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Session 134 Prep

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The Setting and Scene

Title: Oakhaven's Crossroads
Location: Oakhaven and the start of the North Road leading into the treacherous mountainous wilderness.

Recapping the Tale

Previous Session

The party concluded an eventful morning in Oakhaven. After resting at The Crag and Kettle, they secured horses and a wagon from Berrick at the Iron Hoof Stables, noting the merchant guild markings on the cart. Their stroll through town led them to the warded house of Elder Theon, who cryptically warned them about extra-planar beings. They then encountered Lei, a young woman eager for adventure, who expressed interest in Durmen and decided to join them as a cook. Aldran subsequently engaged in a brutal wrestling match with the hungover blacksmith Keelin, winning decisively, with Balmaris patching up the injured smith afterwards. The session ended with the party deciding whether to take the north or south road out of Oakhaven, having learned Lexana Brightshores is alive and has brought the book to this region, though her exact whereabouts remain unknown.

Scene Overview

Scene 1: The party makes their final decision on the North or South road and departs Oakhaven. Scene 2: Travel along the chosen road, encountering initial signs of the Frost Barbarian threat. Scene 3: A more significant encounter or discovery on the road that directly involves the Frost Barbarians and deepens the mystery of Lexana or the region.

Setting Details

Oakhaven is a small, isolated village. The chosen North Road winds through increasingly rugged terrain, blanketed in snow and ice. This path is known for its harsh weather and hidden dangers, made more perilous by recent Frost Barbarian raids on passing caravans, which explains the earlier intent for night travel. The oppressive cold and signs of recent conflict create an atmosphere of constant vigilance.

Notable Personages

Key NPCs


Proprietor of The Crag and Kettle

Name: Borin
Campaign: Corsairs
Alignment: Neutral Good
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)
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.
Bond: His daughter, Leia, and his tavern, his only sources of comfort.
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.


Ability Scores: Strength 10, Dexterity 14, Constitution 13, Intelligence 12, Wisdom 15, Charisma 16
Skills: Persuasion +5, Insight +4, Cooking +5, Storytelling +5
Condition Immunities:
Damage Immunities:
Challenge Rating:
Senses: Passive Perception 15
Languages: Common, Halfling
Equipment: Clean apron, tankard, a pouch of coins (his small allowance), a worn book of local tales.




Berrick

Stablemaster of the Iron Hoof

Name: Berrick
Campaign: Corsairs
Alignment: Lawful Neutral
Appearance: Heavily muscled, gruff face with a permanent scowl, short-cropped brown hair. Wears leather armor, showing signs of wear and repair. Carries a whip.
Voice/Mannerisms: Speaks in short, harsh sentences, often punctuated with grunts and curses, a constant undercurrent of frustration in his tone.
Ideal: Loyalty and obedience, within the rigid structure of his indentured servitude.
Flaw: Quick to anger and prone to violence, exacerbated by his feeling of being trapped.
Bond: The Merchants Guild, his only means of survival.
Info: Berrick is a formidable opponent and a loyal servant of the Guild, his loyalty enforced by his indentured status. His knowledge of the transport routes and the Guild's network is extensive. He is unlikely to cooperate willingly, and may be violently defensive of his masters.


Ability Scores: Strength 16, Dexterity 14, Constitution 15, Intelligence 10, Wisdom 12, Charisma 8
Skills: Athletics +5, Animal Handling +3, Intimidation +1
Condition Immunities:
Damage Immunities:
Challenge Rating:
Senses: Passive Perception 12
Languages: Common
Equipment: Leather armor, whip, set of stable keys, a pouch of gold coins (from his meager allowance).


Elder Theon Lei

Keelin: The hungover blacksmith. Frost Barbarian Scout: A potential encounter on the road, wary or hostile.

The Player's Path

Player Goals

Choose a travel direction. Locate Lexana Brightshores and the mysterious book. Understand the strange events in Oakhaven and the heightened threat from the Frost Barbarians, and their connection to the wider mystery.

The Adventure Unfolds

Adventure Hooks

The Unsettling Tracks:

Along the North Road, the party finds tracks (humanoid, wagon, or beast) that are unusually fresh despite harsh weather, or show signs of heavy loads, pointing towards unusual traffic. Durmen might discern magical residue or Balmaris might notice strange omens related to the nature of those who passed. These tracks could specifically be Frost Barbarian boot prints or sled tracks.

Whispers on the Wind:

As they travel deeper into the mountains along the North Road, strange, faint whispers or distant, non-natural sounds can be heard on the wind, particularly unsettling to the wizard or cleric. These could be remnants of extra-planar energies Elder Theon warned about, or even faint echoes of barbarian war cries or dark rituals.

Lei's Local Lore:

Lei, having grown up in Oakhaven, might possess fragmented local legends or childhood tales about specific locations or unusual phenomena along the North Road that now seem eerily relevant to the party's current predicament or the mystery of Lexana. These could include tales of barbarian raiding parties or hidden passes they use.

Key Events

Departure from Oakhaven, taking the North Road (assumed direction based on prior session). Encountering unusual signs or phenomena along the North Road (e.g., unsettling tracks, strange sounds) that hint at Frost Barbarian presence. The first significant challenge or discovery directly on the road, likely involving the barbarians.

Planned Events

Departure: The party makes their final preparations and sets off on the North Road with their new wagon and horses. Road Encounter: They encounter the first "hook" (e.g., unusual tracks or whispers), prompting investigation and discussion, strongly hinting at Frost Barbarian activity. Further Clue/Confrontation: A more substantial discovery, like an abandoned campsite recently used by barbarians, or a direct (but possibly brief) confrontation with a Frost Barbarian scouting party.

Perils and Rewards

Challenges

Navigation through potentially difficult snowy terrain. Identifying and understanding subtle clues related to the barbarian presence. Direct combat or stealth encounters with Frost Barbarians. Dealing with Lei's inexperience as an adventurer.

Clues and Info

Confirmation that Lexana and the book passed through this region. The meaning of Elder Theon's wards (extra-planar beings, prohibitions). The origin/purpose of the merchant guild wagons seen at the stables, and their connection to the barbarian raids. Any specific magical residue left by Lexana or the book. Lei's practical skills as a cook, and her limited local knowledge. Evidence of Frost Barbarian movements, targets, or supplies.

Treasure and Rewards

Information about Lexana's trail, potentially a minor useful item found along the road (e.g., well-made cold-weather gear, a small pouch of rare herbs). Potentially barbarian artifacts or maps indicating their territories/raiding paths.

Interludes and Shadows

Interludes

Lei attempting to cook a meal over a campfire, perhaps with comical results or surprising success. A moment where the party discusses their feelings about their forced journey into the past. Durmen trying to explain Elder Theon's warnings about planar energies to the others. Aldran recalling a fragmented memory or feeling a strong pull related to the Frost Barbarians.

Potential Conflicts

Environmental challenges (weather, rough terrain slowing travel). Disagreements within the party about how to interpret clues or proceed. Lei's inexperience inadvertently causing a minor problem. Direct conflict with Frost Barbarians.

DM's Guidance

Notes and Reminders

Reinforce the temporal displacement subtly. Emphasize that the "book" is key to understanding Lexana's actions. Use the ruggedness of the North Road to create a sense of isolation and the constant threat of the Frost Barbarians. Keep the focus on gathering information about Lexana's trail and the barbarian's role.

Random Encounters

Small packs of wolves or dire wolves. Frost Barbarian scouting party (wary, but potentially hostile). A minor natural hazard (e.g., rockslide, hidden crevasse).

The Larger World

Story Arcs and Themes

The arduous journey, following faint trails, unraveling fragmented history, the burden of knowledge (knowing Lexana's ultimate fate), the encroaching threat of the Frost Barbarians.

Mythic Elements

The lingering presence of extra-planar energies, strange omens in the wilderness, the ancient nature of the mountains. The primal power or mystical connection of the Frost Barbarians.

The Next Chapter

Cliffhanger

The party comes upon a recently raided caravan or isolated homestead, finding not only signs of devastating Frost Barbarian attack but also a distinctive clue left by Lexana Brightshores herself – perhaps a discarded item, a magical signature, or a message confirming her direct involvement with the barbarians, heading towards a specific, dangerous barbarian stronghold or ritual site deeper in the mountains.