8
ROOM OF CONJURATION. The door to this room is decorated with a
silver thaumaturgic triangle affixed to the wooden frame. If ripped
off it would be worth 150 gold crescents.
The
ceiling sheds eerie purple light. The stone floor has a large
thaumaturgic triangle carved into it. Flanking the entry door are
two metal black iron stands, each with clawed feet and holding a
black iron bowl. The first bowl holds powdered silver (490 silver
spanners worth) and the second bowl holds a strange green powder.
This
is a system used for creating a gate, as the seventh level
cleric or ninth level magic-user spell. The way this system is meant
to be used is that the powdered silver is to be sprinkled around the
circle to form a protective barrier, while a handful of the green
powder is thrown into the center while the summoner calls out the
name or type of the creature desired. When the green powder is cast
there will be a flash of intense light and the named entity will
appear. If no name is uttered, one of the following beings will
respond:
1d4
|
Entity
|
1
|
Imp
|
2
|
Lemure
|
3
|
Manes
|
4
|
Quasit
|
Imp
(AC 2; MV 6”/18”; HD 2+2; #AT 1 tail; D 1-4; SA Poison, magic
use; SD Regenerate 1 hit point each round, magic or silver weapon to
hit, immune to magical cold, fire and electricity, save versus spells
as 7 HD creature; MR 25%; XP 275 + 3/hp)
Lemure
(AC 7; MV 3”; HD 3; #AT 1; D 1-3; SD Regenerate 1 hit point each
round, limited spell immunity; XP 65 +3/hp)
Manes
(AC 7; MV 3”; HD 1; #AT 2 claws and 1 bite; D 1-2/1-2/1-4; SD
Magic, cold-forged iron, or black iron weapon needed to hit, limited
spell immunity; XP 18 + 1/hp)
Quasit
(AC 2; MV 15”; HD 3; #AT 2 claws and 1 bite; D 1-2/1-2/1-4; SA
Attack poison causes dexterity loss (1/hit), magic use; SD Regenerate
1 hit point each round, magic, cold iron, or black iron weapon to
hit, immune to magical cold, fire and electricity, save versus spells
as 7 HD creature; MR 25%; XP 325 + 3/hp)
Unless
the ring of silver has been placed down, the summoned entity has the
option to attack. If bound by the powdered silver, the being can be
forced to perform one service (relatively minor in scope, such as
aiding in one combat) or answer one question, to the best of its
ability. Semi-intelligent entities will not have much to say. Other
resources, such as employing the protection from evil and
cacodemon spells, having a larva to barter with, or possessing
a demon's amulet or devil's talisman may aid the successful
conclusion of such a summoning.
All
of the usual rules pertaining to these entities are in effect.
Relevant rules can be found in the Monster Manual (pages 16,
20, and 37 under DEMON, DEVIL, and ELEMENTAL), the
Player's Handbook (page 53 Gate spell), and the Dungeon
Master's Guide (page 43 Gate spell explanation).
Naturally, the Dungeon Master may include or exclude any other planar
beings in order to fit his or her milieu.
If
the adventurers leave this room and reenter, any powder left on the
floor will have vanished. There is enough green powder for nine
uses, and enough powdered silver for seven. It takes 70 gold
crescents worth of powdered silver to make a ring, and if the
adventurers try to scoop it up, they should be able to recover at
least 60 gold crescents worth after a summoning (this takes a bit
less than a turn). The magical effects of the green powder are
limited to this room only.
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