New on the DM side of the table. Heck, I was only supposed to be running the adventure between our main one. Just a hack and slash party shows up at the league gets to pick a bounty and off they go to try and collect the bounty. Well, it is now a campaign where they still work in a league but other forces are at play. They are LVL 5 and 6. While traveling the party fights a pack of werewolves. One failed the con save. Oh crap, I did not plan for that. I have looked on here and seen what others have done all are great but here is how I plan on playing it out.
A player is bitten by those cursed with lycanthropy and fails the constitution saving throw show no signs at first. As they get closer to the full moon, their strength increases 1 point each night until their strength is a 15 by the full moon. If they have a 15 or higher of strength they show no signs at all. On the night of the full moon, the player can try to resist losing control, DC 30 constitution save. This save goes down by 1 point every other month to a minimum of 12. On a successful save shapeshifting still occurs. However, the cursed can now maintain control of their mind and body. Rolling a natural 20 and still fail the DC, or failing the save by 10 points or less, the cursed can only remember what happens while changed under the full moon. If they fail by more than 10, they cannot recall anything that happened. Only after the cursed succeed a year's worth of con saves during the full moon will they be able to control the curse. Now they can shape change outside of the full moon and even control what happens during the full moon. Many end up choosing not to fight the curse, the full moon's call, and move to remote reaches. An Alpha werewolf can grant advantage on the saves. They are old werewolves that tend to lead packs. They tend to control whether a Pack is good, evil, or neutral. Alphas can smell out others curse by Lycanthropy.
I did create an alfa werewolf and did borrow some things for the barbarian class to add to them. I also rolled a d20 and 10 to come up with the nights pasted since the last full moon. Basing the month off of 30 days for easy math. I have read where other DM's used wisdom for the save and I may change that in this ruleset. I used con since it was the original save. I may also go to reducing the DC by 2 when they save and maybe make them only have to make 6 save instead of 12. Not sold on that idea myself. Heck, it may make them seek out an alfa as a side quest.
Oh, and the one bit was gnome druid and knows a bite could be bad. I had the players roll the saving throws every time they were bitten. I do like the idea that others DMs use secret roles for such saves and may start incorporating that into our adventure.
Hope others find it a starting place and let me know if you see any big obstacles.
They could buy the lycanthropy cure if you want to just get rid of the issue entirely. Or, you can develop it into the story. How would a druid come to terms with lycanthropy? Consider those ideas.
Thanks for the input WallineDungeonMaster. I had planned a small encounter that the party may witness between the high official in the temple of Torm and a Deva. If the party engages the Deva she may be persuaded to remove it. They have already met some very high clerics that could remove it if the player tries that path. I will try and leave it to the player on if they want to try and remove the curse or live with it. Heck in about four lvls the paladin can remove it. However, if it starts to distract from other parts of the campaign then it may be removed whether they want it to be or not.
I came up with the rule set just in case they want to try and tame it.
That article is a great read and has given me even more ideas to run with. It does not answer the question of how and when can a charter can gain control if ever. Hence the rules I posted.
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New on the DM side of the table. Heck, I was only supposed to be running the adventure between our main one. Just a hack and slash party shows up at the league gets to pick a bounty and off they go to try and collect the bounty. Well, it is now a campaign where they still work in a league but other forces are at play. They are LVL 5 and 6. While traveling the party fights a pack of werewolves. One failed the con save. Oh crap, I did not plan for that. I have looked on here and seen what others have done all are great but here is how I plan on playing it out.
A player is bitten by those cursed with lycanthropy and fails the constitution saving throw show no signs at first. As they get closer to the full moon, their strength increases 1 point each night until their strength is a 15 by the full moon. If they have a 15 or higher of strength they show no signs at all.
On the night of the full moon, the player can try to resist losing control, DC 30 constitution save. This save goes down by 1 point every other month to a minimum of 12. On a successful save shapeshifting still occurs. However, the cursed can now maintain control of their mind and body. Rolling a natural 20 and still fail the DC, or failing the save by 10 points or less, the cursed can only remember what happens while changed under the full moon. If they fail by more than 10, they cannot recall anything that happened.
Only after the cursed succeed a year's worth of con saves during the full moon will they be able to control the curse. Now they can shape change outside of the full moon and even control what happens during the full moon. Many end up choosing not to fight the curse, the full moon's call, and move to remote reaches.
An Alpha werewolf can grant advantage on the saves. They are old werewolves that tend to lead packs. They tend to control whether a Pack is good, evil, or neutral. Alphas can smell out others curse by Lycanthropy.
I did create an alfa werewolf and did borrow some things for the barbarian class to add to them. I also rolled a d20 and 10 to come up with the nights pasted since the last full moon. Basing the month off of 30 days for easy math. I have read where other DM's used wisdom for the save and I may change that in this ruleset. I used con since it was the original save. I may also go to reducing the DC by 2 when they save and maybe make them only have to make 6 save instead of 12. Not sold on that idea myself. Heck, it may make them seek out an alfa as a side quest.
Oh, and the one bit was gnome druid and knows a bite could be bad. I had the players roll the saving throws every time they were bitten. I do like the idea that others DMs use secret roles for such saves and may start incorporating that into our adventure.
Hope others find it a starting place and let me know if you see any big obstacles.
They could buy the lycanthropy cure if you want to just get rid of the issue entirely. Or, you can develop it into the story. How would a druid come to terms with lycanthropy? Consider those ideas.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
Thanks for the input WallineDungeonMaster. I had planned a small encounter that the party may witness between the high official in the temple of Torm and a Deva. If the party engages the Deva she may be persuaded to remove it. They have already met some very high clerics that could remove it if the player tries that path. I will try and leave it to the player on if they want to try and remove the curse or live with it. Heck in about four lvls the paladin can remove it. However, if it starts to distract from other parts of the campaign then it may be removed whether they want it to be or not.
I came up with the rule set just in case they want to try and tame it.
Just making sure you're aware of this week's front page article on this site.
Jander Sunstar is the thinking person's Drizzt, fight me.
Thank you I just was looking at it.
That article is a great read and has given me even more ideas to run with. It does not answer the question of how and when can a charter can gain control if ever. Hence the rules I posted.