Game Type: Trials | PBP
Length: Roughly 4 Hours
Difficulty: Vin+™ Difficulty| Level 20 Quest; suggestion for post 20
Quest Type: FIGHT.
Description
It is time.
The shadow over Iskralith no longer creeps—it looms. Each passing day, the frost thickens, choking forests, silencing harbors, and turning once-living ground into unyielding ice. What began as an unnatural chill has become a spreading curse, one that threatens not only this island, but all of Altharion beyond its shores.
The people are afraid. Crops fail, ships cannot sail, and the sun itself seems weaker beneath the endless cold. All signs point toward a single source: Icewind Spire, the frozen citadel of Arganax, the Doom of Frost. From its heights, he bends winter to his will, and with every heartbeat, his power grows.
There is no army that can march through this cold, no wall that can keep it at bay. The last hope of Altharion now rests with you. With Torvin the Oathbinder being defeated, the dreaded stronghold stands vulnerable to attack. You must brave the frozen wastes, ascend Icewind Spire, and confront Arganax at the heart of his domain. Should you fail, the frost will not stop here—and the world will freeze in silence forever.
Objectives
- Ascend Icewind Spire
- Defeat Arganax, the Doom of Frost.
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. - The Bounds of Preparation: Power gathered before the journey still shapes what follows. The magic you carry into the world is not without limit, and so its bounds are set.
- Indefinite Effects; Magics that do not fade may be brought freely. There is no strict limit to their number. They do not stack unless their nature clearly allows it.
- Eight Hours or Longer; These are the blessings you begin with. You may hold up to three at a time, they do not require outgoing resources. They may be assumed active unless the quest forbids preparation.
- One Hour to Eight Hours; These effects demand their cost. Resources are spent as normal. Their use is not assumed. Ask, and it will be judged by the situation.
- Less Than One Hour; These are not preparations, but moments of urgency. They are only present when danger is known and near. Otherwise, they wait uncast.
- 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 are you seeking to obtain: