Editing The World Tree/Prologue/Scene Levels
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==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. | ||
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This encounter can take place one of five places, each with their own unique advantages and disadvantages. | This encounter can take place one of five places, each with their own unique advantages and disadvantages. | ||
===The Tavern=== | ===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. | 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. | ||
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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. | 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== |
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− | 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. | + | === 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. | ||
=== Features of the Area: === | === Features of the Area: === | ||
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</gallery> | </gallery> | ||
− | === Scene | + | === 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. | ||
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''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.'' | ||
− | + | ==== 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. | |
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− | + | 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: ==== |
− | The | + | 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. |
− | + | ==== Features of the Area: ==== | |
+ | Illumination: Bright on the road, dim if within the shadows of the trees. | ||
− | + | 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. | |
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− | + | Treasure: 70 gold dispersed among them. | |
− | === | + | ==== 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.) | |
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=== Tough Dogs === | === Tough Dogs === |