Campaign Overview

Shadows Over Ebonreach

The realm once known as Ebonreach now writhes in eternal twilight, ruled by the iron fist of Overlord Vexar. His triumph shattered kingdoms, twisted magic, and condemned the world to a night without dawn. Yet whispers of hope endure: a broken standing stone, shards of ancient runes, and the spark of rebellion burning in hidden enclaves.

You are a band of adventurers—drawn by tales of fabled riches—who unwittingly stepped through a mysterious portal into this dystopian nightmare. The gateway seals behind you, cutting any path home. Stranded, you must navigate the ruins of the Last Ember Enclave, forge uneasy alliances with zealots, resistors, and shady warlocks, and delve into corrupted wilds and forsaken cities to unearth forbidden artifacts. Each step tests your resolve and morality. Will you bargain with demons to resist tyranny, or will you cling to the last threads of light even as the shadows beckon?

Vexar’s monstrous legions patrol every road, his enforcers lie in wait at every summit, and the land itself spreads corruption through swamp and forest alike. You will spy stealth-based infiltrations in sunken tunnels, clash with mutated beasts in the mist, and face moral dilemmas: sacrifice a friend for greater power or spare a demon’s life to learn a secret key to victory?

As you piece together the runic sequence, forge an Ember Key in the molten heart of Vexar’s fortress, and awaken a long-dormant portal mechanism, the scope of your rebellion grows. The campaign culminates in a daring assault on the obsidian stronghold—an arena of living stone, lava moats, and tortured souls—where you must free chained spirits, turn traitorous allies, and confront Overlord Vexar upon his Throne of Souls. Victory could restore dawn to Ebonreach; failure will condemn it—and you—to eternal darkness.

Will you become the spark that rekindles hope, or will your names fade into the endless night? The shadows gather—your legend awaits.

Themes: Despair vs. Redemption, Rebellion vs. Tyranny, Light vs. Corruption.
Adventure Types: Stealth Infiltration, Moral Dilemmas, Environmental Hazards, Epic Siege, Mystical Puzzles.
Player Goals: Restore the standing stone, forge the Ember Key, topple Overlord Vexar, reopen the portal—or sacrifice it all to end the darkness forever.

Starting Location

The Last Ember Enclave

The Last Ember Enclave is a ramshackle refuge carved into a cliffside overlooking a storm-lashed sea. Once a lively fishing village, it now serves as a grim bastion for the few survivors of Vexar’s onslaught. Weather-scarred stone buildings cling to jagged ledges, connected by rickety wooden walkways creaking underfoot. Faded banners bearing old kingdom crests flap like specters in the ever-howling wind. Tattered fishing nets hang as curtains between doorways, and smoky braziers cast an uneasy orange glow against the eternal night sky. The scent of brine mingles with damp smoke. Hidden wells and cisterns collect rare rainwater; makeshift farms on narrow terraces struggle to yield meager produce. At the enclave’s heart stands a broken standing stone—once part of a circle of power, now the only testimony that magic still lingers here. Its runes glow faintly at night, offering hope to those who remember the light that once was. Yet danger close at hand: Vexar’s scouts prowl the cliffs below, and rumors tell of howling creatures that emerge from the drowned forests by the shore. Despair and defiance coexist here—the enclave’s leaders paint their faces before each dawn as if to chase away the shadows within. Map Description: A vertical cliff face with tiered ledges: topmost ledge holds the Standing Stone Plaza and Council Hall; mid-levels host the Outer Walls, Windwalk Stairs, and Smokehall Tavern; lowest ledge has the Wavebreak Docks and Wailing Watch; sea is to the west, ruined forest east. Secrets: 1. A hidden hatch under a cistern leads to an abandoned smuggler’s tunnel network. 2. One of the enclave’s healers has been secretly siphoning life essence to feed a bound shadow creature. 3. Under the Standing Stone stands a concealed fey portal node—if reactivated, it can open a gateway to a lost moonlit realm. Keylocations: - name: "Smokehall Tavern" description: "Smokehall Tavern is built into a jagged fissure in the cliff, its smoldering hearth the enclave’s only source of heat. The walls, blackened by soot, are hung with flotsam and salvaged relics: broken oars, rusted lanterns, and a cracked portrait of a once-proud noble family. Gnarled wooden beams arch overhead, dripping with stale smoke that swirls around the patrons like ghosts. A low bar crafted from driftwood stretches along one side, behind which a grizzled gnome named Rixie Emberhand pours watered-down ale. Worn stools and benches ring small iron tables. Adventurers, scavengers, and desperate refugees congregate here nightly to trade news or strike dangerous bargains in hushed tones. Against the far wall is a faded mural depicting the standing stone when it still shone with silver light—a poignant reminder of what’s lost. additional_notes: "A perfect spot for rumors and side-quest hooks. Rixie Emberhand is a secret ex-mage who can identify primordial runes."
  • name: "Wavebreak Docks" description: "At the western edge, the Wavebreak Docks cling precariously to the cliff’s lip. Rotting planks give way to creaking ropes that sway in the sea breeze. Long-abandoned fishing skiffs lie half-submerged in spray, their oars splintered. A rickety crane—its pulley rusted—was once used to haul in the catch; now it groans at the slightest gust. Below, jagged rocks reach up like the spines of drowned giants. A slender ladder carved into the rock face descends into the dark waters below, rumored to lead to a hidden cavern network used by smugglers and pirates before Vexar’s rise. The sound of waves crashing echoes through every corner at all hours. Faint, ghostly lights sometimes dance under the surface, luring the unwary to their doom. additional_notes: "Perfect for a stealth-based infiltration. Beneath the docks is a submerged ruin containing a corrupted water elemental bound to serve as a boss encounter."
  • name: "Wailing Watch" description: "Wailing Watch sits on a narrow outcrop jutting into the roaring surf—a solitary sentry post. Its shattered parapets overlook both sea and shattered forest. Once manned by kingdom lookouts, now its stones are slick with moss and salt. A guardhouse’s roof collapsed decades ago, leaving only a moss-carpeted floor scattered with rusted weapons and broken armor. Old spyglasses lay forgotten on tables. At night, the crash of waves through the broken windows can sound like anguished cries, giving the watch its name. Rumors say the watch is haunted by the spirits of those who died in the first siege, replaying their final moments in whispers carried on the wind. additional_notes: "A key vantage point for the enemy scout encounters. The watch’s warhorn, if cleaned, can still blast a signal heard across the cliffs."
  • name: "Council Hall Ruins" description: "High on the cliffs above the tavern lie the charred remains of the Council Hall. Its ornate columns, once carved with luminous runes, are now scarred and broken. Great double doors stand ajar, hanging from one hinge. Inside, rubble covers the floor, punctuated by puddles of stagnant water from endless rains. Stenciled murals depicting the realm’s former glory are half-erased by soot. A shattered dais holds a cracked obsidian orb, now flickering with corrupted power whenever lightning splits the sky. Collapsed tapestries still show glimpses of heraldic crests in silver thread. Among the debris, players might find fragments of a council record—notes that hint at a traitor among the enclave’s founders who welcomed Vexar’s emissaries. additional_notes: "Central to the first major quest. Contains clues to the standing stone’s original purpose."
  • name: "Blackroot Grove" description: "On the enclave’s eastern slope stretches the Blackroot Grove—twisted trees with ink-black bark and no leaves, their roots snaking across the ground like serpents. The soil here is choked with ash, and phosphorescent fungi cling to the trunks, casting an eerie pale light. Beneath the gnarled trees lie shallow graves of fallen refugees. The air smells faintly of rot, and a moaning wind stirs whispers through the roots. Strange, warped creatures—half-pig, half-shadow—creep between the trunks to hunt at night. A crooked path of broken stones leads to a moss-covered statue of a goddess of the moon, her face worn away. At its base is a single black rose in a cracked iron vase—an offering left by someone seeking forgiveness. additional_notes: "Ideal for a horror-style wilderness encounter. The black rose is a key quest item that can purify corrupted objects."
Secrets: - A drowned library beneath the tavern holds journals revealing the enclave elders’ hidden pact with a shadow demon. - The vines in Blackroot Grove can be awakened as allies if players perform an ancient purification rite. - Wailing Watch’s rubble conceals a secret letter revealing the identity of the enclave’s traitor. NPCs: - name: "Rixie Emberhand" description: "A grizzled gnome ex-mage who runs the Smokehall Tavern, hiding potent magic behind a veil of sarcasm." role: "Information broker and quest giver." other: "Hides a magical tattoo that can dispel minor curses."
  • name: "Captain Uldric Shaw" description: "A scarred half-elf leading the enclave’s guards, burdened by guilt over past failures." role: "Military leader, side quest giver." other: "Secretly mentors a band of young rangers in stealth."
  • name: "Eldra Moonveil" description: "A waning moon cleric tending the broken temple; she weeps for the lost light and offers healing." role: "Healer and source of divine lore." other: "Hides knowledge of an undiscovered artifact under the Standing Stone."
  • name: "Thornkrod" description: "A blind half-orc herbalist who communes with the fungi of Blackroot Grove." role: "Side-quest giver, alchemical expert." other: "Knows a fungus that can nullify shadow magic."
  • name: "Nora Swiftwind" description: "A wiry halfling scout who patrols the Wavebreak Docks, ever watchful for Vexar’s spies." role: "Stealth mission guide." other: "Carries a secret message from a distant resistance cell."
side_quests: - name: "Echoes of Betrayal" giver: "Eldra Moonveil" description: "Rumors persist of a secret meeting between enclave elders and a shadow demon. Eldra pleads for proof of this betrayal to break her nightly nightmares. Seek out the drowned library beneath the tavern. But beware: the demon’s wraith guardians still linger among the flooded tomes." reward: "• 200 XP • Potion of Moonlight’s Grace (uncommon) • Eldra’s Blessing: once per day, cast Lesser Restoration" secrets: - "The demon’s pact includes a clause binding the enclave’s souls to Vexar’s army." - "A former elder still walks among the survivors in disguise." goals: "Delve into the submerged library, defeat the wraiths, recover the pact scrolls, and present them to Eldra." notes: "Use waterlogged corridors for difficult terrain. Wraiths can seize the scroll—they must be secured before wraith recharge."
  • name: "The Missing Watch" giver: "Captain Uldric Shaw" description: "Several rangers vanished while investigating odd lights near Wailing Watch. Uldric fears they were captured by Vexar’s patrols. Rescue them before they’re executed or broken to reveal enclave secrets. The ravaged watch offers little cover, and the enemy posts sentries armed with corrupted crossbows." reward: "• 250 XP • Shaw’s Crossbolt (uncommon + 1 crossbow) • Guard’s Insignia: advantage on persuasion rolls with enclave soldiers" secrets:
    • "The patrol captain is secretly working for the traitor elder."
    • "One missing ranger carries a key to a hidden vault under the docks." goals: "Infiltrate or assault Wailing Watch, free the rangers, and eliminate their captors." notes: "Consider stealth or deception approaches; the traitorous captain will attempt to negotiate."
  • name: "Roots of the Blackwood" giver: "Thornkrod" description: "The blackroot vines are dying faster than they can regrow, endangering Thornkrod’s livelihood and the enclave’s only source of fungal medicine. Venture into the grove to find the Wiltspore Fungus, a rare bloom said to reverse decay. Yet the deeper grove is swarming with shadow-pigs that jealously guard the fungus." reward: "• 200 XP • Thornkrod’s Fungal Salve: +1 to saves vs. poison • Herbalist’s Satchel: 5 uses of Cure Poison" secrets:
    • "Wiltspore Fungus is sentient and will bargain its help."
    • "A corrupted druid lurks in the grove, guiding the shadow-pigs." goals: "Navigate Blackroot Grove’s twisting paths, collect the Wiltspore Fungus, and return unharmed." notes: "Use illusion and nature checks; the fungus can animate to assist or hinder."
  • name: "Ghost Light of the Docks" giver: "Nora Swiftwind" description: "Fishermen tell of a will-o’-wisp luring boats onto the jagged rocks. Nora needs proof to convince the enclave that the sector is still vital for secret escapes. Capture or slay the ghost light and bring back its core. Beware its lure: once it appears, those who chase it hear voices of lost loved ones." reward: "• 220 XP • Lurewarden’s Lantern: +1 to Perception • Swiftwind’s Favor: +2 bonus to stealth in darkness" secrets:
    • "The ghost light is controlled by a drowned water elemental officer."
    • "If purified rather than destroyed, it guides players to a hidden smuggler’s cavern." goals: "Track the will-o’-wisp, confront its elemental master, and retrieve the core essence." notes: "Magical light and sound illusions can play on players’ emotions; manage tension carefully."
  • name: "Runes of the Old Council" giver: "Rixie Emberhand" description: "Rixie believes the starred mural in the tavern conceals a sequence of runes that can reactivate the Standing Stone. She needs adventurers to find matching runic tablets scattered among ruins in the enclave and decode them. Each tablet is guarded by a specialized trap or guardian—arcane glyphs, rampaging shadows, or explosive glyph wards." reward: "• 300 XP • Tablet of Resonant Echoes (quest item) • Emberhand’s Insight: once per long rest reroll an Intelligence check" secrets:
    • "One of the tablets is a fake—planted to mislead those who would restore the portal."
    • "A hidden verse in the mural warns of dire consequences if the portal opens unchecked." goals: "Collect and decode all five tablets, avoid or disarm the traps, and return the sequence to Rixie." notes: "Balance puzzle difficulty. Solutions can be found via Arcana or History, but hints are hidden in mural fragments and tavern tales."
},

Key Locations

Mist-Shrouded Marsh

The Mist-Shrouded Marsh sprawls beyond the enclave’s eastern walls: a labyrinth of bogs, reeds, and stagnant pools forever cloaked in a creeping gray haze. Twisted mangrove-like trees rise from peat-black water, their drooping branches dripping acidic sap. Every sound is muffled by dense fog and the perpetual drip of water. Hidden quickmire pits can swallow the unwary in moments. Rare phosphorescent fungi lend eerie light to the gloom, and the air hangs heavy with the stench of decay. Ancient standing stones, covered in green moss and lichen, suggest this land once held sacred rites under a full moon. But now, mutated marsh lizards skulk beneath the murk, and packs of gore-tooth crocodiles strike out from submerged hollows. Travel here is slow and perilous—one wrong step can lead to a funeral pyre, and windstorms can choke a party within minutes. Map Description: A network of small islands connected by rickety boardwalks, surrounded by dark water. Central is the Sunken Circle of Stones; to the north lies the Witch’s Hovel; east is the Black Lily Mire; south is the Crocodile Warren; west are submerged ruins of a shrine.

Key Locations

Sunken Circle of Stones

At the marsh’s heart lie five monolithic stones emerging from waist-deep water in a perfect circle. Their surfaces are scored with runic symbols faintly glowing with corrupted magic. Frequent tremors cause them to submerge fully, forcing creatures and adventurers alike to scramble for air. The water around the stones simmers with noxious vapors, and survivors report hearing distant chanting when the moon is highest. Beneath the stones is a submerged chamber where an ancient ritual was performed to bind elemental spirits. Now it holds a sludge-covered relic called the Heart of the Marsh, which has twisted nature’s balance. Attempts to remove the relic without undoing the binding have caused the marsh to surge violently, flooding boardwalks and unleashing slime horrors. additional_notes: "Important for Main Quest #2. If cleansed, it will dissipate the eternal mist for a time, revealing hidden paths."}],

Additional Notes

This region introduces swamp hazards and elemental corruption. It ties to both main and side quests, testing players’ survival skills and moral choices.

The Obsidian Fortress

Rising like a black tooth against the starless sky, Vexar’s Obsidian Fortress dominates the shattered plains east of the Ashen Wastes. Its spires reflect no light, absorbing hope itself. Carved from a single colossal block of living obsidian, the fortress is ringed by sharp battlements and guarded by legions of armored horrors—twisted warriors fused to the fortress wall by living mortar. Lava-slick moats pulse with molten brimstone, and endless corridors echo with the clanking of demonic sentries. The throne room towers nearly a hundred feet high, its throne forged from fused souls, glowing faintly red. Hallways are lined with statues of fallen heroes, repurposed as grotesque gargoyles in mid-scream. Every door is warded by void-forged wards and guarded by shadow knights. The air is thick with oppressive magic that warps minds and drains willpower. Yet somewhere deep beneath the throne, the portal machinery that brought the heroes here still hums with latent power—if only they can survive long enough to seize it. Map Description: A massive four-layered circular fortress: outer wall with gatehouses, ring road with guard towers, inner bailey leading to the central keep, and the subterranean portal vault beneath the keep. Lava moats separate each layer. Secrets: 1. A hidden shaft in the guard barracks leads to an ancient dwarven armory beneath the fortress. 2. Vexar’s personal war-host throne is tethered to his life force—destroy it during the final fight to weaken him. 3. The portal vault houses the Ember Key, the players’ only hope of reopening the gate home. Keylocations: - name: "Gatehouse One" description: "A yawning obsidian arch looms over a drawbridge of living rock. Demon-forged portcullises slide silently on tracks of bone. Guard towers flank either side, their arrow slits bristling with enforcers wielding corrupted crossbows. Every surface is etched with runes that flicker with cold fire. A sentinel’s voice—recorded on enchanted cords—booms a welcome in dead languages, promising mercy for surrenderers before unleashing disintegrating blasts on the unwary. Beneath the gate lies a hall lined with shackles, housing prisoners whose screams fuel the fortress’s wards." additional_notes: "Perfect for a dramatic entry or stealth infiltration. Runes can be temporarily silenced by black rose dust (from Blackroot Grove)."
  • name: "Dwarven Armory" description: "Hidden behind a trap-door in the guard barracks, a tunnel carved into living rock descends into an ancient dwarven forge. Rusted forgemarks and broken anvils litter the floor, but intact stands a weapons rack holding hammers and poleaxes of mythic power—each infused with pure elemental stone. Faint magical glyphs suggest one warhammer can shatter obsidian. Yet the forges themselves are haunted by stonebound elementals, awakened when the old runes are disturbed. Pools of glowing magma drip through cracks overhead, threatening to scald interlopers." additional_notes: "A side branch for players seeking powerful gear. Elementals can be reasoned with after a geology or arcana check."
  • name: "Throne of Souls" description: "In the towering central chamber rests the Throne of Souls: shaped from the fused essence of thousands of tortured spirits, it glows with a malevolent red pulse. The seat’s high back cleaves the chamber in half, lined with warped statues of past conquerors. As Vexar ascends it, the room’s oppressive aura intensifies, draining HP and imposing disadvantage on saving throws for all within ten feet. Torn banners and charred bones litter the floor, and infernal chains descend from the ceiling, animated to grapple intruders.
additional_notes: "Climactic boss arena. Use shifting lava flows and chain traps to heighten danger. Destroying the throne halves Vexar’s hit points." Secrets: - A concealed side passage behind the Throne leads directly to the portal vault, bypassing many defenses. - Vexar’s right-hand warlock, Malistra the Veiled, can be turned against him if players publicly reveal her hidden daughter. NPCs: - name: "Malistra the Veiled" description: "Vexar’s chief warlock, masked and aloof, wielding voidflame." role: "Final quest ally/potential betrayer." other: "Her only weakness is her love for her captive child, hidden beneath the fortress."
  • name: "Gore-Spine Tyrants" description: "Elite enforcers fused with the fortress walls—hulking brutes with obsidian armor and living spines." role: "Mini-bosses on the ramparts." other: "Weak against dwarven-forged weapons."
  • name: "Harbinger Kadros" description: "A towering specter in obsidian armor who scouts among the ruins." role: "Side antagonist offering twisted bargains." other: "Knows the layout of every secret corridor."
side_quests: - name: "Forge the Key" giver: "Dwarven Armory Spirit" description: "The ancient spirit bound in the forges demands rekindling the elemental hearth by channeling lava from the moats. In exchange, it will craft the Ember Key needed to activate the portal vault. Players must transport molten stone through guarded corridors while avoiding lava elementals and collapsing walkways." reward: "• Ember Key (quest item) • +2 Warhammer of Obsidian Shatter" secrets: - "The armory spirit will double-cross players unless they release its kin from bondage." goals: "Reopen the forges, survive the trials, and claim the Ember Key." notes: "Balance environmental hazards; consider timed events as lava cools."
  • name: "Free the Souls" giver: "Ghost of an Unknown Hero" description: "The chained spirits fueling the fortress wards beg players to free them by shattering the Throne of Souls. Each destroyed chain reduces the fortress’s defenses, but also unleashes vengeful wraiths." reward: "• 500 XP • Soulshard Amulet: advantage on saves vs. necrotic damage" secrets:
    • "If too many chains are cut at once, the fortress goes on high alert." goals: "Navigate chains, defeat wraiths, and break the Throne of Souls." notes: "Use dramatic tension: freeing souls weakens Vexar but unleashes powerful wraiths."
  • name: "Turn the Veiled" giver: "Malistra the Veiled" description: "Malistra’s daughter is imprisoned beneath the keep. If rescued and reunited, Malistra may betray Vexar at a critical moment. Players must locate a hidden dungeon cell and navigate past obsidian golems and warlock initiates." reward: "• 300 XP • Veiled Daughter’s Locket: once per day, can silence all magical wards in a 30-foot radius" secrets:
    • "The dungeon is warded so Malistra cannot enter unless her daughter gives permission." goals: "Rescue the daughter, evade detection, and secure her loyalty." notes: "Increases intrigue. Daughter’s rescue can change the final battle’s outcome."
  • name: "The Final Beacon" giver: "Captain Uldric Shaw (via secret comm) " description: "Uldric Shaw has smuggled in a shard of celestial quartz that, if placed on the battlements, will blind Vexar’s sentries at dawn. Players must climb the inner ring under cover of darkness and plant the beacon, clearing the way for a full assault." reward: "• 400 XP • Shaw’s Banner: +2 bonus on morale checks for allied NPCs" secrets:
    • "The beacon also awakens a latent angelic guardian imprisoned beneath the fortress." goals: "Infiltrate the ring, avoid or defeat the patrolling tyrants, and install the beacon." notes: "Use stealth or direct combat; offer multiple routes to the battlements."
},

NPCs in The Last Ember Enclave

NPCs in Mist-Shrouded Marsh

NPCs in The Obsidian Fortress

Factions

The Ember Wardens

The Ember Wardens are the surviving defenders of the old kingdom, sworn to guard the Standing Stone and keep the last lights of magic alive. Clad in battered armor inlaid with ember-red runes, they patrol the enclave and train new recruits. Though proud, they struggle with dwindling resources and internal dissent over whether to seek vengeance or salvation.

Goals

  • Protect the enclave and restore the portal
  • Recover lost ancient magic
  • Keep Vexar’s forces at bay

Relationships

With Other Factions
They are allied with the Moonveil Clan but distrust the Shadowbound Coven’s methods. Tense with the Ironforged Remnants over resource allocation.
With Players
They cautiously welcome outsiders who prove their loyalty. Grant military support if the party aids in major victories.

Shadowbound Coven

The Shadowbound Coven comprises warlocks and witches who have embraced the realm’s darkness to fight fire with fire. They study corrupted magic to weaponize it against Vexar’s legions. Hidden in forsaken cities, they extract pacts from demons and experiment with soul-binding. Their methods are controversial; many fear their research will further taint the world. Yet their insights into Vexar’s magic remain invaluable.

Goals

  • Unlock forbidden shadow rituals
  • Uncover Vexar’s arcane secrets
  • Empower resistance with dark magic

Relationships

With Other Factions
Feared by the Ember Wardens and distrusted by the Ironforged Remnants. They maintain a wary truce with the Moonveil Clan.
With Players
Offer unique spells and artifacts but often at a steep moral cost.

Moonveil Clan

The Moonveil Clan is a druidic order dedicated to restoring nature’s balance under the eternal night. They revere the broken moons and seek to cleanse the land’s corruption through rites and ancient plant magic. Their gatherings occur under hidden glades, where sacred moonlight still filters through cracks in the sky. They are compassionate but ruthless against those who harm the natural world.

Goals

  • Purify corrupted sites
  • Revive lost flora and fauna
  • Aid enclaves in sustainable agriculture

Relationships

With Other Factions
Allied with the Ember Wardens and at odds with the Shadowbound Coven’s dark experiments.
With Players
Offer healing, safe havens in the wilderness, and powerful nature spells when trust is earned.

Main Questline

Echoes in the Enclave

Given by: Eldra Moonveil

Survivors whisper of a broken pact between enclave elders and a shadow demon. Eldra Moonveil tasks the party with retrieving the demon’s pact scrolls from the drowned library beneath Smokehall Tavern. Only then can they learn how to reactivate the Standing Stone to reopen the portal—or risk unleashing darker forces.

Goals

Delve into the submerged library, recover the pact scrolls, and confront the spirit guardians.

Reward

• 500 XP • Potion of Moonlight’s Grace • Eldra’s Blessing

Secrets

  • The pact binds enclave souls to Vexar’s army
  • A traitor elder still lives among the survivors

DM Notes

Use water hazards and wraiths to create tension; the traitor elder may ambush the party.

Mist of Corruption

Given by: Rixie Emberhand

With the portal sequence tablets in hand, players venture into the Mist-Shrouded Marsh to cleanse the Sunken Circle of Stones by purifying the Heart of the Marsh. Only then can the tablets be activated to cast a protection ward on the enclave, keeping Vexar’s scouts at bay and revealing hidden paths forward.

Goals

Navigate boardwalks, survive quickmires, defeat the slime horrors, purify the Heart of the Marsh.

Reward

• 700 XP • Cloak of Marsh’s Embrace (+1 stealth in swamp)

Secrets

  • The marsh eldritch spirits demand a bargain
  • Purifying the Heart will unleash trapped water elementals

DM Notes

Incorporate moral choice: bargain with spirits or destroy them.

Grove of the Forsaken

Given by: Thornkrod

The next runic tablet lies in Blackroot Grove, guarded by shadow-pigs and a corrupted druid. Thornkrod implores players to retrieve the Wiltspore Fungus to heal the enclave’s plants and uncover the second tablet. The grove’s twisted paths and hostile creatures test both their brawn and compassion.

Goals

Navigate Blackroot Grove, negotiate or fight the druid, secure Wiltspore Fungus and the runic tablet.

Reward

• 900 XP • Thornkrod’s Fungal Salve

Secrets

  • Wiltspore Fungus can speak and bargain
  • The druid was once a hero of Vexar’s realm

DM Notes

Add moral complexity—could ally with druid for deeper insight.

Ashen Trial

Given by: Captain Uldric Shaw

To forge the Ember Key needed for a new portal, players must brave the Ashen Wastes and relight the dwarven forges beneath Vexar’s Fortress. Uldric has smuggled schematics from the Armory Spirit but warns of delayed betrayals and shifting lava channels.

Goals

Infiltrate the Armory, reignite the elemental hearth, and survive the forging rites.

Reward

• 1200 XP • Ember Key • +2/+2 Warhammer of Obsidian Shatter

Secrets

  • The Armory Spirit demands freedom of its kin
  • Beams of magic course through floor channels

DM Notes

Time-pressured; lava hazards and elemental guardians.

Storm the Obsidian Throne

Given by: Malistra the Veiled

With all runes decoded and the Ember Key in hand, the party leads a final assault on the Obsidian Fortress. They must disable wards, free the souls chained to Vexar’s throne, and confront Vexar himself. Success could shatter his hold on the realm and reopen the portal home—or doom them to eternal night.

Goals

Disable wards, free chained souls, destroy Throne of Souls, defeat Vexar, activate portal.

Reward

• 2000 XP • Soulshard Amulet • Portal Reopening

Secrets

  • Malistra can betray Vexar if her daughter is freed
  • Destroying the Throne of Souls halves Vexar’s power

DM Notes

High-stakes finale; use dynamic terrain (lava, collapsing floors).

Encounters

Wraiths of the Drowned Library

Hard

Suggested Level: 3–5

A cluster of wraiths drifts between flooded bookshelves, attacking with spectral claws.

Creatures

  • 3 Wraiths
  • 2 Specters

Terrain Features

  • Waterlogged corridors (difficult terrain)
  • Fallen bookcases (half cover)

Treasure

Pact Scrolls x2, Dust of Dryness

DM Notes

Wraiths can possess scrolls—require careful retrieval.

Shadow-Pig Hunt

Medium

Suggested Level: 2–4

A pack of four mutated shadow-pigs ambushes travelers in Blackroot Grove.

Creatures

  • 4 Shadow-Pigs (use Boar stats, incorporeal trait)

Terrain Features

  • Dense roots (difficult terrain)

Treasure

Black Rose, 50 GP

DM Notes

Pigs use hit-and-run tactics; encourage ranged attacks.

Marsh Slime Swarm

Deadly

Suggested Level: 4–6

Acidic slimes erupt from a corrupted drain in the Sunken Circle.

Creatures

  • 1 Adult Pseudodragon as proxy Slime Lord
  • 6 Ochre Jellies

Terrain Features

  • Acid pools (5 ft. damage/round)

Treasure

Heart of the Marsh relic (cursed)

DM Notes

Slimes split when damaged; force fire spells or traps to contain.

Obsidian Wallbreakers

Hard

Suggested Level: 6–8

Two Gore-Spine Tyrants break through a shattered wall during the assault.

Creatures

  • 2 Gore-Spine Tyrants

Terrain Features

  • Narrow walkway over lava moat

Treasure

Tyrant’s Obsidian Shard (+1 to obsidian weapons)

DM Notes

Tyrants ignore half cover; encourage vertical movement.

Portal Vault Defenders

Deadly

Suggested Level: 7–9

Shadow knights and warlock initiates guard the final portal control chamber.

Creatures

  • 4 Shadow Knights
  • 3 Warlock Initiates

Terrain Features

  • Pulsing runic circles (arcane blasts)

Treasure

Ember Key, 3 Scrolls of Dispel Magic

DM Notes

Use arcane circles to trigger traps if initiative high.

Magic Items

Black Rose of Redemption

Rare
A withered black rose that can purify one corrupted magic item.

Location

Recovered in Blackroot Grove

Attunement

False

Ember Key

Very Rare
A crystalline key forged in obsidian fire, opens portal machinery.

Location

Forged in Dwarven Armory

Attunement

True to warhammer or key bearer

Tablet of Resonant Echoes

Uncommon
A stone tablet that, when activated, projects a protective ward over allied structures.

Location

Smokehall Tavern (quest)"}, Replace curly. Ernest. myös error. } Let's correct.

Attunement

False

Player Characters

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