你们在conyberry晃荡了2天。(一般2阶副本都是2个结算,包括来回路上)
这里怪物已经被清理的差不多了。
你们的狼人骑士在图腾坑跳下去和图腾狼人勇士练了两手,侥幸取得了胜利。
啊哈,真不错你取胜了!人群爆发出欢呼声,庆贺新的勇士的诞生。
你的玫瑰虔诚的膜拜,获得了一个威能,请加到人物卡中。
SPIRIT OF THE PACK
Primal characters, shifters, Uthgardt barbarians, and
pack outcasts who offer prayers to the spirits at the
Totem Pit gain the following power. (Each character
can gain this power only once.)
Spirit of the Pack Granted Utility
You feel the hunter's spirit coursina throuah you, bolsterina
your resolve.
Daily. Healing, Primal
Immediate Reaction Personal
Trigger: You take damage from an attack.
Effect: You spend a healing surge and can make a
saving throw. You do not regain the use of this
power after an extended rest, unless the DM rules
otherwise.
Special: If you are an Uthgardt barbarian or a pack
outcast, you also gain a + 1 power bonus to speed
and attack rolls until the end of your next turn.
投知识(任意)挑战。4次过3次dc13【2阶】。来决定你获得关于剧情的什么信息。
投1d2决定挑战奖品等级。(蓝箱子,等级+1或+2。即3或4,你的玫瑰已经2级了)
投1d20决定具体挑战奖品。
玫瑰经验获得250。赏金500。
Theme Tie-In
When the adventurers arrive in Conyberry, they'll
find a few people who claim to be survivors of attacks
upon the village. These hard-bitten folk are rougharound-
the-edges, outdoorsy individuals wearing
poorly mended and ill-fitting clothes. They are, of
course, Gray Wolves, and the heroes have given them
an excellent opportunity to test how long they can
maintain their charade of civility.
If a pack outcast is among the adventurers, the
werewolves' deception is apt to be obvious: The
character would likely recognize members of the tribe
despite the disguises they employ. An Uthgardt barbarian
might also be very suspicious when the villagers
accidentally speak with a telltale accent or reveal a
tribal tattoo the character recognizes.
To complicate this scenario, you might have
an unwitting merchant family arrive in Conyberry
simultaneous with the characters. Or the merchants
might already have accepted the hospitality of the
Gray Wolves. This way, a pack outcast or an Uthgardt
barbarian might know about the danger the Gray
Wolves represent, but it could be difficult to alert the
other characters without provoking the werewolves
into attacking. As the werewolves try to maintain their
deception, the heroes might feel compelled to play
along, fearing for the lives of the innocent bystanders
when combat breaks out.
这里的人对你的狼人血统表示欢迎。
Shadowkeeper's Hut(影卫草屋)
这里的人告诉你不要轻易去挑战vellosk。
VELLOSK(维鲁斯卡殿)
Theme Tie-In
Even though many werewolves disagree with their
leaders and want to see the tribe sever ties with the
Shadovar, most aren't willing to buck tradition and
the hierarchy of the pack. Some would prefer to leave
instead, as the pack outcast did. But these days, Gray
Wolf leaders have been killing rather than exiling members
who speak against them. Thus, a pack outcast
character might feel compelled to infiltrate Vellosk and
help an old friend or relative escape.
Or, the characters might have come in hopes of
encouraging such defections, both to move loved ones
out of danger and perhaps weaken the tribe in the
process.
SOWING DISSENSION
The characters can pretty easily convince the rankand-
file among the Gray Wolves that the Netherese
aren't worthy of friendship, a belief many in the
tribe already hold. But that won't change the tribe's
behavior, because the Gray Wolf leaders make the
decisions. And greed and ambition have secured
their allegiance.
To pry the Gray Wolves from the Shadovar's
arsenal, the heroes must either convince other
werewolves to challenge pack leaders for dominance
(and then win, of course) or take out the
leaders themselves. Even though this latter option
might seem the most straightforward, characters
can't just walk in and start a fight; doing so would
ensure the entire tribe seeks retribution. To justifiably
kill a pack leader, characters must either prove
to the tribe members that the leader has betrayed
them and their traditions, or they must convince
the leader to accept a formal challenge.