Curse of the Crimson Throne
Seven Days to The Grave
A New Threat Plagues Korvosa
With the rioting settled and talks of the botched execution of Trinia Sabor, life in Korvosa seems to be going back to its old routine. Yet all is not right in the world and soon the citizens of Korvosa are embroiled in a fight for their very lives. Can the heroes find a cure in time? Find out in the Adventure Logs!
During the course of this chapter, the heroes faced many dangers and prevented many deaths. As they worked to help the citizens of Korvosa, many took notice. The number of lives saved makes a difference in the level of recognition they receive (see chapter 3 wiki).
The affliction that the people of Korvosa will soon widely fear as “blood veil” is no natural malady. Created by plague shaping priests of Urgathoa and funded by the Red Mantis, blood veil is a refined form of an unnatural disease somewhere along Varisia’s coast (names removed to protect other adventure paths!). The arcane and alchemical manipulations of these two nefarious organizations have altered the potent necromantic infection into a weaker but more virulent weapon.
Blood veil takes its name from its most apparent symptom, a rash and mask of blisters that covers the face. In its initial stages, the disease is characterized by headache, fatigue, coughing, and the aforementioned rash. As it progresses, the cough becomes more obtrusive, the rash spreads to the neck, face, and limbs and develops into pox-like blisters, and the lymph glands swell into painful buboes. At its most advanced stage, the blisters grow to the size of grapes or larger, internal bleeding creates black patches on the skin, and blood is expectorated. Ultimately, a most unseemly, wheezing death occurs. If left untreated, blood veil kills the average human in approximately 7 days.
Blood Veil—contact or injury; Fortitude DC 16; incubation 1 day; damage 1d3 Constitution and 1d3 Charisma.
Where Are All The Healers?
Page 138 of the DMG presents a way to determine how many characters of each class reside in a city. According to this method, the average population of a large city like Korvosa includes 3 12th-level clerics, 6 6th-level clerics, 12 3rd-level clerics, and 24 1st-level clerics. Of these clerics, only nine are of high enough level to cast remove disease. Even including the average of 24 paladins—of which there are only three of a high enough level to possess the remove disease ability—and disorganized numbers of rangers, druids, and visiting NPCs with access to healing magic, this is still less than 0.1 percent of the city’s population. With far more victims contracting blood veil every day, it’s easy to see how the city’s curative magics are quickly overwhelmed, even if every healer in the city were casting the maximum possible number of remove disease spells each day. To a certain extent, wands and potions and scrolls can bolster these numbers, but only as long as supplies hold out. When faced with a plague as virulent as blood veil, magic alone is not enough to save a city.