
GMEDWIN |

She says, "If you want to speak to him, you will need to do this challenge or wait weeks. I will bring you to a courtier, who will set up your contest."
She has you follow her until she finds a lizardfolk woman with an official looking uniform and she says, "Disculpe señora, mis compañeros buscan participar en el desafío para adultos. ¿Serías lo suficientemente amable como para ayudarlos a que esto suceda?"
She responds, "¿Estás seguro de que están a la altura y dio papaya?"
Glaucia says, "Todos excepto tal vez el mago. Quieren ver al Bruso."
The lizardwoman says to you, "Senores, you would like to speak to the Bruse, correct as the executora says, no? And want to take part in the Adult Challenge, yes? The paisajistas really enjoy this challenge. Please tell me what your business with the Bruse is.. just broad strokes, si..."

Euphemia 'Femi' Ferka |

Femi smiles at the woman, ”We are agents of the Royal Homeland Constabulary. We have official matters to discuss with the Bruse, that involve both our countries, hopefully to the better. So yes, please, we’d like to compete.” He swallows hard on the last bit, hoping he doesn’t let the side down with his lack of physical prowess.

*John Lang* |

"Is this a group or individual challenge?"

GMEDWIN |

May as well get started. I want everyone to roll me a Initiative roll.
Word goes out among the petitioners that a gang of foreigners have come to see the king, and rumor is the king isn’t happy to see them. That means a good show, so hundreds of common folk leave the makeshift camp on the highway and tromp up the stairs to the bleachers around the labyrinth. A space is reserved atop the south wall for you to stand, but etiquette requires they say nothing to the dignitaries.
Around 8 pm, the Bruse’s guests file into the northern edge of seats. These include Lya Jierre, and Chretien and Femi recognize both Merton and Rush with her. Then the Bruse comes out, along with two of his current concubines. He is flanked by who Javier recognizes as his vizier Zarkava Ssa’litt, his minister of dragon affairs Kenna Vigilante, and the honorary minister of rebellion Pardo.
An announcer proclaims your names and almost verbatim what Femi had told the courtier. Then you are ushered downstairs to the south entrance while the announcer reads out the rules of the challenge:
The announcer says, "Hear ye, Hear ye! Here are the Rules of the Game:
1. Crowns. Each petitioner must wear a crown that glows a different color—orange, yellow, green, blue, violet, or white. Defenders of the labyrinth wear red crowns. To pass the challenge and enter the Summer Court, a petitioner must have a crown on as he passes through the northern gate of the maze.
(The glow keeps the petitioner from hiding, but its light is projected upward. It can easily be seen by people in the bleachers, but it just provides dim illumination in a 5-ft. radius.)
2. Exits. A petitioner who passes through the south gate of the maze admits defeat, as does any petitioner who climbs high enough to see above the hedge walls. Since the hedges are 40 feet tall, this is hard to do accidentally.
3. Magic and Technology. This is a test of bravery and cunning, not of power. Using magic or technology to pass through hedge walls or other obstacles may be grounds for disqualification. The Bruse and the audience are arbiters of what is acceptable.
4. Security. Do not attack anyone in the audience. Do not attempt to approach the Bruse. Do not set the labyrinth on fire.
5. Risks. If a petitioner becomes too injured to move on his own, he will be retrieved eventually once the danger from any creatures within passes. He assumes the risk that he might die. If a co-petitioner carries him through the north gate, he can still count as a victor as long as he has his crown.
6. Complaints. This is the Adulthood Challenge. Children complain. Adults solve their problems.

Javier Delgado |

Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
"No magic, ouch...Still sounds fun though." Javier muttered as he listened to the rules and grabbed his sparkly crown. Beinng at the center of attention of a crowd also wasn't his forte, especially with a beam of light pointing at him, but then again it was not like he could do much about it.
Can we see the beams of lights from the defenders while we are in the labyrinth?

GMEDWIN |

Not when you are on the other side of the hedge from them, the crowns are mostly there for the spectators to see where everyone is. I wish they would do that for an ice hockey puck, I mean should I have to keep my screen immaculately screen to watch sports... :) You can use magic on the defenders but not to overcome obstacles.

*John Lang* |

Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
So to be clear, we could use magic missile to attack one of the defenders, but not use the jump spell to jump over a pit right?

Cretien Dufrene |

yeah i get the impression that we can't use magic or technology to affect the maze, or transport us through it, or to circumvent walls, but the rest seems fair game including combat. is that correct?
init: 1d20 + 3 ⇒ (12) + 3 = 15
"The best, albeit slowest, method of defeating a maze is to pick a wall and follow it."

*John Lang* |

"Since we can work as a team, when we reach a branching path, we should split up to check all options. They also did not say anything about mapping as we went, so that might be worth it as well."

Euphemia 'Femi' Ferka |

Femi resists the urge to turn into a bird and get a, well, bird's eye view. But that would be against the rules, and he doesn't want to lose out on the Bruse visit for his own impatience.
He nods at Cretien's astute observation, "Yes, let's pick a wall." he thinks a moment...
1Left 2Right: 1d2 ⇒ 1
"Let's go to the left." he suggests, picking randomly. He refreshes his Heroism, and waits for the warriors to lead the way, though he follows closely.
Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
(EDIT)
When John suggests splitting up, he shakes his head, "We don't know what we're going to find in here. I think the goal is to get out in one piece, not clear the whole maze. It could improve our chances with the crowd, and maybe the Bruse, but it could backfire too." he adds uneasily. He wonders what the others think, and will go with the majority, not feeling strongly about it.

*John Lang* |

"Eliminating dead ends as quickly as possible will help us finish faster. It's simple logic."

GMEDWIN |

Exactly
When the rules have been read, courtiers fit the PCs with their crowns, which are made of copper. Then the portcullis at the south of the labyrinth raises, and the party may enter. The gate remains up in case they wish to leave. Overhead they hear the announcer shout, “Release the bears!”
Round 1
You are all on the bottom of the map. You can either go forward north or you can climb the wall and go west right now.
Terrain: The hedge walls are 40 feet high, which can be climbed
Hazards: Stone walls, 20-ft. high and painted green, offer some shortcuts but are practically sheer, making them difficult to climb.

*John Lang* |

Once the group has stepped in, John turns to them and says "Okay, so without magic, let's cut our way through the hedge. It's completely within the rules, and will take the least amount of time, assuming that the hedges aren't magically reinforced."

Dr. Kortemir Runemace |

Dr. Runemace shook his head at the announcers call.
"I suspect that cutting through the hedge with blade or axe might qualify as 'using technology', and be disqualified thereby."
Slapping on the yellow light crown, he also pulled a wand from his black bag and used it on his body.
Cure Moderate Wounds: 2d8 + 3 ⇒ (5, 7) + 3 = 15
Breathing a sigh of relief, he replaced the wand in his bag.
"Well then, shall we follow the left hand wall? Or can anyone track the more frequently travelled pathways?"

*John Lang* |

"I'm more of an infiltrator than a tracker."

Javier Delgado |

"Yeah cutting through the walls look to me like it'd be a big no... That said Femi idea is probably the most efficient, albeit not the fastest or more satisfying for the public." Mused Javier "Shall we start by going ahead then? I would not wait here for much my bet is that the public might get bored if we stall..."
"By the way guys if anyone can detect magic easily I think it'd be smart if we keep that on. I mean... one illusion or false wall and the whole 'follow one wall to the end' trick stops working..."

Cretien Dufrene |

"Splitting up isn't a terrible idea, so long as we do not go far afield of each other."

*John Lang* |

"That could be considered 'using magic to bypass obstacles'." countered John.

Cretien Dufrene |

"I would think that illusions were meant to be bypassed, although I suppose we could just push on every wall."

*John Lang* |

John is going to start moving north.

Javier Delgado |

"I must admit that without magic, I'm not a particularly good climber..." he shook his head... "I'd stick together if possible and if we split past a wall, well, we can as well be miles away, as we won't be able to help each other out, but then again, splitting up would probably be more of a spectacle."
Javier will also go north, he will keep his eyes and ears well open though, looking for traps and whatnot. He will keep his sword cane unsheathed, but against one of the walls to check if there is anything that feels out of place.

GMEDWIN |

GM Rolls
John, Kort and Javier move northward and John fall into a pit and takes 1d6 ⇒ 4 damage and is teleported at the same time a bright light shines up into the night sky and the people in the stands cheer loudly.
John
Javier and Kort you can choose to go in after him or wait next to the edge

*John Lang* |

No one can see me where I am right now right? If so, I'm going to cast Detect Secret Doors.

Euphemia 'Femi' Ferka |

Femi follows the others toward the pit and wonders where John disappeared. Feeling it's not a violation of the rules, he'll cast Detect Magic and try to discover if he's down there invisible somehow, or completely absent.
Spellcraft: 1d20 + 17 ⇒ (8) + 17 = 25

Cretien Dufrene |

Cretien follows, keeping lookout for enemies.

*John Lang* |

John will climb up and pry the doors open at the top.

GMEDWIN |

Next round, got it, Some of you have not rolled initiative, I will assume that you go last.
Rognar follows the rest of the group to the edge.
Round 2
Bears Initiative 1d20 + 1 ⇒ (14) + 1 = 15 Bear 1 1d4 ⇒ 4, Bear 2 1d4 ⇒ 3
One bear materializes behind the majority of the party.
Chretien, Bears, Everyone else.

Cretien Dufrene |

Cretien moves 10ft north and takes a shot at a bear with his rifle.
atk: 1d20 + 14 ⇒ (11) + 14 = 25
magic B+P: 1d10 + 2 ⇒ (5) + 2 = 7
ranged touch: 1d20 + 13 ⇒ (20) + 13 = 33
laser: 1d4 + 1 ⇒ (1) + 1 = 2
edit, crit confirm and bonus dmg if so
ranged touch: 1d20 + 13 ⇒ (18) + 13 = 31
laser: 1d4 + 1 ⇒ (4) + 1 = 5

GMEDWIN |

Cretien tries to move by the trap while aiming at the bear Acrobatics DC 25 1d20 + 16 ⇒ (15) + 16 = 31 Pass
Cretien hits the bear.
Bear 1 attacks Rognar 1d20 + 7 ⇒ (12) + 7 = 19 hit 1d8 + 5 ⇒ (4) + 5 = 9 grab 1d20 + 16 ⇒ (2) + 16 = 18 success... Rognar is grabbed by the muzzled bear.
Bear 2 double moves.
Rest

Dr. Kortemir Runemace |

Dr. Runemace took one look at the bear and snorted disbelief.
Twisting his cane to expose the cane-pistole trigger, he briefly aimed at the bear grappling Rognar and deftly drew down the trigger until the muzzle exploded in fire and smoke.
sword cane pistol: 1d20 + 10 + 1 - 4 ⇒ (15) + 10 + 1 - 4 = 22 for a possible 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5 damage.

Euphemia 'Femi' Ferka |

Round: 1
Weapon Equipped = Quarterstaff
Crossbow Bolts = 10/10
Conditions = Detect Scrying (24h), Mage Armor (~4/9h), Heroism (1/90m)
Melee: Attack: BAB +4, Str +0 Damage: +0
Ranged: Attack: BAB +4, Dex +1 Damage: +0
Reconnaissance (1/1)
Instant Doorknocker (1/1)
Quick Runner (1/1)
Arcane Reservoir (su): 7/7(max12) (+1 DC or caster level (free), quick study (full), dimensional slide (part of move))
Consume Spells (su): 2/2
Runestone of Power (first) 1/2
Spells (Caster Level 9, Concentration +13, SR +11)
Special: (6/7) Force Missile*
Zero (15): Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Prestidigitation, Read Magic, Spark
First (16): (3/6) Burning Hands*, Feather Fall, Grease, Infernal Healing, Mage Armor, Magic Missile*
Second (17) (5/5) Admonishing Ray*, Glitterdust, Invisibility, Knock, See Invisibility
Third (18) (3/5) Clairvoyance/audience, Fireball*, Haste, Heroism
Fourth (19) (3/4) Ball Lightning*, Detect Scrying, Locate Creature
* +1 DC, +4 Damage
I don’t know where the pit is, but if he can, Femi steps back 5’ and fires just a force missile at the bear, doing his part to help take it down. But it’s a bear, how tough can it be?
Femi takes a pot shot as he steps away carefully. He casts defensively just in case.
Concentration: 1d20 + 13 ⇒ (1) + 13 = 14 vs DC 15
Alas, in his care, his spell fails to do more than fizzle.

*John Lang* |

You mentioned that I was teleported when I fell down. Am I still with the group?