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To Duh's suggestion Var shrugs and tags along. He's not really much for the people work unless it involves scaring the hell of them. Then again, scaring the opposition might be a good idea. Always good to get in their head.
Seeing how nervous the halfling looks, he decides to have a bit of fun with him. "So you're a bit nervous about tomorrow? I wouldn't worry, I mean it's just death right. Heck, they might, just might, be able to revive you. Unless, you know, the trap or whatever eats your soul. I wouldn't fret about it. "
Intimidate:1d20 + 17 ⇒ (6) + 17 = 23

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Duhwoo will study the woman that drew Fatmire's concern;
Knowledge:(local): 1d20 + 2 ⇒ (6) + 2 = 8
then go over to chat:
"Pritty x'cited 'bout the 'vent tomorry? I think it's gonna be scary, but fun!"
Sense Motive:(local): 1d20 + 18 ⇒ (16) + 18 = 34

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"I'm Duhwoo. Ah got a in-vite frum th' hedmaster..." Duhwoo extends his hand...
"...d'you likes ta dance?"
Diplomacy: 1d20 + 1 ⇒ (6) + 1 = 7

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Duhwoo goes over to Tallak, and mutters: "Reckon she jus' might be ya'lls type!" -- then he looks for a more popular type; perhaps a local favorite, said to be a human wizard...

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If Duhwoo can locate Maganrad, he'll strike up a conversation -- trying to read the man (sensing motive) as he chats.
"Reckon we'alls gots our work cut out fer us, what with all the plannin' and schemin' goes into the Breachin', huh? Ah'm a-thinkin' the wise con-test-ants will work together a bit, least-wise 'til it behooves 'em to stop: whut's say you and me makes an effort ta co-oper-ate for the first puzzle or two tomorry, huh?"

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perception to locate Maganrad: 1d20 + 18 ⇒ (3) + 18 = 21
Diplomacy to chat up Maganrad: 1d20 + 1 ⇒ (16) + 1 = 17
Sense Motive to guess what Maganrad is up to: 1d20 + 18 ⇒ (14) + 18 = 32

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.
"That duz make sense -- gud on y'all! Say, Ah'm tryin' to get a hoe-down started here: d'you got any moozical abil'ty, or spells whut can h'ep me out? Or do ya knows if'n there's a banjo player or two here-abouts? Dang, I needsta larn Ghost Sound someday -- but 'til Ah do, can ya cantrip a little doo-da for me?"
(Duhwoo legitimately just wants to get some dancing going, so he can do some dance-callin' -- it's his Day Job!)

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sorry on my phone..
Avoreal watches her group talk to the other contestants.. After the wizard Mangarad has been identified she"ll make her way over to him.. "Good day, I am Avoreal Starseeker.. I am also a student of the arcane arts.. Would you perhaps like to chat on the subject?

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"Theres always something to learn.. What is your speciality in? I myself specialize in Transmutation spells.. Do you take classes here?

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Lithuan has been quietly listening. That seems a respectable period of study for a human. Did you start has a child?

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easily distracted from the mission at hand, Mr McKeener will try to find musicians, or somebody with Ghost sound and some musical acumen, and get some square-dancing going -- he's willing to teach as needed...

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"Maester Maganrad, your talents are no-doubt considerable, but a master of mental magics seems a less then ideal candidate to navigate a maze of magical traps."

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.
here's Duhwoo rolling high on % dice: 1d100 ⇒ 52

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Avoreal makes a sour face when the words enchantment come out of the mages mouth.. "Enchantment.. Thats the one school i never could get my brain around.. I used to have an issue with Necromancy, but no longer.. If you don't mind me asking whats the highest tier that you cast from? I myself have risen to the 7th tier only just recently.." Turning to Lithuan.. "Are you a dabbler in the arcane arts as well? I figured the bow was more of your cup of tea.."

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"Mistress Starseeker and Master Magnarad, my skill with magic is but a faint echo to the mighty shout that are your dweomers. I am like Duhwoo here..." he says, gesturing to barbarically loud bard "...merely a dabbler in transmutation magics; likewise, I am but a poor student of the bow"
"So Master Maganrad, what think you of your competition: Fatmire, Illia and Knur?"
diplomacy: 1d20 + 17 ⇒ (5) + 17 = 22

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"Interesting.. Well maybe we can swap spellbooks if we both make it out alive.. lol.. It was good to meet you.. Good luck tomorrow."

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Do I really want to suffer through another hoedown? Nah, I think I'd rather sleep.
"Ok, folks I think I'm gonna go get myself some accommodations for the night. I'll be back good and early in the morning. Gotta be rested for the event and all that rot."
He will look for one of the instructors or students "Where could I find the best Inn which is in decent proximity?"

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Oh, we're expected to stay here? How plebeian. Well then, it is what it is. Which room is to be mine? Once he knows where his room is he will head there and turn in for the night. Hopefully it is far enough away that he doesn't have to hear the hoedown. He will be sleeping in his armor owing to his general sense of paranoia which was helped by the visit of the retriever. The armor has the comfort property so he can sleep in it without ill effect.

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Lithuan turns to Maganrad one more time - "Maganrad, do you happen to know of any tensions or rivalry between the Dean and the Headmaster? We understand that the Dean extended an invitation to you based on your merits as is proper, but that our own invitation, which comes from Headmaster, is unusual. You without doubt have a keen mind; perhaps you can reconcile this irregularity?

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.
Perform check for the hoe-down: 1d20 + 18 ⇒ (10) + 18 = 28
an average night of callin' dance moves, and Duhwoo will be asleep not *too* far past midnight -- his keg a little lighter for the next day...

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Tallak will be the third to turn in for the night. He doesn't know what a hoedown is but he is sure it's some Taldan mockery so he gets some sleep. Thor however chooses to stay up and will participate in said hoedown.
1d20 - 2 ⇒ (14) - 2 = 12
Thor ratherly average for a human (but amazing for a wolf) dances along.

MiniGM |

When Sunday morning arrives, the Acadamae wakes to a
single sharp ringing of the campus bells at the break of
dawn. The Breaching Festival officially begins an hour
after dawn, but eager spectators begin gathering on the
surrounding walls and the campus’s southern quad even
before sunrise. Hundreds of common folk sit or stand
atop the Acadamae’s southern walls, while vendors of
refreshments and souvenirs wander nosily and often
through the mass. Important observers, such as aristocrats
and other prominent locals and nobles, are allowed to
gather at ground level among several large and colorful
tents and pavilions erected overnight in the quad just
south of the Hall of Summoning. It is in this area that the
PCs and other contestants are expected to gather, waiting
for Toff to begin the competition with his opening speech
at precisely 7:00 a.m.
At 15 minutes before, a large group of nobles arrives to
excessive fanfare—this is none other than Queen Ileosa
and several royal attendants. The cheering for the Queen is hearty and she greets the crowd with a gentle wave, though no one is able to get within 100 feet of her of course.
Three of the four NPC contestants show up as well, giving
the PCs a last chance to try to speak to the competition if
they haven’t before. The halfling Fatmire is nowhere to be
found,
and as the hour draws near, Fatmire is officially recorded
as having withdrawn from the competition.
At 7:00, the bells toll the hour and Headmaster Toff
Ornelos arrives in a blast of multicolored smoke, teleporting
into the staging area from his office. He lifts his hand to
signal silence, and after the crowd quiets, he speaks aloud
to the crowd, but especially to the contestants.

MiniGM |

Welcome one and all to this year’s Breaching Festival! I know the
contestants are eager to begin, so I shall keep this introduction
short. This year, as every year, one must enter the Hall of Wards
via its eastern entrance after solving several minor conundrums
our professors and spellcasters have set up at the other seven
halls that surround us. The first contestant to emerge from
these doors—here Toff pauses to indicate the large doors
in the Hall of Wards’ western facade, facing the quad—shall
be declared the winner of the Breaching Festival. If no winner
emerges by dusk, there can be no winner for this year’s festival.
Yet should one of these brave contestants accomplish what no one has accomplished in over 150 years, that person will walk
away with more than 150,000 gold sails!
Here, the crowd erupts into cheers for several seconds. When
the roar dies down, Toff places his hands inside the front of his
robe and withdraws a glowing, fist-sized sphere of shimmering
light that he holds aloft. The sphere dances and bobs an inch
above his upturned palm.
These glowing spheres are the keys to your fate and fortune,
worthy contestants. This is a key-light—there are seven of them
hidden among the seven other Halls on the grounds. Each
contestant needs his or her own key-light to get into the Hall
of Wards. So find yourself a key-light, use it to enter the Hall of
Wards, and you will have your chance to enter history!

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I think I'll take that a cue to stick together to find the keys.
"How about we let our eldritch types pick where they want to search since it's their kind of place, and then go systematically go through until we get everyone a key?"

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"My vote would be to start in the Hall of Transmutation.."
Spells cast as the globes are being talked about: Overland Flight, False Life, and Ablative Barrier.
False Life: 1d10 + 10 ⇒ (9) + 10 = 19

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.
Mr McKeener is whoopin' and hollerin' over the fireworks, but breaks his reverie to respond to Ms Starseeker's comment:
"Ah reckon that thar Hall o' Divinin' would be better to start with, on accounta maybe we'll find some other divinin' stuff whut he'ps us figger out whut's comin' next -- plus it might be safer, from the perspective of spells that might dee-tect us as opposed to mutatin' us into l'il crabs or sumpthin'..."
then he starts blinking, a' la the Ring of Blinking...