The Braesan Hunt Begins
The Braesan Hunt Begins
The party arrives on a remote island and secures passage to the mainland port city of Yloxmont aboard a merchant vessel. There they meet Lisellna, a cunning Gnome blacksmith who trades valuable intelligence about Maucolyn the Courageous—the Braesan Kingdom's elf leader—in exchange for the party's willingness to eliminate Overseer Yxmin, a cruel administrator hoarding resources and enslaving workers in the city's shadow districts.
Read Aloud
Salt-crusted sand stretches before you, littered with the weathered remnants of a dozen ships—broken masts, barnacle-encrusted hulls, and tangled rope that whispers in the warm wind. Behind you, the island's interior rises into mist-shrouded peaks, and ahead, smoke curls from a beach settlement built into the bones of a colossal shipwreck. The air tastes of brine and distant rain. A figure in tar-stained leather waves from the deck of a sleek, intact merchant vessel moored in the shallows: the only ship here that looks seaworthy. She shouts something unintelligible over the crash of waves.
Description
The party has been stranded on this island by circumstances (a storm, a betrayal, a teleport gone wrong—the DM may choose or let the party decide). They must navigate the Shipwreck Isle's settlement to secure passage. The settlement is home to scavengers, ship captains, and drifters. The merchant vessel is the Tiderunner, captained by a shrewd Half-Orc woman named Vex Ironhull. She will take the party to Yloxmont (the closest major port) for 50 gold per person, or she will negotiate a task-based payment if the party lacks coin. The wreckage tells a story of maritime disaster: scorch marks on wooden beams, deep gouges as if from claws, and strange crystalline residue in the sand—hints that something catastrophic once occurred here, possibly related to the magic crystal the party seeks.
DM Notes
This scene establishes the party's need for transportation and introduces the concept of payment/obligation. Vex is a capable sailor but not a quest-giver; she's a tool for the party's narrative journey. If the party investigates the wreckage, allow a DC 13 Arcana check to identify the crystalline residue as planar in nature—a foreshadowing of deeper magical forces at work. A DC 15 Wisdom (Insight) check on Vex reveals she's hiding information about the island's past, but she won't share it unless pressed or befriended over time. The settlement itself is neutral ground; no combat here unless the party provokes it. Expect 30-45 minutes for negotiation, exploration, and boarding.
The Tiderunner's Voyage
Read Aloud
The merchant vessel cuts through emerald waters with surprising grace, her canvas full and steady. Below deck, you find yourselves in cramped quarters smelling of tar, leather, and preserved fruit. The voyage to Yloxmont takes two days and two nights. On the first evening, Vex shares wine and warns you in her gruff voice: "Yloxmont's changing. The Braesan Kingdom's reach is long, and not all of it is gentle. If you're hunting for something from their lands, be careful who you ask." On the second day, the coast of the continent Vradus emerges from the haze—a coastline of white stone cliffs and distant forests, with a sprawling port city nestled in a natural harbor below.
Description
This is a travel scene that provides exposition, character moments, and downtime roleplay. Vex can answer general questions about Yloxmont, the Braesan Kingdom, and its leadership (Maucolyn the Courageous), though her knowledge is primarily mercantile rather than political. The party may use this time to rest, prepare, gather information through conversation, or engage in skill challenges (e.g., impressing Vex with tales to earn discounts, Perception checks to spot distant landmarks). The scene transitions smoothly into the party's arrival at Yloxmont's docks. No combat here; this is narrative scaffolding.
DM Notes
Use this scene to build atmosphere and deliver exposition naturally. Vex's warning about the Braesan Kingdom's reach should hint that Yloxmont may be under subtle cultural or political influence. If a Bard or high-Charisma character engages Vex, she may reveal that Yloxmont has been experiencing labor disputes and that a figure called "the Overseer" is unpopular but powerful. Allow the party to practice social skills and establish their intent to hunt Maucolyn early; the more openly they declare their purpose, the more dangerous their stay in Yloxmont becomes. Estimate 15-20 minutes.
The Port of Yloxmont
Read Aloud
Yloxmont sprawls before you in a chaotic tangle of trade: merchant stalls overflow with silks and spices, dock workers shout in a dozen languages, and the smell of brine mingles with roasting meat and incense. But beneath the energy lies tension. Militia in silver-trimmed armor—bearing the stag emblem of the Braesan Kingdom—patrol the streets in pairs. Posters with an elf woman's face (marked with a red X) hang on several buildings: Maucolyn the Courageous, labeled as a "criminal sympathizer." On the bustling dock, a small figure in scorched leather and brass goggles waves you down urgently. She's a Gnome, her silver hair streaked with soot, grease stains covering her sleeves. "You look like capable people who just arrived. I'm Lisellna. I need to talk to you—somewhere private. Follow me, quickly, before the Overseers' spies notice."
Description
The party arrives in Yloxmont and encounters Lisellna the Gnome blacksmith. She has been watching the docks for capable adventurers and recognizes something in this party—perhaps their bearing, or perhaps she was tipped off by Vex. Lisellna knows far more than she should about why they're here (another hook for the DM to develop: who tipped her off?). She leads them to her hidden smithy, a ramshackle structure built into the old city wall near the harbor's edge. The smithy is disguised as a junk dealer's shop, but inside, the true forge reveals Lisellna's genius: she's crafted weapons, armor, and mechanical devices of exceptional quality. She has information about Maucolyn but demands a service in exchange: the death of Overseer Yxmin, a brutal Braesan administrator who controls labor in the shadow districts.
DM Notes
Lisellna is the critical NPC who propels the party into the session's main conflict. She should come across as desperate but not weak—she's survived in a dangerous city through cunning and skill. If the party is evasive or hostile, she can disappear into the crowd; the DM should make clear they've encountered someone important. Use her to deliver exposition about Yloxmont's political situation, the Braesan Kingdom's presence, and why Maucolyn matters (she is a legendary elf leader who supposedly possesses or knows the location of a powerful artifact—the magic crystal the party seeks). The party may negotiate the terms of the deal, but Lisellna's core request is non-negotiable if they want her intelligence. Expect 20-30 minutes for this encounter, depending on party engagement.
Lisellna
Gnome · quest giver, blacksmith, resistance facilitator
Lisellna's Smithy and the Bargain
Read Aloud
The smithy's interior is a marvel of hidden engineering: a central forge radiates heat, and the walls are lined with racks of perfectly balanced blades, suits of articulate armor, and strange mechanical constructs in various states of assembly. The air is thick with the smell of hot metal and coal. Lisellna bolts the door behind you and removes her goggles, revealing sharp gray eyes. "You're here for Maucolyn the Courageous," she says, not as a question. "I don't know how you found her trail to Yloxmont, but I can tell you where she was headed before the Braesan Kingdom's eyes turned toward her. But nothing is free in this city anymore. There's a man—Overseer Yxmin. He runs the labor camps in the Sunken Quarters, works people to death for profit, and reports directly to the Kingdom's military command. He has something I need: a map that will help you find Maucolyn. And he needs to stop existing. You interested, or should I find other adventurers?"
Description
This is the negotiation scene where Lisellna formalizes the party's quest. She provides key information: (1) Yxmin is holed up in the Garrison, a fortress-like administrative complex in the city's northern district; (2) he is well-guarded but not an accomplished warrior himself—his strength lies in his office and connections; (3) his death would be blamed on bandits or resistance fighters if the party is discrete; (4) the map he carries is written in Braesan cipher, which Lisellna can decode; (5) Maucolyn was last sighted heading toward the Shattered Peaks, a mountain range to the northeast, pursuing rumors of an ancient temple that may contain the magic crystal the party seeks. Lisellna can also offer the party supplies: special armor, a potion of discernment (to help identify magical items), or a mechanical device of their choosing from her workshop (see Treasure section).
DM Notes
This is a pivotal scene for establishing the moral complexity of the session. The party is being asked to murder a government official, which some parties may resist. Allow them to negotiate: they could capture Yxmin instead of killing him, though Lisellna will insist that capture is impossible given his connections (if he's captured, the Kingdom will negotiate his release within days). Alternatively, the party could investigate Yxmin further before committing, which leads to Scene 5. Lisellna's smithy can serve as a safe house for the party during their time in Yloxmont, and she will offer healing (Cure Wounds, Healing Word) or supply assistance if asked. The scene should end with a clear agreement or a clear refusal; if the party refuses, Lisellna will attempt to hire mercenaries instead, creating a time pressure that may haunt the party later (alternative hook: the mercenaries fail, and Yxmin flees, forcing a pursuit across the continent). Estimate 20-25 minutes.
Reconnaissance at the Garrison
Read Aloud
The Garrison looms at the north end of Yloxmont, a five-story structure of pale stone reinforced with steel bands and flying buttresses bearing the stag emblem. Braesan militia patrol the front courtyard in formation, and archers are visible on the roof. But Lisellna provided you with a detail: the Garrison's rear faces the old wall of Yloxmont, and a servant's entrance on the east side sees fewer guards, especially at night. As you scout the building from nearby rooftops and alleys, you notice something else—a commotion in the shadow of the wall. Two figures in tattered clothing are being beaten by a pair of militia. Their crime, you hear one soldier mutter, is "harboring unlicensed workers." One of the victims—a young half-elf woman—locks eyes with you momentarily, silently pleading. The soldiers seem intent on making an example.
Description
The party scouts the Garrison and encounters a moral test: do they intervene to save the citizens being beaten, or do they prioritize stealth and the mission? Intervening will alert the Garrison to their presence early, forcing a choice between open combat and escape. Ignoring the victims allows the scouting to continue but may create tension or roleplay consequences for certain party members (especially Paladins and Clerics, though the Druid and Bard may also have strong reactions). This scene establishes the human cost of Yxmin's rule and deepens the party's commitment to the mission. The two victims are Workers, civilians with no combat abilities; if saved, they can provide intelligence about Yxmin's schedule and guard rotations in exchange for safe passage out of the city.
DM Notes
This scene should feel tense and present a genuine moral choice. The DM should not railroad the party toward any particular decision. If they intervene, the militia (4 soldiers, see Encounter 1) become immediate threats. If they rescue the victims, the party gains valuable intelligence but loses the element of surprise at the Garrison. If they ignore the victims, no immediate consequence occurs, but the Druid or Paladin may suffer disadvantage on future social checks with Lisellna or other resistance members due to perceived callousness. Alternatively, if the party is sufficiently clever, they can rescue the victims without open combat through distraction, magic, or sleight of hand (allow a series of DC 12-14 skill checks). This scene is entirely optional and can be skipped if the party decides to assault the Garrison immediately. Estimate 15-20 minutes if the party engages, or 5 minutes if they move directly to the assault.
The Garrison Assault
mediumMonsters
Tactics
Yxmin is a coward and will flee the moment combat is joined, heading toward a hidden exit on the third floor. His bodyguards (the Knights) are well-trained and will attempt to slow the party's advance, protecting Yxmin's retreat. The common Soldiers are professional but not exceptional; they will hold the ground floor and stairwell, attempting to create a chokepoint. If Yxmin manages to escape the building entirely, he will attempt to reach the harbor and commandeer a merchant vessel, forcing a pursuit scene (see Conclusion for hooks). Yxmin carries the cipher map on his person; if he escapes, the party must retrieve it from his quarters on the third floor. The Garrison's interior includes multiple corridors, a grand hall suitable for terrain-based combat, bunkrooms, an armory, and administrative offices. Use verticality (stairs, balconies, upper floors) to make the encounter dynamic and reward the Wizard and Ranger's ranged capabilities.
Terrain
The Garrison's interior features stone walls, wooden floors reinforced with iron, and narrow corridors lined with weapon racks. The grand hall (40 ft. wide, 60 ft. long, 25 ft. high) is the primary battleground; it contains a central table, chairs, and a large hearth. Balconies on the second floor overlook the hall, allowing ranged characters to control the high ground. The stairs are narrow (5 ft. wide), creating a natural chokepoint. Windows are barred but can be broken. The rooftop is accessible via a attic hatch; reaching the roof is a viable escape route if the party needs it. If the party set fires or caused significant destruction during reconnaissance (e.g., from Scene 5 combat), adjust the terrain accordingly (burning areas, collapsed sections, etc.).
Overseer Yxmin
Half-Elf · antagonist, administrator, target
Braesan Knight
Human · bodyguard, elite soldier
Braesan Soldier
Human · guard, soldier
Treasure & Rewards
A rolled parchment bearing Yxmin's personal seal and written entirely in Braesan military cipher. The map depicts a route from Yloxmont northeastward toward the Shattered Peaks, with three waypoints marked: a Hidden Temple, the Elf Encampment of Maucolyn, and a symbol of a crystal atop a mountain. Lisellna can decode this within a few hours if given time and supplies. The map is worth 500 gold to a collector but is priceless for the party's quest.
A silver ring inscribed with protective runes. The wearer gains +1 to AC and saving throws. This is a Rare magical item, suitable as a party reward. Worth 300 gold or more to the right buyer.
Leather bracers that grant the wearer +2 to AC if they are not wearing armor. These are Rare magical items. Worth 250 gold.
An ornate bronze seal embossed with the stag emblem. It was Yxmin's personal insignia and grants minor authority in Braesan-controlled lands (advantage on Deception checks when impersonating a minor official). This is a story item worth 100 gold but potentially more valuable as a disguise tool.
Yxmin's personal purse, likely accumulated through corrupt practices. This gold can be divided among the party or donated to Lisellna's resistance fund.
A vial of shimmering blue liquid that restores 4d4 + 4 hit points when consumed. A single-use item.
One of Yxmin's ceremonial weapons, crafted by a master smith and inscribed with his name. It grants +1 to hit and damage rolls and deals 1d8 + 1 slashing damage. Worth 400 gold or can be kept as a powerful weapon for a martial character.
Story Hooks
The Cipher Map leads the party directly toward the Shattered Peaks and hints at Maucolyn's location. The Braesan Military Seal can be used to infiltrate other Kingdom outposts or impersonate minor officials, opening doors in future sessions. The Ring of Protection and Bracers of Defense are immediate power increases for the party, scaling them upward for the confrontation with Maucolyn (potentially an ally or final boss, depending on the party's choices). The 120 gold pieces can fund the party's travel to the Peaks or bribe information sources. Additionally, if the party asks Lisellna to identify the three waypoints on the map, she can provide a long-term quest hook: the Hidden Temple is rumored to contain ancient elf lore about the magic crystal, potentially leading to a dungeon crawl or research montage in a future session.
The Aftermath and Lisellna's Revelation
Read Aloud
Yloxmont's streets are eerily quiet as news spreads: Overseer Yxmin is dead, killed by unknown assailants who stormed the Garrison. The militia is in disarray, and rumors swirl that the resistance has grown bold. Lisellna's smithy has transformed into a makeshift headquarters. The Gnome woman stands before a desk covered in maps, blueprints, and correspondence, her goggles pushed up on her forehead. She looks up at your approach, a rare smile crossing her weathered face. "You did what half a dozen resistance cells couldn't accomplish in five years. The cipher map—do you have it? Because what I've decoded from it changes everything about your hunt for Maucolyn."
Description
This scene occurs in the immediate aftermath of Yxmin's death (whether by the party's hand or through other circumstances). Lisellna calls the party back to her smithy and provides them with the decoded map, confirming the route to the Shattered Peaks and Maucolyn's encampment. She also reveals crucial information: Maucolyn is not merely a leader, but a guardian of an ancient prophecy tied to the magic crystal the party seeks. The crystal, called the Soulstone, is said to grant immense power over fate and choice itself. The Braesan Kingdom is hunting it for exactly this reason—to consolidate control over the continental power structure. If Maucolyn possesses or has hidden the Soulstone, her survival and the party's success may alter the balance of power across the realm. Lisellna also provides supplies for the journey: a map case, camping gear, and provisions for a two-week travel to the Peaks.
DM Notes
This is a transition scene that closes the Yloxmont arc and opens the path to the next session (the party's journey to the Shattered Peaks and confrontation with Maucolyn). Lisellna's revelation about the Soulstone should feel momentous, not exposition-heavy; deliver it as a personal confidence, not a lecture. Allow the party to ask questions and to establish emotional connection with Lisellna before they depart. If the party is deeply engaged, they may choose to aid Lisellna's resistance before leaving (a side quest, recruiting allies, etc.); the DM should allow this but keep it brief (10-15 minutes) to avoid bloating the session. If the party killed Yxmin with relative ease and without casualties, Lisellna may commission a follow-up task: investigating Yxmin's superiors in the capital (a hook for a future capital-intrigue session). Estimate 15-20 minutes.
Conclusion
Wrap Up
The party departs Yloxmont with Lisellna's blessing, the decoded Cipher Map in hand, and a growing understanding of the true stakes of their quest. Yloxmont's resistance celebrates quietly, knowing that while Yxmin's death is a symbolic victory, the Braesan Kingdom's reach is long and will extend consequences in due time. Lisellna promises to maintain contact through couriers and to provide aid if the party returns to the port city. As the party travels inland toward the foothills of the Shattered Peaks, the landscape transforms from coastal plains to dense forests, and signs of elf civilization begin to appear: ancient stone waymarkers, hidden shrines, and warnings carved into trees in Sylvan script.
Cliffhanger
On the third night of travel toward the Peaks, the party's camp is visited by a lone elf scout bearing a scar across her eye and dressed in the leather of a hunter. She does not draw weapons, but her hand rests on the hilt of her sword. "You've killed an Overseer of the Braesan Kingdom for information about Maucolyn the Courageous," she says quietly. "The question now is: do you serve the Kingdom in disguise, or are you truly her allies? Because if you're enemies, this is the moment to declare it. And if you're allies..." she pauses, studying each of you in turn, "...you need to know that Maucolyn doesn't want to be found. Not by anyone. Not even by those who think they come to help."
Next Session Hooks
- The elf scout's revelation: Maucolyn actively avoids contact with the outside world. Why? What is she protecting, and what is she running from?
- The Braesan Kingdom has dispatched a military expedition to the Shattered Peaks to capture or kill Maucolyn before she can reach the Hidden Temple marked on Yxmin's map. The party must decide whether to race the Kingdom's forces or to shadow them.
- Lisellna's intelligence suggests that the Soulstone is not merely an artifact but a sentient entity or a locked portal. Reaching it may require solving an ancient elf riddle or passing a test of character—suggesting that the final confrontation may be more than just combat.
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