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[[Category:DM Info]]
[[Category:DM Info]]
[[Category:Corsairs Campaign]]
[[Category:Corsairs Campaign]]
[[Category:Session Prep]]
__NOTOC__
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== Previously... ==
== Previously... ==
The party arrived at Coregilia and promptly got involved in a bar fight that resulted in a "virtual" massacre that though killed many, ultimately resulted in no deaths due to the quick work of Balmaris the cleric.
The party arrived at [[Coregilia]] and promptly got involved in a bar fight that resulted in a "virtual" massacre that though killed many, ultimately resulted in no deaths due to the quick work of Balmaris the cleric.


[[Session 108 Killed by a flumph]]
[[Session 108 Killed by a flumph]]
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== Interludes ==
== Interludes ==


=== A night in jail ===  
=== A night in jail ===


The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest.
* The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest.


=== Hitversk Arrives ===  
=== Hvitserk Arrives ===


Hitversk arrives looking for his companions to start some carousing.
* [[Hvitserk]] arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam.


=== Raider sails are sighted ===
=== Raider sails are sighted ===


The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town?
* The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? The PC's may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers)


== Planned Events ==
== Planned Events ==


=== The Constable Arrives ===
=== The Constable Arrives ===
* The constable and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent.
* The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent.
* Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref ' A night in jail' )
 
=== The tale of the Haunted House ===
* The PC's meet with [[Julia]] who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights.
 
== Cliffhanger ==
== Cliffhanger ==
Always end before the PC's expect it, give them something to look forward to next time.
If they are in town the raiders arrive. If they are on the road use the coastal random encounter.


=== Random Encounters ===
=== Random Encounters ===
<nowiki>Anything unique goes here</nowiki>
[[Encounter Table: Solnor Coast|Coastal Encounter]]
Link to the regional or area random encounter table


== Key NPC's ==
== Key NPC's ==
[[File:Halvor Ironfist.png|thumb|Halvor Ironfist]]
{{:Abe Falstaff}}
 
{{:Anya}}
=== Constable Halvor ===
{{:Alyndra Strongarm}}
'''Name:''' Halvor Ironfist
{{:Eira Shadowglow}}
 
{{:Hvitserk}}
'''Alignment:''' Lawful Neutral
{{:Halvor Ironfist}}
 
=== Halvors Escorts ===
'''Appearance:''' Halvor stands at 6'5" with broad shoulders and arms like tree trunks. His face is a map of scars, acquired during his years of service to the city guard. He sports a thick beard braided with iron wire and wears a suit of battered plate armor adorned with the symbol of the city guard.
Name: Corporal Corrado


'''Voice/Mannerisms:''' Halvor has a deep, rumbling voice that commands respect without needing to raise it. He speaks in a slow, measured tone, as if carefully considering each word before speaking.
Race/Class: Human (Guard)


'''Ideal:''' Halvor believes in upholding the law and protecting his city above all else. He sees himself as a guardian of justice and will not hesitate to lay down his life for the greater good.
Personality: Experienced and stoic. He's been with the town watch for over a decade now and has seen it all.
 
'''Bond:''' Halvor's loyalty to the city guard is unwavering, stemming from a deep sense of duty and honor. He has known little else but service to the Guard and cannot imagine any other path in life.
 
'''Flaw:''' Halvor can be stubborn and rigid in his adherence to procedure, sometimes missing opportunities due to an excessive focus on following rules and regulations.
 
=== Halvors Escorts ===
'''Name''': Corporal Corrado


'''Race/Class:''' Human (Guard)
Motivations: Protect


'''Personality:''' Experienced and stoic. He's been with the town watch for over a decade now and has seen it all.


'''Motivations:''' Protect


Name: Sergeant Raffaele


'''Name:''' Sergeant Raffaele
Race/Class: Human (Guard)


'''Race/Class:''' Human (Guard)
Personality: Confident and commanding.


'''Personality:''' Confident and commanding.
Motivations: Protect


'''Motivations:''' Protect




'''Name:''' Luca
Name: Luca


'''Race/Class:''' Human (Guard)
Race/Class: Human (Guard)


'''Personality:''' Friendly and approachable.
Personality: Friendly and approachable.


'''Motivations:''' Protect
Motivations: Protect


=== Town Guard Stats ===
=== Town Guard Stats ===

Latest revision as of 22:40, 20 March 2025


Previously...[edit | edit source]

The party arrived at Coregilia and promptly got involved in a bar fight that resulted in a "virtual" massacre that though killed many, ultimately resulted in no deaths due to the quick work of Balmaris the cleric.

Session 108 Killed by a flumph

Interludes[edit | edit source]

A night in jail[edit | edit source]

  • The PC's are taken into custody to await the traveling magistrate. Their magical brands are discovered and the magistrate takes them aside to tell them of their quest.

Hvitserk Arrives[edit | edit source]

  • Hvitserk arrives looking for his companions to start some carousing. His preference is to head to the The Empty Net tavern and blow off steam.

Raider sails are sighted[edit | edit source]

  • The sails of raiders from the Sea Princes are sighted on the horizon. The town panics and sounds the alarms. Do the PC's head out to sea or help fortify the town? The PC's may discover some of the odd artifacts in use (linked to the Empire of Lynn arms dealers)

Planned Events[edit | edit source]

The Constable Arrives[edit | edit source]

  • The constable Halvor and a heavily armed escort arrives to put a stop to the bar fight to find the PC's sitting at the bar drinking quietly. The remaining patrons still in the bar are in shock but no property damage is apparent.
  • Depending on their actions Halvor may have them taken in for questioning at which point their brands are discovered. (Ref ' A night in jail' )

The tale of the Haunted House[edit | edit source]

  • The PC's meet with Julia who tells them of the old alchemists mansion on the hill outside of town. Its reportedly haunted and strange lights have been seen there on moonless nights.

Cliffhanger[edit | edit source]

If they are in town the raiders arrive. If they are on the road use the coastal random encounter.

Random Encounters[edit | edit source]

Coastal Encounter

Key NPC's[edit | edit source]


Abe

The Snapping Line (tavern) Owner[edit source]

Name: Abe Falstaff
Campaign:
Alignment: Chaotic Neutral
Appearance: Abe stands tall and barrel-chested, with a weathered face etched by years of sun and sea. His salt-and-pepper beard, streaked with golden highlights, frames a twinkling blue eye and a perpetually lopsided grin. A faded tattoo of an anchor dances on his muscular forearm, a relic from his days at sea. Though now retired, callouses still cling to his broad hands, reminders of hauling nets and battling storms. His attire is a mishmash of practicality and comfort: sturdy boots, patched trousers, a well-worn fishing vest over a loose linen shirt, and a captain's hat perpetually perched at a rakish angle.
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info: A fair meal for a fair days pay


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




Anya

Mistress of the Empty Net[edit source]

Name: Anya
Campaign:
Alignment: Chaotic Neutral
Appearance: Anya is a whirlwind of contradictions. Barely out of her twenties, she has eyes the color of storm clouds and a mischievous grin that could charm or intimidate in equal measure. Her raven hair, often tangled and windswept, frames a face etched with both youthful innocence and cunning lines around her eyes. Anya's build is slender but surprisingly strong, honed from years of navigating treacherous streets and eluding guards. She favors practical clothing - leather jerkins, worn breeches, and sturdy boots - but a flash of silk or a glint of silver jewelry always betrays her hidden wealth.
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info: Anya has a pet magpie named Trinket, who serves as her lookout and occasional accomplice. She carries a hidden dagger, always within easy reach, and knows how to use it without hesitation. Anya speaks several languages, including thieves' cant and a smattering of pirate slang. Despite her profession, she has a soft spot for children and animals, often providing them with food and shelter when she can. Rumors abound about Anya's past - some whisper of a noble upbringing gone wrong, others of a pirate captain as her father. She keeps her secrets close, adding to her mystique.


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




Alyndra Strongarm

Alyndra 'Iron Thighs' Strongarm and owns the Wicker Goat[edit source]

Name: Alyndra Strongarm
Campaign:
Alignment: Neutral Good
Appearance: Her once-bright red hair is now streaked with silver and pulled back in a practical braid. Age has etched lines on her face, but the sharp glint in her eyes and the broad set of her shoulders betray a woman who hasn't softened much. Scars peek out from under the sleeves of her worn leather jerkin, testaments to battles fought and won. She usually wears sturdy breeches and boots, practicality trumping fashion for this retired warrior.
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info: Alyndra 'Iron Thighs' Strongarm cuts a figure that still commands respect, even in her tavern days.


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:


Eira Shadowglow

Guildmaster of the Theives Guild[edit source]

Name: Eira Shadowglow
Campaign:
Alignment: Neutral Evil
Appearance: Eira Shadowglow is an elegant half elf woman with piercing emerald eyes that seem to glow in the dark. Her long, raven-black hair cascades down her back like a waterfall of night, and she often adorns it with intricate braids and clips that glint in the light. Her slender frame is clad in a flowing black cloak embroidered with silver thread, which billows behind her as she moves with graceful, fluid motions. Wears a black leather outfit with an intricate pattern of interlocking crescent moons on the chest.
Voice/Mannerisms:
Ideal: Revenue and power for herself alone.
Flaw: A tendency towards recklessness when it comes to dealing with enemies, often leading to overconfidence and underestimation of their abilities.
Bond: She is fiercely loyal to those who can provide her with the most benefit in achieving her ideals.
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




Hvitserk

The ships captain[edit source]

Name: Hvitserk
Campaign:
Alignment: Lawful Neutral
Appearance: Standing tall and broad-shouldered, Hvitserk commands respect with every booming command. His eyes, the color of a stormy sea, hold both cunning and a hint of wildness. A thick braid, interwoven with beads and feathers, frames his weathered face, which is etched with the lines of countless battles and harsh winters.His mighty axe, "Thunder's Roar, is as much a part of him as his own arm.
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info: Knows the coastal waterways around the North Kingdom like the back of his hand.


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




Constable Halvor Ironfist[edit source]

Name: Halvor Ironfist
Campaign:
Alignment: Lawful Neutral
Appearance: Halvor stands at 6'5" with broad shoulders and arms like tree trunks. His face is a map of scars, acquired during his years of service to the city guard. He sports a thick beard braided with iron wire and wears a suit of battered plate armor adorned with the symbol of the city guard.
Voice/Mannerisms:
Ideal: Halvor believes in upholding the law and protecting his city above all else. He sees himself as a guardian of justice and will not hesitate to lay down his life for the greater good.
Flaw: Halvor can be stubborn and rigid in his adherence to procedure, sometimes missing opportunities due to an excessive focus on following rules and regulations.
Bond: Halvor's loyalty to the city guard is unwavering, stemming from a deep sense of duty and honor. He has known little else but service to the Guard and cannot imagine any other path in life.
Info: Enjoys walking the village late at night and takes pleasure in roughing up thieves if he can catch them.


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:



Halvors Escorts[edit | edit source]

Name: Corporal Corrado

Race/Class: Human (Guard)

Personality: Experienced and stoic. He's been with the town watch for over a decade now and has seen it all.

Motivations: Protect


Name: Sergeant Raffaele

Race/Class: Human (Guard)

Personality: Confident and commanding.

Motivations: Protect


Name: Luca

Race/Class: Human (Guard)

Personality: Friendly and approachable.

Motivations: Protect

Town Guard Stats[edit | edit source]

  • Alignment generally LN but a few may be LE.
  • Armor Class: 12 (leather)
  • Hit Points: 18
  • Speed: 30 ft.
  • Attack Bonus: +4 (broadsword or spear)
  • Defense Bonus: +5
  • Special Abilities: None