Shane and Jerney's session 0
1: 1 bandit
Bandit
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 1d6+1 slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 1d8+1 piercing damage.
Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
2: 1 Mud Mephit
Mud Mephit
Death Burst. When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 ft. of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature’s next turn. False Appearance. While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.
Actions
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage. Mud Breath (Recharge 6). The mephit belches viscid mud onto one creature within 5 ft. of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Variant: Summon Mephits (1/Day). The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
3: 1 orc
Orc
Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 piercing damage
4: 1 skeleton
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.
Once he reaches the outskirts of the town, he finds an isolated tent and a small campfire. This contains a sitting man, a littly chubby with orange hair, when he stands he is very short. The calling is almost painful towards this individual, it demands blood, and sacrifice. If attacked, the man (named william spy) will defend himself.
1 commoner
Commoner
Actions
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 1d4 bludgeoning damage.
Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Jerney's character will take control of this body as a puppet, if they wonder around the village some they will be met with what seems like happy people, but no inns. The calling stops for a moment, but then continues to draw them more eastward. They will eventually reach the village of Hogan. Once reaching the village, they are met with a small boy with a piece of paper, they will hand them the paper. It says with a smiley face on it "Special Deal for New Years, Buy one meal, get one Ale free, useable once per patron" the little boy will tell them about Cup o' Joe.
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