Quest Level: 8 (6-10)
Format: PBP, Avrae, Owlbear
Expected Duration: ~4 Hours
"Let the red dawn surmise
What we shall do,
When this blue starlight dies
And all is through."
Something is desiring entertainment, orchestrating combat in your dreams that have fairly real waking-world consequences. A sense of exhaustion upon waking, injuries from the dream that persist into the waking world. And it keeps plucking more adventurers from their dreams to various places, in the hopes of... Something. Something unknown, but certainly not something good.
Time for another show. Don't disappoint it, now.
Content Warning for Arachnophobia.
This will be a primarily combat oriented quest, with difficult combat.
Table Rules:
- Be Respectful: Keep things kind, fair, and considerate for others. We're here to make great stories and have fun.
- Fair Play: There are no dice rolls or PvP conflicts between players unless both parties explicitly agree to it.
Disputes, tension, or conflict should always stay in-character, not personal.
- Diplomacy In Action: RP is rewarded! Strong characterization and clever thinking can change outcomes, earn rewards, or open new paths. Exceptional moments of RP may shift the flow of events entirely. Combat, more often than not, might even be avoidable entirely for those determined enough!
- Press the Advantage: Flanking is on for the party and the enemies. In addition, sources of advantage grant a stacking +2 bonus (ie Reckless Attack + Flanking grants a +2, prone grants another +2) to hit your target. If three or more creatures surround one target, they all get flanking. Reach weapons qualify for flanking purposes.
- Get Over Here: Athletics or Acrobatics for Grappling.
- Chug! Chug! Chug!: Potions are a Bonus Action to use on yourself, Action to use on others, and Free Action to pass to others. The receiver uses their Reaction to catch the potion if thrown. You may throw a potion onto a downed ally to heal them for half of the rolled amount.
- Two to Tango: Allies are not difficult terrain, but enemies are.
- Terminal Velocity: Fall damage increases as height increases. ie a 10ft fall is still 1d6 but a 100 ft fall will not be 10d6, more like 10d10. No you cannot be a werewolf immune to fall damage because it is not silvered, you can and will go splat from high enough. You can make an acrobatics or athletics save to reduce the damage dice, but the damage dice cap is higher.
- Dangerous Combat: Certain combats will induce Critical and Lingering Injuries where appropriate.
- A Living World: This world is alive and responsive. The gods watch closely, and the boundaries of what’s possible are in constant flux. If you want to attempt something unusual, just ask. Rule of cool beats all.
- Boundless Magic: Anti-Magic isn't a thing here, not in any form, scroll, or secret archive.
Magic is an intrinsic force of the world itself. It cannot be silenced or nullified. Spell Scrolls can be used by any class, not just casters.
- Don't Fear (The Reaper): Difficult combat might often seem overwhelming, but don't despair. Death isn't the end, and is not eager to claim the heroes of the world. When at 0 HP you are not fully incapacitated. At the cost of one failed Death Saving Throw, you can choose to Move, Interact, or take a Bonus Action that does not heal you.
- Automation Required: If you are above level 10 and do not have all aspects of your build ready to go out of the box, you will not be accepted. Automation makes things go smooth, and smooth is fast. We don't want to take 20 minutes for a turn.
Sign Up Requirements:
If this is not filled out, you will not be considered for the quest.
Species/Height:
Attunements:
Prebuffs:
Pets/Summons(If Applicable):
Transformation(If Applicable):
Homebrew(If Applicable):
Character Sheet:
Relevant Content Bans:
Anything else that seems important: