Game Type: Mission | Transformation | PBP, Roughly 3 Hours
Difficulty: High | Level 8 Quest
Quest Type: Linear | Goal Based
Transformation!
This is a transformation quest, if your character is level 7+ you can choose to gain stage 1 transformation from this quest! If you want a transformation, please tell me what transformation when you apply! If not its a normal quest for you!
Description
Tenebyrn. A land swallowed by shadow and steeped in death. The air itself reeks of decay, thick and clinging, like the scent of coffee in a long-forgotten café, but instead of an entire landmass. Dark energies pulse through the soil and stone, flowing like blood through the veins of a dying god.
Perhaps here, one among you will find what you’ve been seeking. Perhaps here, finds a way to shed the chains of flesh. Perhaps here, a way to rise beyond frailty. Here a way to grasp the art of unlife itself.
They say somewhere in this cursed land lies a tome, a relic of ink and bone. Containing rituals and tales of those who transcended mortality. Its pages speak not only of undeath, but of communion with powers older than the gods. Some passages whisper of pacts with the Primordial, others of bargains struck in Hel’s depths or the wild courts of Fey. And scattered among them are references to materials so corrupted that even touching them drives mortals to madness.
So… will you seek it?
Will you walk the road toward something no mortal was meant to know?
Objective
- Find the crypt that holds this knowledge
- Enter the crypt and...eliminate of the defenders of said knowledge.
- Retrieve the book that holds this knowledge.
- Perform the rite.
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(If Applicable):
Attunements:
Homebrew:
Prebuffs:
Character Sheet:
Relevant Content Bans:
Anything else that seems important:
Your Transformation(If Applicable): e.g Lich or Primodial(Water)