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Post by abstractleaf on Aug 30, 2016 22:53:00 GMT
Painfull twin
To get disease make a save check dc dificulty medium of party level. If fail, player gets disease. Stage 1 startes after the next extended rest
Stage1 Hallucinations ie; see more enemys or have team mates look mosterous. Start each encounter seeing Hallucinations till save end (not cure). Repeat untill full extended rest. Progress to stage 2 after a extended rest
Stage 2 Perma weakened untill cure is gotten Progress to stage 3 after a extended rest
Stage 3 Lose 1 healing surge per encounter till you have 0 the lose 2 hp (5 at paragon 10 at epic) per turn untill cure is gotten
Cure: there are 2 diseases eactly the same with different antidotes. If the wrong antidote is taken, everytime the infected uses a surge (for any reason regardless of effect) loose a surge value instead of normal effect. Correct antidote will cure disease unless wrong cure is taken. The correct cure will only work after a extended rest is successfully taken.
Need to balance. Ment to be a life or death situation. In my campaign the only one who knows the cure is a hermit druid on top of a mountain a few encounters away.
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Post by blakeryan on Aug 31, 2016 9:07:52 GMT
Make it more in line with 5th ed rules -
Extended Rest = Long Rest
Perma Weakened = Poisoned Condition, disadvantage to attack rolls & ability checks
but if you look at Exhaustion levels on page 291 of the players handbook, you could have the disease take them through that, Con save to stop going to the next level.
also you want to reward your players for good rolls/good thinking, so you could allow them to figure out ways to halt the level, but not cure the disease, buying them more time
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Post by joatmoniac on Sept 4, 2016 16:44:57 GMT
Stage1 Hallucinations ie; see more enemys or have team mates look mosterous. Start each encounter seeing Hallucinations till save end (not cure). Repeat untill full extended rest. Progress to stage 2 after a extended rest Stage 2 Perma weakened untill cure is gotten Progress to stage 3 after a extended rest Stage 3 Lose 1 healing surge per encounter till you have 0 the lose 2 hp (5 at paragon 10 at epic) per turn untill cure is gotten Cure: there are 2 diseases eactly the same with different antidotes. If the wrong antidote is taken, everytime the infected uses a surge (for any reason regardless of effect) loose a surge value instead of normal effect. Correct antidote will cure disease unless wrong cure is taken. The correct cure will only work after a extended rest is successfully I feel it safe to assume that you are playing 4e given that you are taking healing surges from your players. I also assume that the previous stages continue to occur along with the later ones, i.e. the player is still hallucinating while losing healing surges? If not, then it totally should. To add a mechanical component to the hallucinations ti ensure that teammates get some pain you could have a percentage chance to attack the nearest creature. Since Stage 2 is the perma weakened you could have the hallucinations start applying in non combat scenarios as well. I would make sure to pepper in some great/gross descriptions of the players (crusty eyes, constantly sweating, gaunt in the face, etc.) Hope some of ghat is helpful.
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