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Session 0 Adventure
Drafted
Characters: Bootcamp officer, 10 other recruits (Names of them?), Sergeant Tom Miller leads the drills.
The war against the orcs is raging. The mercenary group is known as 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.
The Event
The Evening before they leave the main camp to boot, Everybody sees a bright flash followed by pulsating light from the direction of Lurkwood (North West, about 160 Km away).
About a minute passes, then, All 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 Cleric, Paladin: Roll Religion DC: 20 All others: Roll intelligence, DC: 20
Success: Whatever happened was clearly magical of origin.
The light continues to pulsate for about two hours after this, then slowly fades out.
Company of the wolf sends a Platoon to investigate what has happened.
Bootcamp
The morning after, the 4 recruit squads are given a map, provisions for 2 days and an order to “Survive!”. Then they are left to their own devices.
Squad Elfenlied - A dwarven only squad. Squad Stonebeard - An elf only squad Squad Titans - Halfling only Squad Squad ????? - Player squad.
Tasks:
Milestone: Pass the Bootcamp.
Level: 2
Assault:
With boot camp finished, the squad will be given their first task as recruits. Before they leave the Boot Camp, they are to clear out a nest of Goblins. The company has deemed that a freshly educated squad is better suited for this task than a Squad of veterans. The argument is also for them to get some real fighting experience under their belts.
Tasks:
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:
Clear out the goblin nest Return to the Boot camp
Milestone: Return to the Company's camp.
Level: 3
Prologue
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)
Before the initiative, all that failed stealth will be charmed (DC: 20). All charmed will 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 Ukhund Brightmaker.
