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dnd:night_terrors:session_0:tasks:1.getting_there

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Get to the Camp

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 old man

In the evening, shortly before they arrive into the bootcamp, they find an old man walking bewildered around (Passive perception:13+). The old man is clearly lost in the Evermoor, and begs the group to help him to safety.

dnd/night_terrors/session_0/tasks/1.getting_there.1617886497.txt.gz · Last modified: 2021/04/08 14:54 by sps

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