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DnDCampaign/Arc 3 - Heart of the Mountain.md
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arc, levels, status
arc levels status
3 13-16 planning

Arc 3 — Heart of the Mountain

Summary

The Dragon Lords hold the key to reinforcing — or destroying — the seals that imprison the Primordial Wrath. The party must journey to the Elemental Plane of Earth, navigate the draconic court at the Heart of the Mountain, and win the allegiance of at least three Dragon Lords to attempt the Rite of Seven Flames. Meanwhile, the The Hand of Ruin sends its elite assassins and a fallen Dragon Lord to stop them. The arc ends with a grand ritual that either stabilizes the seals — or cracks four of them at once.

Story Hooks

Hook 9: The Obsidian Path

Khalyraxis, the Verdant Wing guides the party to the Gate of Stone, a planar portal hidden in the Ashpeak Caldera. The gate is guarded by the Stonewarden, an ancient earth elemental bound to test those who would pass.

Trial: Three tests — Strength (hold open a collapsing tunnel), Wisdom (navigate a maze of shifting illusions), and Sacrifice (give up something of personal value).

Combat (optional): If the trial is failed by violence, the Stonewarden fights as a CR 14 earth elemental myrmidon with lair actions. The gate opens regardless, but the elemental's death alerts the Hand of Ruin.

Hook 10: The Draconic Court

The Heart of the Mountain is a colossal throne-hall carved inside a floating crystal in the Plane of Earth. Five Dragon Lords sit in judgment:

Dragon Lord Color Status Disposition
Aurathrax, the Stormbreaker Blue Ancient Skeptical — favors isolation
Morgra, the Ashen Matron Red Ancient Hostile — cult-aligned (secret)
Lythrendor, the Crystal Seer Crystal (homebrew) Ancient Allied — Verdant Circle ally
Vornak, the Deep-Root Green Ancient Neutral — favors reinforcing seals
Silvos, the Shifting Wind Silver Adult Ally — respects Khalyraxis
  • Roleplay challenge: The party must persuade at least 3 Dragon Lords to support the Rite of Seven Flames. DC 20 Charisma (Persuasion) checks, modified by evidence gathered in Arcs 1-2 and party deeds.
  • Morgra, the Ashen Matron is a traitor — she has been feeding the Hand of Ruin information for centuries. She will oppose the party at every turn.

Hook 11: The Crucible of Ash

To prove their worth, the Dragon Lords demand the party retrieve an artifact from the Crucible of Ash — a volcanic demiplane where a fallen Dragon Lord dwells: Ignivar, the Betrayer, a corrupted ancient red dragon who once served the Hand of Ruin.

Dungeon: Volcanic demiplane. Lava rivers, obsidian bridges, ash-storms that reduce visibility to 60 feet.

Boss: Ignivar, the Betrayer, ancient red dragon (CR 23) — but weakened by the Crucible's magic to CR 16 due to centuries of torment. He guards the Emberheart, a legendary artifact that fuels the Rite.

Lair Actions: Ash storm (blinded), lava geysers (DEX save), collapsing platforms.

Reward: Emberheart (legendary, see Items), knowledge of the Hand of Ruin's ultimate base: the Citadel of Sundering.

Hook 12: The Traitor's Gambit

After the party returns with the Emberheart, Morgra, the Ashen Matron reveals her treachery. She and her brood attack the Heart of the Mountain, attempting to destroy the other Dragon Lords and seize the ritual site.

Combat: Morgra, the Ashen Matron (ancient red dragon, CR 24), 2 adult red dragons (her brood, CR 17), and 10 cult dragonsworn. The party fights alongside Lythrendor, the Crystal Seer and Silvos, the Shifting Wind.

Environment: The battle takes place in the throne-hall — floating platforms, collapsing crystal, lair actions from allied Dragon Lords.

Outcome: Morgra flees at 25% HP (she reappears in Arc 4). The remaining Dragon Lords, now unified, agree to perform the Rite.

Hook 13: The Rite of Seven Flames

The ritual to reinforce the seals requires all surviving Dragon Lords, the Emberheart, and the party's protection while the ritual is performed. The Hand of Ruin launches a desperate assault during the ritual.

Combat (waves):

  1. Wave 1: 8 cult assassins, 2 cult mages
  2. Wave 2: 4 summoned elementals (1 of each type), 2 bone devils
  3. Wave 3: Keeper Malachar, the Hand of Ruin's high executioner (CR 15 warlock), and 2 glabrezu demons

Mechanic: The ritual takes 10 rounds. Each Dragon Lord channeling reduces the seal's instability by 2 points (starting at 10). Every round a cultist or demon occupies a ritual circle, instability increases by 1. The party must protect the circles.

Outcome: The seals are reinforced — temporarily. But the Hand of Ruin has already cracked four of seven. The Primordial Wrath stirs. Arc 4 begins.

Key NPCs This Arc

NPC Role Status
Khalyraxis, the Verdant Wing Guide, ally Party companion
Aurathrax, the Stormbreaker Ancient blue Dragon Lord Persuadable
Morgra, the Ashen Matron Ancient red Dragon Lord Traitor
Lythrendor, the Crystal Seer Ancient crystal Dragon Lord Ally
Vornak, the Deep-Root Ancient green Dragon Lord Neutral
Silvos, the Shifting Wind Adult silver Dragon Lord Ally
Ignivar, the Betrayer Fallen red dragon, Crucible guardian Enemy
Keeper Malachar Hand of Ruin high executioner Enemy
Stonewarden Planar gate guardian Neutral

Key Locations

Quest Chains

Quest Hook Outcome XP
The Obsidian Path Hook 9 Gate opened, plane reached 3,000
The Draconic Court Hook 10 Alliance secured or fractured 2,000
The Crucible of Ash Hook 11 Emberheart retrieved 5,000
The Traitor's Gambit Hook 12 Morgra routed, ritual site secured 6,000
The Rite of Seven Flames Hook 13 Seals partially stabilized 4,000
Arc Milestone Arc climax resolved Milestone → 14

Treasure & Rewards

  • Emberheart — legendary artifact. Grants fire resistance, fireball at 5th level 3/day, and 1/day investiture of flame. Channels the Rite of Seven Flames.
  • Scale of the Dragonsworn — very rare. Attunement. Gain resistance to one dragon element (chosen at dawn). 1/day, summon a draconic spirit (CR 5 guard drake with breath weapon) for 1 hour.
  • Favor of the Verdant Wing — Khalyraxis grants the party a permanent blessing: advantage on Charisma checks against dragons.
  • Each surviving Dragon Lord grants a dragon's favor — typically a rare or very rare magic item from their hoard.

Arc Climax

The Rite of Seven Flames succeeds — but only partially. Four seals are shattered; three hold. The Primordial Wrath begins to stir. The Hand of Ruin retreats to its final stronghold: the Citadel of Sundering, a floating fortress drifting into the Material Plane from the Elemental Chaos. The Crown Concordat and Kethra (allied or not) brace for apocalypse.

Transition to Arc 4

The world is now aware of the threat. Nations mobilize armies. The Verdant Circle summons all allies. The party, level 16, must lead the final assault on the Citadel of Sundering to stop the Hand of Ruin from shattering the final three seals — and confront the Primordial Wrath itself to decide the fate of Aethrune.