--- arc: 4 levels: 17-20 status: planning --- # Arc 4 — Tide of Ruin ## Summary The [[Primordial Wrath]] stirs. The [[The Hand of Ruin|Hand of Ruin]] holds the [[Citadel of Sundering]] — a floating fortress descending from the Elemental Chaos into the Material Plane. Three seals remain. The party, now level 17, must lead the combined forces of the [[Crown Concordat]], [[The Verdant Circle]], the [[Dragon Lords]], and the [[The Iron Concord|Iron Concord]] in an apocalyptic siege to breach the Citadel, destroy the Hand of Ruin's leadership, and confront the Wrath before it breaks free entirely. The arc culminates in a battle at level 20 against a CR 26+ primordial titan — and a choice that will define the future of Aethrune. ## Story Hooks ### Hook 14: The World Council All major factions convene in [[Freehold]] for the **World Council**. The party serves as the central coordinating force: | Faction | Leader | Military Contribution | Demands | |---------|--------|----------------------|---------| | [[Crown Concordat]] | [[Duke Edric Blackthorn]] | 3,000 soldiers, siege engines | Protection of Valdris | | [[Kethra]] | [[Queen Selara IV]] | 2,500 soldiers, naval blockade | Guarantee of sovereignty | | [[The Verdant Circle]] | [[Archdruid Thalindor]] | 200 druids, ritual support | The seals preserved | | [[Dragon Lords]] | [[Lythrendor, the Crystal Seer]] | 5 adult dragons | Honor restored | | [[The Iron Concord]] | [[General Markus Crane]] | 1,500 mercenaries | 50,000 gp; loot rights | - **Social challenge:** DC 22 Persuasion (group) to keep the alliance unified. Each failed faction check creates a complication in later battles. - **Intelligence:** The party learns the Citadel's defenses: elemental storms, anti-magic zones, bound demon legions, and six **Heralds of Ruin** — the Hand of Ruin's elite guard. ### Hook 15: The Storming of the Citadel The allied army launches an assault on the [[Citadel of Sundering]] — a 5-tier floating fortress. **Tier 1 — The Outer Ramparts:** - Elemental storms (lightning, fire, ice) deal 4d10 damage per round to anything airborne without protection. - 20 cult soldiers, 4 ballistae manned by cultists, 2 summoned **storm giants** (CR 13) - The party must disable the storm anchors (4 ritual circles) to let the dragon allies breach the upper tiers. **Tier 2 — The Hall of Echoes:** - Anti-magic zone (except artifacts). Party must rely on martial skill and artifact magic. - [[Keeper Malachar]] returns (if not slain in Arc 3), now a CR 17 aspect. Accompanied by 6 helmed horrors. - Defeating him drops the anti-magic field. **Tier 3 — The Six Heralds:** - Boss rush: six elite Hand of Ruin champions, each CR 15-18, guarding the throne approach. - **Herald of Ash** (fire sorcerer), **Herald of Tide** (storm cleric), **Herald of Bone** (death knight), **Herald of Whispers** (shadow monk / assassin), **Herald of Iron** (warforged colossus), **Herald of Mind** (illithid arcanist). - Party faces them in pairs or a gauntlet — DM discretion. **Tier 4 — The Sundering Throne:** - [[Morgra, the Ashen Matron]] (if she fled in Arc 3) + 2 adult red dragons make a last stand. - Or, if she was slain, the **[[High Pontiff Vosseth]]**, leader of the Hand of Ruin, appears instead — a CR 20 divine sorcerer / warlock hybrid, channeling the Wrath's power. **Tier 5 — The Seal Chamber:** - The Primordial Wrath is visible through a planar rift — a churning mass of elemental chaos the size of a mountain. - Three seal anchors remain, glowing with failing light. - [[High Pontiff Vosseth]] (if not faced in Tier 4) performs the final ritual. If the ritual completes (5 rounds), the Wrath is freed. ### Hook 16: The Face of the Wrath If the final ritual is stopped, the [[Primordial Wrath]] forces a partial breach — manifesting as a **titan of elemental chaos** (CR 26+): **Stat block summary:** - **HP:** ~536 (uses maximum hit dice) - **AC:** 22 (natural + elemental barrier) - **Speed:** 60 ft, fly 120 ft (hover) - **Attacks:** 3 Slam (+16, 4d12+8 force) or 2 Elemental Lash (+16, 30 ft reach, 6d10 of chosen element) - **Legendary Actions (3/round):** Elemental Shift (teleport 60 ft), Chaos Wave (60 ft cone, 8d10 random element, DC 24 DEX half), Seal Fracture (targets one seal anchor; DC 25 party check to stop) - **Lair Actions:** Planar instability (wild magic surge in 300 ft radius), elemental absorption (heals from elemental damage) - **Mythic Trait (unlocks at 0 HP):** The Wrath's mortal form shatters, revealing its true nature — an incorporeal **Chaos Heart** (CR 28 phase 2) that must be sealed, not slain. ### Hook 17: The Final Choice With the Wrath's form shattered and the **Chaos Heart** exposed, the party faces the ultimate decision: | Choice | Method | Consequence | |--------|--------|-------------| | **Re-Seal** | Perform the Rite of Seven Flames one last time (using the [[Emberheart]]) | The Wrath is bound again — but the Elder Dark remains imprisoned. World returns to normal. **Standard ending.** | | **Destroy** | Feed the Chaos Heart into the [[Emberheart]], annihilating both | The Wrath is destroyed. The Elder Dark's prison cracks — a greater threat looms in the future. **Bittersweet ending.** | | **Ascend** | One party member merges with the Chaos Heart, becoming the new seal | That character becomes an eternal guardian, a new Dragon Lord of cosmic scale. Their legend echoes forever. **Sacrifice ending.** | | **Unmake** | Unleash the Elder Dark deliberately | The party becomes the new Hand of Ruin. The world is unmade and remade. **Corruption ending (DM toolbox for sequel).** | **DC 25 Arcana / Religion / Persuasion** checks required for Re-Seal or Destroy. Ascend requires a willing character and a DC 25 Charisma save to survive the merger (on failure, the character is consumed and the Wrath is freed). ## Key NPCs This Arc | NPC | Role | Fate | |-----|------|------| | [[Duke Edric Blackthorn]] | Crown Concordat leader | Rally or betray? | | [[Queen Selara IV]] | Kethran commander | Allied or hostile? | | [[Archdruid Thalindor]] | Verdant Circle leader | Ritual support | | [[Lythrendor, the Crystal Seer]] | Lead Dragon Lord | Final battle ally | | [[Khalyraxis, the Verdant Wing]] | Dragon ally | Companion or casualty | | [[High Pontiff Vosseth]] | Hand of Ruin leader | Final boss (or pre-boss) | | [[Morgra, the Ashen Matron]] | Traitor Dragon Lord | May appear if not slain | | [[General Markus Crane]] | Iron Concord commander | Mercenary ally | | [[Primordial Wrath]] | The imprisoned chaos being | Final boss, mythic | ## Key Locations - [[Freehold]] — World Council site - [[Citadel of Sundering]] — 5-tier floating fortress, final dungeon - The Seal Chamber — planar rift room - The Void Between — the space beyond the rift (for mythic phase 2) ## Quest Chains | Quest | Hook | Outcome | XP | |-------|------|---------|-----| | The World Council | Hook 14 | Alliance unified | 3,000 | | The Storming (Tier 1) | Hook 15 | Outer defenses breached | 5,000 | | The Hall of Echoes (Tier 2) | Hook 15 | Anti-magic field down | 4,000 | | The Six Heralds (Tier 3) | Hook 15 | Elite guard defeated | 8,000 | | The Sundering Throne (Tier 4) | Hook 15 | Leadership slain | 5,000 | | The Face of the Wrath | Hook 16 | Wrath's physical form shattered | 10,000 | | The Final Choice | Hook 17 | Campaign resolution | Milestone → 20 | ## Treasure & Rewards - **Citadel Vault:** 50,000 gp, 12 rare magic items, 4 very rare, 2 legendary (DM choice) - **[[Primordial Heart Shard]]** — legendary artifact (if Re-Seal ending). Grants *primordial ward* 1/day (immunity to one element for 1 minute) and *plane shift* 1/day to any elemental plane. - **[[Crown of the Sundered]]** — legendary (if Destroy ending). Crown worn by Vosseth; grants +2 spell save DC, advantage on saves against aberrations, 1/day *wish* (limited to replicating 8th-level or lower spells). - **[[Seal-Warden's Blessing]]** — permanent +2 to one ability score for all party members (any ending). - **Keep and Lands:** The Crown Concordat grants the party a fortress and noble titles. The party retires as legendary heroes or continues adventuring. ## Epilogue The campaign ends with the party at level 20, recognized as the saviors of Aethrune. Each character's epilogue is determined by their choices: - Did they re-seal the Wrath? The status quo returns — but wisdom is gained. - Did they destroy it? A new age of uncertainty dawns. - Did one ascend? Legends are written. - Did they unmake the world? The sequel campaign begins.