
Terevalis Unctio of House Mysti |

That is ok with me. He needs to spend his time preparing for his test and not going too frivolous knighting cereceremonies

High God of Krynn |

BTW, for purposes of the test your own moon is considered High Sanction. So you get a +1 caster level on all spells. Anyway your test starts here.
As the sun prepares to set in the evening Terevalis having prepared himself body and soul for the test travels back to the Lighthouse of Khurman Tor. The main light at the top of the lighthouse acts as a beacon that guides his way as he walks through the city and toward the destiny that awaits him.
After ascending the stairs he approaches the door to the tower. The door unlocks and opens before he knocks and there is Zoe Left-Hand waiting for him.
"I see you have arrived Terevalis. Its good to see someone resolved to take the test, plus you'll be the first person to use my Testing Chamber. You should be proud that you'll be the first of many to test in Khurman Tor. Please follow me."
As for Cole he is there and follows behind you both as you ascend some flights of stairs. Eventually you arrive at a double door with arcane symbols etched on them. Zoe Left-Hand says, "Once you pass through this door your test will begin and you must endure it to the end. This is where I usually would give you one last chance to back out but from your words yesterday I can tell you are resolved. Now I must lay down some ground rules. You may bring into the test only what you carry with you. You may not leave the testing grounds by any means including magical ones. You may not ask for help from those outside the chamber both verbally or magically not can anyone from outside the test interfere. And finally while you may use summoning spells, you may only summon creatures from the beyond, not those native to Krynn. Do you understand these rules and abide by them?"
BTW what is Terevalis's Arcane Bond?

Terevalis Unctio of House Mysti |

He doesn't have one right now. I was hoping that the bond would be to His item perhaps a certain staff used by a certain master of past and present.

Terevalis Unctio of House Mysti |

I understand and agree, Mistress. Thank you for this opportunity. I pray the gods of magic be with me. he says as he opens the door and walks into his destiny.

High God of Krynn |

Ok here is the mechanics. Each stage you must decide how much risk you're willing to take. This is a rating of 1-4. This translates as follows:
1 Risk Points (all challenges are 1 step easier)
2 Risk Points (all challenges are even level)
3 Risk Points (all challenges are 1 step harder)
4 Risk Points (all challenges are 2 steps harder)
The total risk factor at the end of the test is equal to the total risk points earned divided by the number of challenges.
1d3 ⇒ 1 Random Challenge roll.
Your first challenge will be a Magical Challenge. Chose your Risk

High God of Krynn |

Terevalis your vision blurs and he finds himself in the forest which he recognises as the the Silvanesti forest. The darkness around him is unnaturally oppressive. You are there with a number of other apprentices from House Mystic dressed in robes and carrying what you are currently carrying. Leading your group appears to be a male elf white wizard with staff made out of Mythril, wearing a necklace of house Mystic and a number of other magical items. You don't recognise this man at all however you do vaguely remember this event, one you've tried to forget. This was an attack during the Summer of Chaos on the Silvanesti Forest. You were one of the Wizards brought into the conflict as only magic was effective against these foul creatures and the Silvanesti had to pull out all the wizards they could muster to fight against the forces of Chaos.
The regal elf speaks to your group in Elvish and says, "The Shadow Wights are on the move through the forest and are getting close to the Town of Tarithnesti. We need to alter the path of the Shadows away from the town and delay them long enough for our clerics and our warriors with magical weapons to arrive and slay these creatures. Remember what I have instructed you to do."
Now this will be a difficult Knowledge Check (I will allow Religion OR Planes for this check). Also due to circumstances as hazy memory of the events its going to be a difficulty 20 check (+2 difficulty for the risk points).

High God of Krynn |

Oh so close! However I will give you ONE piece of information. Protection from Chaos is one of the spells you remember you had to use. As for the other spell, since you failed the check you will have to use your character's own judgement to see what else works.
Terevalis knows that as beings of Chaos, the spell Protection from Chaos would be the first thing to cast as that will give him some protection against the Shadow Wights.
The elven wizard points and yells, "The Shadow Wights Come! Invoke your spells now!"
Suddenly from the darkness you see what looks like wispy dark shapes. Darker than darkness, in fact their presence is darker than darkness, it is the total absence of light. The only thing you see in pits of nothingness is little pricks of red light. They look towards you and move in utter silence slipping through the darkness effortlessly.
Ok another knowledge check, DC 20. If you fail this you'll need to make a Will Save.

Terevalis Unctio of House Mysti |

What kind of knowledge? Religion? Arcana?
Religion 1d20 + 9 ⇒ (16) + 9 = 25
Arcana 1d20 + 11 ⇒ (19) + 11 = 30

Terevalis Unctio of House Mysti |

The elf will yell out, Brethern, these things are creatures of Chaos. Protect yourself and others if you can from their foul and chaotic taint.
Standard Action 1: Activate his abjuration ability
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Standard Action 2 Cast Protection from Chaos. AAST TNSDRIR RNSIO he will state casting the spell.
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

Terevalis Unctio of House Mysti |

I found this on the DL Nexus:
http://www.dlnexus.com/fan/rules/16053.aspx
I understand it is not in the official books but it makes better sense to me than having Shinare.

High God of Krynn |

The knowledge check was Religion and a 25 nails it. Terevalis almost catches the glace of one of these creatures. However he remembers that you NEVER look a Shadow Wight look you in the eyes and is able to avert his gaze attack in time. Shadow Wights have a power called Despairing Vision. It causes those who fail a will save against their gaze attack to be overcome with crippling depression and cower into a ball for 1d4 rounds unable to do anything
Terevalis casts protection from Chaos and the other wizards follow suit. However one of the wizards next to Terevais fail to resist the gaze attack and fall into a cowering wreck and the shadow wight takes advantage of that and rushes forward trying to hit the wizard with an incorporal touch. In the meantime the other wizards start casting spells creating fires in the forest that cause the Shadow Wights to cower away and move in a direction away from the flames. Because the wizard next to you was disabled by the gaze there is a breach to be filled in the fire-line. Either Terevalis helps his colleague at the risk letting more Shadow Wights break the line or take a chance that the Protection from Chaos can ward off the Shadow Wights attack long enough for him to recover while you cast spells to close the fire line.

Terevalis Unctio of House Mysti |

The elf will take the chance and try to close the fire line.
We must make sure that they do not pass through into the forests and the people of Silvanesti he thinks to himself.

High God of Krynn |

Ok that will cost you either 1 Burning Hands or 1 Scorching Ray spell to close the fire line. You can chose which one of these to use. Now for the purposes of this test you can use any spell you know without restriction of memorization as there is no way I can have a Pre-Notion of what spells to know beforehand. However your spell slots per day are still limited to the number of spells you have per day.
So Terevalis is able to close the gap by throwing fire thus keeping the Shadow Wights at bay. Unfortunately it means that your friend is at the mercy of the Shadow Wight who easily is able to hit as he cannot resist.
Overcome Spell Resistance: 1d20 + 4 ⇒ (5) + 4 = 9
Unfortunately the Shadow Wight breaches his Protection From Chaos and inflicts 1d8 ⇒ 2 Charisma damage on the hapless elf wizard as it shoves its claw through his chest. His skin starts turning greyish and his eyes go glossy as his force of personalty starts getting evaporated by the creature.
So how does Terevalis react to this. His breach is closed however the other wizards are busy throwing up more fire to keep driving the Shadows away from the village. The head Elf mage currently starts blasting these hideous bundles of nothingness with blasts of fire and force as well as using his spells to drive the Shadow Wights further off their course.

Terevalis Unctio of House Mysti |

The elf will cast a burning hands to close the gap.
Seeing that his friend's magic is not strong enough Terevalis will get close enough so that his protective aura will get his friend and cast a schorching ray at the wight.
1d20 + 3 ⇒ (12) + 3 = 15 to hit
4d6 ⇒ (1, 3, 1, 1) = 6 damage

High God of Krynn |

Unfortunately the fire spell misses the target as the creature is very dexterous and twists out of the way at the last minute. That might have driven it off if the attack hit. The shadow wight continues to feast on his prey.
1d8 ⇒ 3
The elf continues to get drained by the creature as more of his soul gets eaten away by the Oblivian.
There is a yell out from the Elf Wizard, "Leave him Terevalis! There is a second force coming from the west. We need every wizard that we can or they'll breach the lines!"
So are you going to leave a man behind Terevalis?
Now you can be creative here. Don't always assume that magic can solve every problem. There is a solution I can think of. I'll give you a hint with an intelligence check.

Terevalis Unctio of House Mysti |

The elf, seeing that his friend is being drained and hearing that the other elves need his help will attempt to distract the shadow wraith while falling back so that other wizards can attack it.

Terevalis Unctio of House Mysti |

The elf will cast burning hands so that it does not catch the wizard
4d4 ⇒ (2, 1, 3, 4) = 10
Reflex: 16
SR 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18

High God of Krynn |

Overcoming the spell resistance the creature is burned and frightened by the fire lets go of his victim and runs away. With the creature gone the wizard is able to shake himself awake and he gets up to follow Terevalis but slows down your progress. Because of this there is another breach in the lines and more Shadow Wights start bearing down on the Wizards. Just before the creatures can swarm the acolytes though the elven wizard gets in their way and starts flinging some close spells against his foes. He yells, "Fall back to the east, lead them away from the town. I will hold the line.
Terevalis having saved his fellow Mage allows him to toss some fire spells and cover your retreat. However Terevalis learns the lesson that every choice has consequences. Because Terevalis did not seal the 2nd breech the spending of time and spells to save his college, the High Wizard gets swarmed by shadows and when the last of his existence is drained he is removed from existence, leaving nothing but his items. Unfortunately this also erased the memory of all who knew him. History would forget the sacrifice of the elven wizard. But in the end a memory is left scarred in Terevalis mind, he was one of your instructors and he gave his life for his students and now he is forgotten by everyone except Terevalis.
And with this realization the scene fades away from his vision.

Storyteller Shadow |

I am buried under a significant amount of work for Friday and on Friday night I will be running my table top Forgotten Realms game. Saturday I have a number of errands to run. Please DMPC me as needed until this Saturday evening. Thank you.

Terevalis Unctio of House Mysti |

Booooo! Forgotten Realms! Boooo! Through him out into the outer darkness where there will be much wailing and gnashing of teeth.

High God of Krynn |

When his vision clears he finds himself in a large stone room. He is standing on a solid stone floor. A few feet from this stone floor the floor turns to a number of floor tiles that depict symbols of the 21 Gods of Krynn in random patterns. Before then is a pedestal with a bronze plaque on to of it. The plaque reads in common.
"Before you lies the path of the Gods. The way is always forward for time is a river and that flows in one direction. The path ahead has two routes to follow. Do you endure the wrath of the Gods or do you walk the Arcane Road?
The way forward involves stepping on 5 foot squares. The room is 50 feet wide (Left to Right) by 100 feet across to a glowing portal on the other side of the room. The first 10 symbols (Left to Right) are:
10d21 ⇒ (20, 21, 7, 15, 1, 3, 5, 14, 17, 2) = 105
Dragon Turtle
5 Headed dragon
White Moon
Bison Head
Skull
Harp
Blue Infinity
Oak Tree
Diseased Hood
Blue Phoenix
So Terevalis, what do you do?

Terevalis Unctio of House Mysti |

I took a bit and re-read the post. Let me see if I am understanding the problem. This is what I am getting, the puzzle is asking me if I am looking for the other guides other than the 3 Cousins for help, advice?
If this is correct then this is his response and action.
Stepping on the moons I will walk the path of the arcane, though the other gods of Krynn have power, it is the Magic that guide my life, my inmost being, who I am and thus I follow the ways of High Sorcery and the rules laid out by the Conclave of Wizards. This to me, is life. I put the Magic first, the world and the other gods, gods of light, gods of balance and gods of darkness, second. Family, nation, myself, are nothing compared to the Magic.

High God of Krynn |

Spell craft makes you sense their is a lot of magic in this room. You will have to use your arcane senses to get a better idea of it.
Still you step on the White moon and nothing happens to you. However the floor behind you defends 20 feet and spikes pop out of the floor. It looks to be true that forward is the only route to take. The symbols on the floor in excluding the line of symbols you are on change position
Anyway the line in front of you consists of:
10d21 ⇒ (7, 5, 7, 6, 2, 18, 21, 5, 15, 12) = 98
Lucky you a white moon is right in front of you. However you also notice a black moon on the line as well 15 feet away. Do you step on the white moon again or try and go for the black one?

Terevalis Unctio of House Mysti |

Casting the spell. Would it counts as identify the attributes of magical items? If so it would be 27

High God of Krynn |

Turning on his arcane senses Terevalis sees that there are TONS of magical auras in this room. Every square has its own magical aura. However he notices two things that are different. The first all the symbols on the line that he is standing on are deactivated so he thinks he can safely walk left or right across the line rather than jump from one square to another. He also notices an Abjuration aura that perminates the room. He identifies the magic as preventing any form of flight or teleportation magic in other words the only way to travel through this room is either walking on the symbols or physically jumping from one to another. Now as the symbols have their own auras you will have to scrutinize each individual type of symbol to get an idea of what kind of magic is there. I'll let you use the roll before to scrutinize the White Moon square. Currently there is an Abjuration spell on the white moon squares he can see. The spell is Explosive Rune, a powerful abjuration spell that will likely detonate if he steps on it.
The squares do not count as magical items so no +2 to the roll. They are more Magical Traps.