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Last we left off…
Deep inside the keep in Gelnara, Viola stood face-to-face with the remnants of the Nachtshade Assembly. Through careful interrogation, she managed to extract fragments of truth from five self-serving senators, piecing together a puzzle that the Assembly thought was securely hidden. With a brilliant final synthesis of the evidence, Viola cracked the code, pinpointing the location of the second planar anchor and uncovering the dangerous wards protecting it. Now, with the full backing of King Irund and Queen Ruvya, the party must prepare for a dangerous expedition to destabilize the anchor and save the realm from the Twinning Gate incursion.
The Twinning Gate: The planar incursion is highly unstable because only two of the three planar anchors are currently active. You learned that you only need to destabilize one of the active locations to disrupt the gate entirely.
The Second Anchor: By combining a requisition code, terrain descriptions, courier routes, and redacted records, the exact location of the second anchor has been pinpointed.
The Wards: Thanks to the interrogation of Bren Oskitt, the party knows the specific magical wards and guardians waiting for them at the anchor site, giving you a vital tactical advantage.
The Nachtshade Senators: Corvane Ashlett, Yelva Marrow, Dalt Ferrow, Ilyne Corsath, and Bren Oskitt. Currently detained, these five attempted to deflect blame onto one another, but inadvertently handed The Rookery the keys to their undoing.
The Guard Captain: The tough-talking captain who oversaw the investigation and helped keep the senators in line.
King Irund and Queen Ruvya: The monarchs of the Thres Protectorate, who are openly supporting the party's upcoming expedition.
Actionable Intel: The exact location of the second anchor and the nature of its defenses.
Royal Backing: The official support of the crown, which may open doors (or vaults) around the capital of Gelnara.
Mention the PCs in the Template.
Set permissions for party to inherit permissions
Add the usual day and time to Start Session Time in the Template.
Fill out your personal reminders, such as handing out Inspiration, rolling for summary duty, and starting certain modules.
Write the Last We Left Off in the Pre/Post Game tab, delete if irrelevant.
Write any pre-game Announcements in the Pre/Post Game tab, delete if irrelevant.
Copy the Last We Left Off and Announcements over AnnouncementsAndSummary.
Note down the starting in-game date.
Go down the Prep Checklist, finish each item.
Set Scenes are encounters the party may find. For example, if the party goes to X on the map, Y happens.
Note down session attendance. A checkmark indicates attendance.
Note down the time the session ended.
Note down the in-game time the session ended.
Do the GM Homeowrk.
Add any PC 'homework' under Between Sessions.
Add the summary to the Summary tab.
Start | xx:xx Day Month dd, yyyy |
End | xx:xx Day Month dd, yyyy |
Start | [time] Day Month dd, yyyy |
End | [time] Day Month dd, yyyy |
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