Session 132 Prep
The Setting and Scene
Title:
Whispers in the Night
Location:
Oakhaven, a small village nestled near a mountain pass.
Recapping the Tale
Previous Session
While investigating strange occurrences on a mountain pass, the party stumbles upon a secretive caravan and the nervous locals connected to it. Mourn faced a shadowy entity in the temple. The rest of the party experienced strange sensory phenomena on their descent. They arrived in Oakhaven to find a guarded caravan preparing to depart and discovered a magically warded wagon and a locked warehouse with a nervous elderly woman inside.
Scene Overview
Scene 1: Observing the midnight caravan arrival (if it occurs). Scene 2: Investigating the elderly woman and the warehouse. Scene 3: Following the tracks of the northbound wagon (if chosen).
Setting Details
The village of Oakhaven appears old but strangely well-maintained. A biting wind and light snow persist. The tavern, "The Crag and Kettle," is the most prominent building. Most villagers seem wary and tight-lipped.
Notable Personages
Key NPCs
- Borin: Burly tavern keeper, suspicious but ultimately accommodating. Knows about the merchant guild and the caravans.
* Guard (unnamed): Bored guard overseeing the initial caravan loading. Nervous around those resembling local tribespeople. * Elderly Woman (unnamed): Nervous woman found in the warehouse. Seems fearful and possibly hiding something.
The Player's Path
Player Goals
Uncover the secrets of the secretive caravan, the nature of their cargo, and the reasons for the villagers' unease.
The Adventure Unfolds
Adventure Hooks
- The Midnight Rendezvous: Observe the arrival of the second caravan.
* The Elder's Plea: Investigate the nervous elderly woman in the warehouse. * Tracking the Northern Trail: Follow the tracks of the first departing wagon.
Key Events
- Mourn's encounter with the shadowy entity in the temple.
* The party's unsettling sensory experiences on the mountain path. * Observation of the guarded caravan preparing to leave Oakhaven. * Discovery of the magically warded wagon and locked warehouse. * Encounter with the nervous elderly woman in the warehouse.
Planned Events
- Depending on the chosen hook:
* **Midnight Rendezvous:** The party observes the arrival of another caravan and any interactions that occur. * **The Elder's Plea:** The party attempts to speak with the elderly woman, potentially facing resistance or cryptic warnings. * **Tracking the Northern Trail:** The party follows the wagon tracks, possibly encountering environmental challenges or other travelers. * Potential for further investigation of the warehouse and its contents. * Possible interactions with Borin or other villagers for more information.
Perils and Rewards
Challenges
- Social encounters requiring persuasion, intimidation, or insight checks.
* Potential for combat if the party is discovered investigating or if they confront the caravan guards. * Tracking in the snow (if the northern trail is followed), requiring survival checks. * Overcoming the elderly woman's fear and reluctance to speak.
Clues and Info
- The magical aura on the first wagon (transmutation and abjuration magic).
* The nervous behavior of the guard and the elderly woman. * Borin's information about the Merchant Guild of Lynn and the South Wind Trading Company. * The cargo being transported in crates. * The ledgers in the warehouse (if accessible). * The northward direction of the first wagon's tracks.
Treasure and Rewards
Potential for information, access to resources, or perhaps some of the caravan's goods depending on the chosen path and outcomes.
Interludes and Shadows
Interludes
A quiet moment in the tavern where the party can discuss their findings and plan their next steps. Perhaps they overhear snippets of conversation between villagers.
Potential Conflicts
- Confrontation with the Merchant Guild guards.
* Hostility from wary villagers. * Moral dilemma regarding the potentially illicit nature of the cargo. * Conflict among the party regarding the best course of action.
DM's Guidance
Notes and Reminders
Remember the sensory distortions experienced by the party on the mountain – they might be relevant later. The resemblance of Aldran to local tribespeople could be a recurring point of tension.
Random Encounters
Use a table for a snowy wilderness or small village setting.
The Larger World
Story Arcs and Themes
Mystery, intrigue, the unknown dangers lurking in the mountains, the clash between civilization and the wilderness.
Mythic Elements
The shadowy entity in the temple and the strange sensory phenomena suggest a potential supernatural influence. The temporal energy hinted at by Balmaris could also be significant.
The Next Chapter
Cliffhanger
The session ends with the party making a significant discovery related to their chosen hook (e.g., witnessing a suspicious exchange during the midnight rendezvous, the elderly woman revealing a crucial piece of information, or the party encountering something unexpected while tracking the wagon).