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The World Tree/Act 1
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=== Scene II === ====Setup==== [[Image:Tsar_Outpost-Day.jpg|right|300px|Tsar Outpost]][[Image:Tsar_Outpost-Night.jpg|right|300px|Tsar Outpost]]''After leaving the Thal, the countryside begins to increase in foliage. Thick trees cover the sides of the road as the brass roofs of '''Thal''' fall behind the wildlife. In the morning hours, thick clouds of gnats fly in small circles, unaware of your passing as the dew begins to lift from the grass and trees. As the dew lifts, the small insects dissipates, leaving a thick humidity in the clear skies. The sweet smell of honeysuckle fills your nostrils as the heat begins to make you sweat. At high-noon, your horses and your bellies need to rest, as you approach the side road to the outpost, but what say you?'' Imaginably, the party will stop. Allow the players to further introduce one another or choose some downtime activities. Groups that are accounting for rations and water will subtract half of the daily amount at this point. Ask the players to role-play their character's hometown, should they need some encouragement or topic conversation. There is no penalty if they do not, except for if they decide to escape the outpost upon arriving. Once they prepare to leave, read the following if they chose to rest: ====With A Little Help From the Thal==== ''Night begins to fall after hours of traveling. According to Aeraland's map, the outpost should be located around the bend, but there is no sign of it. There exists a tiny shred of doubt about the actual existence of this outpost. And then you see it. It appears to look like a small mansion, complete with iron gates and walls, fountain, and gardens. If you choose to inspect the gate, you will notice it is unlocked and there are no guards or people around. No light shines from the windows, but this to be expected in order to keep secrecy.'' If they chose to not rest, repeat the same information above without the last sentence. The players will have a moment to inspect the grounds ([[The World Tree/Act_1/Scene_Levels|Scene Levels]]), finding information that the outside is poorly kept and dying grass the size of footsteps can be seen next to the entrances and fountains). Ultimately, however, they will have to enter the outpost to find out more information. Should the players choose to leave the outpost, they will gain no experience and will continue to [[The World Tree/Act_1#Scene III|Scene III]]. Upon entering ([[The World Tree/Act_1/Scene_Levels|Scene Levels]]) take careful note to pay close attention to movement of the gargoyles per relative distance of the party. This is due to a set number of actions and reactions to the players movements. Initiative is not necessary, but certain parties might find this to add to the suspense. Should you choose to roll initiative, make sure they realize that there is no time limit to their searching and is only used to keep track of where all the players on the board are located. The gargoyles are attempting to clear out the bodies, having almost finished except for Naomi King, who is being dragged into the woods. If the party finds her before the gargoyles reach the trees, her inventory is available to them. Otherwise, she is taken by a gargoyle. If the party decided not to take a rest for lunch, the party will witness her death as they find her. Naomi will have broken free of her restraints moments before the party arrives, only to have her chest driven through by a stone gargoyle. The gargoyle will attempt to take her satchel and run, with it only containing the gold she was carrying. Should the party trigger an encounter, the gargoyles have sigils on their back that alert the location of one who has taken damage. Only summon the other gargoyles if the party damages a gargoyle without killing it. ==== Tactics ==== Once combat has begun, the gargoyles will only attack those who have caused damage to them, completely ignoring those who have, even if that means they will be in danger. The gargoyles will attempt to inflict as much damage as possible to the visibly weakest target, only reacting if a character causes them more damage than the target. ==== Features of the Area: ==== '''Illumination''': Dim light '''Terrain features''': Any overturned furniture will become difficult terrain. The terrain differs from room to room with their own unique features. (see [[The World Tree/Act_1/Scene_Levels|Scene Levels]]) '''Treasure''': The gargoyles possess no gold, but the outpost holds 5d4 gold in addition to gold found on the map ([[The World Tree/Act_1/Scene_Levels|Scene Levels]]) Naomi King carries 10 gp if she is found before the gargoyles finish their plan. ==== Scene 2 Conclusion: ==== After the encounter, refer to [[The World Tree/Act_1/Scene_Levels|Scene Levels]] for descriptions of the rooms and notable items. Upon inspection of Naomi's body, the characters will find a single word in an unknown language written on a crumpled paper in her left hand. With a successful check (DC 20 medicine or investigation) the players will find another piece of crumpled paper in her throat that holds a piece of her letter to the council, asking about the strange shipment from "The Scarlet Eye". Do not overly emphasize the safety of the outpost, let the characters figure this out for themselves. Too much implication of this safety will have them running from this outpost as quickly as possible. Should they choose to not stay, however, have an extra wilderness encounter ready to throw on them for sleeping outside. If they stay, no added dangers will inhibit their rest, save for one. The arrival of Magnus.
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