| Igar The Terrible |
I believe your best bet is to do a heal check once per day in conjunction with the remedy you concocted. If your heal check meets the plague DC of 22, they get a +4 competence bonus on their saving throw against the disease. The potion you produced gives them a +4 alchemy bonus, so they do stack. The DC for the infected characters is two consecutive fort DCs of 22. The problem is that their constitution will start to take a hit on day two (tomorrow).
Pallid Plague:
Type disease, injury, inhaled, or ingested; Save special (see below)
Onset 1d4 hours; Frequency 1/day
Effect 1 Cha damage on first day, 1d2 Con damage and 1d2 Cha damage each day thereafter; Cure is 2 consecutive fortitude DC 22 saves.
So, the disease still poses a very real threat to your companions.
Grokar, Bulgard, Rhen and Khador are currently infected. Each has taken 1 charisma damage. Tomorrow they will take 1d2 con and 1d2 cha damage prior to the check. 8 hours of rest will repair 1 ability point of damage. A day of rest will repair two. Long term care provided by you doubles those repair numbers.
| Mox Decker |
Mox begins to administer his healing arts to those infected so that they can fight off the malady before i begins to seriously affect them.
I wasn't sure when the next save was. We can stay the night or get to the town if time permits. Doesn't matter to me.
| Igar The Terrible |
The night passes without incident.
Plague effects:
con damage Bulgard: 1d2 ⇒ 2
cha damage Bulgard: 1d2 ⇒ 1
con damage Grokar: 1d2 ⇒ 1
cha damage Grokar: 1d2 ⇒ 1
con damage Khador: 1d2 ⇒ 1
cha damage Khador: 1d2 ⇒ 1
con damage Rhen: 1d2 ⇒ 2
cha damage Rhen: 1d2 ⇒ 1
Beginning ability scores:
Bulgard Cha 8 Con 14 fort +6
Grokar Cha 8 Con 18 fort +3
Khador Cha 6 Con 15 + 6
Rhen cha 10 Con 14 +3
Current ability scores
Bulgard Cha 6 Con 12 fort +5
Grokar Cha 6 Con 17 fort +2
Khador Cha 4 Con 14 + 6
Rhen cha 8 Con 12 +2
Saves for those who are sickened is at a -2 penalty. Rhen is cursed and has an additional -4 penalty.
Charisma damage effects:
4–5 Has no awareness of the needs of others, almost no sense of empathy
6–7 Uninteresting, rude, boorish, and generally unpleasant to be around
8–9 Something of a bore or makes people mildly uncomfortable
| Igar The Terrible |
Rhen posted before I calculated and posted the new fortitude numbers. An eight is not a save anyway.
This is how your saves should go:
Use your new lower fort modifier (Khador's did not change).
Use the following modifiers
-2 for sickened
+4 for potion cure alchemical
+4 for Mox's healing (circumstantial)
The save is two consecutive fort DC22
Your HPs are reduced via con damage. Since you will not be fighting, there is no need to calculate that at this time.
Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed.
| Igar The Terrible |
Bulgard awakens and heads straight for the woods. He drops his trousers and squats. He hears a static popping in the air above him. Just as he looks up there is a loud boom and he is blinded by the flash of light for a few moments. He smells burnt hair. His ears are ringing. He completes his duty and heads back to camp not aware that his hair is now curly and his flesh has black scorch marks all over it. "Muh-muh-morning, guys."
fort: 1d20 + 5 - 2 + 4 + 4 ⇒ (1) + 5 - 2 + 4 + 4 = 12
fort: 1d20 + 5 - 2 + 4 + 4 ⇒ (12) + 5 - 2 + 4 + 4 = 23
Khador
fort: 1d20 + 6 - 2 + 4 + 4 ⇒ (8) + 6 - 2 + 4 + 4 = 20
fort: 1d20 + 6 - 2 + 4 + 4 ⇒ (17) + 6 - 2 + 4 + 4 = 29
| Igar The Terrible |
An hour later you arrive at the edge of town.
Current stats including rest, con damage, and any battle damage:
Mox HP 32/36
Bulgard, Khador and Grokar are sickened. Rhen is sickened and cursed.
Bulgard
HP 48/48
Cha 6 Con 12 fort +5
Khador
HP 40/40
Cha 4 Con 14 + 6
Grokar
HP 49/49
Cha 6 Con 17 fort +2
Rhen
35/39
Cha 8 Con 12 fort +2
| Rhen Vemsa |
"I feel worse each day, common doc ye have ta have something. What about that City we went ta? Maybe a healer there could cure us?' Rhen says absolutely drained of all energy
| Mox Decker |
I am doing all I can for you. The body must still do it's job. However this may also aid you
Mox waves his hand in arcane motions and mumbles some words.
Remove Sickness: You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.
I should be able to cast that three times. Since it is a moral bonus, it will stack with the rest of them, plus they will not get the negatives imposed by the sickend condition
| Rhen Vemsa |
"Lets get rid o' that basin, get some healing and some ale, some strong liquor ta burn this disease outta me, have ta find a strong healer to take me new curse away." Rhen says, sweat pouring down his face from the effort of being alive
| Seldlron |
Seldlron is sitting outside the tavern on a wooden box.
"Hey guys. They won't let you inside with the pustules. I reckon that anemic girl didn't give you much trouble." He covers his grin as he sips from his tankard while looking at Bulgard and Rhen. He looks to the open door and yells "Jim! Another couple pitchers out here please."
| Rhen Vemsa |
Rhen just scowls at Seldron, once the ale is brought out though he softens a bit.
"She and her cultists and zombies were a bit much, could o' used a nother axe if ye weren't so chicken." Rhen jabs back at Seldron
| Seldlron |
"While I do love a good fight, I fear I would have only been in the way yesterday. Between Laurel and Lady Cirthana, I think I'm gonna beat this thing. Feel much better, I do. Still can't shake it entirely. Maybe tomorrow. For 140 gold pieces, Cirthana will zap you with a wand of make you feel better. You oughta get her to do that for you. Cheers, Rhen. You survived another fight." The fighter raises his tankard towards the dwarf.
| Bulgard Merkenkin |
"I could use some r-r-r-rest. How bout we camp over by Seldlron and take the basin to the priestess first thing in the morning?
Bulgard and Khadr follow Seldlron, get a fire going and lay out a bedroll.
Can I roll a fort save in the morning?
| Igar The Terrible |
Long-Term Care
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
After a full day and night of rest with Mox's care you awaken the next morning. The plague continues to break you down.
ability scores
Bulgard Cha 6 Con 12 fort +5
Grokar Cha 6 Con 17 fort +2
Khador Cha 4 Con 14 + 6
Rhen cha 8 Con 12 +2
Plague Effects
con damage Bulgard: 1d2 ⇒ 1
cha damage Bulgard: 1d2 ⇒ 1
con damage Grokar: 1d2 ⇒ 2
cha damage Grokar: 1d2 ⇒ 2
con damage Khador: 1d2 ⇒ 2
cha damage Khador: 1d2 ⇒ 2
con damage Rhen: 1d2 ⇒ 2
cha damage Rhen: 1d2 ⇒ 1
Mox's healing is successful taking 10. This adds 4 ability points for the day of rest and care
Current ability scores with plague effects
Bulgard Cha 5 Con 11
Grokar Cha 4 Con 15
Khador Cha 2 Con 12
Rhen cha 6 Con 11
Current ability scores with natural healing and long term care versus plague
Bulgard Cha 7 Con 13 fort +5
Grokar Cha 8 Con 17 fort +9
Khador Cha 4 Con 14 fort + 6
Rhen cha 8 Con 13 +2
Saves
Use your current fort modifier
Use the following modifiers
-2 for sickened
-4 if you are cursed
+4 for potion cure alchemical
+4 for Mox's healing (circumstantial)
The save is two consecutive fort DC22
| Rhen Vemsa |
Fort Save: 1d20 + 2 - 2 - 4 + 4 + 4 ⇒ (9) + 2 - 2 - 4 + 4 + 4 = 13
Fort Save: 1d20 + 2 - 2 - 4 + 4 + 4 ⇒ (2) + 2 - 2 - 4 + 4 + 4 = 6
Rhen continues to feel like he was holed up in a giants bag of goodies and just tossed around.