Game Type: Mission | Prize Hunt | PBP, Roughly 2 Hours
Difficulty: Moderate | Level 7 Quest
Quest Type: Linear | Goal Based
Prize Hunt!
You will need to buy a Prize Hunt Lead from the Marketplace if you would like to join this quest, please attach when you sign up.
Description
Southwest of Everholt, the mountains fracture into a jagged range of shattered cliffs and sunken valleys. A region where the land itself seems to breathe. Locals call it the Shatterpeaks, though its true name was lost long ago. There, broken watchtowers hang over precipices, half-swallowed halls lie buried beneath stone, and storms coil eternally around the highest ridge.
The range is cursed and sacred in equal measure. Within its ravines lie veins of Ferrathine, a metallic ore said to resonate with elemental energy when exposed to heat or magic. In the same region grows Aetherwood, a pale, living timber whose heartgrain pulses faintly when lightning strikes the peaks.
The two are opposites by nature. One born of the mountain’s depths, the other of its storms. But together, they form the foundation for weapons capable of holding pure elemental force.
However, the Shatterpeaks are far from silent. Elemental anomalies and ancient predators prowl the ruins. Whispers tell of creatures that have merged with the land. Beasts of molten scale and bodies of living bark, guardians of the mountains’ last secrets.
Objective
- Locate a vein of Ferrathine ore and a living tree of Aetherwood
- Collect both the Ferrathine ore and the Aetherwood
- Optional: Kill/ Eliminate the Elemental Creatures that are prowling around the region.
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
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Prize Hunt Lead Discord Link(Showing you bought it.):