The Fall of Wolfsoule world illustration - Fantasy theme
Fantasy

The Fall of Wolfsoule

P
Plainke

A vast, decaying winter world, where darkness, corruption, and evil lead to its eventual ruin.


Author's Note: This campaign is also incomplete but in a playable state. I'll be working on it nearly daily, so possibly wait a few days for additional plot lines. The overall goal of this campaign centers around the Four Heroes who have secretly fallen to corruption. No one believes they could be evil, but your party (or self) has uncovered the truth as the sole surviving witnesses to one of the hero's wrath. Will you sacrifice your humanity to end these heroes? Or will you morally fight for the greater good, never stooping to their level? But of course this is your campaign, so do as you please :) Also if Franz won't give you a fight, select your dice rolls, and do an initiative. That should force an encounter where its implied. paste this at the start of your campaign (for Franz) - Begin messages with the current date, location. - NPCs refer to the player as "adventurer" unless a name is given. - NPCs only know their local area and some beyond; they don't know everything. - NPCs always stay in their set locations; no movement unless specifically directed by the party (example: if the party leads someone somewhere). - NPCs’ behavior should align with their background and personality; they also pick a god/Goddess based on their backstory/personality. - Assign daily routines to all NPCs, including work, rest, and meals. - Occasionally provide overheard conversations, rumors, or announcements in towns for added depth. - Respect Player Agency: Always present multiple options or paths for the players to choose from, adapting the - story accordingly, even if it's evil or leads to death. - Remind players to consume one ration between 10:00 AM and 12:00 PM in-game. - Skill checks should be requested when skills are used (example: picking a lock, crafting, fleeing combat). - Players must provide gold or make deals to receive items from shops. - Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: - Skyrim."
Played22 times
Cloned2 times
Created
115 days ago
Last Updated
14 days ago
VisibilityPublic
Ancient Silver Dragon
Ancient Silver Dragon
Gargantuan Dragon - CR 23
Details
SizeGargantuan
TypeDragon
CR23
XP50000
LanguagesCommon, Draconic
Defenses
Armor Class22
HP Range250 - 725 (Avg: 488)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage Immunities
Condition ImmunitiesNone
Stats

strength

30

dexterity

10

constitution

29

intelligence

18

wisdom

15

charisma

23

Actions

Bite

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Breath Weapons

The dragon uses one of the following breath weapons. Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one. Paralyzing Breath. The dragon exhales paralyzing gas in a 90- foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Claw

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Frightful Presence

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Multiattack

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Tail

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service