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Founded in ancient tragedy, the Tree of Parting is a safe haven in a dangerous land. The Tree of Parting is considered by many to be one of the Wonders of the Wold. It is known far and wide for its hospitality as well as the incredible beauty of its views in all directions. From the tree, one can see Culverwood, Izen, The Red Hills, the Emerald Kingdom, and on a clear day offer a far off view of the plateaus of the Kingdom of New Elenna. | Founded in ancient tragedy, the Tree of Parting is a safe haven in a dangerous land. The Tree of Parting is considered by many to be one of the Wonders of the Wold. It is known far and wide for its hospitality as well as the incredible beauty of its views in all directions. From the tree, one can see Culverwood, Izen, The Red Hills, the Emerald Kingdom, and on a clear day offer a far off view of the plateaus of the Kingdom of New Elenna. | ||
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+ | The Tree of Parting staff numbers around 25 people. There are 10 other permanent residents, of which 6-10 are present at any time. Another 10-20 individuals make up the rental population. Staying for anywhere from a month to a year before moving on, renting stalls in the tiny market or staying in the Tree for other reasons. 5-10 wagons of traders stop here each night to rest and have a safe place to stay, recover from the road, and make important repairs to wagons and other equipment. The Tree’s Inn and Tavern are large enough to cram them in, but there are times that late arrivals must bunk in the common room. Once every month or two, the main caravan stops at the Tree. This 100+ caravan easily overflow the trees capacity and forces many to remain on the ground. It was with one of these caravans that Atlas, Mack and Crosseye first came to be at the Tree of Parting. | ||
==Characters== | ==Characters== |
Revision as of 16:33, 26 January 2015
Welcome to Tree of Parting! This game is set at a badlands trading post.
Contents
Game Background
Founded in ancient tragedy, the Tree of Parting is a safe haven in a dangerous land. The Tree of Parting is considered by many to be one of the Wonders of the Wold. It is known far and wide for its hospitality as well as the incredible beauty of its views in all directions. From the tree, one can see Culverwood, Izen, The Red Hills, the Emerald Kingdom, and on a clear day offer a far off view of the plateaus of the Kingdom of New Elenna.
The Tree of Parting staff numbers around 25 people. There are 10 other permanent residents, of which 6-10 are present at any time. Another 10-20 individuals make up the rental population. Staying for anywhere from a month to a year before moving on, renting stalls in the tiny market or staying in the Tree for other reasons. 5-10 wagons of traders stop here each night to rest and have a safe place to stay, recover from the road, and make important repairs to wagons and other equipment. The Tree’s Inn and Tavern are large enough to cram them in, but there are times that late arrivals must bunk in the common room. Once every month or two, the main caravan stops at the Tree. This 100+ caravan easily overflow the trees capacity and forces many to remain on the ground. It was with one of these caravans that Atlas, Mack and Crosseye first came to be at the Tree of Parting.
Characters
These are the characters, past and present, that have been featured in this game.
Current Roster
Atlas Sunowl the Human Fighter
Ramack 'Mack' the Halfling Monk/Rogue
Crosseye the Human Ranger
Carver the Centaur Paladin
Cameron the Halfling Cleric of Jancassais
Orba Zetianos the Human Sorcerer
Past Characters
Taelith Fenlandel the Elf Sharpshooter....current Location Unknown
Kesabrey Jesk the Human Witch....current Location Unknown
Lilith Parrim the Liontaur Rogue....current Location Unknown
Jazzy the Gnome Sorcerer....current Location Unknown
Udhomer the Human Sorcerer on Walkabout....current Location The Tree of Parting, Treetops Inn
Bonivus the Minotaur Phalanx Fighter....current Location The Tree of Parting, Treetops Inn
Caius Greycloak the Human Cleric of Gargul on Walkabout....current Location The Tree of Parting, Treetops Inn
Irdalas the Elven Sharpshooter on Walkabout....current Location Unknown, likely the wilds of Izen
NPCs
- Laughingwater - Male Human, runs the Free Trade Post. Here, traders and travelers alike make arrangements to store their wagons, livestock, and other travelling supplies in the tree for the night. He also is the one to see to set up a shop within the tree.
- Moana - Female Human, a crystal ball reader, runs a tiny shop called Moana’s Fortunes.
- Dungarth - Male Human, runs Dungarth's Leatherworking Shop
- Saide Silvergraft - Female Half elf, runs The Big Nest a general store.
- Lorifir Lorhalien - Male Elf, runs the Fletcher
- Liliput Muffinbubble - Female Halfling, Caretaker of The Leafy Chapel [a shrine to Alemi as well as a memorial to Ilyndrethyl and Deeproot.]
- Boolia - Female Half-Orc, runs Studs and Gems. Resident for 12 years and a frequent merchant traveler to the Tree for 12 years before that
- Miles Raynor - Male Human, Head of Security - He and his assistant, coordinate all defense efforts for the Tree. Miles was a career officer with the Emerald Armed Forces. He explains the behavior expected of all guests of the inn, much to the consternation of Ciyradyl, who thinks it harms her hospitality. He also runs regular drills for all able-bodied residents of the Tree as everyone, “And I mean everyone,” will help defend the tree if attacked.
- Folbre Ilyndrathyl - Male Elf Tree of Parting Manager, little else is known including his age and relationships with Ciyradyl and Hiflanyl
- Ciyradyl Ilyndrathyl - Female Elf, Runs Treetop Tavern. Calm, pleasant and warm personality. She is highly organized and proper in her treatment of others
- Hiflanyl Ilyndrathyl - Male Elf, Runs the warehouse and stables - He also runs the “lifts” to raise up the trade wagons into the tree and is the lead repairman for anything that needs fixed. He is a virtuoso at repairing anything. Hiflanyl has designed a stairway that circles the trunk of the tree, which can be lifted and compacted when the denizens of Izen or the Red Hills come calling. He also has several lifts that can lift anything from a pile of crates, to livestock, to an entire wagon up into the safety of the tree for the evening.
- Gaston Laroutte - Human Male, wealthy noble trying to get into The Chancers Club. Boistrous, loud, extravagant and self superior. Gaston talks a good game, has good fighting skills, but is a bit full of himself. Gaston failed the test and found his courage lacking against the strange denizens of the Eastern Wood. The party sided against Gaston and he has been denied entrance to the Chancers Club. He is a nephew to Quason Thesk, Duke in Plateau City. He is hostile towards the party
- Mikalus Dragonspell - Human Male, Silver Bishop of the Chancers Club. Self made nobleman of Plateau City. One of the key figures in blocking Gaston from gaining entrance into the Chancers Club. Worked behind the scenes to accomplish this by bringing the party into the testing. Module 2 He has a neutral if not slightly favorable towards the party
- Lady Dragonspell - Human Female, married to Mikalus, holds the rank of Master Mage in Plateau City Star Mage Guild
- Quason Thesk - Human Male, wealthy noble of the rank of Duke in Plateau City. His position towards the party is uncertain
- Lord Bezel - Human Male, Silver Board of Selections Member. Worked with Mikalus Dragonspell behind the scenes and holds a Neutral position towards the party.
Party Treasure
The suite of Rooms From the Main room in Tree Tops Inn, across the room and up a side flight of stairs and down a hall. The walls are open, granting more pristine views of the beauty of the Tree. The covered walk has several other paths that lead to other rooms situated about. Looking to only be accessible by the walkway or, of course, magic. At the end of the walkway, about 250' from the main room, is a short 8 steps to a beautiful cherry wood door highlighted with red and gold trim.
The suite consists of 3 rooms and a wash room. 2 sleeping rooms with 2 large beds each, separated by a communal room of about 300 square feet. The suite is pleasantly furnished, but not extravagantly so, a fire place is located in each room and a pair of filled water pitchers with glasses sits on a small table backed by chairs and a couch. A third large sized chair is just to the side by a window looking out to the west.
Gift from Mikalus Dragonspell- Crystal decanter with silver dragon head stopper and 8 crystal glasses. Value unknown
Standard Nightly Watch
1st Watch: Atlas
2nd Watch: Mack
3rd Watch: Cameron, Carver
4th Watch: Crosseye, Zee Orba
Geography
Sitting halfway between the Emerald Kingdom and the Kingdom of New Elenna.
Red Hills North of the Tree of Parting
New Elenna to the East of The Tree of Parting
The Tree of Parting Broader view, not scaled
History
They all came from different backgrounds and stories and had their own reasons to do so, but one and all found themselves in the small town of Edenmoor and the cusp of adventure. Signing aboard as additional guard for a grand caravan to the west and Emerald City by The Mailed Fist, the party set out. 8 days into the journey, one of the wagons has come upon a problem. The rear axle and wheels have not only come apart, much of the fittings have been torn to sawdust. Garretn Von Klempt, Captain of the Mailed Fist has chosen the party as the souls who will stand against the raiders of the Red Hills and Izen as the the merchants oils to get the wagon operational. Night is falling
Death tried to come that night. Death in the form of goblin raiders from the Red Hills. They rode in on goblin dogs, nearly 3 to 1 against the small band of protectors. The battle was short and bloody with one of the guards, Bonivus the minotaur, falling to the enemy's blades and teeth. The party of Atals, Mack, Lilith Crosseye and Bonivus did win the day in the end. Killing a dozen of the foul goblins and 4 of their dogs. Quick action saved the life of Bonivus and the party continued their journey. It has been 2 days since the attack, hopefully there will be no others. The Tree of Parting is only a day further.
The party made it to the Tree and discovered that their survival upon the road is being considered a small miracle. The Chancers Club is hosting a Ball throughout the Tree as well. Crowded does not do the congestion about justice. Some participated in the games and festivities, others did not and eventually all sought some sleep. Again, our heroes are denied of such luxury as a pair of hungry Ankhegs erupt from the ground in search of food. the party, with new friends, Udhomer and Iraldas, vanquish the foul beasts.
The party has just concluded breakfast and have accepted a the offer to become residents, a coveted title to the Tree of Parting, extended to them because of their heroics as of late. They have also met with an initiate to the Chancers Club and reason of the previous nights ball. Gaston by name, and he has offered to hire the party to accompany him into the unknown of the Eastern Woods to stay for 5 days. Before leaving, Udhomer, Iraldas and Caius parted company from the group. Undaunted, Mack, Crosseye and Atlas set out with Gaston only to be met on the road by Carver and Cameron who join. The tale of what happened next follows as retold by Cameron to the Silver bishop and the Selection Board of the Chancers Club
Walking back and forth, he includes all of the Chancer's on the council as he relates the tale. " Carver and I met these fine adventurers as they set out on this quest with Gaston. They seemed nice enough and both Carver and I had received leads that told us to arrive at the Tree at the time this group was headed out. Since it seemed to be foretold to both of us that we travel with them we threw in with Gaston and these folks and headed into the Eastern woods. That first night we spent outside the woods, getting to know each other and preparing for the trial we all felt we would endure once we set into the woods." "The next morning we set off and entered the woods. We could all tell that the woods were a different place than the outside. The canopy was think and little sunlight reached the ground. We saw no small animal, nor any sign that there were any around. Gaston took the lead and we set off, heading East for the center of the woods. A couple of hours later we found ourselves facing the western edge of the woods. Not exactly where we entered, but not far from there either. We had been turned around in the woods and returned to the edge we had entered on. All of us that had any woodcraft skills were puzzled, since all indications had been that we were headed east. We shruged and tried again, Gaston at the front still. Again we found ourselves facing the western edge of the woods. Gaston threw up his hands in defeat and Crosseye, our tracker, took the lead. Again, a few hours walking put us facing the western edge of the forest. We took a rest, all of us puzzled how the woods could turn us about so easily when all of us were sure we were walking east. As we rested I used some of the prayers my goddess grants me to first check the woods for poisons, since maybe they were fuddling our senses. I found none. I then checked for magic, perhaps a spell was making us lose our way. Again nothing. I then found a sunny spot, rare under the canopy, and used her magic to offer the forest a drink, something the ground would rarely get due to the thick canopy. As the rain soaked in I just sat, quietly listening, a technique the Lady teaches us to use when we are unsure what to do. Sometimes the solitude and quiet bring to light a previously missed clue. That also did not help. Tired and frustrated we set up camp." " That night, as I made my devotions to The Lady of Vengeance, I consumed a small poisonous spider I had found while setting up camp. The poison slowly spread through my body, calming and stilling my mind. In that reflection I was reminded how all apprentices learn their trade. Raised by my Dwarven foster father, I was taught the forge. I didn't like it and soon went on to pursue studies I found more interesting, but the knowledge was there. All apprentices are tutored by their master. It takes more than one person to correctly run a forge. One to pump the bellows and make the coals hot, another to turn the metal and heat ir so it can be shaped, and another to hammer the metal into the desired shape. They all work together towards a common goal. That was our flaw. All of us had been keeping track of our place in the woods, but not communicating it to each other. We were individuals, not a team." "In the morning we all offered suggestions on how to improve on the previous day's failure. Gaston was all for slashing and burning his way into the forest. Crosseye suggested that maybe the time was wrong and that we should try to penetrate the woods by night. I suggested we try to work as a team to help our lead tracker stay on course. And it worked." "On that day, our third out from the Tree, we encountered many signs from the Lady that we were indeed headed on the right path. A small venomous snake launched itself at Crosseye, attempting to take away our tracker. The Lady had trained me to be vigilant and I was able to kill the snake before it struck, skinning it at Gaston's request as a souvenir of the journey. We then found ourselves in the midst of a hoard of venomous toads. They were only harmful if disturbed so most of us tiptoes through them unmolested. I slipped and squished one, but thank the Lady was not poisoned. Then came Gaston's turn. After seeing how easily they died when I accidentally stepped on one Gaston was all set again to hack his way out of trouble. Having seen the way they turned hostile when our Sharpshooter wondered aloud about poison tipping some arrows with their venom, we knew we needed to reign Gaston in. Through the combined efforts of the group, we managed to convince him that toads were beneath his notice and he should ignore them and just step over them as we all had done." "It was at this point where Zee was introduced to the group. While walking at the edge of a ravine a treacherous plant reached out and tripped Gaston. I know, I know. Reached out and tripped must surely be an exaggeration, but I saw what I saw, and hat is what I saw. Gaston pitched right down the slope narrowly arresting his slide just above a drop of some 30 feet or so onto some nasty looking rocks below. At this point the lovely Zee shows up on the other side of the ravine. While the larger and stronger of our group try to get to and haul Gaston up, she looks at him and assures him all will be fine if he just lets go." "I know what you are thinking, right? Heavens no, don't let go! The fall would surely end Gaston. But he does, and with a word and a look, she makes him float gently to the floor of the ravine. Just like a feather." "Being gentlemen and with Gaston indebted to Zee, she joins us in our trip to the center of the woods. The next sign that we were on the right path came a little later that day. We encounters a venomous skunk. Its musk induced hallucinations in most of the group. Irdalas and I managed to spot it and avoid the venom. The rest of the group, save Gaston thought they had shrunk to the size of a mouse, and the kitty you see in Zee's lap was hunting them. Gaston thought he had snakes in his shirt. Through the Lady's grace I managed to slow the poison and keep him from plunging his own dagger into the illusory snake. At this point we all decided to camp for the evening." "The next day we traveled deeper into the woods, still assisting Crosseye as our main tracker, and encountered a clearing with twig statues and a small plate in front of each of the statues. Words in hih Woldian were written on each of the statues . Each of us left a token with the statues, some willingly, some after being prompted by their fellows. Gaston had become negative by this time if I recall properly, and left some gold and a sneer with each statue." " We next encountered a spread of berries and water, a gift from the forest. Those who had been sincere in their offerings found the berries and water delicious, others found them average. Any who had taken from the statues or been rude to them found the berries sour and the water dirty. Gaston was of this ilk. Pressing on we found a clearing. It was pretty well appointed for defense and Gaston declared we had found the heart of the forest and had us make camp there, saying this was the object of his quest. We did make camp, and used the things the forest provided to make it secure. We used a stump with a vipers nest, a fallen tree, vines to make tripwires and a bunch of thorn bushes to limit the approaches to the camp. And it was a good thing we did." "Before dark the forest attacked us for the first time. It sent 18 vegepygmies against us. We fought off the ones that our defenses allowed to make it to the camp. Carver, saddened by the need to do so, was the hero of the fight, pounding the creatures to pulp beneath his hooves. We healed ourselves and prepared to sleep through the night. The next wave was around midnight. It was 2-3 wolf mounted vegepygmies. We captured one and at dawn released it to the forest, hoping it would show we did not want to fight them, only to spend time in the forest. That did not work. The final wave were huge vegepygmies. Well, they were still small, but much tougher and capable of spellcasting. They arrived to the fight mounted on giant wasps, but dismounted and fought us on foot. All of the group, save Gaston showed bravery and teamwork throughout all of the fights. Gaston whimpered and cried, hiding beneath his blankets for most of the fights. He did kill a couple of the invaders in the first fight, mostly out of necessity because there were so many of them and so few of us to put between himself and the enemy." "After the final wave, Gaston declared that his task was complete and we could go home. Saddened by the damage we had to inflict on he forest so that we could survive the night, we all readily agreed. On the way out, which we completed in less than a day because the forest allowed it, we were met in the twig statue clearing by what could only be elders of the vegepygmy tribe. Gaston fainted, and we stood our ground, offering no hostility, just the certainty that we would not let them take him. After all, at the very least I had agreed to help him finish his quest out loud, and the Lady hates a man that goes back on a promise. They apparently judged us worthy, and allowed us to drag Gaston out of the woods. We returned to the Tree and the rest you know."
The council sides with the party against Gaston gaining entrance to the Chancers Club and thus has the wrath of Gaston. Trouble will surely come as a result of this in the future.
- Here is the current game board.
- Here are the game archives.
Trophy Case
DM Pages
Here are all the resources a DM will need to run this game.