D&D 5E Curse of Strahd (spoilers): PC wants to be a werewolf

evilbob

Adventurer
This is not exactly a new problem, especially with this adventure. Here's the context for those who want to read it: (spoilers)
[sblock]The character, who I'll call Creepshow, is a barbarian who has the insanity that he believes he's a werewolf even though he is not, and he is constantly hunting for the "head werewolf" which he believes he needs to kill to rid him of this curse. He's also a creepy sort of brutish fellow, a jerk and a bully, who I would describe as "neutral at best." (The kind of character that is awful for a normal campaign but fits right in to a Ravenloft one.) He is obsessed with wolves and wears lots of wolf pelts.

The party finally met up with the roving werewolf encounter and, thanks to the quirks of chance, he went first and attacked the alpha werewolf twice, critting once: overall doing over half their HP in damage. The rest of the party followed and downed the alpha before the other werewolves could even go. I ruled that thanks to the quick and brutal fight, the others started to fall into line and started to treat Creepshow as their new alpha. They took the group back to their lair, at which point he had another challenger in a one-on-one fight: he won initiative again and critted again, and once he had quickly downed his opponent he cut off his head, killing him (it wasn't really a fight to the death!). That shut the others up quickly, and Zuleika has shown great interest in him leading the pack, and offered to turn him (which she incorrectly implied would make the pack more likely to follow him). The other PCs' responses were: don't be evil, I'd hate to have to kill you, and you do what you gotta do (all very much in character). He rolled to decide and it came up "yes," so he went with it.
[/sblock]Suffice to say: it's an in-character choice that makes a lot of sense and is totally reasonable from that perspective.

So how would you handle the ramifications? I've told them it's 3 more nights until the full moon, and the party cleric is powerful enough to remove curse (although he'd get a save to resist, and frankly she's not going to undermine him, but he thinks of it as more of a backup plan). My issue is that there's not much in 5.0 whereas in 3.5 there were extensive rules about this, both from a crunch and RP perspective. Mostly all I can find is that he turns into a chaotic evil character and the DM plays him from then on. Which is silly, especially for a Ravenloft campaign (many of the characters skirt that line anyway), and anyway I'm not going to do that.

I guess I'm wondering: what would you do crunch-wise, and what would you do RP-wise to handle it? I want to stick to the idea that it's a power boost but also a horrible curse that people shouldn't really want (maybe I shouldn't have made all those other werewolves so cool...). All suggestions welcome.

Some thoughts to chew on:
If he's the alpha, what's stopping him from bringing the werewolf pack to bear on Strahd? Or is that so cool you'd have to allow it?

He's going to get murderous; how much control should he have since he's embracing it willingly? Or is it a "make lots of saves" thing? The party doesn't want to kill him but they also don't want him to kill them! And frankly he's a beast in 1-on-1 melee (barbarian, +2 weapon). Should he go after random villagers? Other important NPCs?

I guess the one thing I've decided is that he can't shift until after the full moon changes him; he can get all Jack Nicholson before that but he won't really turn until that point. But I feel like there should definitely be some loss of control, waking up in weird places, etc.

Crunch-wise, I'm thinking +1 to AC while shifted, and his barbarian rage will get outclassed since he'd be immune to non-silver, non-magical damage. The D&D werewolves are also sort of wimpy, which made them a bit too easy to kill so I implied they had some regeneration; maybe a second-wind he can use to heal up or something.

Edit: After some helpful comments, I think what I'd really like are ideas about how I can make the player feel like he's losing control of the character but without taking the character sheet away, or actually removing any agency from the player. Off-camera "you wake up in a weird place!" things are fine, but that's not really dramatic - more frustrating, I'd think. One idea in this vein for combat is when you get damaged, you take an OA against another friendly: it's a loss of control, but the player is still making decisions and still has agency. Any other ideas in that direction?
 
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Well, as a classic Ravenloft aficionado, I'd say -

He doesn't turn CE right away - but every time he kills someone in were-form he has to make a CHA save or move one step in that direction. And once he's CE he should probably kill at least one PC in the night before running off to his new pack for good.
 

I’ve told people in the past that if they become infected, they become monsters, not PCs. But the idea of a gradual descent into horror and madness fits quite well with Ravenloft.

I think making it harder and harder to control his nature, until he can't, is apt. It should be clear that this is a curse, not just a bunch of extra powers.

Well, as a classic Ravenloft aficionado, I'd say -

He doesn't turn CE right away - but every time he kills someone in were-form he has to make a CHA save or move one step in that direction. And once he's CE he should probably kill at least one PC in the night before running off to his new pack for good.
 

I agree with the two posts above, I would also add that it would be pretty climactic to have Strahd charm or dominate the werewolf in the final fight and have him turn on the party. Give Strahd advantage on the Charm due to the werewolf being a creature of darkness.
 


I like how Chris Perkins handled this towards the end of the Curse of Strahd sessions in "Dice, Camera, Action". Basically, the were-wolf part(s) were handled "off camera", i.e. the PC's woke up after a long rest, and found various signs of werewolf activity including a missing (dead?) child. No-one, not even the werewolf-PC, knew if it was them that killed an innocent child, until they did some investigations etc. As it turned out, in that game the werewolf-Paladin didn't kill the child, but it was a fun story thread that lead to everyone having a think about if being a werewolf was really a good idea.

For your game, something similar could work well - anything the werewolf does happens "off camera", and the PC's will have to deal with whatever evil might have come about from that, as well as the knock-on effects. At some stage, your players will, most likely, have to deal with it, or accept the fact that (eventually) Strahd will get an ally - because, let's face it, an evil PC makes for a great new addition to "team Strahd".

In my game, a PC certainly did become an ally of Strahd's, via different means (too many vestiges fro the Amber Temple) - it's a valid outcome that a PC gets seduced by Evil, but be prepared for that player to change sides and try to kill the others (ideally during a climactic encounter with Strahd), or you take their PC on as as NPC - whatever works best for your players.
 

He doesn't turn CE right away - but every time he kills someone in were-form he has to make a CHA save or move one step in that direction. And once he's CE he should probably kill at least one PC in the night before running off to his new pack for good.
Well, in my mind the PC is more or less some flavor of evil already, just from choosing to be a werewolf. He still has loyalty to his party, but he seriously considered just turning all the prisoners instead of freeing them, for example. He's extremely close if not over the line in my mind. Now it's just a matter of how far he wants to push it / can push it / ends up pushing it. And as I said, I'm not going to take the character away from the player.

I'd also find it difficult to believe that this PC would ally with Strahd willingly; evil doesn't just team up with evil just because they're evil. There are evil things in the valley that aren't on Strahd's side. Even the rest of the werewolf pack is questionable. And there's no reason that Strahd would have an easier time tempting this character than any other: he's got a good thing going with the pack, or so he thinks, and this makes him just as vulnerable or reluctant to help Strahd as any of the others.

I definitely think some "off camera" wolfing is called for. He's already had "weird dreams" that he can't remember. But - and I've said this in other threads - this group is also so experienced that they see all that stuff coming a million miles away. I think he'd be insulted if he DIDN'T do stuff he couldn't remember. "What kind of werewolf experience is this?!" :)

I see no one is touching the crunch side of things. I'll have a few thoughts I can throw in the thread soon.
 

The crunch is spelled out pretty clearly in the Monster Manual on p.207; do you have specific questions about it?
 

For the RP side, how much do you use Inspiration and/or XP awards as carrots? I'd lean heavily on making sure this character only gets those extra rewards for doing wolfish things.

You could track "wolf points" for this character. When they do wolfish things (like, chaotic evil werewolf things) they get points. Civilized things (like shifting back into human form instead of eating your tasty allies) loses you points. Werewolf abilities unlock at certain point thresholds. This is a mechanical representation of "embracing the curse." It also lets you dole out the more powerful abilities more slowly (e.g. maybe at some point they become merely resistant to non-silver damage, and then later become immune).

Another option could be to impose some sort of frenzy rule when shifted: if the PC doesn't attack either the nearest creature or the latest creature to have attacked them (PC's choice) then they must make a Wisdom save or else temporarily fall under the DM's control. (This is a liberal interpretation of that line about becoming an NPC at the DM's discretion: basically you don't make them an NPC permanently, just when you feel like it.) During the nights of the full moon, shifting is automatic, so it's going to be non-stop carnage. So the werewolf has a decent chance of turning on the party if they're not careful about where and when they shapeshift. The group will have to decide how they are going to handle that.

Finally, I'd think long and hard about what lycanthropy represents, thematically, and why it's a curse. It seems to me that it's about savagery; about being unable to control your bestial rage and, ultimately, making very bad decisions because of it. If the vampire represents the abuser who might strike you, the werewolf represents the fear that you yourself might strike another. That you're just an animal, with anger-management issues, and poor impulse control. So to make this theme drive home for the player, I feel that some loss of control is warranted. However, you may feel that lycanthropy represents something very different for you and for this player. Let that guide your RP.
 

The crunch is spelled out pretty clearly in the Monster Manual on p.207; do you have specific questions about it?
Nope, I just find it lacking.

Finally, I'd think long and hard about what lycanthropy represents, thematically, and why it's a curse. It seems to me that it's about savagery; about being unable to control your bestial rage and, ultimately, making very bad decisions because of it. If the vampire represents the abuser who might strike you, the werewolf represents the fear that you yourself might strike another. That you're just an animal, with anger-management issues, and poor impulse control. So to make this theme drive home for the player, I feel that some loss of control is warranted.
Great thoughts.
 

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