Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Update Sidebar
greyhawk
Search
Search
Appearance
Log in
Personal tools
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Session 140 Prep
Page
Discussion
English
Read
Edit
Edit source
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
Edit source
View history
General
What links here
Related changes
Special pages
Page information
Campaign Pages
Echos of Lyhnn Campaign
Corsairs Campaign
Ivae Orr Campaign
Vellors Prison Campaign
Darzog Hold Campaign
Knurl Run Campaign
Quick Links
Encounter Tables
Fortifications
Locations
Non Player Characters
Settlements
Session Summaries
Session Prep (DM Only)
Party Experience
Player References
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{Session Prep/Display | campaign = Echos of Lyhnn Campaign | session_title = Syringe and Cipher | previous_session = [[Session 139 The Metal Peak's Embrace]] | location = Level I: Officer and Crew Quarters of the Phasnosh Vessel | scene_overview = The session opens with Durmen recovering from the mysterious injection while the android stands inert. The party must quickly determine their next move, as a scouting party of Vegepygmies and their dog-like creatures have been alerted to the battle and are advancing down the west corridor, expected to engage the party within 2–3 turns. | setting_details = A maze of metallic corridors and small, mostly empty rooms. The air is stale but breathable. All doors are heavy, seamless metal, secured by black opal readers and key slots. Skeletons and alien remnants litter the area, emphasizing the centuries-old disaster. | key_npcs = {{:Durmen}} (Status: Fully healed by Phasnosh medical agent, but confused/disoriented by the sudden cure) {{:The Android}} (Status: Repaired and inert; no longer hostile, but will not respond to commands yet. Holds the key to the next access card.) {{:Lexanna Brightshore}} (Pursued NPC, trail leads deeper into the ship) | player_goals = Stabilize and assess Durmen's condition. Prepare for the imminent combat encounter (Vegepygmies). Secure an Access Card to open the major locked doors and push the pursuit of Lexanna to the next level. | hooks = The Repaired Android: The construct’s silence is unnerving; a perception or investigation check may reveal a key card (like a Brown Card) slotted inside its torso compartment. Durmen's Healing: Durmen feels inexplicably better than before the fight—healed of exhaustion, old wounds, and even possibly a status effect. The Sound: A successful perception check should pick up a rustling, scratching sound or the scent of damp moss/fungus coming from the west hall. | key_events = The Diagnosis: The party's attempt to use magic/medicine to diagnose Durmen's condition (will reveal the high-level cure, but not its origin). The Vegepygmy Ambush: A surprise attack from the Vegepygmies and their Thornie allies. The Android's Secret: Discovery of the access card hidden on the now-inert android. | planned_events = The initial focus is on Durmen's status. The combat will force the party to use the android's chamber defensively. The loot from the Vegepygmies will include a clue about their commander or territory. | challenges = Imminent Combat: The Vegepygmies are hostile and fast, forcing an immediate tactical decision. Technological Ignorance: The party still needs to figure out how the Phasnosh key card system works to progress. | clues_info = Durmen's Status: The injection was a massive curative, healing all non-magical afflictions. The Access Card: A Brown Access Card is discovered on the android, which will unlock some of the ship's doors. Vegepygmy Loot: Vegepygmies often carry low-charge Phasnosh weapons (like the Needler) which they use clumsily. | treasure_rewards = A Brown Access Card (enabling access to crew-level areas). One or two low-charge high-tech weapons from the Vegepygmy horde. A supply of strange-tasting Phasnosh nutrient paste. | interludes = A brief, frantic moment as the party scrambles to determine the source of the rustling sound before the Vegepygmies appear. | potential_conflicts = A surprise attack by a Police Robot if the Vegepygmy fighting alerts the wrong sector. Internal debate over the moral implications of looting the inert android. | notes_reminders = The Vegepygmies are coming from the west. Use the countdown (2–3 turns) to heighten the initial tension. The Brown Card only opens brown-coded doors and the large foyer door if the code has been changed. | random_encounters = A malfunctioning Worker Robot rolls past the combat, carrying a strange piece of machinery and completely ignoring the fighting. | story_arcs_themes = Man vs. Machine; The Corruption of Technology and Nature; The Cost of the Pursuit (Durmen's strange recovery). | mythic_elements = The diamond's powerful, continuous glow and strange tingle suggest it is more than a gem. The android’s self-repair and healing injection reinforce the technological threat posed by the Phasnosh Empire. | cliffhanger = After defeating the Vegepygmies and using the Brown Card to open a major door, the party finds that Lexanna’s trail leads to a massive, descending vertical tube. }}
Summary:
Please note that all contributions to greyhawk may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Greyhawk:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Templates used on this page:
Durmen
(
edit
)
Lexanna Brightshore
(
edit
)
The Android
(
edit
)
Template:Session Prep/Display
(
edit
)