Difference between revisions of "Session 47"

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(Created page with "==Recap== *An unfortunate inability to control wild shape *Interrogation *Djinn storms out *Reunite at the tavern *Investigate the dockyard house * ==Plot Points== Sylvani...")
 
 
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==Recap==
 
==Recap==
  
*An unfortunate inability to control wild shape
+
*Dwarven House
*Interrogation
+
*Defeat him and the creatures in the house
*Djinn storms out
+
*Take him for a... much kinder interrogation
*Reunite at the tavern
 
*Investigate the dockyard house
 
 
*
 
*
  
 
==Plot Points==
 
==Plot Points==
  
 +
* A Sé - Waiting for them at the taven
 +
** "I heard you were back, my Sister has been missing. What do you know of her last whereabouts?"
 +
** "We are all to return. He wishes to discuss the threats facing the world with us"
  
Sylvania
+
<br />
  
*There are 3 runes, the dock-side house, the central tree as the central location and the dwarf house
+
== Coralis ==
 +
Above both the swirling mists of the Astral Sea and the continent of Velandor simultaneously, a magnificent radial city floats, its architecture a blend of intricate gears and ethereal crystal. The city is a marvel of engineering, with towers spiralling outward. The kaleidoscopic light in the sky shifts between the warm hues of an eternal sunset and the shimmering blues of the astral expanse. Ethereal bridges connect the city's districts, adorned with luminescent flora that pulse gently in sync with the city's heartbeat. Marketplaces teem with vibrant stalls selling rare artifacts and enchanting goods, while the air is filled with the harmonious symphony of gears and the murmurs of trade. Central to the city is a grand plaza, dominated by a colossal astral spire that reaches into the heavens, its surface a mosaic of constellations surrounding a familiar symbol (Amalgamation).
  
Dwarven House
+
Teleportation Keeper
  
The building is of modest construction, with faded wooden shutters and a roof that has seen better days. Vines creep up the stone walls, and a soft, eerie fog often lingers in the air around the property, as though the very land itself is reluctant to part with the secrets that lie within.
+
3ft chipper warforged. Bronze in colour.
  
As you approach, the faint hum of arcane energy can be felt in the air, a subtle vibration that settles in the bones, though it is nearly imperceptible to the untrained eye. The windows are shut tight, and no sign of life seems to stir inside—yet something feels wrong, as if the house itself is watching, waiting.
+
* The name's Gear! Nice to meet you. Who are your friends?
  
Through the front door, in the dim light of a single flickering candle, sits a lone figure. A dwarf, his hair graying at the temples and his clothes worn with age, is hunched over a small wooden table. His hands tremble slightly as they trace over an intricately carved stone tablet, his fingers drawing an unbroken series of ancient runes that glow faintly in the dark.
+
* ATRI! Welcome back! It's so good to see you
 +
* Present your report, what did you find out? What did you accomplish?
 +
* He will be so very pleased that you have returned.
  
The dwarf's eyes are distant, glazed over as if caught in a trance. His mind, once sharp and clear, is now a prisoner of something far more sinister. He is unaware of the eldritch force that has taken root within him, that has seized his body and mind, compelling him to maintain the rune, to hold the spell active. The rune itself pulses with a faint, unnatural light—its form shifting and ever-changing, a symbol of madness and forbidden power.
+
The Watchmaker
  
The air in the house is thick with an unsettling presence, as though the very walls are suffused with dark whispers. Every now and then, a strange scraping sound emanates from the floorboards, as if something is clawing at the foundations below. Beneath the dwarf’s unknowing vigilance, the rune holds something at bay, a terrible force bound to the earth by his hands, but for how long?
+
* 5ft purple Tiefling
 +
* Features similar but not quite as defined as Zanotah
 +
* You return, and bring companions. I have heard much about you and your friends.
 +
* My dear boy...I never gave up the hope that you would return some day.
 +
* We have strayed too far from the timeline. Their rise is inevitable and the cracks are there. It is only a matter of time.
 +
* Don't you understand? Order is what keeps us safe, without that.. they'll win they break through. Every. Single. Timeline. Where. There. Was. Chaos. They. Win. I cannot allow them through, I cannot allow them to win. We stray too far from safety, it must be stopped.
 +
* Come, walk with me.
  
In his unknowing service, the dwarf keeps the spell active, a delicate balance between reality and the dark horrors of the void. Outside, the city of Sylvania remains blissfully unaware of the creeping presence of eldritch forces, but those who dare to enter this house may come face to face with the unknowable horrors lurking just beneath the surface of the mundane world.
+
You are led into the the Astral Spire, as you pass through the large doors flanked by guards, you enter a small welcome room with doors in almost every direction before you are guided through the 3rd door on the left, down several flights of stairs into a large chamber where your footsteps echo. The chamber, dimly lit and you feel a gentle hum through your feet. With a wave of his hands the lights are extinguished and the floor below you is revealed to be made of glass? As you stare down, you see constellations beneath you, and as your eyes dart back up you are surrounded by constellations.
  
What will happen when the spell falters? What other forces are at play here, waiting for the moment when the rune’s control slips? This is a place where the boundaries between worlds are thin, and those who dare to uncover the truth risk becoming part of the darkness themselves.
+
Welcome, to Empyria. From here, I am able to see a glimpse of a future, of a path yet to be followed. Constantly, I adjust the parameters to seek a future where it is not ruin.
 +
  
Encounter Triggered:
+
== Combat ==
 +
<br />
  
As the players step into the room and disturb the dwarf, the air around the rune flares with an unnatural energy. The dwarf’s eyes snap to the party, his voice becoming a hollow whisper, “You shouldn’t be here... It’s not... safe...” His hands shake, but they continue to trace the symbols in the air.
+
=== '''Enemies:''' ===
  
A faint, eldritch hum fills the room as the glyphs on the stone tablet begin to shift and distort, growing larger and more grotesque. The ground beneath the house trembles as something vast and unknowable stirs beneath, angry that its prison is weakening. The dwarf, still unaware, continues to maintain the rune despite the chaos.
+
# '''Fiendish Warforged (Disguised Fiends)''' (CR 5, 3 of these)
 +
#* '''Description:''' These '''fiends''' have disguised themselves as warforged to infiltrate the city. They appear as heavily armored warforged with glowing red eyes and faint infernal runes etched into their armor, though they pass as mere automatons until they reveal their true nature.
 +
#* '''HP:''' 52 (7d8+21)
 +
#* '''AC:''' 17
 +
#* '''Speed:''' 30 ft.
 +
#* '''Abilities:'''
 +
#** '''Multiattack:''' The Fiendish Warforged makes two melee attacks with a '''fiendish blade''' (1d8+3 slashing damage).
 +
#** '''Infernal Roar (Recharge 5-6):''' The fiend lets out an infernal roar, forcing all creatures within 20 feet to make a DC 14 Wisdom saving throw or become frightened for 1 minute. (Can repeat the save at the end of their turn.)
 +
#** '''Hellfire Strike:''' When the Fiendish Warforged hits with a melee weapon attack, the target takes an additional 2d6 fire damage.
 +
#** '''Magic Resistance:''' The fiend has advantage on saving throws against spells and other magical effects.
 +
# '''Fiendish Abomination''' (CR 6, 1 of these)
 +
#* '''Description:''' A massive, writhing abomination, its body a grotesque combination of twisted metal, dark shadows, and burning flesh. This fiend is able to phase in and out of reality, using its infernal magic to disrupt the city’s harmony. It can manipulate the city's ethereal energies to its advantage.
 +
#* '''HP:''' 112 (15d10+30)
 +
#* '''AC:''' 16
 +
#* '''Speed:''' 40 ft.
 +
#* '''Abilities:'''
 +
#** '''Multiattack:''' The Abomination makes two melee attacks with its '''fiendish claws''' (2d6+4 slashing damage).
 +
#** '''Infernal Wail (Recharge 5-6):''' The Abomination releases a blast of infernal energy in a 30-foot cone. All creatures in range must make a DC 15 Constitution saving throw or take 4d6 fire damage and be stunned until the end of their next turn.
 +
#** '''Phase Shift (Recharge 5-6):''' The Abomination phases partially into the Astral Sea for 1 minute, becoming incorporeal. During this time, it can move through walls and is resistant to non-magical damage.
 +
#** '''Summon Infernal Minion (1/day):''' The Abomination can summon a '''Lesser Fiendish Cultist''' (CR 2) to fight alongside i
 +
#**
  
As the party prepares for confrontation, the very room begins to distort, reality bending under the influence of the arcane forces at play.
+
----
  
 +
=== '''Battlefield Setup:''' ===
 +
The market square is filled with towering stalls, some containing glowing crystal fruits, and others holding intricate mechanical trinkets. The radiant flora illuminates the area with soft, shimmering light. Narrow alleyways and hidden nooks offer places to hide, and some of the stalls offer cover, although they are precariously stacked with delicate merchandise.
  
=== '''Combat Setup:''' ===
+
The '''Fiendish Warforged''' begin by blending in among the market crowd. They appear indistinguishable from normal warforged, but a '''Perception Check''' (DC 15) will reveal subtle differences—glowing red eyes, faintly glowing infernal symbols beneath their armor, and the sound of unnatural movement beneath their mechanical exteriors.
'''Environment:'''
 
  
* '''Distorted Reality:''' The room is in a state of unstable reality. The walls pulse with shifting, arcane symbols, and the floor occasionally warps, creating uneven terrain that can cause players to stumble (Dexterity saving throw DC 14 to avoid falling prone when moving more than 10 feet in one turn).
+
At the start of the encounter, the fiends remain '''hidden''' within the marketplace, awaiting the perfect moment to ambush the players. The '''Fiendish Abomination''' is using its ability to phase in and out of the Astral Sea, standing in the background for a surprise strike.
* '''Eldritch Whispers:''' Every round, the players must succeed on a DC 13 Wisdom saving throw or be overwhelmed by the voices in their heads, causing them to have disadvantage on their next attack roll or ability check (player’s choice).
 
* '''The Rune:''' The glowing rune pulses with power in the center of the room, shifting and reshaping with every passing moment. If the players damage it, it reacts violently. Every time it takes damage, it causes a burst of psychic energy (DC 15 Constitution saving throw, 3d6 psychic damage on a failed save, half on a success).
 
  
'''Enemies:'''
+
The attack happens as the fiends '''reveal themselves''', and '''the surprise round''' begins.
 +
----
  
# '''Possessed Dwarf (1)'''  The dwarf is the focal point of the ritual and remains the central target. His body is wracked with the power of the eldritch force inside him, making him unnaturally strong. His eyes glow with an unnatural hue, and he is drawn to protect the rune at all costs.  '''Stats (modified for possession):'''
+
=== '''Combat Initiation:''' ===
#* '''AC''' 16 (heavy armor)
 
#* '''HP''' 45 (6d8+18)
 
#* '''Speed''' 25 ft.
 
#* '''STR''' 16 (+3)
 
#* '''DEX''' 12 (+1)
 
#* '''CON''' 16 (+3)
 
#* '''INT''' 10 (+0)
 
#* '''WIS''' 8 (-1)
 
#* '''CHA''' 6 (-2)  '''Actions:'''
 
#* '''Multiattack:''' The possessed dwarf makes two attacks with his warhammer (+6 to hit, 1d8+3 bludgeoning damage).
 
#* '''Eldritch Smite (Recharge 5–6):''' The dwarf channels eldritch energy through his hammer, dealing an additional 3d6 psychic damage on a hit.
 
#* '''Rune Defense (1/Day):''' The dwarf can, as a reaction, raise the rune's protective energy, granting him temporary hit points equal to half his maximum HP (rounded down) and causing any melee attacker to take 2d6 psychic damage.
 
# '''Eldritch Shadows (3)'''  As the ritual weakens the boundary between worlds, shadowy, otherworldly figures manifest to protect the dwarf. They are ephemeral, formless creatures, like humanoid silhouettes of living darkness. They remain tethered to the room’s distorted geometry.  '''Stats (for each shadow):'''
 
#* '''AC''' 13
 
#* '''HP''' 20 (4d6+4)
 
#* '''Speed''' 40 ft.
 
#* '''STR''' 12 (+1)
 
#* '''DEX''' 16 (+3)
 
#* '''CON''' 12 (+1)
 
#* '''INT''' 6 (-2)
 
#* '''WIS''' 14 (+2)
 
#* '''CHA''' 10 (+0)  '''Actions:'''
 
#* '''Shadow Strike (Melee):''' +5 to hit, 2d6+2 necrotic damage.
 
#* '''Flickering Step:''' The shadow can teleport up to 30 feet as a bonus action.
 
#* '''Horrific Visage (Recharge 5–6):''' Each creature within 10 feet of the shadow must make a DC 13 Wisdom saving throw or be frightened until the end of their next turn.
 
  
=== '''Combat Flow:''' ===
+
* '''Fiendish Warforged (Ambush):''' As the party is walking through the bustling market, the '''Fiendish Warforged''' (2 of them) spring their trap. Each warforged will reveal itself by pulling out a '''fiendish blade''' and attacking the closest player. Their glowing eyes will flicker to life, and their unnatural movements will become more pronounced. They can strike with a '''Hellfire Strike''' immediately to deal both physical and fire damage.
 +
** Dialogue (as they attack):  ''"You walk in the shadow of corruption, pretending to be one of us... But your fate was sealed the moment you entered this city."''
 +
* '''Fiendish Abomination (Revelation):'''  As the warforged attack, the '''Fiendish Abomination''' emerges from its ethereal phase, taking its full form in the center of the plaza. It unleashes a '''Infernal Wail''' to disorient and damage the party.
 +
** Dialogue (as it appears):  ''"The city’s heart beats in the rhythm of oblivion. It will fall, and all within it shall be consumed by fire!"''
 +
*
  
* '''Round 1:'''
+
----
** The players enter the room, and the ritual is interrupted. The dwarf begins to resist, attacking anyone who approaches the rune, as if protecting it from them. The Eldritch Shadows flicker into existence, their whispers growing louder as they move to protect the house.
 
** The house itself seems to “fight back,” warping the environment as the ritual’s energy surges, creating a hostile and unpredictable battlefield.
 
* '''Round 2+:'''
 
** The players are faced with a tough choice: focus on disabling the possessed dwarf, or attempt to destroy the rune, which could potentially destroy the house and sever the eldritch influence—but with great risk.
 
** If the players damage the rune, it retaliates, causing psychic bursts and even more Eldritch Shadows to appear.
 
** If the dwarf is reduced to 0 HP, the ritual falters, and the remaining Eldritch Shadows will make one final desperate attempt to finish the ritual, protecting the rune with their lives.
 
* '''Final Phase (Optional):'''
 
** If the ritual is stopped (either by killing the dwarf or destroying the rune), the energy holding the eldritch horrors at bay collapses, causing the ground to crack open. A large, otherworldly horror—perhaps an Eldritch Spawn—attempts to briefly break free from its prison before the walls of reality snap shut. The players must make a quick escape before the house collapses into the madness that lies beneath.
 
  
 +
=== '''Dialogue During Combat:''' ===
  
=== '''Reward:''' ===
+
* '''Fiendish Warforged (when revealed):''' ''"You cannot stop us. We were forged for this very purpose. We will tear this city apart, brick by brick."''
 
+
* '''Fiendish Abomination (when hit by radiant damage or strong blows):''' ''"You think you can harm me? I am a part of the Astral Sea itself!"''
* '''Upon defeating the dwarf and stopping the ritual:'''
 
** The players receive the dwarf’s journal, containing fragmented, cryptic notes about the eldritch horrors and ancient rituals. This may serve as a clue to the larger campaign or a stepping stone toward uncovering an ancient, cosmic threat.
 
** The players also uncover powerful artifacts tied to the eldritch forces (e.g., a ''Cursed Rune Stone'', a relic of forgotten gods, or ''The Dwarf's Hammer'', now imbued with residual eldritch power that may provide a temporary advantage but also risk corrupting the wielder).
 
 
 
=== '''Dwarf’s Hammer of the Eldritch Forge''' ===
 
''Weapon (warhammer), rare (requires attunement)''
 
 
 
This sturdy, yet ominous warhammer was once wielded by the dwarf now lost to the influence of eldritch forces. The hammer’s head is made of dark, almost obsidian-like stone, intricately carved with symbols that shimmer faintly with shifting, incomprehensible patterns. Though its weight is substantial, the hammer feels strangely light when held by one attuned to it, as though the weapon is eager to be wielded.
 
 
 
Upon wielding the hammer, the user can feel the lingering presence of ancient, dark powers, like whispers at the edges of perception. The power of the hammer is both a boon and a curse—one that channels the unpredictable energy of the eldritch beyond.
 
 
 
 
 
 
 
'''Properties:'''
 
 
 
* '''Weapon Type:''' Warhammer
 
* '''Damage:''' 1d8 bludgeoning damage (versatile 1d10)
 
* '''Properties:''' Heavy, Two-Handed
 
* '''Attunement:''' Requires attunement by a creature of neutral or evil alignment.
 
  
 +
<br />
 +
----
  
'''Eldritch Smite:'''
+
=== '''Rewards:''' ===
  
When you hit a creature with this hammer, once per day you can deal an additional 2d6 psychic damage. The psychic damage cannot be reduced by resistance or immunity to bludgeoning or psychic damage. However, after you use this ability, you must succeed on a DC 12 Constitution saving throw or suffer 1d6 psychic damage as the eldritch energy recoils.
+
* '''Loot:'''
----'''Bound to the Void:'''
+
** '''Fiendish Blade (Magic Weapon):''' A cursed weapon taken from one of the '''Fiendish Warforged'''. It grants +1 to attack and damage rolls but deals an additional 1d6 fire damage on a hit. It also deals 2d6 damage to its wielder every day at dawn (Constitution save DC 14 to avoid taking damage).
 +
** '''Astral Shard (Item):''' The shard can be used to infuse a weapon or armor with celestial or fiendish energy for 1 hour. During this time, the weapon or armor gains a +1 bonus to attacks and damage or increases the AC by +1, respectively. Additionally, the infused weapon deals an extra 1d4 radiant or necrotic damage (user's choice) on a hit. Once the infusion ends, the shard is depleted and becomes inert, no longer usable for magical effects until recharged by a skilled artisan or a long rest.
 +
** '''Cloak of Fiendish Resistance:''' A cloak found on the '''Fiendish Cultist''' that grants '''resistance to fire damage'''.
 +
* '''Story Reward:''' The '''Keepers of Coralis''' offer the party their gratitude for stopping the fiendish plot. They inform the party that they must investigate the true source of the fiendish infiltration, as this attack could be just the beginning of a much larger threat to the city.
  
While attuned to the Dwarf’s Hammer, you gain resistance to psychic damage. However, the eldritch forces that infuse the weapon slowly warp your mind. You must succeed on a DC 15 Wisdom saving throw every time you finish a long rest while attuned to the hammer. On a failed save, you gain one level of madness (see ''Dungeon Master's Guide'', p. 258), which may manifest in uncontrollable fits of paranoia, hallucinations, or other symptoms of a slowly unravelling mind. The madness persists as long as you remain attuned to the hammer, and it intensifies the longer the attunement lasts.
 
----'''Rune of Binding:'''
 
 
The hammer is tied to the ancient rune that the dwarf once maintained. If the rune is destroyed (such as through dispelling magic or other means), the hammer’s eldritch power becomes unstable. The hammer can be used once more in a single devastating strike, dealing 5d10 psychic damage on a hit, but upon doing so, the wielder must succeed on a DC 16 Constitution saving throw or be knocked unconscious as the backlash from the disrupted eldritch forces takes a toll on their body and mind.
 
----'''Curse of the Possessed:'''
 
 
The dwarf's connection to the hammer is not entirely severed. At times, the possession of the hammer may surge, briefly taking control of its wielder. Once per long rest, the Dungeon Master may choose to force the attuned wielder to make a DC 14 Charisma saving throw. On a failed save, the wielder is compelled to use the hammer to attack the nearest creature (friend or foe) on their next turn. After the attack, the wielder regains control, but the entity inside the hammer grows more powerful, granting the wielder advantage on saving throws against fear or charm effects for the next 24 hours.
 
 
----
 
----
  
=== '''Lore:''' ===
+
=== '''Concluding the Encounter:''' ===
The Dwarf’s Hammer was crafted by a master smith of old, its purpose initially to serve as a tool of protection for the people of Sylvania. However, when the dwarf’s mind became overwhelmed by the eldritch forces he unwittingly bound himself to, the hammer was corrupted by the same dark power. Now, it is a cursed relic, powerful but dangerous, offering incredible might at the cost of the wielder’s sanity.
+
After the last fiend falls, the market square is left in chaos, with broken stalls and scattered magical trinkets. The '''City Guard''' arrives swiftly to secure the area, but they are clearly shaken. The '''Keeper of the Spire''' thanks the party personally, warning them that this attack may be part of a larger, more sinister scheme.
 
 
 
 
 
 
 
 
Endwinwel
 
 
 
*Endwinwel looks haggard, drained. Not as bad as the rest of the city but he's clearly affected by the nightmares.
 
*Please, if you wish to interrogate him. Do not leave him in the same state as the last chap. Given the nature of this one, once you have what you need. End him.
 
 
 
  
<br />Aetherstone of the Runebinder
+
The players are left wondering: Who sent these fiends? And what is the true purpose behind their assault on the heart of Coralis? Their involvement in the city’s defense may have only just begun.
 
 
 
 
This intricate, palm-sized device is crafted from polished obsidian, its dark surface gleaming with an otherworldly sheen. At the center of the device, nestled in a delicate silver setting, rests a deep purple gem—''Amethra'', the Heartstone. The gem glows faintly, pulsing with arcane energy, and its colour shifts depending on the strength and nature of the runes around it.
 
 
 
Around the gem, the device features delicate engravings of ancient symbols—runes of protection, sight, and banishment—etched in a pattern that seems almost alive. The engravings seem to ripple when the device is near a hidden or active rune, responding to its presence. The outer frame of the Aetherstone of the Runebinder is adorned with small, glowing sigils that flicker when a rune is detected nearby, revealing the rune’s type and strength.
 
 
 
To use the device, the wielder need only hold it in their hand and concentrate, allowing the ''Aetherstone'' to sense and reveal any runes embedded in the surroundings. The stone’s edges glow brighter when the detection reaches its peak, indicating the location of a rune, no matter how well-hidden or magically obscured. With a whispered incantation, the user can focus the energy within the gem, causing it to pulse with a violet beam that weakens and dispels the magical essence of the rune.
 
 
 
The power of the ''Aetherstone of the Runebinder'' isn't limitless—its ability to dispel grows weaker with the number of active runes around it, requiring the wielder to wait for it to recharge before using it again. Still, its unique fusion of detection and dispelling magic makes it an invaluable tool for mages, treasure hunters, and those seeking to unravel or undo dangerous runic enchantments.
 
 
 
 
 
==Nightmares==
 
<br />
 

Latest revision as of 17:17, 3 April 2025

Recap

  • Dwarven House
  • Defeat him and the creatures in the house
  • Take him for a... much kinder interrogation

Plot Points

  • A Sé - Waiting for them at the taven
    • "I heard you were back, my Sister has been missing. What do you know of her last whereabouts?"
    • "We are all to return. He wishes to discuss the threats facing the world with us"


Coralis

Above both the swirling mists of the Astral Sea and the continent of Velandor simultaneously, a magnificent radial city floats, its architecture a blend of intricate gears and ethereal crystal. The city is a marvel of engineering, with towers spiralling outward. The kaleidoscopic light in the sky shifts between the warm hues of an eternal sunset and the shimmering blues of the astral expanse. Ethereal bridges connect the city's districts, adorned with luminescent flora that pulse gently in sync with the city's heartbeat. Marketplaces teem with vibrant stalls selling rare artifacts and enchanting goods, while the air is filled with the harmonious symphony of gears and the murmurs of trade. Central to the city is a grand plaza, dominated by a colossal astral spire that reaches into the heavens, its surface a mosaic of constellations surrounding a familiar symbol (Amalgamation).

Teleportation Keeper

3ft chipper warforged. Bronze in colour.

  • The name's Gear! Nice to meet you. Who are your friends?
  • ATRI! Welcome back! It's so good to see you
  • Present your report, what did you find out? What did you accomplish?
  • He will be so very pleased that you have returned.

The Watchmaker

  • 5ft purple Tiefling
  • Features similar but not quite as defined as Zanotah
  • You return, and bring companions. I have heard much about you and your friends.
  • My dear boy...I never gave up the hope that you would return some day.
  • We have strayed too far from the timeline. Their rise is inevitable and the cracks are there. It is only a matter of time.
  • Don't you understand? Order is what keeps us safe, without that.. they'll win they break through. Every. Single. Timeline. Where. There. Was. Chaos. They. Win. I cannot allow them through, I cannot allow them to win. We stray too far from safety, it must be stopped.
  • Come, walk with me.

You are led into the the Astral Spire, as you pass through the large doors flanked by guards, you enter a small welcome room with doors in almost every direction before you are guided through the 3rd door on the left, down several flights of stairs into a large chamber where your footsteps echo. The chamber, dimly lit and you feel a gentle hum through your feet. With a wave of his hands the lights are extinguished and the floor below you is revealed to be made of glass? As you stare down, you see constellations beneath you, and as your eyes dart back up you are surrounded by constellations.

Welcome, to Empyria. From here, I am able to see a glimpse of a future, of a path yet to be followed. Constantly, I adjust the parameters to seek a future where it is not ruin.


Combat


Enemies:

  1. Fiendish Warforged (Disguised Fiends) (CR 5, 3 of these)
    • Description: These fiends have disguised themselves as warforged to infiltrate the city. They appear as heavily armored warforged with glowing red eyes and faint infernal runes etched into their armor, though they pass as mere automatons until they reveal their true nature.
    • HP: 52 (7d8+21)
    • AC: 17
    • Speed: 30 ft.
    • Abilities:
      • Multiattack: The Fiendish Warforged makes two melee attacks with a fiendish blade (1d8+3 slashing damage).
      • Infernal Roar (Recharge 5-6): The fiend lets out an infernal roar, forcing all creatures within 20 feet to make a DC 14 Wisdom saving throw or become frightened for 1 minute. (Can repeat the save at the end of their turn.)
      • Hellfire Strike: When the Fiendish Warforged hits with a melee weapon attack, the target takes an additional 2d6 fire damage.
      • Magic Resistance: The fiend has advantage on saving throws against spells and other magical effects.
  2. Fiendish Abomination (CR 6, 1 of these)
    • Description: A massive, writhing abomination, its body a grotesque combination of twisted metal, dark shadows, and burning flesh. This fiend is able to phase in and out of reality, using its infernal magic to disrupt the city’s harmony. It can manipulate the city's ethereal energies to its advantage.
    • HP: 112 (15d10+30)
    • AC: 16
    • Speed: 40 ft.
    • Abilities:
      • Multiattack: The Abomination makes two melee attacks with its fiendish claws (2d6+4 slashing damage).
      • Infernal Wail (Recharge 5-6): The Abomination releases a blast of infernal energy in a 30-foot cone. All creatures in range must make a DC 15 Constitution saving throw or take 4d6 fire damage and be stunned until the end of their next turn.
      • Phase Shift (Recharge 5-6): The Abomination phases partially into the Astral Sea for 1 minute, becoming incorporeal. During this time, it can move through walls and is resistant to non-magical damage.
      • Summon Infernal Minion (1/day): The Abomination can summon a Lesser Fiendish Cultist (CR 2) to fight alongside i

Battlefield Setup:

The market square is filled with towering stalls, some containing glowing crystal fruits, and others holding intricate mechanical trinkets. The radiant flora illuminates the area with soft, shimmering light. Narrow alleyways and hidden nooks offer places to hide, and some of the stalls offer cover, although they are precariously stacked with delicate merchandise.

The Fiendish Warforged begin by blending in among the market crowd. They appear indistinguishable from normal warforged, but a Perception Check (DC 15) will reveal subtle differences—glowing red eyes, faintly glowing infernal symbols beneath their armor, and the sound of unnatural movement beneath their mechanical exteriors.

At the start of the encounter, the fiends remain hidden within the marketplace, awaiting the perfect moment to ambush the players. The Fiendish Abomination is using its ability to phase in and out of the Astral Sea, standing in the background for a surprise strike.

The attack happens as the fiends reveal themselves, and the surprise round begins.


Combat Initiation:

  • Fiendish Warforged (Ambush): As the party is walking through the bustling market, the Fiendish Warforged (2 of them) spring their trap. Each warforged will reveal itself by pulling out a fiendish blade and attacking the closest player. Their glowing eyes will flicker to life, and their unnatural movements will become more pronounced. They can strike with a Hellfire Strike immediately to deal both physical and fire damage.
    • Dialogue (as they attack): "You walk in the shadow of corruption, pretending to be one of us... But your fate was sealed the moment you entered this city."
  • Fiendish Abomination (Revelation): As the warforged attack, the Fiendish Abomination emerges from its ethereal phase, taking its full form in the center of the plaza. It unleashes a Infernal Wail to disorient and damage the party.
    • Dialogue (as it appears): "The city’s heart beats in the rhythm of oblivion. It will fall, and all within it shall be consumed by fire!"

Dialogue During Combat:

  • Fiendish Warforged (when revealed): "You cannot stop us. We were forged for this very purpose. We will tear this city apart, brick by brick."
  • Fiendish Abomination (when hit by radiant damage or strong blows): "You think you can harm me? I am a part of the Astral Sea itself!"



Rewards:

  • Loot:
    • Fiendish Blade (Magic Weapon): A cursed weapon taken from one of the Fiendish Warforged. It grants +1 to attack and damage rolls but deals an additional 1d6 fire damage on a hit. It also deals 2d6 damage to its wielder every day at dawn (Constitution save DC 14 to avoid taking damage).
    • Astral Shard (Item): The shard can be used to infuse a weapon or armor with celestial or fiendish energy for 1 hour. During this time, the weapon or armor gains a +1 bonus to attacks and damage or increases the AC by +1, respectively. Additionally, the infused weapon deals an extra 1d4 radiant or necrotic damage (user's choice) on a hit. Once the infusion ends, the shard is depleted and becomes inert, no longer usable for magical effects until recharged by a skilled artisan or a long rest.
    • Cloak of Fiendish Resistance: A cloak found on the Fiendish Cultist that grants resistance to fire damage.
  • Story Reward: The Keepers of Coralis offer the party their gratitude for stopping the fiendish plot. They inform the party that they must investigate the true source of the fiendish infiltration, as this attack could be just the beginning of a much larger threat to the city.

Concluding the Encounter:

After the last fiend falls, the market square is left in chaos, with broken stalls and scattered magical trinkets. The City Guard arrives swiftly to secure the area, but they are clearly shaken. The Keeper of the Spire thanks the party personally, warning them that this attack may be part of a larger, more sinister scheme.

The players are left wondering: Who sent these fiends? And what is the true purpose behind their assault on the heart of Coralis? Their involvement in the city’s defense may have only just begun.