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 5: Line 5:
 
==Scene II==
 
==Scene II==
  
This encounter can take place one of five places, each with their own unique advantages and disadvantages.
+
=== Tactics: ===
 
+
[[Image:The Salty Dog GF.jpg|thumb|right|375px|The Salty Dog Ground Floor Interior]]Once combat has begun, '''Glorik''' will attack ferociously, using his first turn to break a leg off of a chair using Sailor's Rage. He will then use this makeshift club (simple club) on the nearest target. '''Glorik’s''' friends will attack a party member that is not engaged using their fists against them.  Should a player draw a weapon against an unarmed sailor, they will disengage and flee to find the law.
===The Tavern===
 
[[Image:The Salty Dog GF.jpg|thumb|right|375px|The Salty Dog Ground Floor Interior]]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.
 
 
 
=== Tactics ===
 
[[Image:The Salty Dog GF.jpg|thumb|right|375px|The Salty Dog Ground Floor Interior]]The following is assumed for the first floor of The Salty Dog.  Should an encounter take place elsewhere, readjust to match the scenario.
 
 
 
Once combat has begun, '''Glorik''' will attack ferociously, using his first turn to break a leg off of a chair using Sailor's Rage. He will then use this makeshift club (simple club) on the nearest target. '''Glorik’s''' friends will attack a party member that is not engaged using their fists against them.  Should a player draw a weapon against an unarmed sailor, they will disengage and flee to find the law.
 
  
 
=== Features of the Area: ===
 
=== Features of the Area: ===
Line 50: Line 21:
  
 
'''Treasure''': '''Glorik''' is carrying 20 gp and possesses a long sword. Between them, '''Glorik’s''' gang members are carrying 60 gp.
 
'''Treasure''': '''Glorik''' is carrying 20 gp and possesses a long sword. Between them, '''Glorik’s''' gang members are carrying 60 gp.
===Statblocks===
 
<gallery mode="packed-hover" heights="400">
 
File:Glorik Mastbreaker Statsblock.jpg|''[[The World Tree/Glorik Mastbreaker|Glorik Mastbreaker]]'' Statblock
 
File: Sailor Thug.jpg|''Sailor Thug'' Statblock
 
</gallery>
 
  
=== Scene II Conclusion: ===
+
=== Scene 1 Conclusion: ===
 
When the scene is concluding, it is revealed '''Glorik''' 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.
 
When the scene is concluding, it is revealed '''Glorik''' 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.
 +
 +
 +
 +
 +
 +
  
 
== Scene III (150 xp) ==
 
== Scene III (150 xp) ==
Line 71: Line 43:
 
''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.''
 
''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.''
  
This encounter can take place at any point on the road, but works more fluidly if before entering the Thal.
+
==== 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.
  
===Entering Thal===
+
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.
[[Image:The Thal Collectors Map.jpg|thumb|right|375px|The road to the Thal]]Regardless of location, this encounter will take place using this map. The road is very wide, but also pictures a large amount of greenery and trees. The set up for this map, however, depend on a few factors, largely depending on stealth and tactics of the party. Two of the "toll collectors" appear to be walking towards them, but they have many friends hiding in the foliage.  
 
  
No other NPC can be seen on the road at this time.  This allows for a clear view of enemies and allies without accidentally killing innocent people in the crossfire (but then again, it is your choice).
+
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.
  
==Continue Here==
+
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.
  
===The Rooms===
+
==== Tactics: ====
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 timeWithin 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.  
+
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 runIf captured, they will drink a poison to kill themselves, hiding the information.
  
Combat here remains largely open.  Enemies will avoid going close to the rooms and stay within the main area.
+
==== Features of the Area: ====
 +
Illumination: Bright on the road, dim if within the shadows of the trees.
  
===The Barn===
+
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.
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.
+
Treasure: 70 gold dispersed among them.
  
===The Gambling Attic===
+
==== Conclusion: ====
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.
+
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 groupBe sure to show the players IMAGE#1 for memories sake (The Scarlet Eye is a group hired by Magnus to stop the travelers.)
 
 
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.
 
 
 
=== Tactics ===
 
[[Image:The Salty Dog GF.jpg|thumb|right|375px|The Salty Dog Ground Floor Interior]]The following is assumed for the first floor of The Salty Dog.  Should an encounter take place elsewhere, readjust to match the scenario.
 
 
 
Once combat has begun, '''Glorik''' will attack ferociously, using his first turn to break a leg off of a chair using Sailor's Rage. He will then use this makeshift club (simple club) on the nearest target. '''Glorik’s''' friends will attack a party member that is not engaged using their fists against themShould a player draw a weapon against an unarmed sailor, they will disengage and flee to find the law.
 
 
 
=== Features of the Area: ===
 
 
 
#'''Player starting point.''' The party will be seated at the table except for the chair closest to the door.
 
#'''Glorik's starting position.''' Glorik may have one or two close friends sitting with him.
 
#'''Glorik's gang starting position.''' Glorik's friends will be seated at point 3 and 4, depending on party number.
 
# See 3.
 
#'''Reinforcements.''' Should the party allow more than one sailor to escape if a weapon is drawn, one will sprint to the port (by exiting south off of the map) and another will summon more sailors from upstairs.
 
 
 
'''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.
 
===Statblocks===
 
<gallery mode="packed-hover" heights="400">
 
File:Glorik Mastbreaker Statsblock.jpg|''[[The World Tree/Glorik Mastbreaker|Glorik Mastbreaker]]'' Statblock
 
File: Sailor Thug.jpg|''Sailor Thug'' Statblock
 
</gallery>
 
 
 
=== Scene II Conclusion: ===
 
When the scene is concluding, it is revealed '''Glorik''' 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.
 
  
 
=== Tough Dogs ===
 
=== Tough Dogs ===

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)