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- #+STARTUP: indent
- #+STARTUP: odd
- #+STARTUP: hidestars
- #+STARTUP: oddeven
- * Beginning of the adventure
- ** Stuff to tell all of them
- General reminder about last session.
- ** Stuff about NPC that Rogue was tracking
- *** Real part for GM
- It was actually a person X, he hides his identity and importance by posing as
- his own right-hand man.
- *** What to tell player
- He saw him at the village two weeks ago. He arrived when they were departing.
- ** Current queue at guard duty.
- Usual order is Fighter, Rogue, Wizard, Cleric
- ** Spells prepared by Wizard
- <paste normal selection, add differences as required>
- * First plot point
- ** List of NPCs
- *** Goon 1
- Stats + abilities
- *** Goon 2
- Stats + abilities
- **** Side-note about his equipment
- He has a cursed dagger, let Cleric identify it or find them before ambush if
- he passes Will Save DC 18
- *** Their main guy
- Stats + abilities
- **** That said guy can tell them in case of capture
- Torture is not really needed, success on intimidation will yield information about
- note written with a cipher he had to deliver and information about person X who
- bought their services. They were tasked with capturing at least one of the PCs
- and delivering him to the <place-holder for name>
- * Next point
- ** If they will not capture the main guy
- If they manage to knock him out, they will find a note with a cypher.
- Rogue can get partial success with DC 10, Full with DC 17
- * Ending
- ** Personal notes
- Ask players about how they enjoyed the adventure. Get feedback and ask if the
- pacing got better in the scope of last 5 sessions (major complaint at the start
- of the campaign).
- ** Declarations for next session
- *** Fighter
- *** Cleric
- *** Wizard
- *** Rogue
- ** Lore they might learned and might come up in the next session.
- ** XP and general questions about incoming advancement.
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