"Finally, we are pleased to begin... THE TRIFECTA INITIATION" There's a crowd above that can be seen through a glass ceiling. [[Murrin Rideitre]] is clearly pleased as punch and is speaking into some sort of magical device.
"Today, we have some special guests. Let's meet our contestants!"
- "Tigridia"
- "Riley"
- "Korava"
"Our contestants will now begin the first of many challenges tonight, starting with... ALDBINE'S GAUNTLET"
As you look through the archway, a large hall stretches beyond. The stone floor becomes jagged and uneven. Several meters in, spidery red runes stretch along the walls. Eventually the runes end, and a pool of green bubbling liquid takes the width of the hall. Beyond the pool are lines of elven faces etched into the stone walls, and at the very end, you see a door. As the party runs through, they can hear Murrin announcing the traps like its the thunderdome.
Every success moves you one area down. A failure leaves you in the same spot
# Constant Hazards
## **Slow Iron Spike Wall - Initiative 1**
It moves forward 1 area at a time. Contact with the Wall deals 5 piercing dmg. Once Snuff is defeated, the Wall is retracted.
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# Stages
## **Running Start** - 3 Areas
The first area is simply here to give the players a place to outpace the wall. Initiative is first decided by run speed, then Momentum(Agi) score, then a roll off.
The Initiatives are: 10, 6, 2.
## **Oscillating Dancing Challenge** - 3 Areas
Floors rise randomly up and down.
Any creature that enters or begins their turn in the trap must make a DC12 Balance check or be knocked prone while on the trap. If they are already prone and fail the check, they are unable to stand up, and must crawl at 1/4 speed. In addition, this counts as difficult terrain, and so halves the speed of anyone attempting to traverse while standing. If you attempt to dash,
## **Fire Bolt Rain - Initiative 16 - 3 Areas
Fire erupts from the runes, dealing 5 burn damage to anyone in the zone. DC12 **Reflex**
## **Acid Trip Pit** - 1 Area
A pit full of acid stretches across the way. Murrin mentions how no one ever needed the wooden beams anyways. Those who make the jump while standing make a Propulsion Check. Those who get a running start make the check with **Velocity+Brawn** DC21. Those who fail take 2d4 Corrosive damage, and take an additional turn to wade through the biting liquid.
## **Elven Morning Breath - Initiative 10** - 3 Areas
Fourteen exaggerated statue faces of the heroes of legend all expel noxious gas into the area. Vigor Save of DC16 is required, or the player is unable to hold their breath and are poisoned. They cannot move for the rest of their turn and are struck with [[Nausea]].
## **Aldbine's Loud Mouth - Initiative 1** - 3 Areas
1 grotesque statue face that vaguely resembles common depictions of Aldbine shoots out streaks of Volt. Those in the area take 5 Volt damage.
At the end of the room is a small alcove that allows the party to rest. They have a chance to drink some of [[Murrin Rideitre]]'s favorite drink: "Farthing Fury". They fully recover, but immediately vomit, because sometimes Murrin puts sulfur in there.
The alcove leads out into [[Snuff's Scrapyard]]