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Session 136 Prep

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Revision as of 00:34, 24 August 2025 by Adventurer (talk | contribs) (Text replacement - "Kaelen the Cold-Hearted" to "Janein the Cold-Hearted")


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 Kaelen's Brigand Fort—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


Janein the Cold-Hearted

Medium Humanoid (Human), Neutral Evil


Armor Class 18 (plate armor) (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft.


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

Saving Throws Str +7, Con +7, Cha +8
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 8 (3900 XP)



**Aura of Command.** Janein has advantage on Charisma (Intimidation) checks. Any hostile creature that starts its turn within 30 ft. of Janein and can hear her must succeed on a DC 16 Wisdom saving throw or have disadvantage on its first attack roll this turn. **Vicious Strike (3/Day).** When Janein hits with a greatsword attack, she can choose to deal an extra 21 (6d6) damage.

Actions

    • Multiattack.** Janein makes two greatsword attacks. **Greatsword.** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) cold damage.

Reactions

    • Parry.** Janein adds 3 to her AC against one melee attack that would hit her. To do so, Janein must see the attacker and be wielding a melee weapon.

Roleplaying Notes

Janein 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.


Additional Info

Appearance A battle-hardened human woman, Janein'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 Janein's power is subtly tied to the cold. She is often seen surrounded by a visible mist, and metal she touches often frosts over slightly.
Equipment Plate armor, greatsword, amulet of power.




Caravan Guard

Medium humanoid, Lawful Neutral


Armor Class 10 (natural armor)
Hit Points 10 (2d8)
Speed 30 ft.


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

Saving Throws
Skills Perception +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None

Senses Passive Perception 12
Languages Common
Challenge 1/2 (10 XP)



Actions




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 Lhynn Campaign|Session 136 Prep]]


Brigand Enforcer

Medium humanoid, Lawful Evil


Armor Class 10 (natural armor)
Hit Points 10 (2d8)
Speed 30 ft.


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

Saving Throws
Skills Athletics +5, Perception +2
Damage Vulnerabilities
Damage Resistances


Senses Passive Perception 12
Languages Common
Challenge 2 (450 XP)



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 Janein 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 Janein'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




Brigand Thug

Medium Humanoid (any race), Chaotic Evil


Armor Class 15 (studded leather) (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 10 (0) 10 (0) 11 (0)

Saving Throws Str +5, Con +4
Skills Athletics +5, Intimidation +2
Damage Vulnerabilities
Damage Resistances


Senses Passive Perception 10
Languages Common
Challenge 2 (450 XP)



**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

    • Multiattack.** The thug makes two greataxe attacks. **Greataxe.** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d12 + 4) slashing damage.


Roleplaying Notes

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. This particular thug is a veteran enforcer, much tougher and more reckless than his peers.


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. They carry a massive, scarred greataxe.
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 Janein 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 Studded leather armor, greataxe.




Brigand Veteran

Medium Humanoid (any race), Neutral


Armor Class 17 (splint armor) (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 18 (+4) 10 (0) 12 (+1) 10 (0)

Saving Throws Str +7, Con +7
Skills Athletics +7, Perception +4
Damage Vulnerabilities
Damage Resistances

Condition Immunities
Senses Passive Perception 14
Languages Common
Challenge 5 (1800 XP)



**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

    • Multiattack.** The veteran makes two greatsword attacks. **Greatsword.** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. **Shortsword.** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Reactions

    • Parry.** The veteran adds 3 to its AC against one melee attack that would hit it. To do so, the veteran must see the attacker and be wielding a melee weapon.

Roleplaying Notes

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. They prioritize positioning, cover, and neutralizing the most dangerous threats first.


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 Janein 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 The veteran carries a small lockbox containing the meager wages for the thugs under their command, offering an immediate reward.
Equipment Splint armor, greatsword, shortsword, 1d6 days of rations, a pouch containing 50 gp in mixed coinage.

Creature Image
Brigand Veteran




Frost Barbarian Scout

Medium Humanoid (Human), Chaotic Neutral


Armor Class 13 (Hide Armor) (natural armor)
Hit Points 19 (3d8 + 6)
Speed 30 ft.


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

Saving Throws
Skills Athletics +4, Perception +2, Survival +2
Damage Vulnerabilities
Damage Resistances Cold (from furs and hardiness)
Damage Immunities

Senses Passive Perception 12
Languages Common, Giant
Challenge 1/2 (100 XP)



**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

    • Multiattack.** The scout makes two attacks: one with its spear and one with its longbow.
  • **Spear.** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
  • **Longbow.** Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Roleplaying Notes

As 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 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 (Giant). 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. He is the eyes and ears of the Chieftain.
Equipment Hide armor, longbow with 20 arrows, spear, fur cloak.

Creature Image
Frost Barbarian Scout




Gorak the Brute

Medium Humanoid (Any Race, typically Orc or Human), Chaotic Evil


Armor Class 15 (Chain Mail) (natural armor)
Hit Points 152 (16d10 + 64)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 8 (-1) 10 (0) 10 (0)

Saving Throws Str +8, Con +8
Skills Athletics +8, Intimidation +3, Survival +3
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities Frightened
Senses Passive Perception 10
Languages Common
Challenge 7 (2900 XP)



**Reckless.** At the start of his turn, Gorak can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. **Enforcer's Resilience.** Gorak has advantage on saving throws against being charmed, paralyzed, and stunned. **Brutal Critical.** Gorak scores a critical hit on a roll of 19 or 20.

Actions

    • Multiattack.** Gorak makes two attacks with his Greataxe.
  • **Greataxe.** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) slashing damage plus 7 (2d6) bludgeoning damage (representing sheer force).
  • **Hurl Foe.** Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is **grappled** (escape DC 16) and **restrained**. Until the grapple ends, Gorak can't use his Greataxe or Hurl Foe attack, and he can use a bonus action to throw the target up to 20 feet away. The thrown target takes 10 (3d6) bludgeoning damage and lands prone.

Reactions

    • Vicious Retaliation.** When Gorak takes damage from a creature within 5 feet of him, he can use his reaction to make a single Greataxe attack against that creature.

Roleplaying Notes

A deep, guttural growl is Gorak's natural speaking voice. He communicates more with grunts and simple phrases, often letting his greataxe do the talking. He should be played as a highly aggressive, direct attacker, prioritizing maximum damage over self-preservation.


Additional Info

Appearance A massive, hulking figure with a barrel chest and arms like tree trunks. Gorak's face is a mess of old scars, and his thick, matted hair is often dusted with snow. He is an imposing sight, wearing a rusty suit of chain mail that barely contains his raw strength.
Voice/Mannerisms A deep, guttural growl; uses grunts and simple phrases.
Bond He is bound to Janein, but only because she is the strongest person he has ever met. He fears her, but respects her power more than any other.
Ideal Strength is the only law. The strong survive, the weak are prey, and the only path to power is through brute force.
Flaw He is easily provoked and lacks patience or strategic thinking. He is a bull in a china shop, incapable of subtlety and prone to violent outbursts.
Info Gorak was a wandering brute until Janein defeated him in a one-on-one fight. Recognizing her as a superior force, he pledged his loyalty. He now serves as her chief enforcer, a whirlwind of destruction who is used to put down any dissent or to handle threats that require a heavy hand.
Equipment Chain mail, greataxe

Creature Image
Gorak the Brute

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.<