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They remain unaware 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.
They remain unaware 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 and the surrounding mountain pass region.
| location = Oakhaven and the surrounding mountain pass region.
| scene_overview =  
| scene_overview =
* Scene 1: Investigating clues related to the caravan, the warehouse, and Aldran's connection to the Frost Barbarians.  
* 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 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.
* 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.
| 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.
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{{:Borin}}
{{:Borin}}
{{:Merchant of Lhynn caravan guard}}
{{:Merchant of Lhynn caravan guard}}
{{:Elderly Woman}}  
{{:Elderly Woman}}
{{:Frost Barbarian Scout}}
{{:Frost Barbarian Scout}}
* [[Torvin Stonefist]]: A stoic captain guarding the Lyhnn's merchant guild caravan
* [[Torvin Stonefist]]: A stoic captain guarding the Lyhnn's merchant guild caravan
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* A Shared Contact: Meeting someone who knows about the spy or the Empire of Lyhnn.
* 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.
* Lexana's Mark: Discovering a symbol associated with the Empire of Lyhnn.
Try to weave in the Coregilia plotline and the revelation about Lexana's past allegiance into this session in the past, aiming for resolution or a significant development:
Here are three adventure hooks that directly connect the Oakhaven situation to the PCs' original mission and the information about Lexana:
===== The Spy's Echo: =====
Within the locked warehouse or among the belongings of a nervous villager (perhaps someone who had contact with outsiders), the party discovers a hidden message or a coded communication. This message could be partially destroyed or written in a cipher, but with successful skill checks, they can decipher enough to realize it was meant for a group of travelers heading to Coregilia. The message explicitly states that an agent from the "Empire of Lyhnn" (the ancient Suel Empire) is operating in the region and is manipulating events. While it might not directly name Lexana (since the PCs don't know her connection yet), the description of the agent's methods, goals (arming barbarians), or even a distinctive symbol associated with them could create a chilling sense of familiarity or connection to the events they've encountered. This hook directly ties their original mission to the current situation in the past.
===== A Shared Contact: =====
The party encounters an individual in Oakhaven – perhaps the knowledgeable elder, a wary traveler passing through, or even one of the more conflicted Merchant Guild members – who recognizes the name "Coregilia" or mentions a recent, unfortunate incident involving a spy who was asking questions about ancient empires and barbarian alliances. This NPC might possess a fragmented piece of the information the spy was meant to deliver, perhaps a partial description of the Lyhnn agent or a clue about their activities in this earlier time. This hook bridges the geographical and temporal gap between their original mission and their current predicament.
===== Lexana's Mark: =====
As the party investigates the caravan's cargo or the warehouse, they discover a distinctive symbol or mark associated with the Empire of Lyhnn. This could be a stylized insignia on a weapon, a sigil on a document, or even a brand on one of the crates. If Durmen (as a mage) examines this mark, he might detect a specific magical resonance or historical association that links it to ancient Suel artifacts or lore. This tangible clue directly connects the Merchant Guild's activities and the weapons being supplied to the Frost Barbarians with the ancient Suel Empire, setting the stage for the eventual realization of Lexana's allegiance if they can piece together the timeline.
| key_events =
| key_events =
* The party's arrival in Oakhaven and observation of the caravan.
* The party's arrival in Oakhaven and observation of the caravan.
Line 59: Line 73:
* Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement).
* Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement).
| 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 = 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.
Resolution within this session:
* By following these hooks, the party can uncover enough information to understand that the Merchant Guild of Lynn's actions in this past time are directly connected to the destabilization they were meant to prevent in their own future.
* The clues can strongly suggest that the "agent of the Empire of Lyhnn" they were warned about is somehow involved with or is the driving force behind the Merchant Guild's dealings with the Frost Barbarians in this era.
* While they won't have the full picture of Lexana's identity and motives in their time, they can understand that the threat they were sent to Coregilia to deal with originated in this past era.
| 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 village and surrounding wilderness, potentially including Frost Barbarian scouting parties or Merchant Guild patrols.
| 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 = 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.

Revision as of 00:39, 11 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 begins to sense they are not just in a different region, but potentially a different time.

They remain unaware 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, Proprietor of The Crag and Kettle

Medium Humanoid (Halfling), Neutral Good


Armor Class 12 (leather armor, under his apron) (natural armor)
Hit Points 44 (8d8 + 8)
Speed 25 ft.


STR DEX CON INT WIS CHA
10 (0) 13 (+1) 12 (+1) 14 (+2) 16 (+3) 15 (+2)

Saving Throws Wis +5, Cha +4
Skills Insight +5, Investigation +4, Persuasion +4, Performance +4, Cooking +6, Storytelling +6
Damage Vulnerabilities
Damage Resistances


Senses Passive Perception 16
Languages Common, Halfling, Elvish
Challenge 2 (450 XP)



**Master of Gossip.** Borin has advantage on Charisma (Persuasion) checks made to gather rumors or information. **Indentured Servitude.** Borin is bound by a powerful vow (or magical contract) and must obey the lawful commands of his master, making him reluctant to act openly against local authorities.

Actions

    • Dagger.** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. **Inspiring Tale (1/Day).** Borin tells a quick tale of courage. One creature he can see within 30 ft. gains advantage on its next attack roll or saving throw.


Roleplaying Notes

Borin is a valuable source of information, but the PCs must gain his trust, a difficult task given his indentured status. His tavern is a hub of village activity, and he has a good ear for gossip, but is afraid to share too much.


Additional Info

Appearance Plump build, rosy cheeks, bright blue eyes, curly brown hair. Wears a clean apron, despite the general wear of his clothing, and a forced friendly smile.
Voice/Mannerisms Speaks in a cheerful, talkative tone, often punctuating his sentences with laughter, but with a hint of underlying sadness and fear. (A youthful Irishman accent)
Bond His daughter, Leia, and his tavern, his only sources of comfort.
Ideal Hospitality and community, as a means of finding joy within his servitude.
Flaw Cautious and reluctant to get involved in dangerous situations, fearing reprisal.
Info Borin inherited the tavern from his family but fell into heavy debt and is now forced to run it for a shady noble or organization. He dreams of buying his freedom.
Equipment Clean apron, tankard, a pouch of coins (his small allowance), a worn book of local tales.

Creature Image
Borin, Proprietor of The Crag and Kettle




Merchant of Lhynn Caravan Guard

Medium Humanoid (Human), Lawful Neutral


Armor Class 16 (Chain Shirt, Shield) (natural armor)
Hit Points 84 (12d8 + 24)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (0) 11 (0) 10 (0)

Saving Throws Str +5, Con +4
Skills Athletics +5, Perception +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None

Senses Passive Perception 12
Languages Common
Challenge 4 (1100 XP)



**Distracted Duty.** The Caravan Veteran has disadvantage on Wisdom (Perception) checks made to spot threats that are not immediately obvious or are more than 30 feet away. **Veteran Resilience.** The Veteran has advantage on saving throws against effects that would exhaust him.

Actions

    • Multiattack.** The Caravan Veteran makes three attacks with its Spear.
  • **Spear.** Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions

    • Shield Bash.** When a creature the Veteran can see misses them with a melee attack, the Veteran can use its reaction to attempt to shove the creature, which must succeed on a DC 13 Strength saving throw or be pushed 5 feet away and knocked prone.

Roleplaying Notes

Monotone and uninterested. Answers questions curtly and avoids unnecessary conversation. He is easily distracted and lacks initiative. He can be swayed with a bit of flattery or a convincing argument that doesn't contradict direct orders.


Additional Info

Appearance Young human man in practical leather armor with a chain shirt underneath. Carries a shield and a spear. Looks somewhat bored and underpaid.
Voice/Mannerisms Monotone and uninterested.
Bond His employment with the Merchant Guild of Lhynn.
Ideal Duty. Believes in following orders, even if he doesn't understand the reasons.
Flaw Easily distracted and lacks initiative. Can be swayed with a bit of flattery.
Info One of the veteran guards hired to protect the caravan's cargo. Not particularly invested in the secrets of the shipment, only his paycheck.
Equipment Chain shirt, shield, spear, belt pouch with a few silver pieces.

Creature Image
Merchant of Lhynn Caravan Guard

Elderly Woman




Frost Barbarian Scout

Medium Humanoid (Human), Chaotic Neutral


Armor Class 13 (Hide Armor) (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 9 (-1) 11 (0) 10 (0)

Saving Throws
Skills Athletics +4, Perception +2, Survival +2
Damage Vulnerabilities
Damage Resistances Cold (from furs and hardiness)
Damage Immunities

Senses Passive Perception 12
Languages Common, Giant
Challenge 1/2 (100 XP)



**Reckless Attack.** When the scout makes its first attack on a turn, it can decide to make it with advantage. If it does so, attack rolls against it have advantage until the start of its next turn. **Brave.** The scout has advantage on saving throws against being frightened.

Actions

    • Multiattack.** The scout makes two attacks: one with its spear and one with its longbow.
  • **Spear.** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
  • **Longbow.** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Roleplaying Notes

As a scout, he is a primary information gatherer for his tribe. He will typically avoid direct confrontation unless cornered or ordered to engage, preferring to observe and report. If forced into battle, he fights with savage intensity.


Additional Info

Appearance Lean and hardy human with wind-chapped skin and piercing blue eyes. Wears practical furs and carries a bow and spear. Tribal tattoos adorn his arms and face.
Voice/Mannerisms Speaks in a guttural dialect of Common mixed with his tribal tongue (Giant). Direct and wary of outsiders.
Bond His tribe and the traditions of his people.
Ideal Survival. The strong endure, and the weak perish. Loyalty to his tribe.
Flaw Fiercely independent and distrustful of outsiders. Can be quick to anger.
Info A scout for a nearby Frost Barbarian tribe, potentially encountered in the wilderness or observing Oakhaven. He is the eyes and ears of the Chieftain.
Equipment Hide armor, longbow with 20 arrows, spear, fur cloak.

Creature Image
Frost Barbarian Scout
  • Torvin Stonefist: A stoic captain guarding the Lyhnn's merchant guild caravan
  • Berrick: A hostile foreman overseeing the arms shipment.
  • Kaelen: A secretive weaponsmith with a volatile workshop.




Elara, Administrator of the Merchants Guild of Lhynn

Medium Humanoid (Human), Neutral


Armor Class 10 (natural armor)
Hit Points 4 (1d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 14 (+2) 12 (+1) 10 (0)

Saving Throws
Skills Investigation +4, Perception +3, Insight +3, Acrobatics +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 13
Languages Common, Guildspeak (Trade Cant)
Challenge 0 (10 XP)



**Unwitting Witness.** Laura is generally oblivious to the full scope of any high-level clandestine operations within the Guild. She is honest in her daily duties and possesses detailed records, but lacks the malice or intelligence to piece together the bigger picture.

Actions

    • Unarmed Strike.** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Roleplaying Notes

Laura focuses entirely on her administrative tasks. She is meticulous with records and schedules but tends to dismiss anything that doesn't fit neatly into a ledger. She is an excellent source for operational details but a poor source for high-level conspiracies.


Additional Info

Appearance A tidy, average-looking human woman in her late 20s. She wears functional, well-maintained clothing suitable for an office job. Her glasses perch on her nose, and she usually has a quill tucked behind her ear.
Voice/Mannerisms Clear, organized, and factual. Her tone is professional and slightly rushed, as she always feels she's behind schedule. She addresses people formally.
Bond Her professional reputation for accurate record-keeping.
Ideal Order and efficiency. She believes accurate accounts are the key to prosperity.
Flaw Obsessed with routine. Any deviation from the established schedule or record-keeping process causes her significant distress and suspicion.
Info Laura is a mid-level clerk and administrator for the Merchants Guild of Lhynn, handling logistics and financial ledgers. She works under the direction of representatives like Lexanna Brightshore and is a member of the same guild as Elara.
Equipment Quill and ink, several leather-bound ledgers, a magnifying glass, and 15 gp in well-organized coin.

Creature Image
Elara, Administrator of the Merchants Guild of Lhynn
  • Leia: Borin's observant daughter.
  • Elder Theron: A cryptic sage with prophetic insights.
  • Pepe: A nervous 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.

Try to weave in the Coregilia plotline and the revelation about Lexana's past allegiance into this session in the past, aiming for resolution or a significant development:

Here are three adventure hooks that directly connect the Oakhaven situation to the PCs' original mission and the information about Lexana:

The Spy's Echo:

Within the locked warehouse or among the belongings of a nervous villager (perhaps someone who had contact with outsiders), the party discovers a hidden message or a coded communication. This message could be partially destroyed or written in a cipher, but with successful skill checks, they can decipher enough to realize it was meant for a group of travelers heading to Coregilia. The message explicitly states that an agent from the "Empire of Lyhnn" (the ancient Suel Empire) is operating in the region and is manipulating events. While it might not directly name Lexana (since the PCs don't know her connection yet), the description of the agent's methods, goals (arming barbarians), or even a distinctive symbol associated with them could create a chilling sense of familiarity or connection to the events they've encountered. This hook directly ties their original mission to the current situation in the past.

A Shared Contact:

The party encounters an individual in Oakhaven – perhaps the knowledgeable elder, a wary traveler passing through, or even one of the more conflicted Merchant Guild members – who recognizes the name "Coregilia" or mentions a recent, unfortunate incident involving a spy who was asking questions about ancient empires and barbarian alliances. This NPC might possess a fragmented piece of the information the spy was meant to deliver, perhaps a partial description of the Lyhnn agent or a clue about their activities in this earlier time. This hook bridges the geographical and temporal gap between their original mission and their current predicament.

Lexana's Mark:

As the party investigates the caravan's cargo or the warehouse, they discover a distinctive symbol or mark associated with the Empire of Lyhnn. This could be a stylized insignia on a weapon, a sigil on a document, or even a brand on one of the crates. If Durmen (as a mage) examines this mark, he might detect a specific magical resonance or historical association that links it to ancient Suel artifacts or lore. This tangible clue directly connects the Merchant Guild's activities and the weapons being supplied to the Frost Barbarians with the ancient Suel Empire, setting the stage for the eventual realization of Lexana's allegiance if they can piece together the timeline.

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.

Resolution within this session:

  • By following these hooks, the party can uncover enough information to understand that the Merchant Guild of Lynn's actions in this past time are directly connected to the destabilization they were meant to prevent in their own future.
  • The clues can strongly suggest that the "agent of the Empire of Lyhnn" they were warned about is somehow involved with or is the driving force behind the Merchant Guild's dealings with the Frost Barbarians in this era.
  • While they won't have the full picture of Lexana's identity and motives in their time, they can understand that the threat they were sent to Coregilia to deal with originated in this past era.

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.