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{{Session Prep/Display
| campaign = Echos of Lhynn
| session_title = Syringe and Cipher
| previous_session = [[Session 139 The Metal Peak's Embrace]]
| location = Level I: Officer and Crew Quarters of the Phasnosh Vessel
| scene_overview = The session opens with Durmen recovering from the mysterious injection while the android stands inert. The party must quickly determine their next move, as a scouting party of Vegepygmies and their dog-like creatures have been alerted to the battle and are advancing down the west corridor, expected to engage the party within 2–3 turns.
| setting_details = A maze of metallic corridors and small, mostly empty rooms. The air is stale but breathable. All doors are heavy, seamless metal, secured by black opal readers and key slots. Skeletons and alien remnants litter the area, emphasizing the centuries-old disaster.
| key_npcs =
{{:Durmen}} (Status: Fully healed by Phasnosh medical agent, but confused/disoriented by the sudden cure)
{{:The Android}} (Status: Repaired and inert; no longer hostile, but will not respond to commands yet. Holds the key to the next access card.)
{{:Lexana Brightshore}} (Pursued NPC, trail leads deeper into the ship)


| player_goals = Stabilize and assess Durmen's condition. Prepare for the imminent combat encounter (Vegepygmies). Secure an Access Card to open the major locked doors and push the pursuit of Lexanna to the next level.
{{Session Prep/Display | campaign = Echos of Lhynn | session_title = Syringe and Cipher | previous_session = [[Session 139 The Metal Peak's Embrace]] | location = Level I: Officer and Crew Quarters of the Phasnosh Vessel | scene_overview = The session opens with Durmen recovering from the mysterious injection while the android stands inert. The party must quickly determine their next move, as a scouting party of Vegepygmies and their dog-like creatures, Thornies, have been alerted to the battle and are advancing down the west corridor, expected to engage the party within 2–3 turns. | setting_details = A maze of metallic corridors and small, mostly empty rooms. The air is stale but breathable. All doors are heavy, seamless metal, secured by black opal readers and key slots. Skeletons and alien remnants litter the area, emphasizing the centuries-old disaster.
| hooks = The Repaired Android: The construct’s silence is unnerving; a perception or investigation check may reveal a key card (like a Brown Card) slotted inside its torso compartment. Durmen's Healing: Durmen feels inexplicably better than before the fight—healed of exhaustion, old wounds, and even possibly a status effect. The Sound: A successful perception check should pick up a rustling, scratching sound or the scent of damp moss/fungus coming from the west hall.
 
| key_events = The Diagnosis: The party's attempt to use magic/medicine to diagnose Durmen's condition (will reveal the high-level cure, but not its origin). The Vegepygmy Ambush: A surprise attack from the Vegepygmies and their Thornie allies. The Android's Secret: Discovery of the access card hidden on the now-inert android.
| key_npcs = {{:Durmen}} (Status: Fully healed by Phasnosh medical agent, but confused/disoriented by the sudden cure. GM Note: Maximize the feeling of perfect health and disorientation.) {{:The Android}} (Status: Repaired and inert; no longer hostile, but will not respond to commands yet. Holds the key to the next access card. Note: Its final act was curative, adding complexity to its hostile nature.) {{:Lexana Brightshore}} (Pursued NPC, trail leads deeper into the ship)
| planned_events = The initial focus is on Durmen's status. The combat will force the party to use the android's chamber defensively. The loot from the Vegepygmies will include a clue about their commander or territory.
 
| challenges = Imminent Combat: The Vegepygmies are hostile and fast, forcing an immediate tactical decision. Technological Ignorance: The party still needs to figure out how the Phasnosh key card system works to progress.
| combatants =
| clues_info = Durmen's Status: The injection was a massive curative, healing all non-magical afflictions. The Access Card: A Brown Access Card is discovered on the android, which will unlock some of the ship's doors. Vegepygmy Loot: Vegepygmies often carry low-charge Phasnosh weapons (like the Needler) which they use clumsily.
| player_goals = Stabilize and assess Durmen's condition. Prepare for the imminent combat encounter (Vegepygmies). Secure an Access Card to open the major locked doors and push the pursuit of Lexanna to the next level. | hooks = The Repaired Android: The construct’s silence is unnerving; a perception or investigation check may reveal a key card (like a Brown Card) slotted inside its torso compartment. Durmen's Healing: Durmen feels inexplicably better than before the fight—healed of exhaustion, old wounds, and even possibly a status effect. The Ambiguous Cure: Was the syringe an attack or a medical procedure? The Sound: A successful perception check should pick up a rustling, scratching sound or the scent of damp moss/fungus coming from the west hall. | key_events = The Diagnosis: The party's attempt to use magic/medicine to diagnose Durmen's condition (The Cold Open). The Vegepygmy Ambush: A surprise attack from the Vegepygmies and their Thornie allies. The Android's Secret: Discovery of the access card hidden on the now-inert android (a DC 13-15 Investigation to find the latch). | planned_events = The initial focus is on Durmen's status. The combat will force the party to use the android's chamber defensively. The loot from the Vegepygmies will include a clue about their commander or territory. | challenges = Imminent Combat: The Vegepygmies are hostile and fast, forcing an immediate tactical decision. Technological Ignorance: The party still needs to figure out how the Phasnosh key card system works to progress. Moral Dilemma: Should the party loot the body that just unexpectedly cured their ally? | clues_info = Durmen's Status: The injection was a massive curative, healing all non-magical afflictions, optimizing his biology and resolving all minor ailments/exhaustion. The Access Card: A Brown Access Card is discovered on the android, which will unlock some of the ship's doors. Vegepygmy Loot: Vegepygmies often carry low-charge Phasnosh weapons (like the Needler) which they use clumsily, or a non-Phasnosh object hinting at the Lhynn Operative. | treasure_rewards = A Brown Access Card (enabling access to crew-level areas). One or two low-charge high-tech weapons from the Vegepygmy horde. A supply of strange-tasting Phasnosh nutrient paste. | interludes = The Clock is Ticking: Use the 2–3 turn countdown to force a frantic decision: Loot the android now, or prepare for defense? (Moving the android should cost significant time/action economy.) | potential_conflicts = A surprise attack by a Police Robot if the Vegepygmy fighting alerts the wrong sector. Internal debate over the moral implications of looting the inert android.  
| treasure_rewards = A Brown Access Card (enabling access to crew-level areas). One or two low-charge high-tech weapons from the Vegepygmy horde. A supply of strange-tasting Phasnosh nutrient paste.
| notes_reminders = The Vegepygmies are coming from the west. Use the countdown (2–3 turns) to heighten the initial tension. The Brown Card only opens brown-coded doors and the large foyer door if the code has been changed. Run the Diagnosis before the countdown begins.
| interludes = A brief, frantic moment as the party scrambles to determine the source of the rustling sound before the Vegepygmies appear.
 
| potential_conflicts = A surprise attack by a Police Robot if the Vegepygmy fighting alerts the wrong sector. Internal debate over the moral implications of looting the inert android.
1. Maximizing the "Strange Cure" (The Cold Open)
| notes_reminders = The Vegepygmies are coming from the west. Use the countdown (2–3 turns) to heighten the initial tension. The Brown Card only opens brown-coded doors and the large foyer door if the code has been changed.
 
| random_encounters = A malfunctioning Worker Robot rolls past the combat, carrying a strange piece of machinery and completely ignoring the fighting.
The immediate aftermath of the injection is the emotional cliffhanger, even more than the imminent fight. Focus the first moments purely on this mystery before the Vegepygmy clock starts ticking.
| story_arcs_themes = Man vs. Machine; The Corruption of Technology and Nature; The Cost of the Pursuit (Durmen's strange recovery).
 
| mythic_elements = The diamond's powerful, continuous glow and strange tingle suggest it is more than a gem. The android’s self-repair and healing injection reinforce the technological threat posed by the Phasnosh Empire.
The Actor: The player controlling Durmen should describe what he feels. Use his player's words to set the tone (e.g., "I feel totally refreshed, but also...cold," or "My old back injury is gone, but I can't shake the smell of ozone").
| cliffhanger = After defeating the Vegepygmies and using the Brown Card to open a major door, the party finds that Lexanna’s trail leads to a massive, descending vertical tube.
 
}}
The Android's Silence: The Android is now inert. Emphasize the stillness in the room—the rapid transition from lightning-fast killer to silent statue. This gives a brief window for the party to interact with the body without feeling pressured to loot immediately.
 
The Diagnosis: Frame the magical diagnosis (healing/divination spells or medicine/survival checks) as immediate, high-stakes knowledge. The result should be shocking: The magic reveals the substance was a perfect, high-level curative—but its origin is completely unknown to their current lore. This reinforces the alien nature of the technology.
 
2. The Vegepygmy Countdown (Escalating Tension)
 
The 2-3 turn countdown is your most powerful tool to transition from roleplay to action.
 
 
| random_encounters = A malfunctioning Worker Robot rolls past the combat, carrying a strange piece of machinery and completely ignoring the fighting. | story_arcs_themes = Man vs. Machine; The Corruption of Technology and Nature; The Cost of the Pursuit (Durmen's strange recovery). Ambiguous Threat: The blurring line between enemy and ally in the Phasnosh vessel. | mythic_elements = The diamond's powerful, continuous glow and strange tingle suggest it is more than a gem. The android’s self-repair and healing injection reinforce the technological threat posed by the Phasnosh Empire. | cliffhanger = After defeating the Vegepygmies and using the Brown Card to open a major door, the party finds that Lexanna’s trail leads to a massive, descending vertical tube. }}

Latest revision as of 18:43, 14 November 2025



The Setting and Scene[edit source]

Title: Syringe and Cipher
Location: Level I: Officer and Crew Quarters of the Phasnosh Vessel

Recapping the Tale[edit source]

Previous Session

Session 139 The Metal Peak's Embrace

Scene Overview

The session opens with Durmen recovering from the mysterious injection while the android stands inert. The party must quickly determine their next move, as a scouting party of Vegepygmies and their dog-like creatures, Thornies, have been alerted to the battle and are advancing down the west corridor, expected to engage the party within 2–3 turns.

Setting Details

A maze of metallic corridors and small, mostly empty rooms. The air is stale but breathable. All doors are heavy, seamless metal, secured by black opal readers and key slots. Skeletons and alien remnants litter the area, emphasizing the centuries-old disaster.

Notable Personages[edit source]

Key NPCs

Durmen (Status: Fully healed by Phasnosh medical agent, but confused/disoriented by the sudden cure. GM Note: Maximize the feeling of perfect health and disorientation.) The Android (Status: Repaired and inert; no longer hostile, but will not respond to commands yet. Holds the key to the next access card. Note: Its final act was curative, adding complexity to its hostile nature.)



Secret representative of the Empire of Lhynn Merchants Guild

Medium Humanoid (human), Lawful Evil


Armor Class 15 (natural armor)
Hit Points 56 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 17 (+3) 14 (+2) 17 (+3)

Saving Throws Int +6, Wis +5, Cha +6
Skills Survival +5, Nature +6, Perception +5, Athletics +3, Stealth +5, Investigation +6
Damage Vulnerabilities
Damage Resistances
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 30 ft., passive Perception 15
Languages Common, Elvish (Sindarin)
Challenge 9 (5,000 XP)



***Poisoner's Instinct.*** The Lhynn Merchant Guild Operative knows how to create and administer poison. They have advantage on Constitution saving throws against poison and they know the Poisoner's Kit proficiency.
***Cunning Action.*** On each of its turns, the operative can use a bonus action to take the Dash, Disengage, or Hide action.

Actions

      • Spellcasting.*** The Lhynn Merchants Guild Operative is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:
        * **Cantrips (at will):** *mage hand, minor illusion, ray of frost*
        * **1st level (4 slots):** *charm person, disguise self, find familiar, magic missile, sleep*
        * **2nd level (3 slots):** *invisibility, misty step, phantasmal force*
        * **3rd level (3 slots):** *counterspell, fireball, fly, lightning bolt, nondetection*

        ***Multiattack.*** The operative makes two dagger attacks.
        ***Dagger.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 2) piercing damage.
        ***Light Crossbow.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.


Roleplaying Notes

A dark and malevolent force hiding secrets of ages gone by.

Creature Image
Secret representative of the Empire of Lhynn Merchants Guild

(Pursued NPC, trail leads deeper into the ship)

The Player's Path[edit source]

Player Goals

Stabilize and assess Durmen's condition. Prepare for the imminent combat encounter (Vegepygmies). Secure an Access Card to open the major locked doors and push the pursuit of Lexanna to the next level.

The Adventure Unfolds[edit source]

Adventure Hooks

The Repaired Android: The construct’s silence is unnerving; a perception or investigation check may reveal a key card (like a Brown Card) slotted inside its torso compartment. Durmen's Healing: Durmen feels inexplicably better than before the fight—healed of exhaustion, old wounds, and even possibly a status effect. The Ambiguous Cure: Was the syringe an attack or a medical procedure? The Sound: A successful perception check should pick up a rustling, scratching sound or the scent of damp moss/fungus coming from the west hall.

Key Events

The Diagnosis: The party's attempt to use magic/medicine to diagnose Durmen's condition (The Cold Open). The Vegepygmy Ambush: A surprise attack from the Vegepygmies and their Thornie allies. The Android's Secret: Discovery of the access card hidden on the now-inert android (a DC 13-15 Investigation to find the latch).

Planned Events

The initial focus is on Durmen's status. The combat will force the party to use the android's chamber defensively. The loot from the Vegepygmies will include a clue about their commander or territory.

Perils and Rewards[edit source]

Challenges

Imminent Combat: The Vegepygmies are hostile and fast, forcing an immediate tactical decision. Technological Ignorance: The party still needs to figure out how the Phasnosh key card system works to progress. Moral Dilemma: Should the party loot the body that just unexpectedly cured their ally?

Clues and Info

Durmen's Status: The injection was a massive curative, healing all non-magical afflictions, optimizing his biology and resolving all minor ailments/exhaustion. The Access Card: A Brown Access Card is discovered on the android, which will unlock some of the ship's doors. Vegepygmy Loot: Vegepygmies often carry low-charge Phasnosh weapons (like the Needler) which they use clumsily, or a non-Phasnosh object hinting at the Lhynn Operative.

Treasure and Rewards

A Brown Access Card (enabling access to crew-level areas). One or two low-charge high-tech weapons from the Vegepygmy horde. A supply of strange-tasting Phasnosh nutrient paste.

Interludes and Shadows[edit source]

Interludes

The Clock is Ticking: Use the 2–3 turn countdown to force a frantic decision: Loot the android now, or prepare for defense? (Moving the android should cost significant time/action economy.)

Potential Conflicts

A surprise attack by a Police Robot if the Vegepygmy fighting alerts the wrong sector. Internal debate over the moral implications of looting the inert android.

DM's Guidance[edit source]

Notes and Reminders

The Vegepygmies are coming from the west. Use the countdown (2–3 turns) to heighten the initial tension. The Brown Card only opens brown-coded doors and the large foyer door if the code has been changed. Run the Diagnosis before the countdown begins.

1. Maximizing the "Strange Cure" (The Cold Open)

The immediate aftermath of the injection is the emotional cliffhanger, even more than the imminent fight. Focus the first moments purely on this mystery before the Vegepygmy clock starts ticking.

The Actor: The player controlling Durmen should describe what he feels. Use his player's words to set the tone (e.g., "I feel totally refreshed, but also...cold," or "My old back injury is gone, but I can't shake the smell of ozone").

The Android's Silence: The Android is now inert. Emphasize the stillness in the room—the rapid transition from lightning-fast killer to silent statue. This gives a brief window for the party to interact with the body without feeling pressured to loot immediately.

The Diagnosis: Frame the magical diagnosis (healing/divination spells or medicine/survival checks) as immediate, high-stakes knowledge. The result should be shocking: The magic reveals the substance was a perfect, high-level curative—but its origin is completely unknown to their current lore. This reinforces the alien nature of the technology.

2. The Vegepygmy Countdown (Escalating Tension)

The 2-3 turn countdown is your most powerful tool to transition from roleplay to action.

Random Encounters

A malfunctioning Worker Robot rolls past the combat, carrying a strange piece of machinery and completely ignoring the fighting.

The Larger World[edit source]

Story Arcs and Themes

Man vs. Machine; The Corruption of Technology and Nature; The Cost of the Pursuit (Durmen's strange recovery). Ambiguous Threat: The blurring line between enemy and ally in the Phasnosh vessel.

Mythic Elements

The diamond's powerful, continuous glow and strange tingle suggest it is more than a gem. The android’s self-repair and healing injection reinforce the technological threat posed by the Phasnosh Empire.

The Next Chapter[edit source]

Cliffhanger

After defeating the Vegepygmies and using the Brown Card to open a major door, the party finds that Lexanna’s trail leads to a massive, descending vertical tube.