16bearswutIdo
2018-10-24, 07:51 AM
First off, I assume none of you browse this board, but if your party is 3 werewolves and an innocent woman with a gun, turn back now.
I'm currently running a 3.5 game set in a homebrew world based off early colonial New England. This means plenty of suspicion of magic, devout piousness, and distrust of outsiders. While the PCs have been largely busy dealing with various threats around town due to the town guard's sudden call to come back to the capital city, they've missed the real threat.
Essentially, there's a Lovecraftian monster under the town that's consuming people and others' memories of them. When it kills a person, it also sends out an enchantment effect that causes the people in the town to forget that person and "fill in the blanks" to their disappearance. For example, everyone in town thinks the guards were "called away for some reason or another" but the monster actually consumed them. The thing has a small group of Derro running around doing the business it can't (because it's a corpulent mass of tentacles and appendages deep under the Earth)
Where last we left, the PCs had apprehended a werewolf serial killer in town, but not without 3/4 of them being bitten and transforming. As of now, they figure that the thing causing the enchantment is back in a mountain that they had previously climbed and encountered some spooky ****.
I have a few questions.
1. How can I keep the spooky Cthulhu vibe going? I've already planned out a few cursed items that will increase int/cha while draining wis, as well as some character plot-specific events. Would having them hear whispers randomly be too cheesy? I'm already putting in scant information as to what this creature actually is.
2. Does the first transformation of Lycanthropy (where the PCs become NPCs overnight) last for the entire full moon cycle, or just the absolute first night? Lycanthropy in 3.5 specifies that during the first transformation, the PCs lose control of themselves and can only remember if they succeed on a Wis check the next morning.
3. We were playing with sanity rules in a previous arc, but dropped them after that resulted in everyone other than the one normal girl with a gun dying. Is it fair to bring in a greater-than-average amount of Wisdom draining effects to simulate the same thing?
We're doing 3.PF, and the party is a Human Gunslinger, Dwarf Alchemist, Human Wizard (3.5 Wizard), and an Ursine Bardbarian (homebrew race I made for the player since it's her first time playing). The latter 3 are the ones who have been bit by the werewolf.
I'm currently running a 3.5 game set in a homebrew world based off early colonial New England. This means plenty of suspicion of magic, devout piousness, and distrust of outsiders. While the PCs have been largely busy dealing with various threats around town due to the town guard's sudden call to come back to the capital city, they've missed the real threat.
Essentially, there's a Lovecraftian monster under the town that's consuming people and others' memories of them. When it kills a person, it also sends out an enchantment effect that causes the people in the town to forget that person and "fill in the blanks" to their disappearance. For example, everyone in town thinks the guards were "called away for some reason or another" but the monster actually consumed them. The thing has a small group of Derro running around doing the business it can't (because it's a corpulent mass of tentacles and appendages deep under the Earth)
Where last we left, the PCs had apprehended a werewolf serial killer in town, but not without 3/4 of them being bitten and transforming. As of now, they figure that the thing causing the enchantment is back in a mountain that they had previously climbed and encountered some spooky ****.
I have a few questions.
1. How can I keep the spooky Cthulhu vibe going? I've already planned out a few cursed items that will increase int/cha while draining wis, as well as some character plot-specific events. Would having them hear whispers randomly be too cheesy? I'm already putting in scant information as to what this creature actually is.
2. Does the first transformation of Lycanthropy (where the PCs become NPCs overnight) last for the entire full moon cycle, or just the absolute first night? Lycanthropy in 3.5 specifies that during the first transformation, the PCs lose control of themselves and can only remember if they succeed on a Wis check the next morning.
3. We were playing with sanity rules in a previous arc, but dropped them after that resulted in everyone other than the one normal girl with a gun dying. Is it fair to bring in a greater-than-average amount of Wisdom draining effects to simulate the same thing?
We're doing 3.PF, and the party is a Human Gunslinger, Dwarf Alchemist, Human Wizard (3.5 Wizard), and an Ursine Bardbarian (homebrew race I made for the player since it's her first time playing). The latter 3 are the ones who have been bit by the werewolf.