The adventure ahead

Campaign Overview

The Phantom Zone is a demiplane prison for the multiverse's most vile criminals. You wake here with no memory of your trial, only a burning question: Why are you here? What did you do? The Warden rules with an iron fist, feeding on guilt. To escape, you must navigate prison factions, uncover the Warden's secret, and decide whether you can be redeemed—or if you will become the next Warden.

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Player Handout

You wake on a cold stone floor. The air smells of rust and ozone. A voice echoes from everywhere and nowhere: 'Welcome to the Phantom Zone. You are here because you are guilty. Serve your sentence.' You remember fragments—a crime, a trial, a verdict. But the details are hazy. Around you, other inmates stir. Some weep. Some sharpen makeshift weapons. A scratched message on the wall reads: 'The Warden lies.'

You have no gear, no allies, and no way out. But you are not like the others. You still have your skills, your spells, your will. The Phantom Zone is a prison for the worst criminals in the multiverse. Why are you here? What did you do? How do you get out? Can you be redeemed? The answers lie within the Bastion. Survive the yard. Uncover the tunnels. Confront the Warden. And decide your fate.

Playable Module
Levels 3 10 Sessions ، 12-15

The Phantom Zone: Chains of Absolution

Behind the screen

DM-only overview. The Warden is Malakar, a former mortal who trapped a forgotten god and stole its power, creating the Phantom Zone as his phylactery. He feeds on the guilt of inmates to sustain his immortality. His plan: accumulate enough guilt to break free into the material plane. The players are actually innocent of the crimes they were convicted of—they were framed by Malakar to fuel his ritual. Clue flow: Act 1 introduces the Warden's lies and factions.

Act 2 reveals the tunnels, the Forge, and the Archive, where players learn Malakar's true name and the nature of the Zone. Act 3 is the riot, the Core confrontation, and the final choice. Failure states: If players die, their souls are absorbed into the Zone, becoming new guards. If they take too long (more than 15 in-game days), Malakar completes his ritual and escapes, dooming the material plane. Pacing: Act 1 is survival and introduction (3-4 sessions).

Act 2 is investigation and alliance (4-5 sessions). Act 3 is heist and confrontation (3-4 sessions). Key NPCs: Sora the Penitent (ally), Kaelen the Smith (ally), Warden Malakar (villain). The Warden uses legendary actions and lair actions; his character sheet will be provided separately. Do not use SRD monster stat blocks for him.

Adventure Hooks

Hook 01

The Warden's Invitation

You wake in a cold cell with no memory of your trial. A voice echoes: 'You are guilty. Serve your sentence.' But a scratched message on the wall reads: 'The Warden lies.' Will you uncover the truth?

Hook 02

The Broken Chain

A mysterious inmate whispers that the Warden's symbol is a broken chain, but the real symbol is a whole chain—meaning the Warden is the one who broke it. What does that imply about his power?

Hook 03

The Forge's Secret

A dwarf-like smith named Kaelen can forge a key to escape the Phantom Zone, but he needs starmetal and a drop of the Warden's blood. Can you gather the components and earn his trust?

Hook 04

The Riot's Call

The prison is on the brink of rebellion. The Breakers want to fight, the Penitents seek redemption, and the Collaborators serve the Warden. Will you lead the charge or seek another way?

Act Structure

Act 1: The Processing Block

Recommended level: 3-5

The players arrive in the Phantom Zone, survive processing, meet the prison factions, and face their first trial. They learn the basic rules of the prison and begin to question the Warden's justice.

Objectives

  • Survive the initial processing and cell block.
  • Gather information about the Warden and the prison factions.
  • Make at least one contact (Sora the Penitent or a Breaker).
  • Survive the First Trial and gain access to the general population.

Awakening in the Cell Block

Cell Block D, Bastion

Read aloud

You wake on a cold stone floor. The air smells of rust and ozone. A voice echoes: 'Welcome to the Phantom Zone. You are here because you are guilty. Serve your sentence.' Around you, other inmates stir in cramped cells. A scratched message on the wall reads: 'The Warden lies.'

Running this scene

The players have no equipment except rags. They can search their cells. The voice is the Warden's, but he is not present. A guard golem patrols every 10 minutes. Encourage roleplay to establish why each character thinks they are here. This is a chance to introduce the mystery of their crimes.

Checks
  • Intelligence (Investigation) DC 12: Find a loose stone hiding a rusty nail (improvised weapon).
  • Charisma (Persuasion) DC 14: Calm a panicking inmate who knows a rumor about the tunnels.
  • Wisdom (Perception) DC 13: Notice a guard golem's patrol pattern and a blind spot.
Clues
  • The scratched message: 'The Warden lies.'
  • A torn piece of cloth with a map fragment showing a tunnel entrance.
  • An inmate whispers: 'They say the Warden was once a prisoner too.'
Where next
  • A guard golem arrives to escort the players to the Central Yard for processing.

The Yard of Lost Souls

Central Yard, Bastion

Read aloud

A vast cavern with a false sky of swirling purple. Inmates huddle in groups. A fight breaks out over a scrap of bread. Three factions watch: the Penitents in white robes, the Breakers with scarred arms, and the Wardens' collaborators in black sashes.

Running this scene

The yard is a social hub. The Penitents seek redemption through suffering. The Breakers want to escape. The Collaborators trade favors with guards. Sora, a Penitent, approaches the players if they seem lost. A Breaker named Rusk offers a deal: help him steal a key, and he'll show them a tunnel. The fight can be resolved or ignored.

Checks
  • Wisdom (Insight) DC 13: Read the factions' true intentions.
  • Dexterity (Stealth) DC 15: Pickpocket a guard's key ring.
  • Charisma (Intimidation) DC 14: Break up the fight and gain respect.
Clues
  • Sora mentions that the Warden's symbol is a broken chain, but the real symbol is a whole chain—meaning the Warden is the one who broke it.
  • Rusk shows a map fragment that matches the one from the cell block.
  • A collaborator mutters about a 'Forge' where keys are made.
Where next
  • Sora offers to guide the players to the Trial Chamber. Rusk offers a tunnel route. The players choose.

The First Trial

Trial Chamber, Bastion

Read aloud

The Warden's voice booms: 'Face your crimes.' Illusions of your past appear—a murder, a theft, a betrayal. You must confront them. The chamber is circular, with a pit of green fire in the center.

Running this scene

This is a roleplay-heavy scene. Each player sees an illusion of their supposed crime. They can deny, accept, or attack the illusion. The Warden watches from a balcony. If they deny convincingly, they gain a point of Inspiration. If they accept, they take 1d6 psychic damage but gain a clue. The trial ends when all players have faced their illusion.

Checks
  • Charisma (Deception) DC 15: Deny the crime and see through the illusion.
  • Wisdom (Perception) DC 14: Notice the Warden's reaction to a specific denial.
  • Constitution Saving Throw DC 13: Resist the psychic damage of the illusion.
Clues
  • The Warden's symbol is a broken chain, but the illusion shows a whole chain being broken by the Warden himself.
  • A whisper in the fire: 'Malakar.'
  • The Warden's voice falters when a player claims innocence.
Where next
  • Surviving the trial grants the players a cell in the lower levels and access to the general population. Sora or Rusk awaits with next steps.

Milestone: Reach level 4. Gain a contact (Sora or Rusk). Learn that the Warden's justice is flawed.

Act 2: The Underworld

Recommended level: 6-8

The players explore hidden tunnels, forge alliances, and uncover the Warden's secret. They learn that the Warden is Malakar, a mortal who stole a god's power and created the Zone as a phylactery. They must gather components for the Key of Absolution.

Objectives

  • Navigate the Tunnels of Remorse and decipher ancient runes.
  • Convince Kaelen the Smith to forge the Key of Absolution.
  • Infiltrate the Warden's Archive and learn Malakar's true name.
  • Gather the starmetal needed for the key.

The Tunnels of Remorse

Beneath the Bastion

Read aloud

Narrow tunnels carved by desperate hands. Runes glow faintly on the walls. The air is thick with dust and the distant sound of dripping water. A fork ahead: left leads to a collapsed shaft, right to a glowing door.

Running this scene

The tunnels are a maze. The runes tell the story of the First Prisoner, a god named Aethel who was trapped by Malakar. The collapsed shaft can be cleared with strength. The glowing door leads to the Forge. Random encounters: 1-2 guard golems or a cave fisher.

Checks
  • Strength (Athletics) DC 15: Clear the collapsed shaft (alternative route).
  • Intelligence (Arcana) DC 16: Decipher the runes to learn about Aethel.
  • Dexterity (Stealth) DC 14: Avoid a guard golem patrol.
Clues
  • Runes: 'Aethel, god of chains, was betrayed by Malakar, his most trusted priest.'
  • A mural shows Malakar stealing a glowing orb from Aethel.
  • The glowing door has a keyhole shaped like a broken chain.
Where next
  • The glowing door opens into the Forge. Kaelen the Smith looks up from his anvil.

The Forge of Broken Chains

The Forge

Read aloud

A massive cavern with a lava flow. A dwarf-like smith named Kaelen works at an anvil, his hammer ringing. He looks up: 'You're not guards. What do you want?' Behind him, a chest of starmetal shards glows.

Running this scene

Kaelen is a prisoner who was a master smith. He can forge the Key of Absolution if given starmetal and a drop of the Warden's blood. He knows Malakar's true name but is afraid to speak it. He will trade the key for a promise to free him. The starmetal is guarded by a fire elemental (use SRD fire elemental).

Checks
  • Charisma (Persuasion) DC 17: Convince Kaelen to help.
  • Strength (Smith's Tools) DC 15: Assist at the forge to speed the work.
  • Dexterity (Acrobatics) DC 16: Dodge the fire elemental's attacks while grabbing starmetal.
Clues
  • Kaelen whispers: 'The Warden's name is Malakar. He was a priest of Aethel.'
  • The starmetal is from Aethel's broken chains.
  • Kaelen shows a hidden tunnel to the Archive.
Where next
  • Kaelen opens a secret door behind his anvil. 'Go. Learn the truth. Then come back with his blood.'

The Warden's Archive

Archive of Sins

Read aloud

Endless shelves of crystal records. Each contains a soul's guilt. A central pedestal holds a black crystal—Malakar's personal record. Sentries of shadow patrol the aisles.

Running this scene

The Archive is heavily guarded. The players must sneak or fight. The black crystal contains Malakar's memories: he was Aethel's high priest, betrayed him, and stole his power. The Zone is his phylactery. Destroying the crystal would weaken him but also collapse the Zone. The players need only read it to learn his true name and weakness.

Checks
  • Dexterity (Stealth) DC 18: Avoid shadow sentries.
  • Intelligence (Investigation) DC 17: Find Malakar's record among millions.
  • Charisma (Deception) DC 16: Bluff a sentry into leaving.
Clues
  • Malakar's record: 'I was Aethel's priest. I stole his heart. The Zone is my prison and my power.'
  • A weakness: Malakar can be redeemed if confronted with his own guilt.
  • The Key of Absolution requires his blood and a willing sacrifice.
Where next
  • An alarm sounds. The players must escape to the lower levels. Kaelen awaits with the key.

Milestone: Reach level 7. Learn Malakar's true name and weakness. Obtain the Key of Absolution (or its components).

Act 3: The Break

Recommended level: 9-10

The players incite a riot, confront Malakar in the Core, and make a final choice: escape, redeem the Warden, or take his power. The fate of the Phantom Zone and the material plane hangs in the balance.

Objectives

  • Incite a riot to distract the guards.
  • Reach the Core of Guilt and confront Malakar.
  • Use the Key of Absolution to either shatter the crystal or redeem Malakar.
  • Decide the fate of the Zone and its inmates.

The Riot

Main Cell Block

Read aloud

You stand before the inmates. 'Today we break chains!' The crowd roars. Guards march in. The air fills with the clash of metal and the crackle of magic.

Running this scene

The players must rally the factions. The Penitents hesitate, the Breakers join eagerly, and the Collaborators may betray them. The riot is a skill challenge: 3 successes before 3 failures. Success opens a path to the Core. Failure means the players are captured and must escape their cells.

Checks
  • Charisma (Intimidation) DC 18: Rally the Breakers.
  • Charisma (Persuasion) DC 17: Convince the Penitents to join.
  • Dexterity (Acrobatics) DC 16: Dodge a guard's net.
  • Strength (Athletics) DC 15: Break down a barricade.
Clues
  • A dying guard drops a key to the Core.
  • A collaborator shouts: 'Malakar is in the Core! He's vulnerable!'
  • The riot reveals a hidden staircase behind a throne.
Where next
  • The path to the Core is clear. The players descend into the heart of the Bastion.

The Core of Guilt

The Core

Read aloud

A vast chamber with a floating crystal of pure guilt. Malakar stands before it, his form shifting between a mortal priest and a monstrous shadow. 'You think you can escape? You are your crimes.'

Running this scene

Malakar uses his character sheet (provided separately). He fights with legendary actions and lair actions. The crystal is the key to the Zone. If the players use the Key of Absolution, they can either shatter the crystal (destroying the Zone, killing all inmates) or pierce Malakar's heart (redeeming him, but he must accept his guilt). If they fight him, he is a deadly foe. Encourage roleplay: Malakar can be convinced to stand down if confronted with Aethel's name and his own betrayal.

Checks
  • Charisma (Persuasion) DC 20: Redeem Malakar by forcing him to confront his guilt.
  • Strength (Athletics) DC 19: Shatter the crystal with the Key of Absolution.
  • Dexterity (Sleight of Hand) DC 18: Steal the crystal while Malakar is distracted.
  • Intelligence (Arcana) DC 17: Understand the crystal's connection to the Zone.
Clues
  • The crystal pulses with Malakar's heartbeat.
  • Aethel's voice whispers: 'He was my friend. Give him a chance.'
  • If the crystal shatters, a portal to the material plane opens.
Where next
  • If Malakar is redeemed, he opens a stable portal. If the crystal shatters, a chaotic portal forms. If Malakar is killed, the Zone begins to collapse.

The Choice

The Threshold

Read aloud

A portal shimmers before you. The Zone trembles. Inmates cry out for help. Malakar's power fades—or grows. You can leave, or stay to free the others. What do you do?

Running this scene

This is the final scene. The players must decide: escape to the material plane, stay to free the inmates (risking their lives), or take Malakar's power and become the new Warden. Each choice has consequences. If they escape, they are free but the Zone remains. If they stay, they can free the inmates but may be trapped. If they take the power, they become the new Warden and must maintain the prison. The campaign ends with the players' decision and its aftermath.

Checks
  • Wisdom (Insight) DC 15: See the true nature of the portal.
  • Charisma (Persuasion) DC 18: Convince other inmates to leave with you.
  • Constitution Saving Throw DC 16: Resist the Zone's collapsing energy.
Clues
  • The portal leads to the material plane, but it is unstable.
  • Aethel's voice: 'The choice is yours. Redemption is not given—it is chosen.'
  • The Warden's throne is empty. Someone must sit on it to stabilize the Zone.
Where next
  • The campaign ends. The players' choice determines the fate of the Phantom Zone and their own redemption.

Milestone: Reach level 10. Resolve the campaign: escape, redeem, or rule.

Villain Plans

Warden Malakar Character Sheet

BBEG, ruler of the Phantom Zone

Motivation

Malakar was once a mortal priest of Aethel, the god of chains. He betrayed and imprisoned Aethel, stealing his power to create the Phantom Zone as his phylactery. He feeds on the guilt of inmates to sustain his immortality. His ultimate goal is to accumulate enough guilt to break free into the material plane and become a god.

Personality

Malakar is cold, calculating, and manipulative. He presents himself as a stern but fair judge, but beneath that is a deep-seated guilt and self-loathing. He genuinely believes he is doing good by imprisoning the guilty, but he is also a hypocrite. He can be redeemed if forced to confront his own guilt.

Resources

  • Control over the Phantom Zone
  • Guard golems and shadow sentries
  • The Collaborators faction
  • Legendary actions and lair actions within the Core
  • Ability to manipulate the Zone's reality to a degree

Battle Plan

Malakar fights from the Core, using lair actions to create illusions of the players' crimes, forcing Wisdom saves. He uses legendary actions to teleport, attack with chains of guilt, and dominate a player. He targets the most morally conflicted characters. If reduced to half HP, he becomes desperate and may offer a deal. If confronted with Aethel's name and his own betrayal, he may hesitate, allowing a Persuasion check to redeem him.

Defeat or Redemption

If defeated in combat, Malakar's form dissolves and the Zone begins to collapse. If redeemed, he accepts his guilt, releases Aethel's power, and opens a stable portal, sacrificing himself to free the inmates. If the players take his power, they become the new Warden.

Ironjaw Character Sheet

Lieutenant, leader of the Collaborators

Motivation

Ironjaw is a brutal enforcer who serves Malakar in exchange for promises of freedom. He enjoys the power and privileges his position gives him. He is loyal to Malakar out of fear and greed.

Personality

Ironjaw is a thug: violent, short-tempered, and cruel. He respects only strength and has no qualms about killing. He is easily provoked and holds grudges.

Resources

  • Squad of Collaborators
  • Access to guard patrol routes
  • Key to the Archive
  • +1 mace

Battle Plan

Ironjaw fights head-on, using his mace and intimidating presence. He targets spellcasters and weak-looking characters. He may take hostages or use prisoners as shields. If losing, he tries to flee and warn Malakar.

Defeat or Redemption

Ironjaw is not redeemable; he is a brute. If defeated, he can be interrogated for information about the Archive and the Core. He may beg for mercy but will betray the players if given a chance.

Shadowtongue Character Sheet

Lieutenant, spymaster of the Archive

Motivation

Shadowtongue is a former spymaster who was imprisoned for his crimes. He now serves Malakar as the guardian of the Archive, collecting secrets and using them to maintain power. He seeks to learn Malakar's true name to blackmail him.

Personality

Shadowtongue is soft-spoken, polite, and utterly ruthless. He enjoys psychological manipulation and prefers to let others fight while he pulls strings. He is paranoid and always has an escape plan.

Resources

  • Command of shadow sentries and the Archive Sentinel
  • Access to all records in the Archive
  • Knowledge of many secrets about inmates and Malakar

Battle Plan

Shadowtongue avoids direct combat, using illusions, shadows, and the Archive's terrain to confuse and divide the party. He targets the players' secrets and fears, using them to demoralize. If cornered, he fights with a poisoned dagger and shadow magic.

Defeat or Redemption

Shadowtongue can be persuaded to betray Malakar if offered a better deal or if his own secrets are threatened. He is not truly loyal to anyone but himself. If defeated, he may reveal Malakar's weakness in exchange for his life.

Running Notes

Recommended party: 4-5 characters, any classes, but a mix of combat, social, and exploration skills is recommended. At least one character with proficiency in Arcana or Investigation, one with Persuasion or Deception, and one with Athletics or Acrobatics. A cleric or paladin may struggle with moral themes; a rogue or warlock may thrive.

Session Zero

Before starting, discuss the themes of guilt, redemption, and justice with your players. Ensure everyone is comfortable with the moral ambiguity and the possibility of their characters being innocent yet imprisoned. Establish boundaries regarding torture, psychological horror, and character death. The campaign is designed for mature players who enjoy roleplay and investigation. Create characters together, and ask each player to decide what crime their character was accused of—but keep it secret from the other players. The DM should know these crimes to weave them into the First Trial. Explain that the campaign will involve making difficult choices and that there are multiple endings. No character should be forced into a specific moral path; the story is about their choices.

Scaling Guidance

The Phantom Zone is designed for a party of 4-5 characters starting at level 3 and ending at level 10. Encounters are balanced for that range. For larger parties (6+), add one or two additional creatures of the same type or increase HP by 25%. For smaller parties (3 or fewer), reduce the number of creatures by one or decrease HP by 25%. The final confrontation with Malakar is a solo boss fight; if the party is struggling, allow them to use the environment (the crystal, the portal) to gain advantages. If they are dominating, have Malakar use his legendary actions more aggressively and summon additional shadow sentries. The skill challenge in The Riot can be adjusted by changing the number of successes required (3 for standard, 4 for hard, 2 for easy).

DM Advice

The Phantom Zone is a sandbox with a strong narrative spine. Act 1 is about survival and introduction; keep the pace brisk and emphasize the mystery. Act 2 is investigation and alliance; allow players to explore the tunnels and the Archive at their own pace, but keep the 15-day time limit in mind. Act 3 is the climax; build tension and make the final choice meaningful. Use the factions to create dynamic relationships. The Warden should be a constant presence, his voice echoing in the players' minds. Foreshadow his weakness and his past. The Guilt Wraith and other custom monsters should feel unique and terrifying. Remember that Malakar is a character, not just a stat block; roleplay his dialogue and his internal conflict. If the players try to redeem him, make it a challenging but possible path. If they fight him, make it epic. The campaign's ending should reflect the players' choices and the themes of redemption and justice.

Failure States

  • If the players are defeated in combat, they do not die permanently. Instead, their souls are absorbed into the Phantom Zone, and they become new guard golems or shadow sentries, losing their identities. The campaign ends in failure.
  • If the players take too long (more than 15 in-game days) to confront Malakar, he completes his ritual and escapes to the material plane, dooming it. The players are then trapped in the collapsing Zone.
  • If the players choose to take Malakar's power, they become the new Warden, but they must maintain the prison or the Zone collapses, releasing all inmates into the material plane. This is a partial failure with a dark ending.

Secrets & Clues

  • The Warden's symbol is a broken chain, but the real symbol is a whole chain—meaning the Warden broke it.
  • A torn cloth map fragment shows a tunnel entrance beneath the Bastion.
  • An inmate whispers: 'They say the Warden was once a prisoner too.'
  • Runes in the tunnels reveal: 'Aethel, god of chains, was betrayed by Malakar, his most trusted priest.'
  • Kaelen whispers: 'The Warden's name is Malakar. He was a priest of Aethel.'
  • Malakar's record: 'I was Aethel's priest. I stole his heart. The Zone is my prison and my power.'
  • A weakness: Malakar can be redeemed if confronted with his own guilt.
  • The Key of Absolution requires his blood and a willing sacrifice.
  • The crystal pulses with Malakar's heartbeat.
  • Aethel's voice whispers: 'He was my friend. Give him a chance.'

Appendix

Downtime

Forge Training

Spend time at the Forge with Kaelen, learning the smith's trade. You can gain proficiency with smith's tools or craft a simple weapon.

Requirements: Access to the Forge, Kaelen's permission.

Rewards: Proficiency with smith's tools, or a masterwork weapon (if you spend 10 days).

Time: 5 days for proficiency, 10 days for a weapon.

Location: The Forge of Broken Chains, Act II.

Kaelen is a patient teacher but demands respect for the craft.

Gather Rumors

Spend time in the Central Yard, listening to inmates and trading stories. You can learn secrets about the prison, the Warden, or other inmates.

Requirements: Access to the Central Yard.

Rewards: One secret or rumor per day (roll on the rumors table in the Appendix).

Time: 1 day per rumor.

Location: Central Yard, Act I.

The Penitents and Breakers have different rumors. Collaborators may spread false information.

Meditate on Guilt

Spend time in solitude, reflecting on your supposed crime. You can gain insight into your own past or the nature of the Phantom Zone.

Requirements: A quiet place, such as your cell or a secluded tunnel.

Rewards: Advantage on your next Intelligence (Investigation) or Wisdom (Insight) check related to the Warden or your past.

Time: 1 day.

Location: Any quiet location.

This activity may trigger visions or clues at the DM's discretion.

Scavenge for Supplies

Search the tunnels or abandoned areas for useful items, weapons, or tools.

Requirements: Access to the tunnels or other unexplored areas.

Rewards: Roll on the treasure parcels table in the Appendix. You might find a weapon, armor, or useful item.

Time: 1 day.

Location: Tunnels of Remorse, Act II.

Scavenging may attract the attention of guard golems or other creatures.

Rumors

  • The Warden was once a prisoner here. He overthrew the old warden and took his place.
  • There's a tunnel beneath the Bastion that leads to a forge. The smith there can make anything.
  • The Warden's power comes from a crystal in the Core. Destroy it, and he dies.
  • The Penitents are planning a mass suicide to escape the Zone. They believe it will free their souls.
  • A Collaborator named Ironjaw has a key to the Archive. He wears it around his neck.
  • The Warden's true name is Malakar. Speaking it aloud makes him flinch.
  • The god Aethel still lives, trapped in the chains that bind the Zone. He whispers to those who listen.
  • The Breakers have a hidden cache of weapons in the tunnels. They plan to use them in a riot.
  • The Warden can be redeemed if he is forced to confront his own guilt. But who would forgive him?
  • The Phantom Zone is a phylactery. If Malakar dies, the Zone collapses, and everyone inside dies too.

Random Events

  • A guard golem patrols the corridor. Roll a d6: on a 1-2, it notices the players; on a 3-4, it passes by; on a 5-6, it stops to inspect a cell.
  • A fight breaks out in the mess hall between a Breaker and a Collaborator. The players can intervene or watch.
  • A Penitent approaches the players and offers a blessing. They can accept or decline.
  • A tremor shakes the Bastion. Dust falls from the ceiling. The Warden's voice echoes: 'The Zone trembles.'
  • A shadow sentry detaches from the wall and follows the players at a distance. It attacks if they enter a restricted area.
  • A dying inmate stumbles into the players, gasping: 'The Warden... he's not what he seems...' before collapsing.
  • A portal flickers open for a moment, showing a glimpse of the material plane. It closes before anyone can enter.
  • A group of Collaborators demands a toll from the players for passing through their territory. They can pay, fight, or sneak around.
  • Aethel's Echo whispers a cryptic clue: 'The chain that binds is also the key.'
  • The Warden's voice announces a new trial. All inmates must gather in the yard. The players can use this to blend in or cause chaos.

Treasure Parcels

  • A rusty dagger (improvised weapon, 1d4 piercing).
  • A healing potion (2d4+2 HP) hidden in a cell.
  • A set of thieves' tools (stolen from a guard).
  • A map of the guard patrol routes (advantage on Stealth checks to avoid guards).
  • A small pouch of gold pieces (10 gp) and a gem worth 50 gp.
  • A +1 shield (found in the armory, guarded by two guards).
  • A scroll of 'Invisibility' (found in the Archive).
  • A potion of 'Giant Strength' (hill giant) hidden in the Forge.
  • A +1 weapon of the player's choice (found in the Warden's quarters, heavily guarded).
  • A key to a locked chest in the Core (the chest contains 500 gp and a magic item of the DM's choice).

Spare Names

  • Sora the Penitent
  • Rusk the Breaker
  • Kaelen the Smith
  • Ironjaw
  • Shadowtongue
  • Warden Malakar
  • Aethel
  • Vex the Collaborator
  • Mira the Penitent
  • Gor the Breaker
  • Lira the Inmate
  • Thorn the Guard
  • Ash the Shadow Sentry
  • Cinder the Magma Mephit
  • Flint the Fire Elemental

Starting Location

The Bastion

The Bastion is the central prison of the Phantom Zone, a massive iron fortress floating in a void. It houses thousands of inmates in cramped cell blocks, a vast central yard, and the Trial Chamber where the Warden judges new arrivals.

Secrets

  • The Warden's symbol is a broken chain, but the real symbol is a whole chain—meaning the Warden broke it.
  • A torn cloth map fragment shows a tunnel entrance beneath the Bastion.
  • An inmate whispers: 'They say the Warden was once a prisoner too.'

Key Locations

Cell Block D

A cramped cell block with rusty bars and damp stone walls. The players start here. A scratched message reads: 'The Warden lies.'

Additional Notes

A loose stone hides a rusty nail (improvised weapon). A guard golem patrols every 10 minutes.

Central Yard

A vast cavern with a false sky of swirling purple. Inmates gather in factions: the Penitents in white robes, the Breakers with scarred arms, and the Collaborators in black sashes.

Additional Notes

Social hub. Sora the Penitent and Rusk the Breaker can be found here.

Trial Chamber

A circular chamber with a pit of green fire in the center. Illusions of crimes appear here. The Warden watches from a balcony.

Additional Notes

Roleplay-heavy. Denying or accepting the illusion has consequences.

The Underworld

Beneath the Bastion lies a network of tunnels carved by desperate inmates. These tunnels lead to the Forge of Broken Chains and the Archive of Sins, where the Warden's secrets are kept.

Secrets

  • Runes reveal: 'Aethel, god of chains, was betrayed by Malakar, his most trusted priest.'
  • A mural shows Malakar stealing a glowing orb from Aethel.
  • Kaelen whispers: 'The Warden's name is Malakar. He was a priest of Aethel.'
  • Malakar's record: 'I was Aethel's priest. I stole his heart. The Zone is my prison and my power.'
  • A weakness: Malakar can be redeemed if confronted with his own guilt.
  • The Key of Absolution requires his blood and a willing sacrifice.

Key Locations

Tunnels of Remorse

Narrow tunnels with runes that tell the story of Aethel, the god of chains, betrayed by Malakar.

Additional Notes

A collapsed shaft can be cleared with Strength (Athletics) DC 15. A glowing door leads to the Forge.

The Forge of Broken Chains

A cavern with a lava flow and a massive anvil. Kaelen the Smith works here, forging weapons and tools for the inmates.

Additional Notes

Kaelen can forge the Key of Absolution if given starmetal and the Warden's blood. A fire elemental guards the starmetal.

Archive of Sins

Endless shelves of crystal records, each containing a soul's guilt. A central pedestal holds Malakar's personal record.

Additional Notes

Shadow sentries patrol the aisles. The black crystal contains Malakar's memories and weakness.

The Core

The heart of the Phantom Zone, where the Core of Guilt—a massive crystal of pure guilt—floats in a vast chamber. Malakar draws his power from it and guards it fiercely.

Secrets

  • The crystal pulses with Malakar's heartbeat.
  • Aethel's voice whispers: 'He was my friend. Give him a chance.'
  • If the crystal shatters, a portal to the material plane opens.
  • The Warden's throne is empty. Someone must sit on it to stabilize the Zone.

Key Locations

The Threshold

The entrance to the Core, where a portal to the material plane can be opened. The Zone trembles here.

Additional Notes

The final choice is made here: escape, redeem, or rule.

The Core of Guilt

A massive crystal of pure guilt, the source of Malakar's power and the phylactery of the Phantom Zone.

Additional Notes

Shattering it destroys the Zone. Piercing Malakar's heart with the Key of Absolution can redeem him.

Villain Plans

Warden Malakar Character Sheet

BBEG, ruler of the Phantom Zone

Motivation

Malakar was once a mortal priest of Aethel, the god of chains. He betrayed and imprisoned Aethel, stealing his power to create the Phantom Zone as his phylactery. He feeds on the guilt of inmates to sustain his immortality. His ultimate goal is to accumulate enough guilt to break free into the material plane and become a god.

Personality

Malakar is cold, calculating, and manipulative. He presents himself as a stern but fair judge, but beneath that is a deep-seated guilt and self-loathing. He genuinely believes he is doing good by imprisoning the guilty, but he is also a hypocrite. He can be redeemed if forced to confront his own guilt.

Resources

  • Control over the Phantom Zone
  • Guard golems and shadow sentries
  • The Collaborators faction
  • Legendary actions and lair actions within the Core
  • Ability to manipulate the Zone's reality to a degree

Battle Plan

Malakar fights from the Core, using lair actions to create illusions of the players' crimes, forcing Wisdom saves. He uses legendary actions to teleport, attack with chains of guilt, and dominate a player. He targets the most morally conflicted characters. If reduced to half HP, he becomes desperate and may offer a deal. If confronted with Aethel's name and his own betrayal, he may hesitate, allowing a Persuasion check to redeem him.

Defeat or Redemption

If defeated in combat, Malakar's form dissolves and the Zone begins to collapse. If redeemed, he accepts his guilt, releases Aethel's power, and opens a stable portal, sacrificing himself to free the inmates. If the players take his power, they become the new Warden.

Ironjaw Character Sheet

Lieutenant, leader of the Collaborators

Motivation

Ironjaw is a brutal enforcer who serves Malakar in exchange for promises of freedom. He enjoys the power and privileges his position gives him. He is loyal to Malakar out of fear and greed.

Personality

Ironjaw is a thug: violent, short-tempered, and cruel. He respects only strength and has no qualms about killing. He is easily provoked and holds grudges.

Resources

  • Squad of Collaborators
  • Access to guard patrol routes
  • Key to the Archive
  • +1 mace

Battle Plan

Ironjaw fights head-on, using his mace and intimidating presence. He targets spellcasters and weak-looking characters. He may take hostages or use prisoners as shields. If losing, he tries to flee and warn Malakar.

Defeat or Redemption

Ironjaw is not redeemable; he is a brute. If defeated, he can be interrogated for information about the Archive and the Core. He may beg for mercy but will betray the players if given a chance.

Shadowtongue Character Sheet

Lieutenant, spymaster of the Archive

Motivation

Shadowtongue is a former spymaster who was imprisoned for his crimes. He now serves Malakar as the guardian of the Archive, collecting secrets and using them to maintain power. He seeks to learn Malakar's true name to blackmail him.

Personality

Shadowtongue is soft-spoken, polite, and utterly ruthless. He enjoys psychological manipulation and prefers to let others fight while he pulls strings. He is paranoid and always has an escape plan.

Resources

  • Command of shadow sentries and the Archive Sentinel
  • Access to all records in the Archive
  • Knowledge of many secrets about inmates and Malakar

Battle Plan

Shadowtongue avoids direct combat, using illusions, shadows, and the Archive's terrain to confuse and divide the party. He targets the players' secrets and fears, using them to demoralize. If cornered, he fights with a poisoned dagger and shadow magic.

Defeat or Redemption

Shadowtongue can be persuaded to betray Malakar if offered a better deal or if his own secrets are threatened. He is not truly loyal to anyone but himself. If defeated, he may reveal Malakar's weakness in exchange for his life.

NPCs in The Bastion

Rusk the Breaker

Open Character Sheet

A scarred brute with a fierce grin. He wants to escape and will help anyone who aids his cause.

Role: Ally, quest giver

Other Details: He has a map fragment that matches the one in Cell Block D.

Sora the Penitent

Open Character Sheet

A calm woman in white robes, she believes in redemption through suffering. She offers guidance to new inmates.

Role: Ally, quest giver

Other Details: She knows a rumor about the tunnels and the Warden's past.

Warden Malakar

Open Character Sheet

The enigmatic ruler of the Phantom Zone. He appears as a shifting figure of shadow and light, his voice echoing everywhere.

Role: Villain

Other Details: He feeds on guilt and seeks to escape to the material plane.

NPCs in The Underworld

Aethel's Echo

Open Character Sheet

A faint whisper in the tunnels, the remnant of the god Aethel. It offers guidance and reveals the truth about Malakar.

Role: Information source

Other Details: It speaks only to those who listen with an open heart.

Kaelen the Smith

Open Character Sheet

A dwarf-like smith with a thick beard and soot-stained apron. He was a master smith before his imprisonment.

Role: Ally, quest giver

Other Details: He knows Malakar's true name and can forge the Key of Absolution.

NPCs in The Core

Aethel's Echo

Open Character Sheet

The god's remnant speaks one last time, offering a choice: redemption or destruction.

Role: Moral guide

Other Details: It does not force the players' hand.

Warden Malakar

Open Character Sheet

The final antagonist. He appears as a shifting figure of shadow and light, his voice echoing with power and pain.

Role: Villain

Other Details: He can be redeemed if confronted with his guilt.

Factions

The Penitents

A faction of inmates who believe in redemption through suffering. They wear white robes and seek to atone for their crimes, even if they are innocent.

Goals

Achieve spiritual redemption, help others find peace, and uncover the truth about the Warden's justice.

Relationships

With Other Factions
They are neutral with the Breakers, but distrust the Collaborators. They believe the Breakers are reckless and the Collaborators are traitors.
With Players
They offer guidance and support if the players show remorse or seek truth. Sora the Penitent is a key ally.

The Breakers

A faction of inmates who want to escape the Phantom Zone at any cost. They are scarred, tough, and willing to fight. They believe the only way out is through force.

Goals

Escape the Phantom Zone, destroy the Warden, and free all inmates.

Relationships

With Other Factions
They are hostile to the Collaborators and skeptical of the Penitents. They respect strength and cunning.
With Players
They offer alliance if the players prove themselves in combat or help with their plans. Rusk the Breaker is a key ally.

The Collaborators

A faction of inmates who serve the Warden in exchange for privileges. They wear black sashes and act as informants and enforcers. They are hated by other inmates.

Goals

Maintain their status, earn freedom through service, and crush any rebellion.

Relationships

With Other Factions
They are enemies of the Breakers and distrusted by the Penitents. They have the Warden's backing.
With Players
They are potential enemies or reluctant allies if the players can offer them something better. Ironjaw is a key lieutenant.

Main Questline

Survive the Processing Block

Given by: Sora the Penitent
The players must survive their initial processing, navigate the prison factions, and face the First Trial to gain access to the general population.

Goals

Survive the cell block. Gather information about the Warden and factions. Make at least one contact (Sora or Rusk). Survive the First Trial.

Reward

Access to the general population, a cell in the lower levels, and level 4.

Secrets

  • The Warden's justice is flawed.
  • The Warden was once a prisoner.
  • A tunnel entrance exists beneath the Bastion.

DM Notes

This quest spans Act 1. It introduces the mystery of the players' crimes and the Warden's lies.

Forge the Key of Absolution

Given by: Kaelen the Smith
The players must explore the tunnels, convince Kaelen to help, gather starmetal, and infiltrate the Archive to learn Malakar's true name and weakness.

Goals

Navigate the Tunnels of Remorse. Convince Kaelen to forge the key. Gather starmetal shards. Infiltrate the Archive and learn Malakar's true name.

Reward

The Key of Absolution (or its components), level 7, and knowledge of Malakar's weakness.

Secrets

  • Malakar was Aethel's high priest.
  • The Zone is Malakar's phylactery.
  • Malakar can be redeemed.

DM Notes

This quest spans Act 2. It reveals the truth about the Phantom Zone and Malakar's past.

Confront the Warden

Given by: Aethel's Echo
The players must incite a riot, reach the Core of Guilt, and confront Malakar. They must decide whether to escape, redeem him, or take his power.

Goals

Incite a riot to distract the guards. Reach the Core of Guilt. Use the Key of Absolution or persuade Malakar. Make the final choice.

Reward

Freedom, redemption, or godhood. Level 10.

Secrets

  • The crystal is Malakar's heartbeat.
  • Aethel's voice offers a chance for redemption.
  • The throne must be filled to stabilize the Zone.

DM Notes

This quest spans Act 3. It is the campaign's climax with multiple endings.

Side Quests in The Bastion

The Lost Locket

Given by: Sora the Penitent
Sora lost a locket containing a picture of her daughter. She believes a Collaborator stole it. Retrieve it without violence if possible.

Goals

Find the Collaborator who took the locket. Retrieve it peacefully or by force.

Reward

Sora's gratitude and a healing potion.

Secrets

  • The locket contains a hidden message from Sora's daughter, revealing a tunnel entrance.

DM Notes

The Collaborator is a thug named Vex. He can be intimidated or bribed.

Rusk's Revenge

Given by: Rusk the Breaker
Rusk wants to humiliate a Collaborator named Ironjaw who killed his brother. He asks the players to help him ambush Ironjaw in the mess hall.

Goals

Ambush Ironjaw. Defeat him and take his key.

Reward

Rusk's loyalty and a map of the guard patrols.

Secrets

  • Ironjaw is a lieutenant of the Warden and wears a key to the Archive.

DM Notes

Ironjaw is a tough fighter (use Thug stats with extra HP).

Side Quests in The Underworld

The Starmetal Shards

Given by: Kaelen the Smith
Kaelen needs starmetal shards to forge the Key of Absolution. They are guarded by a fire elemental in the Forge.

Goals

Defeat or bypass the fire elemental. Collect three starmetal shards.

Reward

Kaelen forges the key (once he has the Warden's blood).

Secrets

  • The starmetal is from Aethel's broken chains.

DM Notes

The fire elemental is a tough fight. Players can use the lava flow to their advantage.

The Archive Infiltration

Given by: Aethel's Echo
The Echo asks the players to find Malakar's personal record in the Archive to learn his weakness.

Goals

Sneak past or defeat shadow sentries. Find the black crystal among millions.

Reward

Knowledge of Malakar's true name and weakness.

Secrets

  • The record reveals Malakar's guilt and the possibility of redemption.

DM Notes

The Archive is heavily guarded. Stealth or deception is key.

Side Quests in The Core

The Riot's Spark

Given by: Rusk the Breaker
Rusk wants to incite a riot to distract the guards while the players reach the Core. He needs help rallying the factions.

Goals

Rally the Breakers and Penitents. Create chaos to cover your advance.

Reward

A clear path to the Core.

Secrets

  • A dying guard drops a key to the Core during the riot.

DM Notes

This is a skill challenge: 3 successes before 3 failures.

The Final Choice

Given by: Aethel's Echo
The Echo asks the players to decide the fate of the Phantom Zone: escape, redeem Malakar, or take his power.

Goals

Confront Malakar. Use the Key of Absolution or persuade him.

Reward

Freedom, redemption, or godhood.

Secrets

  • Each choice has consequences for the material plane and the inmates.

DM Notes

This is the campaign's climax. Encourage roleplay and moral debate.

Encounters

The Warden's Archive

Suggested Level: 7-8

The players infiltrate the Archive, avoid shadow sentries, and find Malakar's personal record.

Creatures

Terrain Features

Endless shelves, crystal records, central pedestal, dim lighting.

Treasure

Malakar's record (black crystal), knowledge of his true name and weakness.

DM Notes

Stealth is key. The Archive Sentinel is a powerful guardian. The black crystal contains Malakar's memories.

The Riot

Suggested Level: 9-10

The players incite a riot to distract the guards and reach the Core. This is a skill challenge with combat elements.

Creatures

Terrain Features

Main cell block, barricades, throne, hidden staircase.

Treasure

A key to the Core dropped by a dying guard.

DM Notes

Skill challenge: 3 successes before 3 failures. Success opens the path to the Core. Failure means capture.

The Core of Guilt

Suggested Level: 9-10

The final confrontation with Malakar at the Core of Guilt. The players must use the Key of Absolution or persuade him.

Creatures

Terrain Features

Floating crystal, black stone bridge, throne, unstable portal.

Treasure

The Core of Guilt, the Key of Absolution, Malakar's power.

DM Notes

Malakar uses legendary actions and lair actions. He can be redeemed with DC 20 Persuasion. The crystal can be shattered with the key.

Cell Block Breakout

Suggested Level: 3-4

The players must escape their cell block and avoid or defeat the guard golems patrolling the corridors.

Creatures

Terrain Features

Cramped cells, rusty bars, a loose stone hiding a rusty nail, dim lighting.

Treasure

Rusty nail (improvised weapon), a torn cloth map fragment.

DM Notes

The players have no equipment. They can use stealth or combat. The guard golems are slow but tough.

Yard of Lost Souls

Suggested Level: 3-4

A fight breaks out in the Central Yard over a scrap of bread. The players can intervene, ignore, or exploit the chaos.

Creatures

Terrain Features

Open yard, false sky, scattered debris, factions watching.

Treasure

A guard's key ring (if pickpocketed), a map fragment from Rusk.

DM Notes

This is a social encounter with potential combat. The players can make allies or enemies.

The First Trial

Suggested Level: 3-4

The players face illusions of their supposed crimes. The Warden watches. They must resist psychic damage and see through the lies.

Creatures

Terrain Features

Circular chamber, pit of green fire, balcony for the Warden.

Treasure

A clue: the Warden's symbol is a broken chain, but the real symbol is a whole chain.

DM Notes

Roleplay-heavy. Denying the crime convincingly grants Inspiration. Accepting deals 1d6 psychic damage but grants a clue.

Tunnels of Remorse

Suggested Level: 6-7

The players navigate the tunnels, decipher runes, and avoid or fight guard golems and a cave fisher.

Creatures

Terrain Features

Narrow tunnels, collapsed shaft, glowing runes, dripping water.

Treasure

Runes reveal Aethel's story, a mural of Malakar's betrayal.

DM Notes

The collapsed shaft can be cleared with Athletics DC 15. The glowing door leads to the Forge.

The Forge of Broken Chains

Suggested Level: 6-7

The players must convince Kaelen to help and gather starmetal while fighting a fire elemental.

Creatures

Terrain Features

Lava flow, massive anvil, chest of starmetal shards, secret door.

Treasure

3 Starmetal Shards, Kaelen's assistance, a hidden tunnel to the Archive.

DM Notes

The fire elemental is a tough fight. Players can use the lava flow to their advantage. Kaelen can be persuaded with DC 17.

Magic Items

Rusty Nail of Defiance Rusty Nail of Defiance Completed

Rusty Nail of Defiance

Common
A simple rusty nail that functions as a +1 improvised weapon. It was used by a previous inmate to scratch the message 'The Warden lies.'

Location

Act I - Cell Block D, hidden under a loose stone.

Attunement

No

Penitent's Robe Penitent's Robe Completed

Penitent's Robe

Uncommon
A white robe worn by the Penitents. While wearing it, you have advantage on saving throws against being frightened.

Location

Act I - Central Yard, given by Sora the Penitent if you earn her trust.

Attunement

No

Map Fragment of the Tunnels Map Fragment of the Tunnels Completed

Map Fragment of the Tunnels

Common
A torn piece of cloth showing a partial map of the tunnels beneath the Bastion. It grants advantage on Intelligence (Investigation) checks to navigate the tunnels.

Location

Act I - Cell Block D or Central Yard, found or given by Rusk.

Attunement

No

Starmetal Shard Starmetal Shard Completed

Starmetal Shard

Uncommon
A shard of starmetal from Aethel's broken chains. It is a material component for forging the Key of Absolution. It can also be used as a +1 sling bullet or thrown weapon.

Location

Act II - The Forge of Broken Chains, guarded by a fire elemental.

Attunement

No

Kaelen's Hammer Kaelen's Hammer Completed

Kaelen's Hammer

Rare
A masterwork smith's hammer that functions as a +1 warhammer. It deals an extra 1d6 fire damage when used at a forge.

Location

Act II - The Forge, given by Kaelen if you assist him at the forge.

Attunement

Yes

Archive Crystal Archive Crystal Completed

Archive Crystal

Uncommon
A small crystal record that contains a single memory. When you hold it, you can relive that memory as if it were your own. It can be used once per day to gain advantage on an Intelligence check.

Location

Act II - Archive of Sins, found among the shelves.

Attunement

No

Key of Absolution Key of Absolution Completed

Key of Absolution

Legendary
A key forged from starmetal and tempered with the Warden's blood. It can unlock any door in the Phantom Zone and can shatter the Core of Guilt or pierce Malakar's heart to redeem him.

Location

Act III - The Forge, forged by Kaelen after gathering components.

Attunement

Yes

Malakar's Broken Chain Malakar's Broken Chain Completed

Malakar's Broken Chain

Very Rare
A fragment of the chain that once bound Aethel. It is a +2 whip that deals an extra 1d8 psychic damage. It whispers doubts into the wielder's mind.

Location

Act III - The Core, found on Malakar's throne or taken from him.

Attunement

Yes

Aethel's Heart Aethel's Heart Completed

Aethel's Heart

Legendary
A glowing orb that contains the essence of the god Aethel. It can be used to cast 'Revivify' once per day. If Malakar is redeemed, he may gift it to the players.

Location

Act III - The Core, given by Aethel's Echo if the players choose redemption.

Attunement

Yes

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