I'm running CoS: Reloaded by DragnaCarta. One of my players got cursed by a werewolf. Another player figured it out early and proactively made a silver necklace for their teammate to wear, I'm assuming they're hoping it will stop the transformations.
So I was researching, and the RAW seem to show that silver only affects lycanthropes when they are wounded by it, and wearing a silver necklace would seem to do nothing. However, I want to reward my player for being altruistic and creative. When the full moon is up, CoS:Reloaded has me take control of the player for the night while they are transformed. I'm having trouble thinking of a creative way to allow some kind of affect so that the necklace is still incorporated, but still makes sense mechanically.
Here's what I'm thinking so far: the necklace stops the transformation BUT internally the player's body is struggling between the transformation and the necklace. So they spend the whole night in agonizing pain and take a level of exhaustion.
Do they have to make a save to resist? if they don't, you could rule that the players could make a Wisdom or Charisma save to avoid being transformed, but I'd probably set it pretty high. Else, you could allow them infrequent saves through the night to un-transform and resist turning back.
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He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
I think that, as long as they are wearing the necklace when they transform, they a) have advantage on the saving throw and b) have disadvantage on attacks made while unwillingly transformed (so, if they fail the save, they will have disadvantage on attacks against teammates, random commoners, etc. to help protect more people.
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Shoutout to the 2 Crew! - the cast of Not Another D&D Podcast
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. He/Him.
Ravenclaw, bookworm, Lego fanatic, mythology nerd, rock climber, pedantic about spelling.
Another idea is that if they are not already, the sentimental value of the necklace allows them to have more consciousness/choice in their actions when they transform.
Remember that CoS is supposed to be about having no good choices, only levels of bad choices. So make it a hard choice that has penalties.
My recommendation is a CHARISMA save (force of personality) at DC12, then 15, then 18 each night. For every success, they take a level of exhaustion. When they fail, they go off an do something terrible that the character only remembers in nightmares.
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I'm running CoS: Reloaded by DragnaCarta. One of my players got cursed by a werewolf. Another player figured it out early and proactively made a silver necklace for their teammate to wear, I'm assuming they're hoping it will stop the transformations.
So I was researching, and the RAW seem to show that silver only affects lycanthropes when they are wounded by it, and wearing a silver necklace would seem to do nothing. However, I want to reward my player for being altruistic and creative. When the full moon is up, CoS:Reloaded has me take control of the player for the night while they are transformed. I'm having trouble thinking of a creative way to allow some kind of affect so that the necklace is still incorporated, but still makes sense mechanically.
Here's what I'm thinking so far: the necklace stops the transformation BUT internally the player's body is struggling between the transformation and the necklace. So they spend the whole night in agonizing pain and take a level of exhaustion.
Thoughts? Advice?
Do they have to make a save to resist? if they don't, you could rule that the players could make a Wisdom or Charisma save to avoid being transformed, but I'd probably set it pretty high. Else, you could allow them infrequent saves through the night to un-transform and resist turning back.
He doesn't have much besides the skin on his bones. Me: I'll take the skin on his bones, then.
"You see a gigantic, monstrous praying mantis burst from out of the ground. It sprays a stream of acid from it's mouth at one soldier, dissolving him instantly, then it turns and chomps another soldier in half with it's- "
"When are we gonna take a snack break?"
Nothing in the guide says it, and nothing I've read online asks for a save. But I like the idea!
I think that, as long as they are wearing the necklace when they transform, they a) have advantage on the saving throw and b) have disadvantage on attacks made while unwillingly transformed (so, if they fail the save, they will have disadvantage on attacks against teammates, random commoners, etc. to help protect more people.
Shoutout to the 2 Crew! - the cast of Not Another D&D Podcast
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. He/Him.
Ravenclaw, bookworm, Lego fanatic, mythology nerd, rock climber, pedantic about spelling.
I love K-pop Demon Hunters and the theatre.
Another idea is that if they are not already, the sentimental value of the necklace allows them to have more consciousness/choice in their actions when they transform.
Remember that CoS is supposed to be about having no good choices, only levels of bad choices. So make it a hard choice that has penalties.
My recommendation is a CHARISMA save (force of personality) at DC12, then 15, then 18 each night. For every success, they take a level of exhaustion. When they fail, they go off an do something terrible that the character only remembers in nightmares.