Adventure Design: Curing NPC Madness
Posted: Tue Jan 01, 2019 1:29 pm
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:
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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.
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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.