Cures for Vampirism: Help!


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All the above but this is a good plot for an adventure. I would let the player slowly be affected by the vampirism, minuses during the day, adding the template at night. Rolling a save everyday or become one. Rolling a save against the hunger or start biting the other players.

Your real problem is he has become chaotic evil! (If you play it that way). I would use a flow chart with the end result being CE and steps to it, have the player roll a save everyday if he fails moves one step closer.

Create a side adventure, a shrine, well or spring that has the ability to cure the player (if they can make it in time) and run it. It becomes the players have to help their party member, they have to deal with someone that may be seeing the changes as a good thing. No big monster other than the player and the journey.
 

I think the vampire player should make his mortal friends vampires as well so they can spread a blood frenzy all over the city/country side whatever. A band of adventurer vampires would be quite formidable and might be fun to roleplay.
 

If you want gods involved, there are two or three gods who could do somethin about vampirisim. Pelor, Nerull, and Vecna. A possibility is to make a bargain with an evil deity. He might let the charachter get rid of his vampirisim by infecting innocents. Or a group of cultists might want to craft a powerful necromantic item that needs vampire blood. The crafting of the item would rob the power from the vampire, leaving them human. The only problem is the destruction they could make with that object. Do the charachters let them succeed"?
 

Oh, yes, I'm certain Vecna could do something about it... ;)

I remember an old vampie movie (one of the Peter Cushing/Christopher Lee ones) where van Helsing got bitten by one of Dracula's vampiric femmes. He cured himself by cauterizing the wound (almost as soon as he was bitten) with a red-hot iron poker, then dousing the burn with holy water.

Not only did it work, but there was no scarring, either!
 

Uber spells can be boring, I'm opting for the quest example. Either a Diety enspired one (if the players go looking for godly help) or a unique place to use to revive him (but they will have to sacrifice something more important than a +5 vorpal bastard sword with intelligent properties from hell).
 

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