<strong>Delaiah:</strong>The bodyguard talks about present times and city and society, give Delaiah basic works how adventurers work today and how present differs from past (and how some cases haven't changed that much). Eventually one her 'masters' servants come inform the lottery is over and winner has been chosen. She is escorted to main gambling hall where wins are handed out to gamblers who were lucky with tickets.<br/><br/><span class="bbc_u"><strong>Everyone else</strong></span><br/><br/>Aramis did spectacle to win his battle, Maya tried use same stinking cloud but the witch conjured black spiraling wind which blew cloud away and struck on Maya. Maya and witch started then match where they tried use enchantments, illusions and other means to control one another. Maya tried fool with clones but witch seemed able recognize the figments and shadow clones somehow. Witch eventually tried her trump card; in trying blind Maya but she resisted the spell. Witch then conjured undead ghoul from ground, summoning one and thus create a minion which is immune to most tricks Maya had her disposal. Witch continued bombard with pumpkin bombs and use various wands and scrolls help counter Maya's magical prowess.<br/><br/>However eventually Maya managed trick the mage; in feigning defeat. As witch turned back to Maya, Maya then struck her from behind and brought down already winded out witch.<br/><br/>Then Aramis and Maya faced off; despite reputation as long bronze ranked adventurer she fought like gold ranked! She used shadow magic to try trap and fool Aramis, but Aramis saw through tricks and he remained ever versatile on against Maya and using plenty of dispelling and up and direct blasting magic. Maya however managed fool Aramis couple times waste valuable spells and avoid being directly hit and her shadowy clone proved troublesome distraction. However what Aramis could see from her illusions and magic they were<em>empowered</em>somehow, beyond the norm. As shadow spells felt more real as well. Making thinner line between reality and illusion.<br/><br/>Then main battle between Aramis and Dask; Dask used black tentacles to pin him down as well (it took Aramis time to get free from it and make vulnerable to spells). Countering Aramis blue missiles with shield spell (which he had secretly cast before the match so Aramis did not know about it). Dask then cast baleful polymorph but luckily Aramis resisted the spell (thanks preparing for it as two earlier matches Dask won straight out with it). However most deadly was the rays; one ray hit Aramis and clearly Aramis felt his mind reduced to less than it was and make him incapable casting his best spells! Making him feel, well, dumped down. But despite lack of higher spells he won then after dispelling shield spell from Dask and then launch regular blue missiles powered by incarnum (in truth Dask feigned more serious injury to make match last shorter time and go get his lottery ticket soon as possible).<br/><br/>Then Aramis was declared victor of the tournament! Then prize granting ceremony starts.<br/><br/>Rathess II appeared and gestured Dask, Aramis and Maya stand on pedestals which were conjured up. Tallest one for Aramis, second highest for Dask and third highest for Maya. She spoke; "Albeit Aramis is victor of this tournament, as by tradition we acknowledge the top three with gifts as memorials from tournament while main prize still goes to victor. Now as tradition in Asgardia the traditional symbols and tools of the magi are following; Ank or Amulet, Scepter or Staff, Crystal Sphere and Headband or Buckle. The victor picks first, then second placed magi picks second and third one picks lasts. Also each of you get coffer of gold and gemstones as well."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Items</div><div class="spoiler_body"><br/>As said Aramis picks first and then Dask and then Maya. Aramis gets 8,000gp in gold coins/gems in coffer, Dask gets 6,000gp and Maya gets 4,000gp. Below are item details and once picked by someone, other is unable to pick it.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ankh</div><div class="spoiler_body">This golden ankh with green cat's eye in center provides wearer +2 luck bonus to reflex saves and insight bonus to initiative checks and grants evasion class feature on user as well. Also if user falls they take minimum possible falling dmg and they always land on their feet when they land/fall.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Amulet</div><div class="spoiler_body">This amulet of sun provides wearer constant light source (functioning as cone formed by daylight spell). However it has 3 charges which can be spend do one following in area of it's light;<br/>1; Faerie Fire to all targets in cone area (no save nor SR)<br/>2; Empowered Searing Light (CL 20) on one target in cone<br/>3; Empowered Blast of Flame (http://dnd.arkalseif.info/spells/spell-compendium--86/blast-of-flame--3964/index.html) (CL 20, inflicts blindness on foes who fail save against it and lasts 1 hour)<br/><br/>Charges recharge on next day on zenith hour and amulet needs face the sun/exposed sunlight. Once all charges spend the amulet does not provide light at all.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Scepter</div><div class="spoiler_body">This golden scepter which handle is made darkwood and tip shaped like cobra's head allows use two following spells each twice a day (using user's CL and casting modifier to saves and user's spell slots to power them); Poison Spell Disintegrate (poison is black lotus extract, on hit by ray asks fort save DC 20 vs poison), Summon Monster VI (huge sized viper snake with fiendish or celestial template and have double of normal HD from it's kind). Also scepter provides +1 luck bonus to all attack rolls, skill checks and saving throws.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Staff</div><div class="spoiler_body">Staff which is made from gold and has crescent moon made from azure crystal on tip provides benefits of runestaff of healing (suitable wield by arcane spell user as these spells count as arcane than divine) and also investing incarnum the staff provides +2 bonus to heal checks per investia spend, spending 3 investia user becomes immune to disease and on 5 investia user is immune to poisons. Also counts as +1 quarterstaff for melee purposes.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Crystal Sphere</div><div class="spoiler_body">This blue sphere can be held or float around the caster like Ion stone. While floating it provides user able use at-will Deflect (http://dnd.arkalseif.info/spells/players-handbook-ii--80/deflect--2907/index.html) or Deflect (lesser) (http://dnd.arkalseif.info/spells/players-handbook-ii--80/deflect-lesser--2908/index.html) spells (either one with CL equal to user's own). When held the sphere functions as scrying focus and it allows use scry (http://www.d20srd.org/srd/spells/scrying.htm) and scry location (http://dnd.arkalseif.info/spells/complete-scoundrel--60/scry-location--903/index.html) at-will as well but with CL equal to user and save DC 15 (but can invest incarnum to raise DC by +1 per essentia invested, to max DC 20).</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Headband</div><div class="spoiler_body">This incarnum infused headband with eagle head on front provides user +2 spellcraft and concentration rolls and allows restore once per day spend spell slot (like orb of power) with no cap. However investing essentia allows user additional properties; 1 essentia gives detect magic at-will (automatically round 1 results, after 1 round the round 3 results), 3 essentia transforms benefit to arcane sight (replacing detect magic) and on 5 essentia allows counter spell as immediate action number of times equal your casting modifier per day (besides earlier magical sense benefits).</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Buckle</div><div class="spoiler_body">This golden buckle with head of bull provides user vigor! Giving +10 temporal HP (renewed at dawn each day), +2 competence bonus to any physical attribute checks/skills and provides constant endure elements and also provides benefit of ring of sustenance. Also carrying capacity is tripled.</div></div></div></div><br/><br/>Once all mages had done their picks Rathess II continues; "Now comes the main prize of the tournament; bring it over here!" A retinue made by asgardian temple guards then enters arena ceremonial albeit also alert manner. The temple guard consisted of golden helmed (feline shaped) women and men who wore almost nothing; just white silks conceal their privates and women were topless. They carried however ceremonial incarnum reinforced steel bracers and weapons (glaives) as well which glowed in bright azure light. They were bringing over a floating coffin made from azure crystal; inside laid a haze image of curvy female and in top of crystal coffin was palm imprint, by femine hand, which was surrounded by gold lettered true speech which declares whoever touches the imprint to become master of person inside the coffin.<br/><br/>A shimmering image of feline head appears above the coffin, a azure sort wraith image with green shimmering eyes which speaks in femine voice; "Most valuable tool to any magi is loyal companion. Most cases it takes form of a familiar, however allurans are naturally superior to most familiars. This alluran here was greatly harmed, abused and then abandoned by her master. She was broken thing which had wound up in my city and was under constant suffering, both from forcefully broken link and also extend of abuse and torture her master made force her endure.<br/><br/>I swore to her find a new master, a kind one and powerful enough to be her master. She may not had been as powerful as her former master was, but she's too strong for most magi to bond to. So tournament was all made for selection of worthy master for her. No doubt she will provide to be useful to whoever gets to be her master, as magical spark is strong in her. Now, Aramis Silverscale, touch the crystal and introduce yourself to her. Then coffin will release her and fade away, free her from stasis where I put her to be both cleansed from taint and scars of her past and be ready for her new master."