28 weeks later in Faerun [Archive] - Wizards Community

Post/Author/DateTimePost
Diffan

05-18-07, 02:58 PM
Hey!

So after watching the movie I was sorta wondering if anyone has ever used a contagious virus in any of their FR campaigns. If so, how did it start? How did the people react? How was it dealt with? That sorta thing. I'm thinking of doing a campaign in the Realms that has a leathal outbreak of a contagion that's starting to spread across the world for the PC's to fix. Of course I might add some divine factor like Talona's hand being in on it or maybe it's the result of some half-crazed wizard's spell gone horribly wrong. The template for the "Infected" is going to be modeled after the infected from the movie so here's my first crack at it. Opinions, suggestions, criticisims would be appreciated. Thanks! :)

Infected Template:

Infected is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).

An infected uses all the base creature’s statistics and special abilities except as noted here.

Size and Shape: The creature's type doesn't change. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Same as base creature's.

Speed: Same as base creatures.

Attack: An infected retains all the attacks of the base creature and also gains a claw and bite attack if it didn’t already have one. If the base creature can use weapons, the infected retains this ability. A creature with natural weapons retains those natural weapons. An infected fighting without weapons uses either its claw or bite attack or its primary natural weapon (if it has any). An infected armed with a weapon uses its claw, bite, or a weapon, as it desires.

Full Attack: An infected fighting without weapons uses either its claw or bite attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with claw or bite other natural weapon as a natural secondary attack.

Damage: Infected have claw and bite attacks. If the base creature does not have this attack form, use the appropriate damage value from the below according to the Infected’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better; Fine-1 dmg, Diminutive-1d2, Tiny-1d3, Small-1d4, Medium-1d6, Large-1d8, Huge-2d6, Gargantuan-2d8, Colossal-4d6.

Special Attacks: An infected retains all the special attacks of the base creature and gains those described below.

Rend (Ex): If an infected hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9points of damage and might cause infection.

Retching of the Sick (Ex): Disease-bite and claw; Fortitude DC 13, incubation period instantaneous. The DC save is Con based. Also, an infected can spew blood from it's mouth as a ranged touch attack with a range of 10 ft. The blood is highly contagious and anyone hit with the blood must succeed on a Fort save DC 13. If it fails the save, the target then becomes infected and has 1d4 rounds until showing symptoms and gaining this template. For each time a character must make a saving throw after the 1st successful attack, the DC increases by 1 until the subject either becomes infected or is cured by a potion, spell, or natural recovery. If healed so in this way, the DC then drops down to 13 again.

Special Qualities: An infected retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Su): An infected has damage reduction 5/-.

Rage (Ex): An infected is in a near-constant state of rage. An infected can enter full-rage 4/day. In this rage, an infected recieves a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the infected hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) At no point can an infected use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. An infected may prematurely end his rage (though this is unlikely). At the end of the rage, the infected loses the rage modifiers (but not restrictions) and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for 1d4 rounds.

Immune An infected is immune to fatigue, fear, and pain.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2. An Infected has no intelligence score and has a Charisma of 2.

Skills: An infected recieves a +6 racial bonus to spot and listen checks. Otherwise same as base creature.

Feats: Infected gain Dodge, Improved Initiative, and Multi-attack, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Any, usually same as base creature.

Organization: Solitary, pair, gang (3-5), or mob (5-20), horde (21+)

Challenge Rating: Same as base creature +2.

Treasure: Standard.

Alignment: Always Chaotic Neutral.

Advancement: None.

Like I said, it's the prototype so I'm expecting to make some changes. Any info or ideas are appreciated!
The_King_in_Yellow

05-18-07, 03:24 PM
How do you propose to counter Divine Magics that cure disease?
Diffan

05-18-07, 03:41 PM
How do you propose to counter Divine Magics that cure disease?

The rate of infection is very quick, able to be spread among dozens of people in a matter of minutes. Were there 50 clerics who have prepared remove disease for all of that level spell slots, might be able to cure some, but could very well cause themselves to be come infected. I don't think there is a remove disease, mass spell.
Faraer

05-18-07, 04:48 PM
Haven't done it myself, but there are lots of cases in Realmslore, such as the great plagues of 75, 1150, 1253 and 1317-23 DR, and more recently and locally in Scardale.How do you propose to counter Divine Magics that cure disease?There aren't enough priests to stop a moderately fast-spreading outbreak just with cure disease, let alone one with a magical element.I don't think there is a remove disease, mass spell.Whether or not there's one in print, almost certainly certain upperpriests of certain gods have prayed for the curing of many at once, and been granted that power.
Khaelieth

05-18-07, 04:58 PM
Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Increase the creature's base speed by 10 ft. The infected's thirst for violence and death pushes it's body to the maximum of human endurance and speed.

Attack: An infected retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the infected retains this ability. A creature with natural weapons retains those natural weapons. An infected fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). An infected armed with a weapon uses its slam or a weapon, as it desires.

Damage Reduction (Su): An infected has damage reduction 5/-.

Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2, Wis-4, Cha-4. If this change reduces the base creature's ability below 1, it stays at 1. An Infected has no intelligence score.

Organization: Solitary, pair, gang (3-5), or mob (5-20).

Alignment: Always Chaotic Neutral.


HD: They didn't actually survive any more than normal humans, I rather give them immunity to pain.

Speed: I counted three kids that outran them. Not +10 ft. base speed.

Attack: Claw and bite?

DR 5/- : They got butchered by a man and a crowbar.

Stats: They weren't stupid. They were cunning, so no minus to wisdom, but just 2 charisma should do=D

Organization: Add Horde (21+).

Seen both 28 Days Later and 28 Weeks Later.
Diffan

05-18-07, 09:34 PM
HD: They didn't actually survive any more than normal humans, I rather give them immunity to pain.

Yea, good point. I'll change the HD to whatever the base creature was.

Speed: I counted three kids that outran them. Not +10 ft. base speed.

Attack: Claw and bite?

DR 5/- : They got butchered by a man and a crowbar.

Stats: They weren't stupid. They were cunning, so no minus to wisdom, but just 2 charisma should do=D

Organization: Add Horde (21+).

Seen both 28 Days Later and 28 Weeks Later.

Very good points. See, i've never really tried to create my own template so I'm not sure where I should've started from.

The speed increase was because they ran ALL the time, but I see your point. So say they can't become exhausted?

I figured the slam attack would more or less be an equivilant to their biting and clawing, but it could be changed to that.

The DR 5/- is because even though said man with crowbar beat them down, they still fought on. Damage Reduction just implies that they can take more physical damage than a normal human being. Any normal human that was hit a time or two would go down for the count where as an infected would still be fighting, hence beating them profusly(sp?) until they stopped.

Stats will be changed so their Wis stays as base creature and Cha drops to 2

I've seen both movies, and I own the first, hence why I really think it might be fun to try and impliment it into my FR campaign. Thanks for your suggestions, they helped out alot. Any ideas on the DC saves for the infection? I kinda just threw out a number that I though would be hard but not TOO hard.
Khaelieth

05-18-07, 10:22 PM
The DC for the save should be insane, seen as they wiped out Britain=(

TBH, I don't see why the Scots didn't just do a William Wallace and kill 'em all with claymores.
PharaunMizzrym

05-19-07, 04:35 AM
The elven Ice Lich working with the Eldreth Veluthra worked on plagues engineered to wipe out humanity. Could be one of his experiments.
Khaelieth

05-19-07, 05:59 AM
I was thinking the exact same thing yesterday, when I was drunk, no kidding!

But it could be like ghoul paralysis, doesn't work on elves.
Diffan

05-19-07, 07:44 AM
Ok, I made the changes mentioned above. The DC stands right now at Fort save 15 or become infected within 1d4 rounds. I wonder if that's high enough? The idea of it being a wizard's spell is sounding better and better. I'll be gone for the weekend but feel free to add anything. Thanks!
Khaelieth

05-19-07, 08:19 AM
I think perhaps it should be automatic - nobody unless they had that specific gene could resist it. Transformation in d6 rounds (for balance)? But we don't need to stick to it, it's our world! And it does make sense, elves are immune to ghoul paralysis (I would say Lossarwyn perhaps experimented with ghouls to make a new disease), and therefore he could use it to slaughter everyone but the elves.
Mirtek

05-19-07, 11:42 AM
Since 3.X such an infection isn't needed anymore. Because of the accelerated rate undead now create their spawns, it's more like 2.8 minutes later.

This change, done to make the ability useable in combat, is completly unbearable for any consistent setting.

Wights and Shadows can make a victim undergo the compelte process in merely 24 seconds. Shadows can convert a complete village in less than a hour, Faerun would be crawling with hundred thousands of shadows after a single week.
Lord_Steve

05-19-07, 01:10 PM
Scary........*hides all his gnomes and halflings in a magick tower far away from the diseased.*
Khaelieth

05-19-07, 02:56 PM
Since 3.X such an infection isn't needed anymore. Because of the accelerated rate undead now create their spawns, it's more like 2.8 minutes later.

This change, done to make the ability useable in combat, is completly unbearable for any consistent setting.

Wights and Shadows can make a victim undergo the compelte process in merely 24 seconds. Shadows can convert a complete village in less than a hour, Faerun would be crawling with hundred thousands of shadows after a single week.

Which is why the Brits got wiped out! It's quite rotten as diseases go tbh, only stupid bacteria kill their hosts.

And this is why we've got heroes (and possibly the odd heroine)!
Diffan

05-21-07, 04:31 PM
making it automatic is a little absurd. I know that's how it happened in the movie, but we are converting it into D&D. But the DC might be raised a bit, maybe DC 17? Also, I'm going to add to their claw and bite attack that the disease can be tranmuted through them as well.
PharaunMizzrym

05-24-07, 02:08 AM
Allow the DC to increase by one per contact with the virus. Now thats horrific for even high level characters. :coolcthul
Diffan

05-24-07, 04:40 PM
Allow the DC to increase by one per contact with the virus. Now thats horrific for even high level characters. :coolcthul

That's a very interesting idea. Each time the player makes a successful save, the DC increases by 1 until the infected are dead or you succumb to the virus. I'll see how this works and get back to ya. Thanks!