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| previous_session = [[Session 149 The Sakura Protocol]]
| previous_session = [[Session 149 The Sakura Protocol]]


| location = [[Crashed Spaceship - Level 3]]Level III: Biosphere / Reactant Room Hallway.
| location = [[Crashed Spaceship - Level 3]] Level III: Biosphere / Reactant Room Hallway.
| scene_overview = The party stands battered in a sterile metal hallway overgrown with vines outside the Reactant Room. Durmen is heavily injured from a Water Elemental slam, and Nail is physically exhausted from the Aurumvorax melee. With the Green Key Card secured from a corpse in an acid pool, the path to the lower levels is open. To the west, an unsettling Sakura grove sways in a silent, predatory rhythm, appearing to "take notice" of the group.
| scene_overview = The party stands battered in a sterile metal hallway overgrown with vines outside the Reactant Room. Durmen is heavily injured from a Water Elemental slam, and Nail is physically exhausted from the Aurumvorax melee. With the Green Key Card secured from a corpse in an acid pool, the path to the lower levels is open. To the west, an unsettling Sakura grove sways in a silent, predatory rhythm, appearing to "take notice" of the group.
| setting_details = Level III (The Southern Half) transitions into a graveyard of Suel culture with heavy industrial density. The environment features amber emergency lighting, "Ghost-Echoes" of Suloise nobility, and the stale scent of ancient spirits. It is a maze of entertainment halls and tactical simulators where the air is thick with the chill of centuries. Sporadic lighting casts long, rhythmic shadows across checkerboard floors and trashed lounges.
| setting_details = Level III (The Southern Half) transitions into a graveyard of Suel culture with heavy industrial density. The environment features amber emergency lighting, "Ghost-Echoes" of Suloise nobility, and the stale scent of ancient spirits. It is a maze of entertainment halls and tactical simulators where the air is thick with the chill of centuries. Sporadic lighting casts long, rhythmic shadows across checkerboard floors and trashed lounges.


| key_npcs =
| key_npcs =
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'''Behavior:''' Aggressive; designed for high-stakes martial testing.
'''Behavior:''' Aggressive; designed for high-stakes martial testing.


*(Note: The active Boss Encounter parameters are detailed below the main session matrix.)*
| player_goals =
 
Activate the Phasnosh Elevator to descend.
 
Escort George back to the 3rd-level garden.
 
Investigate the link between the locket portrait and Lexana.
| hooks =
 
'''The Unsettling Sway:''' The Sakura grove's undulations pause as if listening, suggesting the "Sakura Protocol" has evolved into active hunting.
 
'''The Unopened File:''' A flickering orange crystal offers holographic footage of Lexana arguing with a Phasnosh Commander.
 
| key_events =
 
'''The Descent:''' Using the Green Key Card to unlock the seamless lift.
 
'''The Theater Revelation:''' Finding a skeleton clutching a portrait of a woman who looks like a younger Lexana.
 
| planned_events =
 
If the party restores power in the Kinetic Atheneum, they take 2d10 necrotic damage as the machines siphon their life force.
 
In the Main Cargo Bay, a dormant War-Forged activates if security runes are disturbed.
| clues_info =
 
George warns that the water below is "not just angry, it's hungry".


A holographic loop in the theater shows the Invoked Devastation—a city consumed by white fire.
| treasure_rewards =


| player_goals = Activate the Phasnosh Elevator to descend; Escort George back to the 3rd-level garden; Investigate the link between the locket portrait and Lexana.
'''Blue-Ointment Wine''' (Potion of Greater Healing).
| hooks = '''The Unsettling Sway:''' The Sakura grove's undulations pause as if listening, suggesting the "Sakura Protocol" has evolved into active hunting. '''The Unopened File:''' A flickering orange crystal offers holographic footage of Lexana arguing with a Phasnosh Commander.


| key_events = '''The Descent:''' Using the Green Key Card to unlock the seamless lift. '''The Theater Revelation:''' Finding a skeleton clutching a portrait of a woman who looks like a younger Lexana.
'''Suloise Steel Ingots''' (500 gp).


| planned_events = If the party restores power in the Kinetic Atheneum, they take 2d10 necrotic damage as the machines siphon their life force. In the Main Cargo Bay, a dormant War-Forged activates if security runes are disturbed.
'''Suloise Spice''' (1d10 Temp HP).
| clues_info = George warns that the water below is "not just angry, it's hungry". A holographic loop in the theater shows the Invoked Devastation—a city consumed by white fire.
| treasure_rewards = '''Blue-Ointment Wine''' (Potion of Greater Healing); '''Suloise Steel Ingots''' (500 gp); '''Suloise Spice''' (1d10 Temp HP).


| interludes = A moment of reflection in the Sleep-Cells, where "ghost-memories" of the ship’s final moments may overwhelm the party.
| interludes = A moment of reflection in the Sleep-Cells, where "ghost-memories" of the ship’s final moments may overwhelm the party.
| potential_conflicts = George inadvertently blocking elevator doors during an emergency; The risk/reward of using Kinetic Generators at low HP.
| potential_conflicts =
| story_arcs_themes = The Graveyard of Perfection; Bio-Organic Infection vs. Cold Steel; The Hidden Lineage of Lexana.
 
George inadvertently blocking elevator doors during an emergency.
 
The risk/reward of using Kinetic Generators at low HP.
| story_arcs_themes =
 
The Graveyard of Perfection.
 
Bio-Organic Infection vs. Cold Steel.
 
The Hidden Lineage of Lexana.


| cliffhanger = As the elevator doors hiss open on Level III, George stops dead. "The angry water... it found the stairs."
| cliffhanger = As the elevator doors hiss open on Level III, George stops dead. "The angry water... it found the stairs."
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|-
|-
| style="vertical-align:top;" |  
| style="vertical-align:top;" | 
[[File:SwayingSakura_Boss.jpg|center|450px]]
[[File:SwayingSakura_Boss.jpg|center|450px]]
<br/>
 
{| style="width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;"
{| style="width:100%; text-align:center; background:#f2f2f2; border:1px solid #ccc;"
! STR !! DEX !! CON !! INT !! WIS !! CHA
! STR !! DEX !! CON !! INT !! WIS !! CHA
Line 64: Line 98:
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)
| 20 (+5) || 8 (-1) || 19 (+4) || 14 (+2) || 16 (+3) || 18 (+4)
|}
|}
<br/>
 
'''Tactical Notes for the GM:'''
'''Tactical Notes for the GM:'''
* '''Verticality:''' It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).
 
* '''Terrain:''' The "Hallucinogenic Terrain" mist reaches the walkway, providing half-cover to the Sakura.
'''Verticality:''' It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).
* '''Lethality:''' If a PC is grappled, the Sakura uses its next action to pull them off the walkway.
 
'''Terrain:''' The "Hallucinogenic Terrain" mist reaches the walkway, providing half-cover to the Sakura.
 
'''Lethality:''' If a PC is grappled, the Sakura uses its next action to pull them off the walkway.


| style="vertical-align:top;" |
| style="vertical-align:top;" |
'''THE SWAYING SAKURA'''<br/>
'''THE SWAYING SAKURA'''
''Huge Plant (Legendary), Neutral Evil''
''Huge Plant (Legendary), Neutral Evil''
----
'''Armor Class:''' 16 (Natural Armor)
* '''Armor Class:''' 16 (Natural Armor)
 
* '''Hit Points:''' 210 (20d12 + 80)
'''Hit Points:''' 210 (20d12 + 80)
* '''Speed:''' 0 ft.
 
* '''Saving Throws:''' Con +9, Wis +8, Cha +9
'''Speed:''' 0 ft.
* '''Damage Vulnerabilities:''' Fire
 
* '''Damage Resistances:''' Bludgeoning, Piercing
'''Saving Throws:''' Con +9, Wis +8, Cha +9
* '''Challenge:''' 13
 
----
'''Damage Vulnerabilities:''' Fire
 
'''Damage Resistances:''' Bludgeoning, Piercing
 
'''Challenge:''' 13
 
'''Aura of Fragrance:''' Any creature starting its turn within 30 feet (including the walkway) must succeed on a '''DC 17 Wisdom save''' or be charmed.
'''Aura of Fragrance:''' Any creature starting its turn within 30 feet (including the walkway) must succeed on a '''DC 17 Wisdom save''' or be charmed.


'''ACTIONS'''
'''ACTIONS'''
* '''Multiattack:''' Makes three Vine attacks.
 
* '''Vine:''' +10 to hit, reach 20 ft. ''Hit:'' 15 dmg + '''Grappled''' (escape DC 17).
'''Multiattack:''' Makes three Vine attacks.
* '''Petal Storm (Recharge 6):''' 40-foot radius. '''DC 17 Dex Save''' or 44 (8d10) slashing damage.
 
'''Vine:''' +10 to hit, reach 20 ft. ''Hit:'' 15 dmg + '''Grappled''' (escape DC 17).
 
'''Petal Storm (Recharge 6):''' 40-foot radius. '''DC 17 Dex Save''' or 44 (8d10) slashing damage.


|}
|}


=== Level III: Random Encounter Table (The Southern Sector) ===
=== Level III: Random Encounter & Ambiance Table ===


''Roll '''1d10''' every 2 turns of exploration or 2 hours of resting in an unsecure area.''
''Roll '''1d12''' every 2 turns of exploration or 2 hours of resting in an unsecure area.''


{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
! Roll !! Encounter !! Stats & Links !! Description
! Roll !! Category !! Encounter / Trap !! Description
 
|-
| '''1''' || '''Trap / Peril''' || '''Suel Mind-Mold''' || DC 16 Wisdom Save. Failure causes '''Confusion''' as the PC relives the ship’s final moments.
|-
| '''2''' || '''Ambiance''' || '''The Echoing Heartbeat''' || The metallic deck plates begin to vibrate with a low, rhythmic thrum. It sounds like a massive organic heart beating deep within the ship's processing core.
|-
| '''3''' || '''Trap''' || '''Kinetic Leak''' || 2d10 Necrotic Damage. A glass sphere on a generator arcs, siphoning life force from nearby creatures.
|-
| '''4''' || '''Combat''' || '''The "Hungry" Water''' || A Water Elemental or Ooze emerging from a floor drain, seeking "contaminants".
|-
| '''5''' || '''Trap''' || '''Tactical Shock Trap''' || DC 16 Intelligence. Stepping on the wrong square of the Strategic Court triggers a 3d10 lightning discharge.
|-
| '''6''' || '''Combat''' || '''Aurumvorax Stalker''' || A lingering eight-legged predator seeking to scavenge the party’s metal gear.
|-
| '''7''' || '''Trap''' || '''Electrified Wires''' || 4d8 Lightning Damage. Braided wires in the Circle of Ordeal arc with deadly blue static.
|-
|-
| '''1''' || '''Suel Mind-Mold''' || DC 16 Wisdom Save || Infestation in the Sleep-Cells; failure causes '''Confusion''' as the PC relives the ship’s final moments.
| '''8''' || '''Ambiance''' || '''Unseen Observers''' || The sensation of being watched intensifies. Several cameras on the ceiling swivel in unison to follow the most injured party member.
|-
|-
 
| '''9''' || '''Peril''' || '''Gas Leak (Halon)''' || Fire-suppression pipes burst, displacing oxygen and forcing players to hold their breath.
| '''2''' || '''Holographic Patrol''' || || Flickering Suloise warriors engaged in feats of impossible athleticism.
|-
|-
 
| '''10''' || '''Lore''' || '''Lexana’s Echo''' || A log-crystal flickers to life, showing Lexana arguing with a Phasnosh Commander.
| '''3''' || '''Kinetic Leak''' || 2d10 Necrotic Damage || A glass sphere on a generator arcs, siphoning life force from nearby creatures.
|-
|-
 
| '''11''' || '''Trap''' || '''Corridor Compressor''' || DC 15 Perception to notice the walls subtly closing in (1 inch per minute). If a rest is attempted, the party wakes up in a space half the original width.
| '''4''' || '''The "Hungry" Water''' || || A Water Elemental or Ooze emerging from a floor drain, seeking "contaminants".
|-
|-
| '''12''' || '''Ambiance''' || '''Ghostly Gala''' || The scent of high-end perfume and expensive Suel tobacco fills the air. For a split second, the party sees the Officers' Lounge fully restored and filled with laughing, translucent figures before it snaps back to a trashed ruin.
|}


| '''5''' || '''Tactical Shock Trap''' || DC 16 Intelligence || Stepping on the wrong square of the Strategic Court triggers a 3d10 lightning discharge.
== DM's Guidance ==
|-
=== Notes and Reminders ===


| '''6''' || '''Aurumvorax Stalker''' || || A lingering eight-legged predator seeking to scavenge the party’s metal gear.
The Scent of Death: Emphasize that the "fresh" smell of Sakura petals on Level II is replaced here by the scent of ozone and the heavy, metallic smell of old blood.
|-


| '''7''' || '''Electrified Wires''' || 4d8 Lightning Damage || Braided wires in the Circle of Ordeal arc with deadly blue static.
George's Size: Remind players that George occupies a 10ft x 10ft space. If they engage in combat in the tight corridors of Level III, George may provide total cover to enemies behind him or trap PCs in dead ends.
|-


| '''8''' || '''Skill-Tutor Glitch''' || DC 20 Dexterity || A cabinet activates; success grants a +1 bonus to the next Initiative roll.
Lexana’s Reaction: If the players show Lexana the portrait found in the theater, watch for her reaction—she should seem unnerved but familiar with the jewelry worn by the woman in the locket.
|-


| '''9''' || '''Gas Leak (Halon)''' || || Fire-suppression pipes burst, displacing oxygen and forcing players to hold their breath.
Power Hunger: The ship is starving for energy. Describe the machines as "desperate"—the Kinetic Generators shouldn't just look like tools; they should look like predators waiting for a warm body to touch them.
|-


| '''10''' || '''Lexana’s Echo''' || || A log-crystal flickers to life, showing Lexana arguing with a Phasnosh Commander.
The Water's Intent: The "angry water" isn't just a flood; describe it as moving with purpose, pooling around the elevator as if waiting for the doors to open.
|}

Latest revision as of 20:08, 14 May 2026


The Setting and Scene

Title: The Sakura Descent
Location: Crashed Spaceship - Level 3 Level III: Biosphere / Reactant Room Hallway.

Recapping the Tale

Previous Session

Session 149 The Sakura Protocol

Scene Overview

The party stands battered in a sterile metal hallway overgrown with vines outside the Reactant Room. Durmen is heavily injured from a Water Elemental slam, and Nail is physically exhausted from the Aurumvorax melee. With the Green Key Card secured from a corpse in an acid pool, the path to the lower levels is open. To the west, an unsettling Sakura grove sways in a silent, predatory rhythm, appearing to "take notice" of the group.

Setting Details

Level III (The Southern Half) transitions into a graveyard of Suel culture with heavy industrial density. The environment features amber emergency lighting, "Ghost-Echoes" of Suloise nobility, and the stale scent of ancient spirits. It is a maze of entertainment halls and tactical simulators where the air is thick with the chill of centuries. Sporadic lighting casts long, rhythmic shadows across checkerboard floors and trashed lounges.

Notable Personages

Key NPCs

George (Jo'rge): (Status: Hydrated). A Shambling Mound seeking to return to his 3rd-level home garden. He warns of "poison water" below but has become a tactical liability in tight corridors.

Egon: (Status: Plant-Speaker). He has established a rapport with George and remains the primary negotiator for the station's flora.

Balmaris: (Status: Inspired). He carries the Green Key Card and was awarded inspiration for using necromancy to retrieve it.

Durmen: (Status: Heavily Injured). Near exhaustion, he identifies the "phasnosh controls" required to operate the seamless metal elevator.

Nail: (Status: Exhausted). Battered by the Aurumvorax; his defensive resources are nearly spent.

The Player's Path

Player Goals

Activate the Phasnosh Elevator to descend.

Escort George back to the 3rd-level garden.

Investigate the link between the locket portrait and Lexana.

The Adventure Unfolds

Adventure Hooks

The Unsettling Sway: The Sakura grove's undulations pause as if listening, suggesting the "Sakura Protocol" has evolved into active hunting.

The Unopened File: A flickering orange crystal offers holographic footage of Lexana arguing with a Phasnosh Commander.

Key Events

The Descent: Using the Green Key Card to unlock the seamless lift.

The Theater Revelation: Finding a skeleton clutching a portrait of a woman who looks like a younger Lexana.

Planned Events

If the party restores power in the Kinetic Atheneum, they take 2d10 necrotic damage as the machines siphon their life force.

In the Main Cargo Bay, a dormant War-Forged activates if security runes are disturbed.

Perils and Rewards

Clues and Info

George warns that the water below is "not just angry, it's hungry".

A holographic loop in the theater shows the Invoked Devastation—a city consumed by white fire.

Treasure and Rewards

Blue-Ointment Wine (Potion of Greater Healing).

Suloise Steel Ingots (500 gp).

Suloise Spice (1d10 Temp HP).

Interludes and Shadows

Interludes

A moment of reflection in the Sleep-Cells, where "ghost-memories" of the ship’s final moments may overwhelm the party.

Potential Conflicts

George inadvertently blocking elevator doors during an emergency.

The risk/reward of using Kinetic Generators at low HP.

DM's Guidance

The Larger World

Story Arcs and Themes

The Graveyard of Perfection.

Bio-Organic Infection vs. Cold Steel.

The Hidden Lineage of Lexana.


The Next Chapter

Cliffhanger

As the elevator doors hiss open on Level III, George stops dead. "The angry water... it found the stairs."

BOSS ENCOUNTER: THE SWAYING SAKURA

(Note: The Sakura is on Deck 4. Players on Deck 3 Mezzanine have Half-Cover (+2 AC/Dex) from the railings but are within reach of Vine attacks and Petal Storm.)

Guardian Visual Legendary Statblock
 
File:SwayingSakura Boss.jpg
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 19 (+4) 14 (+2) 16 (+3) 18 (+4)

Tactical Notes for the GM:

Verticality: It has 20ft reach; it can pull PCs from the Mezzanine down into its grove (40ft drop, 4d6 fall).

Terrain: The "Hallucinogenic Terrain" mist reaches the walkway, providing half-cover to the Sakura.

Lethality: If a PC is grappled, the Sakura uses its next action to pull them off the walkway.

THE SWAYING SAKURA Huge Plant (Legendary), Neutral Evil Armor Class: 16 (Natural Armor)

Hit Points: 210 (20d12 + 80)

Speed: 0 ft.

Saving Throws: Con +9, Wis +8, Cha +9

Damage Vulnerabilities: Fire

Damage Resistances: Bludgeoning, Piercing

Challenge: 13

Aura of Fragrance: Any creature starting its turn within 30 feet (including the walkway) must succeed on a DC 17 Wisdom save or be charmed.

ACTIONS

Multiattack: Makes three Vine attacks.

Vine: +10 to hit, reach 20 ft. Hit: 15 dmg + Grappled (escape DC 17).

Petal Storm (Recharge 6): 40-foot radius. DC 17 Dex Save or 44 (8d10) slashing damage.

Level III: Random Encounter & Ambiance Table

Roll 1d12 every 2 turns of exploration or 2 hours of resting in an unsecure area.

Roll Category Encounter / Trap Description
1 Trap / Peril Suel Mind-Mold DC 16 Wisdom Save. Failure causes Confusion as the PC relives the ship’s final moments.
2 Ambiance The Echoing Heartbeat The metallic deck plates begin to vibrate with a low, rhythmic thrum. It sounds like a massive organic heart beating deep within the ship's processing core.
3 Trap Kinetic Leak 2d10 Necrotic Damage. A glass sphere on a generator arcs, siphoning life force from nearby creatures.
4 Combat The "Hungry" Water A Water Elemental or Ooze emerging from a floor drain, seeking "contaminants".
5 Trap Tactical Shock Trap DC 16 Intelligence. Stepping on the wrong square of the Strategic Court triggers a 3d10 lightning discharge.
6 Combat Aurumvorax Stalker A lingering eight-legged predator seeking to scavenge the party’s metal gear.
7 Trap Electrified Wires 4d8 Lightning Damage. Braided wires in the Circle of Ordeal arc with deadly blue static.
8 Ambiance Unseen Observers The sensation of being watched intensifies. Several cameras on the ceiling swivel in unison to follow the most injured party member.
9 Peril Gas Leak (Halon) Fire-suppression pipes burst, displacing oxygen and forcing players to hold their breath.
10 Lore Lexana’s Echo A log-crystal flickers to life, showing Lexana arguing with a Phasnosh Commander.
11 Trap Corridor Compressor DC 15 Perception to notice the walls subtly closing in (1 inch per minute). If a rest is attempted, the party wakes up in a space half the original width.
12 Ambiance Ghostly Gala The scent of high-end perfume and expensive Suel tobacco fills the air. For a split second, the party sees the Officers' Lounge fully restored and filled with laughing, translucent figures before it snaps back to a trashed ruin.

DM's Guidance

Notes and Reminders

The Scent of Death: Emphasize that the "fresh" smell of Sakura petals on Level II is replaced here by the scent of ozone and the heavy, metallic smell of old blood.

George's Size: Remind players that George occupies a 10ft x 10ft space. If they engage in combat in the tight corridors of Level III, George may provide total cover to enemies behind him or trap PCs in dead ends.

Lexana’s Reaction: If the players show Lexana the portrait found in the theater, watch for her reaction—she should seem unnerved but familiar with the jewelry worn by the woman in the locket.

Power Hunger: The ship is starving for energy. Describe the machines as "desperate"—the Kinetic Generators shouldn't just look like tools; they should look like predators waiting for a warm body to touch them.

The Water's Intent: The "angry water" isn't just a flood; describe it as moving with purpose, pooling around the elevator as if waiting for the doors to open.