Trials in the Heavens (Round 1 - Trial of Wisdom)
The Trial of Wisdom is a game the queen has adored for eons. A room in which there is no escape except through a series of puzzles, ciphers, and riddles designed to test one’s intelligence and ability to solve problems.
Yellow DoorLord Araznurum |

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Purple DoorLord Angrinath |

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Green DoorLord Amaranthinos |

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Yellow Door |
Black Door |
Purple Door |
Red Door |
Blue Door |
Green Door
At the conclusion of the Trial of Wisdom, those that could not escape from their room were doomed inside their prisons. Taken by the Destroyer, they too still had a purpose to fulfil. Those that passed were allowed to rest up before the next trial.

Introductions |
Trial of Strength |
Trial of Wisdom |
Trial of Courage

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Escaped: AraznurumThe yellow door took Lord Araznurum to a strange, technologically advanced room. It was a bridge of a highly advanced spaceship. A multitude of computers and workstations are placed all around. Three chairs sit in front of a large window that looks outward into space. A voice told him he had one hour to complete his mission.
Araznurum was tasked to escape the room, but only after he was able to discover the secret of this room and the task at hand. His goal was to surmise and find the location of a planet and set course. He checked every computer. Pressed every button, and turned every switch. Most workstations provided him clues to the location with a needed time and speed. A navigation console allowed him to make the necessary calculations and set the course. Unfortunately, there was no “engage” button. I took some time to find it, but he did, and just in time. Right there in the center chair, the captain’s chair was a small control pad. “Coordinates Set: Engage?” Araznurum pressed the big red button on the pad. Dun’aruil-3, he laughed when he finally figured it out. The dwarven homeworld of Loth’vasaehilda.
Lord Araznurum escaped the Yellow Room. Return to Top
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Trapped: ArletteThe black door took Lady Arlette to a shadowy and quiet room that smelt of death. A small notebook sat in the center of the room. On a small stand a television device sat, releasing the quiet hum of static. A nearby desk revealed a list of names, and their sins. A small piece of scratch paper told her that only death will open the door, “60 minutes remain.”
Arlette began to read the notebook. The book had rules, dark rules. She played the rules, and despised every moment. For each name she wrote in the notebook, someone would have to die. After each death, the television would spring to life, offering further clues to the next name to be written. After the fifth name, there was a loud bang at the locked door. When she opened the door, she thought she had been freed, however, several armed guards barged in the room and killed her. When she awoke, the room had been reset. The list of names on the desk were different, and the piece of scratch paper told her that now only 40 minutes remain. On the back, she saw another note she must have missed earlier. “If you kill more than four, the authorities will find you.” Her stomach churned.
Lady Arlette never escaped the Black Room. Return to Top
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Trapped: AngrinathThe purple door that Lord Angrinath took led him into the confines of a cell within an ancient prison. A former inmate’s bones lie next to him on the floor. Many other items in the cell surrounded him: a cot, chains, cuffs, an iron weight, a small bale of hay, and a diary. The stone walls of the cell were littered with tally marks, drawings, writings, and a collection of various symbols. Suddenly a guard in armor rapped on the cell door, “Your execution is 60 minutes away!”
In the skeleton’s hands was a note. “The cell door key was far more complicated than I thought, maybe the next inmate will fare better.” Following the other hand to a pointed finger Angrinath quickly found the key, but its construction was strange. There were 10 orbital sections with 10 positions on them with strange symbols. He quickly found out that he would need the correct arrangement of symbols to open the door. One-hundred combinations in total. Did he have enough time to try them all? The clues in the diary and the symbols on the walls made no sense. He tried all 100, he managed to do so quite quickly with time to spare, but to his dismay none of the combinations worked. He had placed the key in the lock from inside the cell to the keyhole on the other side, but failed to notice a switch with three positions. He may have to try all 100 combinations again with the switch in either of two other positions. However, only 20 minutes remained. He tried desperately to figure out the combination in the time that was left, only to learn just how complex the lock was. He was surprisingly close to figuring out the combination, but then suddenly the guard came back again. “It’s time for your execution!” The key remained on the cot, with a scribbling of notes on a piece of paper next to it. Another guard came by to inspect his findings. “Pity; he almost had it. He should have trusted his own wisdom to solve the cipher.”
Lord Angrinath never escaped the Purple Room. Return to Top
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Escaped: ArunaireThe red door that Lady Arunaire took led her into an old command room. It had several devices, communication equipment, radar systems, maps, and control panels for various areas of the facility. A robotic voice came over a loudspeaker. “Warning! Shard defense grid breached. Initiate final protection measures immediately. Sixty-minutes to base. Facility lockdown procedure in progress.”
A quick study of the situation and a quick 5-minute read of the procedures manual revealed just how dire the situation was. A monstrously powerful entity only known as “The Shard,” had broken through the facility’s defense grid. The facility lockdown procedure would permanently lock her in the room to ensure the survival of the human race, unless she could eliminate the threat before they breached the final perimeter in 60 minutes (now 55 minutes). A map of the area showed her defenses and where they were positioned. Radar equipment revealed the shard’s current location. Other stations revealed that she had a set of powerful weapons at her disposal. Unfortunately, just firing the weapons was not enough, but doing so in the proper way would address the threat appropriately. After studying the situation, she was eventually able to determine the firing pattern, type, coordinates for five separate shard waves. Once all the setting had been made, she fired the weapons, a massive array of lasers. A type of weapon that the shard had once used against them.
Lady Arunaire defeated The Shard and escaped the Red Room. Return to Top
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Escaped: ArhakamaThe blue door that Lord Arhakama took led him into a room that seemingly belonged to a strange mad scientist. A large operating table rests in the middle of the room. A large hulking beast lay underneath a sheet. A series of electrodes descended from the ceiling, connected to large panels of equipment by long thick cables. Several other work benches contain grotesque body parts, surgical equipment, and various chemicals. Suddenly a small man crept in the room, his face was disfigured, and his back was arched with a large hump. “Master! The villagers are coming! Pitchforks and fire! Only your creation will defeat them. They’ll be here in 60 minutes.”
Arhakama ripped the sheet off the table to reveal a hideous monster. However, it was unfinished. Only its head and torso was assembled, and was still missing a few organs as well. Arhakama smiled and laughed and immediately knew the game. However, it became increasingly apparent that only the right combination of parts was going to work for this experiment. The lab notes were the key, and sorting through all the various parts was a little cumbersome. Following the directions was most important, but many clues were smudged in the doctor’s notebook. Deductive reasoning was difficult for the orc, but patterns were easy to recognize and Arhakama managed to quickly build a proper monster. The next trick proved to be a little difficult as well. A large jolt of electricity was needed to awaken his creation, but operating the equipment was problematic, and required him to be in more than one place at once. Suddenly he realized that he had an assistant, that up until now had been standing idly by as he worked. “You there, turn that generator!” His servant quickly sprung to action as Arhakama flipped the main switch. Electricity crackled between the large electrodes dangling from the ceiling and began surging into the beastly creation as it finally sprang to life. Arhakama quickly commanded it to attack. I launched into action, breaking down the door and assauling the villagers that were making their way up the laboratory.
Lord Arhakama escaped from the Blue Room. Return to Top
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Escaped: AmaranthinosThe green door took Lord Amaranthinos to a large cylindrical room. The room is a large mechanism, with emitters, switches, and sensors, constructed of stone and arcane materials. A single hourglass in the center of the room told Amaranthinos that time was already ticking. A voice called out to him. “There are 60 minutes before the sands of time run dry. Only the power of the elements will help you escape. If not, they will instead be your doom.”
Amaranthinos examined the room. A control mechanism in the center of the room was able to move the emitters around the room to position themselves facing the sensors. The working of the mechanism was strange requiring him to manipulate a suspended cube. The cube was broken down into a series of individual shifting pieces arranged in such a way that each of the 6 faces contained 9 individual facets. The facets were also colored with various different colors, and glowed with the energy of a different element. Red fire, green earth, white air, blue water, yellow light, purple shadow. It took several minutes to finally get all the facets to join up together and activate the central emitter. The orientation of the cube had to also be adjusted to align with the proper sensor. The next challenge however was finding a way to activate the emitters. There was no switch or mechanism to activate the emitters. He looked around the room for further clues. A far wall that he ignored earlier as decorative symbology gave him the information he might need, but deciphering the images proved a little less than helpful. Frustrated, he exhaled a blast of fire. To his surprise, however the red emitter came to life striking the sensor with a red beam of light. Amaranthinos suddenly got an idea, he consulted the images again and formulated his plan. He adjusted a mirror to shine light on the yellow emitter. He hung a large piece of debris from the ceiling to cast a shadow on the purple emitter. He threw some soil from a large potted plant on the green emitter. He doused the blue emitter with water from a trough. Finally, he blew some air from his breath on the white emitter. Each time he did this, the other emitters ejected a beam of light, hitting each corresponding sensor. There was a large thud and the walls of the room systematically collapsed.
Lord Amaranthinos escaped from the Green Room. Return to Top
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