Game Type: Survival / Exploration | PBP, Roughly 2 Hours
Difficulty: Moderate | Level 6 Quest
Quest Type: Linear | Goal Based
Description
The mountains east of Everholt have always been perilous, its switchbacks narrow, its cliffs steep, and its storms from the southern sea unpredictable. But lately, travelers have been vanishing entirely. The few who return speak of torchlight flickering in the fog, guttural laughter echoing through the valleys, and crude iron traps laid across the roads.
The travels who have made it back speak of a goblin warband, a group that seems to be controlling the eastern mountains between the legion's spire and the southern sea. Rumors claim they’ve united under a strange banner. One marked with a symbol that is drawn in blood or in burning steel. A single skull placed in an inverted triangle with a handprint facing upwards. Their numbers grow with each passing night, and scouts report they’ve begun fortifying the mountain’s old mining tunnels, turning them into a makeshift fortress.
No officials have yet to post anything of this, nothing on the boards for quests nor on the calls for help. But each of you have stumbled on a letter, papers or faint whispers that seem to tell of someone looking to pay for help in the. Kind "relocation" of these goblins to another plane, one that seemingly has death as one of it few residents. These letters, papers and whispers seem to tell you to meet at a fork in the road north east of Everholt, where one of the roads branch off into the river that weaves next to the mountains. What you will find there is up to what you make it, fate has an interesting view on this world.
Objective
- Clear the front stationary outpost in the upper levels of the eastern mountains,
- Destroy any supply caches or siege weapons the goblins have prepared.
- Optional: Retrieve any stolen goods or prisoners taken from travels, merchants or any other unlucky enough
- Optional: Capture their chieftain alive for questioning.
- Optional: Discover who(or what)the Goblins now serve.
DM Rules
- The Golden Rule: The first and most important rule: Respect others. Everyone’s here to have fun, tell stories, and roll dice together. Keep things fair, kind, and enjoyable for all players and the DM alike.
- Fair Play: There are no dice rolls or PvP conflicts between players unless both parties explicitly agree to it.
Disputes, tension, or conflict should always stay in-character, not personal. - Strings of Fate: Your choices shape the world. As DM, I act as a neutral narrator. I do not favor PCs or NPCs. Every decision carries weight, and actions (or inaction) have real consequences in the story.
- The Voice over the Sword: In and out of combat, strong characterization and clever thinking can change outcomes, earn rewards, or open new paths. Exceptional moments of RP may shift the flow of events entirely.
- Coordinated Strikes(Flanking Rules): If you and an ally stand on opposite sides of an enemy, both of you gain advantage on your attack rolls.
- Monsters with Pack Tactics gain additional bonuses on top of this.
- Weapons with reach can be used for flanking.
- Ranged weapons do not qualify for flanking.
- If three or more allies surround the same foe, the effect is always active for all attackers.
- Swift Draughts: You may drink a health potion as a bonus action for rolled hp or as a full action for full healing(max rolls). Same applies when administering the potion to an ally.
- A Living World: This world is alive and responsive. The gods watch closely, and the boundaries of what’s possible are fluid. If you want to attempt something unusual, just ask. Magic and fate may surprise you.
- Boundless Magic: The spell Anti-Magic Field does not exist here, not in any form, scroll, or secret archive.
Magic is an intrinsic force of the world itself. It cannot be silenced or nullified.
Sign Up Sheet
Class(+Subclass)/Level:
Species/Height:
Pets/Summons:
Attunements:
Homebrew:
Prebuffs:
Character Sheet:
Relevant Content Bans:
Anything else that seems important: