Campaign Overview

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Set in the storm-battered kingdom of Veranis, Ironhold Prison dominates the cliff above the Sea of Sighs. The players awaken in iron shackles, accused of crimes they did not commit. Their main quest is to escape Ironhold, clear their names, and uncover the mastermind who framed them. A parallel goal is to dismantle a hidden conspiracy that reaches the king's council. The campaign begins with a prison-break plan woven from whispers among prisoners, guards who secretly owe them, and a sympathetic medic who can heal and de-escalate tensions. Side quests include investigating clandestine notes in the warden's office, locating a former jailer willing to spill secrets, and recovering a misplaced confession that proves their innocence. The main quest then shifts to survival and truth: once free, they are hunted by The Huntwrights, a mercenary company sanctioned to recapture escaped felons. The pursuit forces the party to navigate coastal towns, hidden enclaves, and a network of informants while avoiding capture and keeping their names from being erased. Central events include the public Trial of Iron, a televised condemnation designed to ruin them; a magical artifact called the Crown's Echo that records the truth and binds it to a person; and a race to reveal the real mastermind before the artifact is misused to cement power. Hooks include a guard who secretly aids the party, a veteran prisoner who remembers a crucial clue, and a noble who quietly seeks to restore his family's honor by exposing the frame-up. Challenges involve warded halls, iron golems, sewers beneath the fortress, treacherous stormy seas, and moral choices about sacrifice. Rewards include not only freedom and safe havens but alliances with dissenting factions, a legendary set of manacles that reveal truth, and a patron’s aid to navigate the post-escape hunt. The campaign ends with the truth revealed, the conspirators exposed, yet the hunt continues—freedom comes with a price, and the chase is far from over.

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