You are on page 1of 1

SIGNAL VENTS: Tiny hatches on the hull connect to 1-foot-diameter chutes that lead to the Imp

Roosts. Imp couriers use these chutes to enter and exit the flying fortress.
Can be accessed by Tiny or gaseous creatures.
Vent Labels in Infernal indicate if a vent is intake or exhaust (to avoid imps having head-to-
head collisions).
There is a chance of encountering an imp when the vents are used: 1 in 10 when ship is in dock;
1 in 8 when ship is in the field; 1 in 4 when ship is in battle. (PCs observing the vents – and able to
see the potentially invisible imps – may be able to discern a traffic pattern to reduce or eliminate
the possibility of encountering an imp.)
SOUL INTAKE PIPE: Grilled vent on the bottom of the fortress, just above the ventral battery,
leading to a 5-foot-diameter pipe.
Pipe leads to a 10-foot-diameter, spherical iron cistern.
Souls from the River Styx are drawn up into the flying fortress when it is docked at the Stygian
Dock and used for fuel in the cistern.
The pipe and cistern are flooded with necrotic energy, and any creature starting its turn in either
location takes 16 (3d10) necrotic damage.
The cistern is located in the Engine Room, and there is a maintenance hatch allowing access.
From the inside, there is no handle, but it can be broken open (DC 20 Strength check). This will
also flood the Engine Room with necrotic-infused soul fuel.
LOWER PERCH: It’s not unusual for one or two of the lower perches to be open during flight to
allow flying devils to come and go, so it’s often possible for the PCs to simply fly in (if they can
somehow avoid being detected by the devil legionnaires on security duty and also actively working
throughout the perch).
UPPER PERCH: The Upper Perch is generally not open except during an actual deployment. The
doors can be raised or lowered from a control room at the back of the bay.

ABJURATION GENERATOR: A pair of matching bronze poles extend from the ceiling and floor
of this prism-shaped room. In the middle of the three-foot gap between them is a large, black
diamond which is suspended in an energy field.
Energy Field: The field operates as a forcecage spell.
Black Diamond: Each facet of the diamond is inscribed with an arcane rune. A DC 20 Intelligence
(Arcana) check reveals that the diamond is the focus for a powerful abjuration effect which, when
triggered using a telepathic password, blocks all teleportation and scrying effects within the flying
fortress.
The diamond is connected to the bronze poles with astral wires.
The abjuration effect can be turned on or off using the telepathic password. The abjuration effects
can be canceled by severing the astral wires, removing the diamond from the energy field, and/or
destroying the bronze poles.
Defenses:
1 bearded devil (knows the telepathic password)
2 barlguran slaves

You might also like