Blinding Cavern
The memory crystals that fill this cavern are reacting to the potent magic within the wizard’s tomb not far below. In addition to their typical properties, the crystals flash randomly between intense magical light and equally intense void, making navigation even more treacherous than normal.
Poisonous Water. Deliberately drinking the wid by the memory crystals make movement difficult and Acrobatics checks have disadvantage .
Flooding. Except for the exposed islands, the cavern is difficult terrain .
Fly Away. The use of fly or similar magic (except levitate ) triggers a critical success for that adventurer.
Memory Crystals. This cavern is full of memory crystals (page 51 in Trials & Treasures). Each round in the area, adventurers with prepared spells make a DC 15 spellcasting ability check or lose one randomly determined spell.
Perception. A successful Perception check can identify a safer, indirect path through the crystals and adventurers that take it gain a 1d6 expertise die on Acrobatics checks.
A group Acrobatics check can be made to leap from one island of stone to another, overtop of the crystalline water.
Critical Failure: An adventurer falls into the water, triggering a chain reaction of memory crystals exploding. Each adventurer makes a DC 20 Charisma saving throw , taking 42 (12d6) psychic damage on a failure or half damage on a success.
Failure: A single memory crystal is struck. Each adventurer makes a DC 20 Charisma saving throw , taking 14 (4d6) psychic damage on a failure or half damage on a success.
Success: The adventurers cross the chamber without falling.
Critical Success: The adventurers cross the chamber without falling, and as they do they pass through a resonant point in the cavern, filling them with positive memories that grants inspiration to everyone.