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:
- Exit the dungeon with the party (or alone).
- Visit a monastery for treatment (wolfsbane concoction): 400 gp.
- 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.
Four Against Darkness