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Quest Level: 6
Format: PBP, Owlbear
Expected Duration: 2-3 hours
Prebuffs: 2 prebuffs one hour or over, with no resource cost. One potion of 10 minutes or more. Then one more prebuff following the similar first rule, but it costs normal resources.
Difficulty: Hard
Reports indicate that caravans and envoys heading from Frostvale to Sandhelm have begin suddenly vanishing. You've been hired by the royal court of Frostvale personally to investigate these disappearances and see if you can figure out what or who is behind them. If possible, put a stop to them. But if you're unable to, any information gathered is valuable.
*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: Vermin Kin
Class: Gunslinger-Deadeye
Starting Grace: Edge of Conquest
Baby's first qwest with no gear and only carrying hopes and dreams

Species: Harengon
Class: Monk (way of the ascendant dragon)
Starting Grace: Warlord's Presence

Species: Human
Class: Wizard (Plague Doctor)
Starting Grace: Artisan's Soul
Dimitri Darkcrest
DM rewards: 3h 0m, base level 6, DM bonus +2, below level 10 DM SC x2, event quest +50%
Nezumi Arimanius
Quest rewards: 3h 0m, level 6, 6 players, event quest +50%
Tia, Red Moon's Daughter
Quest rewards: 3h 0m, level 6, 6 players, event quest +50%
Yanqing
Quest rewards: 3h 0m, level 6, 6 players, event quest +50%
Soji Hakamura
Quest rewards: 3h 0m, level 6, 6 players, event quest +50%
Malthoron
Quest rewards: 3h 0m, level 6, 6 players, event quest +50%
Gina Wallace
Quest rewards: 3h 0m, level 6, 6 players, event quest +50%