Any advice on defeating werewolves? [Archive] - Wizards Community

Post/Author/DateTimePost
CrazyCloud

04-09-06, 03:24 PM
If we're almost to a "town" that contains many werewolves, and have exactly 2 silver weapons between the entire party (of about 10, but usually not everyone is there). Any spells recommended or actions to take before confronting the werewolves?
kelvinaw273

04-09-06, 04:35 PM
Go away and get more silver weapons.

Otherwise, melting silver down to dip arrowheads and boltheads is easy enough, but silverized weapons requires an expert. Unless you have an expert, forget it.

Otherwise, anything that does energy damage should hurt a lycanthrope. Belladonna and wolvesbane are musts as well, they help drive off the furry fiends and or are useful to help those who have been bitten resist the disease.

Oh, and get more silver weapons.
Doopliss

04-09-06, 04:44 PM
It's DR/silver and magic, so get your rogues some scrolls and your casters going full out. Aside from that, can't think of much...
Svarog

04-09-06, 04:55 PM
Magic weapon-1st lvl spell-gives you +1 to att and dmg,so yoy can hit werewolf with it. :D
Heahengel

04-09-06, 08:00 PM
Umm, I'm pretty sure its just DR 5/silver (or 10/silver if they are natural lycanthropes). So Magic Weapon won't help with the DR. Depending on how many non humans you have in the party, they might also try to take advantage of their excellent perception abilities - low light vision and scent, so make sure you have something to counteract that.
Shaggy_Shaggs

04-09-06, 08:38 PM
Correct, Heahengel.


Retreat unless you really need to get this done fast. If you do have to go through, forget stealth, the lycanthropes' perception is better than yours and you'll fail.

If you go to fight, fight with spells. Preferably direct damage spells that don't offer saving throws, if you must use spells that offer saving throws, go after the Will save (Inflict series for example, if your cleric is tough enough to melee with them).

Do not let grappling happen. Remember, natural weapons work fine in a grapple, manufactured weapons other than the light ones - not so much. Fly, Levitate, Freedom of Movement, Grease on armor or clothing, however you do it don't let yourself get grabbed and ripped apart.

Fast, light attackers aren't really going to be doing damage if they're not proficient with the silver weapons (or if there aren't enough to go around, which it sounds like there won't be). If they absolutely must go to melee, rather than attacking the werewolves, have them use flanking and Aid Another actions to boost a silverbearer's attack roll so he can Power Attack as much as possible. Summoned creatures could be used for this purpose as well.

Keep in mind a werewolf in animal form has speed 50' - do not count on being able to outmaneuver them overland. Take to the air if you can, or if you're stuck with fighting on the ground, find a defensible position to fight from and stick to it.

Oh, if you have or can conjure up some Ingestion vector poison, it wouldn't hurt to coat your melee allies' clothes with it. Touching it won't hurt, but biting something coated in it just might. ;)
KieranBathgate

04-09-06, 10:34 PM
I would definitely suggest going with the whole magic option. Another option that you have is to send in someone that preferably has DR. Have your wizard cast reduce person on him if he is not small already, and have your clerics ready to heal him. Buff him up as much as possible (don't worry about using up a bunch of your spell slots) and then make him run in first and try to grapple the werewolf. Presuming this is a Werewolf Lord (the dire wolf form), then you are up against a large creature, and small character cannot contract lycanthropy from something of two size categories larger than them. The DR will help to minimize the damage dealt and the cleric should help out a bit too. Once the werewolf is distracted in the grappling, have your silver weapons come in hard on this flat-footed werewolf and tear him to peices. Since dexterity is a large part of the werewolf's AC, you should hit every time...even with the -1 to hit with silvered weapons.
Svarog

04-10-06, 07:01 PM
Umm, I'm pretty sure its just DR 5/silver (or 10/silver if they are natural lycanthropes). So Magic Weapon won't help with the DR.

Thanks,I gues I mix it up with 2nd adition AD&D. :raincloud
Mist of Shadows

04-10-06, 07:18 PM
Well as for the idiotic reduce person idea I would still have them contract it. You aren't really that small and the duration isn't long enough to prevent it. BEcause it's FRECKEN CHEESY and metagaming to do that. You wouldn't have any clue that it would work. (if by some stretch of imagination it did) Only a sage or were hunter would have any clue that small people didn't contract the diease. So might as well forget that suggestion as horse trash or at least a different knowledge roll.

As for damaging them, you can always try silver coins in a sling :)

If all else fails use fire. Spells and magic work normally against the werewolf. So don't be afraid to toss off a few spells.
Wuggadad

04-10-06, 07:18 PM
Go away and get more silver weapons.

Better, get some solid proof that the town has lycanthropes in it and alert the neighboring towns. Buy lots of silver _first_, then hire mercenaries with the now inflated silver.

There is a possibility that most of the surrounding towns will prefer to fort up and go defensive, like they would against Shadows or Ghouls, so as to first off prevent the monsters from "recruiting" more.

More important to this advice is _why_ is the party so interested in this town that they would go in without silver weapons?
Wuggadad

04-10-06, 07:31 PM
In a pinch, 2-handed weapons wielded by someone with a high strength score can go through damage reduction.

If the party is in hot pursuit, carefully cut silver coins into sharp wedges and then hammer them into a club to make a crude mace.

What I don't understand is the "The party is almost to" the town of werewolves. Does that mean the party is _knowingly_ headed for a place with werewolves and somehow neglected to pick up useful weapons, or is the presence of werewolves going to come as a surprise, and this is a GM wondering what the party will do?

(Smart party would run, dumb party gets turned into kibble. Party too reliant on the GM only giving it CR it can handle will attempt to improvise and dumb GM will make their improvisation work amazingly effectively.)
Cifer

04-11-06, 06:59 PM
What I don't understand is the "The party is almost to" the town of werewolves. Does that mean the party is _knowingly_ headed for a place with werewolves and somehow neglected to pick up useful weapons, or is the presence of werewolves going to come as a surprise, and this is a GM wondering what the party will do?
What about "The party has to go there and a traveller fleeing the city has just informed them of a little... problem of the locals"?

To go on with some hints:
-Silver comes in coins. When you get to the town, make it to the blacksmith, fortify your position and melt&hammer some of your coins in weapon form. Spiking a club is already a pretty good idea. Yep, it's going to be crude and ineffective, but it's silver. Cutlery is also fair game. You might also try arrowheads.
-Help the guys with the silver weapons: Flank, aid another, buff, etc.
-Magic does not care about DR: Inflict is nice. And as the saying goes: Nuke the site from orbit. It's the only way to be sure.
Lincoln Hills

04-12-06, 02:43 PM
An often-overlooked way to bypass DR of any kind is to do non-physical damage. Acid, electricity etc. are not generally available to non-casters, but everybody knows how to make fire (the other weapon that comes up often in werewolf movies.)

Without my PHB at hand to consult, I'd say applying a torch does 1d3 or 1d4 fire damage - but it's still a weapon that even lycanthropes are susceptible to. The DM may apply a penalty or a possibility that the torch is extinguished or shattered when you wield it in melee - so bring spares. Prepare a few - I'd imagine anybody with a wood-oriented Craft skill or a few ranks in Survival could make a few torches if dry wood is available.
pres_man

04-12-06, 02:51 PM
Also remember lycanthropy only effects humanoids and giants. If you have druids, rangers, or paladins in your party you might be able to take advantage of their companions/mounts and have them try to keep the werewolves busy and/or grappled. Also you might summon other creatures to assist. If you can get the werewolves grappled then surround them and start beating on them until they die.

And as others said, use magic to harm them since it bypasses damage reduction. Now if you were facing troll-dire wolf-werewolves, well that might be a bit more dangerous.
fuzzypants

04-12-06, 03:08 PM
You could also buy Silversheen. It's in the DMG. Something like 250 gp per weapon? Can't remember off the top of my head.
Whisper_Swiftblade

04-12-06, 05:49 PM
If you don't want them sniffing you out and following your trail throw chilly powder on your trail, it is about the culest thing you can do to something with a sensitive nose
Swashbuckler

04-12-06, 11:56 PM
Silverheaded arrow, good shoooter does this, light arro on fire, shoot target werewolf, Spell caster casts flame burst on the arrow, turning it into magic fire once it hit the target.

Of course you have to plan this and delay your inititives until the optimum time.

Well, dont try this at home, I saw this on TV once with trained professionals. ;) :b:
Sunai_Retsinis

04-13-06, 07:52 AM
Some time ago the Spell Compendium came out. There is a nice little spell in there, called Countermoon , which can put a lycanthrope back into his original shape and prevent shifting to wolf/hybrid for 12 hours. It is a 2nd level spell, for a druid. It would stop the DR10/silver from working.
In the Book of Exalted Deeds, there is a druid spell (1st) called Silvered Claws which makes all natural attacks to be as if from silver weapons. Could work out well with a wild shaped druid.
Other spells might be the magic circle / protection from evil etc. and CON improving spells for the lycanthropy save

If you have some archers with silver arrows (maybe there is a cleric spell for that), put them into the trees, on ledges or on houses. Wolves can't climb, it might work, especially if you can get someone to lure them one by one. It gives you more control over the battle field.
To keep the wolves of the back of your casters/archers, let your non silver equipped frontliners use the total defense action.

Good Luck
Sunai
jasper

04-13-06, 02:52 PM
First grab them by the tail and put them into a full nelson. Watch out they are very flexible.
Second have the fighter using a after sharp cleaver lop off their feet. Watch out your toes, footies, and fingers.
Third Grab a wide mouth gallon jug. Pour in 2 pints of vinegar, 1/2 pickling salt, seasoning bag.
Fourth release werewolf into the wild where his exfriends will call him stumpy.
Fifth wait 3 months or until feet are pickled.
Sixth Enjoy.
KublaiKhan

04-13-06, 02:59 PM
Ingredients:

Shovel
Flint
Steel
Tinder
Survival skill.

Method:

Using your survival skill, determine the direction of the prevailing wind in the area. Using the shovel, dig up an area large enough for the party to stay for a while. Using the flint, steel, and tinder, light the underbrush on fire.

Sit back and wait for the wildfire to take out the town.

As a bonus, bring some barbecue sauce if there's any livestock around.
danielinthewolvesden

04-13-06, 03:19 PM
What level is this party? Who is in it?