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Session 130 Prep

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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."
  • "They transform into a labyrinth of glowing arcane symbols and pulsing energy fields."
  • "The paths before you shift and rearrange themselves."
  • "The air crackles with magical energy."
  • "You feel the pull of powerful forces."
  • "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."
  • "It's 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