OB1
Jedi Master
The Party - 12th level Human Elemental Monk, 12th Level Drow Shadow Monk, 12th Level Eladrin Transmuter Wizard
The Plot - After the players successfully stopped a Demon and Undead invasion, the agency they work for (sort of an Impossible Mission force) has determined the need to re-establish contact with the Halflings and Giants societies in the far east. Trade and diplomatic relations has been non existent for 20+ years and to get there, the players had to secure travel through a dangerous wilderness to get to a port city to secure a ship to the Island where the Halflings and Giants live.
The Fateful Encounter - You know those horror movies where the group of teenagers come upon a cabin in the woods after being warned not to go inside and do anyhow and the audience is screaming at them not to be so stupid? So yeah, gotta love my players. After the gem that powered their small boat was stolen from them the night before, they tracked the thief to a small cabin in the woods. Now, keep in mind that the Wizard had already figured out how to power the boat using his spells, and knew they could complete the journey, but made the decision that "no one steals from us".
The cabin itself was a portal to a pocket dimension where an Arcanist (flavored as Fey for my campaign) held 4 dozen gnomes in thrall (basic cult leader stuff). The Arcanist made use of several were creatures, bear, wolf and boar, as his personal body guards. My party goes in guns blazing to a fight that is almost 2x deadly in adjusted xp (encounter was designed for them to sneak in and steal back the gem, not fight them directly). They are able to fight to a draw in the 3rd round of combat when the Arcanist get's concerned that his Finger of Death spell not only didn't take out the wizard, but failed to break his concentration on a black tentacles spell that was affecting the leader and his allies. At this point, I'd say it was probably 70/30 for a Party Victory vs TPK
So the party get's it's gem back, yay! But during the fight, each PC was subjected to and failed their Con saving throws against one of the were creatures. The human failed against the bear while the Drow and Eladrin failed against the boar. Because they were so focused on the fight, I don't think they realized/put together what happened to them. No one asked about Lycanthropy after the session or since.
Moving Forward - So I really have three choices as to when I could spring their first full moon on them.
1. They made it to the Port City, where we ended the session, so I could have it happen on their first night in town. Complication - May be unable to acquire transportation to Island until they resolve Lycanthropy issue.
2. Happen on the ship they take to the Island. Complication - have them wake up one day with the entire crew killed save for one scared s@#$less cabin boy, and to present it as a mystery. Because none of them are navigators, this could lead to them going off course and having an adventure or two before they make it to the Halfling/Giant destination (an Odyssey, if you will). Also could still lead to complication in 3 if they don't realize what happened.
3. Choice 3 to be when they get to the Island itself. Complication - Mission in jeopardy because of their nature.
Help! - So I'm torn on how to move forward and am looking for cool suggestions! Suggestions on alternate rules to how I should run the curse itself are welcome as well since this is such a high level party. Next session is this Saturday so I have little time to decide!
The Plot - After the players successfully stopped a Demon and Undead invasion, the agency they work for (sort of an Impossible Mission force) has determined the need to re-establish contact with the Halflings and Giants societies in the far east. Trade and diplomatic relations has been non existent for 20+ years and to get there, the players had to secure travel through a dangerous wilderness to get to a port city to secure a ship to the Island where the Halflings and Giants live.
The Fateful Encounter - You know those horror movies where the group of teenagers come upon a cabin in the woods after being warned not to go inside and do anyhow and the audience is screaming at them not to be so stupid? So yeah, gotta love my players. After the gem that powered their small boat was stolen from them the night before, they tracked the thief to a small cabin in the woods. Now, keep in mind that the Wizard had already figured out how to power the boat using his spells, and knew they could complete the journey, but made the decision that "no one steals from us".
The cabin itself was a portal to a pocket dimension where an Arcanist (flavored as Fey for my campaign) held 4 dozen gnomes in thrall (basic cult leader stuff). The Arcanist made use of several were creatures, bear, wolf and boar, as his personal body guards. My party goes in guns blazing to a fight that is almost 2x deadly in adjusted xp (encounter was designed for them to sneak in and steal back the gem, not fight them directly). They are able to fight to a draw in the 3rd round of combat when the Arcanist get's concerned that his Finger of Death spell not only didn't take out the wizard, but failed to break his concentration on a black tentacles spell that was affecting the leader and his allies. At this point, I'd say it was probably 70/30 for a Party Victory vs TPK
So the party get's it's gem back, yay! But during the fight, each PC was subjected to and failed their Con saving throws against one of the were creatures. The human failed against the bear while the Drow and Eladrin failed against the boar. Because they were so focused on the fight, I don't think they realized/put together what happened to them. No one asked about Lycanthropy after the session or since.
Moving Forward - So I really have three choices as to when I could spring their first full moon on them.
1. They made it to the Port City, where we ended the session, so I could have it happen on their first night in town. Complication - May be unable to acquire transportation to Island until they resolve Lycanthropy issue.
2. Happen on the ship they take to the Island. Complication - have them wake up one day with the entire crew killed save for one scared s@#$less cabin boy, and to present it as a mystery. Because none of them are navigators, this could lead to them going off course and having an adventure or two before they make it to the Halfling/Giant destination (an Odyssey, if you will). Also could still lead to complication in 3 if they don't realize what happened.
3. Choice 3 to be when they get to the Island itself. Complication - Mission in jeopardy because of their nature.
Help! - So I'm torn on how to move forward and am looking for cool suggestions! Suggestions on alternate rules to how I should run the curse itself are welcome as well since this is such a high level party. Next session is this Saturday so I have little time to decide!