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Post by joatmoniac on Apr 14, 2020 8:52:24 GMT
In this week's exercise rorrik and I want to howl at the moon! One of your players has asked to become a werewolf? We got lots of good thoughts in The Curse of Lycanthropy with Frank Kim, but now let’s put it into practice. Imagine one of your players and use the questions below to visualize handling this, because it will come up sooner or later! 1. How do you work the infecting lycanthrope into the story? 2. How do you guarantee that the character who wants it is the victim? 3. How do you inform the other players? 4. How will you implement the drawbacks of the curse and/or maintain party balance? 5. As the story goes on, how will the character grow into the curse? 6. You do you! Happy lifting!
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Munchiee99
Commoner
Posts: 9
Favorite D&D Class: Yes
Favorite D&D Race: The one I haven't tried.
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Post by Munchiee99 on Apr 15, 2020 4:32:04 GMT
1. An attractive member of the opposite sex, really starts hitting on the players character. They hit it off, he/she reveals the deal-breaker. It becomes a romantic night. 2. See answer 1. 3. Next full moon, be sure that the couple has a special date set up. And the next few after that. NPC slowly teaches/introduces the PC how to control the curse. 4. I play a character that has been affected by this curse. The benefits don't really make much of a difference at higher levels of play. But: here are the most important affects that have actually come into play: It hurts to transform. It's a whole action. Only in hybrid or full form does resistance count (if this is allowed in the first place). My PCs strength only goes up when in hybrid or full form too. Special armor MUST be acquired that is absolutely devoid of ANY silver. Nothing silver is allowed on his person, either. 5. Use a gentle transformation to gain advantage on intimidation checks, or a show of strength. i.e. One time the PC was suffering from a disease that could only be stifled by eating raw, rancid meat. The shop owner warned "You sure? It's not the most healthy of stuff, and you could very easily get sick." The answer: I control a slight transformation of just my face and say, "Don't worry! I can handle it!" 6. Increase love of the moon and the gods that represent it.
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Post by geekytendencies on Apr 16, 2020 18:29:15 GMT
1. Character has been either cursed or grievously wounded - they can be saved by the awesome healing powers of lycanthropy.
2. I'd have to make sure that the character takes a critical hit, or a legendary action curse from an appropriate monster.
3. I'd have an NPC that might know of a monster willing to aid the PC's. They would take their fallen comrade to be changed.
4. Perhaps the curse might not have worked quite as intended. You might now have an intelligent armored wolf that takes humanoid form 3 days/month.
5. As the PC gets used to the curse, they realize that they can manipulate the curse to allow them to shift form at will - but it's far more exhausting and draining, more akin to the Barbarians rage. They might need to take a point of exhaustion every time they change out of sync with the moon.
6. See #4
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Post by DM Onesie Knight on Apr 26, 2020 17:32:58 GMT
I think this might be a bit too madcap to introduce into my game right now, but it was a fun exercise nonetheless!
1.The party will almost certainly encounter it as they begin taking on the nomadic barbarian tribes, who are being united by the cult of Mephistopheles into a real organized force. The cult poisons barbarian culture by co-opting and twisting the aboriginal belief systems; tribes which venerated the region's dinosaurs have been duped into accepting the curse of lycanthropy and becoming were-dinosaurs.
As a flavorful side-note: this campaign takes place in a region with a very primal aesthetic, with lots of jungles and volcanoes. This particular version of lycanthropy isn't active during a full moon; it's active during a volcanic eruption. This makes transformations much more sporadic and unpredictable. Sometimes there's a quiet year, sometimes there's three in a month.
2. Weird question to answer, because I have no idea if my players would want this! Or if so, who? At any rate, I could see the curse being delivered in retribution. If the party starts taking actions against the cult, they might face a were-dino strike squad. Or possibly taking a different tack, maybe the party is looking for the power to fight the cult and they get help from an uncorrupted tribe who grants them a "pure" version of dino-lycanthropy which doesn't involve involuntary transformation and fits of rage.
3. There is only one correct answer here, and that is a sudden and dramatic transformation into a T-Rex during a tense narrative moment or critical combat situation.
4. Should they have the actual "cursed" version, a volcanic eruption could strike at a very inconvenient time, such as upon returning to town to rest up. Or perhaps having the curse gives Mephistopheles an "in" to influence your decisions. If they have the "clean" version, maybe the blessing comes with obligations, and certain druids or fae have metaphysical authority over the afflicted as part of the bargain.
5. Over time, they will learn the signs of an impending eruption. Eventually they might be able to "feel," by rumblings in the ground and smells in the air, that an eruption is coming within a day, or an hour. They might start to spiritually align themselves with the land itself, such that the line blurs between the character's own free will, and the will of nature.
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Post by letterlost on Apr 30, 2020 2:38:52 GMT
TLDR: cursed by hag, not bitten. I want the player to enjoy being a werewolf half the time, the other half they should feel like they are cursed. I would put heavy emphasis on their tie to the moon and its phases.
First off, I would make sure the player knows what to expect: they should not be a +2 version of themselves masquerading around in a wolf skin; but an adventurer struggling to control their bestial nature, which rests on the edge of a D20.
1. How do you work the infecting lycanthrope into the story?
While lycanthropes might emerge, none will be infections. However, they are all coming from Wolfwalkers Coppice and are all locals who were down on their luck. The true cursing entity lies within, a green hag.
I would present the opportunity (50%), but leave it the PC to get them and their party there (50%).
2. How do you guarantee that the character who wants it is the victim?
Should the adventuring party come to her wanting, she will grant them a boon for a price (their services upon the 1st full moon). Regardless of intention, wording would vaguely hint that it’s the whole party being turned and that’s because it would be, but we are not going to pursue this course.
Should the party slay her (which is what I would expect) they will find a wolf statue with (DC 10) humanoid hands, feet, and facial features. The inscription on the base reads (in a language the PC knows),
“When the cloud wall beyond doth break and soft light wander upon thine face, then stare deep into mine eyes to see thy fate and thy demise.”
When the moon is in the sky and its light touches the statue it’s eyes glow red, anyone who looks into it will transform into a werewolf (% depends of the phase of the moon in ¼). They will remain transformed until the moon sets, the curse is not permanent (unless they use the statue to transform on a 4/4 phase).
3. How do you inform the other players?
Hopefully they will see the change, or be able to recognize their friend PC’s features using passive perception. Ideally they would roleplay it out, but possible they straight up kill the PC.
4. How will you implement the drawbacks of the curse and/or maintain party balance?
I would like to tie the transformation to the moon even more than traditional. The moon has 8 phases (1d8: new (1), crescent (2, 8), quarter/half (3, 7), gibbous (4, 6), full (5)d8- 1 new and 5 full), but for this it is effectively 4 because they would be unable to transform on the new moon. Have 4 forms of transformation of increasing power (25% to 100%- not stating it out, this is long already) while having a wisdom save to keep control (make the save when they smell or taste blood) with increasing difficulty (6 (crescent), 12, 18, 24 (full)- this is my tuning lever so start high and adjust). If they do not have control I would try to run as a modified confusion: once they are exposed to blood 1- non combat action (howl at moon, take a bite of something dead, snarl), 2-4 full attack on nearest living thing (using max movement if necessary or dash if not in range), 5-6 whatever PC wants; does not stop rolling for actions (not considered out of combat) until area they are in is entirely free of the scent of blood, even if all enemies are down. Once they are away from blood for 10 minutes they regain control until blood is spilled again.
Like I said above, once they transform on the 4/4 cycle (effectively full) the curse becomes permanent and they transform anytime they are exposed to moon light (save to control actions, transformation uncontrolled). Once curse is permanent they will gain some strengths and weaknesses in human form.
5. As the story goes on, how will the character grow into the curse?
On a full moon when they do not transform (not exposed to moonlight) they hear an ethereal voice calling them. That night they dream of a face in the sky with double moon eyes and the other features faintly defined by stars, it wishes to make a deal with them: they will have control of senses and may also transform in accordance with the moons phase without the moons aid 1/day (once transform cannot un transform until the moon leaves the sky traditionally), however they must give themselves to the moon completely on the nights of the full moon (4/4 cycle nights, effectively 3-4 days/ 30 as our moon goes). If they do not accept the deal they will have advantage on ¼ and 2/4, disadvantage on ¾ and 4/4; if they do take the deal they no longer make wisdom saves, but transform without control on the full moon and if they do not expose themselves on the full moon the consequence will be dire.
I would do this cautiously, as it removes much of the risk for the reward (balance lever). The only real werewolf draw backs would be RP weaknesses and out of commission 3-4 nights/ 30, which could easily be ignored.
6. You do you!
not sure if I did a good job with this, but I as far as being a werewolf goes I want the reward to feel worth the risk, but I want the risk to feel like a real risk.
This is complicated and probably not what they wanted, but I want to play up being a werewolf rather then what makes werewolves OP (also, I did warn them). If they don’t want to roll play a werewolf in a roll playing game (seems like the kind of thing I would like but my players would not), they can go and get a remove curse from a temple for a hefty price. Would like to make it harder, but this way the cost for a player having different opinion from me is in game gold rather than out of game time.
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Munchiee99
Commoner
Posts: 9
Favorite D&D Class: Yes
Favorite D&D Race: The one I haven't tried.
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Post by Munchiee99 on Aug 10, 2021 4:34:30 GMT
Coming back to this. I've been prepping and running (as DM) Tomb of Annihilation. I want to introduce Wereasaurs (lycanthropic dinosaurs). 1. A tribe of were-beasts (all kinds) live near the deserted Yuan-Ti ruins of Hisari. They patrol the valleys north and south of the Sky Lizard mountains. Their role is to preserve the secrecy of Chult by preventing travel along the isthmus that leads to "the island" of Chult. Self-named the *Razor-claw,* they have become formidable creatures merging the strength and stamina of beast with the wit and knowledge of humanoid. The party is currently entering the domain.
2. There is no guarantee that a character will want this, but it will be a requirement for one (or more) to accept if the party wants to safely pass through the territory. There are other, more ferocious, dangerous beasts in the wilds here that will only defer to members of the RazorClaw... they can excrete a certain scent that only works here (it is a combination of the ashy, volcanic, alkaline waters of Lake Luo, and preserved blood of Yuan-Ti (they get to hunt for this as well).
3. The players will happen upon one of these creatures (I realize I now need to create/adapt/find something for this) and be rescued (or warned) by a member of the RazorClaws.
4. The drawbacks is that you must return to partake of the sacred brew at least once a month... otherwise at the full moon, there is a 50% likelihood that the transformation into were-form becomes permanent and eventually transforms them into the extremely dangerous creatures (mentioned previously).
5. I would leave this up to them. I've had enough exercise today.
6. The tribe consists of tigers, bears, dinosaurs (many types), giant lizards, wolves, snakes (not Yuan-Ti), maybe even some badgers, and wolverines.
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