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Session 131 Prep

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Revision as of 22:40, 28 March 2025 by Adventurer (talk | contribs) (Created page with "Previously... The party navigated Turgen's magical trials. They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley. They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate. They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government. Session #131 ===Interludes=== ===="Temporal Echoe...")
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Previously... The party navigated Turgen's magical trials. They traveled through a magical doorway, believing it to be a pocket dimension, and arrived in a smoke-filled valley. They are unaware that they have traveled 1200 years into the past, to the far western shores of Oerik, via a Runestone Gate. They know Lexana is part of the Lyhnn Merchant Guild, but not the full extent of her involvement with the Lyhnn government. Session #131

Interludes

"Temporal Echoes"

Sounds in the Smoke: Faint, distorted sounds weave through the smoke:=

  • The rhythmic clang of ancient smithing.
  • The distant, echoing cries of unfamiliar beasts.
  • Whispers of archaic languages, like wind rustling through dry parchment.
  • The subtle, metallic hum of temporal energy.

Sounds in the Wind: The wind carries:

  • The distant, rhythmic beat of war drums.
  • The clanking of armor and the shuffling of many feet.
  • Faint, high-pitched tones that seem to vibrate in the bones.
  • The rustling of large banners.

Planned Events "The Small Garrison": The party arrives in the village, which is a small military garrison guarding a shipment of arms. Only a half dozen Lyhnn Chronoguards are present. The villagers are subdued and fearful, caught between the Empire and the impending conflict. The players must navigate the garrison, gather information, and understand their situation. Clues: Tense interactions between soldiers and villagers, crates marked with Lyhnn Merchant Guild symbols, anachronistic architecture.

"Temporal Anomalies": As the party explores, they encounter increasing temporal anomalies: Buildings constructed with materials and techniques from a bygone era. Objects that flicker in and out of existence, or have a strange, aged quality. Faint, ghostly echoes of past conversations and events. The party must investigate these anomalies to piece together the truth. Clues: Unfamiliar materials, architecture inconsistencies, ghostly whispers, people dressed in out of date clothing. "The Arms Shipment": The party discovers the arms shipment, and it is clear they are to be sent through the gate. The crates are marked with the Lyhnn Merchant Guild symbol, and some contain strange, archaic weaponry. The players find notes detailing the shipment’s destination and purpose. Clues: Maps, notes, and the weapons themselves. "The Activation": As the party uncovers the war plans, they realize the gate's activation is imminent. The garrison becomes more agitated, preparing for the temporal assault. The temporal anomalies intensify, and the sounds of war grow louder.

Cliffhanger

The gate's activation begins, unleashing a blinding flash of light and a shockwave. The surrounding environment distorts, and the sounds of a massive army marching grow deafening. The ground trembles, and the air crackles with temporal energy.

Random Encounters "Temporal Echoes": Brief, ghostly apparitions of past events or individuals flicker in and out of existence, causing minor distractions and disorientation. "Lyhnn Patrol": A small group of Lyhnn Chronoguards patrol the garrison.

Key NPCs Elder Elara (As before) Sergeant Valerius (As before) Tavern Keeper, Borin (As before) Sage, Lyra (As before) Common Villager (Use commoner stat block)

Village Scene Setting: The village is built of weathered stone and timber, with a mix of ancient and more recent architecture. The air is thick with smoke and the smell of woodsmoke and metal. The garrison is small but organized, with crates of weapons and supplies stacked neatly. The villagers are subdued, their faces etched with fear and resignation. The sky is overcast, with a strange, hazy quality that seems to distort the light. Occasional strange light flickers can be seen, and the ground has small tremors. Runestone Gate Map (Hidden Information): The map is hidden within the arms shipment or among the garrison’s supplies. It shows Runestone Gate locations across Oerik, with ancient names and landmarks. The gate they traveled through is marked as the central point, its runes pulsing with temporal energy. Runestone Gate Map (Temporal Details): The map shows Runestone Gate locations across Oerik, with some locations marked with ancient names and landmarks. The village's gate is the central point of activation, and its runes pulsate with temporal energy. Some gate locations are marked as "inactive" or "sealed," hinting at past attempts to control time. Lyhnn Chronoguard Stat Block: Lyhnn Chronoguard Medium Humanoid (Human), Lawful Neutral Armor Class 18 (Temporal Plating, Shield) Hit Points 33 (6d8 + 6) Speed 30 ft. STR 15 (+2), DEX 13 (+1), CON 14 (+2), INT 11 (+0), WIS 12 (+1), CHA 10 (+0) Skills: Athletics +4, Perception +3, Arcana +2 Senses: Passive Perception 13 Languages: Common Challenge 2 (450 XP) Actions: Temporal Longsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage plus 2 (1d4) temporal damage. (Temporal damage causes brief disorientation.) Temporal Crossbow: Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 1) piercing damage plus 2 (1d4) temporal damage. Temporal Distortion (Recharge 5-6): the Chronoguard distorts the air around a target within 15ft. The target must make a DC 12 wisdom saving throw, or be stunned until the end of the Chronoguards next turn.