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 |