Campaign Overview
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Fire is a living force in this campaign. The Eternal Ember keeps the world in balance, but a malevolent rite aims to bend it to a devastating will. The heroes travel the Scorched Archipelago, where volcanoes snarl at the sea and ash hides ancient secrets. Designed for a party of 4 characters ranging roughly from 3rd to 12th level, with a mix of social, exploration, and combat encounters. The tone blends high fantasy peril with elemental mystique and moral choices about power and responsibility.
Setting & Key Locations
The Scorched Archipelago hosts bustling port cities, forsaken forges, and sanctuaries carved from lava. Cinderreach is a harbor city famed for its Flame Market and pyromancer guilds. Ember Spire crowns the central volcano, a towering fortress of magma-forged stones. The Molten Depths lie beneath, a labyrinth of forges and lava rivers. The island of Soot hides ancient forges and a ruined library of pyromancy, while Obsidian Hold sits on basalt cliffs guarding ancient wards. Fire cults, salamander artificers, and ash elementals inhabit these places, testing the party at every turn.
Main Quest
The party must recover the three Ember Cores and rekindle the Hearthstone Forge within Ember Spire to either reseal the Eternal Ember or redirect it away from catastrophe. A cabal known as the Pyreborn seeks to ignite a world-ending conflagration by completing a ritual at the Citadel of Ash during a solar eclipse. Stopping the rite requires cunning, courage, and alliances with elemental patrons who distrust mortals even as they fear the cult’s ambition.
Plot Beats & Triggers
- Act I: Strange behavior of fires in Cinderreach signals a coming calamity. Clues lead to Ember Spire and the first Ember Core.
- Act II: The party travels to Soot and Molten Depths to recover the remaining cores, facing fire elementals, ash golems, and rival scavengers.
- Act III: With cores in hand, they confront the Pyreborn during the eclipse and decide whether to seal or redirect the Eternal Ember through the Hearthstone Forge.
- Final Trigger: The Ember Gate awakens and chooses its caretakers. The heroes’ choices affect the world flame for generations.
Side Quests & Investigations
Investigate the Smoldering Shrine to learn who tainted the fire wards; rescue a band of salamander artificers trapped by a volcanic quake; recover a lost pyromancer library with forgotten rituals; broker uneasy truce with a jealous elemental lord to gain their aid against the cult.
Challenges & Rewards
Expect volcanic dungeons, time pressure as ash thickens, and moral choices about power. Rewards include magic items tied to fire and resilience: Emberblade, Cloak of Cinders, Ring of Heat Resistance, and Boots of Ashflow, plus temporary boons from elemental patrons. Completing the quest shapes the world’s safety and the balance of flame and life for generations to come.
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Player Characters
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