Game Type: Mission | Prize Hunt! | PBP, Roughly 4 Hours
Difficulty: High | Level 9 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
Far south of Everholt, beyond the forests and fields, the land drowns beneath a rolling sea of mist and stagnant water. The locals call it the Stillmire, a section of land filled with marshes, flood planes and and endless array of creatures that haunt the mist.
The Stillmire was once a thriving basin, where moonlight reflected silver across vast reed-fields. Now, it is a mire of rotting groves and sunken ruins, where the air hums faintly with magic older than the kingdoms above. They say when the mist thickens, the swamp remembers, and the things that dwell within remember too.
Here, the pelts, scales, and fur of creatures take strange forms. Hunters brave the Stillmire seeking creatures not for glory, but for craft. Scales that bend light. Fur that drinks sound. Hide that resists flame.
And now, you all, for one reason or another have come looking in the place.
Objective
- Enter the Stillmire.
- Located the creatures you prey.
- Slay they who bear the skin and flesh you desire.
- Optional: Find anything out about the source of the Mist.
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:
Prize Hunt Lead Discord Link(Showing you bought it.):