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DnDCampaign/Arc 4 - Tide of Ruin.md
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2026-07-08 15:36:23 -04:00

8.4 KiB

arc, levels, status
arc levels status
4 17-20 planning

Arc 4 — Tide of Ruin

Summary

The Primordial Wrath stirs. The The 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 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.