Adventure Design: Curing NPC Madness
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Adventure Design: Curing NPC Madness
One of the goals of my party is the cure of an NPC paladin friend who was struck mad by a symbol of insanity created by Ebonbane. I've just realized that I have a possible cure for him in one of my old Dominia writeups.
Anyone who has failed a Madness check cannot have the Innocence trait, but as continually helpless people, Lost Ones and others like them have some metaphysical similarities to Innocence that may come into play with certain spells and abilities. I created a bogeyman focused on this kind of faux-innocence that seeks out the mentally ill:
+++++++++++++++++++++++++
The Gentleman appears to be a tall, thin man dressed in a stark white lab coat with black buttons. His skin is pale with a sickly violet hue, and his mouth is distorted into a constant rictus-like grin. He says nothing, but oozes over-sincere politeness and propriety with every gesture. He floats just above the ground as he pursues his prey with a syringe and scalpel.
The Gentleman
Medium Fey (Bogeyman)
Hit Dice: 6d6 (26 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 deflection) 20 w/ Full Defense
Base Attack/Grapple: +3/+2
Attack: --
Full Attack: --
Space/Reach: 5 ft./5 ft.
Special Attacks: Summon Hounds, Hush, Fellows, Operate
Special Qualities: Surface Levitation, Bogeyman Vulnerabilities, Eyes of Madness, Linguist, See in Darkness, Taint of Evil
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 9, Dex 15, Con 11, Int 18, Wis 16, Cha 13
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Lawful Evil
Advancement: 7-12 HD (Medium)
Level Adjustment: --
Combat
The Gentleman's preferred method of attack is simple: he selects a quarry and uses a combination of Hush and Fellows (see below) to turn the quarry against his own allies, make him appear dangerous to passersby, and otherwise isolate him from any help. When the target is sufficiently alone, the Gentleman summons the hounds to hunt down and immobilize the target, and then operates. If attacked, the Gentleman does not counterattack but uses full defense to minimize injury. Only after the hounds have rendered his quarry helpless will he draw his syringe and scalpel and go to work.
Summon Hounds: One per night, the Gentleman can summon 1d4 Gentleman's Hounds (see below). These creatures serve their master for 2d6 minutes before disappearing.
Fellows (Su): if a subject fails a Will save (DC 14), 2d4 phantasmal figments of the Gentleman appear, scattered randomly within the subject's line of sight. With a successful ranged touch attack, the Gentleman can assign one of these Fellows to another existing humanoid being as a glamer, changing the creature's appearance as a disguise self spell.
Hush (Su): Creatures within a 60' radius of the Gentleman must make a Will save (DC 14) every round or be rendered mute until they leave the affected area.
Operate (Su): As a full-round action, the Gentleman can extract an internal organ from a pinned or otherwise helpless foe. Through a mystical process, this extraction also removes the subject's madness, leaving him cured at a terrible cost. The exact nature depends upon the organ removed, which depends upon the type of madness:
* Lunatic or Unstable (Liver): the subject is robbed of warmth and emotion. Replace the feat in question with the Cold One feat, and the subject suffers an embarrassing curse.
* Moon Madness (Gallbladder): the subject no longer suffers from Moon Madness, but suffers an embarrassing curse.
* Minor Madness (Spleen): the subject heals all ability damage due to madness, loses the madness effect, but suffers a frustrating curse.
* Moderate Madness (Pancreas): the subject heals all ability damage due to madness, loses the madness effect, but suffers a troublesome curse.
* Major Madness (Kidney): the subject heals all ability damage due to madness, loses the madness effect, but suffers a dangerous curse.
* Lost One (Heart): the subject regains all mental abilities, loses the Lost One status, but suffers a lethal curse.
The operation leaves a sutured incision that heals with a lasting scar. Despite the subject's clear experience of having the organ ripped out, subsequent investigation (Heal check DC 18 or similar) will reveal that the organ underneath is intact and functioning fine. Anyone who has such a scar is able to see the Gentleman and his hounds. The scar and curse disappear if the subject ever receives a Heal or similar effect.
If disarmed of his scalpel or syringe, the Gentleman is unable to operate.
Surface Levitation: the Gentleman does not fly, but glides over any flat surface without touching it. He never leaves tracks, applies weight, or makes noise.
Bogeymen Vulnerabilities (Ex): the Gentleman cannot harm those protected by bless spells or the relevant protection and magic circle spells. He takes 2d4 points of damage from holy water and can be turned by clerics and paladins of good deities as an undead.
Eyes of Madness (Su): the Gentleman can only be seen by the mad, including those suffering from a Madness effect, Moon Madness, or with the Lunatic feat.
Linguist (Ex): the Gentleman is mute, but can understand any language spoken in any community where stories about him are told.
See in Darkness (Ex): the Gentleman can see in darkness as clearly as a human in daylight.
Taint of Evil (Su): mental contact with the Gentleman provokes a Madness save.
+++++++++++++++++++++++++++++++
The goal with this bogeyman was to allow a character to become playable again in a creepy atmospheric sort of way, without making it too easy to circumvent the game effects.
However, using it in this way in my current campaign presents some issues:
1) The mad character is an NPC, so the typical procedure as above (i.e. isolate him from his friends) is going to lead to most of the action happening offscreen, which will be anticlimactic for the PC's.
2) The PC's aren't going to realize that their friend will be cured by getting his liver/heart cut out, so they will be fighting tooth and nail to stop it. This means I need to design the adventure in such a way that they "win by losing."
3) As the character in question is an NPC, I am less concerned about him becoming "playable," but I want the party to have enough closure that they stop trying to get him cured. This means I need a Dangerous or Lethal curse that is still a general improvement on his previous state.
Anyone who has failed a Madness check cannot have the Innocence trait, but as continually helpless people, Lost Ones and others like them have some metaphysical similarities to Innocence that may come into play with certain spells and abilities. I created a bogeyman focused on this kind of faux-innocence that seeks out the mentally ill:
+++++++++++++++++++++++++
The Gentleman appears to be a tall, thin man dressed in a stark white lab coat with black buttons. His skin is pale with a sickly violet hue, and his mouth is distorted into a constant rictus-like grin. He says nothing, but oozes over-sincere politeness and propriety with every gesture. He floats just above the ground as he pursues his prey with a syringe and scalpel.
The Gentleman
Medium Fey (Bogeyman)
Hit Dice: 6d6 (26 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 16 (+2 Dex, +4 deflection) 20 w/ Full Defense
Base Attack/Grapple: +3/+2
Attack: --
Full Attack: --
Space/Reach: 5 ft./5 ft.
Special Attacks: Summon Hounds, Hush, Fellows, Operate
Special Qualities: Surface Levitation, Bogeyman Vulnerabilities, Eyes of Madness, Linguist, See in Darkness, Taint of Evil
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 9, Dex 15, Con 11, Int 18, Wis 16, Cha 13
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Lawful Evil
Advancement: 7-12 HD (Medium)
Level Adjustment: --
Combat
The Gentleman's preferred method of attack is simple: he selects a quarry and uses a combination of Hush and Fellows (see below) to turn the quarry against his own allies, make him appear dangerous to passersby, and otherwise isolate him from any help. When the target is sufficiently alone, the Gentleman summons the hounds to hunt down and immobilize the target, and then operates. If attacked, the Gentleman does not counterattack but uses full defense to minimize injury. Only after the hounds have rendered his quarry helpless will he draw his syringe and scalpel and go to work.
Summon Hounds: One per night, the Gentleman can summon 1d4 Gentleman's Hounds (see below). These creatures serve their master for 2d6 minutes before disappearing.
Fellows (Su): if a subject fails a Will save (DC 14), 2d4 phantasmal figments of the Gentleman appear, scattered randomly within the subject's line of sight. With a successful ranged touch attack, the Gentleman can assign one of these Fellows to another existing humanoid being as a glamer, changing the creature's appearance as a disguise self spell.
Hush (Su): Creatures within a 60' radius of the Gentleman must make a Will save (DC 14) every round or be rendered mute until they leave the affected area.
Operate (Su): As a full-round action, the Gentleman can extract an internal organ from a pinned or otherwise helpless foe. Through a mystical process, this extraction also removes the subject's madness, leaving him cured at a terrible cost. The exact nature depends upon the organ removed, which depends upon the type of madness:
* Lunatic or Unstable (Liver): the subject is robbed of warmth and emotion. Replace the feat in question with the Cold One feat, and the subject suffers an embarrassing curse.
* Moon Madness (Gallbladder): the subject no longer suffers from Moon Madness, but suffers an embarrassing curse.
* Minor Madness (Spleen): the subject heals all ability damage due to madness, loses the madness effect, but suffers a frustrating curse.
* Moderate Madness (Pancreas): the subject heals all ability damage due to madness, loses the madness effect, but suffers a troublesome curse.
* Major Madness (Kidney): the subject heals all ability damage due to madness, loses the madness effect, but suffers a dangerous curse.
* Lost One (Heart): the subject regains all mental abilities, loses the Lost One status, but suffers a lethal curse.
The operation leaves a sutured incision that heals with a lasting scar. Despite the subject's clear experience of having the organ ripped out, subsequent investigation (Heal check DC 18 or similar) will reveal that the organ underneath is intact and functioning fine. Anyone who has such a scar is able to see the Gentleman and his hounds. The scar and curse disappear if the subject ever receives a Heal or similar effect.
If disarmed of his scalpel or syringe, the Gentleman is unable to operate.
Surface Levitation: the Gentleman does not fly, but glides over any flat surface without touching it. He never leaves tracks, applies weight, or makes noise.
Bogeymen Vulnerabilities (Ex): the Gentleman cannot harm those protected by bless spells or the relevant protection and magic circle spells. He takes 2d4 points of damage from holy water and can be turned by clerics and paladins of good deities as an undead.
Eyes of Madness (Su): the Gentleman can only be seen by the mad, including those suffering from a Madness effect, Moon Madness, or with the Lunatic feat.
Linguist (Ex): the Gentleman is mute, but can understand any language spoken in any community where stories about him are told.
See in Darkness (Ex): the Gentleman can see in darkness as clearly as a human in daylight.
Taint of Evil (Su): mental contact with the Gentleman provokes a Madness save.
+++++++++++++++++++++++++++++++
The goal with this bogeyman was to allow a character to become playable again in a creepy atmospheric sort of way, without making it too easy to circumvent the game effects.
However, using it in this way in my current campaign presents some issues:
1) The mad character is an NPC, so the typical procedure as above (i.e. isolate him from his friends) is going to lead to most of the action happening offscreen, which will be anticlimactic for the PC's.
2) The PC's aren't going to realize that their friend will be cured by getting his liver/heart cut out, so they will be fighting tooth and nail to stop it. This means I need to design the adventure in such a way that they "win by losing."
3) As the character in question is an NPC, I am less concerned about him becoming "playable," but I want the party to have enough closure that they stop trying to get him cured. This means I need a Dangerous or Lethal curse that is still a general improvement on his previous state.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Adventure Design: Curing NPC Madness
The Gentleman's Hounds appear as humanoids wrapped in bandages with open straitjackets. Despite the apparent impossibility of running on all fours in this condition, they are as fast as wolves and are never tangled by their flapping clothing.
Gentleman's Hound
Medium Fey (Bogeyman)
Hit Dice: 4d6+8 (25 hp)
Initiative: +6
Speed: 50 ft.
Armor Class: 17 (+2 Dex, +5 armor)
Base Attack/Grapple: +2/+6
Attack: Slam +7 (1d4+5)
Full Attack: Slam +7 (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Trip
Special Qualities: Scent, Bogeymen Vulnerabilities, Eyes of Madness, Taint of Evil
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 20, Dex 14, Con 14, Int 6, Wis 6, Cha 2
Skills: Hide +9, Listen +5, Move Silently +9, Spot +5, Survival +7*
Feats: Track, Improved Initiative
Environment: Any
Organization: Pack (3-9)
Challenge Rating: 5
Treasure: None
Alignment: Lawful Evil
Advancement: 5-12 HD (Medium)
Level Adjustment: --
Combat
Improved Grab (Ex)
To use this ability, the Hound must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Eyes of Madness (Su): To the sane, Hounds appear to be normal dogs or wolves, whichever is more appropriate to the situation. Their true forms can only be seen by the mad, including those suffering from a Madness effect, Mood Madness, or with the Lunatic feat. A Hound's true form is revealed after it is slain.
Skills
*Hounds have a +4 racial bonus on Survival checks when tracking by scent.
If the corpse of a Gentlemen's Hound is stripped, it reveals only a mass of maggots and filth that disappears in 1d4 rounds, but the bandages and straitjackets are valuable. The bandages act as a potion of Cure Light Wounds for any wound they are wrapped around, and can be used up to three times before their magic is depleted. The straitjackets are as strong as fine steel, and with a few alterations can serve as armor (elven chain or mithril shirt).
Gentleman's Hound
Medium Fey (Bogeyman)
Hit Dice: 4d6+8 (25 hp)
Initiative: +6
Speed: 50 ft.
Armor Class: 17 (+2 Dex, +5 armor)
Base Attack/Grapple: +2/+6
Attack: Slam +7 (1d4+5)
Full Attack: Slam +7 (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Trip
Special Qualities: Scent, Bogeymen Vulnerabilities, Eyes of Madness, Taint of Evil
Saves: Fort +2, Ref +7, Will +8
Abilities: Str 20, Dex 14, Con 14, Int 6, Wis 6, Cha 2
Skills: Hide +9, Listen +5, Move Silently +9, Spot +5, Survival +7*
Feats: Track, Improved Initiative
Environment: Any
Organization: Pack (3-9)
Challenge Rating: 5
Treasure: None
Alignment: Lawful Evil
Advancement: 5-12 HD (Medium)
Level Adjustment: --
Combat
Improved Grab (Ex)
To use this ability, the Hound must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Eyes of Madness (Su): To the sane, Hounds appear to be normal dogs or wolves, whichever is more appropriate to the situation. Their true forms can only be seen by the mad, including those suffering from a Madness effect, Mood Madness, or with the Lunatic feat. A Hound's true form is revealed after it is slain.
Skills
*Hounds have a +4 racial bonus on Survival checks when tracking by scent.
If the corpse of a Gentlemen's Hound is stripped, it reveals only a mass of maggots and filth that disappears in 1d4 rounds, but the bandages and straitjackets are valuable. The bandages act as a potion of Cure Light Wounds for any wound they are wrapped around, and can be used up to three times before their magic is depleted. The straitjackets are as strong as fine steel, and with a few alterations can serve as armor (elven chain or mithril shirt).
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Adventure Design: Curing NPC Madness
So, any suggestions for livable lethal curses? Lycanthropy? Arrow magnet?
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
Re: Adventure Design: Curing NPC Madness
Assuming you mean the heart removal curse - the subject can't die. But their 'immortality' has a catch - as they have no heart (the whole centre of the life force thing) they can't heal wounds either.DeepShadow of FoS wrote:So, any suggestions for livable lethal curses? Lycanthropy? Arrow magnet?
So their body gradually accumulates damage from day to day activities. A cut from shaving never heals (no blood however as there is no pump), a stubbed toe from kicking a door stays stubbed, and being stabbed by a spear leaves a bloodless hole. And if they it 0 HP, they stay alive and conscious even if some wolves decide to snack on the body.
Magic healing may have minimal effectiveness (say 1 hp) or none at all depending on what you want. But eventually they will be desperate to get thier heart back as they gradually turn into a mess of scars and broken bones.
Someone sent me a postcard picture of the earth. On the back they had written, "Wish you were here."
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Adventure Design: Curing NPC Madness
I like it. I'll add it to the list. But FWIW, note that they aren't actually missing a heart:DustBunny wrote:Assuming you mean the heart removal curse - the subject can't die. But their 'immortality' has a catch - as they have no heart (the whole centre of the life force thing) they can't heal wounds either.
I was really just thinking that the curses are pretty close to random.Despite the subject's clear experience of having the organ ripped out, subsequent investigation (Heal check DC 18 or similar) will reveal that the organ underneath is intact and functioning fine.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
Re: Adventure Design: Curing NPC Madness
Ah, my bad. Just say that he took their spiritual heart essence or something.DeepShadow of FoS wrote:Despite the subject's clear experience of having the organ ripped out, subsequent investigation (Heal check DC 18 or similar) will reveal that the organ underneath is intact and functioning fine.
But working on the same organ association - The 'removal' or the heart results in total removal of _all_ emotion. Not like Mr Spock but _everything_.
No fear, no passion, no anger, no drive - nothing. The person pretty much becomes a robot (though still self aware, not a mindless golem) - simply performing whatever actions that they decide on.
This can be very very bad for a Paladin - with no empathy, compassion, love or guilt they could not carry out their tasks as a paladin. They may not even get spells anymore as faith would become a mechanical ritual with no fervor or desire. They could reguarly go on death quests because they lack fear/caution and simply decide to perform the mission.
As with the terminator in T2 - "I have to remain operational long enough to complete my mission. After that, it doesn't matter'
Someone sent me a postcard picture of the earth. On the back they had written, "Wish you were here."
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Adventure Design: Curing NPC Madness
I can see that. I suppose I could base the curse on the ancient beliefs about these organs: the heart is the seat of passion, the stomach the seat of fear, etc. The liver was the seat of life as per Prometheus, that's consistent with the cold one feat. The cold ones in 2e had lost their emotions as well, but that's not so much emphasized now that it's just a feat.DustBunny wrote:No fear, no passion, no anger, no drive - nothing. The person pretty much becomes a robot (though still self aware, not a mindless golem) - simply performing whatever actions that they decide on.
So for him, it would be either kidneys or heart, and a dangerous or lethal curse. Don't get me wrong, losing your passion is terrible, but I would not consider it a lethal curse. It's just not on par with Montarri's headlessness, Horg's mishamel or even Van Richten's curse to see his loved ones die (actually a dangerous curse IIRC).
If he couldn't heal via magical means, that contradicts the option of having his curse healed via a Heal spell, getting rid of the scar. I like the idea of only healing through magical means, AND they roll all 1's on CLW and the like. That's at least a dangerous curse. I would not add the immortality angle, though; this is just a curse, not a mixed blessing like a powers check. So the wounds do in fact bleed. Matter of fact, I'll add that: all wounds bleed. Any wound from a piercing or slashing weapon gains the bleed effect, he loses 1hp/round until he gets magical healing. He's a paladin, so he can fix this part himself.
That sounds like a dangerous or lethal curse to me: can't heal by nonmagical means, all wounds continue to bleed, and he rolls all 1's on any curative magic.
That's set the bar, but I'd like more ideas if anyone has any. I'll also take any suggestions on what curses would correspond to the gallbladder, spleen and pancreas.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Adventure Design: Curing NPC Madness
Still working on this adventure design, I am considering saying that another NPC ally of the party summoned the gentleman in a misguided attempt at a cure. Either that, or it's just that the gentleman is in the area and they know about what he can do, so they take advantage of it.
Of course, this gives me more to think about regarding adventure design, and the creature in particular. If all he does is cure people through a harrowing experience, then there's really not much to be afraid of. Someone who knows what the gentleman actually does might just sit back and wait for him to do the job. That's no good.
Of course, this gives me more to think about regarding adventure design, and the creature in particular. If all he does is cure people through a harrowing experience, then there's really not much to be afraid of. Someone who knows what the gentleman actually does might just sit back and wait for him to do the job. That's no good.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
- DeepShadow of FoS
- Evil Genius

- Posts: 2923
- Joined: Mon Dec 22, 2003 1:43 pm
- Location: Heinfroth's Asylum
Re: Adventure Design: Curing NPC Madness
More brainstorming: the main PC in question is being recruited by Memento Mori in Maykle, and another PC is a member. This is the secret society that is 110% anti-mind control. This Maykle cell is not as extreme as other cells, but I don't think its out of the question that one of them would see madness inflicted by a symbol of insanity as the worst kind of mind control, such that they would consider extreme measures--such as summoning a bogeyman--to fight it.
This is the "misguided attempt at a cure" I mentioned in my previous post. A member of Memento Mori, having heard how to summon the Gentleman using a children's rhyme, spreads it to a few of the inmates at the Maykle asylum. Then he rouses the rest of Memento Mori to do damage control while the Gentleman is doing his collecting, and try to steer the bogeyman toward the NPC in question (a paladin named Thio).
The rhyme is the old one from Buffy, of course, for any of you who know that the Gentleman is a tribute to the villains of the episode "Hush":
Can't even shout, can't even cry
The Gentlemen are coming by
Looking in windows
Knocking on doors
They're gonna take seven
And they might take yours
Can't call to mom
Can't say a word
You're gonna die screaming
But you can't be heard
Of course, the meaning will have to change somewhat, because this Gentleman isn't killing people and collecting seven hearts, he's curing people of madness. We can say that the "seven" refers to seven organs, sure (such a shame we only have a list of six options, we could do with him gathering one of each), but the real problem of this adventure is that the party is set up to do damage control...but there's no clear damage to control. It's grisly work, but if they know what he's about, there's no reason to run and hide like the rhyme says. Just let him cut you open and be done with it.
So, why is it such a bad thing for the Gentleman to come to town, if you know the secret?
This is the "misguided attempt at a cure" I mentioned in my previous post. A member of Memento Mori, having heard how to summon the Gentleman using a children's rhyme, spreads it to a few of the inmates at the Maykle asylum. Then he rouses the rest of Memento Mori to do damage control while the Gentleman is doing his collecting, and try to steer the bogeyman toward the NPC in question (a paladin named Thio).
The rhyme is the old one from Buffy, of course, for any of you who know that the Gentleman is a tribute to the villains of the episode "Hush":
Can't even shout, can't even cry
The Gentlemen are coming by
Looking in windows
Knocking on doors
They're gonna take seven
And they might take yours
Can't call to mom
Can't say a word
You're gonna die screaming
But you can't be heard
Of course, the meaning will have to change somewhat, because this Gentleman isn't killing people and collecting seven hearts, he's curing people of madness. We can say that the "seven" refers to seven organs, sure (such a shame we only have a list of six options, we could do with him gathering one of each), but the real problem of this adventure is that the party is set up to do damage control...but there's no clear damage to control. It's grisly work, but if they know what he's about, there's no reason to run and hide like the rhyme says. Just let him cut you open and be done with it.
So, why is it such a bad thing for the Gentleman to come to town, if you know the secret?
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
Re: Adventure Design: Curing NPC Madness
Finally back 
Now let the wild rambling begin...
Take for example a shy shut in. Remove the insanity (depression) and they could swing to far the other way. Suddenly this person becomes a complete party monster, hugging and talking non stop. People are definetly going to look at him funny, and be very uncomfortable when he starts hugging, talking non stop and invading their personal space.
Another consider an old grand dam who is a strict tee totaller, strict manners and a neatness freak. Remove the 'insanity' (obsessive compulsive) and now this old lady is running around town, drunk as a skunk and swearing like a sailor. Pulling of the restraint has sent her to the far side until her mind can compensate.
Maybe a serial killer whos insanity has actually been holding them back by compelling them to do silly things (collect trophies, pose bodies, etc). Remove the insanity and they become an incredibly dangerous killer ala Hannibal Lecter.
And finally, what if they have been insane since birth - remove the insanity and now you have a 'blank slate' sitting and drooling in the street - personality wiped.
Plently of collateral damage if the Gentleman's definition of insane is a little 'fast and loose'
Now let the wild rambling begin...
Of the major organs you could include the lungs, the viscera (intestines), and stomach. In Egyptian mummification these were stored in canopic jars along with the liver as 'important organs'. Then it is rounded out to seven.DeepShadow of FoS wrote:We can say that the "seven" refers to seven organs, sure (such a shame we only have a list of six options, we could do with him gathering one of each)...
It depends on what you (or the Gentleman) calls 'insane'. Not the frothing at the mouth type insanity as decribed in the books, but more 'mild' insanity which makes up a persons personality.but the real problem of this adventure is that the party is set up to do damage control...but there's no clear damage to control.
Take for example a shy shut in. Remove the insanity (depression) and they could swing to far the other way. Suddenly this person becomes a complete party monster, hugging and talking non stop. People are definetly going to look at him funny, and be very uncomfortable when he starts hugging, talking non stop and invading their personal space.
Another consider an old grand dam who is a strict tee totaller, strict manners and a neatness freak. Remove the 'insanity' (obsessive compulsive) and now this old lady is running around town, drunk as a skunk and swearing like a sailor. Pulling of the restraint has sent her to the far side until her mind can compensate.
Maybe a serial killer whos insanity has actually been holding them back by compelling them to do silly things (collect trophies, pose bodies, etc). Remove the insanity and they become an incredibly dangerous killer ala Hannibal Lecter.
And finally, what if they have been insane since birth - remove the insanity and now you have a 'blank slate' sitting and drooling in the street - personality wiped.
Plently of collateral damage if the Gentleman's definition of insane is a little 'fast and loose'
Someone sent me a postcard picture of the earth. On the back they had written, "Wish you were here."
- DeepShadow of FoS
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Re: Adventure Design: Curing NPC Madness
Yeah, I'll have to pick one of these. Probably stomach. It just works too well to have him collect a full set of organs each time he shows up.DustBunny wrote:Of the major organs you could include the lungs, the viscera (intestines), and stomach. In Egyptian mummification these were stored in canopic jars along with the liver as 'important organs'. Then it is rounded out to seven.DeepShadow of FoS wrote:We can say that the "seven" refers to seven organs, sure (such a shame we only have a list of six options, we could do with him gathering one of each)...
Well, your examples are more about the variable definition of "cure." The cured version of depression is not mania, it's just general health. I guess based on what you are saying, it's just a temporary compensation while their brain adjusts?It depends on what you (or the Gentleman) calls 'insane'. Not the frothing at the mouth type insanity as decribed in the books, but more 'mild' insanity which makes up a persons personality.
That's a start, but I'd like more direct collateral damage. I'm seeing now that this is actually a problem with the character design--the other bogeymen wage a campaign of terror against children, culminating in mutilation or murder of the child. The Gentleman doesn't do that. His campaign culminates in replacing madness with curses.
Matter of fact, now that I think about it, he doesn't have a *campaign*. That may be what we need here: a series of events showing that he's about to arrive. Tormenting the target over hours or days with...what? Gaslighting?
There's a thought--what if the Gentleman drove people to madness before curing it?
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
Re: Adventure Design: Curing NPC Madness
My bad for being unclear. Normal treatment removes the insanity slowly and allows the mind to adjust during treatment, but suddenly yanking away a weight a person has had for years could be like someone who has been starved for days gorging themselves when they have food. For a time (until they stabilze) they overcompensate in the other direction as their 'normal' restraint has been removed.DeepShadow of FoS wrote:Well, your examples are more about the variable definition of "cure." The cured version of depression is not mania, it's just general health. I guess based on what you are saying, it's just a temporary compensation while their brain adjusts?
Hmm, what if he 'assessed' people minds before deciding if they needed to be cured? Testing their mental fortitude with bouts of insanity - wether induced directly to the mind or gaslighting - to see if they really needed a full 'intervention' or if they would correct it themselves and thus were not worth his time.There's a thought--what if the Gentleman drove people to madness before curing it?
Before he arrives for 'treatment' there are bouts of erratic and insane behaviour, maddening dreams, and social upheaval as he assess's the locals for those worthy of an intervention.
Someone sent me a postcard picture of the earth. On the back they had written, "Wish you were here."
- DeepShadow of FoS
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Re: Adventure Design: Curing NPC Madness
Okay, I've had a few months to let this percolate, and I actually think you have the right idea. Once again, I've been overcomplicating things by keeping to a rigid script. The basics here are that 1) the Gentleman is almost always deliberately summoned to cure someone's madness. 2) the line says "gonna take seven and they might take yours," so each time he appears, he takes seven organs, one from each victim.
So...who says all the victims are insane to start? It's a simple devil's bargain: people with an afflicted loved one summon the Gentleman to make their loved one sane, BUT, at the possible cost of the death/mutilation/madness of six other people, most of them perfectly sane. Some people who summon the Gentleman don't know of this cost, and others don't care.
This makes even more sense in light of the Gentleman being a bogeyman spawned by Dominia, a place that makes crazy people sane...and sane people crazy. Dominiani and staff would consider a 1/6 ratio inefficient, but practice makes perfect.
So that's the missing element here: not all the people the Gentleman picks are insane. The PC's will be summoning him in an asylum, so the odds are better, but there's still staff and others who live nearby who will be in danger.
So, in a series of nightly attacks, the Gentleman will take seven organs from seven different people. Let's see how that works....There's actually another PC who is half-Vistani, who could be the target for the first or the second night. The NPC paladin would not be targeted until Night 6 or 7. If the targets for the remaining nights are not always madmen, how do they get chosen? I don't want to just have it be random. There needs to be a criteria narrow enough so that not many qualify, but wide enough that PC's could figure out someone else who fits the bill and make a trade.
So...who says all the victims are insane to start? It's a simple devil's bargain: people with an afflicted loved one summon the Gentleman to make their loved one sane, BUT, at the possible cost of the death/mutilation/madness of six other people, most of them perfectly sane. Some people who summon the Gentleman don't know of this cost, and others don't care.
This makes even more sense in light of the Gentleman being a bogeyman spawned by Dominia, a place that makes crazy people sane...and sane people crazy. Dominiani and staff would consider a 1/6 ratio inefficient, but practice makes perfect.
So that's the missing element here: not all the people the Gentleman picks are insane. The PC's will be summoning him in an asylum, so the odds are better, but there's still staff and others who live nearby who will be in danger.
So, in a series of nightly attacks, the Gentleman will take seven organs from seven different people. Let's see how that works....There's actually another PC who is half-Vistani, who could be the target for the first or the second night. The NPC paladin would not be targeted until Night 6 or 7. If the targets for the remaining nights are not always madmen, how do they get chosen? I don't want to just have it be random. There needs to be a criteria narrow enough so that not many qualify, but wide enough that PC's could figure out someone else who fits the bill and make a trade.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
Re: Adventure Design: Curing NPC Madness
Organs are/have often been associated with certain physical and mental traits by many cultures. Perhaps the Gentleman picks the organs he harvests based on these qualities, and he targets someone who strongly exhibits these traits?
As an example, the liver has variously been associated with:
-the darkest emotions (specifically wrath, jealousy and greed) which drive men to action (Plato)
-the seat of anger, with the gallbladder counteracting this (Talmud)
-courage and strong feelings, or "their best" (Persian, Urdu, Hindi languages)
-the word for liver (isibindi) is the same as the word for courage (Zulu)
As an example, the liver has variously been associated with:
-the darkest emotions (specifically wrath, jealousy and greed) which drive men to action (Plato)
-the seat of anger, with the gallbladder counteracting this (Talmud)
-courage and strong feelings, or "their best" (Persian, Urdu, Hindi languages)
-the word for liver (isibindi) is the same as the word for courage (Zulu)
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Mistmaster
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Re: Adventure Design: Curing NPC Madness
In Italian language "avere fegato" literally "to have liver" means to have courage;

