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DnDCampaign/Arc 2 - The Gilded War.md
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---
arc: 2
levels: 9-12
status: 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|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|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|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|Dragon Lord]] 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
- [[Ironheart Mine]] — dwarven mine / seal anchor dungeon
- [[Freehold]] — neutral city, summit location
- [[Sunken Spire]] — coastal ruin / seal anchor dungeon
- [[Thronewood]] — ancient forest, ambush site
- [[Valhold]] — capital, political hub
## 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.