Vandrol looks at Orsik,
”But of course, my giant friend. Return with Braddock upon completion of your task and a writ of permission shall be waiting for you as well. Accept the healing potions with the Silver Flame’s blessing; use them upon yourself or your brave allies here.”
”Now that you’ve accepted the commission, you must ready yourselves for travel. Our information says that a nomadic village of shifters stays within the southern edge of the King’s Forest, near the town of Zilspar. This information is at least a few weeks old so the exact location of this village is unknown. The tribe is said to range many miles, and there are numerous sites that have been used by them. A trade route, maintained by House Orien, will lead you to Zilspar. From there head north and a few miles into the forest, you should start seeing signs of this village. Mounts can be found at one of House Orien’s outposts in Tavick’s Landing. Once the threat from the King’s Forest is ended, return here with your findings. Go now with our blessings. May the Silver Flame light your way!”. That said, Vandrol clasps forearms with you and your allies (a little awkwardly with Rikka) and the door behind you opens, the door guards escort you out of the church. You and your allies make their way back towards the Tower’s Shard.
GM: | Go ahead and make any final purchases. | |
The following morning, everyone meets in Tavick’s Landing and you go through the process of renting mounts and then head out for Zilspar and the King’s Forest lie directly east of Sharn and the Dagger River. It takes about four - uneventful - days on horseback to travel to Zilspar.
GM: | Eberron Wiki says 284 miles to Zilspar from Sharn. | |
Upon arriving in Zilspar, you drop the horses off at an Orien outpost. After discrete inquiries, you proceed to find lodging for the night. So as to not attract any unwanted attention, it is decided that you will continue on foot.
[sblock=Streetwise DC 16 (trained only)]Talking quietly with one of the stable boys you hear rumors of creatures attacking travelers and even bandits attacking guarded caravans. The boys’ own uncle was cut down last month.
[sblock=Streetwise DC 23+]You are able to figure out that the stable boys’ uncle was attacked during the last full moon.[/sblock][/sblock]
You wake-up refreshed and ready to make your trek to the King’s Forest. You set out again, your travels are uneventful and another day sees you at the southern-most edge of the King’s Forest. Rikka quickly finds a game trail leading into the forest and you enter the forest; the sky vanishing behind the thick canopy of dense foliage above you, only allowing small amounts of light to filter through. Warily you continue.
Before long you pick up a scent of smoke and ahead you hear the clash of arms and the howling of wolves among the cries of the wounded. You race ahead, weapons drawn and enter a clearing next to a river. You have found a village, whether it’s the one you’re looking for or not, you are not sure. Figures rush around wielding clubs, swords, even large hammers. Scared villagers run, only to be taken down from behind by giant wolves and
werewolves! A large brutish–looking man covered with wounds bursts from a partially burning hut and his shape begins to blur, shifting into a wereboar! Over the ringing of blades you hear,
”Narona, you she-bitch, I’m coming for you!” then the wereboar charges a woman in dark leathers.
”Come then, Totoruan, come meet your doom you pig! It’s been long overdue!” then she shifts into her wolf-form and the two werebeasts clash and begin to fight in earnest.
Village Attack: Round 1
[sblock=Map]
Trees: blocking terrain
Rocks: blocking terrain; 4-feet tall
Water: 5-feet deep; difficult terrain
Camp fire (L9, AA10, AH9): hindering terrain: any creature entering the square occupying the camp fire takes 3 fire damage.
Tents & Huts: 8-feet tall; blocking terrain; provides total cover if hiding behind
I1:L4: not on fire
J11:K12: fully inflamed
N7:O8: partially on fire
V3:Y7: partially on fire
X11:Y12: partially on fire
AB7:AC8: partially on fire
AF11:AG12: partially on fire
AJ7:AK8: fully inflamed
Any creature that starts its turn adjacent to a fully inflamed hut takes 5 fire damage. If nothing is done to prevent the fires from spreading, the fire will continue to spread at the rate of one square every other round. It takes a standard action to stop the flames and a standard
AND a minor to put out one square. Any attempts to put out the fires must be made while adjacent to the inflamed hut.
[/sblock]
[sblock=Combatants]
Narona, Werewolf Leader: 108/108 HP; AC 20; Fort 20; Ref 19; Will 18; MBA: Morningstar: +12 vs. AC; 1d10+4 damage; MBA: Bite: +12 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts
Moon Frenzy;
Blood Rage: Narona deals an extra 4 damage against bloodied targets;
Skirmish: If Narona moves at least 3 squares from her starting point, she deals +1d8 extra damage on her next melee attack until the start of her next turn; Regeneration 5 (unless damaged by a silver weapon);
Aggression Aura: aura 2; any ally that starts its turn within the aura gains a +2 to its next attack this turn.
Narona (O4):
108/108 HP; Status:
[sblock=Picture]
[/sblock]
Werewolf: 88/88 HP; AC 19; Fort 19; Ref 18; Will 17; MBA: Greatclub: +10 vs. AC; 2d4+4 damage; MBA: Bite: +10 vs. AC; 1d6+4 damage, and the target takes ongoing 5 damage (save ends) and contracts
Moon Frenzy;
Blood Rage: A werewolf deals an extra 4 damage against bloodied targets;
Skirmish: If a werewolf moves at least 3 squares from its starting point, it deals +1d6 extra damage on its next melee attack until the start of its next turn;
Regeneration 5 (unless damaged by a silver weapon)
Werewolf 1 (O2):
88/88; Status:
Werewolf 2 (S5):
88/88; Status:
Werewolf 3 (Ai6):
88/88; Status:
[sblock=Picture]
[/sblock]
Dire Wolf: 67/67 HP; AC 19; Fort 18; Ref 17; Will 17; MBA: Bite: +10 vs. AC; 1d8+4 damage or 2d8+4 against a prone target;
Combat Advantage: The dire wolf gains combat advantage against a target that has one or more of the dire wolf’s allies adjacent to it. If the dire wolf has combat advantage against the target and hits it, the target is also knocked prone.
Dire Wolf 1 (AD10:AE11):
67/67; Status:
Dire Wolf 2 (D13:E14):
67/67; Status:
Dire Wolf 3 (AL6:AM7):
67/67; Status:
Dire Wolf 4 (J9:K10):
67/67; Status:
[sblock=Picture]
[/sblock]
Totoruan, Wereboar Leader: 106/106 HP; AC 20; Fort 19; Ref 16; Will 17; MBA: Maul: +11 vs. AC; 2d6+6 damage, and slide the target 1 square, and Totoruan shifts into the vacated square; MBA: Gore: +11 vs. AC; 1d8+6 damage and ongoing 5 damage (save ends) and the target contracts
Moontusk Fever;
Battle Lord Tactics: When flanking, Totoruan and its ally deal an extra 1d6 damage against an enemy currently flanked;
Battle Talent: Totoruan can score a critical hit on a 19-20;
Inspiring Assault: Whenever Totoruan scores a critical hit, he and any ally within 5 squares regains 4 hit points;
Bloodied Resilience: When Totoruan is bloodied, he gains a +2 to all defenses and his gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage;
Regeneration 5 (unless damaged by a silver weapon)
Totoruan, Wereboar (O3):
53/106; Status:
BLOODIED
[sblock=Picture]
[/sblock]
Wereboar: 61/61 HP; AC 18; Fort 18; Ref 16; Will 16; MBA: Mace: +9 vs. AC; 1d6+4 damage; MBA: Gore: +9 vs. AC; 1d8+4 damage and ongoing 5 damage (save ends) and the target contracts
Moontusk Fever;
Regeneration:
Death Strike: the wereboar makes a gore or a melee attack when it is reduced to 0 hit points;
Bloodied Resilience: While the wereboar is bloodied, it gains a +2 to all defenses and its gore attack deals ongoing 10 damage (save ends) instead of ongoing 5 damage;
Regeneration 5 (unless damaged by a silver weapon)
Wereboar 1 (AM8):
30/color]/61; Status: BLOODIED
Wereboar 2 (AD12): 30/color]/61; Status: BLOODIED
[sblock=Picture] [/sblock]
Longtooth Shifter Villager: 1/1 HP; a miss never damages a minion; AC 19; Fort 17; Ref 17; Will 16; MBA: Longsword: +10 vs. AC; 1d8+1 damage; RBA: Longbow: Range 20/40; +10 vs. AC; 1d8+3 damage; Longtooth Shifting: minor: the longtooth shifter gains a +2 bonus to damage rolls until the end of its next turn.
Longtooth Shifter Villager 1 (AJ6): 1/1; Status:
Longtooth Shifter Villager 2 (AE7): 1/1; Status:
Longtooth Shifter Villager 3 (T5): 1/1; Status:
Longtooth Shifter Villager 4 (i8): 1/1; Status:
Longtooth Shifter Villager 5 (L10): 1/1; Status:
[sblock=Picture] [/sblock]
Braddock (R17): 52/52 hp; HS 11/11; AP 1; Dwarven Resilience; Status:
Quan (Q15): 37 /37; HS 7/7; AP 1; Second Wind; Elven Accuracy; Status:
Orsik (Q16): 53/53 hp; HS 10/10; AP 1 ; Second Wind; Stone’s Endurance ; Rune of Mending [1] ,[2]; Status:
Muzdum (R16): 62/62; HS 12/12; AP 1 ; Dwarven Resilience ; Status:
Rikka (R14): 50/50 hp; HS 8/8; AP 1; Second Wind; Elven Accuracy ; Status:[/sblock]