1.3 KiB
1.3 KiB
type, campaign, session
| type | campaign | session |
|---|---|---|
| session | The Hollow Between | 2 |
Session 02 - The Reeds Remember
Opening
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.
Core Scenes
- Travel through campaigns/the-hollow-between/locations/the-hushmere
- First meaningful encounter with campaigns/the-hollow-between/npcs/ysa-of-the-reeds
- The reeds repeat a warning from someone long dead
- Discovery of evidence that the old bargain was incomplete or temporary
- Evidence that campaigns/the-hollow-between/npcs/the-listeners-below have started using dream-rites or stolen bell clappers
- End with a choice: report everything to Briarcross, hide part of it, or go straight to the western door
Questions to Put on the Table
- Is the waking place dangerous because of what it is, or because of what people did to it?
- Which old customs are protective, and which are acts of fear?
- What price would the party pay for a direct answer?
Good Outcomes
- The party learns Ysa is not an enemy
- They gain one concrete lead toward the western door
- Tension grows between investigation, containment, and bargain as possible approaches