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[[Image:The_Salty_Dog.jpeg|thumb|c|right|500px|"The Salty Dog" overlooking the Valean Bay and port.]]
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[[Image:The_Salty_Dog.jpeg|right|675px|"The Salty Dog"]]
 
==Synopsis==
 
==Synopsis==
 
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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'''History''' DC 10: The Thal Council has been established as local government of the coastal cities of '''[[The_World_Tree/Ethir|Ethir]]''', mandating port regulations, market values, boat inspections, fines, and judiciary duties. The '''Thal Council''' has been known as a fair and just council, creating a reputable trade market and ideal living condition for families and elderly tradesman.
 
'''History''' DC 10: The Thal Council has been established as local government of the coastal cities of '''[[The_World_Tree/Ethir|Ethir]]''', mandating port regulations, market values, boat inspections, fines, and judiciary duties. The '''Thal Council''' has been known as a fair and just council, creating a reputable trade market and ideal living condition for families and elderly tradesman.
  
'''History''' DC 15: Very few cities in the world can lay claim to a council like the '''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.The adventure begins before the party leaves the '''Salty Dog''' for their summoning. <br/>
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'''History''' DC 15: Very few cities in the world can lay claim to a council like the '''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.The adventure begins before the party leaves the '''Salty Dog''' for their summoning. There are minimal dangers to face, making this encounter worth very little experience. However, it provides the PCs with basic information about the village and sets up the skill challenge that follows.
 
 
<br/>
 
There are minimal dangers to face, making this encounter worth very little experience. However, it provides the PCs with basic information about the village and sets up the skill challenge that follows.
 
  
 
== 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 smell of smoked fish and garlic fills the air as you sit at the table.  As the crisp sea air breezes through the open window, the smell of the water is a refreshing break from the smell of cooking food, which usually is a curse as the sea spray chills you to the bone. As you finish your drink, you can see that many are drinking a house special of red ale, due to the setting sun rays streaking through their glasses.  Like many of the taverns located on the coast, The Salty Dog begins to form into a scene of drunken stupor and boisterous voices as the sun begins to fade behind the horizon.''
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''The smell of smoked fish and garlic fills the air as you sit at the table.  As the crisp sea air breezes through the open window, the smell of the water is a refreshing break from the smell of cooking food, which usually is a curse as the sea spray chills you to the bone. As you finish your drink, you can see that many are drinking a house special of red ale, due to the setting sun rays streaking through the tavern.  Like many of the taverns located on the coast, The Salty Dog begins to form into a scene of drunken stupor and boisterous voices as the sun begins to fade behind the horizon.''
  
[[Image:The_Salty_Dog_Interior.jpg|left|300px|The Salty Dog Interior]]'''''Valea''' sits upon a stone bluff overlooking the merchants along the port. Those who live in '''Valea''' live on the outskirts, keeping fair distance from the sea port and their seedy company. At the port, it is commonplace to see humans, dwarves, elves, and halflings either taking a break from their duties at sea or are taking advantage of the sailors as they stretch their sea legs, however at this time, the port is closing up.  Sailors can be seen walking toward the '''Salty Dog''' or are returning to their ship to sleep.  They keep to themselves but speak loudly and gruffly, as if though they are sharing their thoughts with the entire tavern. The front door of the tavern is swinging open and close and open again for the occupants of the tavern.''  
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'''''Valea''' sits upon a stone bluff overlooking the merchants along the port. Those who live in '''Valea''' live on the outskirts, keeping fair distance from the sea port and their seedy company. At the port, it is commonplace to see humans, dwarves, elves, and halflings either taking a break from their duties at sea or are taking advantage of the sailors as they stretch their sea legs, however at this time, the port is closing up.  Sailors can be seen walking toward the '''Salty Dog''' or are returning to their ship to sleep.  They keep to themselves but speak loudly and gruffly, as if though they are sharing their thoughts with the entire tavern. The front door of the tavern is swinging open and close and open again for the occupants of the tavern.''  
  
 
''A character enters and seems as if though he has found the wrong place.  The elven man is adorned with white robes with gold stitching, with dark skin and hair, clutching a satchel as the burly sailors drunkenly stumble about.  It is clear he has other business than drinking. He makes eye contact with each of you individually and motions you over to a table in the corner.  Due to the amount of people within the tavern, it takes several minutes to cross to where this dark skinned elf is sitting.  Upon closer inspection, you see that his clothing shrouds his muscular frame and his eyes shimmer an electric green.  He bears no weapons and seems to be extremely uncomfortable with his surroundings. “Greetings,” he says. “I am '''[[The_World_Tree/Talwisul_Windwalker|Talwisul]]''', a courier sent by '''Orland'''.”''
 
''A character enters and seems as if though he has found the wrong place.  The elven man is adorned with white robes with gold stitching, with dark skin and hair, clutching a satchel as the burly sailors drunkenly stumble about.  It is clear he has other business than drinking. He makes eye contact with each of you individually and motions you over to a table in the corner.  Due to the amount of people within the tavern, it takes several minutes to cross to where this dark skinned elf is sitting.  Upon closer inspection, you see that his clothing shrouds his muscular frame and his eyes shimmer an electric green.  He bears no weapons and seems to be extremely uncomfortable with his surroundings. “Greetings,” he says. “I am '''[[The_World_Tree/Talwisul_Windwalker|Talwisul]]''', a courier sent by '''Orland'''.”''
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Anyone making a DC 15 Insight check can tell that '''Talwisul''' is either relieved they accepted the message or nervous if they do not, but this reaction is normal.  Couriers cannot accept final payment if the recipient does not accept the letter. It’s also hardly surprising that a courier would feel out of place in a seaside tavern, surrounded by lower class citizens, but with a successful 20 perception check, the players can discern he is incredibly nervous for another reason.
 
Anyone making a DC 15 Insight check can tell that '''Talwisul''' is either relieved they accepted the message or nervous if they do not, but this reaction is normal.  Couriers cannot accept final payment if the recipient does not accept the letter. It’s also hardly surprising that a courier would feel out of place in a seaside tavern, surrounded by lower class citizens, but with a successful 20 perception check, the players can discern he is incredibly nervous for another reason.
  
During Scene 2, '''Talwisul''' will gather his horse and ride for the '''Thal''' as quick as possible, and then ride to '''[[The_World_Tree/Goldcrest|Goldcrest]]''' with his next assignment. A DC 10 Perception check after the gold has been accepted will glean the awareness of '''Glorik Mastbreaker''', a pirate dwarf, who has been watching them for quite some time.
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During Scene 2, '''Talwisul''' will gather his horse and ride for the '''Thal''' as quick as possible, and then ride to '''[[The_World_Tree/Huion|Huion]]''' with his next assignment. A DC 10 Perception check after the gold has been accepted will glean the awareness of '''Glorik Mastbreaker''', a pirate dwarf, who has been watching them for quite some time.
  
 
== Scene II (100 xp) ==
 
== Scene II (100 xp) ==
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=== The Dwarven Sailor: ===
 
=== The Dwarven Sailor: ===
''"Oy...you think you are going to walk away from me when I'm talking to you?" a stout dwarf says. You can see his bandanna that covers his tattooed head as he stands up and folds his arms. "You didn't pay for that! Now...do I have to beat it out of you or are you going to cough it up? I know you just got paid handsomely."''
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"Oy...you think you are going to walk away from me when I'm talking to you?" a stout dwarf says. You can see his bandanna that covers his tattooed head as he stands up and folds his arms. "You didn't pay for that! Now...do I have to beat it out of you or are you going to cough it up? I know you just got paid handsomely."
  
[[Image:Glorik_Mastbreaker.jpg|right|300px|Glorik Mastbreaker]]At this point, the entire tavern is quiet. Several of his friends stand up to join him, barring the exit and looking menacing.  '''Glorik''' cannot be intimidated by a showing of skill, but his friends can be through the use of deception or authority.  A successful DC 19 Intimidation check in this manner will render his friends to a DC 12 Wisdom saving throw, either leaving or sitting down on a failure. '''Glorik''' can be deceived with a DC 15 Deception check, but will still require a fight or money to leave. The others in the tavern will refuse to take sides, and the bartender will not stand up to the sailors.  Players who are able to convince '''Glorik''' that he is outnumbered or that his friends do not believe in his accusation will be able to pass this encounter.  The checks for these should be difficult due to his low intelligence, but not impossible for those who have no training in the skills required.
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At this point, the entire tavern is quiet. Several of his friends stand up to join him, barring the exit and looking menacing.  '''Glorik''' cannot be intimidated by a showing of skill, but his friends can be through the use of deception or authority.  A successful DC 19 Intimidation check in this manner will render his friends to a DC 12 Wisdom saving throw, either leaving or sitting down on a failure. '''Glorik''' can be deceived with a DC 15 Deception check, but will still require a fight or money to leave. The others in the tavern will refuse to take sides, and the bartender will not stand up to the sailors.  Players who are able to convince '''Glorik''' that he is outnumbered or that his friends do not believe in his accusation will be able to pass this encounter.  The checks for these should be difficult due to his low intelligence, but not impossible for those who have no training in the skills required.
  
 
If the players choose to pay, he will require the same amount of gold given by the courier combined for all the players +2d4. If the players choose to fight, combat begins.  Refer to ([[The_World_Tree/Prologue/Scene_Levels|Scene Levels]]) for the battle map.
 
If the players choose to pay, he will require the same amount of gold given by the courier combined for all the players +2d4. If the players choose to fight, combat begins.  Refer to ([[The_World_Tree/Prologue/Scene_Levels|Scene Levels]]) for the battle map.
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=== The Toll Collectors of Thal ===
 
=== 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.
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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 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.''
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''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.''
 
''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."''
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''"Hold traveler!  The toll for this road is 10 gp. 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.
 
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.
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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.
 
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: 70 gold dispersed among them. Each have a Scarlet Eye symbol either tattooed or carried with them.
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Treasure: 70 gold dispersed among them.
  
 
==== Conclusion: ====
 
==== Conclusion: ====
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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.
 
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 [[The World Tree/Act 1#Scene I_.28XXXX_xp.29| Act I Scene I]] where they are being unloaded from the wagon.
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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 [[The World Tree/Act_1#Scene_III_.28XXXX_xp.29|Act I Scene III]].
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Should the PCs escape this obligation by killing all the guards or escaping in some way, skip to Act # Scene #.
  
==Experience Total==
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== NPCs and Organizations ==
'''Finding Orland''' (250 xp)<br/>
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NOTE: NPC stat blocks are available on Encounter Stat Blocks.
:::''The Salty Dog (100 xp)''
 
:::''The Road to Thal (150 xp)''
 
'''Encounter experience''' (≈1,000 xp)
 
:::''Glorik Mastbreaker (≈100 xp)''
 
:::''The Thal Toll Collectors (≈900 xp)''
 
  
 
Previous XP amount: 100,000 xp <br/>
 
Prologue XP total: 1,250 xp <br/>
 
<br/>
 
 
'''Total XP Progression:''' 101,250 <br/>
 
'''Current Level:''' 12 <br/>
 
'''Act Loot:''' 150 gp total + 20 gp per player
 
 
== 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 Stat Block]])
 
[[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]])
  
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[[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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