Following the better part of a year in hiatus...
This quest will likely span 6-7 sessions, potentially even more.
Ladies and gentlemen, this will be the final quest I will run for ZURPG and will conclude any story arcs I was writing for the game up to this point. We've had a good run and I figured I should end my stories for ZURPG with a bang.
If you want to join this quest, post here!
I aim to get started on the first week of September.
Premise
Following Thoughter's defeat at Zora's Domain, the Salvadman Army has been nearly wiped out and peace has been restored to East Hyrule for the time being. While Thoughter himself is not dead, he has not been seen or heard of since and all the generals except General Solar were killed at Zora's Domain. With General Solar taking the throne in such a disastrous state the army is in, they were forced to hold a truce with the Moblin Army and no fighting has occurred since. From then, groups of former Salvadman Bandits have been making an effort to make peace with the Moblins and other races.
Recently, Nightmare Beasts have been emerging from Thoughter's Fortress and have started terrorizing everything around it while an impenetrable white mist prevents anyone from getting in. Seeing this as a breach of truce, the Moblin Army has ordered an invasion into Thoughter's Fortress to put down the Salvadman Army once and for all. They have been unable to get through the white mist and have enlisted the help of your party to get in.
Recently, Nightmare Beasts have been emerging from Thoughter's Fortress and have started terrorizing everything around it while an impenetrable white mist prevents anyone from getting in. Seeing this as a breach of truce, the Moblin Army has ordered an invasion into Thoughter's Fortress to put down the Salvadman Army once and for all. They have been unable to get through the white mist and have enlisted the help of your party to get in.
Starting equipment
The party gets the following
Each player gets the following:
- Three Ten-Sided Coins
- These are the only Ten-Sided Coin you will get for the quest. Use it with care!
- Oh, and fair warning on this one; Flip it at your own risk. If you die or screw everything up as a result, don’t complain to me about it. They are here in case you want to tempt fate to make things more interesting for both the players and DM...
Each player gets the following:
- Red Medicine
- Chateu Romani
Quest Ruleset
- Player Permadeath is turned OFF. Fallen player characters will revive to 1 Heart at the end of a battle if you survive and can retrieve them. If you can’t retrieve their bodies and pull them to safety or you meet a party wipe, they will respawn… where you first started the quest at 3 Hearts and 3 Magic. If you happen to meet a party wipe, expect your current mission to fail before you respawn, so let’s not die guys.
- Mercy is allowed. If you would otherwise kill a target with an attack, you can optionally leave them at 1 Heart, but Incapacitated. An Incapacitated target has any Regen they have shut off and can’t use Actions for a while or until they recover to more than 1 Heart.
- Party Splits are permitted. Up to one party split is allowed per active quest. Attempt any more and well I might just remove the people causing them until everyone rejoins the main party.
- Changing Sides is permitted. If you somehow want to defect, you may switch to their side and fight the other players. Don’t abuse this though, as nobody may trust you otherwise.
- Only One Active Character Per Player is allowed for this quest. This is to prevent players from taking up multiple slots in the roster.
Ladies and gentlemen, this will be the final quest I will run for ZURPG and will conclude any story arcs I was writing for the game up to this point. We've had a good run and I figured I should end my stories for ZURPG with a bang.
If you want to join this quest, post here!
I aim to get started on the first week of September.