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The World Tree:Main Page/Prologue
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== Scene II (100 xp) == As soon as the party attempts to leave, Glorik will confront the party, only accepting a fight or gold to successfully pass this encounter. === The Dwarven Sailor: === "Oy...you think you are going to walk away from me when I'm talking to you?" a stout dwarf says. You can see his bandanna that covers his tattooed head as he stands up and folds his arms. "You didn't pay for that! Now...do I have to beat it out of you or are you going to cough it up? I know you just got paid handsomely." At this point, the entire tavern is quiet. Several of his friends stand up to join him, barring the exit and looking menacing. Glorik cannot be intimidated by a showing of skill, but his friends can be through the use of deception or authority. A successful DC 19 Intimidation check in this manner will render his friends to a DC 12 Wisdom saving throw, either leaving or sitting down on a failure. Glorik can be deceived with a DC 15 Deception check, but will still require a fight or money to leave. The others in the tavern will refuse to take sides, and the bartender will not stand up to the sailors. Players who are able to convince Glorik that he is outnumbered or that his friends do not believe in his accusation will be able to pass this encounter. The checks for these should be difficult due to his low intelligence, but not impossible for those who have no training in the skills required. If the players choose to pay, he will require the same amount of gold given by the courier combined for all the players +2d4. If the players choose to fight, combat begins. Refer to (Prologue Scene Levels) for the battle map. === Tactics: === Once combat has begun, Glorik will attack ferociously, using his first turn to use Sailor’s Rage to break a leg off of a chair to gain access to a club and attack the closest target. Glorik’s friends (See Prologue Scene Levels) will attack one of the party that is not engaged using fists. Should a player draw a weapon against an unarmed sailor, they will disengage and flee to find the law. === Features of the Area: === 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. === Scene 1 Conclusion: === When the scene is concluding, it is revealed the dwarf 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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