Game Type: Mission| PBP
Length: Roughly 4 Hours
Difficulty: Hard| Level 6 Quest (Level 4-8)
Quest Type: Choice Based |Guild Quest
Guild Quest
This is a Guild quest for the Verdant Accord
Description
The Expedition party continues on in the Tunnel. What exactly is happening is unsure, they have found traces of strange liquid substances capable of destroying magic alongside two worm like creatures that look like they come out of some horror show with their transformations. The bodies lay in the quake and the Tunnel continues to feel like its moving and the shape is continually changing. Turning back isn't really an option.
You all still have your mission, heading further underground and finding the group of first scouts; Xilmaris, Emily, Aurelia, Alan and Tatzer. If they are alive you all don't know but finding them is your best bet to finding the seeds you all seek.
The world still remembers the age of monsters.
Objective
- Descend deeper through the Tunnels
- Investigate the disappearance and find the group.
- Find the Heartwood Seeds, large, luminescent, and humming with primal magic.
- Survive the beasts that linger from the world’s first age.
- Return the seeds safely to the Verdant Accord HQ.
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.
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