
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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Kahva hums quietly to himself, composing a new tavern song about their dust-up with the Graveknights. Just because me and my friends look like orcs doesn't mean we're not civilized! He glances back at the, well, she's a human, or something, and sighs. It was amusing when she was trying to seduce Trik. And Trumbles. And Ohfok. And the steady stream of stringers they had to pick up to replace Shelly. Things have changed since Shelly was killed. They were still the Shellykins, but now they had to find their own way.
With a human.
"ugh"

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.

Ohfok |

"Being escorted by these beasts reminds me of that one gig we did a few moons back. Isn't that the one where Troq got drunk and slept with the innkeepers wife? Har har har har! If I recall we were escorted out of the city in a similar manner as this. Am i right??"
Ohfok laughs and jokes but keeps a watchful eye on his surroundings during this escort.
"Do you think they could at least carry some of our gear. I mean, whose idea was it anyway to let this female human be our groupy. She can barely lift a thing!" He gives Katarina a wink as they continue on their travels.

Troq |

Troq smirks at Ohfok's banter, thankful someone cut through the solemn march that might go on forever.
"Har har, at least I didn't sleep with her goat!"
Jokes aside, Troq couldn't take his mind off what might possibly await them.

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"I wish that goat were here now to carry me."Kahva turns to watch Katarina walking alongside a Deathknight, "Come here, human, let me ride you!" He nudges Troq's arm, "ride the human, hah har, like I were Ohfok!"

Katarina Lamay |

"Keep staring at me like that Kahva and I'll have your eyes." clearly her least favorite band member.
"I like to be light on my feet. Never know when I'll get bored of you boys and leave you to fend for yourselves" making it hard to tell if she's serious or not.

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Kahva roars with laughter, "she spits like a llama!" He reaches out to put a hand on one of the Deathknight's arms but quickly thinks better of it. "so where are we going now? Do you have any requests? I'm sure we can tame down our usual songs" He begins walking stiffly, rocking back and forth and moaning, "ommmmm,ommm, ommm, ommmmmmm"

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.

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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Kahva watches the other groups move up the ramps, trying to glean any useful information about their opponents. He's particularly impressed by the large raptor, nodding his chin toward it as he leaned in to ask Troq, "where can we get one of those?"
He turns back to look at the yellow-clad machine, "what's your name? Can you play any instruments? We're short a man."
Eyeing the cage, he faces Katarina. He appears to be thinking of some clever retort before shrugging and stepping inside.
K check to ID?
Perception Gnolls: 1d20 + 9 ⇒ (5) + 9 = 14
Perception Humans/Gnolls/Halfling: 1d20 + 9 ⇒ (1) + 9 = 10
Perception Animal House: 1d20 + 9 ⇒ (12) + 9 = 21

Ohfok |

Following in his brother in musical arms Ohfok eyes up the competition before getting set on the kitty cat. Squeeeeeee!" he raises his hands in the air and points to the cat.
"We need a mascot!" he shouts as he points out the cat.
Seeing no one else show any interest he sighs and makes his way onto the cage.
P:gnolls 1d20 + 4 ⇒ (19) + 4 = 23
P:humans/gnolls/halfling 1d20 + 4 ⇒ (9) + 4 = 13
P:Animal House 1d20 + 4 ⇒ (11) + 4 = 15

GM Kiito |
Looking around you aren't able to gleam too much information from the other groups from the distance. The party to the north seems comprised entirely of Gnolls with equipment you'd expect to find on a group entering this place. Next to them is a far more diverse group with humans, a dwarf-like creature, a frog-man as well as a large cat and a large lizard. Right next to your group stands another diverse group with a Gnoll, halfling and human among their ranks. All seems appropriately dressed with various weapons and armor and look even to yourselves.
As Kahva speaks to the Yellow-clad creature it does not respond but merely points towards the cage.
Once we start (by all teams activating their stone) you are allotted questions to your overseer that you may use to clarify items such as this.

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Kahva nods his head to a beat only he can hear and thrusts his hand out, pointing at the other groups in turn. He smiles at the yellow-man. "Ahhh - a dancer! In my town, we call that He's Over There! It's usually right after The Lookout!" He grins and raises his hand to his brow, leaning forward to peer off into the distance. "It's very popular with the young Horcs. That's what they want to be called now. It's short for Half Orcs. Quite clever!" Kahvat carries on for a few minutes as his friends, and Katarina, join him in the cage.

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Kahva looks around as a whole lot of nothing happens. He glares at the yellow man, "are we not good enough already? Do we need to sing a song?" He looks over at the other groups and notices they're all resting a hand on the stone pillar before entering the cage. He stomps back out and grips the top of the pillar, waiting expectantly for a moment before resuming his place.

Ohfok |

"Oh F@ck my bad guys." Ohfok pulls himself out of the cage dragging Troq and the tiny human with him. "c'mon guys, just like Kahva"
Together, Ohfok, Troq, and Katarina all rest their hands on the pillar.

GM Kiito |
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 other follow the same pattern with their overseers climbing on top of the cage and signalling the red cloaked creature.

GM Kiito |
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.
Happening to look up you notice the chain link connecting the cage to the chain is corroded and is going to snap due the stress put on it. If left alone it will surely break.
Kahva: 1d20 + 4 ⇒ (10) + 4 = 14
Katarina: 1d20 + 6 ⇒ (4) + 6 = 10
Ohfok: 1d20 + 3 ⇒ (6) + 3 = 9
Troq: 1d20 + 5 ⇒ (14) + 5 = 19
Perc:
Kahva: 1d20 + 9 ⇒ (15) + 9 = 24
Katarina: 1d20 + 7 ⇒ (4) + 7 = 11
Ohfok: 1d20 + 4 ⇒ (15) + 4 = 19
Troq: 1d20 + 7 ⇒ (4) + 7 = 11
Will:
Kahva: 1d20 + 5 ⇒ (1) + 5 = 6
Katarina: 1d20 + 2 ⇒ (20) + 2 = 22
Ohfok: 1d20 + 3 ⇒ (16) + 3 = 19 (+1 v fear)
Troq: 1d20 + 3 ⇒ (3) + 3 = 6
Reflex:
Kahva: 1d20 + 3 ⇒ (14) + 3 = 17
Katarina: 1d20 + 9 ⇒ (11) + 9 = 20 (+1 v traps)
Ohfok: 1d20 + 7 ⇒ (8) + 7 = 15
Troq: 1d20 + 6 ⇒ (5) + 6 = 11 (+1 v traps)
Fort:
Kahva: 1d20 + 9 ⇒ (1) + 9 = 10
Katarina: 1d20 + 4 ⇒ (18) + 4 = 22
Ohfok: 1d20 + 4 ⇒ (1) + 4 = 5
Troq: 1d20 + 7 ⇒ (13) + 7 = 20
Know: 1d20 + 7 ⇒ (19) + 7 = 26
Drawbacks:
Kahva & Katarina
Warded Against Nature:
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal’s master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
Ohfok & Troq
Condescending:
Effect: You take a –5 penalty on Diplomacy and Intimidate checks to improve other creatures’ attitudes toward you.

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Kahva stands back up and grips the bars, looking up at the chain, "Looks like that's about to snap! Anything you ..."
He trails off before wasting one of their questions. He helps the others stand and leans in to huddle with them, much like before they go on stage. "We have 3 questions. The chain is failing and I think we're about to fall to our death. If anyone has any suggestions, now's the time." He rummages through his pack and removes the silk rope, chuckling nervously as he looks at himself and the others, "this will probably only save the human." Now that they're in the dark, he looks at her openly, sure she can't see him. She's probably more capable than he'd ever give her credit for. No matter, they're stuck together now. "I wonder if we're able to open this cage." He tries to get a look down the shaft to see if he can tell how long they'll have to fall.
Perception cage/lock: 1d20 + 9 ⇒ (5) + 9 = 14
Perception distance to ground: 1d20 + 9 ⇒ (4) + 9 = 13

GM Kiito |
The bars look sturdy but may bend with enough strength and the door may be opened with some finesse.
In the darkness below you seem to be able to just see the bottom at about 50' away.

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.

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Kahva begins to prepare the rope to tie it to the chain, "if someone can bend the bars or pick the lock, we can probably secure this rope to the chain and stop our fall. We're looking at about 50 feet right now." He calls up to the guardian, "Mr. Lemon, I'd hate for you to fall down on top of us since you look like a stout fellow. If you're able to help us get down safely, we will sing songs of your charity across the land."
Standard action - prep rope to be tied to the chain.

Ohfok |

Ohfok looks at kahva "Well I guess you ruined my first question, Mr seriouspants. Fine i'll go along! Mr Overseer, I only have one question for you, but its broken into three parts." He pauses to see if there is any reaction. "Ok fine fine, bunch of lemons over here. I really want to know what we are up against down here. So let me explain my question, which still counts as only one question ok, this is just clarification ok?" Ohfok pauses and looks up at the overseer before continuing. "We are musicians by day, treasure seekers by night! Sure the 3 of us are tough, super tough! But this human girl, have pity on her. she is weak, and tiny, and weak. Is she in any danger of serious injury here?" Ohfok nods as he believes in his heart he only asked one long winded question.
Heeding Kahva's words, he takes to the bars and tries to pull them apart with all his might, but he is too wrapped up in his questioning of the overseer that his hands slip, losing his grip as he smack Troq in the face instead.
Str Check: 1d20 + 3 ⇒ (5) + 3 = 8
"Uhhh troq, why dont you give it a try?"

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 Kiito |
ROUND 2
Ohfok meekly grabs the bars and wiggles it around gently before giving up. His hands perhaps tired from playing with his sticks the night before.
Troq, however, walks up grabs a firm hold of the bars, bending them with ease. They remain in-tact but enough for someone to squeeze through which Kahva quickly does as gets into position to begin work on the chain.
Katrina rummages around in the dark but is able to find her torch and holds it out hoping some kind orc will light it up for her.
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!
R1: Troq,Kahva,Katarina,Ohfok,Spider Swarm
Everyone is within the swarm right now though Kahva's head is above as he's currently squeezing through the bars
1d20 ⇒ 2
As the events unfold around the Guardian slowly responds. "Yes you will come to harm here and very likely die".

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Kahva is focused on the rope and doesn't notice the spiders until they're crawling around him. He curses under his breath and starts a working on a knot to keep them from falling. Unfortunately, he's distracted when one starts climbing up his leg, and he can't seem to secure anything. "Guys! I can't get this thing tied. Keep those spiders off me!"
Worried they're going to die before they even get started, he scrambles on to the top of the cage and looks at the guardian, "I know you want to help us Goldie. Us dying before we even get inside would look bad to your boss, I'm sure. Don't let me stop you!"
K: Engineering: 1d20 + 7 ⇒ (4) + 7 = 11
K: Nature(?) Spiders: 1d20 + 8 ⇒ (5) + 8 = 13
Dex for Ropes: 1d20 + 2 ⇒ (2) + 2 = 4

Ohfok |

"Oh F@ck! Spiders! Katarina, Hurry fix whatever Kahva is spewing about! Troq Take this and to something about these blasted spiders!"
Ohfok lights the torch that Katarina handed him and then gives an alchemist fire from his pocket to Troq

Katarina Lamay |

perception: 1d20 + 7 ⇒ (1) + 7 = 8
Finally able to see,
"ahhhhh, they're all over me!"
Katarina quickly finds where the bars are bent, slides through it, and moves towards the chain.
She pulls out her tools and begins working on it
"C'mon...."
disable device: 1d20 + 15 ⇒ (4) + 15 = 19

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.

GM Kiito |
Round 2 End
Kahva is unable to fix the rope securely with the creepy crawlies all over him. Instead he climbs atop the cage making room for the others to get through which Katrina quickly seizes upon and with her quick fingers is able to secure the chain in a fashion she feels will hold for at least the trip down.
Meanwhile the remaining two orcs try to deal with the swarm of spiders with Troq grabbing a flask of alchemist fire and tossing it into the swarm. Somehow missing the bulk of the spiders as the flask bounces outside the cage before igniting. The fire singes a few spiders as well as himself but otherwise was ineffective as the spiders converged upon to two in the cage biting down.
6 dmg to Ohfok and 7 dmg to Troq.
1d8 ⇒ 4
1d6 ⇒ 6
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 7 ⇒ (7) + 7 = 14

GM Kiito |
Round 3
The elevator continues it's decent. Shaky at times though the chain holds. The elevator filled with spiders, Katrina and Kahva are unable to see their comrades though their screams can be heard indicating signs of life if nothing else.
The Guardian speaks in response to Kahva's remarks "It is your trial, I will not be helping you. Your deaths are your own and have no reflection on me."
Combat R2: Troq,Kahva,Katarina,Ohfok,Spider Swarm

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Kahva raises a thick eyebrow at the guardian, "spoken like a, err, whatever you are, that has never met a bard. Guess we'll need to live to write that song though." As he searches through his pack, he calls down to the others, "Troq, move out from under me!" Once he's heard them move or acknowledge, he drops an alchemist fire through the bars, straight through the swarm of spiders.
Alchemist Fire: 1d20 + 5 ⇒ (12) + 5 = 17
Alchemist Fire Dmg: 1d6 ⇒ 6

GM Kiito |
Kahva lets loose his flask, this one far more effective as it burst right in the center of the swarm engulfing the spiders in flame. As they scatter they only serve to spread the flame until every last spider is burnt to a crisp. What remains are the two half-orcs slightly charred. And the Guardian remains un-moving as the cage continues its decent.
Out of combat. Troq takes 1 pt of dmg
Troq, Katarina, Ohfok still have full round actions to do things

Ohfok |

"What the f@ck?" Ofhok screams out before peering up at the overseer to see if he treats that as a question or not. "Orcs on fire falling in a cage. Sounds like a new song, what do you think guys?" Ohfok jokes before the pain of fire actually sinks in. He reaches into his pack and pulls out the wand he picked up in anticipation of this adventure. "Kahva, can you help us out here?"
Actions to hand over the wand of cure light wounds to Kahva

Katarina Lamay |

Katarina snatches the wand from Kahra.
"Let me give it a try!" She points the wand at Troq and begins casting
use magic device: 1d20 + 9 ⇒ (16) + 9 = 25
Heal Troq: 1d8 + 1 ⇒ (3) + 1 = 4
She's surprised it worked but pretends she knows what she's doing.