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Session 136 Prep: Difference between revisions

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m Text replacement - "Kaelen's Brigand Fort" to "Janein's"
 
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| previous_session = Echoes of the Fallen Giant
| previous_session = Echoes of the Fallen Giant
| location = A fortified brigand camp in the Frozen Wastes
| location = A fortified brigand camp in the Frozen Wastes
| scene_overview = Exhausted and wounded after a harrowing battle, the party stumbles upon a fortified brigand camp—their only hope for shelter from the brutal cold. They must navigate a dangerous social encounter with the fort's inhabitants and their leader while a mysterious pursuer is still on their trail.
| scene_overview = Exhausted and wounded after a harrowing battle, the party stumbles upon [[Janein's]]—their only hope for shelter from the brutal cold. They must navigate a dangerous social encounter with the fort's inhabitants and their leader while a mysterious pursuer is still on their trail.
| setting_details = A makeshift fortress built from salvaged lumber and reinforced with ice and snow. The fort is rough, populated by gruff and suspicious brigands, but it offers a temporary escape from the brutal cold and the pursuing scout.
| setting_details = A makeshift fortress built from salvaged lumber and reinforced with ice and snow. The fort is rough, populated by gruff and suspicious brigands, but it offers a temporary escape from the brutal cold and the pursuing scout.
| key_npcs = The Brigand Leader (cunning and ruthless, but pragmatic). The pursuing scout (observing the fort from a distance, deciding whether to attack or wait). A captive in the brigand fort who may hold a clue about Lexana.
| key_npcs = The Brigand Leader (cunning and ruthless, but pragmatic). The pursuing scout (observing the fort from a distance, deciding whether to attack or wait). A captive in the brigand fort who may hold a clue about Lexana.


| key_npcs =
| key_npcs =
{{:Kaelen the Cold-Hearted}}
{{:Janein the Cold-Hearted}}
{{:Merchant of Lhynn caravan guard}}
{{:Merchant of Lhynn caravan guard}}
{{:Brigand Enforcer}}
{{:Brigand Enforcer}}
Line 15: Line 15:
{{:Brigand Veteran}}
{{:Brigand Veteran}}
{{:Frost Barbarian Scout}}
{{:Frost Barbarian Scout}}
{{:Warforged Infiltrator}}
{{:Gorak The Brute}}


| player_goals = Convince the brigands to allow them to rest and recover. Find a new lead on Lexana's whereabouts. Survive the night without being robbed or betrayed.
| player_goals = Convince the brigands to allow them to rest and recover. Find a new lead on Lexana's whereabouts. Survive the night without being robbed or betrayed.

Latest revision as of 00:35, 24 August 2025


The Setting and Scene[edit source]

Title: The Brigand's Respite
Location: A fortified brigand camp in the Frozen Wastes

Recapping the Tale[edit source]

Previous Session

Echoes of the Fallen Giant

Scene Overview

Exhausted and wounded after a harrowing battle, the party stumbles upon Janein's—their only hope for shelter from the brutal cold. They must navigate a dangerous social encounter with the fort's inhabitants and their leader while a mysterious pursuer is still on their trail.

Setting Details

A makeshift fortress built from salvaged lumber and reinforced with ice and snow. The fort is rough, populated by gruff and suspicious brigands, but it offers a temporary escape from the brutal cold and the pursuing scout.

Notable Personages[edit source]

Key NPCs

Janein the Cold-Hearted




Caravan Guard

Medium humanoid, Lawful Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 14 (2) DEX 12 (1) CON 13 (1) INT 10 (0) WIS 11 (0) CHA 10 (0)


Saving Throws
Skills Perception +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None
Condition Immunities
Senses Passive Perception 12
Languages Common
Challenge 1/2 (10)



Actions[edit source]

---

Additional Info

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.
Bond His employment with the Merchant Guild of Lynn.
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.
Info One of the guards hired to protect the caravan's cargo. Not particularly invested in the secrets of the shipment.
Equipment Chain shirt, shield, spear, belt pouch with a few silver pieces.



[[Category:Echos of Lyhnn]]


Brigand Enforcer

Medium humanoid, Lawful Evil


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 16 (3) DEX 13 (1) CON 14 (2) INT 10 (0) WIS 11 (0) CHA 12 (1)


Saving Throws
Skills Athletics +5, Perception +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 12
Languages Common
Challenge 2 (450)



Actions[edit source]

---

Additional Info

Appearance A disciplined-looking fighter wearing chain mail and carrying a sturdy shield. They are more composed than the thugs, and their gear is well-maintained, suggesting a sense of order.
Voice/Mannerisms Cold and professional. They speak in a monotone and only when necessary, often giving curt commands to the thugs.
Bond Their bond is to the chain of command. They see Kaelen as a competent leader and a source of stability in the chaos.
Ideal Efficiency. They believe in following orders and getting the job done without unnecessary fuss or emotion.
Flaw They are not creative. They follow orders to the letter and are not good at adapting to unexpected situations.
Info The enforcers are the core of Kaelen's forces, acting as guards and sergeants. They are more disciplined than the thugs and will hold their ground in a fight.
Equipment Chain shirt, shield, longsword, heavy crossbow



[[Category:Echos of Lyhnn]]


Brigand Thug

Medium humanoid, Chaotic Evil


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 15 (2) DEX 11 (0) CON 14 (2) INT 10 (0) WIS 10 (0) CHA 11 (0)


Saving Throws
Skills Intimidation +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100)



Actions[edit source]

---

Additional Info

Appearance A scruffy and unkempt brigand in worn leather armor, with a haggard expression. Their gear is mismatched and poorly maintained, a reflection of their desperate existence.
Voice/Mannerisms Gruff and sneering, they speak with a rough dialect and often use threats or curses in their speech.
Bond Their loyalty is to whoever is paying or protecting them. They serve Kaelen out of fear and pragmatism.
Ideal Survival. They believe in looking out for themselves above all else and have little loyalty.
Flaw They are cowards at heart and will flee if a fight turns against them.
Info The rank-and-file of the fort. These thugs are simple muscle used to intimidate others and do the dirty work. They are dangerous in a group but easily dispatched alone.
Equipment Leather armor, greataxe




Brigand Veteran

Medium humanoid, Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0)


Saving Throws
Skills Athletics +7, Perception +4
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 14
Languages Common
Challenge 0 (10)



Actions[edit source]

---

Additional Info

Appearance A grizzled, older fighter with numerous scars on their face and hands. Their armor is practical and worn, and they carry multiple weapons, showing their experience.
Voice/Mannerisms Gruff and weary, with a hint of a past life of greater purpose. They speak with a low growl and are often cynical.
Bond Their bond is to their own survival and the promise of a safe place to die. They serve Kaelen out of pragmatism, not loyalty.
Ideal To live to see another sunrise. They've seen enough combat to know the value of their own life and will take no unnecessary risks.
Flaw They are cynical and jaded, believing that all people are motivated by greed and self-preservation.
Info These are the most experienced fighters in the fort, often leading the lesser thugs. They are dangerous in a fight due to their years of experience and tactical knowledge.
Equipment Splint armor, greatsword, shortsword

Creature Image
Brigand Veteran




Frost Barbarian Scout

Medium humanoid, Chaotic Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 15 (2) DEX 14 (2) CON 14 (2) INT 9 (-1) WIS 11 (0) CHA 10 (0)


Saving Throws
Skills Athletics +4, Survival +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None
Condition Immunities
Senses Passive Perception 10
Languages Common, Barbarian Tribal Language
Challenge 1/2 (10)



Actions[edit source]

---

Additional Info

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.
Bond His tribe and the traditions of his people.
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.
Info A scout for a nearby Frost Barbarian tribe, potentially encountered in the wilderness or observing Oakhaven.
Equipment Hide armor, longbow with 20 arrows, spear, fur cloak.

Creature Image
Frost Barbarian Scout



[[Category:Echos of Lyhnn]]


Gorak the Brute

Medium humanoid, Chaotic Evil


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 20 (5) DEX 12 (1) CON 20 (5) INT 8 (-1) WIS 10 (0) CHA 10 (0)


Saving Throws
Skills Athletics +9, Intimidation +4
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 10
Languages Common
Challenge 0 (0)



Actions[edit source]

---

Additional Info

Appearance A massive, hulking figure with a barrel chest and arms like tree trunks. Gorak's face is a mess of old scars, and his thick, matted hair is often dusted with snow. He is an imposing sight, wearing a rusty suit of chain mail that barely contains his raw strength.
Voice/Mannerisms A deep, guttural growl is Gorak's natural speaking voice. He communicates more with grunts and simple phrases, often letting his greataxe do the talking.
Bond He is bound to Kaelen, but only because she is the strongest person he has ever met. He fears her, but respects her power more than any other.
Ideal Strength is the only law. The strong survive, the weak are prey, and the only path to power is through brute force.
Flaw He is easily provoked and lacks patience or strategic thinking. He is a bull in a china shop, incapable of subtlety and prone to violent outbursts.
Info Gorak was a wandering brute until Kaelen defeated him in a one-on-one fight. Recognizing her as a superior force, he pledged his loyalty. He now serves as her chief enforcer, a whirlwind of destruction who is used to put down any dissent or to handle threats that require a heavy hand.
Equipment Chain mail, greataxe

The Player's Path[edit source]

Player Goals

Convince the brigands to allow them to rest and recover. Find a new lead on Lexana's whereabouts. Survive the night without being robbed or betrayed.

The Adventure Unfolds[edit source]

Adventure Hooks

The party's dire state makes the brigand fort a desperate, yet necessary, option. A captive in the fort knows about Lexana and can provide a new lead in exchange for their freedom.

Key Events

A tense negotiation with the brigand leader for sanctuary. A stealth mission to find and speak with a captive. A potential ambush by the pursuing scout, forcing the party and brigands into an uneasy alliance.

Planned Events

The party will need to use their social skills to avoid conflict. A difficult moral choice may arise regarding a captive. The pursuer's arrival will change the dynamic of the fort.

Perils and Rewards[edit source]

Challenges

The brigands are a dangerous and unpredictable force. The party's exhaustion makes a fight very risky. The pursuer's presence creates a constant sense of dread.

Clues and Info

A captive has a locket or a coded journal that belonged to Lexana. The brigand leader reveals that they have been hired to look for someone fitting Lexana's description.

Treasure and Rewards

Access to supplies and shelter. Information from a captive. The chance to form a temporary, uneasy alliance with the brigands.

Interludes and Shadows[edit source]

Interludes

A brief, tense negotiation with the brigand leader in a rough-hewn common room. A quiet moment where the party can discuss their next move and their feelings about relying on brigands.

Potential Conflicts

The brigands may attempt to rob the party or betray them to their pursuer for a higher price. The party may need to fight both the brigands and the scout if negotiations fail.

DM's Guidance[edit source]

Notes and Reminders

Emphasize the moral ambiguity of relying on a group of brigands. Use the fort's rough atmosphere to build tension. The scout is a patient hunter and will wait for the right moment to strike.

Random Encounters

A drunken brawl breaks out among the brigands. A snowstorm rages outside, making escape or pursuit more difficult.

The Larger World[edit source]

Story Arcs and Themes

The moral gray areas of survival, finding allies in unexpected places, and the cost of desperation.

Mythic Elements

The terrifying efficiency of the pursuing scout. The whispers of the Ice Devil's summoning magic may be heard within the fort, hinting at a larger conspiracy.

The Next Chapter[edit source]

Cliffhanger

Just as the party begins to feel safe, the fort's lookout screams. The pursuing scout has arrived, but he is not alone. A larger force, sent to eliminate all witnesses, is closing in.<