The Ruby Rot
Creatures infected by the Ruby Rot slowly become overgrown with red corals. They must succeed on a constitution saving throw every 3 days or succumb to its ultimate state. Starting at a DC1, the DC gradually increases by 2 for each successful saving throw. Longer exposition or progression of the incubation time may result in shorter intervals of DC checks. Fey Touched Creatures have advantage on the Saving Throw. Once succumbed to the Rot there is no means to cure a creature anymore.
There are also outbursts of vegetation in shape of corals that emit the spores and infect their surroundings. Each hour a creature spends within the area of the spores they must succeed on an DC 12 Constitution saving throw or become infected by the Rot. Burning them away is the easiest way to get rid of the corals, but the solution is only temporary, as the corals grow back in once infected areas. To get rid of the growth in a region, one must find the “Coral Prime” from which the grow extends. Those are usually found in water-rich, dark places like underwater caves in rivers or lakes.
The solution to wipe out the Ruby Rot completely is yet to be found, some think, the Ruby Tear might hold the answer...
Transmission & Vectors
Transmitions via the air by inhaling spores.
Causes
Outburst of red coral growths in areas are spreadding the spores, infecting creatures in the area.
Symptoms
Breathing problems (progressively getting stronger)
Growing feeling of dread and despair
Later stages: Coral growth on the body
Final Stage: Loss of control, zombie-like stage connected to other rot creatures (irreversible)
Treatment
The Ruby Rot can be healed in its early stages by the Greater Restoration Spell or by a very rare “Living Fire” potion made from Ember Grass, Magma Moss and Animated Flame, which means to burn the Rot away internally. Cost: 150gp (4 charges).
Prognosis
Once the creature succumbed to the Ruby Rot, it enters a zombie like state in which it cannot act on its own. It is connected to other creatures of the Rot in a hive mind within 5 miles, and their only goal becomes to spread the Rot.
Ruby Rot Creatures gain a +1 to Strength, Agility and Constitution, -1 tor Intelligence, Wisdom and Charisma. They become vulnerable to fire and their movement is reduced by 5 ft. They gain the ability to use “Rot Burst”.
Rot Burst
The creature creates a burst of spores in a 15ft radius around themselves, every creature in this radius must succeed on a DC 12 Constitution Saving Throw or become infected with the Ruby Rot.
Affected Groups
The Ruby Rot can occur in any living creature, but fey touched creatures such as Elves, Fairies and Harengon have a higher resistance to infection.
Hosts & Carriers
The coral growth is the primary host for the spores.
Recent studies lead by Dr. J. Nevermore and a small team of brave adventureres unearthed the existence of so-called "Coral Primes" which are the central cause of the rot, controlling the hive mind. It's removal wipes out the Ruby Rot in a hot zone.
Infected creatures that have succumbed to the rot also emit the spores.
Prevention
To Protect oneself from the Ruby Rot, one can tightly cover their nose and mouth with a mask to avoid inhaling the spores. It makes it harder to cast spells that need a vocal component (disadvantage). There are also potions that, depending on rarity, make one immune to the spores for 1-24 hrs.
1hr: 10gp 10hrs: 80gp 24hrs: 200gp
Cultural Reception
In its early stages, infected creatures are not easy to identify and might live normal amongst people. They also do not emit the spores if they haven't succumbed tot he rot completely. As soon as symptoms become obvious people are usually met with aggression and driven away. If they are lucky they have apotent alchemist of healer in their settlement that can cure the rot before it reaches its final stage.

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