--- type: location region: "The Elemental Chaos" plane: Material (displaced) danger: Extreme --- # Citadel of Sundering ## Overview The floating fortress of the [[The Hand of Ruin|Hand of Ruin]], a massive structure of black stone and elemental energy that drifts between the Material Plane and the Elemental Chaos. Originally a First Sage observatory, it was corrupted 300 years ago when [[High Pontiff Vosseth]] seized it and began channeling the [[Primordial Wrath]]'s power through its foundations. The Citadel is surrounded by permanent elemental storms that make approach without protection nearly impossible. ## Tier 1 — Outer Ramparts - Floating platforms connected by obsidian bridges - Elemental storm zone: 4d10 damage/round to airborne creatures (random element) - Guarded by 20 cult soldiers, 4 ballistae, 2 summoned storm giants - 4 storm anchors (ritual circles) must be disabled to clear the storm **Storm Anchor Stats:** AC 16, HP 40, immune to psychic/poison, resistance to nonmagical B/P/S. Each anchor requires a DC 16 Arcana check (action) to disrupt. ## Tier 2 — Hall of Echoes - Anti-magic field covers the entire tier (except artifacts) - Guarded by [[Keeper Malachar]] and 6 helmed horrors - Upon Malachar's defeat, the anti-magic field drops - The hall is a cathedral-like space with a vaulted ceiling 80 feet high ## Tier 3 — Chamber of Heralds A circular arena with six radiating hallways — each leading to a Herald's sanctum. | Herald | CR | Type | Sanctum Hazard | |--------|-----|------|----------------| | Ash | 15 | Fire Sorcerer | Lava pools (2d10 fire/round) | | Tide | 16 | Storm Cleric | 10 ft deep water, lightning rods | | Bone | 17 | Death Knight | Negative energy zone (healing halved) | | Whispers | 15 | Shadow Monk/Assassin | Magical darkness, silence zones | | Iron | 18 | Warforged Colossus | Construct repair stations | | Mind | 16 | Illithid Arcanist | Psionic interference (disadvantage on INT/WIS/CHA saves) | ## Tier 4 — Sundering Throne - The Hand of Ruin's command center - A vast throne room with a ceiling open to the elemental chaos above - Boss: [[Morgra, the Ashen Matron]] (if alive) OR [[High Pontiff Vosseth]] - The throne itself is a seal anchor — the final one the Hand of Ruin hasn't cracked ## Tier 5 — Seal Chamber - The deepest chamber, directly adjacent to the planar rift - The [[Primordial Wrath]] is visible through the rift — a churning mass of elemental chaos the size of a mountain - Three remaining seal anchors glow faintly; the other four are shattered, their energy feeding the rift - If the ritual completes (5 rounds after party enters), the Wrath is freed **Ritual Interruption:** Each round the party spends disrupting a ritual circle reduces the completion counter by 1. Three ritual circles must be disrupted simultaneously to stop the ritual completely (requires coordinated action from 3 party members within the same round). ## Siege Mechanics (Arc 4) The allied army provides background support: | Faction | Contribution | Effect | |---------|-------------|--------| | Crown Concordat | Soldiers, siege engines | Reduces cult soldier numbers by 50% | | Kethra | Naval blockade, bombardment | Eliminates airborne cult reinforcements | | Verdant Circle | Druidic ritual support | Neutralizes elemental hazards in Tier 1 | | Dragon Lords | Aerial assault | Engages storm giants and Morgra's brood | | Iron Concord | Breach team | Opens initial entry point | If a faction was not recruited, its effect is lost, increasing difficulty. ## DM Notes - This is the final dungeon. It should be epic, exhausting, and rewarding. - Allow short rests between tiers but limit long rests to one (after Tier 3). - If the party bypasses tiers too easily, add reinforcements from Tiers 1-2 as they move upward. - The final fight with the [[Primordial Wrath]] should feel like the world is ending. Use description liberally — the sky crackles, the ground shakes, reality flickers.