Chamber 1 - Entrance#

  • When the entrance is approached, an Elvish voice asks for a token of proof they are worth of trust.
    • Solutions include an offer of blood, a symbol or amulet from the elves (Order of Seasons of the like), or a crystal leaf from the great maple tree.

Chamber 2 - Tomb Guardian#

  • A Spectral Knight wearing silver Elven armor materializes and say they may pass if someone is brave enough to fight him in single combat.
    • Casts a cylindrical barrier at the start of combat to isolate the contest
    • AC = 17
    • HP = 40
    • Actions
      • Armor of Frost - +10 temp HP, rebukes hits with 5 frost damage
        • Cast by crushing a crystal overhead; dust forms into ice armor
      • Greatsword x2 - +5 to hit; 10 (2d6 + 3) slashing damage

Chamber 3 - Chasm#

  • A narrow path over a “bottomless” chasm
  • Anyone standing on the path is hit with beams of frost (+7 to hit; 2d8 cold damage) each round.
  • The beams of frost emanate from 4 crystals 15 feet up on the walls of the cavern
    • Crystals have an AC of 10 and 1 HP; crystals will regenerate after 1 hour.
  • It will take 10 rounds to cross the path to the other side.

Chamber 4 - Leyline Crystal#

  • In the center of the hexagonal chamber, a large purple crystal is embedded in the floor.
  • It is surrounded by a circle of ancient runes feintly flowing with energy
  • At equal intervals in the circle of runes are smaller, similarly shaped crystals embedded in slots surrounded by additional runes.
    • There are four slots, but only three are currently filled.