Orientation Contract

The Orientation Contract for Squad 6 consists of rescuing a noble girl (Millanie Hubert) after she was kidnapped and taken through the Greenhorn Woods and into the Ruins of Luperca. She was 'kidnapped' by Ayame, a werewolf. Her dire wolf's name is Zeff.

Encounters:

A pack of seven wolves.

# Wolf

## Traits

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

**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 ft. of the creature and the ally isn't Incapacitated.

## Actions

**Bite**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

# Attributes

AC13 (Natural Armor)

CHA 6

CON12

Challenge Rating1/4

DEX15

HP11 (2d8+2)

IN3

Passive Perception13

Roll 0

Bite 1d20 + 4 2d4+2

STR12

Skills

Perception +3, Stealth +4

Speed

40 ft.

WIS

12

### The Ruins:

Once used for rituals involving the worship of the wolven goddess Lupreca, and summoning/creating werewolves, it is now old and decrypted. But there are still remnants of the old rituals, though, and many of her followers are buried there too.

# 4 Skeleton

## Actions

**Shortsword**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Shortbow**: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

# Attributes

AC13 (Armor Scraps)

CHA5

CON15

Condition Immunities

Exhaustion, Poisoned

DEX14

HP13 (2d8+4)

INT6

Immunities

Poison

Languages

Understands All Languages It Spoke In Life But Can't Speak

Passive Perception9

Roll 0

Shortsword 1d20 + 4 1d6+2

Roll 1

Shortbow 1d20 + 4 1d6+2

STR10

Senses

Darkvision 60 Ft.

Speed 30 ft.

Vulnerabilities

Bludgeoning

WIS8

# Werewolf Skeleton

## Traits

**Charge**: If the Skeleton moves at least 10 feet straight toward a target and then hits it with a gore Attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

## Actions

**Greataxe**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

**Gore**: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

# Attributes

AC12 (Natural Armor)

CHA5

CON15

Condition Immunities

Exhaustion, Poisoned

DEX11

HP67 (9d10+18)

INT6

Languages

Understands Abyssal But Can't Speak

Passive Perception9

Roll 0

Greataxe 1d20 + 6 2d12+4

Roll 1

Gore 1d20 + 6 2d8+4

STR18

Senses

Darkvision 60 Ft.

Speed

40 ft.

Type

Undead

Vulnerabilities

Bludgeoning

WIS

8

# Werewolf

## Traits

**Shapechanger**: The werewolf can use its action to Polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its Statistics, other than its AC, are the same in each form. Any Equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

## Actions

**Multiattack (Humanoid or Hybrid Form Only)**: The werewolf makes two attacks: one with its bite and one with its claws or spear.

**Bite (Wolf or Hybrid Form Only)**: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

**Claws (Hybrid Form Only)**: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

**Spear (Humanoid Form Only)**: Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee Attack.

# Attributes

AC

11 (In Humanoid Form, 12 In Wolf Or Hybrid Form)

Alignment

Chaotic Evil

CHA

10

CON

14

Challenge Rating

3

DEX

13

HP

58 (9d8+18)

INT

10

Immunities

Bludgeoning, Piercing, And Slashing Damage From Nonmagical Weapons That Aren't Silvered

Languages

Common (Can't Speak In Wolf Form)

Passive Perception

14

Roll 0

1d20 + 4 1d8+2

Roll 1

1d20 + 4 2d4+2

Roll 2

One-Handed 1d20 + 4 1d6+2

Roll 3

Two-Handed 1d20 + 4 1d8+2

STR

15

Size

Medium

Skills

Perception +4

Speed

30 ft. (40 ft. in wolf form)

Type

Humanoid (Human, Shapechanger)

WIS

11

## Traits

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

**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 ft. of the creature and the ally isn't Incapacitated.

## Actions

**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.

# Attributes

AC

14 (Natural Armor)

Alignment

Unaligned

CHA

7

CON

15

Challenge Rating

1

DEX

15

HP

37 (5d10+10)

INT

3

Passive Perception

13

Roll 0

Bite 1d20 + 5 2d6+3

STR

17

Size

Large

Skills

Perception +3, Stealth +4

Speed

50 ft.

Type

Beast

WIS

12