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The Sixfold Civic Ward - AI-generated fantasy Hazard

The Sixfold Civic Ward

The Ancient Civic Ward protects a sealed urban gate. It judges movement by sound, shadow, blood, and spoken authority. Once awakened, the six pillar-foci act in sequence, punishing intruders while the gate remains sealed. The ward does not distinguish thieves from rescuers.

Hazard EntryMagicalLevel5Complex

The Sixfold Civic Ward

5LevelRareRarityUrbanEnvironment
ComplexMagicalAbjurationUrbanArea HazardAncientAuditory
Level5
|
HPGate 90; each pillar 25
|
AC17
|
TypeMagical
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ComplexityComplex
|
RarityRare

Defenses

AC17
HardDamage threshold 10 for the gate and pillars
HPGate 90; each pillar 25
BT 10
Fort+Constitution saving throw DC 15
Ref+Dexterity saving throw DC 15
Will+Wisdom saving throw DC 15
Immune
Poison damage, Psychic damage, Charmed, Frightened, Prone, Nonmagical weapon damage
Resist
Acid, Cold, Fire, Lightning, Thunder, Force
Weak
The ward cannot activate in an area of antimagic., A pillar becomes inert for 1 round if its bowl is filled with consecrated water., The entire ward is suppressed for 1 minute if the correct ancient civic oath is spoken while a magistrate's coin is held before the gate.
ComplexMagicalAbjurationUrbanArea HazardAncientAuditory

Detection

PerPassive Perception 15; DC 15 Wisdom (Perception) to notice the faint blue sparks that crawl through the pavement before activation
StlDC 15; before activation, the ward is indistinguishable from an abandoned gate unless examined closely
InitInitiative count 20, losing initiative ties

A paved civic thoroughfare ends at a sunken bronze gate bearing the erased seal of an ancient magistrate. Six waist-high stone pillars stand around it. Each pillar bears a shallow bowl, now filled with rainwater, ash, or black dust. The gate has no visible hinges or lock.

Standard Engagement

Trigger

The ward awakens when a creature crosses the final 10 feet before the gate, touches the gate or a pillar, casts a spell within 60 feet, or speaks above a whisper within 30 feet. It also awakens if any pillar is damaged.

Routine

At initiative count 20, activate the next pillar in order. The order is Bronze Rebuke, Pillar of Judgment, Black Shadow Seal, Tax of Blood, Civic Gravity, and Edict of Approach. After the sixth effect, begin again with Bronze Rebuke. The ward targets the nearest valid creature unless an effect specifies otherwise.

Reset

The ward resets at the start of each round. A disabled pillar remains inactive until the ward is repaired or the area is subjected to a major magical restoration. If no creature has triggered the ward for 10 minutes, all active effects end and the gate returns to dormancy.

Bronze Rebuke

The targeted creature must succeed on a DC 15 Dexterity saving throw or take 4d8 force damage and be pushed 10 feet toward the gate. On a success, it takes half damage and is not pushed.

Pillar of Judgment

Each creature within 15 feet of the gate must make a DC 15 Constitution saving throw. On a failure, it takes 3d8 thunder damage, is deafened for 1 minute, and cannot benefit from verbal components until the end of its next turn. On a success, it takes half damage and suffers no other effect.

Black Shadow Seal

One creature standing in bright light or visible shadow must succeed on a DC 15 Wisdom saving throw or become restrained by its own shadow until the end of its next turn. A restrained creature can repeat the save at the end of its turn. The shadow has AC 14 and 15 hit points, and disappears if the creature enters total darkness.

Tax of Blood

The creature with the highest current hit points within 30 feet of the gate must make a DC 15 Constitution saving throw. On a failure, it takes 4d6 necrotic damage and its hit point maximum is reduced by the necrotic damage taken until the next dawn. On a success, it takes half damage and suffers no reduction to its hit point maximum.

Civic Gravity

A 20-foot-radius zone centered on the gate becomes difficult terrain until the start of the next round. Any creature that enters the zone or starts its turn there must succeed on a DC 15 Strength saving throw or be knocked prone and pulled 10 feet toward the gate.

Edict of Approach

The gate speaks the last command given within 60 feet in a dead magistrate's voice. Each creature that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn. A creature that fails by 5 or more must use its reaction, if available, to move up to half its speed toward the gate.

Ancient Jurisdiction

The ward's aura extends 60 feet from the gate, but its effects reach only creatures within the listed range of each effect. The ward can sense invisible creatures and creatures behind ordinary cover, but not creatures on another plane.

Six Linked Pillars

Each pillar is a separate magical focus. A pillar reduced to 0 hit points becomes inert, but the ward immediately triggers that pillar's effect once before it fails. The gate cannot be opened while at least three pillars remain active.

Conditional Authority

The ward treats any creature that speaks the old civic oath correctly as temporarily authorized for 1 minute. Authorized creatures do not trigger effects while they remain within 10 feet of the gate, but they cannot pass through it.

Sealed Record

The ward's magical effects do not pass through lead or a sealed extradimensional container. A creature inside such protection cannot be targeted, but opening the protection within 60 feet triggers the next effect.

Description

The Ancient Civic Ward protects a sealed urban gate. It judges movement by sound, shadow, blood, and spoken authority. Once awakened, the six pillar-foci act in sequence, punishing intruders while the gate remains sealed. The ward does not distinguish thieves from rescuers.

Discovery

A character who examines the gate and succeeds on a DC 14 Intelligence (Investigation) check notices six narrow channels carved into the pavement, all leading toward the pillars. A DC 15 Wisdom (Perception) check reveals that dust never settles inside the channels. Detect magic reveals six separate abjuration auras joined to one stronger aura behind the gate.

Archival Lore

The ward was built when the first stone district was raised over a conquered settlement. Its makers believed disorder entered cities through unlicensed doors. The magistrates fed the ward the names of criminals, then sealed themselves inside when rebellion came. No record states whether the magistrates died.

Environment
Urban
Theme
Ancient Ward
Creator
The Ashen Magistracy, a pre-imperial council of jurists and executioners
Purpose
To prevent unauthorized entry into a sealed civic district and punish those who approach without recognized authority.
Game System
D&D 5E
Art Style
Weathered architectural ink illustration, high-contrast OSR dungeon map detail, tarnished bronze, cracked limestone, restrained color palette
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