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The thread where I review a ton of Ravenloft modules
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<blockquote data-quote="Voadam" data-source="post: 9352863" data-attributes="member: 2209"><p>A lot of things in D&D were very rock paper scissors where the successful required element for a PC was cleric spells which ended up being fairly binary either you have it and are cured or don't and are screwed. Lycanthropy, mummy rot, energy drain, etc.</p><p></p><p>It put a bunch of story monsters in a weird space of either being very killer or not really a problem depending on the level of cleric the party had access to.</p><p></p><p>I would have preferred more folklore oriented things that anybody could do, the hunting down the master werewolf as a requirement is a decent one. Belladona being a risky poison thing anybody can do is decent too.</p><p></p><p>1e had fairly involved stuff for curing lycanthropy but if you had a 12th level cleric who knows what is needed you could be fine one shot cured no problem.</p><p></p><p>"Any human player character (humans are the only beings able to contract lycanthropy) bitten for 50% or more of his or her natural hit points has a 100% chance of becoming a lycanthrope of the same type that attacked him or her. If the player eats any belladonna within an hour after being bitten, there is a 25% chance the disease will not manifest itself, and thus the character will not be afflicted by it. If not, then a 12th or higher level patriarch must be found to administer a cure disease within three days after being bitten. If the adventurer is only able to find a patriarch of a high enough level after the initial three days, he or she may elect instead to have the priest attempt a remove curse. This spell must be performed on the player character when he or she is in wereform. The beast will need to make a monster’s saving throw against magic, and while in wereform the creature will fight violently to put as much distance as it can between it and the patriarch performing the spell. If all this fails, there is still hope . . .</p><p>At this point, if the player wishes to remain a lycanthrope the two charts given later should be consulted in handling the lycanthrope as a player character. If the adventurer decides to be cured and the methods mentioned thus far have been unsuccessful, he or she may take refuge in a holy/unholy place such as a monastery or an abbey. There the clerics can administer to the afflicted one holy/unholy water laced with a goodly amount of wolfsbane and belladonna prepared by the spiritual methods of that particular religion. This potation is to be consumed by the victim at least twice a day from a silver chalice. No adventuring may be done by the character while he or she is being treated by the clerics. After a month or more (depending upon how advanced the disease is) the player character should be cured and somewhat poorer in the purse, as this procedure is very costly. The clerics will charge for the cost of the herbs and the holy/unholy water as well as for the services rendered. The DM may also wish to include the level of the priest as well as the adventurer into the cost of this treatment."</p><p></p><p>"The scabrous touch of a mummy inflicts a rotting disease on any hit. The disease will be fatal in 1-6 months, and each month it progresses the diseased creature loses 2 points of charisma, permanently. It can be cured only by a magic spell, cure disease. The disease negates all cure wound spells. Infected creatures heal wounds at 10% of the normal rate."</p><p></p><p>Ravenloft at its best made these into story elements that could be discovered and acted upon by anyone and led to cool game scenarios. Often though it was just extra spells and time constraints and extra tough conditions required to deal with these things. So just a tougher binary requiring more high magic.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9352863, member: 2209"] A lot of things in D&D were very rock paper scissors where the successful required element for a PC was cleric spells which ended up being fairly binary either you have it and are cured or don't and are screwed. Lycanthropy, mummy rot, energy drain, etc. It put a bunch of story monsters in a weird space of either being very killer or not really a problem depending on the level of cleric the party had access to. I would have preferred more folklore oriented things that anybody could do, the hunting down the master werewolf as a requirement is a decent one. Belladona being a risky poison thing anybody can do is decent too. 1e had fairly involved stuff for curing lycanthropy but if you had a 12th level cleric who knows what is needed you could be fine one shot cured no problem. "Any human player character (humans are the only beings able to contract lycanthropy) bitten for 50% or more of his or her natural hit points has a 100% chance of becoming a lycanthrope of the same type that attacked him or her. If the player eats any belladonna within an hour after being bitten, there is a 25% chance the disease will not manifest itself, and thus the character will not be afflicted by it. If not, then a 12th or higher level patriarch must be found to administer a cure disease within three days after being bitten. If the adventurer is only able to find a patriarch of a high enough level after the initial three days, he or she may elect instead to have the priest attempt a remove curse. This spell must be performed on the player character when he or she is in wereform. The beast will need to make a monster’s saving throw against magic, and while in wereform the creature will fight violently to put as much distance as it can between it and the patriarch performing the spell. If all this fails, there is still hope . . . At this point, if the player wishes to remain a lycanthrope the two charts given later should be consulted in handling the lycanthrope as a player character. If the adventurer decides to be cured and the methods mentioned thus far have been unsuccessful, he or she may take refuge in a holy/unholy place such as a monastery or an abbey. There the clerics can administer to the afflicted one holy/unholy water laced with a goodly amount of wolfsbane and belladonna prepared by the spiritual methods of that particular religion. This potation is to be consumed by the victim at least twice a day from a silver chalice. No adventuring may be done by the character while he or she is being treated by the clerics. After a month or more (depending upon how advanced the disease is) the player character should be cured and somewhat poorer in the purse, as this procedure is very costly. The clerics will charge for the cost of the herbs and the holy/unholy water as well as for the services rendered. The DM may also wish to include the level of the priest as well as the adventurer into the cost of this treatment." "The scabrous touch of a mummy inflicts a rotting disease on any hit. The disease will be fatal in 1-6 months, and each month it progresses the diseased creature loses 2 points of charisma, permanently. It can be cured only by a magic spell, cure disease. The disease negates all cure wound spells. Infected creatures heal wounds at 10% of the normal rate." Ravenloft at its best made these into story elements that could be discovered and acted upon by anyone and led to cool game scenarios. Often though it was just extra spells and time constraints and extra tough conditions required to deal with these things. So just a tougher binary requiring more high magic. [/QUOTE]
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