I am running a homebrew campaign in the Warhammer fantasy setting. I have the PCs running around Marienburg and they will encounter and have to fight a large Nurgle cult.
It is a group of 5 players. What is the appropriate level to introduce disease checks to them from fighting Nurgle creatures? They just hit level 2 and I have not had them fight Nurgle cult yet. I don't want a TPK from a simple check but this is my first time running or playing 5th ed. I am a veteran RPG gamer but don't want to kill off my party from something they just aren't equipped to handle. Appreciate any help!
Do they have a way to remove disease if they do fail their check? Ie via healing, or for payment/services in a local town?
Perhaps you can set something like that up beforehand, or immediately after, and it could then form hooks to other adventure ideas.
You could also "tone down" the disease effect to make it less likely for a TPK, yet something they still will have to deal with in the short/mid term.
Rollback Post to RevisionRollBack
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
You could always homebrew a cantrip that will let the cleric deal with the disease "in its weakened form" and then have creatures use the weakened form while the players are low level and fragile, but it would still require a casting action to do so. Then eventually when the players are more robust, the cantrip stops being useful because they don't run into the weakened form of the disease anymore.
There are multiple items that can help with disease, both consumable (ointment/potions), and non-consumable (periapt of health). They can be either gifted from an NPC, found, or purchased. Would help get them through until the right spells are obtained.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am running a homebrew campaign in the Warhammer fantasy setting. I have the PCs running around Marienburg and they will encounter and have to fight a large Nurgle cult.
It is a group of 5 players. What is the appropriate level to introduce disease checks to them from fighting Nurgle creatures? They just hit level 2 and I have not had them fight Nurgle cult yet. I don't want a TPK from a simple check but this is my first time running or playing 5th ed. I am a veteran RPG gamer but don't want to kill off my party from something they just aren't equipped to handle. Appreciate any help!
Do they have a way to remove disease if they do fail their check? Ie via healing, or for payment/services in a local town?
Perhaps you can set something like that up beforehand, or immediately after, and it could then form hooks to other adventure ideas.
You could also "tone down" the disease effect to make it less likely for a TPK, yet something they still will have to deal with in the short/mid term.
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
There is a cleric and a sorc with healing in the party. I definitely would allow them to use the temples in the city to remove it as well if needed.
You could always homebrew a cantrip that will let the cleric deal with the disease "in its weakened form" and then have creatures use the weakened form while the players are low level and fragile, but it would still require a casting action to do so. Then eventually when the players are more robust, the cantrip stops being useful because they don't run into the weakened form of the disease anymore.
"Not all those who wander are lost"
There are multiple items that can help with disease, both consumable (ointment/potions), and non-consumable (periapt of health). They can be either gifted from an NPC, found, or purchased. Would help get them through until the right spells are obtained.