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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 Voxhall to retrieve the book. They were then magically trapped in a room by Turgen Voxhall. 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 Voxhall'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 Voxhall 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 Voxhall wants, and if either book is connected to Lyhnn.

<summary>Aldran's Dead Uncle's Advice (Click to Expand)</summary>

Aldran's Dead Uncle's Advice
Roll Spirit Advice (Uncle's Words) Interpretation (Uncle's Tone)
1 "Aldran, seek the stillness, lad. Find yer center." (Patient, slightly gruff) "You're too wound up. Quiet your mind, listen to what's inside, not just the noise around you."
2 "Follow the whispers, Aldran. Even the faintest ones." (Knowing, conspiratorial) "Don't dismiss the little things, the gut feelings. They're often the truest."
3 "Embrace the shadow, Aldran. Don't run from it." (Stern, but caring) "We all have dark parts. Ignoring them won't make 'em go away. Face 'em, learn from 'em."
4 "Nurture the flame, Aldran. Keep it burnin'." (Encouraging, warm) "Don't let your passions die out. Fan the embers, find what makes you truly happy."
5 "The river flows, Aldran. Don't fight the current." (Wise, resigned) "Things change, whether we like it or not. Go with it, adapt. You'll only exhaust yourself swimmin' against the tide."
6 "Roots and branches, Aldran. Remember where you come from, but reach for the sky." (Proud, nostalgic) "Don't forget your family, your heritage. But don't let it hold you back either. Grow, Aldran, grow."
7 "The veil thins, Aldran. Be watchful." (Warning, concerned) "Things ain't always what they seem. Pay attention to the signs, the unseen. You might be seein' more than most."
8 "The mirror reflects, Aldran. Look deep." (Direct, challenging) "Your actions have consequences, lad. Be honest with yourself about who you are, and what you're doin'."
9 "The gathering storm, Aldran. Prepare yourself." (Serious, urgent) "Trouble's comin'. Get ready, be strong. You'll need all your wits about you."
10 "The golden dawn, Aldran. There's light ahead." (Hopeful, reassuring) "Even in the darkest times, there's always hope. Keep your chin up, things will get better."

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, looking to recover the book and following the party, will attempt to pickpocket if the situation arises.
  • City watch, no issues with the PC's unless they area acting suspicious
  • Agents of Lyhnn, looking to recover the book and following the party.
  • Mercenary Army soldiers out carousing.

Belport Soldier Encounters

Key NPC's

Turgen Voxhall

Turgen Voxhall
Turgen Voxhall Voxhall, a 230-year-old archmage, driven by reckless curiosity and the pursuit of arcane secrets.

Name: Turgen Voxhall Voxhall
Alignment: Chaotic Neutral
Appearance: Turgen Voxhall is pale skinned and old, over 230 years old. He favors dark, flowing robes embroidered with arcane symbols, and his long, silver hair is often tied back with a simple leather cord.
Voice/Mannerisms: Silent and calculating. When he does speak, his voice is a low, measured rasp, betraying little emotion. His movements are deliberate and precise.
Ideal: Freedom of Knowledge.
Flaw: Reckless Curiosity.
Bond: The Pursuit of Arcane Secrets.

Ability scores and combat statistics are best left on the NPC's main page and not included in Session or Session Prep for ease of reading.


Ability Scores: STR 10 (+0), DEX 14 (+2), CON 16 (+3), INT 22 (+6), WIS 18 (+4), CHA 12 (+1)
Skills: Arcana +11, History +11, Insight +9, Perception +9
Condition Immunities: None
Damage Immunities: damage from spells
Challenge Rating: 12 (8,400 XP)
Senses: passive Perception 19
Languages: All common languages, Draconic, Infernal, Deep Speech
Equipment: Dagger, Arcane Robes, Spellbook.

Traits:

  • Magic Resistance: Turgen Voxhall has advantage on saving throws against spells and other magical effects.
  • Spellcasting: Turgen Voxhall is an 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Turgen Voxhall has the following wizard spells prepared:
   * Cantrips (at will): *fire bolt*, *light*, *mage hand*, *prestidigitation*, *shocking grasp*
* 1st level (4 slots): *detect magic*, *mage armor*, *magic missile*, *shield*
* 2nd level (3 slots): *detect thoughts*, *invisibility*, *mirror image*
* 3rd level (3 slots): *counterspell*, *fireball*, *fly*
* 4th level (3 slots): *dimension door*, *greater invisibility*, *stoneskin*
* 5th level (3 slots): *cone of cold*, *scrying*, *telekinesis*
* 6th level (1 slot): *globe of invulnerability*, *mass suggestion*
* 7th level (1 slot): *plane shift*, *teleport*
* 8th level (1 slot): *mind blank*
* 9th level (1 slot): *time stop*

Actions:

  • Dagger: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Legendary Actions: Turgen Voxhall can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Turgen Voxhall regains spent legendary actions at the start of his turn.

  • Cantrip: Turgen Voxhall casts a cantrip.
  • Spell Slot (Costs 2 Actions): Turgen Voxhall expends a spell slot of 5th level or lower to cast a spell.
  • Teleport (Costs 3 Actions): Turgen Voxhall magically teleports up to 60 feet to an unoccupied space he can see.

Exter Elra the Wizard


Giuseppe della Cucina

Giuseppe Della Cucina
Giuseppe della Cucina, the jovial innkeeper of "The Silver Swan," known for his warm hospitality and delicious cooking.

Name: Giuseppe della Cucina
Alignment: Neutral Good
Appearance: Giuseppe is a portly man with a warm, round face and a perpetually rosy complexion. His thick, dark hair is speckled with gray, and he sports a neatly trimmed mustache. He wears a stained but clean white apron over a comfortable, well-worn shirt and trousers.
Voice/Mannerisms: He has a booming, jovial voice with a thick accent. He is incredibly animated, gesturing wildly with his hands as he speaks. He's always eager to share a story, offer a taste of his latest culinary creation, or provide a comforting word to a weary traveler.
Ideal: Hospitality and Community.
Flaw: Overly Trusting.
Bond: His Inn, "The Silver Swan".


Keldec the Sage