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
155 days ago
Last Updated
39 days ago
VisibilityPublic
Dragon Turtle
Dragon Turtle
Gargantuan Dragon - CR 17
Details
SizeGargantuan
TypeDragon
CR17
XP18000
LanguagesAquan, Draconic
Defenses
Armor Class20
HP Range132 - 550 (Avg: 341)
Damage VulnerabilitiesNone
Damage Resistances
Damage ImmunitiesNone
Condition ImmunitiesNone
Stats

strength

25

dexterity

10

constitution

20

intelligence

10

wisdom

12

charisma

12

Actions

Bite

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Multiattack

The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Steam Breath

The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Tail

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

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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