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'''History''' DC 15: Very few cities in the world can lay claim to a council like the '''[[The World Tree/Thal|Thal]]'''. Comprised of three anonymous elves, the '''Thal''' delegate decrees and laws for the surrounding territory and coastal ports. This council is handpicked in secret by the current mayor and serve a lifetime in this position. For the last century, the Thal have created and mandated these laws for the betterment of the people and have done so successfully, however some speculate and ridicule the secrecy of the organization, claiming it has created a “hidden hand” approach to the law. | '''History''' DC 15: Very few cities in the world can lay claim to a council like the '''[[The World Tree/Thal|Thal]]'''. Comprised of three anonymous elves, the '''Thal''' delegate decrees and laws for the surrounding territory and coastal ports. This council is handpicked in secret by the current mayor and serve a lifetime in this position. For the last century, the Thal have created and mandated these laws for the betterment of the people and have done so successfully, however some speculate and ridicule the secrecy of the organization, claiming it has created a “hidden hand” approach to the law. | ||
− | == Scene I | + | == Scene I == |
When the players are ready to begin, read the following: | When the players are ready to begin, read the following: | ||
'''''The Thal''', a city where dwarven architecture and masonry meet elven customs and government. As you enter the city, you notice the marble and basalt walls are topped with hammered bronze as the sunlight is reflected across their weather worn tops. The city is bustling, with merchants and artisans lining the streets, pulling anyone into their work space to sample or view their products. Many stout men, elves, and dwarves are carrying crates full of produce and equipment, loading them onto the backs of horse carts to be taken to ports all over the western border. Many citizens are passing through the streets, giving hearty welcomes and greetings to those they meet as children weave between the crowd playing some sort of game. The one thing that rakes across your mind as you witness the scene is how happy these people are.'' | '''''The Thal''', a city where dwarven architecture and masonry meet elven customs and government. As you enter the city, you notice the marble and basalt walls are topped with hammered bronze as the sunlight is reflected across their weather worn tops. The city is bustling, with merchants and artisans lining the streets, pulling anyone into their work space to sample or view their products. Many stout men, elves, and dwarves are carrying crates full of produce and equipment, loading them onto the backs of horse carts to be taken to ports all over the western border. Many citizens are passing through the streets, giving hearty welcomes and greetings to those they meet as children weave between the crowd playing some sort of game. The one thing that rakes across your mind as you witness the scene is how happy these people are.'' | ||
− | [[Image:Thal Council | + | [[Image:The Thal Council.jpg|left|300px|The Thal Council]]''All except one, that is. As you follow the directions on your letter, you find Orland standing under the bell tower, pacing endlessly. Occasionally, he stops to look at the bell tower every few minutes and, with a sigh, continues to pace. As you approach him, his eyebrows furrow. "Your late," he exclaims. "We need to hurry, we can't risk us being seen out here."'' |
Orland will dismiss any excuse or any who do not wish to enter as a traveling guard, and taking willing players to the top, where the council is meeting. | Orland will dismiss any excuse or any who do not wish to enter as a traveling guard, and taking willing players to the top, where the council is meeting. | ||
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'''Known Locations''' | '''Known Locations''' | ||
#''Here is a map centralizing around where we believe the location of the World Tree centers at. All that we know is that it seems the paths we have mapped all lead to the [[The World Tree/Danarus Pass|Danarus Pass]], but never further. Either this means that this is the location of the tree and they do not return, or this is where they meet their demise by something more foul. As you approach, be careful. There is no telling what may lie there.'' | #''Here is a map centralizing around where we believe the location of the World Tree centers at. All that we know is that it seems the paths we have mapped all lead to the [[The World Tree/Danarus Pass|Danarus Pass]], but never further. Either this means that this is the location of the tree and they do not return, or this is where they meet their demise by something more foul. As you approach, be careful. There is no telling what may lie there.'' | ||
− | #'''''[[The World Tree/ | + | #'''''[[The World Tree/Huion|Huion]]''' is a large city closer than '''[[The World Tree/Daerum|Daerum]]'''. Although it may be tempting to travel there, be warned. The rise of attacks have people on edge, and those within the criminal organizations are investigative of wayfaring travelers. They may hinder your approach and waste what valuable time we have before its too late.'' |
#'''''[[The World Tree/Daerum|Daerum]]''' is one of the southern cities under onslaught. Traveling further east piles you into desert land and cannibal forces. Unless you plan to destroy them, it might be best to avoid them.'' | #'''''[[The World Tree/Daerum|Daerum]]''' is one of the southern cities under onslaught. Traveling further east piles you into desert land and cannibal forces. Unless you plan to destroy them, it might be best to avoid them.'' | ||
#''The boundaries between '''[[The World Tree/Kusha|Kusha]]''' and '''[[The World Tree/Ethir|Ethir]]''' are vague but policed. Your task is too important for other countries to meddle in. Choose wisely.'' | #''The boundaries between '''[[The World Tree/Kusha|Kusha]]''' and '''[[The World Tree/Ethir|Ethir]]''' are vague but policed. Your task is too important for other countries to meddle in. Choose wisely.'' | ||
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During Scene 2, Orland, Aeraland, and Larenlothrin will send word to '''Daerum''' of the party's decision, and then travel to the Isle of Life at the trinity island to deal with the raising bandit hordes in the Isle of Dread. Should they hear word of the players refusal, they will travel to '''Daerum''' to warn the king of the coming apocalypse. | During Scene 2, Orland, Aeraland, and Larenlothrin will send word to '''Daerum''' of the party's decision, and then travel to the Isle of Life at the trinity island to deal with the raising bandit hordes in the Isle of Dread. Should they hear word of the players refusal, they will travel to '''Daerum''' to warn the king of the coming apocalypse. | ||
− | == Scene II ( | + | == Scene II (XXXX xp) == |
− | When the party departs from the Thal, Scene II begins | + | When the party departs from the Thal, Scene II begins. |
=== Scene II === | === Scene II === | ||
====Setup==== | ====Setup==== | ||
− | [[Image:Tsar_Outpost | + | [[Image:Tsar_Outpost.jpg|right|300px|Tsar Outpost]]''After leaving the Thal, the countryside begins to increase in foliage. Thick trees cover the sides of the road as the brass roofs of '''Thal''' fall behind the wildlife. In the morning hours, thick clouds of gnats fly in small circles, unaware of your passing as the dew begins to lift from the grass and trees. As the dew lifts, the small insects dissipates, leaving a thick humidity in the clear skies. The sweet smell of honeysuckle fills your nostrils as the heat begins to make you sweat. At high-noon, your horses and your bellies need to rest, as you approach the side road to the outpost, but what say you?'' |
Imaginably, the party will stop. Allow the players to further introduce one another or choose some downtime activities. Groups that are accounting for rations and water will subtract half of the daily amount at this point. Ask the players to role-play their character's hometown, should they need some encouragement or topic conversation. | Imaginably, the party will stop. Allow the players to further introduce one another or choose some downtime activities. Groups that are accounting for rations and water will subtract half of the daily amount at this point. Ask the players to role-play their character's hometown, should they need some encouragement or topic conversation. | ||
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==== Scene 2 Conclusion: ==== | ==== Scene 2 Conclusion: ==== | ||
− | After the encounter, refer to [[The World Tree/Act_1/Scene_Levels|Scene Levels]] for descriptions of the rooms and notable items. Upon inspection of Naomi's body, the characters will find a single word in an unknown language written on a crumpled paper in her left hand. With a successful check (DC 20 medicine or investigation) the players will find another piece of crumpled paper in her throat that holds a piece of her letter to the council, asking about the strange shipment from " | + | After the encounter, refer to [[The World Tree/Act_1/Scene_Levels|Scene Levels]] for descriptions of the rooms and notable items. Upon inspection of Naomi's body, the characters will find a single word in an unknown language written on a crumpled paper in her left hand. With a successful check (DC 20 medicine or investigation) the players will find another piece of crumpled paper in her throat that holds a piece of her letter to the council, asking about the strange shipment from "M". |
Do not overly emphasize the safety of the outpost, let the characters figure this out for themselves. Too much implication of this safety will have them running from this outpost as quickly as possible. Should they choose to not stay, however, have an extra wilderness encounter ready to throw on them for sleeping outside. | Do not overly emphasize the safety of the outpost, let the characters figure this out for themselves. Too much implication of this safety will have them running from this outpost as quickly as possible. Should they choose to not stay, however, have an extra wilderness encounter ready to throw on them for sleeping outside. | ||
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If they stay, no added dangers will inhibit their rest, save for one. The arrival of Magnus. | If they stay, no added dangers will inhibit their rest, save for one. The arrival of Magnus. | ||
− | == Scene III ( | + | == Scene III (XXXX xp) == |
=== An Unexpected Visitor === | === An Unexpected Visitor === | ||
− | + | Regardless of whether the the party sleeps within the outpost or outside, Magnus will visit the party at their most vulnerable moment. Should the party keep watch, Magnus will arrive on the lowest roll, regardless of score. He will attempt to persuade the party into joining his side, to find the World Tree and destroy it. Should they refuse, he will attack them. | |
− | + | ''That is when you feel it. The ground rumbles and a heavy feeling fills your heart as you sense a faint smell of sulfur in the air. And that is when you see him.'' | |
− | + | ''What you notice first about him is the sheer size of him. He stands to almost eight feet, with black armor forming horns and points over the entirety. Red glowing eyes shine from under his helm and his mere footfalls seem to cause the earth to tremble.'' | |
+ | <br/> | ||
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− | + | <br/> | |
− | : | + | === The Toll Collectors of Thal === |
+ | [[Image:The_Thal.jpg|left|300px|The Thal]]When the players are ready to continue, describe the following regardless of whether horses or by foot is taken. | ||
− | + | The trip from '''Valea''' to '''Thal''' is a short one, only taking a day's journey to arrive. ''As you pass through the countryside, the coastal weeds and unkempt grass become shorter and less tangled. Trees begin to grow sporadically until the form small groves and meadows. The ocean smell is left behind as you insects begin to buzz around you if you pause even for a moment. The air his thick with humidity as the sounds of songbirds and other wildlife become more abundantly clear.'' | |
− | + | ''The bell tower and town hall can be seen over the trees amassing in the distance, it would seem as if though you will be able to reach arrive in no time. The stench coming from your armor and dust collecting on your boots tell you the rest will be well appreciated.'' | |
==== Setup: ==== | ==== Setup: ==== | ||
− | + | What happens next is up to the players. As the DM narrates the following sequence, players may insist on a check to hide. Two men are walking down the road. This will require a DC 17 Stealth Check, due to the two figures watching the party traveling. Keep whether the rolls were a success or failure a secret and continue with the encounter. | |
− | + | If the entire party hides successfully, the two will continue one, awarding experience equivalent for the two of them. If anyone in the party fails, the two men will stage a conversation about whether one remembered the money for the toll ahead. They will then be attacked with surprise as other members of the Scarlet Eye sneak up on those who failed. | |
− | + | If the party chooses to confront the two men with words, the following will take place: | |
− | + | ''Upon the path in the distance, two men are approaching you from the road, seeming as if though they are traveling to '''Valea'''. As you approach one another, they call out to you.'' | |
− | + | ''"Hold traveler! The toll for this road is 10 gold pieces. You'll have to turn back if you can't pay it."'' | |
− | + | Then it is up to the players to pay or not to pay. The two can not be persuaded to ignore the toll and if questioned about the reason, will respond with threats and violence, possibly charging more for things such as horses, races, weapon possession, etc. If the party pays and continues, no experience is given. Choosing to fight will invoke an encounter. | |
− | + | If the party failed a stealth check or refuse to pay, begin the encounter. Refer to Prologue Scene Levels for the battle map of this area. | |
==== Tactics: ==== | ==== Tactics: ==== | ||
− | + | The two collectors will use a whistle to alert those who are hiding to come out of hiding (DC 25 to spot). They will then draw their weapons, attacking the party as a distraction. The remaining attackers (See Prologue Scene Levels) will fire from their hiding spots and surround the players (1st playthrough lycanthrope clan). These enemies would rather die than be captured, hoping to contain their purpose, but will flee if they are over run. If captured, they will drink a poison to kill themselves, hiding the information. | |
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==== Features of the Area: ==== | ==== Features of the Area: ==== | ||
− | Illumination: | + | Illumination: Bright on the road, dim if within the shadows of the trees. |
− | Terrain Features: | + | Terrain Features: Flat dust and dirt on the road, dense foliage off the path requires a DC 12 Athletics or Acrobatics to pass through 5 feet. |
− | Treasure: | + | Treasure: 70 gold dispersed among them. |
==== Conclusion: ==== | ==== Conclusion: ==== | ||
− | + | Whether the toll collectors are avoided or attacked, the path to the Thal is now clear. Upon investigation of the bodies, the players will find a symbol much like Glorik had with a labeling of "Scarlet Eye" below it. It is unclear as to what this could mean, but if citizens in the Thal are questioned about it, they will claim them to be mercenaries for hire but not a bandit group. Be sure to show the players IMAGE#1 for memories sake (The Scarlet Eye is a group hired by Magnus to stop the travelers.) | |
+ | |||
+ | === 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 Act I Scene I with them being unloaded in front of the bell tower. | ||
+ | |||
+ | Should the PCs escape this obligation by killing all the guards or escaping in some way, skip to Act # Scene #. | ||
− | + | ===The following is for formatting uses '''ONLY''', not accurate information.=== | |
==Experience Total== | ==Experience Total== | ||
− | ''' | + | '''Finding Orland''' (250 xp)<br/> |
− | :::''The | + | :::''The Salty Dog (100 xp)'' |
− | :::''The | + | :::''The Road to Thal (150 xp)'' |
− | ''' | + | '''Encounter experience''' (≈1,000 xp) |
− | :::'' | + | :::''Glorik Mastbreaker (≈100 xp)'' |
− | :::'' | + | :::''The Thal Toll Collectors (≈900 xp)'' |
− | Previous XP amount: | + | Previous XP amount: 100,000 xp <br/> |
− | + | Prologue XP total: 1,250 xp <br/> | |
<br/> | <br/> | ||
− | '''Total XP Progression:''' | + | '''Total XP Progression:''' 101,250 <br/> |
− | '''Current Level:''' 12 | + | '''Current Level:''' 12 |
− | |||
== NPCs and Organizations == | == NPCs and Organizations == | ||
− | [[The_World_Tree/Orland_Earcoro | Orland Earcoro]]: Oldest member of the Thal Council, Orland holds the greater good as his ideal, no matter what it may take. He tends to overlook social rules and edicate, with Intelligence being his high score and Strength being his low score. During the Thal Council Meeting, he holds the majority of information about history, Magnus, the Time of Chaos. Regardless of how the PCs are towards them, he believes they are able to complete the mission. ([[The_World_Tree/Orland_Earcoro#Statblock|Orland | + | [[The_World_Tree/Orland_Earcoro | Orland Earcoro]]: Oldest member of the Thal Council, Orland holds the greater good as his ideal, no matter what it may take. He tends to overlook social rules and edicate, with Intelligence being his high score and Strength being his low score. During the Thal Council Meeting, he holds the majority of information about history, Magnus, the Time of Chaos. Regardless of how the PCs are towards them, he believes they are able to complete the mission. ([[The_World_Tree/Orland_Earcoro#Statblock|Orland Stat Block]]) |
− | [[The_World_Tree/ | + | [[The_World_Tree/Talwisul_Windwalker|Talwisul Windwalker]]: Courier for the Thal Council. Contrary to what his name suggest, Talwisul speaks slowly and delibrately, holding a neutral status on most subjects. If given the innocent opportunity, Talwisul will swipe a few coins profit, but never at the expense of someone else. His high score is Dexterity and low score is Intelligence. ([[The_World_Tree/Talwisul_Windwalker#Statblock|Talwisul Stat Block]]) |
− | [[ | + | [[The_World_Tree/Glorik_Mastbreaker|Glorik Mastbreaker]]: Hired sailor of the Haunted Windchime, Glorik works as a trader for the Western Ethir Trading company as a grunt, but also works for the Scarlet Eye as smuggler and fence. Glorik enjoys the sea but hates the work, causing him to only enjoy his time on land if he doesn't have rules to follow. High score is Strength and low score is Wisdom and Dexterity. ([[The_World_Tree/Glorik_Mastbreaker#Statblock|Glorik Stat Block]]) |
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[[The_World_Tree/Scarlet_Eye|Scarlet Eye]]: At this juncture, the Scarlet Eye is a mercenary group that is usually hired by patrons to assassinate, smuggle, or blackmail. Their symbol is a red inked iris and eyelashes. | [[The_World_Tree/Scarlet_Eye|Scarlet Eye]]: At this juncture, the Scarlet Eye is a mercenary group that is usually hired by patrons to assassinate, smuggle, or blackmail. Their symbol is a red inked iris and eyelashes. | ||
[[The_World_Tree/Thal_Council|The Thal Council]]: Refered to as the Thal, governmental structure for Thal and the surrounding port communities. | [[The_World_Tree/Thal_Council|The Thal Council]]: Refered to as the Thal, governmental structure for Thal and the surrounding port communities. | ||
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