```metadata title: Fallow's Hold Showcase description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} {{position:relative,top:-40px # Fallow's Hold : ## Ariadne's Codex of Strings --- }} {{banner The City of Strings}} {{imageMaskEdge,--offset:0cm,--rotation:180 ![Background image](https://cdn.midjourney.com/6d177d9a-4fe5-4093-b494-718ad9bad583/0_3.png){position:absolute,top:-0px,left:0,height:115%} }} {{footnote Discover the First Level of the Multiverse's most Secure Prison! }} {{pageNumber,auto}} \page ## The First Level : Fallow's Hold was intended to contain Eternity's indestructible remains, its very blood, that under some circumstances, can create creatures such as scions, heralds, and princesses of the End Times. As time passed, however, and the City of Strings became more prevalent in the politics of the universe, the hold's purpose began to expand. Runo was the first to suggest they use it as a prison for the enemies of the Order of Strings, but was swiftly refuted by Fallow. After all, the Hold's architectural work, arcane contingencies, and containment procedures were made to imprison the remnants of a God -- putting regular criminals within its walls would be like using a flaming sword to cut butter. : Yet, Runo was not referring to "regular criminals". Mortalkind's capacity for destruction must not be underestimated, and some Threads of Divinity can make a simple man into a power-hungry madman. \column ### The Hold's First Expansion Fallow was eventually convinced to create a second level to the Hold when Ariadne defeated Reverend Cain, Wielder of the Thread of Hate, at the end of the years-long intergalactic crisis known as the Dark Crusade. This was considered a necessity, for the Dreadlord of slaughter could not be killed by conventional means, and the Thread he wielded had to be contained, lest it create another monster such as the Reverend. : This new level was created on top of the first, and was made to contain wielders of divinity and other creatures of similar power level. Fallow designed it to be able to hold both Ariadne and himself in a single cell, and famously tested the containment procedures against Threadmaster Garas' Breath of the End Times, one of the most powerful abilities in the universe. In this way, he ensured not even the greatest of the Order of Strings could break containment, should they ever need to imprison one of their own. The council of Threadmasters approved this motion, and so, what we know as the Second Level of the Hold was sanctioned. : ### The Hold's Second Expansion This, however, was not the final addition to the mythical prison. As the decades passed, Runo continued to nag at Fallow. To make the City of Strings into a true universal authority, it needed to act like one. And in such chaotic times as these... There was, in fact, some multiversal criminals that had to be locked away in something sturdier than a planetary prison. Eventually, Fallow agreed to create a third and final level to the Hold, which he built on top of the second one. This is what we call today the First Level, and houses many creatures from across the stars. : These entities vary in power level, but are particularly difficult to contain in normal circumstances. The City of Strings, therefore, has become not only a bastion of knowledge, but a containment facility for the worst creatures in existence. {{imageMaskCorner36,--offsetX:-65%,--offsetY:-49%,--rotation:-0 ![](https://cdn.midjourney.com/75fabfc0-e87f-4d36-8264-2e466465188b/0_0.png){height:70%,left:-330px,bottom:-100px} }} {{imageMaskCorner36,--offsetX:20%,--offsetY:-85%,--rotation:20 ![](https://cdn.midjourney.com/75fabfc0-e87f-4d36-8264-2e466465188b/0_0.png){height:70%,left:-280px,bottom:-100px} }} {{pageNumber,auto}} \page {{monster,frame,position:relative,top:-30px,left:-30px,width:360px ## Interdimensional Criminal *Medium humanoid (any race), any chaotic alignment* ___ **Armor Class** :: 13 (prisoner's uniform) **Hit Points** :: 170 (20d8 + 80) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |20 (+5)|17 (+3)|18 (+4)|11 (-)|13 (+1)|11 (-)| ___ **Saving Throws** :: Str +9, Con +8 **Skills** :: Athletics +9, Perception +9 **Senses** :: passive Perception 19 **Languages** :: any three languages **Challenge** :: 11 (8,400 XP) ___ ***Infamous Trait.*** The prisoners of Fallow's Hold are infamous across the universe. Their dastardly exploits are often associated with a particular trait. Choose one of the following: *Unrelenting Bruiser.* The Criminal can grapple a creature as a bonus action and is immune to the *frightened* condition. *Legendary Thief.* The Criminal gains an additional bonus action per turn and can *Dash*, *Disengage*, or *Hide* as a bonus action. *Mastermind.* The Criminal's Intelligence score increases to 18 and its Charisma score increases to 16. It gains proficiency in 3 skills of its choice. : ***Action Surge (2/day).*** The Criminal takes an additional action. : ***Indomitable (3/day).*** The Criminal can reroll a saving throw that it failed. It must use the new roll. ### Actions ***Multiattack.*** The Criminal makes three unarmed strikes. : ***Unarmed Strike.*** *Melee Attack:* +9 to hit, reach 5ft., one target. *Hit* 10 (1d8 + 5) bludgeoning damage. The Criminal can choose to give each of its unarmed strikes an additional effect, choosing from the options below: *Topple.* A creature hit by this attack must make a DC 17 Strength saving throw or be knocked prone. *Push.* A creature hit by this attack must make a DC 17 Strength saving throw or be pushed 10 feet back. *Dazzle.* A creature hit by this attack cannot take reactions until the start of its next turn. : ***Knock-out.*** The Criminal makes a single *Unarmed Strike* against a creature that has less than half its total hit points. On a hit, a creature must succeed on a DC 17 Constitution saving throw or fall *unconscious* until it recovers any hit points. ### Bonus Actions ***Unarmed Strike.*** The Criminal makes an Unarmed Strike. : ***Rage (Bruiser only).*** The Criminal enters a rage for a minute, and becomes resistant to bludgeoning, piercing, and slashing damage and its Unarmed Strikes deal an additional 3 damage. : ***Tactics (Mastermind only)*** The Criminal uses the Help action. It can help creatures that are up to 60 feet from it, provided they can see or hear it. ### Reactions ***Interrupt.*** As a reaction to a creature casting a spell within 5 ft., the Criminal makes one *Unarmed Attack*. On a hit, the target must succeed on a DC 17 Constitution saving throw or have the spell fail. }} {{position:relative,top:390px,left:10px,note,background-color:gainsboro,width:340px {{ ##### Threadnotes: ##### Prisoners ##### of the ##### First }} : The first level \ of Fallow's \ Hold was meant to contain interdimensional \ creatures that couldn't be held elsewhere. \ Gargaliers, Vdejkas, and other blights upon \ reality. With time, and the increased influence \ of the City of Strings, the First Level's purpose \ was expanded further to house not only the \ monsters that haunt the Astral Sea, but also the \ mortals that have broken the laws of every single realm they visited and continued to evade justice. : Guilliam Fallow would never had expected his blue bastion, the cage of Eternity's spawn, to be turned into a traditional -- be it extremely elite -- prison. He was not too pleased with the confinement of the first batch of Interdimensional Criminals to his Hold, negotiated by Runo in a peace treaty between two kingdoms from the material plane. And yet, this outcome was inevitable -- the Threadmaster of Arcana had done such a good job, the many realms of the multiverse accepted the City as the ultimate containment facility, which made it that much more important to maintain good relations with the bastion of knowledge. : And so, many different criminals end up in the first level. The infamous, the monstrous, the thieves and butchers. Pirates, killers, mob bosses from all-across the multiverse are confined within Fallow's Hold, often after tense negotiations with their places of origin. Some realms ask for the execution of these criminals. Others beg the City of Strings to take them far away, where they can do no more harm. The Order reviews each of these applications but acts according to its own morals. }} {{imageMaskCorner33,--offsetX:-40%,--offsetY:55%,--rotation:0 ![](https://cdn.midjourney.com/ebf71d80-6d39-4aa4-a4c1-81bd88786a31/0_1.png){height:85%,left:-1px,top:-10px} }} {{imageMaskCorner33,--offsetX:-0%,--offsetY:-55%,--rotation:0 ![](https://cdn.midjourney.com/ebf71d80-6d39-4aa4-a4c1-81bd88786a31/0_1.png){height:135%,left:-110px,bottom:-300px} }} {{watercolor2,top:-220px,left:300px,width:600px,background-color:#BBAD82,opacity:80%}} ![Interdimensional Criminal](https://imgur.com/hIjHaeU.png) {position:absolute,top:15px,right:-20px,width:420px,transform:rotate(10deg),z-index:} ![Interdimensional Criminal effect](https://imgur.com/xMZwWfs.png) {position:absolute,top:15px,right:-20px,width:420px,transform:rotate(10deg),z-index:1} {{pageNumber,auto}} \page {{monster,frame,position:relative,top:630px,left:-10px,width:30x ### Spellcasting The Magi is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The Magi can cast silent image and invisibility at will and has the following spells prepared: *Cantrips (at will):* eldritch blast (4 beams), thaumaturgy, light, minor illusion *1st level (4 slots):* hideous laughter, mage armor, thunderwave, hellish rebuke *2nd level (3 slots):* scorching ray, blur, darkness, hold person *3rd level (3 slots):* counterspell, fly, lightning bolt *4th level (3 slots):* dimension door, polymorph, confusion *5th level (2 slots):* cloudkill, dominate person, telekinesis *6th level (1 slot):* disintegrate *7th level (1 slot):* fire storm, *8th level (1 slot):* feeblemind, glibness (cult leader) *9th level (1 slot):* weird, meteor swarm (arcane scourge) : The Magi casts mage armor on itself before combat. }} \column {{monster,frame,position:relative,top:-20px,left:0px,width:360px ## Convicted Magi *Medium humanoid (any race), any chaotic alignment* ___ **Armor Class** :: 13 (prisoner's uniform, 16 with Mage Armor) **Hit Points** :: 130 (20d8 + 40) **Speed** :: 30 ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|17 (+3)|14 (+2)|16 (+3)|13 (+1)|20 (+5)| ___ **Saving Throws** :: Wis +6, Cha +10 **Skills** :: Arcana +8, Deception +15, History +8, Perception +6 **Senses** :: darkvision 60 ft., passive Perception 19 **Languages** :: any five languages **Challenge** :: 15 (13,000 XP) ___ ***Infamous Trait.*** The prisoners of Fallow's Hold are infamous across the universe. Their dastardly exploits are often associated with a particular trait. Choose one of the following: *Cult Leader.* The Magi can cast the *suggestion* and *command* spells at will. It can do so as a bonus action even if it already casted a leveled spell with its action. *Arcane Scourge.* The Magi can add its Charisma modifier to the damage of its spells. *Magical Anomaly.* Each time the Magi casts a spell, roll a d10. On a 10, it can immediately cast another spell of 5th level or lower without expending a spell slot. In addition, the Magi has advantage on saving throws against spells and other magical effects. : ***Anti-magic Collar.*** To confine these powerful spellcasters, the Hold limits their use of the arcane with an anti-magic collar. If the Convicted Magi has its collar on, it can only cast cantrips. : ***Arcane Sight.*** The Convicted Magi darkvision is not impeded by magical darkness. If the Magi has the *Magical Anomaly* trait, it can cast *detect magic* at will. : ***Deceive the Faithful (Cult Leader).*** The Convicted Magi cannot be compelled to tell the truth by magical means. It gains proficiency in the Persuasion (+10) and Intimidation (+10) skills. : ***Magical Warfare.*** The Convicted Magi has advantage on Concentration saving throws. In addition, when a creature provokes an opportunity attack from the Convicted Magi, it can cast a spell instead of making an attack. : ***Overchannel (1/day).*** When the Convicted Magi casts a spell of 1st through 5th level that deals damage, it can deal maximum damage with that spell. If the Magi has the *Arcane Scourge* trait, it can use this feature 3 times per day instead of 1. ### Actions ***Multiattack.*** The Convicted Magi makes two unarmed Strike. : ***Unarmed Strike.*** *Melee Attack:* +8, reach 5ft., one target. *Hit:* 7 (1d6 + 3) bludgeoning damage. ### Reactions ***Arcane Surge (Magical Anomaly).*** When a creature other than the Convicted Magi casts a spell within 60 feet of the Convicted Magi, roll a d6. On a 5-6, the Convicted Magi can use its reaction to cast a spell that is of 5th level or lower without expending a spell slot. }} {{imageMaskCorner33,--offsetX:40%,--offsetY:55%,--rotation:0 ![](https://cdn.midjourney.com/ebf71d80-6d39-4aa4-a4c1-81bd88786a31/0_1.png){height:85%,right:-1px,top:-10px} }} {{imageMaskCorner33,--offsetX:-0%,--offsetY:-55%,--rotation:0 ![](https://cdn.midjourney.com/ebf71d80-6d39-4aa4-a4c1-81bd88786a31/0_1.png){height:135%,left:-110px,bottom:-300px} }} {{watercolor6,top:-220px,right:300px,width:600px,background-color:#BBAD82,opacity:80%}} ![Interdimensional Magi](https://imgur.com/ymkVabv.png) {position:absolute,top:55px,left:-0px,width:420px,transform:scalex(-1),z-index:,mix-blend-mode:darken} {{pageNumber,auto}} \page {{position:relative,left:150px,text-align:center,width:370px,top:-0px ## Tools of Control : *To keep these dangerous criminals in line, the Azure Force -- that is, Aurinoir that are tasked to guard the First Level of the Hold -- employ several powerful magical items. Some are essential to maintain order among the inmates, while others are utilized to handle the terrible magical creatures that are held in the high-security cells of the First Level.* }} ![collar](https://imgur.com/iEauM3G.png) {position:absolute,top:270px,left:70px,width:300px} ::: {{text-align:center,position:relative,top:-5px #### Anti-Magic Collar *Wondrous Item, Very Rare* }} :::::::::::::::::::::::: This crude metal band is inscribed with powerful sigils created by Guilliam Fallow himself. The omnithurgical incantations impede the use of spells and other magical effects by creating an arcane void within a creature. It uses the abilities of the wearer against them by inverting the frequency at which a spell can be manifested. This means the more powerful you are, the harder it is to cast a spell. The Anti-magic Collar might just be an inert iron band if an initiate wore it, but becomes an unparalleled tool of magical interference around the neck of an archmage. : A creature that is using this collar cannot cast spells of a level lower than itself. For example, a CR 8 creature cannot cast spells of 7th level or lower. Cantrips are not affected by this. You can use an action to put this collar on a creature that is grappled or incapacitated. The collar adapts to the creature's neck size. The collar is a magical object with 30 hit points. It has an AC of 19 and is resistant to all damage except force. It is immune to poison and psychic damage. For the Collar to take damage, it must take at least 20 damage from a single attack or effect. The Collar has a special command word unique to that collar that can open it. This word has no effect if uttered by the creature wearing the collar. \column ![collar](https://imgur.com/OJMNEwY.png) {position:absolute,top:270px,right:70px,width:300px,transform:rotate(-60deg)} ::: {{position:relative,top:135px {{text-align:center,position:relative,top:-5px #### Surveillance Scarabs *Wondrous Item, Very Rare* }} :::::::::::::::::::::::: All across the Hold, small jeweled scarabs walk the floors and ceilings in strange, unnatural patterns. To the inmates, the ones they can see are only there as a reminder of the hundreds of others that just might be around, invisible, ready to sound the alarm. : The Surveillance Scarabs are a set of three tiny automatons connected by the arcane communication network to a blue jeweled broach in the form of a scarab. The creature that is wearing the broach can command the scarabs. They are five tiny objects with 10 hit points each, a speed of 20 ft., and an AC of 18. They are resistant to bludgeoning, piercing, and slashing damage, and immune to fire and cold damage. They can be commanded to patrol a location, sending signals to the broach in the form of scintillating lights. You can set up a code to transmit messages between you and the scarabs. One light for yes, two lights for no, for example. The scarabs can turn invisible at will. The scarabs can be controlled by the broach as long as they are within 1000 feet -- otherwise, they become inert, though they remain invisible. You can use an action to see through the eyes of one of the scarabs as if it were your familiar. Whenever a scarab dies, the broach loses a gem. Once it loses all three, the broach becomes iner and loses all magical properties. }} {{imageMaskCorner36,--offsetX:106%,--offsetY:50%,--rotation:0 ![](https://cdn.midjourney.com/75fabfc0-e87f-4d36-8264-2e466465188b/0_0.png){height:60%,top:-00px,transform:scale(),right:0} }} {{imageMaskCorner36,--offsetX:-106%,--offsetY:50%,--rotation:0 ![](https://cdn.midjourney.com/75fabfc0-e87f-4d36-8264-2e466465188b/0_0.png){height:60%,top:-00px,transform:scale(),right:} }} {{pageNumber,auto}} \page {{monster,frame,wide,position:relative,top:455px,width:740px,left:-30px ## Gargaliers *Gargantuan swarm of large and medium aberrations, chaotic evil* ___ **Armor Class** :: 15 (natural armor) **Hit Points** :: 435 (30d20 + 120) **Speed** :: 0 ft., fly 40 ft (hover). ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|14 (+2)|18 (+4)|3 (-4)|16 (+3)|14 (+2)| ___ **Saving Throws** :: Dex +8 **Damage Resistances** :: bludgeoning, piercing, and slashing damage from non-magical attacks **Damage Immunities** :: poison **Condition Immunities** :: grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned **Senses** :: darkvision 120 ft., passive Perception 13 **Languages** :: Deep Speech **Challenge** :: 20 (25,000 XP) ___ ***Magic Resistance.*** The Gargaliers have advantage on saving throws against spells and other magical effects. : ***Swarm.*** The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Large creature. The swarm can’t regain hit points or gain temporary hit points by magical means. : ***Crown of the Gargaliers.*** A Gargalier swarm has a Crown, a single Gargalier that is bigger than the others and carries the will of the whole swarm. This Gargalier will remain hidden among the others. It has 50 hit points and an AC of 18. Any damage dealt to the Crown is also dealt to the Swarm. If the Crown dies, the Gargalier Swarm is stunned and takes 100 points of force damage as a quarter of them die out and a new Crown is chosen from the surviving Gargaliers. A regular Gargalier magically transforms into a Crown at the start of the Gargaliers next turn. The Crown of the Gargaliers can be spotted among the swarm by succeeding on a DC 15 Wisdom (Perception) check that must be repeated each round. : ***Blight upon the Universe.*** The Gargaliers consume both organic and inorganic material in their voracious advance, as they disintegrate all they encounter. Objects and creatures that are within the Swarm's space take 10 force damage at the start of each of their turns. Magical items of Very Rare or lower quality that are within the Swarm's space for over a minute are destroyed. A creature that is reduced to 0 hit points by this feature is consumed, body and soul, by the swarm. ### Actions ***Multiattack.*** The Gargaliers make six *Disintegrating Advance* attacks. If the swarm has less than half its total hit points, it can make only four attacks. : ***Disintegrating Advance.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. Hit: 31 (6d6 + 10) force damage, or half as much if the swarm has fewer than half its total hit points. A Large or smaller creature cannot be targeted by more than two *Devouring Advance* attacks in the same round. : ***Devour Reality (Recharge 5-6).*** The Gargaliers create a passageway to another plane of existance by feeding on the very fabric of reality. The Gargaliers open a 30-foot diameter tunnel in space that leads to another plane of existance. The destination of this portal is random. The portal remains open indefinitely, a wound in reality, unless closed by powerful magic. }} {{position:relative,top:-535px,left:370px ## Locusts of the Astral : The First Level of Fallow's Hold houses several existencial threats to the universe. The Gargaliers are one of them. It is unclear what exactly created these creatures, or why they exist. They have nothing to do with Eternity and the voidborn, yet their purpose seems to be the very same. Gargaliers are voracious aberrations, floating mouths with a single blue eye that constantly shoots disintegrating rays towards anything and everything. They amass in swarms, and can only exist within them. If you isolate a Gargalier, it will very quickly begin duplicating itself, and in a few months, you'd have an entire swarm nipping at your plane of existence. While cruising through the Astral Sea, these immortal locusts will always attempt to join other, bigger swarms, and continue on their voracious voyage. : The only reason as to why they still haven't consumed the entire universe is their tremendous stupidity. They fall upon a plane of existence, disintegrate an entire chunk of it, then procede to leave, munching on reality itself and creating a gate towards a random place in the multiverse. More often than not, their destination is completely inhospitable, and the entire swarm perishes. This said, it is often vital to intervene when a Swarm is found, and attempt to destroy it before it gets too big. }} {{imageMaskCorner36,--offsetX:-0%,--offsetY:-60%,--rotation:0 ![](https://cdn.midjourney.com/ebf71d80-6d39-4aa4-a4c1-81bd88786a31/0_1.png){height:120%,transform:scale(-1),bottom:-400px} }} ![Gargalier](https://imgur.com/PDLgJIX.png) {position:absolute,top:-120px,left:-15px,width:460px,height:700px,transform:(10deg),mix-blend-mode:} {{pageNumber,auto}}