werewolf hero
after the elf pack, i thought of adding in a werewolf hero...maybe the players pick him up in the elf quests somewhere along the way. not sure if i like the idea, but here's what i'm toying with just for fun.
the werewolf hero starts a quest as a human with relatively low to moderate attack and defense. say maybe elf attack level or a touch less and maybe has significant restrictions on weapons so he is relatively weak whenever in human form. upon the heroes first kill (or maybe after a set number of kills) he rolls a dice to see the phase of the moon. if it rolls a skull he turns into a werewolf. the werewolf hero no longer has weapons or armor but is notably stronger. say like 6 attack dice or so and decent defense, with a set movement of up to 8 or 9 squares. the hero will have this higher strength for the rest of the quest and stay in werewolf form unless maybe dispelled by a wizard (if the group really doesnt like the idea of the werewolf lasting the remainder of the quest). here's the catch. the werewolf hero has to have his hunger satisfied frequently. say he has to personally kill a monster before x amount of turns go by (not sure how many yet). if he does not satisfy his hunger, he will turn on the closest person (whether it is monster or hero and attack it). now the heroes can flee it and if they roll high dice rolls can run away (to which the werewolf will then pursue the closest thing on the board). if the werewolf kills a hero, his hunger is satisfied and he regains some semblance of sanity (still staying in werewolf form though) and the counter resets for him to kill another monster before he again goes insane with hunger and turns on the nearest monster or hero. this might spice up the party drama, and add a little nervousness as they dont want to get killed, but also dont want to kill off their party mate which takes him out of the campaign. it also makes the drama of having to find monsters and make sure the werewolf gets the kill in even if the barbarian could likely finish it off. not sure my thoughts on it, but could be fun for bit. any thoughts?
the werewolf hero starts a quest as a human with relatively low to moderate attack and defense. say maybe elf attack level or a touch less and maybe has significant restrictions on weapons so he is relatively weak whenever in human form. upon the heroes first kill (or maybe after a set number of kills) he rolls a dice to see the phase of the moon. if it rolls a skull he turns into a werewolf. the werewolf hero no longer has weapons or armor but is notably stronger. say like 6 attack dice or so and decent defense, with a set movement of up to 8 or 9 squares. the hero will have this higher strength for the rest of the quest and stay in werewolf form unless maybe dispelled by a wizard (if the group really doesnt like the idea of the werewolf lasting the remainder of the quest). here's the catch. the werewolf hero has to have his hunger satisfied frequently. say he has to personally kill a monster before x amount of turns go by (not sure how many yet). if he does not satisfy his hunger, he will turn on the closest person (whether it is monster or hero and attack it). now the heroes can flee it and if they roll high dice rolls can run away (to which the werewolf will then pursue the closest thing on the board). if the werewolf kills a hero, his hunger is satisfied and he regains some semblance of sanity (still staying in werewolf form though) and the counter resets for him to kill another monster before he again goes insane with hunger and turns on the nearest monster or hero. this might spice up the party drama, and add a little nervousness as they dont want to get killed, but also dont want to kill off their party mate which takes him out of the campaign. it also makes the drama of having to find monsters and make sure the werewolf gets the kill in even if the barbarian could likely finish it off. not sure my thoughts on it, but could be fun for bit. any thoughts?