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03-15-2017, 05:41 AM
(This post was last modified: 03-15-2017, 03:43 PM by Ravenblade.)
Locale:
Settlement Name: Paendley, Barony of Dulrain, Kingdom of Errod.
Settlement Type: Agricultural Manor
Typography: Forested Lowland
Gross Acres: 2210 (Woods: 331, Crops: 906, Pasture: 973)
Cleared Acreage: 1879 (Tenant: 972, Demesne: 907)
Total population: 117 (44 households)
Persons of Note:
Bellan (Village Reeve, answers directly to the Baron of Dulrain)
Dassell (Yeoman, Light Bowman)
Erron (Laborer, visiting the "Hayl & Hearthy" Inn)
Gwenet (Hune's daughter)
Hayl (Innkeeper, proprietor of the "Hayl & Hearthy" Inn)
Hucan (Tinker, Lauley's father)
Lauley (Tinker, Hucan's son)
Hune "Ol' Sod" (Farmer, Gwenet's father)
Laun (Yeoman-Seargant, Light Footman)
Laurew "Lew" (Village Beadle, Bellan's second of authority)
Locke (Innkeeper's Apprentice)
Olotte (Hune's wife)
Trenn (Laborer, visiting the "Hayl & Hearthy" Inn)
Vira (Veterinarian/Midwife)
Background:
Paendley, originally called Paend's Lee, got its name from a leaning stone formation formerly existing just outside the settlement's edge. The town's founding father, a miserly man named Amon Paend, was known to frequent the stone formation at odd hours, and was rumored to have hidden a large portion of his wealth there. Try as anyone might, no one could determine whether the gossip was true or not.
The stone formation collapsed during a particularly heavy rain storm about 57 years ago, leaving signs that a large tunnel had existed beneath it. Since this event coincided with the disappearance of Amon Paend, it was assumed that the old miser met his doom in the collapse. Many attempts were made over the years to dig up Amon's body and treasure, but neither have been found to this day...
Scenario: Erosion from recent rain storms have revealed a small cave; the cave consists of a tunnel leading to two chambers. The larger chamber is at the end, and is rather unremarkable. Of interest, however, is the entrance to the smaller chamber which appears to have been dug out from the main tunnel.
The glint of coins shines faintly in the torchlight, spread throughout the muddy floor of the small chamber. A DC20 Spot (or DC10 Search) check reveals a skeletal hand protruding from what appears to be the rubble of a collapsed tunnel at the back of the small chamber. If the party has been told about Amon Paend and the related rumors, they may correctly assume that they have found the ill-fated miser and his treasure. Additionally, a thin layer of dust-like spores can be seen coating the chamber with a DC12 Spot check, and a DC15 Spot check reveals the presence of the spores floating in the torch-lit air.
The spores are a dormant, yet virulent strain of Burning Slumber. Typically found only in warm climates, this strain went dormant as the region cooled and became more temperate. However, once carried (by contact) or inhaled, the warmth of the body brings the Burning Slumber out of dormancy; this is particularly true when the disease is brought out of the cold into heated dwellings, and becomes air-born. The danger related to this strain of Burning Slumber is further compounded by the pneumonia that develops at stage 2 of the disease. The stats for Burning Slumber are found below:
Burning Slumber
Infection: Contact, Inhaled (DC 18)
Incubation: 1d4 days, 6 hour cycle
Damage: 1d4 STR, 1d4 CON
Stage 1: The infected takes disease damage from a high fever; also becomes exhausted.
Stage 2: The infected takes disease damage, plus an additional 1d2 CON as pneumonia sets in; becomes unconscious.
Stages 3 & 4: The infected takes disease damage, plus an additional 1d2 CON from pneumonia; remains unconscious.
Stage 5: Death
This disease is extremely contagious and deadly, but is usually found in warmer climates. At the end of the incubation period, the character must succeed on a DC18 Fortitude save or begin to show symptoms of this disease. After the initial failure, the infected starts deteriorating through the stages with each 6-hour cycle until reaching the stage of illness determined by the save result: a save failed by less than 5 means the infected reaches Stage 1; if a save failed by 5 or more, the infected declines to Stage 2; and a save failed by 10 or more means the infected declines to stage three.
Example: Sickboy fails his Fortitude save by 10 after Burning Slumber's incubation period, meaning he'll deteriorate through three stages of sickness over the following 18 hours (a 6-hour cycle for each stage). During the first 6 hours, he suffers 1d4 STR, 1d4 CON damage, and becomes fatigued. After 12 hours, he suffers another 1d4 STR and 1d4 CON damage from the fever, another 1d2 CON damage from the developing pneumonia, and falls unconscious. After 18 hours, Sickboy suffers another 1d4 STR and 1d4 CON damage from the fever, plus another 1d2 CON damage from pneumonia. If Sickboy survives to this point, he get to make another Fortitude save for each 6-hour cycle to determine whether he improves a stage, remains in his current stage, or worsens a stage per the Disease Variant Rule. Poor Sickboy...
Once the infected recovers from Stage 1 of the disease, he/she will be fatigued and require 1d6 days of bed rest. Immunity to the Burning Slumber is gained once a person recovers from the disease.
For the Disease Variant Rule, see the post in the House Rules forum:
http://ravenblade.net/forum/showthread.p...232#pid232
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Current Situation:
• Gwenet had found the exposed tunnel, and became exposed to the disease spores when she explored the smaller chamber.
• A clue to Paend's lost treasure was a gold coin that Gwenet gave to her mother, Olotte.
• The small chamber has been cleared of the disease, and Amon Paend's remains and treasure had been found.
• The villagers have been alerted to the Burning Slumber disease, and a quarantine has been established.
• The villagers remain in their homes, and there is a yeoman guarding the road at each end of the village; a guard rotation has been set by Bellan Paend to relieve the yeomen at regular intervals with able-bodied villagers.
• The "Hayl & Hearthy" Inn has been temporarily converted to a hospital.
• Gwenet awakens after her fever breaks, and is due to recover after five days of bed rest.
• Olotte is in Stage 2 of the Burning Slumber.
• Hune, Erron, Hayl, and Lauley are showing signs of Stage 1 of the Burning Slumber.
• All party members and listed NPCs have been exposed to the Burning Slumber.
• Two merchants had left south from Paendley before the quarantine was set; it is unknown whether they have been exposed to the disease.
Questions? Comments?
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03-15-2017, 03:38 PM
(This post was last modified: 03-15-2017, 03:47 PM by Ravenblade.
Edit Reason: Readability - Unneeded quote
)
1)Will casting Lesser Restoration and/or Restoration spells help the disease victims make their saving throws?
2)Is there any known way for Kearse's Divine Health to be replicated or transferred with spells or magic items?
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Short answers:
1) Yes, by restoring lost ability points that affect saves, as well as through temporarily improving fatigue and exhaustion (where applicable)
2) Only within the bounds of core rules, although there may be some items that grant disease immunity. Example: Periapt of Health
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03-15-2017, 05:02 PM
(This post was last modified: 03-19-2017, 09:49 AM by frenzied67.)
(03-15-2017, 04:02 PM)Ravenblade Wrote: Short answers:
1) Yes, by restoring lost ability points that affect saves, as well as through temporarily improving fatigue and exhaustion (where applicable)
2) Only within the bounds of core rules, although there may be some items that grant disease immunity. Example: Periapt of Health
In that case Kearse will cast his lone Lesser Restoration on poor Olotte Sod to bolster her Constition. In the book it says that long term care is considered light activity for the care giver, will that allow Kearse time to memorize spells? If so he would like to temporarily amend his spell list thus:
1st level spells) expend a Light of Lunia spell for an additional Healthful Rest (for a total of two of those spells).
2nd level spells) expend all prepared spells, except Domain, (as healing spells cast on the afflicted, except for the Lesser Restoration already cast on Misses Sod) then memorize 6 Lesser Restoration spells.
3rd level spells) expend all spells, except Domain, (as healing spells on the afflicted) then memorize 4 or 5 Mass Conviction spells.
4th level spells) expend all spells, except Domain, (as healing spells on the afflicted) then memorize 4 Restoration spells.
P.S. Does Divine Health prevent Kearse from becoming a carrier of pathogens, does a supernatural immunity preclude him from becoming a vector?
P.P.S. When the staff of healing returns he will use Lesser Restoration, Restoration spells from it until his own spells are amended. Also he would like to clear his Ring of Spell Storing and place a Lesser Restoration and a Detect Evil in it (A 2nd level and a 1st level spell = 3) after this disease is dealt with.
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Other questions:
1) Does the "Remove Disease" spell (and its relatives, such as "Heal") cure the Burning Slumber?
2) Does Kearse have Remove Disease (or Heal, or anything similar) as a spell?
3) If so, can't he just cast that on anyone who fails his/her saving throw, thus ridding them of this perilous pestilance?
4) Profit!
Notes:
1) Bahiyya will, I think, opt to wait and take her chances, thus sparing Kearse's time and spells for the hapless villagers. If she fails a saving throw, she can seek help from Kearse at that point (or drink a Remove Disease potion, if those work).
2) I hope everyone remembers that we have a Staff of Healing. It has 19 charges; each use of Remove Disease costs 3 charges.
3) Bahiyya feels concerned about the two merchants who left. Could someone fast -- such as Thorfinn -- and/or, someone on horseback -- do a forced-march down that southward road, and catch up to the merchants? If there is a horse available, Bahiyya will volunteer for this mission. If those merchants were exposed to the disease, they must be cured, and also quarantined before they can pass it to others. If they have already passed it to others, then additional steps would need to be taken.
4) Please do remember to credit gold to Hayl, the innkeeper -- Bahiyya had offered him 15gp of her own funds in exchange for his loss of business (the village is shut down and the inn serving as an infirmary). He will need money to become Hayle 'n' Hearthy again.
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(03-15-2017, 09:54 PM)Xura Wrote: Other questions:
1) Does the "Remove Disease" spell (and its relatives, such as "Heal") cure the Burning Slumber?
2) Does Kearse have Remove Disease (or Heal, or anything similar) as a spell?
3) If so, can't he just cast that on anyone who fails his/her saving throw, thus ridding them of this perilous pestilance?
4) Profit!
Notes:
1) Bahiyya will, I think, opt to wait and take her chances, thus sparing Kearse's time and spells for the hapless villagers. If she fails a saving throw, she can seek help from Kearse at that point (or drink a Remove Disease potion, if those work).
2) I hope everyone remembers that we have a Staff of Healing. It has 19 charges; each use of Remove Disease costs 3 charges.
3) Bahiyya feels concerned about the two merchants who left. Could someone fast -- such as Thorfinn -- and/or, someone on horseback -- do a forced-march down that southward road, and catch up to the merchants? If there is a horse available, Bahiyya will volunteer for this mission. If those merchants were exposed to the disease, they must be cured, and also quarantined before they can pass it to others. If they have already passed it to others, then additional steps would need to be taken.
4) Please do remember to credit gold to Hayl, the innkeeper -- Bahiyya had offered him 15gp of her own funds in exchange for his loss of business (the village is shut down and the inn serving as an infirmary). He will need money to become Hayle 'n' Hearthy again.
Kearse does not have Remove Disease, an oversight he hopes to remedy someday.
If we have to send someone after the merchants they will have to receive a Remove Disease from the staff before they go.
The girl is on the mend, she should be cognizant enough to tell us if she spent any time with the merchants (or anyone else). We may not have to go after the merchants.
Your generosity to an NPC just proves that you are deliberately avoiding thinking like a metagamer.
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(03-15-2017, 05:02 PM)frenzied67 Wrote: (03-15-2017, 04:02 PM)Ravenblade Wrote: Short answers:
1) Yes, by restoring lost ability points that affect saves, as well as through temporarily improving fatigue and exhaustion (where applicable)
2) Only within the bounds of core rules, although there may be some items that grant disease immunity. Example: Periapt of Health
In that case Kearse will cast his lone Lesser Restoration on poor Olotte Sod to bolster her Constition. In the book it says that long term care is considered light activity for the care giver, will that allow Kearse time to memorize spells? If so he would like to temporarily amend his spell list thus:
1st level spells) expend a Light of Lunia spell for an additional Healthful Rest (for a total of two of those spells).
2nd level spells) expend all prepared spells, except Domain, (as healing spells cast on the afflicted, except for the Lesser Restoration already cast on Misses Sod) then memorize 6 Lesser Restoration spells.
3rd level spells) expend all spells, except Domain, (as healing spells on the afflicted) then memorize 4 or 5 Mass Conviction spells.
4th level spells) expend all spells, except Domain, (as healing spells on the afflicted) then memorize 4 Restoration spells.
P.S. Does Divine Health prevent Kearse from becoming a carrier of pathogens, does a supernatural immunity preclude him from becoming a vector?
P.P.S. When the staff of healing returns he will use Lesser Restoration, Restoration spells from it until his own spells are amended. Also he would like to clear his Ring of Spell Storing and place a Lesser Restoration and a Detect Evil in it (A 2nd level and a 1st level spell = 3) after this disease is dealt with.
The Lesser Restoration and Healthful Rest spells will help in mitigating any decline during treatment, as well as bolster the patients for when the healer is forced to rest.
As far as required rest and regaining spells:
To prepare daily spells, an arcane spellcaster must first rest for 8 hours. Sleep isn’t required for the whole time, but arcanists must refrain from movement, combat, spellcasting, skill use, conversation, or any other demanding physical or mental task during the rest period. If this rest is interrupted, each interruption adds 1 hour to the total amount of time an arcane spellcaster must rest to clear the mind. Immediately prior to preparing spells, arcane spellcasters must have at least 1 hour of uninterrupted rest. Creatures that don’t need to sleep still require 8 hours of restful calm before preparing any spells.
A divine spellcaster chooses and prepares spells ahead of time, just as an arcanist does. To prepare any spell, a divine spellcaster must have a peaceful environment that allows for proper concentration, just as an arcane spellcaster does. However, a divine spellcaster doesn’t require a period of rest to do so. Instead, the spellcaster chooses a particular time of day to prepare spells. This time is usually associated with some daily event important to the deity, religion, or creed a divine spellcaster follows. If a divine spellcaster is prevented from preparing spells at the proper time, he must do so as soon as possible. If unable to stop and prepare spells at the first opportunity, a divine spellcaster must wait until the next day to prepare spells.
This means that Kearse needs only get enough rest to prevent fatigue and exhaustion, avoiding it with a series of rest periods (naps, relaxation, etc.) between administering treatment, and can regain his spells after an hour of preparation at dawn each day even though he may not rest for the full 8 hours.
While not explicitly preventing him from being a carrier in the Core Rules, I believe Kearse's Divine Health implicitly prevents him from contracting and passing the disease. The only question is where the disease is spread through contact as well, but can be avoided by maintaining sanitation and cleanliness. In short, Kearse has no fear of contracting or passing the Burning Slumber along.
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(03-15-2017, 09:54 PM)Xura Wrote: Other questions:
1) Does the "Remove Disease" spell (and its relatives, such as "Heal") cure the Burning Slumber?
2) Does Kearse have Remove Disease (or Heal, or anything similar) as a spell?
3) If so, can't he just cast that on anyone who fails his/her saving throw, thus ridding them of this perilous pestilance?
4) Profit!
Notes:
1) Bahiyya will, I think, opt to wait and take her chances, thus sparing Kearse's time and spells for the hapless villagers. If she fails a saving throw, she can seek help from Kearse at that point (or drink a Remove Disease potion, if those work).
2) I hope everyone remembers that we have a Staff of Healing. It has 19 charges; each use of Remove Disease costs 3 charges.
3) Bahiyya feels concerned about the two merchants who left. Could someone fast -- such as Thorfinn -- and/or, someone on horseback -- do a forced-march down that southward road, and catch up to the merchants? If there is a horse available, Bahiyya will volunteer for this mission. If those merchants were exposed to the disease, they must be cured, and also quarantined before they can pass it to others. If they have already passed it to others, then additional steps would need to be taken.
4) Please do remember to credit gold to Hayl, the innkeeper -- Bahiyya had offered him 15gp of her own funds in exchange for his loss of business (the village is shut down and the inn serving as an infirmary). He will need money to become Hayle 'n' Hearthy again.
The Remove Disease cures the Burning Slumber, but does not prevent reinfection, nor does it grant immunity from the disease (remember that immunity is granted from the Burning Slumber once it runs its full course).
The only sources of Remove Disease available to the party are the Remove Disease potions (x2) and the Staff of Healing... use them wisely.
A horse is available, allowing Bahiyya to ride after the two merchants. She will be able to catch up to them before they reach the next settlement since she is riding a horse, compared to the cart the merchants were traveling with. She finds their campsite off the road just a little more than a day away from the next settlement. Although the tents are still pitched, the campfire had been cold for some time. The bodies of the two merchants can be found in the tents, but it appears that they succumbed to the Burning Slumber, and then died from exposure (very low temperatures) and dehydration. Alarmingly still, the campsite appears to have been rummaged through and everything of value taken (including the cart and animals).
It is a little over 3 days ride back to Paendley, and a little more than a days ride to Willsden (the next settlement. Bahiyya will have a number choices at this point, including (but not limited to) the following:
- Ride back to Paendley and report her findings.
- Ride to the next settlement (Willsden) to determine whether the disease made it there or not; she was likely re-exposed to the Burning Slumber while investigating the campsite, but has a Remove Disease potion in her equipment.
- Attempt to track/locate whoever looted the campsite and their whereabouts.
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03-20-2017, 11:04 PM
(This post was last modified: 03-20-2017, 11:07 PM by frenzied67.)
(03-20-2017, 09:15 PM)Ravenblade Wrote: (03-15-2017, 05:02 PM)frenzied67 Wrote: (03-15-2017, 04:02 PM)Ravenblade Wrote: Short answers:
1) Yes, by restoring lost ability points that affect saves, as well as through temporarily improving fatigue and exhaustion (where applicable)
2) Only within the bounds of core rules, although there may be some items that grant disease immunity. Example: Periapt of Health
In that case Kearse will cast his lone Lesser Restoration on poor Olotte Sod to bolster her Constition. In the book it says that long term care is considered light activity for the care giver, will that allow Kearse time to memorize spells? If so he would like to temporarily amend his spell list thus:
1st level spells) expend a Light of Lunia spell for an additional Healthful Rest (for a total of two of those spells).
2nd level spells) expend all prepared spells, except Domain, (as healing spells cast on the afflicted, except for the Lesser Restoration already cast on Misses Sod) then memorize 6 Lesser Restoration spells.
3rd level spells) expend all spells, except Domain, (as healing spells on the afflicted) then memorize 4 or 5 Mass Conviction spells.
4th level spells) expend all spells, except Domain, (as healing spells on the afflicted) then memorize 4 Restoration spells.
P.S. Does Divine Health prevent Kearse from becoming a carrier of pathogens, does a supernatural immunity preclude him from becoming a vector?
P.P.S. When the staff of healing returns he will use Lesser Restoration, Restoration spells from it until his own spells are amended. Also he would like to clear his Ring of Spell Storing and place a Lesser Restoration and a Detect Evil in it (A 2nd level and a 1st level spell = 3) after this disease is dealt with.
The Lesser Restoration and Healthful Rest spells will help in mitigating any decline during treatment, as well as bolster the patients for when the healer is forced to rest.
As far as required rest and regaining spells:
To prepare daily spells, an arcane spellcaster must first rest for 8 hours. Sleep isn’t required for the whole time, but arcanists must refrain from movement, combat, spellcasting, skill use, conversation, or any other demanding physical or mental task during the rest period. If this rest is interrupted, each interruption adds 1 hour to the total amount of time an arcane spellcaster must rest to clear the mind. Immediately prior to preparing spells, arcane spellcasters must have at least 1 hour of uninterrupted rest. Creatures that don’t need to sleep still require 8 hours of restful calm before preparing any spells.
A divine spellcaster chooses and prepares spells ahead of time, just as an arcanist does. To prepare any spell, a divine spellcaster must have a peaceful environment that allows for proper concentration, just as an arcane spellcaster does. However, a divine spellcaster doesn’t require a period of rest to do so. Instead, the spellcaster chooses a particular time of day to prepare spells. This time is usually associated with some daily event important to the deity, religion, or creed a divine spellcaster follows. If a divine spellcaster is prevented from preparing spells at the proper time, he must do so as soon as possible. If unable to stop and prepare spells at the first opportunity, a divine spellcaster must wait until the next day to prepare spells.
This means that Kearse needs only get enough rest to prevent fatigue and exhaustion, avoiding it with a series of rest periods (naps, relaxation, etc.) between administering treatment, and can regain his spells after an hour of preparation at dawn each day even though he may not rest for the full 8 hours.
While not explicitly preventing him from being a carrier in the Core Rules, I believe Kearse's Divine Health implicitly prevents him from contracting and passing the disease. The only question is where the disease is spread through contact as well, but can be avoided by maintaining sanitation and cleanliness. In short, Kearse has no fear of contracting or passing the Burning Slumber along.
After "Greeting the Dawn", Kearse will use his array of divine spells to bolster the ill. He should be able to judge each case and know when to hit them with Lesser Restore or Restore spells. He should also be able to judge the best time to cast Mass Conviction spells to augment the patients saving throws by +3 (the spell should last 110 minutes). Unfortunately he only has four of those. A Healthful Rest spell will be operating at all times. It can't hurt their chances. Using the honor system you should know that I have rolled all 20's in anticipation of the skill checks I have been doing
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