The adventure ahead

Campaign Overview

You were heroes. You stormed the Obsidian Throne, cornered the tyrant King Kaelthar Vane, and listened to his final monologue. Then the floor vanished. His last precaution, a pact-forged banishment trap, hurled you and your party into Avernus, the First Layer of the Nine Hells. The campaign begins in the Brazen Wastes, where survival is a daily battle and every devil has a price. To escape, you must bargain with infernal warlords, cross the River Styx, and seize a portal key.

But when you finally return to the Material Plane, you discover that time in Avernus does not flow like time at home. Decades have passed. Your allies are dead. King Vane is now Emperor Vane, and his rule is absolute. You must forge new alliances, uncover the secret of his immortality, and march on the Obsidian Throne once more. This time, there is no last precaution left to save him.

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Player Handout

PLAYER HANDOUT

You were heroes. You fought your way through the Obsidian Throne, defeated the tyrant's guards, and stood before King Kaelthar Vane. He smiled, spoke of destiny, and then the floor beneath you turned to black glass. A trap, his last precaution, activated. You fell through fire and screaming wind. You woke in Avernus.

Avernus is the First Layer of the Nine Hells: a wasteland of black sand, volcanic ridges, and bronze citadels under a blood-red sky. The air smells of sulfur and old blood. Devils patrol the wastes, soul coins clink in infernal markets, and every bargain has a hidden cost. You have your gear, your wounds, and each other. You do not have a way home.

Tone: Dark survival, infernal politics, and defiant heroism. The campaign begins with desperation and ends with a war for the mortal world. Expect hard choices, strange alliances, and the cost of time.

Starting Hook: You awaken on a ridge of black glass. A bronze coin with Vane's face lies in the ash. In the distance, a citadel of rusted iron flies a banner of a horned skull. You are not alone. Something is coming.

Playable Module
Levels 11 20 Sessions 30-40 sessions

Ashes of the Banished: The Avernus Return

Behind the screen

DM-ONLY OVERVIEW

Adventure Tier: High-level heroic fantasy with infernal survival, political alliance-building, and a final apocalyptic confrontation. Recommended for 4-6 characters, starting at 11th level and ending at 20th level. Estimated 30-40 sessions.

Villain Plan: Emperor Kaelthar Vane was once a mortal king who made a pact with Duke Vorgath, an infernal warlord of Avernus. Vorgath granted Vane a banishment trap and a soul engine: a device that consumes mortal souls to extend Vane's life and power. When the party was banished, Vane used the decades of their absence to conquer the Material Plane. He now rules from the Obsidian Throne, sustained by the soul engine and advised by a cabal of infernal diplomats.

His final precaution is a dead man's switch: if he dies without the soul engine being destroyed first, the engine detonates and drags a hundred-mile radius into Avernus. Vane does not use a monster stat block; he uses his forthcoming character sheet. Do not assign him an SRD monster stat block.

Secrets: The party's old allies were captured and their souls are trapped inside the soul engine. Duke Vorgath was betrayed by Vane, who stopped paying his infernal tithe. Vorgath will help the party escape Avernus if they promise to destroy Vane. The original pact contract is hidden in the Emperor's Vault beneath the Obsidian Throne. Destroying the contract and the soul engine together is the only way to kill Vane permanently without triggering the dead man's switch.

Clue Flow: Act 1 clues point to Vorgath's contract, the River Styx memory toll, and the bronze portal coin. Act 2 clues reveal the soul engine, the Emperor's immortality, and the location of the original pact. Act 3 clues lead to the vault, the contract, and the dead man's switch. If the party misses a clue, use Mara Voss or the Oracle of the Broken Star to repeat it in a new context.

Failure States: If the party dies in Avernus, their souls become soul coins and the campaign ends in damnation. If they fail to unite the free peoples in Act 2, the siege of Emberhold fails and the Emperor's armies crush the resistance. If they kill Vane before destroying the soul engine, the dead man's switch triggers and a large region of the Material Plane is dragged into Avernus. If they fail the final battle, the Emperor completes his ritual and the Material Plane becomes a new layer of the Nine Hells.

Pacing Notes: Act 1 should run 8-10 sessions, focusing on survival, infernal bargaining, and escape. Act 2 should run 10-12 sessions, focusing on exploration, alliance-building, and the first major victory. Act 3 should run 12-18 sessions, focusing on politics, infiltration, the vault, and the final battle. Use milestone leveling: Act 1 ends at 13th level, Act 2 ends at 16th level, Act 3 ends at 20th level.

Adventure Hooks

Hook 01

The Bronze Coin

The party finds a bronze coin stamped with Vane's face in the ash of the Brazen Wastes. It is one of three key fragments needed to activate the Gate of Ash and return home.

Hook 02

Vorgath's Invitation

A spy from Duke Vorgath approaches the party, offering an invitation to the Rusted Citadel. The duke wishes to bargain: he will help them escape Avernus if they promise to destroy Emperor Vane.

Hook 03

The Ferryman's Toll

To cross the River Styx, the Pale Oarsman demands a true memory from each passenger. The party must decide what they are willing to forget.

Hook 04

Mara's Plea

Upon returning to the Material Plane, Mara Voss, leader of the Emberfall resistance, finds the party. She reveals that forty-three years have passed and Emperor Vane rules unchallenged. She begs for their help.

Act Structure

Act 1: Chains of the First Hell

Recommended level: 11-13

The party is stranded in Avernus after Emperor Vane's banishment trap. They must survive the Brazen Wastes, bargain with the infernal warlord Duke Vorgath, cross the River Styx, and seize a portal key to return to the Material Plane. Every step forces them to confront infernal politics and the cost of escape.

Objectives

  • Survive the initial crash and learn the nature of Avernus.
  • Reach the Rusted Citadel and negotiate with Duke Vorgath.
  • Cross the River Styx without losing essential memories.
  • Activate the Gate of Ash and return to the Material Plane.

Crash of the Banished

The Brazen Wastes, a black sand desert under a blood-red sky.

Read aloud

You hit the ground hard. Black sand hisses against your armor. The sky is a bruise of red and bronze, and a distant citadel of rusted iron crawls with winged shapes. A bronze coin lies in the ash beside you, stamped with a face you hate: King Kaelthar Vane. Somewhere nearby, something laughs.

Running this scene

The party begins with all gear but no mounts or allies. They are exhausted from the battle and banishment. Use the first scene to establish survival pressure. A group of infernal scavengers (use appropriate SRD devils or mercenaries) approaches within minutes. Duke Vorgath's spies are watching from a distance; they will intervene only if the party looks useful. The bronze coin is a portal key fragment and a clue to Vane's pact.

Checks
  • DC 15 Wisdom (Survival): Find shelter from the ash storm. Success grants a safe short rest. Failure causes 1 level of exhaustion.
  • DC 14 Intelligence (Arcana): Identify the plane as Avernus and recall that portals require infernal keys. Success reveals the bronze coin is one of three key fragments.
  • DC 13 Charisma (Persuasion): Convince a scavenger to talk instead of fight. Success reveals Duke Vorgath's citadel and his hatred for Vane.
Clues
  • The bronze coin bears Vane's face on one side and infernal script on the other: 'Debt unpaid, soul reclaimed.'
  • Scavengers whisper that Duke Vorgath was betrayed by a mortal king.
  • A trail of soul coins leads toward the Rusted Citadel.
Where next
  • Following the soul coins or interrogating a scavenger leads to the Rusted Citadel.
  • If the party avoids the scavengers, Vorgath's spies approach and offer a 'invitation' to the citadel.

The Rusted Citadel

The Rusted Citadel, fortress of Duke Vorgath.

Read aloud

The citadel rises from the waste like a broken sword. Rusted iron plates groan in the wind, and banners of flayed hide snap above the walls. At the gate, a horned devil in brass armor watches you with patient hunger. 'The duke has been expecting someone,' it says. 'He did not say you would be alive.'

Running this scene

Duke Vorgath is an infernal warlord, not the campaign villain. He was Vane's patron and was betrayed when Vane stopped paying his tithe. Vorgath wants the party to destroy Vane and will trade a portal key fragment for a promise. He is cunning, cruel, and honest about his intentions. Do not use a monster stat block for Vorgath if he fights; he is a major NPC and should be handled narratively or with a custom stat block if needed. The party can fight their way in, sneak in, or negotiate.

Checks
  • DC 16 Dexterity (Stealth): Infiltrate the citadel through the slag vents. Success avoids the gate guards and reaches Vorgath's throne room unseen.
  • DC 15 Charisma (Intimidation): Demand an audience with Vorgath. Success earns a meeting, but Vorgath marks the party as bold and dangerous.
  • DC 17 Strength (Athletics): Climb the rusted outer wall. Success allows entry through a collapsed tower. Failure causes 2d6 slashing damage and alerts a patrol.
Clues
  • Vorgath's contract names Kaelthar Vane and mentions a 'soul engine' built in the Material Plane.
  • Vorgath reveals that Vane's banishment trap was powered by the same pact that sustains him.
  • The portal key fragment is a bronze coin identical to the one found in the wastes.
Where next
  • Vorgath gives the party the second key fragment and directs them to the River Styx.
  • If the party refuses his deal, he offers a trial: retrieve a stolen soul coin from the Styx ferryman.

Ferry of Lost Names

The River Styx, a black river of forgetting.

Read aloud

The River Styx slides through the waste like oil. A flat-bottomed boat waits at a dock of bone, crewed by a pale oarsman whose face is a smooth blank. He holds out a hand. 'Passage costs a memory,' he says. 'A true one. Something you cannot afford to lose.'

Running this scene

The Pale Oarsman is an ancient ferryman, not a devil. He demands a memory from each passenger. The memory is permanently lost unless the party later recovers it from the soul engine in Act 3. This is a major roleplaying moment. The party can pay, trick, or fight him. Fighting him is dangerous; he is not a standard monster and should be treated as a legendary guardian. The third key fragment is hidden in his boat.

Checks
  • DC 18 Wisdom saving throw: Resist the memory drain. Success means the memory is only suppressed, not lost. Failure means the character forgets a key ally or event.
  • DC 16 Charisma (Deception): Offer a false memory. Success fools the oarsman for one crossing, but he will remember the insult.
  • DC 15 Intelligence (History): Recall a true but painful memory that satisfies the toll without crippling the character.
Clues
  • The oarsman's boat contains a bronze coin with Vane's face, the third key fragment.
  • A lost memory reveals Vane's original name and the wording of his pact.
  • The oarsman mentions that the soul engine 'drinks the years' and that time in Avernus is a lie.
Where next
  • The ferry crosses to the Gate of Ash.
  • If the party fights the oarsman, they can seize the boat but attract the attention of a infernal patrol.

The Gate of Ash

A volcanic portal at the edge of the Brazen Wastes.

Read aloud

The Gate of Ash is a ring of obsidian set into a cliff of cooling lava. Three bronze coins fit into slots around its rim. As you approach, the air shimmers and a voice like grinding stone says, 'Return is not free. The mortal world has moved on. Are you sure you want to see what you left behind?'

Running this scene

The portal requires all three key fragments. The guardian is an infernal construct or a pit fiend bound to the gate. It will not stop the party if they have the keys, but it will warn them about time dilation. This is the final scene of Act 1. When the party activates the portal, they are pulled through and emerge in the Material Plane. The transition is disorienting; they arrive in the ruins of their old headquarters.

Checks
  • DC 18 Intelligence (Arcana): Activate the portal correctly. Success opens a stable gate. Failure opens a gate to a random layer of the Nine Hells.
  • DC 17 Strength (Athletics): Hold the gate open long enough for everyone to pass. Success prevents a party member from being left behind.
  • DC 16 Constitution saving throw: Resist the portal's heat and soul-drain. Failure causes 4d6 fire damage and 1 level of exhaustion.
Clues
  • The guardian confirms that decades have passed in the Material Plane.
  • The portal's rim is engraved with the same infernal script as Vane's coin: 'Debt unpaid, soul reclaimed.'
  • A vision through the gate shows a ruined city and a skyline dominated by a black throne.
Where next
  • The party steps through the Gate of Ash and arrives in Act 2.
  • If the portal is unstable, they arrive in the wrong location and must travel to the ruins of Emberfall.

Milestone: The party escapes Avernus and returns to the Material Plane. They reach 13th level.

Act 2: Ashes of the Living World

Recommended level: 13-16

Decades have passed. Emperor Vane rules the Material Plane with an iron fist, sustained by a soul engine. The party must find new allies, uncover the secret of Vane's immortality, and win their first major victory at Emberhold. The world has changed, and the heroes are now legends out of time.

Objectives

  • Discover the fate of the old kingdom and the party's former allies.
  • Forge an alliance with the Free Port of Tidewatch and the rebel mages.
  • Consult the Oracle of the Broken Star to learn Vane's weakness.
  • Win the Siege of Emberhold and capture a key to the Obsidian Throne.

The Silent Capital

Ruins of Emberfall, the former capital city.

Read aloud

Emberfall is a graveyard of familiar streets. The gates are melted slag. Weeds grow through the cobblestones, and a black obelisk stands in the central square, carved with the names of the dead. At its base, a woman in a worn cloak watches you. 'You're them,' she says. 'The ones who vanished. You haven't aged a day. It's been forty-three years.'

Running this scene

Mara Voss is the leader of the Emberfall resistance. She was a child when the party disappeared. She can provide information about the new world, Emperor Vane, and the soul engine. The obelisk lists the names of the party's old allies, all dead. This scene is emotional and exposition-heavy. Allow the players to react. Mara will test them before trusting them.

Checks
  • DC 15 Wisdom (Perception): Spot the ambush prepared by Mara's scouts. Success avoids being surrounded.
  • DC 14 Charisma (Persuasion): Convince Mara that you are not Vane's agents. Success earns her trust and a safe house.
  • DC 16 Intelligence (Investigation): Find the graves of old allies. Success reveals that their bodies were taken by Vane's soul collectors.
Clues
  • Mara reveals that Emperor Vane has not aged in forty years.
  • The obelisk's names include the party's old allies, but their graves are empty.
  • A soul collector's sigil is carved into the obelisk's base.
Where next
  • Mara directs the party to the Free Port of Tidewatch to meet the rebel mages.
  • If the party earns her trust, she provides a map of Vane's patrol routes.

The Free Port of Tidewatch

Tidewatch, a coastal city of merchants and refugees.

Read aloud

Tidewatch smells of salt, fish, and fear. Ships fly no flags, and the docks are crowded with refugees from the interior. In a warehouse near the waterfront, three factions argue around a table: merchant princes in silk, rebel mages in ash-stained robes, and a scarred sea captain. They stop when you enter. 'The ghosts of Emberfall,' the captain says. 'We heard you were dead.'

Running this scene

This scene is about alliance-building. The merchant princes want trade routes protected. The rebel mages want revenge for the soul engine. The sea captain wants his crew freed from Vane's prison. The party must negotiate a united front. A traitor among the factions is feeding information to Vane. The traitor is a minor noble named Lord Harrow, who can be exposed with investigation.

Checks
  • DC 16 Charisma (Persuasion): Unite the factions under a single banner. Success creates the Free Peoples Alliance.
  • DC 15 Wisdom (Insight): Detect Lord Harrow's nervousness and lies. Success identifies him as the traitor.
  • DC 17 Dexterity (Sleight of Hand): Steal a copy of Vane's trade treaty from Harrow's satchel. Success reveals the location of the soul engine.
Clues
  • The treaty mentions a 'soul engine' beneath the Obsidian Throne.
  • Harrow's letters are sealed with the Emperor's personal sigil.
  • The rebel mages know a ritual that can weaken the soul engine if they have the original pact contract.
Where next
  • The alliance agrees to meet at the Oracle of the Broken Star.
  • If Harrow escapes, he warns Vane and increases patrols on the road to Emberhold.

The Oracle of the Broken Star

A mountain observatory above the clouds.

Read aloud

The observatory is a shattered dome open to a sky full of falling stars. An ancient figure sits in a throne of meteoric iron, eyes covered by a silver band. 'You seek the emperor's death,' the Oracle says. 'But death is a door he has locked from the other side. The key is in his vault, and the vault is in his heart.'

Running this scene

The Oracle is cryptic but truthful. She reveals that Vane's immortality is tied to the soul engine and the original pact contract. She also warns that killing Vane without destroying the engine will trigger a dead man's switch. The Oracle will answer three questions. Each question requires a sacrifice: a memory, a magic item, or a promise.

Checks
  • DC 18 Intelligence (Arcana): Interpret the Oracle's prophecy. Success reveals the exact location of the Emperor's Vault.
  • DC 16 Wisdom (Insight): Ask the right question. Success reveals the name of the infernal duke who holds the pact: Duke Vorgath.
  • DC 15 Charisma (Persuasion): Convince the Oracle to answer a fourth question. Success reveals the dead man's switch.
Clues
  • The soul engine is powered by the souls of the party's old allies.
  • The original pact contract is in the Emperor's Vault beneath the Obsidian Throne.
  • Duke Vorgath can be summoned to testify against Vane if the party has the contract.
Where next
  • The Oracle opens a mountain path to Emberhold.
  • She warns that Vane's general, Lord Malrec, holds a key to the Obsidian Throne.

The Siege of Emberhold

Emberhold, a fortress city on the road to the Obsidian Throne.

Read aloud

Emberhold's walls are black basalt, and its gates are reinforced with infernal iron. Vane's banner flies above the keep: a crown of embers on a field of ash. The Free Peoples Alliance waits in the hills. Mara Voss looks at you. 'You started this war forty years ago. Ready to finish it?'

Running this scene

This is the first major battle of Act 2. The party can lead the assault, infiltrate the fortress, or sabotage the gates. Lord Malrec commands the garrison. He is a mortal general with an infernal bodyguard. If captured, he can be interrogated for the key to the Obsidian Throne. The battle should feel large but winnable. Use mass combat rules or narrative combat as preferred.

Checks
  • DC 17 Strength (Athletics): Lead the charge and breach the gate. Success opens the way for the alliance.
  • DC 16 Dexterity (Stealth): Infiltrate the fortress and open the gates from within. Success avoids heavy casualties.
  • DC 18 Charisma (Intimidation): Rout the defenders by targeting their commander. Success causes a morale collapse.
Clues
  • Lord Malrec carries a bronze key etched with the Emperor's sigil.
  • A captured officer reveals that Vane is preparing a ritual to merge the Material Plane with Avernus.
  • The soul engine is described as a 'second heart' beneath the throne.
Where next
  • With Emberhold taken, the alliance has a staging ground for the march on the Obsidian Throne.
  • Lord Malrec's key opens the secret entrance to the Emperor's Vault.

Milestone: The party unites the Free Peoples Alliance and wins the Siege of Emberhold. They reach 16th level.

Act 3: Crown of Cinders

Recommended level: 16-20

The Free Peoples Alliance marches on the Obsidian Throne. The party must infiltrate the Emperor's Vault, destroy the soul engine, recover the original pact contract, and confront Emperor Vane. The final battle will decide the fate of the Material Plane.

Objectives

  • Unite the free peoples and expose any remaining spies.
  • March on the Obsidian Throne and infiltrate the Emperor's Vault.
  • Destroy the soul engine and recover the original pact contract.
  • Defeat Emperor Vane without triggering the dead man's switch.

The Council of Free Peoples

Tidewatch, the Free Port.

Read aloud

The warehouse is packed with captains, mages, and rebel leaders. Maps cover the table, marked with troop positions and infernal sigils. Mara Voss stands at the head. 'We have one chance,' she says. 'The Emperor knows we're coming. He wants us to come. So we need to be smarter than him.'

Running this scene

This is a political scene. The party must finalize the battle plan and root out any remaining spies. A disguised devil or charmed noble may attempt to sabotage the council. The party's decisions here determine the resources available in the final march. If they exposed Lord Harrow earlier, they have an advantage. If not, he may attempt to assassinate Mara.

Checks
  • DC 18 Charisma (Persuasion): Unite the council behind a single plan. Success grants an elite unit of mages and a squad of veteran soldiers.
  • DC 17 Wisdom (Insight): Expose a spy in the council. Success prevents a sabotage attempt during the march.
  • DC 16 Intelligence (History): Invoke old oaths to convince a reluctant faction. Success adds a unit of cavalry.
Clues
  • A spy carries a message describing the dead man's switch.
  • The message confirms that the soul engine must be destroyed before Vane is killed.
  • The Emperor's Vault is accessible through a tunnel beneath the old Emberfall cathedral.
Where next
  • The council finalizes the march. The army moves toward the Obsidian Throne.
  • The party can choose to lead the main force or take a small team through the tunnel.

The March on the Obsidian Throne

The volcanic plains before the Obsidian Throne.

Read aloud

The sky is a ceiling of ash. The Obsidian Throne rises from a lake of cooling lava, a spire of black glass crowned with ember light. Vane's legions form a wall of bronze and bone. The Free Peoples Alliance answers with banners of every color. The ground shakes. The war begins.

Running this scene

This is a large-scale battle. The party can lead the charge, infiltrate the spire, or protect the mages as they cast a ritual to weaken the soul engine. Use narrative combat with key checks. The battle should feel costly but not hopeless. If the party did well in Act 2, they have more allies and fewer enemy reinforcements.

Checks
  • DC 18 Strength (Athletics): Lead the charge and break the enemy line. Success opens a path to the spire.
  • DC 17 Dexterity (Stealth): Infiltrate the spire through the lava tunnels. Success bypasses the main battle.
  • DC 16 Constitution saving throw: Endure the ash and heat. Failure causes 3d6 fire damage and 1 level of exhaustion.
Clues
  • A dying soldier points to a secret entrance beneath the spire.
  • The soul engine's hum can be felt through the ground, a second heartbeat.
  • Vane's voice echoes from the throne, promising mercy to those who kneel.
Where next
  • The party reaches the Emperor's Vault beneath the throne.
  • If they fail the battle, they must fight through a collapsing spire to reach the vault.

The Emperor's Vault

Beneath the Obsidian Throne.

Read aloud

The vault is a cathedral of black iron and glass. At its center, a sphere of chained souls rotates slowly, whispering names you know. Your old allies. Their faces flicker in the light. On a pedestal before the sphere lies a scroll sealed with infernal wax: the original pact. And in the shadows, something breathes.

Running this scene

The soul engine is a massive magical device powered by the souls of the party's old allies. Destroying it frees the souls but alerts Vane. The original pact contract is on the pedestal. Reading it reveals the dead man's switch and the ritual to disable it. A guardian devil or infernal construct protects the vault. This is a puzzle-combat scene. The party must balance destroying the engine, recovering the contract, and surviving.

Checks
  • DC 20 Intelligence (Arcana): Disable the soul engine safely. Success frees the souls and prevents the dead man's switch from triggering.
  • DC 18 Dexterity (Thieves' Tools): Unlock the pact contract's seal. Success allows the party to read the contract and learn the ritual.
  • DC 19 Constitution saving throw: Resist the soul drain. Failure causes 4d6 necrotic damage and 1 level of exhaustion.
Clues
  • The pact contract names Duke Vorgath as the infernal patron and describes the dead man's switch.
  • The souls of the old allies whisper the location of Vane's throne room.
  • A hidden inscription reveals that Vane's crown is the focus of the dead man's switch.
Where next
  • With the engine destroyed and the contract recovered, the party ascends to the throne room.
  • If the engine is not destroyed, Vane becomes more powerful in the final battle.

The Throne of Cinders

The Obsidian Throne, at the spire's peak.

Read aloud

Emperor Kaelthar Vane sits on a throne of black glass, his crown a ring of burning embers. He has not aged a day. 'You took your time,' he says. 'I have ruled for forty-three years. I have built an empire. And you return with a rabble and a grudge. How heroic.' He rises. The air catches fire.

Running this scene

This is the final battle. Emperor Vane uses his forthcoming character sheet. Do not assign him an SRD monster stat block. He is a high-level spellcaster and warlord with legendary actions, lair actions, and the dead man's switch. If the party destroyed the soul engine and recovered the contract, the switch is disabled and Vane can be killed permanently. If not, killing him triggers the switch, dragging a hundred-mile radius into Avernus. Vane fights with infernal magic, summoned devils, and his crown's ember aura. Use the environment: lava, collapsing glass, and the souls of the freed allies as spectral reinforcements.

Checks
  • DC 20 Charisma (Intimidation): Weaken Vane's resolve by revealing the destroyed soul engine. Success imposes disadvantage on his next saving throw.
  • DC 19 Wisdom saving throw: Resist Vane's domination magic. Failure means the character is charmed until the end of their next turn.
  • DC 18 Strength (Athletics): Shatter Vane's crown. Success disables the dead man's switch if it is still active.
Clues
  • Vane's crown pulses with the same energy as the soul engine.
  • The pact contract can be used to bind Vane's power if read aloud.
  • The freed souls of the old allies can be called upon to aid the party once.
Where next
  • If Vane is defeated and the switch is disabled, the campaign ends with the liberation of the Material Plane.
  • If the switch triggers, the party must escape the collapsing throne and deal with the aftermath in an epilogue.

Milestone: The party defeats Emperor Vane, destroys the soul engine, and frees the Material Plane. They reach 20th level.

Villain Plans

Emperor Kaelthar Vane Character Sheet

BBEG

Motivation

Vane seeks absolute power and immortality. He made a pact with Duke Vorgath to extend his life and banish his enemies. He now rules the Material Plane as an immortal emperor.

Personality

Arrogant, calculating, and cruel. He enjoys monologuing and believes himself destined to rule. He is patient and has contingency plans for every threat.

Resources

  • The soul engine
  • The Emperor's Legion
  • Two lieutenants (Lord Malrec and Lady Seraphine)
  • The Obsidian Throne
  • The dead man's switch

Battle Plan

Vane uses his character sheet: high-level spellcasting, legendary actions, and lair actions. He summons devils, uses fire and necrotic magic, and targets healers. If the dead man's switch is active, he threatens to trigger it. He fights from the throne, using the ember aura and lava pools to his advantage.

Defeat or Redemption

Vane can only be permanently killed if the soul engine is destroyed and the pact contract is used to bind his power. If the switch triggers, he may be dragged into Avernus but not truly defeated. There is no redemption for him.

Lord Malrec Character Sheet

Lieutenant - General of Emberhold

Motivation

Malrec is loyal to Vane and believes in the empire's order. He also seeks to prove himself worthy of promotion to Vane's inner circle.

Personality

Disciplined, ruthless, and tactical. He respects strength and despises weakness. He is not easily intimidated.

Resources

  • The garrison of Emberhold
  • An infernal war machine
  • A squad of barbed devils

Battle Plan

Malrec commands from the walls, using ballistae and troops to repel the assault. He sends the war machine to break the gates and the barbed devil to flank. If the battle turns, he retreats to the keep to make a last stand.

Defeat or Redemption

Malrec can be captured and interrogated for the key to the Emperor's Vault. He will not betray Vane willingly, but can be coerced. If killed, the key is on his body.

Lady Seraphine Character Sheet

Lieutenant - Spymaster

Motivation

Seraphine craves power and secrets. She serves Vane because he allows her to indulge her manipulations. She secretly plans to usurp him if he ever weakens.

Personality

Charming, manipulative, and patient. She prefers to work from the shadows, turning allies against each other and spreading misinformation.

Resources

  • A network of spies
  • Charmed nobles
  • Access to Vane's intelligence

Battle Plan

Seraphine avoids direct combat, using charm and illusion to sow discord. She may attempt to assassinate Mara Voss or sabotage the alliance. In the final battle, she supports Vane with enchantments and misdirection.

Defeat or Redemption

Seraphine can be exposed and killed. If captured, she may offer information in exchange for her life, but she will always look for a way to betray. No redemption.

Running Notes

Recommended party: 4-6 characters, 11th level. A balanced party is strongly recommended: at least one healer (Cleric, Druid, or Paladin), one arcane caster (Wizard, Sorcerer, or Warlock), one martial front-liner (Fighter, Barbarian, or Paladin), one skill expert (Rogue or Bard), and one character with strong social skills. Access to plane shift, banishment, or similar magic is useful but not required; the campaign provides portal keys and infernal bargains. Characters with ties to the old kingdom, dead allies, or Emperor Vane should be encouraged.

Session Zero

Before starting, discuss the campaign's tone: dark survival, infernal politics, and defiant heroism. The party begins at 11th level with all their gear from the previous battle. They should create characters with ties to the old kingdom, dead allies, or Emperor Vane. Ensure at least one healer, one arcane caster, one martial front-liner, and one skill expert. Explain that time dilation will be a major theme: when they return, decades will have passed. Set expectations for high-level play, including complex tactics and resource management. The campaign uses milestone leveling.

Scaling Guidance

This campaign is designed for 4-6 characters starting at 11th level and ending at 20th. Encounters are balanced for a party of that size. For smaller parties (3 characters), reduce creature quantities by 25% or lower difficulty by one step. For larger parties (7+), increase quantities by 25% or add a lieutenant. Use milestone leveling: Act 1 ends at 13th, Act 2 at 16th, Act 3 at 20th. If the party struggles, allow them to find additional allies or magic items. If they excel, have Vane's lieutenants adapt and use more devious tactics.

DM Advice

Act 1 is about survival and escape. Emphasize the alien and hostile nature of Avernus. Use the bronze coins as a recurring clue. Act 2 is about rebuilding and alliance-building. The world has changed; old allies are dead, and new ones must be earned. Use Mara Voss and the Oracle to deliver key information. Act 3 is about infiltration and the final confrontation. The dead man's switch creates tension: the party must destroy the soul engine before killing Vane. If they miss clues, have NPCs repeat them in new contexts. Keep the pace brisk; avoid unnecessary random encounters. Use the appendix for rumors and events to add flavor.

Failure States

  • If the party dies in Avernus, their souls become soul coins and the campaign ends in damnation.
  • If they fail to unite the free peoples in Act 2, the siege of Emberhold fails and the Emperor's armies crush the resistance.
  • If they kill Vane before destroying the soul engine, the dead man's switch triggers and a large region of the Material Plane is dragged into Avernus.
  • If they fail the final battle, the Emperor completes his ritual and the Material Plane becomes a new layer of the Nine Hells.

Secrets & Clues

  • The bronze coins are key fragments to the Gate of Ash.
  • Duke Vorgath was betrayed by Vane and will help against him.
  • The River Styx erases memories permanently unless recovered from the soul engine.
  • Emperor Vane's immortality is tied to the soul engine and the original pact contract.
  • Killing Vane without destroying the soul engine triggers a dead man's switch that drags a hundred-mile radius into Avernus.
  • The souls of the party's old allies are trapped in the soul engine and can be freed.

Appendix

Downtime

Research the Pact

Study ancient texts and infernal lore to understand the pact between Vane and Vorgath.

Requirements: Access to a library or sage, 1 week of downtime.

Rewards: Advantage on Intelligence (Arcana) checks related to Vane's immortality and the soul engine.

Time: 1 week

Location: Tidewatch library or Oracle's Observatory.

The research reveals the dead man's switch and the need to destroy the engine first.

Train with the Alliance

Train alongside the Free Peoples Alliance soldiers to improve combat coordination.

Requirements: 1 week of downtime, an instructor.

Rewards: You gain a +1 bonus to attack rolls for one session, or a new weapon proficiency.

Time: 1 week

Location: Emberhold or Tidewatch.

This activity builds camaraderie and may unlock new allies.

Bargain with Infernal Contacts

Summon or contact infernal entities to trade for information or magic.

Requirements: 1 week of downtime, a sacrifice (gold, memory, or soul coin).

Rewards: An infernal magic item or a secret about Vane's defenses.

Time: 1 week

Location: Any location with a summoning circle, such as the Rusted Citadel or a hidden chamber.

The bargain may have hidden costs. The DM can introduce a new complication.

Rumors

  • The Emperor has not aged a day since he took the throne.
  • Duke Vorgath was betrayed by a mortal king and seeks revenge.
  • The River Styx can erase your past if you're not careful.
  • The soul engine beneath the Obsidian Throne is powered by the souls of heroes.
  • Lord Harrow is seen meeting with strangers at night.
  • The Oracle of the Broken Star knows the Emperor's weakness.

Random Events

  • An ash storm forces the party to seek shelter, where they find a lost soul coin.
  • A patrol of bearded devils crosses their path, led by a horned devil.
  • A merchant offers to trade a magic item for a memory.
  • A group of refugees begs for protection from Vane's soldiers.
  • A mysterious stranger leaves a note with a clue about the soul engine.
  • The ground trembles as the soul engine pulses, causing 1 level of exhaustion.

Treasure Parcels

  • 50 gp, a potion of healing, and a bronze coin.
  • 200 gp, a +1 weapon, and a scroll of fireball.
  • 500 gp, a +1 shield, and a soul coin.
  • 1,000 gp, a +2 rod of the pact keeper, and a gem worth 500 gp.
  • 5,000 gp, the Crown of Cinders, and Vane's regalia.

Spare Names

  • Mara Voss
  • Lord Harrow
  • Sea Captain Rolf
  • The Oracle of the Broken Star
  • Duke Vorgath
  • The Pale Oarsman
  • Lord Malrec
  • Lady Seraphine
  • High Inquisitor Thorne
  • Emperor Kaelthar Vane

Starting Location

The Brazen Wastes

A black sand desert under a blood-red sky, part of Avernus, the First Layer of the Nine Hells. Volcanic ridges, infernal citadels, and the River Styx define the landscape.

Secrets

  • The bronze coins are key fragments to the Gate of Ash.
  • Duke Vorgath was betrayed by Vane and will help against him.
  • The River Styx erases memories permanently unless recovered from the soul engine.

Key Locations

The Rusted Citadel

Fortress of Duke Vorgath, a sprawling keep of rusted iron plates and flayed hide banners.

Additional Notes

Vorgath's throne room is in the central tower. Slag vents and a collapsed tower offer secret entrances.

The River Styx

A black river of forgetting that slides through the waste like oil. A bone dock and a flat-bottomed boat wait for passengers.

Additional Notes

The Pale Oarsman demands a memory for passage. The third key fragment is hidden in his boat.

The Gate of Ash

A ring of obsidian set into a cliff of cooling lava. Three bronze coins fit into slots around its rim.

Additional Notes

The gate requires all three key fragments. A bound pit fiend guards it but will not stop those with the keys.

The Free Port of Tidewatch and Surrounds

A coastal region on the Material Plane, now a hub for refugees and resistance against Emperor Vane. Includes the port city of Tidewatch, the mountain observatory of the Oracle, and the fortress city of Emberhold.

Secrets

  • Lord Harrow is a traitor in league with Emperor Vane.
  • The soul engine is beneath the Obsidian Throne and powers Vane's immortality.
  • The Oracle knows the dead man's switch and the location of the Emperor's Vault.

Key Locations

Tidewatch Warehouse

A neutral meeting ground where merchant princes, rebel mages, and sea captains argue over the future.

Additional Notes

A traitor, Lord Harrow, feeds information to Vane from here.

Oracle's Observatory

A shattered dome open to a sky full of falling stars, home to the Oracle of the Broken Star.

Additional Notes

The Oracle answers three questions, each requiring a sacrifice.

Emberhold

A fortress city on the road to the Obsidian Throne, held by Lord Malrec and his garrison.

Additional Notes

Capturing Emberhold provides a staging ground and a key to the Emperor's Vault.

The Obsidian Throne and Emperor's Vault

A spire of black glass rising from a lake of cooling lava, the seat of Emperor Kaelthar Vane. Beneath it lies the Emperor's Vault, containing the soul engine and the original pact contract.

Secrets

  • The soul engine contains the souls of the party's old allies.
  • The original pact contract is in the Emperor's Vault and can bind Vane's power.
  • Vane's crown is the focus of the dead man's switch; shattering it disables the switch.

Key Locations

The Emperor's Vault

A cathedral of black iron and glass. At its center, a sphere of chained souls rotates slowly, whispering names of the dead.

Additional Notes

The soul engine is here, along with the original pact contract on a pedestal.

The Throne Room

At the spire's peak, a throne of black glass sits under a crown of burning embers. The air catches fire when Vane rises.

Additional Notes

The final battle takes place here. Vane's crown is the focus of the dead man's switch.

The Lava Tunnels

A network of tunnels beneath the spire, used by Vane's servants and as a secret entrance.

Additional Notes

A dying soldier can point the party to a hidden entrance here.

Villain Plans

Emperor Kaelthar Vane Character Sheet

BBEG

Motivation

Vane seeks absolute power and immortality. He made a pact with Duke Vorgath to extend his life and banish his enemies. He now rules the Material Plane as an immortal emperor.

Personality

Arrogant, calculating, and cruel. He enjoys monologuing and believes himself destined to rule. He is patient and has contingency plans for every threat.

Resources

  • The soul engine
  • The Emperor's Legion
  • Two lieutenants (Lord Malrec and Lady Seraphine)
  • The Obsidian Throne
  • The dead man's switch

Battle Plan

Vane uses his character sheet: high-level spellcasting, legendary actions, and lair actions. He summons devils, uses fire and necrotic magic, and targets healers. If the dead man's switch is active, he threatens to trigger it. He fights from the throne, using the ember aura and lava pools to his advantage.

Defeat or Redemption

Vane can only be permanently killed if the soul engine is destroyed and the pact contract is used to bind his power. If the switch triggers, he may be dragged into Avernus but not truly defeated. There is no redemption for him.

Lord Malrec Character Sheet

Lieutenant - General of Emberhold

Motivation

Malrec is loyal to Vane and believes in the empire's order. He also seeks to prove himself worthy of promotion to Vane's inner circle.

Personality

Disciplined, ruthless, and tactical. He respects strength and despises weakness. He is not easily intimidated.

Resources

  • The garrison of Emberhold
  • An infernal war machine
  • A squad of barbed devils

Battle Plan

Malrec commands from the walls, using ballistae and troops to repel the assault. He sends the war machine to break the gates and the barbed devil to flank. If the battle turns, he retreats to the keep to make a last stand.

Defeat or Redemption

Malrec can be captured and interrogated for the key to the Emperor's Vault. He will not betray Vane willingly, but can be coerced. If killed, the key is on his body.

Lady Seraphine Character Sheet

Lieutenant - Spymaster

Motivation

Seraphine craves power and secrets. She serves Vane because he allows her to indulge her manipulations. She secretly plans to usurp him if he ever weakens.

Personality

Charming, manipulative, and patient. She prefers to work from the shadows, turning allies against each other and spreading misinformation.

Resources

  • A network of spies
  • Charmed nobles
  • Access to Vane's intelligence

Battle Plan

Seraphine avoids direct combat, using charm and illusion to sow discord. She may attempt to assassinate Mara Voss or sabotage the alliance. In the final battle, she supports Vane with enchantments and misdirection.

Defeat or Redemption

Seraphine can be exposed and killed. If captured, she may offer information in exchange for her life, but she will always look for a way to betray. No redemption.

NPCs in The Brazen Wastes

Duke Vorgath

Open Character Sheet

An infernal warlord of Avernus, betrayed by Emperor Vane when the tithe stopped. Cunning, cruel, and honest about his intentions.

Role: Infernal patron and potential ally

Other Details: He wants Vane destroyed and will trade a portal key fragment for a promise.

Infernal Scavengers

Open Character Sheet

Desperate devils and damned souls who pick over the wastes for soul coins and scraps.

Role: Minor threats and information sources

Other Details: They whisper of Vorgath's hatred for Vane and the trail of soul coins.

The Pale Oarsman

Open Character Sheet

An ancient ferryman with a smooth blank face. He demands a true memory as toll for crossing the Styx.

Role: Guardian of the River Styx

Other Details: He is not a devil and should be treated as a legendary guardian if fought.

NPCs in The Free Port of Tidewatch and Surrounds

Lord Harrow

Open Character Sheet

A minor noble in Tidewatch who secretly serves Emperor Vane. Nervous and evasive.

Role: Traitor

Other Details: His letters are sealed with the Emperor's personal sigil.

Mara Voss

Open Character Sheet

Leader of the Emberfall resistance. She was a child when the party vanished and has spent her life fighting Vane.

Role: Resistance leader and quest giver

Other Details: She can provide information, safe houses, and maps of patrol routes.

Sea Captain Rolf

Open Character Sheet

A scarred sea captain whose crew is imprisoned by Vane. He wants them freed.

Role: Alliance faction leader

Other Details: He can provide ships and naval support.

The Oracle of the Broken Star

Open Character Sheet

An ancient figure with eyes covered by a silver band, sitting in a throne of meteoric iron.

Role: Prophet and quest giver

Other Details: She reveals the dead man's switch and the need to destroy the soul engine first.

NPCs in The Obsidian Throne and Emperor's Vault

Emperor Kaelthar Vane

Open Character Sheet

The tyrant king who banished the party, now an immortal emperor. He has not aged in forty-three years.

Role: BBEG

Other Details: He uses a forthcoming character sheet, not a monster stat block.

High Inquisitor Thorne

Open Character Sheet

Vane's enforcer, a fanatic who hunts rebels and collects souls for the engine.

Role: Lieutenant

Other Details: He commands inquisitors and soul collectors.

Lady Seraphine

Open Character Sheet

Vane's spymaster and diplomat, charming and manipulative. She controls a network of spies and charmed nobles.

Role: Lieutenant

Other Details: She may attempt to sabotage the party from within.

Factions

Free Peoples Alliance

A coalition of rebels, merchant princes, rebel mages, and sea captains united against Emperor Vane. Based in Tidewatch and Emberhold.

Goals

Overthrow Emperor Vane, liberate the Material Plane, and restore free rule.

Relationships

With Other Factions
Allied with the Infernal Court of Vorgath against Vane. Hostile to the Emperor's Legion.
With Players
Potential allies. They will support the party if the party proves trustworthy and helps unite them.

Emperor's Legion

The military and bureaucratic apparatus of Emperor Vane's empire. Includes mortal soldiers, infernal devils, and soul collectors.

Goals

Maintain Vane's rule, crush rebellion, and expand the empire.

Relationships

With Other Factions
Hostile to the Free Peoples Alliance. Distrustful of the Infernal Court of Vorgath.
With Players
Enemies. They hunt the party and seek to capture or kill them.

Infernal Court of Vorgath

Duke Vorgath's faction in Avernus. They seek to reclaim the debt Vane owes and gain power in the Nine Hells.

Goals

Destroy Vane, reclaim the unpaid tithe, and expand Vorgath's influence.

Relationships

With Other Factions
Allied with the Free Peoples Alliance against Vane. Hostile to the Emperor's Legion.
With Players
Potential allies in Act 1. Vorgath will help the party escape Avernus if they promise to destroy Vane.

Main Questline

Escape Avernus

Given by: Duke Vorgath
The party is stranded in Avernus. They must bargain with Duke Vorgath, cross the River Styx, and activate the Gate of Ash to return to the Material Plane.

Goals

Obtain three bronze key fragments, cross the River Styx, and activate the Gate of Ash.

Reward

Portal key fragments, safe passage, and Vorgath's alliance against Vane.

Secrets

  • Vorgath was betrayed by Vane and wants revenge.
  • The River Styx erases memories permanently.

DM Notes

Vorgath will help if the party promises to destroy Vane. The Pale Oarsman demands a memory for passage.

Unite the Free Peoples

Given by: Mara Voss
Decades have passed. The party must forge an alliance between the factions of Tidewatch, expose traitors, consult the Oracle, and win the Siege of Emberhold.

Goals

Unite Tidewatch factions, expose Lord Harrow, consult the Oracle, and capture Emberhold.

Reward

The Free Peoples Alliance army and a key to the Obsidian Throne.

Secrets

  • Lord Harrow is a traitor.
  • The Oracle knows the dead man's switch.

DM Notes

Success here determines the resources available in Act 3.

Destroy the Soul Engine and Defeat Vane

Infiltrate the Emperor's Vault, destroy the soul engine, recover the original pact contract, and confront Emperor Vane. The dead man's switch must be disabled before Vane is killed.

Goals

Destroy the soul engine, recover the pact contract, disable the dead man's switch, and defeat Emperor Vane.

Reward

Freedom of the Material Plane and the souls of the old allies.

Secrets

  • The soul engine powers Vane's immortality.
  • Killing Vane without destroying the engine triggers the switch.

DM Notes

The party must destroy the engine before killing Vane, or shatter his crown to disable the switch.

Side Quests in The Brazen Wastes

Retrieve the Stolen Soul Coin

Given by: Duke Vorgath
Vorgath asks the party to retrieve a soul coin stolen by the Pale Oarsman. The coin contains the memory of a mortal who knew Vane's original name.

Goals

Confront the Pale Oarsman and recover the soul coin without losing a memory.

Reward

The second portal key fragment and Vorgath's favor.

Secrets

  • The soul coin holds a memory that reveals Vane's pact wording.

DM Notes

The Oarsman will trade the coin for a memory of equal value.

The Oarsman's Memory

Given by: The Pale Oarsman
The Oarsman offers to waive the memory toll if the party recovers a lost memory from the Styx's depths. The memory belongs to him and was stolen by a rival ferryman.

Goals

Dive into the Styx and retrieve the memory pearl.

Reward

Free passage across the Styx.

Secrets

  • The memory reveals the location of the third key fragment.

DM Notes

The Styx's waters are dangerous and cause memory loss.

Side Quests in The Free Port of Tidewatch and Surrounds

Expose the Traitor

Given by: Mara Voss
Investigate Lord Harrow and gather evidence of his betrayal before he sabotages the alliance.

Goals

Follow Harrow, steal his letters, and present evidence to the council.

Reward

The alliance's trust and a map of Vane's patrol routes.

Secrets

  • Harrow's satchel contains a copy of Vane's trade treaty, revealing the soul engine's location.

DM Notes

If Harrow escapes, he warns Vane and increases patrols.

The Oracle's Price

The Oracle will answer three questions about Vane's weakness, but each answer requires a sacrifice: a memory, a magic item, or a promise.

Goals

Choose sacrifices and ask the right questions.

Reward

Knowledge of the dead man's switch and the Emperor's Vault.

Secrets

  • The Oracle reveals that Duke Vorgath holds the original pact contract.

DM Notes

A fourth question can be earned with a DC 15 Charisma (Persuasion) check.

Break the Siege

Given by: Mara Voss
Lead the Free Peoples Alliance in an assault on Emberhold. Breach the gates, defeat Lord Malrec, and capture the fortress.

Goals

Breach the gates, defeat or capture Lord Malrec, and secure the fortress.

Reward

Emberhold as a staging ground and Lord Malrec's bronze key.

Secrets

  • Malrec's key opens the secret entrance to the Emperor's Vault.

DM Notes

The party can lead the charge, infiltrate, or sabotage the gates.

Side Quests in The Obsidian Throne and Emperor's Vault

Destroy the Soul Engine

Given by: The Oracle
Infiltrate the Emperor's Vault and destroy the soul engine, freeing the trapped souls and disabling the dead man's switch.

Goals

Reach the vault, disable the engine safely, and free the souls.

Reward

The souls of old allies are freed, and Vane becomes mortal.

Secrets

  • The engine must be destroyed before Vane is killed to avoid the switch.

DM Notes

A DC 20 Intelligence (Arcana) check is required to disable it safely.

Recover the Pact

Given by: Duke Vorgath
Steal the original pact contract from the vault. It can be used to bind Vane's power and summon Vorgath as a witness.

Goals

Unlock the seal, read the contract, and use it against Vane.

Reward

The pact contract, a legendary item.

Secrets

  • Reading the contract aloud weakens Vane in the final battle.

DM Notes

The seal requires a DC 18 Dexterity (Thieves' Tools) check.

Shatter the Crown

Given by: Mara Voss
During the final battle, shatter Vane's crown to disable the dead man's switch if it is still active.

Goals

Reach Vane and shatter the crown with a DC 18 Strength (Athletics) check.

Reward

The switch is disabled, preventing the region from being dragged into Avernus.

Secrets

  • The crown pulses with the same energy as the soul engine.

DM Notes

This is a backup plan if the engine was not destroyed.

Encounters

Scavenger Ambush

Suggested Level: 11-12

Infernal scavengers attack the party upon their arrival in the Brazen Wastes. They seek soul coins and easy prey.

Creatures

Terrain Features

Black sand dunes, ash storm, scattered obsidian shards.

Treasure

Bronze coin (key fragment), 3 soul coins, scavenger loot (50 gp).

DM Notes

Introduces Avernus and the bronze coin. The scavengers can be interrogated for information about Vorgath.

The Rusted Citadel Gate

Suggested Level: 11-13

The party must enter Duke Vorgath's citadel, either by force, stealth, or negotiation. The gate is guarded by infernal soldiers.

Creatures

Terrain Features

Rusted iron walls, slag vents, collapsed tower, gate of flayed hide.

Treasure

Second portal key fragment, infernal contract, 200 gp in soul coins.

DM Notes

Vorgath can be negotiated with. Fighting the Horned Devil is deadly; stealth or diplomacy is advised.

Ferry of Lost Names

Suggested Level: 12-13

The Pale Oarsman demands a true memory from each passenger to cross the River Styx. The third key fragment is hidden in his boat.

Creatures

Terrain Features

Black river, bone dock, flat-bottomed boat, oily water.

Treasure

Third portal key fragment, lost memories, Oarsman's soul coin.

DM Notes

Roleplaying encounter. Fighting the Oarsman is dangerous; he is a legendary guardian.

The Siege of Emberhold

Suggested Level: 14-16

The Free Peoples Alliance assaults Emberhold. Lord Malrec commands the garrison and an infernal war machine.

Creatures

Terrain Features

Basalt walls, infernal iron gates, siege ladders, burning oil.

Treasure

Bronze key to the Emperor's Vault, military maps, 500 gp.

DM Notes

Can be resolved with mass combat or infiltration. Capturing Malrec yields the key.

The Emperor's Vault

Suggested Level: 17-19

The party faces the Soul Engine Guardian in the vault beneath the Obsidian Throne. The soul engine must be destroyed.

Creatures

Terrain Features

Black iron cathedral, chained souls, pedestal, glass floor.

Treasure

Pact contract, soul engine core, 1,000 gp in gems.

DM Notes

Puzzle-combat. Disabling the engine requires a DC 20 Intelligence (Arcana) check.

The Throne of Cinders

Suggested Level: 19-20

Final battle against Emperor Vane and Lady Seraphine at the peak of the Obsidian Throne.

Creatures

Terrain Features

Obsidian throne, lava pools, collapsing glass, ember aura.

Treasure

Crown of Cinders, Vane's regalia, 5,000 gp.

DM Notes

Dead man's switch is active unless the soul engine was destroyed. Use environment and freed souls.

Magic Items

Bronze Portal Coin Bronze Portal Coin Completed

Bronze Portal Coin

Uncommon
A bronze coin stamped with Emperor Vane's face on one side and infernal script on the other: 'Debt unpaid, soul reclaimed.' It is one of three key fragments for the Gate of Ash.

Location

Act I - Brazen Wastes, found in the ash after the crash.

Attunement

None

Infernal Bargain Blade Infernal Bargain Blade Completed

Infernal Bargain Blade

Rare
A +1 longsword forged from infernal iron. When you hit with it, you can choose to take 1d6 fire damage to deal an extra 2d6 fire damage to the target.

Location

Act I - Rusted Citadel, in Duke Vorgath's throne room.

Attunement

Required

Cloak of the Ash Wanderer Cloak of the Ash Wanderer Completed

Cloak of the Ash Wanderer

Uncommon
A tattered gray cloak that grants resistance to fire damage and advantage on saving throws against ash storms and extreme heat.

Location

Act I - Brazen Wastes, on a dead scavenger or in a hidden cache.

Attunement

Required

Tidewatch Alliance Signet Tidewatch Alliance Signet Completed

Tidewatch Alliance Signet

Rare
A silver ring engraved with a wave and a star. While worn, you have advantage on Charisma (Persuasion) checks made to influence members of the Free Peoples Alliance.

Location

Act II - Tidewatch, given by Mara Voss after uniting the factions.

Attunement

Required

Oracle's Third Eye Oracle's Third Eye Completed

Oracle's Third Eye

Very Rare
A small crystal eye that can be held or worn on a chain. While attuned, you can cast true seeing once per day without expending a spell slot.

Location

Act II - Oracle's Observatory, given as a reward for answering the Oracle's questions.

Attunement

Required

Emberhold Key Emberhold Key Completed

Emberhold Key

Rare
A bronze key etched with the Emperor's sigil. It opens the secret entrance to the Emperor's Vault beneath the Obsidian Throne.

Location

Act II - Emberhold, carried by Lord Malrec.

Attunement

None

Pact Contract Scroll Pact Contract Scroll Completed

Pact Contract Scroll

Legendary
The original infernal contract between Kaelthar Vane and Duke Vorgath. Reading it aloud binds Vane's power, imposing disadvantage on his saving throws for 1 minute. It also reveals the dead man's switch.

Location

Act III - Emperor's Vault, on the pedestal before the soul engine.

Attunement

None

Crown of Cinders Crown of Cinders Completed

Crown of Cinders

Legendary
A ring of burning embers that never cools. While worn, you have immunity to fire damage and can cast fireball (DC 18) three times per day. It is also the focus of the dead man's switch.

Location

Act III - Throne Room, worn by Emperor Vane.

Attunement

Required

Soul Engine Core Soul Engine Core Completed

Soul Engine Core

Very Rare
A pulsating black crystal that contains the trapped souls of the party's old allies. Destroying it frees the souls and disables the dead man's switch. It can also be used to cast speak with dead at will.

Location

Act III - Emperor's Vault, at the heart of the soul engine.

Attunement

None

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