Thoughts on my rough draft diseases for Tomb of Annihilation?
Hi all.
I am currently running my favorite Adventure. Tomb of Annihilation. I am working on some diseases meant to be hinderances rather than straight up lethal. The lore for Chult makes it sound like the enviroment itself is dealy. Diseases, undead, dinosaurs, and more are out for your life. If those don't get you, the heat will. In practice the jungle is trivialized by goodberry, create water, and lesser restoration. I want these spells to be useful, but not to the point of making the jungle a non-threat.
The idea is that the dc to avoid catching them scales with the players, so they remain relevant. However, the cures don't scale, thereby allowing more powerful characters to deal with these easier. I also wanted to have local remedies be useful. None of these are likely to kill you on their own, but they will make you wish they did. I have plans for a disease that makes hydration a problem too, but that is still very much a concept with no mechanics.
Chult is supposed to be a dangerous place.
Blood Drought
A wasting disease that leaves many it infects living a life of extreme care and pain. On it's own it does little. The danger becomes apparent upon injury. Bruises take months to heal, cuts barely scab over before reopening and oozing again, and puncture wounds almost never fully close. Rare outside of the Chultan peninsula, it is carried by parasites native to the Aldani basin.
Gained from parasites in chultan rivers.
Con save is 10 proficiency bonus. Symptoms start at first damage after a long rest. Vulnerable to physical damage. Greater restoration allows a reroll. Can be treated by consuming a paste made of Dropcap frogs (palm sized brown and green frogs) found at high altitudes and Aldani claw flowers. (Cure allows a new save with dc of 11)
Spell Atrophy
A disease common in magical circles. Often caused by magically created plants that have been tampered with by powerful forces. Many a mage has lost their lives to this disease because they simply did not know before casting a powerful spell. Many wizard schools have clerics on hand to take the disease from their students with lesser restoration.
Gained from Plant type creatures in Chult, by the horn of an infected lambeosaurus (rare), or by having a non-damaging spell cast on you by an infected creature. INT save of 10+casting stat modifier. Symptoms appear at first spell cast after 24 hours. When casting a spell the creature takes force damage qual to the spell's level multiplied by their casting stat modifier (cantrips do not trigger this). Lesser restoration can cure a target, but the disease will spread to the healer with no save. Greater restoration is a safe cure. The afflicted creature may attempt a save again if they cast no spells for 24 hours. The horn of a living lambeosarus can absord the disease from a creature, however this will infect the beast in turn.
Noxious Lather
This virus is also known as the Thayan Plume. Commonly spread by particularly old zombies or other rotting undead. This turns the body's sweat and other excretions into a noxious poison. This scent attracts mindless undead and weakens the creature during exertion. Creatures that do not sweat may go entirely without symptoms, or mistake what few symptoms they experience as poor hygiene.
Gained by being crit on by an undead, swallowed by an undead, or by being surrounded by 4 or more zombies (or similar rotting undead) for a whole round. Requires a con save dc 12. DC increases by 2 for every triggering instance before a long rest to a maximum of 22.
Afflicted creatures experience symptoms after 2d4 days. They begin to emit an odor that gives undead advantage on perceiving them. When an afflicted creature exerts itself, it must make a con save equal to 10 + their proficiency bonus or suffer the poisoned condition. Failing with a 10 or lower results in an aura that spreads the disease to those within 10 feet (making a con save equal 10+proficiency bonus). While suffering from the poisoned condition from this the creature is vulnerable to poison and necrotic damage. A creature immune to the poisoned condition has advantage on the save and will only be vulnerable to necrotic (no poisoned condition.) This effect can be ended by a short rest.
Holy water can subdue the disease for 2 hours. Lesser restoration cures the target but causes all the poison to burst forth in a 30 foot radius centered on the creature, causing all within range to save against the disease.
The disease may be cured by burning dried Stinkhorn mushrooms in an enclosed space (IE a tent or shed)