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Session 131 Prep: Difference between revisions

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Created page with "Previously... The party navigated Turgen's magical trials. They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley. They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate. They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government. Session #131 ===Interludes=== ===="Temporal Echoe..."
 
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Previously...
{{Session Prep
The party navigated Turgen's magical trials.
| campaign = Corsairs
They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley.
| session_title = Whispers of the Chronoguard
They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate.
| previous_session = The party navigated Turgen's magical trials. They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley. They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate. They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government.
They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government.
| location =The village of [[Oakhaven]], a remote village and garrison in the far western shores of Oerik, 1200 years in the past.
Session #131
| scene_overview = The party arrives in a smoke-filled valley, a small military garrison guarding an arms shipment. They must navigate tense interactions, investigate temporal anomalies, and uncover the truth behind the Lyhnn Merchant Guild's activities and the impending activation of the Runestone Gate. The atmosphere is thick with temporal distortion and the tension of imminent conflict.
===Interludes===
| setting_details =
===="Temporal Echoes"====
* The valley is shrouded in a perpetual, thick smoke that distorts sounds and visuals.
==== Sounds in the Smoke: Faint, distorted sounds weave through the smoke:=====
* Buildings are constructed with a mix of familiar and archaic materials, showing temporal inconsistencies.
* The rhythmic clang of ancient smithing.
* The air crackles with faint temporal energy, causing objects to flicker and echo with ghostly whispers.
* The distant, echoing cries of unfamiliar beasts.
* The local villagers are subdued and fearful, caught between the garrison and the impending temporal assault.
* Whispers of archaic languages, like wind rustling through dry parchment.
| key_npcs =
* The subtle, metallic hum of temporal energy.
* [[Torvin Stonefist]]: A stoic Lyhnn Chronoguard captain.
====Sounds in the Wind: The wind carries:====
* [[Berrick]]: A hostile foreman overseeing the arms shipment.
* The distant, rhythmic beat of war drums.
* [[Kaelen]]: A secretive weaponsmith with a volatile workshop.
* The clanking of armor and the shuffling of many feet.
* [[Elara]]: A calculating ledger keeper with ties to the Lyhnn Merchant Guild.
* Faint, high-pitched tones that seem to vibrate in the bones.
* [[Borin]]: An evasive tavern owner.
* The rustling of large banners.
* [[Leia]]: Borin's observant daughter.
 
* [[Elder Theron]]: A cryptic sage with prophetic insights.
Planned Events
* [[Pepe]]: A nervous villager.
"The Small Garrison":
| player_goals =
The party arrives in the village, which is a small military garrison guarding a shipment of arms. Only a half dozen Lyhnn Chronoguards are present.
* Understand the temporal anomalies and their connection to the Runestone Gate.
The villagers are subdued and fearful, caught between the Empire and the impending conflict.
* Uncover the purpose of the arms shipment and the Lyhnn Merchant Guild's involvement.
The players must navigate the garrison, gather information, and understand their situation.
* Navigate the tense situation between the garrison and the villagers.
Clues: Tense interactions between soldiers and villagers, crates marked with Lyhnn Merchant Guild symbols, anachronistic architecture.
* Prevent the activation of the Runestone Gate and the impending temporal assault.
 
| hooks =
"Temporal Anomalies":
* The strange temporal anomalies and distorted sounds.
As the party explores, they encounter increasing temporal anomalies:
* The secretive behavior of the garrison and villagers.
Buildings constructed with materials and techniques from a bygone era.
* The crates marked with the Lyhnn Merchant Guild symbol.
Objects that flicker in and out of existence, or have a strange, aged quality.
* Elder Theron's cryptic prophecies.
Faint, ghostly echoes of past conversations and events.
| key_events =
The party must investigate these anomalies to piece together the truth.
* The party arrives at the small garrison and observes the tense atmosphere.
Clues: Unfamiliar materials, architecture inconsistencies, ghostly whispers, people dressed in out of date clothing.
* They encounter temporal anomalies and distorted sounds, indicating a shift in time.
"The Arms Shipment":
* They investigate the arms shipment and find clues about its destination and purpose.
The party discovers the arms shipment, and it is clear they are to be sent through the gate.
* They interact with key NPCs, gathering information and forming alliances.
The crates are marked with the Lyhnn Merchant Guild symbol, and some contain strange, archaic weaponry.
* They realize the Runestone Gate's activation is imminent and the garrison is preparing for a temporal assault.
The players find notes detailing the shipment’s destination and purpose.
| planned_events =
Clues: Maps, notes, and the weapons themselves.
* "The Small Garrison": The party arrives and gathers information about the village and its inhabitants.
"The Activation":
* "A Moment of Quiet": The party rests at the Crag and Kettle Tavern and observes the villagers.
As the party uncovers the war plans, they realize the gate's activation is imminent.
* "The Stables": The party observes Berrick and his workers loading crates onto pack animals.
The garrison becomes more agitated, preparing for the temporal assault.
* "Kaelen's Workshop": The party investigates Kaelen's cottage and finds strange tools and weapon parts.
The temporal anomalies intensify, and the sounds of war grow louder.
* "The Sage's Prophecy": The party seeks out Elder Theron for insights into the village's troubles.
 
* "Elara's Ledger": The party attempts to examine Elara's ledger for incriminating evidence.
===Cliffhanger===
* "Confrontation at the Stables": The party witnesses a secret meeting and decides whether to intervene.
The gate's activation begins, unleashing a blinding flash of light and a shockwave. The surrounding environment distorts, and the sounds of a massive army marching grow deafening. The ground trembles, and the air crackles with temporal energy.
| challenges =
 
* Navigating the tense interactions between the garrison and villagers.
Random Encounters
* Investigating and understanding the temporal anomalies.
"Temporal Echoes": Brief, ghostly apparitions of past events or individuals flicker in and out of existence, causing minor distractions and disorientation.
* Uncovering the secrets of the arms shipment and the Lyhnn Merchant Guild.
"Lyhnn Patrol": A small group of Lyhnn Chronoguards patrol the garrison.
* Preventing the activation of the Runestone Gate.
 
* Confronting the Lyhnn Chronoguards.
Key NPCs
| clues_info =
Elder Elara (As before)
* Sounds in the Smoke: Rhythmic clang of smithing, echoing cries, archaic whispers, metallic hum.
Sergeant Valerius (As before)
* Sounds in the Wind: War drums, clanking armor, high-pitched tones, rustling banners.
Tavern Keeper, Borin (As before)
* Temporal Anomalies: Buildings from a bygone era, flickering objects, ghostly echoes.
Sage, Lyra (As before)
* Arms Shipment: Crates with Lyhnn Merchant Guild symbols, archaic weaponry, notes detailing destination and purpose.
Common Villager (Use commoner stat block)
| treasure_rewards =
 
* Information about the Runestone Gate and the Lyhnn Merchant Guild.
Village Scene Setting:
* Archaic weaponry and tools.
The village is built of weathered stone and timber, with a mix of ancient and more recent architecture.
* Gold and other valuables from the garrison.
The air is thick with smoke and the smell of woodsmoke and metal.
* Alliances with villagers or other NPCs.
The garrison is small but organized, with crates of weapons and supplies stacked neatly.
| interludes =
The villagers are subdued, their faces etched with fear and resignation.
* "Temporal Echoes": Distorted sounds and whispers weave through the smoke and wind.
The sky is overcast, with a strange, hazy quality that seems to distort the light.
* "Temporal Anomalies": Buildings and objects from a bygone era flicker in and out of existence.
Occasional strange light flickers can be seen, and the ground has small tremors.
| potential_conflicts =
Runestone Gate Map (Hidden Information):
* The party disagrees on how to approach the situation.
The map is hidden within the arms shipment or among the garrison’s supplies.
* The Lyhnn Chronoguards become hostile.
It shows Runestone Gate locations across Oerik, with ancient names and landmarks.
* Villagers are caught in the crossfire.
The gate they traveled through is marked as the central point, its runes pulsing with temporal energy.
* Kaelen's workshop explodes, causing chaos.
Runestone Gate Map (Temporal Details):
| notes_reminders =
The map shows Runestone Gate locations across Oerik, with some locations marked with ancient names and landmarks.
* Lyhnn Chronoguard Stat Block:
The village's gate is the central point of activation, and its runes pulsate with temporal energy.
Some gate locations are marked as "inactive" or "sealed," hinting at past attempts to control time.
Lyhnn Chronoguard Stat Block:
Lyhnn Chronoguard
Lyhnn Chronoguard
Medium Humanoid (Human), Lawful Neutral
Medium Humanoid (Human), Lawful Neutral
Line 83: Line 80:
Challenge 2 (450 XP)
Challenge 2 (450 XP)
Actions:
Actions:
Temporal Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage plus 2 (1d4) temporal damage. (Temporal damage causes brief disorientation.)
Temporal Longsword: MeMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage plus 2 (1d4) temporal damage. (Temporal damage causes brief disorientation.)
Temporal Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage plus 2 (1d4) temporal damage.
Temporal Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage plus 2 (1d4) temporal damage.
Temporal Distortion (Recharge 5-6): the Chronoguard distorts the air around a target within 15ft. The target must make a DC 12 wisdom saving throw, or be stunned until the end of the Chronoguards next turn.
Temporal Distortion (Recharge 5-6): the Chronoguard distorts the air around a target within 15ft. The target must make a DC 12 wisdom saving throw, or be stunned until the end of the Chronoguards next turn.
| random_encounters = d20:
* 1-10: A blizzard reduces visibility to near zero, requiring Survival checks to navigate. *
* 11-15: A pack of wolves, driven by hunger, attacks the party.
*16-20: A lone traveler, injured and disoriented, seeks shelter and assistance.
| story_arcs_themes = The manipulation of time, the consequences of unchecked power, the struggle between order and chaos, the weight of history.
| mythic_elements = The Runestone Gate, temporal anomalies, prophetic visions.
| cliffhanger = The gate's activation begins, unleashing a blinding flash of light and a shockwave. The surrounding environment distorts, and the sounds of a massive army marching grow deafening. The ground trembles, and the air crackles with temporal energy.
}}

Latest revision as of 02:55, 30 March 2025


The Setting and Scene[edit source]

Title: Whispers of the Chronoguard
Location: The village of Oakhaven, a remote village and garrison in the far western shores of Oerik, 1200 years in the past.

Recapping the Tale[edit source]

Previous Session

The party navigated Turgen's magical trials. They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley. They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate. They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government.

Scene Overview

The party arrives in a smoke-filled valley, a small military garrison guarding an arms shipment. They must navigate tense interactions, investigate temporal anomalies, and uncover the truth behind the Lyhnn Merchant Guild's activities and the impending activation of the Runestone Gate. The atmosphere is thick with temporal distortion and the tension of imminent conflict.

Setting Details

  • The valley is shrouded in a perpetual, thick smoke that distorts sounds and visuals.
  • Buildings are constructed with a mix of familiar and archaic materials, showing temporal inconsistencies.
  • The air crackles with faint temporal energy, causing objects to flicker and echo with ghostly whispers.
  • The local villagers are subdued and fearful, caught between the garrison and the impending temporal assault.

Notable Personages[edit source]

Key NPCs

  • Torvin Stonefist: A stoic Lyhnn Chronoguard captain.
  • Berrick: A hostile foreman overseeing the arms shipment.
  • Kaelen: A secretive weaponsmith with a volatile workshop.
  • Elara: A calculating ledger keeper with ties to the Lyhnn Merchant Guild.
  • Borin: An evasive tavern owner.
  • 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

  • Understand the temporal anomalies and their connection to the Runestone Gate.
  • Uncover the purpose of the arms shipment and the Lyhnn Merchant Guild's involvement.
  • Navigate the tense situation between the garrison and the villagers.
  • Prevent the activation of the Runestone Gate and the impending temporal assault.

The Adventure Unfolds[edit source]

Adventure Hooks

  • The strange temporal anomalies and distorted sounds.
  • The secretive behavior of the garrison and villagers.
  • The crates marked with the Lyhnn Merchant Guild symbol.
  • Elder Theron's cryptic prophecies.

Key Events

  • The party arrives at the small garrison and observes the tense atmosphere.
  • They encounter temporal anomalies and distorted sounds, indicating a shift in time.
  • They investigate the arms shipment and find clues about its destination and purpose.
  • They interact with key NPCs, gathering information and forming alliances.
  • They realize the Runestone Gate's activation is imminent and the garrison is preparing for a temporal assault.

Planned Events

  • "The Small Garrison": The party arrives and gathers information about the village and its inhabitants.
  • "A Moment of Quiet": The party rests at the Crag and Kettle Tavern and observes the villagers.
  • "The Stables": The party observes Berrick and his workers loading crates onto pack animals.
  • "Kaelen's Workshop": The party investigates Kaelen's cottage and finds strange tools and weapon parts.
  • "The Sage's Prophecy": The party seeks out Elder Theron for insights into the village's troubles.
  • "Elara's Ledger": The party attempts to examine Elara's ledger for incriminating evidence.
  • "Confrontation at the Stables": The party witnesses a secret meeting and decides whether to intervene.

Perils and Rewards[edit source]

Challenges

  • Navigating the tense interactions between the garrison and villagers.
  • Investigating and understanding the temporal anomalies.
  • Uncovering the secrets of the arms shipment and the Lyhnn Merchant Guild.
  • Preventing the activation of the Runestone Gate.
  • Confronting the Lyhnn Chronoguards.

Clues and Info

  • Sounds in the Smoke: Rhythmic clang of smithing, echoing cries, archaic whispers, metallic hum.
  • Sounds in the Wind: War drums, clanking armor, high-pitched tones, rustling banners.
  • Temporal Anomalies: Buildings from a bygone era, flickering objects, ghostly echoes.
  • Arms Shipment: Crates with Lyhnn Merchant Guild symbols, archaic weaponry, notes detailing destination and purpose.

Treasure and Rewards

  • Information about the Runestone Gate and the Lyhnn Merchant Guild.
  • Archaic weaponry and tools.
  • Gold and other valuables from the garrison.
  • Alliances with villagers or other NPCs.

Interludes and Shadows[edit source]

Interludes

  • "Temporal Echoes": Distorted sounds and whispers weave through the smoke and wind.
  • "Temporal Anomalies": Buildings and objects from a bygone era flicker in and out of existence.

Potential Conflicts

  • The party disagrees on how to approach the situation.
  • The Lyhnn Chronoguards become hostile.
  • Villagers are caught in the crossfire.
  • Kaelen's workshop explodes, causing chaos.

DM's Guidance[edit source]

Notes and Reminders

  • Lyhnn Chronoguard Stat Block:

Lyhnn Chronoguard Medium Humanoid (Human), Lawful Neutral Armor Class 18 (Temporal Plating, Shield) Hit Points 33 (6d8 + 6) Speed 30 ft. STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 11 (+0), WIS 12 (+1), CHA 10 (+0) Skills: Athletics +4, Perception +3, Arcana +2 Senses: Passive Perception 13 Languages: Common Challenge 2 (450 XP) Actions: Temporal Longsword: MeMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage plus 2 (1d4) temporal damage. (Temporal damage causes brief disorientation.) Temporal Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage plus 2 (1d4) temporal damage. Temporal Distortion (Recharge 5-6): the Chronoguard distorts the air around a target within 15ft. The target must make a DC 12 wisdom saving throw, or be stunned until the end of the Chronoguards next turn.

Random Encounters

d20:

  • 1-10: A blizzard reduces visibility to near zero, requiring Survival checks to navigate. *
  • 11-15: A pack of wolves, driven by hunger, attacks the party.
  • 16-20: A lone traveler, injured and disoriented, seeks shelter and assistance.

The Larger World[edit source]

Story Arcs and Themes

The manipulation of time, the consequences of unchecked power, the struggle between order and chaos, the weight of history.

Mythic Elements

The Runestone Gate, temporal anomalies, prophetic visions.

The Next Chapter[edit source]

Cliffhanger

The gate's activation begins, unleashing a blinding flash of light and a shockwave. The surrounding environment distorts, and the sounds of a massive army marching grow deafening. The ground trembles, and the air crackles with temporal energy.