The Violet Seam
- Rooms
- 2
- Foes
- 5, CR 1 to 5
- Traps
- 2
- Treasure
- 375 gp
At a glance
The threat
Tavik, a scholar who has learned to impose his Intent on the responsive crystal, is preparing a final experiment in the arena.
Wandering monsters (1d3)
- 1
1d4× Seam skulkersCR 1
When: They investigate loud impacts, spilled blood, or the opening of the northern door.A pair of stone-skinned scavengers with crystal ridges prowl the entry passage, attracted to the pulse of the seam. - 2
Crystal-muzzled prowlerCR 2
When: It attacks anyone carrying an exposed sphere or crystal, then retreats if wounded.A lean, pale cave predator has learned to follow the faint Invested glow, striking from cracks too narrow for a person. - 3
1d3× Arena patrolCR 1
When: They come to investigate a disabled ward or a prolonged fight in either room.A nervous guard patrol carries spears and a lantern shuttered with violet glass. They are more interested in staying alive than in proving their loyalty.
Rooms
2Surveyors' Entry
What they see
Read aloud
The cave mouth opens into a square chamber smoothed by surveyors, with a locked stone door set in its northern wall. Violet crystal threads under the floor toward the door, and a faint thrum from beyond makes dust jump in little rings.
Features
- A weathered surveyor's bench holds a chipped measuring rod and a lamp with a dark violet lens.
- The northern door has a keyhole and a palm-sized crystal plate that glows when touched.
- A narrow niche in the western wall once held a bell for summoning workers.
What the GM knows
Monsters
2× Seam skulkersCR 1
These cave scavengers are small, stone-skinned creatures drawn to the seam's Investiture. Their crystalline brow ridges flash when they sense movement.Tactics. They wait in the dark niches, then harry anyone trying to work the door. They retreat toward if badly wounded.Traps
Resonant StepDC 15 thunder damage
A pressure plate before the northern door triggers a focused burst of reverberation from the cave wall. Creatures within 10 feet must make a Dexterity saving throw or take the damage and be knocked prone; on a success they take half damage.Disarm. A character can find the plate with a Investigation check and wedge it with a metal tool, or disable its crystal relay with a Arcana check.Treasure
Surveyor's Case75 gp and useful information
A leather case holds survey notes, a brass compass, and three small spheres worth 25 gp each. The notes identify the crystal seam as responsive to spoken Intent.Notes
The northern door opens with the key from the office alcove in , or with a successful check using thieves' tools. A character who studies the plate and speaks a sincere promise can make it glow for one minute, granting advantage on the check. The seam's pulse grows louder if combat begins here.
1 door: N (locked)
The place
What it is
A small cave facility has been cut into a seam of strange, light-drinking crystal, with its entry chamber opening directly onto a locked arena door.
Atmosphere
Cold mineral damp beads on the stone, mingling with the sharp smell of struck flint and old ink.
The threat
Tavik, a scholar who has learned to impose his Intent on the responsive crystal, is preparing a final experiment in the arena.
History
A crew of cave surveyors opened this chamber while searching for a dependable source of gemstone and crystal.
Rumors
1d4- 1A violet cave crystal brightens when someone makes a promise and dims when they break it.
- 2The scholar's receptionist keeps a cleaner schedule than the town's magistrate, and knows exactly when the arena is empty.
- 3People who hear the cave's low thrum in their sleep wake with grit between their teeth.
- 4A survey crew found a way to calm the crystal, but their warning never made it out of the cave.
Plot hooks
3Corridors
2In the short passage between and
A narrow seam of violet crystal runs through the rock and brightens when someone speaks of a strong ideal or oath.
Beside the locked northern door of
Fresh boot scuffs and a wax seal stamped with a simple open hand mark the route toward the arena.
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