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DnDCampaign/Arc 2 - The Gilded War.md
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6.2 KiB

arc, levels, status
arc levels status
2 9-12 planning

Arc 2 — The Gilded War

Summary

The Crown Concordat and Kethra are on the brink of war — a conflict engineered by the The Hand of Ruin to divert attention while they crack deeper seal anchors. The party must navigate a political minefield between Valdris, Kethra, and the mercenary The Iron Concord, all while hunting cult operations at the Ironheart Mine, the Sunken Spire, and the Thronewood. By arc's end, the party either brokers peace or chooses a side — but either way, the Hand of Ruin takes a devastating step toward freeing the Primordial Wrath.

Story Hooks

Hook 5: The Ironheart Siege

The Verdant Circle reports that the Ironheart Mine — built atop a seal anchor — is under siege by cult forces, mercenaries of the The Iron Concord, and a bound young magma dragon. The mine is a strategic resource for Valdris; losing it would break the war effort. The Duke offers 5,000 gp and noble titles for its liberation.

Dungeon: 3-level mine complex. Infested with cultists, mercenaries, the dragon, and a proto-elemental spawning near the anchor.

Boss: Scorchmaw, young magma dragon (CR 10) bound by cult magic. Breaking the binding frees the dragon, who may become an uneasy ally in Arc 3.

Reward: Dragonfang Vault of treasures, cult orders pointing to the Sunken Spire, and the gratitude (or enmity) of Scorchmaw.

Hook 6: The Ambassador's Gambit

Peace talks between Valdris and Kethra are scheduled in neutral Freehold. The party is invited as neutral mediators. At the summit, an assassin strikes — the Hand of Ruin wants neither side to make peace.

Investigation / Social: Track the assassin, uncover the cult's involvement, and prove it to both delegations before the armies march.

Combat: Assassin (Hand of Ruin operative, CR 8 equivalent), 4 doppelganger infiltrators, and a summoned invisible stalker.

Outcome: Peace is possible if the party gathers 3+ pieces of evidence and wins a DC 18 Persuasion (group check). Failure means war — and a harder Arc 3.

Hook 7: The Sunken Spire

A third seal anchor lies beneath a coastal ruin — the Sunken Spire — now controlled by a cult cell using merrow and sahuagin allies. The Verdant Circle asks the party to assault it before the next full moon (7 days).

Dungeon: Aquatic ruin. Requires water breathing or similar magic. Three chambers: sunken temple, flooded catacombs, anchor chamber.

Boss: Mistress Veyla, cult warlock of the Deep (CR 11), and her bound water elemental myrmidon.

Reward: The Tideheart Pearl — a rare magic item that grants control water 1/day. Cult documents reveal the Thronewood ambush (Hook 8).

Hook 8: Ambush at Thronewood

Cult intelligence confirms a major Hand of Ruin convoy moving through the Thronewood — escorting a captured Dragon Lords toward a fourth seal anchor.

Combat / Rescue: Ambush the convoy. 12 cult soldiers, 2 cult mages, 1 bone devil (CR 9) summoned as enforcer, and a bound adult copper dragon (weakened, CR ~12 equivalent).

Outcome: Freeing the dragon — Khalyraxis, the Verdant Wing — opens Arc 3. She reveals the full history of the Dragon Lords and the true nature of the seals. She becomes a powerful ally and patron.

Key NPCs This Arc

NPC Role Location Link
Duke Edric Blackthorn Crown patron (potentially compromised) Valhold Court intrigue
Ambassador Kael Vess Kethran diplomat, potential ally Freehold Sharp, pragmatic
Captain Vara Holt Iron Concord commander, torn loyalties Ironheart Mine Honor-bound mercenary
Scorchmaw Young magma dragon, cult-bound Ironheart Mine Ally if freed
Mistress Veyla Cult warlock, Sunken Spire leader Sunken Spire Fanatic
Khalyraxis, the Verdant Wing Adult copper dragon, captured Thronewood Major ally
The Iron Concord Mercenary guild Various Neutral power broker

Key Locations

Quest Chains

Quest Hook Key Outcome XP / Milestone
Ironheart Siege Hook 5 Mine liberated, dragon freed or slain 3,000
Ambassador's Gambit Hook 6 Peace or war decided 1,500
Sunken Spire Hook 7 Anchor secured, documents found 2,500
Ambush at Thronewood Hook 8 Dragon Lord rescued 3,000
Arc Milestone Hand of Ruin's regional network shattered Milestone → 10

Treasure & Rewards

  • Dragonfang Vault — 8,000 gp, +1 weapon of choice, Cloak of the Mountebank
  • Tideheart Pearl — rare, control water 1/day, water breathing while attuned
  • Verdant Wing Token — Khalyraxis's favor; call for aid once (adult copper dragon arrives in 1d4 rounds)
  • Peace Accord (if successful) — party gains noble titles and a keep in Valdris
  • War Outcome (if failed) — Valdris and Kethra at war, all content harder, party must pick a side

Arc Climax

Choice at Thronewood: After freeing Khalyraxis, she reveals that the Primordial Wrath is not merely imprisoned — it is the 7th and final seal, the keystone holding a far older entity at bay. The First Sages did not imprison the Wrath; they created it as a lock. Destroying the Wrath opens the door to something worse.

She then offers the party a choice:

  1. Reinforce the seals — requires journeying to the Heart of the Mountain in Arc 3, seeking the aid of other Dragon Lords.
  2. Destroy the Wrath directly — a suicidal gambit that risks unleashing the Elder Dark.

Transition to Arc 3

The party, now level 12, must travel beyond the material plane — to the Heart of the Mountain in the Elemental Plane of Earth, where the remaining Dragon Lords convene. Only their combined draconic magic can reinforce the failing seals.