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{{Session
__NOTOC__
|campaign=Corsairs
{{Special:Whatlinkshere/{{PAGENAME}}}}
|session date=21 Feburary 2025
<div class="module">
|game date=Morning, CY627
[[Category:Corsairs Campaign]]
|synopsis=The party arrives in the coastal city of Belport
[[Category:Session Prep]]
|summary=


Making their way back to the stones Egon lights a torch to better examine the runestone and activate it. He spends some time reading over the runes and determines they are written in a mix of the ancient Flan language and Druidic. Some of the locations he recognizes are:
== Previously... ==
* Truce Stone 
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]]
* Belport (Blue Stone) 
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]]
* Atirr
* Lynn
Three more locations he does not recognize (the ruses are heavily weathered) but he suspects they lead to forest groves to the south and west.


Hearing some rustling in the woods nearby the party hurries him and he begins the activation chant. The stones glow brightly and crackle with magic as a circular portal forms between the stones through which he san see a coastline with a city in the near distance. Still uncertain of his destination he speaks the words of command and drawing the [coral key](../coral%20key.md) from his pocket Egon steps through, and to the parties surprise the gate immediately closes. (He realizes he left the party behind because he was carrying the activation key.
== Interludes ==


==== Where Am I? ====
=== Flashback: Lexana's Ambush ===
* A flashback showing Lexana Brightshore being ambushed and captured, revealing a clue about her captors or the location of the spellbook. Focus on the speed and efficiency of her captors, possibly revealing a symbol or mark.


Egon finds himself standing on a grassy cliff edge about 4 miles from a well defended coastal city he does not immediately recognize. 
== Planned Events ==


[[
=== Escape the Room ===
[[File:Solonor coast near Belport.png|thumb|Solonor coast near Belport]]
* The party must solve puzzles or overcome challenges to escape Turgen Voxhall's magical room.
]]
* Puzzles may include:
Sensing he's alone he reviews the gate glyphs and notes the runes on the stone have different destinations.
* Deciphering a magical lock using knowledge gained from the Obsidian Flask.
- Spinecastle 
* Overcoming illusions that reflect the party's fears or desires.
- [[Coregilia]]
* Solving a riddle related to the history of the runestone gates.
- Drig 
- Marner 
- Suell 
- Lynn 
Egon quickly begins the process to reactive the gate to Corgilia and notices the key now has some smoky white cracks running through it. A bit frazzeld perhaps by the effect of the leap across the miles he realizes it will take more time to figure out how to activate this new gate than the last.


==== Meanwhile at the Coregilia Gate ====
=== Investigate Lexana's Disappearance ===
* After escaping, the party investigates Lexana Brightshore's disappearance.
====They may:====
* Visit her known associates or contacts in Belport.
* Search her last known location (e.g., her room at the Obsidian Flask).
* Gather information from the Thieves' Guild or other underworld contacts.
* Investigate rumors regarding the upcoming auction at the Obsidian Flask.


The Sahuagin attack the party from three sides just as the portal closes. Their rush is brutal and the Sahuagin are in a blood frenzy that only intensifies as they draw first blood in the attack. Aware of the impending assault the party had a brief moment to prepare and Durmen kills one with a firebolt and wounds a second. Nail's sword blows are brutal and in short order he kills two. Balmaris follows up with a guiding bolt and spiritual hammer but does not drop any opponents. As the combat ebbs and flows like the tide the Sahuagin press their attack but the remaining two are finished off by Durmen and Nail spells. They search the bodies but find nothing as the air begins to crackle with magic as the runestones activate.
=== Meet Exter ===
* The party seeks out Exter, the gnome offering the 1500 GP reward.
==== They may: ====
* Interrogate Exter about the spellbook and its importance.
* Negotiate terms for the reward.
* Gather information about the auction at the Obsidian Flask.


As the magic stabilizes the portal re-appears between the stones and on the far side of the gate, Egon waves and motions the party though the portal before closing it behind them. They find themselves overlooking the old coastal city of [[Belport]]. The city is surrounded with large sea grey granite walls @ 45' tall and stands upon a clif edge overlooking a harbor where sailing ships lie at anchor. Small groups of wagons cluster together along the main road running along the coast. By cutting through the grassland they shave off an hour of time by avoiding the easier but more traveled road before arriving outside a large gate where a half dozen guards inspect those passing thought.  
== Cliffhanger ==
The party discovers a hidden message or clue left by Lexana, revealing a secret location or a dangerous enemy involved in her disappearance. This clue leads them to a location outside of Belport, forcing them to choose between their current quest, and their original mission to Coregilia.


![](../Images/Belport%20Gate.png)
=== Random Encounters ===
[[Category:Encounter Table]]
* Thieves' Guild members attempting to intercept the party.
* City watch patrols investigating suspicious activity.
* Street urchins with information or rumors.
* Members of the mercenary army patrolling the city.


After asking the party about their business and getting a bit edgy with their responses they settle on 5SP a head to enter. The guards seem interested in knowing their patron as the town is on edge since a mercenary army is camped outside the walls (friendly for the moment). More so who they profess the deities they follow especially once they notice Nails heraldry. Warning them to keep the swords sheathed as any violence within the walls will be dealt with harshly.
== Key NPC's ==
 
{{:Turgen Voxhall}}
==== The Belport Low District ====
{{:Lexana Brightshore}}
 
{{:Exter}}
The party proceeds through the gates to the lower city, a major temple to Hextor, sites aside the main road to their left as they enter. A small farmers market occupies the first major intersection they come to. An anti-paladin exits the temple and notices party but does not interrupt them as he seems bent on some other errand. He is followed by 1/2 dozen acolytes who proceed north along the inner wall. The crowd parts quickly to get out of their way and seems relieved when they go by. The party continues walking east until the arrive at the inner gate that sets the more well to do portion of the city off. There are 4 human guards who question them about their business with even more scrutiny than the guards at the outer way. Balmaris mentions they are merchants looking to sell some exotic goods that the guards then want to see. Durmen attempts to deflect the conversation (successful deception) and shifts to asking about fine lodging. The guards tell the party were to stay at the following locations:
{{:Elra the Wizard}}
 
{{:Giuseppe della Cucina}}
* [[The Kings Coin]] - lowbrow establishment but good place for sell swords to find work.
</div>
* [[Silver Swan]] - Clean and very quiet, it has a unique clock out front that tells the time by squawking look a goose at the top of the hour. 
* [[Obsidian Flask]] - One of the more intriguing lodgings, friendly towards magic users but very high brow.
 
Fortunately the guards fail to notice the party is selling stolen military gear from Coregillia's garrison. They charge 1GP per person to enter and remind them that the gates close at 6pm and open at 6am. Pointing them towards the keep at the end of the road they user them through the gates and into a more upscale crowd of citizens.
 
==== Durmen Meets and Old Classmate... ====
 
Durmen wishes to stay a the Obsidian Flask and as they approach the building [[Elra the Wizard]] takes particular note of Durmen. He asks if they went to mage school together and after some awkward conversation Durmen tries to exit but Elra keeps insisting he recognizes him and asks more questions. With that Durmen realizes that Elra thinks he's Nigel Durmen, - Durmens father! As the talk turns to Nigel the party realizes that Elra is at least 135 years old, nice, doting, and perhaps a bit senile. They bid goodbyes and contine onto the Obsidian Flask.
 
==== The Obsidian Flask ====
 
The building does not disappoint as its quite unique in its construction. The building looks something like its namesake, the building tapers towards the top, and small outbuildings are joined together to surround a private courtyard. The owner greets them at the door and immediately puts the party off from wanting to stay once he states the prices for lodging - 10gp a person a night. The Flask hosts an exotic items market/auction weekly and is the best place in town to sell or acquire magic items in a very discreet setting with some exclusive clientell. Durment tries to gain some advantage on negotiating prices and learning more about the auction by name dropping they know [[[Lexana Brightshore]]](../NPC's/Lexana%20Brightshore.md) to which the owner says she usually hosts the event and he's expecting her any day now. They look quickly at each other and decide not to tell him they just killed her a few hours prior... Unwilling to pay the high price for entry they head towards the Silver Swan to seek cheaper lodging.
 
==== The Silver Swan ====
 
Making their way along the wall that protects the keep itself they arrive at the Silver Swan which is bustling with some armed retainers of two fat merchants loading a stout wagon. The two merchants greet the party warmly and while waiting on the propitiator to arrive to secure lodging, the group holds a quick but pleasant conversation about the mood in the city. They learn the mercenary army is here at the request of [[Patriarch Halldrem]], who is raising troops to ward off an expected attack by the Frost Barbarian any day now. The merchants speak highly of the city and the Patriarch though his ways are very strict he does a good job of protecting the caravans who travel the coastal road.
 
Shortly thereafter [[Giuseppe della Cucina]] arrives very frazzled looking with his children in town each of which is carrying a basket of fresh meat, vegetables, and breads. He apologizes for his tardiness but his wife recently died leaving him with all the tavern-master and parenting duties. His prices are still high but more reasonable at 3GP per night, a single meal included. He's clearly nervous and worried about his kids safety given the potential for rebellion within the walls and barbarians attacking from without. They negotiate for three days stay in private rooms. As a gesture of good will Balmaris creates pure water to replace the brackish water available in the town and Giuseppe offers them a free breakfast before they head off to catch some well deserved rest.
 
==== A Simple Side quest ====
 
Over the next few days while relaxing in the great room they party learns a mysterious stranger named [[Exter]] is offering a 1500Gp reward for finding a lost spellbook. As they have a few days to kill before their long awaited contact is expected to arrive in Coregillia they decide to recover it.
 
==== Party Downtime Activity ====
 
Full HP and combat effect recovery to all party members 
Durmen keep reading about how to transmute lead to gold (2 days of 7 spent researching)
 
==== NPC's of Note====
 
[[Elra the Wizard]]
[[Lexana Brightshore]] 
[[Patriarch Haldrem]]
[[Giuseppe della Cucina]]
### Tasks or Quests
 
[[Tasks]]
 
### Rumors or Intelligence Gained
 
[[Rumors]]
 
----
 
### Player Characters
 
| Characters            | Player        |    |
| ---------------------- | ------------- | --- |
| [[Aldran Stormheart]]  | Al Hayat      |    |
| [[Balmaris Dullostii]] | Phil Klohr    |    |
| [[Durmen Tredan]]      | Ian          |    |
| [[Nail]]              | Mark Johnson  |    |
| [[Poision Egon]]      | Steve Politio |    |
| [[Ricfire Teabridge]]  | Keith Welch  |    |
}}

Latest revision as of 23:26, 20 March 2025


Previously...[edit | edit source]

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 Ambush[edit | edit source]

  • A flashback showing Lexana Brightshore being ambushed and captured, revealing a clue about her captors or the location of the spellbook. Focus on the speed and efficiency of her captors, possibly revealing a symbol or mark.

Planned Events[edit | edit source]

Escape the Room[edit | edit source]

  • The party must solve puzzles or overcome challenges to escape Turgen Voxhall's magical room.
  • Puzzles may include:
  • Deciphering a magical lock using knowledge gained from the Obsidian Flask.
  • Overcoming illusions that reflect the party's fears or desires.
  • Solving a riddle related to the history of the runestone gates.

Investigate Lexana's Disappearance[edit | edit source]

  • After escaping, the party investigates Lexana Brightshore's disappearance.

They may:[edit | edit source]

  • Visit her known associates or contacts in Belport.
  • Search her last known location (e.g., her room at the Obsidian Flask).
  • Gather information from the Thieves' Guild or other underworld contacts.
  • Investigate rumors regarding the upcoming auction at the Obsidian Flask.

Meet Exter[edit | edit source]

  • The party seeks out Exter, the gnome offering the 1500 GP reward.

They may:[edit | edit source]

  • Interrogate Exter about the spellbook and its importance.
  • Negotiate terms for the reward.
  • Gather information about the auction at the Obsidian Flask.

Cliffhanger[edit | edit source]

The party discovers a hidden message or clue left by Lexana, revealing a secret location or a dangerous enemy involved in her disappearance. This clue leads them to a location outside of Belport, forcing them to choose between their current quest, and their original mission to Coregilia.

Random Encounters[edit | edit source]

  • Thieves' Guild members attempting to intercept the party.
  • City watch patrols investigating suspicious activity.
  • Street urchins with information or rumors.
  • Members of the mercenary army patrolling the city.

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.



Lexana Brightshore

Secret representative of the Empire of Lyhnn Merchants Guild[edit source]

Name: Lexana Brightshore
Campaign:
Alignment: Lawful Evil
Appearance: Lexana is an evil but older human woman with curly blonde hair. Her slender frame is clad in a flowing orange cloak embroidered with golden thread, which billows behind her as she moves with graceful, fluid motions. She favors brown leather outfits with intricate pattern of interlocking trees and roses on the chest.
Voice/Mannerisms:
Ideal: Enjoys doing brisk business and perhaps the after dinner romance but like a black widow wants no long term romantic entanglements.
Flaw: Jaded and not one to quickly follow a new idea
Bond:
Info: Her youthful looks hide a darker and much older soul than it would otherwise appear, she has seen war and enjoys it.


Ability Scores:
Skills: Survival +5, Nature +3, Perception +4, Athletics +1, Stealth +6
Condition Immunities:
Damage Immunities: None
Challenge Rating: 5 (2 ranger levels + 3 wizard levels)
Senses: darkvision 30 ft., passive Perception 14
Languages: Common, Elvish (Sindarin)
Equipment:



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".