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Shins resists the urge to applaud Hiram's closing and stands aside Wei Ji.

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Wei will bow deeply with the rest of the team in turn, then offer the following brief poetry in Tien... and then Taldan.
" 'Tis Noble to desire
A reprise of fleeting glory
When the bits are gory
And the heart's afire.
'Tis Wisdom to refrain
From demanding perfection
This clown's indiscretion
Wilst hopefully not pain.
'Tis Wonder to witness
The spectacle of the stage
When our mountain's enrage'
Yet perhaps not witless
'Tis but a prayer tonight
That we humble players brought
A mock battle here fought
To make every future bright."
Master of Masters, please let them not insist we do another combat like that.

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Roary ends his rage and bows to the crowd.. There is no grand speech though.. He looks to just want out of his uncomfortable armor..

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Kiang Zhen meets you backstage after the curtain falls. “Time for your costume change,” she caws as she hands over a stack of black funerary robes. “Once you get suited up, throw these over your clothes; you’ll need them to enter the next event. Then head to the Petal District. You’ll know the way once you get there.”
You may now use your gear again.

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Umm, ok. Quiven looks at the robes. Umm, why will we need these?

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"Thank you very much for your direction. If you see the Aspis again, let them know I send my well wishes. I doubt they would want to hear it from me."

Shifty |

***OVERSEER ANNOUCEMENT***
A crowd of black-robed mourners gathers in a small, grassy square near the edge of the cemetery. The assembly forms a procession, which winds through the cemetery to one of the oldest and most opulent plots. There, the entrances to an entire row of aging marble mausoleums stand open. Before each rests a coffin.
The procession stops, and a woman in the robes of a Pharasmin cleric steps forward. She approaches the various groups of mourners and, speaking in a solemn tone, requests each of them to hoist a casket and carry it into one of the mausoleums. Then she adds the following instructions: “This next competition is the final one of the qualifier. The Emissary lies somewhere in the catacombs below. All you must do now is seek him out and touch his robes. Good luck.” Then the woman nods and leaves, without further explanation.

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How much time has passed between the play and our arrival here?
Jin steps forward to take his place in carrying the casket.

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"Amazes me that anyone makes it to this Ruby Tournament with all the hoops you gotta jump through.."

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"It isn't unusual for heroes in the grand epics to be put through a gauntlet of trials. Maybe that is what they are trying to emulate with all of this."

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After getting fully re-equipped the follower of the Master of the Ways will consider and tilt his head.
"Each of these encounters thus far has tested our depth of experience, character, and ability to work as a team. It wouldn't be out of line to put forward a challenge that tests the very boundaries of what it means to be a team, would it?"
Wei will finish getting the robes on and help carry a given casket as indicated.
"Every step of our journey is a chance to learn new things."

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Hiram: Init: 1d20 + 6 ⇒ (17) + 6 = 231d6 ⇒ 4
Little Shins: Init: 1d20 + 5 ⇒ (6) + 5 = 111d6 ⇒ 4
Wei Ji: Init: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 1
Quiven: Init: 1d20 + 12 ⇒ (11) + 12 = 231d6 ⇒ 5
Roary: Init: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 5
Heng: Init: 1d20 + 5 ⇒ (3) + 5 = 8
The casket you are directed to carry into the catacombs weighs about 250 lbs, and has a long wooden grip on each side to allow for six pallbearers. As you carry the load down into the narrow passageway it becomes very cramped quickly, with all of you squeezing into a 5 ft wide tunnel, pallbearers on either side of the coffin.
The stairs empty into a long hall of cool gray stone. On both sides of the smooth, polished walls open deep, narrow arches that recede into straight, dark hallways. A gold-skinned humanoid sits in a trancelike state in the middle of the room like a great silent statue. Across his lap is a massive spiked club. Behind the creature, on the far side of the hall, a small brass gong hangs still upon a lacquered wooden frame. Beside the gong rests a large mallet, its beater wrapped in cloth.
As you make your way out of the cramped hall, the creature opens its eyes.
“Greetings, esteemed competitors. Allow me to introduce myself. I am called Heng—the Sifu’s Judge. Within this room you see eight arches; however, only one leads to the final competition. While I can show you the correct path, you must first prove yourselves worthy before I reveal the answer.”
The oni nods and without warning, all eight entrances erupt into impassible whirlwinds of lashing sword shards and colored smoke. Calmly, he continues. “Beyond me hangs a small gong. In order to pass freely, you must properly sound the gong using the nearby mallet. While this task sounds easy, I assure you it is not, for it must be struck perfectly in order to get it to sound. Hit it too softly and it will fail to echo, too hard and it will crack. Furthermore, I shall do
my best to prevent anyone from sounding it.”
The judge bows, his heavy gaze relentless. Then slowly his body coils into a combat stance as he signals the start of the fight with a simple nod.
You are all still holding the coffin with one hand each. You can as a free action let go, but if the remaining characters are unable to carry it the coffin will fall tot he ground. A standard action is required to carefully lower the coffin to the ground, and a readied standard action is required for all remaining people carrying it to do so in unison. Placement of pallbearers has been randomized, so blame the RNG gods, not me. I'm just the prick who invokes them =P. Admittedly it seems fitting that the bards should lead the procession though...
30 minutes have elapsed since the end of the last encounter, so note your buffs accordingly.
Round 1:
Hiram (Carrying coffin)
Quiven (Carrying coffin)
Jin-Goro (Carrying coffin)
Wei Ji (Carrying coffin)
Roary (Carrying coffin)
Little Shins (Carrying coffin)
Judge Heng

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Wei heals himself and anyone else injured in the fight on the stage with the blessing of the Master of Masters...
CLWW: 1d8 + 1 ⇒ (4) + 1 = 5 51
CLWW: 1d8 + 1 ⇒ (5) + 1 = 6 57
CLWW: 1d8 + 1 ⇒ (2) + 1 = 3 60
Channel Positive: 2d6 ⇒ (6, 4) = 10 70
Channel Positive: 2d6 ⇒ (4, 6) = 10 80
Channel Positive: 2d6 ⇒ (6, 5) = 11 91
3 channels used for 31 points
The tengu will pull out his shield and equip it on his 'free' hand and likewise follow Hiram's lead in setting it down.
Readied Action to put down casket when rest of the team is ready to do so.

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Shins nods as he begins a mournful dirge in keeping with the procession to make the judge hesitate with his blows.
Ready action to lower casket, start dirge of doom to shaken judge.

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As we re-equip ourselves Quiven would have someone use his wand of Longstrider on him and allow anyone else who wants to use it to take a charge.
Also, being a halfling, am I small enough to let go of the casket from my position in the back and run underneath it? I could then try to use Acrobatics to try and get to the gong.
Of course, if the party wants to simply and safely lower the coffin in unison on the first turn, we can do that as well.

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Little Shins' melancholy dirge gives this procession the gravitas that it deserves, and Judge Heng seems moved by the display before him, almost forgetting that it is merely a trial.
Quiven: Go for it. As long as at least a few of you capable of carrying the load put it down carefully you can certainly move under the coffin. I see 3 people set to carefully lower it, and given their respective strengths and locations, there is no risk of them accidently dropping it on your head. Unless Roary decides to let go, then jump on top of it, and beat his chest like a madman while the bards try hard not to drop the front end.
Round 1:
Hiram (Carrying coffin, readied to carefully lower)
Quiven (Carrying coffin)
Jin-Goro (Carrying coffin)
Wei Ji (Carrying coffin, readied to carefully lower)
Roary (Carrying coffin)
Little Shins (Carrying coffin, used dirge readied to carefully lower)
Judge Heng (Demoralized)

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Quiven will go for the heroic and dangerous act of sneaking under the coffin then bolting for the gong! Even with Longstrider I'll need to double move to try and get to the gong.
Stealth to sneak underneath: 1d20 + 23 ⇒ (9) + 23 = 32
Perception, because things are never as they seem: 1d20 + 16 ⇒ (6) + 16 = 22
Acrobatics to elude potential AoO type stuff: 1d20 + 21 ⇒ (16) + 21 = 37
If you need any other rolls feel free to make them for me so the action can continue. I moved myself on the map to the spot I want to go, assuming I can use the gong from that spot.

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Knowledge Check to ID: 1d20 + 18 ⇒ (20) + 18 = 38

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Jin lets go of the sarcophagus, relying on his allies to have the strength to manage things. Raising one hand he reaches out and makes a grabbing motion at the opponent. Glowing blue lines of energy lash out and try to wrap themselves around the enormous spiked club.
Spell Resistance if required: 1d20 + 13 ⇒ (18) + 13 = 31
Pilfering Hand: 1d20 + 25 ⇒ (15) + 25 = 40
If successful the club flies to Jin and he uses his move action to put it away.

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Roary readies the coffin to lower it with the rest..

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Quiven: For acrobatics you'd have to move at half speed. For stealth if you are moving at full speed you'll take a -5 penalty to the check. I'll assume you're taking the penalty to stealth so you can attempt the CMD check.
Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Quiven ducks down and creeps out underneath the coffin, but Judge Heng keeps his eye trained on the first person to make a break for the gong. As Quiven approaches the Judge, he seems suddenly distracted as Jin-Goro's spell penetrates through his wards and tears the club from his hand. He smirks a bit though as he shifts his stance slightly showing a pair of sharp claws. By the time he does so however, Quiven is behind him staring at the gong and the large mallet next to it. On a count of 3, the remaining party members lower the casket to the ground and prepare for battle. Heng however takes a step back to deal with Quiven.
Claws: 1d20 + 21 - 4 - 2 ⇒ (18) + 21 - 4 - 2 = 331d20 + 21 - 4 - 2 ⇒ (9) + 21 - 4 - 2 = 24 One hit
Damage: 1d6 + 7 + 8 ⇒ (3) + 7 + 8 = 18
Round 2:
Hiram
Quiven (-18)
Jin-Goro
Wei Ji
Roary
Little Shins
Judge Heng

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Ring the gong, ring the gong! How do I do it? Since it can't be too hard or too soft of a strike I assume there is some type of check involved.

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Did I get anything from my knowledge check?

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Whoa you guys are fast to respond. Pulling up creature factoids now. Quiven: Give me a Perform (Percussion) check.
The creature you are facing off with is a Kuwa Oni, much like who you saw in the arena at the beginning of the event. This one however has significantly more training. With that check I'll give you the stat block for the base form. His advancement you'll find out for yourself.

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Weaving a protective ward around himself Jin flies forward to provide flanking to anyone who wants it.
He provokes moving in.

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I didn't even know there was a Perform (Percussion) check.
Quiven will try to be sure that there are no surprises regarding his next task. Perception: 1d20 + 16 ⇒ (20) + 16 = 36
If deemed safe Quiven will give it a go!
Danny Carey impression: 1d20 + 0 ⇒ (4) + 0 = 4
Bah, that ain't good. I wonder if its worth using my folio reroll.

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Maybe let the bards have a go instead

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Quiven takes a quick peek around making sure that he's not standing near certain doom. He panics for a moment as he notices a faint magical line near him, but it seems as though it wards against entry into the alcove, and no more. Confident that the mallet isn't warded he picks it up and strikes the gong... resulting in a flat thud.
Claw: 1d20 + 21 - 4 - 2 ⇒ (9) + 21 - 4 - 2 = 24
The Kuwa laughs at the attempt as he slashes at Jin-Goro in passing. "Is that the sound of a drunk hitting the barroom floor? I said RING the gong, not slap it!"
The bards of the group recognize the flat sound of the strike immediately. The gong appears to be very brittle and likely made of poor metals. In order to make a true ringing sound, the gong will have to rubbed with the mallet in order to warm it, and then a soft strike will make it sound. A slow deliberate action (full-round action) would be required to take the necessary steps, and keen skill (a Perform (Percussion) check) will be required to apply the right strength of strike.

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Roary strides forwards, pulling his falchion as he goes.. Once he reaches his target he rages and delivers a strike..
Attack: 1d20 + 20 ⇒ (10) + 20 = 30
Dam: 2d4 + 30 ⇒ (2, 1) + 30 = 33 Damage is +3 adamantine
"Better focus on me Oni! Or I'll kill yea!"

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Shins pleads, "Please don't kill the judge Roary."
"That strike was too swift, the gong is still cold! If you rub the mallet against the metal, it should warm it, but you must be sure of your strike! I would happy to show you to someone else who knows far more than I, but the least I can do now is to guide you with my magic!"
Move up. Cast blur on himself. If someone attempts and fails the skill check to ring the gong, I will cast gallant inspiration as an immediate action to add a 2d4 competence bonus to the skill check.

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Heng laughs and takes Roary's blow without visibly showing too much discomfort. "You'll receive no such restraint from here on out! I will perform my duties to the best of my ability, and I expect no less from you."
Round 2:
Hiram
Quiven (-18)
Jin-Goro
Wei Ji
Roary
Little Shins (Blurry)
Judge Heng (-33, Demoralized)

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"What kind of tournament would have a lethal selection process? What is gained by the loss of life?" Wei offers casually as he steps up closer to Heng... and then reaches out towards him in attempt to start pulling him away from his position...
"It is better for all if the bloodthirsty urges are dialed back."
Move: Move up
Grapple (provokes AoO because untrained, Current AC 31): 1d20 + 12 ⇒ (5) + 12 = 17

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Hiram will try to tumble around the Judge as best he can!
Acrobatics: 1d20 + 14 ⇒ (5) + 14 = 19
Or he'll get smacked, since the dice hates acrobats today. Once there, he'll try to ring a gong, get it on! Perform Percussions: 1d20 + 2 ⇒ (17) + 2 = 19 and use Timely Inspiration to add +2 to that roll!

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Roary ignores the restrained requests of his party. His rage likely making coherent thought not probable.. If the Oni wishes not to die he may surrender..

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AoO: 1d20 + 21 - 4 - 2 ⇒ (2) + 21 - 4 - 2 = 17
Heng swats at Hiram as well as he rolls by, but his reflexes are slow as he spots a new line of attack.
Hiram: Quiven still has the mallet, so your action would be to take the mallet so you can make the full-round perform check on your next turn... Aside from the fact that Heng wishes this to not be the case.
Heng, keeping his eye firmly on the goal, watches as Hiram prepares to make his attempt on the gong. He leans his body back, then pounces forward, shoving Hiram into one of the alcoves of whirling blades!
Improved Bull Rush: 1d20 + 20 + 2 - 2 ⇒ (10) + 20 + 2 - 2 = 30
Hiram goes flying back into the alcove, through the whirring and slashing of blades and fog. Suddenly he blinks out of existence...
Heng turns and faces Roary. "Good... good... Until surrender or death... as temporary as the latter may prove to be."
Round 3:
Hiram (Bamf'd... with the mallet)
Quiven (-18)
Jin-Goro
Wei Ji
Roary
Little Shins (Blurry)
Judge Heng (-33, Demoralized)

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So Hiram has the mallet now?
Umm, ok, I can try this again! Drawing one of his saps, he does as instructed, warming up the sap to the gong and hoping that it works.
Bang a gong!: 1d20 + 0 ⇒ (7) + 0 = 7
OK, I guess I'll wait for the other bard to give it a go...

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Oh, I forgot, with Opportunist I can attack him like an AoO when an ally hits him. Since non-lethal was suggested Quiven would have had a sap for that.
Sap!: 1d20 + 14 ⇒ (8) + 14 = 22 for Non-Lethal: 1d4 + 1 ⇒ (2) + 1 = 3
Too bad I don't have flanking but I'm sure this guy has some way of avoiding precision damage...

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Will: 1d20 + 10 ⇒ (6) + 10 = 16
Gallant Inspiration on Quiven's attempt sounding the gong.
Gallant Inspiration: 2d4 ⇒ (2, 4) = 6
Wary of an imprecise blow, Shins uses his magic to better guide Quiven's strike.
With the mallet gone Shins refocuses on the safety of his companions. He speeds up the pace of the dirge and hopes the speed of his companions will increase as well.
The remaining bard yells at the room and rushes to the passage Hiram went through. "Hiram! Are you safe?!"
Haste on party, DC 17 Will save for Roary. Move to door, acrobatics to avoid AoO.
Acrobatics: 1d20 + 13 ⇒ (2) + 13 = 15

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Will Save: 1d20 + 15 ⇒ (8) + 15 = 23 no haste.
Roary attacks the Oni again..
Attack 1: 1d20 + 20 ⇒ (11) + 20 = 31
Attack 2: 1d20 + 15 ⇒ (8) + 15 = 23
Dam 1: 2d4 + 30 ⇒ (3, 4) + 30 = 37
Dam 2: 2d4 + 30 ⇒ (4, 2) + 30 = 36