Stag

Landfall

The adventure begins

>Thoughts of the past and how you got here dwindle in the moments of sea spray, towering waves and the incessant howling of the wind. Sure, they said that reaching your obscure destiny would take courage, work and even faith, but this appears more like suicide. Why would you leave behind everything you knew just to save a multiverse that clearly places no value on your life…. >>The butterfly galley of the elves leaps from another wavecrest as it races forward, leaving your stomach in freefall. The last repast in Moonglum’s Gin Mill in Tanelorn has long since gone to the fishes and the banshee winds, though the acid taste remains. >>> With a scarcely heard cry, your helmswoman warns everyone to “stand by!” Unsure of what that could mean, you grip more securely to the spider silk netting that cocoons you, noting all the others doing the same with a quick glance through wind-ripped tears. >>>>Unmistakeably, the butterfly galley takes a longer leap than usual, with the wingsails tilting to carry and guide her. Feeling a fist gripping your heart for a moment, you wonder how much pain awaits. With a lurch that sends you against the bulkhead and audible spray off the port side, the butterfly galley skips and twists on a series of smaller waves, until she rights herself and takes on a more steady course. >>>>>Daring to get back to your feet and look over the side, you see shoreline racing past to port. A quick glance shows shoreline also to starboard, so you have entered a bay or river mouth. Within minutes you can clearly see that you are racing up a river, using all the tempest’s lessening fury to move inland. The focused look on the helmswoman’s face indicates that she is working with the galley and her wide spread wingsails to maintain balance, as well as a balance of speed and safety. With unanticipated relief, you doze off within your cocoon of netting. >>>>> > Hushed voices awaken you. Peeling your eyes open from the salt that still cakes your skin and face, you note false dawn. Leelah, your helmswoman, moves gracefully down the line, waking the passengers. Within minutes, everyone is gathered near the prow, lined up in the small space. >>>>> >>"On behalf of Lerond Nuween and Altariel Artanis, welcome to the unknown. As near as we can tell, our transition into this realm remains undetected, though caution remains the watchword. The mangrove barge remains at least seven dawns behind, though my master assures me that they are also safe. As you become accustomed to your connection to the “elv” you will know this just as well as I do. >>>>> >>>"The real work begins now. You have 20 minutes to offload your gear. From the high nest, I have spied a fortified settlement ahead on the right bank of the river, and when you are ready Mourning Cloak will nestle up close to the land, though she may not be able to keep your boots dry." You note, sardonically, that Leelah does not mind a little bit of humor at your expense, since nothing on the butterfly galley remained dry during the recent midnight race to land. >>>>> >>>>She continues, “Once you are ashore, explore, start making connections, and prepare for the arrival of the mangrove barge. Your orders remain in effect, so blessings of Altariel upon you.” >>>>> >>>>>Quietly, a few among you ask her questions about what she has seen. Additional details become clear. Your upriver journey took you about 15 miles inland. The shallow valley features a wide, slow-moving river, with some small, tree-crowned hills on either side, and puddles of marshy ground along the river’s course. To the right, or north, she sighted lights that indicate a port village or city along the shore, a likely place for the mangrove barge to moor and attempt to establish itself as a trading vessel. You recall your earlier briefings and wonder if you will precede them to the port, or find them waiting for you after you have overcome whatever challenges may await you.

Comments

So…. Out of narrative. Here are the entry rules. 1. Create a 1st level Elf character, non-evil, who will have very limited game play but will act as the conduit to connect your other characters. The Elf Emissary WILL be on the same world, but will rarely if ever leave the base, instead remaining in a chamber that facilitates “projecting” your lead character to the front. 2. Your very presence on this plane is contested, and this means that the competing evils can “jam” the Elf Emissary from effectively projecting and sustaining the Elv team. As a DM, this gives me a ready way to have players and characters arrive and depart, without having to “waste” play time explaining their presence, absence, arrival or departure. 3. You will also create 4 other characters. The one with the highest abilities in the fields of Intelligence/Wisdom/Charisma will be your Strategist/Leader/Officer. The one with the highest abilities in the fields of Strength/Dexterity/Constitution will be the Guard. In the middle will be your Tactician/Sergeant/Squad Leader. This provides each of you with 3 primary Player Characters. If I need to “plus up” the party with Non Player Characters (a Squad of Archers, a Team of Medics, or what have you), the ability of the Lead Strategist will affect morale, and the Tactician their employment. The Strategist is looking to plan what happens Next, while the Tactician worries about what happens Now, while the Guard gets it done. The Lead Strategist will also be able to negotiate the Team Composition with the Players present for the game. (Example: Adam shows up 20 minutes into the session. John has the Lead Strategist for the night, and says Adam, I want your Cleric…. Adam says, but I really want to play my Paladin. John replies, well that gives us some healing ability, OK.) The 4th will be a semi Non-Player Character “Adept” who represents just about any profession you want. You could bring your own blacksmith, armorer, sage, or whatever. That 4th will also generally not leave the vicinity of the base, and will work routinely to support the base and earn some income, providing you some relevant benefits along the way.

Landfall
 

As far as character creation, the sky is the limit. Create the characters you WANT to play, observing some basic and very fuzzy limits. Showing up with a character who has all 18s, with 18/100 strength, and topped out in psionics and thousands of gold in a chest will simply invite me to buff up the bad guys. Anything you can do, I can do better, eh? Yes, psionics are allowed. Rules are Basic AD&D (first edition…. see https://en.wikipedia.org/wiki/Editions_of_Dungeons_%26_Dragons#Advanced_Dungeons_.26_Dragons). The one with the thieves prying the gem out of the efreet statue. Rich backgrounds are richly encouraged, but don’t get too attached. You represent a collection of “mercenaries” hired on to operate in a recently accessed plane of the Prime Material. You are leaving almost all of it behind. At the start, you land with just what you can carry. Shopping will have been done in Tanelorn, prior to your transition and tempest-driven journey ashore. Bring a list of items, reasonably paid for out of your starting funds. You will be on some sort of payroll, but I highly encourage keeping track of details. For example, I will do my best to enforce Material components for spells, and that might mean the expenditure of a 1,000 gem in some cases. How many did you have in your pocketses? All basic races, basic classes, multiclasses, starting at 1st level. Other gear and stuff will be on the mangrove barge, named Mykka, arriving somewhere nearby in about 7 days. You have 2 weeks of rations to start with. Prioritize your PCs regarding which one you want “Forward.”

Landfall
 

Finally, I will not be too stingy with experience, hopefully. When I award experience, here will be a few additional rules. PC #1, on-site, gets full experience. Your Elf Emissary gets 20% of that just for being present and witnessing the events. PC #2, on guard somewhere nearby, also gets experience, but only 10%. PC #3 will get the 10% PLUS the average of their primary stats awarded daily for training. PC #4 will only get the average of their primary stats awarded daily for working and training. For example, Bubbah has a Paladin (#1 for the night), a Gnome Illusionist (#2), a Halfling Thief with psionics (#3), and a Half-Orc Jeweller (really?… #4), and an Elf Emissary of Fighter/Mage/Thief variety. At the end of the first night, the Paladin has killed and earned his way to 360 experience points in the #1 slot. The Gnome Illusionist, ready to step in if the Paladin falls, gets 36 experience points. The Halfling Thief gets 36 + 16 = 52 (Dex 16) for the day. The Half-Orc, working hard to support the operation, gets just 14 (Dex as Jeweller) for the day, and the Elf gets 72. I WILL enforce the rule that says upon gaining a level, a character MUST go off to train for a period of time, so be prepared to juggle your characters to replace losses for whatever reason, or re-balance the party. Periodic changes will NOT be penalized, and will happen almost magically (a hippogriff drops off the Illusionist and takes the paralyzed body of the Paladin to the base, shifting everyone forward in the batting order, or the Elf Emissary presses against the veil, exerting his will, and everyone fades out and reappears in their new locations). Trying to do this too often or for trivial reasons or just to bring rope and lanterns forward will result in losses of experience as the veil tightens and suffocates the mind of the entire Elv.

Landfall
 

I will help to keep tally of the experience points and progress as well.

Landfall
kgharris

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