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Session 130 Prep: Difference between revisions

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== Interludes ==
== Interludes ==


=== Flashback: Lexana's Ambush ===
=== Flashback: Lexana's Secret Meeting ===
* A flashback showing Lexana Brightshore being ambushed and captured, revealing a clue about her captors or the location of the spellbook. Focus on the speed and efficiency of her captors, possibly revealing a symbol or mark, or a unique weapon.
* A flashback showing Lexana Brightshore in a clandestine meeting with an agent of the Empire of Lyhnn. Reveal a coded message, a secret symbol, or a specific item that links her to the arms smuggling operation.


== Planned Events ==
== Planned Events ==


=== Escape the Room ===
=== Escape the Room ===
* The party must solve puzzles or overcome challenges to escape Turgen's magical room.
* The party must solve puzzles to escape Turgen's magical room.
*Puzzle 1: The Cleric's Trial of Faith (Cleric-Specific)


Description:
==== Puzzle 1: The Cleric's Trial of Faith ====
A spectral image of a wounded pilgrim appears, pleading for aid. The room dims, and a sense of dread fills the air.
* **Description:** A spectral wounded pilgrim pleads for aid, representing spiritual wounds.
The pilgrim's wounds are not physical but spiritual, representing doubt, fear, and despair.
* **Solution:** The cleric uses divine abilities to heal the pilgrim's spirit (spells, prayer, encouragement).
Solution:
* **Clues:** Wounds relate to sins, room hints, ethereal whispers.
The cleric must use their divine abilities to heal the pilgrim's spiritual wounds. This could involve:
* **Why:** Tests divine magic and faith.
Casting spells like Cure Wounds or Lesser Restoration, but with a focus on their roleplaying description of the spell affecting the spirit.
Performing a ritual of prayer or meditation to restore the pilgrim's faith.
Speaking words of encouragement and hope, using their Charisma and Persuasion skills.
Clues:
The pilgrim's wounds might correspond to specific sins or failings.
The room might provide subtle hints about the nature of the pilgrim's spiritual affliction.
A faint, ethereal voice might whisper prayers or scripture.
Why it's cleric-specific:
It directly tests the cleric's ability to use their divine magic and faith to heal spiritual wounds.
It emphasizes the cleric's role as a healer and spiritual guide.
Puzzle 2: The Wizard's Arcane Labyrinth (Wizard-Specific)


Description:
==== Puzzle 2: The Wizard's Arcane Labyrinth ====
The room transforms into a shifting labyrinth of arcane symbols and energy fields.
* **Description:** The room transforms into a shifting arcane labyrinth.
The walls pulse with magical energy, and the paths through the labyrinth change constantly.
* **Solution:** The wizard uses arcane knowledge to navigate (spells like *Detect Magic*, *Arcane Eye*, *Teleport*).
Solution:
* **Clues:** Glowing symbols, magical auras, room responses to spells.
The wizard must use their knowledge of arcane magic to navigate the labyrinth. This could involve:
* **Why:** Requires arcane knowledge and spellcasting.
Casting spells like Detect Magic or Identify to decipher the symbols and energy fields.
Using Arcane Eye or Clairvoyance to scout ahead and find the correct path.
Casting spells like Dimension Door or Teleport to bypass obstacles.
Clues:
Specific symbols might glow or pulse with energy when the wizard is on the right path.
A faint magical aura might lead the wizard towards the exit.
The room might respond to the wizard's spells, revealing hidden passages or clues.
Why it's wizard-specific:
It requires the wizard to use their arcane knowledge and spellcasting abilities to overcome a magical challenge.
It emphasizes the wizard's mastery of magic and their ability to solve complex arcane puzzles.
Puzzle 3: The Druid's Grove of Balance (Druid-Specific)


Description:
==== Puzzle 3: The Druid's Grove of Balance ====
The room transforms into a miniature grove, with a small stream, a tree, and a patch of earth.
* **Description:** The room becomes a grove out of balance (polluted stream, withered tree).
However, the grove is out of balance: the stream is polluted, the tree is withered, and the earth is barren.
* **Solution:** The druid restores balance using nature magic (spells like *Purify Food and Drink*, *Plant Growth*).
Solution:
* **Clues:** Hints about imbalance, communication with nature, room responses.
The druid must use their connection to nature to restore balance to the grove. This could involve:
* **Why:** Tests nature magic and connection to the wild.
Casting spells like Purify Food and Drink to cleanse the stream.
Using Goodberry or Plant Growth to revitalize the tree and earth.
Performing a ritual of nature magic to restore the grove's harmony.
Clues:
The grove might provide subtle hints about the source of the imbalance.
The druid might be able to communicate with the plants and animals in the grove.
The room might respond to the druid's actions, indicating whether they are restoring or disrupting the balance.
Why it's druid-specific:
It tests the druid's ability to use their nature magic and connection to the natural world to restore balance.
It emphasizes the druid's role as a guardian of nature and their ability to heal the land.


=== Investigate Lexana's Imperial Connections ===
 
* After escaping, the party investigates Lexana's ties to the Empire of Lyhnn and her role in arming the uprising.
=== Investigate Lexana's Disappearance ===
* **Options:**
* After escaping, the party investigates Lexana Brightshore's disappearance.
     * Determine why Turgen wants the spellbook, and if it's connected to Lyhnn's plans.
* They may:
     * Discover who Lexana's contact within the Empire was.
     * Visit her known associates or contacts in Belport.
     * Find out if anyone in Belport is aware of Lexana's activities.
     * Search her last known location (e.g., her room at the Obsidian Flask).
     * Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms.
     * Gather information from the Thieves' Guild or other underworld contacts.
     * Find out if the book they gave Keldec, is related to the book Turgen wants, and if either book is connected to Lyhnn.
     * Investigate rumors regarding the upcoming auction at the Obsidian Flask.
     * They might find a connection between the book that they turned into Keldec, and the book that Turgen wants.


=== Meet Exter ===
=== Meet Exter ===
* The party seeks out Exter, the gnome offering the 1500 GP reward.
* The party seeks out Exter, the gnome offering the reward.
* They may:
* **Options:** Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.
    * Interrogate Exter about the spellbook and its importance.
    * Negotiate terms for the reward.
    * Gather information about the auction at the Obsidian Flask.


== Cliffhanger ==
== Cliffhanger ==
The party discovers a hidden message or clue left by Lexana, revealing a secret location or a dangerous enemy involved in her disappearance. This clue leads them to a location outside of Belport, forcing them to choose between their current quest, and their original mission to Coregilia. The clue found, may be written in a similar style to the books found in session 127.
The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127, or bear the symbol of Lyhnn.


=== Random Encounters ===
=== Random Encounters ===
[[Regional Random Encounters Table Link]]
[[Regional Random Encounters Table Link]]
* Possible encounters:
* **Possible Encounters:** Thieves' Guild, city watch, agents of Lyhnn, mercenary army.
    * Thieves' Guild members attempting to intercept the party.
    * City watch patrols investigating suspicious activity.
    * Street urchins with information or rumors.
    * Members of the mercenary army patrolling the city.


== Key NPC's ==
== Key NPC's ==
{{NPC|Turgen}}
{{NPC|Turgen}}
{{NPC|Lexana Brightshore}}
{{NPC|Exter}}
{{NPC|Exter}}
{{NPC|Elra the Wizard}}
{{NPC|Elra the Wizard}}

Revision as of 18:58, 14 March 2025


Previously...

The party explored a ruined alchemist's house in Coregilia, finding moldy books and a hidden laboratory. They encountered and defeated a mutated alchemist and his creations. The party then turned the books over to Keldec the Sage. Session 127 The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city's tensions, encountered an old acquaintance of Durmen's father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. Session 128 The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen to retrieve the book. They were then magically trapped in a room by Turgen. Session 129

Interludes

Flashback: Lexana's Secret Meeting

  • A flashback showing Lexana Brightshore in a clandestine meeting with an agent of the Empire of Lyhnn. Reveal a coded message, a secret symbol, or a specific item that links her to the arms smuggling operation.

Planned Events

Escape the Room

  • The party must solve puzzles to escape Turgen's magical room.

Puzzle 1: The Cleric's Trial of Faith

  • **Description:** A spectral wounded pilgrim pleads for aid, representing spiritual wounds.
  • **Solution:** The cleric uses divine abilities to heal the pilgrim's spirit (spells, prayer, encouragement).
  • **Clues:** Wounds relate to sins, room hints, ethereal whispers.
  • **Why:** Tests divine magic and faith.

Puzzle 2: The Wizard's Arcane Labyrinth

  • **Description:** The room transforms into a shifting arcane labyrinth.
  • **Solution:** The wizard uses arcane knowledge to navigate (spells like *Detect Magic*, *Arcane Eye*, *Teleport*).
  • **Clues:** Glowing symbols, magical auras, room responses to spells.
  • **Why:** Requires arcane knowledge and spellcasting.

Puzzle 3: The Druid's Grove of Balance

  • **Description:** The room becomes a grove out of balance (polluted stream, withered tree).
  • **Solution:** The druid restores balance using nature magic (spells like *Purify Food and Drink*, *Plant Growth*).
  • **Clues:** Hints about imbalance, communication with nature, room responses.
  • **Why:** Tests nature magic and connection to the wild.

Investigate Lexana's Imperial Connections

  • After escaping, the party investigates Lexana's ties to the Empire of Lyhnn and her role in arming the uprising.
  • **Options:**
   * Determine why Turgen wants the spellbook, and if it's connected to Lyhnn's plans.
   * Discover who Lexana's contact within the Empire was.
   * Find out if anyone in Belport is aware of Lexana's activities.
   * Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms.
   * Find out if the book they gave Keldec, is related to the book Turgen wants, and if either book is connected to Lyhnn.

Meet Exter

  • The party seeks out Exter, the gnome offering the reward.
  • **Options:** Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.

Cliffhanger

The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127, or bear the symbol of Lyhnn.

Random Encounters

Regional Random Encounters Table Link

  • **Possible Encounters:** Thieves' Guild, city watch, agents of Lyhnn, mercenary army.

Key NPC's


[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment: