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The World Tree/Act 2
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== Scene I == When the players are ready to begin, read the following: ''The night before was a long one. Not only was the Tsar Outpost destroyed by the [[The World Tree/Scarlet Eye|Scarlet Eye]], the very enemy they sought to destroy paid a visit to them. [insert what happened at the event]. The sun that shines through the trees is almost like a bitter mockery of what had happened the night before. Magnus will not be as lucky next time.'' A use of humor can work well here. [[The World Tree/Nefaria|Nefaria]] is a pixie, after all, and loves to prank unwary travelers. She can do a variety of things, kicking the weight out from under an unbalanced character, flinging food at a player, or placing someone's possessions into someone else's bag. Feel free to role-play the responses, but if Nefaria believes there will be a fight to ensue, she will transport them to her plane in the Feywild. This is not required, but can break some tension if need be. Read the following whenever there seems to be a lull in the role-play. [[Image:Nefaria.jpg|left|300px|Nefaria]]''A bright light surrounds each of your characters eyes and the world fades into light. The warmth pierces through to the bone, but is pleasant and comforting. The humidity dissipates as the light fades way to what is before you.'' ''What once used to be your camp (or outpost) is now lush foliage. The world is tinted with a yellow glow as the sun hangs high in the sky. The scent of lavender, oak, and other plants fill your nostrils; truly a wonderful smell. You are standing in a clearing of tall trees, and can hear hundreds of pollinating insects and singing birds.'' An arcana check of DC 20 will reveal they have been teleported to this location, the Feywild. A failed roll will merely suggest that they have been moved by magical means, but do not know where or by who. ''The sounds of nature pass as a high pitched scream begins to grow louder and louder. The sound seems to be coming from a glowing orb of green light that is traveling at you as fast as an arrow, and stops before an elven player or a good character. As she stops inches from their nose, the green light fades to reveal a small fairy, the size of your palm. She is breathing heavily, until finally exclaiming, "Run for your life! There are crazy people everywhere!"'' (if asked, she is referring to them) ''She doubles over with laughter and wipes away a tear.'' From here, she tends to make jokes and insults to the players, becoming agitated with those who do not go along with it. A LOT of interesting outcomes can come from this, but there is a core structure to the conversation. Establishment of her character: *Sassy and sarcastic, but serious about the World Tree and those who oppose it. *Almost chaotic in nature, she can not keep still and only contacts the players on her schedule. *Feels powerless for what's to come and has sought them out by her own means. Information: *She is able to raise the Ashen Warrior should they receive her remains from the tomb. **She plans on taking the remains to the tree where Ra-Orn can raise her. *The tomb is located near Ael'Dea, and is full of danger. **The tomb used to be a shrine where offerings of gold and equipment were given to her. **The tomb is now long forgotten relic that no one dares enter. **The citizens of Thal chose to keep the remains protected by wild beasts and dangerous monsters. *The word for the compass shortest distance including the future is ''Gairid'', with ''Direach'' being for the shortest land distance. What is most important are the things that Nefaria doesn't know. Whether she is a one time NPC or a recurring guide is up to you, but that all depends on her usefulness to the party. At any point, Nefaria can be exchanged for [[The World Tree/Horough|Horough]] should the need arise. As long as these points are met, the topic of conversation, her temperament, or her attitude towards the players can and should be played however you wish. The more dramatic and sarcastic with the players, the more irritating and memorable she becomes! Whenever the party (or you) is finished with the information and have no other questions, read the following text: ''Nefaria glances to the player she met first. "Remember, Ashen Warrior. South of Ael'Dea. Tomb with Bad Monsters." Nefaria spins in a circle that forms a green light as she darts off into the trees. The woods around you begin to fade to white once more.'' ''When you return, you camp is no longer at its original place. In fact, your entire camp has been moved into an entirely different spot on the road, with all of your possessions keeping relative distance to one another. The road next to you is at the edge of the woods, where you can see the village of Ael'Dea before you, with chimney smoke rising to the skies. Thankfully, it appears as if though no time has passed.''
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