The adventure ahead

Campaign Overview

Ashes of the Accord

The orc hordes are broken. The Warlords are dead. The breeding pits are burning. For three years, humans, dwarves, and elves fought side by side against the Spine of the World, and now that common enemy is gone. Old grievances are already sharpening knives: wood elves remember burned groves, high elves hunt corrupted artifacts beneath the pits, dwarves sell steel to whoever pays, and human nobles speak of destiny and borders.

You are not kings or generals. You are the people who can still stop a war before it starts. The Accord Remnant, a ragged peacekeeping body, has one last chance to hold the alliance together. But someone wants the peace to fail, and they are very good at making enemies of former friends.

This campaign takes you from the neutral town of Accord Hall, through the ashen scar of the orc war, and into the golden courts of the human capital. You will investigate murders, survive ambushes, bargain with thanes, descend into breeding pits, and confront the people who profit from hatred. The question is not whether you can win a battle. It is whether you can prevent one.

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Player Handout

Player Handout: Ashes of the Accord

Setup

Three years ago, the orc hordes poured out of the Spine of the World. Humans, dwarves, and elves did the impossible: they allied. You fought in that war, or you lost someone in it, or you profited from it. Now the orcs are broken, the Warlords are dead, and the breeding pits are being burned. The alliance is already coming apart.

Tone

Political intrigue, moral gray choices, and desperate diplomacy. Combat is dangerous but often avoidable. Your enemies are not monsters; they are people with reasons. The campaign asks whether old hatreds can be forgiven before they become new wars.

Starting Hook

You arrive at Accord Hall, a neutral town on the old front, for the signing of a renewed treaty. Instead, you find a riot in the square: human and elven delegates are screaming at each other over the body of a murdered human envoy. Captain Eldrin Voss of the Accord Remnant pulls you aside. 'You are neutral. You are unknown. Find out who killed that envoy before this town burns and the war starts tonight.'

What You Know

  • The Accord Remnant is the last official body of the old alliance. It is weak, poor, and hated by extremists on all sides.
  • The Aurelian Crown is the human kingdom, rich and ambitious. Its chancellor, Vaelor Thorn, speaks of security and destiny.
  • The Thornwood Concord is the wood elf council. They remember burned groves and want justice.
  • The Deepforge Holds are the dwarven confederation. They sell weapons to anyone with coin.
  • The Ashen Choir is a rumor, a cult, a ghost story. If it exists, it wants the alliance to fail.

Your Goal

Prevent a war between humans, elves, and dwarves. You will not do it with armies. You will do it with evidence, alliances, and the courage to tell powerful people they are wrong.

Playable Module
Levels 1 12 Sessions 24 sessions of 3-4 hours

Ashes of the Accord

Behind the screen

DM Overview: Ashes of the Accord

This module is a 1st-to-12th-level campaign for four to five characters, built for 24 sessions of 3-4 hours. It is a political thriller wrapped around a dungeon crawl and a war story. The party begins as neutral investigators for the Accord Remnant and ends as the only people standing between three nations and a second, worse war.

Main Quest Line

  1. The Broken Accord (Act I, levels 1-4). The party stops a riot in Accord Hall, uncovers forged orders that turned wood elf and human patrols against each other, and learns the Ashen Choir is manipulating both sides. They secure the mountain passes by dealing with Thane Bruna Ironvow.
  2. The Hidden Hands (Act II, levels 5-8). The trail leads into the Ashen Scar. The party infiltrates Scarfall Bazaar, descends into the old orc breeding pits, races Duchess Sera Moonveil for a corrupted artifact, and exposes a traitor inside the Accord. They must choose whether to destroy the artifact or use it as evidence.
  3. The Crown of Ash (Act III, levels 9-12). In the human capital, the party gathers proof against Chancellor Vaelor Thorn, confronts Queen Mariana Aurelian, stops Malrec Thorn's revenge ritual in the Thornwood, and faces Vaelor at the Throne of Ash. The finale decides whether the alliance is renewed, shattered, or replaced by an empire of ash.

Villain Plans

Chancellor Vaelor Thorn wants a short, victorious war. He uses the Ashen Choir to stage attacks that look like elven or dwarven aggression, then offers the Crown's protection to frightened border towns. His lieutenants are Malrec Thorn, a wood elf extremist who wants revenge; Duchess Sera Moonveil, a high elf artifact hunter who wants the corrupted relics for her own people; and Gorak the Unbroken, an orc survivor being used as a scapegoat. Each lieutenant can be defeated, turned, or killed. Vaelor's plan advances even if one lieutenant falls: he always has another forged document, another cell of cultists, another border incident.

Clue Flow

  • Act I: Forged orders bear the seal of the Accord Remnant but use the wrong wax. A dying cultist whispers a hymn. Thane Bruna reveals a Crown bribe. The Ashen Choir sigil appears at Burning Ford.
  • Act II: The coded hymn names a traitor in the Accord. Talia Voss saw the breeding pits being used by humans, not orcs. Duchess Sera's agents carry maps of the pits. The Iron Vein saboteurs use Crown-issue tools.
  • Act III: Spymaster Lys has a list of Choir cells. Queen Mariana's own chancellor has been altering her orders. The Forest Heart ritual requires a corrupted artifact. The Throne of Ash holds Vaelor's final proof: a treaty he wrote with the Choir.

Failure States

If the party fails to stop the border incidents, the Thornwood Concord attacks human settlements and the Crown invades the forest. If they fail to expose the traitor, the Accord Remnant is disbanded and its officers are arrested. If they fail to secure the artifact, Duchess Sera takes it to the high elf enclave and the high elves withdraw from all peace talks. If they fail at the Throne of Ash, Vaelor crowns himself regent and the war begins in earnest. Even in failure, the campaign continues: the party can fight a rearguard action, rescue prisoners, or lead a resistance.

Pacing Notes

Act I is investigation and small fights. Act II is travel, dungeon, and faction negotiation. Act III is urban intrigue and high-stakes confrontation. Give the party one full session per key location, plus one session for travel and downtime between acts. Use side quests to break up the main plot and give individual characters moments. The villains should appear early, often, and always with an escape plan.

Magic Items

  1. Accord Signet (uncommon): advantage on Persuasion checks with old alliance veterans.
  2. Emberhand Hammer (rare): +1 warhammer, deals extra 1d6 fire damage.
  3. Cloak of the Thornwood (uncommon): advantage on Stealth checks in forest terrain.
  4. Vial of Purified Ash (rare): potion, removes one level of corruption or exhaustion.
  5. Moonveil Codex (rare): spellbook containing detect magic, identify, and shield.
  6. Ironvow Shield (rare): +1 shield, resistance to fire damage.
  7. Whisper Mask (uncommon): advantage on Deception checks to impersonate a noble.
  8. Crownbreaker Blade (very rare): +2 longsword, extra 2d6 damage against Crown soldiers.
  9. Heartwood Seed (legendary): can restore a burned forest over one year.
  10. Ashen Choir Hymnal (rare, cursed): grants knowledge of Choir codes but attracts cultists.

Treasure Parcels

  • Parcel A (Act I): 50 gp, Accord Signet, potion of healing, map of the Sundered Marches.
  • Parcel B (Act II): 250 gp, Cloak of the Thornwood, Vial of Purified Ash, coded hymn.
  • Parcel C (Act III): 1,000 gp, Crownbreaker Blade, Ironvow Shield, Vaelor's treaty.

Rumors

  • A human patrol was found dead with elven arrows, but the arrows were bought in a human market.
  • The dwarves are selling weapons to both sides and laughing all the way to the bank.
  • Something still lives under the breeding pits, and it is not orc.
  • The queen's chancellor has not been seen in public for a month.
  • The wood elves have a ritual that can burn a hundred miles of forest.

Random Events

  • A refugee family asks the party for escort to the next town.
  • A Choir cell tries to assassinate a party member in their sleep.
  • A dwarven merchant offers a discount in exchange for a favor.
  • A patrol mistakes the party for spies and demands papers.
  • A corrupted animal attacks, driven mad by the artifact.

Downtime Activities

  • Research: study Accord records, Choir hymns, or elven history.
  • Craft: forge weapons, brew potions, or copy spells.
  • Carouse: gather rumors in taverns and markets.
  • Train: learn a new language or tool proficiency.
  • Pray: seek guidance from a temple or druid circle.

Adventure Hooks

Hook 01

Neutral Parties Only

Each character arrives at Accord Hall for the treaty signing for a private reason: a veteran's pension, a translation contract, a family forge debt, or a scholar's stolen notes. Captain Eldrin Voss of the Accord Remnant pulls them aside because they are the only people in town with no flag on their sleeve.

Hook 02

The Wrong Wax

A dying Accord courier presses a wax-sealed order into a character's hands and whispers a hymn before he dies. The seal is the Accord's, but the wax is the wrong color. Following the order leads straight to the murder in the square and to Thornwood Edge.

Hook 03

The List of Names

One character's old squad sergeant, Corwin Bale, is named on a list of soldiers who took Ashen Choir coin. Clearing his name means working the veterans' taverns of Accord Hall, the treaty stone, and the old barracks before the town guard arrests him.

Hook 04

Old Debts, New War

A burned grove, a stolen moonstone, or a forge master who stopped writing letters: each character has a personal thread that runs into the Ashen Choir's plot. The campaign opens with all of those threads tied to one dead envoy in the mud.

Hook 05

Work for the Remnant

The Accord Remnant pays in coin, safe passage, and old alliance maps. For characters who want work, protection, or a way into the capital, the Remnant is the only patron in the Marches that does not demand a side.

Act Structure

Act I: The Broken Accord

Recommended level: 1-4

The party arrives at Accord Hall for a treaty signing and is thrown into a murder investigation. They discover forged orders, a cult called the Ashen Choir, and a plot to make humans and wood elves blame each other. They must secure the mountain passes by dealing with Thane Bruna Ironvow and stop the first border incident at Burning Ford.

Objectives

  • Stop the riot in Accord Hall and investigate the envoy's murder.
  • Survive the ambush at Thornwood Edge and capture a attacker alive.
  • Save Burning Ford from arson and recover the Ashen Choir sigil.
  • Convince Thane Bruna Ironvow to keep the mountain passes open.

The Envoy's Blood

The Broken Banner inn and the muddy square of Accord Hall

Read aloud

Rain hammers the treaty stone as a human delegate lies dead in the mud. A wood elf holds a bloody arrow, shouting that she was framed. Humans draw swords. Elves nock arrows. Captain Eldrin Voss grabs your arm. 'You are neutral. Find the truth before this town burns.'

Running this scene

The arrow is a plant. A Choir agent in the crowd will try to start the riot. The party can calm the crowd with Persuasion or Intimidation, then investigate the body. The real killer is a human guard named Joss, who will flee to the Thornwood Edge if confronted.

Checks
  • DC 13 Persuasion to calm the crowd.
  • DC 14 Investigation to find the arrow was recently planted.
  • DC 12 Insight to spot Joss sweating and edging away.
  • DC 15 Perception to catch a Choir cultist whispering a hymn.
Clues
  • The arrow's fletching is human-made, not elven.
  • A coded hymn is found on the dead envoy's sleeve.
  • Joss was seen leaving the archive before the murder.
Where next
  • If Joss escapes, tracks lead to Thornwood Edge.
  • If captured, Joss confesses he was paid by a man with a Crown seal.
  • Captain Eldrin asks the party to follow the trail to Thornwood Edge.

Ambush at Thornwood Edge

A narrow game trail under the eaves of the Thornwood

Read aloud

Arrows hiss from the green shadows. A voice calls out in Elvish: 'Turn back, human-lovers.' The trail behind you is blocked by fallen branches. You are surrounded by wood elf scouts who believe you are spies.

Running this scene

The elves are led by a hot-headed scout named Riel, not Lia. Lia is watching from hiding and will intervene if the party avoids killing. The party can fight, flee, or talk. If they capture Riel, he reveals he received orders bearing the Accord seal.

Checks
  • DC 14 Perception to spot the hidden scouts before the ambush.
  • DC 15 Persuasion to convince Riel to parley.
  • DC 13 Survival to find a safe path out of the ambush.
  • DC 14 Investigation to examine the forged orders on Riel's body.
Clues
  • The orders are sealed with Accord wax but written in a human hand.
  • Riel mentions a human courier met him at the edge of the forest.
  • Lia Woodswhisper knows the courier wore a Crown cloak.
Where next
  • Lia asks the party to prove their good faith by saving Burning Ford.
  • If the party kills Riel, the Thornwood Concord becomes hostile.
  • The trail to Burning Ford is marked on a stolen map.

Fire at Burning Ford

The burning ford and the village square

Read aloud

Flames leap from the barn roof. Villagers scream as smoke rolls across the ford. A group of masked figures throws torches and shouts, 'For the Choir! For the new empire!' Mayor Harlan grabs your sleeve. 'Save my people!'

Running this scene

This is a timed rescue scene. The party has five rounds before the fire spreads to the temple. Arsonists are Choir cultists led by a priest. They fight to cover their escape. The sigil is on the priest's belt.

Checks
  • DC 13 Athletics to break down a burning door.
  • DC 14 Medicine to stabilize a burn victim.
  • DC 15 Investigation to find the Choir sigil in the ashes.
  • DC 12 Perception to spot a cultist trying to flee.
Clues
  • The sigil matches the hymn found in Accord Hall.
  • A captured cultist says the Choir has a base under the breeding pits.
  • The torches are stamped with the Crown's arsenal mark.
Where next
  • Mayor Harlan asks the party to escort refugees to Deepforge Outpost.
  • Sister Elian gives the party the Choir hymn.
  • The trail leads east to the mountain pass.

The Thane's Price

The great hall of Deepforge Outpost

Read aloud

Thane Bruna Ironvow sits on a stone chair, her hammer across her knees. 'The Crown offers me gold to close the pass. The elves offer me nothing but threats. Why should I listen to you?' The hall falls silent. Every dwarf in the room is watching.

Running this scene

Bruna is neutral but pragmatic. The party can persuade her with evidence of the Choir, a promise of trade, or by exposing Dain's forgery. If they fail, she closes the pass and the campaign's travel route becomes harder.

Checks
  • DC 15 Persuasion to convince Bruna to keep the pass open.
  • DC 14 Investigation to find the Crown's bribe letter.
  • DC 13 Insight to see Dain is hiding something.
  • DC 12 Intimidation to pressure Dain into confessing.
Clues
  • The bribe letter is signed by Chancellor Vaelor.
  • Dain confesses he made the forged seals for a man in a gray hood.
  • Bruna mentions the breeding pits are still active.
Where next
  • Bruna opens the pass and gives the party a guide to the Ashen Scar.
  • Dain gives the party a forged seal as evidence.
  • The road south leads to Scarfall Bazaar.

Milestone: The party reaches 5th level after securing the Deepforge Outpost and learning the Ashen Choir is real.

Act II: The Hidden Hands

Recommended level: 5-8

The party follows the Choir's trail into the Ashen Scar. They infiltrate Scarfall Bazaar, descend into the breeding pits to rescue Talia Voss, race Duchess Sera for a corrupted artifact, and expose a traitor inside the Accord. They must choose whether to destroy the artifact or use it as evidence, and they must keep the high elves and dwarves from joining the war.

Objectives

  • Find the Choir courier in Scarfall Bazaar and decode the hymn.
  • Rescue Talia Voss from the breeding pits and recover a corrupted artifact.
  • Expose Duchess Sera's plan to the high elf council.
  • Stop the sabotage at Iron Vein Mine and secure dwarven neutrality.

Secrets in Scarfall

The night market of Scarfall Bazaar

Read aloud

Lanterns swing over the night market. Vex Copperlock leans close and whispers, 'The Choir courier is here. He is carrying a hymn that names your traitor. But he is not alone.' Across the crowd, a gray-hooded man hands a scroll to a Crown soldier.

Running this scene

The courier is Fenn, the gambler from Act I. He will flee through the bazaar. The party can chase, ambush, or bribe him. The hymn is coded; Caelum Starquill or Mira Scribe can decode it.

Checks
  • DC 15 Perception to spot the handoff.
  • DC 14 Stealth to follow Fenn without being seen.
  • DC 16 Investigation to decode the hymn.
  • DC 13 Persuasion to bribe Fenn for the scroll.
Clues
  • The hymn names 'the Chancellor's shadow' as the Accord traitor.
  • Fenn carries a map of the breeding pits.
  • The Crown soldier wears a Choir sigil under his cloak.
Where next
  • Fenn's map leads to the breeding pits.
  • Vex offers to guide the party to the hidden tunnel.
  • The decoded hymn points to Spymaster Lys in the capital.

Descent into the Breeding Pits

The collapsed entrance and tunnels of the old orc breeding pits

Read aloud

The tunnel floor is slick with ash. Below, you hear chanting and the clank of chains. Karg Broken-Tusk points at a side passage. 'The human woman is in the cage. The artifact is in the deep pit. The Choir is everywhere.'

Running this scene

The party must choose between rescuing Talia and grabbing the artifact first. Duchess Sera's agents arrive after ten minutes. Gorak will confront the party in the lower tunnels. The artifact can be destroyed, taken, or used as evidence.

Checks
  • DC 15 Stealth to avoid Choir patrols.
  • DC 14 Athletics to climb down the collapsed shaft.
  • DC 16 Arcana to identify the artifact's corruption.
  • DC 15 Persuasion to convince Gorak to stand down.
Clues
  • Talia identifies Crown agents working with the Choir.
  • The artifact hums with the same hymn as the coded scroll.
  • Gorak says the Choir promised his people safety but is sacrificing them.
Where next
  • Talia asks to be taken to the high elf enclave as a witness.
  • Gorak offers to lead his people away if the party spares him.
  • Duchess Sera's agents retreat toward Sylvaneth Enclave.

The Enclave's Demand

The moonlit council chamber of Sylvaneth Enclave

Read aloud

The council chamber is lit by floating moonstones. Lady Aerith Moonveil regards you coldly. 'You bring a corrupted artifact into our city and ask for trust. Why should we not take it and imprison you?' Duchess Sera smiles from the shadows.

Running this scene

This is a social confrontation. The party must present evidence of Sera's alliance with the Choir. If they fail, Sera takes the artifact and the high elves withdraw from peace talks. If they succeed, Aerith arrests Sera and offers aid.

Checks
  • DC 16 Persuasion to convince the council of Sera's treason.
  • DC 15 Investigation to find Sera's Choir correspondence.
  • DC 14 Insight to see Sera is lying.
  • DC 15 Arcana to prove the artifact is dangerous.
Clues
  • Sera's letters are sealed with a Choir sigil.
  • Caelum admits the artifact can destroy the enclave if mishandled.
  • Aerith reveals the high elves have been offered land by Chancellor Vaelor.
Where next
  • Aerith sends the party to Iron Vein Mine to secure dwarven neutrality.
  • Sera escapes and flees to the capital.
  • Caelum gives the party a ritual to destroy the artifact.

Sabotage at Iron Vein

The deep shafts and pump room of Iron Vein Mine

Read aloud

A pump explodes in a shower of steam. Miners shout as water rushes into the lower shaft. Grask Ironjaw grabs a pick. 'Saboteurs! They are heading for the main support beam!' Hilda Coppervane points at a dropped tool. 'That is Crown issue!'

Running this scene

This is a timed combat and skill challenge. The party must stop the saboteurs before they collapse the main shaft. The saboteurs are Choir cultists led by a Crown agent. Captured cultists confess under pressure.

Checks
  • DC 14 Athletics to hold a collapsing beam.
  • DC 15 Investigation to identify Crown-issue tools.
  • DC 13 Perception to spot a saboteur in the dark.
  • DC 14 Persuasion to calm the miners and prevent a riot.
Clues
  • The tools bear the Crown arsenal mark.
  • A cultist confesses Vaelor paid them.
  • Grask mentions Gorak's orcs are hiding in the breeding pits.
Where next
  • Grask gives the party a letter of thanks from the Deepforge Holds.
  • Hilda agrees to testify before the queen.
  • The road south leads to the Crown capital.

Milestone: The party reaches 9th level after escaping the breeding pits with the artifact and proof of the Choir's alliance with the Crown.

Act III: The Crown of Ash

Recommended level: 9-12

The party arrives in the capital with evidence of the Choir's plot. They must navigate court intrigue, expose Chancellor Vaelor, and prevent Queen Mariana from ordering an invasion. Meanwhile, Malrec Thorn prepares a ritual at the Forest Heart, and Vaelor retreats to the Throne of Ash for a final confrontation. The campaign ends with the fate of the alliance decided.

Objectives

  • Gather evidence against Chancellor Vaelor in the capital.
  • Present the evidence to Queen Mariana and prevent the invasion.
  • Stop Malrec Thorn's ritual at the Forest Heart.
  • Defeat Chancellor Vaelor at the Throne of Ash and destroy or seal the corrupted artifact.

The Capital of Knives

The rain-slick streets and spy dens of the Aurelian capital

Read aloud

Rain hammers the cobblestones. Spymaster Lys Ardent pulls you into a doorway. 'Vaelor knows you are here. He has ordered your arrest as elven spies. If you want to save the peace, you need proof he is working with the Choir. I can get you into the castle, but you must not be caught.'

Running this scene

This is an investigation and stealth scene. The party can follow Vaelor's couriers, break into his office, or meet Ambassador Faelar. If they are arrested, Roderick Steel can help them escape if they prove their innocence.

Checks
  • DC 16 Stealth to avoid patrols.
  • DC 15 Investigation to find Vaelor's hidden documents.
  • DC 14 Persuasion to convince Faelar to share the letter.
  • DC 15 Deception to bluff past a guard checkpoint.
Clues
  • Vaelor's office contains a map of the Throne of Ash.
  • Faelar's letter shows Vaelor altered the queen's orders.
  • Lys reveals Vaelor plans to blame the party for an attack on the castle.
Where next
  • Lys arranges a meeting with Queen Mariana.
  • Faelar gives the party the altered orders.
  • The trail leads to the royal castle.

The Queen's Dilemma

The royal castle's throne room and private solar

Read aloud

Queen Mariana sits on a throne of silver and oak. Chancellor Vaelor stands at her right hand, smiling. 'These are the spies who murdered your envoy, Your Majesty.' The court holds its breath. You have one chance to speak.

Running this scene

This is a high-stakes social scene. The party must present evidence: the coded hymn, the ledger, the altered orders, and Talia's testimony. Vaelor will try to discredit them. If the party succeeds, Mariana arrests Vaelor, but he escapes through a hidden passage. If they fail, they are arrested and must escape.

Checks
  • DC 17 Persuasion to convince the queen.
  • DC 16 Investigation to present the evidence coherently.
  • DC 15 Insight to catch Vaelor in a lie.
  • DC 14 Intimidation to silence a noble heckler.
Clues
  • Vaelor's hidden passage leads to the Throne of Ash.
  • Mariana reveals she suspected Vaelor but needed proof.
  • Roderick offers to lead guards against Vaelor's loyalists.
Where next
  • Vaelor escapes to the Throne of Ash.
  • Mariana orders the army to stand down and asks the party to stop Malrec Thorn.
  • The road north leads to the Forest Heart.

Ritual at the Forest Heart

The great moss-ringed stone at the heart of the Thornwood

Read aloud

Green fire climbs the ancient trees. Malrec Thorn stands on the moss-ringed stone, a corrupted artifact in his hands. 'The humans burned our home. Now I burn theirs.' Nyx Thorn has an arrow aimed at his heart, but she hesitates.

Running this scene

Malrec is a villain with a character sheet. He fights with rangers and poison arrows. The party can disrupt the ritual with Arcana or Nature checks, or convince Nyx to shoot. If Malrec is turned, he gives evidence against Vaelor.

Checks
  • DC 16 Arcana to disrupt the ritual.
  • DC 15 Persuasion to convince Nyx to act.
  • DC 14 Nature to use the Forest Heart stone.
  • DC 15 Intimidation to make Malrec's followers flee.
Clues
  • Malrec's artifact is the twin of the one from the breeding pits.
  • He admits Vaelor promised him the Thornwood if he burned the border.
  • Nyx reveals Malrec's camp holds letters from the Choir.
Where next
  • If Malrec is stopped, the forest is saved and the party can march on the Throne of Ash.
  • Nyx or Theris gives the party a Heartwood Seed.
  • The road east leads to the Throne of Ash.

The Throne of Ash

The ruined orc warlord's throne atop the breeding pits

Read aloud

The throne room stinks of ash and blood. Chancellor Vaelor Thorn stands before the jagged throne, the corrupted artifact floating above his hand. 'You are too late. The war begins tonight. But I am generous. Kneel, and I will let you live as my generals.'

Running this scene

This is the final battle. Vaelor is a villain with a character sheet. He uses guards, cultists, and the artifact's power. The party can destroy the artifact with Caelum's ritual, seal it with the Forest Heart stone, or use it against Vaelor. Allies arrive based on the party's choices.

Checks
  • DC 18 Persuasion to make Vaelor's guards hesitate.
  • DC 17 Arcana to control or destroy the artifact.
  • DC 16 Athletics to climb the throne and reach Vaelor.
  • DC 15 Insight to predict Vaelor's escape route.
Clues
  • Vaelor's treaty proves he planned the war.
  • The artifact can be sealed if the party has the Forest Heart stone.
  • Vaelor's guards will surrender if he falls.
Where next
  • If Vaelor is defeated, the campaign ends with the alliance's fate decided.
  • If the artifact is destroyed, the Choir is broken.
  • If the party fails, the war begins and a resistance campaign can continue.

Milestone: The party reaches 12th level after the finale and the campaign's political outcome is decided.

Monsters & Enemies

Ash-Hound of the Marches Ash-Hound of the Marches Completed · CR 2 · Monstrosity

A medium-sized hound with mottled gray-black fur crusted with white ash. Its eyes glow like dying embers, and smoke curls from its jaws. Le…

Hymn-Wisp Hymn-Wisp Completed · CR 3 · Undead

A translucent knot of grey ash and swirling sound forming a faint, screaming human face. Small, floating, with tattered remnants of choir r…

Slag-Crawler Slag-Crawler Completed · CR 4 · Elemental

Large elemental mass of glowing orange molten slag fused with broken iron pump gears. Six jagged metallic legs support a cracked boiler tor…

God-Machine Spawnling God-Machine Spawnling Completed · CR 5 · Construct

A medium construct-aberration hybrid with cracked iron ribs fused into orc flesh. Four spindly limbs skitter across stone. A single glowing…

Blight-Stalker Blight-Stalker Completed · CR 6 · Plant

A large, monstrous plant creature with bark-like plating, splintered wood jaws, and writhing thorned vines emerging from the earth. Dark gr…

Cinder Wraith Cinder Wraith Completed · CR 7 · Undead

Charred humanoid silhouette with glowing ember eyes, holding a rusted jagged blade, smoke trailing from its form, dark background with floa…

Moonveil Spell-Eater Moonveil Spell-Eater Completed · CR 8 · Aberration

Pale, eyeless humanoid aberration with lamprey mouth and elongated fingers. Skin translucent revealing faint blue veins. Hairless head tilt…

Trench Lurker Trench Lurker Completed · CR 1 · Monstrosity

A gaunt, mud-colored humanoid predator with long claws and a flattened body, crouching low in wet earth, eyes glowing faintly in dim light,…

Ash-Dune Stalker Ash-Dune Stalker Completed · CR 3 · Beast

Lean six-legged reptilian beast with gray ash-colored hide. Hot dry breath visible as faint steam. Sharp claws adapted for digging. Glowing…

Choir Thrall Choir Thrall Completed · CR 4 · Humanoid

A gaunt humanoid figure in tattered gray robes and hood, skin pale like parchment, hands stained black with ash. Eyes glow faintly white. M…

Villain Plans

Chancellor Vaelor Thorn Character Sheet

BBEG, human chancellor of the Aurelian Crown

Motivation

Vaelor believes the alliance was a mistake that weakened humanity. He wants a short, victorious war to unite the human nobles, seize elven and dwarven lands, and crown himself regent. He also fears the Ashen Choir's artifact and plans to use it as a final weapon.

Personality

Charming, patient, and utterly ruthless. He speaks in calm, reasonable sentences and always offers the party a way to serve him. He never admits a crime until it is too late.

Resources

  • Aurelian Crown spies
  • Royal Guard
  • Forged treaties
  • Ashen Choir cultists
  • Control of the capital

Battle Plan

Vaelor avoids fair fights. He uses guards, knights, and cultists to wear the party down, then escapes through hidden passages. In the finale he fights with a magic blade and protective relics, targeting the party's healer and diplomat first.

Defeat or Redemption

He can be killed, exposed before the queens and ambassadors, or forced to confess and stand trial. If exposed, the Crown fractures and the war is averted.

Malrec Thorn Character Sheet

Lieutenant, wood elf extremist

Motivation

Malrec lost his family when human soldiers burned the Thornwood. He wants revenge, not peace, and believes the only safe forest is one with no humans in it.

Personality

Quiet, intense, and courteous until violence begins. He respects courage and hates liars.

Resources

  • Thornwood rangers
  • Hidden groves
  • Poison arrows
  • Forest ambush sites

Battle Plan

Malrec fights from cover, uses hit-and-run tactics, and tries to split the party. He retreats if outmatched and returns with more rangers.

Defeat or Redemption

He can be killed, captured, or convinced to give evidence against the humans who burned the groves. If spared, he becomes a reluctant ally.

Duchess Sera Moonveil Character Sheet

Lieutenant, high elf artifact hunter

Motivation

Sera believes the corrupted artifacts under the breeding pits are too dangerous for humans or dwarves. She wants them for the high elves, even if she must sacrifice a few border towns to get them.

Personality

Cold, intellectual, and condescending. She treats the party as useful tools and is genuinely surprised when they refuse her.

Resources

  • High elf mages
  • Ancient lore
  • Mercenary scouts
  • Enclave vaults

Battle Plan

Sera uses spells and wards to control the battlefield, directs her mages and mercenaries, and teleports away if reduced below half hit points.

Defeat or Redemption

She can be killed, arrested by her own council, or persuaded that the artifacts must be destroyed. If she survives, she may help seal the pits.

Gorak the Unbroken Character Sheet

Lieutenant, orc remnant warlord

Motivation

Gorak survived the horde's defeat and now leads a few hundred orcs hiding in the breeding pits. He wants to escape the Scar with his people, but the Ashen Choir has promised him safety in exchange for raids that look like a new invasion.

Personality

Blunt, tired, and dangerous. He does not trust words, only deeds, and he is furious at being used.

Resources

  • Orc survivors
  • Breeding pit tunnels
  • Trained beasts
  • Stolen weapons

Battle Plan

Gorak fights with a heavy blade and shield, using tunnels and beasts to divide the party. He tries to capture rather than kill if he thinks he can trade prisoners.

Defeat or Redemption

He can be killed, captured, or convinced to turn on the Ashen Choir. If spared, he leads his people away from the war.

Running Notes

Recommended party: Four to five characters, ideally including a diplomat (bard or paladin), a scout (ranger or rogue), a healer (cleric or druid), and a damage-dealer (fighter or barbarian). Any 5e class works, but social skills and investigation matter as much as combat.

Session Zero

Before play, tell the table what this campaign is: a political thriller about preventing a war, not winning one. Combat is dangerous but often avoidable, and the party's enemies are people with reasons, not monsters. Set expectations for three sensitive topics: ethnic violence and hate crimes between humans, elves, and dwarves; the aftermath of war, including mass graves and traumatized veterans; and political betrayal by people in authority. Use a lines-and-veils conversation and an anonymous note card so players can flag anything they want off the table. Agree on how the table handles interrogation, torture, and the killing of surrendered enemies, because the module offers several chances to spare people who can testify later. Confirm that the party wants to play neutral investigators rather than loyalists of any one nation, and ask each player to write one personal reason their character cares about the peace. Establish that the DM will not fudge dice, but will always give the party a second route to a clue. Finally, agree on a signal for when a scene is getting too intense and the table wants to cut away.

Scaling Guidance

This module is written for four to five characters from 1st to 12th level. For three characters, remove one minion-type combatant (a cultist, thug, scout, spy, or thrall) from every encounter and lower each villain's effective hit points by about 20 percent. For six characters, add one minion per encounter and give each villain one extra legendary-style action per round, such as a free move, a spell, or a command to an ally. If the party is one level below the suggested range, treat every encounter as one difficulty step higher and let allies arrive one round earlier. If the party is two or more levels above, add a second villain lieutenant to the finale and give the artifact an extra pulse of damage each round. Never scale by removing clues: scale by adding enemies, hazards, and time pressure. If a fight is going badly, use the environment instead of fudging dice: a collapsing tunnel, a spreading fire, a flooding shaft, or a sudden third faction arriving can change the stakes without invalidating the party's choices.

DM Advice

Run this campaign as a pressure cooker, not a tour. Every act should open with a scene the party cannot ignore and close with a piece of evidence that points at the next act. Keep three clocks running in the background: the Choir's next staged incident, the Crown's next land grab, and the Concord's patience. Advance one clock whenever the party spends a full day on downtime or takes a long rest in a settlement. Villains should appear early and often, always with an escape plan: Vaelor sends letters before he sends assassins, Sera offers the party a job before she tries to kill them, Malrec argues his case before he draws, and Gorak demands proof before he trusts. Never let a clue exist in only one place. If the party misses the wax recipe at the Hymn-Ruined Outpost, let Mira Scribe find a matching seal in the archive. If they lose the coded hymn, let Vex Copperlock sell them a copy for a favor. The campaign's real question is not who wins a fight; it is whether the party can make three hostile nations listen to the same evidence. Reward them for talking, for showing proof, and for sparing enemies who can testify. Punish them for burning bridges, but never end the campaign on a single failed roll: a failed check should cost time, coin, or trust, not the plot.

Failure States

  • If the party fails to stop the riot in Accord Hall, the town burns, the Accord Remnant is disbanded, and every later negotiation starts one step more hostile.
  • If the party fails to save Burning Ford, the ford closes, the wood elves are blamed, and the Thornwood Concord begins raiding human farms within a week.
  • If the party fails to keep the Deepforge pass open, travel between acts costs an extra three days and the Deepforge Holds sell steel to the Crown's invasion.
  • If the party fails to rescue Talia Voss, the Accord's traitor is never named, Spymaster Lys is arrested, and the capital's spy network collapses.
  • If the party fails to secure the corrupted artifact, Duchess Sera takes it to Sylvaneth Enclave, the high elves withdraw from all peace talks, and the enclave becomes a hostile faction.
  • If the party fails to stop the Iron Vein sabotage, the mine floods, the Deepforge Holds close their gates, and dwarven neutrality ends.
  • If the party fails to expose Chancellor Vaelor at the Royal Castle, they are arrested as elven spies and must escape the capital while the invasion is ordered.
  • If the party fails to stop Malrec Thorn's ritual, three border villages burn, hundreds die, and the Thornwood Concord goes to war against the Crown.
  • If the party fails at the Throne of Ash, Vaelor crowns himself regent, the war begins in earnest, and the campaign continues as a resistance story: the party leads survivors, rescues prisoners, and tries to rebuild the alliance from the ashes.

Secrets & Clues

  • The forged orders that turned human and wood elf patrols against each other were sealed with wax made in Deepforge Outpost, not in Accord Hall.
  • Captain Eldrin Voss keeps a hidden list of Accord soldiers who have taken Ashen Choir coin, and one of them is a personal friend of a party member.
  • The coded Choir hymn names 'the Chancellor's shadow' as the traitor inside the Accord Remnant, and the name points at Spymaster Lys Ardent's own deputy.
  • Talia Voss saw humans in Crown uniforms meeting with Ashen Choir priests inside the breeding pits, and she can identify two of them by face.
  • The Iron Vein saboteurs used Crown-issue tools paid for out of Chancellor Vaelor's private purse, and Hilda Coppervane kept the purchase ledger.
  • Duchess Sera Moonveil has a secret agreement with the Ashen Choir to split the corrupted artifacts, and her letters are sealed with a Choir sigil.
  • The corrupted artifact under the breeding pits is a fragment of an old orc god-machine, and it can amplify any corruption it touches.
  • Chancellor Vaelor has been replacing Queen Mariana's orders with forged ones for months, and Ambassador Faelar Silverwind holds one of the originals.
  • Malrec Thorn's ritual at the Forest Heart requires a corrupted artifact, and he was promised the Thornwood by a human contact he calls 'the Chancellor's shadow.'
  • Vaelor's treaty with the Ashen Choir is hidden inside the Throne of Ash itself, and it names every Choir cell in the capital.

Appendix

Downtime

Research the Records

A character spends days in the Accord archive or a temple library, cross-referencing seals, wax recipes, treaty drafts, and Choir hymns. Each day of research grants one lead: a name, a place, or a date.

Requirements: Access to an archive, a scribe's kit or calligrapher's supplies, and at least one day of peace in a friendly settlement.

Rewards: A decoded hymn line, a forged-seal match, a treaty loophole, or a named Choir contact.

Time: One day per lead, up to five days per settlement.

Location: Accord Hall's archive, the Sylvaneth Enclave council archives, or the Royal Castle records room. Each site holds different evidence, so the party should split research between them.

Complicate research with a rival researcher, a missing file, or a Choir agent who burns a shelf. A DC 15 Intelligence (Investigation) check turns a day of reading into a concrete clue instead of a rumor.

Forge and Brew

A character works a forge, brews potions, or copies spells. Deepforge smiths will rent anvil time to anyone who can pay or who helps with the mine pumps.

Requirements: Proficiency with smith's tools, alchemist's supplies, or calligrapher's supplies, plus raw materials worth half the item's cost.

Rewards: A finished weapon, suit of armor, potion, or spell scroll, plus a discount on later purchases from that settlement.

Time: Two to five days per item, depending on rarity.

Location: Deepforge Outpost's forge hall, Iron Vein Mine's smelter, or the Sylvaneth Enclave's scriptorium. Dwarven forges are best for weapons and armor; the enclave is best for scrolls.

Dain Emberhand will help a smith who asks about the forged seals, but he is being watched. A failed check wastes materials and draws a Choir spy to the workshop.

Carouse for Rumors

A character drinks, gambles, and listens in the taverns and night markets. Carousing buys rumors, contacts, and the occasional enemy.

Requirements: At least 10 gp to spend and a settlement with a tavern or market.

Rewards: One rumor, one contact, and sometimes a side quest or a stolen item offered for sale.

Time: One evening, or one full day for a market crawl.

Location: The Broken Banner in Accord Hall, the night market of Scarfall Bazaar, or the harbor taverns of the capital. Each place has its own crowd and its own secrets.

Roll a DC 13 Charisma (Persuasion) or (Deception) check. On a success the character learns one true rumor from the appendix. On a failure they learn a false one and owe someone a favor.

Train with the Locals

A character trains with Thornwood scouts, Accord veterans, or Deepforge guards to learn a language, a tool proficiency, or a fighting style.

Requirements: A willing teacher, 25 gp of fees or a favor, and ten uninterrupted days.

Rewards: A new language, tool proficiency, or a +1 bonus to a specific skill check in that region.

Time: Ten days of in-world time.

Location: Thornwood Edge for Elvish and Survival training, Deepforge Outpost for Dwarvish and smith's tools, Accord Hall for the old alliance battle-sign.

Training requires a willing teacher. Lia Woodswhisper teaches only characters who saved Burning Ford; Bruna Ironvow teaches only characters who kept the pass open.

Pray at the Shrine

A character prays at a temple or shrine for guidance, healing, or a blessing before a dangerous journey.

Requirements: A donation of at least 5 gp and a sincere reason, judged by the DM.

Rewards: One of: advantage on the next saving throw against fear, 5 temporary hit points, or a dream that reveals one clue.

Time: One hour, once per day.

Location: Sister Elian's temple at Burning Ford, the Deepforge forge-shrine, or the Forest Heart stone. Each grants a different blessing.

The blessing lasts until the next long rest after the character's next fight. A character who prays at the Forest Heart while the ritual is active must make a DC 13 Wisdom save or take 1d6 psychic damage.

Rumors

  • A human patrol was found dead with elven arrows, but the arrows were bought in a human market.
  • The dwarves are selling weapons to both sides and laughing all the way to the bank.
  • Something still lives under the breeding pits, and it is not orc.
  • The queen's chancellor has not been seen in public for a month.
  • The wood elves have a ritual that can burn a hundred miles of forest.
  • The Accord Remnant keeps a list of its own soldiers who took Choir coin.
  • A gray-hooded man buys wax in Deepforge Outpost and pays in Crown silver.
  • The high elves already keep two corrupted artifacts in their vaults.

Random Events

  • A refugee family with a burned cart asks the party for escort to the next town; the father is a Choir informant.
  • A Choir cell tries to poison the party's rations at an inn; a DC 14 Wisdom (Perception) check catches the bitter taste.
  • A dwarven merchant offers a 20 percent discount in exchange for a favor: carry a sealed crate past a checkpoint.
  • A Crown patrol mistakes the party for elven spies and demands papers; a DC 15 Charisma (Deception) or (Persuasion) check settles it.
  • A corrupted animal, an ash-hound or blight-stalker, attacks the camp at night, driven mad by the artifact.
  • A messenger delivers a letter from an anonymous ally warning that the party is being followed.
  • A bridge over a flooded ford has collapsed; crossing costs half a day or a DC 14 Strength (Athletics) check.
  • A funeral procession for a mixed-race Accord squad passes on the road; joining it earns a rumor and a free meal.

Treasure Parcels

  • Parcel A (Act I, Accord Hall archive): 50 gp, the Accord Signet, a potion of healing, and a map of the Sundered Marches.
  • Parcel B (Act I, Thornwood Edge cache): 35 gp, the Cloak of the Thornwood, two forged Accord orders, and a stolen Marches map.
  • Parcel C (Act I, Deepforge Outpost forge hall): 120 gp, the Emberhand Hammer, a forged seal, and a letter of thanks from the Deepforge Holds.
  • Parcel D (Act II, Scarfall Bazaar strongbox): 250 gp, the Vial of Purified Ash, the Whisper Mask, and the coded hymn.
  • Parcel E (Act II, Sylvaneth Enclave vaults): 400 gp, the Moonveil Codex, the moonstone focus, and Sera's Choir correspondence.
  • Parcel F (Act II, Iron Vein Mine pump room): 250 gp, the Ironvow Shield, Crown-issue sabotage tools, and unrefined iron ore worth 100 gp.
  • Parcel G (Act III, Royal Castle armory): 500 gp, the Crownbreaker Blade, and Vaelor's abandoned signet ring.
  • Parcel H (Act III, Forest Heart): 300 gp, the Heartwood Seed, and Malrec's letters from the Choir.
  • Parcel I (Act III, Throne of Ash): 1,000 gp, the Ashen Choir Hymnal, Vaelor's treaty, and the corrupted artifact.

Spare Names

  • Corwin Bale, disgraced Accord sergeant
  • Joss, the guard who planted the arrow
  • Riel, hot-headed Thornwood scout
  • Sorn, Choir agent in the crowd
  • Fenn, the courier and gambler
  • Hilda Coppervane's apprentice, Bekka
  • Captain Roderick's second, Sergeant Maud
  • Oren Ashwalker's dead brother, Halden
  • The rug-seller of Scarfall, Nim
  • Vault-keeper Thessaly of Sylvaneth

Starting Location

The Sundered Marches

The Sundered Marches are the old front of the orc war: a scarred forest of burned groves, broken palisades, and mass graves. Accord Hall stands at its center, a neutral town of timber houses and mixed banners. To the north, the Thornwood begins, its eaves dark and watchful. To the south, the Burning Ford crosses a shallow river where refugees and patrols meet. To the east, the Deepforge Outpost guards the mountain pass, its brick towers squat and smoke-stained. The Marches are full of veterans who cannot go home, orphans who follow armies, and profiteers who sell shovels and rope. The peace is thin here, and everyone knows it.

Secrets

  • The forged orders that turned patrols against each other were sealed with wax made in Deepforge Outpost.
  • Captain Eldrin Voss is hiding a list of Accord soldiers who have taken Choir coin.
  • The Thornwood Edge ambush was staged by Malrec Thorn, but the orders came from a human courier.

Key Locations

Accord Hall

Accord Hall is a muddy, stubborn town built around the old alliance headquarters. Its square holds a cracked treaty stone, its inn is called the Broken Banner, and its streets are full of veterans, clerks, and refugees. The buildings are timber and half-timbered, many with scorch marks from the war. The Accord Remnant keeps a small garrison here, but its authority is fading. Humans, elves, and dwarves still trade in the market, though they watch each other closely. The town smells of wet ash, ale, and fear.

Additional Notes

Use Accord Hall as the campaign's home base. The party can buy basic gear, rest, and gather rumors. The Broken Banner inn is the social hub. The treaty stone is where public speeches and riots happen.

Thornwood Edge

The Thornwood Edge is where the burned Marches give way to the deep forest. The trees here are old and close, their bark scarred by old fires. A narrow game trail winds between mossy stones and hidden blinds. Wood elf scouts watch from the branches, and the air smells of pine and ash. This is no place for a fair fight; it is a place for ambushes, whispered warnings, and quick arrows.

Additional Notes

Run this as a tense wilderness encounter. The wood elves are not automatically hostile; they are testing the party. If the party shows respect, Lia Woodswhisper will speak.

Burning Ford

Burning Ford is a village built around a shallow river crossing. Half its houses are blackened shells from a recent fire; the rest are crowded with refugees. The ford itself is a stone shelf where carts and patrols cross. Mayor Harlan Reed has rebuilt the village twice and is running out of timber and patience. The air smells of smoke and wet charcoal. A small temple to a healing god stands untouched at the village center, its priest tending to burn victims.

Additional Notes

The fire was set by Ashen Choir agents to close the ford and blame the wood elves. The party can save villagers, fight the arsonists, and find the Choir sigil.

Deepforge Outpost

Deepforge Outpost is a squat dwarven stronghold guarding the mountain pass. Its dark brick walls rise from rough stone footings, with narrow windows and timber galleries. The great hall is warm, loud, and full of smoke from the forge. Thane Bruna Ironvow rules here with a hammer and a ledger. The outpost trades iron, ale, and weapons to anyone who pays, but its gates can close a war front in a single day.

Additional Notes

The Crown has offered Bruna a fortune to close the pass. The party must prove the Crown is lying and the Choir is the real threat. Dain Emberhand secretly made the forged seals.

The Ashen Scar

The Ashen Scar is the wasteland left by the orc hordes. It is a broken plain of black soil, collapsed tunnels, and twisted iron, with the breeding pits at its heart. Scarfall Bazaar rises from the ruins, a lawless market where survivors trade stolen goods and secrets. To the west, the high elf enclave of Sylvaneth stands in a pocket of ancient forest, its white towers untouched by ash. To the north, Iron Vein Mine digs into the mountains, its mixed crew of orcs, dwarves, and humans trying to forget the war. The Scar is where the old enemy died, and where the new one is being born.

Secrets

  • The breeding pits are still active, but the workers are human and Choir cultists, not orcs.
  • Duchess Sera Moonveil has a secret agreement with the Choir to split the artifacts.
  • The Iron Vein Mine sabotage was ordered by Chancellor Vaelor to weaken the dwarves.

Key Locations

Scarfall Bazaar

Scarfall Bazaar is a crowded, noisy market built in the ruins of an old orc camp. Red brick arcades and shaded loggias stand beside tents and lean-tos. Smugglers, refugees, deserters, and merchants from every nation trade here. The Accord Remnant keeps a small office, but the real power is Quartermaster Orla Flint and the smugglers' guild. The bazaar smells of spice, sweat, and ash. Everyone has a secret, and most are for sale.

Additional Notes

Use the bazaar for information gathering, shopping, and side quests. Vex Copperlock sells the coded hymn. Orla Flint keeps the smuggler's ledger. The Choir has a courier here named Fenn.

The Breeding Pits

The breeding pits are a vast crater of collapsed tunnels, iron cages, and blackened stone. The orcs once bred monsters here; now the Ashen Choir uses the tunnels for rituals and artifact hunting. The air is hot and smells of sulfur and old blood. A glowing crack in the earth pulses with corrupted energy. Gorak the Unbroken and his surviving orcs hide in the lower tunnels, while Choir cultists work above. Talia Voss is held in a cage near the central pit.

Additional Notes

This is a dungeon crawl. Use the tunnels to split the party and create moral choices. Gorak can be an enemy or an ally. The artifact is a fragment of an old orc god-machine.

Sylvaneth Enclave

Sylvaneth Enclave is a high elf city hidden in a pocket of ancient forest. White brick towers with pointed windows and steep tiled roofs rise above the trees. The streets are clean, quiet, and full of spies. Lady Aerith Moonveil leads the council, but Duchess Sera Moonveil commands the enclave's mages and artifact hunters. The high elves are not hostile, but they are arrogant and frightened. They believe the corrupted artifacts are theirs by right.

Additional Notes

The party must expose Sera's plan without turning the council against them. Caelum Starquill can decode the artifact. Lady Aerith will support the party if they bring proof.

Iron Vein Mine

Iron Vein Mine is a deep dwarven mine worked by a mixed crew of orcs, dwarves, and humans. Foreman Grask Ironjaw keeps the peace with a pick and a whistle. The mine's pumps keep the lower tunnels dry, and its iron feeds the Deepforge Holds. Recently, saboteurs have been breaking pumps and collapsing shafts. The air is cold, metallic, and tense. Everyone suspects everyone else.

Additional Notes

The saboteurs are Choir cultists using Crown-issue tools. The party must stop them and prove the Crown is behind the attacks. Hilda Coppervane has the evidence.

The Crownlands

The Crownlands are the rich heart of the human kingdom of Aurelia. The capital city rises from the coast, its red brick walls and steep roofs gleaming with rain. The royal castle stands above the harbor, and the queen's court is a nest of spies, ambassadors, and assassins. Beyond the city, the Thornwood stretches north, its heart still untouched by fire. The Throne of Ash lies in the old orc ruins, a black scar on the land. Here the war will be won or lost, not on a battlefield, but in a throne room.

Secrets

  • Chancellor Vaelor has replaced the queen's orders with forged ones for months.
  • The Throne of Ash is a Choir meeting place and holds Vaelor's treaty with the cult.
  • Malrec Thorn's ritual will burn the Thornwood and kill thousands unless stopped.

Key Locations

Aurelian Crown Capital

The Aurelian Crown Capital is a vast, rain-slick city of red brick and steep roofs. The harbor is full of warships, the markets are full of spies, and the castle looms over everything. Chancellor Vaelor Thorn controls the intelligence service, but Spymaster Lys Ardent secretly works against him. The high elf ambassador Faelar Silverwind keeps a townhouse here. The city is beautiful, crowded, and dangerous.

Additional Notes

Use the capital for urban intrigue. The party can gather evidence, avoid arrest, and meet allies. Vaelor's agents are everywhere. The royal castle is a separate district.

Royal Castle

The Royal Castle is a red brick fortress above the harbor, with steep roofs, pointed windows, and a great hall lined with banners. Queen Mariana Aurelian rules here, but Chancellor Vaelor Thorn has filled the court with his allies. Guard Captain Roderick Steel commands the loyal guards. The castle is a maze of secret passages, spy holes, and locked doors. The throne room is where the final political confrontation will happen.

Additional Notes

The castle is a district of the capital. The party must present evidence to the queen and survive Vaelor's counterattack. Roderick can be an ally or an obstacle.

The Forest Heart

The Forest Heart is the oldest part of the Thornwood, a vast grove of ancient trees around a moss-ringed stone. The air is thick with magic and memory. Druid Theris Mossbeard guards the stone, but Malrec Thorn has gathered his followers here to perform a ritual that will burn the human borderlands. The forest is beautiful, dangerous, and full of hidden rangers. The stone pulses with green light.

Additional Notes

This is a wilderness confrontation. The party can fight Malrec, convince him to stop, or disrupt the ritual. Nyx Thorn can help if the party proves Malrec is working with the Choir.

Throne of Ash

The Throne of Ash is the ruined fortress of the last orc warlord, a black stone keep on a plain of ash. The throne itself is a jagged seat of iron and bone. Chancellor Vaelor Thorn has made this his final refuge, surrounded by Choir cultists and Crown loyalists. The corrupted artifact pulses in the throne room. The air is hot, and the ground trembles. This is where the war will be decided.

Additional Notes

This is the final dungeon and boss fight. Vaelor uses guards, cultists, and traps. The artifact can be destroyed, sealed, or used. The party's allies can arrive if they earned them.

Monsters & Enemies

Ash-Hound of the Marches Ash-Hound of the Marches Completed · CR 2 · Monstrosity

A medium-sized hound with mottled gray-black fur crusted with white ash. Its eyes glow like dying embers, and smoke curls from its jaws. Le…

Hymn-Wisp Hymn-Wisp Completed · CR 3 · Undead

A translucent knot of grey ash and swirling sound forming a faint, screaming human face. Small, floating, with tattered remnants of choir r…

Slag-Crawler Slag-Crawler Completed · CR 4 · Elemental

Large elemental mass of glowing orange molten slag fused with broken iron pump gears. Six jagged metallic legs support a cracked boiler tor…

God-Machine Spawnling God-Machine Spawnling Completed · CR 5 · Construct

A medium construct-aberration hybrid with cracked iron ribs fused into orc flesh. Four spindly limbs skitter across stone. A single glowing…

Blight-Stalker Blight-Stalker Completed · CR 6 · Plant

A large, monstrous plant creature with bark-like plating, splintered wood jaws, and writhing thorned vines emerging from the earth. Dark gr…

Cinder Wraith Cinder Wraith Completed · CR 7 · Undead

Charred humanoid silhouette with glowing ember eyes, holding a rusted jagged blade, smoke trailing from its form, dark background with floa…

Moonveil Spell-Eater Moonveil Spell-Eater Completed · CR 8 · Aberration

Pale, eyeless humanoid aberration with lamprey mouth and elongated fingers. Skin translucent revealing faint blue veins. Hairless head tilt…

Trench Lurker Trench Lurker Completed · CR 1 · Monstrosity

A gaunt, mud-colored humanoid predator with long claws and a flattened body, crouching low in wet earth, eyes glowing faintly in dim light,…

Ash-Dune Stalker Ash-Dune Stalker Completed · CR 3 · Beast

Lean six-legged reptilian beast with gray ash-colored hide. Hot dry breath visible as faint steam. Sharp claws adapted for digging. Glowing…

Choir Thrall Choir Thrall Completed · CR 4 · Humanoid

A gaunt humanoid figure in tattered gray robes and hood, skin pale like parchment, hands stained black with ash. Eyes glow faintly white. M…

Villain Plans

Chancellor Vaelor Thorn Character Sheet

BBEG, human chancellor of the Aurelian Crown

Motivation

Vaelor believes the alliance was a mistake that weakened humanity. He wants a short, victorious war to unite the human nobles, seize elven and dwarven lands, and crown himself regent. He also fears the Ashen Choir's artifact and plans to use it as a final weapon.

Personality

Charming, patient, and utterly ruthless. He speaks in calm, reasonable sentences and always offers the party a way to serve him. He never admits a crime until it is too late.

Resources

  • Aurelian Crown spies
  • Royal Guard
  • Forged treaties
  • Ashen Choir cultists
  • Control of the capital

Battle Plan

Vaelor avoids fair fights. He uses guards, knights, and cultists to wear the party down, then escapes through hidden passages. In the finale he fights with a magic blade and protective relics, targeting the party's healer and diplomat first.

Defeat or Redemption

He can be killed, exposed before the queens and ambassadors, or forced to confess and stand trial. If exposed, the Crown fractures and the war is averted.

Malrec Thorn Character Sheet

Lieutenant, wood elf extremist

Motivation

Malrec lost his family when human soldiers burned the Thornwood. He wants revenge, not peace, and believes the only safe forest is one with no humans in it.

Personality

Quiet, intense, and courteous until violence begins. He respects courage and hates liars.

Resources

  • Thornwood rangers
  • Hidden groves
  • Poison arrows
  • Forest ambush sites

Battle Plan

Malrec fights from cover, uses hit-and-run tactics, and tries to split the party. He retreats if outmatched and returns with more rangers.

Defeat or Redemption

He can be killed, captured, or convinced to give evidence against the humans who burned the groves. If spared, he becomes a reluctant ally.

Duchess Sera Moonveil Character Sheet

Lieutenant, high elf artifact hunter

Motivation

Sera believes the corrupted artifacts under the breeding pits are too dangerous for humans or dwarves. She wants them for the high elves, even if she must sacrifice a few border towns to get them.

Personality

Cold, intellectual, and condescending. She treats the party as useful tools and is genuinely surprised when they refuse her.

Resources

  • High elf mages
  • Ancient lore
  • Mercenary scouts
  • Enclave vaults

Battle Plan

Sera uses spells and wards to control the battlefield, directs her mages and mercenaries, and teleports away if reduced below half hit points.

Defeat or Redemption

She can be killed, arrested by her own council, or persuaded that the artifacts must be destroyed. If she survives, she may help seal the pits.

Gorak the Unbroken Character Sheet

Lieutenant, orc remnant warlord

Motivation

Gorak survived the horde's defeat and now leads a few hundred orcs hiding in the breeding pits. He wants to escape the Scar with his people, but the Ashen Choir has promised him safety in exchange for raids that look like a new invasion.

Personality

Blunt, tired, and dangerous. He does not trust words, only deeds, and he is furious at being used.

Resources

  • Orc survivors
  • Breeding pit tunnels
  • Trained beasts
  • Stolen weapons

Battle Plan

Gorak fights with a heavy blade and shield, using tunnels and beasts to divide the party. He tries to capture rather than kill if he thinks he can trade prisoners.

Defeat or Redemption

He can be killed, captured, or convinced to turn on the Ashen Choir. If spared, he leads his people away from the war.

NPCs in The Sundered Marches

Dain Emberhand

A soot-covered dwarf with arms like tree trunks and a laugh like a rockslide. He forges weapons for anyone who pays and complains about all of them.

Role: Forge master

Other Details: Dain secretly made the forged Accord seals. He is ashamed and will confess if the party protects him from the Choir.

Mira Scribe

A nervous human clerk with ink-stained fingers and a memory for dates, seals, and signatures. She maintains the Accord's records and knows every treaty loophole.

Role: Accord archivist

Other Details: Mira has noticed that several recent orders were sealed with the wrong wax. She is too frightened to report it without protection.

Borin Stonekeg

A stout dwarf with a braided beard and a wooden leg. He runs the only inn in Accord Hall and serves ale strong enough to make elves sing.

Role: Innkeeper of the Broken Banner

Other Details: Borin lost his locket, a family heirloom, in a card game. He will reward anyone who gets it back and will share rumors for free.

Theron Outcast

A young wood elf with haunted eyes and a torn Concord cloak. He fled his unit after refusing to burn a human farm.

Role: Wood elf deserter

Other Details: Theron knows where Malrec Thorn hides his weapons. He will trade the location for a promise of amnesty.

Mayor Harlan Reed

A tired human official with soot on his sleeves and a ledger under his arm. He has rebuilt Burning Ford twice and does not want to do it a third time.

Role: Mayor of Burning Ford

Other Details: Harlan suspects the fire was set by someone who wanted the ford closed. He will give the party shelter and a reward if they save the village.

Sister Elian

A calm human priest with a healer's kit and a soft voice. She tends to wounded soldiers of every race and refuses to take sides.

Role: Priest of the Ford

Other Details: Elian found a Choir hymn in the ashes of the burned barn. She will show it to the party if they promise not to burn the village again.

Captain Eldrin Voss

Open Character Sheet

A broad-shouldered human veteran with a scarred face and a faded alliance cloak. He speaks plainly and hates politics, but he is the only officer in Accord Hall who still believes the peace can hold.

Role: Accord Remnant captain and opening quest giver

Other Details: Eldrin lost his brother at the breeding pits. He will fight beside the party if the town is attacked, and he secretly keeps a list of soldiers who might be Choir sympathizers.

Lia Woodswhisper

Open Character Sheet

A lean wood elf in mottled green leathers, with a longbow and a quiet step. She is suspicious of outsiders but respects anyone who can track.

Role: Thornwood scout

Other Details: Lia saw humans in Crown uniforms planting forged orders near the Thornwood. She wants proof before she accuses them.

Thane Bruna Ironvow

Open Character Sheet

A grey-braided dwarf in heavy plate, with a hammer at her belt and a calculating gaze. She has buried two husbands and three kings' treaties.

Role: Thane of Deepforge Outpost

Other Details: Bruna has been offered a fortune by the Crown to close the mountain passes. She will keep them open if the party proves the Crown is lying.

NPCs in The Ashen Scar

Talia Voss

A young human diplomat with a bruised face and a defiant stare. She was taken from Accord Hall and is being held in the breeding pits.

Role: Captured human envoy

Other Details: Talia saw humans in Crown uniforms working with the Ashen Choir. She is Captain Eldrin's niece and will testify if rescued.

Orla Flint

A practical dwarf with a ledger, a crossbow, and no patience for haggling. She keeps the bazaar's supplies moving and its secrets buried.

Role: Quartermaster of the Scarfall Bazaar

Other Details: Orla keeps a ledger of every bribe paid in the Scar. She will share it if the party helps her recover stolen goods.

Caelum Starquill

A thin high elf with spectacles and ink-stained cuffs. He studies corrupted artifacts and is terrified of them.

Role: High elf scholar

Other Details: Caelum knows the breeding pit artifact is a fragment of an old orc god-machine. He will explain it if the party finds his lost stone.

Hilda Coppervane

A sharp-eyed dwarf with grease on her face and a toolbox on her back. She designed the mine's pumps and knows every tunnel.

Role: Dwarven engineer

Other Details: Hilda found Crown-issue tools near the sabotaged pump. She will testify if the party protects her crew.

Grask Ironjaw

Open Character Sheet

A massive orc with a miner's pick and a foreman's whistle. He leads a mixed crew of orcs, dwarves, and humans who just want to work.

Role: Mine foreman

Other Details: Grask survived the war and now wants only to keep his mine open. He will fight saboteurs but refuses to take sides in politics.

Karg Broken-Tusk

Open Character Sheet

A scarred orc with a broken tusk and a stolen sword. He deserted Gorak's band after seeing the Choir sacrifice orc prisoners.

Role: Orc defector

Other Details: Karg knows the breeding pit tunnels and will guide the party if they promise to spare noncombatants.

Lady Aerith Moonveil

Open Character Sheet

An ancient high elf in silver robes, with eyes that have seen empires rise and fall. She speaks slowly and never wastes a word.

Role: High elf councilor

Other Details: Aerith suspects Duchess Sera is acting without the council's approval. She will support the party if they bring proof.

Vex Copperlock

Open Character Sheet

A quick-fingered human with copper hair and a knife in each boot. She sells secrets, maps, and stolen goods from a stall in the night market.

Role: Smuggler and information broker

Other Details: Vex has a coded Choir hymn she cannot read. She will trade it for a favor or a fight.

NPCs in The Crownlands

Faelar Silverwind

A dignified high elf with silver hair and a diplomat's patience. He has spent forty years trying to keep humans and elves from killing each other.

Role: High elf ambassador

Other Details: Faelar holds a letter from Queen Mariana that proves Vaelor altered her orders. He will release it if the party exposes the chancellor.

Oren Ashwalker

A ragged human hermit with ash in his hair and a staff of blackened wood. He has lived in the ruins since the war and speaks in riddles.

Role: Hermit of the Throne

Other Details: Oren knows the Throne of Ash is a Choir meeting place. He will guide the party inside if they bring him a vial of purified ash.

Nyx Thorn

Open Character Sheet

A fierce wood elf with a scar across her cheek and a short sword. She is Malrec's niece and torn between loyalty and doubt.

Role: Thornwood ranger

Other Details: Nyx can lead the party to Malrec's camp. She will turn on him if the party proves he is working with the Choir.

Lys Ardent

Open Character Sheet

A sleek human in dark clothes, with a smile that never reaches her eyes. She serves the Crown but hates Chancellor Vaelor.

Role: Crown spymaster

Other Details: Lys has a list of Choir cells in the capital. She will give it to the party if they help her remove Vaelor without destroying the monarchy.

Queen Mariana Aurelian

Open Character Sheet

A tall human woman with a crown of silver and a soldier's posture. She is tired of war but surrounded by advisors who want one.

Role: Queen of Aurelia

Other Details: Mariana does not trust Vaelor but needs proof before she moves against him. She will fight beside the party if the castle is attacked.

Roderick Steel

Open Character Sheet

A loyal human soldier with a polished breastplate and a rigid sense of honor. He follows the queen, not the chancellor.

Role: Royal guard captain

Other Details: Roderick can open the castle gates or arrest the party. He will help if they show him Vaelor's treason.

Theris Mossbeard

Open Character Sheet

An old wood elf with moss in his beard and a staff of living oak. He speaks for the forest and remembers every burned acre.

Role: Thornwood druid

Other Details: Theris knows Malrec Thorn's ritual will corrupt the Forest Heart. He will help the party stop it, but he wants the human arsonists punished.

Factions

The Aurelian Crown

The human kingdom of Aurelia supplied the largest armies during the orc war, and now its nobles believe the peace has cost them too much. The Crown controls the rich coast and the capital, and its chancellor argues that only a strong human realm can keep the orcs from ever returning. Its officers are professional, its spies are everywhere, and its expansion into elven and dwarven borderlands is dressed up as security. Many citizens genuinely fear another invasion and support the Crown's hard line.

Goals

Expand human territory, weaken elven and dwarven influence, and centralize power under the Crown. The chancellor wants a short, victorious war to unite humanity.

Relationships

With Other Factions
Wary of the Accord Remnant, hostile to the Thornwood Concord, and dismissive of the Deepforge Holds. Secretly allied with the Ashen Choir.
With Players
Wary. They will deal with the party if useful, but watch them closely.

The Thornwood Concord

The wood elves of the Thornwood lost sacred groves to human fire during the orc war, and they have not forgotten. The Concord is a loose council of rangers, druids, and clan elders who have sworn to defend the forest by any means. They are expert guerrillas, patient trackers, and unforgiving judges. Some want only reparations and a border treaty; others, like Malrec Thorn, want to burn human settlements in return. They distrust all outsiders but respect those who prove themselves in the forest.

Goals

Protect the Thornwood, punish those who burned it, and force humans to recognize elven borders. They want the old groves replanted and the guilty handed over.

Relationships

With Other Factions
Hostile to the Aurelian Crown, wary of the Accord Remnant, and neutral toward the Deepforge Holds. They hunt the Ashen Choir.
With Players
Wary. They will not attack unless provoked, but they demand proof of good faith.

The Accord Remnant

The Accord Remnant is the last official body of the three-nation alliance that defeated the orc hordes. Its officers, clerks, and engineers still wear the mixed colors of the old coalition. They garrison the neutral town of Accord Hall and patrol the Sundered Marches, trying to keep roads open and treaties alive. Most are veterans who lost friends of every race and cannot bear to see the peace collapse. They are undermanned, underfunded, and politically isolated, but they know the old battlefields better than anyone.

Goals

Preserve the Accord, expose those who profit from war, and keep the roads and trade routes open. They want a public council of humans, elves, and dwarves to renew the treaty.

Relationships

With Other Factions
They are tolerated by the Aurelian Crown, distrusted by the Thornwood Concord, and respected by the Deepforge Holds. The Ashen Choir works to destroy them.
With Players
Friendly. They welcome the party as neutral investigators and offer shelter, maps, and old alliance records.

The Deepforge Holds

The dwarven holds of the Spine of the World are ancient, wealthy, and deeply divided. They fought beside humans and elves when the orcs came, but now they ask a simple question: who will buy their steel and ale? The Deepforge Holds are a confederation of mine-lords and thanes who value profit, craft, and grudges in equal measure. They hold the mountain passes and the iron mines, and their neutrality is for sale. Thane Bruna Ironvow wants to keep the holds out of a war; other thanes are already trading weapons to both sides.

Goals

Keep the mountain passes open, sell weapons and ale to the highest bidder, and avoid a war that would ruin trade. They want a defensive alliance, not a conquest.

Relationships

With Other Factions
Neutral toward the Aurelian Crown and the Thornwood Concord, friendly with the Accord Remnant, and suspicious of the Ashen Choir.
With Players
Neutral. They trade with anyone who pays and does not insult their craft.

The Ashen Choir

The Ashen Choir is a hidden cult born in the ashes of the orc war. Its members believe the only way to prevent another invasion is to forge one world empire through fire and blood. They recruit from all races, promising order and purpose to veterans who cannot return to peace. They operate in cells, use coded hymns, and hide behind respectable patrons. The Choir has infiltrated the Aurelian Crown's intelligence service and the breeding pits, and it seeks corrupted artifacts to unleash a new threat that will force the nations to unite under one ruler.

Goals

Start a war between humans, elves, and dwarves, then use the chaos to install a single iron-fisted empire. They also seek to awaken the corrupted power beneath the breeding pits.

Relationships

With Other Factions
Secretly allied with the Aurelian Crown's chancellor, hunted by the Accord Remnant and Thornwood Concord, and tolerated by corrupt Deepforge merchants.
With Players
Hostile. They attack the party on sight if their cover is blown.

Main Questline

The Broken Accord

A human envoy lies dead in Accord Hall with an elven arrow in his back, and the town is one shout away from a race riot. Captain Eldrin Voss needs a neutral party to find the truth. The trail runs from the murder to forged Accord orders at Thornwood Edge, to arson at Burning Ford, and finally to the mountain pass held by Thane Bruna Ironvow.

Goals

- Calm the crowd and investigate the envoy's murder in Accord Hall.
- Survive the ambush at Thornwood Edge and capture an attacker alive.
- Save Burning Ford from arson and recover the Ashen Choir sigil.
- Convince Thane Bruna Ironvow to keep the mountain passes open.

Reward

- 200 gp from the Accord Remnant.
- The **Accord Signet** and safe lodging at the Broken Banner.
- A guide and open passage through the Deepforge mountain pass.
- The party reaches 5th level.

Secrets

  • The forged orders were sealed with wax made in Deepforge Outpost, not in Accord Hall.
  • Captain Eldrin Voss is hiding a list of Accord soldiers who have taken Choir coin.
  • The Thornwood Edge ambush was staged by Malrec Thorn, but the orders came from a human courier in a Crown cloak.

DM Notes

Keep the pressure on: every scene should end with a new piece of evidence and a new enemy. Let the party earn the Accord's trust before Act II. If they kill Riel at Thornwood Edge, the Concord turns hostile and every forest scene gets harder.

The Hidden Hands

Given by: Quartermaster Orla Flint
The Choir's trail leads into the Ashen Scar. The party must find the courier in Scarfall Bazaar, decode a hymn that names a traitor inside the Accord, descend into the breeding pits to rescue Talia Voss and take a corrupted artifact, expose Duchess Sera Moonveil to the high elf council, and stop the sabotage at Iron Vein Mine before the dwarves join the war.

Goals

- Find the Choir courier in Scarfall Bazaar and decode the coded hymn.
- Rescue Talia Voss from the breeding pits and recover one corrupted artifact.
- Expose Duchess Sera Moonveil's plan to the high elf council.
- Stop the sabotage at Iron Vein Mine and secure dwarven neutrality.

Reward

- 500 gp split between the bazaar, the enclave, and the mine.
- The **Vial of Purified Ash**, the **Moonveil Codex**, and the **Ironvow Shield**.
- Talia Voss's testimony and Hilda Coppervane's evidence.
- The party reaches 9th level.

Secrets

  • The coded hymn names 'the Chancellor's shadow' as the traitor inside the Accord.
  • Talia Voss saw humans in Crown uniforms working with Ashen Choir priests in the pits.
  • The Iron Vein saboteurs used Crown-issue tools paid for by Chancellor Vaelor.

DM Notes

This act is a race. Duchess Sera's agents should always be one step ahead or one step behind. Let the party choose whether to destroy the artifact or keep it as evidence, and make that choice matter in Act III.

The Crown of Ash

Given by: Lys Ardent
The party arrives in the capital with evidence that Chancellor Vaelor Thorn is working with the Ashen Choir. They must survive his arrest order, gather the last proof, and present it to Queen Mariana Aurelian before she orders the invasion. Vaelor escapes through a hidden passage to the Throne of Ash, and the party must follow him there and end the plot.

Goals

- Gather evidence against Chancellor Vaelor without being arrested or killed.
- Present the evidence to Queen Mariana and prevent the invasion.
- Follow Vaelor to the Throne of Ash and defeat him.
- Destroy or seal the corrupted artifact.

Reward

- 1,000 gp from the Crown treasury.
- The **Crownbreaker Blade** and the **Ashen Choir Hymnal**.
- A royal pardon, a seat at the renewed treaty signing, and the party reaches 12th level.

Secrets

  • Vaelor has a hidden tunnel from the castle to the Throne of Ash.
  • Vaelor's treaty with the Ashen Choir is hidden inside the throne itself.
  • The artifact can be sealed with the Forest Heart stone instead of destroyed.

DM Notes

Vaelor should never fight fair. He uses guards, cultists, and the artifact, and he always has an escape route. Give the party one full session in the capital before the castle, and let their allies from earlier acts arrive at the finale if they earned them.

The Forest Heart

Given by: Theris Mossbeard
Malrec Thorn gathers his followers at the Forest Heart to perform a ritual that will burn the human borderlands. Druid Theris Mossbeard and ranger Nyx Thorn need the party to stop him. The party can fight Malrec, disrupt the ritual, or turn his own niece against him, and the choice decides whether the Thornwood Concord joins the peace or the war.

Goals

- Reach the Forest Heart before Malrec's ritual completes.
- Disrupt or stop the ritual.
- Kill, capture, or turn Malrec Thorn.
- Save the border villages if Nyx Thorn's warning reaches them in time.

Reward

- The **Heartwood Seed** and 300 gp of Concord silver.
- The Thornwood Concord's formal alliance.
- Malrec's letters from the Choir as evidence against Vaelor.

Secrets

  • Malrec's ritual requires a corrupted artifact, and his is the twin of the one from the breeding pits.
  • Nyx Thorn is Malrec's niece and doubts him.
  • The Forest Heart stone can cleanse a corrupted artifact if used correctly.

DM Notes

Malrec is a villain with a character sheet, not a monster. Play him as courteous and furious at once. Nyx should hesitate for two rounds before she acts, and the party's words decide what she does. If the ritual completes, the campaign continues with a burning border and a hostile Concord.

Side Quests in The Sundered Marches

The Deserter's Proof

Given by: Theron Outcast
Theron Outcast fled the Thornwood Concord after refusing to burn a human farm. He is hiding at Thornwood Edge, terrified that Malrec Thorn will find him. Theron knows where Malrec hides his weapons and wants the party to retrieve a journal that proves Malrec is working with the Ashen Choir. The journal is in a hollow tree guarded by Malrec's loyalists. Theron will not fight, but he will guide the party to the tree.

Goals

Retrieve Malrec's journal from the hollow tree and bring it to Theron or Lia Woodswhisper.

Reward

A Cloak of the Thornwood and Theron's testimony against Malrec.

Secrets

  • Malrec's journal names a human contact called 'the Chancellor's shadow'.
  • Theron is Malrec's cousin.
  • The journal also contains a map of the Forest Heart ritual site.

DM Notes

This quest can turn the Thornwood Concord against Malrec early. If the party fails, Malrec learns of Theron's betrayal and hunts him.

The Lost Locket

Given by: Borin Stonekeg
Borin Stonekeg lost his family locket in a card game with a traveling merchant named Fenn. Fenn left for Thornwood Edge before dawn. Borin is too old to chase him and too proud to beg. He asks the party to find Fenn and recover the locket, a silver oval with a dwarf's beard carved on it. Fenn is not a villain, just a gambler who does not know the locket's sentimental value. He will trade it for a bottle of Deepforge ale or a small payment.

Goals

Find Fenn, recover the locket, and return it to Borin.

Reward

50 gp, free lodging at the Broken Banner for life, and a rumor about the Choir's sleeper agent in Accord Hall.

Secrets

  • Fenn is actually a Choir courier carrying coded messages.
  • The locket contains a tiny map of the old war tunnels.
  • Borin knows the sleeper agent's name but will only share it if the locket is returned.

DM Notes

Use this quest to introduce Fenn, who can reappear in Act II as a Choir courier. If the party threatens Fenn, he flees and the locket is lost until Scarfall Bazaar.

Side Quests in The Ashen Scar

The Scholar's Stone

Given by: Caelum Starquill
Caelum Starquill lost a moonstone focus in the breeding pits while studying the artifact. The stone is needed to safely destroy the corrupted artifact. Caelum is too frightened to retrieve it himself. He asks the party to find the stone in the deep pit, guarded by a Choir priest and a corrupted beast. The stone is small, blue, and warm to the touch.

Goals

Recover the moonstone focus from the breeding pits and return it to Caelum.

Reward

Moonveil Codex and Caelum's ritual to destroy the artifact.

Secrets

  • The stone is a key to the high elf vaults.
  • Caelum secretly made a copy of the artifact's schematics.
  • The Choir priest knows the stone's true purpose.

DM Notes

If the party destroys the artifact without the stone, the explosion is dangerous. With the stone, the destruction is safe and earns the high elves' trust.

The Smuggler's Ledger

Given by: Orla Flint
Orla Flint's ledger records every bribe paid in Scarfall Bazaar, including payments from Chancellor Vaelor to Choir agents. A thief stole the ledger and hid it in the breeding pits. Orla wants it back before the Choir destroys it. She will pay the party and give them safe passage through the bazaar. The thief is a Choir cultist named Sorn, who is hiding in a collapsed tunnel near the pits.

Goals

Recover Orla's ledger from the breeding pits and return it to her.

Reward

250 gp, a smuggler's map of the Scar, and Orla's testimony against Vaelor.

Secrets

  • The ledger names Spymaster Lys as a recipient of Choir gold.
  • Sorn is Fenn's brother.
  • The ledger also records a payment to Duchess Sera.

DM Notes

This quest ties directly into the main plot. If the party fails, the Choir destroys the ledger and Vaelor's financial trail is lost.

Side Quests in The Crownlands

The Ambassador's Evidence

Given by: Faelar Silverwind
Ambassador Faelar Silverwind holds a letter from Queen Mariana that proves Chancellor Vaelor altered her orders to provoke the elves. Faelar will release the letter only if the party can protect him from Vaelor's assassins. The assassins strike at his townhouse in the capital. The party must fight them off and escort Faelar to the castle.

Goals

Protect Ambassador Faelar and deliver his evidence to Queen Mariana.

Reward

1,000 gp, the letter as evidence, and the high elves' formal alliance.

Secrets

  • The letter is written in the queen's hand but altered with a Choir cipher.
  • Faelar has a second letter naming Vaelor's Choir contact.
  • The assassins are Crown guards, not cultists.

DM Notes

This quest can be completed before or during the castle confrontation. If Faelar dies, the evidence is lost and the queen is harder to convince.

The Ranger's Vigil

Given by: Nyx Thorn
Nyx Thorn asks the party to help her warn the human border villages before Malrec's ritual. She cannot be in two places at once. The party must ride to three villages and convince them to evacuate. Some villagers refuse to leave, fearing elven trickery. The party must use persuasion, intimidation, or force to save them.

Goals

Evacuate three border villages before Malrec's ritual begins.

Reward

Heartwood Seed, the gratitude of the Thornwood Concord, and 500 gp from the Crown.

Secrets

  • One village is already a Choir cell and will ambush the party.
  • Nyx is Malrec's niece and is testing her own loyalty.
  • The evacuation saves hundreds of lives and changes the final battle's outcome.

DM Notes

This quest adds urgency to Act III. If the party fails, the ritual kills many civilians and the Thornwood Concord becomes hostile.

Character Quests for Maerith Quill

The Grove That Remembers

Lia Woodswhisper has tracked the humans who burned Maerith's childhood grove to a Choir safehouse at Thornwood Edge, but she will not move without a Concord scout's word, and Maerith no longer carries Concord authority. Maerith must scout the Hymn-Ruined Outpost alone, recover the forged Accord orders stored there, and bring them to Lia before Malrec Thorn's rangers find the same evidence and twist it into justification for the ritual at the Forest Heart. The quest forces Maerith to walk the ash of her own history and to decide, in the dark of the ruined outpost, whether she is still her people's scout or something new.

Starting point

Meet Lia Woodswhisper at Thornwood Edge and accept her terms: proof, not vengeance.

Mechanical Rewards
  • The Cloak of the Thornwood (grants advantage on Stealth in forest terrain)
  • Advantage on Survival checks to track Choir agents permanently
  • +1 to Wisdom score through Lia's training
Narrative Rewards
  • Reinstated standing with the Thornwood Concord as an independent scout
  • Lia's testimony clearing the grove's burning as a paid act, not elven failure
  • A personal reckoning with the burned grove's memory

One Warning, Then an Arrow

Riel, the hot-headed scout who ambushed the party at Thornwood Edge, was once Maerith's student in the Concord's tracking rites before she left the Concord. If Riel survives the ambush, Maerith must decide what to do with him: he carries forged orders he believes are genuine, and Malrec Thorn has marked him for a suicide mission against Burning Ford. Maerith must shadow Riel through the Thornwood, uncover who fed him the forged orders, and either turn him against Malrec or put an arrow in him before he kills civilians in her name. The hunt is as much about Maerith confronting the disciple she abandoned as it is about stopping an atrocity.

Starting point

Track Riel through the Thornwood using Survival and the old Concord trail-signs they shared.

Mechanical Rewards
  • Riel's stolen map of the Marches and Choir coin cache
  • A new favored enemy: the Ashen Choir (advantage on tracking them)
  • Hunter's Mark usable 3 times per Long Rest after recommitting to the hunt
Narrative Rewards
  • Riel's testimony implicating Malrec's chain of command
  • Knowledge of Malrec's hidden weapons caches
  • Resolution of Maerith's guilt over leaving the Concord

The Seed in the Ash

Maerith has kept a single unburned seed from her family's grove for years, carrying it in a bone charm against her heart. Druid Theris Mossbeard tells her the seed can only grow in ground that has been forgiven, not just avenged. To plant it, Maerith must trace the surviving human family who lit the torch — not the Choir agents who paid them, but the desperate border farmer whose name the Concord has cursed for years — and bring them to the grove's ashes. There, in the char, she must choose between the Concord's demand for blood and the seed's demand for peace. The ritual at the Forest Heart looms over everything: if Malrec burns the borderlands, the farmer's village dies with it.

Starting point

Consult Theris Mossbeard at the Forest Heart about the seed and learn the rite of planting.

Mechanical Rewards
  • The Heartwood Seed attunement rights if the grove survives
  • Permanent +1 hit point per level from the grove's blessing
  • Speak with Animals at will once the seed sprouts
Narrative Rewards
  • The farmer's testimony naming the Choir's paymaster
  • A living memorial growing where her family died
  • Standing invitation to the druidic circle of the Thornwood

Character Quests for Nessa Starquill

The Scholar's Debt

Caelum Starquill lost his moonstone focus in the breeding pits and is too frightened to retrieve it, but without it he cannot safely destroy the corrupted artifact, and Duchess Sera's faction will keep the relic. Nessa must search the enclave vaults, the council archives, and the duchess's townhouse for the ritual notes Caelum hid, following a trail of her teacher's old cipher-marks. Along the way she must evade Sera's hunters, decode Caelum's hidden shorthand, and confront the fear that made her mentor abandon his own research. The quest begins with Caelum Starquill in Sylvaneth Enclave.

Starting point

Search the council archives for Caelum's cipher-marks and ritual notes.

Choice

Alert the council archivist that you are searching, or break in quietly at night.

Alerting the archivist draws Duchess Sera's attention; breaking in risks expulsion from the enclave if caught.
Mechanical Rewards
  • Moonveil Codex (rare spellbook attunable by a spellcaster)
  • Ritual to safely destroy corrupted artifacts
  • Moonstone focus restored to Nessa's spellcasting focus slot
Narrative Rewards
  • Caelum's trust restored
  • Enclave council's respect or fear
  • Proof that Duchess Sera is compromised

The War-Tablet Cipher

Nessa spent two years translating orc war-tablets for the Accord Remnant, and one tablet has never left her mind: a fragment describing a 'god-machine sleeping under the pits' in a dialect no one else could read. Now that the Choir is hunting artifacts, Nessa realizes the tablet's final lines were a warning, not a boast. She must return to Accord Hall's archive, cross-reference the tablet with the coded hymn recovered from the murder scene, and reconstruct the full warning before the Choir destroys the remaining tablets. The quest begins with Mira Scribe, the Accord archivist.

Starting point

Recover the original war-tablet fragment from the Accord archive and compare it with the coded hymn.

Choice

Work openly with Mira Scribe, or quietly copy the fragment without telling her.

Mira is frightened but honest; working with her builds an alliance. Copying secretly is faster but leaves Mira unprotected when the Choir comes looking.
Mechanical Rewards
  • The decoded god-machine warning (a reusable clue item)
  • Advantage on Arcana checks related to corrupted artifacts
  • Access to the Accord archive's restricted stacks
Narrative Rewards
  • Mira Scribe's friendship
  • Recognition as the only person who can read the orc dialect
  • A place in the Accord Remnant's inner circle of trust

The Moonstone's Twin

Nessa wears a small moonstone focus on a cord she reflexively hides under her collar, and she has never explained where it came from. When the party reaches Sylvaneth Enclave and Caelum's own focus is recovered from the breeding pits, Nessa's stone begins to resonate with it, humming in the dark. The two stones are a matched pair from the same corrupted vein, and the resonance is a map: it pulls toward a third stone buried in the enclave vaults, one the council has kept locked away for a century. Nessa must follow the resonance into the vaults, past Vault-keeper Thessaly and a moonveil spell-eater, and learn what the council has been hiding. The quest begins when the resonance starts, after The Scholar's Stone.

Starting point

Follow the resonance through the enclave at night and find the vault entrance.

Choice

Ask Caelum to come with you, or go alone to protect him.

Caelum knows the vault layout but is terrified of what is down there. Going alone means facing the spell-eater without his knowledge.
Mechanical Rewards
  • Third moonstone (a focus that grants +1 spell save DC when attuned)
  • Permanent +1 bonus to Arcana checks about corrupted artifacts
  • Knowledge of the enclave vault's true contents
Narrative Rewards
  • The truth about why the council forbade corrupted relic research
  • Thessaly's loyalty or enmity
  • Resolution of Nessa's own moonstone mystery

Character Quests for Halvard Rook

The List of Names

Eldrin Voss keeps a folded list of Accord soldiers who have taken Ashen Choir coin, and Halvard's old squad sergeant, Corwin Bale, is on it. Eldrin will not act without a witness who can name names, and Halvard is the only surviving member of that squad. He must work the veterans' taverns, the treaty stone, and the old barracks of Accord Hall to find proof.

Starting point

Gather testimony in the Broken Banner and the veterans' barracks about who paid Corwin.

Choice

Hand Corwin over to Eldrin, warn him to run, or dig deeper for proof he was framed.

Handing him over shatters Halvard's last tie to the squad; warning him makes Halvard complicit in the Choir's eyes; proof clears the squad's name but requires exposing the sleeper agent in the town guard.
Mechanical Rewards
  • Permanent +1 to AC while wearing the Accord Signet (Defense style synergy).
  • Battle Master maneuver unlocked early: Rally (usable once per short rest).
  • The Ironvow Shield, replacing his battered round shield, granting fire resistance.
Narrative Rewards
  • The 4th Mixed Company's name cleared in the Accord's records.
  • Corwin Bale's testimony, making Halvard the Accord's most credible witness.
  • Eldrin Voss's personal signet and a standing place in the Remnant's officer corps.

The Ford He Held

Halvard's squad held the Burning Ford for six hours while refugees crossed. He was the last man standing when the order came to fall back, and he has never told anyone what he saw in the water. Returning to Burning Ford forces him to face the survivors, the graves, and Sister Elian, who has been tending veterans of that day for three years.

Starting point

Speak with Sister Elian and the ford survivors about the day the squad held.

Choice

Tell the survivors the truth about what he saw in the water, or keep it buried.

The truth frees him or brands him; the silence keeps his secret safe but the guilt keeps eating.
Mechanical Rewards
  • A new Battle Master maneuver: Bait and Switch.
  • Permanent +1 to Survival checks in the Marches.
  • The squad's shield boss, reforged into a +1 shield by Dain Emberhand.
Narrative Rewards
  • The Burning Ford survivors become a network of eyes and ears for the party.
  • Sister Elian's trust and a safehouse at the temple.
  • Closure over the squad's final order — and the name of the officer who gave it.

The Gray-Hooded Man

Every trail Halvard follows ends at a gray-hooded man who pays in Crown silver and buys wax in Deepforge Outpost. He is the Choir's recruiter, the forger's contact, and the hand behind the forged orders. Halvard must hunt him across the Marches, from the veterans' taverns to the mountain pass, before the man vanishes into the capital.

Starting point

Track the recruiter through Deepforge Outpost's wax merchants and the Scarfall Bazaar.

Choice

Capture him alive for testimony, or kill him and take his ledger.

A living recruiter can name the Chancellor's shadow; a dead one leaves a paper trail that is harder to follow.
Mechanical Rewards
  • The Crownbreaker Blade, granted by Roderick Steel if the recruiter's testimony reaches the queen.
  • Permanent +1 to Wisdom (Insight) and Perception.
  • A Battle Master maneuver of the player's choice, unlocked at 3rd level.
Narrative Rewards
  • The name of the Chancellor's shadow inside the Accord.
  • Proof that links the Choir to the Aurelian Crown.
  • Halvard's standing as the Remnant's chief investigator.

Character Quests for Vondra Emberhand

The Forge Master's Shame

Vondra's uncle Dain Emberhand cut the forged Accord seals that turned human and wood elf patrols against each other, and the Ashen Choir holds his debts over him. Vondra must work the Deepforge Outpost forge hall, the lower tunnels, and Thane Bruna's ledger room to identify the Choir's contact, secure Dain's confession in writing, and convince Bruna the forgery was coerced — all before the Choir silences her uncle permanently.

Starting point

Reunite with Dain at the forge hall and confront him about the unanswered letters; earn enough of his trust that he admits the forged seals exist.

Choice

Press Dain hard for the truth or let him confess on his own terms

Pressing too hard makes Dain clam up and flee to the lower tunnels, costing days; patience earns a full confession and the location of the Choir contact.
Mechanical Rewards
  • The Emberhand Hammer (rare warhammer, +1, 1d6 fire, attunement by a warhammer-proficient character) — hidden under Dain's anvil.
  • Permanent +1 Wisdom if Dain is saved and the confession lands, representing Vondra's sharpened judgment.
  • A letter of thanks from the Deepforge Holds: free lodging, guild dues waived, and a guide through the mountain pass.
Narrative Rewards
  • Reconciliation with Dain and the restoration of the Emberhand name.
  • The Deepforge pass stays open, changing the campaign's travel route.
  • Dain becomes a recurring ally who can authenticate documents for the party.

The Wrong Wax

Vondra's forge-priest training lets her spot forged seals by the wax alone — and the forged Accord orders that ignited the border crisis were sealed with wax made in Deepforge Outpost. Before the party reaches the outpost, Vondra must reconstruct where the wax recipe traveled: from the outpost's chandler, through the Hymn-Ruined Outpost's recipe book, to the hand that pressed the seals. Every link she proves strengthens the case that the forgeries were manufactured, not elven treachery.

Starting point

Examine the wrong-wax order from the Accord Hall murder and identify the wax's source by smell, color, and burn pattern.

Choice

Announce the wax finding publicly at the treaty stone or hold it for the investigation

Going public calms the riot faster but tips the Choir that their forgery method is blown; staying quiet preserves the surprise but lets the crowd's anger burn longer.
Mechanical Rewards
  • New feature 'Sealwright's Eye': once per long rest, Vondra can declare a document she examines is forged with certainty, no roll required.
  • 50 gp and a chandler's ledger worth 25 gp in trade goods.
  • A prepared-spell expansion: Vondra may prepare one additional 1st-level divination spell.
Narrative Rewards
  • Recognition from Mira Scribe and the Accord archive as a trusted examiner.
  • The forgery narrative publicly shifts from 'elven treachery' to 'manufactured plot.'

Anvil of the Fallen

During the orc war, Vondra repaired shields at Deepforge Outpost and buried the dwarves who came back without them. Eleven of those shields were never returned to families — they were sold as war scrap by a profiteering quartermaster to a dealer in Scarfall Bazaar. Vondra swore an oath over the graves that no Emberhand-forged shield would be sold off like tripe. Now she must track the shields through the Scar's markets, buy or earn them back, and carry them home to the families — while discovering that one shield was bought by a Choir cell and reforged into something dark.

Starting point

Trace the sale ledger from Deepforge's quartermaster stores to Scarfall Bazaar, confronting the profiteer who sold the shields.

Choice

Report the profiteer to Thane Bruna or blackmail him for information about the Choir's purchases

Justice restores the Holds' honor but burns an informant; the blackmail route buys Choir intelligence at the cost of Vondra's clean hands.
Mechanical Rewards
  • The Emberhand Vigil shield OR the death-save resolve (player choice).
  • Permanent +1 to Persuasion checks with dwarves of the Deepforge Holds.
  • Free smith's tools maintenance and crafting access at any Deepforge forge for life.
Narrative Rewards
  • Vondra's oath to the dead is fulfilled, lifting a guilt she has carried since the war.
  • The Holds' families become a network of eyes and ears for the party.
  • The profiteering scandal forces Deepforge to reform its quartermaster corps.

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Encounters

Sabotage at Iron Vein

Suggested Level: 6-7

Choir saboteurs are breaking the pumps to flood the mine and force the Deepforge Holds into the war. Slag-crawlers, awakened by the sabotage, hunt the flooded tunnels.

Creatures

Terrain Features

Rising water: the lower tunnel floods one 10-foot section per round, and anyone in a flooded section must swim (DC 12 Athletics) or be swept toward the sump. Scalding water deals 2d6 fire damage per round. The pump room has three valves (DC 14 Strength to turn) that stop the flooding. Support beams can be destroyed to collapse the tunnel.

Treasure

Crown-issue sabotage tools, a written order from a Crown paymaster, 250 gp of Choir coin, and unrefined iron ore worth 100 gp. Hilda Coppervane's testimony is the real prize.

DM Notes

For a strong party, add a fourth slag-crawler and four cultists. For a weak party, cut the thugs in half and start the water one round later.

The Capital of Knives

Suggested Level: 10

Chancellor Vaelor has branded the party elven spies. Choir thralls and Crown assassins hunt them through the city while they gather evidence.

Creatures

Terrain Features

Narrow streets, laundry lines, and rooftop walkways. Rain gives disadvantage on Perception checks based on sight beyond 60 feet. A canal runs along the east side (DC 13 Athletics to swim, cold water). Market awnings and carts give half cover. A bell tower gives high ground and a way to signal allies.

Treasure

On the assassin: a signed arrest warrant with Vaelor's seal, 150 gp, and a key to the chancellor's private office. In the spy den: a list of Choir cells in the city and a map of the hidden tunnel to the Throne of Ash.

DM Notes

For a strong party, add a second assassin. For a weak party, remove the assassin and let the spies flee once two thralls fall.

The Queen's Dilemma

Suggested Level: 11

The party presents its evidence to Queen Mariana Aurelian. Vaelor's loyalists, Choir thralls among the court servants and Crown knights at the doors, attack the moment the queen orders his arrest.

Creatures

Terrain Features

The throne room is 60 feet by 40 feet with a raised dais (high ground), two rows of pillars (half cover), and tall windows (DC 15 Strength to break, 20-foot drop to the courtyard). The hidden passage behind the throne opens on round 3 and closes on round 5. Chandeliers can be cut down (DC 14) to deal 3d6 bludgeoning in a 10-foot square.

Treasure

Vaelor's abandoned signet ring, a treaty draft naming the Ashen Choir, 500 gp of court jewelry, and the Crownbreaker Blade from the royal armory if Roderick grants access.

DM Notes

For a strong party, add two knights and a mage. For a weak party, remove the assassins and have Roderick Steel's guards arrive on round 2.

Blood on the Treaty Stone

Suggested Level: 1-2

The party is pulled aside by Captain Eldrin Voss moments after the human envoy drops dead. A Choir agent in the crowd, a gray-hooded man named Sorn, uses the confusion to push the crowd toward violence and slips a knife into a second delegate.

Creatures

Terrain Features

Muddy square, overturned market stalls (half cover), the treaty stone (full cover, 10 feet tall), a rain-slick boardwalk (DC 10 Dexterity save to avoid falling prone when Dashing), and a crowd of forty panicking civilians who count as difficult terrain.

Treasure

On Sorn: 15 gp, a coded hymn scroll, and a wax-sealed order bearing the Accord seal in the wrong color wax. On the dead envoy: a brass key to the Accord archive.

DM Notes

For three characters, drop one cultist. For six characters, add two cultists and a second spy. For a 1st-level party, treat the spy as a cultist and let the crowd be the real threat.

Ambush at Thornwood Edge

Suggested Level: 2-3

Following the courier's trail, the party walks into a wood elf ambush led by a hot-headed scout named Riel. Riel carries forged Accord orders in his belt pouch and believes the party are human spies. An ash-hound, drawn by the smell of the burned Marches, hunts the same trail.

Creatures

Terrain Features

Dense trees give three-quarters cover to anyone in the branches (DC 13 Athletics to climb). The game trail is 10 feet wide with a steep drop on one side. Fallen branches create a 15-foot difficult-terrain choke point. Dry ash and pine needles mean any fire spell spreads: a 5-foot square burns for 3 rounds, dealing 1d6 fire damage to anyone entering.

Treasure

Riel's belt pouch holds two forged Accord orders, 20 gp of Choir coin, and a stolen map of the Marches. The ash-hound's den under a fallen log holds a chewed leather satchel with a potion of healing and 35 gp.

DM Notes

For a strong party, add a second ash-hound and a scout. For a weak party, remove two scouts and let Lia Woodswhisper intervene after two rounds with a warning shot.

Fire at Burning Ford

Suggested Level: 3-4

Choir arsonists torch the barn and the ford warehouses to close the crossing and blame the wood elves. A priest of the Choir leads them. The fire drives a trench lurker out of the mud bank, and ash-hounds follow the smoke.

Creatures

Terrain Features

The barn is burning: at the end of each round the fire spreads one 10-foot square, and a burning square deals 1d6 fire damage to anyone starting there. The ford is knee-deep water (difficult terrain, DC 12 Strength save to stay standing in the current). The temple is stone and safe. Two wells and a bucket line let characters fight the fire with DC 13 Athletics or Survival checks.

Treasure

The priest carries the Ashen Choir sigil, a coded hymn, and 40 gp. The barn's strongbox (DC 14 Dexterity with thieves' tools) holds 120 gp and a potion of healing. Sister Elian gives the party a Choir hymn she pulled from the ashes.

DM Notes

For a small party, drop one ash-hound and two cultists. For a large party, add a second priest and two more cultists, and start the fire one square closer to the temple.

The Hymn-Ruined Outpost

Suggested Level: 3-4

The forged orders were distributed from this hidden outpost. A hymn-wisp still sings here, and its song raises spectral cultists. The party can find the Choir's wax recipe and proof that a human hand wrote the orders.

Creatures

Terrain Features

Low ceiling (10 feet) limits flight and large weapons. Crates give half cover and can be toppled (DC 13 Strength) to block a 5-foot passage. A collapsed floor section is a 10-foot pit (DC 12 Dexterity save to avoid, 1d6 bludgeoning). The hymn echoes, so sound-based Perception checks are at disadvantage.

Treasure

Two forged Accord seals, a wax recipe book, 60 gp of Choir coin, and a ledger listing payments to a 'Chancellor's shadow.' A locked chest (DC 15) holds a fine elven cloak pattern and 80 gp.

DM Notes

For a strong party, add a second hymn-wisp. For a weak party, remove the ash-hound and let the wisp flee after it is reduced to half its hit points.

The Forge Master's Shame

Suggested Level: 4

While the party negotiates with Thane Bruna Ironvow, a Choir hit squad arrives to silence Dain Emberhand before he can confess to forging the Accord seals.

Creatures

Terrain Features

The great hall is crowded with thirty dwarves (difficult terrain, and any missed ranged attack has a 50 percent chance of hitting a bystander). The forge floor is hot: standing within 5 feet of the forge deals 1d4 fire damage at the end of your turn. Long tables give half cover. A stone stair to the upper gallery gives high ground.

Treasure

On the priest: a Choir sigil, 50 gp, and a written order to 'silence the forger.' On the spies: Crown-issue daggers and a wax-sealed pass into the capital. Dain gives the party a forged seal as evidence if he survives.

DM Notes

For a small party, drop two thugs and one spy. For a large party, add two thugs and a second priest, and have the spies start adjacent to Dain.

Secrets in Scarfall

Suggested Level: 6

The party corners Fenn the courier in the night market. Fenn's Choir handlers, two hollowed thralls, and two ash-dune stalkers that have been feeding on the bazaar's garbage pits all close in at once.

Creatures

Terrain Features

The market is a maze of tents and brick arcades: half cover everywhere, and a chase uses the chase rules through crowded lanes. Three ash piles hide the stalkers and count as difficult terrain. A canvas awning can be cut (DC 12) to drop on a pursuer. The hidden tunnel mouth is a 5-foot hole under a rug in the rug-seller's stall.

Treasure

The coded hymn scroll, Fenn's map of the breeding pits, 200 gp in mixed coin, and a smuggler's map of the Scar. Vex Copperlock will trade a whisper mask for a copy of the scroll.

DM Notes

For a strong party, add a third thrall. For a weak party, remove one stalker and let the spies flee after two rounds instead of fighting to the death.

Descent into the Breeding Pits

Suggested Level: 7

The party descends to free Talia Voss and take the corrupted artifact before Duchess Sera's agents do. Gorak the Unbroken blocks the lower tunnel with his surviving orcs and two god-machine spawnlings that the Choir has chained in the dark.

Creatures

Terrain Features

Three levels of tunnels connected by a collapsed shaft (DC 14 Athletics to climb). Iron cages give half cover. A glowing crack in the floor deals 1d6 necrotic damage to anyone ending their turn on it. Support beams can be broken (AC 15, 20 hp) to drop a 20-foot section of ceiling (DC 15 Dexterity save, 4d6 bludgeoning).

Treasure

The corrupted artifact fragment, Talia Voss's testimony, 300 gp of Choir tribute, and a Choir hymnal. Gorak's belt holds a map of the escape tunnels and a letter promising his people safe passage.

DM Notes

For a strong party, add a third spawnling and four cultists. For a weak party, remove the spawnlings and let Gorak parley before any fight begins.

The Vault Beast of Sylvaneth

Suggested Level: 8-9

The party presents the artifact to the high elf council. Duchess Sera Moonveil denies everything, and a moonveil spell-eater breaks out of the vaults below, drawn by the artifact's magic. Sera uses the chaos to seize the artifact.

Creatures

Terrain Features

The council chamber is a circular room with a polished floor (DC 12 Dexterity save to avoid falling prone when Dashing). Moonstones float at 15 feet and can be grabbed (DC 14 Arcana) to shed bright light or be thrown as a 2d6 radiant improvised weapon. The vault stairs are narrow, so only two creatures can fight side by side.

Treasure

The moonstone focus, Sera's Choir correspondence, a mage's spellbook, and 400 gp of enclave silver. Caelum Starquill gives the party the Moonveil Codex if the artifact is secured.

DM Notes

For a strong party, add a second mage. For a weak party, remove the spies and have Sera flee as soon as the spell-eater appears.

Ritual at the Forest Heart

Suggested Level: 10

Malrec Thorn begins his ritual to burn the human borderlands. Blight-stalkers guard the roots, and his rangers and ash-hounds hold the grove.

Creatures

Terrain Features

The grove is a 100-foot clearing ringed by ancient trees (three-quarters cover). The ritual stone is a 10-foot-wide raised platform; standing on it while the ritual is active deals 2d6 fire damage per round. Roots and moss make the ground difficult terrain. The Forest Heart stone can be used (DC 14 Nature) to weaken the ritual by one stage.

Treasure

Malrec's corrupted artifact, letters from the Choir promising him the Thornwood, a Heartwood Seed, and 300 gp of Concord silver. Theris Mossbeard gives the party a druidic focus if the grove survives.

DM Notes

For a strong party, add two scouts and a third blight-stalker. For a weak party, remove the ash-hounds and let Nyx Thorn shoot Malrec on round 3 if the party asks her to.

The Throne of Ash

Suggested Level: 12

Chancellor Vaelor Thorn makes his last stand at the Throne of Ash with the corrupted artifact, his remaining knights, and the Choir's cinder wraiths.

Creatures

Terrain Features

The throne room is a 70-foot hall with a 15-foot dais, broken pillars (half cover), and a collapsed roof section that drops ash and rubble (DC 13 Dexterity save, 2d6 bludgeoning) whenever a spell of 3rd level or higher is cast. The artifact pulses: at the start of each round, one random creature in the room takes 1d6 necrotic damage. Vaelor's escape tunnel is behind the throne and collapses after two rounds of use.

Treasure

Vaelor's treaty with the Ashen Choir, the corrupted artifact, 1,000 gp of Crown treasury, and the Crownbreaker Blade if it was not taken earlier. The artifact can be destroyed with Caelum's ritual or sealed with the Forest Heart stone.

DM Notes

For a strong party, add two cinder wraiths and a mage. For a weak party, remove the knights and let allied NPCs (Gorak, Nyx, Roderick, or Theris) arrive on round 3 to help.

Magic Items

Ironvow Shield Ironvow Shield Completed

Ironvow Shield

Rare
A round dwarven shield of banded iron with a forge-sigil at its boss. Heat rolls off it and never reaches the arm behind it.

Location

Act II - Iron Vein Mine, in the flooded pump room vault

Attunement

True — by a character proficient with shields

Vial of Purified Ash Vial of Purified Ash Completed

Vial of Purified Ash

Rare
A stoppered glass vial of pale gray powder that glows faintly when corruption is near. It burns cold going down and leaves a clean, ashy taste.

Location

Act II - Scarfall Bazaar, in Quartermaster Orla Flint's strongbox

Attunement

False

Moonveil Codex Moonveil Codex Completed

Moonveil Codex

Rare
A slim spellbook bound in moon-white leather, its pages written in silver ink that shifts when read. It holds the enclave's safest wards against corrupted relics.

Location

Act II - Sylvaneth Enclave, in Caelum Starquill's study

Attunement

True — by a spellcaster

Accord Signet Accord Signet Completed

Accord Signet

Uncommon
A heavy silver ring stamped with three interlocked shields, worn smooth by years of handshakes. Old alliance veterans recognize it at a glance and speak more freely to whoever wears it.

Location

Act I - Accord Hall archive, in the murdered envoy's strongbox

Attunement

False

Emberhand Hammer Emberhand Hammer Completed

Emberhand Hammer

Rare
A squat warhammer with a forge-hot core and Dain Emberhand's maker's mark. It rings like a bell when it strikes and leaves a line of embers in the air.

Location

Act I - Deepforge Outpost forge hall, hidden under Dain's anvil

Attunement

True — by a character proficient with warhammers

Cloak of the Thornwood Cloak of the Thornwood Completed

Cloak of the Thornwood

Uncommon
A mottled green cloak woven from thorn-vine fiber. It smells of pine and rain, and its hem never snags on branches or brambles.

Location

Act I - Thornwood Edge, in Theron Outcast's hollow tree cache

Attunement

True — by a character who has earned the Thornwood Concord's trust

Whisper Mask Whisper Mask Completed

Whisper Mask

Uncommon
A thin porcelain half-mask painted with a noble's calm expression. It blurs the wearer's voice and features just enough to pass a casual inspection.

Location

Act II - Scarfall Bazaar, traded by Vex Copperlock for the coded hymn

Attunement

True — by a character trained in Deception

Crownbreaker Blade Crownbreaker Blade Completed

Crownbreaker Blade

Very Rare
A longsword of dark steel with a crown-shaped pommel and a notch in the blade. It bites deeper against soldiers fighting under a royal banner.

Location

Act III - Royal Castle armory, granted by Roderick Steel

Attunement

True — by a character who has sworn to stop the war

Heartwood Seed Heartwood Seed Completed

Heartwood Seed

Legendary
A fist-sized seed of green-gold wood that beats slowly like a heart. Planted in burned ground, it can regrow a forest over the course of a year.

Location

Act III - Forest Heart, given by Theris Mossbeard if the grove survives

Attunement

True — by a druid or ranger

Ashen Choir Hymnal Ashen Choir Hymnal Completed

Ashen Choir Hymnal

Rare
A gray hymnal whose pages turn themselves and hum when read. It teaches Choir codes and ciphers, but cultists can sense its bearer from a mile away.

Location

Act III - Throne of Ash, in Vaelor's throne cache

Attunement

True — by any creature (cursed)