Just ran an ordeal trial for one of my PCs last night. Went like this:
Ariel, the apprentice, is told that it is time for her to take her vows as a Wizard. Her ordeal is simple: she must reach Edinburgh, by herself, via the Nevernever, in a timely manner. Dressed in her apprentice robe--and only her apprentice robe--with a small bottle of water and two slices of pizza (her choice), she's brought out to a snow-covered meadow in one of the city' parks. She has a choice on opening the Way; a cleaner Thaumaturgical method, while she's standing here in the snow, or a quick and dirty "rip" through to the Nevernever. She chooses the ripping method--it's cold!--and finds herself standing in a Summer meadow, surrounded by trees. Finding a soft, chalky rock and a sturdy piece of bark, she tries to make a map, to little results.
After wandering for a while, she hits upon the idea of trying a tracking ritual, scratching a pentacle as her target to try and find other pentacles--the markings of the Wizard Ways through Winter. Just as she's about finished, she realizes that she's being watched. A smalled wizened man is watching her, perched atop a nearby tree stump. With a laconic manner that was a joy to RP, the gnome agrees to take her to the other pentacles that he knows of, in exchange for her pizza.
With a slow, trundling walk designed to test her patience, the pair walk onward, up the side of the mountain, coming out of the forest and above the primary treeline, eventually coming to a river gorge... and where a tree branching across the gorge used to lay. A replacement tree is found further down, which she knocks over with Earth magic, re-secures the roots, and crosses over; the gnome trips and falls on his crossing, grabbing onto a branch below. She tries to get ahold of him, but he lets go, and then, when she points out that he hasn't fulfilled his debt to her, changes into a blue-bird on the way down.
The bluebird proceeds to guide her through a mountain pass (massive Endurance test), and down the other side, where it leads her to a tree with a pentacle carved into it. Underneath the tree, in a meditative pose, sits a monkey in monk's robes. And eye quirks open as she approaches. The monkey monk invites her to sit and meditate with him; he is contemplating the nature of this symbol and it's meaning. She meditates (Discipline roll, interval of an hour, threshold of her Conviction-squared), and emerges from her trance to find the monkey-monk working on something, a sculpture of some sort; from different angles and thoughts it seems to represent different aspects of magic--the elements, thaumaturgical processes, etc. he hands her a blob of clay, telling her to show what she now understands (intended to be a Craftsmanship and Lore combination roll; roll both skills separately until both skill-rolls hit the same value on the same roll), but she makes a Lore declaration that there's a piece missing from his sculpture and uses her clay to fill it.
The monkey monk nods approvingly at this, hands her the sculpture, and tells her to follow him. She does so, and is lead to Ways entrance featured in Turn Coat, and is given over to the custody of the Wardens there as a full Wizard.
(EDIT: A good topic for my 400th post, methinks)