Brother Wolf, Sister Moon

North Revealed CAMPAIGN CHRONICLE >> The North Revealed is a Living World campaign set in The Northern Hearthlands/Grand Duchy of Rhyl of the [Fantasy] Steel Realms.
** The source of the following material is from this campaign. **

NOTE: This ADVENTURE (GM portion) will determine the ultimate outcome for the historical event of “Night of the Moon-Braided Knot”. This takes place hundreds of years earlier in the world of the North Revealed main campaign. This will have repercussions in that campaign.

Historical 1 Shots: Night of the Owl | Brother Wolf, Sister Moon | To Kill a Mockinghag | Just Another Macguffin

@ Start – Brother Wolf, Sister Moon

The PCs are aging druids, long past their physical peak. They are part of a militant order, an order of warriors in the North. They are retired at this point, in their 60’s – somehow surviving until old age in a violent and difficult area.

You are all old, surviving well past your prime in the volatile north of the Steel Realms. The Abbey at Cunee of the Greenwood Knot Order of Darupet in the The Grand Duchy of Rhyl has been your walled-home for ages. The order, like any other, relies on younger druids, inspired by the wylden, to be on the front lines now. Your job as elders, as its been tradition for ages, is to pray for those of the litany of the order who are out on the field. Transferring the power of your conviction to give them a boost in their hunts against agents of the Lich Lords seeking to come over the Tolkisson Mountain Range and those serving on The Autumn Wall. You still hunt, but it is the domestic animals at the abbey – a farcical version of the hunt that makes you feel alive. It is a slow death. One in service, but hardly fitting the hunters of the Greenwood Knot Order. The sad taste of domesticated chattel is leaving a foul taste in your mouth. Your muscles are atrophying. What was once savage and vital seems tamed and weak. This is no way for apex hunters to be. For some, the end path of service and earned rest is good, but a few of you want to follow a different path.

There is consensus. Several of you begin to talk about a solution, seeking guidance from those who maintain the order. “Do not stray from the way” says the senior priests and druids – but they are not wylden. “You are old, any violent death in combat would be a useless sacrifice” – but they have never known the thrill and victory of the kill in the same way. You pray for guidance, for a means of serving at the end, that follows how you were trained, how you were led to believe you were meant to.

The full moon of Connace arrives. Her bright light leads you on a final hunt – a hunt for an answer. Old bones creak, sinew pops, your eyes find sharp focus in the moon’s light. The shape comes, and the blood of Darupet flows in your veins. The beast lord appears as a silhouette against the moon. The moon lights your way as you push yourself north, following a deep instinct. After hours of traveling at full speed, your lungs are ragged, but your eyes shine with the light of the predator. You feel renewed!

Something is happening. Up ahead, The Autumn Wall rises in the distance. Day and night there is combat on it. Its battlements are always lit. This night the full moon shows the typical attempts by the undead are being repulsed by the hastily trained defenders. There is also the smell of fear here tonight. The defenders are under siege and dozens of undead have made it over the wall to wreak havoc behind it where your younger brethren may be hunting them down.

You know it is bad though – the Fortified city of Alstaad has its gates closed and its own battlement lit by the Lightbringers. The smell of the undead hits your nose from a mile away. You have been here before, but something is different. The urge to fight is stronger. The smell is more pungent. Your senses are more alive than they have been in years. Above you Darupet’s silhouette and that of the goddess Ezrilus embrace.

As they embrace and join in sexual congress, your blood pounds in your ears. “Children of the Beast Lord” whispers a feminine voice in your ears. “Tonight the hunt is your last hunt. Tonight, under the full moon, you will become what you many of your kind has feared – the cursed beast without conscience, the destroyer, the eater of flesh… the moon raged lycan. Embrace it, for it will protect you from the vile necromancies of the Lich Lords. Tonight you die as you lived – the hunter. This gift the beast lord and I give to you. By morning, your souls will dine in the Blessed Fields – forever a hunter.”

Your body’s shape becomes a dire form – the power of the gods runs through you expanding your muscles and bones. At the fastest speed, you pass startled guards, terrified soldiers, confused priests and magi – all who assault you in their lack of understanding as you climb the battlements. But the gods protect you, and at last you sit atop The Autumn Wall. A cold, fetid wind blows. There are ladders and piles of undead making the assault. Rolling fog masks their numbers and approaches, but the fog means nothing to you – you see with a divine clarity. You can smell the rotting flesh, the bloody bones, and the slavering spittle of the ghouls. You have been here before, fighting on this very precipice, using your spells and powers – all of your order serve two years here at least. But tonight you are not here as your order, tonight you are a king of the beasts, and the king of beasts must feed. The air whistles around you as you jump off The Autumn Wall.

A fall that would normally kill, you tumble out of. What would normally give an enemy pause means nothing to the undead- they don’t see your animal form, they only see you are alive. Tonight, you will fight, to your death. You will make the foul minions of undeath give pause. You will provide a point of rest for the brave soldiers and volunteers who fight to keep it at bay. Tonight the moon will reveal devastation as it has never had before and you will hurl the foul, corrupt flesh and bones onto the ground until you can kill no more.

YOU START IN THE DIRE WOLF+ FORM!

Terminology

Disastrous = 1 Dire <= Target -5 Failure Simple >= Target # Significant >= Target +5 Exceptional = “Critical Range”

MAKING CHARACTERS

PLEASE MAKE YOUR OWN CHARACTER AND HAVE IT READY FOR THE DAY OF THE GAME. D&D Beyond, Google Doc, etc. = All OK. > Plan on printing it out, the table will mostly be used for a battle map!!!!

All characters are PHB 2014 human, non variant, POINT BUY for Attributes. Your Essence Pool is locked at the start; it cannot be changed for the duration; When it reaches 0 = you die end of round.

All characters are PHB 2014 Druid 9th > Circle of the Land ONLY
> Your Wild Shape is limited to the forms in this scenario. You can use the wild shape instance (2) to shape shift as a Bonus Action rather than an action,

Special Spell Casting: Your essence is being burned up to violate the order of things (this is supposed to be a one way trip), and be able to cast spells in animal/shape shifted form.

  • In human form, the PC can use 1 Essence to create an instance of concentration – you can have multiple instances of concentration going through this. They go until the spell ends, even if you die.
  • In Dire Wolf form, they can use 1 Essence to allow them to cast a spell.
  • In Dire Wolf form, you can loose humanity (CHA) to gain a bonus to your spell save DC; 2 CHA=+2 DC > only once per spell; @0 Charisma you die end of round.

You can change to Dire Wolf+ or Human any time. You can change form as an Action, to any form which you have not yet ‘died’ in. Once you change into Werewolf+ form, there is no going back – this is your final {death} form.

YOU WILL TRACK 3 SETS of HEALTH/Hit Points = 1 for each form; If your CON is higher than the shifted form, recalculate the forms HP based on that.

@Start: You will be in a special Dire Wolf Form w/Pack Tactics
+++ Gift of the Obinitor in Dire Form = Strength 22, Dexterity 16, Constitution 20.
+++ You also get COLD RESISTANCE in this form.

Werewolf > use your human or Werewolf stats – whichever is better on a per attribute basis. In this form, you do not have to make concentration checks for ongoing spells.
+++ Gift of the Obinitor in Werewolf Form = Regenerate 10hp/round at end-of-round as long as you have damaged an enemy in that round; You can go to -9 in a round if you would Regenerate at end of that round.

Standardized Equipment

ALL CHARACTERS ARE WYLDEN BONDED IN RHYL.

Studded Leather (Wylden made quality; 2 Resilience & Base Resilience = 3 total, Resistance vs. Fire up to 10 pts. at a time max.)

Leather boots, Wylden oak quarterstaff (+1 resilience – persists if used w/Shillelagh cantrip), hide gauntlets, leather & bone helm

Leather satchel

  • Potion of Superior Healing x1 (8d4+8 = 28 pts avg)
  • Ashes of Magic Detection (3 pinches each, 40’ cube area)
  • Hespshut Cap x1: Hallucinogenic mushroom from Rhyl forest, pure white, grows only in frost melded spots where the ancient Dragon of Rhyl breathed its frost breath weapon; 30 min, Disadv. on Intelligence & influence checks, Adv. on Insight and smell/taste check; +5’ move (must move 5’ if possible each round); must make an Intelligence check DC 10 to target anything.
    > Intelligence check does not apply in wolf form(s)

Magic Item Selection

Each magic item requires 1 Essence (temporary allocated) to attune.

  1. Boots of Speed
  2. Ring of Defense: +1 AC, +1 Saves, +1 Resilience
  3. Sling +1 (magic > +1 Attack, +1 Damage, +1 Initiative); w/14 silver bullets (d4+1; 2d4+2 vs undead)
  4. Staff of the World-Tree: +1 Attack, +1 Damage, +1 Initiative; persists if used w/Shillelagh cantrip; 4 total Resilience; Plant Growth (the staff itself can be used as a plant source and spreads to cover) 1/Long Rest
    Wylden Bond = can be used if wildshape/shifted shape allows; immune to restricted plant growth movement
  5. Briar Rope of Climbing (x2 length; barbed (3d4/7 pierce dmg) for those not of the Green Faiths) & Speak with Plants 1/Short Rest
  6. Beastface Mask > Countenance of the Beast = Advantage on intimidate & fear/horror saves; Fear Snap & Snarl 3/day; attack + snarl (save vs. fear) same action – if save failed = enlarge spell (not cumulative) & if attack succeeds, the enemy is knocked prone
    Wylden Bond = can be used if wildshape/shifted shape allows
  7. Brassard of Blood Briars > 1/Long Rest for 10 minutes the character sprouts barbs; unarmed attacks +2 damage; any unarmed attacks on wielder take 2 pierce dmg; “Blood-Soaked” = each 40 damage has been done by the barbs, granting a blood sacrifice = cast Summon Fey (fuming mood only)
    Wylden Bond = can be used if wildshape/shifted shape allows
  8. Irrigi’s Eyes: 6 charges of Find Traps & superior Darkvision 60′
    Wylden Bond = can be used if wildshape/shifted shape allows
  9. Boots of Tremorwalk (dedicated to Africa the great elephant spirit) w/Wylden Bond
    Wearer cannot be knocked prone; 1/Long Rest for one round, everywhere the wearer moves from 5′ radius effect as per Earth Tremor (allies immune)
  10. Cloak of Gorlyth (the great owl spirit) Superior Darkvision 120’, Fly spell 1/Long Rest

You served your time on The Autumn Wall decades ago, but the memory never leaves you. The freezing cold blasts of the biting Frost Fang wind, sent by the Lich Lords, ever present. The magic of The Autumn Wall dissipates it, turning winter into autumn so at least the defenders don’t freeze to death. There is water, water everywhere, sometimes it is cold, but all of it mixed with blood and corruption. It is the stuff of nightmares that you find yourself in. You recall what you know about your foe…

The Hand of Blood Eye

Where the Lich Lords themselves control the power of the Frostfang directly on the front lines at North Gate Garrison, the skeletal spectra; disembodied Hand of Blood Eye grasps for targets. Darting out of the icy mists, it reconstitutes the Frost Shroud on their minions, and attempts to stop those few making a rare sortie on the north side of The Autumn Walll against their undead hordes.

Winter Host Composition

Winter Host Armaments: Lich Lords armies do not typically have full weapons and armor. They are armed with remnants, and easily made stone or obsidian blades as a dagger or cheap spears. Full armaments are reserved for a few elite legions. Most of these are behind the front line in North Gate Pass or the Heather Gap, protecting from powerful creatures entering from The Valley of Sighs. The Winter Host no longer uses Non-Corporeal Ranks due to the difficulty of their control with the Cold Bargain.

Corporeal Ranks of the Winter Host

Skeletons: Stripped of flesh, their bones are their weapons when weapons are not in their hands. They are the least of the minions, but most plentiful. Their Winter Host Armaments are clumsily grasped by them, some even wired or pinned through their remains to ensure their use. The Frost Shroud covers their bones, providing only a minor layer of reinforcement. Skeletons strike with their knife-like fingers, or are armed with stone or obsidian daggers or spears and may carry leather shields – made from the hides of their fallen enemies.

Zombies: The corrupted flesh still clings, and a slavering hunger to feed upon the flesh of the living in order to preserve their own drives them. Their Winter Host Armaments are grasped by them, some armor even wired or pinned through their remains to ensure their use. The Frost Shroud covers them, providing a major layer of reinforcement over every surface. Zombies pummel with their club-like fists, or are armed with stone or obsidian daggers or spears.

Cold Brutes: Skeletons and Zombies are sometimes seen with “Cold Brutes” of their kind – twice the bone and viscera animated together to make a large, ponderous version of them. Armed with Bone Burrow spears made of animated material that burrow into flesh, or Ice Fang weapons normally only wielded by the Ghouls or Wights.

Ghouls: Consumers of flesh for sustenance, capable of great physical feats from the strength gained from it, they prowl for victims and seek to regain the flush and healthy countenance only the living can possess. They are used as shock troops and in the place of beasts of burden. Their rapid movements and shifting physical form cause the Frost Shroud to provide only a minor reinforcement to their bodies. Ghouls typically use improvised weapons or particularly strong one may be armed with Bone Burrow or Ice Fang weapons.

Wights: Once great warriors, their bodies preserved by their hatred and desire for revenge upon all the living and the civilization they still enjoy, that they once built. Their eyes burn with malice and intelligence, their skills undiminished in undeath. These undead focus their rage on the living, but if there are none within reach, they will destroy others of their nature to slake their thirst for vengeance. More than any other creature does the deliberate and tactical Wight benefit from the Frost Shroud, feeding its cold nature with their cold calculating malevolence to produce a covering fog around them. Wights are typically armed with the armaments they were buried with, or Ice Fang weapons.

Vampires: Consumers of blood for sustenance, their normally independent wills that pursue power over the living are bent to physical killing to make more corpses for the murderous horde. Their will and intelligence are used on the battlefield to coordinate their host and as special agents. The Frost Shroud provides only the most minimal of benefits to these dynamic roamers of the battlefield. Vampires are typically armed with the armaments they had when they passed into undeath.

Tactics of the Winter Host on The Autumn Wall

Before an assault, they ensure all the ghouls and vampires are fed. There is a coordinated effort by vampires and wights to organize supplies beforehand. They use scavenged and saved weapons and gear as they can. Sleds, manlets, ropes, ladders, and harnesses for pulling and dragging. The assault is always preceded by the Frostfang, the sorcerous frozen wind that brings cold death and a constant cover of mist and fog, rolling over the landscape, obscuring their troop movements.

Where the Frostfang meets The Autumn Wall is a strange place. Tendrils of mist that seem like they are probing the wall itself are dissipated by the warmth of the wall. A hiss of steam and ice getting turned to water and running down the wall – front and back – is ever present at the top of the wall, mingled in with the screams of battle. Fire and light cover the wall, driving back the cold. Bodies fall, water drains into channels behind the wall, filled with rivulets of blood. Soldiers reinforcing the fallen, priests and druids ensuring wounded and dead get taken off the line and protected from rising to attack their friends. Bodies are flung from the battlements by the undead, back down their side of the wall, for their gear and to be swiftly made into animations that can be used to attack those they once stood side by side with.


Outcome

Setup: 6 potential high value targets; 5 leader targets, 1 entrenched position, & one potential area to explore = each counts as a target.

Success: If the PCs take out 3 of the high value targets, the operation will be considered a success. The order will be vital and have a special item for sale when the campaign starts that they grow in the Abbey grounds like a minor pelt of amigen and natures quality hide armor. The order will be vibrant and this act will be tradition and repeated, and a chance to see encounter on the nights of the full moon on the wall… plus the undead armies will sometimes avoid the night of the full moon, giving real Respite to the soldiers on the wall.

Fail: The order will diminish into obscurity mostly, having little effect on the campaign. There will be a desecration of some place that will lead to xenophobia and resentment; The adventure in the main North Revealed campaign starting in January where the PCs accompany them to intercept a creature from the valley of Sighs will not happen.