Game Type: Mission | PBP
Length: Roughly 4 Hours
Difficulty: Vin Difficulty.| Level 9 Quest (Level 7-11)
Quest Type: Choice Based | Transformation!
Transformation!
This is a transformation quest, if your character is level 7+ you can choose to gain stage 1 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
Whispers have begun to circulate about one among your company who seeks the touch of a seraph’s power, a fragment of true divinity. Their goal is no small feat; seraphic essence is guarded by rites older than scripture and sealed within places mortals rarely tread. Yet signs point to a possible path forward.
Ancient texts describe a lost sanctuary known as the Aureate Spire, a place where the boundary between mortal flesh and celestial fire once grew thin. It is said a single feather from the First Choir was entombed there, still burning with dormant grace. Reaching the Spire is perilous; its location shifts with the turning of the heavens, and the route is protected by wards meant to humble even the righteous.
Should the feather truly remain, claiming it may grant a sliver of seraphic radiance.
or awaken the guardian who was appointed to ensure no mortal ever does.
Objective
- Investigate rumours of the Aureate Spire
- Locate the location of said Spire
- Do Not. awaken the guardian.
- Obtain the feature of the First Choir
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):