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Lycanthropy

How werewolf wounds can infect a character, what infection means, and how to cure it.

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Lycanthropy

Werewolves appear on the Weird Monster table (result 4: level 8, 8 life, 2 attacks, silver weapons at +1). Any character wounded by a werewolf risks infection.

Becoming Infected

At the end of the encounter, each character who took at least 1 life point of damage from a werewolf must save versus a level 5 infection.

  • Halflings and elves: add half their level to this save.
  • A failed save means the character is infected with lycanthropy.

Immediate Effects of Infection

  • The character develops an aversion to silver and immediately drops all silver weapons and silver jewelry (other party members may pick them up).
  • The character refuses to carry the lantern due to bestial fear of fire.

Transformation Trigger

If the infected character's Madness points ever exceed their level, they transform into a werewolf (level 6 boss, 5 life, 2 attacks) and immediately attack the party:

  • The character is now under game control, not the player's.
  • It always attacks the lowest life-point target first (include hirelings).
  • The transformed werewolf attacks first unless a party member has the Danger Sense skill.
  • A Sleep spell can incapacitate it without killing it, preserving the chance of a cure.

Curing Lycanthropy

Simple healing or Blessing will not remove the werewolf curse. The infected character must:

  1. Exit the dungeon with the party (or alone).
  2. Visit a monastery for treatment (wolfsbane concoction): 400 gp.
  3. Attempt the save again at +1.
  • Success: curse removed.
  • Failure: try again for another 400 gp.
  • Roll of 1: character dies of poisoning (can be resurrected for 1000 gp, but the curse returns with them).
  • Exploding result: character becomes immune to further infection.

Powdered Silver (Alchemist, automatic, 20 gp): +1 Defense vs werewolves for one adventure — useful prevention, not a cure.