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Halo of Ash is a dark fantasy campaign of redemption, corruption, and impossible choices. The party descends into the underworld to rescue the angel Liora, the Dawnbringer, from the demon lord Malgrath. They fail. Liora is transformed into a demon, implanted with the Infernal Seed — a parasitic essence that will eventually consume her celestial soul entirely. Now the party must help her find a way to reverse the transformation, uncover the secrets of the underworld, and confront the greater power that orchestrated her fall. This is a story about what it means to be redeemed, and whether some falls can ever be undone.

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Player Handout

The heavens are silent. The portal closed behind you hours ago, and the only light now comes from the crimson sky of the Ashen Wastes. You came here to rescue an angel. You failed.

Liora, the Dawnbringer, was the brightest of the celestial host — a warrior of light who descended into the underworld to stop the demon lord Malgrath from opening a rift between the planes. She was captured. You followed her. You fought your way through the Citadel of Malgrath, and you were too late.

The ritual is complete. Liora is no longer an angel. Her wings are black, her halo is gone, and something dark grows within her — the Infernal Seed, a demonic essence that will consume her soul and birth a new demon from her ashes. She has perhaps a month before the transformation is complete.

But she is still alive. She is still herself. And she is begging you to help her.

You have one chance. Find the Font of Celestial Fire. Purge the Seed. Restore her halo. Or watch her become the very thing she swore to destroy.

Free Act I Preview
Levels 3 5 Sessions ، 5

Halo of Ash

Behind the screen

This is Act I of the Halo of Ash campaign, designed for a party of 4-5 characters of levels 3-5. The act covers the party's descent into the underworld, their failed rescue of the angel Liora, her transformation into a demon, and the first steps of their quest to reverse it. The act ends with the party learning that Malgrath is merely a servant of a greater power — the true architect of Liora's fall — and that the only way to save her is to find the Font of Celestial Fire, a legendary source of divine power hidden somewhere in the underworld. The act is designed to be played in 4-6 sessions.

Adventure Hooks

Hook 01

The Fallen Star

A celestial sign—a star falling into the underworld—draws the party's attention. A sage or priest reveals that the star is Liora, the Dawnbringer, who has been captured by the demon lord Malgrath. The party is asked to descend into the underworld and rescue her before she is lost forever.

Hook 02

The Angel's Plea

A dying celestial messenger arrives with a desperate plea from Liora. She is trapped in the Citadel of Malgrath and begs for rescue. The messenger provides a portal key to the Ashen Wastes and warns that time is short—the ritual to transform her is nearly complete.

Act Structure

Act I: The Descent into Ash

Recommended level: 3-5

The party descends into the underworld to rescue the angel Liora from the demon lord Malgrath. They navigate the Ashen Wastes, infiltrate the Citadel of Malgrath, and confront the demon lord in his ritual chamber. They fail — Malgrath completes the ritual, and Liora is transformed into a demon, implanted with the Infernal Seed. The party escapes with her, and in the aftermath, they learn that Malgrath is merely a servant of a greater power, and that the only way to save Liora is to find the Font of Celestial Fire. The act ends with the party setting out on their quest, the first hints of the true villain beginning to emerge.

Objectives

  • Descend into the underworld and navigate the Ashen Wastes.
  • Infiltrate the Citadel of Malgrath and locate Liora.
  • Confront Malgrath and attempt to stop the ritual.
  • Escape with the transformed Liora and learn about the Infernal Seed.
  • Discover the first clues about the Font of Celestial Fire and the greater villain.

The Ashen Wastes

The Ashen Wastes, the threshold of the underworld.

Read aloud

The portal closes behind you with a sound like a dying breath. Before you stretches the Ashen Wastes — a vast, gray desert of volcanic ash and shattered obsidian, lit by a sky of churning crimson clouds. The air is thick with sulfur and ash, and the ground crunches beneath your boots like crushed bone. In the distance, a black spire rises from the wasteland, its peak wreathed in green fire. That is the Citadel of Malgrath, and somewhere within it, the angel Liora is held captive. You have perhaps a day before the ritual is complete.

Running this scene

The Ashen Wastes are a hostile environment. The party must navigate through the wasteland to reach the Citadel. The air is thick with ash, and the ground is unstable. There are wandering demons and other hazards. The party has a time limit — they must reach the Citadel before the ritual is complete. Use the time pressure to create tension. The Ashen Wastes are also home to a small group of escaped slaves — former mortals who were captured by Malgrath and are now hiding in the wastes.

They can provide information about the Citadel and the ritual, but they are terrified and will only help if the party earns their trust. Encounter rosters: 4 Imp and 1 Quasit patrol the wastes; 2 Hell Hound roam the ash dunes near the Citadel.

Checks
  • DC 13 Wisdom (Survival) to navigate through the Ashen Wastes without getting lost. Success: The party finds a safe path through the ash dunes and reaches the Citadel in time. Failure: The party gets lost and loses precious hours, arriving at the Citadel just as the ritual begins.
  • DC 14 Constitution saving throw to resist the choking ash. Success: The party endures the ash without ill effect. Failure: Each character takes 1 level of exhaustion from the choking ash.
  • DC 12 Dexterity (Stealth) to avoid a patrol of demons. Success: The party slips past the patrol unnoticed. Failure: The party is spotted, and they must fight or flee. Encounter: 4 Imp and 1 Quasit.
  • DC 15 Charisma (Persuasion) to convince the escaped slaves to share what they know. Success: The slaves tell the party about the Citadel's layout, the ritual, and the fact that Malgrath is not the true master of the underworld. Failure: The slaves refuse to speak, and the party must find another way to get the information.
Clues
  • The party finds a broken piece of Liora's halo in the ash, indicating she was here.
  • They also find tracks leading toward the Citadel.
  • If they talk to the escaped slaves, they learn that Malgrath is preparing a ritual to transform Liora into a demon, and that he is acting on behalf of a greater power — a name the slaves whisper with fear: 'The Hollow King.'
Where next
  • After navigating the Ashen Wastes, the party reaches the Citadel of Malgrath.

The Citadel of Malgrath

The Citadel of Malgrath, the underworld fortress.

Read aloud

The Citadel of Malgrath rises before you, a massive structure of black iron and bone. Chains the size of trees hang from its walls, and the air is thick with the smell of sulfur and blood. The gates are guarded by demons, and the walls are patrolled by winged horrors. Somewhere inside, Liora is being held. You can hear her screams echoing from the highest tower.

Running this scene

The party must infiltrate the Citadel. They can fight their way in, sneak in, or find another way. The Citadel is heavily guarded. The party has a time limit — the ritual is almost complete. The Citadel has three levels: the dungeons (where prisoners are held), the main hall (where Malgrath's throne is), and the ritual chamber (at the top of the highest tower). The party must navigate through the Citadel to reach the ritual chamber.

Along the way, they can find information about Malgrath, the ritual, and the greater power behind him. Encounter rosters: 2 Hell Hound and 4 Imp guard the main gate; 1 Barbed Devil and 2 Quasit patrol the main hall; 1 Bearded Devil and 3 Imp guard the ritual chamber entrance.

Checks
  • DC 15 Dexterity (Stealth) to sneak past the guards. Success: The party slips through the Citadel unnoticed. Failure: The party is spotted, and they must fight. Encounter: 2 Hell Hound and 4 Imp.
  • DC 14 Charisma (Deception) to bluff their way past a demon guard. Success: The guard believes the party's cover story and lets them pass. Failure: The guard sees through the deception and attacks. Encounter: 1 Barbed Devil and 2 Quasit.
  • DC 16 Strength (Athletics) to climb the walls. Success: The party scales the walls and enters the Citadel through a window. Failure: The party falls, taking 2d6 bludgeoning damage, and must find another way in.
  • DC 13 Intelligence (Investigation) to find a map of the Citadel. Success: The party finds a map that shows the layout of the Citadel, including the ritual chamber. Failure: The party must navigate blindly.
Clues
  • The party finds a map of the Citadel, or overhears a conversation about the ritual.
  • They learn that Malgrath is preparing a ritual to transform Liora into a demon, and that the ritual requires a 'Seed of the Abyss' — a demonic essence that will be implanted in her.
  • They also learn that Malgrath is acting on behalf of a greater power, and that the ritual is part of a larger plan.
Where next
  • The party enters the Citadel and makes their way to the ritual chamber.

The Ritual

The Ritual Chamber, deep within the Citadel.

Read aloud

The ritual chamber is a vast, circular room lit by green fire. At its center, Liora is bound to an altar of black stone, her wings pinned and her halo flickering. Malgrath stands over her, chanting in a language that hurts to hear. The ritual is almost complete. You have to act now.

Running this scene

This is the climax of Act I. The party must confront Malgrath and try to stop the ritual. However, they fail — Malgrath completes the ritual, and Liora is transformed. The party must then escape with her. Malgrath is a powerful demon lord, but he is not the ultimate villain of the campaign. He is a servant of the Hollow King. During the fight, Malgrath should taunt the party, revealing that Liora's transformation is part of a larger plan, and that the Hollow King is the true architect of her fall.

The party cannot defeat Malgrath in direct combat — he is too powerful. Instead, they must disrupt the ritual, grab Liora, and escape. The ritual takes 3 rounds to complete. The party must act quickly. Encounter rosters: 1 Malgrath (central villain, use his forthcoming character sheet), 2 Erinyes and 4 Imp as ritual guards.

Checks
  • DC 15 Initiative or Dexterity check to act before the ritual completes. Success: The party acts before the ritual completes, giving them a chance to disrupt it. Failure: The ritual completes before the party can act, and Liora is transformed.
  • DC 16 attack roll or spell to disrupt the ritual. Success: The party disrupts the ritual, delaying it by 1 round. Failure: The ritual continues uninterrupted.
  • DC 14 Wisdom saving throw to resist the psychic backlash of the ritual. Success: The party resists the backlash. Failure: Each character takes 3d6 psychic damage and is stunned until the end of their next turn.
  • DC 13 Charisma (Intimidation) to force Malgrath to reveal information about the Hollow King. Success: Malgrath, amused by the party's defiance, reveals that the Hollow King is the true master of the underworld, and that Liora's transformation is part of a plan to open a rift between the planes. Failure: Malgrath says nothing, and the party must find another way to learn the truth.
Clues
  • The party learns that the Infernal Seed has been implanted in Liora, and that it will eventually transform her fully into a demon.
  • They also learn that there may be a way to reverse the transformation — the Font of Celestial Fire, a legendary source of divine power hidden somewhere in the underworld.
  • Malgrath taunts them with the knowledge that the Font is guarded by the Hollow King's most powerful servants, and that no one has ever found it and returned.
Where next
  • The party escapes the Citadel with the transformed Liora.

The Aftermath

A hidden cave in the Ashen Wastes.

Read aloud

You have escaped the Citadel, but at a terrible cost. Liora lies before you, her wings now black and tattered, her halo gone. She is no longer an angel — she is a demon. But she is still alive, and she is still herself. She looks at you with eyes that are still hers, and whispers, 'Please... help me.'

Running this scene

The party must now help Liora find a way to reverse the transformation. They learn about the Infernal Seed and the possible ways to remove it. The Infernal Seed is a parasitic essence that is slowly consuming Liora's celestial soul. It will take about a month for the transformation to complete. Once it does, Liora will become a full demon, and her original self will be lost forever. The party must find the Font of Celestial Fire, a legendary source of divine power that can purge the Seed and restore Liora's halo.

The Font is hidden somewhere in the underworld, and it is guarded by the Hollow King's most powerful servants. The party also learns that Malgrath is not the ultimate villain — he is a servant of the Hollow King, a mysterious figure who rules the underworld from the shadows. The Hollow King is the true architect of Liora's fall, and he has plans that extend far beyond her transformation. Encounter rosters: 2 Quasit and 1 Imp scout the cave entrance; 1 Nightmare patrols the ash dunes outside.

Checks
  • DC 13 Intelligence (Arcana) to understand the nature of the Infernal Seed. Success: The party learns that the Seed is a parasitic essence that is consuming Liora's celestial soul, and that it can be purged by the Font of Celestial Fire. Failure: The party learns only that the Seed is dangerous and that time is running out.
  • DC 14 Wisdom (Medicine) to stabilize Liora's condition. Success: The party stabilizes Liora, slowing the progress of the Seed by a few days. Failure: Liora's condition worsens, and the Seed progresses faster.
  • DC 12 Charisma (Persuasion) to calm Liora and convince her to keep fighting. Success: Liora finds the strength to keep fighting, and she agrees to help the party find the Font. Failure: Liora despairs, and the party must find another way to motivate her.
  • DC 15 Intelligence (History) to recall legends about the Font of Celestial Fire. Success: The party recalls that the Font is a legendary source of divine power, hidden somewhere in the underworld, and that it is guarded by the Hollow King's most powerful servants. Failure: The party knows only that the Font exists, but not where to find it.
Clues
  • The party learns that the Infernal Seed can be removed by finding the Font of Celestial Fire.
  • They also learn that Malgrath is not the ultimate villain — he is a servant of the Hollow King.
  • The party finds a fragment of an ancient map that shows the location of the Font, but the map is incomplete.
  • They also find a journal belonging to a previous adventurer who tried to find the Font and failed, which contains clues about the Font's location and the dangers that guard it.
Where next
  • The party sets out to find a way to reverse the transformation, beginning their quest. The first hints of the Hollow King's true nature begin to emerge.

Milestone: The party reaches level 5 after completing Act I.

Villain Character Sheets

Malgrath Malgrath

Malgrath, Demon Lord of the Citadel, is a towering figure wreathed in perpetual green flame, his obsidian skin fissured with veins of ember…

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Villain Plans

Malgrath Character Sheet

Demon Lord of the Citadel, Servant of the Hollow King

Motivation

Malgrath seeks to serve the Hollow King by opening a rift between the planes. He believes that by transforming Liora into a demon, he will earn great favor and power. He is ambitious and cruel, but ultimately a pawn.

Personality

Malgrath is arrogant, theatrical, and cruel. He enjoys taunting his enemies and gloating over his victories. He speaks in a deep, resonant voice and often uses grandiose language. He is not easily angered, but he is merciless when crossed.

Resources

  • The Citadel of Malgrath
  • Legions of demons (imps, quasits, hell hounds, erinyes)
  • Ritual magic
  • The Infernal Seed
  • Access to the Hollow King's network of spies and servants

Battle Plan

Malgrath does not engage in direct combat unless forced. He prefers to let his minions fight while he completes the ritual. If attacked, he uses powerful spells (such as fireball, hold monster, and telekinesis) and legendary actions to punish the party. He will not pursue the party if they flee, as his primary goal is the ritual. He taunts them with the truth about the Hollow King, hoping to sow despair.

Defeat or Redemption

Malgrath cannot be defeated in Act I. If reduced to 0 hit points, he dissolves into green flame and reforms in the Citadel after 1d4 days, vowing revenge. He is a recurring villain who will play a larger role in later acts. He is beyond redemption, but his master, the Hollow King, is the true threat.

Running Notes

Recommended party: 4-5 characters of levels 3-5. A balanced party is recommended: at least one healer (Cleric, Druid, or Paladin), one arcane caster (Wizard, Sorcerer, or Warlock), one martial character (Fighter, Barbarian, or Rogue), and one support character (Bard, Ranger, or Monk). Characters with ties to the celestial or infernal planes — Tieflings, Clerics of light deities, Warlocks with celestial patrons — will find their backstories deeply woven into the campaign.

Session Zero

Before starting, discuss the themes of corruption, redemption, and body horror. Ensure all players are comfortable with the pregnancy/transformation plot, as it is central to the campaign. Establish why each character cares about Liora—perhaps she saved them, they are devoted to her deity, or they owe her a debt. Set expectations that Act I ends in failure, but that failure is the catalyst for the campaign. Use safety tools like the X-card or lines and veils. Discuss how the party knows each other and why they are working together. Provide pre-generated character hooks if needed.

Scaling Guidance

For a party of 4 characters, use the encounters as written. For 5 characters, add 1 Imp to each encounter and 1 Hell Hound to the Citadel Gate. For 3 characters, remove 1 Imp from each encounter and 1 Hell Hound from the Citadel Gate. If the party is level 3, reduce the number of Erinyes in the Ritual to 1 and have Malgrath's legendary action deal 3d6 fire damage. If the party is level 5, add 1 Erinyes to the Ritual and increase Malgrath's legendary action to 5d6 fire damage. The Ritual encounter is not meant to be won; adjust Malgrath's actions to ensure the party can escape. If the party is struggling, have Malgrath focus on the ritual and ignore them until they directly interfere.

DM Advice

Act I is a tragedy. The party should feel the weight of their failure. Emphasize the time pressure—they have only a day before the ritual completes. Malgrath should be a memorable villain, but the true threat is the Hollow King. Foreshadow the Hollow King through whispers, symbols, and the slaves' fear. The transformation of Liora should be visceral and emotional. The escape from the Citadel should be a desperate chase. The aftermath is a quiet, character-driven scene where the party learns about the Font and the Hollow King. Use the magic items to provide hope and direction. The Halo Fragment can be a source of comfort, the Infernal Seed Pendant a reminder of their failure, and the Map Fragment a guide. Encourage roleplay and let the players grieve. The campaign continues in Act II, where they will journey to find the Font.

Secrets & Clues

  • Malgrath is not the true master of the underworld; he serves the Hollow King.
  • The Infernal Seed is a parasitic essence that will consume Liora's celestial soul within a month.
  • The Font of Celestial Fire can purge the Seed and restore Liora's halo.
  • The Font is hidden in the underworld and guarded by the Hollow King's most powerful servants.

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Villain Character Sheets

Malgrath Malgrath

Malgrath, Demon Lord of the Citadel, is a towering figure wreathed in perpetual green flame, his obsidian skin fissured with veins of ember…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

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Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

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Villain Plans

Malgrath Character Sheet

Demon Lord of the Citadel, Servant of the Hollow King

Motivation

Malgrath seeks to serve the Hollow King by opening a rift between the planes. He believes that by transforming Liora into a demon, he will earn great favor and power. He is ambitious and cruel, but ultimately a pawn.

Personality

Malgrath is arrogant, theatrical, and cruel. He enjoys taunting his enemies and gloating over his victories. He speaks in a deep, resonant voice and often uses grandiose language. He is not easily angered, but he is merciless when crossed.

Resources

  • The Citadel of Malgrath
  • Legions of demons (imps, quasits, hell hounds, erinyes)
  • Ritual magic
  • The Infernal Seed
  • Access to the Hollow King's network of spies and servants

Battle Plan

Malgrath does not engage in direct combat unless forced. He prefers to let his minions fight while he completes the ritual. If attacked, he uses powerful spells (such as fireball, hold monster, and telekinesis) and legendary actions to punish the party. He will not pursue the party if they flee, as his primary goal is the ritual. He taunts them with the truth about the Hollow King, hoping to sow despair.

Defeat or Redemption

Malgrath cannot be defeated in Act I. If reduced to 0 hit points, he dissolves into green flame and reforms in the Citadel after 1d4 days, vowing revenge. He is a recurring villain who will play a larger role in later acts. He is beyond redemption, but his master, the Hollow King, is the true threat.

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Encounters

Ash Wastes Patrol

Suggested Level: 3-4

A patrol of demons roams the Ashen Wastes, searching for intruders. The party can avoid them with stealth or fight them.

Creatures

Terrain Features

Ash dunes, obsidian shards, sulfur vents.

Treasure

None

DM Notes

The patrol is not a major threat, but it can delay the party. If the party is spotted, they must fight or flee. The Quasit may try to flee and warn the Citadel.

Citadel Gate

Suggested Level: 3-5

The main gate of the Citadel of Malgrath is guarded by hell hounds and imps. The party must find a way past them.

Creatures

Terrain Features

Black iron gate, chains, watchtowers.

Treasure

None

DM Notes

The party can fight, sneak, or bluff their way past. The hell hounds are loyal and will not be easily deceived. If the party fights, the noise may attract reinforcements.

The Ritual Chamber

Suggested Level: 4-5

Malgrath completes the ritual to transform Liora. The party must disrupt it and escape with her.

Creatures

Terrain Features

Green fire, black stone altar, ritual circle.

Treasure

None

DM Notes

The party cannot defeat Malgrath. They must disrupt the ritual, grab Liora, and escape. Malgrath will taunt them with the truth about the Hollow King.

Magic Items

Halo Fragment Halo Fragment Completed

Halo Fragment

Uncommon
A broken piece of Liora's halo, still glowing with faint celestial light. When held, it provides a sense of warmth and hope. It can be used as a holy symbol. Once per day, the bearer can cast bless without expending a spell slot.

Location

Found in the Ashen Wastes, near where Liora was captured.

Attunement

No

Infernal Seed Pendant Infernal Seed Pendant Completed

Infernal Seed Pendant

Rare
A black iron pendant that contains a tiny, pulsing fragment of the Infernal Seed. It allows the bearer to communicate telepathically with Liora over any distance, but each use causes 1d4 psychic damage to the bearer. It also grants advantage on saving throws against being charmed or frightened.

Location

Found in the Ritual Chamber after the ritual.

Attunement

Yes

Map Fragment of the Font Map Fragment of the Font Completed

Map Fragment of the Font

Uncommon
A piece of ancient parchment that shows part of a map to the Font of Celestial Fire. It is incomplete, but it reveals the first step of the journey: a hidden cave in the Ashen Wastes. When held, it faintly glows in the direction of the Font.

Location

Found in the aftermath, in the hidden cave, inside a previous adventurer's journal.

Attunement

No

Player Characters

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