Quote Originally Posted by Max Dirks View Post
I never said you couldn't do your story. Should I remove it then?
That's not what I said... you said. But I'd rather not play this game. Since you've cleared me to write about the Tap and people are still interested, I'm happy to keep either version of the mission I proposed in. But, since it's probably more inclusive, I'll go with this one.

MAIN QUEST (option B)
Title of Mission: All Nightmare Long
Brief Synopsis of Mission: Sixteen Aleraran assassins are in an airship bound for Corone. They will sailchute down over strategic locations by darkness, the last one killing the airship’s pilot as she goes. Upon landing they will attempt to perform a simultaneous spell using synchronized watches, tainting the Eternal Tap on Corone so that anyone who uses it will become afflicted with an illness similar to leprosy. At this point the only way to safely channel magic from the Eternal Tap on Corone would be through the filters built into their scabbards. After the spell the assassins fade into the night, each with their own mission designed to dismantle Corone's defenses and infrastructure in advance of a full-scale invasion. Work with the Alerarans in their attempt to topple a nation, or join Breaker in fighting and plotting against them.
Number of Players: 4 Maximum
GM: Breaker
Closed
Quality Expectation: 3

Let me know if I need to add more detail or anything. I'd be willing to open it to more people I just think it will be hard enough to maintain QE3 standards with four. The side quests can wait, although I still think that's silly.