<div class="floatright">(http://wiki.guildwars.com/images/b/b5/Hall_of_Monuments.jpg)</div>Though there are initial difficulties, Hunter manages to lead the group to the next floor without much difficulty. Though at one point there's noticeable movement on the other side of a wall after Aleria knocks down a chandelier, the rogue's quick thinking lets her quickly quiet down the party members, and eventually the shuffling on the other side stops.<br/>Moving through the circular corridor and climbing a set of stairs, the girls arrive at a large gate on the second floor. It isn't locked, in fact it doesn't have a lock at all, and Hunter can't find any trace of traps or tinkering on the ancient double door. It takes some effort to push open however, and when it opens it reveals a huge chamber beyond, decorated with religious art and statues along the walls, depicting different figures and scenes from the Order's history. In the middle of the large space, there is a pool of crystal clear water, with small wooden benches surrounding the edge where initiates could kneel at.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Knowlege (Religion) DC 15</div><div class="spoiler_body">Every piece of artwork here seems to depict some kind of critical choice or defining moment in the past of the Order or in the lives of the saints.</div></div><br/>"The wards of this place will prevent anyone who didn't undergo the trial to proceed on the path. The trials will be increasingly demanding, and they can make an unprepared individual lose their mind. Not all of you have the years of knowledge that acolytes do when they come here, but I am here to guide you through, and and with our numbers it might not take long. This is the Hall of Reflection. The pool in the center is-" Yustissa started to explain the trial as promised, but was interrupted as a bright flash of white light momentarily blinded everyone in the chamber.<br/><br/><div class="floatright">(http://i7.photobucket.com/albums/y265/Nny2/WhiteNecromancer.jpg)</div>"Welcome, children." the man dressed in pure white robes said in a calm, fatherly voice, hovering a foot above the surface of the pool, holding a staff as if it was his walking stick. Though he appeared elderly at first glance, his body showed little signs of his age: his body was still as strong, hardly one of an old man and more like that of a middle-aged gentleman, but he still had the grey hair and beard of a wise man who has seen many summers. His clothing was formal and more elegant than the usual priest robes and hanging in his neck was a silver holy symbol, the same icon that Yustissa was carrying.<br/>"Father! You must answer for all this! Explain!" the paladin shouted with anger as she drew her longsword to confront the high priest, confirming his identity without doubt.<br/>"Watch your tone child. There is nothing that I<em>must</em>do. As for an explanation, you have earned that much through your actions, guided as they were. You have lasted your usefullness my daughter, and it is time for you to martyr yourself and join the other saints protecting humanity. Your friends insignificant as they are, will all die as well of course, don't be afraid. However my words are for your ears alone, come."<br/>It was not clear if it was a spell, or some terrifying force of charisma, but Hagan spoke uninterrupted in his slow, even pace and nobody could tear their attention from him until he finished and raised an open hand towards the group.<br/>Yustissa, visibly furious now let out a battlecry as she prepared to charge, counting on her divine protection that has left her unscratched an invincible so far. A beam of light shot from the man's hand, and while most of the girls could evade the target area in time, Finna hopped in front of the paladin valiantly, holding her shield up to protect her lady general. The light enveloped both women, and in a second both the blonde shieldmaiden and the fiery paladin where nowhere to be seen.<br/>"Ah, so loyal and foolish you young ones, defying powers you cannot comprehend. No matter, the shieldmaiden can be of entertainment to the beasts while I have this family reunion. Flee now children, or continue if you must. Your cause is lost and your lives are forfeit either way. Your little rebellion ends here as it should, God triumphant for the good of all mankind." he spoke in a voice a kind old man would, lowering his hand while uttering the death threat indifferently, perhaps with a hint of condescension in his voice, as if none of the girls posed a threat or were worthy of his presence.<br/>"Play one final game if you will and see if you can reach your glorious leader in my sanctuary at the top of the Spire, or take your place among the doomed, the destroyed and the damned." the High Priest Hagan was then gone in another flash of blinding white light, leaving only Aleria, Ashara, Bree and Hunter. Both Finna and Yustissa teleported into the powerful man's lair. It was uncertain if even the Lady Paladin could face such power by herself, and the viking's fate was uncertain at best. Perhaps she would be lucky or blessed enough to die resisting the enemy...<br/><br/>It wasn't clear exactly how the High Priest knew of your approach or located Yustissa, but after his terrifying display of power there were few options left for the group. Curiously, there wasn't any sign that enemy forces in the tower were alerted to the presence of intruders. Perhaps Hagan decided to handle Yustissa personally and believed you to be of no importance? You could proceed on the Pilgrim's Path facing the trials on your own hoping you can come to the others aid in time, play a desperate gambit and explore the tower for an escape route, or go back hoping you can face the seemingly endless horde of undead the way you came then attempt to navigate the labyrinth. Any other option seemed even less promising: surrender to the beastmen meant becoming their prisoners, playthings and slaves and even that didn't guarantee survival.<br/>The girls didn't know how the battle outside was going, but there was still a chance for victory if Hagan could be defeated.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aleria only</div><div class="spoiler_body">Aleria's spellcraft, modified by her power-hungry drawback lets her realize that Hagan is perhaps the most powerful spellcaster she has ever seen, going far beyond what her master knew and wielding powers she could never fathom. He operates outside the Academy as a heretic posing as a priest, and looks like he doesn't oppose banter... if he could be reasoned with, he could teach Aleria things about magic that would take a lifetime if not more to learn on her own. Finding any of his tomes would likely let her borrow that power as well. </div></div><br/>The path leading back is open, it is another question if you've lost hope enough to take it and face the end...<br/>There is another gate leading out of the Hall of Reflection, obviously enchanted and warded. If approached, a whisper will echo through the chamber: "Gaze within the pool Pilgrim, and reflect upon the life you lived. Accept your path or embrace change in your heart and the road will open for you."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC, Status updates, Skills</div><div class="spoiler_body">This is where <del>it hits the fan</del> things get interesting: the npc holding your hands so far is gone and you're left on your own.<br/>When Hagan appeared everyone was affected as if under the enthrall spell - this prevented any hostile actions while he had his entrance, but this didn't prevent anyone from using any detection abilities on him. You can make whatever skill, spell or ability to see if you can get information on him before you proceed (representing observations while he appeared in front of you).<br/>Since Yustissa is gone, the bless effect radiating from her is also ended on you.<br/><br/>The gate leading to the stairs upward is warded with magic: it will repel and damage (1d4 electricity) anyone trying to force their way through without having undergone the Trial of Reflection. You can take the trial by kneeling at the pool and concentrating on the reflection the water casts for one minute, or you can try to dispel the ward on the gate (spellcraft DC 30, failure deals 1d4 electricity damage).</div></div>