D&D 5e - Wilderness Eve One-Shot Part III
Details
Want to learn to play D&D? Join us for a journey into the world's greatest role-playing game!
(This is Part III of the Wilderness Eve "One-Shot" but you can play this session even if you did not play any of the two earlier sessions)
Keblesan is a meritocracy that aggressively seeks out talented children from all walks of life. Once identified, the children are transported to the capital, their Classes determined, and they are trained to assume the roles of leadership needed to further Keblesan society as Guardians (ala, the Jedi Order). Members of your party were identified at an early age and have been training in the capital city of Perdai for the last three years.
Your party of Guardians was assigned to Wilderness Eve, the land that borders the unexplored Western Wilderness. Your party must employ their abilities and accomplish tasks that will make Wilderness Eve less wild. Your first mission is to locate a registered necromancer who has failed to report his whereabouts for too long, but rumors of orcs and goblins returning to the area are also circulating...
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Pregenerated characters provided, but if you'd like to bring your own, here are the details:
- PHB only
- 2nd level (or, the character you played in Pt I or Pt II)
- No barbarians
- Rogues available only if playing as a state-sanctioned spy (ala, James Bond, Jason Bourne, or Salt)
- Neutral or Good alignments only
- Distribute 74 points among ability scores (nothing less than 10 and at least one 14 or higher)
- Max GP by class + 20 GP
- Select from a set of pre-generated backstories at the table
Things To Bring
• Pencils
• Paper
• Dice (polyhedrals if you have them)
• Feedback (https://bit.ly/2ElXyiw)
• Imagination
As with all our games, No Experience Necessary!
Please join us afterwards for food!
D&D 5e - Wilderness Eve One-Shot Part III