Inroduction to new world Plot in The World | World Anvil
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Inroduction to new world

As you wake up from what now seems a vague dream, you find yourself in a rain forest.

Plot points/Scenes

During the session you encounter big beasts, insects and all kinds of creatures. Everything is designed to make you feel small. At the end of the session you find a running man, after you discover an ancient rune.

Themes

The world around you seems surreal and very hostile towards you. Everything seems bigger than you are used to. Bankcroft feels a strange, buzzlike sensation around him (arcana check 12+ to determine if it is magic) - (if nature check +10 te determine it doesn't feel natural).

Structure

Exposition

On your way to Miraen to help the local population fight in the rebellion, you were somehoe sucked into what now seems like an out of place dream.   As you regain your consious, the world starts exposing itself to you. The whole world around you is brightly colored, its surroundings are loud and the smell of humid conditions meets your nostrils.   You look around, you see nothing but green forests. Currently you do not see any wildlife, but you certainly hear it. Bancroft feels closer to his very nature, stronger than he has ever felt. Nicholas and Tranan feel instantly energetic in these parts, as if their body grew stronger.

Conflict

After wandering through the forests, not finding anything but an imbalanced eco system, the characters find the source of one of the buzzing feeling the Shaman gets. Ancient rune stones, buried into the trunks of trees.  
Show spoiler
These runes are used to keep the spells up which make sure the forests on the continent are preserved in the state they are now. The nature is in perfect harmony, with human kind as the leaders.The ancient druidic circles try to maintain the nature of this world, taming the wild beasts. The deforestation makes this world unstable and the animals no longer are as controlable as they always used to be.

Rising Action

What will the characters do? Aid the safe, human culture by fighting the circles, or do they want to preserve nature?

Climax

Can the forest every be in balance again? Will the circles have to adjust their ways, giving room to the people who settled on the coast? Must the coastal cities stop expanding their territories, for their own safety? The players will most likely play a big role in the future of the continent.

Relations

Protagonists

  • The protagonists will most likely want to return to their homeland. The NPC's will withhold any information from them, in an attempt to use their services for their own ends.
  • A sense of justice. Either for the human race, or the preservation of nature on the continents.
  • Personal gain. Interest in his own magical nature?
  • Personal gain. Interest in the free trade of Libromerci?
  • Allies

    Basilisk Tribe
  • A tribe of people, led by the Druids of the Basilisk. They use the venom of the basilisks in their rituals to keep the balance in the forests intact.
  • The Eight
  • An organisation in the city of Libromerci. They are the rulers of the city, even though the city prides itself on its freedom. The reality dictates that the wealthy get wealthier and the poor poorer because of the rules. Getting on good terms with The Eight is a fantastic opportunity for most people.
  • Competitors

    Basilisk Tribe
  • A tribe of people, led by the Druids of the Basilisk. They use the venom of the basilisks in their rituals to keep the balance in the forests intact.
  • The Eight
  • An organisation in the city of Libromerci. They are the rulers of the city, even though the city prides itself on its freedom. The reality dictates that the wealthy get wealthier and the poor poorer because of the rules. Getting on good terms with The Eight is a fantastic opportunity for most people.
  • Backdrops

    Locations

    Runestone

    Encounters

    • Giant Constrictor Snake 2x
    • Basilisk 3x
    • Wereboar 2x
    • Treant
    • Spy 4x
    • Bandit Captain - Spy 2x
    • Druid 3x
    • Assassin
     

    Giant Ape

    Huge beast, unaligned
    Armor Class 12
    Hit Points 157 15d12+60
    Speed 40ft Climb: 40ft

    STR
    23 +6
    DEX
    14 +2
    CON
    18 +4
    INT
    7 -2
    WIS
    12 +1
    CHA
    7 -2

    Skills Athletics +9 , Perception +4
    Senses passive Perception 14
    Challenge 7 (2,900 XP)


    Actions

    Multiattack. The ape makes two fist attacks.
    Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 3d10+6 bludgeoning damage.
    Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 22 3d10+6 bludgeoning damage.


     

    Assassin

    Medium humanoid (any race), any
    Armor Class 15 (studded leather)
    Hit Points 78 [roll 12d8+24)
    Speed 30ft

    STR
    11 0
    DEX
    16 +3
    CON
    14 +2
    INT
    13 +1
    WIS
    11 0
    CHA
    10 0

    Saving Throws Dex +6, Int +4
    Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
    Damage Resistances poison
    Senses passive Perception 13
    Languages Thieves' cant plus any two languages
    Challenge 8 (3,900 XP)


    Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
    Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
    Sneak Attack. Once per turn, the assassin deals an extra 14 4d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.


    Actions

    Multiattack. The assassin makes two shortsword attacks.
    Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one.
    Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 1d8+3 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 7d6 poison damage on a failed save, or half as much damage on a successful one.


     

    Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.

    Giant Constrictor Snake

    Huge beast, unaligned
    Armor Class 12
    Hit Points 60 8d12+8
    Speed 30ft Swim: 30ft

    STR
    19 +4
    DEX
    14 +2
    CON
    12 +1
    INT
    1 -5
    WIS
    10 0
    CHA
    3 -4

    Skills Perception +2
    Senses blindsight 10 ft., passive Perception 12
    Challenge 2 (450 XP)


    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 2d6+4 piercing damage.
    Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 2d8+4 bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.


     

    Basilisk

    Medium monstrosity, unaligned
    Armor Class 15 (natural armor)
    Hit Points 52 8d8+16
    Speed 20ft

    STR
    16 +3
    DEX
    8 -1
    CON
    15 +2
    INT
    2 -4
    WIS
    8 -1
    CHA
    7 -2

    Senses darkvision 60 ft., passivePerception 9
    Challenge 3 (700 XP)


    Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t Incapacitated. On a failed save, the creature magically begins to turn to stone and is Restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is Petrified until freed by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.


    Actions

    Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit 10 2d6+3 piercing damage plus 7 2d6 poison damage.


     

    Wereboar

    Medium humanoid (human, shapechanger), neutral evil
    Armor Class 10 (in humanoid form, 11 in boar and hybrid forms)
    Hit Points 78 ( 12d8+24 )
    Speed 30ft

    STR
    17 +3
    DEX
    10 0
    CON
    15 +2
    INT
    10 0
    WIS
    11 0
    CHA
    8 -1

    Skills Perception +2
    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
    Senses passive Perception 12
    Languages Common (can't speak in boar form)
    Challenge 4


    Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
    Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
    Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


    Actions

    Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
    Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) bludgeoning damage.
    Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.


     

    Werebear

    Medium humanoid (human, shapechanger), neutral good
    Armor Class 10 (in humanoid form, 11 in bear and hybrid forms)
    Hit Points 135 ( 18d8+54 )
    Speed 30ft Climb: 30ft

    STR
    19 +4
    DEX
    10 0
    CON
    17 +3
    INT
    11 0
    WIS
    12 +1
    CHA
    12 +1

    Skills Perception +7
    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
    Senses passive Perception 17
    Languages Common (can't speak in bear form)
    Challenge 5


    Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
    Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it. is wearing or carrying isn't transformed. It reverts to its true form if it dies.


    Actions

    Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
    Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 ( 2d10+4 ) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.
    Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 ( 2d8+4 ) slashing damage.
    Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 ( 1d12+4 ) slashing damage.


     

    Treant

    Huge plant, chaotic good
    Armor Class 16 (natural armor)
    Hit Points 138 12d12+60
    Speed 30ft

    STR
    23 +6
    DEX
    8 -1
    CON
    21 +5
    INT
    12 +1
    WIS
    16 +3
    CHA
    12 +1

    Damage Vulnerabilities fire
    Damage Resistances bludgeoning, piercing
    Senses passive Perception 13
    Languages Common, Druidic, Elvish, Sylvan
    Challenge 9 (5,000 XP)


    False Appearance. While the treant remains motionless, it is indistinguishable from a normal tree.

    Siege Monster. The treant deals double damage to objects and structures.


    Actions

    Multiattack. The treant makes two slam attacks.

    Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 3d6+6 bludgeoning damage.

    Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 4d10+6 bludgeoning damage.

    Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.


     

    Spy

    Medium humanoid (any race), any
    Armor Class 12
    Hit Points 27 ( 6d8 )
    Speed 30ft

    STR
    10 0
    DEX
    15 +2
    CON
    10 0
    INT
    12 +1
    WIS
    14 +2
    CHA
    16 +3

    Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
    Senses passive Perception 16
    Languages any two languages
    Challenge 1 (200 XP)


    Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

    Sneak Attack (1/Turn). The spy deals an extra 7 ( 2d6 ) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.


    Actions

    Multiattack. The spy makes two melee attacks.

    Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.

    Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 ( 1d6+2 ) piercing damage.


     

    Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

    Bandit Captain

    Medium humanoid (any race), any non-lawful
    Armor Class 15 (studded leather)
    Hit Points 65 10d8+20
    Speed 30ft

    STR
    15 +2
    DEX
    16 +3
    CON
    14 +2
    INT
    14 +2
    WIS
    11 0
    CHA
    14 +2

    Saving Throws Str +4, Dex +5, Wis +2
    Skills Athletics +4, Deception +4
    Senses passive Perception 10
    Languages any two languages.
    Challenge 2 (450 XP)


    Actions

    Multiattack. The captain makes three melee attacks; two with its scimitar and one with its dagger. OR the captain makes two ranged attacks with daggers.
    Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 slashing damage.
    Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 1d4+3 piercing damage.

    Reactions

    Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.


     

    It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
    More than treasure, a bandit captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.

    Druid

    Medium humanoid (any race), any
    Armor Class 11 (16 with barkskin)
    Hit Points 27 5d8+5
    Speed 30ft

    STR
    10 0
    DEX
    12 +1
    CON
    13 +1
    INT
    12 +1
    WIS
    15 +2
    CHA
    11 0

    Skills Medicine +4, Nature +3, Perception +4
    Senses passive Perception 14
    Languages Druidic plus any two languages
    Challenge 2 (450 XP)

    The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The druid has following druid spells prepared:

    At will: Cantrips (at will): druidcraft, produce flame, shillelagh
    1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
    2nd level (3 slots): animal messenger, barkskin

    1/day: Quarterstaff.[/i Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. hit 3 1d6 bludgeoning damage, 4 1d8 bludgeoning damage if wielded with tow hands, or 6 1d8+2 bludgeoning damage with shillelagh.



     

    Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

    Plot type
    Introduction to new world.
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