TRIAL THREE

Trial Three — The Pass of Falling Stone

By the sixth day, your party finally reaches the mountains. Blackspire is now visible in the distance. This is encouraging. The mountain immediately objects. A thunderous crack echoes across the pass as part of the cliff gives way above you. Rocks, snow, and several deeply inconvenient trees come crashing down onto the trail.

When the dust clears, the road behind you is gone, one member of the party is injured, half your supplies are somewhere beneath several tons of mountain, and something large has begun moving under the rubble. Apparently the mountain had one more surprise prepared.

Score Your Party

Add the score for each hero you brought with you.

  • Healer: +5 — Stabilizes the injured hero, treats the wounded, and prevents “walk it off” from becoming the party’s official medical policy.

  • Mage: +5 — Uses magic to hold back falling debris, clear part of the pass, and generally remind everyone why bringing a wizard occasionally pays off.

  • Warrior: +4 — Hauls people out of danger, shifts debris, and stands between the party and whatever is moving under the snow.

  • Barbarian: +4 — Moves several rocks that were previously considered part of the mountain.

  • Ranger: +3 — Finds a safer route through the pass and quickly determines which direction the next avalanche is likely to come from.

  • Paladin: +3 — Protects the injured, keeps the party together, and manages to look heroic while everyone else is covered in mud.

  • Druid: +3 — Reads the mountain, calms the frightened animals, and persuades the local wildlife not to make the situation noticeably worse.

  • Rogue: +2 — Squeezes through the rubble, recovers supplies, and somehow returns with one item nobody remembers packing.

  • Scholar: +2 — Recognizes that the “thing beneath the snow” is not merely a large animal, which is useful information approximately thirty seconds before it attacks.

  • Bard: +1 — Keeps everyone moving with a stirring speech and begins composing a heroic account that will later omit most of the screaming.

Trial Result

20–21 points — Through Without Breaking Stride
Your party survives the collapse, saves the supplies, and reaches the far side of the pass looking almost competent.

17–19 points — Battered but Moving
You make it through with injuries, bruises, and a growing appreciation for flat terrain.

15–16 points — That Could Have Gone Better
You survive, but several supplies are lost and nobody wants to discuss what happened under the snow.

13–14 points — Barely Standing
You limp out of the pass exhausted, wounded, and significantly less enthusiastic about mountains.

11–12 points — The Mountain Has Opinions
You are alive.

This currently represents the majority of your accomplishments.