Table of Contents

Night terrors

WARNING: IF YOU ARE CURRENTLY A PLAYER OF Night Terrors - DO NOT READ ANY FURTHER - THIS IS THE ENTIRE CAMPAIGN, AND WILL SPOIL THE HISTORY FOR YOU!ª

Synopsis

Magical energies have distorted the fabric between realms. Ravenloft denizens have been pulled into Faerun. Reports of otherworldly sightings are trickling in as widespread rumours. Elminster Aumar has investigated the increased reports and find it worrisome that the beings seem to disappear upon death, only to show up in another place later. (more to come…)

Requirements

General information

System: DND 5e.

Group size: 4-5 players

Level range: Designed to be from level 3 to approximately level 10.

XP/Milestone: It is designed for Milestones. However, I prefer to give players rewards in terms of XP When doing normal RPG/Encounters. When milestones are reached, I let them gain XP up to the next level. This gives a way of rewarding players for delving into their background and cooperation but driving the storyline forward is the main goal.

Duration: Apart from Session 0, Each chapter in the module is designed to take one to two sessions of four to six hours duration. Mileage may vary depending on your players.

Monsters/NPC: Some named NPCs are in here, for good or evil. Apart from that, be dynamic! Always take into considerations that fights shouldn't be too hard/too easy. I don't intend to write down all of the encounters. Also, consider that level 1 Goblin versus level 6 player, the Goblin will most likely just run away. If you haven't already, read about how Monsters will react.

Reading material

Mandatory reading material

Strongly suggested reading material

Optional reading material

Chapters

Session 0