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My players don't fear Poison/disease. What do you think of magic versions?
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<blockquote data-quote="Dykstrav" data-source="post: 3622006" data-attributes="member: 40522"><p>Poison/disease generally is an issue only for lower-level characters. The resources to combat it are easily available to mid-level characters in a typical D&D game.</p><p></p><p>That being said... If you <em>want</em> to make your characters fear these things, make them a major part of an adventure. </p><p></p><p>Maybe they have to go fight the king of the lizardfolk in his secluded temple deep in the jungle. A five day trek through a malaria-infested jungle would certainly make me think about buying some bug repellant and checking my boots. Add in the lizardfolk archers that poison their arrows (who also happen to have the advantage of familiarity with the terrain and camoflauge). After a day or two of this sort of thing, the characters will either be concerned about poison and disease or they'll be in serious trouble. Even high-level characters are bound to fail a Fortitude save every once in a while, after all, and being exposed to dozens of them a day will make them think about it.</p><p></p><p>You could have the characters investigating a rash of mysteriously ill children and street urchins in your campaign's city. Each victim they investigate potentially exposes them to the illness. They track the vector to the sewers, where you can easily tailor the villain to any number of D&D staples: a thieves' guild that wants to make a small fortune selling the antidote, wererats, or maybe even some sort of new undead creature that gets its jollies off by spreading infectious diseases. Poison could easily figure into any of these villain's repertoire as well.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3622006, member: 40522"] Poison/disease generally is an issue only for lower-level characters. The resources to combat it are easily available to mid-level characters in a typical D&D game. That being said... If you [I]want[/I] to make your characters fear these things, make them a major part of an adventure. Maybe they have to go fight the king of the lizardfolk in his secluded temple deep in the jungle. A five day trek through a malaria-infested jungle would certainly make me think about buying some bug repellant and checking my boots. Add in the lizardfolk archers that poison their arrows (who also happen to have the advantage of familiarity with the terrain and camoflauge). After a day or two of this sort of thing, the characters will either be concerned about poison and disease or they'll be in serious trouble. Even high-level characters are bound to fail a Fortitude save every once in a while, after all, and being exposed to dozens of them a day will make them think about it. You could have the characters investigating a rash of mysteriously ill children and street urchins in your campaign's city. Each victim they investigate potentially exposes them to the illness. They track the vector to the sewers, where you can easily tailor the villain to any number of D&D staples: a thieves' guild that wants to make a small fortune selling the antidote, wererats, or maybe even some sort of new undead creature that gets its jollies off by spreading infectious diseases. Poison could easily figure into any of these villain's repertoire as well. [/QUOTE]
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My players don't fear Poison/disease. What do you think of magic versions?
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