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Dire Wolf Summon
Large Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 37 (5d10 + 10) 
Speed 50 ft.
Roll Initiative! +2
STR
17 (+3)
DEX
15 (+2)
CON
15 (+2)
INT
3 (-4)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3Stealth +4 
Senses Passive Perception 13
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
KEEN HEARING AND SMELL

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

PACK TACTICS

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions
BITE

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

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As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south.

Ability Score Increase

Your Constitution score increases by 1.

Stout Resilience

You have advantage on saving throws against poison, and you have resistance against poison damage.

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You’ve learned some of an artificer’s inventiveness:

  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
  • You can cast this feat’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
  • You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
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You are tracking down an specific individual referred to as the "Shadow Figure" By finding this person on behalf of the Mercenary Guild they will help you with people or things you are tracking. Everything starts with some annoyances and an altercation in the Dyonis Park

Your goal is to find any type of information on this individual at the very least. The guild will be staying in touch through a guild token while they work on your tasks.


Session Journal

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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either Blinded or Deafened (your choice) for the Duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.

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                Many years ago the world was in turmoil as Demons walked the earth. The gates of hell were wide open allowing passage of many who sought out destruction and blood. The people of the world were distraught and sought for ways to fight back. War broke out. Blood was spilled and many lives were lost.

There were many who tried to close the gates, but no one had the power to do it. Then there was a blessing. Five were born with extraordinary powers. They say that these individuals were a gift of the divine. As they grew, they began to strengthen the gifts that they have been given. They banded together and closed the gates.

Even though the gates were closed there was still one thing that The Five needed to complete. A titan controlled by the kings of hell still remained. This titan was deemed a great adversary but also as a gate key. The demon had the capability of undoing the work of the sages as he was the highest ranking demon general. With great strength they used what power they had and chained the great beast. With the beast chained, the final seal was created and peace would soon return.

The Five were deemed the Great Sages. Daru of the Earth, Nia of the Ocean Igniferious of the Volcano, Majore Highdale of the Sun, and Mijure of the Moon.

The Great sages returned to their lands and continued to live their lives. That was until the chains of the great beast broke. The Great Sages were brought before the beast once more before he could reopen the gates. They conducted the ceremony and proceeded to seal the demon. However, something didn’t seem right during the ceremony. A large explosion of power came from it and the sages were never seen again.

Although gone, the seal remained intact for years until now…

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