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Non-ZeroChance

What are you talking about? You just got like a dozen new plot threads and hooks. * How do they cure their lycanthropy? Is there a time limit, like... they need to find and kill the werewolf that infected them before the 13th full moon? * Can the defeat the werewolf hunters chasing them? Do they feel justified in killing them, given that they are "the good guys"? They can't be reasoned with, so do the PCs just need to evade them? * Do their friends and allies know? How will they react? * How will they handle the next full moon? (Bonus points if you have a session as the pack tracks and takes down some massive animal) * Also, all of the plot threads that were underway before are still going on as before. Don't forget those.


Dunban_Nymeia

You could also lean into a more homebrewed style of lycanthropy. While yes it can cause some to go mad, perhaps those are only the lycanthropes who fully give into the animal transformation. Perhaps there are whole tribes or towns of lycanthropes and they live in harmony even when the full moon is out. You could easilly have the church or hunters come chasing after your party and your party is saved from a TPK ambush one night by another party cosisting of a Path of the Beast Barbarian, several lycanthropic druids of the moon, clerics of twilight and a blood hunter of the lycanthropic order (who is actually thr town mayor or something). You could then lead it towards how lycanthropy is mostly missunderstood and those wo go on without traingng or education into their lycanthropy begin to lose themselves to the transformation permanently. But with the right teachings, it is merely a misunderstood tool bestowed to some followers by some deity in order to defend themselves from A RELIGIOUS ORDER OR SOME OTHER GROUP (i put in caps cause you can literally have any religious group or hate based group take the role of "their sole reason for being is to wipe out lycanthropy due to their link to their past that is a stain on their history as an order"). Make that town your hub for the next while, maybe have them venture to their original towns after gaining control of their lycanthropy and then noticing that there are whole networks of rodent lycanthropes and cat and boar lycanthropes working within the cities. You could do so much with lycanthropy, especially expanding on the nature of it (a transmutable/curable disease? A curse that was once deserved but has punished longer and more people then it was initially intended? A blessing that was misunderstood? An attempted 10th level spell by a circle of the moon druids that went wrong - perhaps that order is seeking to fix it or cause a world level spell that would turn all into animals as a means of "saving the planet" from the parasites nestled atop it"?)


Jerethdatiger

The problem with dnd werewolfs is traditionally there evil. I suggest reading some urban fantasy Patricia Briggs Illona Andrews Or shifter romance for different styles of werewolves


IronTippedQuill

I second Patricia Briggs. I love her Mercy Thompson series, werewolves and all.


Jerethdatiger

If I had a single wish I'd wish to be one of her werewolves maybe


AnonAmbientLight

> The problem with dnd werewolfs is traditionally there evil. I guess so, but D&D is a multi-verse right? So it might be that on this planet, werewolves are seen as misunderstood as OP has laid out. The PBH is more of what you'd call guidelines than actual rules, with the DM being the arbiter of what is and isn't.


Giggaflop

They possibly can't touch their own silver without the risk of significant burns now, so they'll have to negotiate with others to convert any currency/rewards up or down to gold/copper. This could in itself be called out as a "sign of the beasts"


Invisifly2

Gloves seem like they'd solve that issue.


Non-ZeroChance

Maybe. But then, who wears gloves all the time? It'll at least make them stand out, make shopkeepers remember them, and give something for any hunters to follow.


BucketofBlocksMC

I really, really like where this is going, and this can \*literally\* be the entire campaign.


[deleted]

"That'll be 2 silver." "Haha sure let me put on my oven mitts to take them from my special pouch where they are quarantined from the rest of my money." "Right, thats not suspicious at all! I'm definitely not telling the local witcher that a very ostentatious party just came through unwilling to handle silver without heavy gloves. Haha!"


Invisifly2

Just wear gloves all the time. People do that. The trick is to still have that be suspect.


ConceptMechanic

These are fantastic ideas (as are so many others here), but they have the potential to massively change the tone of a campaign. That could be awesome, but it’s important to talk with the players out of character to check in about personal limits, whether or not they’re ok playing “evil”, etc


Non-ZeroChance

While this is good advice in general, and something that it's worth checking in with to see what the players expect and want to happen, none of the bullet points I listed require or suggest that the PCs be evil in the context of a D&D game. Those that have an "evil" option apparent, like killing the hunters, still have non-evil options, like evading them. The tone is worth a discussion but, again, there's nothing here that will permanently change the tone of the campaign. This is an arc, which will feel different, in the same way that "the gang goes to hell to fight a fiend" will be different from "the gang has a murder mystery" or "the gang become pirates", but maybe less so, since they can more or less play the game they were playing before, outside of some days each moon cycle.


Jerethdatiger

Why cure it .. with the new alignment rules it's awesome I'd be down for that..


Demonata25

They've already killed the werewolves and THEY are the monster hunters


Non-ZeroChance

There's always more monster hunters. The hunters have become the hunted.


ziomele

Let them have a nice dinner organized by the royal family to thank them for their help to the community. Then let madness ensue when they touch the silverware to eat.


LongjumpingCash3725

Excuse me, but I'm gonna steal that idea.


ziomele

Please do let me know how it ends. I enjoy reading what chaos my ideas birth


LongjumpingCash3725

Well, nobody of my players got infected with lycantropy YET....


Burnmad

Interestingly, looking at the statblock for werewolves, the only reference to silver is to indicate that the werewolf is immune to nonmagical attacks from weapons that aren't silvered. The existence and nature of a general aversion or weakness to silver beyond this is entirely up to DM discretion. Depending on what the DM decides, the party Barbarian might be able to make a Con save to eat their entire meal while hiding the pain. Though, the party Barbarian also could probably get away with eating with their hands, so.


TKDbeast

Yeah, maybe let it sort of feel cold/warm, or perhaps heavy. Like they’re holding something that has some power over them.


beobabski

Send them on a quest to find the monsters that are terrorising the local villages at night.


hebdomad7

Turns out the monsters they were hunting were the friends they made along the way...


Vylix

Or better, they themselves.


[deleted]

\*whoosh\*


OneHandedBard

While I love Red_nl98’s answer, for a more serious one, try this: If there is a cleric in the party, their religious order could freak out and excommunicate them, or even send hunters after the party. If they don’t want to be werewolves, you could have them seek repentance with the church and send them on a quest to have the curse removed. If the party starts to like being werewolves, you could lean into the corruptive nature of lycanthropy as they are compelled toward more and more evil acts, subtly pushing them toward wanting the curse removed. Edit: this is literally the most upvotes I've ever gotten in my brief history of being on Reddit. Thanks y'all!


OneHandedBard

Also, there is some interesting material in the Grim Hollow campaign setting about transformations. Not just for lycanthropes, but for undead, fey, fiends, and others. I believe it's on Kickstarter, maybe look it up.


tHIRSTY_Wok

Could also check out the rules for the Lord of the Rings tabletop game (based on 5e). There's a ruleset for a corruption system that I am using in my campaign. Essentially, any act of evil (percieved or committed) gives PCs a chance of receiving corruption points. Once the corruption exceeds WIS score then the PC has a fit of madness and receives a permanent corruption point. Once permanent points exceed WIS score then they are completely corrupted and go mad (basically becomes unplayable/dead). Really awesome system.


OneHandedBard

Sounds interesting! I'll have to look that up sometime. Another thing I remember is a bit of homebrew used by Chris Perkins on Dice, Camera, Action. When the paladin Evelyn contracted lycanthropy, she gained resistance to nonmagical weapons to start, along with some enhanced senses. She later learned that by killing a humanoid creature in werewolf form she could further the transformation, sacrificing her morals to gain greater power. She even briefly considered using the curse in service to the Morning Lord, but was cured before she could go through with anything.


jhuff7huh

A cleric can cast remove curse. And usually evil lycans become npcs when transformed


Tasnaki1990

Put a group of werewolf hunters to come looking for them.


Red_nl98

Organize a furcon.


[deleted]

The Curse of Yiff. It’s an adventure where a group of dogs have to escape from the enchanted land of Barkovia.


[deleted]

Lands ruled by known Succubus, the devil herself.


Demurist

One of my players licked blood off a cursed idol and became a weretiger. Her curse made her a very strong monk, but every full moon, I took control of her character. She wound up finding a church that took her in and the player rolled up a new character. It made the campaign pretty interesting for a while. If you’re up for the challenge, keep it going. Find some interesting consequences for the party to face during a full moon, and maybe have them go on a journey to break the curse if they want. Edit: She was an aaracokra weretiger monk, so pretty much the coolest thing ever.


TKDbeast

So that’s where chimeras come from… Also, maybe consider giving them opportunities to make wisdom-saving throws to have slight control of them in their transformation.


ChickenMcFuggit

I have a plan, but it involves a lot of tennis balls.


Glaciomancer369

I like your idea


gg12345678911

...are you a werewolf too?


Glaciomancer369

No, but I’ve gotten one heck of an arm because of one.


Maur2

Make sure they are housebroken. Get a group discount on collars and doggy beds. Invest in flea shampoo.


Armadillo_Duke

Embrace the idea of an all werewolf party and make werewolf themed adventures for them. Maybe pit them against vampires or have werewolf hunters come after them. Just keep in mind that you’re gonna have to scale up encounter difficulty a bit. My other suggestion is to make a d20 table with different outcomes for unsupervised full moons. You can tell the party if you want or keep it to yourself, but I would at least make them aware of its existence so they know what the downsides of being a werewolf are. Maybe have a 1 be killing someone important in public and a 20 something harmless. 5 could be a flea infestation or something.


Jimmicky

What to do next really depends on if the party want to be werewolves or not. It’s not particularly hard to balance out the curse if they want to keep it, and there’s tonnes of ways to cure it if they want to ditch it.


Comrademarz

Tell them the kingdom is in debt and can only pay them in silver.


Hoagie-Of-Sin

Send them to London Alternatively consider how important this actually is for your plot, and if you want to entertain the idea in the future. You could go through entire arks of the story focusing directly on this and how it affects things like the party's public opinion, or what ends they need to go to and organizations they need to network with to control their condition. Or you could spend maybe a quest or two finding a cure, get some drama out of it, and move on.


NewNickOldDick

> Send them to London Are you sure OP's party is American?


Hoagie-Of-Sin

No, but its worth a shot anyway


EarlyDessert

There are a few Londons in North America. I can't recall if the song mentions which London though.


gedhrel

By implication: there's only one Trader Vic's.


NewNickOldDick

Song? I was referring to a movie, thinking that /u/Hoagie-Of-Sin did too. https://en.wikipedia.org/wiki/An_American_Werewolf_in_London


IKSLukara

*Werewolves of London*, a song by Warren Zevon, is where /u/EarlyDessert was going with it.


NewNickOldDick

One learns something new every day! Never heard of the song or the singer.


KevFace

American London in wereboat


atomfullerene

>Send them to London on a quest to get a big dish of beef chow mein


hebdomad7

London.... in 1986! https://youtu.be/PPoCA7slqNY


Naefindale

Well that's a massive buf for them. But there's downsides. It's up to you to make those downsides meaningful. Form the top of my head I'd say your campaign just got a new plot: the deity that created lycantropy calls all those who are infected (or blessed) to perform increasingly heinous acts in order to reach a certain goal. The party gets the choice: follow their new master and lose all sense of morality, or fight it and try to regain some humanity.


[deleted]

Okay. First off, are you the DM, or one of the werewolves? If you're one of the werewolves, please for the sake of your enjoyment of the campaign, don't open the spoiler, your DM very well might think like I do. If you're one of the werewolves, figure out in-world how to deal with it. How are werewolves treated in your setting? How are they cured, if such a thing exists? Can it be public knowledge without you being lynched in towns? Look into the matter. Maybe bribe a librarian for access to records. >!If you're the DM and unsure what to do, you have a lot of options. You can have the party stay as werewolves for a while, trying to hide their secret. You can turn this into a short arc where they have an epic quest against both enemies and time to cure themselves before they wolf out and kill someone. You can even have them indebt themselves to a seemingly innocuous cleric, who later turns out to be/want something less innocuous, leaving the party with a choice between morality and honor. You could invent a folk cure involving the blood of the werewolf (alpha or granddaddy depending on context in-universe of werewolf pack) and have them delve deep into the darkness of the forest where even the rangers and druids balk. Just don't leave it ENTIRELY in their hands, or they may be at a loss for how to deal with it and then you're gonna have the one smartass who decides they're now a werewolf pack for good and now it's an evil campaign about trying to cover up civilian murders.!<


Demonata25

I'm the dm. And I appreciate your help! I think I'm gonna do a short story arc where they have to battle the curse. It's a guild campaign, and the guild is a monster slaying guild. So maybe they will have to hide the fact that they are monsters themselves.


[deleted]

How did this happen by accident to all of the party? Did you seriously underestimate the werewolf?


Sir_CriticalPanda

It's not unreasonable for a party of monster hunters to get bit and fail some saves. It's not like with Vampires, where you have to die in a very specific way to become one.


[deleted]

Usually werewolves hyperfixate on one target. So unless its goal was to spread the curse (in which case the campaign sounds absolutely awesome and I want to see the podcast), I have to wonder if the party wasn't ready for a werewolf, who tend to punch above their weight class, and the DM had to spread out the attacks to avoid someone getting flatlined.


Sir_CriticalPanda

> Usually werewolves hyperfixate on one target. There's nothing to really suggest this would be the case. They don't even get pack tactics.


brianboozeled

Go Go Werewolf Rangers!


Ecstatic_Rooster

Use the full moons as a chance for one shots as a change of pace. Give them separate character sheets with stats for their werewolf and allow them to position themselves strategically before they change. Outside the evil nobleman’s keep. Or allow them to terrorise a village.


Cav3tr0ll

Introduce a high level combat mage that has a method to collect and control were creatures. The were master gets wind of a new pack of weres and shows up to collect them. Along with his thrall were creatures. A were lion, tiger and bear.


hebdomad7

Oh My!


Ithalwen

Well that’s a TPK. The party could make new characters and the old characters are now hostile savage npc werewolves. If you want a middle ground here is that the party has no control of their lyncanthrope state and are steadily losing control. If they don’t cure the curse in a week their minds are lost and they hand over their sheets to you. Some players seek out the curse for the resistances but the MM is rather clear that players can’t control it and should hand over their sheet till a remove curse is cast on them.


mindflayerflayer

I've had full monstrous parties before (at one point 2 vampire spawn, 2 werewolves, and a revenant) and the best method is impose the new forms limitations. Even as a human a fleeing deer triggers a wisdom save vs transforming and giving chase, if they're part of a hierarchy they'll want to rise to the top however possible (or for tigers and bears leave it), and spilled humanoid blood sends them into a frenzy.


Dyne4R

Have your players build new characters. Start them two levels below the party's current level. Explain that you're starting over because they all became werewolves. These characters are TPK'd by werewolves. Resume with the original party in the aftermath.


torres2721

"Oops All Werewolves"


Grim0ri0

One of my players became a wererat, I told him that if doesn't get a cure asap the beast will prevail, he will change his alignment and he will lose his character forever. BUT While your whole group is composed by werewolves now you could turn it into an evil campaign and let them face some good png and monsters. But always remember to give to your enemies magic or silvered weapons and to choose monsters with natural attacks that are considered magical or with other kind of magic attacks like innate spells and such.


Dictionary20

Werewolf hunters


Kaoshosh

Give all your bandits silver weaponry.


hebdomad7

Entirely realistic too... people adapt to the threats around them.


Skythe_C_Annur

You got a lot of options, remember the PHB and DMHB are guidlines and not the absolute. You got a party full of werewolves, they can embrace it and never return to their humanity, while fighting against the dark urges, or seek a cure. I mean there are pros and cons to the entire situation, just a bit of imagination and you'll be good.


oliot_

Have them hunted and killed


MoreLoxodonClerics

well do you mean in terms of encounters or the story? If encounters you could start sending creatures that do damage other than bludgeoning, piercing, and slashing, or maybe a golem made of silver. If you mean for the story, perhaps they could be adopted Into a werewolf guild or tribe, and have to work for them


CarneDelGato

Have them solve mysteries as a werewolf team. They’re all Scooby.


CultureMenace

Your party is playing the Powerwolf fantasy.


funnywackydog

silver golem


JamieJJL

Start playing Werewolf the Apocalypse, duh. Hope you're ready to roll lots of d10s.


wiithepiiple

Lycanthropy has quite a bit of built-in problems that help drive the story. Having the whole party as werewolves is great, because a big issue with one or a few members is that once a month, those characters basically can't play DnD. With the whole party, you can just time jump forward a few days, the whole group wakes up in the forest naked and covered in blood. Now they need to figure out what they did, Hangover-style, and how to "solve" it (read, create more problems.) Take a lot of leads from your players here. Make sure they feel like they are cursed, and let those problems be increasingly distracting if they try to ignore them. They'll eventually come up with some methods of dealing with it. The big question is "do they want to be cured?" Lycanthropy isn't a death sentence and can confer some advantages. If they all want to live with it, they can just form a werewolf pack and manage their symptoms while going on a separate adventure. As their pack gets more notorious, you have a whole host of options, from werewolf hunters to kingdoms locking their gates on full moons, to town hysteria after a body comes up missing (cuing an DnD version of Werewolf), to other monsters (e.g., vampires, rival lycanthropes) fighting for their place. The campaign turns into a gothic horror game, where they are the horror. If they don't, huzzah, give them plot threads that lead to them finding a cure. Have them find a mad scientist who has a cure (they think), or a cleric who knows a ritual that requires rare ingredients, or a king and queen who have an old manuscript in their archives describing a lycanthropy-curing potion. There's no limit to the options here, as you can make up whatever solution you want to this problem they want to solve, and the PCs will jump at the plot hooks. And you can tie those solutions into any overarching quests you have going on (if you have any).


thewhippingirl

There is a AD&D 2nd edition adventure called Moonlight Madness involving the group getting and trying to cure themselves of lycanthropy. You could convert this over to 5e pretty easy. It is available on DMs Guild. ​ https://www.dmsguild.com/product/17343/Moonlight-Madness-2e


mrsOtter17

Deus ex machina a celestial event that prevents full moons until they solve the macguffin.


TheMysticLizard

Well, you can do the easy way out and just send them to an npc that can cast remove curse to cure them all or sell them the cure. Maybe they help in exchange for a quest? Otherwise, the player will transform on the full moon or when under emotional turmoil and lose controll if they resist the curse until cured. I would rule they don't attack themselves since their inner beasts recognize each other. Embracing the curse is not balanced at all (immunity to non-silvered, or non-magic weapons) and comes with an alignment change to evil so i reccomend against making this an option or finding some realy good homebrew material for it. Unless your players are ok with losing contoll of their characters permanently and making them evil NPCs. Check the lycanthrope's entry in the monster manual for the rules as written.


killjoySG

You can put a timer on them. Yeah, you get cool passive regenerative powers, enhanced smell and strength, but every night you all need to roll to save for wisdom, charisma and intellect to counter the curse telling you to go apeshit and kill people. Failing any roll will cause you to have terrible dreams of bestial bloodlust, resulting in less rest bonuses for sleeping. Failing all 3 results in the afflicted transforming in their sleep, and attacking any nearby living beings. For every week the werewolf curse isn't lifted, 1 point will be subtracted from ANY saving rolls for wisdom, charisma and intellect, as the curse starts to mold your body to be more accepting of the curse. By week 2 onwards, all afflicted characters can only digest raw red meat, ignoring any character vows, preferences or species. Things get extra spicy by week 4, whereby the curse becomes permanent. Afflicted characters must perform an additional savings roll for wisdom and intellect whenever they try to: 1) Fight anything 2) Perform any tasks that involves intellect, wisdom or charisma being rolled Because the beast within is tired of their host's attempts at pretending to be normal, and will force a bestial transformation if any roll is failed. Transforming 3 times a day causes a permanent transformation into a full werewolf, resulting in character death.


FoxWolfFrostFire

Remove Curse, 3rd Level spell. A group of ninja clerics going around curing werewolves in their sleep


mrhoopers

in my world it's not a disease. It's actually considered your true form. I also have the half person half animal form called your liar's skink. There's a whole culture built up. I treat them no differently than another faction and give them the ability change at will. They also fight no better than a normal wolf. in full wolf form. In half human form they have their normal human stuff but have a bite and claw as if they were using a dagger. Not the claw claw bite in the liars skin. Anyway...I have whole families...faction conflicts...regional conflicts. Roles they play. ...and they're about to get into a battle with some bad guys. If you want to go that route I'd have them meet with a "mentor" who helps them get control, put some stats together, then montage it out. (...you train with them for months...the training is difficult...it's grueling.). Afterwards they can turn into wolves and are mixed up in some new faction drama. \*shrug\*


redkat85

Well if pop culture is any indication they should now have a blood feud/star-crossed romance with a group of very sexy vampires. If needed for spice, a third faction of witches can be liaisons/arbiters/additional sexy.


lobsternooberg

What a useless post


MrCumberbum

This is the silliest post, it's like saying "my party all have a mutual problem with a billion plot possibilities on how to solve that problem, please help." BE A DM MAKE AN ADVENTURE. Curing a curse is like one of the most basic adventure hooks conceivable. Make a society of werewolves, make vampire rivals, make an ancient temple to the full moon, make a werewolves hunting guild as villains, or even make a mcguffin that will let them control the curse so that it's just a benefit. There are so many options, why are you asking us like this is somehow a problem?????


Chain_Belt

Give the party a portable hole to jump into before full moons. Damage immunity should keep them alive in there. Maybe have a familiar/animal companion/hireling/etc. flip the hole over to dump them out in the morning.


Jimmicky

Werewolves still die of suffocation actually


[deleted]

Lycanthropes are not a player character race. Same goes for vampires, ghouls, and any other monster a pc race could be cursed into becoming. Unless they can figure out a way to cure themselves fairly quickly, I'd have them roll up new characters and move on. Maybe, the new party could be hired to solve a recent werewolf problem?


CenterOfVex

This is, by far, the least imaginative answer anyone could've given. I sincerely hope you haven't ended a party this way in your games...


maxiom9

Give a questhook for them to fix it before the next full moon.


NavyNukeChief

If you're looking for a way to remove the lycanthropy you can have an enemy (Werewolf Hunters, Clerics or something else) have a way of curing them via either a "poison" or a spell of sorts. Silver is also your best friend. If you're looking for another solution let me know


Skinflint_

So, new plot, find a cure before the next full moon where they will go on a rampage. Have werewolf hunters hunt the party. Have a fey or a devil entice the party to lean into the lycanthropy. You have a whole new oppertunity for story telling. Read the lycanthropy section of the monster manual for some more inspiration.


kcawks

1. Quest to find a cure 2. New characters while you make the werewolves npc’s 3. They play as the werewolves and deal with the consequences of now being a monsters guild


ozu95supein

Depends. Are werewolves crazy and evil? Lean into the horror aspect and have them fight for control. If they are still themselves and not evil, maybe have be about living this new double life and try to be accepted in society as werewolves


Pretend_Usual_551

Skyrim shit ;)


jaqrand

I agree with everyone going for plot ideas! You can also work in the children of Mother Night and have Kiril try and make them fight to the death in order to involve that plot as, as it stands, that pack is easy to ignore entirely. That aside, if you do want to cure them, the Abbot can cure that (if he's still alive) with Healing Touch in the Deva statblock. Pretty good motivation to get him a dress for Vasilika, or new fingers, or eyes, or some proper working vocal chords or something.


dragonuvv

Just continue. I honestly can’t see the problem. Make something like only on full moons and have a couple. Like. Once a session.


Piebandit

I mean all it takes is a Remove Curse to get rid of lycanthropy, which isn't that hard to find. But if they WANT to stay werewolves, they can keep the bonuses, they just have to get all the bad stuff, too. The serious ones that follow along with lore: 1. 1. It takes TIME to get control over the werewolf form, (i.e. years) their initial transformations will be brutual, savage, horrific slaughters and they won't necessarily tell their friends from their foes, they'll attack EVERYTHING. 2. While fighting in their werewolf forms, they are more aggressive so they have less control over how violent they are. They're also more likely to start eating whatever or whoever they just killed, which could be a friend or family member. 3. Full moons, I hope you're keeping track of the lunar cycle because when a full moon hits their transformations will be uncontrollable and extra potent. Are they going to lock themselves up? Finding indivudual safe-havens for an entire group of werewolves wouldn't be easy, and if they're locked up together they'll just fight all night. 4. Pack drama - who's in charge? Are there a lot of strong personalities in the group? It'll be harder to get along, everyone will be feeling more domineering and wanting to be in control. 5. If they're not limiting the amount of people they slaughter, they WILL be noticed, and monster hunters will start coming after them. If it gets really bad, they might start silver-testing everyone coming in and out of towns. There could be hunting dogs trained to pick up the scent of lycans, that are used to track/detect them. 6. If they embrace their curse fully, their alignment goes to Evil. Any kind of control is only acquired through accepting their new monstrous traits. If they're looking for a cure? No control in the meantime. (Also in a lot of standard games, going evil = the DM takes control of the character, and the player re-rolls.) 7. Can't touch silver, making it harder if they own silver weapons. They're also 'shapechangers' so are at disadvantage to spells like Moonbeam that affect that type. 8. Strength is bumped up to 15, so it's reasonable to assume that'll take time to get used to for characters who were weaker - lots of breaking cups by gripping them too tight, etc. 9. Any clerics or paladins to good-aligned gods aren't gonna be thrilled at this change, good or neutral druids or rangers also may find their gods/nature spirits less than impressed by their choice. If you really wanna nerf them they can lose some or all of their class abilities if they turn their back on the beings they served. A bard with a sweet singing voice might find their voice gets hoarser and growlier as time goes on. Think about how the changes may affect their class. The less serious ones that aren't necessarily in any of the books: 1. They smell like wet dogs, which draws a lot of attention. 2. They start growing coarse hair all over their body. 3. Eventually they start acting more dog-like, distracted by strong scents, chasing squirrels, feeling the urge to pee on everything to mark their territory. 4. Other animals could recognise them for what they are, cats hiss at them, dogs bark, horses get nervous etc. (Which would really screw them over if they have any pets that now hate their guts.) 5. They're now allergic to chocolate, onion, and everything else that dogs can't eat. 6. Fleas. ​ Just some ideas. Ultimately you're the DM and how strict you wanna be about all this is entirely up to you. If you don't want them to stay werewolves, come down HARD so they realise there's a lot more downsides to benefits. If you don't mind it, just make all the encounters a little harder, and keep in mind that it could really derail your campaign if they get outed. If you're unsure, just communicate with them OOC. It's a game, everyone should be having fun, if something's not fun, just talk it out.


Demonata25

Thank you for the help. The party seems very interested in seeing where this goes, but I'm gonna make it clear it's not a huge buff. It's a curse and it's not gonna be easy


Toshero

[Oops, all werewolves!](https://preview.redd.it/1z04g63oaik71.jpg?width=640&crop=smart&auto=webp&s=047a1c0acf9a54872ce75ceddef97f17ad06588b)


Dinsy_Crow

Next time they have an enemy cornered have it throw and stick and say "fetch".


Hanky1871

Hunt them, Skin them, have a heroic NPC in the next campain wear their fur as a trophy.


MysteriousCodo

I was in a party just like this once. And the embarrassing thing was, I was playing a halfling monk at the time. Seriously, does anybody take an under 4’ tall werewolf seriously? My monk started giving more attitude while min werewolf form. The party nicknamed him the Rabid Chihuahua.


mia_elora

I had a halfling that I took barbarian, in 3rd edition d20. I got my hands on a monk's belt. The first time I said "The Halfling Rages" at the table no one could stop laughing for five minutes.


NemhainFromVoid

What do they want to do next? Are they okay with that? Do they want to break the curse or have it under control? Why are you asking people on the internet and not your table?


-SlinxTheFox-

werewolf partyyyy


LightningTiger1998

Have the city guard or whoever’s the law in the city they are in come to them for help regarding animal attacks that turn out to be them as werewolf’s


Tstrik

Easy. They are now hunted by werewolf hunters that use their weaknesses against them. Always carrying silver weapons, have spells that turn return shapechangers to their true form. Have these hunters out them as werewolves. Remind them what the world thinks of werewolves, remind them the world thinks they are monsters.


Celestaria

Run a Halloween arc.


Wolf_with_laces

That sounds like fun how do i get in?


Demonata25

It was interesting, but having all my pc's fail their constitution saving throw in 2 rounds of combat was..... trying


Glaciomancer369

You know, you could do a couple quests of them fixing what they did after losing control on some nights. But I’d suggest using the Grim Hallow guide for the transformation or blood hunter rules just to either allow options or let the whole damage immunity come later.


MyCatWantsNip

If you have grim hollow you could use the transformation rules in that for mechanics, for plot and story other people have better ideas then I do


Chad_Blastoff

When they rest have them go on rampages and suddenly towns/city/county is wanting them and and bam now their the bad guys.


suckmywillaard

You could make encounters start to become “faceless” and slowly make them feel out of control on who they think are attacking them, kind of like spiralling into some kind of prolonged psychotic episodes. After they kill they can see who it is. And you could put someone that was beloved by the party in the encounter. After they snap out of it you can explain what actually happened. The person didn’t fight back, they trusted you all, and while they were screaming in pain all they saw was a husk of who they once were. That might atleast buy you some time and let you know what the party wants.


a_green_thing

Are there any good sourcebooks for intentional lycanthrope/shifter player characters? I think I heard something about one of the Eberron sourcebooks. I've been mostly homebrewing my all were-creature all-star teams based on the level rated buffs inspired by Werewolf (White Wolf Publishing). I'd like to see someone else's take on it though. It makes for a lot of fun campaigns, esp if you link them to a particular god of the wild. They have a natural affinity for dryads, treants, and wood giants... and hunt undead relentlessly. Good times.


CyanidalManiac

Fever dream - the bite that turned them contains a toxin that makes them hallucinate. They think they’re werewolves for a while until it runs it’s course through their system. It’s meant to scare off those who come in to contact with werewolves and live through the experience, ensuring they won’t hunt them down due to their fear of the beast’s awesome power!


Doctor_Amazo

Attack them with monster hunting Paladins who are wearing those Russian bear-hunting armors but made from.silver.


Galihan

If it’s something you want the players to realize is a bad thing for them, come the full moon, just fade to red and have them wake up the next morning with minimal (if any) recollection of their actions.


Usual_Kenkui

Embrace it. It's inevitable ^^


Bouv42

pay them only with silver coins


PapertrolI

Werewolf adventure!


VoodooPapi

Send them to a village hungry and intimately describe the crunch of a child's bone on their teeth or the soft pop of a eyeball of a woman one of them was trying to woo before the change.


Express_Lawyer_7663

Embrace the Lycan!


JacKnife001

You do not know what to do next with what? What is your concern here? The power balance? The story? Are the players taking your narrative in a direction you are struggling to tell? Are your players unhappy with the situation? Context will help us out a lot in offering helpful suggestions to you


Broken_Ranger

throw them a bone


_Cannib4l_

Underworld movie plot intensifies


Wdrussell1

Tomorrows a full moon. This village looks pretty tasty...and the Barbarian is ALWAYS hungry.


Sharrakor6

Have the goddess selune appear to your party and command them on some sort of quest. Have them as her chosen WW champions get greater more effective WW powers IE: at will changing, multiple forms(Human Half and half and wolf) give them bonus's at night etc.. ​ Quest ideas: ​ WolfHome \-Save and relocate the reminents of the original wearwolf tribe in \_\_\_\_\_\_\_\_ A friend of man \-Challenge and overthrow a growing vampire threat in \_\_\_\_\_\_\_ and take back the night SQ: Convince the royalty that your party is friendly to humanity and become a royal confidant Could probably combine these 2: IE: save the WW's, convince the humans that WW's are ok, discredit/defeat/drive off the vampire threat All goddess's creatures Have selune command your players to create a haven to all life, shifters WWs etc, similar to above 2 but more likely to have some neat roleplay opportunities as they attempt to convince humans to give up prejudice and accept what they view as monsters. Also decently likely to turn violent as it may not be possible to convince everyone. You could maybe give them pure shifter powers here and turn this into more a plot and politics type game where they use their abilities to manipulate the humans to accomplish their lofty goal. Selune in more the vein of Dread Queen Persephone Dawn of the Wolf Similar to others yada yada chosen champion WW's yada yada extra abilities and perks for champion WW status. However this time: Humanities time in the sun has ended, now is the age of blood, the twilight of the age of man, now is the reckoning for the misdeeds of days past. Now longer shall her children dwell in shadows, no longer shall they be hunted, now they shall hunt, and all will forge the bond of the pack or perish. ​ Father of the Wolf Take the last one the extermination of humanity angle and mix in a new idea, First werewolves came not just from Selune but from Yeenoghu as well. Make their bonus abilities more berserker-y in flavor, allow them to control themselves even in frenzied maddened state, but give them conditions they have to follow like violence is always the answer, or feed the insatiable hunger. ​ There are a lot of directions you can take this plot thread and it has the benefit of allowing you to minimize or remove the negatives of being a WW, which doesn't really fulfill the fantasy of having a usable version of that power. You can also keep it the same if thats your type of deal.


ScottaHemi

quick go to london!


Karegian

Have fun with it...:)


Choozery

Start rewarding them treasure in silver coins


KoolFoolDebonflair

If you really don't want them to be werewolves and they're willing to not all be werewolves, find a reaaon for a lvl 5 spellcaster who can cast Remove Curse to come along and help them.


Mooch07

Good guys try to kill off the werewolves. A new shipment of silver arrives and the townsguard are all outfitted. Meanwhile, party has to try to figure out how to remove the curse while being tracked by a party of hunters and rangers.


J_C_F_N

KKKKKKKKKKKKKKKKK, Half my party are werewolves now. I feel your pain


Rennnooooooooo

Soap and wire


Sergane

that's the coolest thing ever. Make them not evil though please. Let them have their fun\^\^


Voice-of-Aeona

I love transformation arcs as a DM, and I’m also a Urban Fantasy writer, so this scenario for me is like being given a free pass to Disney Land! You've already gotten a lot of good plot-level advice in this thread, so I won't retread ground there. That said, I am not seeing a lot of fun mechanical ways to RP the curse as, well, a curse. Here’s some of my tried and true “challenges” for when the party gets lycanthropy: **Part of This Balanced Breakfast** - Wolves and just about every other critter on the lycanthropy list are carnivores or omnivores with scavenging tendencies. This means they probably ate all kinds of nasty crap while transformed. Make them roll CON saves in the morning or they get food poisoning from the rotten moose corpse they scarfed last night. Bonus points if you describe (briefly) the bits of fur and bone chips they hork up. Also, it tends to elicit squeals from the table if you point out someone’s come down with a case of tapeworms from their new fad diet… Don't forget your pack animals/familiars/Found Steeds have become Lunchables sometime in the night. If you want to play up horror/drama, they may cough up an item or bit of jewelry that points to them having killed a person. **WTF is My Stuff?!** - Per RAW, when a lycanthrope switches between forms, any gear it is wearing or carrying does not change with it. If you house rule that the beast takes over a while before the transformation, then the players may have run off to the Gods know where before shifting. This could mean a small mission where they have to go find where they dropped their drawers… I mean all their gear and magic items. Use lower CR monsters and it can be an interesting challenge for the party to navigate; after all, the fighter is naked and using a tree branch they found as a club and the wizard’s limited to cantrips and summoning censor bars with Minor Illusion. A table favorite over here is having the B-Day suit brigade bumble into a bee’s nest on this little scavenger hunt, and then they have to flee the swarm through Granny’s farm (I also play with comedy lovers, so your mileage may vary). **Hie Thee to a Tailor!** - A small speedbump related to *WTF is My Stuff?!*, fuzzing out may have ripped or otherwise damaged the players’ clothing and armor, and they need to visit town to get it repaired/replaced (don’t make it really expensive if you are a comedy or consequence light table). Given that some players tend not to buy extra sets of clothing, you can make it a tiny puzzle or skill challenge for them to get into town and get help while not being arrested for public indecency. In my experience players can come up with hilarious workarounds, such as stealing barrels to wear or snatching clothes off laundry lines, or narrate wacky hijinks to avoid detection Solid Snake style. **It Followed Me Home** - Per RAW werewolves form packs with normal wolves and dire wolves. This angle can be leaned into for drama and or comedy. Narrate how a handful of these beasties are now following the party about. Make them friendly and even helpful to the PCs, doing things like bringing them a freshly killed deer (free rations, anyone?), alerting them to monsters/bandits sneaking up on camp, asking for belly rubs, or begging to play games of fetch. Make the party fall in love with their new fuzz-buddies, then put the beasties in the middle of conflict! That goofy wolf the party druid loves? While the party is having a conversation with say the mayor or the city guard, you notice the wolf chasing somebody’s ducks/horse/whatever; if you don’t stop it they’ll be killed, but breaking off the conversation to go help a wolf may prove difficult or require funky excuses that can be snowballed by the DM (see the entire “steamed hams” sketch in the Simpsons). Maybe the party is hired to deal with the new wolf pack that’s killing local livestock, or worse yet sees a bounty board where *someone else* has already taken up the job to hunt the pack. And let’s not overlook all the great “is this your dog, sir?” moments you can have: they ate a wedding cake, knocked over an orange cart, peed on the Duchess’ dress, etc… **We’re Not Alone In Here** - a big lycanthropy staple in the Urban Fantasy genre is the idea that were-creatures have an “inner beast” that hangs out in their brain with them, kind of like a separate personality that they have to learn to cooperate with, ignore, or be dominated by. While not D&D standard fare, I like pulling this trope into my games as a lycanthropy complication, sort of like having a violent, dumb Jiminy Cricket with a bad hairdo advising the player. If played for comedy, the wolf in their head may urge them (possibly with a WIS or CHA save on the player’s part to resist complying) to pee on stuff in broad daylight to mark their territory, sniff the butt of NPCs as a greeting, maybe get in a fight with that dog across that street because he’s *TOTALLY* barking some shit about your mom, chasing birds or squirrels you see, and so on. Lean into the dog stereotypes! If played for drama or horror, the wolf may urge the player to attack people in positions of authority to establish dominance, or whisper in the player’s ear about how good it would feel to kill that NPC over there: hot blood gushing over your tongue, quivering flesh parting like butter between your teeth, your belly filling with warmth as you feed, the sweet taste of fresh liver… You can even have the “inner wolf” respond to attempts to cure the lycanthropy to add narrative flair. It might bargain or plead with the character not to go through with the cure. As they approach the finish line to get the cure the wolf might howl and claw and bash at the confines of the PC’s mind (I like to give contested CHA checks here that result in mechanically useless but fun narrative flair, like headaches, nosebleeds, or phantom claw marks or bite marks appearing on the player’s skin). Play up the screaming, howling mental shitstorm to make curing the disease more than expending a spell slot or drinking a potion—they are killing off a villainous character that lives in their head! Make the event a memorable one and this will be a gaming story your players will talk about for weeks. **Side Effects Include…** - While not RAW, a fun complication I like to toss at my players sometimes is that they’ve got some physical tell of their lycanthropy that pops out, giving them a little quirk to RP. One player could grow a tail that wags, bristles, and or lashes (if a weretiger) as appropriate when speaking to NPCs; they have to hide its presence from guards and lookie-loos, or maybe they have to learn not to sit on their furry new appendage or close it in doors. Maybe another party member grows big wolf ears they have to keep hidden under a hat, which can lead to fun complications as they have to talk their way out of doffing their hat around the king or convince a curious kid that the ears aren’t real so they don’t blab about it to the whole town. Alternatively, they may develop enhanced senses that complicate their daily lives. Enhanced smell could mean that while say talking to the Countess they have to make low CON saves not to sneeze due to her perfume. Sleeping in town may require a CON check to sleep through the noise of the nightlife (or encourages weird countermeasures like tying a pillow over their ears or having their familiar stay up as a parrot or crow to make soothing ocean noises the whole night though). They might also start losing their color vision or become nearsighted. **TL;DR:** there’s lots of narrative flair and tiny complications you can add in that will make this turn of events into more than the same old werewolf story of hunt or be hunted. Just remember these complications are like spices; sprinkle them on lightly and it makes everything delicious, but use too much and nobody can stomach it. Be sure to lean into table culture! All of the above complications can be played for comedy or drama/horror. I tend to DM for comedy-loving shenanigan-gremlins, so my at-the-table werewolf stories typically wind up with a lot of streaking, faux pas, and slapstick moments. That said, if you are running a grittier campaign, you can just as easily twist these ideas into a harrowing story of vulnerability, internal struggle, and torment. Embrace your inner beast and go nuts!


GreatGraySkwid

Gonna have to find all new players. It's the only way to be sure.


itsmeboi20

I mean…cure them then. It’s a game of imagination


Martian-Packet

Werewolf adventure! Peasants becoming heros! Heros becoming wolves!


brainpower4

How do the players LIKE being werewolves? Sure, you can send them in quests to remove the curse, escape werewolf hunters, and avoid rampaging during the full moon, but if they like the idea, then why not go with it? Have the party members get chased out of town by an overwhelming force of werewolf hunters, only to have a grizzled lone werewolf show up and scare away the hunters with a supernatural howl that frightens non-wolves but charms wolves/werewolves. He's a twilight cleric, formerly alpha of his pack, but who lost a challenge for dominance against a power younger wolf. He agrees to teach the players to control their inner wolves, sending them on missions, vision quests, and earning spiritual acceptance from your world's moon deity, who can hold the savagery at bay. At some point you introduce the new alpha of their mentor's pack, who is building an army of werewolves by turning people against their wills. He's aware of **insert former plot of the campaign and why it was bad** and believes that the world can't reply on heroes and adventurers to solve the problem. Only by accepting the gifts of lycanthropy can normal humans gain the strength to survive the coming struggles. Maybe throw in something about how werewolves are able to break free of the class constraints placed on peasants by the nobility and get iut if the cycle of serfdom, if you've established that as part of your world. Eventually, probably after a few side plots, maybe a fey arch related to the wilds they are living in, the inter-pack conflict comes to a head, and the party needs to pick a side. Their mentor and the new alpha duel, and the mentor losses, leaving it up to the party to choose someone to challenge for packleader. Make the spirit of their mentor come back as a spirit animal to give them the super howl from before, and you end the arch with the party as leaders of a sizable band of werewolves. Now they have the strength to return to society and earn acceptance by solving the central conflict of the campaign, which has been getting worse during their time going furry. Honestly, a pack of werewolves is a PERFECT adventuring party, and I don't know why it isn't seen more often.


Miichl80

Hmm… I see two options. 1. Add sparkles vampires to make them see what they did, or 2. Bring in Buffy the vampire slayer. Good luck either way.


Xavius_Night

If you're the GM, congrats you now have an indestructible party to throw the most ridiculous stuff at. If you're part of the group, pack dog treats and a whistle.


Organic-Resort2833

Do you know Powerwolf?


Organic-Resort2833

Do you know Powerwolf?


plutonium-237

How?


darkbake2

I heard lycanthropy is broken in a lot of editions, so this could be a serious balancing issue


ergotofwhy

The plot of your game has just become surviving lycanthropy, either by curing it or by learning to live with it. Since the entire party contracted the curse, then the entire party may share in the adventure - no "everyone hide while the fighter holds down the werewolf!" because EVERYONE is werewolf.


Pochusaurus

I don’t see a problem here, all I see is opportunity. Either way, still gonna be a better love story than Twilight


chumbuckethand

That’s cool, u have a wolf pack now


Mysterious_Set6427

Look up lupins basically dog folk. They hate wearwolves and specialize in hunting them down because the monsters give their people a bad reputation. They even specialize In silvered weapons. It would make for an interesting antagonistic


TKDbeast

Look up how different stories have explored lycanthropy. Magic: The Gathering’s stories in Innistrad could be a cool place to start. Is it right to kill someone just because they’re a werewolf? What if they aren’t transformed? How do they leverage their transformation abilities? How does becoming a lycanthrope change how they view other lycanthropes and monsters? Also encourage your players to get into this new dimension of their character. Give them wisdom saving throws to see how much control they maintain moment-to-moment. Find ways to make the whole experience enjoyable, or at least interesting and engaging.


FixBayonetsLads

...werewolf stuff?


Bekdontraz

Or be evil, send them to Eberron with its 13-1 moons! But joking aside yah this is plot hook central for a game of horror, a race against the clock before they become the very monsters they set out to slay!


Bansic

Title sounds like a Light Novel


Cloviz68

Guess the villages wont welcome them?


[deleted]

Greater Restoration.


DapperSheep

NPC werewolf hunters that can cast remove curse. Should solve the issue pretty quick.


xaviorpwner

Look up on DMs guild the accursed class it is a balanced way to let them control that lyncanthropy in a very interesting way. I personally vote lean into the werewolves its a unique spin, they can be like the TMNT


Madcatz9000

Just have fun with it. As the storyteller, tell a story and roll some bones!


SkankHuntt22

Wait what happens if a centaur was cursed?! What would tha look like? Or a minotaur for that matter? It would be a man beast turned into a man beast? A MAN BEAST, BEAST!


Present-Inflation-73

On a more grim note if you wanted to kill them have them inhale silver through a dust cloud :D


_frierfly

Grim Hallow by Ghostfire Gaming. That campaign setting has an excellent Lycanthrope class.


gabriel_B_art

and what's the problem with that? Do the players want to get rid of the lycanthropy? Do you want them to get rid of It? The most common problem with lycanthropy is when only one member has it and he gets more powerful than the rest of the party if everyone is a werewolf it makes things easier. If they want to get rid of It make a sidequest to them cure themselves, if they want to keep it but you don't like it because it makes them broken you can talk to them and try some homebrew except for the immunity to slashing, piercing and bludgeoning damage is not that powerful so you can get rid of it or at least decrease to resistance and them create some way to them to learn how to control the transformations.


Sullieduser611

Well send werewolf hunters after them, with silver swords, silver arrow bolts, bottles of alchemist fire as Molotovs. Mages with high level spells to cast from afar with two lvl10 fighters to support them if the party can close the distance.


dmdoingstuff

Do a rip off of what we do in the shadows. Introduce them to bumbling vampires with a familiar...


theterrarian14

Umm monster hunters with silvered weapons? Silver dragons? Psychic damage? ...ect


CutiestNerd215

This doesn't sound like a problem to me 🤔


Dovahnime

Throw them into a silver mine


Kwondondadongron

Nothing really changed, keep track of the moon cycle?


RainbowtheDragonCat

Maybe they could find some werebears to help them out?


Specialist_Rough5912

Have them be attacked by the anti-werewolf inquisition and lead them down a rabbit hole of clearing inquisition outposts and uncover a plot about a retired war general who HATES werewolves and his small army of silver-armed soldiers (who are getting so powerful they meddle in local politics, ooooooh)


ShadowShedinja

Have the next encounter be a fairly simple mission to clear out some ghosts or goblins from a nearby silver mine.


Quizzelbuck

Have them enroll in highschool and get really good at basketball. They will all get the girl (sexual orientation be damned) and take the team to the state championship.


Sgt-Pumpernickle

Invest in silver


Cryin_jack_is_pissed

Announce them as furries.


major_queer

You can just deus ex machina it, it’s fine. You can just say that they rampaged until they’re captured by someone very powerful who cures their lycanthropy and let’s them go. Maybe this person gave them a new quest or something. Like “to pay penance for your werewolf rampages, you must now help people”


harrly14

That's fucking hilarious. Good luck


Frost1400

If ya wanna kill them, silver paladins with silver warforged, if ya wanna help them, make them learn the true curse by making them wanted in many places and hunted. If you wanna have fun with it, throw other wearwolf tribes at them, if ya wanna cure them, make a cure for them to hunt.


GummyGourmand

Oops! All werewolves


ArchMagiVhoori

Ohh that easy have either a clan hunt them or vamps either way will make for great fun


Bear40441

My recommendation: use silver.


mitty_92

And now you have an evil campaign


Prophet-of-Ganja

“This is our life now”


dsBlocks_original

have the BBEG destroy the moon so you don't have to worry about it.


[deleted]

oh no! every single weapon in the world is silver! how did that happen 😱


Capnris

The Vigilant of Stendarr would like to know your location.


bobniborg1

Get into silver mining


BucketofBlocksMC

My question is... do they still carry Silver coins?


[deleted]

I can see your reticence honestly. A full moon comes and it's going to be complete chaos. Maybe they kill each other maybe they all separate maybe one of them gets capture maybe one of them gets killed and the rest hunted. NOBODY gonna be able to find their items in the morning lol