
Tom Marlow |

Long story short, my pirate players, while in Absalom on an unrelated quest, have all decided to try the test of the starstone. Consequences be damned!
So does anyone have any advice for a group test/dungeons idea?
I was thinking individual tests, but scheduling would not work out. So they well be doing it as a group, right now they are trying to find unique ways to cross the pit.

PossibleCabbage |

Realistically they should die. Almost everyone who takes the test does. Are your players prepared to fail in this? Since they absolutely 100% should.
Even if they were to succeed, are you prepared to continue the campaign with characters that are literal gods? It seems like that sort of thing is going to need a different ruleset.
But either way, they lose their characters I figure.

Tom Marlow |

Realistically they should die. Almost everyone who takes the test does. Are your players prepared to fail in this? Since they absolutely 100% should.
Even if they were to succeed, are you prepared to continue the campaign with characters that are literal gods? It seems like that sort of thing is going to need a different ruleset.
But either way, they lose their characters I figure.
I was going by the new mythic rules, where if you complete it then you get one mythic tier.
I have also read in the fluff that there are stories of people bailing half way through with great treasure. I am thinking that is the route they will take, but they are all ready to die.

PossibleCabbage |

Oh, if you just want them to get a mythic tier and some loot that's doable if you signpost *heavily* that "you can take your winnings and go home, continuing onwards is certain doom and are prepared to back that up.
Probably part of the test is "turn down fabulous wealth and great power in pursuit of the chance for even more power." Picking the fail state there isn't so bad.

Tom Marlow |

Oh, if you just want them to get a mythic tier and some loot that's doable if you signpost *heavily* that "you can take your winnings and go home, continuing onwards is certain doom and are prepared to back that up.
Probably part of the test is "turn down fabulous wealth and great power in pursuit of the chance for even more power." Picking the fail state there isn't so bad.
There will be an out, but just great wealth. No mythic tier for not completing the test. Yet they would live.
Any Dungeon ideas?

Warped Savant |

I found a good write up a couple of years ago... I don't have the original source but it is:
The Setup - Once you enter the cathedral you see only the stone in the center of the room. As you draw closer you are sucked into it. You awake in an empty room with a single humanoid of your race and class, but 1 level lower (with NPC wealth). They explain that they are to be your guide.
Virtues of Self Efficacy (meta challenges, all are passed simply by completing the trials)
Test of Courage - Although individual tests in the trial can be failed, overall failure of the trials usually results in a death from which you can never be brought back to life.
Test of Patience - The trials are incredibly long (will likely take several sessions to finish)
Test of Perseverance - The trials consist of dozens of tests and even those who ascend to godhood will not pass them all.
The Virtues of Ability (skill based, no magic allowed, must pass at least 1, maybe 2 GMs discretion)
Test of Might - You are required to swim across a large turbulent body of water, and climb up a steep cliff (100ft each??). Once there you must topple a large boulder off the cliff. The DC for both the swim and climb checks are 25. Failing a swim check results in you sinking 10ft, passing the check allows you to advance 10ft across the channel or swim 10ft up towards the surface. A character has to hold their breath while underwater or drown. A successful climb check allows you to climb up 10 ft of the cliff. If a check climbing the cliff is failed you fall taking 1d6 of fall damage for each success they made previously and then restart climbing.
Test of Agility - You are immediately seized by a sentry of the cathedral and tied up. You then have to escape your bindings (DC 35 escape artist), unlock the door (DC 30 disable device, Can either take 10 or make 1 attempt, failed attempt results in being caught), sneak past the guard (DC 30 stealth), and then make a dash for the next room jumping over obstacles in your way (2 consecutive DC 25 acrobatics checks). While running away you find yourself on loose ground and must make a DC 23 reflex save to avoid falling.
Test of Resilience - The room has a single large chalice filled with a strange liquid. Drinking the liquid poisons you. The poison deals 1d3 of con damage for 10 rounds. It requires 3 saves at a DC of 20. If you survive the poison you pass and are able to magically pass through the wall into the next room.
Tests of Knowledge - You are asked a series of questions to gauge the depth of your studies of the universe. Roll a knowledge check for each skill in which you are trained. The total of all these checks must be at least 275.
Test of Awareness - A lone street performer stands in the room. A small table with three cups is in front of him. He shows you a single red marble and puts it under one of the cups. He then proceeds to shuffle the cups at incredible speed. You must make a DC 23 will save to avoid becoming mesmerized. (roll Perception to follow the marble). He then asks you if it is under the middle cup (roll sense motive). If either your perception or sense motive rolls were a 36 or higher you know the marble is in the cup. If you failed booth the checks you are wrong no matter what you guess.
Test of Intuition - The room has three figures sitting around a table. They are clearly dressed as a soldier, a noble, and a prisoner. The three of them have bored with each other as company and wish to talk to you. The Prisoner asks to play a round of the liars game. You must tell him something about yourself and he must guess if it is true (DC 30 Bluff). After satisfying the criminal the noble asks to discuss philosophy with you. He asks you what you believe most about life and why (DC 30 diplomacy). The soldier says that he would like to fight you, as it has been too long since he had any good training. (either fight a L20 fighter or DC 30 Intimidate) If the soldier kills you and you have not passed any of the other tests yet you are permanently dead. Killing the soldier instead of passing the the intimidation check does not count as passing the test..
The Virtues of Philosophy (Determines Law/Chaos alignment if you ascend. Must pass both tests)
Test of Restraint/Impulsiveness - You come enter a room with a large pile of magical gear worth approximately 100000 gp. Your guide explains that if you take the gear nothing bad will happen, but he recommends that you do not take the gear. If you leave the gear you pass the Test of Restraint (Law). If you take the gear against his suggestions you pass the Test of Impulsiveness (Chaos).
Test of Consistency/Flexibility - This test is different for everyone who passes through. It pits the characters habits and internal set of rules against something that would be beneficial for them long term. The test itself is largely up to the GM's discretion, however it should interact with the Good/Evil access as little as possible. If you stand by your personal code you pass the Test of Consistency (Law). If you break your moral code you pass the Test of Flexibility (chaos).
The Virtues of Morality (Determines Good/Evil alignment if you ascend. Must pass both tests)
Test of Compassion/Selfishness - You come across another adventurer injured in the next room, their guide dead besides them. They explain that they have just been beaten in combat and their gear stolen. At this point it is too late for them to pass the trials, but if they get their gear back they may be able to escape with their life. They detail several incredibly powerful pieces of gear that they have had stolen and ask you to venture into the next room and retrieve them. In the next room you face a CR 18 encounter and find gear worth 300000 gp. If you return this gear to the adventurer you complete the merciful test (good). If you keep it you complete the selfish test (Evil). Doing some combination of the two counts as a neutral act, and still counts as passing the test.
Test of Forgiveness/Ruthlessness - When you decide what to do with the gear your guide confronts you, insisting that you should do the opposite. (either that you should help them, or that you cannot interfere with the trials). If you back down you fail the test immediately, but do not necessarily die. If you stand by your decision the your guide fights you. If your guide kills you you are permanently dead. Before you defeat the guide he shouts "I yield, I yield". If you spare him you pass the merciful test (Good). If you kill him you pass the Ruthless test (Evil). Any combination of the two and you pass the test with a neutral result. If the sentry lives he immediately runs away leaving you to complete the trials alone.
Virtues of Excellence (single test of your greatest strength, must pass)
Test of Greatness - Like the Test of Consistency/Flexibility this test will be different for everyone. It is designed to test the limits of your greatest strength. The test is designed so that the only way to succeed is through the excessive use of your greatest ability. A wizard may have to creatively use their utility spells to what would normally be game breaking effect. A barbarian may have to fight a dozen of the greatest warriors at the same time. A swashbuckler may have to fight in a duel. A paladin may need to protect a half dozen commoners from hordes of evil enemies. Whatever the test is this is what you would become known for and would be a central part of your godhood.
Virtues of Actualization (The final real test. If the player passes they become a god. If a character has failed too many tests to ascend, but managed to survive to this point they are ejected now with 500000+ gold.)
You come upon two doors. The larger is particularly sturdy looking and large enough to accommodate any creature. The smaller is a simple wooden door. Between the two is a large armored sentry who explains that the larger door leads to the end of the trials and its final test, while the smaller door provides those who survived the trials, but are not great enough to become a god one last chance to turn back. If you passed the Test of Compassion the same adventurer you helped earlier is sitting outside the smaller door. He thanks you for your help which has allowed him to survive the trials, but due to his failures he is barred entry from the larger door. To thank you for your help he gives you all of the gear that you returned to him earlier as well as an additional 50000 gp in gear. If you passed the Test of Restraint the sentry gives you a sturdy wooden box filled with 150000 gp in gear and thanks you for leaving the gear in the beginning.
If the player goes through the small door they return to the world with any additional gear they acquired in the trials. If they go through the large door they begin the final test.
Test of Completion - Through the large door is nothing but darkness. Then you hear a voice. "Like you, many have begun the trials of the Starstone. Yet few have come this far." You see the darkness begin to fade and the ground begins to expand beneath your feat. It grows in all directions forming a plane of existence representative of your character. "What you see now is the multiverse bending to make a place for you. You are no mere mortal... but not yet a god." A figure fades into existence in front of you, clearly the possessor of the voice (it's form is dependent on your alignment from the moral and philosophical tests. LG -> Advanced Star Archon, NG -> Draconal Agathion, CG -> Veranallia Azata, LN -> Lhaksharut Inevitable, N -> Pleroma Aeon, CN -> Giant Advanced Keketar Protean, LE -> Pit Fiend Devil, NE -> Olethrodaemon Daemon, CE -> Balor Demon) "I am (insert name), first of those who may follow you, and this is (insert name), home to your divinity." The figure walks closer. "But before I follow you freely. I must first test your worth. This is a duel to your death, either as a mortal, or all together." If you defeat them you are a god, if you fail, you are permanently dead and can not be resurrected.
Edit: Found the Original Reddit Post and the Original Google Document

Andre Roy |
Once they cross the Moat/Pit, Run them through the old AD&D S1 Tomb of Horror Module.
If they survive this, they deserve the reward of Godhood.