Shinzo's Training Grounds
The place where Shinzo began his magical experiments with Otto . This place is long abandoned and guarded by a locked door.
The Witch's Broom is found here with the feat "Broomcraft". The personal touches on the broom are Weatherproof: Coldsnap and Enchanted: Dark.
The Witch's Broom is found here with the feat "Broomcraft". The personal touches on the broom are Weatherproof: Coldsnap and Enchanted: Dark.
Purpose / Function
This provided a safe and private place for Otto's instruction and Shinzo's earliest experiments.
Design
The first half is a cave network. Within it is an Ice Talus and the skeletal remains of a Giant Aerialfos.
The second half is the ruin itself. There is a central room powering the defenses in the dungeon. If a pearl is inserted into it, it deactivates the traps and magic barrier.
Entries
Getting inside requires one to shield surf down a long slope, striking at small triggers along the way. It has a DC 13 Agility check.
Contents & Furnishings
One room appears to be a prison, but it was meant to house creatures, such as the penguins. There are two scrolls here: one details several drawings of brooms while the other depicts the Tower of Heaven and Palace of Winds.
One room is researching the cold flame as a power source.
One room has a statue of warm ice protecting a chest.
One room has coffins full of bones of many different creatures. These were bones that were meant to be experimented on. Enlarging creatures often had the issue of their bones being too weak to support their new size. Shinzo was trying to figure out how to overcome this issue, and so had many bones to experiment on strengthening.
One room is a big arena that Otto taught Shinzo in, and often resulted in Shinzo being handcuffed to a throne.
Valuables
The caves are full of R2 Luminous Stone nodes. Another room has R2 Sapphire nodes.
The chest in the magic circle has a witches broom.
Pots:
- 2 Rupee
- R2 Food In, Chillshroom (Chilly)
- 2 Hammerhead Arrow
- 2 Arrow
- 20 Rupee
- R1 Dish, Fireproof
- R1 Food In, Strong Sorrel (Strong)
- Luck X 3 Arrow
- Luck X R1 Elixir, Magical
- Luck X R1 Cloth
- Luck X R2 Elixir, Commanding
Hazards & Traps
Spike pits and mechanical defenses protect this place.
Two chests are trapped. DC 13 Perception/Mechanics. One chest inflicts two ice damage. The other contains a mechanism that jabs a poisoned needle into whoever first opens it, making them sick. Both of these use and Agility Check to avoid after triggering.
Architecture
Frozen over and covered with ice.
Defenses
There is a puzzle door and many traps preventing people from entering the central part of the ruin.
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