Honglath Freth
T
he Fiend Mage, the Demon Mage

 

Wizard 16

Archmage 1

Sorcerer 3

Cleric of Bahamut 3

 

 

Born and raised in the drow city of Zaumtor, Honglath Freth is an identical twin to Veldrin Freth as well as the father of Kalanmor. Brother to Inyakess, Rylek and Jyrlen, and the son of Venrae and Zelimir Freth. Nephew of Zanimrae Freth. He and his brother are draconic drow with a lightning-blue, intense gaze; they are actually the grandchildren of a silver dragon named Namhias. Their hair is pure white, perfectly straight, and long. Both brothers stand at 5’9, making them very tall for any drow. The brothers sometimes wear ponytails, have their hair loose, or in a braid, but as a 'rule' whatever one twin does with his hair the other does as well at the same time. Their faces are angular and smooth and very handsome by drow standards as well.

            As draconic drow, they have an alternate form. They have black wings that extend seven feet in length each, as black as their skin but with striking silver veins. The brothers’ height becomes a bit taller at 6’3, and their hands end in thick black talons instead of nails, though the talons are small enough to grab and hold onto something comfortably. Their hair is much thicker too, falling in layered silvery manes down their backs, almost representing the frills that silver dragons have trailing from the head to the tail. Because this form is actually their true form, they have the special spell-like ability Alternate Form; an aura of the spell polymorph constantly surrounds them (for example, those using the spell true seeing can view them in their true form); they can disable and use it whenever they wish. Stepping into an anti- or dead-magic zone negates this and they will revert back to their true form.

    The brothers have inherited the breath attack abilities of their silver dragon relation, a cone of cold and a cold of paralyzing gas, in which they must swallow and trigger a reaction in their lungs to use. They do not need to be in their alternate form to use it, of course, they just don’t often bother. Sometimes they go by the last name of Barriath, which means Spawn of the Dragons.

Honglath is a sorcerer and powerful wizard, rising into the ranks of an Arcanist of Gul-morgil--which equals an Archmage of the surface. He almost always wears a long brown robe and brown pants with a simple white shirt. He also wears knee-high black leather boots. At his belt, is a silver stiletto with blue set-in sapphires and smaller white diamonds; the blade is a stabbing narrow blade, not meant for slashing. Also on the belt are a money pouch and five wands: a light blue one, an orange one, a purple, a gray, and a sickly green. Honglath has a little muscle to him from years of training with his brother in weapons. Also on his belt is a scimitar resting on his left hip. Honglath is also cleric of Bahamut, the Platinum Dragon. When displaying his cleric status he wears a shirt and pants of silver, with light blue robes that fade to dark blue with prayers to his deity draconic script going down along the front where it buttons and circling the bottom of his robes.

Honglath's most-used title is usually the Demon Mage, though Fiend Mage is more accurate because his knowledge encompasses both demons and devils, and his experience with them is extensive. He studied them while a student in Gul-morgil and continues his studies and interactions with them, as well as using them, despite his NG status. Honglath's quick rise to prominence, his skill, and his treatment of fellow drow, whether utterly cold or privately fond, has helped him to get many allies, including two wizards as his personal lackeys in Gul-morgil, named Jarrsyn and Izzdor Hun'ett, as well as many enemies--though most will not face him alone. It was confirmed that two balors--the most powerful of demons--present during a major battle between his hour and a higher were summoned by him. Several of the fiends he summoned determined the outcome of that battle.

Honglath is unique and somewhat debatable when it comes to his personality because of his being a cleric of a good-aligned deity who frowns upon any evil and his active interest in fiends from the Abyss and Nine Hells. When he does activities relating to the demons beyond anything he teaches in his classroom--like summoning and using demons for personal reasons--he is often restricted access to his clerical spells by Bahamut for various amounts of time, depending on the offence and when Honglath feels moral enough to repent for it. The time often ranges from days to months.

To see more on Veldrin, visit his page.

 

Class and Level: (Enhanced +4) ECL 27/Sor 3/Wiz 16/Arm 1/Clr 3

Race: Draconic Drow (Silver)  Height: 5’9 
Weight
: 160  Eyes: Blue  Hair: white 
Skin
: Black  Age: 20Alignment: NG 
Speed
: 30 feet  Gender: Male 
Deity
: Bahamut  Size: Medium 
HP
169 Hit Dice 20d4 + 3d8 + 92

Abilities 

Str 17 +3 Initiative +5
Dex 20 +5 AC +33 = 10+5+8+5+5
Con 18 +4 Flat Footed +28
Int 24 +7 Touch +15
Wis 18 +4  Fort Save 13 = 4+1+5+0+3
Cha 20 +5  Ref Save 14 = 5+1+5+2+1

 

 

Will Save 22 =4+3+10+2+3 
Base Attack +11/+3 
SR: 38 
Grapple +14/+6

 

Weapons 

+5 wounding disrupting evil outside bane stiletto 1d4+5/19-20
+3 holy scimitar 1d6+3
+1 masterwork flail 1d8+1
Claw Attack 1d3
Claw Attack 1d3
Breath Weapon (Cone of Cold, 3d6) 

Feats

Craft Magic Arms and Armor, Create Portal, Craft Wondrous Item, Daylight Adaptation, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Necromancy), Spell Penetration, Greater Spell Penetration, High Born Drow, Still Spell, Silent Spell 

Class and Racial Abilities

Cleric. Turn Undead 8/day; Turn Earth Elementals 8/day; Protective Ward

Wizard. Mastery of Counterspelling; Summon Familiar 

Drow. Faerie Fire 1/day; Dancing Lights 1/day; Darkness 1/day; Darkvision 120 ft.; +2 save (charm magic)  

High-born Drow. Detect Good 1/day;  Detect Magic 1/day;  Levitate 1/day

Draconic. Cloud walking 1/day; Alternate Form; +6 save (sleep spell); Breath Weapon; +4 save (paralysis)
 

Possessions (Anything marked with an asterisk is worn by him or on his person at all times)
 

+5 wounding disrupting evil outside bane stiletto*

dial of teleportation*
bracers of armor +8*
ring of protection +5*
amulet of natural armor +5
drow house insignia*

drow neck pouch*
+3 holy scimitar
+1
masterwork flail

charm of wind wall*
charm of protection against petrification*
charm of true seeing*
charm of non-detection*
girdle of gender change
lightning bolt wand*
fireball wand*
invisibility wand*
dismissal wand*
Malavon’s rage scroll
skeletal guard scroll*
darts of bone scroll*
dead man’s eyes scroll*
staff of necromancy
dead-magic stone
hand crossbow*

misc. spell components*

crystal ball with detect thoughts (Will DC 13 negates)

 

 

Bahamut

The Platinum Dragon
 

Symbol: Star above a milky nebula

Home Plane: Celestial

Alignment: LG

Portfolio: Good dragons, wind

Worshipers: Good dragons, anyone seeking protection from evil dragons.

Cleric Alignments: LG, NG

Domains: Air, Good, Luck, Protection

Favored Weapon: Claw

 

Dogma: Bahamut is stern and very disapproving of evil. He brooks no excuses for evil acts. In spite of this, he is among the most compassionate beings in the multiverse. He has limitless empathy for the downtrodden, the dispossessed, and the helpless. He urges his followers to promote the cause of good, but prefers to let beings fight their own battles when they can. To Bahamut, it is better of offer information, healing, or a (temporary) safe refuge rather than to take other's burdens upon oneself.
Bahamut is served by seven great gold wyrms that often accompany him or one of his avatars.

Clerical Spells

The ones he prays for the most have asterisks by them.

0:4, 1:2+1, 2:1+1

 

Level 0 – Orisons

Create Water. Creates 2 gallons/level of pure water.

*Cure Minor Wounds. Cures 1 point of damage.

Detect Magic. Detects spells and magic items within 60 ft.

*Detect Poison. Detects poison in one creature or object.

Guidance. +1 on one roll, save, or check.

*Inflict Minor Wounds. Touch attack, 1 point of damage.

Light. Object shines like a torch.

Mending. Makes minor repairs on an object.

*Purify Food and Drink. Purifies 1 cu. ft./level of food or water.

Read Magic. Read scrolls and spellbooks.

Resistance. Subject gains +1 on saving throws.

Virtue. Subject gains 1 temporary hp.

 

Level 1

Bane. Enemies suffer –1 attack, –1 on saves against fear.

Bless. Allies gain +1 attack and +1 on saves against fear.

*Bless Water. Makes holy water.

Cause Fear. One creature flees for 1d4 rounds.

Command. One subject obeys one-word command for 1 round.

Comprehend Languages. Understand all spoken and written

languages.

Cure Light Wounds. Cures 1d8 +1/level damage (max +5).

Curse Water. Makes unholy water.

Deathwatch. Sees how near death subjects within 30 ft. are.

Detect Chaos/Evil/Good/Law. Reveals creatures, spells, or objects.

Detect Undead. Reveals undead within 60 ft.

Divine Favor. You gain attack, damage bonus, +1/three levels.

Doom. One subject suffers –2 on attacks, damage, saves, and checks.

Endure Elements. Ignores 5 damage/round from one energy type.

Entropic Shield. Ranged attacks against you suffer 20% miss chance.

Hide from Undead: Undead can’t perceive one subject/level.

Inflict Light Wounds. Touch, 1d8 +1/level damage (max +5).

Magic Stone. Three stones gain +1 attack, deal 1d6+1 damage.

Magic Weapon. Weapon gains +1 bonus.

Obscuring Mist. Fog surrounds you.

Protection from Chaos/Evil/Good/Law. +2 AC and saves,

counter mind control, hedge out elementals and outsiders.

Remove Fear. +4 on saves against fear for one subject +1/four levels.

**Sanctuary. Opponents can’t attack you, and you can’t attack.

Shield of Faith. Aura grants +2 or higher deflection bonus.

Summon Monster I. Calls outsider to fight for you.

 

Level 2

Aid. +1 attack, +1 on saves against fear, 1d8 temporary hit points.

Align Weapon. Weapon becomes good, evil, lawful, or chaotic.

Augury. Learns whether an action will be good or bad.

Bear’s Endurance. Subject gains +4 Con for min/level.

Bull’s Strength. Subject gains 1d4+1 Str for 1 hr./level.

Calm Emotions. Calms creatures, negating emotion effects.

Consecrate. Fills area with positive energy, making undead weaker.

*Cure Moderate Wounds. Cures 2d8 +1/level damage (max +10).

Darkness. 20-ft. radius of supernatural darkness.

Death Knell. Kills dying creature; you gain 1d8 temporary hp, +2 Str, and +1 level.

Delay Poison. Stops poison from harming subject for 1 hour/level.

Desecrate. Fills area with negative energy, making undead stronger.

Eagle’s Splendor. Subject gains +4 Cha for 1 min/level.

Enthrall. Captivates all within 100 ft. + 10ft/level.

Find Traps. Notice traps as a rogue does.

Gentle Repose. Preserves one corpse.

*Hold Person. Holds one person helpless; 1 round/level.

Inflict Moderate Wounds. Touch attack, 2d8 +1/level damage

(max +10).

Make Whole. Repairs an object.

Owl’s Wisdom. Subject gains +4 Wis for 1 min/level.

Remove Paralysis. Frees one or more creatures from paralysis, hold,

or slow.

Resist Energy. Ignores 10 0r more points damage/attack from specified energy type.

Restoration, Lesser. Dispels magical ability penalty or repairs 1d4 ability damage.

Shatter. Sonic vibration damages objects or crystalline creatures.

Shield Other. You take half of subject’s damage.

Silence. Negates sound in 15ft radius.

Sound Burst. Deals 1d8 sonic damage to subjects; may stun them.

Spiritual Weapon. Magic weapon attacks on its own.

Status. Monitors condition, position of allies.

Summon Monster II. Calls extraplanar creatures to fight for you.

Undetectable Alignment. Conceals alignment for 24 hours.

Zone of Truth. Subjects within range cannot lie.


Honglath’s Domains
, the Granted Power that goes with them, and domain spells
:


Air
: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to +3 your Charisma modifier. This granted power is a supernatural ability.

*1: Obscuring Mist - fog surrounds you.

2: Wind Wall - deflects arrows, small creatures, and gases.


Protection
: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

1: Sanctuary - Opponents can’t attack you, and you can’t attack.

*2: Shield Other - You take half of subject's damage.

 

 

 

Sorcerer Spells

(Level:Cast per day, including bonus):

0:6, 1:5+2

Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Universal

 

Level 0 – Cantrips ******

Detect Poison – detect poison in small creature or object

Mending – makes minor repairs on an object

Disrupt Undead – deals 1d6 damage to one undead.

Touch of Fatigue – touch attack fatigues target

Prestidigitation – performs minor tricks

Level 1 *******

Endure Elements – exist comfortably in hot or cold environments.

Charm Person – makes one person your friend

Magic Missile - 1d4+1 damage; +1 missile per two levels above first (max 5)

 

Wizard Spells

(Level: Cast per Day, including Bonus):

0:4, 1:4+2, 2:4+2, 3:4+1, 4:4+1, 5:4+1, 6:4+1, 7:3+1, 8:2, 9:1

Spells are listed by level and have the number of pages listed that that level of spells is taking up.

 

Spellbook 1Draconis Pulvis

Honglath’s first and main spellbook, which he carries on his person when he travels. A leather-bound book with metal hinges, a silver-inlaid dragon is curled around an oval sapphire in the center of the cover.

100 pages used

Level 0 - 14

Resistance - Subject gains +1 on saving throws.

Acid Splash - Orb deals 1d3 acid damage.>

Detect Magic - Detects spells and magic items wiithin 60 ft.

Read Magic - Read scrolls and spellbooks.

Daze - Creature loses next action.

Dancing Lights - Creates torches or other lights.

Flare - Dazzles one creature (–1 attack)..

Light - Object shines like a torch.

Ray of Frost - Ray deals 1d3 cold damage.>

Ghost Sound - Figment sounds.

Mage Hand - 5-pound telekinesis.

Message - Whispered conversation at a distaance.

Open/Close - Opens or closes small or light thhings.

Arcane Mark - Inscribes a personal rune (visiblle or invisible).

Level 1 - 8

Alarm – wards an area for two hours per level

Animate Rope – makes a rope move at your command

Comprehend Languages – understand all written/spoken languages

Feather Fall - objects or creatures fall slowly.

Grease - Makes 10-ft square or one object slippery.

Hold Portal – locks doors, etc.

Reduce Person – halves a being in size

Ventriloquism – throws voice for one min/level.

Level 2 - 8                                                                           

Melf’s Acid Arrow – deals 2d4 damage for round/level, +1 round/3 levels.

Whispering Wind – send a short message 1 mile/level

Fog Cloud – Fog cloud forms 20ft radius, 20 ft high

Tasha’s Hideous Laughter – subject loses actions for 1 round/level.

Level 3 - 12

Arcane Sight – Magical Auras become visible to you

Fireball – 1d6 damage/level, 20 ft. radius. 10d6 max damage.

Displacement – attacks miss target 50%. (You appear two feet away from your true location)

Dispel Magic - Cancels magical spells and effects.

Level 4 – 12

Globe of Invulnerability, Lesser – stops 1st through 3rd level spells.

Evard’s Black Tentacles - Range: 100 ft + 10ft per level; each tentacle is 10ft long. Area: 20 ft radius spread. V, S, M: tentacle of giant squid or octopus.

Wall of Ice – a wall (10-ft square/level) or hemisphere (3ft + 1ft per level) of ice is created. Duration: 1 Minute per Level. V, S, Material Component: a piece of quartz or similar rock crystal.

Level 5 - 25

Permanency – makes certain spells permanent (arcane sight, comprehend languages, darkvision, detect magic, read magic, see invisibility, tongues [on yourself only])

Dominate Person – telepathic control over other humanoid

Cloudkill – Kills 3 HD or less; 4-6 HD save or die, 6+ HD take Con damage

Break Enchantment – Frees subject from enchantments, alterations, curses and petrification

Telekinesis – moves objects, attacks creatures, or hurls object or creature

Level 6 - 12

Geas/Quest - As lesser geas (commands subject to do or not do something), plus it affects any creature.

Contingency – you place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency

Level 7 - 7

Forcecage – cube or cage of force imprisons all inside

Level 8 - 0

Level 9 - 0

 

Spellbook 2

Honglath’s second spellbook, one he is currently working on filling. Fairly plain in design, covered with rothe hide with metal hinges.

20 pages used

Level 0 - Cantrips - 0

Level 1 - 1

Color Spray – knocks unconscious, blinds or stuns

Level 2 - 2

Detect Thoughts - allows "listening" to surface thoughts.

Level 3 - 3

Sepia Snake Sigil – creates text that immobilizes reader.

Level 4 - 0

Level 5 - 0

Level 6 - 6

Guards and Wards – array of magic effects protect area

Level 7 - 0

Prismatic Spray - Ray hits subjects with variety of effects.

Drawmij's Instant Summons - calls preprepared object to your hand.

Level 8 - 8

Bigby’s Clenched Fist – large hand provides cover, pushes, or attacks foes

Clone - Duplicate awakens when original dies.

Level 9 - 0

 

Spellbook 3Libris Necrome

Honglath’s third spellbook. The cover is made from petrified wood turned black, with the designs of skeletons of humanoids and creatures etched all around it.

96 pages used

Level 0 - Cantrips - 0

Level 1

Chill Touch – one touch/level deals 1d6 damage and possibly 1 strength damage

Level 2 - 6

Blindness/Deafness – makes subject blinded or deafened.

Command Undead – undead creature obeys your commands.

Ghoul Touch – paralyzes one subject (1d6+2 rounds)

Level 3 - 9

Gentle Repose – Preserves one corpse.

Halt Undead – immobilizes undead 1 round/level.

Vampiric Touch – touch deals 1d6/two levels damage; caster gains damage as HP.

Level 4 - 8

Animate Dead – creates undead skeletons and zombies

Bestow Curse - -6 to an ability score; -4 on attack roles, saves, and checks; or 50% chance of losing each turn.

Contagion – infects subject with chosen disease (Blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, slimy doom; all described in DMG)

Level 5 - 5

Magic Jar – Enables possession of another creature.

Level 6 - 18

Undeath to Death – destroys 1d4/level HD of undead (max 20d4)

Create Undead – creates ghouls, ghasts, mummies, or mohrgs.

Eyebite – target becomes panicked, sickened, and comatose

Level 7 - 7

Control Undead – undead don’t attack you while under your command

Level 8 - 24

Create Greater Undead – creates shadows, wraiths, spectres, or devourers

Symbol of Death – triggered rune slays nearby creatures

Horrid Wilting –deals 1d6 damage/level within 30ft.

Level 9 – 18

Soul Bind – traps newly dead soul to prevent resurrection

Wail of the Banshee – kills one creature/level  

 

Spellbook 4Diabolusme

Honglath’s fourth spellbook. It is bound in the skin of a demon, the hinges made of demon bone.

100 Pages used

Level 0 - Cantrips - 0

Level 1 – 1

Unseen Servant

Level 2 - 2

Summon Swarm – summons swarm of rats, bats, or spiders

Level 3 - 6

Magic Circle Against Chaos/Evil/Good/Law

Summon Monster III

Level 4 - 8

Dimensional Anchor – bars extra-dimensional movement.

Summon Monster IV

Level 5 - 15

Planar Binding, Lesser – traps extraplanar creature of 6 HD or less until it performs a task

Summon Monster V

Contact Other Plane – lets you question extraplanar entity.

Level 6 - 12

Planar Binding – As lesser planar binding but up to 12 HD

Summon Monster VI

Level 7 - 14

Banishment – banishes 2HD/level of extraplanar creatures

Summon Monster VII

Level 8 - 24

Dimensional Lock – teleportation and interplanar travel blocked for 1 day/level

Planar Binding, Greater – As lesser planar binding, but up to 18HD. Must use a magic circle spell focused inward.

Summon Monster VIII

Level 9 - 18

Imprisonment – entombs subject beneath the earth

Gate – connects two planes for travel or summoning; summoning uses 1,000 XP. Creatures of more than twice your own HD cannot be controlled.

 

Spellbook 5 Touch of Heaven

Honglath’s fifth spellbook. The cover of the book is made of a reflective blue material similar to glass, but unbreakable. Decorative silver hinges are around the edges, and all the spells therein are scribed in silver ink. No spells may be added to the book. Honglath received it as a gift, but it is unknown as to whom gave it to him except by Honglath himself.

93 pages used

Level 0 - Cantrips - 0

Level 1 - 1

Lantern Light - ranged touch attack deals 1d6 points of damage (per ray; 1 per 2 caster levels).

Level 2 - 2

Yoke of Mercy - Target deals nonlethal damage.

Level 3 - 9

Magic Circle Against Evil - As protection spells, but 10-ft radius and 10 min./level.

Dolorous Motes - Creates clouds of flickering light (1 10ft cube/level) that dazes creatures.

Healing Touch - You take up to 1d6 points of damage/2 levels and heal target that amount. Max 10d6

Level 4 - 12

Celestial Brilliance - object sheds brilliant light to 120 feet, hurts undead and evil outsiders.

Affliction - Infects evil subject with chosen affliction.

Radiant Fog - As solid fog, but dazzles or blinds creatures within.

Level 5 - 10

Call faithful Servants - summons 1d4 lantern archons, coure eladrins, or musteval guardinals.

Vanishing Weapon - weapon's touch dispels summoned or quasi-real creatures.

Level 6 - 12

Starmantle - Cloak of stars destroys nonmagical weapons on contact and allows the wearer a DC 15 Reflex save to reduce damage from magic weapons by half.

Wages of Sin - Evil creatures attack other evil creatures.

Level 7 - 21

Righteous Glare - Your gaze attack kills evil creatures with less than 5 HD, causes fear in others.

Amber Sarcophagus - Target is trapped in stasis inside amber. 1 day/level

Tomb of Light - Entraps and harms evil extraplanar creatures.

Level 8 - 8

Last Judgment - Evil creatures are struck dead and sent to Lower Planes.

Level 9 - 18

Blinding Glory - 100-ft. /level radius of light that blinds evil creatures.

Sanctify the Wicked - Traps evil creature in a diamond for one year, then releases it as a sanctified creature. (Sanctified Spell - Sacrifice: 1 character level)

 

Spellbook 6 Touch of Hell

A spellbook not used by an older Honglath, the mage used it when he was younger and still of a neutral evil alignment.

Level 0 - Cantrips - 0

Level 1 - 1

Level 2 - 2

Level 3 - 9

Level 4 - 12

Level 5 - 10

Level 6 - 12

Level 7 - 21

Level 8 - 8

Level 9 - 18

 

Honglath & Tionne, his lover in the RPGs.

 

 

Honglath's Suites (for RPing)

 

    Honglath's suite in the wizardry academy (as well as his suite in the Rilynund house) is really its own demiplane of existence. It is set up in such a way that the door to his suite is on the Material Plane, but within the one-inch-space between going from the corridor in Sorcere to the suite is the transparent portal--any who observed Honglath stepping through the doorway only seem to notice him going from the hall to a normal group of rooms apparently on the same plane. Very few know it is actually a demiplane in itself. It can only be accessed by Honglath himself, his twin Veldrin, or any whom he wishes--and those people must meet the two set access conditions.

 

Gul-morgil/Rilynund Suite Traits:

Subjective Directional Gravity: The strength of gravity is the same as on the Material Plane, but Honglath can instantaneously change the direction of the gravity's pull. As the demiplane's creator, only he can do this.

Normal Time.

Finite Size. The suites are each about 90 by 15 or 30 feet, depending on the room. There are two levels, with a private level below the main one.

Alterable Morphic. Same as the Material Plane, though there is little to alter.

No Elemental Traits.

Minor Positive-Dominate: All individuals in Honglath's suite gain fast healing 2.

Mildly Good-Aligned: All evil characters suffer a -2 penalty on Charisma-based checks.

Enhanced Magic: Conjuration, Necromantic, Cure, and Good-aligned spells are maximized.

 

Access: Only four specific keys have been made to access his suites. Each iron key has Honglath's personal rune inscribed on it using the spell Arcane Mark. Additionally, Drawmij's Instant Summons enchants each one. The person trying to get into the suite must have the key somewhere on their person. Second, the demiplane can only be accessed with specific somatic gestures made in front of the door that leads onto the plane. The gestures must be made before the key is inserted in the lock--as it is the gestures that open the lock in the first place.

    Also, because the suite is a demiplane, it cannot be accessed by means of a plane shift spell or similar spells, unless the person trying to get there is close to the small demiplane. If Honglath wishes to get there fast he must teleport outside the door leading to the suite.

 

Honglath & Veldrin Freth character concepts copyright DrowElfMorwen (me). Top and bottom drawings of Honglath copyright Anna Rigby, middle drawing of Honglath copyright Jenny Dolfen. The very top picture is copyright me.