Quest Level: 6
Format: PbP
Expected Duration: 3-4 hours (trust)
Difficulty: Hard-Deadly (depending on your luck and actions)
Prebuff/s: Allowed. See Table Rule #1.
The curse strikes once again, this time in the middle of a colosseum tournament. During the 3rd round, the participants suddenly erupted into a more monstrous form and began attacking the audience. The security managed to evacuate everyone out of the colosseum but could only go as far as trapping the cursed within the colosseum. For obvious reasons, this wasn't a viable long-term solution. They still needed the colosseum and were not interested in converting it to a prison any time soon.
So in comes you adventurers. You have been dispatched on an emergency request to exterminate the pests. Be warned, however. The original participants were already strong to begin with— What more with a curse amplifying it?
(For a higher chance of being considered, please Note in your application what kind of role your character typically plays in a party, e.g. melee dps, support.
Also, please include what Guild your character is part of, if applicable.
Priority also goes to anyone capable of healing. Just in case.)
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 four surrounding 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.
[Only the most relevant rules are listed. For the full rules list, refer to my GM Profile]