Sanctuary of water
Water Sanctuary.
Chapter 3: Assembling the Staff
Located at the western side of the desert against a cliff side. A "small" swamp covers the region, heavily pocketed with oasis'.
The lush tranquil spot has long since been left alone, only wary wanderers come here, and only in the most dire of situations, as people have a tendency to go missing.
the Temple entrance is located down a treacherous path in a cave that is set in the cliff wall. The trail entrance is at the edge of swamp that overlooks the sea.
The cave is empty except for a pool of water. The water, when investigated, appears to lead somewhere.
Following this tunnel will lead the party to a set of caves that get progressively colder.
A secret entrance leads to the same spot, but can be found in the largest oasis guarded by larry and clyde
Larry and clyde:
Larry is a tall lanky looking monster. He has a large toothy mouth where his gut is and one large bulbous eye on his higher bulge. long lanky limbs attach grasping boney hands and feet to his body.
Larry is generally the talker. His tongue absent mindedly licks people that get to close.
He is always talking about how good things taste.
Clyde:
The dopey muscle. Looks friendly and nice, but has a very predatory nature when he is not appearing freindly.
Standing about as tall as your average human, and almost just as wide as he is tall, Clyde is a large cylinder with a mouth. Strong lanky arms give way to the same boney grasping hands.
Clyde is curious, friendly(ish) and is always correcting larry (and apologizing for it)
Once the 3 orbs have been gathered and placed in there slots beside the lever, the lever can be pulled.
Once pulled large gears will come to life out of sight, the sound of stone and metal running against each other can be heard throughout the cavern.
Peering down reveals a deep pit with a large opening. Looking closely will reveal that a large metal grate covers the hole. Pulling the lever will open the metal grate and a Massive turtle will swim out. Our party can fire off at it, but as its under water, it will mostly hit its shell and bounce off.
Shortly after its release, the water fall, and several holes in the caves walls begin to allow water to rush into the chamber, quickly filling it up.
The turtle, now fully in sight, Is an ancient tortoise. Hide so thick tehre weapons almost seem to not harm it. IT mostly ignores tehm, however it does seem to continually try to eat them.
Eventually the turtle will eat all teh party members. Inside the turtle is a tunnel to a different realm, and teh boss fight.
The second challenge begins when the party looks into the pool of water now at there feet. It is mirrored in its stillness, and cannot be stepped through. once gazed into, you can see a dark reflection of yourself. The reflection, looking back, slowly fades away, and when you look up, they are staring back at you from across the pond. The Shadows mirror everything you do, and thus block all hits. They are defeated by combat. Once the last shadow falls, the floor will appear to shatter, before returning to a regular pool of water. The water level will slowly drain, revealing a stairway around the outside of the platform leading to another platform below. The waterfall pouring through a small hole in the platform above.
The first Temple Challenge is a frozen room. Icy floors cause an uncontrollable slide that the pc cannot direct. They travel in a straight line, and spikes line the edge of the room, dealing damage to anyone who touches them. A small currented river washes anyone who goes off the edge to the start again.
The maze can be solved by sliding in the correct pattern and pushing the blocks to the correct spot to allow the PC to slide to a "ladder" carved into the side of the ice tower in the center. Once you have successfully climbed the tower, you will find a lever, that once pulled causes the room to thaw. All the ice melts, revealing a waterfall pouring down the center of the room, a small island of rock surrounding it, and the rest of the cavern filled with a still unmoving pool of water.
Treasure room 1: located in one of the rooms with snow before the first challenge
Hidden in the body of one of several snow men, a large round room houses several snowmen, Attacking one causes them all to come alive, otherwise they stay motionless, fighting one causes a blizzard to spring up, rebuilding any dead snowmen until the treasure is found: a mask that grants the wearer the ability to breath underwater.
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The second room is located before the last lever is pulled
3 fountains, each with a different fluid (red, yellow, and blue.) and a large stone bowl/basin sits against another wall. Each fountain carries its own bucket, and a small groove travels from a spout on the basin to the groove.
Metal and wooden bars block a chest from floating upwards. The PCs must take the fluid and mix it into different concoctions.
Red + yellow: Lava, used to melt the wood away
Yellow + blue: Acid, used to melt the metal away.
red + blue: a viscous purple liquid that is cool to the touch. Cools magma, and makes acid inert.
Mixing all 3 makes clear water.
Clearing the bars and beams blocking the box will cause it to lift to become pulled to the roof by a chain, revealing a small table on the underside.
On the table, resting patiently is a ring of shock resist.
Another small staircase moves down from the 2nd platform to the 3rd. On one side is a level located on a small bit of rock. Beside the level, 3 small indentations.
A small bridge branches off to a door in the other direction.
Through the door leads to a small rocky outcropping, with another bridge leading to a central platform. Green seaweed grows along the edge of the platform. The water in the room is very dark, almost black, but at its bottom faint glowing lights can be seen.
On the bottom, oysters cover the bottom, and so do faintly glowing pearls. Most of the pearls glow a faint white, however one clam, and 2 fish seem to be glowing a slightly different colour.
The party must collect the 3 glowing orbs via holes along the side walls, trapping the fish in clams, or if they are searching ad investigating underwater, they may discover a small set of plugs, once unplugged they will drain the room out,
All 3 orbs
The players seemingly are ejected onto a medium sized island, small shallow channels of water cover the island, and at its center is a purplish-blue spikey rock.
If the party disturbs the rock pile, it reveals itself to be a boss.
Stage 1: The boss begins with its Highest AC, but deals the lowest damage.
The boss can attempt to trample people it has moved over, and make 1 claw attack. If it successfully strikes, it can grab the target.
As the party whittles the boss down, shards of its armor will come off.
The first to go is the armor around its claw.
Damaging the crab reveals the bluish spikes to be electric nodes, which now have electrified its attacks. If it hits teh water, anyone within 30 ft is electrocuted.
stage 2: The boss has taken 2/3rds of its health in damage at this point, it will travel to a pit hole in the island, submerging itself in water there except for just its eyes and claws.
Periodically smaller crabs will come out, and it only attacks those who come within 15ft of it.
However when attacked it charges an electrical attack and releases it on its next turn, anyone touching water is electrified
Stage 3: Once the boss enters its third stage, its AC drops, as its armor is more broken, but the hard crystal around its body has shattered, revealing the same electrodes.
Whenever the crab walks over water, anyone within 15 ft takes electric damage.
Anyone who begins there turn in water that is electrified must make a cont save or be stunned for that round.
this stage is the final stage, once teh crab is killed, it will die, revealing a small blue orb on a wooden staff as one of its eyes. Taking the peice teleports teh party back to the trails entracne at teh edge fo teh cliff.
This location was created by zackattack on Notebook.ai.
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