
Royal Scribe
Royal Scribe
About
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- Royal Scribe
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- Member
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- February 5, 1968
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- San Francisco, California
- Real Name
- Kevin
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[WIP] Community Atlas: Kumarikandam - SE Tiantang Region
This is the Huo Yu Bing Caverns, which is accessed though a cave entrance on the cliffs of the main map:
No toggles. The teleportation portal in the center of the labyrinth can be linked to the Trial of the Elements (coming next):
Description
Huo Yu Bing Caverns
The Trial of Fire and Ice
Whether drawn by desperation or greed or malice, prospective monks risk everything, even their very lives, to study the mysterious Path of the Morning Glow at the Zhao Guang Si monastery. There, apprentices learn the art of killing.
They climb cliffs without ropes, traverse fields filled with deadly traps, and duel to exhaustion, all to strengthen their bodies and reflexes. They are taught to hide emotions, manipulate the minds of their targets, and plan assassinations with surgical precision. And they study ancient grimoires containing magics that grant temporary invisibility, silencing voices, and even cursing the senses. These spells demand sacrifices, often blood, making the price of power high
Those who survive the training – and most do not – must pass two deadly trials to graduate and join the ranks of the the Zhao Guang Si monks.
The first of these trials is the Trial of Fire and Ice, which they must complete before embarking on the Trial of the Elements.
A Perilous Climb
To reach the entrance of the Huo Yu Bing Caverns, apprentices must scale the side of a cliff without benefit of rope or other tools. Those who fall may make the attempt another day…if they survive. Many do not.
Haunted and Infested Caverns
The caverns are infested with giant spiders and venomous snakes, but they are not the only peril in the caverns. When trainees perish in the caverns, their remains are not retrieved. Instead, a baleful magic infuses their bones while worms feast on their softer tissues. In about a month, those bones will reanimate, and these skeletons will attack the next trainee to brave the caverns. In addition, the spirits of those who die in the caverns are bound to them, haunting as a Spector and attacking the living who dare to enter.
The Cave of Fire
In one room within the caverns, a red crystal is embedded on the opposite wall of the room. A pool of lava blocks access to the crystal, but that is not the room’s only perils. A pair of lesser demons guard the room and will attack anyone who enters.
Anyone who reaches the crystal can easily take a shard from it. This shard will grant the possessor immunity to damage from fire and heat. Although apprentices can complete the trials without the shard, possessing one will make their efforts considerably easier.
The Cave of Ice
In the Cave of Ice, a semi-frozen lake blocks access to a blue crystal embedded in the far wall. A pair of ice devils also guard the room. Visitors who reach the blue crystal can take a shard from it, which will provide immunity to cold damage. A trainee can survive the trials without the shard but possessing it will make their task easier.
The Labyrinth of Fire and Ice
At the end of the caverns, a spacious room holds a labyrinth traced on the floor. While monks at other monasteries use these labyrinths as a meditation tool, slowly walking the path in reflective contemplation, this labyrinth is a device of torture, pain, and possible death. The path of the labyrinth is made of ice, while its edges are magically lined with hot lava.
At the far end of the room, a statue of a horned skull will speak in an archaic but understandable tongue to anyone who enters, saying:
“Welcome, visitor. Art thou ready to brave the Labyrinth of Fire and Ice?”
If answered in the affirmative, the statue will continue:
“Step then at the beginning of the labyrinth and follow every step of the path to the center. Lest thee attempt to bypass the path, remember that the portal will only open for those who have followed my instructions and traversed the path.”
If the apprentice attempts to bypass the path by stepping over its edges or flying over the labyrinth, the statue will again say:
“The portal will only open for those who have followed my instructions and traversed the path.”
If someone reaches the center by flying, leaping, or otherwise avoiding walking along the path, the tele
Every turn, those walking along the path must make a Constitution saving throw. Those who fail with take 1d6 cold damage from unless they have immunity to cold damage, such as by possessing a shard of the blue crystal. In addition, each round they must also make a Dexterity saving throw. Those who fail slip on the ice enough to touch the hot lava, taking 1d6 fire damage unless immune to fire damage, such as from possessing a shard from the red crystal.
Those who perish while traversing the labyrinth will ignite from the heat of the lava. Over the course of an hour, even their bones will have been reduced to ash. For those who survive and make it to the center, a teleportation portal will activate and magically transport them to the Trial of the Elements.
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[WIP] Community Atlas: Kumarikandam - SE Tiantang Region
Here is the basement of the temple:
Toggle: SECRET layer to show/hide the secret passage escape route.
Description
Although trainees and junior monks live in barracks on the monastery’s grounds, the more senior monks have quarters in the temple’s basement, where trainees may join them for the final meal of the day. The basement also includes a kitchen and a crematorium, which share a chimney that rises outside the temple on its northwest side. Senior monks are interred in sarcophagi in the temple’s crypts when they pass away, but trainees and junior monks are cremated, with their cremains interred in urns in a columbarium.
A circular room that connects to the crypts is used for funeral services and other rituals. There is a teleportation portal here that the senior monks can use to access the Zhao Guang Si’s Trials of the Elements. Trainees who survive those trials will be teleported where upon completion of all four trials.
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[WIP] Community Atlas: Kumarikandam - SE Tiantang Region
Here are the five above-ground levels of the Zhao Guang Si Temple (the basement will be separate).
Toggle: LIGHTING layer to show/hide the red glow throughout most of the temple.
Description
At the Zhao Guang Si monastery, a five-story pagoda temple rises through the mists and clouds. The wooden walls are painted with a dark lacquer, and the lanterns are covered with a red gauze that gives the interior an ominous red glow. A center oaken beam rises through every floor, providing structural support for the temple.
First Floor
The first floor is dominated by a 40-foot statue of a man sitting cross-legged. Although there are four windows, two on each wall flanking the statue, they generally remain closed and shuttered so that the only light comes from the red lanterns.
Second Floor
This floor consists primarily of a balcony overlooking the temple floor below. The statue is large enough to still be higher than the monks standing on the balcony. As with the other windows throughout the temple, the windows here are generally shuttered.
Third Floor
Except for a few closets for storing equipment, this floor primarily consists of a training room where trainees can spar with each other until they drop from exhaustion.
Fourth Floor
The library on this floor is the only room where the lanterns are not shrouded in red gauze, and the windows may remain open to allow for reading by daylight.
Fifth Floor
The grandmaster has an office on this floor, but much of the floor is dedicated to the Chamber of Rituals, where it is said that senior monks may perform dark magic to enhance their abilities.
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[WIP] Zhao Guang Si monastery
Trainees who survive the Trial of Fire and Ice are teleported to the Trial of the Elements. This is actually five separate, disconnected caverns that can only be accessed through teleportation portals.
Trainees appear on a teleportation portal on a dais in the center of an octagonal room. There are four daises on four of the walls, each with a teleportation portal. Before each is a circle inscribed with runes and a sigil marking their element: a cloud with a lightning bolt on the east for the Trial of Air; a symbol of flame on the south for the Trial of Fire; a drop of water on the west for the Trial of Water; and a gem on the north for the Trial of Earth.
There are four statues on the remaining corners: a cat, a winged person, a snake, and a demon's skull. When the room is entered, the skull statue will speak and tell trainees that they may embark on a psychic contest of wills with each statue to receive a benefit that will help their trials. For each, the Game Master will roll a d20+5. The trainee rolls a d20 and adds their Wisdom bonus. If the trainee's is higher, they win the contest and receive a magical benefit that lasts 24 hours. If they fail, there is no harm but they do not receive the bonus and cannot try again.
Success against the cat statue grants the magical ability of Spider Climb for 24 hours, while the winged statue grants Feather Fall, the snake grants immunity to poisons and venom, and the skull grants immunity to electrical/lightning damage. These benefits only last 24 hours.
Trainees can tackle the trials in any order they choose, but cannot teleport out until they have survived all four.
Trial of Air
Trainees must cross a cloudy room by leaping from pillar to pillar. If they slip, it's a 30 foot drop, and they will take damage unless they have Feather Fall. Some of the pillars delivery electrical damage unless they have immunity. And they may also be attacked by flying creatures (signified by hawks here, but Game Masters may choose to use harpies, elementals, or other flying creatures).
If they make it to the dais on the far wall, they can take a shard of crystal and be teleported back to the central room.
I'm not thrilled with how to tops of the outcrops look. Any recommendation on sheet effects settings is welcome.
Trial of Fire
Here, trainees leap from pillar to pillar, trying to avoid falling into the lava. (If they acquired a red crystal from the Trial of Fire and Ice, that will come in handy here.) There are also Fire Elementals (I used bonfire symbols from Darklands City -- love Mike Schley's newest symbol but the style didn't really work here.)
Trial of Water
The water is swimmable if trainees fall in, but it's icy cold and they will take damage unless they have a blue shard from the Trial of Fire and Ice. There are also sharks in the water as well as tentacle creatures.
Trial of Earth
This room is filled with venomous snakes and giant spiders, and diseased giant rats, so immunity to poison would be helpful here. The mushrooms are also poisonous if anyone is foolish enough to eat them.
Trainees who collect a shard from each of the rooms can activate the teleportation portal in the main room, which will transport them to the Ritual Room in the temple's basement.
Any recommendations on sheet effects, especially for the tops of the outcrops, are welcome.
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[WIP] Zhao Guang Si monastery
The trainees who survive still have two final tests before they graduate: the Trial of Fire and Ice, and the Trial of the Elements. Those who succeed at both trials will join the ranks of the monks of Zhao Guang Si. Those who fail are generally dead.
For the Trial of Fire and Ice, the initiate must climb the cliff walls without benefit of rope and then make their way through the Hu0 Yu Bing Caverns to the Labyrinth of Fire and Ice, a path magically made of ice and molten lava.
In addition to venomous snakes and giant spiders, the caverns are home to two undead perils as well. When a trainee dies in the caverns, their body is left to rot. Once the worms have picked the bones clean, their bones reanimate as a skeleton, and will attack the next trainees who enter. In addition, their spirits also haunt the caverns and can attack those who enter. (I used purple will-o-wisps to look like the spirits' eyes.)
There are two magical shards of crystal that trainees can try to get, which will help with both the Labyrinth of Fire and Ice as well as with the Trial of the Elements. The first is a shard from a red crystal on the other side of a pool of lava. If the lava wasn't barrier enough, the room is also guarded by a pair of lesser demons.
The second is a blue crystal on the other side of an icy lake in a room guarded by a pair of ice devils.
Trainees don't need to even try to get shards from either crystal, but they will sure help if they do.
At the end of the caverns is the Labyrinth of Fire and Ice: an icy path marked by red hot lava. A statue on the other side of the room will animate when anyone enters, and tell them that the only exit is a teleportation portal in the center of the labyrinth. It will only activate for those who walk the path. If anyone attempts to bypass the path, it will not activate.
Every turn that a trainee walks the path, they must make a Constitution saving throw. Failing results in cold damage unless they possess a shard of the blue crystal. They must also make a Dexterity saving throw every turn. Failing means they slip and touch the lava, resulting in fire damage unless they possess the red shard.
If they make it to the teleportation circle in the center, they are teleported to the Trial of the Elements.