Session 134 Prep: Difference between revisions
Adventurer (talk | contribs) m Text replacement - "Elder Theon " to "Elder Theron " |
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|campaign=Echos of Lyhnn | |campaign=Echos of Lyhnn | ||
| session_title = Oakhaven's Crossroads | | session_title = Oakhaven's Crossroads | ||
| previous_session = The party concluded an eventful morning in [[Oakhaven]]. After resting at [[The Crag and Kettle]], they secured horses and a wagon from [[Berrick]] at the Iron Hoof Stables, noting the merchant guild markings on the cart. Their stroll through town led them to the warded house of [[Elder | | previous_session = The party concluded an eventful morning in [[Oakhaven]]. After resting at [[The Crag and Kettle]], they secured horses and a wagon from [[Berrick]] at the Iron Hoof Stables, noting the merchant guild markings on the cart. Their stroll through town led them to the warded house of [[Elder Theron ]], who cryptically warned them about extra-planar beings. They then encountered [[Lei]], a young woman eager for adventure, who expressed interest in Durmen and decided to join them as a cook. Aldran subsequently engaged in a brutal wrestling match with the hungover blacksmith [[Keelin]], winning decisively, with Balmaris patching up the injured smith afterwards. The session ended with the party deciding whether to take the north or south road out of Oakhaven, having learned Lexana Brightshores is alive and has brought the book to this region, though her exact whereabouts remain unknown. | ||
| location = Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness. | | location = Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness. | ||
| scene_overview = | | scene_overview = | ||
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| key_npcs = {{:Borin}} | | key_npcs = {{:Borin}} | ||
{{:Berrick}} | {{:Berrick}} | ||
{{:Elder | {{:Elder Theron }} | ||
{{:Leia}} | {{:Leia}} | ||
{{:Keelin}} | {{:Keelin}} | ||
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Dealing with Leia's inexperience as an adventurer. | clues_info = | Dealing with Leia's inexperience as an adventurer. | clues_info = | ||
Confirmation that Lexana and the book passed through this region. | Confirmation that Lexana and the book passed through this region. | ||
The meaning of Elder | The meaning of Elder Theron 's wards (extra-planar beings, prohibitions). | ||
The origin/purpose of the merchant guild wagons seen at the stables, and their connection to the barbarian raids. | The origin/purpose of the merchant guild wagons seen at the stables, and their connection to the barbarian raids. | ||
Any specific magical residue left by Lexana or the book. | Any specific magical residue left by Lexana or the book. | ||
Line 51: | Line 51: | ||
Lei attempting to cook a meal over a campfire, perhaps with comical results or surprising success. | Lei attempting to cook a meal over a campfire, perhaps with comical results or surprising success. | ||
A moment where the party discusses their feelings about their forced journey into the past. | A moment where the party discusses their feelings about their forced journey into the past. | ||
Durmen trying to explain Elder | Durmen trying to explain Elder Theron 's warnings about planar energies to the others. | ||
Aldran recalling a fragmented memory or feeling a strong pull related to the Frost Barbarians. | Aldran recalling a fragmented memory or feeling a strong pull related to the Frost Barbarians. | ||
| potential_conflicts = | | potential_conflicts = |
Latest revision as of 01:01, 24 August 2025
The Setting and Scene[edit source]
Title:
Oakhaven's Crossroads
Location:
Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness.
Recapping the Tale[edit source]
Previous Session
The party concluded an eventful morning in Oakhaven. After resting at The Crag and Kettle, they secured horses and a wagon from Berrick at the Iron Hoof Stables, noting the merchant guild markings on the cart. Their stroll through town led them to the warded house of Elder Theron , who cryptically warned them about extra-planar beings. They then encountered Lei, a young woman eager for adventure, who expressed interest in Durmen and decided to join them as a cook. Aldran subsequently engaged in a brutal wrestling match with the hungover blacksmith Keelin, winning decisively, with Balmaris patching up the injured smith afterwards. The session ended with the party deciding whether to take the north or south road out of Oakhaven, having learned Lexana Brightshores is alive and has brought the book to this region, though her exact whereabouts remain unknown.
Scene Overview
Scene 1: The party makes their final decision on the North or South road and departs Oakhaven. Scene 2: Travel along the chosen road, encountering initial signs of the Frost Barbarian threat. Scene 3: A more significant encounter or discovery on the road that directly involves the Frost Barbarians and deepens the mystery of Lexana or the region.
Setting Details
Oakhaven is a small, isolated village. The chosen North Road winds through increasingly rugged terrain, blanketed in snow and ice. This path is known for its harsh weather and hidden dangers, made more perilous by recent Frost Barbarian raids on passing caravans, which explains the earlier intent for night travel. The oppressive cold and signs of recent conflict create an atmosphere of constant vigilance.
Notable Personages[edit source]
Key NPCs
Proprietor of The Crag and KettleMedium humanoid, Neutral Good Armor Class 10 STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0) Saving Throws —
Actions[edit source]--- Additional InfoAppearance 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. |
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Stablemaster of the Iron HoofMedium humanoid, Lawful Neutral Armor Class 10 STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0) Saving Throws —
Actions[edit source]--- Additional InfoAppearance Heavily muscled, gruff face with a permanent scowl, short-cropped brown hair. Wears leather armor, showing signs of wear and repair. Carries a whip. |
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Elder TheronMedium humanoid (human), Neutral Evil Armor Class 16 (natural armor) STR 11 (0) DEX 13 (1) CON 14 (2) INT 18 (4) WIS 15 (2) CHA 13 (1) Saving Throws Con +5, Int +7
Cantrips (at will): *fire bolt, light, mage hand, prestidigitation* 1st level (4 slots): *detect magic, mage armor, magic missile, shield* 2nd level (3 slots): *invisibility, misty step* 3rd level (3 slots): *counterspell, fireball* 4th level (1 slot): *polymorph*
Actions[edit source]
Roleplaying NotesTheron is a reclusive sage who roams the land, searching for ancient lore and lost knowledge. He speaks in riddles and cryptic phrases, often pausing for long periods of silence, creating an air of detached wisdom and sorrow. His detachment is a form of self-preservation due to his indentured status, a bond tied to ancient lore and the fate of Oakhaven. Theron is a powerful ally, but his cryptic nature makes him difficult to understand. His knowledge of ancient prophecies may be the key to breaking the servitude that binds the village. He carries a worn grimoire, a staff of twisted wood, and a collection of rare herbs and crystals. He also has a hidden key to a secret library. Lair Actions On initiative count 20 (losing initiative ties), Elder Theron can take one of the following lair actions; he can’t use the same lair action two rounds in a row:
--- Additional InfoAppearance —
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Leia, Aspiring Adventurer & GourmandMedium humanoid, Chaotic Good Armor Class 10 STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0) Saving Throws —
Actions[edit source]--- Additional InfoAppearance Eighteen years old, slender build, bright, open face, sparkling, inquisitive eyes. Dark, often slightly disheveled hair, typically tied back loosely. Nimble build. Wears practical clothes, always has a small dagger at her hip. |
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Frost Barbarian ScoutMedium humanoid, Chaotic Neutral Armor Class 10 STR 15 (2) DEX 14 (2) CON 14 (2) INT 9 (-1) WIS 11 (0) CHA 10 (0) Saving Throws —
Actions[edit source]--- 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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The Player's Path[edit source]
Player Goals
Choose a travel direction. Locate Lexana Brightshores and the mysterious book. Understand the strange events in Oakhaven and the heightened threat from the Frost Barbarians, and their connection to the wider mystery.
The Adventure Unfolds[edit source]
Adventure Hooks
The Unsettling Tracks:
Along the North Road, the party finds tracks (humanoid, wagon, or beast) that are unusually fresh despite harsh weather, or show signs of heavy loads, pointing towards unusual traffic. Durmen might discern magical residue or Balmaris might notice strange omens related to the nature of those who passed. These tracks could specifically be Frost Barbarian boot prints or sled tracks.
Whispers on the Wind:
As they travel deeper into the mountains along the North Road, strange, faint whispers or distant, non-natural sounds can be heard on the wind, particularly unsettling to the wizard or cleric. These could be remnants of extra-planar energies Elder Theron warned about, or even faint echoes of barbarian war cries or dark rituals.
Leia's Local Lore:
Leia, having grown up in Oakhaven, might possess fragmented local legends or childhood tales about specific locations or unusual phenomena along the North Road that now seem eerily relevant to the party's current predicament or the mystery of Lexana. These could include tales of barbarian raiding parties or hidden passes they use.
Key Events
Departure from Oakhaven, taking the North Road (assumed direction based on prior session). Encountering unusual signs or phenomena along the North Road (e.g., unsettling tracks, strange sounds) that hint at Frost Barbarian presence. The first significant challenge or discovery directly on the road, likely involving the barbarians.
Planned Events
Departure: The party makes their final preparations and sets off on the North Road with their new wagon and horses. Road Encounter: They encounter the first "hook" (e.g., unusual tracks or whispers), prompting investigation and discussion, strongly hinting at Frost Barbarian activity. Further Clue/Confrontation: A more substantial discovery, like an abandoned campsite recently used by barbarians, or a direct (but possibly brief) confrontation with a Frost Barbarian scouting party.
Perils and Rewards[edit source]
Challenges
Navigation through potentially difficult snowy terrain. Identifying and understanding subtle clues related to the barbarian presence. Direct combat or stealth encounters with Frost Barbarians. Dealing with Leia's inexperience as an adventurer.
Clues and Info
Confirmation that Lexana and the book passed through this region. The meaning of Elder Theron 's wards (extra-planar beings, prohibitions). The origin/purpose of the merchant guild wagons seen at the stables, and their connection to the barbarian raids. Any specific magical residue left by Lexana or the book. Leia's practical skills as a cook, and her limited local knowledge. Evidence of Frost Barbarian movements, targets, or supplies.
Treasure and Rewards
Information about Lexana's trail, potentially a minor useful item found along the road (e.g., well-made cold-weather gear, a small pouch of rare herbs). Potentially barbarian artifacts or maps indicating their territories/raiding paths.
Interludes and Shadows[edit source]
Interludes
Lei attempting to cook a meal over a campfire, perhaps with comical results or surprising success. A moment where the party discusses their feelings about their forced journey into the past. Durmen trying to explain Elder Theron 's warnings about planar energies to the others. Aldran recalling a fragmented memory or feeling a strong pull related to the Frost Barbarians.
Potential Conflicts
Environmental challenges (weather, rough terrain slowing travel). Disagreements within the party about how to interpret clues or proceed. Lei's inexperience inadvertently causing a minor problem. Direct conflict with Frost Barbarians.
DM's Guidance[edit source]
Notes and Reminders
Reinforce the temporal displacement subtly. Emphasize that the "book" is key to understanding Lexana's actions. Use the ruggedness of the North Road to create a sense of isolation and the constant threat of the Frost Barbarians. Keep the focus on gathering information about Lexana's trail and the barbarian's role.
Random Encounters
Small packs of wolves or dire wolves. Frost Barbarian scouting party (wary, but potentially hostile). A minor natural hazard (e.g., rockslide, hidden crevasse). Encounter Table: Oakhaven Region Weather Table: Oakhaven Region
The Larger World[edit source]
Story Arcs and Themes
The arduous journey, following faint trails, unraveling fragmented history, the burden of knowledge (knowing Lexana's ultimate fate), the encroaching threat of the Frost Barbarians.
Mythic Elements
The lingering presence of extra-planar energies, strange omens in the wilderness, the ancient nature of the mountains. The primal power or mystical connection of the Frost Barbarians.
The Next Chapter[edit source]
Cliffhanger
The party comes upon a recently raided caravan or isolated homestead, finding not only signs of devastating Frost Barbarian attack but also a distinctive clue left by Lexana Brightshores herself – perhaps a discarded item, a magical signature, or a message confirming her direct involvement with the barbarians, heading towards a specific, dangerous barbarian stronghold or ritual site deeper in the mountains.