Shadowvale D&D world

Intro Scene

Gradually, you all stir awake to the sounds of cheers from a large crowd... but it is the scream of a dying man nearby that jolts you all completely awake. You find yourselves laid on a gravelly, sandy floor, but you are not alone. Sat on benches either side of you, looking nervously at what is going on through an iron gate are roughly twenty men and women - all wearing the same rags and unchained manacles that you now realise you also wearing.

As you stand and look around, you realise that you hurt... all over. Manacles that have very recently been tight around your wrists and ankles have left deep, red scars... and several of you have the unmistakable marks of the lash or a cat o'nine tails, still raw and painful as though they were inflicted in the last week. The clothes, or more accurately the rough cloth that you wear is dry and salty, as though it had been soaked in the sea and left to dry while being worn.

Another cheer from the crowd goes up, and if you turn to look out of the gate into what looks like a gladiatorial arena you can see several kobalds disarm a young paladin and take great pleasure in brutally killing him, running him through with short swords again and again until his screams come to a gurgling end.  The sand of the arena is littered with the dead, both monster and the races of the "civilised world" alike... dozens of patches of sand are stained with blood, each one starting a trail where a body has been dragged away.

The kobalds leave, waving swords and making obscene gestures to the crowd as a burly guard behind you shouts... "Seventeen! Thirty Eight! Twenty four... take your weapons and step out!"

Two men stride toward the door, throw on some armour from a pile in the corner, grab their weapon of choice from a rack and stride out into the arena to great cheers. Thirty Eight on the other hand, stares at the number branded on his forearm for a minute, before bolting in the opposite direction towards another locked iron gate... a very short run, as three crossbow bolts fly from a balcony into his chest, killing him instantly.

At this point you all realise that you too, have had numbers branded into your forearms... 79, 32, 98,78, 55, 99 and 80... but worse than that, it now begins to dawn on you that this number is the only thing you know about yourselves. All memories of who you are have gone... even to the point of names... and you certainly don't know any of the other people you have woken up alongside.

Outside in the arena cheers go up again, as the two gladiators stand against five orcs... and after a long and bloody battle, return to the holding cell adding orc teeth to necklaces they wear. The pair sit down wearily on the benches beside you, examine various cuts and bruises and smirk, as though they expect you to entertain the crowds with your deaths very soon.

Again, the voice shouts from the balcony, only this time more numbers are read out than before. "79,104,110,32,99,98,124,78,55 and... 1. Prepare!"

Several of the other numbers read out scramble for the weapons and armour, although number one just sits there quite calmly. He already wears studded leather armour with two stallions engraved on his shoulders... on his belt, two runed and engraved swords with a faint glow to them.  As you join the scramble for armour and weapons, some of them seem instinctively to be ones you know how to use... but all too soon, the iron gate swings open and several crossbow bolts into the dirt behind you usher you out into the arena itself. While the rest of the gladiators spread out leaving you seven in a small group, the calm and confident "number one" walks to you and offers his advice.

"This is where heroes and cowards part ways. Try not to die!" before he raises his swords to the crowds and lets out a battle cry, one matched by the cheer of the crowd as they begin to chant his name...  "Woden! Woden! Woden!" Your eyes now turn toward the gates at the far end of the arena as those doors swing open with a loud grate of metal on stone... and a small horde of monsters pour out and begin to run towards you, gnashing and roaring battle cries of their own!

Woden


Tools and Links

Next game is running on Roll 20

https://app.roll20.net/join/1710194/hnSr0A to join the game

 

Character stat rolls

https://rolz.org/dr?room=shadowvale2

password - lollypop

 

Editable Character sheets for D&D 5e are here

https://drive.google.com/file/d/1K_mwPARrFcO05b8VQ5-bixsf4miUU6Wc/view

 

Online Players Handbook

http://anyflip.com/ofsj/cxmj

 

Crit Fails

https://www.reddit.com/r/DnDBehindTheScreen/comments/68pwms/dnd_5e_critical_hit_tables_and_fumble_tables/

 

Crit Hits - only affect players on a 20 from the monster then 1 on a d6. Instant kills on players are not instant death, dont panic. Monsters get this on a 20 from the players.

crit_chart.jpg

 

Weapon Attack Roll Fumble Table

Roll %DescriptionEffect
1 You are embarassed by your poor showing, but nothing remarkable happens. You miss your attack.
2-5 You lose your combat footing, exposing yourself to your target. Your target has advantage on their first attack roll against you next round.
6-9 You lose your combat footing, exposing yourself to your enemies. Your enemies have advantage on their first attack roll against you next round.
10-14 You lose your combat footing, and have difficulty recovering. Your enemies have advantage on their attack rolls against you until the end of your next turn.
15-19 Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver. Melee: You are knocked prone and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your "environmental interaction", or the "Use an Object" action to nock your bow.
20-29 You lose your balance while attacking. You fall prone and your movement is reduced to 0.
30-39 As you attack your opponent you begin to fear that they are the superior combatant. Disadvantage on your next attack roll against your target.
40-49 You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter. Disadvantage on your next attack roll against any target.
50-59 You lose your grip as you attack. Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet.
60-69 Melee: The weapon slips from your hand as you attack. Ranged: Your ammunition gets lodged in its container. Melee: Roll a DC 10 Dexterity Check, on failure you throw your weapon into your enemy's space. DM determines where the item is thrown on large sized or greater creatures. Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack.
70-79 Melee: You lunge past an enemy exposing yourself to his attack. Ranged: Your missile startles your allies near your target. Melee: Enemy you were attacking is able to use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range.
80-84 Missing what you thought was a critical blow causes you to panic. End your current turn and you are surprised until the end of your next turn.
85-89 You attack wildly and lose track of the fight around you. End your turn and move to the bottom of the initiative order at the start of the next round.
90-94 You lose your footing while attacking and fall to the ground bumping your head. You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
95-99 You lose your footing while attacking and fall head first. You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
100 You lose your footing while attacking and slam your head into the ground. You fall prone, take 3d6 damage, and become unconscious for 1 minute or until you receive damage from any source.


Spell Attack Critical hit table.

D100 Critical hit Effect
1 Weave of magic becomes unstable Gm roll on D10000 chaos chart
2 to 6 Ringing ears 1d4 + Disadvantage with attacks until end of your next turn
7 to 12 Blurred vision 1d4 + enemies have Advantage against you until end of your next turn
13 to 17 Legs slightly numb 2d4 + Movement is reduced by 1/2 until end of combat
18 to 22 Arms inflicted with painful trembling 2d6 + drop held items
23 to 27 Blinded from volatile magic 2d4 + Blind until end of your next turn
28 to 31 Shuddering silence 2d4 + Silenced and cannot speak until end of combat
32 to 35 Discombobulated 2d4 + Stunned until end of your next turn
36 to 39 Panic attack 2d6 + Frightened (DC Wisdom 10+ spell level to recover)
40 to 43  Soul withered Lose 1d6-3 from each stat (until long rest)
44 to 47 Agonising pain 2d6 + enemies that hit deal extra die of damage until end of combat
48 to 51 Become irrational  2d8 + Confused Dc 10+ spell level to recover
52 to 55 volatile magic  Spell goes haywire. 2d8 damage plus a random spell same level or below cast instead
56 to 59 Magic Burn Take 1d4 damage per spell level. Disadvantage on CON ST rest of day
60 to 63 Sonic Boom 2d6 + Shaken + Knocked Prone. Those Within 10' D10 CON save or knocked prone
64 to 66 Explosive reaction 1d8 per spell level damage + all within 10 feet roll DC STR 10 or are knocked prone 
68 to 69 Leg muscles lose feeling 2d6 + Movement is reduced by 1/2
70 to 72 Arm muscles lose feeling 2d6 + Disadvantage with melee attacks
73 to 75 Vomit blood from magical sickness 2d10 + Disadvantage with Constitution checks for 1 hour
76 to 78 Horrific burn 2d10 + Add scar feature
79 to 81 Critical seizure 2d10 + Knocked Prone + Incapacitated for 1d4 rounds
82 to 85 Sudden stroke 2d12 + Surprised until end of your next turn
86 to 88 Brain damage 2d12 + lose 1d4 Intellegence until long rest
89 to 91 Sudden anemia 2d10 + lose 1d4 Constitution until long rest
92 to 93 Devastating blast 2d8 + roll damage roll again and add the amount to the total damage
94 to 95 Body goes numb from force 2d12 + Paralysis (CON DC 10+ spell level to recover)
96 to 97 Weakening curse 2d12 + changes Resistances to Normal and Immunities to Resistances (long rest)
98 to 99 Crippling hit 2d12 + roll d100 on physical critical table
100 Overwhelming power is demonstrated Doubles original total damage / effect inflicted and roll d100 on this chart again

 

Spell Attack Fumble Table

Roll %DescriptionEffect
1 You are embarassed by your poor showing, but nothing remarkable happens. You miss your attack.
2-5 You get wrapped up in your spellcasting and forget to watch your target. Your target has advantage on their first attack roll against you next round.
6-9 You get wrapped up in your spellcasting and forget to watch your surroundings. All enemies have advantage on their first attack roll against you next round.
10-14 You are so wrapped up in your spellcasting that you forget you are fighting a battle. All enemies have advantage on their attack rolls against you until the end of your next turn.
15-19 Your spell creates a large plume of smoke obscuring your location. The area in a 5 foot radius around your location becomes heavily obscured for 1 minute. A strong breeze can blow away the smoke in 1 round.
20-29 Your spell misfires knocking you over. You are knocked prone.
30-39 The spell fires in an unexpected manner, causing your confidence in your abilities to falter. You have disadvantage on any spell attacks, and enemies have advantage against your spell savings throws until the end of your next turn.
40-49 The placement of your spell startles your allies near your target, causing them to drop their guard. Your target is able to use their reaction to take an attack of opportunity on one of your allies in melee range.
50-59 You scramble the ingredients of your component pouch or your focus becomes overloaded with magical energy and temporarily stops working. You are unable to perform material components to cast spells until the end of your next turn.
60-69 Your arm cramps as you cast. You are unable to perform somatic components to cast spells until the end of your next turn.
70-79 You bite your tongue as you cast. You are unable to use verbal components to cast spells until the end of your next turn.
80-84 Your spell misfires and dazes you, causing you to lose track of the fight. End your turn and move to the bottom of the initiative order at the start of the next round.
85-89 Your spell misfires causing you to panic. End your current turn and you are surprised until the end of your next turn.
90-94 Your spell backfires creating a small explosion causing you to fall and bump your head. You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 bludeoning damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
95-99 Your spell backfires creating a large explosion causing you to fall and bump your head. You fall prone. Roll a DC 15 constitution save, on failure you take 1d6 bludgeoning damage, 1d6 thunder damage, and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
100 Your spell completely backfires creating a large explosion causing you to fall and bump your head. You hit yourself with your spell. If the spell effect is instant you take the full effect. If the spell requires concentration the effect persists until the end of your next turn. You also fall prone, take 1d6 bludgeoning damage, 1d6 thunder damage, and become unconscious for 1 minute or until you receive damage from any source.


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