Session 132 Prep: Difference between revisions
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{{Session Prep | {{Session Prep | ||
| campaign = | | campaign = Corsairs | ||
| session_title = Echoes of Lyhnn | | session_title = Echoes of Lyhnn | ||
| previous_session = While investigating a secretive caravan in Oakhaven, the party experienced strange phenomena and discovered a magically warded wagon and a locked warehouse. Aldran, a barbarian, felt a strange connection to the local Frost Barbarian presence. The party | | previous_session = While investigating a secretive caravan in [[Oakhaven]], the party experienced strange phenomena and discovered a magically warded wagon and a locked warehouse. Aldran, a barbarian, felt a strange connection to the local Frost Barbarian presence. The party begins to sense they are not just in a different region, but potentially a different time. | ||
They remain unaware Lexana Brightshore, whom they killed in their own time, was an agent of the ancient Suel Empire (Empire of Lyhnn). They were originally tasked with meeting a spy in Coregilia to uncover a threat connected to Lexana and the Frost Barbarians. | |||
| location = Oakhaven and the surrounding mountain pass region. | | location = Oakhaven and the surrounding mountain pass region. | ||
| scene_overview = Scene 1: Investigating clues related to the caravan, the warehouse, and Aldran's connection to the Frost Barbarians. Scene 2: Discovering information linking the current events to their original mission in Coregilia and the Empire of Lyhnn. Scene 3: Deciding on a course of action based on these revelations. | | scene_overview = | ||
* Scene 1: Investigating clues related to the caravan, the warehouse, and Aldran's connection to the Frost Barbarians. | |||
* Scene 2: Discovering information linking the current events to their original mission in Coregilia and the Empire of Lyhnn. | |||
* Scene 3: Deciding on a course of action based on these revelations. | |||
| setting_details = The village of Oakhaven is a small, isolated settlement with a palpable sense of secrecy. A biting wind and light snow persist. The architecture hints at a forgotten past. The presence of the heavily guarded caravan and the nervous villagers creates an atmosphere of tension. | | setting_details = The village of Oakhaven is a small, isolated settlement with a palpable sense of secrecy. A biting wind and light snow persist. The architecture hints at a forgotten past. The presence of the heavily guarded caravan and the nervous villagers creates an atmosphere of tension. | ||
| key_npcs = | | key_npcs = | ||
{{:Borin}} | |||
{{:Merchant of Lhynn caravan guard}} | |||
{{:Elderly Woman}} | |||
{{:Frost Barbarian Scout}} | |||
* [[Torvin Stonefist]]: A stoic captain guarding the Lyhnn's merchant guild caravan | |||
* [[Berrick]]: A hostile foreman overseeing the arms shipment. | |||
* [[Kaelen]]: A secretive weaponsmith with a volatile workshop. | |||
{{:Elara}} | |||
* [[Leia]]: Borin's observant daughter. | |||
* [[Elder Theron]]: A cryptic sage with prophetic insights. | |||
* [[Pepe]]: A nervous villager. | |||
| player_goals = Unravel the mystery of the Oakhaven caravan, understand its connection to the Frost Barbarians, and potentially discover how this situation relates to their original mission concerning Lexana and the threat in Coregilia. | | player_goals = Unravel the mystery of the Oakhaven caravan, understand its connection to the Frost Barbarians, and potentially discover how this situation relates to their original mission concerning Lexana and the threat in Coregilia. | ||
| hooks = | | hooks = | ||
* Aldran's Recognition: Strange familiarity with Frost Barbarian customs or individuals. | |||
* The Anachronistic Object: Discovery of an item that doesn't belong in this era. | |||
* The Elder's Prophecy: Encountering an elder with cryptic warnings about outsiders and a serpent. | |||
* The Spy's Echo: Finding a hidden message meant for the Coregilia contact. | |||
* A Shared Contact: Meeting someone who knows about the spy or the Empire of Lyhnn. | |||
* Lexana's Mark: Discovering a symbol associated with the Empire of Lyhnn. | |||
Try to weave in the Coregilia plotline and the revelation about Lexana's past allegiance into this session in the past, aiming for resolution or a significant development: | |||
Here are three adventure hooks that directly connect the Oakhaven situation to the PCs' original mission and the information about Lexana: | |||
===== The Spy's Echo: ===== | |||
Within the locked warehouse or among the belongings of a nervous villager (perhaps someone who had contact with outsiders), the party discovers a hidden message or a coded communication. This message could be partially destroyed or written in a cipher, but with successful skill checks, they can decipher enough to realize it was meant for a group of travelers heading to Coregilia. The message explicitly states that an agent from the "Empire of Lyhnn" (the ancient Suel Empire) is operating in the region and is manipulating events. While it might not directly name Lexana (since the PCs don't know her connection yet), the description of the agent's methods, goals (arming barbarians), or even a distinctive symbol associated with them could create a chilling sense of familiarity or connection to the events they've encountered. This hook directly ties their original mission to the current situation in the past. | |||
===== A Shared Contact: ===== | |||
The party encounters an individual in Oakhaven – perhaps the knowledgeable elder, a wary traveler passing through, or even one of the more conflicted Merchant Guild members – who recognizes the name "Coregilia" or mentions a recent, unfortunate incident involving a spy who was asking questions about ancient empires and barbarian alliances. This NPC might possess a fragmented piece of the information the spy was meant to deliver, perhaps a partial description of the Lyhnn agent or a clue about their activities in this earlier time. This hook bridges the geographical and temporal gap between their original mission and their current predicament. | |||
===== Lexana's Mark: ===== | |||
As the party investigates the caravan's cargo or the warehouse, they discover a distinctive symbol or mark associated with the Empire of Lyhnn. This could be a stylized insignia on a weapon, a sigil on a document, or even a brand on one of the crates. If Durmen (as a mage) examines this mark, he might detect a specific magical resonance or historical association that links it to ancient Suel artifacts or lore. This tangible clue directly connects the Merchant Guild's activities and the weapons being supplied to the Frost Barbarians with the ancient Suel Empire, setting the stage for the eventual realization of Lexana's allegiance if they can piece together the timeline. | |||
| key_events = | | key_events = | ||
* The party's arrival in Oakhaven and observation of the caravan. | |||
* Investigation of the warehouse and encounter with the elderly woman. | |||
* Aldran's potential recognition of Frost Barbarian elements. | |||
* Discovery of clues related to the Empire of Lyhnn and the Coregilia mission. | |||
| planned_events = | | planned_events = | ||
* Investigation: Players explore Oakhaven, the warehouse, and potentially interact with villagers or observe the caravan more closely, looking for the planted hooks. | |||
* Revelation: Through one or more of the hooks, the party uncovers information linking the Merchant Guild's activities to the ancient Empire of Lyhnn and the threat they were meant to investigate in Coregilia. | |||
* Decision: The party decides how to proceed, given this new understanding of the situation and their temporal displacement (which they may or may not fully grasp). | |||
| challenges = | | challenges = | ||
* Social encounters: Overcoming the villagers' secrecy, interrogating guards, or gaining the trust of a knowledgeable NPC. | |||
* Investigation: Finding hidden clues and deciphering any codes or unfamiliar languages. | |||
* Potential combat: If they are caught snooping or if they encounter hostile Frost Barbarians or Merchant Guild members. | |||
| clues_info = | | clues_info = | ||
* Frost Barbarian markings or customs familiar to Aldran. | |||
* Anachronistic objects found among the caravan's goods or in Oakhaven. | |||
* Prophetic warnings from an elder. | |||
* A hidden message mentioning Coregilia and the Empire of Lyhnn. | |||
* Testimony from an NPC about the spy or the ancient empire. | |||
* A distinctive symbol or mark associated with the Empire of Lyhnn. | |||
| treasure_rewards = Information about the Empire of Lyhnn, the Merchant Guild's motives in this era, and the connection to their original mission. Potentially ancient artifacts or unusual items from this time period. | | treasure_rewards = Information about the Empire of Lyhnn, the Merchant Guild's motives in this era, and the connection to their original mission. Potentially ancient artifacts or unusual items from this time period. | ||
| interludes = A moment where Aldran shares his growing unease or fragmented memories related to the Frost Barbarians. Durmen might examine any unusual objects or magical residues. Balmaris might have a significant dream or spiritual insight. | | interludes = A moment where Aldran shares his growing unease or fragmented memories related to the Frost Barbarians. Durmen might examine any unusual objects or magical residues. Balmaris might have a significant dream or spiritual insight. | ||
| potential_conflicts = | | potential_conflicts = | ||
* Conflict with the Merchant Guild and their guards. | |||
* Moral dilemmas about interfering with the past. | |||
* Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement). | |||
| notes_reminders = Emphasize Aldran's connection to the Frost Barbarians. Subtly hint at the temporal anomaly through anachronistic elements or prophetic warnings. Focus on revealing the link to the Empire of Lyhnn and their original mission. | | notes_reminders = Emphasize Aldran's connection to the Frost Barbarians. Subtly hint at the temporal anomaly through anachronistic elements or prophetic warnings. Focus on revealing the link to the Empire of Lyhnn and their original mission. | ||
Resolution within this session: | |||
* By following these hooks, the party can uncover enough information to understand that the Merchant Guild of Lynn's actions in this past time are directly connected to the destabilization they were meant to prevent in their own future. | |||
* The clues can strongly suggest that the "agent of the Empire of Lyhnn" they were warned about is somehow involved with or is the driving force behind the Merchant Guild's dealings with the Frost Barbarians in this era. | |||
* While they won't have the full picture of Lexana's identity and motives in their time, they can understand that the threat they were sent to Coregilia to deal with originated in this past era. | |||
| random_encounters = Use a table for a snowy village and surrounding wilderness, potentially including Frost Barbarian scouting parties or Merchant Guild patrols. | | random_encounters = Use a table for a snowy village and surrounding wilderness, potentially including Frost Barbarian scouting parties or Merchant Guild patrols. | ||
| story_arcs_themes = Time travel and its consequences (even if not fully realized by the players yet), the cyclical nature of history, the legacy of ancient empires, the clash between past and future. | | story_arcs_themes = Time travel and its consequences (even if not fully realized by the players yet), the cyclical nature of history, the legacy of ancient empires, the clash between past and future. |
Latest revision as of 00:39, 11 April 2025
The Setting and Scene[edit source]
Title:
Echoes of Lyhnn
Location:
Oakhaven and the surrounding mountain pass region.
Recapping the Tale[edit source]
Previous Session
While investigating a secretive caravan in Oakhaven, the party experienced strange phenomena and discovered a magically warded wagon and a locked warehouse. Aldran, a barbarian, felt a strange connection to the local Frost Barbarian presence. The party begins to sense they are not just in a different region, but potentially a different time.
They remain unaware Lexana Brightshore, whom they killed in their own time, was an agent of the ancient Suel Empire (Empire of Lyhnn). They were originally tasked with meeting a spy in Coregilia to uncover a threat connected to Lexana and the Frost Barbarians.
Scene Overview
- Scene 1: Investigating clues related to the caravan, the warehouse, and Aldran's connection to the Frost Barbarians.
- Scene 2: Discovering information linking the current events to their original mission in Coregilia and the Empire of Lyhnn.
- Scene 3: Deciding on a course of action based on these revelations.
Setting Details
The village of Oakhaven is a small, isolated settlement with a palpable sense of secrecy. A biting wind and light snow persist. The architecture hints at a forgotten past. The presence of the heavily guarded caravan and the nervous villagers creates an atmosphere of tension.
Notable Personages[edit source]
Key NPCs
Proprietor of The Crag and Kettle[edit source]
Name: Borin
Campaign: Corsairs
Alignment: Neutral Good
Appearance: Plump build, rosy cheeks, bright blue eyes, curly brown hair. Wears a clean apron, despite the general wear of his clothing, and a forced friendly smile.
Voice/Mannerisms: Speaks in a cheerful, talkative tone, often punctuating his sentences with laughter, but with a hint of underlying sadness and fear. (A youthful irishman accent)
Ideal: Hospitality and community, as a means of finding joy within his servitude.
Flaw: Cautious and reluctant to get involved in dangerous situations, fearing reprisal.
Bond: His daughter, Leia, and his tavern, his only sources of comfort.
Info: Borin is a valuable source of information, but the PCs must gain his trust, a difficult task given his indentured status. His tavern is a hub of village activity, and he has a good ear for gossip, but is afraid to share too much.
Ability Scores: Strength 10, Dexterity 14, Constitution 13, Intelligence 12, Wisdom 15, Charisma 16
Skills: Persuasion +5, Insight +4, Cooking +5, Storytelling +5
Condition Immunities:
Damage Immunities:
Challenge Rating:
Senses: Passive Perception 15
Languages: Common, Halfling
Equipment: Clean apron, tankard, a pouch of coins (his small allowance), a worn book of local tales.
Caravan Guard[edit source]
Name: (Unnamed)
Campaign: Corsairs
Alignment: Lawful Neutral
Appearance: Young human man in practical leather armor with a chain shirt underneath. Carries a shield and a spear. Looks somewhat bored and underpaid.
Voice/Mannerisms: Monotone and uninterested. Answers questions curtly and avoids unnecessary conversation.
Ideal: Duty. Believes in following orders, even if he doesn't understand the reasons.
Flaw: Easily distracted and lacks initiative. Can be swayed with a bit of flattery or a convincing argument that doesn't contradict direct orders.
Bond: His employment with the Merchant Guild of Lynn.
Info: One of the guards hired to protect the caravan's cargo. Not particularly invested in the secrets of the shipment.
Ability Scores: STR 14, DEX 12, CON 13, INT 10, WIS 11, CHA 10
Skills: Perception +2
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses: Passive Perception 12
Languages: Common
Equipment: Chain shirt, shield, spear, belt pouch with a few silver pieces.
Frost Barbarian Scout[edit source]
Name: Kaelen Swiftarrow
Campaign: Corsairs
Alignment: Chaotic Neutral
Appearance: Lean and hardy human with wind-chapped skin and piercing blue eyes. Wears practical furs and carries a bow and spear. Tribal tattoos adorn his arms and face.
Voice/Mannerisms: Speaks in a guttural dialect of Common mixed with his tribal tongue. Direct and wary of outsiders.
Ideal: Survival. The strong endure, and the weak perish. Loyalty to his tribe.
Flaw: Fiercely independent and distrustful of outsiders. Can be quick to anger.
Bond: His tribe and the traditions of his people.
Info: A scout for a nearby Frost Barbarian tribe, potentially encountered in the wilderness or observing Oakhaven.
Ability Scores: STR 15, DEX 14, CON 14, INT 9, WIS 11, CHA 10
Skills: Athletics +4, Survival +2
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses: Passive Perception 10
Languages: Common, Barbarian Tribal Language
Equipment: Hide armor, longbow with 20 arrows, spear, fur cloak.
- Torvin Stonefist: A stoic captain guarding the Lyhnn's merchant guild caravan
- Berrick: A hostile foreman overseeing the arms shipment.
- Kaelen: A secretive weaponsmith with a volatile workshop.
Elara, representative of the Merchants guild of Lhynn[edit source]
Name: Elara
Campaign: Corsairs
Alignment: Neutral Good (leans towards fearful)
Appearance: Frail elderly human woman with worried eyes and trembling hands. Wears simple, worn clothing.
Voice/Mannerisms: Soft and hesitant, often glancing around nervously. Tends to speak in hushed tones.
Ideal: Peace. Desires to avoid trouble and maintain the quiet life she once knew.
Flaw: Easily frightened and prone to keeping secrets out of fear.
Bond: Her home and the few familiar faces in Oakhaven.
Info: Resides near the warehouse and seems to know more than she lets on, likely out of fear of reprisal.
Ability Scores: STR 8, DEX 10, CON 10, INT 12, WIS 15, CHA 11
Skills: History +3, Insight +4
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses: Passive Perception 12
Languages: Common
Equipment: Simple clothes, perhaps a worn shawl.
- Leia: Borin's observant daughter.
- Elder Theron: A cryptic sage with prophetic insights.
- Pepe: A nervous villager.
The Player's Path[edit source]
Player Goals
Unravel the mystery of the Oakhaven caravan, understand its connection to the Frost Barbarians, and potentially discover how this situation relates to their original mission concerning Lexana and the threat in Coregilia.
The Adventure Unfolds[edit source]
Adventure Hooks
- Aldran's Recognition: Strange familiarity with Frost Barbarian customs or individuals.
- The Anachronistic Object: Discovery of an item that doesn't belong in this era.
- The Elder's Prophecy: Encountering an elder with cryptic warnings about outsiders and a serpent.
- The Spy's Echo: Finding a hidden message meant for the Coregilia contact.
- A Shared Contact: Meeting someone who knows about the spy or the Empire of Lyhnn.
- Lexana's Mark: Discovering a symbol associated with the Empire of Lyhnn.
Try to weave in the Coregilia plotline and the revelation about Lexana's past allegiance into this session in the past, aiming for resolution or a significant development:
Here are three adventure hooks that directly connect the Oakhaven situation to the PCs' original mission and the information about Lexana:
The Spy's Echo:
Within the locked warehouse or among the belongings of a nervous villager (perhaps someone who had contact with outsiders), the party discovers a hidden message or a coded communication. This message could be partially destroyed or written in a cipher, but with successful skill checks, they can decipher enough to realize it was meant for a group of travelers heading to Coregilia. The message explicitly states that an agent from the "Empire of Lyhnn" (the ancient Suel Empire) is operating in the region and is manipulating events. While it might not directly name Lexana (since the PCs don't know her connection yet), the description of the agent's methods, goals (arming barbarians), or even a distinctive symbol associated with them could create a chilling sense of familiarity or connection to the events they've encountered. This hook directly ties their original mission to the current situation in the past.
The party encounters an individual in Oakhaven – perhaps the knowledgeable elder, a wary traveler passing through, or even one of the more conflicted Merchant Guild members – who recognizes the name "Coregilia" or mentions a recent, unfortunate incident involving a spy who was asking questions about ancient empires and barbarian alliances. This NPC might possess a fragmented piece of the information the spy was meant to deliver, perhaps a partial description of the Lyhnn agent or a clue about their activities in this earlier time. This hook bridges the geographical and temporal gap between their original mission and their current predicament.
Lexana's Mark:
As the party investigates the caravan's cargo or the warehouse, they discover a distinctive symbol or mark associated with the Empire of Lyhnn. This could be a stylized insignia on a weapon, a sigil on a document, or even a brand on one of the crates. If Durmen (as a mage) examines this mark, he might detect a specific magical resonance or historical association that links it to ancient Suel artifacts or lore. This tangible clue directly connects the Merchant Guild's activities and the weapons being supplied to the Frost Barbarians with the ancient Suel Empire, setting the stage for the eventual realization of Lexana's allegiance if they can piece together the timeline.
Key Events
- The party's arrival in Oakhaven and observation of the caravan.
- Investigation of the warehouse and encounter with the elderly woman.
- Aldran's potential recognition of Frost Barbarian elements.
- Discovery of clues related to the Empire of Lyhnn and the Coregilia mission.
Planned Events
- Investigation: Players explore Oakhaven, the warehouse, and potentially interact with villagers or observe the caravan more closely, looking for the planted hooks.
- Revelation: Through one or more of the hooks, the party uncovers information linking the Merchant Guild's activities to the ancient Empire of Lyhnn and the threat they were meant to investigate in Coregilia.
- Decision: The party decides how to proceed, given this new understanding of the situation and their temporal displacement (which they may or may not fully grasp).
Perils and Rewards[edit source]
Challenges
- Social encounters: Overcoming the villagers' secrecy, interrogating guards, or gaining the trust of a knowledgeable NPC.
- Investigation: Finding hidden clues and deciphering any codes or unfamiliar languages.
- Potential combat: If they are caught snooping or if they encounter hostile Frost Barbarians or Merchant Guild members.
Clues and Info
- Frost Barbarian markings or customs familiar to Aldran.
- Anachronistic objects found among the caravan's goods or in Oakhaven.
- Prophetic warnings from an elder.
- A hidden message mentioning Coregilia and the Empire of Lyhnn.
- Testimony from an NPC about the spy or the ancient empire.
- A distinctive symbol or mark associated with the Empire of Lyhnn.
Treasure and Rewards
Information about the Empire of Lyhnn, the Merchant Guild's motives in this era, and the connection to their original mission. Potentially ancient artifacts or unusual items from this time period.
Interludes and Shadows[edit source]
Interludes
A moment where Aldran shares his growing unease or fragmented memories related to the Frost Barbarians. Durmen might examine any unusual objects or magical residues. Balmaris might have a significant dream or spiritual insight.
Potential Conflicts
- Conflict with the Merchant Guild and their guards.
- Moral dilemmas about interfering with the past.
- Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement).
DM's Guidance[edit source]
Notes and Reminders
Emphasize Aldran's connection to the Frost Barbarians. Subtly hint at the temporal anomaly through anachronistic elements or prophetic warnings. Focus on revealing the link to the Empire of Lyhnn and their original mission.
Resolution within this session:
- By following these hooks, the party can uncover enough information to understand that the Merchant Guild of Lynn's actions in this past time are directly connected to the destabilization they were meant to prevent in their own future.
- The clues can strongly suggest that the "agent of the Empire of Lyhnn" they were warned about is somehow involved with or is the driving force behind the Merchant Guild's dealings with the Frost Barbarians in this era.
- While they won't have the full picture of Lexana's identity and motives in their time, they can understand that the threat they were sent to Coregilia to deal with originated in this past era.
Random Encounters
Use a table for a snowy village and surrounding wilderness, potentially including Frost Barbarian scouting parties or Merchant Guild patrols.
The Larger World[edit source]
Story Arcs and Themes
Time travel and its consequences (even if not fully realized by the players yet), the cyclical nature of history, the legacy of ancient empires, the clash between past and future.
Mythic Elements
Lingering magical effects from the time portal, potential ancient Suel magic influencing the present.
The Next Chapter[edit source]
Cliffhanger
The party makes a significant discovery that definitively links the Merchant Guild's actions in this past to the threat they were originally sent to Coregilia to investigate, potentially revealing the Empire of Lyhnn's long-term plans and setting up their next course of action in this earlier era.