two mummy rot questions

Bad Paper

First Post
1) The DMG says mummy rot has an incubation period of one day. The MM says mummy rot has an incubation period of one minute. Hmmm. The "Primary Sources" rule would seem to indicate that the MM is correct (as the MM is the source for Supernatural abilities, and mummy rot is one of those).

2) Regarding mummy rot's curse [conjuration(healing) spells need DC 20 caster-level check]: Does it kick in as soon as the disease is contracted, or as soon as the incubation period is over? Clearly this is related to question number 1. My feeling is that it kicks in after the incubation period is over.
 

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Bad Paper said:
1) The DMG says mummy rot has an incubation period of one day. The MM says mummy rot has an incubation period of one minute. Hmmm. The "Primary Sources" rule would seem to indicate that the MM is correct (as the MM is the source for Supernatural abilities, and mummy rot is one of those).

2) Regarding mummy rot's curse [conjuration(healing) spells need DC 20 caster-level check]: Does it kick in as soon as the disease is contracted, or as soon as the incubation period is over? Clearly this is related to question number 1. My feeling is that it kicks in after the incubation period is over.


Hi!

1.) IMHO, the MM should take precedence over the DMG because it's the "primary source" for monsters and their abilities.

2.) Your assumption sounds right. The incubation period must be over for the disease to take effect, as usual.

Kind regards
 

1. Mummy rot from the mummy itself kicks in one minute later. If some damn fool "contacts" you after the incubation period is up, the day later incubation should be used.

2. I say healing spells stop healping the moment you fail your fort save.

Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.
 

Note: the last time I used mummies I misread this and had both an onset time of 1 minute and a repeat time of 1 minute. Cue the two afflicted characters being loaded with amulets of health etc, desperately attempting to boost their Fort saves while their body was sloughing away into sand - knowing that they were at least 2 hours hard ride away from the nearest temple with cure disease.

I couldn't believe how deadly mummy rot was.

Of course, it wasn't supposed to be quite THAT deadly :)

So next week I came clean on my error and we re-did the whole mummy rot scene.

(mind you, the sense of panic in trying to rescue the afflicted guys was cool)

Cheers
 

frankthedm said:
1. Mummy rot from the mummy itself kicks in one minute later. If some damn fool "contacts" you after the incubation period is up, the day later incubation should be used.
This sounds sensible, but where in the rules does it say that mummy rot can be spread by anything other than mummies themselves?

Also, assuming you're right, would you say that someone directly diseased by a mummy loses both Con and Chr with each failed save, whereas those contracting it from other victims lose only Con?
 

the rules do state mummy rot is a contact based disease.

Since the two entries differ i'll agree the secondary infections are only the Con damage. The original victim's very soul errodes under the curse's wrath.

Mind you... using the "primary sourse" argument one could argue either way, but this way splits the differences.

DISEASE

When a character is injured by a contaminated attack, touches an item smeared with diseased matter or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.

These Fortitude saving throws can be rolled secretly so that the player doesn’t know whether the disease has taken hold.
Disease Descriptions

Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table: Diseases and defined below.

Disease: Diseases whose names are printed in italic in the table are supernatural in nature. The others are extraordinary.

Infection: The disease’s method of delivery—ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa).

DC: The Difficulty Class for the Fortitude saving throws to prevent infection (if the character has been infected), to prevent each instance of repeated damage, and to recover from the disease.

Incubation Period: The time before damage begins.

Damage: The ability damage the character takes after incubation and each day afterward.

Types of Diseases: Typical diseases include the following:

Blinding Sickness: Spread in tainted water.

Cackle Fever: Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as “the shrieks.”

Demon Fever: Night hags spread it. Can cause permanent ability drain.

Devil Chills: Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills.

Filth Fever: Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.

Mindfire: Feels like your brain is burning. Causes stupor.

Mummy Rot: Spread by mummies. Successful saving throws do not allow the character to recover (though they do prevent damage normally).

Red Ache: Skin turns red, bloated, and warm to the touch.

The Shakes: Causes involuntary twitches, tremors, and fits.

Slimy Doom: Victim turns into infectious goo from the inside out. Can cause permanent ability drain.

Table: Diseases
Disease Infection DC Incubation Damage
Blinding sickness Ingested 16 1d3 days 1d4 Str1
Cackle fever Inhaled 16 1 day 1d6 Wis
Demon fever Injury 18 1 day 1d6 Con2
Devil chills3 Injury 14 1d4 days 1d4 Str
Filth fever Injury 12 1d3 days 1d3 Dex, 1d3 Con
Mindfire Inhaled 12 1 day 1d4 Int
Mummy rot4 Contact 20 1 day 1d6 Con
Red ache Injury 15 1d3 days 1d6 Str
Shakes Contact 13 1 day 1d8 Dex
Slimy doom Contact 14 1 day 1d4 Con2
1 Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded.
2 When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead.
3 The victim must make three successful Fortitude saving throws in a row to recover from devil chills.
4 Successful saves do not allow the character to recover. Only magical healing can save the character.
Healing a Disease

Use of the Heal skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his saving throw if the Heal check result is higher. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting.

Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress. That means that a character with a minor disease might be able to withstand it without accumulating any damage.
 
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frankthedm said:
the rules do state mummy rot is a contact based disease.
I'm inclined to agree that the intent is that it can be spread beyond the mummy's original victim, but just because it is a contact-based disease doesn't necessarily mean it spreads from person to person. It could just mean that it spreads from mummy to person via contact with the mummy. Unless I'm missing something else in the rules?
 

Magus Coeruleus said:
I'm inclined to agree that the intent is that it can be spread beyond the mummy's original victim, but just because it is a contact-based disease doesn't necessarily mean it spreads from person to person. It could just mean that it spreads from mummy to person via contact with the mummy. Unless I'm missing something else in the rules?

Mummy rot would be Injury based if it only passed by wounds from the mummy, IMHO.

When a character is injured by a contaminated attack, touches an item smeared with diseased matter or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw.
 

So...if a bad guy inquisitor were to, say, feed or touch a sliver of mummy flesh to a tied up and otherwise helpless character...
 

The character and inquisitor would be rolling a fort save each round to avoid mummy rot unless the DM decided the flesh was no longer hazardous and disease bearing. I would advise the DM that this contact causes the weaker secondary infection.

If force fed the material, the character will likley vomit, I'd give the character a Con check to have the chance [touch attack] to puke/ spit the meal onto the inquisitor.

Hopefully the inquisitor is wise enough to know how to handle his impliments.
 
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