Difference between revisions of "Session 64"

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he Child’s Prophecy — The Temple & the Sable Mirror
+
'''he Child’s Prophecy — The Temple & the Sable Mirror'''
________________________________________
+
----'''🌍 SETTING OVERVIEW'''
🌍 SETTING OVERVIEW
+
 
Location:
+
'''Location:'''
Monastery of Silent Memory, perched on the cliffside shores of the Sable Mirror, a vast, still lake east of the trade town of Danu.
+
 
The Sable Mirror:
+
'''Monastery of Silent Memory''', perched on the cliffside shores of the '''Sable Mirror''', a vast, still lake east of the trade town of '''Danu'''.
A massive, black-water lake whose surface reflects the sky too perfectly, like polished obsidian. Locals say it reflects more than the present—glimpses of the past, future, or what shouldn’t be.
+
 
Tone & Atmosphere:
+
'''The Sable Mirror:'''
Dreamlike, holy, and unsettling
+
 
An uneasy calm hangs over the lake
+
A massive, black-water lake whose surface reflects the sky too perfectly, like polished obsidian. Locals say it reflects '''more than the present'''—glimpses of the past, future, or what ''shouldn’t be''.
Water drips where it shouldn’t
+
 
Reflections sometimes move… differently
+
'''Tone & Atmosphere:'''
Prophecy and fate are pressing in like tides
+
 
________________________________________
+
*Dreamlike,     holy, and unsettling
🏞️ PART I: The Monastery of Silent Memory
+
*An     uneasy calm hangs over the lake
📍 Location Description:
+
*Water     drips where it shouldn’t
Built into the black-stone cliffs rising above the Sable Mirror, the Monastery of Silent Memory is a crescent-shaped complex of domes, open-air halls, and stone terraces, where wind and water sing constant hymns.
+
*Reflections     sometimes move… differently
Marble tiles, water channels etched with runes
+
*Prophecy     and fate are pressing in like tides
Murals faded by moisture—many feature a child with no face or a mirror that bleeds light
+
 
Bells that only ring in dreams
+
----'''🏞️ PART I: The Monastery of Silent Memory'''
________________________________________
+
 
🧕 MONK Aylin
+
'''📍 Location Description:'''
Role: Caretaker of the child; prophetic dream-interpreter
+
 
Appearance: Wiry, silver-eyed woman with tattoos of moon phases on her hands
+
Built into the black-stone cliffs rising above the Sable Mirror, the '''Monastery of Silent Memory''' is a crescent-shaped complex of domes, open-air halls, and stone terraces, where wind and water sing constant hymns.
Manner: Gentle, devout, anxious but devoted to duty
+
 
________________________________________
+
*Marble     tiles, water channels etched with runes
🛏️ Scene: Dream Observations
+
*Murals     faded by moisture—many feature a '''child with no face''' or a '''mirror     that bleeds light'''
The Child:
+
*Bells     that only ring in dreams
Pale, androgynous, 6–7 years old
+
 
Sleeps uneasily, speaking in dreams
+
----'''🧕 MONK Aylin'''
Does not speak when awake
+
 
Dream Ritual:
+
'''Role''': Caretaker of the child; prophetic dream-interpreter
 +
 
 +
'''Appearance''': Wiry, silver-eyed woman with tattoos of moon phases on her hands
 +
 
 +
'''Manner''': Gentle, devout, anxious but devoted to duty
 +
----'''🛏️ Scene: Dream Observations'''
 +
 
 +
'''The Child''':
 +
 
 +
*Pale,     androgynous, 6–7 years old
 +
*Sleeps     uneasily, speaking in dreams
 +
*Does     not speak when awake
 +
 
 +
'''Dream Ritual''':
 +
 
 
Each night, the child is placed in a silver-rimmed stone bed beneath a skylight that reflects the moon’s light through a water lens above.
 
Each night, the child is placed in a silver-rimmed stone bed beneath a skylight that reflects the moon’s light through a water lens above.
What Happens:
+
 
Voices echo from the child’s mouth—some overlay, others speak in strange tongues
+
'''What Happens''':
Arcane runes on the walls flicker and glow faintly when certain words are spoken
+
 
 +
*Voices     echo from the child’s mouth—some '''overlay''', others speak in strange     tongues
 +
*Arcane     runes on the walls '''flicker and glow faintly''' when certain words are     spoken
 +
 
 
"When the mirror drinks the moon,
 
"When the mirror drinks the moon,
 +
 
the voice that is many shall call,
 
the voice that is many shall call,
 +
 
and what was born without place
 
and what was born without place
 +
 
shall speak of collapse."
 
shall speak of collapse."
________________________________________
+
----'''📚 Investigation in the Monastery Library'''
📚 Investigation in the Monastery Library
+
 
Area: Molded shelves, damp scrolls, cracked tablets
+
'''Area''': Molded shelves, damp scrolls, cracked tablets
Tablets of Note:
+
 
“When the Moon ran backwards, the Mirror bled truth.”
+
'''Tablets of Note''':
“A child, born outside the turning of stars, shall be voice and void.”
+
 
Skill Checks (DC 13–16):
+
*“When     the Moon ran backwards, the Mirror bled truth.”
Arcana: Language is a proto-divine dialect—maybe tied to the Far Realms or Primordial Truth.
+
*“A     child, born outside the turning of stars, shall be voice and void.”
History/Religion: The temple beneath the lake is older than the monastery itself, possibly built by those who first studied time as a divine force.
+
 
________________________________________
+
'''Skill Checks''' (DC 13–16):
🚶 PART II: Ritual of Descent
+
 
🌌 Ritual Preparation (Optional Mini-Quest)
+
*'''Arcana''':     Language is '''a proto-divine dialect'''—maybe tied to the ''Far Realms''    or ''Primordial Truth''.
Aylin asks for two things to activate the descent to the temple:
+
*'''History/Religion''':     The temple beneath the lake is '''older than the monastery itself''',     possibly '''built by those who first studied time as a divine force'''.
1. Mirror Oil made from lake reeds + starlight essence (a short skill-based fetch)
+
 
2. A night where moonlight fully reflects on the lake (“When the mirror drinks the moon”)
+
----'''🚶 PART II: Ritual of Descent'''
📜 High Priestess Ilyra
+
 
Role: Overseer of the Temple Network around the lake
+
'''🌌 Ritual Preparation (Optional Mini-Quest)'''
Appearance: Proud, veiled elven woman, with a coral circlet and eyes like cracked quartz
+
 
Attitude: Wary of outsiders; reverent about the prophecy
+
*Aylin     asks for '''two things''' to activate the descent to the temple:
Meeting Scene:
+
*#'''Mirror     Oil''' made from lake reeds + starlight essence (a short skill-based     fetch)
Found at the Moonlit Platform, a raised dais over the lake
+
*#A     night where '''moonlight fully reflects on the lake''' (“When the mirror     drinks the moon”)
She reads the prophecy aloud in Celestial, and flinches when the last line is spoken
+
 
 +
'''📜 High Priestess Ilyra'''
 +
 
 +
'''Role''': Overseer of the Temple Network around the lake
 +
 
 +
'''Appearance''': Proud, veiled elven woman, with a coral circlet and eyes like cracked quartz
 +
 
 +
'''Attitude''': Wary of outsiders; reverent about the prophecy
 +
 
 +
'''Meeting Scene''':
 +
 
 +
*Found     at the '''Moonlit Platform''', a raised dais over the lake
 +
*She     reads the prophecy '''aloud in Celestial''', and flinches when the last     line is spoken
 +
 
 
“We feared this would return,” she says. “The temple beneath… it’s not just ruins. It’s a memory. And memories drown.”
 
“We feared this would return,” she says. “The temple beneath… it’s not just ruins. It’s a memory. And memories drown.”
________________________________________
+
----'''🧙 PART III: The Guardian of the Depths'''
🧙 PART III: The Guardian of the Depths
+
 
📍 Location: Hidden dock near a half-sunken statue, accessible only by boat or cliff path
+
'''📍 Location: Hidden dock near a half-sunken statue, accessible only by boat or cliff path'''
The Guardian:
+
 
Appears as a gaunt, fish-eyed man in kelp-wrapped robes
+
'''The Guardian''':
Voice echoes as though underwater
+
 
Demands a trial of worth
+
*Appears     as a gaunt, fish-eyed man in kelp-wrapped robes
________________________________________
+
*Voice     echoes as though underwater
🧩 Choose 2 of 3 Trials:
+
*Demands     a '''trial of worth'''
1. The Mirror’s Riddle (Puzzle)
+
 
"I am not what I reflect, yet without me, truth is blind. What am I?"
+
----'''🧩 Choose 2 of 3 Trials:'''
Answer: A Mirror
+
 
(Correct answer grants +1 to Wisdom saves in temple)
+
#'''The     Mirror’s Riddle''' ''(Puzzle)'' ''"I am not what I reflect, yet without me, truth is blind. What am     I?"'' '''Answer''': A Mirror ''(Correct answer grants +1 to Wisdom saves in temple)''
2. The Sacrifice of Comfort (Moral)
+
#'''The     Sacrifice of Comfort''' ''(Moral)''
o Players must each leave behind a personal comfort or luxury item (DM’s call).
+
#*Players     must each leave behind a '''personal comfort or luxury item''' (DM’s     call).
o If none do, temple becomes hostile or curses follow them
+
#*If     none do, temple becomes '''hostile''' or curses follow them
3. The Unanswered Question (RP)
+
#'''The     Unanswered Question''' ''(RP)''
o “If this child destroys the world, will you kill them?”
+
#*“If     this child destroys the world, will you kill them?”
o Not about the answer, but the party’s reasoning
+
#*Not     about the answer, but the party’s '''reasoning'''
o Compassion or conviction = Boon: one PC gains Prophetic Insight (can reroll 1 failed save in temple)
+
#*Compassion     or conviction = Boon: one PC gains '''Prophetic Insight''' (can reroll 1     failed save in temple)
________________________________________
+
 
🌊 PART IV: Temple Beneath the Sable Mirror
+
----'''🌊 PART IV: Temple Beneath the Sable Mirror'''
📍 Access: Via submerged gate in the cliffs revealed under moonlight
+
 
A shimmering dome of moonlight opens the path
+
'''📍 Access: Via submerged gate in the cliffs revealed under moonlight'''
Water drains as they descend (magical bubble, Control Water, or Water Breathing)
+
 
________________________________________
+
*A     shimmering dome of moonlight opens the path
🏛️ Temple Description
+
*Water     drains as they descend (magical bubble, ''Control Water'', or ''Water     Breathing'')
Walls of obsidian-veined stone, slick with moss
+
 
Symbols spiral inwards like vortexes
+
----'''🏛️ Temple Description'''
Light behaves strangely—reflections appear before objects
+
 
Hazards:
+
*Walls     of '''obsidian-veined stone''', slick with moss
Water pressure surges (Con save DC 13 or gain a level of Exhaustion)
+
*Symbols     spiral inwards like vortexes
Mosaics of cities collapsing, stars falling
+
*Light     behaves strangely—'''reflections appear before objects'''
Time-bent ghosts of former priests whisper wrong prayers
+
 
________________________________________
+
'''Hazards''':
🧟 Encounters (choose 1–2):
+
 
1. Moon-Spliced Guardians
+
*Water     pressure surges (Con save DC 13 or gain a level of Exhaustion)
o Reskinned Water Weirds + illusory duplicates (Displacer Beast-like movement)
+
*Mosaics     of '''cities collapsing, stars falling'''
o Defend the central mirror pool
+
*Time-bent     ghosts of former priests whisper wrong prayers
2. Reflected Selves
+
 
o Each PC must face a twisted version of themselves
+
----'''🧟 Encounters (choose 1–2):'''
o Fight OR talk to them—these echoes speak of possible futures
+
 
________________________________________
+
#'''Moon-Spliced     Guardians'''
🪞 FINAL CHAMBER: The Sable Mirror Core
+
#*Reskinned     '''Water Weirds''' + illusory duplicates (Displacer Beast-like movement)
🌑 Chamber Design:
+
#*Defend     the central mirror pool
Round, submerged space with domed ceiling open to lake above
+
#'''Reflected     Selves'''
A pool in the center reflects cities burning, void storms, and the child, older, surrounded by dead stars
+
#*Each     PC must face a '''twisted version''' of themselves
As Moonlight Touches the Mirror:
+
#*Fight     OR talk to them—these echoes speak of '''possible futures'''
The child speaks through the water, voice echoing:
+
 
 +
----'''🪞 FINAL CHAMBER: The Sable Mirror Core'''
 +
 
 +
'''🌑 Chamber Design:'''
 +
 
 +
*Round,     submerged space with domed ceiling open to lake above
 +
*A     pool in the center reflects '''cities burning''', '''void storms''', and     the child, older, surrounded by '''dead stars'''
 +
 
 +
'''As Moonlight Touches the Mirror''':
 +
 
 +
*The     child speaks '''through the water''', voice echoing:
 +
 
 
“I was not born. I am what time forgets. I am not one. I am many.”
 
“I was not born. I am what time forgets. I am not one. I am many.”
________________________________________
+
----'''🎯 Player Actions:'''
🎯 Player Actions:
+
 
Record the Prophecy (Arcana or Religion DC 18): Grants key lore about future events
+
*'''Record     the Prophecy''' (Arcana or Religion DC 18): Grants key lore about future     events
Interrupt Resonance (Dispel Magic or similar): Causes temporal backlash
+
*'''Interrupt     Resonance''' (Dispel Magic or similar): Causes '''temporal backlash'''
Observe Fully (take the risk): See future visions, but unleash a rift surge
+
*'''Observe     Fully''' (take the risk): See future visions, but unleash a '''rift surge'''
________________________________________
+
 
💥 Backlash Options (Choose 1–2):
+
----'''💥 Backlash Options (Choose 1–2):'''
1. Temporal Fracture:
+
 
Players see older/younger versions of themselves, possibly offering advice or accusations.
+
#'''Temporal     Fracture''': Players see '''older/younger versions of themselves''', possibly offering     advice or accusations.
2. Rift Horror Emerges:
+
#'''Rift     Horror Emerges''': A '''Moonspawn Horror''' (homebrew or use ''Star Spawn Mangler'')     climbs from the mirror
A Moonspawn Horror (homebrew or use Star Spawn Mangler) climbs from the mirror
+
#'''Chamber     Floods''': Skill challenge to '''escape or stabilize''' the collapsing ruins
3. Chamber Floods:
+
 
Skill challenge to escape or stabilize the collapsing ruins
+
 
 +
 
 +
<br />
 +
 
 +
* '''Moonspawn    Horror''' (homebrew variant / reskinned Star Spawn Mangler)
 +
* '''Reflected    Self''' (echo version of PCs)
 +
* '''Guardian    of the Depths''' (lesser guardian, non‑combat or soft combat)
 +
 
 +
----'''⭐ Moonspawn Horror (Aberration, CR ~5)'''
 +
 
 +
This is essentially a reskinned '''Star Spawn Mangler''' from ''Mordenkainen’s Tome of Foes''. aidedd.org+3dnd-5e.fandom.com+35ecompendium.github.io+3
 +
 
 +
'''Moonspawn Horror'''
 +
 
 +
Medium aberration, chaotic evil
 +
 
 +
'''Armor Class''' 14
 +
 
 +
'''Hit Points''' 71 (13d8 + 13)
 +
 
 +
'''Speed''' 40 ft., climb 40 ft.
 +
{| class="wikitable"
 +
|'''STR'''
 +
|'''DEX'''
 +
|'''CON'''
 +
|'''INT'''
 +
|'''WIS'''
 +
|'''CHA'''
 +
|-
 +
|8 (–1)
 +
|18 (+4)
 +
|12 (+1)
 +
|11 (+0)
 +
|12 (+1)
 +
|7 (–2)
 +
|}
 +
'''Saving Throws''' Dex +7, Con +4
 +
 
 +
'''Skills''' Stealth +7
 +
 
 +
'''Damage Resistances''' cold
 +
 
 +
'''Damage Immunities''' psychic
 +
 
 +
'''Condition Immunities''' charmed, frightened, prone
 +
 
 +
'''Senses''' darkvision 60 ft., passive Perception 11
 +
 
 +
'''Languages''' Deep Speech
 +
 
 +
'''Challenge''' 5 (1,800 XP)
 +
 
 +
'''Traits'''
 +
 
 +
* '''Ambush.'''    On the first round of combat, the Moonspawn Horror has advantage on attack    rolls against a creature that hasn’t taken a turn yet.
 +
* '''Shadow    Stealth.''' While in dim light or darkness, the Moonspawn Horror can take    the Hide action as a bonus action.
 +
 
 +
'''Actions'''
 +
 
 +
* '''Multiattack.'''    The Moonspawn Horror makes two claw attacks.
 +
* '''Claw.'''    Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)    slashing damage. If the attack roll has advantage, the target also takes 7    (2d6) psychic damage.
 +
* '''Flurry    of Claws (Recharge 4–6).''' The Moonspawn Horror makes six claw attacks    against one target. Either before or after these attacks, it can move up    to its speed as a bonus action without provoking opportunity attacks.
 +
 
 +
----You can rename it ''Moonspawn Horror'', ''Mirror Spawn'', ''Reflected Horror'', or whatever fits your flavor. You may also add a lair or burst effect (e.g. “mirror rift surge” on a recharge) to give it extra flare.
 +
----'''👥 Reflected Self (Echo)'''
 +
 
 +
These are weaker “echoes” of the PCs; they mirror the class, but use scaled-down stats and a twist.
 +
 
 +
'''Reflected Self'''
 +
 
 +
Medium aberration (or magical construct), neutral (or hostile)
 +
 
 +
'''Armor Class''' = same as PC’s, or 13 + Proficiency bonus
 +
 
 +
'''Hit Points''' = about ½ or ⅔ of PC’s HP
 +
 
 +
'''Speed''' = same as PC’s
 +
 
 +
'''Abilities / Skills''' = mimic the PC (same or slight penalty)
 +
 
 +
'''Vulnerability / Weakness''': takes extra damage from radiant or force
 +
 
 +
'''Behavior''': fights as the PC would—uses same spells, same tactics, but may have one flaw (e.g. can’t use certain item).
 +
 
 +
'''Special Twist''': When a Reflected Self is reduced to 0 HP, it '''shatters into mirror shards''', possibly dealing 1d6 piercing to adjacent PCs.
 +
 
 +
You can flesh out each (for 4 PCs) quickly in play:
 +
 
 +
* Use    PC’s spells, hit/damage scaled down by half or minus 2.
 +
* Give    them a trait: ''“Mirror Echo”'' — when they take damage, the PC also    takes 1 damage (psychic) unless they end their turn at least 10 ft away.
 +
 
 +
----'''🛡️ Guardian of the Depths (Lesser Guardian)'''
 +
 
 +
This is more of a “gatekeeper / trial boss” than an all-out fight. Use a weaker stat block.
 +
 
 +
'''Guardian of the Depths'''
 +
 
 +
Medium humanoid (or aberration), neutral (or lawful)
 +
 
 +
'''Armor Class''' 15 (chain or magical guardian armor)
 +
 
 +
'''Hit Points''' ~ 60 (8d8 + 24)
 +
 
 +
'''Speed''' 30 ft., swim 30 ft.
 +
{| class="wikitable"
 +
|'''STR'''
 +
|'''DEX'''
 +
|'''CON'''
 +
|'''INT'''
 +
|'''WIS'''
 +
|'''CHA'''
 +
|-
 +
|16 (+3)
 +
|12 (+1)
 +
|16 (+3)
 +
|12 (+1)
 +
|14 (+2)
 +
|13 (+1)
 +
|}
 +
'''Saving Throws''' Str +6, Con +6
 +
 
 +
'''Skills''' Athletics +6, Perception +5
 +
 
 +
'''Damage Resistances''' bludgeoning, piercing, slashing from nonmagical attacks
 +
 
 +
'''Senses''' darkvision 60 ft., passive Perception 15
 +
 
 +
'''Languages''' Common, + one ancient tongue
 +
 
 +
'''Challenge''' ~4 (1,100 XP)
 +
 
 +
'''Traits'''
 +
 
 +
* '''Amphibious.'''    The guardian can breathe air and water.
 +
* '''Guardian’s    Resolve.''' When at half HP or below, gains +2 to all saving throws until    healed above half HP.
 +
 
 +
'''Actions'''
 +
 
 +
* '''Multiattack.'''    Two attacks: one with spear, one with shield bash (if applicable).
 +
* '''Spear.'''    Melee or thrown (range 20/60): +6 to hit, 1d8+3 piercing (melee) or 1d8+3    piercing (ranged).
 +
* '''Shield    Bash.''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:    1d6 + 3 bludgeoning, and target must succeed on DC 13 Strength save or be '''pushed    10 ft''' and knocked prone.
 +
 
 +
'''Bonus / Reaction'''
 +
 
 +
* '''Mirror    Ward (Recharges 5–6).''' Creates a shimmering shield of water/reflection    around itself: for 1 round, attacks against it have disadvantage, and    ranged attacks that hit it are reflected (roll 1d6, on a 6 the attack    bounces to attacker).
 +
 
 +
<br />

Latest revision as of 19:08, 25 September 2025

he Child’s Prophecy — The Temple & the Sable Mirror


🌍 SETTING OVERVIEW

Location:

Monastery of Silent Memory, perched on the cliffside shores of the Sable Mirror, a vast, still lake east of the trade town of Danu.

The Sable Mirror:

A massive, black-water lake whose surface reflects the sky too perfectly, like polished obsidian. Locals say it reflects more than the present—glimpses of the past, future, or what shouldn’t be.

Tone & Atmosphere:

  • Dreamlike, holy, and unsettling
  • An uneasy calm hangs over the lake
  • Water drips where it shouldn’t
  • Reflections sometimes move… differently
  • Prophecy and fate are pressing in like tides

🏞️ PART I: The Monastery of Silent Memory

📍 Location Description:

Built into the black-stone cliffs rising above the Sable Mirror, the Monastery of Silent Memory is a crescent-shaped complex of domes, open-air halls, and stone terraces, where wind and water sing constant hymns.

  • Marble tiles, water channels etched with runes
  • Murals faded by moisture—many feature a child with no face or a mirror that bleeds light
  • Bells that only ring in dreams

🧕 MONK Aylin

Role: Caretaker of the child; prophetic dream-interpreter

Appearance: Wiry, silver-eyed woman with tattoos of moon phases on her hands

Manner: Gentle, devout, anxious but devoted to duty


🛏️ Scene: Dream Observations

The Child:

  • Pale, androgynous, 6–7 years old
  • Sleeps uneasily, speaking in dreams
  • Does not speak when awake

Dream Ritual:

Each night, the child is placed in a silver-rimmed stone bed beneath a skylight that reflects the moon’s light through a water lens above.

What Happens:

  • Voices echo from the child’s mouth—some overlay, others speak in strange tongues
  • Arcane runes on the walls flicker and glow faintly when certain words are spoken

"When the mirror drinks the moon,

the voice that is many shall call,

and what was born without place

shall speak of collapse."


📚 Investigation in the Monastery Library

Area: Molded shelves, damp scrolls, cracked tablets

Tablets of Note:

  • “When the Moon ran backwards, the Mirror bled truth.”
  • “A child, born outside the turning of stars, shall be voice and void.”

Skill Checks (DC 13–16):

  • Arcana: Language is a proto-divine dialect—maybe tied to the Far Realms or Primordial Truth.
  • History/Religion: The temple beneath the lake is older than the monastery itself, possibly built by those who first studied time as a divine force.

🚶 PART II: Ritual of Descent

🌌 Ritual Preparation (Optional Mini-Quest)

  • Aylin asks for two things to activate the descent to the temple:
    1. Mirror Oil made from lake reeds + starlight essence (a short skill-based fetch)
    2. A night where moonlight fully reflects on the lake (“When the mirror drinks the moon”)

📜 High Priestess Ilyra

Role: Overseer of the Temple Network around the lake

Appearance: Proud, veiled elven woman, with a coral circlet and eyes like cracked quartz

Attitude: Wary of outsiders; reverent about the prophecy

Meeting Scene:

  • Found at the Moonlit Platform, a raised dais over the lake
  • She reads the prophecy aloud in Celestial, and flinches when the last line is spoken

“We feared this would return,” she says. “The temple beneath… it’s not just ruins. It’s a memory. And memories drown.”


🧙 PART III: The Guardian of the Depths

📍 Location: Hidden dock near a half-sunken statue, accessible only by boat or cliff path

The Guardian:

  • Appears as a gaunt, fish-eyed man in kelp-wrapped robes
  • Voice echoes as though underwater
  • Demands a trial of worth

🧩 Choose 2 of 3 Trials:

  1. The Mirror’s Riddle (Puzzle) "I am not what I reflect, yet without me, truth is blind. What am I?" Answer: A Mirror (Correct answer grants +1 to Wisdom saves in temple)
  2. The Sacrifice of Comfort (Moral)
    • Players must each leave behind a personal comfort or luxury item (DM’s call).
    • If none do, temple becomes hostile or curses follow them
  3. The Unanswered Question (RP)
    • “If this child destroys the world, will you kill them?”
    • Not about the answer, but the party’s reasoning
    • Compassion or conviction = Boon: one PC gains Prophetic Insight (can reroll 1 failed save in temple)

🌊 PART IV: Temple Beneath the Sable Mirror

📍 Access: Via submerged gate in the cliffs revealed under moonlight

  • A shimmering dome of moonlight opens the path
  • Water drains as they descend (magical bubble, Control Water, or Water Breathing)

🏛️ Temple Description

  • Walls of obsidian-veined stone, slick with moss
  • Symbols spiral inwards like vortexes
  • Light behaves strangely—reflections appear before objects

Hazards:

  • Water pressure surges (Con save DC 13 or gain a level of Exhaustion)
  • Mosaics of cities collapsing, stars falling
  • Time-bent ghosts of former priests whisper wrong prayers

🧟 Encounters (choose 1–2):

  1. Moon-Spliced Guardians
    • Reskinned Water Weirds + illusory duplicates (Displacer Beast-like movement)
    • Defend the central mirror pool
  2. Reflected Selves
    • Each PC must face a twisted version of themselves
    • Fight OR talk to them—these echoes speak of possible futures

🪞 FINAL CHAMBER: The Sable Mirror Core

🌑 Chamber Design:

  • Round, submerged space with domed ceiling open to lake above
  • A pool in the center reflects cities burning, void storms, and the child, older, surrounded by dead stars

As Moonlight Touches the Mirror:

  • The child speaks through the water, voice echoing:

“I was not born. I am what time forgets. I am not one. I am many.”


🎯 Player Actions:

  • Record the Prophecy (Arcana or Religion DC 18): Grants key lore about future events
  • Interrupt Resonance (Dispel Magic or similar): Causes temporal backlash
  • Observe Fully (take the risk): See future visions, but unleash a rift surge

💥 Backlash Options (Choose 1–2):

  1. Temporal Fracture: Players see older/younger versions of themselves, possibly offering advice or accusations.
  2. Rift Horror Emerges: A Moonspawn Horror (homebrew or use Star Spawn Mangler) climbs from the mirror
  3. Chamber Floods: Skill challenge to escape or stabilize the collapsing ruins



  • Moonspawn Horror (homebrew variant / reskinned Star Spawn Mangler)
  • Reflected Self (echo version of PCs)
  • Guardian of the Depths (lesser guardian, non‑combat or soft combat)

⭐ Moonspawn Horror (Aberration, CR ~5)

This is essentially a reskinned Star Spawn Mangler from Mordenkainen’s Tome of Foes. aidedd.org+3dnd-5e.fandom.com+35ecompendium.github.io+3

Moonspawn Horror

Medium aberration, chaotic evil

Armor Class 14

Hit Points 71 (13d8 + 13)

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
8 (–1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 7 (–2)

Saving Throws Dex +7, Con +4

Skills Stealth +7

Damage Resistances cold

Damage Immunities psychic

Condition Immunities charmed, frightened, prone

Senses darkvision 60 ft., passive Perception 11

Languages Deep Speech

Challenge 5 (1,800 XP)

Traits

  • Ambush. On the first round of combat, the Moonspawn Horror has advantage on attack rolls against a creature that hasn’t taken a turn yet.
  • Shadow Stealth. While in dim light or darkness, the Moonspawn Horror can take the Hide action as a bonus action.

Actions

  • Multiattack. The Moonspawn Horror makes two claw attacks.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.
  • Flurry of Claws (Recharge 4–6). The Moonspawn Horror makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.

You can rename it Moonspawn Horror, Mirror Spawn, Reflected Horror, or whatever fits your flavor. You may also add a lair or burst effect (e.g. “mirror rift surge” on a recharge) to give it extra flare.


👥 Reflected Self (Echo)

These are weaker “echoes” of the PCs; they mirror the class, but use scaled-down stats and a twist.

Reflected Self

Medium aberration (or magical construct), neutral (or hostile)

Armor Class = same as PC’s, or 13 + Proficiency bonus

Hit Points = about ½ or ⅔ of PC’s HP

Speed = same as PC’s

Abilities / Skills = mimic the PC (same or slight penalty)

Vulnerability / Weakness: takes extra damage from radiant or force

Behavior: fights as the PC would—uses same spells, same tactics, but may have one flaw (e.g. can’t use certain item).

Special Twist: When a Reflected Self is reduced to 0 HP, it shatters into mirror shards, possibly dealing 1d6 piercing to adjacent PCs.

You can flesh out each (for 4 PCs) quickly in play:

  • Use PC’s spells, hit/damage scaled down by half or minus 2.
  • Give them a trait: “Mirror Echo” — when they take damage, the PC also takes 1 damage (psychic) unless they end their turn at least 10 ft away.

🛡️ Guardian of the Depths (Lesser Guardian)

This is more of a “gatekeeper / trial boss” than an all-out fight. Use a weaker stat block.

Guardian of the Depths

Medium humanoid (or aberration), neutral (or lawful)

Armor Class 15 (chain or magical guardian armor)

Hit Points ~ 60 (8d8 + 24)

Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 13 (+1)

Saving Throws Str +6, Con +6

Skills Athletics +6, Perception +5

Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 15

Languages Common, + one ancient tongue

Challenge ~4 (1,100 XP)

Traits

  • Amphibious. The guardian can breathe air and water.
  • Guardian’s Resolve. When at half HP or below, gains +2 to all saving throws until healed above half HP.

Actions

  • Multiattack. Two attacks: one with spear, one with shield bash (if applicable).
  • Spear. Melee or thrown (range 20/60): +6 to hit, 1d8+3 piercing (melee) or 1d8+3 piercing (ranged).
  • Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 bludgeoning, and target must succeed on DC 13 Strength save or be pushed 10 ft and knocked prone.

Bonus / Reaction

  • Mirror Ward (Recharges 5–6). Creates a shimmering shield of water/reflection around itself: for 1 round, attacks against it have disadvantage, and ranged attacks that hit it are reflected (roll 1d6, on a 6 the attack bounces to attacker).