Petrified Forest

Intro

Credits and intro stuff

Table of Contents

High Level Overview

Area #1

GM Bullets - Moments

Moment 1

  1. first
  2. second

Moment 2

  1. first
  2. second
Moment 3
  1. first
  2. second

PETRIFIED FOREST: THE MAP

In a valley nestled between the two legs of a mountain range is the Petrified Forest. Entrance to the valley is easy enough to find. One just follows the small river that traverses the valley and escapes at the valleys entrance. The source of the river is a spring from the mountain located at the head of the valley, and is supplemented by runoff from the surrounding slopes.

Basic Adventure Layout For ICRPG
NOTE: GM bullet area should always come first, 
but the other sections can be moved around as needed
see ICRPG_CORE_2E_Digital_1.3.pdf , starting page 140 for examples
pg[name] 
  Intro (optional)
  GM’S BULLETS
  Moments
    1
    2
    etc.
pg[name]: THE MAP
  
pg[name]: BASICS
  
pg[name]: TABLES
  Details:
  Other:
pg[name]: LOOT
  
pg[name]: MECHANICS
  
pg[name]: FOES or FACTIONS (1 header for each one)
  
pg[name]: MONSTERS (more genaric monsters go here)
  
pg[name]: CONCLUSION (posssible outcomes and where they might lead)

5 Room "Dungeons" Layouts
1. [EG] Entrance/Guardian
2. [RPP] Role Play or Puzzle
3. [S] Setback or Trick
4. [CBC] Climax, Big Battle, Conflict
5. [RRP] Reward, Revelation, Plot Twist

  1) Entrance / Guardian
    - Squirrel Mobs  GM Bullets
      + Will need area of effect damage or Run for it
    1. Run for it!
      * Skill challenge, 2 utter failures in a row result in character being overwhelmed and consumed
    2. Evade, Outrun, or Hold your ground, turn into a puzzle
    3. The squirrels fear the vines. Use to trick/setback. The vines are slower than the squirrels
    4. [conflict] The squirrels will be blocking the entrance to where the PC's are trying to get to
    5. [reward] Entrance to Inn, Ent Shack, etc.
  2) Puzzle or Roleplay Challenge
    - Copper Barrel Inn GM Bullets
      + Get information
      + Get Quests
      + Figure out who is dishonest and who is forthright
      + 
    1. 
    2. 
    3. 
    4. 
    5. 
  3) Trick or Setback
    - Ent in her shack  GM Bullets
      + Better information
      + Back track for "better" entrance
      + Snake Vine warning
    1. 
    2. 
    3. 
    4. 
    5. 
  4) Climax, Big Battle, Conflict
    - Snake Vine  GM Bullets
      + will be hunting the characters
      + slow moving, but very tough
      + Never sleeps
    1. 
    2. 
    3. 
    4. 
    5. 
  5) Reward, Revelation, Plot Twist
    - Well Cave entrance  GM Bullets
      *
    1. 
    2. 
    3. 
    4. 
    5. 

4/6 Petrified Forest Region
6/2/12-2/5 Landmark: spring, cave
5/5/12-2/5 Structures: shack, dungeon
1/4/11-1/2 Traits: broken, blasted
2/3(1/1/12-4)/6 Dungeon Activity: besiege, raid, discovery
3/1 Activities: eat
5/1 Hazard: predator
5/6 Dangerous Plants: snake weed
2/2 Inn Adj: copper
2/2/12-1/2 Inn Noun: candle, barrel
5/4 Inn Quirk: NPC hangout
*Copper Barrel Candles, most often called Copper Barrel
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Petrified Tree
Special tree species that pulls underground minerals up into its roots, trunk, and leaves. 
Note: Phosphorus is one of the elements it brings up and this makes it highly flammable once you are able to get ignited (hard maneuver)
Hardened sap is stronger than steel and looks like metallic opalescence
Wood is VERY heavy, and dried out branch is equivalent to metal club
Leaves like a Hickory tree, and once dried and worked would make superb arrowheads

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Creature: large squirrel
drinks tree sap that is heavy with metals from the petrified trees
larger than normal
matted fur becomes hard like metal scales
swarm tactics (pack hunters)
heavy so cant run long distances, tires easily, cant swim
teeth are worn away down to metallic bone from chewing into the trees for sap
cannibals (kill those that are injured, or if starving)
signals others by sound. Metallic plates on tail sound like falling coins
tree sap solidifies into metal. Kind? to-be-determined
sample narrative:
with the woods just within sight. An Elk/Deer nears the forest, alert to your presence, swarmed and taken down, jumped from the trees. As you draw near, only thing left is blood and 1 dead squirrel creature.
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NPC: Inn Keeper (female)
Name: Daphone Westergren (Daph)
exiled from?
Extremely rich
impostor
wants justice
famished, low on supplies
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NPC: Kel (male/female/androgynous)
sell-sword (coward)
Has: powerful spouse, spy network (head of)
Liability: scandalous
Goal: better life
Misfortune: replaced (fey, changeling)
Wants: PC's to investigate??
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NPC: Elis Calaver (male)
Messenger
knows a guy with local knowledge
is soft hearted
Goal: reveal a secret
Misfortune: Burgled (didnt have much to start with)
Mission: Chart??
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NPC: Fox Belvedere (male)
sell-sword
Has: evidence on Kel for crime
Liability: weak willed
Goal: serve deity, restore faction
humiliated by??
interrogate (secretly sending PC's to be captured/questioned)
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Dungeon (referenced from page 1)
Entrance: mirror ->baths, or hallow tree ->mine
Form: mine and baths
Layout: symbol shaped
Dungeon Ruination: mutation, ages
Reward: jewels, planar portal
Activities: research, hunt
Tricks: blessings, physical effect (pursuing)
Hazard: rotten floor, poison gas (reversed)
Trap: falling ceiling
Trap trigger: release
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Shack (reference from page 1)
Ent (female)
heal 5hp/rnd
tactical and fort: gather materials to hide/deflect
Motivation: escape
State: dividing (note below)
Blinding ability
Tactic: steals
exudes wine/other
forgetful, but has great knowledge
weakness against tears
drinks from fountain
  exudes wine or other potions
    - wine
    - extra hearts
    - bark-skin
    - regeneration
    - plant friendship/speech
    - plant growth
    - plant passing/freedom
    - earth sense/water sense
    - predict weather
?? why would characters go there ??
?? why investigate ??
One of the ways this bread of Ent propigates is by dividing. The "newly born" ent has all the memories of the parent.
The water from the fountain has but this ents reproduction on supper speed, but also inhibited short term memory. As soon as the "mother" ent is done "birthing" she leaves the forest, and the new-born takes up residence, but with no memory of the parent leaving. She will grow quickly, and begin the repordiction cycle all over again.

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Snake Weed
?what is it?
?dnd assassin vine?
moves like a snake
cuts and adsorbs moisture/blood
dislikes salt (dries it out)
hard to remove without salt 
weakness: salt, fire (double damage), and cold slows it
attracted to any medium or larger warm blooded creature
numbing poison
large vines can immobilize a person
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bladesInTheDark
Faction Tier
0 1 or 2 people
1 small gangs (3-6 people)
2 medium (12 people)
3 large (20 people)
4 huge (40 people)
5 massive (80+ people)

Faction scale
+3 Allies
+2 Friendly
+1 Helpful
0  Neutral
-1 Interfering
-2 Hostile
-3 War





World Culture
1. Create a Seed: A small general idea you can build on (ex: they ride dinosaurs)
2. Build The Razor: idea X meets idea Y
3. Find or Build a Naming Resource:
4. Create Factions Using Three Line Cultures:
   + Beliefs: Central core belief?
   + Goal: What does the culture want most?
   + Rituals: Traits, traditions, and behaviors?
5. Add a Quick Back-story:
6. Add a Secret: Something from their past, or present that is bad or embarrassing 
7. Add a Special Element: Traders in X, gifted in Y, or opposed to Z





D100`ish Cultural Values Table
Family
Honesty
Courage
Freedom
Adventure
Balance
Security
Kindness
Compassion
Loyalty
Teamwork
Fitness
Intelligence
Career
Professionalism
Connection
Communication
Relationship
Creativity
Learning
Knowledge
Humanity
Excellence
Patience
Success
Innovation
Change
Respect
Quality
Prosperity
Invention
Commonality
Wellness
Diversity
Contributing
Finances
Generosity
Spiritualism
Gratitude
Integrity
Strength
Grace
Finesse
Entertain
Endurance
Love
Wealth
Facilitation
Openness
Speed
Effectiveness
Religion
Power
Fun
Order
Affection
Fame
Advancement
Cooperation
Justice
Respect
Love of Career
Appreciation
Joy/Play
Friendship/Relationship
Willingness
Forgiveness
Encouragement
Trusting Your Gut
Work Smarter and Harder
Pride in Your Work
Giving People a Chance
Excitement
Clarity
Patience
Change
Fun-Loving
Forgiveness
Goodness
Charisma
Self-Respect
Involvement
Humor
Abundance
Faith
Leadership
Reciprocity
Wisdom
Renewal
Enjoyment
Beauty
Home
Entrepreneurial
Caring
Be True
Happiness
Personal Development
Contentment
Harmony
This Too Shall Pass Attitude
Friendship
Peace