Shattered Castle

After defeating the guardians above, the players enter a dark tomb bound with magical seals. The cavern is dark and the air is musty. This place has not been disturbed in a great length of time. When they enter, the entrance seals behind them and gloaming mists start seeping in. Start the damage timer. At the center of the main chamber is a great iron cube with three slots in the front.

* To the right, the archway is inscribed: The Gnome's Cunning.
	+ Inside is a circle of statues depicted various figures in action. There are three glowing obelisks in the middle. They need to choose the correct statues for each phase or be zapped by lightning from the obelisk.
	+ The first pedestal calls out "A gnome knows to trust only what he... SEES/SEAS/SEIZE". The correct statues are the spyglass, sailor, and guard.
	+ The second pedestal calls out "A gnome king will always fruitfully RAIN/REIN/REIGN". The correct statues are the king, the person looking up, and the horse.
	+ The third pedestal calls out "A lost gnome will surely find the WAY/WHEY/WEIGH". The correct statues are the banker, the maid, and the mapmaker.
	+ The wall unfolds, revealing a chest with carved rune "CO" and loot

* To the center, the archway is inscribed: The Human's Tenacity.
	+ Inside you see a long, dimly lit hallway filled with glowing red runes. Every inch of the ground, walls, and ceiling are covered in them. A check reveals they are dangerous flame runes. A plaque reads: "A human always moves forward, even during their darkest hour."
	+ The traps deactivate when the hall is in complete darkness. They must extinguish the torches (or close their eyes). At the end, the compartment opens to reveal a carved rune "NC" and loot
* The the left, the archway is inscribed: The Elf's Insight.
	+ Inside there is a room that is empty but for a single statue of a thinking elf. When they are all inside, they look around to realize that they are at the bottom of a smooth, featureless 100 foot pit with the elf. They look up and see the entrance they walked through is high above them. An inscription on the elf reads: "An Elf potential is held back only by the limits of their imagination."
	+ In this pit, items and spells do not function unless they produce an illusion. If something would produce an illusion, it is real instead. If they imagine something in their heads, it will take shape.
	+ When they reach the top, the floor reappears and the compartment in the back of the room opens. Another rune: "ORD" and loot
* They must put the three runes in order: CO-NC-ORD, to open the cube. Inside is a twisted dryad with two bodies
* Concord is a dryad-like being with a glowing green axe buried in its chest.
	+ "Has Fate sent another prison master to torment us?"
	+ They united the human, elves and gnome races of the Gloaming Wood millenia ago, and they combined their bodies into one as a testament to our kingdom's solidarity. But our kingdom... already had a ruler. They were betrayed by a human king Xorthos, led by an archey named Fate.
	+ The Gloaming Wood has a master, older than any of us. She is an Archfey named Fate, and she directs her terrible children to do her bidding from the tallest peak of the Source Mountain. One who called himself the Gloamglozer, raised our own people against us. Whenever one would fall, they would be reborn as one of his mindless servants. The Green One led us in circles and tormented us endlessly. Then terrible monsters of the forest awakened, our kingdom was buried, and we were bound here to rot for eternity while Fate fattens herself on the Source's power. Please, would you free us?
	+ When freed, they ask what state the Wood is in now. If the players swear they will go to the Source and destroy Fate and her children, they say that the Gnomes of Twylldywyr were working on weapons to defeat her.
	+ When they exit the castle, an old house that Reed recognizes is in the middle of the path. Out steps Binda and Ellasi, who explain that they found Twylldywyr, and Long Hua wants to see them.
	+ They start to feel the magic of the place clouding their minds and making their limbs heavy. They must say the phrase of power: LUNKAR, which means unity in gnomish.
	+ They are transported, and feel a gentle sea breeze and the smell of salt in the air. They look to be on an island near the coast, atop a great stone tower on a hill. They see along the steep cliffs of the island, hanging homes have been built. They are greeted by somewhat young gnome wearing long green robes. He is Tobar Kelgrim, the "elder" of Twylldywyr. He remarks that Reed is a Firbolg, and that his grandfather made frequent trips to the Primeval Forest, their home. Anyway, He says that Long Hua felt Concord's presence awaken, and knew that there was hope for his people to return to the wood, their home.
	+ They go down a winding trail to a squat stone building. Tobar leads them up a staircase to a platform, and looking below they are regarded by one massive eye. Show them the map.
	+ Merzu, do you recognize me? It has been almost a millenium. Concord thinks for a moment but shakes his head. I am weak, and my connection to the past is distant. I remember little from my life before I became Concord.
	+ "We were old friends. And when your people were in danger, I agreed to protect them until you were able to defeat Fate. I see you could have been more successful, friend! But now, these three. I feel my bones quake when I read their destinies. Are you the champions of this land?"
	+ "Haha! Go now to my snout, I have gifts I've been holding onto for some time! your commisions, Merzu!"
	+ They walk down and he opens his massive mouth, presenting four small chests. They are artifacts that will grant you great power, but only for a short time. You should attune to them when the moment of conflict draws near.
	+ The Elder says that he can bring them close to the source, but they will need to make the last walk alone, or Fate's power will detect them.