Session 130 Prep: Difference between revisions
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=== 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 or overcome challenges to escape Turgen's magical room. | ||
* | *Puzzle 1: The Cleric's Trial of Faith (Cleric-Specific) | ||
Description: | |||
A spectral image of a wounded pilgrim appears, pleading for aid. The room dims, and a sense of dread fills the air. | |||
The pilgrim's wounds are not physical but spiritual, representing doubt, fear, and despair. | |||
Solution: | |||
The cleric must use their divine abilities to heal the pilgrim's spiritual wounds. This could involve: | |||
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: | |||
The room transforms into a shifting labyrinth of arcane symbols and energy fields. | |||
The walls pulse with magical energy, and the paths through the labyrinth change constantly. | |||
Solution: | |||
The wizard must use their knowledge of arcane magic to navigate the labyrinth. This could involve: | |||
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: | |||
The room transforms into a miniature grove, with a small stream, a tree, and a patch of earth. | |||
However, the grove is out of balance: the stream is polluted, the tree is withered, and the earth is barren. | |||
Solution: | |||
The druid must use their connection to nature to restore balance to the grove. This could involve: | |||
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 Disappearance === | === Investigate Lexana's Disappearance === |
Revision as of 18:55, 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 Ambush
- 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.
Planned Events
Escape the Room
- The party must solve puzzles or overcome challenges to escape Turgen's magical room.
- Puzzle 1: The Cleric's Trial of Faith (Cleric-Specific)
Description: A spectral image of a wounded pilgrim appears, pleading for aid. The room dims, and a sense of dread fills the air. The pilgrim's wounds are not physical but spiritual, representing doubt, fear, and despair. Solution: The cleric must use their divine abilities to heal the pilgrim's spiritual wounds. This could involve: 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: The room transforms into a shifting labyrinth of arcane symbols and energy fields. The walls pulse with magical energy, and the paths through the labyrinth change constantly. Solution: The wizard must use their knowledge of arcane magic to navigate the labyrinth. This could involve: 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: The room transforms into a miniature grove, with a small stream, a tree, and a patch of earth. However, the grove is out of balance: the stream is polluted, the tree is withered, and the earth is barren. Solution: The druid must use their connection to nature to restore balance to the grove. This could involve: 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 Disappearance
- After escaping, the party investigates Lexana Brightshore's disappearance.
- They may:
* Visit her known associates or contacts in Belport. * Search her last known location (e.g., her room at the Obsidian Flask). * Gather information from the Thieves' Guild or other underworld contacts. * 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
- The party seeks out Exter, the gnome offering the 1500 GP reward.
- They may:
* Interrogate Exter about the spellbook and its importance. * Negotiate terms for the reward. * Gather information about the auction at the Obsidian Flask.
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.
Random Encounters
Regional Random Encounters Table Link
- Possible encounters:
* 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
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:
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:
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:
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:
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:
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: