Odrun Fell world illustration - Fantasy theme
Fantasy

Odrun Fell

F
FriendsAndFables

A city built in a fallen god-weapon, where guilds rule, delvers vanish, and every choice echoes through tunnels of chitin, ash, and ambition. Welcome to Odrun Fell, a Friends and Fables adventure!


Author's Note: Welcome to Odrun Fell, a Friends and Fables adventure into a world carved from myth and bone, where a shattered god-weapon's remains fuel a city of ambition, ritual, and ruin. From the lacquered towers of the Sprigs to the ichor-slick markets of the Barrows, every breath in this living graveyard is measured in trade, loyalty, and danger. Here, delvers vanish into the greatclub tunnels, masked beasts drift through haunted groves, and the softest words can carry more weight than any blade. The guilds squabble for dominance, adventurers bleed for coin or cause, and the club itself waits beneath it all like a buried truth. This game is a journey into beauty and rot, into candlelit politics and chitin-armored survival. Whether you walk with Cudgel steel, Promissory blades, or Barley-bred spiders on your shoulder, your choices will echo through the halls of power and the bones of the world. Odrun Fell is a city of many doors, how will you play in this adventure? Thank you for playing Friends and Fables!
Played1972 times
Cloned43 times
Created
20 days ago
Last Updated
Yesterday
VisibilityPublic
Wyrmlatch Skulk
CR 0.5Small Monstrosity
Wyrmlatch Skulk
HP Range13 - 13 (Avg: 13)
AC13
XP100

Description

Wyrmlatch Skulks are spectral scavengers of the deeper Greatclub tunnels, known for their stealth and cunning. They trail adventurers, waiting for the perfect moment to strike, often overwhelming their prey with coordinated attacks before vanishing into the shadows.

Details
SizeSmall
TypeMonstrosity
CR0.5
XP100
LanguagesNone
Defenses
Armor Class13
HP Range13 - 13 (Avg: 13)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Piercing Talons

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Turn Invisible

The Skulk becomes invisible until it attacks, is hit, or uses an action to end it. While invisible, it emits faint environmental clues that require DC 15 Perception to detect.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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