Initial vault setup
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- **Campaign Name:** Ashes of the Hollow Crown
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- **System:** D&D 5e
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- **Party Size:** 4-6 characters
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- **Starting Level:** 5
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- **Ending Level:** 20
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- **Tone:** dark, gritty heroic fantasy
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- **Setting:** homebrew
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- **Core Hook:** A dead king’s crown still commands broken oaths, and the land is collapsing under a century-old curse that feeds on war, sacrifice, and forgotten gods.
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- **Premise:** The characters begin as capable regional heroes hired to stop a spreading blight of ash, plague, and undead. Their investigations reveal a buried empire, a shattered divine covenant, and a living crown that can either remade the world or end it.
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- **Campaign Goal:** Unite rival powers, uncover the truth of the Hollow Crown, and confront the entity using it to harvest souls across the realm.
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- **Primary Themes:** survival, sacrifice, corruption, legitimacy, redemption, the cost of power
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- **Endgame Choice:** destroy the crown, seize it, or bind its power to restore the world at a terrible price
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- **Arc 1:** The Ash Begins
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- **Arc 2:** The Broken Roads
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- **Arc 3:** The Fen of Whispers
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- **Arc 4:** War of the Houses
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- **Arc 5:** The Sunken Archive
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- **Arc 6:** The Ember Ascendant
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- **Arc 7:** Siege of the Capital Below
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- **Arc 8:** The Hollow Crown
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- **Road Encounter:** ash storm plus corpse-haunted caravan wreck
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- **Social Encounter:** negotiate with a toll lord offering protection for loyalty
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- **Combat Encounter:** oathbound dead that only stop when their banner is broken
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- **Exploration Encounter:** flooded chapel with air pockets, relic clues, and restless spirits
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- **Dungeon Structure:** each major dungeon should have one environmental hazard, one faction conflict, one lore reveal, and one boss with a moral choice
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- **Recurring Enemy Types:** ash zombies, oath knights, bone hounds, cult pyromancers, crown-touched nobles
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- **The Ashen Synod:** priest-exorcists and relic hunters trying to contain the curse
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- **House Veyr:** noble survivalists seeking to claim the crown and legalize their rule
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- **The Black Lantern Compact:** smugglers and mercenaries moving people, relics, and forbidden goods
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- **The Ember Court:** infernal-aligned cultists who believe the world must burn before it can be remade
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- **The Broken Saints:** penitent warriors and undead-scarred survivors who oppose all crowns
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- **The Quiet Root:** druidic network preserving what remains of the land and sabotaging corrupt harvest magic
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- **Lady Seris Veyr:** ambitious noble mediator with a private army
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- **High Inquisitor Thalen:** Ashen Synod leader, severe but genuinely protective
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- **Morrin Bale:** Black Lantern broker who knows every road and secret
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- **Sister Ova:** Broken Saint veteran with undead scars and unshakable faith
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- **Rootspeaker Neme:** druid envoy trying to keep the land alive
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- **The Pale Regent:** the campaign’s hidden sovereign-antagonist, speaking through dreams and crowns
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- **Level 5-6: The Ash Begins**
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- Investigate blight, undead outbreaks, and missing caravans
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- Defend Grayhold Bastion and expose the first cult cell
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- Boss: Ash Warden, a cursed knight who cannot die until his oath is broken
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- **Level 7-8: The Broken Roads**
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- Travel through raided villages and contested passes
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- Choose allies among the Synod, House Veyr, or the Compact
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- Dungeon: Saint's Trench, where the dead repeat the last siege
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- **Level 9-10: The Fen of Whispers**
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- Recover a relic map and learn the crown’s prison mechanism
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- Confront plague alchemists and spirit bargains
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- Boss: Fen-Hag Matron bound to a drowned chapel
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- **Level 11-12: War of the Houses**
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- Navigate civil war, assassination, and siege diplomacy
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- Prevent a crown claimant from becoming puppet ruler
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- Dungeon: Furnace Pass fortress assault
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- **Level 13-14: The Sunken Archive**
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- Discover the buried history of the Sun Throne and the Pale Regent
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- Retrieve the true binding rite and decide who can know it
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- **Level 15-16: The Ember Ascendant**
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- The cult launches open apocalypse rituals
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- Stop a ritual that would tear open the Pale March permanently
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- Boss: Ember Hierophant and their bound fiend
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- **Level 17-18: Siege of the Capital Below**
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- The capital’s hidden undercity awakens beneath the ash
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- Rally factions for a final march on Crownbreak Spire
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- Dungeon: living catacombs, oath engines, and crown-forges
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- **Level 19-20: The Hollow Crown**
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- Enter the sealed throne chamber and face the Pale Regent
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- Final choice determines the realm’s future
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- Endings: destroy, claim, or rebind the crown
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- **Grayhold Bastion:** fortress-city at the edge of the ashlands; first hub
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- **Saint's Trench:** mass grave turned battlefield shrine haunted by oathbound dead
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- **The Glass Fen:** poisoned wetlands where spirits and alchemists compete
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- **Furnace Pass:** mountain route controlled by toll-lords and raiders
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- **The Sunken Archive:** buried imperial library holding the crown’s origin
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- **Crownbreak Spire:** final ruin beneath the capital where the Hollow Crown is sealed
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- **The Pale March:** a nightmare borderland appearing where the curse spreads
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- Discuss lines, veils, and horror level
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- Decide whether the endgame allows crown destruction, redemption, or rule
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- Ask players what each character wants to protect, and what they fear losing
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- Build at least one bond to a faction and one secret between party members
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- Start characters with a reason to be in Grayhold Bastion
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- Encourage morally gray choices and consequences
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- **Common Rewards:** relic coins, oath seals, sanctuary charms, survival gear
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- **Signature Magic Items:** crown-splinter talismans, sun-forged weapons, ash-resisting cloaks, lanterns that reveal spirits
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- **Milestone Rewards:** faction renown, safehouses, armies, political leverage, ritual knowledge
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- **Legendary Artifacts:** the Hollow Crown, the Sun Throne Seal, the Lantern of Last Judgment
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- **Reward Style:** favors and consequences should matter as much as gold
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- **Region:** The Cinderwake Dominion
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- **History:** Once a fertile kingdom unified by the Sun Throne, the realm fractured after the last monarch used a forbidden crown to end a civil war. The crown demanded a soul-tithe to maintain peace, and when the tithe was refused, the crown was buried beneath a sacred fortress. Centuries later, the seal is failing.
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- **Current State:** volcanic ash falls in distant provinces, crops fail, the dead do not stay buried, and noble houses secretly arm for succession.
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- **Religion:** the old solar faith has weakened; roadside shrines and militant penitents fill the vacuum.
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- **Magic:** respected but feared; blood rites, burial charms, and oath-binding are common.
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- **Key Truth:** the crown is a prison and a key, binding an exiled sovereign-spirit called the Pale Regent.
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- **Major Problems:** famine, border raids, plague villages, demon-pact nobility, and a hidden war over relic sites
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- [[Campaign Overview]]
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- [[World of Ash and Cinders]]
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- [[Factions]]
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- [[Major Locations]]
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- [[Level 5-20 Progression]]
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- [[Key NPCs]]
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- [[Encounters and Dungeons]]
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- [[Treasure and Rewards]]
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- [[Session Zero]]
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- [[Campaign Timeline]]
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