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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

[[Category:Echos of Lyhnn]]


Kaelen the Cold-Hearted

Medium humanoid, Neutral Evil


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 16 (3) DEX 16 (3) CON 16 (3) INT 14 (2) WIS 12 (1) CHA 18 (4)


Saving Throws
Skills Athletics +7, Deception +8, Intimidation +8, Perception +5
Damage Vulnerabilities
Damage Resistances
Damage Immunities Cold
Condition Immunities
Senses Passive Perception 15
Languages Common, Orc
Challenge 0 (0)



Actions

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Additional Info

Appearance A battle-hardened human woman, Kaelen's face is a canvas of old scars from a life of brutal combat. She wears a suit of finely-wrought plate armor, and her long, dark hair is often braided and pulled back to keep it from her face. Her eyes are sharp and calculating, reflecting the cold ambition that drives her.
Voice/Mannerisms Her voice is a low, raspy growl, cold and commanding. She speaks in short, direct sentences with no wasted words, often punctuating her commands with a sharp nod or a pointed gesture.
Bond Her bond is to her own power and the survival of her fort. She sees her brigands as tools to be used, and nothing more.
Ideal Order in Chaos. In this unforgiving world, only strength and a firm hand can bring a semblance of control. Weakness is a flaw she cannot abide.
Flaw She underestimates those who appear weak or desperate, believing that ruthlessness is the only true measure of power. Her pride can be her downfall.
Info Kaelen carved out her own kingdom in the frozen wastes, building a fortress out of sheer will and brutality. She has made an uneasy pact with a sinister force—possibly the same power that summoned the Ice Devils—to protect her fort and expand her influence. She is a ruthless pragmatist, willing to deal with anyone as long as the price is right.
Equipment Plate armor, greatsword




Caravan Guard

Medium humanoid, Lawful Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 14 (2) DEX 12 (1) CON 13 (1) INT 10 (0) WIS 11 (0) CHA 10 (0)


Saving Throws
Skills Perception +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None
Condition Immunities
Senses Passive Perception 12
Languages Common
Challenge 1/2 (10)



Actions

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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. Answers questions curtly and avoids unnecessary conversation.
Bond His employment with the Merchant Guild of Lynn.
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 or a convincing argument that doesn't contradict direct orders.
Info One of the guards hired to protect the caravan's cargo. Not particularly invested in the secrets of the shipment.
Equipment Chain shirt, shield, spear, belt pouch with a few silver pieces.



[[Category:Echos of Lyhnn]]


Brigand Enforcer

Medium humanoid, Lawful Evil


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 16 (3) DEX 13 (1) CON 14 (2) INT 10 (0) WIS 11 (0) CHA 12 (1)


Saving Throws
Skills Athletics +5, Perception +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 12
Languages Common
Challenge 2 (450)



Actions

---

Additional Info

Appearance 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.
Voice/Mannerisms Cold and professional. They speak in a monotone and only when necessary, often giving curt commands to the thugs.
Bond Their bond is to the chain of command. They see Kaelen as a competent leader and a source of stability in the chaos.
Ideal Efficiency. They believe in following orders and getting the job done without unnecessary fuss or emotion.
Flaw They are not creative. They follow orders to the letter and are not good at adapting to unexpected situations.
Info The enforcers are the core of Kaelen's forces, acting as guards and sergeants. They are more disciplined than the thugs and will hold their ground in a fight.
Equipment Chain shirt, shield, longsword, heavy crossbow



[[Category:Echos of Lyhnn]]


Brigand Thug

Medium humanoid, Chaotic Evil


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 15 (2) DEX 11 (0) CON 14 (2) INT 10 (0) WIS 10 (0) CHA 11 (0)


Saving Throws
Skills Intimidation +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 10
Languages Common
Challenge 1/2 (100)



Actions

---

Additional Info

Appearance 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.
Voice/Mannerisms Gruff and sneering, they speak with a rough dialect and often use threats or curses in their speech.
Bond Their loyalty is to whoever is paying or protecting them. They serve Kaelen out of fear and pragmatism.
Ideal Survival. They believe in looking out for themselves above all else and have little loyalty.
Flaw They are cowards at heart and will flee if a fight turns against them.
Info The 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.
Equipment Leather armor, greataxe




Brigand Veteran

Medium humanoid, Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0)


Saving Throws
Skills Athletics +7, Perception +4
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 14
Languages Common
Challenge 0 (10)



Actions

---

Additional Info

Appearance 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.
Voice/Mannerisms Gruff and weary, with a hint of a past life of greater purpose. They speak with a low growl and are often cynical.
Bond Their bond is to their own survival and the promise of a safe place to die. They serve Kaelen out of pragmatism, not loyalty.
Ideal To live to see another sunrise. They've seen enough combat to know the value of their own life and will take no unnecessary risks.
Flaw They are cynical and jaded, believing that all people are motivated by greed and self-preservation.
Info These 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.
Equipment Splint armor, greatsword, shortsword

Creature Image
Brigand Veteran




Frost Barbarian Scout

Medium humanoid, Chaotic Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


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


Saving Throws
Skills Athletics +4, Survival +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None
Condition Immunities
Senses Passive Perception 10
Languages Common, Barbarian Tribal Language
Challenge 1/2 (10)



Actions

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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. 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.
Equipment Hide armor, longbow with 20 arrows, spear, fur cloak.

Creature Image
Frost Barbarian Scout

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.<