User Tools

Site Tools


dnd:night_terrors:session_0:getting_there

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
dnd:night_terrors:session_0:getting_there [2021/04/08 10:23] – [Take off] spsdnd:night_terrors:session_0:getting_there [2021/04/08 10:34] (current) – removed sps
Line 1: Line 1:
-====== Get to the Camp ====== 
- 
- 
-===== Take off ===== 
- 
-The campsite is approximately one day out into the Evermoors from Nesmé. They will be sent out in small teams of fitting sizes. First Pass test is to find the campsite.  To pass they will need the following skills: 
- 
- 
-==== The old man ==== 
- 
-Shortly before they arrive they find[[dnd:night_terrors:characters:werewolf|an old man (Werewolf)]]  walking bewildered around (Passive perception:13+). The old man is clearly lost in the evermoor, and begs the group to help him.  
-  * The  
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
- 
  
dnd/night_terrors/session_0/getting_there.1617870227.txt.gz · Last modified: 2021/04/08 10:23 by sps

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki