init new campaign
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type: session
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campaign: The Hollow Between
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session: 1
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---
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# Session 01 - The First Toll
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## Opening
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Bring the party into Briarcross as the village is already tense from three nights of bell sounds. Introduce the bridge, the removed bell clappers on doorframes, and the sense that everyone is following rules they cannot quite explain.
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## Core Scenes
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1. Arrival and first impressions in [[campaigns/the-hollow-between/locations/briarcross]]
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2. Meeting [[campaigns/the-hollow-between/npcs/mara-thornfield]] and [[campaigns/the-hollow-between/npcs/brother-hale]]
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3. Tam returns from the marsh carrying the root-and-peat key
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4. First trip toward [[campaigns/the-hollow-between/locations/the-hollow-bell]] or [[campaigns/the-hollow-between/locations/the-hushmere]]
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5. End on the buried bell ringing while the party is close enough to feel it
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6. Seed the existence of [[campaigns/the-hollow-between/npcs/the-listeners-below]] through rumor, a painted toll mark, or a villager defending the waking openly
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## Questions to Put on the Table
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- Who is lying about what they know?
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- Why do the old rules focus on thresholds, bells, and names?
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- What does the key open?
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## Good Outcomes
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- The party earns enough trust to keep investigating
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- They pick a first ally, even provisionally
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- They leave the session with a clear desire to learn more rather than simply attack the problem
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---
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type: session
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campaign: The Hollow Between
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session: 2
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---
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# Session 02 - The Reeds Remember
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## Opening
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Start with consequences from the first toll: restless dreams, marsh echoes, or a villager arriving with a misplaced memory. Move the party into the Hushmere so they feel Eldar's place-magic directly.
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## Core Scenes
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1. Travel through [[campaigns/the-hollow-between/locations/the-hushmere]]
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2. First meaningful encounter with [[campaigns/the-hollow-between/npcs/ysa-of-the-reeds]]
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3. The reeds repeat a warning from someone long dead
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4. Discovery of evidence that the old bargain was incomplete or temporary
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5. Evidence that [[campaigns/the-hollow-between/npcs/the-listeners-below]] have started using dream-rites or stolen bell clappers
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6. End with a choice: report everything to Briarcross, hide part of it, or go straight to the western door
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## Questions to Put on the Table
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- Is the waking place dangerous because of what it is, or because of what people did to it?
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- Which old customs are protective, and which are acts of fear?
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- What price would the party pay for a direct answer?
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## Good Outcomes
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- The party learns Ysa is not an enemy
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- They gain one concrete lead toward the western door
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- Tension grows between investigation, containment, and bargain as possible approaches
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