Scorched Cradle: Embers of the Gilded Guardians
Setting: The Scorched Cradle
Deep in the heart of the Ashen Peaks lies a long-forgotten temple dedicated to the Gilded Guardians—powerful elemental beings who once safeguarded the balance of fire and earth. After centuries of neglect, the temple is in disarray, its golden statues tarnished and crumbling. A local legend tells of a hidden chamber within the temple, where the core remnants of a Gilded Guardian still slumber, its essence pulsing with immense power. However, a dark curse now grips the temple, shrouding it in fire and ash.
As the party approaches, they are met with the sight of a massive, weathered stone door, engraved with depictions of the Gilded Guardians in their glory days. The stench of burnt earth mixes with the acrid smoke wafting from the charred landscape surrounding the temple. Twisted branches and scorched vegetation hint at the perils that lie ahead.
Goal: Awaken the Guardian
The party’s goal is to reach the hidden chamber deep within the temple, confront the curse that has befallen it, and awaken the last remaining Gilded Guardian. To accomplish this, they must overcome a series of deadly traps, solve ancient puzzles, and contend with fiery creatures born from the temple's corruption. Successfully awakening the Guardian could grant them immense rewards and the favor of elemental forces.
The Approach
As the party makes their way to the entrance of the temple, they must navigate a treacherous landscape filled with unstable terrain. The ground is littered with sharp rocks, and hidden lava flows bubble beneath the surface. The adventurers must make a series of Dexterity saving throws (DC 15) to avoid taking 2d6 fire damage from errant bursts of flames that erupt unexpectedly from the ground.
Encounter 1: The Guardian’s Guardians
Upon arrival at the temple’s entrance, the party notices that the great stone door is partially ajar. As they push it open, they are ambushed by a pair of Blazing Wraiths, spectral creatures of fire that guard the threshold. These wraiths speak in a screeching voice, "Only those worthy may enter!"
Blazing Wraiths (2)
- HP: 60 each
- AC: 15
- Attack: Fire Touch: 2d6 fire damage plus 1d6 necrotic damage (DC 15 Constitution save for half)
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Abilities:
- Incorporeal Movement: Can move through objects and creatures as if they were difficult terrain.
- Aura of Flame: Creatures within 5 feet of the wraiths take 2d4 fire damage at the start of their turn.
Tactics: The wraiths will use their incorporeal mobility to evade attacks, slipping through walls and returning from behind to confuse the players. They will attempt to isolate players from the group, focusing their attacks on those who stray too far.
Puzzle: The Elemental Seal
After defeating the wraiths, the party finds themselves in a small entry chamber. The walls are adorned with intricate glyphs representing the four elements: earth, water, air, and fire. At the center of the room is a circular platform with four depressions. Interacting with the glyphs reveals that they must place elemental tokens—found in their previous quests or marked upon victory against elemental foes—into the correct depressions to unlock the door to the inner shrine.
Elemental Tokens and Clues:
- Earth Token: Gained from a rock-based enemy. Symbolized by an image of mountains.
- Water Token: Found in a submerged area or acquired from a water elemental. Depicted as waves.
- Air Token: Won from a creature of the sky, shaped like clouds.
- Fire Token: Acquired after defeating a fire-based foe.
The players must decipher hints etched into the walls. Failure to correctly place the tokens in the allotted time (15 minutes) triggers a trap: the room fills with fire, and each player must make a Dexterity saving throw (DC 14) or take 3d6 fire damage while the room remains hot for an additional 1 minute.
The Confrontation: The Chamber of Ember
Once the door is unlocked, the party is greeted with a narrow passage leading to the main hall of the temple. The air grows thick with heat, and the atmosphere crackles with focus and energy. As they step inside, the players notice a large, pulsating crystalline heart encased in a cage of molten rock. It thrums with power, indicating the presence of the last Gilded Guardian deep within.
However, as they approach, the guardian's slumber is disrupted, spilling forth a trio of Lava Elementals, born from the corrupted energies of the chamber. The elementals rise with malicious intent, bounding toward the party with burning fists.
Lava Elementals (3)
- HP: 70 each
- AC: 14
- Attack: Lava Slam: 2d10 fire damage (additional 1d6 fire damage on a hit; DC 15 Dexterity saving throw for half damage)
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Abilities:
- Melt: If slain, they explode in a 10-foot radius, dealing 3d6 fire damage to all creatures in range (DC 15 Dexterity saving throw for half damage).
- Heat Aura: All creatures within 10 feet take 1d4 fire damage at the start of their turn.
Tactics: The Lava Elementals will focus on using their Heat Aura to wear down players before unleashing their devastating Lava Slam attacks. They will attempt to surround and isolate party members by breaking the constructs of the chamber, causing molten rock to explode as a strategy to divide the party.
The Final Stand
As the party defeats the Lava Elementals, they approach the crystalline heart again, but now they must perform a ritual to awaken the Gilded Guardian. They work together to channel their own elemental energies, using any remaining elemental tokens they possess, and must make an Arcana check (DC 16). On a success, the heart erupts into a surge of energy, and the Gilded Guardian awakens.
Resolution: The Guardian’s Gift
With a resounding crash, the molten cage breaks apart, and the Gilded Guardian emerges—a majestic humanoid entity adorned with golden flames and earth-like features. It beholds the heroes with gratitude and offers them a boon for their courage. Each player receives a choice of an Elemental Infusion (a spell-like ability granting a one-time use of an elemental spell tie to their choice of fire, earth, air, or water) or a relic of the Gilded Guardians—a weapon, armor, or talisman imbued with elemental power that enhances their abilities.
Once the guardian has bestowed its blessing, the temple begins to stabilize, as the curse of fire dissipates. Players gain an experience reward, and any lingering menaces in the area are now reduced. They stand in the temple, basking in the calm energy as the skies clear, knowing they have played a pivotal role in restoring balance to this enchanted land.
As the party leaves the awakened temple, embers dance in the air around them, a reminder of their victory and a promise of more adventures yet to come.