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| {{Session Prep | | {{Monster Statblock |
| | | monster_name = Stablemaster of the [[Iron Hoof]] |
| | | image = [[File:berrick.png |
| | | size = Medium |
| | | type = humanoid |
| | | alignment = Lawful Neutral |
| | | ac = 10 |
| | | hp = 10 |
| | | speed = 30 ft. |
| | | str = 10 |
| | | str_mod = +0 |
| | | dex = 10 |
| | | dex_mod = +0 |
| | | con = 10 |
| | | con_mod = +0 |
| | | int = 10 |
| | | int_mod = +0 |
| | | wis = 10 |
| | | wis_mod = +0 |
| | | cha = 10 |
| | | cha_mod = +0 |
| | | saving_throws = — |
| | | skills = Athletics +5, Animal Handling +3, Intimidation +1 |
| | | damage_vulnerabilities = — |
| | | damage_resistances = — |
| | | damage_immunities = |
| | | condition_immunities = |
| | | senses = Passive Perception 12 |
| | | languages = Common |
| | | cr = 2 |
| | | xp = 10 |
| | | actions = |
| | | legendary_actions_header = |
| | | legendary_actions = |
| | | reactions_header = |
| | | reactions = |
| | | roleplaying_header = Roleplaying Notes |
| | campaign = Corsairs | | | campaign = Corsairs |
| | session_title = Oakhaven's Crossroads | | | appearance = Heavily muscled, gruff face with a permanent scowl, short-cropped brown hair. Wears leather armor, showing signs of wear and repair. Carries a whip. |
| | previous_session = The party concluded an eventful morning in [[Oakhaven]]. After resting at [[The Crag and Kettle]], they secured horses and a wagon from [[Berrick]] at the Iron Hoof Stables, noting the merchant guild markings on the cart. Their stroll through town led them to the warded house of [[Elder Theon]], who cryptically warned them about extra-planar beings. They then encountered [[Lei]], a young woman eager for adventure, who expressed interest in Durmen and decided to join them as a cook. Aldran subsequently engaged in a brutal wrestling match with the hungover blacksmith [[Keelin]], winning decisively, with Balmaris patching up the injured smith afterwards. The session ended with the party deciding whether to take the north or south road out of Oakhaven, having learned Lexana Brightshores is alive and has brought the book to this region, though her exact whereabouts remain unknown.
| | | voice_mannerisms = Speaks in short, harsh sentences, often punctuated with grunts and curses, a constant undercurrent of frustration in his tone. |
| | location = Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness.
| | | bond = The Merchants Guild, his only means of survival. |
| | scene_overview = | | | ideal = Loyalty and obedience, within the rigid structure of his indentured servitude. |
| | | | flaw = Quick to anger and prone to violence, exacerbated by his feeling of being trapped. |
| Scene 1: The party makes their final decision on the North or South road and departs Oakhaven.
| | | info = Berrick is a formidable opponent and a loyal servant of the Guild, his loyalty enforced by his indentured status. His knowledge of the transport routes and the Guild's network is extensive. He is unlikely to cooperate willingly, and may be violently defensive of his masters. |
| Scene 2: Travel along the chosen road, encountering initial signs of the Frost Barbarian threat.
| | | equipment = Leather armor, whip, set of stable keys, a pouch of gold coins (from his meager allowance). |
| Scene 3: A more significant encounter or discovery on the road that directly involves the Frost Barbarians and deepens the mystery of Lexana or the region. | setting_details = Oakhaven is a small, isolated village. The chosen North Road winds through increasingly rugged terrain, blanketed in snow and ice. This path is known for its harsh weather and hidden dangers, made more perilous by recent Frost Barbarian raids on passing caravans, which explains the earlier intent for night travel. The oppressive cold and signs of recent conflict create an atmosphere of constant vigilance.
| | } |
| | |
| | key_npcs = {{:Borin}} | |
| {{:Berrick}}
| |
| {{:Elder Theon}}
| |
| {{:Leia}}
| |
| {{:Keelin}}
| |
| {{:Frost Barbarian Scout}}
| |
| | |
| | player_goals = Choose a travel direction. Locate Lexana Brightshores and the mysterious book. Understand the strange events in Oakhaven and the heightened threat from the Frost Barbarians, and their connection to the wider mystery.
| |
| | |
| | hooks =
| |
| ===== The Unsettling Tracks: =====
| |
| Along the North Road, the party finds tracks (humanoid, wagon, or beast) that are unusually fresh despite harsh weather, or show signs of heavy loads, pointing towards unusual traffic. Durmen might discern magical residue or Balmaris might notice strange omens related to the nature of those who passed. These tracks could specifically be Frost Barbarian boot prints or sled tracks.
| |
| | |
| ===== Whispers on the Wind: =====
| |
| As they travel deeper into the mountains along the North Road, strange, faint whispers or distant, non-natural sounds can be heard on the wind, particularly unsettling to the wizard or cleric. These could be remnants of extra-planar energies Elder Theon warned about, or even faint echoes of barbarian war cries or dark rituals.
| |
| | |
| ===== Leia's Local Lore: =====
| |
| Leia, having grown up in Oakhaven, might possess fragmented local legends or childhood tales about specific locations or unusual phenomena along the North Road that now seem eerily relevant to the party's current predicament or the mystery of Lexana. These could include tales of barbarian raiding parties or hidden passes they use.
| |
| | |
| | key_events = | |
| | |
| Departure from Oakhaven, taking the North Road (assumed direction based on prior session).
| |
| Encountering unusual signs or phenomena along the North Road (e.g., unsettling tracks, strange sounds) that hint at Frost Barbarian presence.
| |
| The first significant challenge or discovery directly on the road, likely involving the barbarians. | planned_events =
| |
| Departure: The party makes their final preparations and sets off on the North Road with their new wagon and horses.
| |
| Road Encounter: They encounter the first "hook" (e.g., unusual tracks or whispers), prompting investigation and discussion, strongly hinting at Frost Barbarian activity.
| |
| Further Clue/Confrontation: A more substantial discovery, like an abandoned campsite recently used by barbarians, or a direct (but possibly brief) confrontation with a Frost Barbarian scouting party.
| |
| | |
| | challenges =
| |
| Navigation through potentially difficult snowy terrain.
| |
| Identifying and understanding subtle clues related to the barbarian presence.
| |
| Direct combat or stealth encounters with Frost Barbarians.
| |
| Dealing with Leia's inexperience as an adventurer. | clues_info =
| |
| Confirmation that Lexana and the book passed through this region.
| |
| The meaning of Elder Theon's wards (extra-planar beings, prohibitions).
| |
| The origin/purpose of the merchant guild wagons seen at the stables, and their connection to the barbarian raids.
| |
| Any specific magical residue left by Lexana or the book.
| |
| Leia's practical skills as a cook, and her limited local knowledge.
| |
| Evidence of Frost Barbarian movements, targets, or supplies. | treasure_rewards = Information about Lexana's trail, potentially a minor useful item found along the road (e.g., well-made cold-weather gear, a small pouch of rare herbs). Potentially barbarian artifacts or maps indicating their territories/raiding paths. | interludes =
| |
| Lei attempting to cook a meal over a campfire, perhaps with comical results or surprising success.
| |
| A moment where the party discusses their feelings about their forced journey into the past.
| |
| Durmen trying to explain Elder Theon's warnings about planar energies to the others.
| |
| Aldran recalling a fragmented memory or feeling a strong pull related to the Frost Barbarians.
| |
| | potential_conflicts =
| |
| Environmental challenges (weather, rough terrain slowing travel).
| |
| Disagreements within the party about how to interpret clues or proceed.
| |
| Lei's inexperience inadvertently causing a minor problem.
| |
| Direct conflict with Frost Barbarians.
| |
| | notes_reminders = Reinforce the temporal displacement subtly. Emphasize that the "book" is key to understanding Lexana's actions. Use the ruggedness of the North Road to create a sense of isolation and the constant threat of the Frost Barbarians. Keep the focus on gathering information about Lexana's trail and the barbarian's role.
| |
| | random_encounters = Small packs of wolves or dire wolves. Frost Barbarian scouting party (wary, but potentially hostile). A minor natural hazard (e.g., rockslide, hidden crevasse). | |
| [[Encounter Table: Oakhaven Region]]
| |
| [[Weather Table: Oakhaven Region]]
| |
| | story_arcs_themes = The arduous journey, following faint trails, unraveling fragmented history, the burden of knowledge (knowing Lexana's ultimate fate), the encroaching threat of the Frost Barbarians. | mythic_elements = The lingering presence of extra-planar energies, strange omens in the wilderness, the ancient nature of the mountains. The primal power or mystical connection of the Frost Barbarians. | cliffhanger = The party comes upon a recently raided caravan or isolated homestead, finding not only signs of devastating Frost Barbarian attack but also a distinctive clue left by Lexana Brightshores herself – perhaps a discarded item, a magical signature, or a message confirming her direct involvement with the barbarians, heading towards a specific, dangerous barbarian stronghold or ritual site deeper in the mountains. }}
| |
{{Monster Statblock
| monster_name = Stablemaster of the Iron Hoof
| image = [[File:berrick.png
| size = Medium
| type = humanoid
| alignment = Lawful Neutral
| ac = 10
| hp = 10
| speed = 30 ft.
| str = 10
| str_mod = +0
| dex = 10
| dex_mod = +0
| con = 10
| con_mod = +0
| int = 10
| int_mod = +0
| wis = 10
| wis_mod = +0
| cha = 10
| cha_mod = +0
| saving_throws = —
| skills = Athletics +5, Animal Handling +3, Intimidation +1
| damage_vulnerabilities = —
| damage_resistances = —
| damage_immunities =
| condition_immunities =
| senses = Passive Perception 12
| languages = Common
| cr = 2
| xp = 10
| actions =
| legendary_actions_header =
| legendary_actions =
| reactions_header =
| reactions =
| roleplaying_header = Roleplaying Notes
| campaign = Corsairs
| appearance = Heavily muscled, gruff face with a permanent scowl, short-cropped brown hair. Wears leather armor, showing signs of wear and repair. Carries a whip.
| voice_mannerisms = Speaks in short, harsh sentences, often punctuated with grunts and curses, a constant undercurrent of frustration in his tone.
| bond = The Merchants Guild, his only means of survival.
| ideal = Loyalty and obedience, within the rigid structure of his indentured servitude.
| flaw = Quick to anger and prone to violence, exacerbated by his feeling of being trapped.
| info = Berrick is a formidable opponent and a loyal servant of the Guild, his loyalty enforced by his indentured status. His knowledge of the transport routes and the Guild's network is extensive. He is unlikely to cooperate willingly, and may be violently defensive of his masters.
| equipment = Leather armor, whip, set of stable keys, a pouch of gold coins (from his meager allowance).
}