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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:

Perception - Evermoore is known for being a place for bandits to retreat into to avoid the arms of the law. There will be an enounter every 4 hours of walking. Some can be avoided with stealth (CR:1/8 bandits), others will be ambushes for the group.

Use Stealth, Tracking, Nature, Survival, Medicine .. spells .. whatever comes into hand..

[TODO: MAKE 3-4 Random Maps for this]

The old man

In the evening, shortly before they arrive into the bootcamp, they find [[dnd:night_terrors:characters:Strahd|an old man] 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. Their only real option should be to bring him with, he will ask if it is ok for him to go into the camp as he is not part of the military. If they say yes, he will come inside and be offered food, and shelter. if they say no, A patrol will find the man later and he will point them out as being the ones who let him sit outside in the cold and clammy bog.

During the day he will mostly slumber and if woken up, will complain that he feels really ill and haven't been given food at all, also he's quite sure one of his limbs are broken.

dnd/night_terrors/session_0/tasks/1.getting_there.1617902383.txt.gz · Last modified: 2021/04/08 19:19 by sps

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