Shrine of the Astral Guardians
From Card Hunter Wiki
Number of Scenarios | 3 |
Quests | |
| |
Unlocked By | |
The Tomb of Tvericus | |
Unlocks | |
Citrine Demon Portal, Lord Batford's Manor Riddle of the Gnome Lords Return to the Astral Shrine |
[edit] Part 1 - Hall of the Dawn
Win/Loss | |||||
---|---|---|---|---|---|
Victory Stars | Loss Stars | Victory Squares | |||
4 | 6 | 9 | |||
Enemies | Quantity | ||||
Guardian of Mist | 4 | ||||
Pre-Battle Description | |||||
The Astral Guardians are an obscure and esoteric sect who dedicate their lives to the study of the stars. They have constructed a great monolithic observatory that reaches far into the sky. You enter the structure through the Hall of the Dawn, so called because of a giant mural of the rising sun that covers the east wall. The room is guarded by Guardians of Mist. These disturbing, animated stone warriors attack you in silence and without any trace of emotion. | |||||
Post-Battle Description | |||||
The final statue shatters as it hits the floor. You sense enchantments draining away from every part of the room as the mural crumbles dramatically from the wall! A single stairway is revealed, granting you access to the next level. |
[edit] Part 2 - Hall of the Sun
Win/Loss | |||
---|---|---|---|
Victory Stars | Loss Stars | ||
5 | 6 | ||
Enemies | Quantity | ||
Guardian of Mist | 3 | ||
Guardian of Shadow | 1 | ||
Guardian of Shadow | 1 | ||
Pre-Battle Description | |||
The Hall of the Sun is guarded by Guardians of Mist and Guardians of Shadow. These creatures are highly stylized in their appearance and resemble the pieces of some obscure, long forgotten game. There is something deeply disturbing about their movement patterns. They hover in the air before leaping to their location, crashing to the floor with a heavy touch and a loud crack. | |||
Post-Battle Description | |||
You notice that the floor is decorated with a symmetrical pattern of alternating black and white tiles. You experience the strangest sensation, which is a desire to hop from one tile to another, staying entirely on the tiles of a single color. The stars hold many mysteries and the great meaning of this experience is surely beyond the ken of simple adventurers. |
[edit] Part 3 - Hall of the Dusk
Win/Loss | |||
---|---|---|---|
Victory Stars | Loss Stars | ||
4 | 6 | ||
Enemies | Quantity | ||
Guardian of Mist | 2 | ||
Guardian of Motes | 1 | ||
Guardian of Motes | 1 | ||
Pre-Battle Description | |||
The Hall of Dusk is a gloomy place, case in the shadows, illuminated by the flickering torches placed sparingly around the room. It’s now clear that you have engaged in a bizarre and deadly game with the guardians. The guardians move and attack in a regimented and prescriptive fashion. It’s even turn based! You decide to ignore this absurd affectation and you engage the guardians with your usual dynamism. | |||
Post-Battle Description | |||
The exit to the room is blocked by a locked door carved with an elaborate diagram of the stars. It is clearly a puzzle of some description. Despite your best efforts, which include shouting the word ‘friend’ repeatedly in obscure languages, you are unable to solve this riddle. Defeated, you make a crude sketch of the diagram and return to the scholars of Shieldhaven in the hope that they can shed some light on this conundrum. |