Hawk Diesel
Adventurer
They are all alright with dying, in fact it is somewhat of a theme that their characters die often. Unfortunately their characters last for about 1 or 2 levels with only one exception so far. I find this to be sad and it isn't because I constantly throw impossible challenges at them, but I tend to be unforgiving with choices. An example was that they managed to escape from an orc tribe but decided to go back on their own to kill them because they seemed weakened after fighting a dragon invading their territory. Even when they saw that several orcs were still up and in good health, they still decided that attacking them was a good choice. Even then, instead of killing them I sold them into slavery but their escape attempt was marred with bad choices and unlucky rolls.
So they aren't unfamiliar with death, but I kinda wished they could keep characters alive for a bit longer. Then again, they also tend to constantly want to try out new characters.
From what I've gathered, they have a very video game style of play where they focus more on the mechanics of the game. To them, a spell does X and rarely can it be used for Y or Z. That makes them coming up with such rituals (which I would totally allow) unlikely.
I honestly thought that at worst, one of them would get the Mummy Rot, thus why I had a scroll with Remove Curse ready. Didn't count on the tank going down as he had always been pretty strong, especially with the druid healer being so focused on healing already.
She is at 17 Max HP, meaning that in two or three days she'll be dead depending on the rolls. If she dies, then fine...we carry on, but I wanted her to have an even better fighting chance. Maybe I could try to nudge them into making such a ritual or something using an NPC?
I also have a dungeon that teleports around the world randomly, belonging to an insane demi-god that likes to put people in gauntlets and reward them with cursed items at the end. They have encountered this dungeon several times over the years and have commented on how it hasn't shown up at all recently. I could do it, see if they reach the end of the gauntlet and have the demi-god get interested in the curse and wishes to remove it so he can collect it but with a price (like her arm crumbling to dust or something as he focuses the curse on the arm in order to collect it).
If your players are ok with character death, then this seems pretty easy. Clearly they are having fun and coming back for more, so you must be doing something right.
As for giving them a nudge, I would be careful. Part of the fun of D&D is finding those opportunities to be creative. So maybe just putting out there that if they were to think about their powers, abilities, skills, or knowledge creatively, something could work. It could at the very least get the players discussing potential options. But at the same time, you don't wanna hold their hand and say, "Why don't you use your healing spells and make a knowledge check to get the ritual right?" Because then it presents more like a Deus ex Machina or DM fiat saving their butts, rather than their own ingenuity.
One possibility is that you let the druid succumb to the illness. But then during the game, you pass the player a note. The note says that as the druid takes their final breath, time seems to stop and a figure makes them an offer. Could be for their soul, a favor, a quest, whatever. Something interesting. But whatever happens, this being (Devil, Demon, Angel, Monster, powerful arcane puppet-master that is secretly watching the characters, whatever) offers a pact for the character to live in exchange for something. On the note, indicate that the player not read any of it out loud, but only answer out loud "Yes" or "No". If the player says no, they die and roll up a new character. If they say yes, they miraculously survive! The other players are dumb-founded, suspicious, and suddenly, you have a new hook for an interesting adventure.