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Session 130 Prep

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Previously...

The party explored a ruined alchemist's house in Coregilia, finding moldy books and a hidden laboratory. They encountered and defeated a mutated alchemist and his creations. The party then turned the books over to Keldec the Sage. Session 127 The party activated an ancient Flan runestone portal, with Egon accidentally leaving the party behind. He explored the Solonor coast near Belport, while the party fought off a Sahuagin attack. Reuniting in Belport, they navigated the city's tensions, encountered an old acquaintance of Durmen's father, and learned of a mercenary army preparing for a Frost Barbarian attack. They settled at the Silver Swan and discovered a quest to find a lost spellbook for a 1500 GP reward. Session 128 The party then entered the Obsidian Flask, learned more details about the missing spellbook, fought a demonic patron, and accepted a quest from Turgen to retrieve the book. They were then magically trapped in a room by Turgen. Session 129

Interludes

Flashback: Lexana's Secret Meeting

A flashback showing Lexana Brightshore in a clandestine meeting with an agent of the Empire of Lyhnn. Reveal a coded message, a secret symbol, or a specific item that links her to the arms smuggling operation.

Planned Events

Escape the Room

The party must solve puzzles to escape Turgen's magical room.

Puzzle 1: The Cleric's Trial of Faith

    • Player Description (Cleric):**

"Before you, a spectral image of a wounded pilgrim shimmers into existence. Their face is etched with pain, and their eyes plead for help. The room darkens, and a heavy sense of dread fills the air. You sense that the pilgrim's wounds are not of the flesh, but of the spirit. They are burdened by doubt, fear, and despair. What do you do?"

DM Guidance:
  • Tailor the pilgrim's wounds to the cleric's backstory or recent events.
Solution:
  • The cleric must use their divine abilities to heal the pilgrim's spiritual wounds.
Actions:
  • Casting Cure Wounds or Lesser Restoration: Describe the spell as soothing the pilgrim's spirit, not their physical form. Success removes a level of despair.
  • Performing a ritual of prayer: A successful Religion check (DC 13) restores a level of faith. A failed check deepens the pilgrim's despair.
  • Speaking words of encouragement: A successful Persuasion check (DC 15) offers hope. A failed check increases their fear.
Outcomes:
  • Three successful actions (any combination) fully heal the pilgrim, and a section of the exit reveals itself.
  • Failure to heal the pilgrim after three attempts results in the pilgrim fading away, and a minor magical trap activates in the room (e.g., a sudden gust of cold wind).

Puzzle 2: The Wizard's Arcane Labyrinth

    • Player Description (Wizard):**

"The very walls of the room begin to writhe and change, transforming into a labyrinth of glowing arcane symbols and pulsing energy fields. The paths before you shift and rearrange themselves, and the air crackles with magical energy. You feel the pull of powerful forces, and you know that your arcane knowledge will be your guide. How do you proceed?"

DM Guidance:
  • Vary the labyrinth's complexity based on the wizard's level.
Solution:
  • The wizard must use arcane knowledge to navigate.
Actions:
  • Casting Detect Magic: Reveals the energy flow, indicating the correct path.
  • Using Arcane Eye or Clairvoyance: Allows the wizard to scout ahead, revealing the labyrinth's layout.
  • Casting Dimension Door or Teleport: Bypasses sections of the labyrinth, but risks landing in a trapped area (Dexterity saving throw DC 14 to avoid).
  • Intelligence (Arcana) Checks: Allows the player to understand the symbols, and predict where paths will move.
Outcomes:
  • Successfully navigating the labyrinth reveals a section of the exit.
  • Incorrect paths lead to minor magical effects (e.g., a burst of harmless energy, a brief illusion).

Puzzle 3: The Druid's Grove of Balance

    • Player Description (Druid):**

"The room around you transforms into a miniature grove, complete with a small stream, a solitary tree, and a patch of earth. However, the scene is far from idyllic. The stream is murky and foul, the tree's branches are bare and brittle, and the earth is cracked and barren. You sense a deep imbalance in the natural order of this place. What do you do?"

DM Guidance:
  • Provide subtle visual or auditory cues to indicate the grove's imbalance.
Solution:
  • The druid restores balance using nature magic.
Actions:
  • Casting Purify Food and Drink: Cleanses the stream, restoring its flow.
  • Using Goodberry or Plant Growth: Revitalizes the tree and earth, restoring their vitality.
  • Performing a ritual of nature magic: A successful Nature check (DC 12) identifies the source of the imbalance (e.g., a corrupted earth elemental).
  • Casting Speak with Animals or Animal Messenger: Allows the druid to gain insight from the animals that are present in the grove.
Outcomes:
  • Restoring all three elements (stream, tree, earth) reveals a section of the exit.
  • Failure to restore an element after two attempts results in a minor natural hazard (e.g., a swarm of biting insects, a sudden tremor).

Investigate Lexana's Imperial Connections

After escaping, the party investigates Lexana's ties to the Empire of Lyhnn and her role in arming the uprising. Options: Determine why Turgen wants the spellbook, and if it's connected to Lyhnn's plans. Discover who Lexana's contact within the Empire was. Find out if anyone in Belport is aware of Lexana's activities. Investigate rumors regarding the upcoming auction at the Obsidian Flask, and if it is still happening, and if it is being used to move arms. Find out if the book they gave Keldec, is related to the book Turgen wants, and if either book is connected to Lyhnn.

Meet Exter

The party seeks out Exter, the gnome offering the reward. Options: Interrogate Exter about the spellbook and his knowledge of Lexana, negotiate terms, gather auction information.

Cliffhanger

The party discovers a coded message or item left by Lexana, revealing a specific location or person involved in the arms smuggling operation. This clue leads them outside Belport, and forces a choice between quests. The clue may resemble the books from Session 127, or bear the symbol of Lyhnn.

Random Encounters

Regional Random Encounters Table Link Possible Encounters: Thieves' Guild, city watch, agents of Lyhnn, mercenary army.

Key NPC's


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NPC Name

Name:
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Alignment:
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Voice/Mannerisms:
Ideal:
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Bond:
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Ability Scores:
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Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment:




[[File:|200px|right]]

NPC Name

Name:
Campaign:
Alignment:
Appearance:
Voice/Mannerisms:
Ideal:
Flaw:
Bond:
Info:


Ability Scores:
Skills:
Condition Immunities:
Damage Immunities: None
Challenge Rating:
Senses:
Languages: Common
Equipment: