The World Tree/Act 1

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The Thal

Synopsis

The party is summoned by the Thal Council in a matter of serious business, requesting the aid of the party on their task of saving the World Tree from impending evil. Orland, leader of the Thal Council, is to meet the party under the bell tower and lead them to the council room. The council is not sure of all the players within this plot, but they are sure that Magnus, an ancient necromancer, plays a key role in the plot. The council gives the party a compass that always points to the Ra-Orn and a token of the council's trust to allow their aid to be given to them. The players are told of the Tsar Outpost, controlled by agents of the council where they can receive aid and shelter for the night, but upon arriving, find the outpost to be ransacked by gargoyles. To make matters worse, the party is met by Magnus and are asked to join his forces, showing his true power and potential.

Adventure Hooks

Use the following quests to hook the PCs into the adventure. Take careful consideration of character's common goals for being at The Salty Dog before selecting a hook.

Hook: The Winds of Destiny

It appears the Thal Council has requested your assistance in protecting The World Tree. They have expressed to you how important the situation is and is counting on you as their last hope to save the world. Not to mention a vow to allow you access to their treasury and its contents should you be successful.

PCs who are primarily interested in gold, fame, or heroism will respond best to this adventure hook. Be sure to explain the Thal Council and the weight of its authority in the area, Ra-Orn, and the role of The World Tree.

Quest XP: XXXXxp (major quest) protect The World Tree from Magnus.

Hook: Tooth for Tooth

The Thal Council mentions concern of the cannibals rising from the south. They seem to be militarily making tactics and threaten the capitol. These are the signs that began the Time of Chaos, a dark time in Ethirian history. It is unclear of their plan, their location, or their purpose, but they should be avoided to prevent slowing your journey to The World Tree.

This hook works best with PCs who have good alignments and military backgrounds. Be sure to explain the Time of Chaos and the Ashen Warrior.

Quest XP: XXXXxp (major quest) stop the cannibals from attacking Ethir.

Setup

Lore:

The players know the following information about the Thal Council with a successful check.

History DC 5: The Thal Council is the remnants of the government system after the capital moving to Daerum. Due to its proximity to major ports in the area, the Council has been tasked with handling affairs of the coastal cities.

History DC 10: The Thal Council has been established as local government of the coastal cities of 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 following is for formatting uses ONLY, not accurate information.

Scene I

When the players are ready to begin, read the following:

The Thal, a city where dwarven architecture and masonry meet elven customs and government. As you enter the city, you notice the marble and basalt walls are topped with hammered bronze as the sunlight is reflected across their weather worn tops. The city is bustling, with merchants and artisans lining the streets, pulling anyone into their work space to sample or view their products. Many stout men, elves, and dwarves are carrying crates full of produce and equipment, loading them onto the backs of horse carts to be taken to ports all over the western border. Many citizens are passing through the streets, giving hearty welcomes and greetings to those they meet as children weave between the crowd playing some sort of game. The one thing that rakes across your mind as you witness the scene is how happy these people are.

The Salty Dog Interior

All except one, that is. As you follow the directions on your letter, you find Orland standing under the bell tower, pacing endlessly. Occasionally, he stops to look at the bell tower every few minutes and, with a sigh, continues to pace. As you approach him, his eyebrows furrow. "Your late," he exclaims. "We need to hurry, we can't risk us being seen out here."

Orland will dismiss any excuse or any who do not wish to enter as a traveling guard, and taking willing players to the top, where the council is meeting.

As Orland walks up the spiral wooden stairs, you notice the stone work of this tower is of crude masonry with a marble shell. It seems as if this tower was rebuilt by dwarves, making this bell tower incredibly sturdy. The smell of must fills your nose as the old wood creaks beneath your feet. Hopefully the wood does not break beneath you!

After several moments, you are led to a platform of the same wood material with a single cringing door. You can hear clicking and grinding of the clock gears behind the door as he places a key within. His hand traces the outline of a star and the door clicks open to a large room. Warm sunlight streams in (regardless of the time of day) and the smell of lavender fills the air. Upon passing through the doorway, the sound of metal and gears fade into the the sound of wind through trees. There are two elves murmuring to one another at the round oak table in the center and do not look up as you enter. Orland closes the door and motions you to chairs opposite them, exactly enough to each member who passed through the doors. Orland sheds his cloak to reveal formal clothes as he sets his cloak next to a small display stand next to the windows and takes a seat between these two elves and mutters to them as well. After a second, Orland stands and addresses you with an authoritative air.

Within this room are several slitted windows that lead to what appears to be a forest or meadow. Should a player look outside, they would see that miles and miles of trees, rivers, grasslands, and lakes lay before them, with the outside shell of the tower being nestled in the crook of a giant tree. A successful arcana check (DC 10) would find that this is a demiplane fitted to serve as a meeting room. The room itself has a round table and chairs equal to the party members and council. Should a character come through the doors and request admittance, a chair fades into an empty space at the table. A successful sleight of hand check (DC 15) can lift the key from Orland, however he will need it to close the door behind them. The display holds the compass for their adventure, appearing to be gold with a dragons head forged into the needle.

Orland will welcome the party, with Larenlothrin A'maelamin explaining the World Tree, importance, and patrons, Aeraland Elearo describing the cannibals, quest specifics, and known locations, and Orland explaining who Magnus is, the compass, and the time of chaos. The order the information is given is not important and can be given through dialogue between characters. Below are their individual responses or information they give.

Orland

Welcome

  1. It is time to bring this meeting into session. I am Orland Earcoro, head of the Thal Council. We have sent for your appearance on a matter of urgency, so with respect, I will skip the courtesies of formal introductions.
  2. You have been chosen due to your innate talents and skills to defend Ethir from a terrible force that seeks to destroy it (if asked how they were chose, Ra-Orn visited them in a dream with a list of names).
  3. We seek to stop this terrible force before it has the ability to do so, but we are left with little choices. Our list of those we can trust has grown thin, with characters and organizations shifting allegiances daily, we are left no choice but to bring in neutral players of our own to fight back (if directly questioned, the Thal Council believes Magnus has infiltrated many cities, including Thal. Please note that this is not true, only used to set the characters on edge).
  4. With your help, we will finally be able to have a foothold in this hidden war. You will be the sword that slays this evil, as we are merely the scabbard to your endeavor. We will assist you in anyway necessary for you to succeed in your cause (if questioned about other adventurers, several have tried to find the tree, with none surviving the Danarus Pass. They are not sure why.)
  5. Before you decide, you should know what is at stake and what our plan is. (This can serve as a transition to another member.)

Magnus

  1. Little is known of the true history of Magnus. According to legend, Magnus is a powerful necromancer who sold his conscience and being to Gagaur in exchange for the power to bring death to those around him.
  2. Magnus had an incredible amount of resources, enough to arm and forge an army of countless number.
  3. He has but one purpose, to destroy the World Tree to end life in the name of Gagaur. If he has returned, it can only mean Gagaur has returned him for his dark purpose.
  4. Magnus is dangerous. It is said that he was able to sweep through the ranks of the Ethirian armies and, with a word, slay over a hundred men. There are also first hand accounts that claim his power caused the sun to eclipse indefinitely until the Ashen Warrior casted her blessing and prayers to it for four days (All of this is not true, but merely a myth planted to shy players away from attacking him outright).
  5. Magnus had several lieutenants, all of which were granted wondrous power. There exact number and names are unknown, but not all were destroyed in the Time of Chaos.

The Time of Chaos

  1. Over 500 years ago, the world was in a dark place. Cannibal tribes from the south waged war from the south and necromancers used the fallen as members of their army.
  2. Magnus, the figurehead of this onslaught, searched tirelessly for the World Tree, laying waste to cities and innocent lives as he passed. The future looked grim for Ethir.
  3. Then, the Ashen Warrior met Magnus on the battlefield and slayed him, ending the darkness and allowing light to shine into this world (if asked about what happened to the Ashen Warrior, he will tell them that she died a few days after in battle).
  4. This time almost brought the destruction of Ethir. The signs of the Time of Chaos are approaching again, forcing our hand into action. We must prevent this from happening again at all costs.

The Compass

  1. This compass is truly the most amazing twist of fate we have ever uncovered. This compass was taken after Magnus' destruction.
  2. For centuries, we have attempted to find Ra-Orn. Scholars have seeked answers, worshipers have seeked assurance, and, yes, even highway men in hopes of making a profit. All of which have never found the tree, leaving us to try again. (If questioned, Orland will explain that the compass returns on the death of the previous owner, returning to the pedastal).
  3. There is a scholar, named Naomi King, at the Tsar outpost who has just unraveled a secret about the compass, finding a way to change its function. Perhaps it will answer more questions than myself.

Aeraland

Cannibals

  1. We are not sure of their location, but it appears they are amassing in droves from Old Axas, attacking the southern cities of the country. We fear their strongholds will not be able to last, for it seems that they are multiplying by the hundreds.
  2. They have no mercy and will attempt to destroy all that lay before them in the name of survival. It is how they have not taken to eating one another. We fear there may be another reasoning. (If questioned further, this could be due to dark magic or a disease).

Loot Specifics

  1. Should you choose to accept our request, we can reward you for the risk you take. We are running out of options and money should not be an object of hindrance. (Loot total here)
  2. We, as a council, will also commission a work of your heroic deeds to be placed at any city of your choosing, depicting your bravery and honor. Your families will be taken care of, should some of you fail, and you will receive the Ethirian Blessing.
  3. To show our commitment to this matter, we have arranged for part of your reward be paid to you before you leave, to further expenses that may be required. Had we the superior blacksmiths like Daerum, I would recommend Thal's very best, but they do not compare to Daerum steel. Should your journey take you there, I recommend acquiring some.

Known Locations

  1. Here is a map centralizing around where we believe the location of the World Tree centers at. All that we know is that it seems the paths we have mapped all lead to the Danarus Pass, but never further. Either this means that this is the location of the tree and they do not return, or this is where they meet their demise by something more foul. As you approach, be careful. There is no telling what may lie there.
  2. Huion is a large city closer than Daerum. Although it may be tempting to travel there, be warned. The rise of attacks have people on edge, and those within the criminal organizations are investigative of wayfaring travelers. They may hinder your approach and waste what valuable time we have before its too late.
  3. Daerum is one of the southern cities under onslaught. Traveling further east piles you into desert land and cannibal forces. Unless you plan to destroy them, it might be best to avoid them.
  4. The boundaries between Kusha and Ethir are vague but policed. Your task is too important for other countries to meddle in. Choose wisely.
  5. I tell you these things not to dissuade you, but to warn you. Should we lose our spot on this path, we may fall into darkness that cannot be stopped.

Larenlothrin

The World Tree

  1. Before this world was created, Vareus, god of the moon, and Katasis, goddess of light, fought over ownership of the skies. Upon their destruction, it is said the heart of Katasis formed Ra-Orn, the spirit of nature and bringer of life to this world.
  2. Ra-Orn created all things natural to this world, including all living beings, breathing into them life while Gagaur, spirit of Vareus, created mortality and fear to counter them.
  3. Ra-Orn, after being created, took the physical form of a giant tree, with its roots giving the gift of life to the world. Because of Ra-Orn's gift, Ra-Orn also made himself vulnerable to physical attack, meaning he can be destroyed through physical means. It is uncertain how this can be done, but there is a way, and we believe Magnus knows the answer.
  4. Hundreds of scholars, druids, and worshipers have all sought its location in the past, but none have been able to find it. Some speculate that the World Tree exists in this plane of existence, while some believe it is a common idea or belief. We have reason to believe it is on another plane, with a portal to its location existing somewhere in this world (if asked specifically, they will believe it is somewhere beyond the Khim Mountains).

Patrons

  1. It appears that we have an inside source. As we have attempted to contact Ra-Orn for guidance, Ra-Orn spoke to us, saying those that are chosen will be contacted by a representative. The representative is known as Nefaria, a fairy who tends to the tree.
  2. We have an outpost located a few miles from here. Present this token of trust to our agents at the Tsar Outpost and they can supply you with rest for the night, horses, and extra rations for your journey.



“The Thal Council has requested your appearance urgently, due to an in-house emergency. The matter is being kept as quietly as possible and requires the utmost caution with who this information is given too. Should you appear, you will need to meet Orland under the bell tower at tomorrow’s eve. The council has agreed to pay for your expenses and accommodations, and have given each of you a deposit in good faith of your appearance. Horses are awaiting you outside should you choose to appear for the council.”

Orland has asked you to join him for a celebration. He will be celebrating his 204th birthday tomorrow and to celebrate, Orland has decided to visit the Shrine of Ra-Orn, to pay his respects to his healthy life. He begs for assistance since he cannot travel their alone due to the increase of ruffians in the area. Orland has also paid for your travel expenses in advance, with horses waiting for you outside should you choose to celebrate with him.”

Talwisul speaks slowly and calmly. A DC 20 Persuasion check will divulge that he is worried about the Thal Council or Orland, depending on the quest, and will share his anxiety for their safety. He will not answer questions about himself or who sent him otherwise, as he wishes to be gone before the sailors become more lewd. Should they accept, each player will receive 20 gp. If the PCs ask if they refuse, the courier will keep the money and assure them that he has been tasked to deliver a message. If the PCs refuse to go to their summoning or refuse accepting the money, Talwisul will pocket the gold and claim the letter has been delivered. Once the players accept the gold amount, he will leave, rebuffing any further efforts at conversation.

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 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)

As soon as the party attempts to leave, Glorik will confront the party, only accepting a fight or gold to successfully pass this encounter.

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."

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.

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 (Scene Levels) for the battle map.

Tactics:

Once combat has begun, Glorik will attack ferociously, using his first turn to use Sailor’s Rage to break a leg off of a chair to gain access to a club and attack the closest target. Glorik’s friends (See Scene Levels) will attack one of the party that is not engaged using fists. Should a player draw a weapon against an unarmed sailor, they will disengage and flee to find the law.

Features of the Area:

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.

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.

Scene III (150 xp)

Leaving Valea:

This scene is broken into two different scenarios. The first scenario is if the adventurers go to The Thal on their own terms. The second scenario is if the adventurers refuse, choose to escape, or caused the law to arrive at The Salty Dog.

The Toll Collectors of Thal

The Thal

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 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.

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 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.

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.)

Tough Dogs

Setup:

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 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 Act # Scene #.

Experience Total

Finding Orland (250 xp)

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
Prologue XP total: 1,250 xp

Total XP Progression: 101,250
Current Level: 12

NPCs and Organizations

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. (Orland Stat Block)

Talwisul Windwalker: Courier for the Thal Council. Contrary to what his name suggest, Talwisul speaks slowly and delibrately, holding a neutral status on most subjects. If given the innocent opportunity, Talwisul will swipe a few coins profit, but never at the expense of someone else. His high score is Dexterity and low score is Intelligence. (Talwisul Stat Block)

Glorik Mastbreaker: Hired sailor of the Haunted Windchime, Glorik works as a trader for the Western Ethir Trading company as a grunt, but also works for the Scarlet Eye as smuggler and fence. Glorik enjoys the sea but hates the work, causing him to only enjoy his time on land if he doesn't have rules to follow. High score is Strength and low score is Wisdom and Dexterity. (Glorik Stat Block)

Scarlet Eye: At this juncture, the Scarlet Eye is a mercenary group that is usually hired by patrons to assassinate, smuggle, or blackmail. Their symbol is a red inked iris and eyelashes.

The Thal Council: Refered to as the Thal, governmental structure for Thal and the surrounding port communities.



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