Saturday, 28 June 2025

Constructs of the Shielded Fortress

Introduction

These are 4 new creatures for the B/X edition of D&D. Although they have been created with the Shielded Fortress of Hjaal in mind, they can be used elsewhere. I feel they are best suited for ruins of lost empires, still guarding the remains of their creators. I have assumed that the process for creating these constructs has been lost to time, but it is possible that the formulae may be discovered (perhaps in the same ruins that hold these constructs), and a talented and resourceful mage (or perhaps cleric) could create new creatures.

 Jade Serpent

Armour Class2
Hit Dice8* (36hp)
Movement120ft
THAC012
Attacks1 bite / 1 tail
Damage2d4 + poison/1d10 + crush
No. Appearing1
Morale12
Save AsF8
TreasureSee below
AlignmentNeutral
Intelligence3 (Semi)
Size & TypeLarge Construct
XP Value1200

The method of creating these green crystalline guardians are long forgotten along with so much of Mogreth sorcery though a few functioning specimens can still be found among the ruins of Mogreth culture. They appear as jade statues of huge snakes and of rough finish approximately 30ft long. Jade serpents can sense hidden and invisible creatures due to heightened sensitivity to vibrations, and sound. Jade serpents can attack with both their fangs and lashing tails. If a creature is bitten by a jade serpent, they must make a saving throw vs poison or die in 2d4 turns. In addition, any creature of Large size or smaller hit by the jade serpent's tail must make a save vs Paralyis or be grappled by the serpent's tail. If grappled the creature will automatically take another 1d10 crushing damage per round, cannot move away from the jade serpent and any bite attacks by the jade serpent will be at +4 to hit against the grappled target. Jade serpents are invulnerable to normal weapons - magic weapons (+1 or better) or spells are needed to damage it. As a construct the jade serpent is immune to poisons, disease, energy drain, Sleep, Charm and other mind-affecting spells. If the jade serpent is destroyed it is shattered but 2d10 pieces of jade each worth 1d6 x50gp can be found. 

Turquoise Living Statue

Armour Class3
Hit Dice4+4* (22hp)
Movement150ft
THAC015
Attacks1 headbutt
Damage1d6+1
No. Appearing1d4
Morale12
Save AsF4
Treasure TypeSee Below
AlignmentNeutral
Intelligence3 (Semi-)
Size & TypeMedium Construct
XP Value200


The Turquoise Living Statue is a strange construct of bygone ages. It resembles a quadrupedal statue made of chunks of turquoise and held together by grey cement with a large round head. It can gallop along faster than a human and it can charge any opponent if it has 20ft or more of straight running distance at the start of its round. Charging gives the turquoise living statue +2 to hit and double damage (2d6+2 bludgeoning). Furthermore anyone hit by the charge must also make a save vs paralysis or be knocked 10ft away and prone. The turquoise living statue once per day can emit an aura of lethargy instead of attacking with its headbutt: Anyone within 30ft must save vs spells or be affected by a Slow spell for 2d4 turns. It will sometimes use this after charging into a group of opponents. As constructs, Turquoise living statues are immune to Sleep, Charm and other mind-affecting magic, disease & poison. Should a turquoise living statue be destroyed, it will collapse into bluish-green dust but amongst the dust there may be 2d10 pieces of turquoise worth 1d6x10gp each. 


Bone Rattler

Armour Class6
Hit Dice6+4* (31hp)
Movement150ft
THAC014
Attacks2 bites or 1 rattle
Damage2d6/2d6 or special
No. Appearing1
Morale12
Save AsF6
Treasure TypeNone
AlignmentNeutral
Intelligence1 (animal)
Size & TypeMedium Construct
XP Value750

These creatures look like undead snakes but are in fact constructs formed from the bones of giant rattlesnakes. Bone rattlers are immune to non-magical weapons (+1 or better weapons or spells needed to hit). They usually attack with their fangs and retain the frightening speed of living rattlesnakes, striking twice per round. Fortunately their venom glands are no longer present (any flesh is removed in the construction process) and any residual venom has dried up in their fangs. However, they have still retained the rattle on the end of their tails and instead of biting a bone rattler may rattle its tail. Any creature within 30ft that can hear must save vs spells or be gripped by a magical fear and will attempt to flee the bone rattler for 1d6 turns (moving at maximum speed away from the encounter, preferably back the way they came). If a creature successfully saves, they are temporarily immune to the rattle effect for the rest of the day. As constructs, bone rattlers are immune to Sleep, Charm and other mind-affecting magic, disease & poison. They cannot be turned by clerics. 


Beryl Golem

Armour Class2
Hit Dice10* (45hp)
Movement90ft
THAC010
Attacks2 fists
Damage3d6/3d6
No. Appearing1
Morale12
Save AsF10
Treasure TypeSee Below
AlignmentNeutral
Intelligence10 (Average)
Size & TypeLarge Construct
XP Value1600

Beryl golems are powerful creatures created by ancient and forgotten magic rituals. They appear as vaguely humanoid statues of bright green crystal standing about 9ft tall but without any apparent facial features or even clearly defined head. As with other golems they are immune to non-magical weapons and can only be hit by weapons of +1 or better enchantment or by magic spells. They attack with their massive jagged fists inflicting 3d6 bludgeoning damage with each strike.  They have the ability to Dimension Door 3 times per day to a distance of 240ft from their current location. As constructs, beryl golems are immune to Sleep, Charm and other mind-affecting magic, disease & poison.  If a beryl golem is defeated, it shatters into green dust though a search will reveal 2d10 pieces of beryl worth 1d6x100gp each. Unlike many of the constructs here, beryl golems are surprisingly intelligent at least in terms of tactics and strategy. They are given standing orders (such as "Guard this location and attack any non-serpent-folk who enter here") and will obey them but have a certain discretion about how they go about their duties.   

Saturday, 21 June 2025

Descent into Avernus Homebrew #2: The Passage through the Abyss

The Passage Through the Abyss 

This was completely unexpected on my part, but there is no clearly given way for characters to get down from Elturel (floating half a mile above the surface of Avernus) down to the ground. There are the massive chains from the foundations of the city to the ground but these seem like a death trap, doing damage every turn and with the risk of falling so I’m gad my players did not try them. I actually gave them a few options including a mechanical oversized hand-glider but they came up with their own. They had already rescued Ulder Ravenguard from the Grand Cemetery chapel, and there is a portal to the Abyss, specifically to the Endless Maze, Baphomet’s layer. The PCs decided that there must be other portals from the Abyss to the surface of Avernus and they just needed to venture into the abyss and find another portal to Avernus. I was not expecting this. But at the same time I was willing to go along with it as they were clearly not confident about my giant mechanical glider.

My version of the Endless Maze is not the same as canon (there is a description of this layer in 3.5E Fiendish Codex II: Hordes of the Abyss)  but it worked well enough. The surface is a dark and foreboding forest, inhabited by fiendish dire beasts including fiendish aurochs (who the PCs mistook for gorgons - I did not bother to correct them).  Underneath the forest floor is the actual labyrinth, a classic dungeon though with more turning passageways and fewer rooms. Here is the map I did:

1 sq: 10ft

In the top right of the map is the chasm - this is the precipitous way down from the forest floor into the labyrinth proper. Although the chasm itself is extremely deep, there are  ledges about 30-50ft below the top which, as can be seen, sometimes connect to the labyrinth. The PCs rappelled their way down to the ledge and the entrance to the labyrinth. 

There was a lot of combat but not all encounters were violent. As well as dealing with minotaurs and demons as befits Baphomet’s layer of the Abyss, there were also cultists and planar creatures with specific agendas. 

In room 8 on the map there is a Molydeus demon called Falco who appears as an imposing human. He is interested in prosecuting the Blood War, so messing around with the devils of Hell and their plans to consume Elturel sounds like a good idea. He will thus offer to help the PCs navigate the maze to the exit portal. In return for this, the PCs must slay the Hezrou demon guarding an item known as the soul stone, which Falco wants to possess. I had written some lore about the soul stone being the crystallized remains of a fallen chaotic evil demigod but the PCs didn’t ask too much about it - the soul stone was just another McGuffin. Falco is aided by a chaotic evil tiefling warlock (fiend patron, level 6) called Kayaphass. Kayaphass ended up acting as local guide at Falco’s behest. 

Some monsters have been borrowed and converted from other editions (converting from 3rd edition is relatively quick and simple), particularly the Molydeus and the Ghour.  

The key to the map is summarised as:

  1. 3 minotaurs
  2. Gas trap - Con save DC 14 or 2d6 poison damage per turn. 
  3. 3 bulezau demons
  4. Kayaphass’ chamber - 6th level warlock
  5. Empty
  6. Empty
  7. 1 Vrock
  8. Falco the Molydeus demon
  9. 1 Hezrou demon guarding the soul stone + treasure (10,000sp, 4,500gp, 600pp)
  10. Portal to surface of Avernus + 2 minotaurs + 1 minotaur boss
  11. 1 ghour demon
  12. 4 bulezau demons

As it happens the PCs slew the bulezaus in room 3, the hezrou in room 9 and the minotaurs in room 10, and encountered but did not fight the vrock in room 7. I’m glad they did not find the ghour in room 11 - although it might fit thematically, it was a lot more powerful and could have ended with TPK. I may have been easy on the PCs providing them with a local guide, but I really did not have the appetite to have them getting lost in what really is an Endless Labyrinth instead of getting on with rescuing the city of Elturel. Note that the map I’ve done does have passages leading off the edges to unmapped areas. Although possible to go off this map, I’m relieved that the PCs stayed within it. Anyway the PCs passed through the portal in room 10 and found themselves on the ground level of Avernus. In the distance there was a hill shaped like a giant monstrous hand, up against which was nestled a settlement with a wall of scrap iron. Welcome to Camp Knucklebone.  

New Monsters 

The Molydeus demon is found in Mordenkainen’s Tome of Foes for 5E (so I won’t give its stats here), but I don’t have that book so I adapted its stats from the 3.5E book Fiendish Codex: Hordes of the Abyss (2006). Similarly the Ghour as adapted from its entry in the 3E book Monster Compendium: Monsters of Faerun (2001). Both are very powerful, so I’m glad the PCs did not get into a fight with either. 

The minotaur boss is based on the standard minotaur from the 5E Monster Manual with improved hit dice and represents a tough and experienced tribal chief among minotaurs. The bulezau demons are found in the back of Descent into Avernus. 

Demon, Ghour (Huge Outsider, Chaotic Evil)
AC 25, Speed 40ft, HP 150 (12d8+96) 
Str 25 (+7), Dex 8 (-1), Con 26 (+7), Int 15 (+2), Wis 13 (+1), Cha 15 (+2)
Saves: Str & Con
Skills: Stealth
Senses: Darkvision 120ft, Tracking by scent, passive perception 15
Languages: Abyssal, Giant, Telepathy
Immunities: Poison & Electricity
Resistance: Fire, Cold, Acid, non-magical weapons
Challenge 12 (8,400xp)
Actions & Attacks:
Multi-Attack Horn & Claw 
Horn attack: melee +12 to hit for 1d8+7 piercing
Claw attack: melee +12 to hit for 2d6+7 slashing
Roar: 1/day all creatures within 30ft must make DC 15 con save or be stunned for 1d4 rnd and deafened
Breath Weapon: Noxious Gas (10ft x 10ft x 30ft long), DC 20 Dex save or 2d6 Str damage
Spell-like Abilities (DC 18 for saves): Blasphemy (at will), Chaos Hammer (at will), Deeper Darkness (at will), Greater Teleport (at will), Maze (3/day), Fear (3/day), Confusion (3/day)
Source: Monsters of Faerun (3E) (artist C. Critchlow)

Minotaur Boss (Large Monstrosity, Chaotic Evil) 
AC 16, Speed 40ft, HP 102 (12d10+36)
Str 20 (+5), Dex 10 (+0), Con 16 (+3), Int 8 (-1), Wis 16 (+3), Cha 12 (+1)
Skills: Perception (+7)
Senses: Darkvision 60ft, Passive Perception 17
Languages: Abyssal
Challenge: 5 (1800xp)
Actions/Attacks:
Greataxe: Melee +8 to hit for 2d12 slashing damage
Gore: melee +8 to hit for 2d8+5 piercing damage
Charge: If minotaur boss moves at least 10ft straight towards target and hits with gore attack, the gore does an extra 2d8 damage and target must make DC 14, Strength save or be pushed 10ft and knocked prone
Reckless: Minotaurs can gain advantage on melee attack rolls but also melee attacks against it also have advantage.  

Saturday, 14 June 2025

The Shielded Fortress of Hjaal

Sketch done by passing adventurers

This ancient fortress is found in the depths of the Great Marsh of Soderfjord. It dates back to before even the Nithian Empire, and was created by the strange Mogreth reptilian culture of lizard-folk and serpent-folk. It is surrounded by a powerful forcefield, a dome about 300 yards in diameter, that acts in a similar way to a Wall of Force spell, preventing creatures from entering or leaving the dome. Unlike a Wall of Force spell, this forcefield also seems to prevent teleportation and Dimension Door spells from bypassing it.  On the perimeter of the dome are six obelisks, each about 50ft high and engraved with glowing hieroglyphs and runes. Those mages and scholars who have passed by are sure that the obelisks are involved in maintaining the forcefield, and that if the obelisks were somehow deactivated or destroyed, the forcefield would collapse and the fortress could be properly investigated. 

In fact the fortress may be of Mogreth origin but the obelisks were created by the Nithians to quarantine the fortress and prevent the creatures therein from emerging. This arrangement has held for the last two thousand years but now an ambitious chaotic sorceress wants to get inside and will do whatever it takes to seize the treasures and arcane secrets for herself. 

Naztherane and the Tablets

Naztherane  has set up camp on an island in the swamp about a mile from the fortress perimeter. After a brief attempt at brute force (using summoned water elementals, charmed hill giants and various battering rams and other devices) she realised that the obelisks could not be knocked over or undermined - they were locked in place by the forcefield they generated.. She has been deciphering the glowing hieroglyphs on the obelisks and has noticed that as well as the hieroglyphs there is also a socket in each obelisk for a tablet - magical keys for six locks as it were. She has already acquired three of the tablets which bear cartouches of the Nithian mages that established the obelisks and forcefield. That leaves three more which, according to her divination, are scattered across the Known World in places once colonised by the Nithians - one is on the Isle of Dawn, another deep beneath Minrothad City and a third one somewhere on the Thyatian island of Hattias. The first three have been acquired by a combination of archaeology (the first was in Nithian ruins in the north of Ylaruam), trading (the second was bought from a curio shop in Glantri City) and brute force (ambushing and killing treasure hunters who found the third tablet on the Karameikian coast not far from Rugalov). 

Naztherane has divined the general location of the three missing tablets and is organising expeditions led by her lieutenants and apprentices to get hold of them. If she gets hold of all six tablets she will be able to deactivate the six obelisks and the forcefield will disappear. Naztherane keeps the first three tablets in Leomund’s Secret Chest, so her camp followers can’t steal them. 

Naztherane and her followers

Naztherane: human female, Magic User 12, align Chaotic,
Str 8, Int 17, Wis 10, Dex 14, Con 10, Cha 14
Equipment: Ring of Protection +2, Bag of Holding, Spellbook, Wand of Acid Arrows (8 charges), Dagger +1, Wand of Negation (10 charges)
Naztherane will try to assess other people in the marsh (such as PCs) and will usually present herself as a neutral scholar, studying these strange obelisks and the fortress they protect. She may try to use the PCs to find the missing tablets, promising significant rewards of gold and magic items, though always accompanied by one of her apprentices to make sure the job is done. If the PCs already possess a tablet and she finds out, she will do whatever it takes to take the tablet for herself, whether it be bribery, fraud, threats or straightforward attacking the PCs  and taking it off their dead bodies (as she did it before in Karameikos).  Or she might make a deal with the PCs and then screw them over once she has the tablet. 

Zeekeel: human male, Magic User 6, align Chaotic
Str 11, Int 16, Wis 12, Dex 10, Con 14, Cha 13
Equipment: Wand of Magic Missiles (15 charges), Spellbook, Dagger
Zeekeel is Naztherane's first apprentice. He is as ambitious and duplicitous as his tutor and is infatuated with her and as such is very loyal to her and a bit jealous about other apprentices. He will be protective of her around adventurers he does not trust. 

Damro: human male, Magic User 5, align Neutral
Str 8, Int 16, Wis 13, Dex 15, Con 9, Cha 9
Equipment: Spellbook, Dagger, Wand of Webs (5 charges)
Ambitious and eager to learn secrets and arcane knowledge but  he is becoming less happy with the unpleasant methods used by the group. He knows that Maygalli feels the same way but is less vocal about his concerns. 

Tannishree: human female, Magic User 5, align Chaotic
Str 10, Int 15, Wis 7, Dex 13, Con 13, Cha 10
Equipment: Spellbook, Dagger +1, Ring of Levitation
Unstable and possibly psychopatic. Naztherane views Tannishree as useful for doing dirty work such as murder and torture. Although Tannishree is ambitious, she has the attention span of a squirrel. 

Muhamrar of Ylarum: human male, Fighter 7, align Neutral
Str 16, Int 12, Wis 12, Dex 10, Con 15, Cha 14
Equipment: Scale Mail +2, Shield +1 Scimitar +1 +3 vs elementals
Muhamrar is loyal and fierce. He is nomimally a follower of the Eternal Truth but is really motivated by money, which Naztherane has promised lots of. He commands 10 warriors, his hired blades:
Hired Blade: human fighter 2, align Neutral, equipment: Scale mail, scimitar, shield, 2 javelins. 

Maygalli: human female, Cleric 6, align Neutral
Str 10, Int 12, Wis 16, Dex 8, Con 14, Cha 10
Equipment: Banded Armour +1, Mace +1, Shield, Holy Symbol, 
Maygalli worships knowledge, and reveres the Nithian deity Thoth. She wants to investigate the fortress for academic purposes and initially believed that was Naztherane's intention as well. But she is getting quite concerned with Naztherane's methods and has twice expressed worry about excessive violence and treachery. She suspects Damro feels the same way. 

Gorff: Male troll. align Chaotic. Charmed by Naztherane and completely loyal to her. Useful in dealing with other trolls and scaring away monsters of the marsh. Gorff also has some native knowledge of the surrounding marshland. 

Inside the Fortress

The Mogreth lizardfolk and serpentfolk who created this fortress used it as a major centre of military and economic activity until the collapse of the Mogreth civilization. 

Crucially this fortress also contains two magic portals to other worlds. One is to Shegdreth, the Slithering Realms, a whole world overrun by the serpent folk. The other is to an unknown world that is cold, dark and populated by undead. The Nithians tried to close or destroy these portals but could not, and found that creatures, both reptilian and undead, kept wandering out of them into the fortress. This is why the obelisks and forcefield were created - to keep the inhabitants on the other side of the portals from taking over the whole marsh and then threaten the rest of Mystara. 

Monsters found in the fortress include:

There are also various traps dotted around the fortress, especially along routes the serpentfolk anticipated intruders would follow. Some can be deactivated if the password in the old Mogreth language is spoken, but it is unlikely that random adventurers would know this unless they searched for clues elsewhere in the fortress. 
Treasure is a mixture of old Mogreth coinage and gems (the fortress was also used by the Mogreth equivalent of tax collectors), Mogreth magic items (the armour may be fitted for reptilian forms but many of the weapons and magic-user items can be used by humans) and the library. The library is not exactly a conventional treasure - it is a vast collection of papyrus scrolls that have survived for over a millenium. Only some of those scrolls are directly useable by magic users, though those that are will often have long-forgotten spells unknown to even the wizards of Glantri or Alphatia. The great majority of the scrolls are of Mogreth history, religion and culture, plus some administrative record-keeping. These are of great interest to scholars and sages, but not to most adventurers. 





Sunday, 8 June 2025

Geomorphs part 3

This post is really a follow-on to the first and second posts I have done about geomorphs, and is really to expand the collection of 190ft x 190ft geomorphs that I started with those posts. I have tried to keep these geomorph tiles interesting with pits, statues, pools, secret doors and the like but at the same time I hope they are all still reusable. I'm sure that the more distinctive layouts of some of these will be recognisable to players who encounter the geomorph more than once (such as Geo17 room 1 with its 4 large pools and trap in the centre). I still hope that this will not break the verissimilitude of wandering through the composite dungeon.