So, my parties (I have two different groups doing the same adventure so both may encounter this) will soon come across a clear water spring in my version of the underdark near the entrance to a lab that once was used to study monstrosities and abominations.
The water I wanted to appear too good to be true, so an inspection of any kind would reveal it to be incredibly refreshing and looking and smelling so enticing (think fresh waterfall scents) that the player characters want to drink it. Upon drinking it would heal most if not all their hit points. However, drinking the water would bestow a parasitic infection. I have written the stages of this infection down and I'm not counting it as a disease. These are level 17 player characters who've been in this campaign now for over two years.
Conduits Spring Water - Infected by Parasites
Deep within the conduits is a fountain of spring water. Drinking this water appears to have incredibly restorative properties. However, this water is infested with a parasitic organism. This organism will immediately begin to make it's host a suitable environment for its reproductive cycle. To that end it will immediately heal almost all of the HP the host has. Drinking even a single drop is enough to begin the infection which progresses in four stages. Infection can be prevents by being within an Aura of Purity
Stage 1 - The parasite heals the host, and in doing so causes the host to become vulnerable to a form of damage (rolled on a d10 table). Parasites can only be removed by Lesser or Greater Restoration, Lay on Hands
Stage 2 - The parasite has settled in the host's bloodstream and begins to grow. To speed its cycle, the host feeds on magical energies. When host casts a spell that would deal a type of damage the host has been made vulnerable to, the spell fails and the parasite consumes the energy to heal its host. Parasites can only be removed by Lesser or Greater Restoration
Stage 3 - The parasite begins to spawn its larvae. The host begins to develop uncomfortable blister-like growths across its body. The host will notice that it is drawn toward bodies of water to satiate an unquenchable thirst and sooth the discomfort from the blisters.
Every hour the host must make a DC 18 CON saving throw. On a success, the next save DC is increased by +2 unless or until the host drinks or bathes in water from a natural water source. On a failed save, the host is required to find a source of water to immerse itself in. If there is no water nearby the host must take a level of exhaustion and roll on the Short-Term Madness table. If the host resists immersing itself in water for six hours, the parasites weaken and die. Parasites can only be removed by Greater Restoration
Stage 4 - The blisters on the host's body near the emergence stage. The host will seek out any water that another organism could encounter whereupon the blisters burst leaking water like liquid containing the parasite larvae, drawn to inhabit the water. The host must make a DC 20 CON saving throw or instantly drop to 0hp incurring a stage of exhaustion. On a successful save the host loses 50hp and gains a stage of exhaustion. Parasite infection will be over and any vulnerabilities will be negated.
Damage Type d10 Table
Poison
Acid
Lightning
Force
Cold
Thunder
Necrotic
Fire
Radiant
Psychic
Two Obvious questions occur then.
1. What sort of timescale would you unfurl the stages at? 2. Should a player character be able to become infected more than once? (In this instance they would only gain a vulnerability to more than one damage type).
The first questions that occur to me are, shouldn’t the characters be able to determine there’s a parasite. A good nature or investigation check, maybe. I know if I were a level 17 ranger or Druid or nature cleric or probably a few other classes or backgrounds, for example, I’d be a bit upset that I wasn’t able to notice such a thing. And really, that makes it more interesting as it becomes a choice if they want to take the risk, instead of a gotcha. The second is, it really seems like there should be an initial save when they drink it. Of course, if they do save, they also don’t get the benefits of drinking.
To answer your questions, I’d have stages advance at the end of a long rest. It’s just way easier to track than dragging it out for a week or something. As for multiple infections, I’d say no. Once their body has beaten the parasite, it’s easy for it to do again. But again, that means they don’t get the positive benefits, either.
The first questions that occur to me are, shouldn’t the characters be able to determine there’s a parasite. A good nature or investigation check, maybe. I know if I were a level 17 ranger or Druid or nature cleric or probably a few other classes or backgrounds, for example, I’d be a bit upset that I wasn’t able to notice such a thing. And really, that makes it more interesting as it becomes a choice if they want to take the risk, instead of a gotcha. The second is, it really seems like there should be an initial save when they drink it. Of course, if they do save, they also don’t get the benefits of drinking.
To answer your questions, I’d have stages advance at the end of a long rest. It’s just way easier to track than dragging it out for a week or something. As for multiple infections, I’d say no. Once their body has beaten the parasite, it’s easy for it to do again. But again, that means they don’t get the positive benefits, either.
Great Catch!
Yes, entirely my intention though I hadn't included it would be to say that a DC18 or DC23 Nature/Survival check would be enough to identify that there are parasites in the water. One party have modifers upwards of +8 so this makes for a 30% chance of identifying. I was also considering allowing Detect Poison and Disease, Commune with Nature, or any other reasonable spell of a similar kind to be able to help detect the parasite.
As to an initial saving throw...I think it's going to be an in the moment thing. My thoughts were that I'd call for a CON save if they haven't examined the water before drinking...that way it signals that there is something funky here...and there's a chance not to get infected. If they examine the water, find the parasite, but still drink I don't think I'd call for the same CON save in truth. That feels a bit more like a character robbing a store owner in full view of the town guard and witnesses - there isn't going to be a check that would get you out of that trouble.
I think basic Druid or Ranger craft, or expertise in survival should lead to a much more modest effort to realize when a body of water is fresh, clean, or likely to contain parasites. Making microorganisms a threat I think is really problematic for a game where for the most part threats are seen by your own two eyes, and invisible outdoor threats like tainted water are under the common sense of certain class features. It makes a steeper game challenge out of basic hygiene matters that are often presumed to take place in game.
On the other hand the precedent for parasitism in D&D, the Slaad, is pretty brutal, but also pretty up front about what it is.
It's just a bit too "gotcha" for my tastes, but it's more a taste thing than "you can't do this in D&D" thing.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I think basic Druid or Ranger craft, or expertise in survival should lead to a much more modest effort to realize when a body of water is fresh, clean, or likely to contain parasites. Making microorganisms a threat I think is really problematic for a game where for the most part threats are seen by your own two eyes, and invisible outdoor threats like tainted water are under the common sense of certain class features. It makes a steeper game challenge out of basic hygiene matters that are often presumed to take place in game.
On the other hand the precedent for parasitism in D&D, the Slaad, is pretty brutal, but also pretty up front about what it is.
It's just a bit too "gotcha" for my tastes, but it's more a taste thing than "you can't do this in D&D" thing.
I get that, and it's a fair assessment.
If it's worth anything for background, by this point the party are really low on resources. Few if any potions, and they may well be running low on spell slots by the time they reach the spring. The spring itself will be after an Aboleth ruin that is being rebuilt by some monsters being controlled/worshipping the Aboleths. I think in design I wasn't going for a 'gotcha', but rather a 'here's some free massive healing...there may be a string or two attached'. Is there a difference though?
I think basic Druid or Ranger craft, or expertise in survival should lead to a much more modest effort to realize when a body of water is fresh, clean, or likely to contain parasites. Making microorganisms a threat I think is really problematic for a game where for the most part threats are seen by your own two eyes, and invisible outdoor threats like tainted water are under the common sense of certain class features. It makes a steeper game challenge out of basic hygiene matters that are often presumed to take place in game.
On the other hand the precedent for parasitism in D&D, the Slaad, is pretty brutal, but also pretty up front about what it is.
It's just a bit too "gotcha" for my tastes, but it's more a taste thing than "you can't do this in D&D" thing.
I get that, and it's a fair assessment.
If it's worth anything for background, by this point the party are really low on resources. Few if any potions, and they may well be running low on spell slots by the time they reach the spring. The spring itself will be after an Aboleth ruin that is being rebuilt by some monsters being controlled/worshipping the Aboleths. I think in design I wasn't going for a 'gotcha', but rather a 'here's some free massive healing...there may be a string or two attached'. Is there a difference though?
I’d say the difference between a “gotcha” and a “strings attached” is them knowing. Like I said in my earlier post, having them know what they’re getting into makes it a choice with strings — which to my mind is the far more interesting option.
I’d even agree on no save if they understand the risks involved. Like, magical parasite that can lead to madness in three days and death in four days. But if you drink it you’ll be fully healed. Really spelled out. That’s where it’s a choice.
Got me thinking of giardia, a real parasite. From the Mayo Clinic, "Giardia infection is an intestinal infection marked by stomach cramps, bloating, nausea and bouts of watery diarrhea. . . Giardia infections usually clear up within a few weeks. But you may have intestinal problems long after the parasites are gone."
Never experienced it myself, but during my decade of wild-land firefighting, a few of my colleagues came down with it. It made them miserable and practically non-functional for two weeks to a month. They were too weak and sickly to work, (STR and/or CON and/or DEX reduced, in game terms) and the "must shit now!" urges kept them tied to a toilet or outhouse. Seldom fatal, but it can kill if the person loses access to copious amounts of water, at all times.
Options to consider.
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So, my parties (I have two different groups doing the same adventure so both may encounter this) will soon come across a clear water spring in my version of the underdark near the entrance to a lab that once was used to study monstrosities and abominations.
The water I wanted to appear too good to be true, so an inspection of any kind would reveal it to be incredibly refreshing and looking and smelling so enticing (think fresh waterfall scents) that the player characters want to drink it. Upon drinking it would heal most if not all their hit points. However, drinking the water would bestow a parasitic infection. I have written the stages of this infection down and I'm not counting it as a disease. These are level 17 player characters who've been in this campaign now for over two years.
Conduits Spring Water - Infected by Parasites
Deep within the conduits is a fountain of spring water. Drinking this water appears to have incredibly restorative properties. However, this water is infested with a parasitic organism. This organism will immediately begin to make it's host a suitable environment for its reproductive cycle. To that end it will immediately heal almost all of the HP the host has. Drinking even a single drop is enough to begin the infection which progresses in four stages. Infection can be prevents by being within an Aura of Purity
Stage 1 - The parasite heals the host, and in doing so causes the host to become vulnerable to a form of damage (rolled on a d10 table).
Parasites can only be removed by Lesser or Greater Restoration, Lay on Hands
Stage 2 - The parasite has settled in the host's bloodstream and begins to grow. To speed its cycle, the host feeds on magical energies. When host casts a spell that would deal a type of damage the host has been made vulnerable to, the spell fails and the parasite consumes the energy to heal its host.
Parasites can only be removed by Lesser or Greater Restoration
Stage 3 - The parasite begins to spawn its larvae. The host begins to develop uncomfortable blister-like growths across its body. The host will notice that it is drawn toward bodies of water to satiate an unquenchable thirst and sooth the discomfort from the blisters.
Every hour the host must make a DC 18 CON saving throw. On a success, the next save DC is increased by +2 unless or until the host drinks or bathes in water from a natural water source. On a failed save, the host is required to find a source of water to immerse itself in. If there is no water nearby the host must take a level of exhaustion and roll on the Short-Term Madness table. If the host resists immersing itself in water for six hours, the parasites weaken and die.
Parasites can only be removed by Greater Restoration
Stage 4 - The blisters on the host's body near the emergence stage. The host will seek out any water that another organism could encounter whereupon the blisters burst leaking water like liquid containing the parasite larvae, drawn to inhabit the water. The host must make a DC 20 CON saving throw or instantly drop to 0hp incurring a stage of exhaustion. On a successful save the host loses 50hp and gains a stage of exhaustion.
Parasite infection will be over and any vulnerabilities will be negated.
Damage Type d10 Table
Two Obvious questions occur then.
1. What sort of timescale would you unfurl the stages at?
2. Should a player character be able to become infected more than once? (In this instance they would only gain a vulnerability to more than one damage type).
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
The first questions that occur to me are, shouldn’t the characters be able to determine there’s a parasite. A good nature or investigation check, maybe. I know if I were a level 17 ranger or Druid or nature cleric or probably a few other classes or backgrounds, for example, I’d be a bit upset that I wasn’t able to notice such a thing. And really, that makes it more interesting as it becomes a choice if they want to take the risk, instead of a gotcha.
The second is, it really seems like there should be an initial save when they drink it. Of course, if they do save, they also don’t get the benefits of drinking.
To answer your questions, I’d have stages advance at the end of a long rest. It’s just way easier to track than dragging it out for a week or something.
As for multiple infections, I’d say no. Once their body has beaten the parasite, it’s easy for it to do again. But again, that means they don’t get the positive benefits, either.
Great Catch!
Yes, entirely my intention though I hadn't included it would be to say that a DC18 or DC23 Nature/Survival check would be enough to identify that there are parasites in the water. One party have modifers upwards of +8 so this makes for a 30% chance of identifying. I was also considering allowing Detect Poison and Disease, Commune with Nature, or any other reasonable spell of a similar kind to be able to help detect the parasite.
As to an initial saving throw...I think it's going to be an in the moment thing. My thoughts were that I'd call for a CON save if they haven't examined the water before drinking...that way it signals that there is something funky here...and there's a chance not to get infected. If they examine the water, find the parasite, but still drink I don't think I'd call for the same CON save in truth. That feels a bit more like a character robbing a store owner in full view of the town guard and witnesses - there isn't going to be a check that would get you out of that trouble.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
I think basic Druid or Ranger craft, or expertise in survival should lead to a much more modest effort to realize when a body of water is fresh, clean, or likely to contain parasites. Making microorganisms a threat I think is really problematic for a game where for the most part threats are seen by your own two eyes, and invisible outdoor threats like tainted water are under the common sense of certain class features. It makes a steeper game challenge out of basic hygiene matters that are often presumed to take place in game.
On the other hand the precedent for parasitism in D&D, the Slaad, is pretty brutal, but also pretty up front about what it is.
It's just a bit too "gotcha" for my tastes, but it's more a taste thing than "you can't do this in D&D" thing.
Jander Sunstar is the thinking person's Drizzt, fight me.
I get that, and it's a fair assessment.
If it's worth anything for background, by this point the party are really low on resources. Few if any potions, and they may well be running low on spell slots by the time they reach the spring. The spring itself will be after an Aboleth ruin that is being rebuilt by some monsters being controlled/worshipping the Aboleths. I think in design I wasn't going for a 'gotcha', but rather a 'here's some free massive healing...there may be a string or two attached'. Is there a difference though?
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
I’d say the difference between a “gotcha” and a “strings attached” is them knowing. Like I said in my earlier post, having them know what they’re getting into makes it a choice with strings — which to my mind is the far more interesting option.
I’d even agree on no save if they understand the risks involved. Like, magical parasite that can lead to madness in three days and death in four days. But if you drink it you’ll be fully healed. Really spelled out. That’s where it’s a choice.
Got me thinking of giardia, a real parasite. From the Mayo Clinic, "Giardia infection is an intestinal infection marked by stomach cramps, bloating, nausea and bouts of watery diarrhea. . . Giardia infections usually clear up within a few weeks. But you may have intestinal problems long after the parasites are gone."
Never experienced it myself, but during my decade of wild-land firefighting, a few of my colleagues came down with it. It made them miserable and practically non-functional for two weeks to a month. They were too weak and sickly to work, (STR and/or CON and/or DEX reduced, in game terms) and the "must shit now!" urges kept them tied to a toilet or outhouse. Seldom fatal, but it can kill if the person loses access to copious amounts of water, at all times.
Options to consider.