Two more wolves slump over at the end of Quoren's spell as Guthric tears into the dire wolf's jugular vein, leaving just the one standard wolf. Outnumbered and left standing alone, the wolf decided to turn tail and run, bounding over the snow.
[The wolf is still within ranged attacks, so you could make some of those if you like. Otherwise, combat is over, and I'll assign XP after everyone confirms that they don't want to fight the last wolf.]
Guthric sheathes his axe and lays his shield in the snow beside the dire wolf. Kneeling beside the fallen alpha, he buries his face in the wolf's fur and traces a few lines across his face with its blood, "You were a worthy leader and fierce enemy. Your pack will see no harm from us. If they will it, I will carry your mantle and lead them in your memory." (Animal Handling: 17) Guthric turns to the three enchanted wolves slumbering to the side and pulls food and water from his supplies and sits with them, gently stroking their fur until they wake up.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
At the cold touch of the metal prank of the warforged on his cheek, Wilfred opens his eyes. "Where... Oh my... Thanks Warforged. It's the second time today that I'm being saved by you all... might have to reconsider that whole bravery thing, if I end up in trouble all the time."
As he moves, he winces at the deep gashes in his forearm and his side, where the second direqolf got him. His age must have been affecting him more than he thought, if he wasn't fast enough to dodge these wolves...
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Once reaching the camp, Captain Gubb would come up with a plan of attack to knock out the orc camp. During the execution, three things become apparent. First, the orcs are being led by a drow wizard (whose name is missing from my notes, for some reason). This drow has been using the orbs to maintain contact with the orcs and track their movements. Second, the pale blue humanoids are ice genasi, a fusion of air and water genasi that were artificially created. They appear in sets of two that are mirrored in appearance, indicating that their bodies were originally one air and one water genasi that were forced together in a magic ritual to create a more powerful soldier. Each set has one particular flaw, generally in one of their senses. To overcome this, they are linked to the orbs similar to the drow, and can see through the eyes of the orcs around them. Third, there is an eidolon bound to the drow. Duhzub, the long deceased orcish general, has been brought back to life and given a statue he can possess; however, his life force is bound to the drow, which means that when the drow dies, he goes back across the veil.
The battle was really just a win or lose sort of thing. For the Light's victory, it would be revealed that there were similar encampments further north that were gathering for something large--likely an invasion, of course. In the Dark's victory, the party goes from warfare to survival, as they attempt to weather the northern climate and get back to an allied base.
Completion of this chapter would "unlock" the Elemental Tempest Genasi race. Elemental Tempest Genasi are naturally occurring versions of the Fusion Genasi that appear in this chapter, covering Ice (Water and Air), Magma (Earth and Fire), Smoke (Fire and Air), and Plant (Water and Earth) Genasi.
As the wolf bites at his armor, Xerlax laughs and brings down his hammer on the wolf’s (4) head.
Attack 5
Damage 10
Venture will yell at the dire wolf, “Here, kitty kitty!”, attempting to distract it from its attacks by casting Vicious Mockery on it.
WIS save DC13 or take 4 paychic damage and disadvantage on the next attack roll it makes before the end of its next turn.
Quavari will continue slicing into the dire wolf
Attack: 9 Damage: 6
Attack: 23 Damage: 5
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Wolf 1: DEAD
Wolves 2-5: Unconscious
Wolves 6: Unharmed
Dire Wolf: DEAD
Two more wolves slump over at the end of Quoren's spell as Guthric tears into the dire wolf's jugular vein, leaving just the one standard wolf. Outnumbered and left standing alone, the wolf decided to turn tail and run, bounding over the snow.
[The wolf is still within ranged attacks, so you could make some of those if you like. Otherwise, combat is over, and I'll assign XP after everyone confirms that they don't want to fight the last wolf.]
(Were the other wolves just asleep?)
Guthric sheathes his axe and lays his shield in the snow beside the dire wolf. Kneeling beside the fallen alpha, he buries his face in the wolf's fur and traces a few lines across his face with its blood, "You were a worthy leader and fierce enemy. Your pack will see no harm from us. If they will it, I will carry your mantle and lead them in your memory." (Animal Handling: 17) Guthric turns to the three enchanted wolves slumbering to the side and pulls food and water from his supplies and sits with them, gently stroking their fur until they wake up.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
OoC: Do I make Death saves out of combat?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Quavari will let the wolves go and prop up Wilfred against a tree or something and try to give him some basic field dressing to keep him stable
Medicine check: 10
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Are you down? As a paladin, I can stable you.
OOC: I think I'm ok, Qavari propped me up.
At the cold touch of the metal prank of the warforged on his cheek, Wilfred opens his eyes. "Where... Oh my... Thanks Warforged. It's the second time today that I'm being saved by you all... might have to reconsider that whole bravery thing, if I end up in trouble all the time."
As he moves, he winces at the deep gashes in his forearm and his side, where the second direqolf got him. His age must have been affecting him more than he thought, if he wasn't fast enough to dodge these wolves...
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
FINALE POST - SEE NEWS THREAD FOR DETAILS
Once reaching the camp, Captain Gubb would come up with a plan of attack to knock out the orc camp. During the execution, three things become apparent. First, the orcs are being led by a drow wizard (whose name is missing from my notes, for some reason). This drow has been using the orbs to maintain contact with the orcs and track their movements. Second, the pale blue humanoids are ice genasi, a fusion of air and water genasi that were artificially created. They appear in sets of two that are mirrored in appearance, indicating that their bodies were originally one air and one water genasi that were forced together in a magic ritual to create a more powerful soldier. Each set has one particular flaw, generally in one of their senses. To overcome this, they are linked to the orbs similar to the drow, and can see through the eyes of the orcs around them. Third, there is an eidolon bound to the drow. Duhzub, the long deceased orcish general, has been brought back to life and given a statue he can possess; however, his life force is bound to the drow, which means that when the drow dies, he goes back across the veil.
The battle was really just a win or lose sort of thing. For the Light's victory, it would be revealed that there were similar encampments further north that were gathering for something large--likely an invasion, of course. In the Dark's victory, the party goes from warfare to survival, as they attempt to weather the northern climate and get back to an allied base.
Completion of this chapter would "unlock" the Elemental Tempest Genasi race. Elemental Tempest Genasi are naturally occurring versions of the Fusion Genasi that appear in this chapter, covering Ice (Water and Air), Magma (Earth and Fire), Smoke (Fire and Air), and Plant (Water and Earth) Genasi.