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<blockquote data-quote="Voadam" data-source="post: 8748644" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/368061/Terror-at-Wulfs-Head-5e?affiliate_id=17596" target="_blank">Terror at Wulf's Head (5e)</a></p><p>5e</p><p><strong>Fromund Gudason:</strong> Feasting in Valhalla, Frømund Gudason is ready to return to the world of the living to defend his burial mound. He is not a cruel man, but any who disturb his rest and that of his huscarls face his full wrath. As there is no legitimate reason to open his tomb mound, he views any trespassers as foes.</p><p><strong>Wight Huscarl:</strong> A humanoid slain by Fromund Gudason's life drain] attack rises at the next moonrise as a huscarl (wight) under Frømund Gudason’s command unless the body is destroyed.</p><p><strong>Undead:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton, Andovan Warrior:</strong> If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. </p><p><strong>Wight, Andovan Warrior:</strong> If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. (Terror at Wulf's Head (5e))</p><p><strong>Wight:</strong> If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. They attempt to summit the hill, moving slowly and methodically. Every hour, 1d6 skeletons led by a wight reach the top and attack. The army below is numberless, and even the best-laid plans can delay the arrival of another band of undead only by an hour. All who survive to see the dawn are blessed with immunity to poison damage and the poisoned condition until the moon makes a complete cycle. Those who fall to the onslaught rise as wights an hour later.</p><p><strong>Wraith:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 8748644, member: 2209"] [URL=https://www.drivethrurpg.com/product/368061/Terror-at-Wulfs-Head-5e?affiliate_id=17596]Terror at Wulf's Head (5e)[/URL] 5e [b]Fromund Gudason:[/b] Feasting in Valhalla, Frømund Gudason is ready to return to the world of the living to defend his burial mound. He is not a cruel man, but any who disturb his rest and that of his huscarls face his full wrath. As there is no legitimate reason to open his tomb mound, he views any trespassers as foes. [b]Wight Huscarl:[/b] A humanoid slain by Fromund Gudason's life drain] attack rises at the next moonrise as a huscarl (wight) under Frømund Gudason’s command unless the body is destroyed. [b]Undead:[/b] ? [b]Ghost:[/b] ? [b]Skeleton, Andovan Warrior:[/b] If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. [b]Wight, Andovan Warrior:[/b] If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. (Terror at Wulf's Head (5e)) [b]Wight:[/b] If any character camps upon Giant’s Hall and stays the entire night from sunset to sunrise, even if unintentionally, they fulfill the requirements and trigger the third power of the Hall. Just after sunset, the clanking of metal armor and the soft whisper-tread of bare feet are heard approaching from all directions. An army of Andøvan warriors, buried eons ago in the Forest of Knives, besieges Giant’s Hall. They attempt to summit the hill, moving slowly and methodically. Every hour, 1d6 skeletons led by a wight reach the top and attack. The army below is numberless, and even the best-laid plans can delay the arrival of another band of undead only by an hour. All who survive to see the dawn are blessed with immunity to poison damage and the poisoned condition until the moon makes a complete cycle. Those who fall to the onslaught rise as wights an hour later. [b]Wraith:[/b] ? [/QUOTE]
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