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{{Session Prep
{{Session Prep
| campaign = Mountain Pass Mysteries
| campaign = Corsairs
| session_title = Whispers in the Night
| session_title = Echoes of Lyhnn
| previous_session = While investigating strange occurrences on a mountain pass, the party stumbles upon a secretive caravan and the nervous locals connected to it. Mourn faced a shadowy entity in the temple. The rest of the party experienced strange sensory phenomena on their descent. They arrived in Oakhaven to find a guarded caravan preparing to depart and discovered a magically warded wagon and a locked warehouse with a nervous elderly woman inside.
| 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.
| location = Oakhaven, a small village nestled near a mountain pass.
 
| scene_overview = Scene 1: Observing the midnight caravan arrival (if it occurs). Scene 2: Investigating the elderly woman and the warehouse. Scene 3: Following the tracks of the northbound wagon (if chosen).
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.
| setting_details = The village of Oakhaven appears old but strangely well-maintained. A biting wind and light snow persist. The tavern, "The Crag and Kettle," is the most prominent building. Most villagers seem wary and tight-lipped.
| 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.
| 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: Burly tavern keeper, suspicious but ultimately accommodating. Knows about the merchant guild and the caravans.
{{:Borin}}
    * Guard (unnamed): Bored guard overseeing the initial caravan loading. Nervous around those resembling local tribespeople.
{{:Merchant of Lhynn caravan guard}}
    * Elderly Woman (unnamed): Nervous woman found in the warehouse. Seems fearful and possibly hiding something.
{{:Elderly Woman}}
| player_goals = Uncover the secrets of the secretive caravan, the nature of their cargo, and the reasons for the villagers' unease.
{{: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.
| hooks =
| hooks =
    * The Midnight Rendezvous: Observe the arrival of the second caravan.
* Aldran's Recognition: Strange familiarity with Frost Barbarian customs or individuals.
    * The Elder's Plea: Investigate the nervous elderly woman in the warehouse.
* The Anachronistic Object: Discovery of an item that doesn't belong in this era.
    * Tracking the Northern Trail: Follow the tracks of the first departing wagon.
* 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 =
    * Mourn's encounter with the shadowy entity in the temple.
* The party's arrival in Oakhaven and observation of the caravan.
    * The party's unsettling sensory experiences on the mountain path.
* Investigation of the warehouse and encounter with the elderly woman.
    * Observation of the guarded caravan preparing to leave Oakhaven.
* Aldran's potential recognition of Frost Barbarian elements.
    * Discovery of the magically warded wagon and locked warehouse.
* Discovery of clues related to the Empire of Lyhnn and the Coregilia mission.
    * Encounter with the nervous elderly woman in the warehouse.
| planned_events =
| planned_events =
    * Depending on the chosen hook:
* Investigation: Players explore Oakhaven, the warehouse, and potentially interact with villagers or observe the caravan more closely, looking for the planted hooks.
        * **Midnight Rendezvous:** The party observes the arrival of another caravan and any interactions that occur.
* 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.
        * **The Elder's Plea:** The party attempts to speak with the elderly woman, potentially facing resistance or cryptic warnings.
* 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).
        * **Tracking the Northern Trail:** The party follows the wagon tracks, possibly encountering environmental challenges or other travelers.
    * Potential for further investigation of the warehouse and its contents.
    * Possible interactions with Borin or other villagers for more information.
| challenges =
| challenges =
    * Social encounters requiring persuasion, intimidation, or insight checks.
* Social encounters: Overcoming the villagers' secrecy, interrogating guards, or gaining the trust of a knowledgeable NPC.
    * Potential for combat if the party is discovered investigating or if they confront the caravan guards.
* Investigation: Finding hidden clues and deciphering any codes or unfamiliar languages.
    * Tracking in the snow (if the northern trail is followed), requiring survival checks.
* Potential combat: If they are caught snooping or if they encounter hostile Frost Barbarians or Merchant Guild members.
    * Overcoming the elderly woman's fear and reluctance to speak.
| clues_info =
| clues_info =
    * The magical aura on the first wagon (transmutation and abjuration magic).
* Frost Barbarian markings or customs familiar to Aldran.
    * The nervous behavior of the guard and the elderly woman.
* Anachronistic objects found among the caravan's goods or in Oakhaven.
    * Borin's information about the Merchant Guild of Lynn and the South Wind Trading Company.
* Prophetic warnings from an elder.
    * The cargo being transported in crates.
* A hidden message mentioning Coregilia and the Empire of Lyhnn.
    * The ledgers in the warehouse (if accessible).
* Testimony from an NPC about the spy or the ancient empire.
    * The northward direction of the first wagon's tracks.
* A distinctive symbol or mark associated with the Empire of Lyhnn.
| treasure_rewards = Potential for information, access to resources, or perhaps some of the caravan's goods depending on the chosen path and outcomes.
| 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 quiet moment in the tavern where the party can discuss their findings and plan their next steps. Perhaps they overhear snippets of conversation between villagers.
| 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 =
    * Confrontation with the Merchant Guild guards.
* Conflict with the Merchant Guild and their guards.
    * Hostility from wary villagers.
* Moral dilemmas about interfering with the past.
    * Moral dilemma regarding the potentially illicit nature of the cargo.
* Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement).
    * Conflict among the party regarding the best course of action.
| 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 = Remember the sensory distortions experienced by the party on the mountain – they might be relevant later. The resemblance of Aldran to local tribespeople could be a recurring point of tension.
 
| random_encounters = Use a table for a snowy wilderness or small village setting.
Resolution within this session:
| story_arcs_themes = Mystery, intrigue, the unknown dangers lurking in the mountains, the clash between civilization and the wilderness.
 
| mythic_elements = The shadowy entity in the temple and the strange sensory phenomena suggest a potential supernatural influence. The temporal energy hinted at by Balmaris could also be significant.
* 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.
| cliffhanger = The session ends with the party making a significant discovery related to their chosen hook (e.g., witnessing a suspicious exchange during the midnight rendezvous, the elderly woman revealing a crucial piece of information, or the party encountering something unexpected while tracking the wagon).
 
* 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.
| 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.
| mythic_elements = Lingering magical effects from the time portal, potential ancient Suel magic influencing the present.
| 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.
}}
}}

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.



Elderly Woman


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.

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

  • 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.