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Difference between revisions of "Lakeview Passage"
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==History== | ==History== | ||
− | Here you'll find links to all the events and history relevant to this game. | + | Here you'll find links to all the events and history relevant to this game. Much of this has been discovered through the research of various PC's. |
+ | |||
+ | |||
+ | ===Ancients pre-dating the Crying Woods=== | ||
+ | * In ancient times, a powerful race dwelled in the forest surrounding what is now Turtle Lake. Steeped in powerful, natural magics, they bent the woodland to their will, creating towers, temples, castles, and keeps from the living wood of the trees, and treading along perfectly manicured lawns. In time, the wood gained sentience. What happened next, and why, is lost to history. But at the end, the peoples were gone, and the Crying Wood remained. To this day, isolated pockets of the forgotten race’s magic remain, their secrets guarded by sentinels of wood and flesh. | ||
==Game Rulings== | ==Game Rulings== |
Revision as of 13:19, 7 April 2019
Contents
The Game
Here you can find the latest posts in this game.
The Floating City is one of the wonders of the Wold. A city of 6 levels that floats on Turtle Lake in the Crying Woods. Each level has a magical painting of the current sky on the bottom of the level above it that looks just like the real thing. Ruled by the elected Overlord Above and administered by the Underlord Below, it is the pinnacle of civilization in the Wold. Or at least it was before the Creator moved it. Now it sits alone on a very large lake surrounded by a semi-intelligent magical forest that hates anything civilized or man-made. Struggling to maintain its former prestige and glory, the city now turns for help to the ones that have always helped in times of trouble: adventurers. This game, named for a street on Fence Level, is where these adventurers call home. Can they make a difference in the Big Float? Only time and steadfastness will tell.
Current Events
A group of up-and-comers, longtime residents of the Lakeview Passage neighborhood on the Fence, have gathered at The Giggling Ghost. An ad hoc committee of local business owners have decided that they are tired of being ignored by the upper levels of the city, and they need an adventuring group of their own to take care of the Fence level. Our group of new heroes may be the perfect team for the job.
After coming back from exploring the northern forest the Shields came back to the Float to find the Beastfolk being blamed for not warning people about the Sargrass disaster. After meeting with Jaspar and allies on the council the Shields have set off into the forest to find the ruins of an old outpost to find a new home for them.
Characters
These are the characters, past and present, that have been featured in this game.
Current Roster
- Micah Smith (Human Cleric of Domi)
- Stohp Shatterhorn (Minotaur Rogue)
- Zanderallen Baker (Human Paladin of Domi)
- Dorbin (Half-Elf Wizard Conjurer)
- Bartomus (Minotaur Druid)
- Sid (Elf Rogue)
- Stock Simpleshard (Dwarf Barbarian)
- Dirk Devlin (Human Bard)
Past Characters
- Agrippa (Half-Orc Rogue)
- Pesmer Zerase (Half-Elf Wizard)
- Koh Shatterhorn (Minotaur Monk)
- Roland Gibbs (Human Paladin of Domi)
- Norr Stonehoof (Minotaur Fighter)
- Martisan Odenthorp (Halfling Bard)
- Bobwise Bumblebutt (Halfling Wizard Evoker)
- Karma "K" McSan (Human Paladin of Flower)
- Lavinia Thorngage (Halfling Ranger)
NPCs
Fence Level Citizens
- Grokk Greatbelly, owner of the Fatted Calf, a tavern catering to Taurs. The party has rooms here.
- Happy, the manager of the Giggling Ghost.
- Brassy McGurk, the owner of the Brass Toad Tavern, on Cutpurse Road.
- Belba Stubbletoe, Turtlemaster. This halfling Druid stands at just over 3 feet tall and has blonde sun bleached hair and deeply tanned skin. She usually wears a set of turtleskin leather armor under a tan apron, as well as a staff tipped with a bone hook for directing and driving the turtles.
- Ike Olmes - a large man about 6'4" with crew cut blond hair, wearing blue coveralls and a red t-shirt. He has massive arms, you'd think he was a blacksmith or something. He’s a professional carpenter/contractor. He’s based off Mike Holmes and the Make it Right DIY TV show.
- Otto Mann - a furniture dealer somewhere on the Fence level.
- Barco - a furniture dealer somewhere on the Fence level. He specializes in lounge chairs, sofa’s and the like.
- Reibel and Briselda, Alchemist and his daughter, rescued from the Hands of Love
Other Float Citizens
- Randolph, woodcutter living in mountainous forest southeast of the Float. Supplies Sid (PC) and Elly's shop with raw materials for their bowyer shop.
- Father Barnholdt, older man and Priest of Caelorda. Leader of the Hands of Love group after Silver Shields took down Arellius. One of the more reasonable members.
- Father Six and Sister Catherine, leaders of the Hands of Love before being "chosen" as undercrats.
- Rodrigo Diaz, a mercenary fighter encountered during Hands of Love module. Rodrigo was a Level 5 fighter, and had been hired by the bad guys as muscle. He was defeated, but not killed by the PCs, and they parted ways under amicable terms, part of deal in which Rodrigo agreed to pass along any information he came across that would be dangerous to either the group or the lower levels in general. Rodrigo is based out of the Tumbling Troll on the Barracks Level.
- Arleen (DECEASED), former owner of Rosebud Published. Murder solved by Silver Shields
- Barbara Daneel, former secretary of Arleen, after his death has taken over running Rosebud Publishing
PC Relatives and Friends
- Melody, mother of K (PC). High ranking priestess in Temple of Flower. Known for her tough love, capable of being stern and compassionate at the same time
- Daneel, father of K (PC). Also a priest in Temple of Flower, although outranked by his wife. He's the more cerebral and gentle of K's parents. He gives philosophical advice, while his wife is more likely to give practical advice.
- Sister Delphia, K's teacher. Also member of Temple of Flower. If anyone from the temple is going to visit K down in the fence, it's her. She's more likely to criticize than his parents are, but almost playfully (she described his lodgings previous to joining the Shields as being at the bottom of a chute to the trash level). She takes the artistic nature of Flower seriously.
- Elianna "Elly". Romantic and business partner of Sid's. Co-owner of The Split Arrow.
- Mattus and Esma Smith, along with Jetta and Lukas. Parents, sister, and brother of Micah. The Smiths and their daughter are iron smiths working on Barracks Level. Lukas is member of the city guard, and is also stationed on the Barracks Level.
Non-Floating City Allies
- Slythyl, Lizardfolk Druid, One of the Elders of Lizardfolk tribe
- Cactusflower, Lizardfolk Cleric of Caeroldra, Another Elder
- Elderberry, Lizardfolk Fighter, Another Elder
- Tangleweed, Young Adult Lizardfolk, Ambassador to the Float
- Rosethorn and Thunderheart, Young Adult Lizardfolk
- Jaspar, beastfolk formerly in the employ of the druid Eleazar. Befriended by the party, and then left for the Trash Level. Following the Sargrass Crossover, became a leader of the clan, and secured the party's help in leaving the Float and colonizing a ziggeraut located in the former Crying Woods.
Opponents, Trouble Makers, and Bad Guys
- Crimson (pseudonym, real identity unknown. Whereabouts unknown). Apparently responsible both for zombie plague on Trash Level, and Hands of Love takeover attempt on Fence Level.
- Father Arellius. Half elf cleric, and Hard Love proponent of Caeroldra. He’s tried a land grab and take over of the Fence Level. He was caught and imprisoned.
Organizations/Groups
- Circle of Alder, a druidic circle, focused on maintaining harmony between The Float and The Crying Wood. They maintain a small townhouse on the Merchant Level. Druids from this organization can most often be found, however, tending the gardens on the Open Air Level, as well as much of the greenery on on the upper levels (think a tree or shrub on the side of the road, with a bench here and there).
The Story so far
Part 1: Humble Beginnings Our heroes form the Silver Shield Adventuring Party, and bring the mad druid Eleazar into custody, ending the growing vermin problem on The Fence.
Part 2: Brizzie and The Hands of Love The Silver Shields reunite a father and daughter, beat up some ninjas, and make an enemy.
Geography
Environs
The Floating City
The Crying Woods
Cutter – A semi-permanent logging hamlet, made up of individual family owned wood cutting shops located on the Eastern shore of the lake where the shoreline is met by the eastern mountains. The hamlet is separated from the lake by a mile wide band of The Crying Woods. The woodcutters of the hamlet harvest trees from the mountain forests and float them down a nearby river into the lake, for passage to The Float. The woodcutters here are pretty much barely scraping by in a very remote and wild area, and thus are highly self reliant, loyal (to friends), and cautious/suspicious of strangers.
Silver Shield Headquarters
The Silver Shield Adventuring Party recently acquired a three-story warehouse, located off Lakeview Passage on the Fence Level of the Floating City. The group is in the process of renovating the warehouse into a suitable headquarters.
History
Here you'll find links to all the events and history relevant to this game. Much of this has been discovered through the research of various PC's.
Ancients pre-dating the Crying Woods
- In ancient times, a powerful race dwelled in the forest surrounding what is now Turtle Lake. Steeped in powerful, natural magics, they bent the woodland to their will, creating towers, temples, castles, and keeps from the living wood of the trees, and treading along perfectly manicured lawns. In time, the wood gained sentience. What happened next, and why, is lost to history. But at the end, the peoples were gone, and the Crying Wood remained. To this day, isolated pockets of the forgotten race’s magic remain, their secrets guarded by sentinels of wood and flesh.
Game Rulings
The results of any in-game rules discussions and determinations. Please note that any rules recorded on this game page are applicable only to Lakeview Passage. Woldian Level rules are documented in the House Rules section.
Paladins Detect Evil ability
1) The paladin's Detect Evil power is a spell like ability (ie Detect Evil) which can be employed in one of two options
a) as move action on a single creature or item b) as a standard action to activate a normal detect evil.
2) All spell like abilities, including this one, are detectable, even by the uninitiated, and even when they don't have verbal, somatic, or material components.
In other words, the paladin must focus on the target/area to employ the ability. The fact that he must concentrate on what he's doing makes him susceptible to an observer noticing that he's "up to something", even if exactly what is not detectable.
Sid's Business, The Split Arrow
Wold House rules for side-businesses apply: PC can make an investment once per module, and then a d100 roll determines how that investment did. For Sid, we do this after each module.
Split Arrow Location is on the Fence Level. It is the circled building. For reference, the red S indicates the Silver Shields HQ.
DM Pages
Here are all the resources a DM will need to run this game.
Lakeview Passage Fiction
Here are any stories written about Lakeview Passage Characters/Game Events