1. GRAND ENTRANCE


 
The bronze doors of the entry (23 ' high,
20' wide) are held fast by huge iron
chains, and all cracks are sealed with soft
iron. Graven upon these massive valves
are runes. You note that the writing
glows and seems to burn with silvery
radiance, making your eyes teary.

Show diagram called "Entrance Runes, "
to the players. Make a Saving Throw vs.
Spells for each character, applying a -2 penalty.
A major casting of an antipathy spell
has been made permanent upon the portal.
Each creature within 10' is affected unless
the noted saving throw is successful. All
who fail will shun the doors and will not
look upon the runes. If all fail, take back the
players' rune sheet. Read the following
description to those examining other areas.
 
Those of you not examining the main
entry have noted that the vile stained
glass windows of the place are intact.
You can enter by breaking the main door,
or you can check the smaller bronzewood
doors around the corners to the
east and west. (Bronzewood is a dense,
very hard wood, tougher than oak. )

Though these side doors are heavy and
thick, both can be broken open. Each is
locked and barred, but 50 points of damage
effects entry. The windows are high and too
narrow to permit passage to a man in
armor. Each is barred and spiked with
bronze.

LIST CHARACTERS WHO FAILED THERE SAVES HERE:

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