Quest Level: 19
Format: PBP, Owlbear
Expected Duration: 2-4 hours
Prebuffs: 2 prebuffs over an hour, 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: Medium
An expedition team made a deal with a massive dragon during the invasion of Tenebryn. It offered protection in exchange for a portion of any goods they find of interest. The problem? It never came to defend them, despite them giving their promised portion. Get answers from the dragon, and revenge for all of the dead if you can.
*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: Anubi
Class: Sinner Rogue | College of Dance Bard
Starting Grace: Grace of Steel
low priority, just here to keep folks alive, already have a stage 4 transformation

Species: Verdan
Class: Sorcerer (Dragonic Sorcery)
Starting Grace: Elemental Apotheosis
Dragon Stage 1 Draconic Heart

Species: Bugbear
Class: Barbarian 20 (Path of the Giant)
Starting Grace: Edge of Conquest
Lemme help em get to go EVEN FURTHER BEYOND!!
Welt
Grace - Emissary of Darkness 4 Irit - Hedge Witch 3 Welt - Hedge Witch 3 Xenobia - Dragon 1
Irit Arroia
Grace - Emissary of Darkness 4 Irit - Hedge Witch 3 Welt - Hedge Witch 3 Xenobia - Dragon 1
Long'ko "Serpentslayer"
Grace - Emissary of Darkness 4 Irit - Hedge Witch 3 Welt - Hedge Witch 3 Xenobia - Dragon 1
Amon "Jay" Al-Amin
Grace - Emissary of Darkness 4 Irit - Hedge Witch 3 Welt - Hedge Witch 3 Xenobia - Dragon 1
Xenobia Fireblood
Grace - Emissary of Darkness 4 Irit - Hedge Witch 3 Welt - Hedge Witch 3 Xenobia - Dragon 1
Grace
Grace - Emissary of Darkness 4 Irit - Hedge Witch 3 Welt - Hedge Witch 3 Xenobia - Dragon 1