Jump to content

Session 130 Prep: Difference between revisions

From greyhawk
mNo edit summary
mNo edit summary
 
(12 intermediate revisions by the same user not shown)
Line 7: Line 7:


== Previously... ==
== Previously... ==
The party explored a ruined alchemist's house in Coregilia, finding moldy books and a hidden laboratory. They encountered and defeated a mutated alchemist and his creations. The party then turned the books over to Keldec the Sage. [[Session 127]]
The party explored a ruined alchemist's house in Coregilia, finding moldy books and a hidden laboratory. They encountered and defeated a mutated alchemist and his creations. The party then turned the books over to Keldec the Sage. [[Session 127 Lexana's Fall]]
The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city's tensions, encountered an old acquaintance of Durmen's father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. [[Session 128]]
The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city's tensions, encountered an old acquaintance of Durmen's father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. [[Session 128]]
The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen to retrieve the book. They were then magically trapped in a room by Turgen. [[Session 129]]
The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen Voxhall to retrieve the book. They were then magically trapped in a room by Turgen Voxhall. [[Session 129]]


== Interludes ==
== Interludes ==
Line 19: Line 19:


=== Escape the Room ===
=== Escape the Room ===
The party must solve puzzles to escape Turgen's magical room.
The party must solve puzzles to escape Turgen Voxhall's magical room.


==== Puzzle 1: The Cleric's Trial of Faith ====
==== Puzzle 1: The Cleric's Trial of Faith ====
Line 26: Line 26:
"Before you, a spectral image of a wounded pilgrim shimmers into existence. Their face is etched with pain, and their eyes plead for help. The room darkens, and a heavy sense of dread fills the air. You sense that the pilgrim's wounds are not of the flesh, but of the spirit. They are burdened by doubt, fear, and despair. What do you do?"
"Before you, a spectral image of a wounded pilgrim shimmers into existence. Their face is etched with pain, and their eyes plead for help. The room darkens, and a heavy sense of dread fills the air. You sense that the pilgrim's wounds are not of the flesh, but of the spirit. They are burdened by doubt, fear, and despair. What do you do?"
</div>
</div>
**Solution:** The cleric must use their divine abilities to heal the pilgrim's spiritual wounds.
====== DM Guidance: ======
**Helpful Details:**
* Tailor the pilgrim's wounds to the cleric's backstory or recent events.
* **Actions:**
====== Solution: ======
    * Casting Cure Wounds or Lesser Restoration: Describe the spell as soothing the pilgrim's spirit, not their physical form. Success removes a level of despair.
* The cleric must use their divine abilities to heal the pilgrim's spiritual wounds.  
    * Performing a ritual of prayer: A successful Religion check (DC 13) restores a level of faith. A failed check deepens the pilgrim's despair.
====== Actions: ======
    * Speaking words of encouragement: A successful Persuasion check (DC 15) offers hope. A failed check increases their fear.
* Casting Cure Wounds or Lesser Restoration: Describe the spell as soothing the pilgrim's spirit, not their physical form. Success removes a level of despair.
* **Outcomes:**
* Performing a ritual of prayer: A successful Religion check (DC 13) restores a level of faith. A failed check deepens the pilgrim's despair.
    * Three successful actions (any combination) fully heal the pilgrim, and a section of the exit reveals itself.
* Speaking words of encouragement: A successful Persuasion check (DC 15) offers hope. A failed check increases their fear.
    * Failure to heal the pilgrim after three attempts results in the pilgrim fading away, and a minor magical trap activates in the room (e.g., a sudden gust of cold wind).
====== Outcomes: ======
* **DM Guidance:** Tailor the pilgrim's wounds to the cleric's backstory or recent events.
* Three successful actions (any combination) fully heal the pilgrim, and a section of the exit reveals itself.
* Failure to heal the pilgrim after three attempts results in the pilgrim fading away, and a minor magical trap activates in the room (e.g., a sudden gust of cold wind).


==== Puzzle 2: The Wizard's Arcane Labyrinth ====
==== Puzzle 2: The Wizard's Arcane Labyrinth ====
Line 42: Line 43:
"The very walls of the room begin to writhe and change, transforming into a labyrinth of glowing arcane symbols and pulsing energy fields. The paths before you shift and rearrange themselves, and the air crackles with magical energy. You feel the pull of powerful forces, and you know that your arcane knowledge will be your guide. How do you proceed?"
"The very walls of the room begin to writhe and change, transforming into a labyrinth of glowing arcane symbols and pulsing energy fields. The paths before you shift and rearrange themselves, and the air crackles with magical energy. You feel the pull of powerful forces, and you know that your arcane knowledge will be your guide. How do you proceed?"
</div>
</div>
**Solution:** The wizard must use arcane knowledge to navigate.
====== DM Guidance: ======
**Helpful Details:**
* Vary the labyrinth's complexity based on the wizard's level.
* **Actions:**
====== Solution: ======
    * Casting Detect Magic: Reveals the energy flow, indicating the correct path.
*The wizard must use arcane knowledge to navigate.
    * Using Arcane Eye or Clairvoyance: Allows the wizard to scout ahead, revealing the labyrinth's layout.
======Actions: ======
    * Casting Dimension Door or Teleport: Bypasses sections of the labyrinth, but risks landing in a trapped area (Dexterity saving throw DC 14 to avoid).
* Casting Detect Magic: Reveals the energy flow, indicating the correct path.
    * Intelligence (Arcana) Checks: Allows the player to understand the symbols, and predict where paths will move.
* Using Arcane Eye or Clairvoyance: Allows the wizard to scout ahead, revealing the labyrinth's layout.
* **Outcomes:**
* Casting Dimension Door or Teleport: Bypasses sections of the labyrinth, but risks landing in a trapped area (Dexterity saving throw DC 14 to avoid).
    * Successfully navigating the labyrinth reveals a section of the exit.
* Intelligence (Arcana) Checks: Allows the player to understand the symbols, and predict where paths will move.
    * Incorrect paths lead to minor magical effects (e.g., a burst of harmless energy, a brief illusion).
====== Outcomes:======
* **DM Guidance:** Vary the labyrinth's complexity based on the wizard's level.
* Successfully navigating the labyrinth reveals a section of the exit.
* Incorrect paths lead to minor magical effects (e.g., a burst of harmless energy, a brief illusion).


==== Puzzle 3: The Druid's Grove of Balance ====
==== Puzzle 3: The Druid's Grove of Balance ====
Line 59: Line 61:
"The room around you transforms into a miniature grove, complete with a small stream, a solitary tree, and a patch of earth. However, the scene is far from idyllic. The stream is murky and foul, the tree's branches are bare and brittle, and the earth is cracked and barren. You sense a deep imbalance in the natural order of this place. What do you do?"
"The room around you transforms into a miniature grove, complete with a small stream, a solitary tree, and a patch of earth. However, the scene is far from idyllic. The stream is murky and foul, the tree's branches are bare and brittle, and the earth is cracked and barren. You sense a deep imbalance in the natural order of this place. What do you do?"
</div>
</div>
**Solution:** The druid restores balance using nature magic.
====== DM Guidance:======
**Helpful Details:**
* Provide subtle visual or auditory cues to indicate the grove's imbalance.
* **Actions:**
====== Solution:======
    * Casting Purify Food and Drink: Cleanses the stream, restoring its flow.
* The druid restores balance using nature magic.
    * Using Goodberry or Plant Growth: Revitalizes the tree and earth, restoring their vitality.
====== Actions:======
    * Performing a ritual of nature magic: A successful Nature check (DC 12) identifies the source of the imbalance (e.g., a corrupted earth elemental).
* Casting Purify Food and Drink: Cleanses the stream, restoring its flow.
    * Casting Speak with Animals or Animal Messenger: Allows the druid to gain insight from the animals that are present in the grove.
* Using Goodberry or Plant Growth: Revitalizes the tree and earth, restoring their vitality.
* **Outcomes:**
* Performing a ritual of nature magic: A successful Nature check (DC 12) identifies the source of the imbalance (e.g., a corrupted earth elemental).
    * Restoring all three elements (stream, tree, earth) reveals a section of the exit.
* Casting Speak with Animals or Animal Messenger: Allows the druid to gain insight from the animals that are present in the grove.
    * Failure to restore an element after two attempts results in a minor natural hazard (e.g., a swarm of biting insects, a sudden tremor).
====== Outcomes:======
* **DM Guidance:** Provide subtle visual or auditory cues to indicate the grove's imbalance.
* Restoring all three elements (stream, tree, earth) reveals a section of the exit.
* Failure to restore an element after two attempts results in a minor natural hazard (e.g., a swarm of biting insects, a sudden tremor).


=== Investigate Lexana's Imperial Connections ===
=== Investigate Lexana's Imperial Connections ===
After escaping, the party investigates Lexana's ties to the Empire of Lyhnn and her role in arming the uprising.
After escaping, the party investigates Lexana's ties to the Empire of Lyhnn and her role in arming the uprising.
Options:
====== Options: ======
Determine why Turgen wants the spellbook, and if it's connected to Lyhnn's plans.
* Determine why [[Turgen Voxhall]] wants the spellbook, and if it's connected to Lyhnn's plans.
Discover who Lexana's contact within the Empire was.
* Discover who Lexana's contact within the Empire was.
Find out if anyone in Belport is aware of Lexana's activities.
* Find out if anyone in Belport is aware of Lexana's activities.
Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms.
* Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms.
Find out if the book they gave Keldec, is related to the book Turgen wants, and if either book is connected to Lyhnn.
* Find out if the book they gave [[Keldec]], is related to the book Turgen Voxhall wants, and if either book is connected to Lyhnn.


=== Meet Exter ===
=== Meet Exter ===
The party seeks out Exter, the gnome offering the reward.
The party seeks out [[Exter]], the gnome offering the reward.
Options: Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.
======Options: ======
Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.
 
=== Open the dimension Door ===
The part may want to explore the doorway behind Turgens Alcove. If so it's a dimension door that leads to various pocket dimensions where Turgen entertains his guests, or in some cases deposits less than agreeable patrons.
 
Refer to the [[Obsidian Flask]] Locations Key for the list of pocket dimensions.


== Cliffhanger ==
== Cliffhanger ==
The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127, or bear the symbol of Lyhnn.
The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127 Lexana's Fall, or bear the symbol of Lyhnn.


=== Random Encounters ===
=== Random Encounters ===
[[Regional Random Encounters Table Link]]
[[Category:Encounter Table]]
Possible Encounters: Thieves' Guild, city watch, agents of Lyhnn, mercenary army.
Possible Encounters:  
*Thieves' Guild, looking to recover the book and following the party, will attempt to pickpocket if the situation arises.
*City watch, no issues with the PC's unless they area acting suspicious
*Agents of Lyhnn, looking to recover the book and following the party.
* Mercenary Army soldiers out carousing.
{{:Encounter Table: Mercenary Army Soldiers Carousing}}


== Key NPC's ==
== Key NPC's ==
{{NPC|Turgen}}
{{:Turgen Voxhall}}
{{NPC|Exter}}
{{:Exter}}
{{NPC|Elra the Wizard}}
{{:Elra the Wizard}}
{{NPC|Giuseppe della Cucina}}
{{:Giuseppe della Cucina}}
{{NPC|Keldec the Sage}}
{{:Keldec the Sage}}
</div>
</div>

Latest revision as of 23:06, 20 March 2025


Previously...[edit | edit source]

The party explored a ruined alchemist's house in Coregilia, finding moldy books and a hidden laboratory. They encountered and defeated a mutated alchemist and his creations. The party then turned the books over to Keldec the Sage. Session 127 Lexana's Fall The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city's tensions, encountered an old acquaintance of Durmen's father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. Session 128 The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen Voxhall to retrieve the book. They were then magically trapped in a room by Turgen Voxhall. Session 129

Interludes[edit | edit source]

Flashback: Lexana's Secret Meeting[edit | edit source]

A flashback showing Lexana Brightshore in a clandestine meeting with an agent of the Empire of Lyhnn. Reveal a coded message, a secret symbol, or a specific item that links her to the arms smuggling operation.

Planned Events[edit | edit source]

Escape the Room[edit | edit source]

The party must solve puzzles to escape Turgen Voxhall's magical room.

Puzzle 1: The Cleric's Trial of Faith[edit | edit source]

    • Player Description (Cleric):**

"Before you, a spectral image of a wounded pilgrim shimmers into existence. Their face is etched with pain, and their eyes plead for help. The room darkens, and a heavy sense of dread fills the air. You sense that the pilgrim's wounds are not of the flesh, but of the spirit. They are burdened by doubt, fear, and despair. What do you do?"

DM Guidance:[edit | edit source]
  • Tailor the pilgrim's wounds to the cleric's backstory or recent events.
Solution:[edit | edit source]
  • The cleric must use their divine abilities to heal the pilgrim's spiritual wounds.
Actions:[edit | edit source]
  • Casting Cure Wounds or Lesser Restoration: Describe the spell as soothing the pilgrim's spirit, not their physical form. Success removes a level of despair.
  • Performing a ritual of prayer: A successful Religion check (DC 13) restores a level of faith. A failed check deepens the pilgrim's despair.
  • Speaking words of encouragement: A successful Persuasion check (DC 15) offers hope. A failed check increases their fear.
Outcomes:[edit | edit source]
  • Three successful actions (any combination) fully heal the pilgrim, and a section of the exit reveals itself.
  • Failure to heal the pilgrim after three attempts results in the pilgrim fading away, and a minor magical trap activates in the room (e.g., a sudden gust of cold wind).

Puzzle 2: The Wizard's Arcane Labyrinth[edit | edit source]

    • Player Description (Wizard):**

"The very walls of the room begin to writhe and change, transforming into a labyrinth of glowing arcane symbols and pulsing energy fields. The paths before you shift and rearrange themselves, and the air crackles with magical energy. You feel the pull of powerful forces, and you know that your arcane knowledge will be your guide. How do you proceed?"

DM Guidance:[edit | edit source]
  • Vary the labyrinth's complexity based on the wizard's level.
Solution:[edit | edit source]
  • The wizard must use arcane knowledge to navigate.
Actions:[edit | edit source]
  • Casting Detect Magic: Reveals the energy flow, indicating the correct path.
  • Using Arcane Eye or Clairvoyance: Allows the wizard to scout ahead, revealing the labyrinth's layout.
  • Casting Dimension Door or Teleport: Bypasses sections of the labyrinth, but risks landing in a trapped area (Dexterity saving throw DC 14 to avoid).
  • Intelligence (Arcana) Checks: Allows the player to understand the symbols, and predict where paths will move.
Outcomes:[edit | edit source]
  • Successfully navigating the labyrinth reveals a section of the exit.
  • Incorrect paths lead to minor magical effects (e.g., a burst of harmless energy, a brief illusion).

Puzzle 3: The Druid's Grove of Balance[edit | edit source]

    • Player Description (Druid):**

"The room around you transforms into a miniature grove, complete with a small stream, a solitary tree, and a patch of earth. However, the scene is far from idyllic. The stream is murky and foul, the tree's branches are bare and brittle, and the earth is cracked and barren. You sense a deep imbalance in the natural order of this place. What do you do?"

DM Guidance:[edit | edit source]
  • Provide subtle visual or auditory cues to indicate the grove's imbalance.
Solution:[edit | edit source]
  • The druid restores balance using nature magic.
Actions:[edit | edit source]
  • Casting Purify Food and Drink: Cleanses the stream, restoring its flow.
  • Using Goodberry or Plant Growth: Revitalizes the tree and earth, restoring their vitality.
  • Performing a ritual of nature magic: A successful Nature check (DC 12) identifies the source of the imbalance (e.g., a corrupted earth elemental).
  • Casting Speak with Animals or Animal Messenger: Allows the druid to gain insight from the animals that are present in the grove.
Outcomes:[edit | edit source]
  • Restoring all three elements (stream, tree, earth) reveals a section of the exit.
  • Failure to restore an element after two attempts results in a minor natural hazard (e.g., a swarm of biting insects, a sudden tremor).

Investigate Lexana's Imperial Connections[edit | edit source]

After escaping, the party investigates Lexana's ties to the Empire of Lyhnn and her role in arming the uprising.

Options:[edit | edit source]
  • Determine why Turgen Voxhall wants the spellbook, and if it's connected to Lyhnn's plans.
  • Discover who Lexana's contact within the Empire was.
  • Find out if anyone in Belport is aware of Lexana's activities.
  • Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms.
  • Find out if the book they gave Keldec, is related to the book Turgen Voxhall wants, and if either book is connected to Lyhnn.

Meet Exter[edit | edit source]

The party seeks out Exter, the gnome offering the reward.

Options:[edit | edit source]

Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.

Open the dimension Door[edit | edit source]

The part may want to explore the doorway behind Turgens Alcove. If so it's a dimension door that leads to various pocket dimensions where Turgen entertains his guests, or in some cases deposits less than agreeable patrons.

Refer to the Obsidian Flask Locations Key for the list of pocket dimensions.

Cliffhanger[edit | edit source]

The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127 Lexana's Fall, or bear the symbol of Lyhnn.

Random Encounters[edit | edit source]

Possible Encounters:

  • Thieves' Guild, looking to recover the book and following the party, will attempt to pickpocket if the situation arises.
  • City watch, no issues with the PC's unless they area acting suspicious
  • Agents of Lyhnn, looking to recover the book and following the party.
  • Mercenary Army soldiers out carousing.


Encounter Table: Mercenary Army Soldiers Carousing
d100 Roll Encounter Details
01-10 Rowdy Singing A group of mercenaries are singing loudly and off-key, possibly attracting unwanted attention. They might challenge the party to a drinking contest or a sing-off.
11-20 Arm Wrestling Contest Two mercenaries are engaged in a heated arm wrestling match, drawing a crowd. Bets are being placed. A player might be challenged to participate.
21-30 Drunken Brawl (Minor) A small scuffle breaks out between two mercenaries, mostly shoving and shouting. Easily broken up, but could escalate if interfered with poorly.
31-40 Storytelling Session A seasoned mercenary is regaling a group with tales of past battles and adventures. They might share useful information or rumors if the party joins them.
41-50 Gambling Game A group of mercenaries are playing a game of chance (e.g., dice, cards). They might invite the party to join, potentially leading to a high-stakes game.
51-60 Buying Drinks A generous mercenary is buying drinks for everyone. They might offer the party free drinks and engage in friendly conversation.
61-70 Lost Item Search A mercenary has lost a valuable item (e.g., a lucky charm, a pouch of coins) and is frantically searching for it. They might ask the party for help.
71-80 Recruiting Pitch A mercenary officer is trying to recruit new members for their company. They might approach the party and offer them a lucrative contract.
81-90 Drunken Brawl (Major) A large brawl erupts, involving multiple mercenaries. Weapons might be drawn. The party might need to intervene to prevent serious injury or death, or risk getting caught in the middle.
91-95 Information Exchange A mercenary is overheard discussing sensitive information (e.g., a planned raid, a secret rendezvous). The party might learn valuable secrets if they listen carefully.
96-100 Officer's Challenge A high-ranking mercenary officer challenges a party member to a duel or a test of skill (e.g., archery, strength). This could be a friendly competition or a serious challenge to prove worth.

Key NPC's[edit | edit source]

Turgen Voxhall[edit | edit source]

Turgen Voxhall
Turgen Voxhall Voxhall, a 230-year-old archmage, driven by reckless curiosity and the pursuit of arcane secrets.

Name: Turgen Voxhall Voxhall
Alignment: Chaotic Neutral
Appearance: Turgen Voxhall is pale skinned and old, over 230 years old. He favors dark, flowing robes embroidered with arcane symbols, and his long, silver hair is often tied back with a simple leather cord.
Voice/Mannerisms: Silent and calculating. When he does speak, his voice is a low, measured rasp, betraying little emotion. His movements are deliberate and precise.
Ideal: Freedom of Knowledge.
Flaw: Reckless Curiosity.
Bond: The Pursuit of Arcane Secrets.

Ability scores and combat statistics are best left on the NPC's main page and not included in Session or Session Prep for ease of reading.


Ability Scores: STR 10 (+0), DEX 14 (+2), CON 16 (+3), INT 22 (+6), WIS 18 (+4), CHA 12 (+1)
Skills: Arcana +11, History +11, Insight +9, Perception +9
Condition Immunities: None
Damage Immunities: damage from spells
Challenge Rating: 12 (8,400 XP)
Senses: passive Perception 19
Languages: All common languages, Draconic, Infernal, Deep Speech
Equipment: Dagger, Arcane Robes, Spellbook.

Traits:

  • Magic Resistance: Turgen Voxhall has advantage on saving throws against spells and other magical effects.
  • Spellcasting: Turgen Voxhall is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Turgen Voxhall has the following wizard spells prepared:
   * Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp*
* 1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield*
* 2nd level (3 slots): *detect thoughts*, *invisibility*, *mirror image*
* 3rd level (3 slots): *counterspell*, *fireball*, *fly*
* 4th level (3 slots): *dimension door*, *greater invisibility*, *stoneskin*
* 5th level (3 slots): *cone of cold*, *scrying*, *telekinesis*
* 6th level (1 slot): *globe of invulnerability*, *mass suggestion*
* 7th level (1 slot): *plane shift*, *teleport*
* 8th level (1 slot): *mind blank*
* 9th level (1 slot): *time stop*

Actions:

  • Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions: Turgen Voxhall can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Turgen Voxhall regains spent legendary actions at the start of his turn.

  • Cantrip: Turgen Voxhall casts a cantrip.
  • Spell Slot (Costs 2 Actions): Turgen Voxhall expends a spell slot of 5th level or lower to cast a spell.
  • Teleport (Costs 3 Actions): Turgen Voxhall magically teleports up to 60 feet to an unoccupied space he can see.

Exter Elra the Wizard


Giuseppe della Cucina[edit | edit source]

Giuseppe Della Cucina
Giuseppe della Cucina, the jovial innkeeper of "The Silver Swan," known for his warm hospitality and delicious cooking.

Name: Giuseppe della Cucina
Alignment: Neutral Good
Appearance: Giuseppe is a portly man with a warm, round face and a perpetually rosy complexion. His thick, dark hair is speckled with gray, and he sports a neatly trimmed mustache. He wears a stained but clean white apron over a comfortable, well-worn shirt and trousers.
Voice/Mannerisms: He has a booming, jovial voice with a thick accent. He is incredibly animated, gesturing wildly with his hands as he speaks. He's always eager to share a story, offer a taste of his latest culinary creation, or provide a comforting word to a weary traveler.
Ideal: Hospitality and Community.
Flaw: Overly Trusting.
Bond: His Inn, "The Silver Swan".


Keldec the Sage