Game Type: Trials| PBP
Length: Roughly 3 Hours
Difficulty: Vin™ Difficulty| Level 6 Quest (Level 4-8)
Quest Type: Choice Based |Guild Quest
Guild Quest
This is a Guild quest for the Ashen Veil
(You do not need to be in this guild to join)
Description
The city of Lareth has always loved spectacle, but what now unfolds within its walls is something far darker.
In the heart of the city stands the Arena de Sang, an ancient coliseum that has seen countless duels, executions, and gladiatorial displays. Yet the current event eclipses anything in its history. A mysterious organization; its patrons unseen and its agents masked. Has announced a tournament to the death held in honor of a being they call the Blood God.
The rules are simple and absolute:
Enter the arena. Fight. Survive.
There will be no surrender, no mercy, and no second chances. Only one group will leave the arena alive.
The reason so many have answered the call is the promised reward: a single artifact of unknown origin. The hosts refuse to reveal its nature. No description has been given, no demonstration shown. All that is known is that the relic is powerful enough to draw warriors, cultists, mercenaries, and monsters alike to Lareth.
Some believe it to be an ancient weapon.
Others whisper it may be a relic tied directly to the Blood God itself.
The city has grown tense as the tournament approaches. Strange devotees bearing crimson sigils move through the streets. Blood rituals are rumored to take place beneath the arena. And those who have glimpsed the artifact claim it pulses like a living heart.
Whether this is simply spectacle or the beginning of something far more dangerous remains unknown.
But the gates of the Arena de Sang are opening.
And once the tournament begins, blood will be the only law that matters.
Objective
- BLOOD FOR THE BLOOD GOD, BLOOD FOR THE BLO-
- Enter the Arena
- BLOOD FOR THE BLOOD GOD, BLOOD FOR THE BLOOD GOD, BLOOD FOR THE BLOOD GO-
- Fight.
- BLOOD FOR THE BLOOD GOD, BL-
- Survive.
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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