3.5 Lycanthropy and almost TPK weeks later [Archive] - Wizards Community

Post/Author/DateTimePost
Harmor

02-23-04, 06:47 AM
We're a group of level 4-6 characters moving though the wilderness during the beginning of winter when we encounter a werewolf who infects one of our members (DM made a secret roll and the rogue in our party failed his save). Everyone failed their DC 14 Knowledge checks to identify the werewolf, so we didn't know about the disease and its affects.

Anyhow the party is:

5 Dwarven Fighter
6 Human Wizard
4 Half-Orc Barbarian
5 Halfling Rogue
4 Human Cleric

At this time everyone was sleeping and the rogue was taking middle-watch by himself when he turned into a werewolf.

The DM rolled a d4 in front of everyone, giving the rest of us a number. The wizard was the unlucky target.

Unfortunately the rogue, now in werewolf form, sneaked over to the sleeping wizard and coup'de graced him, killling him instantly.

Luckly some of us woke up and he/it ran away.

We immediately lifted camp and gave chase. Several hours after daybreak we were able to find him naked and unconcious from exposure.

Two days later we made it to the stronghold and are now in my cleric's temple.

1. The problem we have is how do you detect lycanthropy without just casting the Heal spell to cure it by a 12th level caster?

Obviously (being a mostly good party), we and the rogue don't want him be a chaotic-evil lycanthrope (even if he could control it). We're short on funds and cannot necessarily afford the resurrection AND all the Heal spells cast. Do you guys have any ideas on how to minimize the cost?


Oh, did I mention we're in a dwarven stronghold. It took ALOT of diplomacy for me to get us into the dwarven city, especially with the Half-Orc Barbarian in our party. The dwarven clerics are not inclinded to give us a break on the costs.


Any ideas?
Old_One

02-23-04, 07:04 AM
Well I don't know much about lycanthropy, but I do know a plothook when I see one. Ask the dwarwes if they need anything done in return for helping your friend, chances are they heard of the werewolf running around their tmple and wouldn't mind having a group of strong adventures hunt it down for them. Just dont forget to get your wepons silverd.
Oh and I'm sory for the wizard.
Harmor

02-23-04, 07:20 AM
Oh and I'm sory for the wizard.

He's not too worried about it. He was close to 7th and our DM allows us to drop a level, but keep the same % though the new level.

We all, actually, had a great time!!! Sitting there and having the DM roll a d4 to see who gets coup'de graced by the rogue was very exciting.

Anyhow, that's a great idea. Maybe we can convince the clerics there that we can hunt down these werewolves that are attacking travelers around their city!!! Great plot hook. Maybe they will lower the costs on the heals/rez?

Hmm...any other ideas? Is there anything our 5th level Cleric can do?
Heron_Marked_Blade

02-23-04, 07:30 AM
As I remember Lycanthropy, it can be cured by a Remove Curse cast during the first night of the full moon accompanied by an appropriate Will save (DC 20?) on the part of the infected character.

Also, as a magical disease, it should be detectable by a high enough Heal check. The DC shouldn't be so high that your 5th-level cleric can't detect it if he takes 20 to do so (unless he's a martial cleric of Kord with no ranks in Heal or something).
KShaver

02-23-04, 10:50 AM
Correct lycanthropy isn't that hard to cure.

From the SRD:
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.

Remove curse is only a 3rd level spell, so it only requires a 5th level caster. That means it only costs about 150 gp per casting. With the will save bonuses he gained from being afflicted* it should only take a couple of tries to cure him.

*Character gains +2 wisdom and the feat Iron Will, effectively raising his will save by 3 points.
Shifter2101

02-23-04, 03:31 PM
hey harmor!!!

you read my mind. (this is your werewolf BTW)

anywho... i stared a thread asking the same thing... lets just stick with yours, as im kinda sketchy on all the details. (works sucks and im bummed i had to missout on all the fun around the campfire)...

see ya this Wk/End...