Savage Fever


Savage Tide Adventure Path

Sczarni

OK - with all of the deaths in the obits thread I only see one person that has succumbed to the savage fever... it that true? has anyone else had PCs turned to mindless eating machines? The monkies alone infected 3 of the 8 people in my most recent group, just before the cleric fell off the boat, hitting his head and knocking himself out in the process (critically missing the "abominations") and drowned. Thats what happens when you wear lots of armor in the boat, and then roll a 1 to and 3 more 1s in a row when confirming


I would have had some savage PCs running around except that the NPC cleric with the party had three scrolls of remove disease on hand. When the PCs left Kraken's Cove one was still afflicted, but he recieved daily healing from another NPC cleric (one of the crew of the Sissy, the ship the PCs hired to sail them to Blood Bay). He was on death's door with a single point of Int remaining on the morning the PCs returned to Sasserine! Lucky I say...


Well, one of my players had their character involuntarily retired due to the savage fever, but that hardly counts as a kill. When the warlock succumbed to the fever, he ultimately awoke and showed off all of its wonderful effects. In response, the party knocked him out. The remainder of that session was spent doubling back to Sasserine, periodically subduing the afflicted PC (and the random tentacle that sprung forth from his shoulder). They took him to the Witchwardens to be "studied", and struck a deal to allow the afflicted PC to not be killed in the process. That warlock may come back later in the game - I haven't decided yet.


noone succumbed - for one, the disease ought to strike only once/character, right ? I mean, if you got the meazels, you got them... 'nuff said !

And the stat damage is not all that massive, which does not mean we didn't have fidgeting players around. But with a single days sailing to and from Sasserine, the actual losses were too low to ever become threatening.

Plus, after the infectious bite was spotted, the characters reacted with extreme violence to anything even remotely "savage"

Sczarni

aye - like I said the monkeies infected 3 party members in my latest group, and I rolled max damage on all 3 ... the 1/2 orc fighter and goblin rouge actually have the same ints as normals of their species now, and the worlock has a -1 mod


Had a half-orc crusader with an Intelligence of 5 come this close! Just before the poor guy was about to take the Int damage, the party artificer whipped out a potion of lesser restoration, readied to feed it to the half-orc at the onset of the incubation, and administered it...just as he took 5 Int damage! The potion cured only 2 Int, but enough to keep him from transforming into a monster. Then, with enough time, the artificer (again) faked a remove disease to nullify the savage fever. Truly a tense moment in the game!

Imagine...a savage half-orc crusader...brrr...


Klamachpin wrote:
Well, one of my players had their character involuntarily retired due to the savage fever, but that hardly counts as a kill. When the warlock succumbed to the fever, he ultimately awoke and showed off all of its wonderful effects. In response, the party knocked him out. The remainder of that session was spent doubling back to Sasserine, periodically subduing the afflicted PC (and the random tentacle that sprung forth from his shoulder). They took him to the Witchwardens to be "studied", and struck a deal to allow the afflicted PC to not be killed in the process. That warlock may come back later in the game - I haven't decided yet.

I thought it was impossible to "knock-out" or "subdue" a savage critter, as the "Ferocity" ability enables them to continue wreaking carnage until they hit -10 and finally gloootch their caustic innards all over nearby flora, fauna and horrified party members....

The Exchange

Cacophonik wrote:
Klamachpin wrote:
Well, one of my players had their character involuntarily retired due to the savage fever, but that hardly counts as a kill. When the warlock succumbed to the fever, he ultimately awoke and showed off all of its wonderful effects. In response, the party knocked him out. The remainder of that session was spent doubling back to Sasserine, periodically subduing the afflicted PC (and the random tentacle that sprung forth from his shoulder). They took him to the Witchwardens to be "studied", and struck a deal to allow the afflicted PC to not be killed in the process. That warlock may come back later in the game - I haven't decided yet.
I thought it was impossible to "knock-out" or "subdue" a savage critter, as the "Ferocity" ability enables them to continue wreaking carnage until they hit -10 and finally gloootch their caustic innards all over nearby flora, fauna and horrified party members....

You are correct.

I increased the time it took to get between the cove and Sasserine to 2 days and even with 3 infected of 6 they managed to return without any succumbing to the disease. Close and they were scared! but noone turned savage, oh well.

FH

BTW- someone a few posts up *cough*Cpt. kirtov*cough* needs to learn how to spell R-O-G-U-E, rogue not R-O-U-G-E, rouge. Rouge is red or a makeup of some sort. Rogue is a stealthy, kidney stabber.


The Heal skill works wonders to work off the long-term effects of disease, even at very low skill values. Getting a second roll at +3 or so is a huge boon.


I for one already have a player group without a dedicated healer character in the roster about to begin thier descent into savagery. It will be interesting indeed to see if they think to use Heal checks to stay the progress of the Savage Fever when the time comes.

Ah, the possiblities ...

Sczarni

Fake Healer wrote:


BTW- someone a few posts up *cough*Cpt. kirtov*cough* needs to learn how to spell R-O-G-U-E, rogue not R-O-U-G-E, rouge. Rouge is red or a makeup of some sort. Rogue is a stealthy, kidney stabber.

yeah thats one I always do for some reason, that and spelling tomorrow as tomorrow - no idea why it just always comes out that way..


Cacophonik wrote:


I thought it was impossible to "knock-out" or "subdue" a savage critter, as the "Ferocity" ability enables them to continue wreaking carnage until they hit -10 and finally gloootch their caustic innards all over nearby flora, fauna and horrified party members....

My players were actively dealing nonlethal damage, which results in the "staggered" and "unconscious" conditions. Ferocity applies only to the "disabled" and "dying" conditions. In my game, the former does not equal the latter, so subduing a savage character is possible. In your game, it may differ.

Dark Archive

In my game, the party's druid was affected by it, but the party kept him from transforming by using potions of lesser restoration until they could get to town and have a Cleric cast the remove disease.

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Savage Tide Adventure Path / Savage Fever All Messageboards

Want to post a reply? Sign in.
Recent threads in Savage Tide Adventure Path