CapnZapp
Legend
Soften the curse just enough so that instead of no revive magic of any kind working, only reincarnate works, and if a character dies, the reincarnate spell brings them back as a race native to Chult. Enter a man, exit a grung.
Lol.
My players avoid reincarnation like the plague - losing their precious racial bonuses is worse than death!
But yes, reincarnate is a good exception. So is probably revivify - where you come back with the wasting disease*.
*) One "hidden" design mechanism nobody has mentioned so far, but one which I hope the design team is fully aware of is...
...few player characters will die of the wasting disease!
Why? Because they will probably level up just as fast as the wasting disease lowers their max hp!!
(Example: A Cleric rolling a 5 on her d8 with a +1 Con modifier just gained 6 more days to find the Tomb!)
Of course, you're not much good in a level 11 dungeon if you have hit points like a level 1 character, but still...
Does the adventure have any guidelines as to how many days they expect the heroes will need to complete their quest? Does the text give an explicit number?
Zapp
PS. I read somewhere that they can get a Patron with X number of hit points, from which you have to deduct 20 since the wasting disease has already started.
Presumably this X-20 number is meant to be good enough for any reasonable party to find their goal...
But this might be for AL play, so I could have misremembered...
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