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The World Tree/Prologue/Scene Levels
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==Scene II== This encounter can take place one of five places, each with their own unique advantages and disadvantages. ===The Tavern=== [[Image:The Salty Dog GF.jpg|thumb|right|375px|The Salty Dog Ground Floor Interior]]This is where combat is most likely to take place, where the initial meeting with Glorik takes place. This room as a lot of difficult terrain creating elements, such as knocking over a table or chair. Be sure you have tokens or markers to show where these take place, should a creature do so. There is also a dual sided fireplace in the center, facing north and south and a bar that runs along the center of the west wall. A stairwell and storage room are also on this floor, although it is not very likely that they will be used should combat take place here. As far as other NPCs, there is the tavern owner and other sailors and traders who have decided to stay, roughly filling 3/4 of its total capacity. They will avoid danger and should only be considered if their immediate harm is imminent, causing any NPC that exits to contact the law. ===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.
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