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Getting to Runeforge (Neth (XI) 3rd-Kuthona 8th (XII), 4712 AR)

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Of Runeforge itself, very little is written. The heroes knew that Runeforge was once a legendary place of learning and discovery for students of the arcane, but that its location had remained a mystery—Thassilonian scholars believe it to have been lost during the empire’s fall. The heroes travelled to Rimeskull using a combination of teleporting and magical flight. The Sihedron Circle From the rocky eastern shoreline of Lake Stormunder, the ground rises into the craggy snow-dappled roots of Rimeskull, casting its long shadow over this area. Yet not all of the ground here is rugged and mountainous. Several hundred feet from the lake’s edge, the land suddenly levels off to create a circular hill. Rocks and tenacious shrubs poke through the scattered clumps of snow here, but they are dwarfed by the ring of seven ten-foot-tall stone heads that circle the hill’s edge, their faces angled inward at each other, mouths agape. To the east, the sheer mountainside of Rimeskull rises, icy and w...

Intermission (Neth (XI) 1st-2nd, 4712 AR)

The green dragon taunted the heroes in combat, but didn't flee and was eventually defeated. The heroes determined that the bas-reliefs depict dragons who have grown beyond even the stature of great wyrms. The field of crystals is in the shape of a decad, and the gap in its center immediately accepted the  Bellwether Brooch  when the heroes placed it there. The runes read, in Draconic: “To erase with Dahak and to begin with Apsu.” The green dragon's hoard was contained in a single chest set next to one of the claws that reach out of the walls. The chest held coins worth 3,304 gp, gems and jewelry worth 2,160 gp, a +2 adamantine rapier and a silver raven figurine of wondrous power . When the heroes returned the Bellwether Brooch to its setting, it returned to its proper place with a crackle of light. For a moment there was silence, replaced shortly by a faint hum that filled the air as a golden radiance took form. The spirit of Auronorex appeared before the heroes: “You did as I...

The Gauntlet of Challenge-Cry, Part 4 (Neth (XI) 1st, 4712 AR)

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The Challenge of Arcana.  To bypass the screen, a section of it had to be hit with a fireball when the area was covered in “open” runes. The fireball resulted in a 20-foot-diameter hole opening in the screen for a few seconds at that location. Two arcanatons flew through the opening in the screen to contest the heroes.  They began combat with tentacle attacks. The arcanatos fought until destroyed. The Paragon Hall.  Two massive iron obelisks dominate this domed chamber, each fifty feet tall and covered with intricate runes. Arcane fire arcs between their peaks, illuminating bas reliefs of forty gigantic dragon heads peering out of the chamber’s stone walls at even intervals. A single huge claw corresponding to each head reaches out five feet from the base of the walls. Through the flickering light, a small field of crystals glitters on the floor between the obelisks, with a gap a few inches wide in their center and surrounded by several runes below. A huge green drag...

Arcanaton

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Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead , reincarnate , and resurrection , don’t work on an outsider. A different magical effect, such as limited wish , wish , miracle , or true resurrection , is r equired to restore it to life. A native outsider can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

The Gauntlet of Challenge-Cry, Part 3 (Neth (XI) 1st, 4712 AR)

The Chamber of Ascension. The columns in this chamber imbued with fire (see below) create shadowy illumination. This chamber, four hundred feet high and eighty feet across, is another immense vertical shaft carved into the heart of the mountain. Twelve evenly-spaced iron columns five feet in diameter stand along the chamber’s perimeter, rising to support a ring-shaped platform near the ceiling. The ceiling itself is some form of shimmering screen. The columns stand in matching sets of three. Three columns glow orange with heat, three glisten with green perspiration, three are frosted with ice crystals, and three crackle with electricity, all very similar to the portcullis-gate in the last chamber. There are no visible exits. Appearances here aren’t deceiving — the columns have similar properties as the gate in the Challenge of Might, except they don’t change energy type. Two wings of protection attacked the heroes when they flew up the chamber to the platform atop the columns. The wing...

Wings of Protection

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Constructs:  A construct is an animated object or artificially created creature. They have low-light vision. They have darkvision. They have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. They cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole . A construct may have the fast healing special quality. They are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. They have immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). A construct cannot be raised or resurrected. Constructs do not breathe, eat, or sleep.

The Gauntlet of Challenge-Cry, Part 2 (Neth (XI) 1st, 4712 AR)

The Challenge of Might.  Light in this chamber was equal to shadowy illumination when the trapdoor above was open or the gate was imbued with fire or electricity (see below); otherwise, there is no natural light. The bottom of the deep stone shaft is flat and empty, with a massive iron door, forty feet high and thirty feet wide, set in its eastern side. The door appears designed to slide upward, much like a solid portcullis. A thick, sturdily-braced horizontal iron shelf protruding from the door five feet above the floor appears to be the only leverage point from which to lift it. The iron of the door changes color several times a minute, at first glowing orange as if pulled from a forge, then glistening with green perspiration, next frosted with ice crystals, and finally dry and crackling with electricity, before again glowing orange and repeating the cycle. Large runes etched into the doors seem to ignore the state of the door, their forms remaining the color of blackened iron th...