33 lines
1.3 KiB
Markdown
33 lines
1.3 KiB
Markdown
---
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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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