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 Eulyrie Explorers was once a prominent guild that existed to aid adventurers regardless of level, but ever since the disbanding of its founding members following the death of their leader, shortages in finances and manpower leave it struggling to return to its former glory.
Trouble only seemed to worsen when a plague suddenly swept the town where the guild was situated, forcing the establishment to become an emergency makeshift hospital. As patients kept coming in, supplies began to run low. For the first time, the guild risked running out of the rare red leaves that was vital to preventing the disease's spread. The same red leaves that could only be obtained up in the cold, snowy mountain, after challenging its guardian: a dragon.
Unable to spare a single member, the guild was forced to outsource adventurers and thus sent out a request for the obtaining of these red leaves. One of these adventurers... is you.
IMPORTANT:
This quest, aside from the beginning, will be taking place in a COLD ENVIRONMENT. It is recommended to prepare accordingly or risk being subjected to the danger of the elements.
Just having Cold Weather Clothing will go a long way. I will be checking your inventories.
(For a higher chance of being considered, please Note in your application what role your PC 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. Prebuffs are something you apply to yourself before the quest starts; roll a dx, with x being the prebuff's duration to see how much duration is left. Once the quest starts and you meet with your party, you can apply lower duration prebuffs, consuming resources as normal (though do note that the beginning of the quest does not include the combat yet).
- 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. If you end your turn while flying above your limit, you will gain a level in exhaustion. 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.). 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) This rule does not apply when flying during roleplay.
- 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.