A description of the Test in my game.

Post/Author/DateTimePost
#1

kipper_snifferdoo_02

Apr 03, 2004 10:27:04
Rather than wait for me to add this to my campaign journal I thought I would share this with you now. This is a description of the Test that my party went through a couple days ago. I hope you enjoy.

Here are the characters:
Rouge – elven wizard
Theanna – Rouge’s identical twin sister (rogue/mystic)
Thaylin – half-kagonesti Ranger
Telbin – kender (rogue/sorcerer)

Rouge was summoned to the shores of the Nalis Aren (the Lake of Death) two months ago and she and her companions finally arrived after an interesting journey across the New Sea. They arrived at twilight and the stench of the bogs surrounding the lake were overwhelming. They were looking for some dry ground to make camp when a figure appeared in the darkness. He was a Qualinesti elf dressed in finely tailored clothing of all black with light green trim. He introduced himself politely as Vinus Silvanus and said he was here to oversee the testing. Vinus was quite the conversationalist and Theanna was taken with his charm. That was until her sister explained why the wizard was wearing all black. Vinus was a black robe and once Theanna heard that she was slightly suspicious of him.

Regardless of his allegiance Vinus was endearing and escorted them to a magical glade. Once they entered the death and decay all around them disappeared and the woods were as beautiful as they were before the fall of Qualinesti. The party relaxed and settled in, all except for Telbin who slipped out to investigate the Lake of Death looking for anything interesting he might find. Vinus stayed and chatted for a while. Before taking his leave he told Rouge to study a wide variety of spells for the Test so they could evaluate her potential more accurately. Telbin returned a while later and curiously did not have much to say before drifting off to sleep. Eventually they all laid down and rested for the night.

The next morning the group was summoned to the shore of the Lake of Death. Three wizards stood on the shore. Vinus of the Black Robes, Master Nightseed of the Whit Robes (a Silvanesti elf), and Mantagoura of the Red Robes (an old female minotaur). The first order of business was to assert who would participate with Rouge in the Test. Rouge argued that no one should. She didn’t want to be responsible for their death’s if she should fail. Telbin ignored any warnings of his impending death and eagerly said he would participate, in typical kender fashion. Theanna wasn’t thrilled with the prospect, but since she was Rouge’s sister she grudgingly agreed that she would do what she could to help her sister because without her sister she wouldn’t know what to do. Thaylin reasoned that they had already faced their death together plenty of times and was willing to face death once again with his companions.

Once it was agreed they would all participate a large chest (about the size of a coffin) appeared and Vinus asked the participants to place any magic items they may own into the chest. They were not permitted to bring them into the Test. The only arcane magic that would be permitted would be the wizard’s spells. Rouge was also asked to place her weapons in the chest as well.

Once all the magic was collected and the wizard’s weapons Vinus said there was one more order of business. He brought forth a globe and instructed Rouge to place her hands on it. When she did the globe glowed and Rouge felt herself being drained. Vinus explained that all the knowledge of her magical instruction had been drained away. She could cast the spells she had memorized, but the knowledge of relearning any spell had been taken away. In other words if she failed and somehow lived she would be a common elf once again and would have to spend years relearning wizardry, but Rouge knew there was no hope of survival.

Vinus stepped back and uttered a few words and the globe disappeared. He nodded his head to the other two wizards and they stepped back a bit and uttered a few words as well. Nothing appeared to happen however. Vinus turned back to the group and simply said “Let us begin”. He explained to Rouge that there was a potential renegade spellcaster in the area and that she would need to hunt him down and bring him back for judgment by Vinus. He asked if she understood and she said she did, so Vinus pointed to Telbin and said. “There is the renegade bring him forth.”

Everyone was shocked by this and Telbin began to step away from everyone. He didn’t like the tone of what Vinus said and was pretty sure he didn’t want to be delivered to him or be forced to become a wizard. Why read boring books when you could just imagine the spell? Plus he looked terrible in robes. Telbin was saying all these things as he backed away with Flounder (his pet skunk) following closely behind.

All of his companions tried to convince him that it would be alright. Nothing bad would happen. They made all sorts of promises but Telbin would not listen and started to leave. As Thaylin and Theanna were trying to convince Telbin to return Rouge cast Flare to distract him, but the kender jumped out of the way and started to run. Thaylin, the ranger, ran ofter him and tried to grapple Telbin, but the kender slipped out of his grip and ordered Flounder to spray Thaylin to keep him away. The skunk obliged, but missed the ranger. Thaylin cast entangle and Telbin was grabbed by grasses and vines and held tight. Theanna slipped into the moving grasses and tied him up with her ropes. Then Thaylin dissipated the spell and carried the kender over to Rouge. The wizard placed a very sad kender at the feet of Vinus.

The black robe elf said that the conclave has declared all sorcerers to be renegades. He went over the reason why the towers of High Sorcery were established in the first place as well claiming that sorcery was unpredictable. He said this goes double for magic in the hands of a kender. Rouge and Theanna argued on Telbin’s behalf saying he has never done anything to harm anyone and that he should be allowed to be set free, but Vinus would not be persuaded. He said there was only one decision that could be made. Then he whispered words of magic and unleashed a torrent of lightning upon Telbin’s head. Both Telbin and the skunk were horribly burned and they died at the black robes feet.

The party was outraged, but before they could retaliate, skeletal hands broke the muddy ground and grabbed Rouge. Thaylin grabbed her hand and tried to pull her from the deadly clutches of the skeletons. Theanna was furious over Telbin’s death and decided to attack the wizards. She deftly avoided the grasping skeletal hands and sprinted for the red and white robes since she was closest to them. Her forward momentum was stopped when she crashed into an invisible wall of force and was thrown to the ground where the skeletal hands grabbed her. Rouge was pulled down into the muck and despite Thaylin’s grip she was pulled under. Thaylin was also grabbed and eventually all three were pulled beneath the muddy banks of the Nalis Aren.

Rouge was pulled down through the muck and before long she felt her feet had room to move and then her legs. She prepared herself for a drop and cast feather fall as she emerged from the ceiling, so she was safe from the thirty foot fall. Thaylin and Theanna were not however. They fell the entire way and hit the floor hard. They realized they were in the chamber of an elven building that had sunk during the battle against Beryl. At the end of the hall they heard skittering and a wave of cat-sized spiders erupted from the darkness of the corner toward them. Rouge cast color spray and knocked out a third of them. Then the reminder descended on the three companions. Everyone was holding their own, but the damage from the fall and a few nasty spider bites plus poison began to wear on them. Before long Thaylin was out of the fight able to stumble away but not fight. Rouge was in rare form, slinging spells left and right and killing spiders with magic missiles and elemental darts. The last three conscious spiders were taken out with a stone shard spell.

Theanna healed up Thaylin and decided to conserve her healing for whatever may come next. They discovered a door at the opposite end of the hall from the spiders. Theanna checked for traps and not finding any they opened it. There was a magical darkness beyond that they could not see through so they each grabbed the others belt and followed a passage that seemed to slope upward. At the top of the tunnel Theanna and Thaylin discovered they emerged on the shore of the Nalis Aren with the other wizards who acknowledge their presence and said they could watch the rest of the Test from the lake shore. They looked into the surface of the lake and saw Rouge emerging into a sunny forest clearing.

Rouge lost her sister and Thaylin in the darkness and emerged into a sylvan glade. The trees before her made a path that lead to a burning fire. She followed the path and ended up in a clearing ringed in fire. She cast resist energy on herself and passed through the burning wall. At the center of the clearing was a marble pedestal with a chest on it. The chest was covered in magical glyphs. Deciding not to touch the chest she cast open/close and the lid lifted open. She looked in the chest and her masterwork silver dagger was laying within the chest. More runes covered the inside. She stood back, cast mage hand and lifted out the dagger.

When she did this, words glowed at the base of the pillar. It was a magical inscription so Rouge cast Read Magic to determine what it said. It read:

Magic above all things
The gift
Gives us purpose.

A wizard is what you shall be
If you
Choose wisely.

Blind Sun our ravager
Show me the key
So that I may live.

After she read this two large glass cases appeared on either side of the pedestal. Each case had a “keyhole” where a dagger could be inserted. In one case was the globe that contained her magic. In the other was her mother. Her mother had disappeared nearly 30 years ago during the Dark Knights occupation of Qualinesti. She was in the case and when she saw Rouge she started crying and banging on the glass to be let out. She was talking but Rouge couldn’t hear her. So Rouge cast her last spell which was detect thoughts and her mother was confused and didn’t know why she had been trapped here. She wanted to be freed. When Rouge made a move to the glass case containing the magic orb her mother's thoughts changed to desperation and urged Rouge to seek her in Balowil. Rouge didn’t know what that was but was determined to find it.

Although Rouge’s first instinct was to let her mother out she realized that without her magic she might die herself, but with it she had a chance to find her mother and save her. So she inserted her dagger into the glass case holding her magical knowledge… and nothing happened. The case remained locked.

Rouge went back and reread the poem. She tried all sorts of things. Holding up the dagger to the sun and reflecting light off the dagger into the lock. But nothing seemed to work. Finally she looked straight into the sun and as she looked away the afterimage of the sun’s glare created a symbol in her vision. She looked at the dagger and the symbol burned itself into the metal. Then she tried the dagger in the lock again and still no luck. So she looked at the sun again and when she looked away she saw another symbol. She repeated the process and each time she gained a new symbol, but her vision was slowly destroyed. By the last symbol she was entirely blind. She tried the lock one last time and it gave way. She grabbed the magical orb and the Test ended.
#2

cam_banks

Apr 03, 2004 10:34:14
Truly inspired stuff, Kipper. Love it. You are an evil, evil man...

Cheers,
Cam
#3

zombiegleemax

Apr 03, 2004 13:30:05
Ouch Kip....ouch...
#4

talinthas

Apr 03, 2004 13:59:00
so now you have a blind player. how is that any fun at all?
"You see a .... oh wait. The _rest of you_ see a..."

i always thought the test unfairly screwed players for the sake of flavor. in 3e especially, a drawback like that makes playing a wizard just silly.
#5

cam_banks

Apr 03, 2004 14:13:10
Originally posted by talinthas
i always thought the test unfairly screwed players for the sake of flavor. in 3e especially, a drawback like that makes playing a wizard just silly.

He has a plan of course. Tsk!

Cheers,
Cam
#6

kipper_snifferdoo_02

Apr 03, 2004 14:37:46
Originally posted by talinthas
so now you have a blind player. how is that any fun at all?
"You see a .... oh wait. The _rest of you_ see a..."

i always thought the test unfairly screwed players for the sake of flavor. in 3e especially, a drawback like that makes playing a wizard just silly.

Of course I'm not gonna leave her totally blind. DMG page 290, Blindsight. In a day or two she will discover her vision has not returned but she has gained Blindsight.

So in game terms her vision has improved tremendously:
Pros
1. Up to 60 feet invisibility and concealment is irrelevant to her
2. She is not subject to gaze attacks
3. She can't be affected by blinding attacks (or spells like dazzle)
4. She can see through blur and displacement effects
5. I gave her a +4 to her listen skill

Cons
1. She can not see color or visual contrast
2. In order to read anything she must be touching it
3. I gave her a -4 to her spot
4. In an antimagic field she is totally blind an unable to cast spells.

I imagine it is something like how Daredevil "sees". If you've seen the movie and they show it from his perspective of shades of grey. In crowds it might be confusing becasue she can lose site of her companions unless she is lead around. But she is able to walk by herself and play like any other normal player. There will just be some interesting side affects that come from her situation.

Plus for her magic items, her dagger can now cast knock once a day. So it's handy to have around, and the minotaur wizard gave her a hewards handy haversack with some new spellbooks in it. And to top it off she was given her father's staff. Her father was a wizard that died defending Qualinesti against Fire Dragons. It's the Quarterstaff of Battle from the Magic of Faerun. Right now all she knows is that it is a +3 quarterstaff of speed. All the other nifty powers will be revealed as she gains more levels.

So I think she made out like a bandit when all was said and done. :D
#7

zombiegleemax

Apr 03, 2004 15:02:30
Its actually a very interesting story....I could soooo visualize it as you told it.....I mean...everyone has gazed at a light and hat that temporary spot in their vision.....and that tends to happen to me all the time...and being pretty bad sighted myself I can somewhat identify with the character
#8

kipper_snifferdoo_02

Apr 03, 2004 15:03:27
Ok and the deal with the kender. He was my NPC and I had determined that this would be the place he would die in the story. I had it all planned out.

When he died the players were really . The mini for the black wizard was flicked around the table and the girl playing Theanna put her face in her hands and almost cried. But he was toast (literally). So this is what happened.

The night before the Test when Telbin slipped out to the Lake of Death he was met by Mantagoura who knew that the black robe was out to get the sorcerer. She had been ordered by her Order to protect the kender. So she cast a spell on him and tricked him into the magical haversack. Then she used her spells and magic items given to her by the order to create a duplicate of the kender. It was the duplicate kender that died. They didn't know that however, and they burried the duplicate in that magical sylvan glade after the test and said their goodbyes. When Montagoura visited them she brought the wizards' father's staff and the magical haversack with the spellbooks and the kender in it. When the wizard opened the haversack she heard a voice. "It sure is cramped in here." They thought it was the spell books talking or Telbin's soul trapped in the bag, but when the wizard reached her hand in he clasped it and pulled himself out. (And there was much rejoicing... yaaaaay)

Ok, so it was cheesy. But you know what? My players were overjoyed and that's what it's all about anyway.
#9

talinthas

Apr 03, 2004 16:54:37
ohhhh...

my bad, kipper, never should have doubted ya =)
#10

zombiegleemax

Apr 03, 2004 22:39:35
Originally posted by Kipper Snifferdoo
...

When he died the players were really . The mini for the black wizard was flicked around the table and the girl playing Theanna put her face in her hands and almost cried. But he was toast (literally). So this is what happened.

The night before the Test when Telbin slipped out to the Lake of Death he was met by Mantagoura who knew that the black robe was out to get the sorcerer. She had been ordered by her Order to protect the kender. So she cast a spell on him and tricked him into the magical haversack. Then she used her spells and magic items given to her by the order to create a duplicate of the kender. It was the duplicate kender that died. They didn't know that however, and they burried the duplicate in that magical sylvan glade after the test and said their goodbyes. When Montagoura visited them she brought the wizards' father's staff and the magical haversack with the spellbooks and the kender in it. When the wizard opened the haversack she heard a voice. "It sure is cramped in here." They thought it was the spell books talking or Telbin's soul trapped in the bag, but when the wizard reached her hand in he clasped it and pulled himself out. (And there was much rejoicing... yaaaaay)

WHAT ABOUT THE SKUNK! YOU KILLED THE SKUNK!!! YOU HORRIBLE

...erm...eheh heh heh...sorry about that...
#11

zombiegleemax

Apr 05, 2004 12:03:27
What level were your PC's when Rouge took the test? And what color robes did she end up with?
#12

kipper_snifferdoo_02

Apr 05, 2004 12:19:32
All of the characters were 4th level. Everyone but the kender only had about 100 xp to go until 5th. So as soon as she passed the Test they all went up to 5th level. (Except for the kender.)

She was given the Red Robes for a few reasons. During the test she argued for the kender sorcerer saying he should not be branded a renegade and to allow him to continue his pursuit of magic. She wanted him to explore magic for the sake of magic, not to further any particular cause. Plus she chose her magic over her mother, but it was a tough decision for her. If she had simply ignored her mother as an illusion and went straight for the magic she might have leaned toward the Black Robes, and if she had opened her mother's case she would be leaning toward the White Robes (IMO).

Also if she had opened her mother's case I would have had her mother transform into some horrible demon that she would have been forced to fight blind with only a dagger. But luckily that didn't happen. :D
#13

kipper_snifferdoo_02

Apr 05, 2004 12:21:17
Originally posted by Jacen Solo 5007
WHAT ABOUT THE SKUNK! YOU KILLED THE SKUNK!!! YOU HORRIBLE

...erm...eheh heh heh...sorry about that...

Heh, he lived too BTW. ;) but you can often find that a kender with a skunk in a city full of people can clear a room SO fast.
#14

eaglos

Apr 05, 2004 19:21:38
Nice thought of the Test. I really enjoyed the blindness part A bit strange though to have the rest of the party members participate in it (the Test that is).
---

Although I do not know anything about the rest of your party a thought crossed my mind . Is not the wizard a bit favoured? The disadvantages (except the 2nd one) she gained are weak compared to the advantages.
---

You must really work the game sessions so that cons such as "She can not see color or visual contrast" would have a real impact. I am also not sure about the 4th one. How many times would they run into an antimagic field through their adventures?
---

I would have rather prefered the familiar to gain some "weird" abilities than the wizards buff.
#15

kipper_snifferdoo_02

Apr 05, 2004 21:02:54
Originally posted by Eaglos
Nice thought of the Test. I really enjoyed the blindness part

Thanks. :D


A bit strange though to have the rest of the party members participate in it (the Test that is).

Well if everyone doesn't participate, you have a couple options I guess. Either run a solo game between you and the wizard or let everyone sit around and watch you and the other player participate in the Test.

Personally I choose to let the whole party experience it and I made sure that everyone knew I wasn't pulling any punches and this was serious. If the player characters died they would have to make a new character. They wouldn't be saved like a certain kender. ;) It made them hestitate because they've really grown to love these characters.


Although I do not know anything about the rest of your party a thought crossed my mind . Is not the wizard a bit favoured? The disadvantages (except the 2nd one) she gained are weak compared to the advantages.

You must really work the game sessions so that cons such as "She can not see color or visual contrast" would have a real impact. I am also not sure about the 4th one. How many times would they run into an antimagic field through their adventures?

Well I only need to make sure I balance it out if I plan on throwing a lot of stuff in which she will always have an advantage over ereyone else. If I don't give them a lot of 1-4 to deal with then she really doesn't have a distinct advantage.

As far as the pros and cons go I don't feel it's too unbalancing. I mean on the pro side I think gaze attacks come along about as often as antimagic fields, which is rarely. Basically it's like having a permanent See Invisivibity spell. Which a magic item could provide or heck, she's a spell caster, she could learn it and cast it herself. I'm sure I'll find ways to make it difficult enough for her.

Plus she might not always see the invisible person sneaking up. If she is distracted or in combat or asleep or if the ivisivble creature is still Hiding in shadows she will still have to beat it's Hide check with her Spot check (that now has a -4). Sure she can see through blur and displacement so she has a better chance to hit a creature, but she still has to hit.

So when the warning sign is posted on the wall and she blindly proceedes past it into certain doom I think it'll all balance out. heh


I would have rather prefered the familiar to gain some "weird" abilities than the wizards buff.

Her owl hasn't been of much use yet. Mostly he just flies around and stays out of the way. At least now I get to play him because he can talk to her now. I have this really annoying snobby terrible british accent all lined up for him.
#16

zombiegleemax

Apr 05, 2004 23:34:47
Originally posted by Kipper Snifferdoo
Well if everyone doesn't participate, you have a couple options I guess. Either run a solo game between you and the wizard or let everyone sit around and watch you and the other player participate in the Test.

Personally I choose to let the whole party experience it and I made sure that everyone knew I wasn't pulling any punches and this was serious. If the player characters died they would have to make a new character. They wouldn't be saved like a certain kender. ;) It made them hestitate because they've really grown to love these characters.

What I think I'll do if the dabbler in my group ever decides to take the Test(he only has 1 level in Wizard and will be getting a level in my Bard of High Sorcery class, so I;m not sure if he will ever actually get high ebough spellcasting levels, what with his levels in barbarian, ranger, fighter, rogue, and planned levels in duelist and arcane archer), then I'll tell him that the others got there to help him, and then they start betraying him and such, and it turns out they weren't really there(although they will still get XP for it).
#17

zombiegleemax

Jul 06, 2004 14:10:15
Thanks for the help Kipper! Hopefully it will help others as well!
#18

zombiegleemax

Jul 06, 2004 17:56:37
Kipper, as Monty would say, that was eeeeeeeexcellent. Sounds like you have a very cool bunch of players.
#19

marius4

Jul 06, 2004 19:35:34
that was SOOOO good. and i love all your preliminary stuff, the little details like taking her weapons, the orb draining her magic, and taking their magic items so only she would have magic....all that really set a distinctive tone. the rhyme and the blinding (and later blindsight) were very cool as well.

was Rouge (character & player) happy with the Red Robes? i.e., was she pursuing a particular robe to begin with (do wizards do that?)?

anyway, again, great job, & as mentioned earlier...inspired and inspiring!
#20

karui_kage

Jul 06, 2004 22:09:46
Man, Kipper, when it comes time (a ways off) for me to give my wizard player a test, can I get your assistance on that? :D I'm horrible at thinking up involved ideas like that. Pure brilliance.
#21

theredrobedwizard

Jul 06, 2004 22:26:07
I only have two problems with the scenario as you've presented it:

1) The magic items you gave Rouge. +3 Speed Quarterstaff? Jumping Jesus on a pogostick! Most 13th level adventurers don't have something that powerful.

2) The Kender Sorcerer should have either been imprisoned or killed. Failing either of those two, he should have been stripped of his magic. The Orders don't take too kindly to Wild Sorcery.

Other than that, tis a lovely test.

-TRRW
#22

kipper_snifferdoo_02

Jul 07, 2004 7:07:05
Originally posted by marius4
that was SOOOO good. and i love all your preliminary stuff, the little details like taking her weapons, the orb draining her magic, and taking their magic items so only she would have magic....all that really set a distinctive tone. the rhyme and the blinding (and later blindsight) were very cool as well.

Thanks very much!

was Rouge (character & player) happy with the Red Robes? i.e., was she pursuing a particular robe to begin with (do wizards do that?)?

Well she was a Transmutaion specialist before she took the test and her mentor was a Red Robe. So she was headed that way. If she had elected to free her mother over the magic I would have had her mother turn into some horrible demon which she would have only had a dagger to face. If she survived that encounter I would have made her a white robe and left her physically scarred. If she had simply dismissed her mother as an illusion and went striaght for the magic I would have made her a black robe. But she really did struggle as a player and a character over which one to let out and decided that WITH magic she could save her mother somehow. So I went for Neutral. To be honest they were all just happy she made it through alive becuase I told them I wouldn't let them off easily.
#23

kipper_snifferdoo_02

Jul 07, 2004 7:08:29
Originally posted by Karui_Kage
Man, Kipper, when it comes time (a ways off) for me to give my wizard player a test, can I get your assistance on that? :D I'm horrible at thinking up involved ideas like that. Pure brilliance.

Sure, email me at [email]kipper@kencyclopedia.com[/email] or just post that you need help here and include a background of the wizard taking the test and I'm sure myself and some others could give you a couple ideas.
#24

kipper_snifferdoo_02

Jul 07, 2004 7:20:58
Originally posted by TheRedRobedWizard
I only have two problems with the scenario as you've presented it:

1) The magic items you gave Rouge. +3 Speed Quarterstaff? Jumping Jesus on a pogostick! Most 13th level adventurers don't have something that powerful.

Yup, your right, but it's all part of the story I'm telling and I keep the encounters deadly enough that even with a +3 staff these guys get knocked around a lot. The actual magic item from the test was the Dagger of Knock that is usable once per day.

To me the staff is much like the Staff of Magius for War Wizards which is what Rouge will be taking very soon. Her father was one of the most powerful Qualinesti war wizards of his time and that is HIS staff. It has now been handed down to his daughter per his wishes through the order of the White Robes. So it is powerful, but she doesn't get all the power at once. Powers will be discovered as she gains more levels and like I said it works for my game, even if it might not work for yours. heh

2) The Kender Sorcerer should have either been imprisoned or killed. Failing either of those two, he should have been stripped of his magic. The Orders don't take too kindly to Wild Sorcery.

Well he was killed. He really was. But occasionally there are factors outside of the story that influence the story. The fact that Telbin is much beloved by the characters and that my daughter plays him were huge considerations in bringing him back. So maybe I'm weak willed. But if the point of the game is to tell a good story and let people have a good time then I think I made the right choice. heh


Other than that, tis a lovely test.
-TRRW

Thanks.
#25

cam_banks

Jul 07, 2004 8:34:21
Kiro Dorova, the diviner in my group, took his Test a few sessions ago. The character's a young Solamnic wizard from Southlund, whose sister is an accomplished fighter with a greatsword who's already killed a dragon, so he has a lot to live up to. In some ways, it's a little like what would happen if Raistlin only had Kitiara around, no Caramon, and didn't become quite as nasty or codependent.

At any rate, Kiro's something of an idealist. He'd been trying to put the group's NPC sorcerer, Cole, on the straight and narrow. Cole, if you've read or played through the Sylvan Key, is a pyromancer and very young. In my campaign, he's the victim of domestic abuse from a drunken step-father, having manifested his ability to use wild magic when the drunk pushed him into a fireplace and burned him. Cole struck back the next time the stepfather came home, and that was the end of the stepfather.

Kiro and Cole were an interesting pair of contrasts, and the rest of the party was very suspicious of Kiro's "pet project". I decided to make this a feature of the Test, and when the heroes finally got to Ak-Khurman they were all more or less convinced Cole was working with or helping out the Knights of Neraka. And they were right, since Cole had petitioned to join the Thorn Knights and been rejected, but told that if he'd spy on the heroes he'd have a good chance of being let in later.

Kiro's Test was conducted at Zoe's lighthouse and seemed very basic at first. Zoe had overseen several Tests before, but Kiro was in for a surprise. The Test was sabotaged by the Nerakans, and in the course of it Kiro found himself in the future fighting a Thorn Knight who seemed very familiar. This was the last part of a series of time-jump segments, which had shown him that sorcery was responsible for major disasters in the past, that the Thorn Knights had manipulated Kiro and Cole's lives all the way up until the present behind the scenes, and that the Thorn Knight he was fighting in the future was either Cole or Kiro.

In other words, I had the player make a decision. Was he fighting himself, or was he fighting Cole? The gods of magic took an active part in observing this, appealing to him to let it be Cole so that they wouldn't lose Kiro to the Thorn Knights. Kiro, however, was adamant that Cole could be redeemed and so he reached out and took the knight's helmet off. And it was his own face looking back.

Kiro passed the Test, but when he came out of it Zoe was kidnapped and Master Yap, the Black Robe kobold who'd been helping her was bleeding on the floor of her shop. The Nerakans had taken her away to Port Balifor, although his reward for passing the Test was waiting there for him. It was a staff, wrapped up in cloth, with a note saying that the Mighty Hand had arranged for its delivery.

Now, Kiro's wrestling with the knowledge that the Dark Knights had a prophecy, that a mage would arise to take the Order of the Thorn into the next age. They'd narrowed it down to either Kiro or Cole, and it looked like Kiro had more or less volunteered for it. So, he has a destiny to attempt to avoid, and even though he feels he made the right choice he's still concerned that Cole will come to no good.

The beauty of this is, the reason he ended up with the White Robes is because he chose to protect Cole's fate at the expense of his own. If he'd decided that the Thorn Knight in the future was Cole, he'd have come out with the Red Robes. If he'd just killed the Thorn Knight without even questioning his identity, which Nuitari was urging him to do, he'd have taken the Black. Solinari, while saddened by Kiro's choice, was also very satisfied with it. What comes of this now is up to Kiro's player, but the Dark Knights really want him now...

Cheers,
Cam
#26

zombiegleemax

Jul 07, 2004 10:37:35
Wow, what a great Test. Will the Sorcerer convert to High Sorcery?
#27

cam_banks

Jul 07, 2004 10:58:32
Originally posted by Amaron Blackthorn
Wow, what a great Test. Will the Sorcerer convert to High Sorcery?

No. He wasn't in the Test, and he's not a good candidate for the Orders as it is...

Cheers,
Cam
#28

zombiegleemax

Jul 07, 2004 11:05:42
How is the new Wizard of High Sorcery going to react to his sorcerous companion?
#29

cam_banks

Jul 07, 2004 12:12:53
Originally posted by Amaron Blackthorn
How is the new Wizard of High Sorcery going to react to his sorcerous companion?

That's up the the new Wizard of High Sorcery's player, isn't it?

Cheers,
Cam
#30

zombiegleemax

Jul 07, 2004 14:21:23
well yes, but dealing with a renegade is always tricky.
#31

zombiegleemax

Jul 07, 2004 17:29:07
Originally posted by Amaron Blackthorn
well yes, but dealing with a renegade is always tricky.

Amaron, you sound knowledgable about these test, have you ever given any?
#32

zombiegleemax

Jul 07, 2004 17:54:30
Originally posted by TheRedRobedWizard
I only have two problems with the scenario as you've presented it:



2) The Kender Sorcerer should have either been imprisoned or killed. Failing either of those two, he should have been stripped of his magic. The Orders don't take too kindly to Wild Sorcery.



-TRRW

I dont really see that it is possible to strip a wild sorcerer of their magic....as it isnt truly their magic. All the sorcerer does is manipulate the magic ambient in the world itself...and the beauty part of course is that it is totally out of the moon god's hands...they have no control over it. which of course is why the wild sorcerers are considered renegade in the first place
#33

theredrobedwizard

Jul 07, 2004 21:11:51
See, I play the WoHS kinda like the Aes Sedai from Wheel of Time. If the Renegade doesn't play by their rules, the WoHS take one of three routes.

1) Kill the offender. Most often used by Black Robes.
2) Imprison the offender, pending further judgement by the Conclave. Most oten used by the Red Robes and White Robes.
3) Still the offender. Most often used by the Red Robes and Black Robes.

Stilling basically removes the ability to cast Arcane spells from the user. It requires a "circle" of 5 spellcasters all able to cast 4th level arcane spells. They cast the "Still Spellcaster" spell, or whatever it's called. (Check the Wheel of Time Campaign Book)

Then the target gets two saves. Fortitude and Will. BOTH saves must be successful, otherwise all arcane spellcasting ability is removed from the target. They generally commit suicide shortly afterwards.

-TRRW
#34

clarkvalentine

Jul 07, 2004 23:09:16
Originally posted by Amaron Blackthorn
How is the new Wizard of High Sorcery going to react to his sorcerous companion?

Good redeems its own. Kiro will not abandon Cole, who he sees as a wayward youth still within the reach of redemption, even if he doesn't forsake wild magic (another of Kiro's pet projects).

Kiro was rather moved by the story of domestic abuse, and thoguth the kid deserved a break. He still does, and thinks the Nerakans aren't the sort he should get it from.

- Clark AKA Kiro's player
#35

zombiegleemax

Jul 08, 2004 11:23:51
Originally posted by miclops77
Amaron, you sound knowledgable about these test, have you ever given any?

I have administered two in the time that I played DL and a third one is on the way.
#36

zombiegleemax

Jul 09, 2004 14:45:21
So far both Tests have been for a prospective White and Black robes. No red robes yet.