Game Type: Mission| PBP
Length: Roughly 4 Hours
Difficulty: Nightmare| Level 8 Quest
Quest Type: Linear |Guild Quest
Guild Quest
This is a Guild quest for the Ashen Veil!
Description
The first group has managed to clear out the ruins alongside the quarry, the main part left is the front walls before delving deeper into the fortress, but right now the current HQ has been assaulted numerous times by beasts from the southern forest, something strange in the reports talking about the beasts coming at night, taking a guard or two without much resistance or fighting back...all that is occasionally left is a dismembered head or a very very small trail of blood leading down the steppes away from the HQ and surrounding ruins. Whatever it is gets past the vision of the guards as none of them seem to be liting the warning signals...
You all were asked by the Veil to help find out and deal with this threat, they no little of the forest, and even less on what it may hold inside...maybe some more ruins or perhaps a great beast. Whatever it is, you know helping will certainly bring gold and cold hard fighting experience.
[This is a start of a questline, you do not have to join the other parts of the questline, but people who join will have some priority in future parts.]
Objective
- Investigate the ruins and the last few cases of missing people
- Head to the forest, find out what is happening
- Defeat whatever lies in that forest.
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.
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