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{{Session Prep
{{Session Prep
|campaign=Echos of Lyhnn
|campaign=Echos of Lhynn
| session_title = Oakhaven's Crossroads
| session_title = Oakhaven's Crossroads
| 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 Theron ]], 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.
| 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 Theron ]], 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 Brightshore is alive and has brought the book to this region, though her exact whereabouts remain unknown.
| location = Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness.
| location = Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness.
| scene_overview =
| scene_overview =
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{{:Frost Barbarian Scout}}
{{: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.
| player_goals = Choose a travel direction. Locate Lexana Brightshore 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 =
| hooks =
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[[Encounter Table: Oakhaven Region]]
[[Encounter Table: Oakhaven Region]]
[[Weather 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. }}
| 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 Brightshore 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. }}

Latest revision as of 04:21, 13 October 2025


The Setting and Scene[edit source]

Title: Oakhaven's Crossroads
Location: Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness.

Recapping the Tale[edit source]

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 Theron , 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 Brightshore is alive and has brought the book to this region, though her exact whereabouts remain unknown.

Scene Overview

Scene 1: The party makes their final decision on the North or South road and departs Oakhaven. Scene 2: Travel along the chosen road, encountering initial signs of the Frost Barbarian threat. 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.

Notable Personages[edit source]

Key NPCs


Borin, Proprietor of The Crag and Kettle

Medium Humanoid (Halfling), Neutral Good


Armor Class 12 (leather armor, under his apron) (natural armor)
Hit Points 44 (8d8 + 8)
Speed 25 ft.


STR DEX CON INT WIS CHA
10 (0) 13 (+1) 12 (+1) 14 (+2) 16 (+3) 15 (+2)

Saving Throws Wis +5, Cha +4
Skills Insight +5, Investigation +4, Persuasion +4, Performance +4, Cooking +6, Storytelling +6
Damage Vulnerabilities
Damage Resistances


Senses Passive Perception 16
Languages Common, Halfling, Elvish
Challenge 2 (450 XP)



**Master of Gossip.** Borin has advantage on Charisma (Persuasion) checks made to gather rumors or information. **Indentured Servitude.** Borin is bound by a powerful vow (or magical contract) and must obey the lawful commands of his master, making him reluctant to act openly against local authorities.

Actions

    • Dagger.** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. **Inspiring Tale (1/Day).** Borin tells a quick tale of courage. One creature he can see within 30 ft. gains advantage on its next attack roll or saving throw.


Roleplaying Notes

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.


Additional Info

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)
Bond His daughter, Leia, and his tavern, his only sources of comfort.
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.
Info Borin inherited the tavern from his family but fell into heavy debt and is now forced to run it for a shady noble or organization. He dreams of buying his freedom.
Equipment Clean apron, tankard, a pouch of coins (his small allowance), a worn book of local tales.

Creature Image
Borin, Proprietor of The Crag and Kettle




Berrick, Stablemaster of the Iron Hoof

Medium Humanoid (any race), Lawful Neutral


Armor Class 15 (studded leather) (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.


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

Saving Throws Str +5, Con +4
Skills Athletics +5, Animal Handling +3, Intimidation +2
Damage Vulnerabilities
Damage Resistances

Condition Immunities
Senses Passive Perception 11
Languages Common
Challenge 3 (700 XP)



**Loyal Servant.** Berrick is indentured to the Merchants Guild and will obey any direct, legal order from a Guild superior. He will defend Guild property and personnel to the death. **Whip Mastery.** Berrick has expertise with his whip, and attacks made with it have advantage if the target is wearing heavy armor (representing his experience disabling mounted opponents).

Actions

    • Multiattack.** Berrick makes two melee attacks. **Whip.** Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) slashing damage. If the target is a creature, Berrick can attempt a grapple (escape DC 13) instead of dealing damage. **Heavy Club.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Reactions

    • Defensive Crack.** When a creature Berrick can see attempts to disarm him or strike one of his mounts, he can use his reaction to make one Whip attack against that creature.

Roleplaying Notes

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.


Additional Info

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 was formerly a cavalry sergeant before falling into debt, leading to his indentured status. He dreams of somehow earning or fighting his way out of servitude, but his despair usually prevents him from taking risks.
Equipment Studded leather armor, whip, heavy club, set of stable keys, a pouch of gold coins (from his meager allowance).

Creature Image
Berrick, Stablemaster of the Iron Hoof




Elder Theron

Medium Humanoid (Human), Neutral Evil


Armor Class 18 (Natural Armor, plus Ring of Protection) (natural armor)
Hit Points 187 (25d8 + 75)
Speed 30 ft.


STR DEX CON INT WIS CHA
11 (0) 13 (+1) 16 (+3) 20 (+5) 16 (+3) 15 (+2)

Saving Throws Con +8, Int +10, Wis +8
Skills Arcana +10, History +10, Insight +8, Medicine +8, Perception +8
Damage Vulnerabilities
Damage Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks (due to Stoneskin spell effect)
Damage Immunities
Condition Immunities
Senses Passive Perception 18
Languages Common, Ancient Tongues, Draconic, Giant
Challenge 13 (10000 XP)



***Spellcasting.*** Elder Theron is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following spells prepared (spells marked with * are granted by the Amulet of Arcane Resonance):

Cantrips (at will): *fire bolt, light, mage hand, prestidigitation* 1st level (4 slots): *detect magic, magic missile, shield* 2nd level (3 slots): *invisibility, misty step* 3rd level (3 slots): *counterspell, fireball* 4th level (3 slots): *polymorph, Stoneskin* 5th level (2 slots): *Bigby's Hand*, *Cone of Cold* 6th level (1 slot): *Disintegrate* 7th level (1 slot): *Forcecage* 8th level (1 slot): *Abi-Dalzim's Horrid Wilting* 9th level (1 slot): *Time Stop*

      • Aura of Despair.*** When a creature hostile to Theron starts its turn within 30 feet of him, it must make a DC 18 Wisdom saving throw. On a failed save, the creature's speed is halved until the start of its next turn.
      • Warforged Creation.*** Elder Theron has the ability to create warforged. Over the course of 10 days, he can create a single Warforged Soldier in his lair by expending 500 gold pieces worth of raw materials. This ability can be used once per month.

Actions

      • Staff of Ethereal Command.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) psychic damage.
      • Mind Twist.*** Elder Theron targets one creature he can see within 60 feet of him. The target must succeed on a **DC 18** Intelligence saving throw or take **35 (8d6 + 7)** psychic damage and become **incapacitated** until the end of its next turn.

Reactions

    • Shield (Spell).** Elder Theron can use his reaction to cast *Shield*, increasing his AC by 5 until the start of his next turn.

Legendary Actions

Theron can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Theron regains spent legendary actions at the start of his turn.

  • **Cast Cantrip.** Theron casts a cantrip.
  • **Mystic Command.** Theron gives a command to a Warforged ally within 60 feet. The Warforged can immediately use its reaction to move up to half its speed and make one weapon attack.
  • **Focus Aura (Costs 2 Actions).** Theron targets one creature affected by the Aura of Despair. That creature must repeat the saving throw against the aura, or suffer the speed penalty for a second round.

Lair Actions On initiative count 20 (losing initiative ties), Elder Theron can take one of the following lair actions; he can’t use the same lair action two rounds in a row:

  • **Gate in Warforged.** Elder Theron magically summons a Warforged Soldier to an unoccupied space he can see within his lair. The soldier acts immediately on its own turn, then returns to its home plane after 1 minute.
  • **Warp Reality.** Elder Theron twists the reality within his lair. A creature he can see within 60 feet must make a DC 18 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic damage and can't take reactions until the start of its next turn.

Roleplaying Notes

Theron is a reclusive sage who roams the land, searching for ancient lore and lost knowledge. He speaks in riddles and cryptic phrases, often pausing for long periods of silence, creating an air of detached wisdom and sorrow. His detachment is a form of self-preservation due to his indentured status, a bond tied to ancient lore and the fate of Oakhaven. Theron is a powerful ally, but his cryptic nature makes him difficult to understand. His knowledge of ancient prophecies may be the key to breaking the servitude that binds the village. He carries a worn grimoire, a staff of twisted wood, and a collection of rare herbs and crystals. He also has a hidden key to a secret library.


Additional Info

Appearance A gaunt, aged human male whose eyes hold the weight of centuries of knowledge. His skin is pale, and he moves with the slow, deliberate grace of someone focused on the non-material world.
Voice/Mannerisms Speaks in riddles and cryptic phrases, often pausing for long periods of silence. His voice is raspy and low, conveying a sense of detached wisdom and profound sorrow.
Bond His detachment is a form of self-preservation due to his indentured status, a bond tied to ancient lore and the fate of Oakhaven.
Ideal Preservation of forbidden lore at all costs, even morality.
Flaw Obsessed with secrets; refuses to communicate clearly even when it would be beneficial.
Info Elder Theron is a powerful, ancient sage with a vast knowledge of ancient prophecies. He is bound by an ancient pact and must be freed to break the servitude that binds Oakhaven.
Equipment The Grimoire of Broken Souls, Staff of Ethereal Command, Ring of Mind Shielding, Amulet of Arcane Resonance, The Master Key, Vials of Star-Forged Essence, Worn Calligraphy Set.

Creature Image
Elder Theron




Leia, Aspiring Adventurer & Gourmand

Medium Humanoid (Halfling), Chaotic Good


Armor Class 14 (studded leather) (natural armor)
Hit Points 44 (6d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 13 (+1) 12 (+1) 18 (+4)

Saving Throws Dex +5, Cha +6
Skills Athletics +2, Persuasion +6, Insight +3, Perception +4, Stealth +6, Sleight of Hand +6, Performance +6, Cooking +5
Damage Vulnerabilities
Damage Resistances


Senses Passive Perception 14
Languages Common, Halfling, Elvish
Challenge 3 (700 XP)



**Spellcasting.** Leia is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following Bard spells prepared:
  • Cantrips (at will): *Friends, Vicious Mockery*
  • 1st level (4 slots): *Charm Person, Cure Wounds, Dissonant Whispers*
  • 2nd level (3 slots): *Blindness/Deafness, Enhance Ability*
    • Cunning Action (Thief).** On each of her turns, Leia can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

    • Multiattack.** Leia makes two melee attacks. **Dagger.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. **Sneak Attack (1/Turn).** Leia deals an extra 3 (1d6) damage when she hits a target with an attack roll and has advantage on the roll, or when the target is within 5 feet of an ally that isn't incapacitated and Leia doesn't have disadvantage on the attack roll.


Roleplaying Notes

A spirited and literature-loving young woman from Oakhaven, Leia is an aspiring adventurer (a **4th-level Bard** and **2nd-level Thief**) with a keen eye for intellectual pursuits and a heart set on excitement. She possesses a natural charm, a burgeoning talent for cooking, and a surprisingly quick wit.


Additional Info

Appearance Eighteen years old, slender build, bright, open face, sparkling, inquisitive eyes. Dark, often slightly disheveled hair, typically tied back loosely. Nimble build. Wears practical clothes, always has a small dagger at her hip.
Voice/Mannerisms Light and melodic, eager enthusiasm, especially when discussing books or heroism. Playful, slightly teasing manner.
Bond The thrill of the unknown, and a desire to prove herself.
Ideal Grand adventure, intellectual stimulation, and the perfect recipe.
Flaw Impulsive, sometimes reckless in her pursuit of excitement, and can be overly trusting.
Info Leia carries a collection of rare, historical recipes along with her musical texts, which she guards closely. She is currently seeking someone to help her track down the ingredients for the legendary **Sunken Souffle of Sargossa**.
Equipment Studded leather armor (AC 14), a small dagger, a lute, a set of cook's utensils, a well-worn book of ballads and tales, 12 gp.

Creature Image
Leia, Aspiring Adventurer & Gourmand

Keelin




Frost Barbarian Scout

Medium Humanoid (Human), Chaotic Neutral


Armor Class 13 (Hide Armor) (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.


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

Saving Throws
Skills Athletics +4, Perception +2, Survival +2
Damage Vulnerabilities
Damage Resistances Cold (from furs and hardiness)
Damage Immunities

Senses Passive Perception 12
Languages Common, Giant
Challenge 1/2 (100 XP)



**Reckless Attack.** When the scout makes its first attack on a turn, it can decide to make it with advantage. If it does so, attack rolls against it have advantage until the start of its next turn. **Brave.** The scout has advantage on saving throws against being frightened.

Actions

    • Multiattack.** The scout makes two attacks: one with its spear and one with its longbow.
  • **Spear.** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
  • **Longbow.** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Roleplaying Notes

As a scout, he is a primary information gatherer for his tribe. He will typically avoid direct confrontation unless cornered or ordered to engage, preferring to observe and report. If forced into battle, he fights with savage intensity.


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 (Giant). 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. He is the eyes and ears of the Chieftain.
Equipment Hide armor, longbow with 20 arrows, spear, fur cloak.

Creature Image
Frost Barbarian Scout

The Player's Path[edit source]

Player Goals

Choose a travel direction. Locate Lexana Brightshore 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.

The Adventure Unfolds[edit source]

Adventure 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 Theron 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.

Perils and Rewards[edit source]

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 and Info

Confirmation that Lexana and the book passed through this region. The meaning of Elder Theron '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 and 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 and Shadows[edit source]

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 Theron '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.

DM's Guidance[edit source]

Notes and 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

The Larger World[edit source]

Story Arcs and 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.

The Next Chapter[edit source]

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 Brightshore 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.