Mits reaches over for a quick side-hug of her bro.
"Mittens am get family togetherness time anyway!" she says.
She rushes over to the prisoner and unties her.
"Miss?"
No response.
"The lady looks like she's seen better days," Mits says,
"But I'm guessing she's probably worse off mentally than physically. Take a look, bro."
"These people are trustworthy, Mirtala," Sertanian says, "They've risked their lives to rescue us."
Mirtala blink-blinks and looks up at Sertanian with sorrowful eyes.
Getting Mirtala to Talk
It takes significant effort to convince Mirtala to
tell the PCs what she knows—or anything, for
that matter.
Level: 1.
XP: 100
Complexity: 1 (requires 4 successes before
3 failures).
Primary Skills: Bluff, Diplomacy, Intimidate,
Insight.
Bluff (DC 15): You trick Mirtala into believing
that she knows you from back in Brindol. The
PCs can earn only one success this way.
Diplomacy (DC 15): You coax Mirtala to
come out of her shell, convincing her that she’s
now safe.
Insight (DC 10): You might realize that Mirtala
has some had some sort of severe mental
trauma. This grants a +2 bonus on Diplomacy
checks made during the challenge. The PCs can
earn only one success this way.
Intimidate (DC 15): You threaten Mirtala
(directly or indirectly) with consequences for
being uncooperative. A failure closes off this
approach and applies a –2 penalty to other
checks made for the duration of the challenge.
Success: Mirtala tells the PCs what she
knows, as described on page 33.
Failure: Mirtala meekly follows the PCs
around but doesn’t say anything.
(( Mits succeeded the Insight check. Sertanian succeeded a diplomacy check. 2 of 4 success, 0 of 3 failures.
Mirtala is in stage 1 of the disease. During the night, she came close to shrugging it off entirely. Rolled a 19. Oh well. Technically impossible to make the DC 21 check anyway. Timothius cannot take-10 to automatically cure her either.
Treat Disease: Part of the diseased character’s
extended rest. You must attend the character periodically
throughout the extended rest, and you make
your Heal check when the rest ends.
✦ Replaces Endurance: Your Heal check result determines
the disease’s effects if the result is higher than
the diseased character’s Endurance check result.
I suppose technically he could be aided on that heal check... But then most every disease would just take a team of healers applying bandages to be guaranteed to be cured. I'll likely decide to make it so those kinds of shenanigans only work on PCs like we decided for the resurrection ritual.
Also, finally got around to looking up what's with the lack of DC to worsen.
=DMG pg 49 bit on diseases:
Disease Progression: Once you’re infected, make
an Endurance check after each extended rest to see
if you improve, worsen, or maintain your current condition.
A disease specifies two target Endurance DCs:
a lower DC to maintain and a higher DC to improve.
Two DCs. And yet, every example they give on the same page gives THREE DCs. Well after looking at them, I noticed a pattern. Every "worsen" DC is exactly 1 less than the "remain stable" DC. Then a page later, I found the rest of the rules bit that had been interrupted by a bazillion examples.
=DMG bit on diseases continued a page later:
Maintain: If the check result beats the lower DC
but doesn’t beat the higher one, your condition
remains the same.
Improve: If the check result beats the higher DC,
your condition improves—move one step to the left
on the disease track.
Worsen: If the check result doesn’t beat either
DC, your condition worsens—move one step to the
right on the disease track.