Clear the Ruins of Slandpre Plot in Volatia | World Anvil
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Clear the Ruins of Slandpre (Sland-pur-eh)

Slandpre was once a prosperous city but it has long since been overrun by orcs and goblins some three-hundred years ago, the creatures still dwell there and nobody has cleared the now ruined city. But that is going to change, a paladin named Remington Mornshield has been tasked by his god, Helm, the god of guardians, protection, and protectors to clear the city's ruins so that they may be restored and the city be turned into the holy city of Helm. The paladin needs help though and is searching for allies in nearby towns and cities. It is his goal to slay and scare off everything in the city and stay there until clerics and others of his order arrive to and consecrate the city. The featured stats are for monsters that the players will face as well as the paladin.
The ruins are difficult to traverse and counts as difficult terrain that slows player speed by 1/2. The difficult terrain is stone, walls, roots, crevices, skeletal bodies, and other rocks as well as ferns and weeds.
Goblin:
Small Humanoid (goblinoid), neutral evil
Armor Class: 15 Leather Armor, Shield)
Hit Points: 7 (2d6)
Speed: 30ft.
Strength: 8(1-) Dexterity: 14(+2) Constitution: 10(+0) Intelligence: (8(-1) Charisma: 8(-1)
Skills: Stealth +6
Senses: Darkvision 60ft., Passive Perception 9
Languages: Common, Goblin
Challenge: 1/4 (50XP) Actions:
Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Traits:
Nimble Escape: The goblin can take the Disengage or Hide action as a Bonus Action on each of its turns.
  Orc:
Medium Humanoid (orc), chaotic evil
Armor Class: 13 (Hide Armor)
Hit Points: 15 (2d8+6)
Speed: 30ft.
Strength: 16(+3) Dexterity: 12(+1) Constitution: 16(+3) Intelligence: 7(-2) Wisodm: 11(+0) Charisma: 10(+0)
Skills: Intimidation +2
Senses: Darkvision 60ft., Passive Perception: 10
Languages: Common, Orc
Challenge: 1/2 (100XP)
  Traits:
  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 (1d12 + 3) slashing damage.
  Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Plot type
Clearing the Ruins of Slandpre: Oneshot
Related Characters
Related Organizations
Remington Mornshield (Paladin):
Medium humanoid (human), lawful good
Armor Class: 20 (plate, shield)
Hit points: 60 (8d8+16)
Speed 30ft.
Strength: 17(+3) 11(+0) Constitution: 14(+2) Intelligence: 11(+0) Wisdom: 11(+0) Charisma: 16(+3)
Saving Throws: Strength (+5), Constitution (+4), Charisma (+5)
Skills: Athletics (+5), Insight (+2), Persuasion (+5), Religion (+4)
Senses: Passive Perception 11
Languages: Common and Goblin
Challenge: 4 (1,100 XP)
Abilities:
Brave: The paladin has advantage on saving throws against being frightened.
Divine Smite: As a bonus action, the paladin can expend a spell slot to cause its melee weapon attacks to magically deal an extra 9 (2d8) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the paladin expends a spell slot of 2nd level or higher, the extra damage increases by 1d8 for each level above 1st. The damage increases by 1d8 if the target is an undead or a fiend.
Spellcasting: The paladin is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
The paladin has the following paladin spells prepared:
1st level (4 slots): bless*, cure wounds, detect evil and good, heroism*, protection from evil and good
2nd level (2 slots): aid, lesser restoration, magic weapon*, protection from poison
*The paladin casts these spells on itself before combat.
  Actions:
Multiattack. The paladin can use its Turn Unholy. It then makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.
Turn Unholy: Each fiend or undead that can see or hear the paladin within 30 feet of it must make a DC 13 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the paladin's Turn Unholy for the next 24 hours.
  Reactions:
Parry. The paladin adds 2 to its AC against one melee attack that would hit it. To do so, the paladin must see the attacker and be wielding a melee weapon.

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