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Shane and Jerney's session 0

Shanes character is escaping his tribes ideals in Omul, fleeing to Bekend for a fresh start. He arrives in the city of Tri-Ang and has continued moving eastward for his destiny. At least that's what he calls it, but ever since he has arrived in Bekend he has felt a calling coming from that direction, the sigil on his back draws him east. As he follows the road heading that way the calling gets stronger and stronger. For every day of travel that is made roll a d20, on a 8 or lower roll another d4 and take an encounter as follows, increase the number depending on the number of people there.
  1: 1 bandit
SRD

Bandit

Medium humanoid (any race), any non-lawful
Armor Class 12 (leather armor)
Hit Points 11 2d8+2
Speed 30ft

STR
11 0
DEX
12 +1
CON
12 +1
INT
10 0
WIS
10 0
CHA
10 0

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)


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

Small elemental, neutral evil
Armor Class 11
Hit Points 27 (6d6+6)
Speed 20ft Fly: 20ft Swim: 20ft

STR
8 -1
DEX
12 +1
CON
12 +1
INT
9 -1
WIS
11 0
CHA
7 -2

Skills Stealth +3
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft.
Languages Aquan, Terran
Challenge 1/4 (50 XP)


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
SRD

Orc

Medium humanoid, chaotic evil
Armor Class 13
Hit Points 15 2d8+6
Speed 30ft

STR
16 +3
DEX
12 +1
CON
16 +3
INT
7 -2
WIS
11 0
CHA
10 0

Skills Intimidation +2 1d20+2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 1/2


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
SRD

Skeleton

Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 13 2d8+4
Speed 30ft

STR
10 0
DEX
14 +2
CON
15 +2
INT
6 -2
WIS
8 -1
CHA
5 -3

Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in life, but can't speak
Challenge 1/4 (50 XP)


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
SRD

Commoner

Medium humanoid (any race), any
Armor Class 10
Hit Points 4 1d8
Speed 30ft

STR
10 0
DEX
10 0
CON
10 0
INT
10 0
WIS
10 0
CHA
10 0

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 0 (10 XP)


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.
Plot type
Session 0
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