dnd:night_terrors:session_0:tasks:1.getting_there
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| dnd:night_terrors:session_0:tasks:1.getting_there [2021/04/08 10:33] – created sps | dnd:night_terrors:session_0:tasks:1.getting_there [2021/04/08 21:56] (current) – sps | ||
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| ===== Take off ===== | ===== 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. | + | The campsite is approximately one day out into the Evermoors from Nesmé. They will be sent out in small teams of fitting sizes. |
| - | + | ||
| - | + | ||
| - | ==== The old man ==== | + | |
| - | + | ||
| - | Shortly before they arrive they find[[dnd: | + | |
| - | * The | + | |
| + | Perception - Evermoore is known for being a place for bandits to retreat into to avoid being caught. There will be an encounter every 4 hours of walking. The group can avoid some bandits with stealth (CR:1/8 bandits); other bandits will be ambushes. | ||
| + | Use Stealth, Tracking, Nature, Survival, Medicine .. spells .. whatever comes into hand. | ||
| + | [TODO: MAKE 3-4 Random Maps for this] | ||
| + | ==== The old man ==== | ||
| + | In the evening, shortly before they arrive at the Bootcamp, they find [[dnd: | ||
| + | During the day, he will mostly slumber and, if woken up, will complain that he feels really ill and haven' | ||
dnd/night_terrors/session_0/tasks/1.getting_there.1617870825.txt.gz · Last modified: 2021/04/08 10:33 by sps
