Game Type: Mission | PBP
Length: Roughly 4 Hours
Difficulty: Nightmare| Level 11 Quest (level 9-13)
Quest Type: Choice Based | Guild
Guild Quest
This is a Guild quest for the Ashen Veil!
Description
The last few groups have made steady progress, most of the outer ruins have been cleared, the quarry and some parts including a section of the blacksmith region has been taken back. But we the central gatehouse has yet to be secured. Going further without first taking that gatehouse would be tantamount to suicide.
So that means, we have to take the gatehouse. So the Veil has requested your help in that very much needed factor, taking the gatehouse will be difficult. That much is certain, the scouts of the Veil have already classified it as one of the larger threats in the Reach and the creatures living in the gatehouse will be. Lets simply say less than friendly. The scouts group, led by Cyriac have discovered a nesting Lich within the gatehouse, surrounded by a rather large undead army and some more....disturbing creatures that seem to have undergone rather painful body metamorphosis.
So, you all have been hired for this task, take back the gatehouse from the creatures calling it home, and keep it secure for the Veil to keep it a secure foothold in their mission to take the entire Reach.
Objective
- March onto the walls and gatehouse.
- Find a way into the fortified base.
- Defeat the creatures and beasts calling it home.
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. - I Know Therefore I Am: If you are above level 9 and do not have all aspects of your build ready to go out of the box, you will not be accepted. Automation makes things go smooth, and smooth is fast. We don't want to take 20 minutes for a turn.
Sign Up Sheet
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