Test of Survival
Introduction
This test should take place after the adventurer's have successfully beaten four of the others, and therefore are in a position to pass. Unfortunately, they need to return to the town square to finish, and it's Kell's job to make sure they don't return.
The goal here is to escape Kell. It's possible the party will try and fight the Guildmaster, but it is really not wise - even limited as he is, Kell is more than powerful enough to defeat the party. Kell's goal is to stop people and remove them from the town, thus disqualifying them from the contest.
For a simple, quick scene to give the party some warning you can use the preview scene in the Additional Scenes section
The Rules
To say the new initiates would stand very little chance against a full Guildmaster is probably an overstatement of there chances, and Kell is no exception. As a result the Test of Survival has several rules Guildmaster Black must follow.
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Table of Contents
Introduction Player Guide Gamemaster Notes Alternatives Introductions Test of Skill - Guildmaster Green Test of Diplomacy - Guildmaster Red Test of Valour - Guildmaster White Test of Cunning - Guildmaster Grey Test of Knowledge - Guildmaster Blue Test of Grace - Guildmaster Violet Test of Survival - Guildmaster Black -The Rules - Introduction - The Hunt - Battling Kell - Escape - Capture - Conclusion Additional Encounters Conclusion Consequences Non-Player Characters and Enemies |
The Chains of Binding
These black iron, rune coated chains are designed for giving a notable warrior a significant handicap - and the chance to survive it. Effect: The chains reduce all the wearer's statistics by 20% for any offensive purpose. It also counts as armour with a bonus of 3, and allows the use of any non-lethal weapons as if they had the Rank 1 Talent for it. In addition, if the character takes 20 points of damage they suffer full AP drain - they cannot do anything for 5+1d10 turns, unless they suffer any damage during this time. |
First, he can't use his normal equipment and items. This, sadly for the players, does not include not riding his mount and companion. While he isn't wearing his armour the Chains of Binding do provide significant protection. And, of course, he can summon his own equipment if needed. Instead, Kell is using nets and a catch pole - neither of which he's especially skilled with, to give people a chance to dodge.
Secondly, Kell can only hunt one group at a time. If they manage to trigger the Chains of Binding then he must switch prey, but only until he needs new prey - he can try again.
Third, if any of the Party makes it to the town square then the party as a whole passes. It is only if he can take all of them beyond the city walls that they fail this test - and the Test of Chaos as a whole.
Fourth, he must explain the above rules if asked. Unlike some of the other Tests there is no rule about not explaining his Test, either - you take what you can get when trying to survive.
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Introduction
A light rain makes the air feel heavy and wet as clouds slowly roll over the town streets, the newly laid cobles shining with the water. The cross section ahead seems to be busy with some kind of block. It looks like some carts got caught up in the festivities, and at least one has a broken wheel.
At this point the characters should be asked to roll a Perception test. Anyone who passes will hear a clicking noise. If the party had the Survival of the Fittest encounter they'll know it's the sound of Catastrophe, Kell's mount, approaching at speed. If not explain that it sounds like large claws hitting the coblestones at speed, and something dangerous is coming.
What happens next will depend on the players. Running like hell the other way is a good choice. Hiding is also an option. Some more aggressive players will want to try and fight, whether they know it's Kell or not.
Every player that flees needs to make an agility test. If they pass they make it to a side alley before Guildmaster Black arrives, and he takes a -20% to his Perception to spot them. Those who wish to hide can instead roll a Stealth test, or Agility if they don't have any Stealth talents. On a success it's quite similar. Anyone who wants to fight can just stand there.
Alternatively, the party might want to set an ambush, especially if they've planned to do so. Let them do so now, with three rounds to prepare before Kell appears.
When Kell arrives he makes a Perception check himself. At 75% he has a solid chance to spot at least one party member, although successfully hiding or fleeing reduces the chance significantly. If they are succesful, the following occurs;
With a snort the Wyvern appears, hoping onto the cart with ease and completely ignoring the shouts and yells of surprise. Its rider - Guildmaster Black, adorned in dark chains with smouldering runes and carrying a large net in one hand - looks around, taking everything in. After a moment he frowns, the jerks the reigns. The Wyvern responds with a beat of its wings and a hiss before it speeds down the street again, and away from the party.
Alternatively, if Kell spots someone, or if someone is simply standing and waiting to fight (or act as bait) then the following occurs instead.
Wood groans as the large Wyvern leaps onto a cart, spreading its wings and hissing low. Several people yell and stagger away as the creature turns to look, but its rider focuses on the street instead. A smirk spreads across his face, and he announces, "I see you. Time for the Test of Survival." The Wyvern hops down as its master raises a net, and approaches.
The Hunt
The most likely approach to this encounter is to flee. Kell will take a moment to see whoever is the fastest and go straight for them, as they'll have the best chance to escape. This is especially true if the party splits up. He'll have more time to hunt down the slower members.
Allow the players to be creative with how they evade Kell, if they take this route. Give them bonus's to Dodge or Parry attacks if they have good ideas, or more likely give Kell negatives to hit. Kell has a lot of AP, even with the Chains, so trying to parry or dodge everything he can throw is challenging, to say the least, and he's riding his mount to avoid using up all his own AP on movement, so the fewer times the party has to roll the more likely they'll survive.
There are three obvious ways to escape - the first is to simply run like hell. It's the least likely to work, however, as Kell is mounted and skilled, even with with his cumbersome gear and penalties. The second is hiding. It's not impossible to do, but again, Kell is perceptive. The third is to climb. Going straight up is something Kell can do, too, but likely won't if there is another choice.
Fighting Kell
Some players will decide that you can't be hunted if the hunter is down, and they do have the chance of fighting Kell. His armour is reduced and he's not using weapons he's skilled with. In addition, if they can inflict 20 points of damage then the Chains effect activates and they will have several rounds to flee.
However, even limited, Kell is tough, and this plan may not go so smoothly. The Chains effects negate some of the Guildmaster's offensive ability, but his defensive abilities are untouched, meaning he will likely dodge and parry the majority of attacks sent his way. His armour is still significant, though.
In a fight Kell will try and take out anyone obviously less combat inclined - ranged fighters, spellcasters, those who lack the strength to break free of his devices - before going for the main damage dealers, in the theory that they're much less likely to escape and re-join the fight. Once he has everyone the party will have 5+1d5 turns to break free before he takes them out of bounds. Breaking free from either device requires a challenging (-10%) Physical Prowess or Agility check to escape - not easy, but unlikely to get all the party at once, which will give the others more time to escape.
On the other hand, if the party does manage to inflict 20 points of damage, the following occurs;
The Guildmaster grunts as the chains snap into life, red energy flowing between the runes, and a strong bolt forces the tall man to droop in the saddle, his Mount stomping one clawed foot down. Black looks mildly pained, but smirks and gestures for the party to flee with one hand.
Attacking Kell in this state is a poor move - the Chains effect will immediately stop, including there negation of Kell's abilities, and the party will have to fight a now much more annoyed Kell. Whoever hits the Guildmaster will need to make an opposed Physical Prowess test to escape - in his annoyance, Kell will simply grab them in his hand and drag them that way.
Escape
Fleeing from Kell is the easiest way to succeed. As discussed, the simplest methods include evading, fleeing and climbing, but the party will almost certainly come up with something else.
If they think to ask the rules of the Test, or have already learned them, then someone will almost certainly suggest splitting up. If one person can distract Kell for a few rounds, the rest should be able to make a break for it.
Have the players make a suitable test - Agility for just running, Physical Prowess for climbing, using the Stealth talent for hiding, etc. If Kell is distracted, either by chasing, hunting or fighting someone else, for 5 rounds then they escape. If Kell starts hunting them before that then have him roll Perception to randomly locate and start hunting whoever has the least successes on there roll. Hopefully they haven't met up with anyone else...
If the party escapes but has members captured then the game continues. The party must make three tests on how they continue to evade the Guildmaster, as he keeps hunting for them. If half the part succeeds on there test, then Kell will not find them - if over half fail then Kell can make a Perception test to find them.
If they instead chose try and do another of the Tests, even with a captured comrade, then they must make another Test to get there safely. Kell won't interfere with another Test, though, and they'll see him watching and waiting nearby. The captured people will get an an attempt to break free and escape, too - once each time the party makes a test, and three times during each Test they take.
If they instead chose try and do another of the Tests, even with a captured comrade, then they must make another Test to get there safely. Kell won't interfere with another Test, though, and they'll see him watching and waiting nearby. The captured people will get an an attempt to break free and escape, too - once each time the party makes a test, and three times during each Test they take.
If they all escape, then they can make there way to the the finish, or the next test, without risk. After each test the same checks must be made, with half the party passing or Kell might locate them. For each additional test - that is, there 5th and 6th - add a -10% penalty to the party, as Kell runs out of prey and focuses on them.
Capture
If the whole party is caught and dragged from town, they are eliminated and fail to gain entry to the Guild. However, more opportunities will be available in the future...