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dnd:night_terrors:session_0:adventure

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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:

Milestone: Return to the Company's camp.

Level: 3

Prologue

Characters: Strahd von Zarovich, Ukhund Brightmaker

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 see an impossible large shadow holding a lifeless body close, before casually dropping it with a sickening thud. The shadow shrinks, and you see a Pale white man, muscular …..

“Thanks are in order I guess” - Strahd says as he turns towards them. “you let me

Should the group decide to attack, Strahd will turn into mist and reform behind the nearest player, fangs extending ready to bite. It should be blindingly obvious that they are so far in over their heads. They will be saved in the nick of time by Ukhund Brightmaker.

dnd/night_terrors/session_0/adventure.1617916560.txt.gz · Last modified: 2021/04/08 23:16 by sps

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