Before I came to this gell place, this land called Barovia, I considered myself a skilled hunter. In the hills surrounding my home, I was successfully hunted all of the naturally occuring predators - bears of various sizes and ferocity, dire wolves whose packs terrorize the local shepherds' flocks, even the great wyvern that wings over the peaks. Yes, I considered myself well versed in the art of the hunt. There was no beast that could get the better of me.
Or so I thought until I was engaged to lead that ill-starred hunting trip.
Was there any clue, any omen, that should have warned me that what I hunted was no ordinary bear? No, looking back on the events I have to say there was no indication. None, that is, until the members of the party began to die, and I realized that I was not the hunter, but the prey!
- From the journal of Darzin Morcantha
On the Hunt
Knowing the mind of the
werebeast is the first rule
of the hunt. Both forms of
the lycanthrope - true and
infected - are equally
deadly. However, each has its own
mindset, its own view toward mankind.
Hence, recognizing which is which can
be crucially important.
Pursuit of a true lycanthrope is as
much a battle of strategies as it is a
contest of blood; the true werebeast
has lived with its mutable nature all its
life, is accustomed to its predatory
nature (if not comfortable with it), and
remains ever cognizant of its nature. In
contrast, tracking the infected
lycanthrope is far more subtle, more
cerebral on the hunter's part. The
infected creature is either unaware of
its bestial aspects or desperately
concealing its murderous double life.
As a result, seeking one of these
pitiable creatures may seem like
hunting two separate prey at the same
time. To complicate matters, this lethal
creature is curable.
If the two, contrasting mindsets of these monsters were not enough to
muddle the hunter's strategy, I must
pause and re-emphasize the fact that
werebeasts are no more "typical" than
vampires or ghosts or liches. Each
lycanthrope has its own strengths and
weaknesses, both of which are often
quite subtle. Hence I return to the
axiom by which I began this chapter:
Knowing the mind of the werebeast is
the first rule of the hunt. If this treatise
can be of service to that end, so much
the better, but the study of my work is
not nearly sufficient to arm even the
doughtiest enemy of darkness against
the task at hand. Those who hope to
survive such a quest must search out
every report of the creature and follow
up every clue. Werebeasts are some of
the most violent and ruthless beasts to
prowl the land of the Mists. No matter
how powerful you are, and no matter
how typical the werebeast may seem,
failure to seek at least some inkling of
the monster's strengths and
weaknesses will deprive you of your
throat and quite possibly your very
humanity!
Enough said; on to observations
regarding the two basic stages of a
successful hunt: identification and
entrapment.
Identifying the Beast
Knowing a werebeast when one sees it
may seem obvious enough, especially
if the monster occupies either its
hybrid or animal form, but the
mutability of the creature, plus its
intelligence which is sufficient to
counter-strategize, forces us to
reconsider this issue.
Hybrid Form
Certainly the man-beast form, under
normal circumstances, is
unmistakable, if not singularly
horrifying. Even the charming and
seductive werefox is terrible in her
beauty, alluring yet cruet and sadistic.
When the werebeast reveals itself in
this form, blood is almost sure to
follow whether the creature is a true or
infected lycanthrope. In this aspect the
monster entertains no thoughts of
stealth, and in this shape it is the most
effective killer it can be, calling upon
the powers of both its forms to achieve
its deadly objectives. In short, when
one meets a werebeast in hybrid form,
one should prepare to kill or be
killed - the beast most certainly will.
Indeed, the hybrid aspect seems to
be the form in which the lycanthrope
most often kills. By far the predominant
report of those who have survived an
attack by a lycanthrope is that the creature resembled man and beast, and was
thoroughly horrifying to look upon.
I have conferred with several sages
on this matter, and I have arrived upon
a few reasonable speculations as to
why the lycanthrope might prefer to
kill in hybrid aspect. Certainly the
man-beast is a more efficient killer, for
it enjoys the advantages of both
human and animal forms, as I have
already stated. Its claw and bite
attacks are more instinctive and,
thence, more accurate than the swing
of a sword, and it can employ multiple
attacks in the place of only one. The
inhuman creature also threatens its
adversaries with a fell disease, which is, or should be, fairly intimidating to
even the most courageous hero.
Meanwhile, the hybrid aspect has
fingers and an opposable thumb,
which are necessary for opening doors,
jimmying locked windows, climbing
trees and roofs, and wielding a weapon
if it proves to be the most effective
means to the creature's ends.
In spite of all these legitimate
arguments for preferring the hybrid
form, though, I think that the real
reason lies below the surface. I have
the chilling belief - not a certainty,
quite, but close - that the beasts prefer
this form because of the terrible fear it
strikes into the hearts of their prey
before they die. The beasts might
relish this terror out of some unholy,
sadistic joy, or perhaps they, like cats
that play with mice before eating them,
enjoy or even crave the taste of fear
itself. Whatever the reason, I must
return to my previous warning before
proceeding: When you meet the hybrid
werebeast, prepare for battle.
The DM can generate more fear
in the PCs by withholding their
interaction with the hybrid form
until the climactic battle. Whether
the creature dramatically transforms before their eyes or leaps out
of the shadows in all its terrifying
glory, for optimum horror save this
aspect's role for last.
Animal Form
I do not believe it is practical to seek
to identify a lycanthrope in the
company of natural animals. If the
creature differs in size or coloring from
its natural counterparts, readily
recognizing it is not beyond the scope
of observant hunters, and most
werebeasts realize this, including the
infected ones, who are little more than
beasts when the curse overcomes
them. Conversely, if the lycanthrope is
not readily discernable from its natural
cousins, then a hunting party might be forced to kill entire populations of
natural animals in order to ferret out
the monster among them; this is
plainly unacceptable, as any ranger or
druid will angrily point out.
If the lycanthrope is pathologic, it is
possible that the monster could lose so
much of its conscious identity that it
might actually believe it is a wolf or
bear or badger while occupying that
particular form. These poor creatures,
who may be wholly ignorant of their
ailment while they suffer from it, can
be easy targets for those who hunt
them. Any hunter with the ability to
magically speak with, befriend, or control animals may quickly learn through
any number of approaches which
beast is the monster. However, I hasten
to add that most infected lycanthropes
retain enough consciousness to understand that they are not natural animals,
so it is highly unlikely that the hunters
will euerfind a werebeast lounging
carelessly among its distant relatives,
heedless of discovery.
Knowing that the werebeast can and
does take the form of an animal still
has its advantages, though. Werebeasts commonly surround themselves
with their natural counterparts and
take that form while they do so.
Hence, any ranger or druid who can
track a animal can also lead a hunting
party to the trail of a lycanthrope. That
is often as good as place to begin the
search as any.
Human Form
Ironically, this lycanthropic aspect is
by far the most dangerous.
Recognizing the true nature of a
werebeast in human (or demihuman)
form is frequently accomplished in
hindsight, too late. Survivors of a close
encounter with a werebeast sometimes
observe that they should have noticed
the elongated forefingers or the
abnormally hairy eyebrows before, and
the common failure to do so leads all
too often to bloody mayhem, as well as the spread of a cursed affliction and
unbridled evil.
The hybrid form may be the more
efficient killer and the animal form
may move faster, but the human form
is the beast among us; it is privy to our
plans, a wolf in sheep's clothing, and
as capable of killing in this aspect as
any. Anyone, be they strange or familiar,
friendly or hostile, may suddenly
change to a terrifying monster before
your unsuspecting eyes, or worse,
when you are not even looking.
As the physical signs of lycanthropy
are always there, visible to those with
foresight as keen as their hindsight, an
objective search for these features may
prove invaluable. Certain features of
the animal breed - the beady eyes of
the wererat, the feral grin of the
werewolf, the piggish nose of the
wereboar, and so on - are inescapable
to the human form. If the hunting party
knows the phenotype of the
lycanthrope, body traits can do much
to eliminate some suspects and indict
others. Even so, I hasten to add that
these features are often subtle in the
extreme, and no one can be blamed
for missing them even when actively
looking for them.
Perhaps the most important key to
recognizing a lycanthrope in human
form is to return to the first rule of the
hunt and determine whether the creature is born or fallen to its condition.
True lycanthropes tend to formulate
evil agendas, while infected ones live
in ignorance or shame of their other
selves. The former takes the human
aspect as a disguise, while the latter
simply remains human until some circumstance beyond control sweeps him
or her into a nightmare world where
nightmares are reality. The reasons for
occupying the human form are diverse, and therefore the means of identifying the two types are different.
True Lycanthropes: Born a monster,
the hereditary werebeast's awareness
of its identity and actions in any form
enables it to use its mutability to deadly advantage. These creatures are
more likely to spot the hunting party
oefore it spots them. A true
.ycanthrope in human form engages in
psychological warfare. Therefore, the
hunting party must respond in kind.
If the true lycanthrope is aware of its
enemies, the clever hunting party can
turn this vulnerability to its own
advantage. An alert hunting party
should pay attention to people aroun them and note who Is perhaps
unreasonably interested in helping or
hindering them. Watch fur casual onlookers who turn up wherever the
party goes. and most especially
beware of people who offer a "sure
way to kill a werebeast". They may be
sincere or they may be agents of the
monster, if not the beast itself.
The lycanthrope's shapechanging
ability results in a preponderance of
scenarios involving identification as
a primary factor in the hunt, and
many players expect this. The DM
must, therefore, seek ways to
muddy the trail without destroying it
altogether. Van Richten suggests a
number of methods by which the
werebeast may be recognized, but
the DM can easily use these tests to
confuse the PCs or send them
toward a secondary goal. For
example, what if a young man were
to leave town in search of his
fortunes, become infected with
lycanthropy, return home covertly,
and begin to kilt the members of his
true family, even though nobody
knows he is back? Or what if an
unidentified true tycanthrope
managed to convince the PCs that
the werebeast in question was an
infected one by killing off a family.
one by one, in order to implicate
one of its members?
If the lycanthrope has no idea of
its bestial nature, there still may be
some other NPC who knows the
truth and becomes involved in the
scenario for any number of reasons.
He or she may be protecting the
creature (out of love or evil plans),
or the NPC may be using the
monster to distract or occupy the
PCs while other plans work
themselves out. In other words, the
lycanthrope doesn't even have to be
the arch-adversary in the adventure.
Pathologic Lycanthropes: These
poor fools are often completely
unaware that they become monsters
when conditions are right (or should I say wrong!) Others have made the
painful connection between the blood
they find on their hands when they
awaken and "last's night murder by an
animal of some kind": these sorry
creatures are torn between the shock
of committing actions over which they
have absolutely no control and the
consequences of a crime of which they
have no memory. In either case, the
afflicted werecreciture generally lives in
effective denial of its bestial nature
and, in all likelihood, lives its human
life as if it has no other.
If the affected person has no
knowledge of his or her acts, a hunting
party cannot depend upon suspicious
behavior to identify the monster.
Neither the werebeast itself nor any
associate is likely to play any form of
"cat arid mouse". In fact. I know of a
few infected lycanthropes who have
noticed the subtle emergence of telltale
physical traits of lycanthropy (a
narrowing of the nose, excessive facial
and body hair. etc.) considered them
a cosmetic nuisance resulting from
growing older, and took steps to hide
them without ever realizing that they
were protecting their inner beast from
the outside world. In short, werebeasts
who are ignorant of their bestial nature
may be even better at hiding their
identities than true lycanthropes.
I'm afraid that the most efficient way
to identify an Infected lycanthrope is
also the most tragic: by drawing a
connection between the guilty party
and its circle of murdered loved ones.
If a predator targets prey who are all
members of a single family or social
group, the odds are good that the
hunter is a lycanthrope and a member
of that same circle. Unfortunately, this
kind of identification depends on the
beast establishing a pattern of victims,
which means that a number of
innocents must meet their deaths
before the pattern is established.
Tracks
Unless the werebeast you hunt
possesses the capability of flight, it is
unlikely that the monster can help but
leave a trail (and even avians must
land sometime). After all, how does a
wolf pass without a trace as it lopes
through the forest with the rest of its
pack?
The rules of tracking werebeasts are
much the same as those for hunting
natural animals. Here are a few
pointers for those who do not enjoy the
company of rangers or druids:
Naturally, you must find some tracks
before you can follow them. There
are always some particular places in
the woods where tracks are much
easier to see than in others. Once the
trail of a lycanthrope is undeniably
identified, it can be traced through
some of the most adverse conditions
if the tracker's eye is keen and heart
is patient.
Study the track at length, get to know
it. Many hunters discover, too late,
that they lost one set of tracks and
picked up another. Suddenly, they
closed in upon a beast that was only
a beast while the monster they sought
came upon them from behind...
One druid suggested that hunters
sketch the footprints they wish to
follow. Doing so does not necessarily
provide an incriminating picture of the
track, but it does force the drawer to
make note of many nuances that
might otherwise go unnoticed.
If possible, it is best to track the
beast either early or late in the day. Even the trail of the largest
lycanthrope may be shallow, and
shadows cast by the sun will help
the hunter find it.
Take note of all signs of the
creature's passing, not just its
tracks. Broken twigs, bent branches
and grass, even displaced pebbles
can tell the alert tracker that the
prey has been here, as well as
which way the creature is heading.
if the hunter is lucky, tracking a
lycanthrope can be easier than
tracking a natural beast. Since the
size of the lycanthrope is often larger
than that of a natural animal, so are
its footprints. I myself have once
successfully followed a trail of bear
tracks virtually twice as long, wide,
and deep as those of a grizzly (which
did not result in a feeling of victory,
believe me!) Unfortunately, most
werebeasts' footprints are not nearly
as dramatic as this, and some are not
distinct from the natural animal's
footprints at all, but those skilled in
the arts of tracking still provide an
invaluable service to the hunting
party. Following such a lead may not
always reward the hunters, it can still
provide a fresh start when more
esoteric trails have gone cold, and it
can at least tell you where the
monster has been.
As an aside, I would think that even
a novice woodsman could recognize
the footprint of a werebeast in hybrid
aspect. Typically, such a mark is
possessed of the padlike "toes" of the
animal form, but the print is longer and
narrower, in the manner of human feet.
These tracks are most often found on
and near sites of death.
Gory Leavings
Sadly, a lycanthrope may be tracked
by more than its footprints. The beast
leaves carnage in its wake, and such
brutal evidence of its passing as would
render a mad butcher sick to his
stomach, in the company of its natural fellows or alone, the werebeast
abandons a corpse terrible to behold.
And more horrible yet is it to search
that disfigured mess for some clue that
may lead to the murderer!
Even so, examination of the werebeast's
victim is important for two reasons: First, he or she may reveal
something important from his or her
possessions, position in death, state of
decay, or any number of other things.
Second, many other creatures (natural
or monstrous) may leave a body in
shreds upon the road. The conscientious lycanthrope hunter must be sure
of exactly what caused the fatal wounds
or risk tracking the wrong killer.
The bite marks of a lycanthrope are
wider and deeper than those of natural
beasts, and I also have observed a certain viciousriess in the making of the
wounds, as if were not enough to
simply bring down the victim and then
eat of it. Agony and terror are often
quite visible in both the eyes and the
crimson, gaping rips of a werebeast's
kill; it is not a sight that can be objectively described, but you will definitely
know it when you see it, and I apologize in advance for insisting upon it.
When the hunt is just beginning,
or when the dues have run dry, the
PCs can always pick up the trail in
the woods. DMs can use the werebeast's trail either to lead the PCs to
their next important encounter or to
false ends. True lycanthropes might
even play games with PCs, leading
them on a wild and lethal goose
chase.
To track a werebeast, a PC should
have the tracking proficiency.
However, if no one in the adventuring
party has it, the DM can still leave
telltale footprints that provide bridges
to the next encounter; the PCs
simply won't be able to follow them
for long. Be sure to consult Table 39
in the PHB for tracking modifiers.
Discovering the body of a lycanthrope's victim is definite cause for a
horror check, with ascending modifiers proportionate to the extent of
the mauling and the length of time
before the body is discovered.
However, the victim can be a convenient source of some important
clue as to the monster's identity or
whereabouts.
For example, the lycanthrope may
have worn a chain that did not fall
away when it assumed animal form,
and the victim could pull it free as he
was murdered. Or perhaps the victim
carried some map or letter on his
person which the animalistic lycanthrope left behind, soaked in blood.
Of course, diabolical werebeasts
(and the DMs who run them) might
plant false clues upon the bodies of
victims, too.
Identifying the evidence of a lycanthropic attack on a corpse can be
considered a function of the animal
handling, animal lore, healing, or
hunting proficiencies. If the check is
successful and a lycanthrope's involvement is indicated, it may be assumed that the PC had to conduct a
very unappealing probe of the body,
with horror checks are appropriate.
The Lair
Uncovering the lair of the beast
certainly advances the identification
process (especially if the monster is at
home), but it also may provide some
crucial insight into the beast's
strengths and weaknesses. The best
way to approach this den of death
depends upon whether you seek a
town or a wilderness lair, and I shall
briefly address those two issues here.
Note that I speak of the abode of a
true iycanthrope in either case, since
infected werebeasts do not normally
maintain a lair as such.
Town Lairs
In the case of the town lair, finding the
residence of a werebeast is mostly a
matter of confirming the hunter's suspicions. When the search is narrowed to a
short list of suspects, it's a good idea to
penetrate the living quarters of those
people and look for evidence. I am riot
suggesting that the intrepid hunter find
a way to break into the home of anyone
who was not accounted for the last time
the lycanthrope made an appearance.
When criminal activity is justified by the
virtue of its intent, then the line between
good and evil is lost and we quickly find
ourselves hard in the company of those
we despise. Rather, I am suggesting that
the hunter enter into a, shall we say,
diplomatic form of pursuit.
Pose as a delivery clerk, drop by
unexpectedly for tea, even boorishly
invite yourself into the suspect's home
under the pretense of using the facilities, but find some way to insinuate
yourself into the suspect's quarters, if
only to take a quick look around. It's
not necessary to find the meat larder in
order to confirm your hunch. If you
have reason to believe that someone is
a werebeast, then a simple scan of their
living room can condemn them. Do not
look for overt signs of violence and
cannibalism, but for subtler clues that
fit into the puzzle you have already
been piecing together. Observe the suspect's taste in decoration, for example.
A dark and disturbing painting often reflects a similarly disposed character. Or
seek objects lying about that link the
person to the scene of a crime, like a
possession of the deceased. I once
identified a wererat when I coincidentally observed a shiny brooch on its
coffee table that had belonged to a
friend of mine, recently murdered.
Wilderness Lairs
My discussion of the wilderness lair
assumes that the hunting party has
already found it - whether they have
followed a set of tracks to the
monster's doorstep, convinced a
natural animal of the beast's
phenotype to lead them there, or
bungled it be sheer luck.
Discovering the residence of the
beast is a step in the process of both
identifying the beast and learning a bit
about it. If you are lucky, you may find
some insight into the monster's habits,
and maybe a record of what the
lycanthrope knows about you. But best
of all, a hunting party that locates the
lair of a werebeast has just located the
ideal place to set a trap!
When the place in question is located, first search it for all its entrances and exits and all its hidden
nooks and crannies. Then learn what
you can about the beast's domestic
habits-where it sleeps, stores its food,
hides if necessary, and so on. Finally,
design a trap that will blend into the
surroundings, avoiding the disturbance of so much as a pebble if possible.
Don't forget that you yourself leave a
scent wherever you go, which most
werebeasts can detect as easily as a
shark smells blood in the water. (Most
druids and rangers are highly adept
circumventing these problems - I highly recommend engaging the services of one of these folk before attempting to infiltrate a wilderness lair.)
Remember, true lycanthropes are as
cunning as they are lethal; suspicion is
second nature to them, especially if
they know they are being hunted.
Beware the sudden arrival of the
werebeast while you inspect its
domicile. Such forays are necessarily
clandestine, especially when one seeks
to prevent the monster from detecting
the intrusion, so bringing along a
complement of warriors for protection
is impractical. If you are caught, know
well that no fury can match that of the
beast whose "safe haven" has been
compromised.
A great way to turn a simple
hack-'n'-slash adventure into a detective mystery is to very subtly
wave clues of the lycanthrope's
identity under the PCs' noses.
Introduce objects or sounds or
smells that readily blend into innocent backgrounds and then challenge the PCs by linking them to the
murders, later on in the adventure.
Sometimes the tiniest clue is the
key that breaks the mystery wide
open, and the werebeast's lair is the
ideal place to plant it.
If and when the PCs discover the
lair of a lycanthrope, particularly the
wilderness location, the DM should
pay close attention to how carefully
they approach and search the area.
Most animals can easily tell if their
lair has beeri compromised, without
even entering it, and the best-laid
plans may be wasted by one PC
footprint.
Always give the PCs a chance to
find every secret door in the lair, but
seek ingenious ways to keep them
from turning the creature's home
into a death trap; this is the
monster's home turf, after all, and
should not be easily used against it.
Multiply Monsters
Most of the creatures of darkness I have studied are more solitary than
the lycanthrope, and more careful
about multiplying their numbers.
Vampires, for example, are careful not
to create another of their kind with
each feeding, if for no other reason
than to assure that the general blood
supply is not depleted. Liches consider
the existence of even one other of their
kind to be an affront. On the other
hand, werebeasts, in their native
savagery, are not nearly so concerned
with their own numbers. Indeed, some
of them actively seek to infect as
many people as they can in the hope
that they may command entire legions
of murderous creatures. I have heard a
tale of an entire city of lycanthropes
which grew in leaps and bounds as its
army, organized under a king who was
himself the lycanthropic trigger, spread
across the lands, killing and devouring
every living being in its path.
Hunting parties who are attempting
to learn the identity and type of a
lycanthrope should consider the
possibility that they are hunting any
number of monsters. An intelligent
pack of werebeasts may confound the
most astute and scientific of hunters. I can say from personal experience that
there is no shock as sickening as that
which comes from learning you are
surrounded when you believed that
you were hot on the trail of a single
monster!
Witnessing the Transfiguration
Perhaps the surest way to identify an
infected lycanthrope is to catch it in
the act of transforming. The secret to
this is in learning what triggers the
change, which comes from careful
observation of objects and conditions
that are repeatedly associated with the
monster. Perhaps a pattern of killings
emerges in conjunction with a time of
day, or the lycanthrope's victims are
repeatedly found in a patch of wild
flowers. Discovering what triggers the
change of an infected lycanthrope
without actually witnessing the agent
at work is but a slim possibility, but
any prospect is worth considering.
If the catalyst is something that the
hunters can manipulate, so much the
better. However, be prepared for a singularly negative reaction if your hunch
is right and your trigger device is effective. The hunter who forces a werebeast to change form becomes both a
witness and an enemy with a deadly
power over the monster; nothing short
of murder will satisfy the lycanthrope's
fear and indignation. Also be warned
that some of these creatures can fight
the change, if only for short periods of
time, averting suspicion and removing
any advantage of knowledge that the
hunter may have enjoyed.
Stalking the Werebeast
The hunter of werebeasts faces a
moral dilemma: If the monster suffers from a disease that was thrust upon it
through a bite or scratch, then its
condition is, first, not its own fault and,
second, most possibly curable. What is
the lycanthrope hunter's responsibility
in this case? Should he or she slay the
beast outright, and thereby prevent
any further attacks by the creature? Or
should he attempt to entrap the beast
and effect a cure, even though such
action may leave the door open for
further destruction?
There is no simple answer. Certainly,
if a victim is willing to undergo a cure,
then every effort must be made to
assist that person. If the victim is unwilling, however, destruction of the beast
may be the hunter's only recourse.
Trapping the Beast
Whether the lycanthrope is born to its
condition or acquires it, trapping the
creature should be the ultimate goal of
the hunting party. Unless the monster
has special abilities, it cannot take
gaseous form like a vampire or
teleport away like a lich. As long as
the bonds of a trap are strong enough,
the captured beast may remain
captured. This procedure is particularly
recommended if the werebeast is a
cursed one that may be cured. The
method of trapping depends largely, of
course, upon the form of the creature,
and various parties might lay a snare
for any one of the three aspects.
If the hunting party seeks to trap the
animal form, it should probably mimic
the traditional methods of trapping natural animals. I might recommend this
approach if the monster in question has
shown a definite predilection for its animalistic side. When such is the case,
the creature tends to practice the habits
of its normal cousins. These include
following regularly traveled paths, frequenting a dependable source of prey,
revisiting favored watering holes, and
practicing predictable defensive patterns. Sometimes the hunters may find
a commonly used path and then simply
A hunting party of good alignment
should seek to cure an infected lycanthrope rather than kill it. This creates
a challenging and exciting adventure
while it demands more roleplaymg
from everyone, including the DM. It is
sweet irony that the ideal resolution to
a scenario involving one of the most
violent of monsters is to avoid the
common "hack-'n'-slash" remedy by
which many adventures end.
Seeking a cure to lycanthropy can
extend an adventure that otherwise
might have come to an end with
simple defeat of a monster. One of the
best things about infected werebeasts
is that they can be saved from evil
and regain their peaceful existence,
with the help of intelligent and heroic
PCs. Some quick adventure hooks for
this scenario are: an NPC werebeast
who holds a strongly rumored key to
the PCs' escape from Ravenloft; a
time limit before the beast must kill an
innocent or die himself; one of the PCs
is infected, and the adventurers learn
(perhaps from the Vistani) that the
only way to cure the PC is to first cure
the werebeast that infected him and
then kill the true monster that began
the chain of contagion. The DM is encouraged to think of a hook that affects the PCs personally or one that
affects the overall story of the campaign (any recurring villains or quests
to tie into the adventure?).
PCs who seek only to wipe out the
menace are arguably committing an
evil act, regardless of the victim's
alignment, and thus are subject to a
powers check. At the very least, the
DM can impose an experience-point
penalty for such irresponsible behavior.
It's a good idea to introduce an NPC
priest or other character early in the
adventure who will warn the PCs that
killing monsters is not as simple as following a trail of blood and executing
whatever is found at the end of it. That
way, there can be no excuses for PCs
who hack first and ask questions later.
lie in waiting for their prey to come by.
Other times the hunters must discern
freshly tracks and then follow, remaining upwind and approaching the beast
in utmost silence. In either case, patience always wins the day. You may be
right about the path, but wrong about
the time or day, or you may find the
pack and be forced to approach it
through dead leaves.
Snares are a tricky thing with
lycanthropes. The hunter cannot
depend upon limited intelligence and
so it is unreasonable to expect the
creature to simply step into a noose or
fall into a pit. I recommend stalking the
monster as if it were an animal, but
snaring it as if it were a (very
powerful) human. Magical traps are
better if they can be deployed in such
a way that will not alert the prey to
your presence. The werebeast's senses
are keen, and whispering half spell
may be the last thing you ever do.
The psychological factor also comes
into play here, and it may be
necessary to create a feint of some
kind, to distract the monster while it
blunders into a real trap. I cannot
provide any useful, specific
suggestions for accomplishing this;
there are too many factors to consider.
The best advice is, once again, to first
understand the mind of the beast and
then use that knowledge to trap it.
Those who would trap the monster
while in its human form may eliminate the need to crawl through the forest. If
you are certain of your target as it
moves incognito through the streets of
a city, then you may perhaps lure the
monster into a trap. This is more tricky
than it sounds, though; the lycanthrope
is most lucid in this form, and even if it
is not aware of the PCs, it is instinctively
suspicious and not easily fooled.
Of course, those who plot to trap
the lycanthrope in its hybrid form must
be doing so as part of a battle plan,
but it is wise to plan the entrapment of
a werebeast as if you expect it to be in
the hybrid aspect. The monster is quite
likely to assume that form as soon as
the trap is sprung. This leads me to a
final piece of advice for those who
would snare the beast.
The hunters should strive to control
the place where they will confront the
werebeast. If they can do so, they can
booby-trap the entire area against
escape, then hope to force or flush the
monster into one of several snares.
This is rarely a simple task, but it
provides the best chance to save an
infected werebeast or to interrogate
one born to its condition.
Especially if the PCs are intent
upon trapping a live werebeast, the
determination of the perfect spot for
an ambush can provide the better
part of an adventure. Here, the PCs
first seek to learn the identity and
habits of the lycanthrope, and then
engineer the best possible trap zone
and snare, magical or otherwise.
Luring an intelligent creature into a
trap inspires much more complex
scheming than simply cornering
and killing it.
Making the Kill
When destruction becomes the only
alternative, and I know well that it
does, then the processes described
above should still be adhered to,
except in this case it would lead
expressly to a lethal trap. The hunting
party should use whatever means at its
disposal to incapacitate the creature
before putting it to death. This is much
preferred to meeting the werebeast in
open combat, for it may pass on its
disease and escape or even leave a
person infected after it dies. Like the
animal it essentially is, the lycanthrope
is most ferocious when cornered,
capable of surprising feats and deadly
blows even in its death throes.
If it is the hunter's intention to kill
the creature, then I would suggest first
learning the lycanthrope's chemical susceptibility (discussed in Chapter
Two). Then set the trap with innumerable blades or points, generously
coated with the substance. Finally, find
a way to flush the quarry into that trap
and let the poison do its work. The
hunters should coat their weapons with
the toxin as well, but I strongly urge
them not to meet the beast in combat!
They may accomplish their goal in
battle, only to give rise to yet another
curse and the necessity of destroying
yet another hapless creature.
When the deed is done, invite a
priest to consecrate the remains
according to the dictates of his
teachings and then cremate the body
as soon as possible - immediately if
you can. While werebeasts are not
known for regeneration or rising as
undead, they do harbor disease, after
all, and it is proper and necessary to
eliminate the possibility of its
spreading in any way, shape, or form.
Charlatans
Hunting a werebeast is a difficult task,
one which many would rather leave to
someone more skilled (or foolhardy)
than themselves. To the good folk
seeking such assistance, I offer this
caution: beware of charlatans. There
are many who tout themselves as
werehunters, self-styled "professionals"
who claim to be skilled in the arts of
detecting and destroying lycanthropes.
These individuals travel throughout the
land, hiring out their services to
villages that believe (often falsely) that
they suffer from a werebeast's attacks.
Few of these so-called professionals
actually know what they're doing. In
fact, virtually all the hunters I've encountered are scurrilous rogues. They
charge exorbitant rates and leave town
as soon as the money is pocketed.
The hoax perpetrated by such
scoundrels is often simple. They visit a
settlement, preferably an isolated one,
and publicly claim to have found
evidence of a lycanthrope in the vicinity. They frighten their victims with
pseudoscientific babble about the
"atmosphere of pestilence" and other
intangible horrors. Some charlatans
manufacture the so-called "proof by
savagely slaying some farm animals
before approaching the village. Then
they can appear, claim they are
"following the spoor of an itinerant
terror", and offer to eradicate the
scourge (for a fee, of course). I know
of cases where the charlatans doctored
animal remains by adding bits of
shredded clothing and human bones to
heighten the villagers' terror.
Creating the appearance of a successful hunt is easy. The "intrepid
hunters" sally forth into the wilderness
for several days. Then they return,
looking exhausted and wounded
(thanks to quantities of mud and
animal blood rubbed into their clothes
and skin), claiming to have destroyed
the beast. The more brazen hunters
proudly present the hacked corpse of
an unfortunate animal, claiming it's the
werebeast in question. (Trusting, of
course, to the ignorance of the villagers, who may not know that slain lycanthropes revert to their human form.)
The satisfied villagers bolster the charlatans' reputation, making it easy to
repeat the ruse in a nearby locale.
While individuals like these provide
no value for the money they receive, at
least they do little enough damage.
Unfortunately, other hunters take this
fraud much further. The ruse begins as
described above; a savaged corpse is found (usually an animal). But instead
of claiming that the werebeast at fault
resides in the wilderness, the
charlatans declare that the culprit is an
infected lycanthrope - and probably
one of the villagers.
After a period of "research", for
which the hunters are compensated,
they name the "ravening beast".
This is usually a social outcast, a
villager isolated by appearance,
language, or eccentric behavior. By
selecting a person already considered
odd or not of the norm, the hunters
can readily persuade the townsfolk to
accept their supposition. To add further
horror, sometimes the person identified
as the fycanthrope will also accept the
hunters' claim and beg for assistance
in finding a cure.
Thus, the hunters can begin the
process of "curing" the lycanthrope.
Such cures have two things in
common: they are impressive and
flashy ceremonies, playing to all the
base beliefs and misconceptions of the
townsfolk; and they are very expensive.
Most charlatans claim success, which is
a simple matter given that no lycanthropy existed. Unfortunately, some evil
few who claim failure have found this
an easy excuse to commit murder.
Charlatans represent all manner
of adventure hooks. For example, if
murder is the villain's goal, the PCs
must prevent it. Perhaps the PCs
stumble across a less diabolical
ruse, attempt to reveal it, and then a
real lycanthrope enters the scene. Or
the player characters discover that a
member of a so-called "hunting
party" is in fact a werebeast himself,
unbeknownst to his companions.
Last Thoughts
A true hunter always has as much
respect for the prey as he has for
himself. This is as true for those who
track werebeasts as it is for those who
hunt deer and birds. It is not only a
matter of understanding that the
lycanthrope can kill at least as easily
as it can be killed, it is more
importantly a matter of recognizing the
creature as a living thing instead of an
object simply to be destroyed, it has
drives and fears and a desire to live!
When one understands the heart and
mind of the beast, one becomes more
attuned to it. When one knows what
motivates the prey, one may anticipate
its reactions. When the hunter puts himself in the place of his quarry, he
comprehends what he would do if he
were the hunted (as he may well be!).
That is the difference between hunting and murder. In the end, that is the
sole distinction between a man who
contains a beast within and another
who becomes the beast without.
The werebeast is a fell opponent -
intelligent, cunning, and fearfully lethal
in combat. Detecting its presence, locating it, and then hunting it down is a
singular undertaking. Too often the task
easily claims the lives of hunters, or
curses them with the dread affliction,
which is certainly worse than death.
Yet the task of hunting down and
destroying the werebeast is an important one. Lycanthropy is a pernicious,
insidious infection in the body of its
victim and the body of society as well.
It is a plague upon both the individual
and the societal soul, for it erodes our
ability to embrace our own neighbors
for fear that they may not be what we
think they are. Pitiable they may be,
yet still they must be condemned.
As I draw to the close of this
treatise, I must admit that studying the
lycanthrope has been most disturbing,
For all my condemnation of these
monsters, I must pause a moment and
reflect upon the reality of the beast
within me. The werebeast kills because
killing is what it instinctively does. It
has no agenda, no point to prove, no
hatred to vent. On the other side, I have no need to kill at all, instinctively
or otherwise, yet I have pursued that
objective with righteous tenacity. We
are both predators, yet who is the
more monstrous?
I must conclude that my agenda to
destroy all creatures of darkness, my
point to prove that they are indeed vulnerable in some way or another, and
my utter hatred of all things evil renders
my deadly intent a tragic necessity -
and I am therefore no monster at all.
Let the werebeast look well to its
hunting skills; I shall show it who is the
superior predator!