*Halls of Obsidian: The Whispering Shadowed Labyrinth*
Overview
Deep within the jagged mountains of Blackrock, where the sun rarely penetrates the curling mists of a cursed valley, lies an ancient labyrinth known as the Halls of Obsidian. Constructed by a long-forgotten civilization, these twisting corridors are said to function as both a trap and a treasure hoard, as the shadows whisper secrets and tragedies of the past. The true prize hidden within these walls is the Crystal of Arkanis, a powerful artifact said to grant unfathomable knowledge to its holder.
However, retrieving the Crystal won’t be easy; not only will adventurers face cunning traps and eldritch horrors, but they must also confront the remnants of the previous seekers who fell victim to the Obsidian's curse. The labyrinth continuously shifts, bending and twisting under the weight of dark magic. Time moves differently within, and illusions reign supreme, concealing both paths and treasures within the opaque depths.
Setting the Stage
As the players approach the entrance of the Halls of Obsidian, the air grows colder and thick with whispers. The entrance is framed by enormous stone statues of warriors, their obsidian blades glinting in the muted light. Eerie shadows flicker, testifying to the potency of arcane forces within. A large stone door emblazoned with intricate carvings lies ajar, leading into a foreboding darkness.
As they step inside, the dim light reveals smooth obsidian walls that absorb sound and radiate a chilling hum. The labyrinth’s true nature reveals itself; what seems like straight passages lead to dead ends, while corners hide hidden doors. The constant echo of whispering voices fills their ears, growing louder and more frantic with each step, as if the labyrinth itself is alive and is trying to communicate with them.
Encounter Setup
Goal
The party's primary objective is to locate the Crystal of Arkanis located at the heart of the labyrinth and earn the knowledge and power it holds. Along the way, they face series of traps, illusions, and might encounter the lost souls who now wander these halls.
Characters
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The Whispering Shadows: Ethereal echoes of the souls who perished searching for the Crystal. They provide ominous warnings or misleading information to confuse the party.
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Guardian of the Labyrinth: A formidable shadowy humanoid (Constructed as a Shadow Demon with additional spellcasting abilities) that marshals the labyrinth’s defenses and actively hinders the players’ progress.
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Lurking Beasts: Vicious shadow beasts that roam in the dark corners. They are reflections of the players' fears, and manifest evil versions of themselves to sow discord.
The Labyrinth’s Trials
As they journey deeper into the Halls of Obsidian, the party must navigate through several challenges.
Shadows of the Past (Trap/Puzzle)
Upon entering the first major chamber of the labyrinth, the floor is covered with shifting black sand. As they step into the room, animated shadows emerge, resembling the lost souls of past adventurers. They echo tragic tales of betrayal and despair and begin to mimic the players' actions, making it increasingly difficult to discern friend from foe.
Solution:
The players must figure out how to dispel the shadows using memory or empathy. They can recite a story or tie an action to a significant memory in the group. Once the shadows are swayed emotionally, they dissolve back into the sand, allowing players to safely cross the room.
For every player character who participates, they gain inspiration points for future rolls.
The Riddle Gate (Puzzle)
Next, the players encounter an ornate silver gate inscribed with a riddle, captivating the shimmering reflection of the Crystal seen through it. The riddle reads:
"I speak without a mouth, and hear without ears. I have no body, but I come alive with the wind. What am I?"
A creeping mist begins to fill the room; shadows escalate, signaling their urgency.
Solution:
The answer to the riddle is "an echo." Correctly answering the riddle unlocks the gate leading deeper into the labyrinth. Failure to solve it prompts the mist to coalesce into shadow beasts that will harass the party.
Fanged Illusions (Combat Encounter)
Upon passing through the gate, the party finds itself in a large circular room with a domed ceiling. Flickering shadows create confusing illusions, making it appear as though enemies are lurking everywhere. The players will need to remain vigilant against shadow creatures that strike from the false images, manifesting as evil versions of themselves. They will be drawn to the players' fears, heightening tension.
Rules for the Encounter:
- Each player must make a Wisdom saving throw at the beginning of their turn to discern which creature is real. Failure causes disadvantage on their actions.
As shadows leap from the illusions, the players engage in combat with one real shadow creature for each player, using stealth and cunning against an army of tormenting illusions.
Echoing Despair
Once the players defeat the foes and overcome their fears, the room shudders and the whispers crescendo into a deafening roar. The remaining shadows retreat, revealing the Crystal of Arkanis on a raised pedestal bathed in radiant light.
The Crystal's Defense
The Guardian of the Labyrinth
Just as the players approach the Crystal, the Guardian of the Labyrinth materializes from the shadows, a haunting wraith with deep red ember eyes. It uses illusions and shadow-based magic to initiate combat.
Combat Mechanics:
- The Guardian casts spells like "Darkness" to blanket the room, disorienting players.
- It summons minor shadow creatures with each turn as reinforcements until it is defeated.
As the players engage the Guardian, they can use their surroundings to level the field: pillars, reflections in the obsidian walls, and shifting shadows can be manipulated to their advantage.
The Resolution
Upon the defeat of the Guardian, the shadows in the room dissolve, and the players are left with the radiant light of the Crystal illuminating the chamber. As they hold the Crystal, its energies pulse through them, allowing each player to gain a boon (such as an extra spell slot, enhancements to an ability, or temporary hit points) representing the knowledge and power it promises.
Consequences of Choices
The players might also decide to unleash the power contained within the Crystal, unleashing sporadic chaos in the realm that could lead to future encounters or shifts in the world. Alternatively, they can choose to return it to where it was meant to rest – a choice that could earn them the favor of a celestial being.
As they exit the Halls of Obsidian, the whispers of the labyrinth transform into a melody, offering a bittersweet farewell and a reminder of the perils that lay in the pursuit of knowledge. Choices made in the labyrinth will ripple across the fabric of reality, setting the stage for their future adventures to unfold.