<span class="bbc_u"><strong>The Mages (Aramis, Dask, Maya)</strong></span><br/><br/>Despite some internal conflicts Dask gains some intel about future foes as Dask prepares series of spells and then get immediately refreshed and prepare new spells thanks spell engine. Other wizards follow suite as does the sorcerers and easily mages recognize spells used on each other overall.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Dask intel</div><div class="spoiler_body"><strong>Warlock:</strong> the warlock is guildmaster Osama Obisidian of adventuring guild, known as Dark Magic, a exclusive guild who takes the 'outcaste' caster types. Lots necromancers and other unsavory type casters, lots of binders according rumors.<br/><br/>What comes to Osama himself he is type who says 'no tool is no evil, user can be' approach. So despite the repute of the guild he himself is straight and narrow man, law abiding and at times can be quite devil in regards reading the law. But he is honest and fair otherwise and excellent educator on magic to fresh casters. But he is all open about his ancestral pact with fiends (devils) and where his warlock magic comes from. You know he is skilled in ranged blasts but rare know that he can do serious sucker punch with right hook loaded with arcane magic and that he has practiced wizardly arts as well and combine them with warlock magic. He is short a eldritch theurge. CR wise he is 16 opponent and probably one strongest and experienced casters in the room atm. Unless count the unknown factors bringing surprises.<br/><br/><strong>Arcane Warrior:</strong> Arcane warrior is Artharion D'Veran, a exile from dark elf side of elven nation (unknown reasons but speculated his cursed state caused problems) and a hexblade. So he knows few spells but has dozens supernatural magical tricks and curses and of course able conjure arcane blade. His preferred form being bastard sword and he is gold ranked adventurer with title 'Grimsage'.<br/><br/><strong>Witch:</strong> Witch you recognize easily thanks her style and appearance; she hails from Meridian, one the hundred kingdoms regions. What makes Meridian sort infamous is it's king; Pumpkin King, there is lots dark rumors and tales on that kingdom. At first swamps were conquered but then suddenly king was mysteriously vanished and prince ascending to throne and then prince became tyrant and swamps overcame the kingdom and borders were sealed in mysterious mist. It's land where 'fairy tales are true but in dark gothic' in manner.<br/><br/>Either way the witch is called Esmeralda Kradania, she belongs to one adventuring guilds in Damalla and is gold ranked with titles of Dark Wanderer and Mistwalker. Reason why she had left her homeland is because she was hunted by Pumpkin King because she is key to some vault which belongs to her family (and her mother had been seduced/turned lustbound by Pumpkin King). But she otherwise practice openly witch themed magic (thematics) but is otherwise sorceress with dark bloodline. She mostly specializes mind affecting and debufing effects (enchanter with some necromancy). Around CR 9 foe. She has solid sorceress powers but has some supernatural tricks (she uses one reserve feat exclusive for offense; Invisible Needle, force projectile in form of a green arrow). She once had familiar, a cat, but since demise of the cat she has not taken any other familiars.<br/><br/>No idea about mystic, Maya or unassuming man.<br/><br/><strong>Psychic:</strong> The psychic is a mysterious woman who has appeared on and off in Damalla past 600 years, she does not belong any adventurer guild and she is more reclusive sort researcher and observer than traditional adventurer (CR 14 foe). She channels mind magic combined with wizard's arts combined. Woman's name in stories/legend is known as 'Asana' but has been given titles as 'Mistress of forgotten secrets, Keeper of Secrets, Mind's Shadow' and so on.<br/><br/><strong>Beastfolk Shaman:</strong> Not a local, Rognar was a slave in Thunderdome until he won his freedom (so very familiar for arena combat). Skill wise uses diversely four elemental magic and has connection to ancestor spirit (divine sorcerer and a battle sorcerer as well). CR 12. Very limited spell knowledge overall but few tricks he knows are good and can battle well close combat. The divine domain his ancestor has granted power from is Mysticism (http://therafimrpg.wikidot.com/cleric-domains#toc112).<br/><br/><strong>Asgardian female mage:</strong> Most mechanized life comes from Mechatork, but in Asgard there is one deity who can also influence someone to become mechanized life or born one and that is asgardian deity Ptah (https://simple.wikipedia.org/wiki/Ptah), god dedicated to art of crafting, artifice and building. The asgardian mage was woman called Aema, she was brilliant in mind but frail with body, to point she was incapable crafting or creating anything. Her family prayed for miracle and Ptah provided it, it created a new body (mechanized life body) for Aema and since then she has been his disciple. She is divine sorcerer with artifice domain but also has training as monk and she combines sorcery with martial arts along with soul magic from incarnum. Cr wise she is 12 or more.<br/><br/><strong>Aramis:</strong> A famed scholar who is part of one local adventuring guilds but his primary alliance lays in Arcane Order. A versatile mage, one brilliant minds regards lore and research (and interest on soul magic) with good heart with touch of trusting/naive nature. Experienced adventurer around CR 10 or so rating.<br/></div></div><br/><br/>The all casters (expect arcane warrior) cast greater mage armour on themselves, followed same resist spells expect beastfolk shaman goes out with all four elemental heart spells (Heart of Fire, Heart of Water etc). Warlock casts Extended Duelward (https://dnd.arkalseif.info/spells/spell-compendium--86/duelward--4424/index.html) spell on himself early on. All preparing casting (wizards) cast arcane sight (warlock's case greater arcane sight) and see invisibility and extended shield spells. Probably handful buffs escape notice either in chaos of mantra or with absence of verbal or somatic components.<br/><br/>As buffing chant is over and as contestants stand and wait, soon after signal is given to head out into arena. They walk in magical circle which transports them inside the arena which is warded against teleportation (coming in or out) and then grand opening is done for the contest and games. Speech and announcer for competition is goddes Ramses II (https://pbs.twimg.com/media/DCaO9rLV0AA4Sm-.jpg:large) and she starts; "Welcome everyone and thank you all for patience for preparations! Now the tournament begins! However as hinted this is not merely duel between the mages; as asgardians we dislike violent measures taken as first measure so tournament will hold also score collecting section where each mages are tested. So what is measure of great mage? Their intelligence and wisdom? Willpower? So we will test them both and also test to see they haven't neglected their bodies as well, as asgardian ideal of a mage is not merely feeble man with bright mind but a man with healthy body and mind and strong spirit!<br/><br/>Scores will be collected and as tournament section starts, winners adds half of their foes scores for their own score pool, while losers keep what they have acquired so far in tournament. In a very rare circumstance it can lead a mage, who looses later half of tournament in duel, still win because collected scores both from this test section and first half of tournament! Of course tournament winner likely gets prizes and second place likely in reward pedestal. Either way let's commence first with measuring body of our mages...."<br/><br/>Then arena shifts, changes and soon becomes a all out full obstacle course track! It first has section which involves tiles and suspicious looking dragon heads facing on middle, followed with spinning log as a bridge followed with swinging leather sacks and then deep pool where is sprinkled glowing golden rings and then there is rope wall where in top lays a wooden pole connected to disk which has springs underneath it. A mechanism which then connects to large golden bell where large golden hammer is poised towards it but is not moving to strike it.<br/><br/>Goddess continues; "After you cross most obstacle course you have to collect the golden glowing rings in the pool, not all but around twenty of them to able to trigger the mechanism in top. Each ring weights five pounds so it's a hundred pounds of weight you would need to carry to the top. Or other solution how to get rings up to the pole based on your expertise. The rings are all shared, so those taken by others will not be returned to the pool so you may need dive deeper to get other rings. Anyways spellcasting on either obstacle course, any part or items in it, is forbidden as is any manner of sabotage other contestants as is usage of any magic items which would ignore obstacles. But your allowed cast spells on yourselves besides teleportation and flight related and changing form is allowed. We will measure time and also efficiency how you finish the course. Now, go stand in line and be prepared to start the race!"<br/><br/>As contestants are in place the asgardians make countdown.....and launch the race started with hit on gong and race is on then! First obstacle as expected is trapped corridor, from dragon's mouths a projectile of force is launched towards contestant who has to dodge the projectile or endure the smacking force of the projectile to avoid being knocked off the path and fall to pool of water beneath the alley. Then other obstacles are straightforward as well, fall and you get wet and need start over (that specific section) again.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC</div><div class="spoiler_body">Ok, the contest goes narrative by everyone's part but we determine scores so that top three get scores; +4 first place, +3 second and +2 on third, all rest who competed get +1 score expect last one gets none (and this same scoring method is also in trials of mind and spirit). Now to determine how fast you complete the course is that every time you fail you get delay score, one with lowest delay score will win the course first place. Now delay depends on how many times you had to try each obstacle (pass a check). However instant (if use spell creatively, like spider climb on yourself to cross rolling log example) gives -1 delay (meaning next course if you fail first try but succeed second one you get -0 score in delay from that section). Instant cases do stack so example if you get three spell instant wins then you got -3 delay (going super fast the course). Now, no dice rolls are used; assume on each DC check you take 10 result and if that's not enough to pass, you fail the course. Retrying adds +1 to your base score (so example if DC is 20 and you manage to 19, then retrying you succeed next round but with cost of acquiring delay point).<br/><br/>Now the DC of each task are follows;<br/><br/><strong>Trap Alley:</strong> You need pass DC 20 reflex save, on fail you face bull rush check from projectile (DC 20 resist). Succeeding on either one passes the course.<br/><strong>Rolling Log:</strong> You need pass DC 20 balance check to cross the log.<br/><strong>Rolling Sacks:</strong> You need pass DC 20 tumble check, on being hit by sack you take DC 25 bull rush check. Succeeding on either one passes the course.<br/><strong>Swim/Collect Rings:</strong> You need pass swim check DC 20 and DC 15 Fort save, however each delay you have collected adds to fort save DC by double (so delay 3 score means passing DC 21 fort save). Need pass both checks to proceed.<br/><strong>Rope Climb:</strong> Need pass DC 20 climb check with ropes, flying is not allowed and pillars which support ropes are enchanted to block spider climb mechanic. However if you can make rings ligther or less burdensome to carry, the DC is reduced to 15.<br/><br/>Base delay scores to each contestant (not a PC);<br/><br/>Warlock: 5<br/>Arcane Warrior: 2<br/>Witch: 8<br/>Mystic: 4<br/>Psychic: 3<br/>Unassuming Man: 12<br/>Beastfolk Mystic: 0<br/>Asgardian Mage: 1<br/>Wizard: 6<br/></div></div><br/><br/><span class="bbc_u"><strong>Sir Aeldrick</strong></span><br/><br/>The boy who was picked watch over horse accepts the coin, nodding to sir Aeldrick and replies; "Okay, but if I do not see you on sunset then your horse is mine 'Kay?" Aeldrick easily gets ticket and gets to the audience seat in the Thunderdome. Which earns it's name as crowd cheers as mages are brought up finally (before that there was illusionary dance show done by asgardians). Crowd silences as local asgardian goddess explains now details of the game as the adds and advertises did not detail them. First part will be obstacle course to measure mages stamina and those who reach top three spots get highest scores.<br/><br/><span class="bbc_u"><strong>Delaiah</strong></span><br/><br/>The mercenary smiles and replies; "It's not worst job to be had today so I do not mind it as much, as I am paid fairly well to be babysitter. Also festivals come and go in city, this just happens to be larger ones. But parties and discounts lasts until to midnight, some parties past midnight. In truth I have one lottery tickets, would be quite ironic if I would become the winner haha!"<br/><br/><span class="bbc_u"><strong>Sasha</strong></span><br/><br/>Contest begins, Sasha gets witness each champion, candidate become her master, in both their best and worst moments. See who triumph and excel in the field of test of physical vigor and might. Battles will come, but this is pure test of the bodies of potential candidates to be her master. Witness their performance but with slight difference; audience sees clothes, robes and armor, she sees them as nude silhouettes in her dream. In all manly or femine glory as well.