Game Type: Trials| PBP
Length: Roughly 4 Hours
Difficulty: Nightmare| Level 13 Quest (level 11-15)
Quest Type: Choice Based |Guild Quest
Guild Quest
This is a Guild quest for the Argent Mark
Genesis Quest
This is a quest that takes place in the world of Genesis.
Description
The Argent Mark has issued a summon, one reserved only for those whose names carry some recognition for their fears. A new Mark has surfaced, though surface is perhaps the wrong word. This creature dwells far beyond the known realms, on a plane of existence whispered about in old expedition logs and half-burnt star maps: a world called Genesis.
Genesis is no ordinary frontier. It is a land where the timeline seems to have shattered, scattering eras like broken crystal. Thunder-lizards birthed from primordial jungles prowl beside gleaming machine-beasts forged from forgotten futures. Its skies crackle with drifting auroras of rogue data, and its earth trembles beneath both the footsteps of titans and the humming pulse of ancient circuitry buried deep within the soil.
The Argent Mark desires this creature not merely slain, but claimed, made into a trophy worthy of the the Silver Citadel . Yet to hunt such a being is no simple task. Even drawing it from its lair, some hybrid den of fossilized stone and digital lattice, would be near impossible. The creature is too cunning, too colossal, and too deeply rooted in the unstable fabric of Genesis.
Thus, the Argent Mark has decreed a series of Trials, each more perilous than the last. Before the party can enter the cauldron, and before the beast can be coaxed from its dimensional refuge, the hunters must gather specialized tools and lures, crafted from exotic materials found only in Genesis' fractured biomes:
- Resonant shards shed from metal leviathans, still echoing with encoded war-songs.
- Bio-reactive spores harvested from the caverns where ancient rot cling to alien circuitry.
- Primal marrow taken from grazing beasts older than time itself.
Only by completing these trials, surviving the wild, the machine, and the unknown, can the hunters forge the tool Necessary to break into the Cauldron, and create a lure powerful enough to draw the Mark’s attention.
And only then will the true hunt begin.
[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 (Argent scouts) at the Rift-Landing Site in Genesis
- Harvest Resonant Shards from fallen metal leviathans in the ash-wastes and ruined battle-grounds.
- Collect Bio-reactive Spores from the circuitry-streaked caverns where rot and code entwine.
- Gather Primal Marrow from the grazing behemoths of the Time-Steppes, elders older than recorded eras.
- Forge the Cauldron-Breaker: combine shards, spores, and marrow to craft the lure and breach device.
- Test the lure to coax the Mark from its dimensional lair (priority access given to those who joined earlier).
- Claim the Mark’s trophy and Return it to the Silver Citadel / Argent Mark for reward and ceremony.
[You are only really expected to finish one of the three main objectives, Harvest, Collect, Gather, its your choice which to do first]
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):
Guild(If Applicable):
Homebrew(If Applicable):
Character Sheet:
Relevant Content Bans:
Anything else that seems important: