Game Type: Mission| PBP
Length: Roughly 4 Hours
Difficulty: Nightmare| Level 12 Quest
Quest Type: Choice Based |Prize Hunt
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
Weeks ago, a merchant convoy departed from the border town of Lareth, hauling a cache of weapons, armor, and crafted goods bound for Oakhaven and the Silver Citadel. It was a heavily guarded line of wagons, veteran escorts, well-armed and well-paid.
They never made it.
The last sighting placed them along the road, a crumbling trade route that winds through low passes and blackened woods. A courier reported seeing the sky flicker green above the ridges, followed by the echo of metal striking stone. When a small recovery team was sent days later, all they found were broken wheels and drag marks leading into the trees.
No bodies.
No horses.
No cargo.
Something took them, and the weapons they carried, and whatever it was didn’t leave quietly.
Now, the road is all but abandoned. Caravans refuse to pass through, and farms bordering Oakhaven whisper of moving lights and the clatter of unseen armor in the dark. Whoever finds out what truly happened will not only earn a heavy bounty, but the gratitude of every trader and soldier who depends on those roads.
Objective
- Investigate the site where the convoy disappeared.
- Recover any surviving guards or missing cargo.
- Discover what force or creature ambushed the convoy.
Optional:
- Defeat the threat and make the road safe for travel once again.
- Return with proof or recovered arms for reward.
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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