Shiffit (war-forged) - played by Clint
Zyva (gold-dragon-pixie) - played by Ron
Glauca (old man wizard) - played by Maija
Hesperose (human mariner) - played by Scott
Aramil (elven wizard) - played by Eric
Kita (kenku) - played by Shawn
Team Shiffit spends most of the evening discussing the tournament on the Celeste. The various characters decided to chose challenges that they could individually accomplish and then chose secondary challenges that may possibly need cooperative efforts.
Zyva (gold-dragon-pixie) - played by Ron
Glauca (old man wizard) - played by Maija
Hesperose (human mariner) - played by Scott
Aramil (elven wizard) - played by Eric
Kita (kenku) - played by Shawn
Team Shiffit spends most of the evening discussing the tournament on the Celeste. The various characters decided to chose challenges that they could individually accomplish and then chose secondary challenges that may possibly need cooperative efforts.
Details about the Madea Invitational:
- No weapons or tools are allowed in the arena... (someone can attempt to smuggle contra-ban into the arena but there may be consequences.)
- Each contestant may only possess one flag at a time.
- Each team starts at the center of a round arena, where the table is located.
- When a signal horn is blown, the team has 10 rounds to gather as many flags as possible.
- Each challenge is located around a circle 60' from the table and the adjacent challenges. (Running and speed flying is double your base move. This is to scale for the size of our map. Basically it will take one full round to reach a challenge or the table. Getting a flag and placing a flag on the table counts as an action.)
- Eight teams are in the competition. They each take a turn in the arena.
- After 10 rounds another signal horn is blown and each team counts the number of flags on the table. Flags in possession of a contestant but not on the table do not count.
- The four teams with the most flags advance to the next stage. The remaining teams go to the loser's couch.
The challenges:
- A locked iron box. A flag is located within.
- A well with a bucket and a line of rope. The flag is located under water. You will need to be good at swimming and holding your breath.
- A thirty foot covered shoot shaped as the letter "C" with hot coals making it difficult and painful terrain. The flag is pinned to the far wall.
- A blink dog with a flag tied around its collar. It may change its position around the arena as warranted.
- A punching bag connected to a contraption. Punching the bag sends a peg up a runner. The goal is to ring the bell which will open a box next to the punching bag with a flag inside. (You cannot open the box in any other way. You cannot carry the box.)
- A 60' high smooth pillar with a one foot diameter. At the top is a flag tied to a loop. (It is usually quite gusty at this height at the arena.)
- A 6' square cube with a cylinder 6 inches in diameter hollowed out through the cube. Half way through the cylinder swings a flag on a pendulum. There is a post on the far side of the cube. There is a long bow and arrows located 15' from the front of the cylinder opening. The bow is tethered to the ground and cannot be moved more the 5' from its original location.
- A staircase leading to a 30'x30' pit with an undead humanoid tethered to the wall, by a chain, opposite from the stairs. There is also a flag pinned to the far wall. There is a net covering the pit. (The undead creature is rumored to paralyze any creature it touches.)
- A duelist with a flag tied to his/her belt. The duelist is highly skilled and armed.
- Two doors with magic mouths. They ask you a riddle and then you choose a door. If you solve the riddle and open the correct door, it opens to reveal a flag. If you fail the riddle and open the incorrect door, your team loses one flag from the table.
Aramil looked deep into his elven heart and chose to take on the archery challenge. He could have chosen to use arcane powers to assist him but instead decided he will use the innate gifts inherited by his ancestors. Upon completion he would then go to the well and provide assistance.
Shiffit decides he can overcome the hot coals challenge and then plunge into the well, as he does not need to breathe. He does mention that he will need some assistance getting out of the well and that others may need to take the flag to the table for him.
Glaucus announced that he would have his servant take the flag from the duelist's belt and then solve the riddles of the doors. He tried to inspire the team into accomplishing the tasks but came off rather bossy. He also mentions how great he is at leadership and business ventures.
Zyva decides her strength is flight and speed. She will soar to the pillar and then using her invisibility she will by-pass the undead creature in the pit.
The party asks what Hesperose will do and he confidently flexes his muscles and says he could win the punching challenge easily. He could then use his armor to brush off the undead in the pit. Zyva says she has that challenge covered. Hesperose then decides he can try to capture the blink dog. He then sits back, smiling, saying he's got it all figured out.
Shiffit seems quite surprised by the confidence of the team.
The party takes to their bunks while Shiffit travels to the rear deck of the ship jutting out into the water. He summons an eagle, gives it a command, and plunges into the water. Thud, Shiffit makes an excellent anchor, face down onto the seafloor. He sits up and summons a porpoise and asks it to take a rag up to the surface. The summoned creature does as commanded but by the time it reaches the surface the eagle has dissipated back into the ether. "Ummm... guys. I think there is a hole in my plan."
For the rest of the week the team practices their skills and timing.
Alas, the day of the tournament arrives. The town has been abuzz. The various teams take to the arena as the party sits in a room until their chance at the event. Cheers, sneers, boos and chants greet their ears as they wait. Finally, the team is taken to the center of the arena. Glaucus says to the team, "Don't let me down." Shiffit thinks he means he needs a lift and picks the old wizard up.
1. The signal horn is blown and Shiffit drops the old man and quickly trudges toward the tunnel of coals (casting a helpful spell beforehand). Glaucus, remarkably, lands on his feet and heads toward the duelist. Zyva has altered her size and zips up toward the pillar. Hesperose moves to the punching bag contraption. Kita takes on the locked iron box. Aramil moves to the bow tethered before giant stone cube. One can hear, "They're splitting up!" "That's different." "Never split the party!" from the crowd.
2. (Initiative is determined) Zyva successfully hovers over the loop with the flag tied to it and then also successfully unties the knot. She heads back to the table. Aramil successfully get the timing of the pendulum with a flag attached inside the hollowed cylinder inside the massive block... but his arrow misses the mark. Glaucus yells, gyrates and makes demonstrative hand gestures toward the duelist, summoning an invisible servant behind the master swordsman. The servant however does not retrieve the flag from the duelist's belt. Kita squawks and flaps his winged arms and secretly retrieves his tools of thievery. He barely brushes the box and it pops open. The crowd cheers the silly birdman. Hesperose punches the bag with all his might and... well, that was odd, the runner goes up the pole and rings the bell. The box next to him opens and he retrieves the flag and heads back to the table. The crowd not quite sure what they just saw. Shiffit walks into the tunnel of hot coals, easily retrieves the flag at the far end, and walks back to the entrance of the tunnel.
3. Zyva gets to the table and sets down the first flag. "One!" shouts the crowd. Aramil takes a deep breath and loosens a second arrow. Perfect timing again and this time pins the flag to the post behind the block. He goes and pulls out the arrow and takes the flag in hand. Glaucus shouts at his dimwited summoned servant and this time it works. The sevant takes the flag from the dumbfounded swordsman and the flag seems to be drawn to Glaucus' outstretched hand. The crowd cheers, "Way to go old man!" Kita arrives and the table. "Two!" as the the spectators cheer. Hesperose places his flag upon the table. "Three!" the crowd is getting louder. Shiffit makes his way to the table.
4. Zyva turns invisible and heads to the pit's entrance. Aramil makes it to the table. Glauca, with flag in hand goes to the table. Kita runs to the doors. Hesperose goes to the blink dog. Shiffit places his flag, "Four!"
5. Zyva flutters to the flag, the undead blindly swinging his arms which Zyva is able to avoid and take the flag. She heads back to the table. Aramil sets down the flag to a roar of "Five!" Kita listens to the riddle as both doors say, "One of us always tell the truth and the other always tells a lie. You may ask one of us one question and then make your choice." He ponders this as if he has come across this riddle before... Hesperose kneels down and says, "Here doggy, doggy." The hound refuses to heed the request. Shiffit makes his way to the well.
6. Zyva makes it back to the table. Aramil heads toward the well as well... Glaucus places the flag down, "Six!" He heads to the doors. (Somehow he gets to the doors and tells Kita to get the flag for him.) Kita asks the door on his right if the other door has the flag. The door says "No." He opens the door and the flag is waiting inside. Hesperose this time pulls some steak out from a pocket and offers it to the blink dog. The dog remains reluctant to move. Shiffit takes hold of the rope and plunges into the well. As he settles on the bottom he feels the flag and successfully unties it from the loop.
7. Zyva turns visible and places the flag, "Seven!" She heads to the well. Aramil looks into the well, water still sloshing around from Shiffit's jump. Glaucus tells Kita, "Run you fool!" in his best Gandalf impression. Kita does just that and heads to the table. "Get over here you lousy mut," and Hesperose finally attracts the blink dog to the food in his hand and grasps the flag before the dog can escape with its treat. He heads to the table. Shiffit summons a porpoise and instructs it to take the flag to the surface.
8. Zyva attempts to grab the flag from the porpoise and misses, flying into the water instead. Aramil attempts to grab the flag with a magical hand but misses. Glaucus strides back to the table with arms up in triumph. Kita places the flag, "EIGHT!" Hesperose places his flag, "NINE!" Shiffit murmurs at the bottom of the well.
9. Zyva zooms out of the well, grasping the flag from the porpoise and streaks to the table. Aramil looks down into the well as the porpoise fades like smoke. Glaucus reaches the table egging the crowd to praise him more. Kita breaks out into a song of joy. Hesperose just kind of stands there. His contribution was accomplished. Shiffit looks up and sees light at the end of the tunnel. He attempts
to go to the light and (rolls a 1) earns an inspiration point for
tragically failing to climb anything.
10. Zyva places the final flag on the table. "TEN!!!" the crowd yells. Fireworks and such explode above the arena. The party heads back to their room as the challenges are reset for the next team.
Finally, the party is sent back to the arena with the other teams and the winners are announced. "Team One, 10 flags! Team Two, four flags! Team Three, three flags! Team four, seven flags. Team five, 1 flag! Team Shiffit, 10 flags! Team Seven, seven flags! And Team Eight, four flags!" The dejected teams leave the arena. The remaining teams receive the applause. They are then told the next competition will take place in two days. The theme for this event will be "Cooperation" said in the finest Sesame Street voice.
[DM notes: for challenges with two components I made the first challenge a 12 difficulty and the second a 15 difficulty. With one challenge the difficulty was 17. The exception was sneaking thieves tools into the arena, which was difficulty of 5. The tools are tiny and the crowd is far away. The "no tools" rule was for larger obvious items such as ladders, breathing tubes, poles and such. I should have explained how the blink dog was used to being chased from the other competitors so being offered a treat was something different... but oh well.]
[DM notes: for challenges with two components I made the first challenge a 12 difficulty and the second a 15 difficulty. With one challenge the difficulty was 17. The exception was sneaking thieves tools into the arena, which was difficulty of 5. The tools are tiny and the crowd is far away. The "no tools" rule was for larger obvious items such as ladders, breathing tubes, poles and such. I should have explained how the blink dog was used to being chased from the other competitors so being offered a treat was something different... but oh well.]