Session 47
Contents
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:
- 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
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.