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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 17:37] – [The old man] spsdnd: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.  To pass they will need the following skills:+The campsite is approximately one day out into the Evermoors from Nesmé. They will be sent out in small teams of fitting sizes. The First Pass test is to find the campsite.  To passthey will need the following skills:
  
 +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.
  
-===== The Event ===== +Use StealthTracking, Nature, SurvivalMedicine .. spells .. whatever comes into hand
- +
-The Evening before they leave main camp to boot Everybody sees sees a bright flash followed by pulsating light from the direction of Lurkwood (North Westabout 160 Km away). +
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-About a minute passes thenAll roll con saves. DC:10 - on a miss, they feel a blow to their stomach and the air is being beaten out of them they lose 1d4 hp and are prone. On success they are knocked prone. +
- +
-Bard, Sorcerer, Wizard : Roll Arcana DC:20 +
-Druid: Roll Nature DC: 20 +
-ClericPaladin: Roll Religion DC: 20 +
-All others: Roll intelligenceDC: 20 +
- +
-Success: Whatever happened was clearly magical of origin. +
- +
-The light continues to pulsate for about two hours after this, then slowly fades out. +
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-[[dnd:night_terrors:organisations:company_of_the_wolf|Company of the wolf]] sends a <TODO: Size> force to investigate what has happened.+
  
 +[TODO: MAKE 3-4 Random Maps for this]
  
  
 ==== The old man ==== ==== The old man ====
  
-In the evening, shortly before they arrive into the bootcamp, they find [[dnd:night_terrors:characters:Strahd|an old man] seemingly being attacked by [2-3 CR:1/8 Bandits ]. After the group help defend the old man, he explains that he is lost in the Evermoorand begs the group to help him to safetyThey can either choose to bring him +In the evening, shortly before they arrive at the Bootcamp, they find [[dnd:night_terrors:characters:Strahd|an elderly man] being attacked by [2-3 CR:1/8 Bandits ]. After the group helps the person, he explains that he is lost in the Evermoor and begs the group to help him to a safe placeTheir only real option should be to bring him with him; he will ask if it is ok for him to go into the camp as he is not part of the military. If they say yes, he will come inside and be offered food and shelter. If they say no, A patrol will find the man later, and he will point them out as the ones who let him sit outside in the cold and clammy bog.
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 +During the day, he will mostly slumber and, if woken up, will complain that he feels really ill and haven't been given food at all. Also, he's quite sure one of his limbs are broken.
  
  
dnd/night_terrors/session_0/tasks/1.getting_there.1617896275.txt.gz · Last modified: 2021/04/08 17:37 by sps

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