Difference between revisions of "The World Tree/Act 2"

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(Created page with "thumb|c|right|500px|The Ashen Warrior ==Synopsis== After being unsettled by Magnus the night before, the party makes ...")
 
(The Abandoned Shrine)
 
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When the players are ready to begin, read the following:
 
When the players are ready to begin, read the following:
  
''The night before was a long one. Not only was the Tsar Outpost destroyed by the [[The World Tree/Scarlet Eye|Scarlet Eye]], the very enemy they sought to destroy paid a visit to them. [[insert what happened at the event]].  The sun that shines through the trees is almost like a bitter mockery of what had happened the night before. Magnus will not be as lucky next time.''
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''The night before was a long one. Not only was the Tsar Outpost destroyed by the [[The World Tree/Scarlet Eye|Scarlet Eye]], the very enemy they sought to destroy paid a visit to them. [insert what happened at the event].  The sun that shines through the trees is almost like a bitter mockery of what had happened the night before. Magnus will not be as lucky next time.''
  
 
A use of humor can work well here.  [[The World Tree/Nefaria|Nefaria]] is a pixie, after all, and loves to prank unwary travelers.  She can do a variety of things, kicking the weight out from under an unbalanced character, flinging food at a player, or placing someone's possessions into someone else's bag.  Feel free to role-play the responses, but if Nefaria believes there will be a fight to ensue, she will transport them to her plane in the Feywild. This is not required, but can break some tension if need be. Read the following whenever there seems to be a lull in the role-play.
 
A use of humor can work well here.  [[The World Tree/Nefaria|Nefaria]] is a pixie, after all, and loves to prank unwary travelers.  She can do a variety of things, kicking the weight out from under an unbalanced character, flinging food at a player, or placing someone's possessions into someone else's bag.  Feel free to role-play the responses, but if Nefaria believes there will be a fight to ensue, she will transport them to her plane in the Feywild. This is not required, but can break some tension if need be. Read the following whenever there seems to be a lull in the role-play.
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*She is able to raise the Ashen Warrior should they receive her remains from the tomb.
 
*She is able to raise the Ashen Warrior should they receive her remains from the tomb.
 
**She plans on taking the remains to the tree where Ra-Orn can raise her.
 
**She plans on taking the remains to the tree where Ra-Orn can raise her.
*The tomb is located south of Ael'Dea, and is full of danger.
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*The tomb is located near Ael'Dea, and is full of danger.
 
**The tomb used to be a shrine where offerings of gold and equipment were given to her.
 
**The tomb used to be a shrine where offerings of gold and equipment were given to her.
 
**The tomb is now long forgotten relic that no one dares enter.
 
**The tomb is now long forgotten relic that no one dares enter.
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*The word for the compass shortest distance including the future is ''Gairid'', with ''Direach'' being for the shortest land distance.
 
*The word for the compass shortest distance including the future is ''Gairid'', with ''Direach'' being for the shortest land distance.
  
==I STOPPED HERE TODAY==
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What is most important are the things that Nefaria doesn't know. Whether she is a one time NPC or a recurring guide is up to you, but that all depends on her usefulness to the party. At any point, Nefaria can be exchanged for [[The World Tree/Horough|Horough]] should the need arise.
''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. 
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As long as these points are met, the topic of conversation, her temperament, or her attitude towards the players can and should be played however you wish. The more dramatic and sarcastic with the players, the more irritating and memorable she becomes!
  
Orland will welcome the party, with [[The_World_Tree/Larenlothrin_A'maelamin|Larenlothrin A'maelamin]] explaining the World Tree, importance, and patrons, [[The World Tree/Aeraland_Elearo|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.
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Whenever the party (or you) is finished with the information and have no other questions, read the following text:
  
===[[The World Tree/Orland Earcoro|Orland]]===
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''Nefaria glances to the player she met first. "Remember, Ashen Warrior. South of Ael'Dea. Tomb with Bad Monsters." Nefaria spins in a circle that forms a green light as she darts off into the trees. The woods around you begin to fade to white once more.''
'''Welcome'''
 
#''It is time to bring this meeting into session. I am [[The World Tree/Orland Earcoro|Orland Earcoro]], head of the [[The World Tree/Thal Council|Thal Council]]. We have sent for your appearance on a matter of urgency, so with respect, I will skip the courtesies of formal introductions. 
 
#''You have been chosen due to your innate talents and skills to defend '''[[The World Tree/Ethir|Ethir]]''' from a terrible force that seeks to destroy it'' (if asked how they were chose, '''[[The World Tree/Ra-Orn|Ra-Orn]]''' visited them in a dream with a list of names).
 
#''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 [[The World Tree/Thal Council|Thal Council]] believes [[The World Tree/Magnus|Magnus]] has infiltrated many cities, including '''[[The World Tree/Thal|Thal]]'''.  Please note that this is not true, only used to set the characters on edge).
 
#''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 '''[[The World Tree/Danarus Pass|Danarus Pass]]'''.  They are not sure why.)
 
#''Before you decide, you should know what is at stake and what our plan is.'' (This can serve as a transition to another member.)
 
  
'''[[The World Tree/Magnus|Magnus]]'''
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''When you return, you camp is no longer at its original place. In fact, your entire camp has been moved into an entirely different spot on the road, with all of your possessions keeping relative distance to one another. The road next to you is at the edge of the woods, where you can see the village of Ael'Dea before you, with chimney smoke rising to the skies. Thankfully, it appears as if though no time has passed.''
#''Little is known of the true history of [[The World Tree/Magnus|Magnus]]. According to legend, [[The World Tree/Magnus|Magnus]] is a powerful necromancer who sold his conscience and being to '''[[The World Tree/Gagaur|Gagaur]]''' in exchange for the power to bring death to those around him.''
 
#''[[The World Tree/Magnus|Magnus]] had an incredible amount of resources, enough to arm and forge an army of countless number.''
 
#''He has but one purpose, to destroy the [[The World Tree/Ra-Orn|World Tree]] to end life in the name of '''[[The World Tree/Gagaur|Gagaur]]'''.  If he has returned, it can only mean '''[[The World Tree/Gagaur|Gagaur]]''' has returned him for his dark purpose.''
 
#''[[The World Tree/Magnus|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 [[The World Tree/Ashen Warrior|Ashen Warrior]] casting a 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).
 
#''[[The World Tree/Magnus|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 [[The World Tree/Time of Chaos|Time of Chaos]].''
 
  
'''[[The World Tree/Time of Chaos|The Time of Chaos]]'''
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==Scene II==
#''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.''
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===[[The World Tree/Ael'Dea|Ael'Dea]]===
#''[[The World Tree/Magnus|Magnus]], the figurehead of this onslaught, searched tirelessly for the [[The World Tree/Ra-Orn|World Tree]], laying waste to cities and innocent lives as he passed. The future looked grim for '''[[The World Tree/Ethir|Ethir]]'''.''
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====Entering the City====
#''Then, the [[The World Tree/Ashen Warrior|Ashen Warrior]] met [[The World Tree/Magnus|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 [[The World Tree/Ashen Warrior|Ashen Warrior]], he will tell them that she died a few days after in battle).''
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[[Image:Ael'Dea.jpg|right|300px|Ael'Dea]]Within the city of Ael'Dea, there are only three major professions that make serious money: raising livestock, growing crops, or delivering the previous two to Thal or Daerum.  There are no taverns or inns here, since those coming to Ael'Dea stay with family. The locals are also easy to trust and there are few guards that are on actual duty.
#''This time almost brought the destruction of '''[[The World Tree/Ethir|Ethir]]'''. The signs of the [[The World Tree/Time of Chaos|Time of Chaos]] are approaching again, forcing our hand into action. We must prevent this from happening again at all costs.''
 
  
'''[[The World Tree/The Compass|The Compass]]'''
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''The smell of freshly cut plants and sizzling beef fills the air. As you enter into Ael'Dea, you see that there are very few people on the "streets", for they are all out hunting game, doing chores, and running errands. The people are kind to you in passing, but when asked about the tomb, they know nothing of itFinding this tomb will be harder than you thought.''
#''This compass is truly the most amazing twist of fate we have ever uncovered. This compass was taken after [[The World Tree/Magnus|Magnus]]' destruction.''
 
#''For centuries, we have attempted to find '''[[The World Tree/Ra-Orn|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, [[The World Tree/Orland Earcoro|Orland]] will explain that the compass returns on the death of the previous owner, returning to the pedastal).
 
#''There is a scholar, named Naomi King, at the [[The World Tree/Tsar Outpost|Tsar Outpost]] who has just unraveled a secret about [[The World Tree/The Compass|the compass]], finding a way to change its functionPerhaps it will answer more questions than myself. The outpost is a day's journey from here''
 
  
===[[The World Tree/Aeraland_Elearo|Aeraland]]===
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====Borik Reginald====
'''[[The World Tree/Time of Chaos|Cannibals]]'''
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''You are approached by a tall man, with a confident air about him. When he speaks, he is polite and friendly.''
#''We are not sure of their location, but it appears they are amassing in droves from '''[[The World Tree/Axas|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.''
 
#''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'''
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''"Hello thereThe name is Borik Reginald, leader of this village. What brings you to Ael'Dea?"''
#''Should you choose to accept our request, we can reward you for the risk you takeWe are running out of options and money should not be an object of hindrance.''  (Loot total here)
 
#''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 [[The World Tree/Ethirian Blessing|Ethirian Blessing]].''
 
#''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 '''[[The World Tree/Daerum|Daerum]]''', I would recommend '''[[The World Tree/Thal|Thal's]]''' very best, but they do not compare to Daerum steel.  Should your journey take you there, I recommend acquiring some.''
 
  
'''Known Locations'''
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If they mention the tomb, he will nod and say the following:
#''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 [[The World Tree/Danarus Pass|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.''
 
#'''''[[The World Tree/Huion|Huion]]''' is a large city closer than '''[[The World Tree/Daerum|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.''
 
#'''''[[The World Tree/Daerum|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.''
 
#''The boundaries between '''[[The World Tree/Kusha|Kusha]]''' and '''[[The World Tree/Ethir|Ethir]]''' are vague but policed. Your task is too important for other countries to meddle in.  Choose wisely.''
 
#''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.''
 
  
===[[The_World_Tree/Larenlothrin_A'maelamin|Larenlothrin]]===
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''"Aye, many a wary wanderer has searched for the Tomb of the Ashen WarriorI will tell you the same as I told them.  Leave it be.  Its too dangerous out in that areaThere is a statue of her in Daerum, you can pay your respects there."''
'''[[The World Tree/Ra-Orn|The World Tree]]'''
 
#''Before this world was created, '''Vareus''', god of the moon, and '''Katasis''', goddess of light, fought over ownership of the skiesUpon their destruction, it is said the heart of '''Katasis''' formed '''[[The World Tree/Ra-Orn|Ra-Orn]]''', the spirit of nature and bringer of life to this world''.
 
#'''''[[The World Tree/Ra-Orn|Ra-Orn]]''' created all things natural to this world, including all living beings, breathing into them life while '''[[The World Tree/Gagaur|Gagaur]]''', spirit of '''Vareus''', created mortality and fear to counter them''.
 
#'''''[[The World Tree/Ra-Orn|Ra-Orn]]''', after being created, took the physical form of a giant tree, with its roots giving the gift of life to the worldBecause of '''[[The World Tree/Ra-Orn|Ra-Orn]]'''s gift, '''[[The World Tree/Ra-Orn|Ra-Orn]]''' also made himself vulnerable to physical attack, meaning he can be destroyed through physical meansIt is uncertain how this can be done, but there is a way, and we believe [[The World Tree/Magnus|Magnus]] knows the answer''.
 
#''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 beliefWe 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 [[The World Tree/Khim Mountains|Khim Mountains]]).
 
 
'''Patrons'''
 
#''It appears that we have an inside source. As we have attempted to contact '''[[The World Tree/Ra-Orn|Ra-Orn]]''' for guidance, '''[[The World Tree/Ra-Orn|Ra-Orn]]''' spoke to us, saying those that are chosen will be contacted by a representative.  The representative is known as [[The World Tree/Nefaria|Nefaria]], a fairy who tends to the tree.''
 
#''We have an outpost located a few miles from here. Present this token of trust to our agents at the [[The World Tree/Tsar Outpost|Tsar Outpost]] and they can supply you with rest for the night, horses, and extra rations for your journey.''
 
  
Remember, these conversations can happen in any order, all being said at the table.  A few numbers and headings may have some interesting things happen (such as grabbing the compass, unrolling of a map, etc.) so make sure you have decided how you would like to enter this information.  A sample conversation is listed below following this format: Person:Category:Number (If something is different).
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If they don't ask about the tomb, he will nod and say the following:
  
*Orland:Welcome:1 <br/>
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''"Good on you.  We are a small village, but we are growing.  Should you need anything at all, feel free to let us know."''
*Orland:Welcome:2 <br/>
 
*Orland:Welcome:3 <br/>
 
*Orland:Welcome:4 (Aeraland comments on the risks of deciding, to be interrupted by Orland:Welcome:5) <br/>
 
*Orland:Welcome:5 <br/>
 
*Larenlothrin:The World Tree:1<br/>
 
*Larenlothrin:The World Tree:2<br/>
 
*Larenlothrin:The World Tree:3<br/>
 
*Orland:Magnus:1<br/>
 
*Orland:Magnus:2<br/>
 
*Orland:Magnus:3<br/>
 
*Orland:Time of Chaos:1<br/>
 
*Orland:Time of Chaos:2<br/>
 
*Orland:Time of Chaos:3<br/>
 
*Orland:Magnus:5<br/>
 
*Orland:Magnus:4<br/>
 
*Orland:Time of Chaos:4<br/>
 
*Aeraland:Cannibals:1<br/>
 
*Aeraland:Cannibals:2<br/>
 
*Larenlothrin:The World Tree:4 (Orland goes to compass pedastal during this text)<br/>
 
*Orland:Compass:1 (Sets it at center of table)<br/>
 
*Orland:Compass:2<br/>
 
*Orland:Compass:3<br/>
 
*Larenlothrin:Patrons:1 (she adds this as other sources of help)<br/>
 
*Larenlothrin:Patrons:2<br/>
 
*Aeraland:Known Locations:1-3<br/>
 
*Aeraland:Loot Specifics:3<br/>
 
*Aeraland:Known Locations:4-5<br/>
 
*Aeraland:Loot Specifics:2, 1<br/>
 
  
A note from the editor:This text is sample only.  These should be held as a conversation with the players, stopping to address questions when possible. Follow vague directions (Ex: Oldest to newest event, interupting NPCs, etc).
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Should the players insist on finding the tomb, Borik will say the following:
  
No matter the order of conversation, the following will be read:
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''"I'll tell you what.  I've heard that not far from here, there were reports of [insert enemies from wilderness encounter here]. Take care of them and prove that I'm sending self reliant people to take care of themselves."''
  
''Aeraland stands to rub his eyes, he seems to be tired of talking and walks to one of the windows"When I was a boy, I thought the monsters were in the wilds and unknown.  I felt safe in my city, with the tales of Magnus being nothing but a ghost story. Now I am not so sure."''
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This is where you insert the prepared wilderness encounterShould the players have already defeated them, Borik will believe them and tell them the location.
  
''He turns to the group and says, "If you have any more questions, we are free to answer them, though we may not know much of what you seek. You are our last option, and we have lots to discuss should you decide not to. But know this. Magnus' power knows no limit.  When that day becomes apparent, can you truly say you did what you could to stop it?"''
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Upon returning, Borik will respond with the following:
  
''Aeraland walks to the door and leaves, muttering something about a drinkThe room is tense. What do you do?''
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''"Word travels quickly about you.  Thank you.  If I had the time or resources, I would myselfAel'Dea is located south of the first bend of the east path. Keep going past the eagle's rock and you will see it."''
  
The party may choose to pursue Aeraland, and he will declare all the talk of doom was getting to his head and he needed to clear it, returning in a couple of hours.
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Borik will not have much to reward the players with for taking care of the monsters (20 silver pieces in total) but he will reserve a plot of land for them, should they choose to live here in the future.
 
 
Orland and Larenlothrin will answer any questions as truthfully as they can but will not budge on the amount of payment they require.  Should the party insist, Orland will mention how tragic it is that the world and the life it holds is determined by gold in pockets.
 
 
 
When the party has no more questions, Larenlothrin tells them there is a room at the local inn (called the Belltower Bed and Breakfast) where they can rest for the evening.  The party is not required to stay, but strongly encourage them to weigh the risks should they leave while tired and injured, due to the outpost taking a day to arrive. Another support to this is traveling by day is much safer than by night on the roads.
 
 
 
The evening has no major plots or characters roaming around the city, and shops will be closed at this time.  They will reopen at Mid-Morning, long after the sun has risen, where simple melee weapons and rations can be purchased at this time.
 
 
 
During Scene 2, Orland, Aeraland, and Larenlothrin will send word to '''Daerum''' of the party's decision, and then travel to the Isle of Life at the trinity island to deal with the raising bandit hordes in the Isle of Dread. Should they hear word of the players refusal, they will travel to '''Daerum''' to warn the king of the coming apocalypse.
 
 
 
== Scene II (XXXX xp) ==
 
When the party departs from the Thal, Scene II begins. During this time, be sure to remind the party that not all enemies need to be defeated to win the encounter.  Avoiding death or outsmarting them is another way to gain experience (this is crucial for Scene III).
 
 
 
=== Scene II ===
 
====Setup====
 
[[Image:Tsar_Outpost-Day.jpg|right|300px|Tsar Outpost]][[Image:Tsar_Outpost-Night.jpg|right|300px|Tsar Outpost]]''After leaving the Thal, the countryside begins to increase in foliage. Thick trees cover the sides of the road as the brass roofs of '''Thal''' fall behind the wildlife.  In the morning hours, thick clouds of gnats fly in small circles, unaware of your passing as the dew begins to lift from the grass and trees. As the dew lifts, the small insects dissipates, leaving a thick humidity in the clear skies. The sweet smell of honeysuckle fills your nostrils as the heat begins to make you sweat. At high-noon, your horses and your bellies need to rest, as you approach the side road to the outpost, but what say you?''
 
 
 
Imaginably, the party will stop.  Allow the players to further introduce one another or choose some downtime activities. Groups that are accounting for rations and water will subtract half of the daily amount at this point. Ask the players to role-play their character's hometown, should they need some encouragement or topic conversation.
 
 
 
There is no penalty if they do not, except for if they decide to escape the outpost upon arriving.
 
 
 
Once they prepare to leave, read the following if they chose to rest:
 
 
 
====With A Little Help From the Thal====
 
''Night begins to fall after hours of traveling.  According to Aeraland's map, the outpost should be located around the bend, but there is no sign of it.  There exists a tiny shred of doubt about the actual existence of this outpost.  And then you see it.  It appears to look like a small mansion, complete with iron gates and walls, fountain, and gardens.  If you choose to inspect the gate, you will notice it is unlocked and there are no guards or people around. No light shines from the windows, but this to be expected in order to keep secrecy.''
 
 
 
If they chose to not rest, repeat the same information above without the last sentence.
 
 
 
The players will have a moment to inspect the grounds ([[The World Tree/Act_1/Scene_Levels|Scene Levels]]), finding information that the outside is poorly kept and dying grass the size of footsteps can be seen next to the entrances and fountains).  Ultimately, however, they will have to enter the outpost to find out more information.  Should the players choose to leave the outpost, they will gain no experience and will continue to [[The World Tree/Act_1#Scene III|Scene III]].
 
 
 
Upon entering ([[The World Tree/Act_1/Scene_Levels|Scene Levels]]) take careful note to pay close attention to movement of the gargoyles per relative distance of the party.  This is due to a set number of actions and reactions to the players movements.  Initiative is not necessary, but certain parties might find this to add to the suspense.  Should you choose to roll initiative, make sure they realize that there is no time limit to their searching and is only used to keep track of where all the players on the board are located.
 
 
 
The gargoyles are attempting to clear out the bodies, having almost finished except for Naomi King, who is being dragged into the woods.  If the party finds her before the gargoyles reach the trees, her inventory is available to them.  Otherwise, she is taken by a gargoyle.
 
 
 
If the party decided not to take a rest for lunch, the party will witness her death as they find her.  Naomi will have broken free of her restraints moments before the party arrives, only to have her chest driven through by a stone gargoyle.  The gargoyle will attempt to take her satchel and run, with it only containing the gold she was carrying.
 
 
 
Should the party trigger an encounter, the gargoyles have sigils on their back that alert the location of one who has taken damage.  Only summon the other gargoyles if the party damages a gargoyle without killing it.
 
 
 
==== Tactics ====
 
Once combat has begun, the gargoyles will only attack those who have caused damage to them, completely ignoring those who have, even if that means they will be in danger.  The gargoyles will attempt to inflict as much damage as possible to the visibly weakest target, only reacting if a character causes them more damage than the target.
 
 
 
==== Features of the Area: ====
 
'''Illumination''': Dim light
 
 
 
'''Terrain features''': Any overturned furniture will become difficult terrain. The terrain differs from room to room with their own unique features. (see [[The World Tree/Act_1/Scene_Levels|Scene Levels]])
 
 
 
'''Treasure''': The gargoyles possess no gold, but the outpost holds 5d4 gold in addition to gold found on the map ([[The World Tree/Act_1/Scene_Levels|Scene Levels]])
 
 
 
Naomi King carries 10 gp if she is found before the gargoyles finish their plan.  
 
  
 
==== Scene 2 Conclusion: ====
 
==== Scene 2 Conclusion: ====
After the encounter, refer to [[The World Tree/Act_1/Scene_Levels|Scene Levels]] for descriptions of the rooms and notable items.  Upon inspection of Naomi's body, the characters will find a single word in an unknown language written on a crumpled paper in her left hand.  With a successful check (DC 20 medicine or investigation) the players will find another piece of crumpled paper in her throat that holds a piece of her letter to the council, asking about the strange shipment from "The Scarlet Eye".
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After the final conversation, Borik will head to his house to finish some chores with his wife, Sarii.
  
Do not overly emphasize the safety of the outpost, let the characters figure this out for themselves. Too much implication of this safety will have them running from this outpost as quickly as possibleShould they choose to not stay, however, have an extra wilderness encounter ready to throw on them for sleeping outside.
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All that awaits them is the tomb, which will be one of prolonged combat and little chance for RP. Make sure the party realizes where they will be headingWhen they are ready, begin Scene III.
 
 
If they stay, no added dangers will inhibit their rest, save for one.  The arrival of Magnus.
 
  
 
== Scene III (XXXX xp) ==
 
== Scene III (XXXX xp) ==
=== An Unexpected Visitor ===
+
=== The Abandoned Shrine ===
[[Image:Magnus.jpg|right|300px|Magnus]]Regardless of whether the the party sleeps within the outpost or outside, Magnus will visit the party at their most vulnerable moment. Should the party keep watch, Magnus will arrive on the lowest roll, regardless of score. He will attempt to persuade the party into joining his side, to find the World Tree and destroy it.  Should they refuse, he will attack them.
+
[[Image:Ashen Warrior Tomb.jpg|left|300px|The Ashen Warrior's Tomb]]Begin this scene whenever the party is ready to travel to the tomb.
 
 
Allow players to make any kind of checks or readied actions.
 
 
 
::''That is when you feel it.  The ground rumbles and a heavy feeling fills your heart as you sense a faint smell of sulfur in the air. And that is when you see him.''
 
 
 
If characters draw swords and attack at this juncture, he will sheathe his sword, teleport behind a single attacker, or surround himself in an aura that is impenetrable, causing 2d6 necrotic damage to those who attempt.  Magnus is not wanting to fight but merely have them join him. He will continue with his actions to the best of his ability, stopping if the players seem to attack.
 
  
::''What you notice first about him is the sheer size of him.  He stands to almost eight feet, with black armor forming horns and points over the entirety. Red glowing eyes shine from under his helm and his mere footfalls seem to cause the earth to tremble. He carries a jagged sword at his side and when he stops before you, he places it in front of him like a cane. He pauses for a moment and releases a wicked laugh before addressing you.''
+
::''As you follow Borik's direction, down the path, you notice the bend in the path and trudge straight through the undergrowth. It appears that this path has been cleared on a small scale, but not enough to be noticeable to passerby. After several moments, you pass the "eagle's rock", a giant stone that shares an uncanny resemblance to an eagle's head. vines and brush have started to overgrow the stone, but it appears to have been relatively new to this area.''
  
::''"It appears we have the same enemy, you and I.  Do you know who I am?'' (Magnus won't respond to their answer at this point) ''I am not very much different from you.  We are merely pawns that seek to stay on the board, hoping to survive another day in this twisted world.  We spend everyday looking for ways to make us stronger to fight enemies we can not overcome and we seek answers to questions that have not been addressed. Within all of this, we are tossed into a war of the deities, awaiting an outcome that will crush us or save us. We may be on opposing sides of this war, but this is a war we can stop."''
 
 
::''"With our alliance, we will rival the power of the sun, surviving the oncoming destruction of the ages.  Things have been set into motion that cannot be stopped, which will allow me reign of this world.  But my reign does not leave all to waste.  I will spare those who aid me'' (this is a lie, with a DC 5 Insight check)''. Should you join me, we will find this World Tree together and bring power to mortals'' (a DC 15 insight check will show that this is for an ulterior motive and only a half truth).  ''The gods will be left to themselves and we will be left to our selves and the world shall be cleansed under my rule, the world will NEVER be the same."''
 
 
::''Magnus laughs again before turning his back to them (with an attack at this juncture provoking the encounter) and says to them:''
 
 
::''"The world is beyond saving, its vile filth overpowering the just. It is up to us to create the world as it should be." He turns back to the party. "Shall you join me?"''
 
  
 
==== Setup: ====
 
==== Setup: ====
From this point, characters are left to decide their next course of action.
 
  
Should they choose to accept his offer, Magnus will wave his hand over each of the players eyes, causing them to see the world in a tintThis causes their alignment to change negatively (good to neutral, neutral to evil) with no effect on evil players. Magnus will say the following:
+
::''Not far from the strange rock, you find what appears to be the entrance.  What used to be polished marble is now overgrown rock caked with dirt and debris.  The surrounding area has been cleared, but appears to need some tidying to make presentable. As you approach, you notice several horrific statues among the outskirts of the tomb entrance, similar to those you saw at the outpostThey do not seem to be moving, and many have their backs to you.''
  
''"It is good that you have seen reason.  My power can not be stopped. Your purpose is to find the tree. I will have my agents find you (if asked, he has written a magic "beacon" on the backs of their eyes that is only removed by changing the text) and begin the initiation (if questioned, Magnus will send his followers to have them sell their souls in return for their servitude).''
+
This is for revenge and to bolster confidence before going into the tomb. Let the party get as meticulous as they like.
 
 
He will dissipate into the darkness, leaving the party to themselves. (NOTE: The World Tree is not meant to be an evil campaign.  This is mentioned for those who wish to feign loyalty. Nefaria can restore the alignment change and words, but will need to be persuaded that they can be trusted).
 
 
 
Should they refuse his offer, Magnus will stand in silence for a moment before forming a fist in his hand.
 
 
 
''"You have chosen unwisely, fools. Let me show you your folly!"''
 
 
 
He draws his sword and begins the encounter.
 
  
 
==== Tactics: ====
 
==== Tactics: ====
Magnus' goal is not to kill the players, but to show them his power.  He will attack players and try to humiliate them, not kill them (example: throwing a strong character, outrunning a fast character, spotting hidden characters, etc). Magnus still believes they will join themWhen he reaches his bloodied amount, Magnus will begin to cast his powerful spells.  Pay close attention to the extended tactics in [[The World Tree/Act_1/Scene Levels|Scene Levels]] for more information of how this fight is to be finished.
+
The gargoyle's goal is to survive.  Should more than half of the gargoyles be slain, the gargoyles will make a DC 10 Wisdom saving throw or be terrified of the party, fleeing into the woodsShould any survive, the Scarlet Eye will be prepared for them in Act # Scene #. If the party is defeated, the gargoyles will flee to the Scarlet Eye, joining them in Act # Scene #.
 
 
Magnus will also allow any character to flee without consequence, accepting this as the most humiliating defeat. Should the party be defeated, proceed to [[The World Tree/Act_2#Scene_1|Act 2 Scene 1]].
 
  
 
==== Features of the Area: ====
 
==== Features of the Area: ====
Illumination: Dim at the outpost and outside. Bright lighting depends on added illumination by the players.
+
Illumination: Bright for day, dim for night..
  
Terrain Features: See [[The World Tree/Act 1/Scene Levels|Scene Levels]].
+
Terrain Features: Fallen pillars and brush get in creatures way. Should a creature sprint through "Grasping Vines", they must make a DC 10 Strength saving throw or be restrained.  See [[The World Tree/Act 1/Scene Levels|Scene Levels]].
  
 
Treasure: 0 gp
 
Treasure: 0 gp
  
 
==== Conclusion: ====
 
==== Conclusion: ====
Play out what the characters would like to do from here (unless they were defeated). Allow them a rest to regain their bearings. It is not important of how far they run or where they end up, but it is important that they are well rested before continuing with the next act.
+
Play out what the characters would like to do. Resting outside of the tomb will bring the Scarlet Eye to them during their rest.  
  
Magnus is no longer at their previous location, having teleported away after the encounterThe Thal Council is also not at the Thal, should the characters decide that route, due to their traveling to Daerum. The belltower's meeting room is merely a room with cogs, no table and chairs like before (unless the party came to this scene non-linearly). Proceed to the next act when the characters are ready.
+
The gargoyles will flee to Daerum and seek out the Scarlet Eye, warning them of your survival and your presence at the tomb.
 +
 
 +
==Scene IV==
 +
===Setup===
 +
[[Image:Ashen Warrior Tomb Interior.jpg|right|300px|The Ashen Warrior's Tomb: Interior]]''Passing through the doorway, you notice that the tomb within is dark, but something recently has been hereVines hang in front of your face as you pass through for several steps until the tomb opens into stone corridors and high ceilings. In its prime, the tomb would seem immaculate, a place nicer than most homes in the area. You can't help but notice that this is truly a wonderful place that has been left to squalor and ruin over the ages.  As you pass, clouds of dust swirl around your feet and rise into the air, making it difficult to see at times. The smell of dust, mildew, and must fills your nostrils as you take in the view. Ancient torches sit in their holders with dark smoke stains surrounding them and occasional cracks and gouges in the wall leave a pile of rubble below them, making the corridors difficult to pass through.''
 +
 
 +
For ease of formatting and understanding, refer to [[The World Tree/Act 2/Scene Levels|Scene Levels]] for more information about the tomb and its contents.
  
 
==Experience Total==
 
==Experience Total==
'''With a Little Help from the Thal''' (XXXX xp)<br/>
+
'''Of Loot and Vagabonds''' or '''...ESPECIALLY loot'''(XXXX xp)<br/>
:::''The Thal Council (XXXX xp)''
+
:::''Nefaria (XXXX xp)''
:::''The Tsar Outpost (XXXX xp)''
+
:::''Ael'Dea (XXXX xp)''
'''The Unexpected Visitors''' (≈XXXX xp)
+
'''The Abandoned Shrine: Ground Floor''' (≈XXXX xp)
:::''Magnus Encounter (≈XXXX xp)''
+
:::''Tomb Entrance (≈XXXX xp)''
:::''Surviving Magnus' Will (≈XXXX xp)''
+
:::''One Encounter (≈XXXX xp)''
 
+
:::''Two Encounters (≈XXXX xp)''
 +
:::''Three Encounters (≈XXXX xp)''
 +
:::''Four Encounters (≈XXXX xp)''
 +
:::''Five Encounters (≈XXXX xp)''
 +
:::''Six Encounters (≈XXXX xp)''
 +
:::''Seven Encounters (≈XXXX xp)''
 +
:::''Eight Encounters (≈XXXX xp)''
 +
:::''Wandering Monsters (≈XXXX xp)''
 +
'''The Abandoned Shrine: West''' (≈XXXX xp)
 +
'''The Abandoned Shrine: East''' (≈XXXX xp)
  
 
Previous XP amount: 101,250 xp <br/>
 
Previous XP amount: 101,250 xp <br/>
Line 283: Line 161:
 
'''Total XP Progression:''' XXXX <br/>
 
'''Total XP Progression:''' XXXX <br/>
 
'''Current Level:''' 12 <br/>
 
'''Current Level:''' 12 <br/>
'''Act Loot:''' 5d4 + 10 gp total. 50 xp for good role-play.
+
'''Act Loot:''' XXXXXXXXXXXX
  
 
== NPCs and Organizations ==
 
== 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 Earcoro Stat Block]])
+
[[The_World_Tree/Nefaria|Nefaria]]: A representative and caretaker of the World Tree. Nefaria is overly dramatic and sassy, but will do what it takes to keep Ra-Orn and the tree alive.
 
 
[[The_World_Tree/Larenlothrin_A'maelamin|Larenlothrin]]: Expert of '''Ra-Orn''' knowledge and history.  She is attuned to the ways of nature and the surrounding life force, speaking slowly and kindly.  She responds best to those who approach conversation with a "bigger picture" mind set. ([[The_World_Tree/Larenlothrin_A'maelamin#Statblock|Larenlothrin A'maelamin Stat Block]])
 
  
[[The World Tree/Aeraland_Elearo|Aeraland]]: Tactician and realist of the Thal Council. Aeraland believes that the cannibals are as much of a pressing threat as the World Tree, and tends to get annoyed when the conversation travels elsewhere. He speaks brashly and gruffly due to his military background and hold honor and duty above all other ideals. ([[The_World_Tree/Aeraland_Elearo#Statblock|Aeraland Elearo Stat Block]])
+
[[The World Tree/Borik Reginald|Borik Reginald]]: Temporary leader of Ael'Dea, Borik is a good man who holds human life above all else. Borik knows the location of the Ashen Warrior's tomb, and will only show the party if they can prove their worth.
  
[[The World Tree/Magnus|Magnus]]: Magnus is the primary antagonist to the campaign, sent from an unknown plane to destroy '''[[The World Tree/Ra-Orn|Ra-Orn]]''' and effectively ending life of all things within the world.  Magnus is eloquent and terrifying. ([[The World Tree/Magnus#Statblock|Magnus Statblock]])
+
[[The World Tree/Ashen Warrior|The Ashen Warrior]]: A great warrior from the [[The World Tree/Time of Chaos|Time of Chaos]] that defeated [[The World Tree/Magnus|Magnus]]. The warrior is said to hold two magical items, the Bane of Magnus and the Ashen Mace.
  
 
[[The_World_Tree/Scarlet_Eye|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_World_Tree/Scarlet_Eye|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_World_Tree/Thal_Council|The Thal Council]]: Refered to as the Thal, governmental structure for Thal and the surrounding port communities.
+
[[The_World_Tree/Blood Bound|Blood Bound]]: Organization or cult that slayed a hydra within the Tomb of the Ashen Warrior.
 
 
[[The_World_Tree/Tsar Outpost|Tsar Outpost]]: An elven outpost outside of '''Thal'''. Only those who bear the mark of the Thal Council can enter the premises of the mansion made fortress.
 
  
 +
[[The_World_Tree/Ashen Warrior/Tomb|The Ashen Warrior's Tomb]]: Burial ground and shrine dedicated to the Ashen Warrior. The city of [[The World Tree/Thal|Thal]] decided it best to protect the remains of the tomb by placing mysterious traps and dangerous beasts, keeping dark forces from resurrecting her for their ill purpose.
 
<br/>
 
<br/>
  

Latest revision as of 11:03, 10 June 2015

File:The Ashen Warrior.jpg
The Ashen Warrior

Synopsis[edit]

After being unsettled by Magnus the night before, the party makes acquaintance with a guardian of the World Tree:a fairy named Nefaria. She informs them of the compasses' word and the location of the Ashen Warrior's remains, claiming to resurrect her if they are to find them. After helping the party locate the Ashen Warrior's Tomb, the party must fight their way through a dungeon to collect her remains before the tomb claims theirs!

Adventure Hooks[edit]

Although the party is already on a "main quest", these hooks are used to engage characters into the story and build knowledge to create the background, purpose, and importance of the World Tree as well as preparing them for encountering Magnus again. The following acts can be manipulated as you, the DM, chooses. What is important is allowing players to find the knowledge held within each act. (Example: insert your favorite dungeon designs instead of the one used in Scene Levels for this act.

Hook: Of Loot and Vagabonds[edit]

Nefaria has informed you of a tomb located near Ael'Dea that holds the remains of the Ashen Warrior. She claims that if we are able to retrieve the remains, the warrior can be resurrected for their cause by her. The catch is a heap-load of monsters and traps located within her tomb that are used for this very reason.

Those who have engaged in the story line, love a good dungeon, or a good alignment will happily spring at this chance. Be sure to explain who the Ashen Warrior is and her deeds to the players before Nefaria arrives (easily done through recapping the Scene 1 of Act 1.

Quest XP: XXXXxp (minor quest) retrieve the Ashen Warriors remains from her tomb.

Hook: ...ESPECIALLY loot.[edit]

Nefaria said something about a warrior from eons ago...but what's really important is the weapons she holds within. The Bane of Magnus and the Ashen Mace, among other amounts of tribute are free for the taking. A pretty penny can be made!

This hook works best with PCs who are more interested in gold or magic items. Be sure to explain the history of the dungeon, the Ashen Warrior, and the items she carried.

Quest XP: XXXXxp (minor quest) retrieve the magic items and as much gold as possible.

Setup[edit]

Within this campaign, it is crucial that information and story line that was covered in the past be remembered and questioned by the encounters the party faces. Due to the massive size of this module, it might be a good idea to have a record keeper in the group to take notes on the campaign and story line. When setting up for other acts, briefly recap these notes before beginning, adding onto major points and erasing minor points as those questions are answered.

Some things to consider, after the last scene in Act I, the players may be slightly upset with the previous encounter if the party was unsuccessful. Do not focus try to "fix" this too much. Most of this anger is yes, at the encounter, but will form a deep sitting rage for Magnus at the end with amazing results. The best advice is to skim over it, acknowledge it happened, and move on. Feel free to blame the module for its poorly written quality.

Scene I[edit]

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

The night before was a long one. Not only was the Tsar Outpost destroyed by the Scarlet Eye, the very enemy they sought to destroy paid a visit to them. [insert what happened at the event]. The sun that shines through the trees is almost like a bitter mockery of what had happened the night before. Magnus will not be as lucky next time.

A use of humor can work well here. Nefaria is a pixie, after all, and loves to prank unwary travelers. She can do a variety of things, kicking the weight out from under an unbalanced character, flinging food at a player, or placing someone's possessions into someone else's bag. Feel free to role-play the responses, but if Nefaria believes there will be a fight to ensue, she will transport them to her plane in the Feywild. This is not required, but can break some tension if need be. Read the following whenever there seems to be a lull in the role-play.

A bright light surrounds each of your characters eyes and the world fades into light. The warmth pierces through to the bone, but is pleasant and comforting. The humidity dissipates as the light fades way to what is before you.

What once used to be your camp (or outpost) is now lush foliage. The world is tinted with a yellow glow as the sun hangs high in the sky. The scent of lavender, oak, and other plants fill your nostrils; truly a wonderful smell. You are standing in a clearing of tall trees, and can hear hundreds of pollinating insects and singing birds.

An arcana check of DC 20 will reveal they have been teleported to this location, the Feywild. A failed roll will merely suggest that they have been moved by magical means, but do not know where or by who.

The sounds of nature pass as a high pitched scream begins to grow louder and louder. The sound seems to be coming from a glowing orb of green light that is traveling at you as fast as an arrow, and stops before an elven player or a good character. As she stops inches from their nose, the green light fades to reveal a small fairy, the size of your palm. She is breathing heavily, until finally exclaiming, "Run for your life! There are crazy people everywhere!" (if asked, she is referring to them) She doubles over with laughter and wipes away a tear.

From here, she tends to make jokes and insults to the players, becoming agitated with those who do not go along with it. A LOT of interesting outcomes can come from this, but there is a core structure to the conversation.

Establishment of her character:

  • Sassy and sarcastic, but serious about the World Tree and those who oppose it.
  • Almost chaotic in nature, she can not keep still and only contacts the players on her schedule.
  • Feels powerless for what's to come and has sought them out by her own means.

Information:

  • She is able to raise the Ashen Warrior should they receive her remains from the tomb.
    • She plans on taking the remains to the tree where Ra-Orn can raise her.
  • The tomb is located near Ael'Dea, and is full of danger.
    • The tomb used to be a shrine where offerings of gold and equipment were given to her.
    • The tomb is now long forgotten relic that no one dares enter.
    • The citizens of Thal chose to keep the remains protected by wild beasts and dangerous monsters.
  • The word for the compass shortest distance including the future is Gairid, with Direach being for the shortest land distance.

What is most important are the things that Nefaria doesn't know. Whether she is a one time NPC or a recurring guide is up to you, but that all depends on her usefulness to the party. At any point, Nefaria can be exchanged for Horough should the need arise.

As long as these points are met, the topic of conversation, her temperament, or her attitude towards the players can and should be played however you wish. The more dramatic and sarcastic with the players, the more irritating and memorable she becomes!

Whenever the party (or you) is finished with the information and have no other questions, read the following text:

Nefaria glances to the player she met first. "Remember, Ashen Warrior. South of Ael'Dea. Tomb with Bad Monsters." Nefaria spins in a circle that forms a green light as she darts off into the trees. The woods around you begin to fade to white once more.

When you return, you camp is no longer at its original place. In fact, your entire camp has been moved into an entirely different spot on the road, with all of your possessions keeping relative distance to one another. The road next to you is at the edge of the woods, where you can see the village of Ael'Dea before you, with chimney smoke rising to the skies. Thankfully, it appears as if though no time has passed.

Scene II[edit]

Ael'Dea[edit]

Entering the City[edit]

Within the city of Ael'Dea, there are only three major professions that make serious money: raising livestock, growing crops, or delivering the previous two to Thal or Daerum. There are no taverns or inns here, since those coming to Ael'Dea stay with family. The locals are also easy to trust and there are few guards that are on actual duty.

The smell of freshly cut plants and sizzling beef fills the air. As you enter into Ael'Dea, you see that there are very few people on the "streets", for they are all out hunting game, doing chores, and running errands. The people are kind to you in passing, but when asked about the tomb, they know nothing of it. Finding this tomb will be harder than you thought.

Borik Reginald[edit]

You are approached by a tall man, with a confident air about him. When he speaks, he is polite and friendly.

"Hello there. The name is Borik Reginald, leader of this village. What brings you to Ael'Dea?"

If they mention the tomb, he will nod and say the following:

"Aye, many a wary wanderer has searched for the Tomb of the Ashen Warrior. I will tell you the same as I told them. Leave it be. Its too dangerous out in that area. There is a statue of her in Daerum, you can pay your respects there."

If they don't ask about the tomb, he will nod and say the following:

"Good on you. We are a small village, but we are growing. Should you need anything at all, feel free to let us know."

Should the players insist on finding the tomb, Borik will say the following:

"I'll tell you what. I've heard that not far from here, there were reports of [insert enemies from wilderness encounter here]. Take care of them and prove that I'm sending self reliant people to take care of themselves."

This is where you insert the prepared wilderness encounter. Should the players have already defeated them, Borik will believe them and tell them the location.

Upon returning, Borik will respond with the following:

"Word travels quickly about you. Thank you. If I had the time or resources, I would myself. Ael'Dea is located south of the first bend of the east path. Keep going past the eagle's rock and you will see it."

Borik will not have much to reward the players with for taking care of the monsters (20 silver pieces in total) but he will reserve a plot of land for them, should they choose to live here in the future.

Scene 2 Conclusion:[edit]

After the final conversation, Borik will head to his house to finish some chores with his wife, Sarii.

All that awaits them is the tomb, which will be one of prolonged combat and little chance for RP. Make sure the party realizes where they will be heading. When they are ready, begin Scene III.

Scene III (XXXX xp)[edit]

The Abandoned Shrine[edit]

Begin this scene whenever the party is ready to travel to the tomb.

As you follow Borik's direction, down the path, you notice the bend in the path and trudge straight through the undergrowth. It appears that this path has been cleared on a small scale, but not enough to be noticeable to passerby. After several moments, you pass the "eagle's rock", a giant stone that shares an uncanny resemblance to an eagle's head. vines and brush have started to overgrow the stone, but it appears to have been relatively new to this area.


Setup:[edit]

Not far from the strange rock, you find what appears to be the entrance. What used to be polished marble is now overgrown rock caked with dirt and debris. The surrounding area has been cleared, but appears to need some tidying to make presentable. As you approach, you notice several horrific statues among the outskirts of the tomb entrance, similar to those you saw at the outpost. They do not seem to be moving, and many have their backs to you.

This is for revenge and to bolster confidence before going into the tomb. Let the party get as meticulous as they like.

Tactics:[edit]

The gargoyle's goal is to survive. Should more than half of the gargoyles be slain, the gargoyles will make a DC 10 Wisdom saving throw or be terrified of the party, fleeing into the woods. Should any survive, the Scarlet Eye will be prepared for them in Act # Scene #. If the party is defeated, the gargoyles will flee to the Scarlet Eye, joining them in Act # Scene #.

Features of the Area:[edit]

Illumination: Bright for day, dim for night..

Terrain Features: Fallen pillars and brush get in creatures way. Should a creature sprint through "Grasping Vines", they must make a DC 10 Strength saving throw or be restrained. See Scene Levels.

Treasure: 0 gp

Conclusion:[edit]

Play out what the characters would like to do. Resting outside of the tomb will bring the Scarlet Eye to them during their rest.

The gargoyles will flee to Daerum and seek out the Scarlet Eye, warning them of your survival and your presence at the tomb.

Scene IV[edit]

Setup[edit]

Passing through the doorway, you notice that the tomb within is dark, but something recently has been here. Vines hang in front of your face as you pass through for several steps until the tomb opens into stone corridors and high ceilings. In its prime, the tomb would seem immaculate, a place nicer than most homes in the area. You can't help but notice that this is truly a wonderful place that has been left to squalor and ruin over the ages. As you pass, clouds of dust swirl around your feet and rise into the air, making it difficult to see at times. The smell of dust, mildew, and must fills your nostrils as you take in the view. Ancient torches sit in their holders with dark smoke stains surrounding them and occasional cracks and gouges in the wall leave a pile of rubble below them, making the corridors difficult to pass through.

For ease of formatting and understanding, refer to Scene Levels for more information about the tomb and its contents.

Experience Total[edit]

Of Loot and Vagabonds or ...ESPECIALLY loot(XXXX xp)

Nefaria (XXXX xp)
Ael'Dea (XXXX xp)

The Abandoned Shrine: Ground Floor (≈XXXX xp)

Tomb Entrance (≈XXXX xp)
One Encounter (≈XXXX xp)
Two Encounters (≈XXXX xp)
Three Encounters (≈XXXX xp)
Four Encounters (≈XXXX xp)
Five Encounters (≈XXXX xp)
Six Encounters (≈XXXX xp)
Seven Encounters (≈XXXX xp)
Eight Encounters (≈XXXX xp)
Wandering Monsters (≈XXXX xp)

The Abandoned Shrine: West (≈XXXX xp) The Abandoned Shrine: East (≈XXXX xp)

Previous XP amount: 101,250 xp
Prologue XP total: XXXX xp

Total XP Progression: XXXX
Current Level: 12
Act Loot: XXXXXXXXXXXX

NPCs and Organizations[edit]

Nefaria: A representative and caretaker of the World Tree. Nefaria is overly dramatic and sassy, but will do what it takes to keep Ra-Orn and the tree alive.

Borik Reginald: Temporary leader of Ael'Dea, Borik is a good man who holds human life above all else. Borik knows the location of the Ashen Warrior's tomb, and will only show the party if they can prove their worth.

The Ashen Warrior: A great warrior from the Time of Chaos that defeated Magnus. The warrior is said to hold two magical items, the Bane of Magnus and the Ashen Mace.

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.

Blood Bound: Organization or cult that slayed a hydra within the Tomb of the Ashen Warrior.

The Ashen Warrior's Tomb: Burial ground and shrine dedicated to the Ashen Warrior. The city of Thal decided it best to protect the remains of the tomb by placing mysterious traps and dangerous beasts, keeping dark forces from resurrecting her for their ill purpose.


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