The Halls of Evocation, Part 2 (Kuthona (XII) 9th, 4712 AR)
The Halls of Evocation are made up of
several isolated chambers attached to each other via permanent teleportation
circles.
Teleportation Circles:
Each of these measures 10 feet in diameter and is represented by a complex rune
carved into the ground surrounded by a deep circular groove. Up to four Medium
creatures may enter a teleportation circle at once. Those who do are
immediately teleported to the destination keyed to it: so far always a specific circle
with the rune of wrath engraved in the ground within it. The teleportation
circles so far are one-way only.
Teleport Room. Two engraved circles in the ground surround large runes in
their center. The one to the east is red, while the one to the west is blue.
These are teleportation
circles. The heroes determined where they went or led from by trying them out. The eastern circle is the arrival point from the barracks and training hall, while
the western one is the departure circle to the same area.
Barracks and Training Hall. This long chamber is filled with practice dummies dressed in
battered and scorched suits of armor and a few contraptions bearing sharp
implements. Several doors and two open corridors exit the chamber along each
side wall. An opening in the opposite wall leads to what appears to be a
meeting hall.
Several flames spring forth on
the walls and provide light for this chamber. Each of the 20-foot-square side rooms
contains bunks.
Lab. This long chamber is filled with two rows of wide
worktables. The far end of the chamber contains three wide alcoves. The ones to
the north and south are each filled with all matter of alchemical supplies and
large barrels, while the one in the middle contains a single huge vat of what
appears to be twitching, foul-smelling flesh.
The vat of bubbling flesh in the central alcove smells foul. This room was occupied by an omox demon hiding in the vat, which the heroes banished.
Chamber. The polished granite walls of this large chamber are covered
in spidery glyphs. The ceiling rises twenty-five feet high, where a mural
depicts a redheaded woman holding a flaming ranseur standing atop a burning
tower of stone. Swords and ranseurs rest inside shallow depressions in the
walls, glowing faintly to illuminate the chamber. The east side of the room was a solid wall of billowing black smoke.
The heroes determined that the glyphs on the
walls represent various forms of evocation magic, particularly those involving
fire or the creation of magic weapons.
The wall of smoke separating this
room from the next hall was a very decorative illusion of a wall, which the heroes dispelled.
Hall. A wide avenue flanked by crimson stone pillars runs down the
center of this chamber — the ceiling arches sixty feet above and seems to be
made of fire. At the center of the room, a huge seven-pointed star made of
silver is engraved into the floor and surrounded by a circle of ice.
A shining child served as a guardian, but the heroes banished it.
Comments
Post a Comment