
GM ShadowLord |

INTRODUCTION
The trip through the Mindspin Mountains has been an arduous one, but your party is determined to see this thing through (it doesn’t hurt that the pay is obscene). If your crew manages to make it through this thing alive somehow, the riches, titles, and untold glory will have you set for life. The offer of patents of nobility alone has your mind reeling. Thoughts of your future take you away from the inhospitable terrain around you. You never thought you’d say this, but why couldn’t we have stayed in Freedom Town another night?
When your guides told you the route took you through the Bloodsworn Vale, you were sure you misheard him. Having been ambushed no less than six times by brigands and orcs, you’ve now lost five of your initial eight guides. You wonder when the giants will appear and finish the task and end this hellish trek. It doesn't help that you must reach your destination by a certain day and time either; the pace has been grueling these last weeks.
As you wonder why in the heavens you’re marching toward certain death, your hand passes over the crumbled note in your pocket. You've reviewed the rather succinct message from your benefactor a handful of times these last few weeks, wondering how he could simplify your objective so easily. "Get the Fang, get out first, get to the next trial!". Piece of cake, right?
Scoffing, you know it's not as simple as he's written it. For starters, the note should have read "Assemble your best team. Meet your contact in the Brimstone Springs at the southern end of the range of the Mindspin Mountains. Make the deadly and nigh impossible trip through the Bloodsworn Vale up to Hanging Monastery, Sech Nevali. Find some ancient deadly undead warrior guardians of the gauntlet called Graveknights and show them the strange metallic amulet you were given. Hopefully they take you to and let you enter the Gauntlet before murdering you. Somehow traverse some long forgotten dungeon with untold deadly treasures and challenges to retrieve a piece of an all powerful artifact called Saevox's Fang. Oh, right, there are three other groups also entering the dungeon AT THE SAME TIME."
That’s the one that kills you. Three other groups are also vying for a piece of the glory just like you. Something about three ancient trials that need to be completed to take ownership of this artifact known as the Trimerix. Apparently the Thassilonians enjoyed difficult contests before a bunch of rocks fell on their head and killed them all.
Anyway, where were you? Ah right, other parties in the dungeon. While running for your lives, getting and protecting one of the three artifact pieces before the three other treasure hunter groups, also somehow obtain information identifying the time AND location of the second trial! HA! While doing everything above, all that is left is to escape the trial from one of the three exits. Four groups, three exits. Oh, and probably you should add "Stay alive" to the list of objectives.
See, piece of cake.
It's probably best to think of it as "Get the Fang, get out first, get to the next trial" after all.

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Grimdal Othossnev treks through the Vale. Despite the hazardous conditions, fraught beginning, and the terror of the unknown crouched before them, he's unafraid of the journey ahead; he's assembled a good team, and they must succeed. There is no other choice in the matter.
As they trek, Grimdal thinks of a lifetime of tracking down this artifact. From the moment he arrived on the surface, he was tasked with recovering dangerous items; he quickly stumbled onto the Trimerix, and everything he's done since has led to right now, this moment. The conviction within him is sound; has he not prepared his whole life for this?
He glances over to his teammates, hoping they are up to the task. Shan, running with his cat bounding ahead. The man is large, and old war buddy of Grimdal's, and he trusts the man implicitly. Besides, he's seen the power behind that greatsword, and the deadly efficiency of him and Rui- they'll be fine.
Near Shan walks Chirrk. Grimdal doesn't really know Chirrk- he came on as a recommendation from Shan. Of course, the grippli looks pretty fierce, and his animal what is that thing again? seems capable. He has no doubts here.
On the other side of Grimdal, closely holding her pet toy, is the mysterious mage Alyssa. Grimdal just met Alyssa, and he's seen her power firsthand- but there's something off about the girl, not that Grimdal's been able to place it yet. Either way, Grimdal doesn't believe in chance encounters, and her timely arrival couldn't be better; he's certain she has a role to play in all of this.
And so, he turns back to himself. A washed- up merchant who fled the Underdark and spent a lifetime repenting- well, of them all, he's the liability, he feels. Not that he has time to consider this.
When they stop, he brews some liquid courage, and hands a cup of coffee to each of his allies. Why, did you expect something else?

Chirk and Ruue |

Chirk was not expecting a journey of this difficulty, yet he adapted better than he thought he would. After losing almost all the guides, he often wondered, not out aloud, why they didn’t let he and Shan guide the expedition. Might have gone a different way. Might even have saved some lives. Oh well, rich folk. Their coin, they can spend it how they want.
He had to admit, the scenery was fascinating and getting to know Grimdal and Alyssa had proven entertaining as well. He imagined that in another life, Grimdal might have even smiled once or twice. He felt more secure in his relationship with each of them as the days passed into weeks and the weeks turned into months. Ruue, of course, proved to be both helpful and frustrating equally as was his wont. The lizard ate anything he could find when he was hungry and more than once he had to pry somebody’s finger or foot out of that sharp toothed mouth. But when trouble came, the dinosaur was like a flash of fury. Claws and teeth working in beautiful symmetry together. A perfect machine and the perfect companion.
As they made their way closer to their destination, Chirk smiled, knowing challenges lie ahead. He politely declined the coffee from Grimdal, taking a long pull from his full canteen and belched silently through his nose. Scanning the horizon, he wondered how much further it would be until they reached their assignment.

GM ShadowLord |

ARRIVAL AT SECH NEVALI
With only a single guide remaining, you finally arrive at the outskirts of your destination, the Hanging Monastery known as Sech Nevali. You provide payment to the sole remaining guide who makes a hasty retreat back the way you came as you take stock of the amazing sight before your eyes. You did plenty of research before you got here, so fortunately you have some rudimentary knowledge of what this place was.
Sechi Nevali is a vast stone temple complex built upon a very thick metal platform suspended over a mile-deep chasm by three immense chains attached to three nearby mountain peaks. A fourth chain failed centuries ago, making the monastery sway disconcertingly in strong winds. The fortress was built over 10,000 years ago by the Therassic Order, a Thassilonian society of wizard-monks dedicated to a deity of magic known as the Peacock Spirit. Members of the order were protected by a group of mysterious knights, the Order of the Green Feather, that was devoted to the same deity. The god’s followers all perished during Earthfall, leaving details of its faith a mystery and the monastery abandoned for thousands of years.
Your arrival at the base of Sech Nevali is met by a group of terrifying looking heavily armored humanoid creatures. They are clad in a suit of ornate jade-colored full plate armor with eerie green eyes glowing from within their visors. You jump to the logical conclusions that these are the undead Graveknights you had been seeking. These guardians prevent you from passing further and do not respond well to any form of questions or interaction, in fact they are beginning to tire of your repeated attempts to pass and now have drawn their weapons for what surely will be a slaughter.
You decide to try the amulet that you were told was “the key” to getting access to the trial. Holding up the amulet seems to trigger a response from the guardians that causes them to sheathe their weapons and relax their posture. A half dozen of the Graveknights encircle your group and begin to lead you towards a passage carved into the side of the mountain.
The Graveknights escort you along a treacherous twisting and narrow path that leads away from the Hanging Monastery and deeper into the mountainside. You half expect the deadly knights to turn and slaughter your group at any second, but ever since you showed them your amulet they haven’t been outwardly hostile to you. Despite that, shadows veil what lurks within the dark, imposing armor of these figures, their two glowing eyes gazing out from their closed visors.

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The anticipation lining Grimdal's face is obvious, and he follows after the graveknights as if one of them, knowing that this is the moment. His moment, after a lifetime of searching.
Still, it never hurts to take precautions, so he silently whispers to the group. "Heads up, close. Mage in the middle. Chirrk on point. Can your raptor or cat smell anything, men?"

GM ShadowLord |

ENTERING THE COURTYARD
The path gives way to an unlit underground passageway and after hours of nonstop marching through the corridors and endless stairs, you are completely lost. Your few attempts at conversation or to stop for a brief rest have not been well received by your undead hosts and so you continue to press onward, deeper into wherever it is you are.
The Graveknights finally stop before a set of closed marble double doors. Engraved in the floor directly before the doors is a ten foot circular rune covered in ancient markings. A Graveknight points to the member of your party wearing the amulet and then points to the center of the rune shaped circle on the floor. You cautiously step onto the rune and within seconds it begins emit a pulsing light blue light. The heavy marble doors begin to open on their own at a slow, even pace as sunlight streams into the dark corridor from beyond the doors.
Satisfied by whatever ritual you just completed, the Graveknights motion your party forward through the double doors. As you exit the corridor and move into a large square open air courtyard, the sunlight temporarily blinds you as your eyes adjust to the bright light once more. Another corridor directly opposite yours meet in the middle at a wide set of steps that rise up to a H shaped stone platform.
Well maintained hedges line the perimeter of the lush green grass courtyard. Four mechanical crane-like contraptions that hold large metallic ten foot cages with thick, heavy chains sit adjacent to the stone platform. At the each of the four corners of the stone platform where it meets the cage, a three foot tall circular stone pillar glows with a sky blue colored light.
Your party is directed up the platform towards one of the four corners with cages. As you pass through the center of the H, another circular rune flares to life beneath your feet on the stone platform. Three distinct runes sit inside the circle that begins to emit a pulsating, bright blue light. The Graveknights don’t give you time to study the symbols though and push you forward toward one of the corners of the platform. You come to a stop before a small circular stone pillar that is also emitting a faint blue light around the base of the pillar.

Shan Zhen |

He could feel it beginning, deep in his bones - the thrill of the hunt. Not your normal hunt, to be sure, but that just made it all the more exciting. To be seeking after something that the world hadn't seen in ages; not much beat it. Shan looks at Chao, dutifully down by his side, and grins. Are you ready, girl? We must move quickly, when the signal comes. At this, the cat's head shoots up, pale yellow eyes narrowing. She tilts her head to the side. Kill now? These things badwrong. Her gaze snaps over to the Graveknights, and a low growl emerges. Shan smiles, and his hand rests on Chao's flank. Calm, Chao. They are badwrong, but are helping. Hold ready.
The man then looks around at his companions, old and new. He had been thrilled to hear from Grimdal, particularly with an invitation to such an event. He was good people. Chirk and Ruue were welcome additions as well, and he was glad they had agreed to come. Chirk had taken to the ways of the hunt easily and quickly, and Ruue had been a joy to hunt with. He was a little more unsure of the girl, as he was with all new people, but recognized the competence in her if not exactly warmth.
The situation here was an odd one, to be sure. The cages gave him pause. Was that the way into the temple? That didn't make him feel warm and fuzzy - but not much about this whole scenario did. They would just have to take things one step at a time.
Shan looks over at Alyssa, then raises his eyebrows and looks at the various glowy things. "What's your take on all this, Alyssa? Seen anything like it before?"

GM ShadowLord |

4/4 - RULES OF THE GAME
As you wait patiently for something to happen, three other parties follow the same routine as you, each led up to a different corner of the stone platform. One party consist of a hunting party of four gnolls, the second what looks like a band of three half-orcs accompanied by a female human. The third party is a two humans, a gnoll and a female halfling. Finally the last is a smattering of everything, containing a grippli, a duergar, a young human girl, a man of Tian descent, a velociraptor and a large cat. Once all four parties have arrived and are in place, the sounds of heavy footfalls each from each of the two corridors leading to the platform.
Four yellow cloaked, man-shaped creatures stride up to the platform, splitting and turning to each of the four groups. These creatures appear to be part statue and part metallic machine with an exquisitely crafted bastard sword suspended on their backs. They move with practiced precision as they climb the platform and execute exact turns before stopping before each group and turning their back on you to face towards the center of the platform.
Once all four cloaked creatures are in place the sound of heavy steps reveals a fifth creature, this one in a deep red cloak. It moves methodically towards the three glowing blue runes in the center of the platform. After a cursory look at all four parties, it begins to speak in a deep and measured baritone voice. Unsure which language is to be used by such a diverse group, each of you are surprised to hear the voice spoken in your natural tongue.
“Welcome to the twelth running of the Trimerix trials, contestants. Though preordained, long has been the wait for the trial that resume today. Each of the four groups assembled here today will descend into the depths below and face a gauntlet of challenges that are designed to eliminate the unworthy.”
“Sealed below are the two items you have come here to claim. First, the fang of the dragon Saevox, one of the components of the Trimerix. Second, the tome Karazathak, the ancient volume which notates the location, date, time and other requirements for the second trial. Lay claim to one of each of these items and then find the exit from trial. I will be waiting on the other side to greet up to three groups of you who intend to advance to the second trial by meeting the criteria I’ve just outlined.”
The deep voice shifts from a neutral tone to one of caution as he turns to eye each one of the party members. “If you wish to exit the trial, your party must possess one and only one of each of the two items I just mentioned. The ancient rules of the trial must be strictly adhered to and so each of you will be accompanied down into the depths below.” The red cloaked figure spins in a slow circle and identifies each of the yellow cloaked figures before you. “These are your overseers. They will provide initial guidance to help you get started on the trial. Make no mistake however, they are not under your command nor are they present to assist you in completing the trials, that task is yours and yours alone. They are the enforcers of the ancient rules of the trial and will be watching closely.”
“The trial will begin after each of your activation stones have been attuned to your party. Place your hand on the stone pillar as you make your way into your cage. Once all four groups have entered their cage the trial will begin. Good luck to you all.”

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Can I roll a Sense Motive on this? Anytime someone asks Grimdal to get into a cage, there is some obvious suspicion there, though as a player I doubt anything will turn up.
Second question- there's two items. In order to advance, you have to possess one of the two items. Yet, three groups will advance. Am I missing something here?
Grimdal listens to the red- cloaked figure as he speaks. When he finishes, immediate suspicion fills Grimdal's mind. He waits for the others to enter their respective cages and watches to see what happens, before entering himself. He advises the others to do the same.
"Wait," he says silently, and motions towards the other groups as they enter the cages.
Sense Motive: 1d20 + 11 ⇒ (8) + 11 = 19

GM ShadowLord |

You can roll a SM, sure. As for the two items/three groups advance, no you aren't missing something. Once we start you are allotted questions to your overseer that you may use to clarify items such as this.

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Apologies for the terrible formatting. I made the whole post up in perfect format, then forgot to change to Grimdal. So, I copy/pasted the post, deleted it, and put it under the right character, not even thinking it wouldn't copy my formatting. Silly me.

Alyssa Trick |

Silent the entire way, Alyssa finally spoke, as if ready to finally speak. She carried herself, and used the tone of, an older lady fed up with youngsters, despite her younger voice betraying her physical age.
"I've been mentally preparing myself for this, so you'll pardon my silence to now, but why are we waiting?"
With a sigh, she put her hands on her hips as she waited. She was wearing the white and blue child's dress underneath her usual black cloak, and over her usual black undergarments she called attire. Modesty was needed for the sake of the children present, as much as she disdained wearing clothes made for those younger than she was.
The stuffed Rust Monster she had with her hung silently from a hook on her backpack. Mr. Squib somehow seemed brand new, despite the many adventures he had been on. Well-loved as he was, he never seemed to dirty or fade. Could he actually be a living being, as Alyssa spoke to him? Or was he a simple stuffed aberration, fit for a child to play with as a fun activity? The vacant and happy gaze he offered with the silence betrayed nothing useful to answer either question.
Alyssa walked forward and touched the stone pillar as she entered the cage. What she said next was spoken in a total change of tone and personality, resembling a kid with too much power at their command.
"We should just go already, big brother! Mr. Squib is eagerly anticipating the accrual of powerful artifacts, and we cannot lose out to the other groups! Mr. Squib says the artifacts are super powerful and will make me the most powerful ever! So I want the artifacts!"
Clearly apparently done so more to antagonize Grimdal than anything, perhaps she was just getting in character for the fact that once inside, she'd be hiding her true nature from anyone not part of the group. It was hard to tell for sure.
Mr. Squib remained as stoic as ever. Was he truly unfeeling? Was he something more? It was impossible to tell, yet Alyssa spoke of him as though he was more than a plush toy. Who was really in control of the actual power Alyssa held?

GM ShadowLord |

It seems Grimdal is not alone is his trepidation as several others tentatively pause to see what happens when some enter the cages. The human on the platform to the south seems to be looking at his group, debating whether to move ahead or not.
Only the party of gnolls seems unaffected as two of their members laugh at some comment about eating and look to the sole gnoll in the party to the south before placing their paws on the stone and casually strolling into their cage.

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Grimdal observes the other groups, noting that he's not the only one expressing caution. Unfortunately, Alyssa's movement removes the stern precision the group had previously expressed. He grunts, and waves the rest ahead. "Go."
He then cautiously places his hand upon the pillar, and steps into the cage. He keeps his face unreadable, but he knows the others will be watching. This is a time to observe, and see what happens.

GM ShadowLord |

The half-orcs in the group to the southwest seem to be laughing and having a general cheerful time about themselves, expressing none of the concern of the others. One of them takes note of Shan's leopard Ruue and throws his hands in the air exclaiming loudly, "Squeeeeeee!" He then points to the cat and shouts over to you "We need a mascot!"

Shan Zhen |

Shan shakes his head and chuckles before yelling back "Cat's too fierce for you, I think! I'll keep an eye out for a nice bunny for you though!" Laughing to himself, he enters the cage with the others, Chao sticking close to his side.

Chirk and Ruue |

Chirk and Ruue step into the cage last, ignoring both the gnolls and the comments of the half orcs. "Well, its time to see what we are worth." he thought as he looked down with care below. "Such an odd place to find oneself, I think. I am ready."

GM ShadowLord |

In the southwest corner of the platform, the half-orc party continues to shown signs of frivolity in their approach to the trial. Apparently half of the group entered the cage without touching the stone as instructed. After a quick reprimand by the overseer, they quickly exit the cage and touch the stone before dashing back inside. The female human appears to attempt to kick the stone, but misses terribly and falls to the ground on the platform. A half-orc quickly reaches out and grabs her, pulling her back inside the cage.
Once all of your party has attuned to the stone and entered entered the cage, your overseer walks over to the door, closes it and then locks it. After locking it, the heavy metallic creature begins to climb up to the top of your cage. As he climbs you take note that even though he is roughly the size of a large human, he must weight three to four times it!
It finishes climbing to the top of your cage and stands astride it, looking down at your group. Satisfied by whatever it sees, it clutches the heavy chain in its left hand that connects your cage to the mechanical winch above. Holding tight it nods once to the red cloaked figure in what you assume is a signal that you are ready to proceed.
Looking around the platform you see the gnolls to the northwest and the half-orc party to the southwest follow the same pattern with their overseers climbing on top of the cage and signalling the red cloaked creature.
We have a slight delay, one of the party members of Team 4 backed out this morning. We'd really like to have all parties whole before we begin, so we'll pause briefly to ensure that happens. We believe we've identified a replacement and hope to have that wrapped up imminently. As soon as that's ready we'll kick it off.

GM ShadowLord |

ROUND 1
*****
In order to keep pacing equal among all teams, the entire game will take place during Tactical Combat/Initiative rounds. The current round will always be the same for all players and is used to keep all four teams synchronized.
The game will advance to the next round in one of two ways:
1) The round advances no later than every 48 hours (2 days) from the start of the previous round IF all players from all teams have completed their actions for the current round. If all players from all teams have completed their action for the round the game can advance sooner than 48 hours.
2) If a player hasn't completed their actions within 48 hours, a single 24 hour extension will be added to the current round. During extended round time, any player of the party whose character's actions are missing may submit actions for the missing character in their party for that round. Only 1 extension period of 24 hours will occur per round and no round will take longer than 72 hours to progress (unless the GM's announce it so for some special reason).
Initiative is rolled for all players each time your party enters a new location. Those initiative values will be used if your party encounters a new combat encounter in that location. If a combat encounter is already underway when your party arrives, your initiatives will be inserted into the existing initiative as new monsters joining combat normally would. If the game advances a round without before all actions have been submitted, those characters with missing actions will automatically be placed in delay and can come out of delay at any point in the next round.
Whenever your party is not engaged in combat, you are free to post your actions for the round in any order you wish. This is done to allow maximum flexibility through the play by post format. The GM will interpret your actions to take place when you post them unless you explicitly state you are doing it after another member of your party does something.
*****
Once all four overseers have locked their cages and followed this process, the red robed creature walks to the center blue runed circle and takes his bastard sword from his back. With both hands he plunges his sword into the center of the circle while exclaiming a sharp command.
The world above disappears in a blink of an eye as the steel trap doors on the ground below you groan and suddenly swing open, sending your cage plummeting into the darkness below at high speed. The iron prison you are contained in descends at an alarming pace as it gains momentum during freefall in complete darkness.
Above you the deafening clang of the chain unfurling from its spool begins to fade away as the whooshing of accelerated air of your descent takes its place. After a few seconds of this, you aren't quite sure how far you have fallen and you begin to worry that your rate of descent is going to cause serious injury to your party at the bottom of whatever this is if this keeps up.
Sounds of the chain creaking and groaning are equally met with shudders and strain as a sudden jolt throws everyone to the floor of the cage when the slack runs out the chain and it suddenly goes taught. The chain screams loudly in protest, instantly stopping your descent as your cage bounces and spins back and forth between what sounds like a stone enclosure of some kind outside of the cage.
Two loud metallic clangs ring out from the surface, echoing down the shaft. Looking up the shaft past your overseer, you see the daylight disappear as the metal doors above are sealed and closed once more. Light: It’s completely dark now. Everyone without darkvision cannot see. The map has been updated.
Still standing on top of the cage, your overseer shakes your chain twice and then it shudders to life, resuming its descent at a controlled and measured pace this time. He looks down at you and states “I will now answer three questions.”
You may now ask your overseer up to three questions. You can ask each ask a question in a single round or can space it out over multiple rounds, but he will only answer one question per round.
[spoiler=Shan]The sounds that the chain is making are more than just natural straining sounds. You can't see it, but you're fairly positive that the chain has suffered too much stress from the fall and it's going to shear off and break very soon.
PERCEPTION
Perception Alyssa: 1d20 + 2 ⇒ (7) + 2 = 9
Perception Chirk: 1d20 + 10 ⇒ (4) + 10 = 14 Darkvision 60'
Perception Shan: 1d20 + 8 ⇒ (20) + 8 = 28
Perception Grimdal: 1d20 + 11 ⇒ (16) + 11 = 27
Perception Ruue: 1d20 + 6 ⇒ (15) + 6 = 21 Low-light vision, scent
Perception Chao: 1d20 + 7 ⇒ (17) + 7 = 24 Low-light vision, scent
Perception 7: 1d20 + 0 ⇒ (10) + 0 = 10
INITIATIVE
Init Alyssa: 1d20 + 0 ⇒ (11) + 0 = 11 Speed 30'
Init Chirk: 1d20 + 5 ⇒ (2) + 5 = 7 Speed 30', Climb 20'
Init Shan: 1d20 + 1 ⇒ (14) + 1 = 15 Speed 30'
Init Grimdal: 1d20 + 5 ⇒ (10) + 5 = 15 Speed 20'
Init Ruue: 1d20 + 4 ⇒ (2) + 4 = 6 Speed 60'
Init Chao: 1d20 + 1 ⇒ (8) + 1 = 9 Speed 50'
Init Baddie 1: 1d20 + 0 ⇒ (5) + 0 = 5
Init Baddie 2: 1d20 + 0 ⇒ (9) + 0 = 9
Init Baddie 3: 1d20 + 0 ⇒ (3) + 0 = 3
Init Baddie 4: 1d20 + 0 ⇒ (18) + 0 = 18
WILL SAVES
Will Alyssa: 1d20 + 5 ⇒ (7) + 5 = 12 -2 vs. Charm or Compulsion effects if there's a promise of wealth or power
Will Chirk: 1d20 + 4 ⇒ (16) + 4 = 20
Will Shan: 1d20 + 2 ⇒ (12) + 2 = 14
Will Grimdal: 1d20 + 8 ⇒ (3) + 8 = 11
Will Ruue: 1d20 + 2 ⇒ (5) + 2 = 7
Will Chao: 1d20 + 2 ⇒ (14) + 2 = 16
Will 7: 1d20 + 0 ⇒ (15) + 0 = 15
FORT SAVES
Fort Alyssa: 1d20 + 3 ⇒ (16) + 3 = 19
Fort Chirk: 1d20 + 6 ⇒ (17) + 6 = 23
Fort Shan: 1d20 + 6 ⇒ (20) + 6 = 26
Fort Grimdal: 1d20 + 8 ⇒ (4) + 8 = 12
Fort Ruue: 1d20 + 8 ⇒ (14) + 8 = 22
Fort Chao: 1d20 + 6 ⇒ (7) + 6 = 13
Reflex 7: 1d20 + 0 ⇒ (8) + 0 = 8
REFLEX SAVES
Reflex Alyssa: 1d20 + 1 ⇒ (17) + 1 = 18
Reflex Chirk: 1d20 + 8 ⇒ (19) + 8 = 27
Reflex Shan: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex Grimdal: 1d20 + 3 ⇒ (4) + 3 = 7
Reflex Ruue: 1d20 + 8 ⇒ (19) + 8 = 27
Reflex Chao: 1d20 + 11 ⇒ (19) + 11 = 30
Reflex 7: 1d20 + 0 ⇒ (16) + 0 = 16
Drawbacks:
Chirk - Secret shame: You take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).
Alyssa - Power-Hungry: Alyssa's thirst for power gives her a penalty of -2 on Will saves if the effect's creator promises wealth or power.
Grimdal - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Shan - Scarred: You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

Shan Zhen |

Shan glances up nervously, but keeps his calm about him. He retrieves a wand from his pack (move action, retrieve wand of longstrider) and casts it on himself (standard action). He holds out the wand to Chirk, and then asks a question of the overseer. "The link holding the cage to the chain appears to have been damaged in the fall - can you do anything to stop it from breaking?"

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Grimdal, also hearing the noise of the chain that Shan has, reaches into his pack and grabs a grappling hook, with rope attached. move action
He holds it up, and whispers to the group silently "If worst comes to worst, Shan, do you think you can bend the bars enough for us to squeeze through? At the very least, we'd be able to hang until we thought of a better plan."
Ranged Attack: 1d20 + 4 ⇒ (13) + 4 = 17
He awaits the overseer's response to Shan's question, as that situation obviously deserves priority. When there is time to ask another question, Grimdal will ask of it "There are two items- the fang, and the tome. Yet, three of the groups will advance to the next stage, but only if they possess one of the above items. Will you explain what the criteria is for advancement if one does not possess the fang or the tome?"

GM ShadowLord |

The overseer moves his gaze from the party below to the chain he's holding. No emotion is displayed from the creature while it analyzes the chain for a second before responding. "It is feasible that I could correct the damage and prevent the cage from falling, yes. I am not permitted to participate to assist you however, these trials are yours to face. I am only here as an observer."
Looking back down at the party at large the overseer states "I will now answer two additional questions."I'll take Grimdal's question in queue and he'll answer it at the start of round 2 if he still wishes to ask it then.
Examining the bars reveals that this cage's best years are behind it, clearly eroded and rusted by weather over the years. A decent strength check could be used to bend the bars enough to allow passage of a medium creature.

Chirk and Ruue |

As the cage plummets, Chirk and Ruue are thrown about like ragdolls. Once the descent is thankfully slowed, Chirk helps Ruue back to his feet and curses the overseer under his breath. "The sooner we can get away from this..thing..the better." he thinks to himself. His attitude recovers remarkably quickly however and he smiles wide as he now knows that the competition is actually starting.
"I'll leave the final question to you, Alyssa." he says. He will then strain at the bars to see if he can get them to bend enough for someone to get through.
Strength check: 1d20 + 3 ⇒ (17) + 3 = 20
He then grabs the wand from Shan and prepares to use it as soon as he can. "Sounds like we need to move quickly."

GM ShadowLord |

The bars groan and creak as Chirk stretches to parallel bars apart. He isn't strong enough to break the bars, but he successfully bends them enough to create an area large enough for medium creatures to squeeze through.
Grimdal pokes his head out of the hole and looks down to see if he can identify how far you are from the ground. A rough estimate is that you are approximately 50' off the ground, give or take 10'.

Alyssa Trick |

"I have no questions. I just want to get to the artifact. We should abandon the cage however, Mr. Squib thinks it will take a fall soon."
Alyssa seemed to consider the circumstances. She knew she was fine, but the others would be in trouble.
"Focus on finding a way down. I'll get myself to the bottom, so do not concern yourselves with me on the matter."

GM ShadowLord |

[REMINDER] We are now nearly halfway through Round 1. It began Sunday 04/22/18 @ 2:30 PM EST and will end Tuesday 04/24/18 @ 2:30 PM EST. Round 2 begins immediately when Round 1 ends if all players from all teams have completed their actions that round. If any player has not completed their actions, a single 24 hour extension period will be granted.

Shan Zhen |

"I have talismans, three of them," Shan says, glancing between Grimdal and Chirk, "that should allow us to get to the ground safely, if Alyssa has her own means of getting there."

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Grimdal nods. "Do it. Whatever is necessary," he tells Shan.
He gives Alyssa an appraising look, before stating again "She'll be just fine."

Alyssa Trick |

"Yes. I am more than capable of self care. I should be taking care of you guys in truth! Anyway, let's go when we are ready."
Alyssa takes no actions this round.

GM ShadowLord |

Team 1 and Team 4 still have actions remaining for the current round. We are entering the 24 hour extension period for round one. During this time any player from Teams 1 and 4 may submit actions for characters that not yet submitted actions for this round. Round 1 will end either when all actions have been submitted for all missing characters or 24 hours from now at Wednesday 4/25 2:30 PM EST, whichever comes first.

GM ShadowLord |

ROUND 2
The cage continues to descend at a measured pace, the sound of your voices barely audible over the clank, clank, clank, clank, clank of the chain echoing down the shaft. In addition to the sounds of the cage descending, the unnatural metallic groan from the chain above grows louder as the apparent failure of the link that couples the chain to the cage becomes evident to everyone. The cage’s even-paced descent is momentarily interrupted when the several other chain links crack open, causing the cage suddenly to lurch several feet unexpectedly before catching once again.
As the cage descends, it passes through what appears to be a series of overlapping webbing. The webbing wraps over the bars of the cage in numerous places as the cage passes through it. The light colored web begins to turn darken and shift in the shadows. Squinting to get a closer look, you are alarmed when you realize that the shifting shadows are actually are hundreds if not thousands of diminutive spiders flooding into cage all around you! In no time at all the spiders are crawling on the bars, on the webbing and all over the solid metallic floor of the cage.
We’re now in our first combat encounter! Map updated.
R1: Grimdal, Shan, Alyssa, Chirk, Spiders, Spider Swarm

GM ShadowLord |

Grimdal will ask of it "There are two items- the fang, and the tome. Yet, three of the groups will advance to the next stage, but only if they possess one of the above items. Will you explain what the criteria is for advancement if one does not possess the fang or the tome?"
As the spider pour into the cage and begin to swarm over the party, the overseer looks down at your team without expressing much concern. He continues to grasp the chain in his left hand and responds in a slow and methodical deep voice. "There are three copies of each of the two items, six in total. The criteria for advancement is that your group must possess one each of the tome and the fang. Advancement to the next trial will not be permitted if you do not possess both of the items."
"I will answer one final question."
Players who names are bold in the above init order may act now (which is all of you). There is no need to wait to post in order unless you feel the need to wait for someone elses action.

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Perception: 1d20 + 11 ⇒ (13) + 11 = 24
Grimdal takes the token, and with a quick look at his companions, also takes a jump out.
He curses as Chirrk falls to the ground below, with the cage still overhead, and yells. "Roll! Roll away from the cage! It's coming down now!"
He does a quick roll away as he falls.
Acrobatics: 1d20 - 4 ⇒ (17) - 4 = 13

GM ShadowLord |

[REMINDER] We are now nearly halfway through Round 2. It began Wednesday 04/25/18 @ 9:30 AM EST and will end Friday 04/27/18 @ 9:30 AM EST. The next round begins immediately when this round ends if all players from all teams have completed their actions that round. If any player has not completed their actions, a single 24 hour extension period will be granted to this round.

Shan Zhen |

Gah! Spiders! Time to go!
After hurredly handing off one of the feather fall talismans to Chirk, and making sure Grimdal had taken his as well, Shan quickly picks up Chao and jumps out of the cage.
Once they reach the bottom, he drops Chao, who gives Shan an annoyed look. Could have jumped that! the cat thinks to Shan, before looking around quickly and finding a safe place, out from underneath the cage.
As the cat makes his way to safety, Shan quickly moves to keep up with him. Using an immediate action to move, as per Stick Together, ending adjacent to Chao. I will be staggered next round.

Alyssa Trick |

Alyssa sighs and follows the rest of the group in jumping out of the cage. Once she landed at the bottom, she'd quickly run to the others.
"Spiders... I like them, but in moderation."
Alyssa takes two move actions total; one to jump, the other once she is at the bottom.

GM ShadowLord |

ROUND 3
The metallic chains supporting the swaying cage above protest one final time before several links snap and releasing it below. The cage quickly plummets the remaining thirty feet to the stone floor below before crashing to the ground in a loud cacophony that echoes up the elevator shaft.
The spider swarm seems to have been squashed in the fall, only one or two of the creepy crawlies scurrying to find over. Out of combat.
The overseer drops from above, landing in a crouch near the elevator wreckage. Standing, it moves over and stands in the corner and continues to observe you.
The wreckage of the elevator is scattered among the stone floor of this large rectangular room. Two metallic doors lead from the room on opposite sides, each with a metal plaque above it with words etched in an ancient tongue. Beside each door is a circular pillar with a light blue glow emanating from it, what the overseer called an activation stone. Four wooden doors line the back wall of the room.
A five foot circular golden platform shimmers from the light of two lit braziers which flank it. A brass etched plate is located on the wall behind the platform and another three foot high circular stone pillar emitting a soft blue light sits in front of the circular platform, similar to the one that you used in the courtyard above.
You can help decipher the purpose of the golden platform with a Spellcraft, UMD or K:Arcana check. Each successful check from the three types will grant a specific piece of information, with up to three pieces of information being provided when all three categories have been met successfully.
Easy is the way to fewer gains
The more difficult the challenge, the faster the pace, the better the reward
Recovery
Spider Falling Damage: 3d6 ⇒ (4, 3, 5) = 12
PERCEPTION
Perception Alyssa: 1d20 + 2 ⇒ (11) + 2 = 13
Perception Chirk: 1d20 + 10 ⇒ (18) + 10 = 28 Darkvision 60'
Perception Shan: 1d20 + 8 ⇒ (3) + 8 = 11
Perception Grimdal: 1d20 + 11 ⇒ (16) + 11 = 27
Perception Ruue: 1d20 + 6 ⇒ (9) + 6 = 15 Low-light vision, scent
Perception Chao: 1d20 + 7 ⇒ (7) + 7 = 14 Low-light vision, scent
Perception 7: 1d20 + 0 ⇒ (18) + 0 = 18
INITIATIVE
Init Alyssa: 1d20 + 0 ⇒ (1) + 0 = 1 Speed 30'
Init Chirk: 1d20 + 5 ⇒ (2) + 5 = 7 Speed 30', Climb 20'
Init Shan: 1d20 + 1 ⇒ (13) + 1 = 14 Speed 30'
Init Grimdal: 1d20 + 5 ⇒ (7) + 5 = 12 Speed 20'
Init Ruue: 1d20 + 4 ⇒ (10) + 4 = 14 Speed 60'
Init Chao: 1d20 + 1 ⇒ (14) + 1 = 15 Speed 50'
Init Baddie 1: 1d20 + 0 ⇒ (12) + 0 = 12
Init Baddie 2: 1d20 + 0 ⇒ (12) + 0 = 12
Init Baddie 3: 1d20 + 0 ⇒ (15) + 0 = 15
Init Baddie 4: 1d20 + 0 ⇒ (6) + 0 = 6
WILL SAVES
Will Alyssa: 1d20 + 5 ⇒ (9) + 5 = 14 -2 vs. Charm or Compulsion effects if there's a promise of wealth or power
Will Chirk: 1d20 + 4 ⇒ (16) + 4 = 20
Will Shan: 1d20 + 2 ⇒ (12) + 2 = 14
Will Grimdal: 1d20 + 8 ⇒ (15) + 8 = 23
Will Ruue: 1d20 + 2 ⇒ (13) + 2 = 15
Will Chao: 1d20 + 2 ⇒ (4) + 2 = 6
Will 7: 1d20 + 0 ⇒ (9) + 0 = 9
FORT SAVES
Fort Alyssa: 1d20 + 3 ⇒ (13) + 3 = 16
Fort Chirk: 1d20 + 6 ⇒ (12) + 6 = 18
Fort Shan: 1d20 + 6 ⇒ (4) + 6 = 10
Fort Grimdal: 1d20 + 8 ⇒ (18) + 8 = 26
Fort Ruue: 1d20 + 8 ⇒ (7) + 8 = 15
Fort Chao: 1d20 + 6 ⇒ (1) + 6 = 7
Reflex 7: 1d20 + 0 ⇒ (15) + 0 = 15
REFLEX SAVES
Reflex Alyssa: 1d20 + 1 ⇒ (18) + 1 = 19
Reflex Chirk: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex Shan: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex Grimdal: 1d20 + 3 ⇒ (1) + 3 = 4
Reflex Ruue: 1d20 + 8 ⇒ (5) + 8 = 13
Reflex Chao: 1d20 + 11 ⇒ (4) + 11 = 15
Reflex 7: 1d20 + 0 ⇒ (19) + 0 = 19
Drawbacks:
Chirk - Secret shame: You take a –1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).
Alyssa - Power-Hungry: Alyssa's thirst for power gives her a penalty of -2 on Will saves if the effect's creator promises wealth or power.
Grimdal - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
Shan - Scarred: You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.

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Knowledge Arcana: 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
Grimdal quickly translates each of the metal plates above the doors, before taking a look at the golden platform above. He studies it, somehow drawn to the structure, fascinated.

GM ShadowLord |

Grimdal recognizes this device as an ancient Thassilonian artifact known as a restoration platform. These magical devices restore exhausted resources to whoever uses it.
Spellcraft: Restore 1 exhausted/spent spell OR cast Raise Dead on a deceased party member.
K:Arcana: Restore 1 exhausted Class/Special ability OR remove 1 negative affliction (Poison/Disease).
[ooc]UMD: TBD

Chirk and Ruue |

Chirk moves around the room, searching quickly for anything hidden or that may not be readily apparent. Ruue sniffs around as well, trying to pick up any new scents. Once those actions are completed, both will wait for someone to open the door. Chirk has his great sword out.
Chirk Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Ruue Perception: 1d20 + 6 ⇒ (11) + 6 = 17

GM ShadowLord |

There are six doors. Four wooden on the back wall and one metallic on each side. There are text or symbols on 5/6 of the doors. The two on the sides have activation stones next to them.
Neither Chirk or Ruue pick up any scents, apparently this room has been empty for some time now. The obvious items in the room are the Overseer, the restoration platform, three activation stones, braziers, four wooden doors, two stone doors and wrangled mess of a cage.
The metallic doors each have a plate with text written above them. One wooden door has a triangle carved into it, another a diamond, the third is blank and the fourth has hastily scrawled Thassilonian that reads DO NOT OPEN!.

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Grimdal looks to the group, and points towards the 2nd metal door. "Door No. 2. Fastest way to the artifacts, but more challenging. First door is less challenging, but slower."
He pauses, before looking around. "It might be beneficial to take the first path. We only need to come in 3rd. However," and he shrugs again, "is less fun."