Armara’s wagon—despite appearing like a finely crafted arcane carriage—is _not just a mundane object_. It is the **physical anchor** for a pocket dimension of massive complexity. Below is everything your players (and your world) need to know. --- # **1. Base Structure of the Wagon** ### **Material Composition** The wagon is made of enchanted hardwood reinforced with: - **Arcane-treated ironwood ribs** - **Silver-threaded arcane bindings** - **Glyph-infused support beams** - **Floating stabilizers embedded in the wheels** Its durability is far beyond normal construction. ### **Durability (Raw Numbers)** If you want 5e stats: **Wagon HP:** **450 HP** **Damage Threshold:** **20** (Any hit below 20 damage has no effect.) **AC:** **22** (due to magical reinforcement) **Immunities:** - Nonmagical fire - Nonmagical bludgeoning - Poison - Acid - Psychic - Force (force damage is redirected to anchor wards) **Resistances:** - Thunder - Fire (magical) - Lightning - Cold This is a _near-artifact-level carriage_. --- # **2. Passive Defenses** The wagon is warded constantly: ### **Arcane Shell:** A shimmering, invisible shield that reduces: - Incoming spell damage by 50% - All ranged weapon attacks have disadvantage ### **Glyph Locking System:** The doors cannot be opened unless: - Armara wills it - Glyph allows access - Or a visitor passes a DC 28 Arcana check to replicate the signature ### **Illusion Veil:** To outsiders, the wagon appears: - ordinary, unimpressive, slightly shabby - not worth stealing - not magical This is deliberate camouflage. --- # **3. Active Defenses** If the wagon is threatened, **Glyph auto-activates defensive protocols** even without Armara. ### **1. Glyph Sentinels (Coachman Forms)** Two hidden CR 20 Sentinels step out from the front seats if danger approaches. ### **2. Dimensional Displacement** If struck by a spell of 6th level or higher, the wagon shifts **20 feet sideways** instantly. ### **3. Warding Burst** Every 10 minutes, if danger persists, the wagon releases a **DC 20 force pulse**, dealing: - 6d10 force damage in a 30-foot radius - Only to hostile creatures - And shoving them 20 feet away ### **4. Anti-Tamper Backlash** Touching the wheels or hitch without permission causes: - 4d10 lightning damage - DC 22 Con save or stunned for 1 round ### **5. Glyph Override** If the threat reaches “critical,” Glyph locks the entire demiplane internally. No one can enter or exit until the threat is neutralized. --- # **4. What Happens If the Wagon Is Destroyed?** This is where things get interesting. ### **FIRST: The wagon is _not_ the mansion.** But it **is** the **anchor**. If destroyed… --- ## **Phase 1 — Anchor Severed (Round 1–3)** The mansion trembles. All lights flicker. Walls ripple like liquid starlight. Glyph appears instantly: > “Warning: primary anchor destabilized. Evacuation is recommended.” All exits begin collapsing. --- ## **Phase 2 — Spatial Compression (Round 4–10)** Rooms start compacting. Gravity shifts. The Astraglyph Engine begins emergency shutdown. Creatures inside must make **DC 20 Dex saves** every round to avoid taking: - 3d10 force - And being moved 10 feet involuntarily --- ## **Phase 3 — Ejection Event (Round 10+)** The mansion forcibly ejects all living creatures to the Material Plane. They reappear **within 100 feet of the wagon’s remains**, unharmed. --- ## **Phase 4 — Mansion Collapse** Once empty: ### **The entire demiplane folds** into a sphere of pure arcane data and collapses into the Astraglyph Engine. ### **The Engine survives… but dormant.** - Glyph becomes severely weakened - She cannot project - She cannot communicate - She “hibernates” in the engine-core - Armara must rebuild the anchor (the wagon) to reactivate her Glyph is not destroyed unless the **Engine** is destroyed. --- # **5. Can the Mansion Be Restored After Wagon Destruction?** Yes. Armara simply needs to: - Construct a new anchor frame - Rebind the Engine to it - Recharge it with magical power (high-level spells over days) Once re-attuned: - The mansion **reopens** - Rooms restore to prior layout - Items return - Glyph fully reawakens --- # **6. Important Note — The Mansion Itself Cannot Be Destroyed** The demiplane is self-preserving and collapses into a compact core if threatened. The only way to truly destroy it would be: - shattering the Astraglyph Engine - or disrupting the mansion from inside with artifact-level antimagic Both are nearly impossible. --- # **7. What Happens to Glyph?** If the wagon is destroyed: - Glyph withdraws to the Engine - Her avatar disappears - She becomes silent, non-projecting - But still alive Ilith would detect a faint “heartbeat” of arcane signatures from the engine-core. Armara would know she can rebuild Glyph’s physical interface. --- # **Summary for Quick Use** | Aspect | Result | | --------------------- | -------------------------------------------------- | | **Wagon HP** | 450 with DT 20 | | **AC** | 22 | | **Damage Immunities** | Nonmagical B/P/S, poison, psychic, necrotic, force | | **Active Defenses** | Sentinels, displacement, force bursts | | **If Destroyed** | Mansion collapses, but ejects all occupants | | **Glyph** | Retreats to Engine, dormant but alive | | **Mansion** | Can be rebuilt with new anchor | --- # **ARMARA’S ARCANE ANCHOR-WAGON** _Gargantuan Construct (Vehicle), Unaligned_ **Armor Class:** 22 (arcane plating) **Hit Points:** 450 (damage threshold 20) **Speed:** 40 ft. (pulled), hover 10 ft. when empowered --- ## **STR 26 (+8)** ## **DEX 10 (0)** ## **CON 30 (+10)** ## **INT —** ## **WIS —** ## **CHA —** --- ## **Saving Throws** Con +17 ## **Damage Resistances** Fire (magical), lightning, thunder, cold ## **Damage Immunities** Poison, psychic, necrotic, acid, nonmagical bludgeoning/piercing/slashing, force (redirected to wards) ## **Condition Immunities** All conditions ## **Senses** Blind beyond 5 ft. (Glyph sees for it) ## **Languages** Understands Common (via Glyph) but cannot speak --- # **TRAITS** ### **Arcane Anchor (Dimensional Core)** The wagon is the anchor of Armara’s pocket-dimension mansion. If reduced to 0 hit points: - it triggers a **demiplane collapse sequence** (see below), - but cannot be destroyed by anything less than artifact-level antimagic. ### **Damage Threshold 20** The wagon ignores all damage from any source that deals **19 or less** on an attack or effect. ### **Arcane Shell** The wagon is warded with invisible abjurations: - Ranged attacks against it have **disadvantage**. - Spell damage is **halved** unless the spell is 7th level or higher. - Creatures attempting to climb or touch the exterior take **4d10 lightning damage** (DC 22 Con save for half). ### **Illusion Veil** To anyone not specifically seeking it: - The wagon appears mundane, uninteresting, slightly weather-worn. - Requires a **DC 25 Arcana or Investigation** check to identify as magical. ### **Sentinel Protocol** If hostile creatures come within 60 feet: - Two **Glyph Sentinels (CR 20)** awaken from their coachman forms. - They obey Glyph and Armara exclusively. ### **Dimensional Displacement (Recharge 4–6)** When struck by a spell of 6th level or higher: - The wagon instantly teleports **20 feet** to an unoccupied space, - Avoiding area effects and line-of-effect. ### **Warding Burst (Recharge 5–6)** As a reaction to being damaged: - The wagon emits a **force pulse** in a 30-foot radius. - Creatures must make a **DC 20 Dexterity save** or take **6d10 force damage** and be pushed 20 feet. --- # **ACTIONS** ### **Stasis Lockdown (1/day)** The wagon projects a shimmering dome around itself for 1 minute: - No creature may enter or exit without Armara’s or Glyph’s permission. - All spells cast through the dome automatically fail. - The dome has 200 temporary hit points. ### **Anchor Reinforcement** If Glyph is active inside the mansion: - As a bonus action (on Glyph’s turn), the wagon regains **20 hit points**. - This trait ends if the mansion collapses. --- # **DEMIPLANE COLLAPSE SEQUENCE (Triggered at 0 HP)** ### **Phase 1 — Spatial Instability (Round 1–3)** Interior spaces rumble and distort. Creatures inside must make **DC 15 Dex saves** each round or take **3d10 force damage**. ### **Phase 2 — Compression Event (Round 4–9)** Rooms begin folding inward. Creatures inside must make **DC 20 Dex saves** or take **4d10 force damage** and be moved 20 ft. ### **Phase 3 — Ejection (Round 10+)** All living creatures inside the mansion are expelled to the Material Plane, appearing: - within **100 feet** of the wagon’s remains, - prone but unharmed. ### **Phase 4 — Demiplane Collapse** The mansion implodes into a sphere of arcane data and collapses into the **Astraglyph Engine**. Glyph enters **dormancy** until the anchor is rebuilt. --- # **REPAIRING THE WAGON** A spellcaster can rebuild the wagon by: - acquiring similar materials, - re-binding the arcane structure with the Engine, - investing magical power equal to **three long rests of spellcasting**. Once re-attuned: - The mansion reforms, - All previous rooms regenerate, - Glyph fully awakens. # **SUMMARY** | Feature | Value | | ------------------------ | -------------------------------------------------------- | | **AC** | 22 | | **HP** | 450 | | **Damage Threshold** | 20 | | **Immunities** | Nonmagical B/P/S, necrotic, poison, psychic, acid, force | | **Defenses** | Displacement, Sentinels, Warding Burst | | **Collapse Consequence** | Mansion implodes, ejects creatures | | **Glyph’s Fate** | Retreats to dormant state, not destroyed | | **Rebuild Difficulty** | High but possible |