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.
The Sixfold Civic Ward
Defenses
Detection
“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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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