Chapter 1 Act 2: Leyline Pursuit
[Archived] Active from 16. August 2023 to 24 July 2024
Year 4, Month 2
Introduction, Event Outcome, Prompts, How to Play
Italics indicates herbivore language.
Bold indicates carnivore language.
[Archived] Active from 16. August 2023 to 24 July 2024
Year 4, Month 2
Introduction, Event Outcome, Prompts, How to Play
Italics indicates herbivore language.
Bold indicates carnivore language.
The nomadic life takes a toll. Without true safety, the survivors are left on their back foot, never finding true safety, always too tired, always too hungry. The survivors must establish a new home, lest they whittle away in the Scarlands.
Scouting missions reported three locations of interest. A wild leyline swelling with power at the heart of each, they all held potential to be tamed and settled, to provide a new base for recovery and growth. Two teams of volunteers formed to take on the daunting task of exploring these locations, assessing their viability and if possible, taming the leyline.
Errant, Volt, and Felony formed Team 1, tasked with infiltrating the tower depicted on Krunsch's map.
Nameless, April, Newt, and Boon formed Team 2, tasked with investigating mountainside ruins discovered by Newt and April.
Team 1 "SUN AND STORM" Conclusion
After two days, Felony and Errant return, bringing with them a wandering survivor, Storm-gored the boar. They report the tower a viable location. Their success however, is darkened by harrowing news: not everyone made it home.
Volt has died.
A grim reminder of their vulnerability in the unforgiving land. Neither Volt's death, nor his contribution to the team will be forgotten.
Team 2 "HAUNTED LABYRINTH" Conclusion
Newt, April, Boon, and Nameless return. The group has survived, but each is scarred by the journey. The area they explored appeared to be unsuitable for scavenging or sheltering.
Luca and Singer, who did not return with team 2, are not currently available for public roleplay.
Preparations begin to move to the tower.
BANES
Whether through extreme injury or exposure, several characters developed banes in the attack. For some, simple treatment will be enough to help them. Others may need daily help just to survive. This prompt will be updated to reflect the developing health of these characters.
RECOVERY: Bernese
April's healing magic has proved ineffective against Bernese's paralysis. Kraft continues to wear himself thin looking after the coyote. Perhaps more can be done to alleviate their condition, or at least help Kraft provide care.
RECOVERY: Monocorn, Jonsie
Monocorn and Jonsie remain acrid, unable to shake the poison which flooded them weeks ago. The risk of harming their allies keeps them distant, but it is clear they are both still feeling weak. Jonsie's investigations show that this poison is not a traditional poison. It will linger indefinitely unless somehow treated.
Reward: May mitigate Bane
Volt sacrificed a flux to tame the tower Leyline, securing a potential new home for the survivors. In doing so, he was greatly weakened, and fell to the storm surged river in his team's attempt to cross. Distracted by an attacking warped, the team was unable to save him in time.
Submissions towards this prompt must meet one of the following requirements:
Create an in character comic, writing piece, or roleplay which directly addresses Volt's death
Depict in character establishment of group culture and traditions to honor the dead
Create art or poetry in memorial of Volt
Reward: Double Karma
Tie your history together with newcomers, Singer, Luca, or Storm-gored. This must be a past connection, pre-fracture or early post-fracture. Connections must be agreed upon by both players.
Reward: +20 Karma Bonus
You may connect with all three characters, but may only claim this reward once.
Alue, Pyro, and Caesar may claim this reward as many times as applicable, maximum once per character.
You emerge from the storm, injured, exhausted, scattered. Far behind you, your home has fallen to the claws of the monsters. You can not return.
All characters survived
Bernese developed the bane [PARALYSIS]
Krunsch developed the bane [REDCOUGH]
Monocorn developed the bane [ACRID]
Jonsie developed the bane [ACRID]
Entering the cold night with soaked pelts, you collapse in the first place that offers moderate shelter. The next day, hunger and finer weather drive you to return to what you have always done: survive.
You hunt or forage for food, tend to injuries, and rest. Before long, you are forced to move, avoiding local warped or seeking out better cover from the unpredictable Scarlands.
The loss of your home is a great burden, but your allies live. Find them, work with them, stand together against a world that wants you dead.
With the Hollow Hill gone, the survivors have scattered across the Scarlands. Some head for other hiding holes. Others turn to agreed upon meeting points. Slowly but surely, the survivors find each other again, and they can begin to take stock of who survived the latest disaster.
Each submission must include your character finding a player character or NPC after the events at the Hollow Hill.
Reward: +10 Karma Bonus, +1 ???
INJURIES
Empowered by the flux which runs through your body, you will not falter to simple injuries. It is still dangerous, however, to let your wounds fester. Tend to your wounds to mitigate risk of infection or avoid being caught at half strength.
RECOVERY: Self Care
Keep wounds clean and dressed. Attempt first aid. Seek herbal or magical remedies. Rest and recuperate.
5% risk of infection per submission, may be mitigated by excellent care.
Reward: Recover 4 vigor
BANES
Whether through extreme injury or exposure, several characters developed banes in the attack. For some, simple treatment will be enough to help them. Others may need daily help just to survive. This prompt will be updated to reflect the developing health of these characters.
RECOVERY: Bernese
Bernese struggles to navigate between shelters and cannot flee from warped. They need help with even the simplest tasks. Kraft does what he can, but hes only one cat. If not assisted, Bernese will certainly perish.
Progress 1: April
Your assistance is more than welcome. Kraft seems completely overwhelmed keeping watch over the group, and asks your assistance in guarding them while he focuses on hunting.
The day passes slowly, and you share stories with Bernese until Kraft returns hours later, meal in maw.
"Not much left here. I'm starting to think we might have to move," he informs you, silently asking for your assistance in the matter. "Tomorrow, perhaps. If the weather seems good."
Your healing magic, though potent, doesn't seem to cure Bernese's paralysis. It's hard to say why. It does make them feel better though.
RECOVERY: Monocorn
Though the battle ended days ago, you are still dripping with poison. You feel weak, you struggle to speak, and you fear you may end up poisoning your allies. Nobody is sure what to do. How does one cleanse such a potent toxin?
You will need help to uncover the mysteries of your affliction.
RECOVERY: Jonsie
Much like Monocorn, the ferret has been plagued by the malingering poisons. She insists she can handle it, but it's clear the ferret struggles to keep up with her hunting parties.
RECOVERY: Krunsch
In Kraft's opinion, the best way to treat this bane is rest. Krunsch cant be moved without aggravating her condition, so her hiding spot must be carefully guarded. Be warned: some warped are drawn to the smell of blood
Progress: Volt
You're no doctor, but fortunately, it doesn't take an expert to figure out what's going wrong. Between her explanations of what hurts and the blood coming up when she coughs, you're able to determine she has a broken rib. Perhaps even multiple.
It sounds bad, but Krunsch assures you she feels better every day, and thanks you for your help. She asks for news of the Hollow Hill and its survivors to pass the time.
Progress: Volt
BANE MITIGATED
Reward: May mitigate Bane
Assist in the search for a new home. To discover potential shelters, scour the Scarlands, or pick a direction to travel, North, East, South, or West.
In the North lay the Shattered Belts, large ravines have ripped through the earth here. The mountain range extends along and beyond them, curling around the northern horizon.
Towards the South the landscape appears to grow lusher in foliage. Rolling hills are topped with colorful flowers, and marshy lowlands lead to a distant forest.
In the West, the snow-capped Roaring Peaks pierce the sky. The tree dotted foothills at their base seem more habitable for those that brave the rocky terrain.
In the East the Scarlands expand towards the ocean, further in, golden grass and plants take over the barren landscape like tendrils.
Scout a potential shelter for additional information about the possible advantages or risks of settling there.
Shelters discovered
Hollow Hill - Discovered by Newt
A buried farmhouse, once a well tested shelter, now infested by warped.
Riverside Town - Discovered by Krunsch
A town, once belonging to mankind, depicted on Krunsch's map. It's landmarked with a distinctive tower.
Silo - Discovered by Burnze, Daybreak, and Monocorn
A large spherical object fallen into the sands. Though some of its surface has weathered away, metal framing provides a sturdy base structure which could be fixed up.
Pawprint Marked Ruins - Discovered by April and Newt
The unnatural shape of these ancient ruins juts out from landscape. Every smooth stone surface is dotted with countless pawprints, and hints of magic linger in the area. An active presence threatens scouting parties.
Characters completing this prompt are at risk of encountering a Peril in their journey
Reward: +10 Karma Bonus
Progress towards new base
Welcome to the next act of LLR! For the next little bit, the game will take on more of a Westmarches style. Players must work together to create a course of action now that their home has been destroyed. Group-wide prompts will be made available based on character actions. This means the game should move at the players pace, which will likely be slower than the rapid pace of a preplanned event.
Fast paced, DnD style roleplay may be available at player request! Just let us know if you want to do a play by play of a peril or NPC encounter and we can see if any of the DMs have time to run it.
Special Note: Players will be expected to keep track of what is where on their own! This could be done via a collaborative community map of sorts....(throw a png back and forth in the gallery!)
Submissions: Due to the lack of shelter, all submissions made come at a RISK OF PERIL. Public roleplay may occasionally be plagued by perils as well at admin discretion. Your odds of encountering a peril depend on where you go and what you are doing. Make sure you character is ready for the worst by keeping their Quest Sheet up to date with sustained powers and equipped items.
Prompts: Prompts cannot be completed using the public roleplay channels unless the prompt says so. Beyond that, prompts can be completed through any medium and have no minimum requirements beyond being clearly related to the prompt at hand. Submissions that take more time, effort, or creativity may see improved odds of success.
Public Roleplay: Public roleplay channels #crater-fields and #flood-plains, no longer represent specific locations, but rather anywhere within the Scarlands that characters are surviving and traveling in. Public roleplay channels should be used for fast paced public encounters, and roleplayers should remove their character from the space when they are not actively roleplaying. Characters who are inactive for over 1 hour during active roleplay are considered absent.
Public Mini-Events: Mods may hop into the public roleplay channel from time to time with NPCs, Weather events, Warped, or other threats to spice things up. These will frequently be run in real time, and you'll need to make a post before the mini-event ends for your character to canonically have been there! Otherwise, they'll have to ask around for the details.
Perils: Perils will continue to use the channel system that was testing during the first event. They may be run in a quest style, prompt style, or other format. Depends on what the DM wants!