VicsHacienda
Explorer
I spit blood onto the snow. The cold blasts froze my teeth and I'd bitten my tongue. We grab some valuables, leave the rogue Elves to their fate, and travel on.
The next day we arrive at a low hill with a palisade. The Temple of Echoed Souls. Two stairways rise forty feet to a shelf. Iron bells line the stairs. I scan the ground for signs of traffic. Old tracks, nothing recent. I look up at the cliff at the temple built along its sides. Osnald looks for traps on the stairs.
The iron bells have religious icons etched onto them, but no apparent language. Signs of Lugh, god of arts, travel and commerce?
As we ascend, the bells begin to ring on their own. Fafnir continues tramping up the stairs, as I hop onto Osnald's broom. From up in the air I think the Lugh iconography is covering something else, something older. More bells ring.
We alight on the shelf before two great doors of wood and brass. I listen with the help of owl's wisdom from Fafnir. We pull the doors open.
Within is a building, ringed by a circular passage stretching to the west and east. Doors line either side. A mirror stands before us, reflecting everything before it as with true seeing. As we enter, five faintly glowing circles are seen, and a man in robes appears in the mirror. He speaks slowly, his voice echoing strangely.
"I cannot hold his power back for long, but you stand at the edge of peril. Forty One controls the temple now, and will destroy you if you enter."
"And who are you, then?" I ask.
"I am Haathon. I was the Keeper of this place until Forty One came."
"So he is your enemy," Fafnir says. "What is his weakness? We will stop him."
"You should know he is cruel, and will turn his wildness upon you. But the ritual of the Trial is older than he, so I and my masters will make it happen. Should you pass the Trials and defeat him, you can craft your soul to your desires. First is the Trial of the Bell. Not all dangers can be defeated with physical might. Second is the Trial of the Offering: a sinister and righteous path awaits you. Third is the Self: your past will return to you, and you must find within you what you seek. Your companions' strength is your own.
"Forty One will seek to taint it. The Temple gives you the power to tap its souls, and you may try it, but beware: you may become entangled. Face the mirror and will yourself through the glass. Be true to yourselves. What you bring with you is all you will have."
So we need to practice soul tapping? Face ourselves? Damned mystical dung. Apparently we can communicate silently with each other and temporarily use each others' strengths to bolster what we need, perhaps even cast spells.
We decide to explore the leftward doors first.
One: a simple cot and desk, upon which sits a candle, flint, and steel. Two contains the same, except the desk holds an empty clay flower vase. The third has a folded game mat with a grid. The fourth has a golden nugget on the desk. We take these items, expecting a meaning to emerge.
To the right, the first room has a pomegranate. The second has nothing on the desk except a bowl. The third has a recorder or flute. The last has a bottom half of an hourglass without sand.
Monk meditation junk. It doesn't seem like we combine the items, and we don't recognize any symbolism. I recall that pomegranates can represent life.
The old monk's image flickers and fades. The doors to the temple slam shut with a boom, and in the meager light coming through the cracks under the doors, we see a new figure reflected in the mirror: strong and muscular, his expression violently annoyed, someone who will commit the basest crime merely to end the noise.
"You expect something dramatic, but I will merely kill you. Your souls are not even of interest to me. Come inside already."
“Oh, ye can expect something dramatic when we come in there,” I mutter.
We gather on the five glowing points and face the mirror. Among us we sense a unity of purpose, and we will the trials to begin. The world vanishes, replaced with a long-gone past.
Our contemplation of the items has granted us insight. Fafnir's gold nugget is earth, and gives him resistance to damage. The flower vase represents death: I have advantage against magic and 41's attempts to tap into me. I think that’s appropriate given my recent fears. The candle is of course fire, making Trevor immune to fire. Viggo took the game, which is the symbol for space, granting him the ability to innately cast misty step… which he can already do. Osnald's flute is air, and it lets him fly… which he can already do.
We enter the mirror. We are in the icy streets of Gate Pass, the sky lit with the horrible glare of magical fire. Trevor, Fafnir, Osnald, and I recognize them, this day. We flee blindly as buildings collapse. Looking up we see the source of this primal dread: a red dragon that opens its maw. White-hot fire emanates from its maw.
A bright tone sounds and the illusion vanishes. We find ourselves in a small room with a vaulted ceiling, a door opposite. An iron bell hangs above us. Mirrors cluster the walls. The eastern wall looks bricked up with a keyhole in its center.
I stride forward and listen. My footsteps reverberate loudly, overly so, enough to cause pain in our ears. I see the lines of a pressure plate before the door.
Viggo shakes his head of the pain, and misty steps across. Osnald flies over to see about disarming the pressure plate, and does so with silent panache.
Fafnir grunts and looks at the bricked wall and stays put. Trevor soul-taps Viggo's misty step and appears next to the wizard. "Lords of light! Praise the gods! This is incredible naughty word!"
Forty-One and the Souls of the Lost
The next day we arrive at a low hill with a palisade. The Temple of Echoed Souls. Two stairways rise forty feet to a shelf. Iron bells line the stairs. I scan the ground for signs of traffic. Old tracks, nothing recent. I look up at the cliff at the temple built along its sides. Osnald looks for traps on the stairs.
The iron bells have religious icons etched onto them, but no apparent language. Signs of Lugh, god of arts, travel and commerce?
As we ascend, the bells begin to ring on their own. Fafnir continues tramping up the stairs, as I hop onto Osnald's broom. From up in the air I think the Lugh iconography is covering something else, something older. More bells ring.
We alight on the shelf before two great doors of wood and brass. I listen with the help of owl's wisdom from Fafnir. We pull the doors open.
Within is a building, ringed by a circular passage stretching to the west and east. Doors line either side. A mirror stands before us, reflecting everything before it as with true seeing. As we enter, five faintly glowing circles are seen, and a man in robes appears in the mirror. He speaks slowly, his voice echoing strangely.
"I cannot hold his power back for long, but you stand at the edge of peril. Forty One controls the temple now, and will destroy you if you enter."
"And who are you, then?" I ask.
"I am Haathon. I was the Keeper of this place until Forty One came."
"So he is your enemy," Fafnir says. "What is his weakness? We will stop him."
"You should know he is cruel, and will turn his wildness upon you. But the ritual of the Trial is older than he, so I and my masters will make it happen. Should you pass the Trials and defeat him, you can craft your soul to your desires. First is the Trial of the Bell. Not all dangers can be defeated with physical might. Second is the Trial of the Offering: a sinister and righteous path awaits you. Third is the Self: your past will return to you, and you must find within you what you seek. Your companions' strength is your own.
"Forty One will seek to taint it. The Temple gives you the power to tap its souls, and you may try it, but beware: you may become entangled. Face the mirror and will yourself through the glass. Be true to yourselves. What you bring with you is all you will have."
So we need to practice soul tapping? Face ourselves? Damned mystical dung. Apparently we can communicate silently with each other and temporarily use each others' strengths to bolster what we need, perhaps even cast spells.
We decide to explore the leftward doors first.
One: a simple cot and desk, upon which sits a candle, flint, and steel. Two contains the same, except the desk holds an empty clay flower vase. The third has a folded game mat with a grid. The fourth has a golden nugget on the desk. We take these items, expecting a meaning to emerge.
To the right, the first room has a pomegranate. The second has nothing on the desk except a bowl. The third has a recorder or flute. The last has a bottom half of an hourglass without sand.
Monk meditation junk. It doesn't seem like we combine the items, and we don't recognize any symbolism. I recall that pomegranates can represent life.
Mystical Trials Three
The old monk's image flickers and fades. The doors to the temple slam shut with a boom, and in the meager light coming through the cracks under the doors, we see a new figure reflected in the mirror: strong and muscular, his expression violently annoyed, someone who will commit the basest crime merely to end the noise.
"You expect something dramatic, but I will merely kill you. Your souls are not even of interest to me. Come inside already."
“Oh, ye can expect something dramatic when we come in there,” I mutter.
We gather on the five glowing points and face the mirror. Among us we sense a unity of purpose, and we will the trials to begin. The world vanishes, replaced with a long-gone past.
Our contemplation of the items has granted us insight. Fafnir's gold nugget is earth, and gives him resistance to damage. The flower vase represents death: I have advantage against magic and 41's attempts to tap into me. I think that’s appropriate given my recent fears. The candle is of course fire, making Trevor immune to fire. Viggo took the game, which is the symbol for space, granting him the ability to innately cast misty step… which he can already do. Osnald's flute is air, and it lets him fly… which he can already do.
We enter the mirror. We are in the icy streets of Gate Pass, the sky lit with the horrible glare of magical fire. Trevor, Fafnir, Osnald, and I recognize them, this day. We flee blindly as buildings collapse. Looking up we see the source of this primal dread: a red dragon that opens its maw. White-hot fire emanates from its maw.
A bright tone sounds and the illusion vanishes. We find ourselves in a small room with a vaulted ceiling, a door opposite. An iron bell hangs above us. Mirrors cluster the walls. The eastern wall looks bricked up with a keyhole in its center.
I stride forward and listen. My footsteps reverberate loudly, overly so, enough to cause pain in our ears. I see the lines of a pressure plate before the door.
Viggo shakes his head of the pain, and misty steps across. Osnald flies over to see about disarming the pressure plate, and does so with silent panache.
Fafnir grunts and looks at the bricked wall and stays put. Trevor soul-taps Viggo's misty step and appears next to the wizard. "Lords of light! Praise the gods! This is incredible naughty word!"







