Editing The World Tree/Act 1

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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 (200)==
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== Scene I ==
 
When the players are ready to begin, read the following:
 
When the players are ready to begin, read the following:
  
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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/Goldcrest|Goldcrest]]''' 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.''
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#'''''[[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 (1800 xp) ==
+
== Scene II (XXXX xp) ==
 
When the party departs from the Thal, Scene II begins. During this time, be sure to remind the party that not all enemies need to be defeated to win the encounter.  Avoiding death or outsmarting them is another way to gain experience (this is crucial for Scene III).
 
When the party departs from the Thal, Scene II begins. During this time, be sure to remind the party that not all enemies need to be defeated to win the encounter.  Avoiding death or outsmarting them is another way to gain experience (this is crucial for Scene III).
  
 
=== Scene II ===
 
=== Scene II ===
 
====Setup====
 
====Setup====
[[Image:Tsar_Outpost-Day.jpg|right|300px|Tsar Outpost]][[Image:Tsar_Outpost-Night.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?''
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[[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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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 (500 xp) ==
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== Scene III (XXXX xp) ==
 
=== An Unexpected Visitor ===
 
=== An Unexpected Visitor ===
 
[[Image:Magnus.jpg|right|300px|Magnus]]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.
 
[[Image:Magnus.jpg|right|300px|Magnus]]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.
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==Experience Total==
 
==Experience Total==
'''With a Little Help from the Thal''' (2000 xp)<br/>
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'''With a Little Help from the Thal''' (XXXX xp)<br/>
:::''The Thal Council (200 xp)''
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:::''The Thal Council (XXXX xp)''
:::''The Tsar Outpost (1800 xp)''
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:::''The Tsar Outpost (XXXX xp)''
'''The Unexpected Visitors''' (500 xp)
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'''The Unexpected Visitors''' (≈XXXX xp)
:::''Magnus Encounter (300 xp)''
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:::''Magnus Encounter (≈XXXX xp)''
:::''Surviving Magnus' Will (200 xp)''
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:::''Surviving Magnus' Will (≈XXXX xp)''
  
  
 
Previous XP amount: 101,250 xp <br/>
 
Previous XP amount: 101,250 xp <br/>
Act I XP total: 2,500 xp <br/>
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Prologue XP total: XXXX xp <br/>
 
<br/>
 
<br/>
  
'''Total XP Progression:''' 103,750 xp <br/>
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'''Total XP Progression:''' XXXX <br/>
 
'''Current Level:''' 12 <br/>
 
'''Current Level:''' 12 <br/>
 
'''Act Loot:''' 5d4 + 10 gp total. 50 xp for good role-play.
 
'''Act Loot:''' 5d4 + 10 gp total. 50 xp for good role-play.

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