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"Fear of Monsters" back into 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7211523" data-attributes="member: 82106"><p>Seems pretty trivial to apply the Cure Disease ritual's effects to something else, a salve being the obvious choice. Beyond that at least any class CAN cast the ritual, it isn't like AD&D where either you have a cleric or its certain death (which is also the case in 3.x it seems, though I'm a bit less savvy on all its possible exceptions). </p><p></p><p>I like [MENTION=6696971]Manbearcat[/MENTION]'s answer, just uplevel the mummy or at least the DC of the disease if you want it to be a really serious hazard. Anyway, as you say, it IS non-trivial even in stock 4e, where CD may or may not be available and there are plenty of 8th level PCs with a 10 CON and no Endurance skill that will need to roll a 16+ just to keep stable (albeit someone will work a Heal on them and probably make things more sane, and your average PC can probably pass on a 10 at that level). </p><p></p><p>I think its fair to say that diseases (and poisons as well) follow the standard of 4e where an at-level disease is only a middling threat to PCs that aren't in dire straights already. Honestly, the more I think about it, I'd probably use this monster in a scenario with the PCs stumbling around in the desert, already having a hard time. A sandstorm is approaching, and they stumble upon an ancient pyramid, and a dark entrance leading to its interior. The one native guide flees into the storm rather than take shelter within... </p><p></p><p>Pretty soon the party will be wondering if they should risk going back out in the storm in an attempt to make it back to civilization soon enough to deal with the rot, or try to tough it out and take the mummies, but then be left staggering through the desert with little food or water and a nasty disease eating away at the last of their strength. The rot itself might not be ultra dangerous, but there's always that one last thing that spells doom for the expedition.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7211523, member: 82106"] Seems pretty trivial to apply the Cure Disease ritual's effects to something else, a salve being the obvious choice. Beyond that at least any class CAN cast the ritual, it isn't like AD&D where either you have a cleric or its certain death (which is also the case in 3.x it seems, though I'm a bit less savvy on all its possible exceptions). I like [MENTION=6696971]Manbearcat[/MENTION]'s answer, just uplevel the mummy or at least the DC of the disease if you want it to be a really serious hazard. Anyway, as you say, it IS non-trivial even in stock 4e, where CD may or may not be available and there are plenty of 8th level PCs with a 10 CON and no Endurance skill that will need to roll a 16+ just to keep stable (albeit someone will work a Heal on them and probably make things more sane, and your average PC can probably pass on a 10 at that level). I think its fair to say that diseases (and poisons as well) follow the standard of 4e where an at-level disease is only a middling threat to PCs that aren't in dire straights already. Honestly, the more I think about it, I'd probably use this monster in a scenario with the PCs stumbling around in the desert, already having a hard time. A sandstorm is approaching, and they stumble upon an ancient pyramid, and a dark entrance leading to its interior. The one native guide flees into the storm rather than take shelter within... Pretty soon the party will be wondering if they should risk going back out in the storm in an attempt to make it back to civilization soon enough to deal with the rot, or try to tough it out and take the mummies, but then be left staggering through the desert with little food or water and a nasty disease eating away at the last of their strength. The rot itself might not be ultra dangerous, but there's always that one last thing that spells doom for the expedition. [/QUOTE]
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