Session 130 Prep
Previously...
[... (Previous session summaries remain the same) ...]
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?"
- Solution:** The cleric must use their divine abilities to heal the pilgrim's spiritual wounds.
- Helpful Details:**
- **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).
- **DM Guidance:** Tailor the pilgrim's wounds to the cleric's backstory or recent events.
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?"
- Solution:** The wizard must use arcane knowledge to navigate.
- Helpful Details:**
- **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).
- **DM Guidance:** Vary the labyrinth's complexity based on the wizard's level.
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?"
- Solution:** The druid restores balance using nature magic.
- Helpful Details:**
- **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).
- **DM Guidance:** Provide subtle visual or auditory cues to indicate the grove's imbalance.
Investigate Lexana's Imperial Connections
[... (Investigation and other sections remain the same) ...]