Quest Level: 6
Format: PbP
Expected Duration: 3-4 hours
Difficulty: Medium-Hard (depending on your luck and actions)
Prebuff/s: Allowed. See Table Rule #1.
The Anti-Bandits Association (AGA) has sent out an unexpected notice. They are requesting a group of adventurers to attack a bandit camp situated in the woods where two Wanted criminals have been found laying in hiding. It doesn't matter whether you bring back their bodies or their heads, it says, as long as you give proof that they've been dealt with. For more details, you are directed to a “Madam Aehsta Gwere” with an address attached.
Well, sounds simple enough.
(For a higher chance of being considered, please Note in your application what role your character plays in a party, e.g. melee dps, support, debuffer, etc.)
Table Rules
- At the start of every quest, you may do one(1) prebuff that lasts 8+ hours without spending any resources. After that, there is a limit of two more prebuffs, for a total of three, which consumes resources as normal.
- Flanking gives a +3 attack bonus. To trigger it, there must be two people on OPPOSITE sides of an opponent. Completely surrounding the opponent on ALL sides grants advantage on attack rolls, whereas the opponent gains disadvantage.
- Drinking a potion for yourself is either an action or bonus action (your choice); feeding it to someone else is an action and; giving it to someone else is a bonus action. If you have over 15 Dexterity though, the latter can be done as a free action. It can also only be done in this way if they're within your Reach. Otherwise, you must throw the potion, requiring them to use a Reaction to catch it if they're aware of it being passed to them (typically from being told). Otherwise, they must do a DC 14 Dexterity save or risk not catching it and wasting the potion.
- Roleplaying your every combat turn is not required. However, I'm more likely to give you extra effects depending on how you rp certain actions.
- Nat 1s and 20s are a guaranteed failure and success respectively regardless of the roll. They will also grant certain debuffs and buffs depending on the roll. For instance, rolling a nat 20 on your Initiative check grants you an extra action on your first turn.
- Tell me what a roll is for before rolling. Otherwise, it is invalid. This is especially targeted towards skills checks. Preferably, you should also ask me first if you want to roll for something.
- RAW is prioritized over RAI. If it doesn't say it does something, it doesn't (and vice versa). Any vague wording will be decided by me. Of course, this doesn't apply if using Rule of Cool or if I say so.
- I am not bound by the features provided by the statblock. And neither are you. If you want to do something outside of your set attacks/actions, feel free to tell me and I'll see if you can do it or not. Likewise, I am very likely to do improvised attacks/actions on the spot for the sake of variety.
- Those with flying speed can only fly as high as their provided speed for it. E.g. If you have 30 ft. flying speed, you can only fly up to 30 ft. high. Any attempt to fly higher will result in a level of exhaustion per 5 ft. Any reduction and addition to your speed will also apply to this limitation (e.g. if it's reduced to 20 ft., your height limit becomes 20 ft.). In the case of a reduction, the exhaustion will apply if you end your turn while still flying above your new limit. If you reach lvl 6 Exhaustion in this way, you don't die but instead fall to the ground and become Incapacitated for 1d4 rounds, after which you are unable to fly until your exhaustion level is reduced. (You die as normal if you gain exhaustion from any other source, however)
- Portent and similar abilities that require to be used before seeing a roll can be used after UNLESS it's a roll you yourself cause. Examples include your attack rolls and saving throws you inflict onto someone. You are aware that this roll will be made and so must use the ability as normal.