Sickened Enviroment?


Rules Questions


Ok, so I wanna run my players into an encounter that takes place in a rather disgusting room filled with corpses and rotting flesh. So I was thinking the smell is bad enough that they'd have to Con Save against getting the Sickened condition. But it's just a really bad smell not something directly hurting their bodies. So I was thinking of making the DC low at 10. Just something to add a little challenge to those who can't make it.

Is this doable? Cause I can't seem to find something similar in the books or the OGC.

Silver Crusade

Consider using the rules for traps for something like that, it would probably work well. I'ld probably make it something like a DC 10-13 Fort save.


I think most adventures with stuff like this just treat it as a basic atmospheric effect. "DC 10 or sickened for as long as you're in the area +1d4 rounds".


For added grit and realism, you could add a fort save to avoid disease from being in the area, again an easy DC, maybe 10, with a higher roll for anyone injured, touching and moving the filth (say to search it for loot) or fallimg prone in the goo pile.


One AP I'm running has DC 14 Fort saves to avoid being sickened in one room and to avoid being nauseated in another. If you throw in a ghast the smell could get even worse. Perhaps there are some swarms of flies and or maggots too. If so they'd have their own low DC saves vs distraction. Add a foe who can make the PCs shaken and failing one of the various saves could lead to a domino effect.

A save vs disease for somebody who interacts with the filth or falls into it sounds good too.


Here are some other smelly things to compare to:
Troglodyte
Ghast
Ring of the Troglodyte
Bilious Bottle
Dustburst Bullet
Stinking Cloud
Stink Oil

/cevah

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