Game Type: Mission | Guild Quest | PBP, Roughly ~3 Hours
Difficulty: Easy to Vin Difficulty. | Level 8 Quest
Quest Type: Choice Based |
Guild Quest
This is a Guild quest for the Ashen Veil!
Description
The first group has managed to clear out the ruins, the Ashen veil want to rebuild said ruins for a bit, they are worried a counter offense may be on the way but to help clear the central hold and fortress more easily, they want this place rather than their camp.
You all, some old and some new are tasked with building defenses, securing and rebuilding parts of the ruins and getting things fixed up before nightfalls. Because if more of those bat creatures appear there will be more than one missing body.
If you are successful, perhaps go further south towards the walls and to the main gate house, unknown things still live there but for now...for now it may be sufficient.
Objective
- Rebuild the main defenses and opened walls
- Secure the grounds for the Ashen Veil Guild’s Camp establishment.
- Defend.
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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