How did this item come to be cursed? Why is the curse so powerful? Normally I'd just turn a blindeye to this, but since you include a backstory, it seems sort of odd that it omits this rather important detail.
I'm not a big fan of the "stuck in your hand curse" (as I've said in other posts) because I don't think they really encourage roleplaying very much. On the other hand, they are nasty, and encourage caution in the PC's which is usually a prelude to roleplaying. I like the bit about how it always come to hand, but I'd rather see that as something within the player (e.g. he's developed some strange compulsion that he gets to roleplay) rather than the item having the preternatural ability to entangle him.
I think that your item is quite original, but perhaps too much so. There seem to be acceptable guidelines for an adventuring world to maintain versimilatude, and it stretches that when we include items that tend to fall outside the traditional limit (such as pursues). What's to stop me from making a magical shoehorn that also doubles as a weapon, or makes you wear it in your shoes? These things are original, but original for a reason: They aren't very heroic or interesting, and thus are traditionally relegated to the category of comic relief or joke fiction.
i give it a two for now, and I'll up that if some of my objections are dealt with. I think it has potential. Go to Comment
Had you read my post more carefully rather than assuming it was an attack on you, you would have noticed that I was asking as to the origins of this curse, noting that it seems like it must have magical origins given this is no mundane curse. I never claimed it was inordinately powerful.
Sorry I thought that it was too original. Fear my ethernet chord of strangulation, created by the evil wizard Fangbar for a mighty king, who it strangled. Somewhere along the line we need to ask ourselves, "Is this an item I would include in my campaign?" It seems like this item is comic relief. You said yourself it is almost comedic. I don't think that's the mark of a great item (it's a gimmick whose worth fades within an adventure or two, not an enduring presence that shapes a campaign). Go to Comment
@ Moon, they're not always the bad guys. I think Dragonstorm, the collectible card roleplaying game, is still in print. ALL the good guys (except the orc) are shapeshifters. The bad guys are necromancers. And there's the werewolf game.
This plot is a hard one to "get right". It introduces the PC's to a concept that stands what they know on it's head: Sympathetic Lycanthropy. They have the best chance of figuring out the truth by talking to the castle workers and freinds of Rikka, as she became a werewolf with no wounds or even ever going on a hunt.
The queen doesn't HAVE to be doomed. You could say that the king is only contagious on or around the full moon. Volker got exposed redressing the wounds a last time, Jarvis sparred with him that afternoon, and Rikka ... inturrupted a moment. (I think there's a scene like that in one of the "American werewolf in ..." movies)
The king would just have to manage and limit his exposure to other people at certain times of the month then, and it would become a kingdoms dirty little secret. Now, wether or not this trait is dominate or even passable to his children ... well, it almost leads into another plot. Go to Comment
The only problem I have with this set of scenarios... the decade or two between the two scenarios. How much "play time" will occur between the two events? I mean, I believe in foreshadowing events and building upon the past to add versimilitude to the game, but how are we going to be in both scenarios? Go to Comment
Now this is a great twist: while the PCs maysuspect the king is the werewolf, there is no proof as he simply does not transform... for a less unhappy ending, perhaps while the queen will become a shapeshifter, perhaps she can either learn to control the curse, or be locked away every full moon.
Howcan the PCs solve this mystery though? There is little in the way of hints and information - it may be possible that the PCs just run around a bit, learn nothing, and the full moon is upon them... Go to Comment
Well Agar, I said I couldn't wait for Part 2 and you haven't disappointed me.
This is every bit is good as Part 1, if not better - pretty much same moral questions as the first instalment plus a complex mystery to be solved - definitely one for the role-players rather than the hack-n-slashers.
Suggestion for MoonHunter:
How about running this as a stand-along (or as Episode 1 if there is going to be more) with the events of the first module as part of the history the PCs must learn to solve the mystery? Go to Comment