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dnd/campaigns/the-hollow-between/sessions/session-02-the-reeds-remember.md
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---
type: session
campaign: The Hollow Between
session: 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
1. Travel through [[campaigns/the-hollow-between/locations/the-hushmere]]
2. First meaningful encounter with [[campaigns/the-hollow-between/npcs/ysa-of-the-reeds]]
3. The reeds repeat a warning from someone long dead
4. Discovery of evidence that the old bargain was incomplete or temporary
5. Evidence that [[campaigns/the-hollow-between/npcs/the-listeners-below]] have started using dream-rites or stolen bell clappers
6. 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