The Halls of Evocation, Part 3 (Kuthona (XII) 9th, 4712 AR)
The fire burning above is quite real — covering the extent of the ceiling. The Sihedron Rune in the middle of the room is in fact an immense portal. The rune has two functions.
Calling: Once per day, the rune can be commanded to call a single creature, functioning as a planar binding spell (CL 15th) — only one called outsider may be active at a time via this effect.
Travel: If any
teleportation effect is used while the caster is standing within the rune,
the teleportation energy is instead absorbed by the rune, which then
opens a gate to the center of the Sihedron Circle on the lower slopes of
Rimeskull. The gate is a two-way portal, and remains open for 1 hour before
closing.
The dragon hid their loot here: the heroes could fit a total of 1,345 gp worth of coins in their bags before they ran out of room. They also took a +1 club, a sacrificial spear, a ring of blinking, a rod of Malrion, a rod of
splendor, a minor cloak of displacement, a potion of water breathing, a potion of
burrow, a scroll of suggestion, an engraved platinum scarab (700 gp), and a gold and
mithral chess set (500 gp).
The heroes started looking for components that could be used to forge wrathful weapons by detecting magic everywhere in the halls. It didn't help that the walls, floors, and ceilings were made of stone that had been magically treated.
The weapons embedded in the walls include two +1 greatswords, two +1 ranseurs, and two +1 longswords. Each of them glows continuously, providing light equal to a torch. The heroes could not remove the weapons with brute force.
The Halls of Wrath sustained those within its walls constantly, keeping them nourished and reviving the body and mind. The heroes did not need to eat, drink, or sleep, except for pleasure. (Spellcasters are still limited to once per day when replenishing their spellcasting potential, even though they do not need to sleep beforehand.)
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