Welcome to Spellhold, The Residence for the Magically Deviant.
“ | This is not a prison, but an institution of healing... and learning | ” |
— Coordinator |
Spellhold is an asylum located on the island of Brynnlaw, off the western coast of Amn. It is a magical prison under the command of the Cowled Wizards, and anyone who breaks the magic laws in the city of Athkatla is sent here and locked up. Underneath the building is a magical labyrinth which is used in exceedingly rare cases to test inmates to determine if they are sane enough to leave.
Background[]
At the end of Chapter One, the Cowled Wizards send Irenicus and Imoen to Spellhold for the unsanctioned use of magical energy within the city of Athkatla. By the time Gorion's Ward has reached the prison to rescue Imoen, Irenicus, with the help of Bodhi, has taken over the asylum. He's been using the place to conduct his own diabolical tests and utilizes the technology within to steal both Imoen's and the Ward's soul, which are then used to remove the curses that he and Bodhi are subjected to. He then turns the two of them over to Bodhi, who in turn sends them and the rest of the party to the magical dungeon underneath from which they must escape.
Layout[]
A stone bridge leads to a small island that contains four separate buildings of various sizes. Two are inaccessible due to collapsed walkways. The largest building contains a doorway on its left side that allows for access into the asylum. Wooden staircases and walkways provide access to this doorway. Despite the partially dilapidated appearance of the grounds and walkways, the buildings look to be in well maintained condition.
Accessing Spellhold[]
There are two ways to gain access into the asylum:
- The first is access the prison from the outside. This requires traveling from the Brynnlaw area map, which is the only possible way to gain entry to the exterior area around the asylum. It will be necessary to obtain a special wardstone that will grant the possessor safe passage across the stone bridge and entry into the asylum.
- The second is for Gorion's Ward and party to convince the Pirate Lord Desharik to have them committed to the asylum, whereby the party will find themselves locked within one of the cell rooms inside the prison.
Traveling from Brynnlaw[]
Look for Sime near the transition point from Brynnlaw to Spellhold. If she's spoken to with the wardstone in the Ward's possession, a short dialogue exchange will occur and finish with:
- "Then get going. I've got to send my report back to the mainland. It's remotely possible that we might be able to get more help, now that the way is clear."
If the wardstone is not possessed, Sime's dialog will offer different replies. However, the party can still transition to the Spellhold area if desired.
No Wardstone:[]
If the party makes the transition to Spellhold and does not have the wardstone, a text message in the combat log will display:
- You see a shimmering of magic across the path ahead. It would probably not be wise to proceed unless you have the proper tools to access the asylum.
This warning is provided because there are two large traps on the bridge that are invisible and can't be detected or disabled by the party. The traps are triggered by any creature moving across the bridge, whether individually or as a group. Both traps trigger a Flesh to Stone spell upon any creature inside the trap area. The spell is a Power level 6 spell that bypasses magic resistance and has no saving throw. Both traps do not deactivate and remain functional anytime a creature enters.
If the party makes it over the bridge, it is possible that a spawned group of enemies will attack near the first wooden staircase. The enemy group changes depending on time of day. The nighttime creatures are more dangerous than during daylight hours.
Ascending the remaining staircases onto the wood decking in front of the main Spellhold building will spawn a second group of defenders, also differing depending on the hour. The doorway to enter the asylum can only be opened with the wardstone in the inventory, acting as a special key, and it will disappear from the inventory once the attempt is made. If the party made it all the way to this door without the wardstone, then they will have to return to Brynnlaw and obtain it. Remember that traveling back across the traps will still be a persistent hazard on the bridge.
Wardstone:[]
If the party makes the transition to Spellhold and has obtained the wardstone the log displays:
- I have obtained Perth's wardstone and now must make my way inside the asylum. I must beware of any guardians or traps that might be waiting for me along the way.
Possession of the wardstone by the party will allow travel across the bridge unmolested.
Once the door to the asylum is opened, the party can transition into the Main Floor area.
Creatures[]
Spawning enemies[]
- Air Elemental (0530-1729 hours)
- Lizard Man (0530-1729 hours)
- Poison Mist Darkness hours (all times outside 0530-1729)
- Vampiric Mist Darkness hours
- Shadow Darkness hours
- Shadow Fiend Darkness hours
- Wandering Horror Darkness hours
- Wraith Darkness hours
Containers[]
There are three containers in this area, a crate and two barrels. One is empty and the other two may reveal low value Random treasure. Note that one container is not accessible by normal movement, although it can be seen. In order to examine it, the player would need to use some other game mechanic, such as the Console command CTRLJ function or perhaps the Spell Revisions mod's Dimension Jump spell.
Quests[]
Gallery[]
Mod content[]
- This section is about unofficial content that is only available via fan-made mods.
Mods:[]
With the Sword Coast Stratagems mod the two petrification trap effects are changed by rewriting SPIN864.spl. It now can slow and apply a permanent Opcode 185 Held effect - a saving throw with a penalty is now allowed. As the spell slows the party members crossing the zone, it limits a game engine issue that allows super-fast movement to sometimes not trigger trap zones. Also, the spell effect is changed so that the PC won't automatically die from petrification - and allow other party members a chance to free the main character via appropriate magical cures.
Appendix[]
External links[]
Spellhold on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
Spellhold | |
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Spellhold | |
Bodhi’s Hunt | |
Spellhold Test |
Cave • Crushing Trap Room • Fire Room • Kobold Room • Lever Room • Myconid Room • Sahuagin Room • Spore Room • Troll Cave • Elven Table • Final Judgement |