Enter
You see something reflective in the distance.
Getting closer, you realize your lantern’s glow is pulsating rhythmically. It gets stronger, sending waves of greenish blue light dancing across the walls.
This is an open cavern, covered with 10,000 years of iridescent crystalline growth. Some are two or maybe three stories high!
While taking in the sights, you realize that a deep, resonating hum has filled the air, oscillating with the light of your lantern. The gemstones begin to shift and slide.
The hum is deafening now, shaking your very bones.
You can attempt an Escape now if you like.
Encounter
You begin to recognize the form taking shape – two legs, a dense torso, arms, shoulders, and finally one, razor sharp hexagonal head.
This is a 14HP Crystalline Entity.
- Resonance beam: If the Elemental would deal
10or more damage, add+2to it. If you have the Polished Shield, you can counter this completely, reversing the damage. - Reflective: If The Lantern is activated (by rolling a natural 20), you win and deal double damage as normal, but half the total damage is reflected back at you by the crystals.
Resolve
If you fought the Crystalline Entity, even if you later made an Escape Attempt, gain a Clue
While in combat, you glimpsed reflections of things that weren’t there…
Red scales, fire, clockwork gears ticking away, someone working deep into the night…? Could have been all of those things, or none of them.
If you defeated the Crystalline Entity…
Resonant Club: A bat shaped crystal, used as a weapon. +2 to damage any time you win a Battle Roll and the difference is more than 10.