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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.
 
 
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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.''  
 
[[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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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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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==
 
==Experience Total==
'''Finding Orland''' (250 xp)<br/>
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'''Finding Orland''' (250 xp)
:::''The Salty Dog (100 xp)''
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''::The Salty Dog (100 xp)''
:::''The Road to Thal (150 xp)''
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''::The Road to Thal (150 xp)''
 
'''Encounter experience''' (≈1,000 xp)
 
'''Encounter experience''' (≈1,000 xp)
:::''Glorik Mastbreaker (≈100 xp)''
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::Glorik Mastbreaker (≈100 xp)
:::''The Thal Toll Collectors (≈900 xp)''
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::The Thal Toll Collecors (≈900 xp)
  
 
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Approximate XP amount: 100,000 xp <br/>
Previous XP amount: 100,000 xp <br/>
 
 
Prologue XP total: 1,250 xp <br/>
 
Prologue XP total: 1,250 xp <br/>
<br/>
 
 
 
'''Total XP Progression:''' 101,250 <br/>
 
'''Total XP Progression:''' 101,250 <br/>
'''Current Level:''' 12 <br/>
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'''Current Level:''' 12
'''Act Loot:''' 150 gp total + 20 gp per player
 
  
 
== NPCs and Organizations ==
 
== NPCs and Organizations ==
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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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Back to [[The_World_Tree#Act_listing|Act Listing]]
 

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