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dnd:night_terrors:session_0:adventure [2021/04/08 22:55] – [The Event] spsdnd:night_terrors:session_0:adventure [2021/04/20 08:56] (current) – [Prologue] sps
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   - [[dnd:night_terrors:session_0:tasks:3.The_Assignment|The Final Assignment]]   - [[dnd:night_terrors:session_0:tasks:3.The_Assignment|The Final Assignment]]
  
-Milestone: Pass the Bootcamp. +**Milestone**: Pass the Bootcamp.
-Level: 2+
  
-==== Assault ====+**Level**2
  
-After Bootcamp, the group has been assigned to a squad w +===== Assault:  =====
-The Squad isn't the best equipped or the most skilled. The company has decided that goblins' nest does not warrant their best warriors as they are needed elsewhere. So they send less skilled troops to deal with such situations. This also trains the recruits in a way the camp cannot do.+
  
-Characters:+With boot camp finished, the squad will be given their first task as recruits. Before they leave the Boot Camp, they are to clear out a nest of Goblins. The company has deemed that a freshly educated squad is better suited for this task than a Squad of veterans. The argument is also for them to get some real fighting experience under their belts. 
 + 
 +Tasks:
  
 Fighting: Goblins use hit and run tactics and mostly prey on the weaker in the group. I.e. most other members. Also, there seems to be no end to the number of goblins. Fighting: Goblins use hit and run tactics and mostly prey on the weaker in the group. I.e. most other members. Also, there seems to be no end to the number of goblins.
 Tasks:  Tasks: 
-Milestone: Return to the Company's camp. + 
-Level: 3+  - [[dnd:night_terrors:session_0:tasks:4.clear_out_goblins|Clear out the goblin nest]] 
 +  - [[dnd:night_terrors:session_0:tasks:5.return_to_camp|Return to the Boot camp]] 
 + 
 +**Milestone**: Return to the Company's camp. 
 + 
 +**Level**: 3
  
 ===== Prologue ===== ===== Prologue =====
  
-As the players return to the camp, it has become dark. They find it razed to the ground. Dead people everywhere. In the midst of the carnage, the group may be able to see large shadow of a <insert description> (Perception dc 14) holding a body. They can try stealth towards the shadow (DC20)+Characters: [[dnd:night_terrors:characters:strahd|Strahd von Zarovich]], [[dnd:night_terrors:characters:ukhund_brightmaker|Ukhund Brightmaker]] 
 + 
 +As the players return to the camp, it has become dark. They find it razed to the ground. Dead people everywhere. In the midst of the carnage, the group may see an impossible large shadow holding a lifeless body close, before casually dropping it with a sickening thudThe shadow shrinks, and you see a Pale white man, muscular, raven black hair, blood covering his torso. 
 + 
 +"Ah, yes, the wolfcubs" - Strahd says as he turns towards them. "But.. Where are my manners. I haven't presented myself.". They see the blood disappear into his skin and Noble clothes fading in on his body. "I am Lord Strahd von Zarovich, Ruler of Barovia. And I am in your gratitude, You saved me from final death. How shall I repay you?" - he pauses a second, then continues.. "Ah, I offer you all eternal life", All see his Vampire fangs, "in my service!".  
 +<roll for initiative>  
 +Strahd says, "Ah, I see you've chosen mortality, Let me help you out of that." 
 +  
 +Strahd will toy with the group, being SO much tougher than them. Picking them each for a couple of hitpoints. He will let them believe that he is actually wounded, and near death. then yells "End of playing, Wolfcubs! Now .. you die!". He casts a single spell (CommandwordStop / No save below lvl 5, softly says "Stop!" and all stops what they are doing.
  
-Before the initiative, all that failed stealth will be charmed (DC: 20). All charmed will sit down and refuse to do anything/be catatonic. Should one reach the vampire, he will throw the body aside, turn into mist and reform behind the nearest player, fangs extending ready to bite. You can end the session here (depending on time) for a cliffhanger or play this last bit as wellThe Vampire is by far stronger than the players combinedThey will be saved in the nick of time by [[dnd:night_terrors:characters:ukhund_brightmaker|Ukhund Brightmaker]].+Strahd then closes in on the nearest member of the group .. <perception roll, dc:10, Casters Arcana roll DC:10> Magic surges through the air.
  
 +They will be saved by [[dnd:night_terrors:characters:ukhund_brightmaker|Ukhund Brightmaker]] and her <Name> Platoon. 60 individuals show up. (Look up Warhammer group names!)
  
dnd/night_terrors/session_0/adventure.1617915325.txt.gz · Last modified: 2021/04/08 22:55 by sps

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