Deep In The Jungle Of The Forbidden Plateau...
Posted: Wed Sep 09, 2015 12:00 am
Three tents, a fire pit, and numerous tracks disturb the otherwise quiet jungle floor. Sets of muddied boot and paw-prints indicate the presence of at least 1d2+2 humanoids and one (or maybe more) beasts. Those skilled at tracking could follow the path taken from the Sigil portal to the camp. The fire pit is cold or cooling, a lack of use and excess of rain keeping it mostly out of operation. The tents appear to be stocked for an extended stay, with curiously large amounts of Belladonna.
((This is a time-lapse event, as per DM Miriel. I personally will take the day off Altair, and will be playing as normal tomorrow. Others are welcome to do as they wish. Currently involved parties are Altair, Quinn, Vyse, and rotating Mercykiller Namers as assigned by the faction. Tangentially, Trissa Vol has reasons to be interested, and by extension Aleis D'cannith. Other nature-oriented PCs that would have reason to be in the plane would be able to find the camp on a relatively simple DC. If you want to you are more than welcome to intervene in the thread. That said, I give Trissa my full express permission to engage Altair in full PVP for any reason with no need to give any warning whatsoever to myself due to prior roleplay. I will roll with however it pans out. Please give others warning if you choose to do so. Anyone spending more than the day in the Beastlands is subject to Jungle Fever as below. DM Miraie has left specific affects to affected players, however the Beastlands tends to be consistent. Single animal, with very little chance for chimerisms.
DM Use: Lycanthropy as an Affliction
When a character contracts lycanthropy through a lycanthropeÂ’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
The characterÂ’s actions during this first episode are dictated by the alignment of its animal form. The charater remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.
A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the characterÂ’s alignment to that of the appropriate lycanthrope.
Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the characterÂ’s armor and clothing (including any items worn) if the new form is larger than the characterÂ’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthropeÂ’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the characterÂ’s save bonus or the healerÂ’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthropeÂ’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
-------------------
Jungle fever:
The Beastlands have a strange effect on visitors: as they stay there their bodies exhibit a minor change to reflect their personalities. Strong people will grow tiger fangs or the fur of a bear, agile ones get monkey-like limbs, charismatic ones start to grow cat ears and so on. How fast this happens depends on your views: Lawful people can last days before the change sets in while Chaotic people start to change after a few hours. The change is not permanent: it remains in place as long as a person stays in the Beastlands and a length of time equal to their stay as they leave the plane. ))
((This is a time-lapse event, as per DM Miriel. I personally will take the day off Altair, and will be playing as normal tomorrow. Others are welcome to do as they wish. Currently involved parties are Altair, Quinn, Vyse, and rotating Mercykiller Namers as assigned by the faction. Tangentially, Trissa Vol has reasons to be interested, and by extension Aleis D'cannith. Other nature-oriented PCs that would have reason to be in the plane would be able to find the camp on a relatively simple DC. If you want to you are more than welcome to intervene in the thread. That said, I give Trissa my full express permission to engage Altair in full PVP for any reason with no need to give any warning whatsoever to myself due to prior roleplay. I will roll with however it pans out. Please give others warning if you choose to do so. Anyone spending more than the day in the Beastlands is subject to Jungle Fever as below. DM Miraie has left specific affects to affected players, however the Beastlands tends to be consistent. Single animal, with very little chance for chimerisms.
DM Use: Lycanthropy as an Affliction
When a character contracts lycanthropy through a lycanthropeÂ’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
The characterÂ’s actions during this first episode are dictated by the alignment of its animal form. The charater remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.
A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the characterÂ’s alignment to that of the appropriate lycanthrope.
Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the characterÂ’s armor and clothing (including any items worn) if the new form is larger than the characterÂ’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthropeÂ’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the characterÂ’s save bonus or the healerÂ’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthropeÂ’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
-------------------
Jungle fever:
The Beastlands have a strange effect on visitors: as they stay there their bodies exhibit a minor change to reflect their personalities. Strong people will grow tiger fangs or the fur of a bear, agile ones get monkey-like limbs, charismatic ones start to grow cat ears and so on. How fast this happens depends on your views: Lawful people can last days before the change sets in while Chaotic people start to change after a few hours. The change is not permanent: it remains in place as long as a person stays in the Beastlands and a length of time equal to their stay as they leave the plane. ))