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Session 132 Prep

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The Setting and Scene

Title: Echoes of Lyhnn
Location: Oakhaven and the surrounding mountain pass region.

Recapping the Tale

Previous Session

While investigating a secretive caravan in Oakhaven, the party experienced strange phenomena and discovered a magically warded wagon and a locked warehouse. Aldran, a barbarian, felt a strange connection to the local Frost Barbarian presence. The party begins to sense they are not just in a different region, but potentially a different time.

They remain unaware Lexana Brightshore, whom they killed in their own time, was an agent of the ancient Suel Empire (Empire of Lyhnn). They were originally tasked with meeting a spy in Coregilia to uncover a threat connected to Lexana and the Frost Barbarians.

Scene Overview

  • Scene 1: Investigating clues related to the caravan, the warehouse, and Aldran's connection to the Frost Barbarians.
  • Scene 2: Discovering information linking the current events to their original mission in Coregilia and the Empire of Lyhnn.
  • Scene 3: Deciding on a course of action based on these revelations.

Setting Details

The village of Oakhaven is a small, isolated settlement with a palpable sense of secrecy. A biting wind and light snow persist. The architecture hints at a forgotten past. The presence of the heavily guarded caravan and the nervous villagers creates an atmosphere of tension.

Notable Personages

Key NPCs


Proprietor of The Crag and Kettle

Medium humanoid, Neutral Good


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 10 (0) DEX 10 (0) CON 10 (0) INT 10 (0) WIS 10 (0) CHA 10 (0)


Saving Throws
Skills Persuasion +5, Insight +4, Cooking +5, Storytelling +5
Damage Vulnerabilities
Damage Resistances
Damage Immunities
Condition Immunities
Senses Passive Perception 15
Languages Common, Halfling
Challenge 1 (10)



Actions

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Additional Info

Appearance Plump build, rosy cheeks, bright blue eyes, curly brown hair. Wears a clean apron, despite the general wear of his clothing, and a forced friendly smile.
Voice/Mannerisms Speaks in a cheerful, talkative tone, often punctuating his sentences with laughter, but with a hint of underlying sadness and fear. (A youthful irishman accent)
Bond His daughter, Leia, and his tavern, his only sources of comfort.
Ideal Hospitality and community, as a means of finding joy within his servitude.
Flaw Cautious and reluctant to get involved in dangerous situations, fearing reprisal.
Info Borin is a valuable source of information, but the PCs must gain his trust, a difficult task given his indentured status. His tavern is a hub of village activity, and he has a good ear for gossip, but is afraid to share too much.
Equipment Clean apron, tankard, a pouch of coins (his small allowance), a worn book of local tales.

Creature Image
Proprietor of The Crag and Kettle




Caravan Guard

Medium humanoid, Lawful Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


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


Saving Throws
Skills Perception +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None
Condition Immunities
Senses Passive Perception 12
Languages Common
Challenge 1/2 (10)



Actions

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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.

Elderly Woman




Frost Barbarian Scout

Medium humanoid, Chaotic Neutral


Armor Class 10
Hit Points 10
Speed 30 ft.


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


Saving Throws
Skills Athletics +4, Survival +2
Damage Vulnerabilities
Damage Resistances
Damage Immunities None
Condition Immunities
Senses Passive Perception 10
Languages Common, Barbarian Tribal Language
Challenge 1/2 (10)



Actions

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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. 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.
Equipment Hide armor, longbow with 20 arrows, spear, fur cloak.

Creature Image
Frost Barbarian Scout
  • Torvin Stonefist: A stoic captain guarding the Lyhnn's merchant guild caravan
  • Berrick: A hostile foreman overseeing the arms shipment.
  • Kaelen: A secretive weaponsmith with a volatile workshop.




Elara, representative of the Merchants guild of Lhynn

Medium humanoid, Neutral Good


Armor Class 10
Hit Points 10
Speed 30 ft.


STR 8 (-1) DEX 10 (0) CON 10 (0) INT 12 (1) WIS 15 (2) CHA 11 (0)


Saving Throws
Skills History +3, Insight +4
Damage Vulnerabilities
Damage Resistances
Damage Immunities None
Condition Immunities
Senses Passive Perception 12
Languages Common
Challenge 0 (10)



Actions

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Additional Info

Appearance Frail elderly human woman with worried eyes and trembling hands. Wears simple, worn clothing.
Voice/Mannerisms Soft and hesitant, often glancing around nervously. Tends to speak in hushed tones.
Bond Her home and the few familiar faces in Oakhaven.
Ideal Peace. Desires to avoid trouble and maintain the quiet life she once knew.
Flaw Easily frightened and prone to keeping secrets out of fear.
Info Resides near the warehouse and seems to know more than she lets on, likely out of fear of reprisal.
Equipment Simple clothes, perhaps a worn shawl.

  • Leia: Borin's observant daughter.
  • Elder Theron: A cryptic sage with prophetic insights.
  • Pepe: A nervous villager.

The Player's Path

Player Goals

Unravel the mystery of the Oakhaven caravan, understand its connection to the Frost Barbarians, and potentially discover how this situation relates to their original mission concerning Lexana and the threat in Coregilia.

The Adventure Unfolds

Adventure Hooks

  • Aldran's Recognition: Strange familiarity with Frost Barbarian customs or individuals.
  • The Anachronistic Object: Discovery of an item that doesn't belong in this era.
  • The Elder's Prophecy: Encountering an elder with cryptic warnings about outsiders and a serpent.
  • The Spy's Echo: Finding a hidden message meant for the Coregilia contact.
  • A Shared Contact: Meeting someone who knows about the spy or the Empire of Lyhnn.
  • Lexana's Mark: Discovering a symbol associated with the Empire of Lyhnn.

Key Events

  • The party's arrival in Oakhaven and observation of the caravan.
  • Investigation of the warehouse and encounter with the elderly woman.
  • Aldran's potential recognition of Frost Barbarian elements.
  • Discovery of clues related to the Empire of Lyhnn and the Coregilia mission.

Planned Events

  • Investigation: Players explore Oakhaven, the warehouse, and potentially interact with villagers or observe the caravan more closely, looking for the planted hooks.
  • Revelation: Through one or more of the hooks, the party uncovers information linking the Merchant Guild's activities to the ancient Empire of Lyhnn and the threat they were meant to investigate in Coregilia.
  • Decision: The party decides how to proceed, given this new understanding of the situation and their temporal displacement (which they may or may not fully grasp).

Perils and Rewards

Challenges

  • Social encounters: Overcoming the villagers' secrecy, interrogating guards, or gaining the trust of a knowledgeable NPC.
  • Investigation: Finding hidden clues and deciphering any codes or unfamiliar languages.
  • Potential combat: If they are caught snooping or if they encounter hostile Frost Barbarians or Merchant Guild members.

Clues and Info

  • Frost Barbarian markings or customs familiar to Aldran.
  • Anachronistic objects found among the caravan's goods or in Oakhaven.
  • Prophetic warnings from an elder.
  • A hidden message mentioning Coregilia and the Empire of Lyhnn.
  • Testimony from an NPC about the spy or the ancient empire.
  • A distinctive symbol or mark associated with the Empire of Lyhnn.

Treasure and Rewards

Information about the Empire of Lyhnn, the Merchant Guild's motives in this era, and the connection to their original mission. Potentially ancient artifacts or unusual items from this time period.

Interludes and Shadows

Interludes

A moment where Aldran shares his growing unease or fragmented memories related to the Frost Barbarians. Durmen might examine any unusual objects or magical residues. Balmaris might have a significant dream or spiritual insight.

Potential Conflicts

  • Conflict with the Merchant Guild and their guards.
  • Moral dilemmas about interfering with the past.
  • Disagreements within the party about their priorities (dealing with the immediate threat vs. trying to understand their temporal displacement).

DM's Guidance

Notes and Reminders

Emphasize Aldran's connection to the Frost Barbarians. Subtly hint at the temporal anomaly through anachronistic elements or prophetic warnings. Focus on revealing the link to the Empire of Lyhnn and their original mission.

Random Encounters

Use a table for a snowy village and surrounding wilderness, potentially including Frost Barbarian scouting parties or Merchant Guild patrols.

The Larger World

Story Arcs and Themes

Time travel and its consequences (even if not fully realized by the players yet), the cyclical nature of history, the legacy of ancient empires, the clash between past and future.

Mythic Elements

Lingering magical effects from the time portal, potential ancient Suel magic influencing the present.

The Next Chapter

Cliffhanger

The party makes a significant discovery that definitively links the Merchant Guild's actions in this past to the threat they were originally sent to Coregilia to investigate, potentially revealing the Empire of Lyhnn's long-term plans and setting up their next course of action in this earlier era.