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Quest Level: 20
Format: PBP, Owlbear
Expected Duration: 3-4 hours
Prebuffs: DMs are, as always, free to alter things at their own table, but specifically for World Bosses, after a lot of thinking, we have decided to limit prebuffs to only spells that have a duration of 8 hours or more, and are level 3 or lower. Upcasting of those spells is allowed. But higher base level spells, such as Heroes' Feast and Foresight, are not allowed to be cast "freely" as a prebuff. They must be cast in-quest, expending their resources. This includes spells from items, such as from Enspelled Weapons/Staffs/Armours. Class features and other effects that last 8+ hours are also allowed as prebuffs.
Difficulty: World Boss
Reports indicate that worrying blizzard is coming from the north to the small desert nation of Saldem. Heroes have been dispatched by the Emergency World Rescue Response Team.
*DM Table Rules:*
Superheroes: Super Heroic Inspiration (Aka ones given by the DM) can be used for a bit more than usual. You may redeem one to turn an attack into a guaranteed hit critical, to cast a spell (up to 7th level) without using a spell slot, or to instantly get back up while unconscious with half your max HP.
Grab 'em!: 2014 Grapple rules. When attempting to grapple something, you may use Athletics OR Acrobatics. Not just to escape, but to initiate as well.
There's Enough Advantage: No flanking
Drink 'em!: Potions are a BA, but subclass features such as Fast Hands or Potion Saddle make them a free action.
Versatile Warriors: Switching weapons the first time on your turn is a free action. Switching a second time is an action.
Spin the Wheel: Natural 1's always fail, and Natural 20's always succeed. Even if the DC is 5000. (For ability checks only)
Resting: Short rests are 10 minutes, Long Rests are 6 hours. Changing attunements is 10 minutes.
Off Table Fighting: Only PVP away from the table is allowed. Nothing beyond very mild disagreements, or you both get ejected from my table.
Know Your Shit: Know how to play your character. Know how to use your abilities. I do not play your character. I might not know whether you can use something or not, and I won't remind you what you can do in every situation all the time.
Friends Forever: Have a summon? A familiar? A Knight Fellowship plate? I'd prefer if you put them in initiative together with you as a group, even if their ability or descriptor says they roll their own. If you insist otherwise that's fine, but please don't clog up initiative order too much.
The Indomitable Human Spirit: There is always a way to win my quests, and not just through combat. If the situation seems impossible or too hard, get creative and look for an alternative solution. Think outside the box.

Species: Eladrin
Class: Monster Hunter/Blood Hunter/Gunslinger
Starting Grace: Grace of Steel
Yang Xiao Long
(DM world boss reward) Yang PH - Pendant of the Tempered Fury
Yang Xiao Long
(DM world boss reward) Yang PH - Pendant of the Tempered Fury
Irit Arroia
Aegis - God Fragment Celsa - Boon Irit - Boon Sevra - Boon Asami - Boon
Celsa Aerylin
Aegis - God Fragment Celsa - Boon Irit - Boon Sevra - Boon Asami - Boon
Aegis
Aegis - God Fragment Celsa - Boon Irit - Boon Sevra - Boon Asami - Boon
Sevra Nyervan
Aegis - God Fragment Celsa - Boon Irit - Boon Sevra - Boon Asami - Boon
Asami
Aegis - God Fragment Celsa - Boon Irit - Boon Sevra - Boon Asami - Boon