Far From Home - A Mystery in the Frozen North
A search for a missing girl in the frigid north leads to revelations that span history and legend.
$20.00
/ Session
Details
2 players following this game
Weekly / Saturday - 12:00 AM UTC
Session Duration / 3.5–4 hours
0 / 6 Seats Filled
Report Adventure
StartPlaying Money Back Guarantee
If your game doesn't happen, we guarantee a refund. Just reach out to StartPlaying Support. Refund Policy
About the adventure
In the frontier logging village of Harding’s Pass, life cleaves to the former home of wood elves, the Kul’tir Forest, or what is now known as the Firmwood Stand. The forest is rich with maple, spruce, fir, birch, and beech. It also houses elvish ruins whose walls still sigh plaintively with the memories of its people, standing stones said to be a doorway to the feywild, and Lover's Pond, a crystal clear pool whose waters are known to be as deep as Tjornith's love for Septia. An abandoned and partially collapsed dwarven mine, long since stripped of its silver, lies near the town. Dug deep into the mountain, its crumbling corridors and fathomless shafts echo with the toil of an empire that wasn’t to be. And finally, there is the pass itself, a treacherous route supposedly shorn from the mountains by the god Plascerus as he stepped across the mountains to toil away in the Land of Cold and Wild. This dangerous route leads across icy ridges and through harrowing valleys into the very heart of the mountains themselves. Only one soul, the great northern explorer and founder of the town, Eirik Harding, is known to have made the journey some thirty years ago, but he has not returned and none know of his fate. You arrive in Harding’s Pass at the behest of Sir Beckett Kettle, a landed knight that rules Ironwood Hall, the nearest provincial stronghold. Goblins have been raiding the town’s food stores for several weeks, but this time they have gone too far. Tessie Heath, a young farmgirl, has gone missing and her parents believe that the goblins are responsible. You have been hired to put an end to the goblin raids and to find Tessie and return her to her parents, no matter how you find her. ----- This game takes place in the northernmost portion of the nation of Corvelos, a country still reeling from the effects of a long war that saw the destruction of the northern capital and the end of the elven aristocracy's hold on the north. But Harding's Pass remains nearly untouched by either war or politics, far removed by distance in a land that still celebrates old traditions and gives thanks to the Gods of Sea, Land, and Sky.
Game style
Puzzle / Mystery Focused
Roleplay Heavy
Meet the Game Master
About me
Hello! I've been dm'ing for several years and love giving players memorable moments and time to shine. I have a degree in creative writing and spend my free time playing music and doing outdoorsy things like hiking. I put a lot of work into each campaign I run, so expect memorable npc voices, music to suit the mood, and a captivating roleplaying experience for everyone.
View Profile →Character creation
Creating your character
We will create characters during Session 0 in Roll 20. Character stats will be decided by using Standard Array or Point Buy. Hit points after level 1 will be decided either by using the PHB average or by rolling for them (re-rolling 1's). Character lineages are limited due to the setting but will include all playable races from the 2024 PHB except the wood elf sub-lineage.
What to expect
Preparing for the session
The game will be played using Discord for voice and chat and Roll20 for the virtual tabletop.
What Chris brings to the table
I'm a roleplayer and improviser at heart so I love it when players decide to make bold and unexpected choices, especially at critical moments in the game. I'm here for the sudden decision to steal one more jewel in the middle of a heist or the chandelier-swinging divebomb in the midst of combat. Speaking of combat, my rule of thumb for combats is that they should be interesting and story-serving. For me, combat should never be filler. It can be an intricate puzzle, an intense and emotional showdown, or pure mayhem and shenanigans, but never padding to fill out the campaign. I spend time a lot of time preparing for each session, so know that every npc you come across will have a distinct voice that helps immerse the players in the game. I'm also a big believer in personally connecting characters to the larger plotline, so don't be afraid to drop a backstory on me - I'll use it. Finally, I want to make sure everyone is having fun. This means encouraging a safe and welcoming place for us to pretend to be elves and goblins and such. I'm here to make sure that we're all on board with how our game is played.
Homebrew rules
Darkvision for all characters is reduced by 60 ft. This makes darkness scarier and makes light a more valuable resource. To make up for the loss of darkvision, any character that loses darkvision gains an additional origin feat. Being raised from zero hitpoints causes the raised character to lose their action on the following turn (they still retain their movement, bonus action, and reaction). This makes healing throughout combat more valuable instead of just being reserved for bringing characters back from zero hitpoints.
Equipment needed to play
Microphone
Computer
Internet
Platforms used
Safety
How Chris creates a safe table
I have an open door policy in my games. If anyone feels uncomfortable with the material or needs to take a break from it, they are welcome to step away and message me. I will also be providing a document for Lines and Veils and well as Stars and Wishes so that the content and the adventure are always heading in the right direction. During our Session 0, we will go over expectations for the players as well as for myself. I want to make sure that we're all going into the game with the same set of expectations about the kind of content you want to see and the kind of game you want to play.
Content warnings
Safety tools used