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A '''foray''' is the name given to a difficult task or challenge undertaken by a group of Intrepid [[adventurers]]. Each foray takes place in a unique, isolated setting, found among dozens of possible remote areas of the [[wilderness]]. The trials they may face are varied, ranging from confusing puzzles that must be solved to overwhelming [[denizens]] that must be defeated. One singular theme unites the forays, however, and that is that none can be completed alone. These are no ordinary [[hunting]] grounds, and the combined might of an Intrepid group will be required if one hopes to succeed and claim their [[:category: forays talisman set|rewards]]. | A '''foray''' is the name given to a difficult task or challenge undertaken by a group of Intrepid [[adventurers]]. Each foray takes place in a unique, isolated setting, found among dozens of possible remote areas of the [[wilderness]]. The trials they may face are varied, ranging from confusing puzzles that must be solved to overwhelming [[denizens]] that must be defeated. One singular theme unites the forays, however, and that is that none can be completed alone. These are no ordinary [[hunting]] grounds, and the combined might of an Intrepid group will be required if one hopes to succeed and claim their [[:category: forays talisman set|rewards]]. | ||
Groups of adventurers must sign up for forays in the [[Wander Inn]] in [[New Thera]] before venturing into the [[wilderness]] to find the whereabouts of the adventurer. One [[Achaean]] [[day]] is allotted to find the entrance to the grounds before it expires. In addition, each foray has a set time limit in which it must be completed. | |||
Forays are unique in that they are flexible to the [[level|levels]] of the group undertaking them. |
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