The Bear

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# Outline
# Great Black 
Following the Hag's directions, the party ventures to the northern part of the forest. They come upon a dark cave where  ==[Great Black](https://www.worldanvil.com/w/antheros-phre3d/a/hbg3A-monsters-plots/), the bear== , lives. The Hag wasn't lying; the bear is indeed colossal. Surrounding its cave are numerous bones, carcasses, and dried blood, creating an ominous and unsettling atmosphere with a terrible smell.
 
Upon closer inspection with a successful <u>DC 14 Wisdom (Perception) check</u> the party notices that the bear's fur is covered with dried blood. It has arrows and spears sticking out from its flesh, many shattered. It becomes <u>apparent that Great Black has been the victim of repeated attacks</u>, and these open wounds have driven it to madness.
 
The party has two choices: 
- end the bear's suffering by slaying it and then return to the Hag, or
- attempt to help the bear by treating and cleansing its wounds.
 
 
In its frenzied state, [Great Black](https://www.worldanvil.com/w/antheros-phre3d/a/hbg3A-monsters-plots/) is generally aggressive and will attack anyone approaching unless the party can find a way to calm him (through an <u>Wisdom (Animal Handling) check with a DC of 16, using spells, or offering food</u>).
 
As the party investigates the bear and its surroundings, they discover crude weapons and arrows bearing goblin craftsmanship marks. This finding might prompt the party to consider tracking down the goblins responsible for tormenting Great Black. They can do this by making a successful <u>DC 14 Wisdom (Survival) check</u>, following the bloodstains on the ground to locate the goblin's settlement. Failing the check, they could encounter some mishap like a goblin ambush in a swampy area; you can decide as a DM.
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![[~attachments/dndline.png]]
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