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The World Tree/Prologue/Scene Levels
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==Continue Here== ===The Rooms=== The rooms are located using the stairwell from the tavern area. The players rooms are located at 1 and possibly 2, should the party exceed four beds. Other occupants include a local noble and family of the barkeep, but are away at this time. Within their rooms, there is only their personal belongings. Should a player be seen within these rooms, an NPC will alert the authorities immediately. A door leads to a bridge connecting the two buildings at the southern east wall. This is a restricted area and any employee of The Salty Dog will alert the authorities. Combat here remains largely open. Enemies will avoid going close to the rooms and stay within the main area. ===The Barn=== The barn is the ground floor of the building next to The Salty Dog. The ground floor is abandoned and is largely in a state of disarray. This is the location of the former Salty Dog, and has long since been rebuilt. A curtain divides the barn, with the northern room holding a table and chairs, a fireplace, and a stairwell leading to the gambling area, and the southern room holding an abandoned kitchen and preparation area. A porch is located on the western side of the building and is dangerous to trespass over. Making a mental note of where rotting boards are can add to this combat environment. Combat here is open, with advantages being for long ranged players. Floorboards may break under creatures feet (DC 10 Dexterity saving throw) and the rotten furniture can be toppled over to make difficult terrain. The curtain provides total cover, but a creature can pass through it as if it were difficult terrain. ===The Gambling Attic=== The gambling attic is located on the second floor of the barn, where rich merchants, traders, and sailors gather to gamble. Gambling is illegal in Valea, but this provides a safe haven for them, due to the barkeep keeping a blinded eye to the area. Two circle tables of equal side are located to the north and the south of the larger circle table due to a large mass of sailors wanting to gamble. Floorboards are unsteady in the southern area and could cause a player to fall through the floor into the barn below. There is also a door within this room that leads to the rooms of The Salty Dog. The majority of this combat is blocked by tables, chairs, and broken floorboards, making this a difficult area to fight in. It is important to make mental notes of where loose floorboards are and have tokens at the ready for the holes and furniture that creates difficult terrain. ===Outside=== And of course, combat can also take place outside. A well is located to the north of the barn and horses are ties to the western hitching post of The Salty Dog. This encounter provides a lot of cover between buildings and behind the well and potential horses. Have tokens ready for horses and possible guards, should an NPC escape to the south. === Tactics === [[Image:The Salty Dog GF.jpg|thumb|right|375px|The Salty Dog Ground Floor Interior]]The following is assumed for the first floor of The Salty Dog. Should an encounter take place elsewhere, readjust to match the scenario. Once combat has begun, '''Glorik''' will attack ferociously, using his first turn to break a leg off of a chair using Sailor's Rage. He will then use this makeshift club (simple club) on the nearest target. '''Glorik’s''' friends will attack a party member that is not engaged using their fists against them. Should a player draw a weapon against an unarmed sailor, they will disengage and flee to find the law. === Features of the Area: === #'''Player starting point.''' The party will be seated at the table except for the chair closest to the door. #'''Glorik's starting position.''' Glorik may have one or two close friends sitting with him. #'''Glorik's gang starting position.''' Glorik's friends will be seated at point 3 and 4, depending on party number. # See 3. #'''Reinforcements.''' Should the party allow more than one sailor to escape if a weapon is drawn, one will sprint to the port (by exiting south off of the map) and another will summon more sailors from upstairs. '''Illumination''': Bright light '''Terrain features''': Any overturned furniture will become difficult terrain. To pass over a five foot area that is difficult terrain (such as a chair or stool), creatures must make a DC 10 Athletics or Acrobatics check. To knock over a fleeing sailor will require a DC 20 Athletics check to push them 10 feet prone. '''Treasure''': '''Glorik''' is carrying 20 gp and possesses a long sword. Between them, '''Glorik’s''' gang members are carrying 60 gp. ===Statblocks=== <gallery mode="packed-hover" heights="400"> File:Glorik Mastbreaker Statsblock.jpg|''[[The World Tree/Glorik Mastbreaker|Glorik Mastbreaker]]'' Statblock File: Sailor Thug.jpg|''Sailor Thug'' Statblock </gallery> === Scene II Conclusion: === When the scene is concluding, it is revealed '''Glorik''' has a tattoo of a large eye on his shoulder and if he is able to speak and conscience, will attempt to find out as much information as possible. === Tough Dogs === ==== Setup: ==== When the players travel in a direction other than to Thal or if the law has been summoned during the previous scene, they are stopped by a group of 20 guards with a carriage. As they surround you, one of the guards reads a decree that you are to be arrested for your crimes against Orland, including counts of arson, burglary, blackmail, and vandalism. If the players explain their purpose for violence in The Salty Dog and pass a DC 8 Persuasion, the guards will forgo the charges of violence, but will insist you to join them, even explaining to the PCs that they have been sent by Orland due to him being in grave danger. If the party is able to talk their way out of the imprisonment, the guards will follow behind the PCs until they know they will go to Valea, allowing them to continue their journey. If the party refuses, the guards will use force, sparking combat. The PCs will either escape or be captured. If captured, skip to [[The World Tree/Act 1#Scene I_.28XXXX_xp.29| Act I Scene I]] where they are being unloaded from the wagon. Should the PCs escape this obligation by killing all the guards or escaping in some way, skip to [[The World Tree/Act_1#Scene_III_.28XXXX_xp.29|Act I Scene III]].
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