Game Type: Mission| PBP
Length: Roughly 3 Hours
Difficulty: Hard| Level 7 Quest
Quest Type: Choice Based |Guild Quest
Guild Quest
This is a Guild quest for the Verdant Accord
Description
The Verdant Accord’s expansion has reached its next threshold. The grove flourishes, the roots spread, and the Accord now seeks the means to raise their home to one not merely built, but grown. An expansion of their forest.
Rumors speak of a place deep beneath the earth, a labyrinth of caverns that breathes with ancient air and pulses with strange life. Explorers from the Accord once mapped its upper layers, but their last descent led them far below the stone, to somewhere untouched since the world’s first dawn.
They found forests that never saw the sun, rivers glowing with soft light, and creatures that should have turned to dust long before mortal memory. Among their findings were towering trees unlike any known to this age, their bark smooth as crystal, their seeds the size of a man’s fist. The last message sent by the forward team mentioned these Heartwood Seeds before all communication was lost.
Now, the Accord’s requests for the finest hired hands and adventurers, alongside their own to venture into the depths and reclaim these living relics. Whether the caverns are a wound in time or simply a place the world forgot, the truth, and the seeds, await below.
But be warned: The earth remembers the age of monsters.
[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 disappearance of the lower expedition.
- Descend into the ancient caverns and locate the primordial forests.
- Recover the Heartwood Seeds, large, luminescent, and humming with primal magic.
- Survive the beasts that linger from the world’s first age.
- Return the seeds safely to the Verdant Accord HQ.
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
Species/Height:
Attunements:
Prebuffs:
Pets/Summons(If Applicable):
Transformation(If Applicable):
Homebrew(If Applicable):
Character Sheet:
Relevant Content Bans:
Anything else that seems important: