Arrival Plot in From Across the Shattered Sea | World Anvil
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Arrival

We find ourselves in lands unknown

Objective
Survive and find a new home in a strange world.
Theme
Finding yourself in a land apart
Opening Scene / Situation
The adventure begins at a campsite in the mountains. At dawn a pale light shines through the fog upon the shore of the lake. A pale silver pierces the fog, some how calling to those sleeping in the tree line. Coming forth from their tents the players go to investigate the strange light.
Coolness Factor
Starting in the known players move from the real world into a fantasy land, with exagerated versions of what skills they already have.

Maps

Type
Discovering
Focus
Master Plot
Main Adversary type
Henchmen

What do we expect?
The player charaters have found themselves seprate form their home world, in a fantasy world not disimilar to home. Strange beasts, bandits, raiders, and minor monsters threaten us as we seek a new home within this new world.
This adventure is the introduction to the world, players will be finding their footing and seeking information about the world.

Setting the Scene

After a night of howling wolves, and the braying of elk at dawn a pale light shines through the fog upon the shores of the lake. A pale silver pierces the mist, somehow calling to those sleeping in the tree line. As a distant ringing echo the light calls to each of you, compelling you to go investigate. Knowing something is off you must choose what you bring with you to investigate.

Have players document on their character sheets what equipment they are bringing with them to investigate.

Seeing the light at the shore below the party stops, holding back just within the tree line. The shore abscured by fog, all you can make out is the vague rippiling shape of a rectangle standing out of the water. All is quiet beyond the distant echo deep within your mind their is nothing to hear, no voices or sounds of animals just the ever present ring. You can feel it pulling you towards the light, hesitant and cautious you choose your next actions carefully.

Each player will now set an action, and if required roll for success against the DM

With equipment gathered, the players move towards the light. What is found is a glowing silver curten, that flickered and shimered as if it were caught in the wind. It was a portal with no frame, with nothing to be seen on the other side. It felt as liquid running over the hand, your hand wet with a faint mist as you pull it back through. The question stands before each, to enter and see what may lay on the otherside or to stay behind and return to your day to day life.

Plot points/Scenes

Arrival to the New World:

Having made your choice, you now step through this portal a calm gentel sensation washes over as a subtle tug pulls you forward. You step forward, and step down into cold water that swirls about your ankles. One by one you come through the door, and into dawn's mist along the shores of a great sea. Although you have yet to sleep you find yourself rested as if you had just awoken from a long dream. The shore and forest looks unfamilar to you, the stillness of mornings first light broken only by the gentle lapping of waves on the rocky shore and the call of birds high above. The air clear and cool smells strongly of salt water, as you breath deep taking in all that is around you. The rocky shore winds to the north the mouth of a river opening into the sea a ways to the north. Wide swaths of forest to the south stretch out before you.  
The Players now must decide what comes next, a vast world lays before you which path will you take?
DM: Skip to direction chosen by players.

Traveled North

The party has travelled north several hours following the coast line. As the party grows weary of their travels a small village comes into view. Its a small town on the edge of the shore, a small series of docks with only couple fishing boats moored. The buildings are small, made of dark wood and a few having been whitewashed. Lanterns hung along the road to town are out swaying gentely in the mid day breeze. You can see a few people, mostly women and children rushing about their day as you aproach. A women on the edge of town stiffens as she sees you, before running into town. The clear ring of a bell cries out and all goes silent. The piercing ring goes out again and again, it carries with it a feeling of dread.  

Traveled East

Having followed the river to Cal-Corvec the party has found work with mercinaries and the King. There is plenty of work to go around within the city, but it is expensive to set up here. The party must decide if living in a large hub city with many supplies and shops is worth the trade off of increased start up costs. Sitting about the inn's fire the party must chart their course.

Components

Stakes

Once through the door way there is no coming back, and once in this harsh world the players face life or death. They will face challenges dependent upon the choices they make upon arrival to this new world, and what area they seek to settle. Should players fail in surviving their first blind steps in the new world they may never get to return.

Backdrops

Locations

Opening Scene:

The session opens at dawn at the edge of Lost Lake. In unusually thick fog, after a frightening night of strange occurances a light is found in the lake. All players have access to what normal gear would be brought on a "backwoods camping trip." This would include Knives, Axes, Compass, Flashlights, First aid kits, and the like. If something like a bow or gun is brought, they would have a reasonable amount of shots. The campsite will be left almost immediately with anyting left behind no longer accessable to the players.

Arrival to the New World:

The players find themselves on the bank of vast sea, although its breadth hidden by a thick fog it seems orders of magnitude more vast than lost lake. The smell of salt water on the air, and a broad rocky shore. A near by river runs toward the sea from the east, with the bank of the shore curving to the northeast on one side, and the south west upon the other. A forest lies to the south of the sea with little else visable in the early morning mist.

Traveling North:

Following the coast line the players travel several hours to the north, finding a small fishing town along the coast. The town from a far appears to be a sleepy little village with a few small fishing boats out upon the water. No more than a two dozen houses make up the town, with a small dock stretching out into the water. From a distance there don't appear to be any guards, nor any defenses.

Traveling South:

Traveling to the south the players quickly find themselves within a forest that appears to follow the coastline. Dense with trees, but fairly little undergrowth it is fairly easy to travers. The forest appears to be old, the sounds of animals off in the distance, and the call of strange birds above. In the forest while wandering the players will either be ambushed, or stumble upon a camp dependent upon decisions made in the forest.

Traveling East:

Headed due east along the bank of the river will run the players into a massive city, with grand stone walls set about the base of a mountain. The river runs along the northern wall of the fortress city, with a bridge leading up to the main gate. It is still aways from the players, but would be reachable by a few more hours of walking. Within the city the players may head many directions, but will not be able to afford to stay for long. This city may be a good place to gather information about the world.

Traveling South West:

Following the shore to the south west leads the players towards the frontier. Less settlements will be found this direction, but the wilds offere a host of challenges and possible rewards. Following the shore, players come upon a small encampment. In the encampment there are around a dozen tents and a single longship tethered upon the shore. Around the campfires the players can see several armed men, all large and powerful, but few in armor. Shields and helmets are scattered about by the tents, and it is clear these are some form of soliders.

Plot type
Role Playing Session
Parent Plot
Related Organizations
Related Locations

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