Pallid Plague - Finding a cure and timeline question


GM Discussion

Grand Lodge 4/5 **

I'm a new GM and running this scenario later this week and I find myself stumped. I understand helping Laurel with the checks to overcome the DC to give the players the buff to passing the saves against the poison to be cured. But it says she has to successfully cure the infected PCs or the NPC which takes 2 consecutive saves. My understanding was you only got a save against the disease 1/day. So wouldn't it take a minimum of 2 days to cure anyone, possibly longer with some really bad rolls? Well, the big feast where you encounter Vondrella takes place the night after you get back to Laurel's house. So... if it takes 2 checks to cure wouldn't the PCs miss the banquet? I'm a bit confused and would love it if someone could explain it to me. Thanks!

Liberty's Edge 5/5

yes, it takes time. i almost had 3 characters a mount and a familiar die. they may have to proceed infected. my grp used guidance and resistance to help.

Grand Lodge 4/5 **

Sorry still confused. I guess I don't see how you can complete the scenario because the success condition is getting the basin *and* finding a cure. It seems like it would be impossible to do both based on the timeline. If you stick around long enough to find the cure, you miss the banquet, if you go on infected then you don't find a cure and fail. Or do you play it like the party is still raging whenever they finish with Laurel. I'm also confused as to how you had people almost die unless you spent several days trying to cure, or does the disease stack each time you are hit? I would think once you were infected, you were infected and wouldn't have to make a save again until the next day.

I realize I may be over complicating things, I just want to do it right :)

Sovereign Court

The sections between Act 3 and Act 4 read like they move at the speed of plot ... that is

Spoiler:
Act 4 specifically calls out the PCs leaving Laurel's with the cure ... which means there could be a couple days or more between the time they arrive and the time the cure is done ... it is not a one day requirement, at least not that I can see. but once the cure is in hand, Act 4 should trigger and the PCs could very well still have sick members and/or ability damage.

As far as the disease goes, yes, it would be one save per day, so a minimum of 2 days to have the cure. The disease would not stack with repeated exposure if a PC is already infected.

Silver Crusade 5/5

Spoiler:
My interpretation of the timeline is that the party can begin finding a cure, but will have to go stop the ceremony before they are finished, keep track of time, the initial discovery phase to negate her -20 should take about an hour then the Heal checks start. Each try takes 1 hour, after 7-8 tries, if time allows, you insert the optional encounter which should prompt the PC to head to the Feast. Remind them after the Feast that they still need to finish finding the cure... this can be made more dramatic by making all of them make a save on the way be to Laurel's place. There isn't any reason for there to be a deadline on finding the cure if you stop the feast. Palepox in game terms won't be the reason a PC dies, there isn't even enough time for you to take your first Con damage in this timeline, but if they are unlucky on rolls they could die in the week after the Feast.

Afflictions never stack unless it specifically says it in its description, repeat exposure just extends duration if it has a duration.

Hope this helps

EDITS: Ninja'd by the VL... I'd also be fine with Dain's interpretation. The wording in this one is clumsy. If you want to go with Dain's route, have the Feast be in the near future, like at the next full moon which is in a week.

Grand Lodge 4/5 **

K, thanks guys!

Sovereign Court

Ah, found the point of issue ... that being the ex-druids information ... I was thinking the first mention was from the cultists outside the shop.

Taking that into consideration,

Spoiler:
since it takes half a day to make the trek to the herbalist from the ex-druids, all the PCs will need to make their initial onset saving throw, so the first save could be there. The PCs will need to head out post haste before a cure is possible, but there is nothing to keep them from returning to be cured once they deal with the threat (they will not even need another saving throw before they return). Once they deal with the cultists, they could very well return and have them roll the needed saves until a cure is found (or the PCs die off). Basically it becomes post game wrap up.

Liberty's Edge 5/5

finding the cure and bein cured are not the same.

Sovereign Court

The PCs and the NPC (if she came along) must be cured in order for her to find a cure as it is writte (emphasis mine):

Spoiler:
The Pallid Plague wrote:
Once Laurel succeeds in curing the PCs (and Inor) of the disease, she now has the recipe for an antiplague concoction that gives anyone drinking it a +5 alchemical bonus on saving throws against disease for 1 hour. She thanks the PCs greatly for their help, telling them that should the disease spread throughout the area, she now has a way to combat it, which she wouldn’t have had without the PCs’ help.

Since the PCs must be cured of the disease for the antiplague to be created, and it takes 2 consecutive saves to achieve a cure, the PCs will not be able to be cured by Laurel within the given time frame, which means the cure would be a post BBEG resolution.

Liberty's Edge 5/5

i forgot that part. its been a while. i had the beggars show up after the 1st pc was cured. the others had to go back to her and roll thier days out

Sczarni 4/5

Hey Mizkitty,

I had slightly new discovery recently with Pallid Plague scenario. If players fail to find cure for the disease, they can always buy Heal spell. It should take them several day (unsure how much) to reach some major city and if none of them dies meanwhile, they can use Heal.

You could try calculating the exact amount of days of traveling on the map. Horses and/or additional mounts might help them.

This might be last resort, but it does prevent character's death.

Adam

2/5

Sorry to cast raise dead on the thread, as i've been through a couple of threads for this.

My party has gotten 7 out of 10 required checks.
While the PDF assumes they find the cure, is it then plausible they can retry checks the next days to achieve those final three checks?

If not...they have to hope they survive it all on successful rolls.

Much appreciated, sry again.

The Exchange 5/5

The way I interpret it, they'll need 10 'successes' to have a shot at a cure. They may attempt a skill check once a day. They can use any skill provided they can make a creative argument for how it could assist. Between 6 players there could be 30+ attempts per day. It stinks for the low-skill, Int-dump PCs. Previous successes are wiped when they make their cure attempt. The next day they have to start all over again. It becomes an exercise in dice rolling after the first day, but each day that passes they have to make a Fort save or get sicker. It's not realistic, but it works as a game mechanic.

2/5

Hmm...i had them make a skill check for the morning, afternoon and evening, as at the spot knowledge and diplomacy would fit into 1 day.

You're saying they have to get all those checks in 1 day, for it to work?
Oi, that's going to hurt.

At least the main frontliner is a lvl 3 paladin.

The Exchange 5/5

I'm just saying that's how I interpret it. Being slowly killed by a disease because you can't roll a natural 20 isn't very entertaining. But the combat encounters in this scenario are pushovers, so the excitement has to come from the threat of the disease. It's got to be close enough to make them sweat, but not so hard that they get frustrated and dig their own graves. They didn't succeed on the first day. That's OK, they're sweating now ;) If you need to give them a +2 circumstance bonus on a check they succeeded on the previous day, that's within your power as a GM.

2/5

The dire wolf zombies did pretty good, actually, even the measly druids were good with a sling.

But i see your point.

Silver Crusade 4/5

Wylliam Harrison wrote:

The dire wolf zombies did pretty good, actually, even the measly druids were good with a sling.

But i see your point.

My favorite part of this scenario was the zombie pinatas. Where else do you ever face enemies that explode in flower petals when you kill them?

2/5

Rerunning this for a lower tier.

While tier 3-4 had the druid cast lesser restoration on the party (much rejoicing), the current tier 1-2 group is having trouble making the save.

I can't find, however, weither the ability score damage heals natural like the d20pfsrd suggests occurs with ability score damage.
Since i haven't seen mentioned otherwise in the pdf, i've used that.

Though it removes part of the threat of course, as only a 2 con or 2 cha has any ill effect.

So, do those ability damage indeed heal on its own, or is it permanent until cured?

Grand Lodge 4/5

From the PRD, under the Afflictions entry of the glossary, "Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists."

So your low level party is in serious danger, as the ability damage will not heal naturally while they are still saving against the disease.

2/5

Ouch....the monk's down to 2 cha. :/

thanks for the clarification though.

Community / Forums / Organized Play / GM Discussion / Pallid Plague - Finding a cure and timeline question All Messageboards

Want to post a reply? Sign in.
Recent threads in GM Discussion