We heard the most unearthly howling, running forward I found a pale and frightened maiden clinging to the lower branches of a tree as a pack of the most dire of wolves jumped and snapped at her. Our archers sent a volley of arrows into their midst , striking several and scattering them. We advanced and made it to the base of the tree attempting to assist the fair girl down with plans to put her in our cart with the others. But, she turned and smiled at us, with knowing eyes, and then vanished. That is when we realized that the wolves had surrounded us. They hunted us for 3 weeks killing most. Until we abandoned the cart and our captives.
--Jornus Foulfoot, Mercenary, Bounty Hunter
The Hunt is a pack of Alfar (dark grey skinned elves with ties to an immortal queen) stricken with lycanthropy and lead by an ethereal maiden cursed to lead them toward the doom of others. The Alfar are blessed by their Queen to with natural reincarnation, but this group is cursed by a fixed cycle that returns them as a member of the pack within 12 days of their deaths. The Maiden of The Hunt is nearly indestructible and will reappear within 12 hours so long as the golden circlet she wears on her head exists. The pack can track anything by scent within 100 miles, and can move at a rate 13 miles an hour over any terrain. The relationship between The Hunt and The Maiden is complex. At times they seem to follow her lead and at others she seems chased by the pack as she is at their mercy.
The Maiden
Armor 0(19) requires magic items to hit or powers that reach the ethereal plane
HD 12d8
Int 14
Move 18(50)
ToHit 10(+10)
Atx 1x anyone the Maiden touches is marked for death by The Hunt
Random Additional powers for The Maiden
Ethereal Shield: The Maiden can create a protective barrier of ethereal energy around herself, deflecting incoming attacks and spells. This shield provides her with additional defense against physical and magical assaults.
Mark of Decay: Anyone the Maiden touches not only becomes marked for death by the Hunt but also begins to rapidly decay. This decay weakens the target's physical form, making them more vulnerable to attacks from the Maiden and her pack.
Spectral Summons: The Maiden can summon spectral wolves or other ethereal creatures to aid her in battle. These spectral allies are incorporeal and can pass through solid objects, making them difficult to defend against.
Banish: The Maiden has the power to banish her enemies to the ethereal plane temporarily. This ability allows her to remove threats from the physical realm, giving her and the Hunt time to regroup or escape.
Nightmare Manifestation: The Maiden can manifest the deepest fears of her enemies, causing them to hallucinate terrifying visions or relive traumatic experiences. This power disorients and debilitates her foes, making them easier targets for the Hunt.
Curse of Binding: The Maiden can curse her enemies, binding them in place with ethereal chains or shackles. This curse immobilizes the target, leaving them vulnerable to attacks from the Maiden and her pack.
Ethereal Manipulation: The Maiden has mastery over the ethereal plane, allowing her to manipulate its energies to her advantage. She can phase through solid objects, teleport short distances, or even temporarily merge with the shadows, making her extremely elusive and difficult to pin down.
Soul Drain: The Maiden can drain the life force from her enemies with a touch, replenishing her own strength and vitality. This draining effect weakens her opponents while empowering the Maiden, making her an even more formidable foe.
Ethereal Whispers: The Maiden can communicate telepathically with members of the Hunt, issuing commands or conveying information silently. This ability allows her to coordinate their movements and tactics with precision, enhancing their efficiency in battle.
Aura of Despair: The Maiden emits an aura of despair that saps the willpower and morale of her enemies. Those within range of this aura become overwhelmed by feelings of hopelessness and despair, making them easier targets for the Hunt's relentless onslaught.
The Hunt (each wolf form)
Armor 5(14) silvered or magic weapon to hit
HD 5d8+3
Int 14
Move 18(50)
ToHit 14(+5)
Atx 1x 2d8
12 total members 2d6 appear together summoning d4 addition pack members per 2 rounds to a maximum of 12
Random Hunting Tactics
Ambush Tactics: The Hunt utilizes its ability to track anything by scent within 100 miles to lay ambushes along known paths or near settlements. They wait in hiding until prey approaches, then strike swiftly and silently.
Divide and Conquer: The pack splits into smaller groups to encircle larger prey or to cover more ground when tracking. This tactic allows them to surround their targets, overwhelming them with numbers.
Hit and Run: The Hunt employs hit-and-run tactics, swiftly attacking their prey before retreating into the shadows. This tactic allows them to wear down their opponents over time while minimizing their own casualties.
Use of Terrain: The Alfar are adept at traversing various terrains, utilizing their ability to move at a rate of 13 miles per hour over any terrain to their advantage. They use natural obstacles such as forests, caves, and hills to their advantage, utilizing cover and terrain features to launch surprise attacks.
Coordination with the Maiden: While the relationship between the Maiden and the pack is complex, they occasionally work together to corner and eliminate prey. The Maiden's ethereal nature allows her to move freely across the battlefield, marking targets for the Hunt to focus on.
Cycle of Reincarnation: Knowing that they will return as members of the pack within 12 days of their deaths, the Hunt members are relentless in their pursuit of their prey. They fight fearlessly, knowing that even if they fall, they will soon return to continue the hunt.
Focus Fire: When facing particularly powerful or resilient opponents, the Hunt concentrates their attacks on single targets, overwhelming them with sheer numbers and ferocity. They prioritize eliminating threats that pose the greatest danger to their pack or the Maiden.
Exploiting Weaknesses: The Alfar are cunning hunters, capable of exploiting the weaknesses of their prey. They analyze their opponents' strengths and weaknesses and adapt their tactics accordingly, using their intelligence to gain an advantage in battle.
Distraction Tactics: The Maiden may sometimes lead the Hunt on a wild chase, drawing attention away from their true objective or luring potential prey into an ambush. This tactic confuses and disorients their enemies, allowing the pack to strike when least expected.
Relentless Pursuit: Once the Hunt has marked a target, they pursue it relentlessly, refusing to give up the chase until their prey has been captured or killed. They use their tracking abilities to follow their quarry across vast distances, never relenting until their mission is complete.
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