Game Type: Mission | PBP
Length: Roughly 4 Hours
Difficulty: Vin Difficulty.| Paragon Quest (Level 20)
Quest Type: Choice Based | Transformation
Transformation!
This is a transformation quest, if your character is level 13+ you can choose to gain stage 2 transformation from this quest! If your character is level 19+ you can choose to gain a stage 3 transformation from this quest! If you want a transformation, please tell me what transformation when you apply! If not its a normal quest for you!
Description
A creature called the Gloamfang, a fey-twisted predator born from shadow and moonlight, has slipped out of its bound hunting grounds. Normally kept in check by Unseelie wardens, it has begun stalking the border paths where mortals wander, dragging victims into pockets of warped dusk.
The Courts can’t send a full hunt; doing so would draw too much attention and risk ripping the boundary open.
They need a small, deniable group.
They need you.
Your assignment is straightforward:
Track the Gloamfang.
Slay it, bind it, or drive it back into the dark.
And make sure no mortals learn what was hunting them.
But the beast is adapting, it changes shape with every moonrise, shedding forms like skins, and each form remembers whoever tried to kill it last.
The Courts don’t care how you handle it.
Only that, by the next moon’s turn, the Gloamfang is gone…
and the Fey remain nothing more than a rumor to the mortals who nearly met them.
Objective
- Track the Gloamfang
- Slay/Bind/Drive back the Gloamfang
- Ensure no one knows about it.
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
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:
What Transformation are you Obtaining?(If Applicable):