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Lakeview Passage

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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.

Characters

These are the characters, past and present, that have been featured in this game.

Current Roster

Past Characters

NPCs

  • 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.
  • Jaspar, ratfolk formerly in the employ of the druid Eleazar. Befriended by the party, currently hiding out on the Trash Level.
  • Randolph, woodcutter living in mountainous forest southeast of the Float. Supplies Sid (PC) and Elly's shop with raw materials for their bowyer shop.
  • 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.

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.

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

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.

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.

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