Editing The World Tree/Prologue/Scene Levels

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 2: Line 2:
 
==Overview==
 
==Overview==
 
The prologue was designed to get players engaged in the action and develop a "hooked" party for the campaign [[The_World_Tree|The World Tree]].  Characters are asked to make their backstories begin at [[The_World_Tree/The_Salty_Dog|The Salty Dog]] tavern in '''[[The_World_Tree/Valea|Valea]]''', a sea port town, and at least one of the characters having a connection to an old elf named '''[[The_World_Tree/Orland_Earcoro|Orland Earcoro]]'''.  While there, the players are gathered and informed of their summons by the [[The_World_Tree/Thal_Council|Thal Council]] and are asked to leave immediately.  When doing so, a drunk patron named '''[[The_World_Tree/Glorik_Mastbreaker| Glorik Mastbreaker]]''' claims the party didn't pay for their drinks, creating an early game scene with little to no cost of life or impact on story hooks.  While traveling, the group is halted by "Thal Toll Collections Agency", which are actually members of a secret cult disguised as Toll Collectors (''Werewolves'' 1st playthrough). If the clues are pieced together, they will be revealed as the [[The_World_Tree/Scarlet_Eye|Scarlet Eye]], a mercenary group that have sought out the players specifically.  This is not required for experienced or social groups and does not affect further story if prologue is not completed.
 
The prologue was designed to get players engaged in the action and develop a "hooked" party for the campaign [[The_World_Tree|The World Tree]].  Characters are asked to make their backstories begin at [[The_World_Tree/The_Salty_Dog|The Salty Dog]] tavern in '''[[The_World_Tree/Valea|Valea]]''', a sea port town, and at least one of the characters having a connection to an old elf named '''[[The_World_Tree/Orland_Earcoro|Orland Earcoro]]'''.  While there, the players are gathered and informed of their summons by the [[The_World_Tree/Thal_Council|Thal Council]] and are asked to leave immediately.  When doing so, a drunk patron named '''[[The_World_Tree/Glorik_Mastbreaker| Glorik Mastbreaker]]''' claims the party didn't pay for their drinks, creating an early game scene with little to no cost of life or impact on story hooks.  While traveling, the group is halted by "Thal Toll Collections Agency", which are actually members of a secret cult disguised as Toll Collectors (''Werewolves'' 1st playthrough). If the clues are pieced together, they will be revealed as the [[The_World_Tree/Scarlet_Eye|Scarlet Eye]], a mercenary group that have sought out the players specifically.  This is not required for experienced or social groups and does not affect further story if prologue is not completed.
 +
 +
This encounter can take place one of five places, each with their own unique advantages and disadvantages.
 +
 +
===The Tavern===
 +
This is where combat is most likely to take place, where the initial meeting with Glorik takes place. This room as a lot of difficult terrain creating elements, such as knocking over a table or chair.  Be sure you have tokens or markers to show where these take place, should a creature do so.  There is also a dual sided fireplace in the center, facing north and south and a bar that runs along the center of the west wall. A stairwell and storage room are also on this floor, although it is not very likely that they will be used should combat take place here.
 +
 +
As far as other NPCs, there is the tavern owner and other sailors and traders who have decided to stay, roughly filling 3/4 of its total capacity. They will avoid danger and should only be considered if their immediate harm is imminent, causing any NPC that exits to contact the law.
 +
 +
===The Rooms===
 +
The rooms are located using the stairwell from the tavern area. The players rooms are located at 1 and possibly 2, should the party exceed four beds. Other occupants include a local noble and family of the barkeep, but are away at this time.  Within their rooms, there is only their personal belongings.  Should a player be seen within these rooms, an NPC will alert the authorities immediately. A door leads to a bridge connecting the two buildings at the southern east wall. This is a restricted area and any employee of The Salty Dog will alert the authorities.
 +
 +
Combat here remains largely open.  Enemies will avoid going close to the rooms and stay within the main area.
 +
 +
===The Barn===
 +
The barn is the ground floor of the building next to The Salty Dog.  The ground floor is abandoned and is largely in a state of disarray. This is the location of the former Salty Dog, and has long since been rebuilt.  A curtain divides the barn, with the northern room holding a table and chairs, a fireplace, and a stairwell leading to the gambling area, and the southern room holding an abandoned kitchen and preparation area.  A porch is located on the western side of the building and is dangerous to trespass over.  Making a mental note of where rotting boards are can add to this combat environment.
 +
 +
Combat here is open, with advantages being for long ranged players. Floorboards may break under creatures feet (DC 10 Dexterity saving throw) and the rotten furniture can be toppled over to make difficult terrain.  The curtain provides total cover, but a creature can pass through it as if it were difficult terrain.
 +
 +
===The Gambling Attic===
 +
The gambling attic is located on the second floor of the barn, where rich merchants, traders, and sailors gather to gamble.  Gambling is illegal in Valea, but this provides a safe haven for them, due to the barkeep keeping a blinded eye to the area. Two circle tables of equal side are located to the north and the south of the larger circle table due to a large mass of sailors wanting to gamble. Floorboards are unsteady in the southern area and could cause a player to fall through the floor into the barn below. There is also a door within this room that leads to the rooms of The Salty Dog.
 +
 +
The majority of this combat is blocked by tables, chairs, and broken floorboards, making this a difficult area to fight in. It is important to make mental notes of where loose floorboards are and have tokens at the ready for the holes and furniture that creates difficult terrain.
 +
 +
===Outside===
 +
And of course, combat can also take place outside. A well is located to the north of the barn and horses are ties to the western hitching post of The Salty Dog.
 +
 +
This encounter provides a lot of cover between buildings and behind the well and potential horses.  Have tokens ready for horses and possible guards, should an NPC escape to the south.
  
 
==Scene II==
 
==Scene II==

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)