Romation Dwarven Trials
History
Over the years, the Dwarves of Romation have developed a trial of honor. They learned that weak integrity tended to be ineffective leaders after losing many battles and the right to dwarven city castle on the surface, now known as Mount Roma. To help prove that the Dwarves of Romation were still honorable. The Ironfist Clan brought forth the example of the first Dwarven Trials.
Execution
To complete the trial, you need to pass five critical tests. Each trial is achieved by multiple contestants. There are a few tests that will break people's minds and bodies. Those that can make it past all five will become honorable dwarves among the dwarves of Romation. Non-dwarves compete in these trials to prove they are worth working and undergo trade within Romation.
DC 10-15 Sketches that might work
DC 16-19 Sketches that are almost perfect
DC 20 The contestant sketches a perfect pattern
The second part of the craft test is to forge and craft the weapon created in the design phase. In this phase, a contestant will use their training from the examination of mind to help assign artisans to assist with their weapon crafting. If their weapon has fine details, a Slight Hand Check will be required. After everything is done, a tool check using the constitution determines the quality of the crafted weapon.
DC 11-15 Some of the finer details are in place
DC 16-19 Details are almost perfect
DC 20 Weapon will be a high-value Masterwork art piece
DC 11-15 It holds at least just for show
DC 16 – 19 Useable weapon
DC 20 Has a special bonus to it.
DC 1 Contestant Receives 1 point of exhaustion and 8d4 fire damage
DC 2-5 Next Check has Disadvantage on next constitution saving throw and takes 4d4 fire damage
DC 6-10 Next Check has Disadvantage on next constitution saving throw and takes 2d4 fire damage
DC 11-15 1d4 fire Damage
DC 16-19 Contestant seems fine and has an advantage on the next constitution saving throw.
DC 20 Advantage on next constitution saving throw. You also have resistance the next time you take fire damage.
51-100 Success – You are fine, and you could do this for another hour.
The Test of the Body
The test of the body is basically testing your constitution and your restraint in hand-to-hand combat. If you end up killing a competitor, you are removed from the trials and brought back to the surface city of Mount Roma.The Test of the Mind Tactics
The test of mind tactics is testing knowledge of strategy and potential battle tactics. The trial competitors will have to test their wits against each other. The various tactics will be broken down for everyone to learn. This also teaches the art of failure, and every contestant will have their plans criticized. They need to show how well they can take criticism from their superiors based on their actions.Test of the Ancestral Spirit
The test of Ancestral Spirit is a test to understand the best ancestral clan weapon that best represents one's, inner Dwarf. This is a subjective test but shouldn't be completed just by grabbing a random weapon. Instead, there should be a lot of thought into choosing what best fits one's Ancestral Spirit.Test of the Craft
The craft test is a two-part test, one of the design phases of a weapon representing their Ancestral spirit and inner Dwarf.Intelligence check to draw plans of weapon.
DC 1-10 Rough sketches won't reflect the finished productDC 10-15 Sketches that might work
DC 16-19 Sketches that are almost perfect
DC 20 The contestant sketches a perfect pattern
The second part of the craft test is to forge and craft the weapon created in the design phase. In this phase, a contestant will use their training from the examination of mind to help assign artisans to assist with their weapon crafting. If their weapon has fine details, a Slight Hand Check will be required. After everything is done, a tool check using the constitution determines the quality of the crafted weapon.
Fine Details (Sleight of Hand)
DC 1-10 Not Able to fasten the small piecesDC 11-15 Some of the finer details are in place
DC 16-19 Details are almost perfect
DC 20 Weapon will be a high-value Masterwork art piece
Quality of Weapon (Tool Check)
DC 1-10 Failed to assemble the itemDC 11-15 It holds at least just for show
DC 16 – 19 Useable weapon
DC 20 Has a special bonus to it.
Test of Forge Endurance
The last test is the test of forge endurance. This test is done with everyone participating in the trials. Everyone is placed in the center of the Ironfist Foundry above the Romation Magma Chamber to test how long one can survive the heat of the forge. Every hour that passes, the heat gets more intense. Therefore, the following rules are used when in the trial. The competitor will need to come up with ways to stay cool in the extreme heat and stay calm for 4 hours (8 checks), and each hour they take 1d4+2 fire damage & will have to make a constitution saving throw. If contestants want to undergo a challenge of wits along with the heat of the forge, they can roll a d100 to check how much longer they can stay after the 4 hours.Constitution Saving Throws will determine the following.
DC 1 Contestant Receives 1 point of exhaustion and 8d4 fire damage
DC 2-5 Next Check has Disadvantage on next constitution saving throw and takes 4d4 fire damage
DC 6-10 Next Check has Disadvantage on next constitution saving throw and takes 2d4 fire damage
DC 11-15 1d4 fire Damage
DC 16-19 Contestant seems fine and has an advantage on the next constitution saving throw.
DC 20 Advantage on next constitution saving throw. You also have resistance the next time you take fire damage.
Battle of Wits
1-50 Fail Angry and impatient and requests to leave the challenge.51-100 Success – You are fine, and you could do this for another hour.
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