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<blockquote data-quote="Old One" data-source="post: 62610" data-attributes="member: 83"><p><strong>Another Option...</strong></p><p></p><p>As mentioned by Evil Boy above, your options essentially consist of:</p><p></p><p>(1) Letting them all die.</p><p></p><p>(2) Using an unplanned (and somewhat cheesy) intervention by outside forces to save their hide.</p><p></p><p>(3) Something else...</p><p></p><p>I vote for the "Something Else", with a variation of the "If you can't beat them, join 'em" theme.</p><p></p><p>Finish out the battle, letting the chips fall where they may. If a PC dies or bleeds out, so be it. After the last one falls, the were-rats stabilize them and bite each one several times to ensure infection (I recommend rolling the saves for these yourself or just asking the PCs for several saves after they are unconscious, without telling them what it is for). Then have the PCs that are alive awaken in the sewers, stripped of any obviously magical equipement (ie, glowing swords) and monetary treasure, a storm is rolling in and the sewers are filling with water, which could lead to a harrowing escape as the few PCs that are awake drag their companions through the rapidly filling sewers.</p><p></p><p>If you don't keep track of the lunar cycles in your game, decide how long it will be until the next full moon. The PCs have that long to figure out that they have been infected and to cure themselves. Otherwise, they turn into were-rats and join the enemy! </p><p></p><p>You could drop little hints - like making the PCs roll a save vs. fear if a cat crosses their path and have them be troubled be increasingly terrible dreams as the full moon approaches. The PC cleric might get a cryptic visitation warning of dire consequences on the next full moon - but it shouldn't be too much of a "giveaway".</p><p></p><p>What are the were-rat motivations?</p><p></p><p>(1) The PCs have been making things "hot" for them in town. They are going to wait for the PCs to turn, then plant evidence pointing to the PCs having been the culprits all along, leading to the PCs being hunted by the law!</p><p></p><p>(2) There is an internal power struggle going on within the were-rat ranks and the the were-rats that infected the PCs are looking for allies. They infected the PCs, then might help them wipe out their bosses, only to exert control over the PCs after the switch.</p><p></p><p>This is a great opportunity to throw some major twists into the plot without having a TPK (at least, not immediately<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />)!</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 62610, member: 83"] [b]Another Option...[/b] As mentioned by Evil Boy above, your options essentially consist of: (1) Letting them all die. (2) Using an unplanned (and somewhat cheesy) intervention by outside forces to save their hide. (3) Something else... I vote for the "Something Else", with a variation of the "If you can't beat them, join 'em" theme. Finish out the battle, letting the chips fall where they may. If a PC dies or bleeds out, so be it. After the last one falls, the were-rats stabilize them and bite each one several times to ensure infection (I recommend rolling the saves for these yourself or just asking the PCs for several saves after they are unconscious, without telling them what it is for). Then have the PCs that are alive awaken in the sewers, stripped of any obviously magical equipement (ie, glowing swords) and monetary treasure, a storm is rolling in and the sewers are filling with water, which could lead to a harrowing escape as the few PCs that are awake drag their companions through the rapidly filling sewers. If you don't keep track of the lunar cycles in your game, decide how long it will be until the next full moon. The PCs have that long to figure out that they have been infected and to cure themselves. Otherwise, they turn into were-rats and join the enemy! You could drop little hints - like making the PCs roll a save vs. fear if a cat crosses their path and have them be troubled be increasingly terrible dreams as the full moon approaches. The PC cleric might get a cryptic visitation warning of dire consequences on the next full moon - but it shouldn't be too much of a "giveaway". What are the were-rat motivations? (1) The PCs have been making things "hot" for them in town. They are going to wait for the PCs to turn, then plant evidence pointing to the PCs having been the culprits all along, leading to the PCs being hunted by the law! (2) There is an internal power struggle going on within the were-rat ranks and the the were-rats that infected the PCs are looking for allies. They infected the PCs, then might help them wipe out their bosses, only to exert control over the PCs after the switch. This is a great opportunity to throw some major twists into the plot without having a TPK (at least, not immediately;))! ~ Old One [/QUOTE]
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