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.
The adventure ahead
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
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.
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.
Hook 01
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
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
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
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.
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.
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.
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.
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.'
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.
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.'
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.
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?'
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.
Milestone: The party escapes Avernus and returns to the Material Plane. They reach 13th level.
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.
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.'
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.
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.'
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.
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.'
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.
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?'
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.
Milestone: The party unites the Free Peoples Alliance and wins the Siege of Emberhold. They reach 16th level.
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.
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.'
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.
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.
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.
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.
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.
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.
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.
Milestone: The party defeats Emperor Vane, destroys the soul engine, and frees the Material Plane. They reach 20th level.
Emperor Kaelthar Vane
Emperor Kaelthar Vane is a tall, ageless man whose aristocratic features have not shifted a line in forty-three years — a stillness that un…
Lord Malrec
Lord Malrec is a human male in his late fifties, Emberfall-born, and the physical embodiment of four decades of imperial service. He stands…
Lady Seraphine
Lady Seraphine is a tiefling of impossible elegance, her crimson skin and swept-back horns framed by black silk and silver serpent pins. Sh…
Soul Engine Guardian
Completed
· CR 13
· Construct
The Soul Engine Guardian towers twelve feet tall, a nightmarish fusion of black iron and anguished spirits. Its body is a skeletal frame of…
Infernal War Machine
Completed
· CR 10
· Construct
The Infernal War Machine rumbles forward on massive iron treads, each link the size of a shield and groaning under the weight of a fortress…
The Pale Oarsman
Completed
· CR 13
· Undead
The Pale Oarsman appears as a gaunt, skeletal figure draped in tattered black robes that hang sodden over its frame. Its exposed bones are …
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.
Arrogant, calculating, and cruel. He enjoys monologuing and believes himself destined to rule. He is patient and has contingency plans for every threat.
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.
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.
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.
Disciplined, ruthless, and tactical. He respects strength and despises weakness. He is not easily intimidated.
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.
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.
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.
Charming, manipulative, and patient. She prefers to work from the shadows, turning allies against each other and spreading misinformation.
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.
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.
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.
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.
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.
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.
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 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.
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.
A neutral meeting ground where merchant princes, rebel mages, and sea captains argue over the future.
A traitor, Lord Harrow, feeds information to Vane from here.
A shattered dome open to a sky full of falling stars, home to the Oracle of the Broken Star.
The Oracle answers three questions, each requiring a sacrifice.
A fortress city on the road to the Obsidian Throne, held by Lord Malrec and his garrison.
Capturing Emberhold provides a staging ground and a key to 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.
The soul engine is here, along with the original pact contract on a pedestal.
At the spire's peak, a throne of black glass sits under a crown of burning embers. The air catches fire when Vane rises.
The final battle takes place here. Vane's crown is the focus of the dead man's switch.
A network of tunnels beneath the spire, used by Vane's servants and as a secret entrance.
A dying soldier can point the party to a hidden entrance here.
Emperor Kaelthar Vane
Emperor Kaelthar Vane is a tall, ageless man whose aristocratic features have not shifted a line in forty-three years — a stillness that un…
Lord Malrec
Lord Malrec is a human male in his late fifties, Emberfall-born, and the physical embodiment of four decades of imperial service. He stands…
Lady Seraphine
Lady Seraphine is a tiefling of impossible elegance, her crimson skin and swept-back horns framed by black silk and silver serpent pins. Sh…
Soul Engine Guardian
Completed
· CR 13
· Construct
The Soul Engine Guardian towers twelve feet tall, a nightmarish fusion of black iron and anguished spirits. Its body is a skeletal frame of…
Infernal War Machine
Completed
· CR 10
· Construct
The Infernal War Machine rumbles forward on massive iron treads, each link the size of a shield and groaning under the weight of a fortress…
The Pale Oarsman
Completed
· CR 13
· Undead
The Pale Oarsman appears as a gaunt, skeletal figure draped in tattered black robes that hang sodden over its frame. Its exposed bones are …
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.
Arrogant, calculating, and cruel. He enjoys monologuing and believes himself destined to rule. He is patient and has contingency plans for every threat.
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.
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.
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.
Disciplined, ruthless, and tactical. He respects strength and despises weakness. He is not easily intimidated.
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.
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.
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.
Charming, manipulative, and patient. She prefers to work from the shadows, turning allies against each other and spreading misinformation.
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.
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.
An infernal warlord of Avernus, betrayed by Emperor Vane when the tithe stopped. Cunning, cruel, and honest about his intentions.
Desperate devils and damned souls who pick over the wastes for soul coins and scraps.
An ancient ferryman with a smooth blank face. He demands a true memory as toll for crossing the Styx.
A minor noble in Tidewatch who secretly serves Emperor Vane. Nervous and evasive.
Leader of the Emberfall resistance. She was a child when the party vanished and has spent her life fighting Vane.
A scarred sea captain whose crew is imprisoned by Vane. He wants them freed.
An ancient figure with eyes covered by a silver band, sitting in a throne of meteoric iron.
The tyrant king who banished the party, now an immortal emperor. He has not aged in forty-three years.
Vane's enforcer, a fanatic who hunts rebels and collects souls for the engine.
Vane's spymaster and diplomat, charming and manipulative. She controls a network of spies and charmed nobles.
Suggested Level: 11-12
Black sand dunes, ash storm, scattered obsidian shards.
Bronze coin (key fragment), 3 soul coins, scavenger loot (50 gp).
Introduces Avernus and the bronze coin. The scavengers can be interrogated for information about Vorgath.
Suggested Level: 11-13
Rusted iron walls, slag vents, collapsed tower, gate of flayed hide.
Second portal key fragment, infernal contract, 200 gp in soul coins.
Vorgath can be negotiated with. Fighting the Horned Devil is deadly; stealth or diplomacy is advised.
Suggested Level: 12-13
Black river, bone dock, flat-bottomed boat, oily water.
Third portal key fragment, lost memories, Oarsman's soul coin.
Roleplaying encounter. Fighting the Oarsman is dangerous; he is a legendary guardian.
Suggested Level: 14-16
Basalt walls, infernal iron gates, siege ladders, burning oil.
Bronze key to the Emperor's Vault, military maps, 500 gp.
Can be resolved with mass combat or infiltration. Capturing Malrec yields the key.
Suggested Level: 17-19
Black iron cathedral, chained souls, pedestal, glass floor.
Pact contract, soul engine core, 1,000 gp in gems.
Puzzle-combat. Disabling the engine requires a DC 20 Intelligence (Arcana) check.
Suggested Level: 19-20
Obsidian throne, lava pools, collapsing glass, ember aura.
Crown of Cinders, Vane's regalia, 5,000 gp.
Dead man's switch is active unless the soul engine was destroyed. Use environment and freed souls.
Bronze Portal Coin
Completed
Act I - Brazen Wastes, found in the ash after the crash.
None
Infernal Bargain Blade
Completed
Act I - Rusted Citadel, in Duke Vorgath's throne room.
Required
Cloak of the Ash Wanderer
Completed
Act I - Brazen Wastes, on a dead scavenger or in a hidden cache.
Required
Tidewatch Alliance Signet
Completed
Act II - Tidewatch, given by Mara Voss after uniting the factions.
Required
Oracle's Third Eye
Completed
Act II - Oracle's Observatory, given as a reward for answering the Oracle's questions.
Required
Emberhold Key
Completed
Act II - Emberhold, carried by Lord Malrec.
None
Pact Contract Scroll
Completed
Act III - Emperor's Vault, on the pedestal before the soul engine.
None
Crown of Cinders
Completed
Act III - Throne Room, worn by Emperor Vane.
Required
Soul Engine Core
Completed
Act III - Emperor's Vault, at the heart of the soul engine.
None
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