Monday, April 16, 2018

The Trials of Heart, Mind, and Might

My players in Curse of Strahd have been a chaotic mess. It's been an excellent game, but their ability to protect Ireena is in major question. For awhile, The Order of the Black Doves (a replacement for the Order of the Feather, that is exactly the same except were-doves instead of were-ravens) decided that the party couldn't protect her, and decided they would do it on their own.

So while the entire party had left Ireena behind at a tavern, the Order of the Black Doves kidnapped her, whisking her across the city to their hidden hideout.

Now the players have tracked them down, and they want Ireena back. And either they will have to kill all the lycanthropic birds, or pass The Trials of Heart, Mind, and Might.

The trials are designed to be tricky and difficult. Failure is a real consideration. And although failure might not result in death, it does mean that the order will not return Ireena without a fight (that isn't likely to go the character's way). 

The Trials

"If you want Ireena back, you must prove your ability to protect her. We will not give her back unless you pass the trials of Heart, Mind, and Might. They are dangerous, and they may destroy you if you do not pass them. Do you truly wish to risk your lives and souls?"

"You do? Very well, we go then."

The characters are led to a platform that descends into an underground chamber. The central chamber is small, just large enough for the platform to descend. But there are three rooms that you can clearly see.

On the left there is a long room. About twenty feet wide, the room starts flat, but then has an ascending slope that goes up in a sharp, sixty degree angle. The ramp leads upwards for fifty feet before flattening out again. At the bottom, where the room is still flat, there is an eight food wide circular crack in the floor.

On the right side, there is another were-dove. But this one is clad in a long black robe, with a cowl so long, that the only thing you can see of it's face is a sharp beak. In his left hand is a corked vial with completely clear liquid. In his right hand is a book, with the phrase Toralia deas Loridal, written on the cover. 

Finally, the room straight ahead of you is a huge circle. It's sixty feet wide in diameter, with crystalline walls that shoot straight up at least fifty feet. The reflection of room's contents shift endlessly around the walls, creating a dizzying rainbow like mirage.

Inside the room are six massive golems:

The first is a golem surrounded with glowing yellow energy, it has a cross shaped hole in it's chest where the energy Cascades out to surround it's fists and torso. The second is a golem of red crystals. It holds a gigantic sword in one hand, and a massive shield in the other, and it's eyes glow with crimson power. The third is a golem carved of ocean blue ice. It's surrounded by a cloud of mist as the warm air clashes with the Arctic chill the golem is formed of. It's tall and slender, and holds a bow formed of the same Arctic blue ice. Next is a golem formed of burning orange flames. It's taller than all the rest, and surrounded by an acrid cloud of sulfur smelling smoke. In it's hands is a massive great axe bigger than even a Goliath could wield. Then there's a floating golem that hovers on waves of sickly green energy. It's fists are surrounded with the energy as well, and although tall, it's slender and sleek. And finally there's a purple golem formed of crystalline spines sharp enough to draw blood with even the lightest prick. The tips seem to glow with arcane energy, and it's face is fixed into a grimace of pure rage.

So... tell me in the comments which room you think belongs to which quest. Because before even starting the trials, that's the first puzzle to solve.

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