Session 136 Prep: Difference between revisions
Adventurer (talk | contribs) Created page with "{{Session Prep/Display | campaign = Echos of Lyhnn | session_title = The Brigand's Respite | previous_session = Echoes of the Fallen Giant | location = A fortified brigand camp in the Frozen Wastes | scene_overview = Exhausted and wounded after a harrowing battle, the party stumbles upon a fortified brigand camp—their only hope for shelter from the brutal cold. They must navigate a dangerous social encounter with the fort's inhabitants and their leader while a mysterio..." |
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| setting_details = A makeshift fortress built from salvaged lumber and reinforced with ice and snow. The fort is rough, populated by gruff and suspicious brigands, but it offers a temporary escape from the brutal cold and the pursuing scout. | | setting_details = A makeshift fortress built from salvaged lumber and reinforced with ice and snow. The fort is rough, populated by gruff and suspicious brigands, but it offers a temporary escape from the brutal cold and the pursuing scout. | ||
| key_npcs = The Brigand Leader (cunning and ruthless, but pragmatic). The pursuing scout (observing the fort from a distance, deciding whether to attack or wait). A captive in the brigand fort who may hold a clue about Lexana. | | key_npcs = The Brigand Leader (cunning and ruthless, but pragmatic). The pursuing scout (observing the fort from a distance, deciding whether to attack or wait). A captive in the brigand fort who may hold a clue about Lexana. | ||
| key_npcs = | |||
{{:Kaelen the Cold-Hearted}} | |||
{{:Merchant of Lhynn caravan guard}} | |||
{{:Brigand Enforcer}} | |||
{{:Brigand Thug}} | |||
{{:Brigand Veteran}} | |||
{{:Frost Barbarian Scout}} | |||
{{:Warforged Infiltrator}} | |||
| player_goals = Convince the brigands to allow them to rest and recover. Find a new lead on Lexana's whereabouts. Survive the night without being robbed or betrayed. | | player_goals = Convince the brigands to allow them to rest and recover. Find a new lead on Lexana's whereabouts. Survive the night without being robbed or betrayed. | ||
| hooks = The party's dire state makes the brigand fort a desperate, yet necessary, option. A captive in the fort knows about Lexana and can provide a new lead in exchange for their freedom. | | hooks = The party's dire state makes the brigand fort a desperate, yet necessary, option. A captive in the fort knows about Lexana and can provide a new lead in exchange for their freedom. |
Revision as of 20:09, 22 August 2025
The Setting and Scene
Title:
The Brigand's Respite
Location:
A fortified brigand camp in the Frozen Wastes
Recapping the Tale
Previous Session
Echoes of the Fallen Giant
Scene Overview
Exhausted and wounded after a harrowing battle, the party stumbles upon a fortified brigand camp—their only hope for shelter from the brutal cold. They must navigate a dangerous social encounter with the fort's inhabitants and their leader while a mysterious pursuer is still on their trail.
Setting Details
A makeshift fortress built from salvaged lumber and reinforced with ice and snow. The fort is rough, populated by gruff and suspicious brigands, but it offers a temporary escape from the brutal cold and the pursuing scout.
Notable Personages
Key NPCs
Caravan GuardMedium humanoid, Lawful NeutralArmor Class 10 (natural armor)
Saving Throws — Senses Passive Perception 12
Actions
Additional InfoAppearance Young human man in practical leather armor with a chain shirt underneath. Carries a shield and a spear. Looks somewhat bored and underpaid. |
[[Category:Echos of Lhynn Campaign|Session 136 Prep]]
Brigand EnforcerMedium humanoid, Lawful EvilArmor Class 10 (natural armor)
Saving Throws —
Actions
Additional InfoAppearance A disciplined-looking fighter wearing chain mail and carrying a sturdy shield. They are more composed than the thugs, and their gear is well-maintained, suggesting a sense of order. |
Brigand ThugMedium Humanoid (any race), Chaotic EvilArmor Class 15 (studded leather) (natural armor)
Saving Throws Str +5, Con +4
**Aggressive.** As a bonus action, the thug can move up to its speed toward a hostile creature that it can see. **Brute.** A melee weapon attack deals one extra die of its damage when the thug hits with it (included below). Actions
Roleplaying NotesThe rank-and-file of the fort. These thugs are simple muscle used to intimidate others and do the dirty work. They are dangerous in a group but easily dispatched alone. This particular thug is a veteran enforcer, much tougher and more reckless than his peers. Additional InfoAppearance A scruffy and unkempt brigand in worn leather armor, with a haggard expression. Their gear is mismatched and poorly maintained, a reflection of their desperate existence. They carry a massive, scarred greataxe. |
Brigand VeteranMedium Humanoid (any race), NeutralArmor Class 17 (splint armor) (natural armor)
Saving Throws Str +7, Con +7 Condition Immunities — **Second Wind (1/Short or Long Rest).** As a bonus action, the veteran can regain 1d10 + 5 Hit Points. **Brutal Tactics.** When the veteran hits a creature with a melee weapon attack, the target takes an extra 3 (1d6) damage if one of the veteran's allies is within 5 feet of the target and the ally isn't incapacitated. Actions
Reactions
Roleplaying NotesThese are the most experienced fighters in the fort, often leading the lesser thugs. They are dangerous in a fight due to their years of experience and tactical knowledge. They prioritize positioning, cover, and neutralizing the most dangerous threats first. Additional InfoAppearance A grizzled, older fighter with numerous scars on their face and hands. Their armor is practical and worn, and they carry multiple weapons, showing their experience. |
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Frost Barbarian ScoutMedium Humanoid (Human), Chaotic NeutralArmor Class 13 (Hide Armor) (natural armor)
Saving Throws — Senses Passive Perception 12 **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
Roleplaying NotesAs 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 InfoAppearance 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. |
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Armor Class 16 (composite plating, natural armor) Hit Points 78 (12d8 + 24) Speed 30 ft. STR 11 (+0) DEX 18 (+4) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0) Saving Throws Dex +7, Int +4 Skills Acrobatics +7, Deception +3, Stealth +10 Damage Immunities poison Condition Immunities charmed, disease, exhaustion, frightened, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common, one other language Challenge 8 (3,900 XP) Integrated Camouflage. The Warforged Infiltrator has advantage on Dexterity (Stealth) checks while in dim light or darkness.
Assassinate. During its first turn, the Warforged Infiltrator has advantage on attack rolls against any creature that hasn't taken a turn yet. Any hit the infiltrator scores against a surprised creature is a critical hit.
Evasion. If the Warforged Infiltrator is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn). The Warforged Infiltrator deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the infiltrator that isn't incapacitated and the infiltrator doesn't have disadvantage on the attack roll.
Actions
Multiattack. The Warforged Infiltrator makes two integrated blade attacks.
Integrated Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 24 (7d6) poison damage. On a successful save, the target takes half as much damage.
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
The Player's Path
Player Goals
Convince the brigands to allow them to rest and recover. Find a new lead on Lexana's whereabouts. Survive the night without being robbed or betrayed.
The Adventure Unfolds
Adventure Hooks
The party's dire state makes the brigand fort a desperate, yet necessary, option. A captive in the fort knows about Lexana and can provide a new lead in exchange for their freedom.
Key Events
A tense negotiation with the brigand leader for sanctuary. A stealth mission to find and speak with a captive. A potential ambush by the pursuing scout, forcing the party and brigands into an uneasy alliance.
Planned Events
The party will need to use their social skills to avoid conflict. A difficult moral choice may arise regarding a captive. The pursuer's arrival will change the dynamic of the fort.
Perils and Rewards
Challenges
The brigands are a dangerous and unpredictable force. The party's exhaustion makes a fight very risky. The pursuer's presence creates a constant sense of dread.
Clues and Info
A captive has a locket or a coded journal that belonged to Lexana. The brigand leader reveals that they have been hired to look for someone fitting Lexana's description.
Treasure and Rewards
Access to supplies and shelter. Information from a captive. The chance to form a temporary, uneasy alliance with the brigands.
Interludes and Shadows
Interludes
A brief, tense negotiation with the brigand leader in a rough-hewn common room. A quiet moment where the party can discuss their next move and their feelings about relying on brigands.
Potential Conflicts
The brigands may attempt to rob the party or betray them to their pursuer for a higher price. The party may need to fight both the brigands and the scout if negotiations fail.
DM's Guidance
Notes and Reminders
Emphasize the moral ambiguity of relying on a group of brigands. Use the fort's rough atmosphere to build tension. The scout is a patient hunter and will wait for the right moment to strike.
Random Encounters
A drunken brawl breaks out among the brigands. A snowstorm rages outside, making escape or pursuit more difficult.
The Larger World
Story Arcs and Themes
The moral gray areas of survival, finding allies in unexpected places, and the cost of desperation.
Mythic Elements
The terrifying efficiency of the pursuing scout. The whispers of the Ice Devil's summoning magic may be heard within the fort, hinting at a larger conspiracy.
The Next Chapter
Cliffhanger
Just as the party begins to feel safe, the fort's lookout screams. The pursuing scout has arrived, but he is not alone. A larger force, sent to eliminate all witnesses, is closing in.<