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5E Monster: Jewel Golems

April 27th, 2025

Jewel Golems

The legendary jewel golems of Shandrala were originally created through the mystic arts of the Jade Magi. Crafted from wondrous stones in great variety, they generally have the appearance of slender humanoids and are possessed of preternatural speed and grace, due to the spirits of air which animate them.

Those destroying these precious creations in the hopes of looting their gemstone bodies will be left disappointed, however: When the spirit of air which animates them escapes their broken bodies, the crystalline structure collapses, leaving behind a fractured form that quickly crumbles to worthless powder.

CONSTRUCTING JEWEL GOLEMS

The first step in the creation of a jewel golem is the selection and enchantment of the birthing gem, from which the golem’s physical body will eventually be crafted. The initial preparation of the birthing gem requires two weeks of work, during which the creator must spend at least 8 hours each day in a specially prepared laboratory or workroom, in which (among other things) a circle of carefully aligned mirrors is used to focus solar and lunar energy into the birthing gem. This chamber is similar to an alchemist’s lab and costs 500 gp to establish. In addition, this preparation consumes 1/10th of the total cost of the golem in question.

Complication: Only the most exceptional of gems are capable of focusing the intense mystic energies that form the heart of a jewel golem. Lesser stones, or flawed stones, will shatter during the preparation process, but only after consuming the preparation cost.

Once the birthing gem has been prepared, the true work of creating the golem can begin. An extensive process of magical rituals, requiring two additional months to complete, must be performed. During this time, the gem is used as a crystalline matrix from which the body of the jewel golem is spontaneously created. In addition, the elemental spirit that powers the golem is gathered and bound to the evolving structure of the golem’s body.

During this period, when not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. Interruption of this work for any reason will cause the creator to lose control of the arcane energies they are attempting to harness, destroying the birthing gem and forcing them to start over from scratch if they wish to continue. Note, however, that once the birthing gem is prepared, the creator can wait as long as he likes before using the gem to actually construct the jewel golem. A gem prepared by one person can even be used by another person.

The cost listed for each jewel golem includes all materials and spell components that are consumed or become a part of it.

CONTROLLING JEWEL GOLEMS

There are two types of jewel golems: controlled and free.

A jewel golem’s creator can command a controlled golem if it is within 60 feet and can see and hear its creator. If uncommanded, a controlled golem usually follows its last instruction to the best of its ability, though if attacked it will respond appropriately. The creator can give the golem a simple program to govern its actions in their absence, such as “Remain in this area and attack all creatures that enter” (or only a specific type of creature), “Ring a gong and attack”, or the like. However, jewel golems are generally more intelligent than traditional golems, allowing them to carry out more complex tasks.

A jewel golem can become free in one of two ways.

First, if a jewel golem without an active command is separated from their master for a year and a day, it will automatically become free and capable of pursuing its own goals.

Second, a jewel golem following an active command can, once per year, attempt an Intelligence check against a DC equal to 5 + their creator’s level. On a success, they become free.

There are exceptions to these general guidelines:

  • Aquamarine and opal golems are never controlled. They begin their existence as free golems.
  • Diamond and pearl golems are always considered controlled, unless their master specifically gives them freedom.
  • Moonstone golems are constantly contesting their control. They make an Intelligence check at the moment of their creation and every year thereafter until they are successfully free. (It’s rumored that certain “free” moonstone golems are still controlled by some greater imperative.)
  • Bloodstone golems will obey the commands of anyone associated with the holy site they’re responsible for guarding. They can only become free golems if the holy site is completely destroyed, at which point they can attempt an Intelligence check for their freedom. On a failure, they continue guarding the place where the holy site once stood. (Dark bloodstone golems, however, follow the normal rules for controlling jewel golems.)

JEWEL GOLEMS
Pearl Golems

This material covered under the Open Game License.

Kurishan's Garden (AEG Adventure Booster)

Strange mysteries abound… for the poor DM who needs to decipher Kurishan’s Garden and render it into a playable adventure.

Review Originally Appeared May 21st, 2001

Warning: This review will contain spoilers for Kurishan’s Garden. Players who may find themselves playing in this adventure should not read beyond this point.

WHAT I LIKE

I like the adventure hook: The PCs arrive in a town which is having problems. But the threat isn’t directly to them: They’re not getting food shipments from a different town which has inexplicably ceased communication. Carpenter adds a nice layer to a standard feature of fantasy adventures, and emphasizes the importance of the PCs’ actions by showing the widespread impact of the problem.

I like the premise: Kurishan, a reclusive mage who lived in the village of Darbin, has recently died. Upon his death a number of contingency spells were triggered, designed to transfer his consciousness to a beautiful eternal lily in his spacious gardens. Unfortunately, things didn’t go quite right, and Kurishan found himself instead trapped within a mass of mold, decomposing vegetation, and other debris. Driven a little insane by this turn of events, Kurishan – no longer able to cast spells, but imbued with an ability to control and manipulate plant life – created a strange race of “brainvine”. The villagers, who had yet to realize that Kurishan had even died, were suddenly beset by these vines: Control of their bodies were taken away from them, but they remain awake and aware of what is happening to them (creating a spooky situation in which the PCs can be attacked by people who are begging them to save them).

WHAT I DIDN’T

I dislike the boxed text: It is lackadaisical and subpar. (We actually have small, 10-foot by 10-foot rooms, folks!) While I don’t consider boxed text to be an essential component of a good adventure (take Penumbra’s excellent Three Days to Kill for example), if it is present I expect it to be of high enough quality so that I can actually read it to my players without feeling embarrassed. Poor boxed text which has been made integral to the adventure’s presentation can also hurt the quality of the underlying structure – which is the case here.

I dislike the fact that the adventure fails to capitalize upon its premise: The horror elements are only loosely played with. The situation in the village is entirely static – despite the fact that the PCs are supposedly facing an opponent who is in control of the entire village (and should, therefore, be capable of presenting a dynamic opposition). The PCs are never really given a chance to figure out what’s going on – but are, instead, forced to simply keep reacting until something clicks and the problem goes away (this is a pet peeve of mine – great concepts which only the DM gets to enjoy).

CONCLUSION

Kurishan’s Garden has a good concept and set-up, but then falls down on the actual execution of its ideas. As an Adventure Booster, the low price of $2.49 means that – despite its flaws — Kurishan’s Garden is probably still a good buy as an idea mine if nothing else.

Style: 3
Substance: 3

Author: Ken Carpenter
Publisher: Alderac Entertainment Group
Line: Adventure Boosters
Price: $2.49
Product Code: 8308
Pages: 16

The brainvines are a really cool concept. I should take this as a prompt to finally use them after all these years.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Jerimond's Orb (AEG)

From page one, Jerimond’s Orb has problems.

Review Originally Appeared May 21st, 2001

Warning: This review will contain spoilers for Jerimond’s Orb. Players who may find themselves playing in this adventure should not read beyond this point.

I knew I was going to have problems with Jerimond’s Orb right from page one, when I read the following boxed text, which is specifically meant to be read aloud to the players (excerpted):

“My name is Arawn. I remember traveling home to Treefall, to my father’s inn, and then… darkness. […] Please, let me go home to my village. My mother and sister must worry for me. Arawn has no recollection of the encounter with the PCs, the beast he became, or anything that occurred after sunset the evening before.”

Dropping spoilers into the boxed text due to a layout error is a small thing, but it denotes a lack of attention to detail. This opening section of the adventure also betrays another pervasive problem: The assumption that the PCs will do completely illogical things to further the plot. This is one of the worst things a module writer can do, because it practically guarantees that the PCs will take actions which will either derail the adventure (thus rendering the module worthless to the DM) or force the DM to railroad the characters into the proper course of action (thus rendering the module worthless to the players). Specifically, Arawn shows up in the form of a terrible monster – which attempts to attack and kill the PCs. The adventure specifically assumes that the PCs will leave this monster alone and – at the same time – keep him around until morning (when he changes back to his human form).

You know, I’ve played RPGs for more than a decade – and I have never had the PCs in my games leave a homicidal monster alive. (Particularly in D&D, where you really have to go out of your way to capture an opponent alive.)

PLOT

Fifty years ago a wizard named Jerimond left a magical orb to protect his hometown of Treefall. The orb was designed to enhance the natural luck of any creature or area. If the orb is stolen, however, those who it once benefited will fall under a terrible curse: Condemned to turn into beasts (known as mathorn) when the sun sets and remain that way until dawn.

The orb was placed on a statue in the center of town, and has long gifted Treefall with good luck and plentiful harvests. A few days ago, local bandits stole the orb (which Jerimond used as part of a key-and-lock system to secure the treasure stashed at his old house). Now the crops are turning bad and random villagers are turning into vicious monsters.

When the PCs arrive in town, they will quickly have four mysteries to sort out: The missing orb, a dead girl, the plague of monsters, and the local bandits. All four, of course, have their red herrings and true clues – and all four, of course, turn out to be connected to one another.

CONCLUSION

Although Jerimond’s Orb is not without its strengths – most notably the interesting cast of characters that Ree Soesbee introduces – it’s dominated by its weaknesses. Its largest flaw, unfortunately, is the general lack of forethought and planning which Soesbee shows in constructing adventure. Time and again the PCs are asked to do irrational things, make illogical leaps of reasoning, and stumble upon the “correct” course of action.

All the building blocks of a good, solid adventure are here, but they are sadly disarranged and out of sorts. To render Jerimond’s Orb worth playing is an effort which its underlying quality most likely does not justify. There are better things to spend your money on.

Style: 3
Substance: 3

Author: Ree Soesbee
Publisher: Alderac Entertainment Group
Line: Adventure Boosters
Price: $2.49
Product Code: 8305
Pages: 16

Reading this review 20+ years after writing it, I’m left a little confused by ranking of Substance 3. But since I also haven’t revisited this adventure in just as many years, I guess I’ll trust past-Justin’s assessment.

The reprint of this adventure in the Adventure I collection notably corrects the boxed text errors mentioned in this review.

Next AEG Booster Review: Kurishan’s Garden

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The Concept of Time - zef art

DISCUSSING
In the Shadow of the Spire – Session 45C: Long Reign of the Sun

Ranthir was examining the magical guards laid upon the plug. Eventually he concluded that their initial suspicions had been correct: Only at night could the plug be opened. The spell was ancient, but still potent – only a powerful wish would remove the plug.

“So when we get the wish spell from Rehobath do we use it on the sealed door at the Banewarrens?” Elestra asked. “Or do we use it here?”

“I think we need to use it at the Banewarrens,” Tor said. “We know how to get through this plug. We just have to wait for dark. But there may not be any other way through the sealed door.”

“Except the key,” Tee said.

“A key that may not exist any more. Or that we may never find.”

They debated staying until nightfall and then going into the tomb. But there was trepidation about staying in the Necropolis after dark without proper preparations.

And then Tee realized that they couldn’t stay: The note they had discovered in the Temple of the Rat God describing some sort of shipment at Mahdoth’s Asylum was dated for midnight. They couldn’t afford to be trapped inside the Necropolis while that kind of known activity was happening.

A dynamic I’ve found it can be difficult to understand if you’re only familiar with linear forms of play is the mixture of pressure and opportunity created when the PCs are pursuing multiple agendas.

At the beginning of this session, for example, the PCs had just barely managed to escape from overwhelming opposition at Porphyry House. In a linear campaign or scenario, they would’ve needed to immediately turn around and attack Porphyry House again. If they were clever, they might find some new way of tackling the problem, but ultimately this would be the one and only thing available for them to do.

In this case, however, the PCs have a bunch of irons in the fire. To mix idioms a bit, they’re free to let Porphyry House simmer for a bit while they pull a different iron out of the fire. It’s a powerful dynamic because it prevents the campaign from slamming to a halt when it meets an unexpected roadblock. By exploring other options, maybe the PCs can find resources or opportunities that can remove the roadblock. Combined with something like node-based scenario design or xandered dungeons, the PCs might find some way of routing around the roadblock. When you’re playing in a system like D&D where the PCs can become much more powerful, they may just level up to a point where the roadblock ceases to be an impediment.

On the other hand, at the end of this session, the PCs are forced to put a pin in their plans to explore Alchestrin’s Tomb because they have other agendas that are demanding their attention. They need to prioritize their goals and figure out the most efficient way they can be pursued with the time and resources that they have.

Linear adventures and single-threaded campaigns, of course, can be designed to include some form of time pressure. (“You have to rescue the princess before the blood moon rises!”) What’s most notable about the multi-threaded campaign, though, is that the GM doesn’t actually have to plan this stuff. At no point in my prep, for example, did I ever say, “Ah! I’ll schedule the shipment to Mahdoth’s Asylum so that it arrives at the same time they’re checking out Alcehstrin’s Tomb!”

Because, among other reasons, I had no idea when the PCs might actually go and check out Alchestrin’s Tomb. There’s another version of reality where their assault on Porphyry House didn’t turn into a clusterfuck. In that other world, the PCs might have spent the whole afternoon burning through resources while clearing out the whorehouse, only to reach the evening and realize that they would need to deal with whatever was happening at Mahdoth’s while being severely depleted by the day’s events. Or maybe they’d realize they couldn’t shoot both barrels into Porphyry House and instead pull out early (puns intended) to conserve their resources for Mahdoth’s. Either way, those are also compelling strategic choices and consequences!

So if I’m not planning specific pressure points or forcing specific choices, what am I doing to make this happen?

  1. Any time there’s an upcoming event in the campaign, whether the PCs know about it or not, I make sure to assign it a specific date and time.
  2. I keep track of the passage of time.

That’s it.

When scheduling events, I notably don’t really think about how they interact with unrelated events in the campaign. I don’t need to. The various scheduled events and the actions of the PCs will naturally combine and interact with each other during play, and pressure will simply emerge organically from the mix.

This principle is a good example of how, in my experience, loosening your grip on the campaign, empowering the PCs, and actively playing the game world is actually a lot easier for the GM than trying to force a single-threaded chain of events. Partly because you don’t need to force it. Mostly because you’re no longer solely responsible for everything that happens.

The other effect of multi-threading like this, of course, is that stuff will tend to hang around. The PCs first learned of Alchestrin’s Tomb in Session 35. They tried to visit in Session 36, but got waylaid by a false crypt. Then they got waylaid by other pressing concerns for several days, only returning here in Session 45. And it won’t be until Session 48 that they can come back and actually get inside for the first time.

Can this be frustrating? Yes. But it’s a good frustration. It’s the frustration of solving a puzzle or plotting out the perfect turn in a board game. And, of course, it’s not like nothing was happening during those other sessions! During that time, the players were pursuing and achieving other goals that were important to them.

But even as they’re doing those other things, the sense of anticipation is building. Content isn’t being chewed up as soon as it’s introduced. It naturally endures, weaving its way into a more complicated narrative. It was a full year of time in the real world from when they heard about Alchestrin’s Tomb to when they actually entered into the tomb. Which meant that entering the tomb felt momentous.

Which, in turn means, that the feeling of reward when these long-lasting goals come to fruition is also greater.

This dynamic also has an interesting effect on things like the Principles of RPG Villainy. Extending the players’ relationships with villains over time just naturally gets them more deeply invested in that antagonism. The agenda pressure that naturally emerges from multi-threaded campaigns also means that truly memorable villains also just kind of naturally develop themselves. (As do relationships with faction, NPCs, and other facets of the campaign.)

Campaign Journal: Session 46ARunning the Campaign: Ex Post Facto Roleplaying
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 45C: LONG REIGN OF THE SUN

October 31st, 2009
The 25th Day of Kadal in the 790th Year of the Seyrunian Dynasty

After several long minutes, the homunculus emerged from the cloud of black pollen that blotted out much of the hill. They waited the better part of half an hour for the last of the poisonous vapor to blow away.

Mounting the hill again, they easily reached its apex. Set into the ground at the center of the stone circle they found a large iron plug etched with bronze and set into the earth. The bronze etching detailed Alchestrin’s sigil. Around the perimeter of the plug was an inscription written in characters Ranthir identified as ancient Arathian. With the aid of a spell he was able to translate the passage:

Alchestrin's Sigil

Forevermore shall the sun be my foe.

From its light I pass forever.

The doors of my realm shall not open as long as its reign lasts.

“Does that mean what I think it means?” Tor asked.

“That we can’t get in unless it’s night?” Tee said. “Yeah. I think so.”

Indeed, the plug wouldn’t move. Ranthir tried bathing the area in a magical darkness and they experimented with other coverings to block the sunlight, but none of it worked. Elestra then tried to send her homonculus down into the ground, in an effort to circumvent the plug, but they weren’t able to clearly communicate with it or determine if it had found anything.

Eventually they hunted down a shovel from a gravekeeper a fair distance away. Returning to the hill they dug down around the edges of the iron plug, only to find that it was set into a smooth-faced iron shaft that also resisted their efforts to penetrate it.

Meanwhile, Ranthir was examining the magical guards laid upon the plug. Eventually he concluded that their initial suspicions had been correct: Only at night could the plug be opened. The spell was ancient, but still potent – only a powerful wish would remove the plug.

“So when we get the wish spell from Rehobath do we use it on the sealed door at the Banewarrens?” Elestra asked. “Or do we use it here?”

“I think we need to use it at the Banewarrens,” Tor said. “We know how to get through this plug. We just have to wait for dark. But there may not be any other way through the sealed door.”

“Except the key,” Tee said.

“A key that may not exist any more. Or that we may never find.”

They debated staying until nightfall and then going into the tomb. But there was trepidation about staying in the Necropolis after dark without proper preparations.

And then Tee realized that they couldn’t stay: The note they had discovered in the Temple of the Rat God describing some sort of shipment at Mahdoth’s Asylum was dated for midnight. They couldn’t afford to be trapped inside the Necropolis while that kind of known activity was happening.

“We were just deputized, after all.”

Running the Campaign: Agenda PressureCampaign Journal: Session 46A
In the Shadow of the Spire: Index

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