Saturday, August 25, 2007

The Thirsting

The Thirsting
The thirsting is a vile disease spread by contact with the black sands. Victims experience increasing thirst and symptoms of dehydration as their bodies are dessicated into sand. It is known to originate from a region of the Great Waste so hostile to water and life that it actively consumes them.

Transmission: Inhaled or Ingested. Extremely contagious, the disease can be caught from a single grain of sand. Any time black sand is handled or moved in its dry form, the disease can be caught.

Save: Fort DC 20 initial and daily. As usual for sickness, an initial save wards off the disease entirely. Thereafter, two successful saves in a row are required to fight off the disease.

Incubation: 1 day.

Effects: Daily save or take 1d4 Con damage. In addition, drink 2n quarts of water above and beyond your daily requirement (where n is the number of days since infection) or suffer the effects of dehydration. Dehydration in this instance:
  • Fatigue (-2 Strength and Dexterity, unable to run or charge).
  • Vulnerability to heat and fire based effects (1.5x damage).
  • After six hours, take 1d6 nonlethal damage per hour.
  • If unconscious, take 1d6 lethal damage per hour.

In addition, a victim who has taken any Con damage from the Thirsting periodically coughs out black sand.

A victim who dies from the disease--either through dehydration damage or blood loss--is rapidly consumed by the sand, leaving behind only bones and sand.

Due to the supernatural nature of black sand, this disease is considered magical.

[Further notes obscured due to continuing campaign relevance.]



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