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dnd:night_terrors:session_0 [2021/04/08 09:08] – created spsdnd:night_terrors:session_0 [2021/04/08 11:24] (current) – removed sps
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-====== Session 0 ====== 
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-===== For the group ===== 
- 
-You may already be in an established group and therefore have the pre-game stuff sorted out. However, please take a second or three to look over this and think if there's something you may have missed. At worst, your players will say "No, fine," and you can move on fairly easily. If not, you now know what to avoid. Just a fair warning, if someone states they have a phobia of Vampires, Zombies or undead in general, this may not be the module for them, just saying :). Establish what kind of roles are needed. If your players have gotten a whiff that they're going to be playing against vampires, they may go with the more holy of holy thinking; this will give them the upper hand, but - The Ravenloft denizens in this module aren't quite like the ones native to Faerun. To them, holy means something different.  
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-The game set up expects the players to know each other. However, they can meet up the way you agree upon. 
-===== Points to debate ===== 
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-  * Is there anything like Phobias or Taboos that the group should directly avoid during the game? 
-  * How often should the game be played? 
-  * Should you as the GM include players background stories, or are they just for fluff and content? 
-  * Whatever else you can think of. 
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-===== For the players ===== 
- 
- 
-This is meant for the GM to help the players. 
-[[dnd:creating_character|Mother of all character questionnaires]] 
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-===== For the GM/DM ===== 
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-This module is meant mostly as a guideline. The game mode is meant for tension, excitement and wholesome fun. Don't overdo the tension, as that can be annoying at best and downright frightening for your players at worst. Your players will hopefully overcome what is presented to them. Also, be aware that the master NPC isn't killable. The realm of Ravenloft cannot exist without Strahd, and Strahd cannot exist without Ravenloft. So, the best they will be able to do is send him back to his own realm. (No, Banish will not work here..) 
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-Help the players if need be, otherwise prepare for Session 0's intro. 
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-===== INTRO CHAPTER ===== 
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-Players start as level 1. 
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-==== Bootcamp ==== 
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-Characters: Bootcamp officer, 10 other recruits (Names of them?), Sergeant Tom Miller leads the drills. 
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-The war against the orcs is raging. The mercenary group is known as [[https://forgottenrealms.fandom.com/wiki/Company_of_the_Wolf_(mercenary_group)|Company of the Wolf]] have hired numerous new people in an attempt to bolster their ranks against the ferocious enemy. Before the recruits are sent on any missions, they have to pass several tasks individually. The players will be given company clothing: 
-Gearset: 
- 
-Armour - bearing the Wolf company's insignia (TODO: Find insignia), fitting their speciality. 
-A weapon fitting for their speciality. 
-Spellcasters are given small pouches of the most generic materials. 
-Ranged will be given arrows needed. 
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-Tasks:  
- 
-Milestone: Pass the Bootcamp. 
-Level: 2 
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-==== Assault:  ==== 
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-After Bootcamp, the group has been assigned to a squad w 
-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. 
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-Characters: 
- 
-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:  
-Milestone: Return to the Company's camp. 
-Level: 3 
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-===== Prologue ===== 
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-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 a large shadow of a <insert description> (Perception dc 14) holding a body. They can try stealth towards the shadow (DC: 20) 
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-Before initiative, all that failed stealth will be charmed (DC: 20), all charmed will simply 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 well. The Vampire is by far stronger than the players combined. They will be saved in the nick of time by [[dnd:vitn:ukhund_brightmaker|Ukhund Brightmaker]]. 
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dnd/night_terrors/session_0.1617865691.txt.gz · Last modified: 2021/04/08 09:08 by sps

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