Initial vault setup

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Tolaria
2026-07-08 13:52:27 -04:00
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- **Campaign Name:** Ashes of the Hollow Crown
- **System:** D&D 5e
- **Party Size:** 4-6 characters
- **Starting Level:** 5
- **Ending Level:** 20
- **Tone:** dark, gritty heroic fantasy
- **Setting:** homebrew
- **Core Hook:** A dead kings crown still commands broken oaths, and the land is collapsing under a century-old curse that feeds on war, sacrifice, and forgotten gods.
- **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.
- **Campaign Goal:** Unite rival powers, uncover the truth of the Hollow Crown, and confront the entity using it to harvest souls across the realm.
- **Primary Themes:** survival, sacrifice, corruption, legitimacy, redemption, the cost of power
- **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
- **Arc 2:** The Broken Roads
- **Arc 3:** The Fen of Whispers
- **Arc 4:** War of the Houses
- **Arc 5:** The Sunken Archive
- **Arc 6:** The Ember Ascendant
- **Arc 7:** Siege of the Capital Below
- **Arc 8:** The Hollow Crown
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- **Road Encounter:** ash storm plus corpse-haunted caravan wreck
- **Social Encounter:** negotiate with a toll lord offering protection for loyalty
- **Combat Encounter:** oathbound dead that only stop when their banner is broken
- **Exploration Encounter:** flooded chapel with air pockets, relic clues, and restless spirits
- **Dungeon Structure:** each major dungeon should have one environmental hazard, one faction conflict, one lore reveal, and one boss with a moral choice
- **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
- **House Veyr:** noble survivalists seeking to claim the crown and legalize their rule
- **The Black Lantern Compact:** smugglers and mercenaries moving people, relics, and forbidden goods
- **The Ember Court:** infernal-aligned cultists who believe the world must burn before it can be remade
- **The Broken Saints:** penitent warriors and undead-scarred survivors who oppose all crowns
- **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
- **High Inquisitor Thalen:** Ashen Synod leader, severe but genuinely protective
- **Morrin Bale:** Black Lantern broker who knows every road and secret
- **Sister Ova:** Broken Saint veteran with undead scars and unshakable faith
- **Rootspeaker Neme:** druid envoy trying to keep the land alive
- **The Pale Regent:** the campaigns hidden sovereign-antagonist, speaking through dreams and crowns
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- **Level 5-6: The Ash Begins**
- Investigate blight, undead outbreaks, and missing caravans
- Defend Grayhold Bastion and expose the first cult cell
- Boss: Ash Warden, a cursed knight who cannot die until his oath is broken
- **Level 7-8: The Broken Roads**
- Travel through raided villages and contested passes
- Choose allies among the Synod, House Veyr, or the Compact
- Dungeon: Saint's Trench, where the dead repeat the last siege
- **Level 9-10: The Fen of Whispers**
- Recover a relic map and learn the crowns prison mechanism
- Confront plague alchemists and spirit bargains
- Boss: Fen-Hag Matron bound to a drowned chapel
- **Level 11-12: War of the Houses**
- Navigate civil war, assassination, and siege diplomacy
- Prevent a crown claimant from becoming puppet ruler
- Dungeon: Furnace Pass fortress assault
- **Level 13-14: The Sunken Archive**
- Discover the buried history of the Sun Throne and the Pale Regent
- Retrieve the true binding rite and decide who can know it
- **Level 15-16: The Ember Ascendant**
- The cult launches open apocalypse rituals
- Stop a ritual that would tear open the Pale March permanently
- Boss: Ember Hierophant and their bound fiend
- **Level 17-18: Siege of the Capital Below**
- The capitals hidden undercity awakens beneath the ash
- Rally factions for a final march on Crownbreak Spire
- Dungeon: living catacombs, oath engines, and crown-forges
- **Level 19-20: The Hollow Crown**
- Enter the sealed throne chamber and face the Pale Regent
- Final choice determines the realms future
- Endings: destroy, claim, or rebind the crown
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- **Grayhold Bastion:** fortress-city at the edge of the ashlands; first hub
- **Saint's Trench:** mass grave turned battlefield shrine haunted by oathbound dead
- **The Glass Fen:** poisoned wetlands where spirits and alchemists compete
- **Furnace Pass:** mountain route controlled by toll-lords and raiders
- **The Sunken Archive:** buried imperial library holding the crowns origin
- **Crownbreak Spire:** final ruin beneath the capital where the Hollow Crown is sealed
- **The Pale March:** a nightmare borderland appearing where the curse spreads
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- Discuss lines, veils, and horror level
- Decide whether the endgame allows crown destruction, redemption, or rule
- Ask players what each character wants to protect, and what they fear losing
- Build at least one bond to a faction and one secret between party members
- Start characters with a reason to be in Grayhold Bastion
- Encourage morally gray choices and consequences
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- **Common Rewards:** relic coins, oath seals, sanctuary charms, survival gear
- **Signature Magic Items:** crown-splinter talismans, sun-forged weapons, ash-resisting cloaks, lanterns that reveal spirits
- **Milestone Rewards:** faction renown, safehouses, armies, political leverage, ritual knowledge
- **Legendary Artifacts:** the Hollow Crown, the Sun Throne Seal, the Lantern of Last Judgment
- **Reward Style:** favors and consequences should matter as much as gold
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- **Region:** The Cinderwake Dominion
- **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.
- **Current State:** volcanic ash falls in distant provinces, crops fail, the dead do not stay buried, and noble houses secretly arm for succession.
- **Religion:** the old solar faith has weakened; roadside shrines and militant penitents fill the vacuum.
- **Magic:** respected but feared; blood rites, burial charms, and oath-binding are common.
- **Key Truth:** the crown is a prison and a key, binding an exiled sovereign-spirit called the Pale Regent.
- **Major Problems:** famine, border raids, plague villages, demon-pact nobility, and a hidden war over relic sites
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- [[Campaign Overview]]
- [[World of Ash and Cinders]]
- [[Factions]]
- [[Major Locations]]
- [[Level 5-20 Progression]]
- [[Key NPCs]]
- [[Encounters and Dungeons]]
- [[Treasure and Rewards]]
- [[Session Zero]]
- [[Campaign Timeline]]