Game Type: Mission | Guild Quest | PBP, Roughly ~5 Hours
Difficulty: High | Level 8 Quest
Quest Type: Linear | Goal Based
Guild Quest
This is a Guild quest for the Ashen Veil!
Description
Southwest of Everholt, the mountains split into a jagged scar of stone and mist. Hidden in that rift lies a fortress long abandoned, once a stronghold of monster hunters before it fell silent centuries ago. Left nameless and without a lord or group to call it home.
Now, a rising faction calling itself the Ashen Veil seeks to reclaim the ruin and turn it into their base of operations, a sanctuary for those who hunt the creatures that stalk the world’s edges. To do so, they’ve called for skilled adventurers to help clear the fortress, purge what lingers, and clear up and help rebuild.
Few dare approach the hold; the mountain is said to be haunted by the warped remnants of its last defenders and the beasts they once captured. But for those who survive, the Ashen Veil promises not only gold, but favor, and a place among those who walk the silent path.
Objective
- Reach the mountain ruins southwest of Everholt.
- Clear the fortress of all hostile entities and corruption.
- Rebuild the main defenses and opened walls
- Secure the grounds for the Ashen Veil Guild’s establishment.
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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