Campaign Overview

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The party wakes in the cells of Ironhollow Keep, accused of burning the granary of the town of Millbrook and poisoning its wells. The town believes it. The magistrate believes it. Even the guards spit at their names. But the truth is far darker: a manipulative villain named Sereth Vane, a respected 'philanthropist' and spymaster, framed them to eliminate witnesses to his smuggling network. Act I follows the party from their cells, through interrogation and escape, as they gather the first clues that someone powerful orchestrated their downfall — and that Vane is only a servant of something worse.

Player Handout

You have been accused of a terrible crime you did not commit. The town hates you. The law hunts you. Somewhere, someone is smiling. Find them. Clear your names. Survive.

Free Act I Preview
Levels 3 4 Sessions 3-4

The Marked Ones

This free preview contains all of Act I: three playable scenes, three combat encounters, three magic items, and the central villain with a full character sheet. Act I takes the party from a holding cell to fugitives with their first real lead on who framed them. Later acts (subscriber content) would follow the trail to Vane's patron, the true big bad.

Adventure Hooks

The Burning of Millbrook

Three nights ago, the granary of Millbrook burned and the wells ran black with poison. Witnesses swear they saw the party near the flames. The party remembers only drinking at the Gilded Goose tavern — and then waking in chains, heads thick with fog. Someone drugged them and dressed the scene.

The Whisper in the Cell

A fellow prisoner, an old smuggler named Dorn, scratches a message into the party's cell wall before he is dragged away: 'VANE SETS THE STAGE. FIND THE LEDGER. TRUST NO MAGISTRATE.' It is the first thread to pull.

Act Structure

Act I: Chains and Cinders

Recommended level: 3-4

Framed for the burning of Millbrook, the party escapes Ironhollow Keep, uncovers the courier trail of House Vane, and confronts Sereth Vane at the ash mine — emerging as fugitives with proof of their innocence and the first hint of the Ashen Hand.

Objectives

  • Survive the interrogation cells and escape Ironhollow Keep
  • Recover the courier's satchel and complete the torn ledger
  • Confront Sereth Vane at the ash mine and secure proof of the frame-up

Scene 1: The Questioning Cells

Ironhollow Keep — Interrogation Wing

You are pulled from the holding cell one by one, manacled and marched down a corridor that smells of wet stone and old blood. Each of you is thrown into a bare questioning cell. Through the wall, you hear the magistrate's clerk: 'Sign the confession by dawn, or the gallows signs for you.'

Run a short solo interrogation with each character (a guard asks leading questions; Insight DC 12 reveals the guard is reading from a script he doesn't understand). Dorn's scratched message is found here. End the scene with the Interrogation Room Ambush encounter.

Checks
  • Insight DC 12: notice the guards' scripted questions and the fake guards' wrong boots
  • Sleight of Hand DC 13: palm a key from a passing guard
  • Athletics DC 15: bend the cell bars
Clues
  • Dorn's wall message naming Vane
  • The fake guards' silver crane pins
  • The torn half-ledger in the evidence room
Transitions
  • Escape through the evidence room and courtyard
  • If the ambush is loud, the keep goes to alarm and the escape becomes a chase

Scene 2: Fugitives in Millbrook

Millbrook — Town Streets and the Gilded Goose

Millbrook's streets are hung with charcoal sketches of your faces. 'Murderers of the Granary,' a crier bellows, and shopkeepers bar their doors as you pass. Somewhere ahead, the crooked sign of the Gilded Goose sways in the rain — the last place anyone saw you free.

Run the town as a stealth/social gauntlet: crowds jeer, watch patrols (2 Guard each) sweep main roads, and Tessa the barmaid signals the party into the tavern's back room. She describes the courier with the crane pin and the satchel he dropped in the cellar. Lead into the Cellar of the Gilded Goose encounter.

Checks
  • Stealth DC 13: move through patrolled streets
  • Deception DC 14: talk your way past a patrol
  • Persuasion DC 13: convince Tessa you were framed
Clues
  • Tessa's description of the courier and his crane pin
  • Wanted posters offering 500 GP for the party, posted suspiciously fast
Transitions
  • Cellar fight secures the satchel and completed ledger
  • Tessa warns the party that soldiers are heading to the old ash mine — the ledger's destination

Scene 3: The Ash Mine

Disused Mine outside Millbrook

The mine mouth yawns at the end of a rutted cart track, its timbers stamped with a faded crane. Inside, crates of grey ash are stacked to the ceiling, and men in fine livery load them onto wagons. At the center of it all stands a gentleman in a grey coat, and when he sees you, he smiles like a man greeting old debts.

Climactic scene of Act I. Vane monologues just enough to confirm the frame-up ('You were simply in the wrong tavern on the wrong night') before the Hard encounter begins. He retreats below half HP. Searching his abandoned dispatch case yields the 'Ashen Hand' orders — the campaign's true hook.

Checks
  • Dexterity DC 13: collapse a support beam to split enemy forces
  • Investigation DC 14: find Vane's hidden dispatch case
  • Perception DC 15: spot the sniper ledge above the wagons
Clues
  • Orders signed 'for the Ashen Hand'
  • Ash crates containing alchemical reagents bound for somewhere far from Millbrook
Transitions
  • Act I ends with the party in possession of proof, hunted but vindicated in spirit
  • Act II (subscriber content) follows the Ashen Hand trail beyond Millbrook

Milestone: Reaching level 4 after escaping the keep or defeating the cellar thugs; Act I concludes after the mine confrontation.

Villain Character Sheets

Sereth Vane Sereth Vane

Sereth Vane is the kind of villain who apologizes while ruining your life and means every word of the apology. To Millbrook he is a philant…

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Monsters & Enemies

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Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

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Villain Plans

Sereth Vane Character Sheet

Act I Central Villain — Spymaster of House Vane

Motivation

Vane framed the party to bury witnesses to his smuggling of alchemical reagents for a hidden patron he calls only 'the Ashen Hand.' He is a mid-tier schemer — dangerous, but a stepping stone to the campaign's true villain.

Personality

Polite, meticulous, and utterly without conscience. He apologizes sincerely while ruining lives, and treats the party's ruin as a professional necessity.

Resources

  • House Vane's courier network and silver crane pins
  • Bribed guards and magistrates in Millbrook
  • The disused ash mine as a staging depot

Battle Plan

Vane avoids direct confrontation until the ash mine. There he debuffs the party's frontliner with Hold Person, repositions with Misty Step, and withdraws below half HP using a smoke pellet — his survival is the hook for Act II.

Defeat or Redemption

Vane cannot be redeemed in Act I; capturing him alive yields the 'Ashen Hand' clue faster than killing him.

Running Notes

Recommended party: 4-5 players, any class composition; at least one character with Stealth or Deception proficiency recommended

Session Zero

Discuss how the party knows each other (fellow travelers drugged at the same tavern works for any group). Establish that all characters are innocent and that the campaign is about clearing names and uncovering a conspiracy. Set expectations for a fugitive tone with limited access to towns and resources.

Scaling Guidance

For parties of 3, remove one creature from each encounter and reduce Vane's hit points by 25%. For parties of 5-6, add the listed creatures and have Vane use his smoke pellet at 60% HP instead of half.

DM Advice

Keep the pressure on: the party is wanted, so long rests are risky. Brann the sympathetic guard and Tessa the barmaid are the party's only safe contacts in Act I. Vane should always feel one step ahead until the mine, where the party finally turns the tables — only to learn he is a pawn of the Ashen Hand.

Secrets & Clues

  • The torn ledger halves, joined, show 'ash crates' shipped to the mine under Vane's seal.
  • The 'Ashen Hand' signature is in a different hand than Vane's — someone above him.
  • Dorn the smuggler once ran cargo for Vane and knew too much; he is scheduled for the gallows too.
  • The wells were poisoned with the same alchemical reagent as the ash crates — the party can prove it with an alchemist's help.

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Villain Character Sheets

Sereth Vane Sereth Vane

Sereth Vane is the kind of villain who apologizes while ruining your life and means every word of the apology. To Millbrook he is a philant…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Sereth Vane Character Sheet

Act I Central Villain — Spymaster of House Vane

Motivation

Vane framed the party to bury witnesses to his smuggling of alchemical reagents for a hidden patron he calls only 'the Ashen Hand.' He is a mid-tier schemer — dangerous, but a stepping stone to the campaign's true villain.

Personality

Polite, meticulous, and utterly without conscience. He apologizes sincerely while ruining lives, and treats the party's ruin as a professional necessity.

Resources

  • House Vane's courier network and silver crane pins
  • Bribed guards and magistrates in Millbrook
  • The disused ash mine as a staging depot

Battle Plan

Vane avoids direct confrontation until the ash mine. There he debuffs the party's frontliner with Hold Person, repositions with Misty Step, and withdraws below half HP using a smoke pellet — his survival is the hook for Act II.

Defeat or Redemption

Vane cannot be redeemed in Act I; capturing him alive yields the 'Ashen Hand' clue faster than killing him.

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Encounters

Interrogation Room Ambush

Suggested Level: 3-4

While the party is held in the questioning cells, Vane sends thugs disguised as guards to silence them before they can talk to the magistrate. A guard overhears and the plan turns violent.

Creatures

Terrain Features

Cramped cells with heavy iron doors; chains and manacles can be used as improvised weapons; a barred window offers an escape route

Treasure

A ring of keys on the fake guard, 15 GP

DM Notes

If the party subdues the fake guards quietly, they gain advantage on their escape; a loud fight triggers the alarm and hardens the escape scene.

Cellar of the Gilded Goose

Suggested Level: 3-4

Vane's thugs are ransacking the tavern cellar for the courier's satchel when the party arrives. A tense fight among casks of ale and racks of bottles.

Creatures

Terrain Features

Ale casks provide half cover and can be burst open (DC 12 Strength check) to create slippery, flammable puddles; low ceiling blocks Large creatures

Treasure

The courier's satchel (quest item), 75 GP, 1 Potion of Healing

DM Notes

The thugs carry silver crane pins — a clue the party can trace to House Vane.

The Ash Mine Confrontation

Suggested Level: 3-4

Following the ledger, the party reaches a disused mine where Vane's operation stores the 'ash crates.' There they finally come face to face with Sereth Vane himself, who taunts them before leaving his men to finish the job.

Creatures

Terrain Features

Mine shafts with rickety support beams (DC 13 Dexterity check to collapse a tunnel and split enemy forces); stacked ash crates provide cover and explode if set alight (3d6 fire damage, 10-foot radius, DC 13 Dexterity save)

Treasure

Vane's dispatch case: orders signed 'for the Ashen Hand,' 100 GP, 1 Potion of Healing

DM Notes

Vane fights only briefly (retreats below half HP via a smoke pellet) — he is the Act I villain, not the campaign's big bad. The 'Ashen Hand' signature is the first hint of a greater power behind him.

Magic Items

Key of Quiet Doors Key of Quiet Doors Completed

Key of Quiet Doors

uncommon
A tarnished brass skeleton key (uncommon, requires no attunement). Once per day, the bearer can use it to unlock one lock as if casting Knock, though the spell's loud knock is replaced by a soft click. Found in the evidence room of Ironhollow Keep, misfiled among confiscated trinkets.

Location

Ironhollow Keep evidence room

Attunement

none

Pin of the Silver Crane Pin of the Silver Crane Completed

Pin of the Silver Crane

uncommon
A silver crane pin (uncommon, requires attunement). While worn, the bearer has advantage on Deception checks made to impersonate an agent of House Vane or to pass as an official courier. Three of these pins exist among Vane's couriers; one can be looted from the cellar thugs.

Location

Gilded Goose cellar (carried by a thug)

Attunement

required

Smoke Pellet Smoke Pellet Completed

Smoke Pellet

common
A ceramic pellet (common consumable). As an action, smash it to create the effect of Fog Cloud in a 10-foot radius for 1 minute. Vane carries several; the party can recover two from his dispatch case after the mine fight.

Location

Vane's dispatch case (Ash Mine)

Attunement

none

Player Characters

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