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Racing the Rot


Savage Tide Adventure Path

Andoran

So, two PC and two NPCS (Urol and Skald) got Mummy Rot from the mummys in the tombs under the mountains, and having absolutly no way to counter it, the group is trying to race to Farshore before the characters turn to dust and die.

Their only chance is the use of Lesser Restoration to stave off the effects long enough to get to proper magical help.


Their only chance is the use of Lesser Restoration to stave off the effects long enough to get to proper magical help.

I was un aware that you could cast lessor restoration to counter the effects of Mummy Rot. Help me out here, because I am in the same boat, the barbarian and monk have contracted Mummy Rot and both are possibly dead when they rest next, both have Cons of 5. The monk is down to a 2 Cha. Does the cleric need to make a caster level check for the lessor restoration to work?


Pathfinder Adventure Path Subscriber

Lesser Restoration is a 2nd-level cleric spell (PH, p. 272) that cures 1d4 points of temporary ability damage. It has other effects as well.

As a reminder, you need to use break enchantment or remove curse to firstly remove the supernatural nature of the rot, THEN use remove disease (or more powerful magic) to get rid of it.

Andoran

stingraylonnie wrote:
I was un aware that you could cast lessor restoration to counter the effects of Mummy Rot. Help me out here, because I am in the same boat, the barbarian and monk have contracted Mummy Rot and both are possibly dead when they rest next, both have Cons of 5. The monk is down to a 2 Cha. Does the cleric need to make a caster level check for the lessor restoration to work?

Since Lesser Restoration is a Conjuration (Healing) spell, yes they need to make a Caster Level check, according to the text of Mummy Rot.

I just noticed that (according to the SRD) the character dies when their CON reaches ZERO, not their CHA. So your monk has a good chance of surviving, even if his CHA drops to 0. However, a CHA of ZERO drops the character into a catatonic state.


Floyd Wesel wrote:
I just noticed that (according to the SRD) the character dies when their CON reaches ZERO, not their CHA. So your monk has a good chance of surviving, even if his CHA drops to 0. However, a CHA of ZERO drops the character into a catatonic state.

Disease is a special case. Diseases kill when any attribute drops to zero, while poisons, blood drain, curses, and the like only incapacitate if the affected score is not constitution.


ericthecleric wrote:

Lesser Restoration is a 2nd-level cleric spell (PH, p. 272) that cures 1d4 points of temporary ability damage. It has other effects as well.

OK, but my question is, Mummy Rot is not considered "temporary ability damage" is it? When a character who is infected with Mummy Rot rests for the night, he/she does not gain 1 point back until the enchantment is broken and a remove desease is cast. Please correct me if I'm wrong on this. My group's cleric has the remove curse, but has been unable to make the caster level check, DC 20. Can anything help this check, for example if he casts "prayer", or if the bard inspires confidence, can he add to his roll? I don't remember the descriptions of those spells and abilities saying anything about caster level checks being or not being included.


Kobold Lord wrote:
Floyd Wesel wrote:
I just noticed that (according to the SRD) the character dies when their CON reaches ZERO, not their CHA. So your monk has a good chance of surviving, even if his CHA drops to 0. However, a CHA of ZERO drops the character into a catatonic state.
Disease is a special case. Diseases kill when any attribute drops to zero, while poisons, blood drain, curses, and the like only incapacitate if the affected score is not constitution.

I'm sorry, SRD?


http://www.wizards.com/default.asp?x=d20/article/srd35

thats the SRD ;)

Andoran

stingraylonnie wrote:
I'm sorry, SRD?

Check out this site, I think it has the best set-up for the SRD, which is basically the D&D (3.5) rules set online, for free with a few things that would be copyrighted (such as proper names like Melf or Fizban, or whatever) not included.

http://www.d20srd.org/index.htm

Andoran

stingraylonnie wrote:
OK, but my question is, Mummy Rot is not considered "temporary ability damage" is it? When a character who is infected with Mummy Rot rests for the night, he/she does not gain 1 point back until the enchantment is broken and a remove desease is cast. Please correct me if I'm wrong on this. My group's cleric has the remove curse, but has been unable to make the caster level check, DC 20. Can anything help this check, for example if he casts "prayer", or if the bard inspires confidence, can he add to his roll? I don't remember the descriptions of those spells and abilities saying anything about caster level checks being or not being included.

Okay, let me see if I can take a stab at this...

* Mummy Rot is a supernatural disease. Normally 2 saves in a row means a disease is beat, but Mummy Rot is special and the "2 saves" rule does not apply, as per DMG292. Also, the person must recieve a remove curse, break enchantment with a CL check of DC20 before the disease can be removed with additional spells or medical attention.

* Mummy Rot induces a CON and CHA loss, when a Save is failed each day after the incubation periode.

* Mummy Rot specifically states that CON loss kills, it doesn't say that CHA loss kills. Therefore you have to assume the normal result of a dropped CHA, which is catanotia. I could find nothing that catagorially stats at "all diseases kill outright" no matter what the attribute loss is. (Granted, if one goes catatonic and is not cared for, they are going to die eventually from "just laying there".)

* Mummy Rot is Ability Damage, not Ability Drain, thus it can be affected by Lesser Restoration, provided the Caster Level DC20 check is made, as per the MM 191.

* You also need to make the CL check if you want to do *any* Conjuration (Healing) spell descriptor, which includes CLW, CMW, etc.

* The inflicted does gain a ability point back from a night's rest each morning at the rate of 1 point per ability, as per the DMG, page 293. (It specifically points this out in the second chapter on that page.)

So, what this means is...

PC-A gets Mummy Rot...
* failing the inital save, and takes Ability Damage.
* Each day after that he needs to make another Save, or risk losing another set of Ability Damage.
* Each morning he gains 1 point per Ability, as normal.
* He can also get healing aid from Conjuration (Healing) spells, such as Lesser Restoration, provided a DC20 Caster Level check can be made.
* he must get a Remove Curse or Break Enchantment spell cast on him with a successful DC20 Caster level check before the disease can be magically cured as any normal disease.
* If his CHA goes to "0", he goes catatonic.
* If his CON goes to "0", he turns to dust and dies.

Hope that helps!

Andoran

Kobold Lord wrote:
Disease is a special case. Diseases kill when any attribute drops to zero, while poisons, blood drain, curses, and the like only incapacitate if the affected score is not constitution.

Can you give me a exact page reference for that, because I could not find that rule in the DMG. (I was looking at pages 292-293.)

Not that I don't believe you, but I could not find that rule and that makes the specific mention of CON and not CHA loss as leading to death n the Mummy description and odd occurence. After all, why mention just CON in relation to death if CHA loss would also lead to automatic death?

Qadira RPG Superstar 2008 Top 6, Contributor

stingraylonnie wrote:


OK, but my question is, Mummy Rot is not considered "temporary ability damage" is it? When a character who is infected with Mummy Rot rests for the night, he/she does not gain 1 point back until the enchantment is broken and a remove desease is cast. Please correct me if I'm wrong on this. My group's cleric has the remove curse, but has been unable to make the caster level check, DC 20. Can anything help this check, for example if he casts "prayer", or if the bard inspires confidence, can he add to his roll? I don't remember the descriptions of those spells and abilities saying anything about caster level checks being or not being included.

Check Disease in the DMG. I'm pretty sure you are wrong, as mummy rot is on that table, and that same section says you recover ability damage during the course of the disease (and that that alone may keep a minor disease from progressing). Most dieases are just ability damage.

BTW, I also could find no reference to diseases killing when an ability (other than Con) reaches zero.

Andoran

stingraylonnie wrote:
When a character who is infected with Mummy Rot rests for the night, he/she does not gain 1 point back until the enchantment is broken and a remove desease is cast. Please correct me if I'm wrong on this.

I answered this above (I think) but I want to make sure that I did:

Yes, they do get the 1 point back.

As per the rules:

Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress. That means that a character with a minor disease might be able to withstand it without accumulating any damage.


I'm starting to get worried (on my players' behalf); they'll probably trigger the mummy dust trap in the next session. They have no rogue or cleric in the party; their only healer is a 5th-level ranger. I figure it's pretty likely that at least one PC will get infected.

Comparing the d20srd.org text of the mummy and the mummy rot disease, there are some discrepancies:

  • Mummies inflict mummy rot with a DC of 16, incubation time 1 minute, damage 1d6 Con and 1d6 Cha.
  • Mummy rot has a DC of 20, incubation time 1 day, damage 1d6 Con.
  • Mummy-inflicted mummy rot has all these rules about remove curse and suppressing healing; there's no similar text in the list of diseases.

(As a caveat, d20srd.org is pretty good about keeping up with errata, but isn't quite "official".)

Did the scenario's designer mean the mummy rot inflicted by mummies, or the less-brutal (higher DC, easier everything else) mummy rot as listed in the diseases section?

All this is sort of circling around the question of what options the players have. It looks like they're basically limited to (1) burning their potions of lesser restoration and hoping they beat the DC, long enough to make it to Farshore (!) and a cleric, or (2) waiting for one of them to die and the player to roll up a cleric with the Healing domain.

I suppose I could drop a jar of Keoghtom's ointment into Tamoachan to help them stave off death a little longer.

Any other suggestions?

Qadira

Throw in a Rod of Bodily Restoration and an Orb of Mental Restoration.
the Rod handles physical stat restoration and the Orb handles mental stat restoration.
Each has 3 charges a day(I think) that can be used in different ways to restore stats and each is only worth 1240gp so it wouldn't be overpowering to drop them in a treasure horde.
They heal 4 stat damage from one stat per charge or 2 damage from all 3 that the item covers(either physical or mental). You can use more charges at once to heal more if necessary.
That helps with the symptoms but not the cure and it should keep them alive and kicking until they reach Farshore. You may even want to get another PC infected before they start that journey just to keep them on their toes and have the 2 items in the loot from that encounter.
Hope it helps.
FH


Floyd wrote:
* You also need to make the CL check if you want to do *any* Conjuration (Healing) spell descriptor, which includes CLW, CMW, etc.

So is a PC is afflicted w/ mummy rot, then gets hurt and takes HP damage...the cleric must make a CL check to use any healing magic on him? Really?

Qadira

Par-a-dox wrote:
Floyd wrote:
* You also need to make the CL check if you want to do *any* Conjuration (Healing) spell descriptor, which includes CLW, CMW, etc.

So is a PC is afflicted w/ mummy rot, then gets hurt and takes HP damage...the cleric must make a CL check to use any healing magic on him? Really?

Really.

FH

Andoran

Our Ninja got Mummy Rot from the trap in Taotchilan (or however its spelled) and I thought sure she would die before we could get to help, but miraculously, with the help of the Druid and the Fighter with a couple Cleric Levels, she managed to hang on until Renkrue, where the locals had her drink some foul smelly and worst tasting concoction while they performed a ritual to cleanse her body.

It was one of the most memorable moments of our campaign so far.


Don't forget about Kaskus Kiel on the Blue Nixie either. Druids can do Lesser Restoration and Bear's Endurance to boost Fortitude saves.


Ben Brenneman 22 wrote:
Don't forget about Kaskus Kiel on the Blue Nixie either. Druids can do Lesser Restoration and Bear's Endurance to boost Fortitude saves.

I just thought of that about one minute ago. He was already brought over to the Sea Wyvern to see if he could help with poor Father Feres (he couldn't), so it looks like he may have more Wyvern time in his future....

Keno wrote:

...[M]iraculously, with the help of the Druid and the Fighter with a couple Cleric Levels, she managed to hang on until Renkrue, where the locals had her drink some foul smelly and worst tasting concoction while they performed a ritual to cleanse her body.

It was one of the most memorable moments of our campaign so far.

That sounds great; I'd forgotten Renkrue.

At the very least, whoever gets afflicted can go down for full bed rest and the ranger's long-term healing attentions.


Fake Healer wrote:
Par-a-dox wrote:
Floyd wrote:
* You also need to make the CL check if you want to do *any* Conjuration (Healing) spell descriptor, which includes CLW, CMW, etc.

So is a PC is afflicted w/ mummy rot, then gets hurt and takes HP damage...the cleric must make a CL check to use any healing magic on him? Really?

Really.

FH

Holy crap thats harsh... I guess I should've read this closer as I've never played mummy rot that way. Ouch!


What is the big problem here ? The characters have to survive until everyone reaches Farshore ?

Use "Supend Disease" from the "Book of Vile Darkness", level 1 cleric, druid and sorcerer/wizard spell. Abjuration (and not "evil"), delays the effects of any (not-limited to non-magical ones like "Delay Disease" from the SC) disease by 24 hours.

Wonderful spell from an odd source, one of the very few magics in that book that is not "evil". Been a "medicine bag" spell around here for ages (well since the BoVD came out ) - at 25gp a scroll (caster level is irrelevant for the set effect and duration) or 50gp for a potion it is dead cheap and an absolute lifesaver if the cleric/medic is taken out. Our mage carries a couple, just in case.....

Another way of dealing with the problem (or if your GM will not allow even a beneficial, universal and "non-vile" spell from the BoVD into his campaign for the sake of a character's survival ) may be to put the afflicted character into animated stasis until safety and a cure can be reached. A friend's group repeatedly used "Sepia's Snake Sigil" for this, with the targeted PCs deliberately flunking their saves and going "stasified".
Now, one's take upon the possibility of moving the character in stasis may vary from GM to GM, and you need to know the spell as well as to have the comparatively expensive component at hand (500gp of crushed amber/use ). Still, they always kept a couple of scrolls handy for critical and potentially dangerous effects occuring "in the field".

Feel free to improvise

Cheliax

What Ive always wanted to know is this: Is a paladins divine health ability able to prevent mummy rot?


Savage_ScreenMonkey wrote:
What Ive always wanted to know is this: Is a paladins divine health ability able to prevent mummy rot?

That's got to be a joke, right ? Because it explicitly states so in the description of "Divine Health (EX)" page 44 of the PHB 3.5....

PHB 3.5 wrote:

At 3rd level a paladin gains immunity to all diseases, including supernatural and magical ones ( such as mummy rot and lycanthropy )


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Be Nice Uzagi, not everyone has memorized all of the 3.5 books...LOL's

Luckily my players were only hit twice by the mummy's and made their saves both times. They have awesome AC's and use combat expertise maxed out routinely.

Andoran

terok11 wrote:
Be Nice Uzagi, not everyone has memorized all of the 3.5 books...

Seriously.

"Lighten up, Francias."


terok11 wrote:

Be Nice Uzagi, not everyone has memorized all of the 3.5 books...LOL's

Luckily my players were only hit twice by the mummy's and made their saves both times. They have awesome AC's and use combat expertise maxed out routinely.

not a question of "memorizing the PHB"... but if I ask on a public board, I at least somehow feel the duty to check the obvious parts of the rulebooks first. and it is not really an obscure reference in some rarely consulted tome.... Other people's mileage may vary.

If it is any consolation though, I was trying to re-edit it to "this is a trick-question, right" an hour later, but the board seems to have a time-limit as for its editing function.

Cheliax

uzagi wrote:
terok11 wrote:

Be Nice Uzagi, not everyone has memorized all of the 3.5 books...LOL's

Luckily my players were only hit twice by the mummy's and made their saves both times. They have awesome AC's and use combat expertise maxed out routinely.

not a question of "memorizing the PHB"... but if I ask on a public board, I at least somehow feel the duty to check the obvious parts of the rulebooks first. and it is not really an obscure reference in some rarely consulted tome.... Other people's mileage may vary.

If it is any consolation though, I was trying to re-edit it to "this is a trick-question, right" an hour later, but the board seems to have a time-limit as for its editing function.

Sorry if I offended you dude. It was just an off hand question based on the topic of the thread. But your right I should have checked out the books first.


Savage_ScreenMonkey wrote:


Sorry if I offended you dude. It was just an off hand question based on the topic of the thread. But your right I should have checked out the books first.

No offense taken, I just was..... well, care for a cask of rum ? No harm done, I hope !


Sben wrote:
Did the scenario's designer mean the mummy rot inflicted by mummies, or the less-brutal (higher DC, easier everything else) mummy rot as listed in the diseases section?

(Oh, and to answer my own question, the scenario specifically references the Monster Manual, not the DMG.)


uzagi wrote:

What is the big problem here ? The characters have to survive until everyone reaches Farshore ?

Use "Supend Disease" from the "Book of Vile Darkness"...(edited for brevity)...

Another way of dealing with the problem (or if your GM will not allow even a beneficial, universal and "non-vile" spell from the BoVD into his campaign for the sake of a character's survival ) may be to put the afflicted character into animated stasis until safety and a cure can be reached. A friend's group repeatedly used "Sepia's Snake Sigil" for this, with the targeted PCs deliberately flunking their saves and going "stasified"...

The big problem is that none of my players' characters have these spells. And with d6 damage to Con and Cha per day on a failed save, and with the Caster Level check to even cast Lesser Restoration, there is a good possibility of a slow TPK if everyone is infected.

Besides, if the players have to go through the rest of "Here There Be Monsters" in stasis, it's almost as bad as being dead...


Glad you are clearing this up, I have 2 PC's infected with mummy rot from the jawless mummy in the knot!


Pathfinder Adventure Path Subscriber

Remember that the Heal skill can be used to combat disease very effectively, more or less making them trivial.

Shadow Lodge

Carl Cramér wrote:
Remember that the Heal skill can be used to combat disease very effectively, more or less making them trivial.

Yup. Three of my players have been infected with Savage Fever in TBWG and the Healer has kept the infection at bay for the second and third after using her single Remove Disease on the first, until they get a chance to rest and head back to Sasserine.

Originally they had all taken some ability damage and one character had even gone under after getting poisoned by the Violet Fungus, but when we re-read the Heal rules we determined the Healer could have aided all along to prevent the damages and the DM didn't know this so I allowed her to make the necessary rolls and retconned. All is well now... well, as well as can be expected with two infected PCs anyway. ;)

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