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Table of Contents
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 Event
The Evening before they leave main camp to boot Everybody sees 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 <TODO: Size> force to investigate what has happened.
The old man
In the evening, shortly before they arrive into the bootcamp, they find [[dnd:night_terrors:characters:Strahd|an old man] seemingly being attacked by [2-3 CR:1/8 Bandits ]. After the group help defend the old man, he explains that he is lost in the Evermoor, and begs the group to help him to safety. They can either choose to bring him
