Campaign Overview
In a realm where bronze empires have crumbled into dust, you and fellow dreamers are drawn each night to visions of seven humming monoliths: the Pillars of Ugarit. No living scholar remembers their purpose, but each pillar holds a fragment of knowledge so potent it could resurrect lost arts, reforge broken alliances, and decide the fate of a fractured world.
The Sundrous Vale marks the beginning of your journey: fields ringed by basalt ruins, a broken amphitheater, and a silent forge that still crackles with unseen embers. Here, under the guidance of farmers, scribes, and soldiers—each touched by the same dream—you uncover the First Pillar’s shard buried beneath ancient slag. Rival factions vie for control, and ancient guardians emerge from stone and steam to test your resolve.
Next, you cross into the Ember Wastes, a sun-baked desert littered with volcanic ruins and obsidian spires. You’ll wrest shimmering slag from a half-collapsed foundry, decode cryptic ledger entries in a burned caravanserai, and negotiate with arcane tinkerers, nomadic queens, and mechanical overseers. Each step draws you closer to the Second Pillar shard but ignites deeper rivalries: mercenary couriers hunt for profit, star-hunters seek arcane power, and cultists crave forbidden rites.
Your path leads to the Vault of Echoes, carved deep in the mountains. In resonant halls and mirrored chambers, you must solve sonic puzzles, brave echoing wraiths, and synchronize shards to unseal the Third Pillar. Guardians forged of iron-wood and ink-wraiths descend upon you as you piece together ancient chants and melody puzzles that echo across time.
At every Pillar, you collect fragments that vibrate with collective knowledge: lost star charts, advanced metallurgical formulas, and spells of untold might. But with each discovery, the world’s fragile balance shifts. The Order of the Star-Hunters offers mentorship—and often demands loyalty. The Crimson Couriers attempt to buy or steal your gains. The Dreamer’s Circle watches from the shadows, hoping you’ll choose wisdom over power.
As the Third Shard hums in your grasp, you return to the Sundrous Vale to unite your discoveries. In a grand ritual beset by mercenary sieges and cult uprisings, you align the shards, trigger an astral translocation, and prepare to leap toward Pillars Four through Seven—each in a landscape more alien and treacherous than the last.
Will you rebuild a new empire of light, hoard the Pillars’ power for yourselves, or shield the world from secrets too potent for mortal hands? The Pillars of Ugarit beckon—awaken the ancient knowledge within, and shape the fate of all civilization.
This campaign blends exploration, puzzle-solving, and moral conflict. Dreamers must navigate treacherous ruins, interpret cryptic glyphs, and balance alliances with powerful factions. Combat encounters range from animated monolith guardians to elemental conflagrations and echoing specters. Along the way, side quests reveal hidden lore, forge unexpected allies, and offer glimpses of the world that was—and that which might yet be rebuilt.
Starting Location
The Sundrous Vale
Secrets
- A half-forged bronze key hidden beneath the amphitheater benches unlocks the Marrowforge door.
- Moss on one Pillar shard spells out a partial map by moonlight.
- A cracked reliquary at the Temple of Broken Whispers contains a vial of silver-tinted oil used for glow-glyph activation.
- Stars from the watchtower charts align only every fortnights to point toward the next Pillar site.
- Villagers worshipping nightly at the amphitheater sense the hum but mistake it for divine murmurs.
Key Locations
Temple of Broken Whispers
This collapsed shrine once honored a deity of memory and loss. Its marble columns lie toppled, scattered among cracked mosaics depicting crescents and pillars. The air is thick with echoes—soft voices repeating phrases no one seems to speak. Entering its main chamber, adventurers hear a constant background hum that resonates with dreamers. Small alcoves along the walls contain broken reliquaries, each holding fragments of crystalline tablets inscribed with ghostly text. Some tablets drip with a silver fluid that never dries.
Additional Notes
DM: Whisper echoes—players make DC 13 Wisdom saves to avoid visions. Silver fluid is alchemical catalyst needed to activate certain glyph-locks elsewhere.
Grayspire Watchtower
Perched on an eastern hill, this squat basalt tower overlooks the Vale. Its spiral staircase is intact but coated in dust thick enough to leave footprints. Narrow slits serve as arrow loops, though any weapon placed there points at empty sky. On the ground floor, a small room houses a cracked telescope and star charts matched to the Pillar dreams. A ruined quill and inkpot sit atop a broken lectern, and a barrel of dried parchment scrolls lines one corner. One roll-away stone panel conceals a spiral descent into a hidden crypt.
Additional Notes
DM: Telescope can identify the second Pillar’s constellation. Secret crypt door triggers a trap—falling net plus waking stone guardians.
Honeyford Amphitheater
Once the site of imperial proclamations and scholarly debates, this semi-circular stone structure has lost its marble facade. The lower tiers are cracked, weeds push through crevices, and the stage has collapsed inward. Despite its ruin, acoustics remain uncanny: a whisper from the ruined dais can be heard in the highest seats. Villagers sometimes use the amphitheater to distribute grain, turning it into a twilight market illuminated by torchlight. Local legends hold that a hidden vault lies beneath the stage, containing a fragment of the First Pillar. Each evening, the carved reliefs along the archway faintly glow, revealing patterns that shift nightly.
Additional Notes
DM: Use the amphitheater’s echo effect for dramatic reveals. Hidden alcoves under the seating can hide small ambushes or clues. A secret lever triggers a hidden stairwell beneath the stage.
Marrowforge Ruins
A half-sunken blackstone forge flanked by melted bronze implements and rusted bellows. Once used to alloy legendary metals of impossible strength, the forge’s hearth has gone cold, but embers still glow dimly at midnight. Walls bear scorch marks and glyphs that bleed sparks when touched. On the southernmost wall, a faint relief depicts a towering pillar entwined with serpentine runes—now half-eroded. Below it lies a sealed blast door, behind which alchemical supplies once fueled the empire’s greatest smiths. Muck and brambles have clogged the entrance, but water still drips from unseen cracks above, forming a shallow pool at the base.
Additional Notes
DM: The forge can reignite if players locate the alchemist’s crucible hidden nearby. The sealed door requires a three-glyph code—clues scattered among other ruins.
Sundrous Pillar Fragment Field
A wide meadow strewn with dozens of monolith shards—some larger than wagons, others barely the size of fists. Each fragment hums with a low vibration and bears unknown glyphs that seem to rearrange themselves when nearby. One central shard is encircled by standing stones laid out in a precise compass rose, their tips pointing toward distant hills. A half-buried obelisk stands at the field’s rim, etched with a star map that matches the Vale’s night sky on certain nights. Despite its calm appearance, the field is rumored to animate at dusk: the shards drift slightly, reshaping the compass pattern.
Additional Notes
DM: At dusk, roll initiative—shard sentinels (AC 15, Str 16) animate to defend the site. The compass pattern, when realigned correctly, opens a hidden cavity in the central shard.
The Ember Wastes
Secrets
- A forgotten lever in the Foundry crater opens a magma-cooled vault containing a Pillar shard.
- One Obsidian tower hides a spectral engineer who will guide dreamers for a price.
- The caravanserai ledger references a secret third Pillar site farther east.
Key Locations
Crimson Foundry Crater
A sunken pit over two hundred feet across, its floor littered with molten-cooled slag and collapsed furnace arches. Occasional geothermal vents spew scalding steam. Walls within the crater bear embedded metal plates inscribed with cryptic assembly diagrams. In the center lies a twisted iron structure, still faintly warm, shaped like a skeletal pillar half-forged. Deep beneath the slag shards, tunnels descend into a ruined workshop.
Additional Notes
DM: Steam vents create zones of difficult terrain and intermittent damage. Hidden workshop tunnel requires DC 15 Strength or Intelligence check to lift slag.
Obsidian Tower Graves
A grove of spire-like towers made of glassy black rock that glint eerily. Each tower marks a mass burial of imperial engineers. At their bases, skeletal remains clutch tools in petrified grips. The towers hum faintly and resonate like tuning forks when struck. Inside one hollow tower is an amphora of volatile powder used for foundry blasts, now inert but useful as alchemical component.
Additional Notes
DM: Striking towers can set off sonic dissonance—players within 10 feet must succeed on a DC 14 Constitution save or be deafened for 1 minute.
Charred Caravanserai
Cracked walls and collapsed roofs form a skeletal square of rooms where traders once rested. Burn marks cover every surface. Cages for pack beasts and charred crates still line the main courtyard. Beneath a cobbled floor slab, a hidden ledger lists caravans that traveled toward the Pillar sites, including coded coordinates. A partially buried chest contains rust-eaten bronze tokens stamped with imperial seals.
Additional Notes
DM: Use survival checks (DC 13) to locate the hidden ledger. Tokens can be exchanged for safe passage with certain NPCs later.
Vault of Echoes
Secrets
- One conch shell plays a missing melody that opens a secret hatch in the Reflection Pool.
- The rune-inscribed doors can be bypassed by whispering the lost song from the Whisper Hall.
- A hidden chamber beneath the Echo Core holds an ancient scribe’s journal with schematics for Pillar assembly.
Key Locations
Whisper Hall
A long narrow hallway with polished black stone. Walls pockmarked with alcoves each holding a bronze conch shell. Speaking into any shell returns layered echoes of your voice over hours, sometimes revealing secret messages from past dreamers. Faint footprints in dust suggest recent visitors. One shell sounds wrong—its echo is silent until the correct glyph phrase is spoken at the hall’s entrance.
Additional Notes
DM: Use this location for foreshadowing and lore drops via echo playback. Shell puzzle can require successive DC 15 Performance checks.
Reflection Pool
A circular room with a perfectly smooth water surface that reflects the rune-etched ceiling in pristine detail. Stone benches line the perimeter. Dropping a coin into the pool produces incantations in the water’s ripple patterns. Bathing a monolith fragment here reveals hidden glyphs on its surface for one minute. The walls faintly glow when the moon rises through a narrow slit overhead.
Additional Notes
DM: Players can recover hidden glyphs for future puzzles. Pool water acts as a scrying medium (DC 14 Arcana to use effectively).
Echo Core
The chamber housing the Third Pillar segment—an eight-foot black obelisk suspended by fluted stone ribs. Vibrations travel through the ribs when the Pillar hums. A series of rune-carved pedestals surround it; placing corresponding Pillar fragments causes synchronization, unlocking a hidden stair to lower levels. At full resonance, the core projects astral visions of a ruined library filled with glowing tomes.
Additional Notes
DM: Resonance puzzle uses Intelligence (Arcana) checks to align fragments. Once completed, allow a vision granting a cryptic clue for the next quest.
NPCs in The Sundrous Vale
Ardian Leaffoot
A wiry halfling farmer turned blessed dreamer. Knows parts of the monolith map from childhood visions.
Helvega Mossbinder
A dwarven scribe obsessed with recovering ancient texts. She deciphers fragments of glyphs.
Captain Tovric Alden
Retired guard captain governing the Vale’s militia. Brutal but pragmatic.
NPCs in The Ember Wastes
Zeraphine Emberlight
Tiefling arcanist seeking to harness volcanic power. Wears protective wards.
High Foreman Rougrath
Ancient bronze automaton still functioning, overseeing foundry remains. Speaks only in gear-grinding clicks.
Nomad Leader Shasira
Human caravan queen with scarred face and calm eyes. Knows desert lore.
NPCs in Vault of Echoes
Echo-Singer Avemir
A half-elf mystic attuned to the vault’s resonance. Soft-spoken but intense.
Guardian Sculptor Tarvak
A grizzled human warrior sculpted in iron-wood armor. Speaks rarely.
Sibran the Silent
A mute gnome researcher in layered robes, communicates by writing.
Factions
Order of the Star-Hunters
Goals
Relationships
With Other Factions
Rivals of the Crimson Couriers over artifact control; uneasy alliances with the Dreamer’s Circle for intel.With Players
Offer resources and guidance if players aid their recoveries; expect return of Pillar shards afterward.Crimson Couriers
Goals
Relationships
With Other Factions
Hostile to the Order of the Star-Hunters; occasionally broker deals with the Dreamer’s Circle when beneficial.With Players
May hire the party for heists or offer dubious information at steep cost.Dreamer’s Circle
Goals
Relationships
With Other Factions
Neutral to others but wary of both Order and Couriers’ motives. Occasionally leaks intel to both.With Players
Players as fellow dreamers are potential circle members; trust earned slowly through shared visions.Main Questline
Dreams of the First Pillar
Given by: Ardian Leaffoot
Goals
– Investigate five key locations in the Vale – Solve Marrowforge glyph puzzle – Recover the First Pillar fragmentReward
Pillar Shard of Knowledge (attunes to one member; grants +1 Intelligence when near monoliths).Secrets
- Shard reveals part of a star map in Ardian’s dreams.
- Marrowforge glyphs reference three Pillar locations.
DM Notes
Use exploration and lore checks to reveal each clue. Puzzle: align three glyphs matching whispered tonal sequences.Convocation at Candlefall
Given by: High Priestess Leraena
Goals
– Defend the convocation – Perform the ritual with the shard – Survive an ambushReward
Vision of the Second Pillar (reveals Ember Wastes map and glyph sequence).Secrets
- Cult leader is working for a noble in the capital.
- A hidden library beneath Candlefall holds the complete incantation for Pillar awakening.
DM Notes
Include social and combat challenges. Ritual requires successful Performance and Insight checks.Heart of the Ember Wastes
Given by: Zeraphine Emberlight
Goals
– Retrieve glowing slag sample – Solve foundry resonance puzzle – Secure Second ShardReward
Second Pillar Shard and Molten Sigil (uncommon, advantage on fire magic saves).Secrets
- Magma mephits know chant that stabilizes foundry vents.
- Obsidian tower engineer sprite trades shard knowledge for compassion.
DM Notes
Balance puzzle, combat, and negotiation. Allow creative alloy crafting.Reflections in the Vault
Given by: Echo-Singer Avemir
Goals
– Navigate vault corridors – Solve Whisper Hall and Reflection Pool puzzles – Defeat guardians and claim Third ShardReward
Third Pillar Shard and Echo-Core Resonator (rare, grants bonus to Arcana in echo environments).Secrets
- Iron-wood Sentinel can be temporarily pacified by humming the conch melody.
- Librarian wraith holds notes about Pillar Four’s resting place.
DM Notes
Include environmental hazards: echo blasts, slippery floors.Assemble the Pillars
Given by: Captain Tovric Alden
Goals
– Defend the Vale pedestal – Align three shards correctly – Activate translocation glyphReward
Access to Pillars Four through Seven and Vestige of the First Empire memoirs (legendary lore item).Secrets
- Noble patron behind mercenaries seeks to weaponize Pillar power.
- Translocation glyph requires dreamers to synchronize heartbeats.
DM Notes
Epic multi-stage combat—include waves of enemies and timed puzzle phases.Side Quests in The Sundrous Vale
Ghosts of the Forge
Given by: Helvega Mossbinder
Goals
– Locate and enter the lower chamber safely – Retrieve and return the journal page to HelvegaReward
500 gp and Flare of Emberforge (a small flaming lantern that grants darkvision).Secrets
- A hidden valve can drain the chamber if turned, revealing a secondary exit.
- One fire spirit is a bound smith-ghost who knows the full glyph code for the forge’s door.
DM Notes
Scale fire spirits to match party level. Valve puzzle can be a skill challenge (DC 15 Intelligence).The Vanished Stockpile
Given by: Captain Tovric Alden
Goals
– Uncover the underground tunnel – Defeat or drive off the smugglers – Recover the bronze ingotsReward
600 gp plus a Bronzecaller’s Horn (uncommon, summons 1d4 bronze golems once).Secrets
- Tunnel entry is behind a movable reliquary shelf in the crypt.
- Head smuggler is an ex-soldier claiming dreams of the Pillars led him to seize the ingots.
DM Notes
Use bandits with thief archetype. Tunnel trap sections can be stealth or disable device opportunities.Mosaic Restoration
Given by: Ardian Leaffoot
Goals
– Find five colored stone chips – Repair the mosaic without breaking chipsReward
Ancient Starmap Fragment (provides advantage on navigation and lore checks about Pillars).Secrets
- One chip hides a microglyph leading to a hidden compartment under the mosaic.
- When the mosaic completes under moonlight, it projects a beam of light pointing north.
DM Notes
Allow Intelligence (History) or Dexterity (Sleight of Hand) checks to protect chips.Willowfolk Woes
Given by: Elder Mareen
Goals
– Clear the cavern and seal the leak – Purify or defeat the river guardianReward
Riverwarden’s Token (uncommon, grants +1 to saving throws against water hazards).Secrets
- A broken statue of a river deity lies submerged, its head cracked to reveal a silver key.
- Spirit’s corruption root is a shard of blackstone in its heart.
DM Notes
Guardian: use a modified shambling mound reflavored as aquatic elemental. Caverns use slick terrain and low ceilings for tactical variety.Night of Soft Echoes
Given by: High Priestess Leraena
Goals
– Reach the central shard by dawn – Disrupt or defeat the cult ritualReward
Echo-Breaker’s Ring (rare, advantage on saving throws against enchantment).Secrets
- Cult leader bears a locket containing a map to the second Pillar.
- Construct is powered by an amber gem that can be harvested for ritual stoppage.
DM Notes
Use a skill challenge with Religion and Arcana to identify chant phase windows. Construct: animated statue (CR appropriate).Side Quests in The Ember Wastes
Ashen Alloy Retrieval
Given by: Zeraphine Emberlight
Goals
– Secure two samples of glowing slag – Return safely to ZeraphineReward
Amulet of Emberguard (uncommon, resistance to fire damage).Secrets
- A deeper vent houses a molten shard with partial Pillar glyphs.
- Elementals can be pacified by pouring slag-coolant solution from the caravanserai.
DM Notes
Elementals: magma mephits. Vents: random steam jets require DC 12 Dexterity save or take 1d6 fire damage.Ledger Codebreaker
Given by: Nomad Leader Shasira
Goals
– Translate the poem – Decipher the ledger codeReward
Safe desert passage voucher and 300 gp.Secrets
- Poem reveals hidden coordinates to the Fourth Pillar.
- Shasira’s voucher is magically bound to dreamers, repurposable for other sites.
DM Notes
Treat as an Intelligence (Investigation) skill challenge.Side Quests in Vault of Echoes
Melody of the Lost
Given by: Echo-Singer Avemir
Goals
– Decode and perform the melody accurately – Access and explore the hatchReward
Vest of Resonance (rare, advantage on Concentration checks in echo-rich environments).Secrets
- Final note of the melody echoes only when two dreamers sing harmonies.
- Hidden hatch leads to a secret archive with lore for Pillar Four.
DM Notes
Encourage creative performance checks. Wraiths can be stat-ted as specters.Crypt of the Scribe
Given by: Sibran the Silent
Goals
– Safely open the scribe chamber – Defeat or evade ink-wraithsReward
Scribe’s Quill of Recall (uncommon, once per day you can recall a spoken phrase exactly).Secrets
- A collapsed alcove contains glyphs describing Pillar Four’s location.
- Ink-wraith leader holds a key inscribed with future Pillar coordinates.
DM Notes
Ink-wraiths are reskinned shadows with ink-splash attacks.Encounters
Shard Sentinel Ambush
MediumSuggested Level: 2–4
Creatures
- Shard Sentinel (AC 15, HP 45, Str 16, emits harmonic blasts; treat as earth elemental) x2
Terrain Features
Uneven ground with pillar shards providing half cover.
Treasure
100 gp, 2 small Pillar glyph stones (clue fragments).
DM Notes
Scale to party size by adding more sentinels. Use for dramatic entry to quest one.
Magma Mephit Conclave
HardSuggested Level: 4–6
Creatures
- Magma Mephit x4
- Salamander Leader (AC 13, HP 60, fire whip)
Terrain Features
Steaming vents cause 1d6 fire damage on failed DC 12 Dex save.
Treasure
Emberforged Ingots (worth 250 gp) and a clue tablet.
DM Notes
Use environmental hazards to challenge ranged characters. Leader negotiable if shown kindness.
Echo Wraith Ambush
MediumSuggested Level: 5–7
Creatures
- Echo Wraith x3 (treat as wraith variant with sonic touch)
Terrain Features
Mirrored walls create confusing reflections—Perception DC 14 to pinpoint true wraiths.
Treasure
Scribal key inscribed with Pillar Four coordinates.
DM Notes
Limit line-of-sight; use DC skills to differentiate reflections.
Cultist Sandstorm Raid
DeadlySuggested Level: 3–5
Creatures
- Cult Fanatic x2
- Cultist x6
- Duststorm Elemental (homebrew)
Terrain Features
Blowing sand reduces visibility to 10 ft.
Treasure
Cult symbols (50 gp each) and minor ritual scroll.
DM Notes
Use storm to separate party members. Offer social parley early.
River Guardian’s Lair
MediumSuggested Level: 3–5
Creatures
- Corrupted Sturgeon Spirit (use aquatic elemental stats)
Terrain Features
Knee-deep water slows movement. Low ceilings restrict flight.
Treasure
Silver-tinted waterskin (alchemical catalyst) and 200 gp.
DM Notes
Allow players to purify or destroy the spirit. Water hazards for tactical depth.
Magic Items
Flare of Emberforge
UncommonLocation
Reward from Helvega in the Vale.
Attunement
False
Bronzecaller’s Horn
RareLocation
Recovered after defeating Vale smugglers.
Attunement
True, requires 1 hour tuning
Riverwarden’s Token
UncommonLocation
Reward from Willowfolk quest.
Attunement
False
Echo-Breaker’s Ring
RareLocation
Reward from Vale night quest.
Attunement
True, by wearing during a dream ritual
Molten Sigil
UncommonLocation
Found in Ember Wastes after crafting alloy.
Attunement
False
Vest of Resonance
RareLocation
Vault side quest from Avemir.
Attunement
True
Scribe’s Quill of Recall
UncommonLocation
Reward from Vault crypt quest.
Attunement
False
Starmap Fragment
UncommonLocation
Reward for mosaic restoration.
Attunement
False
Echo-Core Resonator
RareLocation
Reward upon claiming Third Shard.
Attunement
True
Vestige of the First Empire
LegendaryLocation
Final main quest reward.
Attunement
True
Player Characters
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