```col-mdflexGrow=2.5===# OutlineA series of caves in the [[location/khuz-mountains]], rumored to be rich in [[material/earthheart-emeralds]]. These crystals might serve as a potential alternative energy source for the tower. The caverns are treacherous and might be inhabited by subterranean creatures, making this a potential side adventure. The [[material/earthheart-emeralds]] are also desired by Pendulum Horrors who have been lured away from the Clockwork Tower due to the energy pulsating off the crystals.> [!read-aloud] **Read Aloud** > > > As you journey outside the city, following old rumors and weathered maps, you find yourselves standing before the mouth of an expansive cavern. The entrance of the [[location/luminous-caverns]] looms before you, seemingly swallowing the daylight. Within, a faint, pulsating green light dances on the stone walls, illuminating the interior with an ethereal glow. As you tread cautiously into the cavern, the source of the glow becomes clear. Countless emeralds, radiant with a powerful and raw energy, stud the cavern walls, illuminating the cavern in an otherworldly display of lights and shadows. Their soft luminescence dances across your faces as you proceed deeper into the heart of the cavern, a mesmerizing sight that belies the potential danger lying in wait.# Earthheart Emeralds These deep green crystals are vibrant and richly colored, pulsing with a soft, inner light. Ranging in size from that of a pebble to as large as a melon, each [[material/earthheart-emerald]] is a marvel of nature's craftsmanship. They are raw and rugged, yet hold an untamed beauty that speaks of the elemental power locked within.# Lair Actions On initiative count 20 (losing initiative ties), the Pendulum Horror can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:1. **Crystalline Surge:** The Pendulum Horror draws on the energy of the Earthheart Emeralds, causing a surge of raw, earthen energy to erupt from the cavern walls. All creatures within 15 feet of the walls must make a <u>DC 15 Dexterity saving throw</u>, taking 3d6 radiant damage on a failed save, or half as much on a successful one. 3d62. **Seismic Tremor:** The Pendulum Horror taps into the cavern's natural seismic energy, causing a localized tremor. Each creature on the ground in the cavern must succeed on a <u>DC 15 Dexterity saving throw</u> or be knocked prone.3. **Emerald Shard Eruption:** Crystals from the cavern wall burst out in a shower of sharp, energized shards. The Pendulum Horror chooses a point it can see within 60 feet. Each creature within a 20-foot radius centered on that point must make a <u>DC 15 Dexterity saving throw</u>. A creature takes 4d6 slashing damage on a failed save, or half as much damage on a successful one. [roll: 4d6 ]# Monster ![[1409611]]|Pendulum Horror# plots/Story Type# Sub-Structures (Scenes)# Themes---# Structure## Exposition## Conflict## Rising Action## Climax## Falling Action## Resolution---# Components## Goals## Hooks## Stakes## Moral Quandaries## Cruel Tricks## Red Herrings---# Relations## Protagonists## Allies## Neutrals## Competitors## Adversaries---# Backdrops## Locations## Threats## Encounters## Past Events / Histories``````col-md**Location** 250 miles northeast of the city, in the Khuz Mountains. About 4 days travel by horseback. 8 by wagon / cart.---![[plots/clockwork-tower/table-of-contents|Table of Contents]]![[~attachments/dndline.png]]**Completion Date:** <br>**Parent Plot:** **Related Characters:****Related Organizations:****Related Locations:**---### World Anvil Metadata**Id:** f8920a29-7a22-4ce1-93c4-636d4ba89f99<br>**Entity Type:** Article / plot<br>**Category:** <br>**Tags:** CT-plot```