Session 131 Prep: Difference between revisions
Adventurer (talk | contribs) Created page with "Previously... The party navigated Turgen's magical trials. They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley. They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate. They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government. Session #131 ===Interludes=== ===="Temporal Echoe..." |
Adventurer (talk | contribs) mNo edit summary |
||
Line 1: | Line 1: | ||
{{Session Prep | |||
| Previously... = The party arrived at the isolated village of Oakhaven, located high in the snowy mountains. They immediately noticed the oppressive atmosphere and the strange metallic scent permeating the air. They met Torvin Stonefist, the village elder, who was tight-lipped about the village's affairs, and Elara, who runs the general store and seemed burdened by her responsibilities. Session #131 | |||
| Interludes = | |||
* Scene Title: A Moment of Quiet | |||
description: The party takes a moment to rest at the Crag and Kettle Tavern, observing the villagers' interactions and gathering rumors. Borin, the tavern owner, is friendly but evasive. Leia, his daughter, is more observant. | |||
* Scene Title: The Stables | |||
description: The party observes Berrick and his workers loading heavy crates onto pack animals. The crates are marked with the Merchants Guild symbol, and Berrick is hostile towards any interference. | |||
* Scene Title: Kaelen's Workshop | |||
description: The party investigates Kaelen's cottage, finding strange tools, weapon parts, and a faint smell of black powder. Kaelen is secretive and paranoid, refusing to answer questions. | |||
| Planned Events = | |||
* Scene Title: The Sage's Prophecy | |||
description: The party seeks out Elder Theron, hoping for insights into the village's troubles. He speaks in riddles and prophecies, hinting at a dark future and the importance of the arms shipments. | |||
* Scene Title: Elara's Ledger | |||
description: The party attempts to gain Elara's trust and examine her ledger, which may contain incriminating evidence against the Merchants Guild. | |||
* Scene Title: Confrontation at the Stables | |||
description: The party witnesses a secret meeting between Berrick and Guild representatives, confirming their suspicions about the arms shipments. They must decide whether to intervene. | |||
| Cliffhanger = As the party prepares to confront Berrick, they hear a distant explosion from Kaelen's cottage, followed by screams. | |||
| Random Encounters = d20: 1-10: A blizzard reduces visibility to near zero, requiring Survival checks to navigate. 11-15: A pack of wolves, driven by hunger, attacks the party. 16-20: A lone traveler, injured and disoriented, seeks shelter and assistance. | |||
| Key NPCs = | |||
* [[Torvin Stonefist]] | |||
* [[Berrick]] | |||
* [[Kaelen]] | |||
* [[Elara]] | |||
* [[Borin]] | |||
* [[Leia]] | |||
* [[Elder Theron]] | |||
* [[Pepe]] | |||
| Campaign = Oakhaven | |||
| Session = [Session Number] | |||
| Date = [Date] | |||
| Location = [[Oakhaven, Village]] | |||
| Synopsis = The PCs delve deeper into the secrets of Oakhaven, uncovering the forced servitude of the villagers and the Merchants Guild's sinister agenda. They must navigate the villagers' mistrust, unravel cryptic prophecies, and confront the Guild's enforcers. | |||
| Plot Points = | |||
* The PCs explore the village, observing the daily lives of the indentured villagers and the Guild's oppressive presence. | |||
* They investigate the arms shipments, discovering their true purpose and the potential consequences. | |||
* They attempt to gain the trust of key NPCs, seeking information and allies. | |||
* They decipher Elder Theron's prophecies, seeking clues to the village's fate. | |||
* They confront Berrick and the Guild representatives, attempting to disrupt their operations. | |||
* They explore Kaelen's workshop, seeking evidence and understanding his role in the Guild's plans. | |||
* They consider ways to liberate the villagers from their indentured servitude. | |||
| NPCs = | |||
* [[Torvin Stonefist]] | |||
* [[Berrick]] | |||
* [[Kaelen]] | |||
* [[Elara]] | |||
* [[Borin]] | |||
* [[Leia]] | |||
* [[Elder Theron]] | |||
* [[Pepe]] | |||
| Locations = | |||
* [[Oakhaven, Village]] | |||
* [[The Shop (Elara's Provisions)]] | |||
* [[The Stables (The Iron Hoof)]] | |||
* [[Cottage, Small (The Silent Stone)]] | |||
* [[The Crag and Kettle Tavern]] | |||
* [[Borin's Cottage]] | |||
* [[Sage's Cottage]] | |||
* [[Pepe's BBQ Stand]] | |||
| Encounters = | |||
* Combat: Confrontation with Berrick and Guild enforcers at the stables. | |||
* Social: Attempting to gain the trust of wary villagers, particularly Elara and Borin. | |||
* Exploration: Investigating Kaelen's workshop and Elder Theron's cottage for clues. | |||
| Treasures = | |||
* Elara's ledger, containing incriminating evidence against the Guild. | |||
* Kaelen's notes and schematics, revealing the nature of the arms shipments. | |||
* Elder Theron's prophecies, hinting at future events and hidden knowledge. | |||
* Hidden caches of supplies and weapons, belonging to the villagers or the Guild. | |||
| Hooks = | |||
* The villagers' plea for help in breaking their indentured servitude. | |||
* Elder Theron's cryptic warnings about a looming threat. | |||
* The Guild's attempts to silence the PCs and protect their operations. | |||
* The mystery surrounding Kaelen's role and the explosion at his cottage. | |||
| Notes = The villagers' indentured servitude is a key element of the session. The PCs' actions will have significant consequences for the village's future. Emphasize the oppressive atmosphere and the villagers' desperation. | |||
}} | |||
Previously... | Previously... | ||
The party navigated Turgen's magical trials. | The party navigated Turgen's magical trials. |
Revision as of 00:51, 29 March 2025
The Setting and Scene
Recapping the Tale
Notable Personages
The Player's Path
The Adventure Unfolds
Perils and Rewards
Interludes and Shadows
DM's Guidance
The Larger World
The Next Chapter
Previously... The party navigated Turgen's magical trials. They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley. They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate. They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government. Session #131
Interludes
"Temporal Echoes"
Sounds in the Smoke: Faint, distorted sounds weave through the smoke:=
- The rhythmic clang of ancient smithing.
- The distant, echoing cries of unfamiliar beasts.
- Whispers of archaic languages, like wind rustling through dry parchment.
- The subtle, metallic hum of temporal energy.
Sounds in the Wind: The wind carries:
- The distant, rhythmic beat of war drums.
- The clanking of armor and the shuffling of many feet.
- Faint, high-pitched tones that seem to vibrate in the bones.
- The rustling of large banners.
Planned Events "The Small Garrison": The party arrives in the village, which is a small military garrison guarding a shipment of arms. Only a half dozen Lyhnn Chronoguards are present. The villagers are subdued and fearful, caught between the Empire and the impending conflict. The players must navigate the garrison, gather information, and understand their situation. Clues: Tense interactions between soldiers and villagers, crates marked with Lyhnn Merchant Guild symbols, anachronistic architecture.
"Temporal Anomalies": As the party explores, they encounter increasing temporal anomalies: Buildings constructed with materials and techniques from a bygone era. Objects that flicker in and out of existence, or have a strange, aged quality. Faint, ghostly echoes of past conversations and events. The party must investigate these anomalies to piece together the truth. Clues: Unfamiliar materials, architecture inconsistencies, ghostly whispers, people dressed in out of date clothing. "The Arms Shipment": The party discovers the arms shipment, and it is clear they are to be sent through the gate. The crates are marked with the Lyhnn Merchant Guild symbol, and some contain strange, archaic weaponry. The players find notes detailing the shipment’s destination and purpose. Clues: Maps, notes, and the weapons themselves. "The Activation": As the party uncovers the war plans, they realize the gate's activation is imminent. The garrison becomes more agitated, preparing for the temporal assault. The temporal anomalies intensify, and the sounds of war grow louder.
Cliffhanger
The gate's activation begins, unleashing a blinding flash of light and a shockwave. The surrounding environment distorts, and the sounds of a massive army marching grow deafening. The ground trembles, and the air crackles with temporal energy.
Random Encounters "Temporal Echoes": Brief, ghostly apparitions of past events or individuals flicker in and out of existence, causing minor distractions and disorientation. "Lyhnn Patrol": A small group of Lyhnn Chronoguards patrol the garrison.
Key NPCs Elder Elara (As before) Sergeant Valerius (As before) Tavern Keeper, Borin (As before) Sage, Lyra (As before) Common Villager (Use commoner stat block)
Village Scene Setting: The village is built of weathered stone and timber, with a mix of ancient and more recent architecture. The air is thick with smoke and the smell of woodsmoke and metal. The garrison is small but organized, with crates of weapons and supplies stacked neatly. The villagers are subdued, their faces etched with fear and resignation. The sky is overcast, with a strange, hazy quality that seems to distort the light. Occasional strange light flickers can be seen, and the ground has small tremors. Runestone Gate Map (Hidden Information): The map is hidden within the arms shipment or among the garrison’s supplies. It shows Runestone Gate locations across Oerik, with ancient names and landmarks. The gate they traveled through is marked as the central point, its runes pulsing with temporal energy. Runestone Gate Map (Temporal Details): The map shows Runestone Gate locations across Oerik, with some locations marked with ancient names and landmarks. The village's gate is the central point of activation, and its runes pulsate with temporal energy. Some gate locations are marked as "inactive" or "sealed," hinting at past attempts to control time. Lyhnn Chronoguard Stat Block: Lyhnn Chronoguard Medium Humanoid (Human), Lawful Neutral Armor Class 18 (Temporal Plating, Shield) Hit Points 33 (6d8 + 6) Speed 30 ft. STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 11 (+0), WIS 12 (+1), CHA 10 (+0) Skills: Athletics +4, Perception +3, Arcana +2 Senses: Passive Perception 13 Languages: Common Challenge 2 (450 XP) Actions: Temporal Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage plus 2 (1d4) temporal damage. (Temporal damage causes brief disorientation.) Temporal Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage plus 2 (1d4) temporal damage. Temporal Distortion (Recharge 5-6): the Chronoguard distorts the air around a target within 15ft. The target must make a DC 12 wisdom saving throw, or be stunned until the end of the Chronoguards next turn.