
Unlike the open canyon, this is an enclosed, claustrophobic environment saturated with the remnants of ancient magic struggling against the Mystic Summer. Here is a detailed description for you to masterfully run Acts II and III: Visuals and Atmosphere: The Enclosed Architecture: The chamber is perfectly circular, with walls made of polished black stone blocks that barely reflect light. The ceiling is a high dome that converges on a small central opening (through which the beam of moonlight enters at the end of the session). The Amber Floor: The floor is composed of concentric plates of gray stone, but the lines separating these plates are filled with veins of fossilized, translucent amber. When the duo enters, the amber is opaque and dark, resembling old resin. The Central Altar: Exactly in the middle of the room stands an opaque white marble pillar at waist height. It looks worn by time. At the top of the altar is a deep depression in the shape of an open hand, surrounded by small runic drainage channels. The Glyph Panel: On the wall opposite the entrance, there is an immense mosaic of copper plates encrusted in the black stone. They are covered in dust and dried spiderwebs, hiding the glyphs that the Elven Mage will need to translate. Mechanical and Tactical Elements (For the Grid): This map is a circular arena 15 meters in diameter (10x10 squares on the grid). The layout creates cover opportunities for the Mage and defensive positioning for the Cleric: Fallen Columns (Half Cover): Two large support columns collapsed on the sides of the room centuries ago. Their broken blocks create two barriers of "half cover" (+2 to AC and Dexterity saving throws). The Mage can crouch behind them to cast spells safely. The Danger of the Center (The Locked Altar): The space immediately around the altar (a 1.5-meter radius or 1 square around) offers clear terrain. However, remember that when the Dwarven Cleric places his hand there, he will be mechanically trapped by the altar until the Mage solves the riddle or the monster deactivates the system. The Shadow Niches: On the side walls (left and right), there are dark recesses in the rock. It is from one of these shadows that the Unstable Construct will emerge, ensuring it begins combat at a medium distance (about 6 meters) from the heroes, giving them time to react.
Sign in to add this map to your collection.