Game Type: Mission| PBP
Length: Roughly 4 Hours
Difficulty: Easy| Level 16 Quest (Level 14-18)
Quest Type: Choice Based | Prize Hunt!
Prize Hunt!
Buy a Prize Hunt Lead from the Marketplace if you would like to join this quest, please attach when you sign up.
Or choose to play with the gods of fate; Avrae. And let the dice rolls determine what you get.
Description
Aurum wants to get rid of a certain problematic government;
How you do so is your choice; but the dragon has a certain patience which lasts
roughly 250 years; but you know, better get on it? Like...fast?
Objective
- Find the nearby government.
- Do what needs to be done.
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:
Prize Hunt Link & Item being Sought(If Applicable):