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The World Tree/Prologue
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== Scene I == When the players are ready to begin, read the following: ''The smell of smoked fish and garlic fills the air as you sit at the table. As the crisp sea air breezes through the open window, the smell of the water is a refreshing break from the smell of cooking food, which usually is a curse as the sea spray chills you to the bone. As you finish your drink, you can see that many are drinking a house special of red ale, due to the setting sun rays streaking through their glasses. Like many of the taverns located on the coast, The Salty Dog begins to form into a scene of drunken stupor and boisterous voices as the sun begins to fade behind the horizon.'' [[Image:The_Salty_Dog_Interior.jpg|left|300px|The Salty Dog Interior]]'''''Valea''' sits upon a stone bluff overlooking the merchants along the port. Those who live in '''Valea''' live on the outskirts, keeping fair distance from the sea port and their seedy company. At the port, it is commonplace to see humans, dwarves, elves, and halflings either taking a break from their duties at sea or are taking advantage of the sailors as they stretch their sea legs, however at this time, the port is closing up. Sailors can be seen walking toward the '''Salty Dog''' or are returning to their ship to sleep. They keep to themselves but speak loudly and gruffly, as if though they are sharing their thoughts with the entire tavern. The front door of the tavern is swinging open and close and open again for the occupants of the tavern.'' ''A character enters and seems as if though he has found the wrong place. The elven man is adorned with white robes with gold stitching, with dark skin and hair, clutching a satchel as the burly sailors drunkenly stumble about. It is clear he has other business than drinking. He makes eye contact with each of you individually and motions you over to a table in the corner. Due to the amount of people within the tavern, it takes several minutes to cross to where this dark skinned elf is sitting. Upon closer inspection, you see that his clothing shrouds his muscular frame and his eyes shimmer an electric green. He bears no weapons and seems to be extremely uncomfortable with his surroundings. “Greetings,” he says. “I am '''[[The_World_Tree/Talwisul_Windwalker|Talwisul]]''', a courier sent by '''Orland'''.”'' The next bit of text depends on which quest is more unifying to the party, either '''Council Summoning''' or '''The Apple Grows Close to the Tree''', with dialogue written for those two, respectively. ''“The '''Thal Council''' has requested your appearance urgently, due to an in-house emergency. The matter is being kept as quietly as possible and requires the utmost caution with who this information is given too. Should you appear, you will need to meet '''Orland''' under the bell tower at tomorrow’s eve. The council has agreed to pay for your expenses and accommodations, and have given each of you a deposit in good faith of your appearance. Horses are awaiting you outside should you choose to appear for the council.”'' ''“'''Orland''' has asked you to join him for a celebration. He will be celebrating his 204th birthday tomorrow and to celebrate, '''Orland''' has decided to visit the Shrine of '''Ra-Orn''', to pay his respects to his healthy life. He begs for assistance since he cannot travel their alone due to the increase of ruffians in the area. Orland has also paid for your travel expenses in advance, with horses waiting for you outside should you choose to celebrate with him.”'' '''Talwisu'''l speaks slowly and calmly. A DC 20 Persuasion check will divulge that he is worried about the '''Thal Council''' or '''Orland''', depending on the quest, and will share his anxiety for their safety. He will not answer questions about himself or who sent him otherwise, as he wishes to be gone before the sailors become more lewd. Should they accept, each player will receive 20 gp. If the PCs ask if they refuse, the courier will keep the money and assure them that he has been tasked to deliver a message. If the PCs refuse to go to their summoning or refuse accepting the money, Talwisul will pocket the gold and claim the letter has been delivered. Once the players accept the gold amount, he will leave, rebuffing any further efforts at conversation. Anyone making a DC 15 Insight check can tell that '''Talwisul''' is either relieved they accepted the message or nervous if they do not, but this reaction is normal. Couriers cannot accept final payment if the recipient does not accept the letter. It’s also hardly surprising that a courier would feel out of place in a seaside tavern, surrounded by lower class citizens, but with a successful 20 perception check, the players can discern he is incredibly nervous for another reason. During Scene 2, '''Talwisul''' will gather his horse and ride for the '''Thal''' as quick as possible, and then ride to '''[[The_World_Tree/Goldcrest|Goldcrest]]''' with his next assignment. A DC 10 Perception check after the gold has been accepted will glean the awareness of '''Glorik Mastbreaker''', a pirate dwarf, who has been watching them for quite some time.
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