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{{Session Prep
{{Session Prep
| campaign = Mountain Pass Mysteries
| campaign = Mountain Pass Mysteries
| session_title = Whispers in the Night
| session_title = Echoes of Lyhnn
| previous_session = While investigating strange occurrences on a mountain pass, the party stumbles upon a secretive caravan and the nervous locals connected to it. Mourn faced a shadowy entity in the temple. The rest of the party experienced strange sensory phenomena on their descent. They arrived in Oakhaven to find a guarded caravan preparing to depart and discovered a magically warded wagon and a locked warehouse with a nervous elderly woman inside.
| previous_session = While investigating a secretive caravan in Oakhaven, the party experienced strange phenomena and discovered a magically warded wagon and a locked warehouse. Aldran, a barbarian, felt a strange connection to the local Frost Barbarian presence. The party is unaware they are 1200 years in the past or that Lexana Brightshore, whom they killed in their own time, was an agent of the ancient Suel Empire (Empire of Lyhnn). They were originally tasked with meeting a spy in Coregilia to uncover a threat connected to Lexana and the Frost Barbarians.
| location = Oakhaven, a small village nestled near a mountain pass.
| location = Oakhaven and the surrounding mountain pass region.
| scene_overview = Scene 1: Observing the midnight caravan arrival (if it occurs). Scene 2: Investigating the elderly woman and the warehouse. Scene 3: Following the tracks of the northbound wagon (if chosen).
| scene_overview = Scene 1: Investigating clues related to the caravan, the warehouse, and Aldran's connection to the Frost Barbarians. Scene 2: Discovering information linking the current events to their original mission in Coregilia and the Empire of Lyhnn. Scene 3: Deciding on a course of action based on these revelations.
| setting_details = The village of Oakhaven appears old but strangely well-maintained. A biting wind and light snow persist. The tavern, "The Crag and Kettle," is the most prominent building. Most villagers seem wary and tight-lipped.
| setting_details = The village of Oakhaven is a small, isolated settlement with a palpable sense of secrecy. A biting wind and light snow persist. The architecture hints at a forgotten past. The presence of the heavily guarded caravan and the nervous villagers creates an atmosphere of tension.
| key_npcs =
| key_npcs =
     * Borin: Burly tavern keeper, suspicious but ultimately accommodating. Knows about the merchant guild and the caravans.
     * Borin: Burly tavern keeper, potentially observant.
     * Guard (unnamed): Bored guard overseeing the initial caravan loading. Nervous around those resembling local tribespeople.
     * Guard (unnamed): Bored caravan guard.
     * Elderly Woman (unnamed): Nervous woman found in the warehouse. Seems fearful and possibly hiding something.
     * Elderly Woman (unnamed): Nervous woman in the warehouse, possibly holding secrets.
| player_goals = Uncover the secrets of the secretive caravan, the nature of their cargo, and the reasons for the villagers' unease.
    * Frost Barbarian Scouts: Could be encountered, offering insights into their culture and the weapons.
    * Potential New NPC: An antiquarian or knowledgeable villager.
| player_goals = Unravel the mystery of the Oakhaven caravan, understand its connection to the Frost Barbarians, and potentially discover how this situation relates to their original mission concerning Lexana and the threat in Coregilia.
| hooks =
| hooks =
     * The Midnight Rendezvous: Observe the arrival of the second caravan.
    * Aldran's Recognition: Strange familiarity with Frost Barbarian customs or individuals.
     * The Elder's Plea: Investigate the nervous elderly woman in the warehouse.
     * The Anachronistic Object: Discovery of an item that doesn't belong in this era.
     * Tracking the Northern Trail: Follow the tracks of the first departing wagon.
     * The Elder's Prophecy: Encountering an elder with cryptic warnings about outsiders and a serpent.
    * The Spy's Echo: Finding a hidden message meant for the Coregilia contact.
    * A Shared Contact: Meeting someone who knows about the spy or the Empire of Lyhnn.
     * Lexana's Mark: Discovering a symbol associated with the Empire of Lyhnn.
| key_events =
| key_events =
     * Mourn's encounter with the shadowy entity in the temple.
     * The party's arrival in Oakhaven and observation of the caravan.
     * The party's unsettling sensory experiences on the mountain path.
     * Investigation of the warehouse and encounter with the elderly woman.
     * Observation of the guarded caravan preparing to leave Oakhaven.
     * Aldran's potential recognition of Frost Barbarian elements.
     * Discovery of the magically warded wagon and locked warehouse.
     * Discovery of clues related to the Empire of Lyhnn and the Coregilia mission.
    * Encounter with the nervous elderly woman in the warehouse.
| planned_events =
| planned_events =
     * Depending on the chosen hook:
     * **Investigation:** Players explore Oakhaven, the warehouse, and potentially interact with villagers or observe the caravan more closely, looking for the planted hooks.
        * **Midnight Rendezvous:** The party observes the arrival of another caravan and any interactions that occur.
    * **Revelation:** Through one or more of the hooks, the party uncovers information linking the Merchant Guild's activities to the ancient Empire of Lyhnn and the threat they were meant to investigate in Coregilia.
        * **The Elder's Plea:** The party attempts to speak with the elderly woman, potentially facing resistance or cryptic warnings.
    * **Decision:** The party decides how to proceed, given this new understanding of the situation and their temporal displacement (which they may or may not fully grasp).
        * **Tracking the Northern Trail:** The party follows the wagon tracks, possibly encountering environmental challenges or other travelers.
    * Potential for further investigation of the warehouse and its contents.
    * Possible interactions with Borin or other villagers for more information.
| challenges =
| challenges =
     * Social encounters requiring persuasion, intimidation, or insight checks.
     * Social encounters: Overcoming the villagers' secrecy, interrogating guards, or gaining the trust of a knowledgeable NPC.
     * Potential for combat if the party is discovered investigating or if they confront the caravan guards.
     * Investigation: Finding hidden clues and deciphering any codes or unfamiliar languages.
     * Tracking in the snow (if the northern trail is followed), requiring survival checks.
     * Potential combat: If they are caught snooping or if they encounter hostile Frost Barbarians or Merchant Guild members.
    * Overcoming the elderly woman's fear and reluctance to speak.
| clues_info =
| clues_info =
     * The magical aura on the first wagon (transmutation and abjuration magic).
     * Frost Barbarian markings or customs familiar to Aldran.
     * The nervous behavior of the guard and the elderly woman.
     * Anachronistic objects found among the caravan's goods or in Oakhaven.
     * Borin's information about the Merchant Guild of Lynn and the South Wind Trading Company.
     * Prophetic warnings from an elder.
     * The cargo being transported in crates.
     * A hidden message mentioning Coregilia and the Empire of Lyhnn.
     * The ledgers in the warehouse (if accessible).
     * Testimony from an NPC about the spy or the ancient empire.
     * The northward direction of the first wagon's tracks.
     * A distinctive symbol or mark associated with the Empire of Lyhnn.
| treasure_rewards = Potential for information, access to resources, or perhaps some of the caravan's goods depending on the chosen path and outcomes.
| treasure_rewards = Information about the Empire of Lyhnn, the Merchant Guild's motives in this era, and the connection to their original mission. Potentially ancient artifacts or unusual items from this time period.
| interludes = A quiet moment in the tavern where the party can discuss their findings and plan their next steps. Perhaps they overhear snippets of conversation between villagers.
| interludes = A moment where Aldran shares his growing unease or fragmented memories related to the Frost Barbarians. Durmen might examine any unusual objects or magical residues. Balmaris might have a significant dream or spiritual insight.
| potential_conflicts =
| potential_conflicts =
     * Confrontation with the Merchant Guild guards.
     * Conflict with the Merchant Guild and their guards.
    * Hostility from wary villagers.
     * Moral dilemmas about interfering with the past.
     * Moral dilemma regarding the potentially illicit nature of the cargo.
     * Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement).
     * Conflict among the party regarding the best course of action.
| notes_reminders = Emphasize Aldran's connection to the Frost Barbarians. Subtly hint at the temporal anomaly through anachronistic elements or prophetic warnings. Focus on revealing the link to the Empire of Lyhnn and their original mission.
| notes_reminders = Remember the sensory distortions experienced by the party on the mountain – they might be relevant later. The resemblance of Aldran to local tribespeople could be a recurring point of tension.
| random_encounters = Use a table for a snowy village and surrounding wilderness, potentially including Frost Barbarian scouting parties or Merchant Guild patrols.
| random_encounters = Use a table for a snowy wilderness or small village setting.
| story_arcs_themes = Time travel and its consequences (even if not fully realized by the players yet), the cyclical nature of history, the legacy of ancient empires, the clash between past and future.
| story_arcs_themes = Mystery, intrigue, the unknown dangers lurking in the mountains, the clash between civilization and the wilderness.
| mythic_elements = Lingering magical effects from the time portal, potential ancient Suel magic influencing the present.
| mythic_elements = The shadowy entity in the temple and the strange sensory phenomena suggest a potential supernatural influence. The temporal energy hinted at by Balmaris could also be significant.
| cliffhanger = The party makes a significant discovery that definitively links the Merchant Guild's actions in this past to the threat they were originally sent to Coregilia to investigate, potentially revealing the Empire of Lyhnn's long-term plans and setting up their next course of action in this earlier era.
| cliffhanger = The session ends with the party making a significant discovery related to their chosen hook (e.g., witnessing a suspicious exchange during the midnight rendezvous, the elderly woman revealing a crucial piece of information, or the party encountering something unexpected while tracking the wagon).
}}
}}

Revision as of 23:51, 10 April 2025


The Setting and Scene

Title: Echoes of Lyhnn
Location: Oakhaven and the surrounding mountain pass region.

Recapping the Tale

Previous Session

While investigating a secretive caravan in Oakhaven, the party experienced strange phenomena and discovered a magically warded wagon and a locked warehouse. Aldran, a barbarian, felt a strange connection to the local Frost Barbarian presence. The party is unaware they are 1200 years in the past or that Lexana Brightshore, whom they killed in their own time, was an agent of the ancient Suel Empire (Empire of Lyhnn). They were originally tasked with meeting a spy in Coregilia to uncover a threat connected to Lexana and the Frost Barbarians.

Scene Overview

Scene 1: Investigating clues related to the caravan, the warehouse, and Aldran's connection to the Frost Barbarians. Scene 2: Discovering information linking the current events to their original mission in Coregilia and the Empire of Lyhnn. Scene 3: Deciding on a course of action based on these revelations.

Setting Details

The village of Oakhaven is a small, isolated settlement with a palpable sense of secrecy. A biting wind and light snow persist. The architecture hints at a forgotten past. The presence of the heavily guarded caravan and the nervous villagers creates an atmosphere of tension.

Notable Personages

Key NPCs

  • Borin: Burly tavern keeper, potentially observant.
   * Guard (unnamed): Bored caravan guard.
   * Elderly Woman (unnamed): Nervous woman in the warehouse, possibly holding secrets.
   * Frost Barbarian Scouts: Could be encountered, offering insights into their culture and the weapons.
   * Potential New NPC: An antiquarian or knowledgeable villager.

The Player's Path

Player Goals

Unravel the mystery of the Oakhaven caravan, understand its connection to the Frost Barbarians, and potentially discover how this situation relates to their original mission concerning Lexana and the threat in Coregilia.

The Adventure Unfolds

Adventure Hooks

  • Aldran's Recognition: Strange familiarity with Frost Barbarian customs or individuals.
   * The Anachronistic Object: Discovery of an item that doesn't belong in this era.
   * The Elder's Prophecy: Encountering an elder with cryptic warnings about outsiders and a serpent.
   * The Spy's Echo: Finding a hidden message meant for the Coregilia contact.
   * A Shared Contact: Meeting someone who knows about the spy or the Empire of Lyhnn.
   * Lexana's Mark: Discovering a symbol associated with the Empire of Lyhnn.

Key Events

  • The party's arrival in Oakhaven and observation of the caravan.
   * Investigation of the warehouse and encounter with the elderly woman.
   * Aldran's potential recognition of Frost Barbarian elements.
   * Discovery of clues related to the Empire of Lyhnn and the Coregilia mission.

Planned Events

  • **Investigation:** Players explore Oakhaven, the warehouse, and potentially interact with villagers or observe the caravan more closely, looking for the planted hooks.
   * **Revelation:** Through one or more of the hooks, the party uncovers information linking the Merchant Guild's activities to the ancient Empire of Lyhnn and the threat they were meant to investigate in Coregilia.
   * **Decision:** The party decides how to proceed, given this new understanding of the situation and their temporal displacement (which they may or may not fully grasp).

Perils and Rewards

Challenges

  • Social encounters: Overcoming the villagers' secrecy, interrogating guards, or gaining the trust of a knowledgeable NPC.
   * Investigation: Finding hidden clues and deciphering any codes or unfamiliar languages.
   * Potential combat: If they are caught snooping or if they encounter hostile Frost Barbarians or Merchant Guild members.

Clues and Info

  • Frost Barbarian markings or customs familiar to Aldran.
   * Anachronistic objects found among the caravan's goods or in Oakhaven.
   * Prophetic warnings from an elder.
   * A hidden message mentioning Coregilia and the Empire of Lyhnn.
   * Testimony from an NPC about the spy or the ancient empire.
   * A distinctive symbol or mark associated with the Empire of Lyhnn.

Treasure and Rewards

Information about the Empire of Lyhnn, the Merchant Guild's motives in this era, and the connection to their original mission. Potentially ancient artifacts or unusual items from this time period.

Interludes and Shadows

Interludes

A moment where Aldran shares his growing unease or fragmented memories related to the Frost Barbarians. Durmen might examine any unusual objects or magical residues. Balmaris might have a significant dream or spiritual insight.

Potential Conflicts

  • Conflict with the Merchant Guild and their guards.
   * Moral dilemmas about interfering with the past.
   * Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement).

DM's Guidance

Notes and Reminders

Emphasize Aldran's connection to the Frost Barbarians. Subtly hint at the temporal anomaly through anachronistic elements or prophetic warnings. Focus on revealing the link to the Empire of Lyhnn and their original mission.

Random Encounters

Use a table for a snowy village and surrounding wilderness, potentially including Frost Barbarian scouting parties or Merchant Guild patrols.

The Larger World

Story Arcs and Themes

Time travel and its consequences (even if not fully realized by the players yet), the cyclical nature of history, the legacy of ancient empires, the clash between past and future.

Mythic Elements

Lingering magical effects from the time portal, potential ancient Suel magic influencing the present.

The Next Chapter

Cliffhanger

The party makes a significant discovery that definitively links the Merchant Guild's actions in this past to the threat they were originally sent to Coregilia to investigate, potentially revealing the Empire of Lyhnn's long-term plans and setting up their next course of action in this earlier era.