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Dungeons & Dragons 5e with DM BWatford

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BALVONIA PASS



Your discovery in the cave two days ago has brought you to this juncture. You've been following the faded, ancient inscriptions on the cave walls, leading to the spire foretold by the cave's lore—a towering structure once graced by flowing rivers. But that was before the Mage Wars, a millennium past, ravaged the land, transforming it into a vast, arid wasteland where the water is neigh undrinkable. If you could even find it.

Now, at the fringes of this magic-scarred desert, your band seeks the relics of yesteryear, treasures obscured by the sands of time. On the outskirts of the wasteland, the perils are not as great as within its heart, yet vigilance is paramount. Here, one must be wary of rival bands of zealots, dust goblins, or, perhaps most dangerous of all, competing relic hunters.

So here you were, in the shadow of the towering peaks of the Balvonia mountains, where the air whispered with ancient secrets, here lay the Balvonia Pass. It was a place where the boundaries between the realms of men and the forgotten wastelands blurred, a narrow trail carved into the heart of the mountains by forces both natural and mystical.

Long ago, the pass was created by the Balvonians, a tribe of mountain dwellers renowned for their bravery and resilience. What remained of the people after the devastation of the Mage Wars built a small but formidable settlement at the highest point of the pass, serving as guardians against the dark creatures that roamed the wastelands beyond.

The Balvonians were led by a chieftain named Tharol, whose wisdom was as deep as the roots of the mountain. Under his leadership, the tribe flourished, and the pass became a beacon of hope for travelers seeking safe passage.

But peace was not to last. One fateful night, a tempest arose, unlike any seen before. It was said to be the breath of the mountain itself, angered by a shadow that crept ever closer from the wastelands. The storm raged for days, and when it finally subsided, the Balvonians emerged to find the pass altered, as if the mountain had reshaped itself.

In the aftermath, Tharol discovered that the storm had uncovered an ancient path leading deep into the mountain’s heart. Driven by a sense of destiny, he gathered his bravest warriors and ventured into the unknown.

That was the last anyone heard of the Balvonian civilization, over three hundred years ago. That is, if one gives credence to the bardic tales of the wastelands. Bards often spun fabulous tales about perilous places, and since few ventured there, the truth remained elusive. Thus, bards had free rein to embellish their stories with details far removed from reality.

Regardless, you were now venturing into this pass, in search of a narrower trail that, according to the cave drawing, would guide you to the valley harboring the grand spire.

And so, our story commences...
 

BALVONIA PASS

spacer.pngspacer.png8 mi SW of the BadlandsSome peoples call it the Wasted West, others just call it the Wastes or the Mana Wastes, but the locals who live within or on its fringes just call it the Badlands. An appropriate name for what goes on within.

The magical turmoil and strain has warped the terrain into supernatural badlands. Travelers report entire patches of dunes where all magic falls dead one day and is augmented the next. The absence of ley lines makes spellcasters nervous, and some spells perform at maximum capacity or sputter out for no discernible reason. Teleportation, shadow roads, and other magical forms of transportation are extremely risky, since without guiding ley lines, teleporting travelers can find themselves going nowhere, stranded in unintended locations, or even stranded between worlds.

12:00 pm
Day 1

LEY LINE DISRUPTION 93%

* Unless a spellcaster uses a bonus action to make a concentration check to manipulate the twisted magical energies resonating from the badlands when casting a spell other than a cantrip, there is a 93% chance today of an unpredictable result.

Scene Information: Please introduce your character to the others, this scene is to give everyone a chance to let everyone else learn something about your character.

Resource management in the waste will be key as there is no common access to water or the chance to forage. So, you will need to depend on supplies and magic for sustenance.

Mana Waste: You are 8 miles south/southwest of the edge of the Mana Waste, the closer you get to it or into its effects spellcasting at random as well as the risk of contamination. (See mana waste in the library.)

Active Maps

Not in Use!!

Bookkeeping

PASSIVE PERCEPTION

Noodles: 17 | Zelda 16 | Deidre 13 | Taborlin 12 | Willowveil 11 | Question 10

INITIATIVE

Not in Use!!

MECHANICS

Not in Use!!

CONDITIONS

Not in Use!!

DESCRIPTIONS

Not in Use!!

DEIDRE O'CEALLAIGH

Hit Points: 47/47
Hit Dice: 5/5
Hex: 1/1 *L
Misty Step: 1/1 *L
Spell Slots: (+7, DC 15) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1

LYNESTRA "ZELDA" VORAMMAS

Hit Points: 29/29 (fey ancestry)
Hit Dice: 5/5
Arcane Recovery: 1/1 *L
Natural Recovery: 1/1 *L
Wildshape: 2/2 *S
Spell Slots: (+7, DC 14) *L

  • 1st Level: 4/4
  • 2nd Level: 3/3
  • 3rd Level: 2/2

DM Inspiration: 1/1

"NOODLES" GOBLINFRIEND

Hit Points: 38/38 (gnomish cunning)
Hit Dice: 5/5
Psionic Power: 6/6 (d8)
Prescience Roll: (5) 1/1
Spell Slots: (+4, DC 12) *L

  • Feather Fall: 1/1
  • Augury: 1/1

DM Inspiration: 1/1

QUESTION

Hit Points: 32/32 (automation)
Hit Dice: 5/5
Accelerated Healing: 1/1 *L
Arcane Recovery: 1/1 *L
Portent Roll 1:
Portent Roll 2:

Spell Slots: (+8, DC 16) *L

  • 1st Level: 4/4
  • 2nd Level: 3/3
  • 3rd Level: 2/2

DM Inspiration: 1/1

TABORLIN SOOTHSONG

Hit Points: 44/44 (divine health)
Hit Dice: 5/5
Channel Divinity: 2/2 *L
Divine Sense: 4/4 *L
Lay on Hands: 25/25 *L
Spell Slots: (+7, DC 15) *L

  • 1st Level: 4/4
  • 2nd Level: 2/2

DM Inspiration: 1/1

WILLOWVEIL

Hit Points: 38/38
Hit Dice: 5/5
Channel Divinity: 2/2 *L
Divine Sense: 4/4 *L
Lay on Hands: 25/25 *L
Spell Slots: (+7, DC 16) *L

  • 3rd Level: 2/2

DM Inspiration: 1/1

CHILD OF THE BRIAR
Hit Points: 50/50 (Vulnerable fire
Hit Dice: 20/20

 

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