025 - 026 - Colossal Construct of The Cobbled Keep
025 - 026 - Colossal Construct of The Cobbled Keep
2
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Map: Cobbled Keep -
Lower Levels
1 sq. = 5 ft.
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Part 1: A Tower on the Move
T
hunder from a clear sky and townsfolk The cobbled keep is on a rampage, though for what reason
disappearing in the forest: something stalks players have yet to discover. The roving tower possesses the
the countryside. For long weeks locals have following features, making entry into the structure a
lived in fear, avoiding travel and praying for challenge all its own:
deliverance, but no change has come.
Desperate to see their lands safe once more, Features of the Keep
the locals have put out a plea for help, but
none have yet come forward. Size. The keep is enormous, a shifting mass of malevolent
masonry held together by powerful transmutation magic. It
stands at 120 feet tall and the cylindrical insides are 100 feet
Learning About the Cobbled Keep
in diameter, though the levels taper in width as you ascend.
Gaining Entrance. Getting into the keep is difficult at the
This adventure begins with players having learned best of times, not to mention when it is constantly in motion.
of the locals' plight. How they do so and what their Climbing the tower is possible, but difficult, requiring a
motivations are for helping are left to the DM's
discretion, but some options are presented below:
successful DC 15 Dexterity (Acrobatics) check to hold on
each round. There are four ways to enter the keep, detailed
Altriusm. Players stopped in a small wooded below:
town for the night and noticed everyone
seemed on edge. After a brief inquiry, players Chimney -- Players who manage to gain at least 60 feet of
learn that the nearby forest is no longer safe, height on the keep can see the source of its black smoke: a
and many have gone missing or have never small chimney. Though tight, players can enter this
returned from trips therein. chimney with a successful DC 18 Dexterity (Acrobatics)
Intrigue. Rumors circulate about a master of check. If entered successfully, players fall far below,
transmutation that used to advise those at the emerging from the fireplace in the transmuter's private
highest levels of society. Apparently, their tower study (see area 8).
is somewhere in the snowy forests of the north, Front Gate -- Most visible is the front door, a set of
though locals seem more scared than reverent. corrugated metal plates that overlap to form a toothy
Treasure. An old transmuter has not been seen portcullis 30 feet above the ground. Passing through the
in decades, apparently secluded in his old
tower. Surely a wizard of such aplomb would
gnashing blades unharmed requires a successful DC 15
possess an impressive stash of treasure indeed.
Dexterity (Acrobatics) check. On a failure, the player is
bitten and swallowed, still passing through but taking 6d6
piercing damage. This deposits players in the great hall
(see area 1).
Having taken up the cause of the locals or having heard of the Rear Balcony -- Around the back of the keep is a small
tower in the woods, players find themselves alone amidst the balcony accessible via a 30 foot climb. Entering in this
trees: way avoids much danger, but the door and windows are
locked and alarmed (see area 6).
Windows -- The few windows on the first floor of the
All around you the wind gently rustles the aspen leaves. Snow
tower are locked tight with arcane lock spells (DC 25
covered pine trees shimmer in the daylight, casting their long Dexterity check to pick using thieves' tools). There are 4
shadows. Stillness pervades except for the morning songs of a windows in total, one leading to the dining room (see area
lonely thrush. 3), one leading to the library (see area 4), and two on the
rear balcony (see area 6).
Then thunder rumbles from the north. A great commotion
like the hooves of some stampeding horde crashes through Hazards. The keep's erratic movement poses a threat to
the quiet, shaking snow from the pines. A trail of black smoke
everyone and everything nearby. Each round, it scuttles wildly
too and fro, shaking the earth and stomping with its stumpy
billows from the source of the sound and makes rapid
leg protrusions. Players on the ground within 50 feet of the
approach. keep must make a DC 15 Dexterity saving throw, taking 6d6
bludgeoning damage on a failure.
Players can respond to the sound however they like, but it is The keep will also grab at nearby intruders with its
headed right for them and will reach them in two rounds. massive arms. Once per round, the closest player within 50
When the sound finally arrives, players see the following: feet of the keep must make a DC 18 Dexterity saving throw
or be grabbed by an arm and tossed into the keep's gnashing
Bursting through the forest, a conglomerate of stone towers maw (see "Front Gate" above).
scuttles along on dozens of protruding limbs. With windows Magical Disruption. Powerful and complex seals prevent
like great glowing eyes and a portcullis of sheet metal teeth, teleportation into or out of the keep. All attempts at such
the behemoth moves unsteadily, crushing trees like magic simply fail.
matchsticks beneath its bulk.
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1. Grand Hall Suddenly, the armored automatons flanking the hall spring to
This immense space appears different depending on how life! One wielding a lance and shield protects another wielding
players enter. If entering through the front portcullis, players a carved staff. They speak together in a low, gruff voice: "My
see the following: children Pin and Cushion will see you to the door, now. Please
do not resist. They will give no quarter."
As you pass through the maw of the keep, fires flare to life,
illuminating a richly decorated hall. An opulent space with
ceilings easily 30 feet high, the walls of carved wood are
adorned with portraits. Each appears to depict an aged
dwarven man surrounded by increasing numbers of faceless
constructs.
If players enter through the rear balcony (see area 6), the
great hall remains unlit:
A dark hall stretches in front of you, illuminated only by the
two nearby windows. Through the dim light, you can see the
ceilings stretch far overhead, and portraits line the carved
wood paneling.
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2. Sitting Room Development. If players stay in the room for at least ten
The oddly warm atmosphere of this room provides players a minutes, a meal floats down and settles on the tableware, hot
welcome reprieve from the thrill of combat: and ready to eat.
This small chamber is surprisingly cozy, featuring several
overstuffed leather armchairs, a small liquor cabinet, and a wall A Keep Without a Master
sized chalkboard. On the board, a constant battle plays out By the time players arrive at this strange place, the
between floating piece of chalk which draws patterns of harsh former transmuter who built it is dead. Formerly
lines and an eraser which chases it relentlessly. known as Ferber Choicesteel, this flamboyant and
eccentric dwarf wizard developed an obsession
To the other side of the room is a collection of stone with constructs. At first, he saw his constructs as
sculptures, their shapes abstract and indiscernible. family, and treated them like a father would.
After many years, though, the old master's mind
began to fail, and with it his pleasant disposition.
This sitting room used to be used to entertain guests, in the First went his caution, as he began experimenting
days when this keep was more than a roving engine of with darker magic and more dangerous creations.
destruction. It has been kept in surprisingly fine condition, Next went his trust, and thinking himself
complete with a well stocked liquor cabinet. surrounded by enemies, he spurned his children
Development. If players stop the eraser from erasing the and spent long hours studying forbidden magics of
drawings of the chalk, they see the chalk begin to draw holes. total control.
It continues drawing more and more holes until they overlap Finally, at wits' end, Ferber Choicesteel spiraled
and become a sea of crudely intersecting lines. into a terrible paranoia. Unable to stand the gaze of
Treasure. The liquor cabinet holds many a fine bottle of his children, he first covered their eyes. The eyes.
hard spirits, from whisky to rum to gin. Additionally, the They are still watching. We need to spoon them
turnstyle within the cabinet appears to rotate much farther out. Out. Get them out. The holes. Need the holes.
than would be expected based on the cabinet's size. In fact, Holes to unsee. Holes to feel safe.
over 2000 bottles of vintage liquor are stored here, worth
thousands of gold to an interested collector.
3. Automated Kitchen 4. Guest Library
As you enter, fires flicker to life, illuminating a long dining
Behind the door to this place, players can hear the following:
table and a clear glass kitchen 25 feet overhead. From this
A regular scraping noise comes from the space beyond this
enclosure fly sets of tableware and silverware, which swiftly
door, like someone dragging a chair down a wooden walkway.
line the table. Within the glass, small automatons whir to life,
swiftly cooking and seasoning as they prepare a meal. Players can easily see the source of this noise once they
enter: an old feather duster constantly dusts the same spot on
Formerly the pride and joy of the master of this tower, the a bookshelf. After years of such activity, its feathers are worn
kitchen is an impressive sight. As players watch, they can see bald and the wooden handle scrapes against a worn groove in
the small cooking constructs take the flames from nearby and the tall shelf.
use them to cook in tiny ovens.
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Other than this old duster, the library is full of dusty tomes, 6. Rear Balcony
mostly on mundane matters. Players may find any number of
books on political musings, natural history, arcane treatise, Players can easily access this balcony from inside the grand
and much else. hall (see area 1), but if outside, the door and windows all have
On one bookcase to the south, however, a single book arcane lock spells cast upon them. Nevertheless, players see
seems off: the following while outside:
On the southern bookcase, you spy an old leather bound tome A jaw-dropping view greets you from this secluded balcony.
which appears to be recently moved. Its spine sits uneven with All around, the treetops of the evergreen forest gleam with
other books nearby. fresh snow, those that have not been flattened by the keep,
anyhow.
This book is written in a mix of Dwarvish and Common, and
players can make out certain sections that seem to glow Two wooden rocking chairs sit overlooking this view.
when exposed to light. Nearby is a rack of smoking pipes and a small telescope.
If players read only the glowing letters, they make out the
following phrase: Besides taking in the view or gazing through the telescope at
the night sky, there is not much to be found on this balcony.
"What is the name of our first child?" Treasure. Ferber Choicesteel's pipe collection is
impressive, and would sell for 50 gold to the right buyer.
After beginning to go mad, old transmuter Choicesteel wrote
a reminder to himself on how to access the library's hidden 7. Museum of Wonders
staircase. Players can find the answer to this question by As players open the door at the top of the stairs, they enter a
examining the portraits in the grand hall (see area 1). very different part of the keep:
Development. If players speak aloud the phrase "K-20"
(pronounced kay-twenty or kay-two-zero), the following
occurs: The door swings open, revealing a dark hall that curves to the
left. Lining both walls are small podiums displaying constructs
As you speak the phrase aloud, the bottom shelves of the in various poses. Beyond the clear glass of the left-hand wall is
southern bookshelf swings open, revealing a clockwise spiral a chair of some sort, connected to the ground via numerous
staircase. The dark oak of the banister chokes thin strands of wires and protrusions. Light streams in from above the chair.
red cedar, forming networks of small, yawning holes.
As you enter this hall, no lights go on. No sound breaks the
This stairway leads up to the next level of the tower and to silence. That is, until the image of a well dressed dwarf in
the northern door (see area 7). maroon robes and a cape appears just in front of you!
However, if players speak the construct's nickname -- "Welcome," he says in a familiar gruff voice, "to the
"Cato" (pronounced kay-toh) a different, secret path is
revealed: museum of wonders, where life itself is in our hands! Herein
lie the greatest creations of yours truly, master transmuter
You hear the shifting of gears and stone, and the bottom of Ferber Choicesteel."
the southern bookshelf swings open, revealing a
counterclockwise spiral staircase. The hole filled banister
betrays a twisted sense of decor.
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This image is a programmed illusion made long ago by
Ferber and triggers whenever players emerge from the
doorway into the museum hall. It cannot react to questions Features of the Endless Hall
nor move, and dissipates if attacked. As players flee the horde, the hall in front of them
As players begin to walk down the hall, the following continues to wind around the central room
occurs: containing the odd chair. At first it seems like the
hall is truly endless, but the surroundings begin to
As you follow the curved hall, the displayed constructs
change as players run:
become progressively more dilapidated: first they are no Constructs. At first, the constructs players pass
longer posing, then you notice some have their outer plating whir to life and join the horde, but as they run
missing. Eventually, every construct you pass in the hall lacks a further into the hall, they find constructs that
are already awake. They simply stare, faceless, as
face, whether missing plating or covered head-to-toe in white
players run past before being subsumed into
sheets like furniture on a long vacation. the metal horde.
Glass Divider. The room in the center of this
It occurs to you that this hall is much, much longer that it area (see area 9) has no clear entrance, and is
should be. Then Ferber's illusion reappears saying, "Welcome impervious to all types of damage save one: the
to-to-to-to welc-welcome to...Welcome to where life-life-life passwall spell, which Ferber used to traverse
to where life itself is-is our lie-lie-lie." the tower.
Programmed Illusion. Every 60 feet players run
down the hall, the illusion of Ferber Choicesteel
As this malfunctioning illusion appears, the player with the reappears, but grows increasingly distorted.
highest passive Perception notices a soft whirring noise. Eventually, players hear only guttural snippets.
Then all hell breaks loose: Scenery. As players run, the rug underfoot
changes, its pattern shifting from symmetrical
As the illusion continues to repeat, "Lie-lie-lie-lie," the and geometric to an endless array of
constructs turn their heads toward you in unison, their eyeless asymmetric holes set into a blood red
gaze cold and unknowable. background.
As players spiral around this hall, their mad dash
Then they are upon you.
mirrors the descent of master Ferber into
gibbering insanity.
The horde of malformed constructs descends upon players
like a shambling mass of undead. In seemingly endless
numbers they whir to life, quickly preventing any hope of
escape back to the staircase. The only way out is forward. Each round, a number of shambling constructs equal to 1 x
The seemingly endless length of this hall is sustained the number of players joins the fray (use the zombie stat
through a complex weave of transmutation and illusion block). In addition, players must contend with the following
magic, but the constructs are all too real. Long ago threats:
decommissioned, mutilated, and left to rot, they have been
reactivated as a security measure. Each round, either a bladed construct (use the animated
armor stat block) or a cloaked one (use the wight stat
block) join the fight, determined randomly.
After players flee a total of 150 feet, a decommissioned
titan bursts forth from the horde (use the stone golem
stat block).
Once players cover a total distance of 300 feet, the hall
degrades to such a degree that players see the following:
As the horde advances, you notice a wall 60 feet in front of
you without a door. A non-violent construct is then flung
against the glass divider, and you see the barrier visibly crack.
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8. Choicesteel's Private Study
Whether players enter via the alternate password for the
staircase in the library or via the chimney, they see the
following:
This lavishly furnished study bears all the hallmarks of mad
genius, from a desk scattered with papers and a hole-filled
bust near a small window to a tall three-part chalkboard
covered in astronomical symbols to the west wall, which is
more of a window looking into a curved dark hall beyond. A
fireplace roars with flame yet produces no heat nor sound,
granting the place a melancholy air.
Oh, and the pile of dead elves certainly does not help. Nor
does the machine they are piled next to, an odd crown-like
object covered in tubes and dials that rests on a shard of
floating crystal.
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Part 2: The Price of Sentience
9. Central Elevator Map: Cobbled Keep - Upper
Once players break into this chamber through the glass
partition (see area 7), the following immediately occurs:
As you step foot inside this chamber you hear the clicking of
great metal chains, and the floor begins to raise, lifting you
toward a well lit chamber some 30 feet overhead.
The lift takes three rounds to ascend fully, and during that
time, any living members of the horde continue to assail
players. However, after these three rounds the horde is sealed
away, and players find themselves in a chamber awash in
natural light (see area 10).
Development. Once Cato is dealt with, the central chair
apparatus of the lift can ascend on its own an additional 30
feet to the bedroom of Ferber Choicesteel (see area 11).
10. Control Deck
As players are elevated into this area, they experience the
following:
As the clicking of chains stops, so too does the lift, leaving
you in a circular chamber bathed in the light of the afternoon
sun. All around you is a panoramic view of the northern forest
which shifts as the keep stutters back and forth.
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This monstrosity is none other than K-20, colloquially
known as "Cato," the first creation of Ferber Choicesteel.
Now covered in layer upon layer of modifications, Cato is
unrecognizable, at least at first.
Villainous Monologuing
Though not inherently evil, Cato has been
corrupted by the maddening influence of his
master's modifications. Amazingly, Cato seems to
have spontaneously developed sentience and a free
will since his master/father's death.
In his madness, Cato tends to spew an endless
stream of vitriolic yet grandiose prose. He waxes
poetic about his future domination of the lands
and his clear superiority over the "fools of flesh
and blood."
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Appendix A: Creature Statistics
Versatile Combatant. Due to his modifications, Cato
Construct K-20, "Cato" hardly seems humanoid at first glance, but his original
The first creation of master transmuter Ferber Choicesteel, humanoid form remains, buried beneath layers of metal. If
designation K-20 quickly became family to the dwarf wizard, this plated behemoth form is ever destroyed, however, Cato
and was soon nicknamed "Cato." The two developed a strong sheds this protection and fights as a magebuilt duelist in his
bond almost like father and son, though Ferber was often original humanoid form.
absent for long stretches while at work. Cato's Lair
Over the years, Cato was experimented upon time and time
again as Ferber honed his craft. Though other constructs The control deck and elevator of Ferber's tower are Cato's
came and went, Ferber decided never to sell Cato and to home, and he knows their secrets better than anyone alive.
officially raise the construct as his son. Soon after, however,
the old dwarf's mind began to fail. Lair Actions
In his demented state, Ferber began modifying his own son When fighting inside his lair, Cato can manipulate various
with increasingly dangerous augmentations, transforming the control surfaces to take lair actions. On initiative count 20
once lithe humanoid into a hulking metal abomination (losing initiative ties) Cato takes a lair action to cause one of
trailing several prehensile tendrils. As always, Cato stayed the following effects:
loyal and silent. The whole keep lurches abruptly. All creatures other than
But one day soon after, when Ferber was busy in his study, Cato standing on the ground must make a DC 15
something changed inside Cato's mechanical mind, granting Strength saving throw or be knocked prone.
him a sudden sense of self. This new consciousness bred in A nearby conduit bursts with steam, spraying a random
Cato a fierce desire for self preservation, and he hid from his foe of Cato's with scalding steam. The target must make a
insane father, stealing his prized archmage's cloak. DC 18 Constitution saving throw or take 1d10 fire
In the decades since Ferber Choicesteel's demise, Cato has damage and be blinded until the end of their next turn.
only grown more paranoid and egotistical, and after much The central elevator descends, and either 4 shambling
experimentation, has more or less worked out how to control constructs (use the zombie stat block) or one cloaked one
Ferber's old keep. Now the mad construct dreams of living (use the wight stat block) climb up from the horde below,
forever in a kingdom of his own making, though whether joining the fight on Cato's initiative. Cato can't use this lair
these thoughts are Cato's or stem from the augmentations is action again until he uses a different one.
impossible to tell.
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K-20: Magebuilt Duelist Actions
Medium construct, chaotic evil Multiattack. The magebuilt duelist makes three attacks
with its rapier, then using action surge if available.
Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45) Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Speed 50 ft. one target. Hit 9 (1d8 + 5) piercing damage, plus 4
(1d8) piercing damage if the target has already been hit
by a rapier attack this round.
STR DEX CON INT WIS CHA Action Surge (Recharge 6). The magebuilt duelist
10 (+0) 20 (+5) 16 (+3) 18 (+4) 12 (+1) 8 (-1) exhibits a superhuman burst of speed, moving up to its
speed without provoking opportunity attacks and
making three additional rapier attacks.
Saving Throws Dex +10, Con +9, Int +9
Damage Resistances psychic Reactions
Damage Immunities poison
Condition Immunities poisoned Parry. The duelist adds 5 to its AC against one melee
Senses darkvision 60 ft., passive Perception 11 attack that would hit it. To do so, the duelist must see
Languages Common, Dwarvish the attacker and be wielding a melee weapon.
Challenge 14 (11,500 XP) Legendary Actions
The duelist can take 3 legendary actions, choosing from
Augmented Reactions. The duelist can take up to three the options below. It can only take one legendary action
reactions per turn. at a time and only at the end of another creature's turn,
regaining spent actions when starting its turn.
Evasive. If the duelist is subjected to an effect that
allows it to make a saving throw to take only half Taunt. The duelist casts vicious mockery (DC 17).
damage, it instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails. Blade Bash (Costs 2 Actions). The duelist strikes a foe
within 5 feet with the flat of the rapier's blade. The
Reactive Defenses. When the duelist takes damage from target must make a DC 17 Constitution saving throw or
a melee weapon or spell attack, it can make an be stunned until the end of its next turn.
opportunity attack as a reaction.
Paragon of Command. Any constructs of challenge
rating 10 or below that can see the magebuilt duelist
are automatically under its control, acting on its
initiative. While within eyesight of the duelist, such
constructs act in a more coordinated manner, gaining
advantage on melee attacks if another construct is
within 5 feet of the target.
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Appendix B: Player Maps
1 sq. = 5 ft.
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