6) Act Structure & Mission Path (12 core missions)
Each mission: Setup • Scenes • Objectives • Twists • Outcomes • Milestone • IP Hooks
ACT I — The Bell & The Knife (L1–3)
M1. The Cathedral’s Shadow
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Setup: Ration riots outside Greyspire Cathedral. A relic shard hums in the bell tower crypt.
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Scenes: Crowd control → Crypt delve → Follower ambush.
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Objectives: Prevent stampede; secure shard; expose a pain‑salon.
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Twists: The shard hums louder when blood is spilled.
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Outcomes: +1 Church favor or +1 Conclave favor depending on shard custody; Follower Heresy +1.
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Milestone: L2.
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IP Hooks: Flashback—why you trust/distrust clergy.
M2. Masks in the Mire
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Setup: Prince Vek brokers antivenin for moot safety.
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Scenes: Poisoned banquet → Dome duel (champion) → Scarecrow path escape.
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Objectives: Win duel or outwit; secure treaty.
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Twists: The antivenin is made from Nabour flora.
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Outcomes: +1 Mire favor; name a Follower cell.
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Milestone: L3.
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IP Hooks: Raise the Stakes—a hostage reveals a Conclave pin.
M3. Forge at the Gate
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Setup: Duke Rost moves siege engines “for practice.”
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Scenes: Infiltrate foundry → find blood‑kiln → choose sabotage or expose.
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Objectives: Stop mass rite inside the kiln.
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Twists: A Naraki oracle is complicit.
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Outcomes: If saved, Narakar moderates; if burned, War Exhaustion later starts at +1.
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Milestone: L3+ gear boon.
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IP Hooks: Twist the Knife—your ally’s parent runs the kiln.
ACT II — The Cursed Island (L3–6)
M4. Ketran Sea Lane
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Setup: Commodore Ket Aran opens a lane to Nabour.
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Scenes: Dock bribes → Chain boom at dusk → Pirate probe.
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Objectives: Launch convoy; choose mercenary contract tier (your Nabour tables: route length/profit/success & betrayal risks).
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Twists: A refugee child carries a relic fragment.
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Outcomes: Nabour clock starts; Trade favor banked for later siege.
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Milestone: L4.
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IP Hooks: Foreshadowing Tag—odd lightning in the east.
M5. Four Kingdoms, One Roar (on Nabour)
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Setup: The Beast’s seasonal shocks; choose allies (Vale/Sands/Urr/Ash).
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Scenes: Navigate pollen fields or blizzards/ash rivers/storm center; Lorian’s Lament Note #1–2 clues.
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Objectives: Secure unique resources (elixir, ore, heat‑tempered steel, storm amber) for crown leverage.
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Twists: Magma Cult wants to “feed” the Beast.
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Outcomes: Resource tags for Act III (siege supplies or coronation gifts).
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Milestone: L5.
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IP Hooks: Flashback—a legend of Lorian told to a PC as a child.
M6. Lorian’s Lament (Major Quest)
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Setup: Gather the four Notes (use your quest beats; cliffs of Urr, ash houses, Lustrous Spire, Whispering Woods).
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Scenes: Each Note encounters; final grove with phantom stag.
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Objective: Reassemble the melody; craft Lorian’s Lute.
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Twists: The Conclave offers to copy the Lute “for safety.”
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Outcomes: Gain Lute (calm minions/creatures, limited). Beast clock ‑1 when played at right place/time.
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Milestone: L6.
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IP Hooks: Twist the Knife—someone you love begs you to end Lorian forever.
ACT III — War of Two Lights (L6–8)
M7. Siege of Furnace Gate
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Setup: War ignites; Narakar’s city under attack or leading it (depends on Act I).
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Scenes: Night escalade → Smash trebuchets → Fire in streets.
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Objectives: Break siege or lift it; protect civilians.
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Twists: Black Taoe sighted on the wrong rampart.
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Outcomes: Choose Church or Conclave supply boon in aftermath; War Exhaustion +1.
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Milestone: L7.
M8. The Bone‑Vault
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Setup: University vault rings at midnight—relic resonance.
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Scenes: Catacombs → “Bone gongs” puzzle → Follower rite attempt.
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Objectives: Prevent rift; decide to give vault to Church or Conclave.
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Twists: The ringing transmits a Follower cipher the PCs can reuse later.
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Outcomes: +2 favor with side you aid; Heresy +1 if you keep the vault yourselves.
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Milestone: L7–8.
M9. Eagle Pass
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Setup: Cavalry vs engines in a mountain choke.
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Scenes: Avalanches; narrow switchbacks; desperate parley.
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Objectives: Save evacuees; crown‑envoy duel.
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Twists: A second Black Taoe sighting—decoy?
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Outcomes: If evac saved, War Exhaustion ‑1; if not, +1.
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Milestone: L8.
ACT IV — The Anointing (L8–10)
M10. The Two Coronations
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Setup: Both rites set same day: Cathedral & Relic ring.
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Scenes (you decide order):
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Procession ambush (Followers)
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Smuggled relic under the altar (Conclave)
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Cathedral balcony debate (Church)
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Objectives: Ensure one rite completes—or reconcile both at cost.
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Twists: Ezible appears to say: “You still have a choice.”
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Outcomes: Church Crown (stability, duties) or Relic Crown (might, schism risk) or Twin‑Light Compromise (hard road, miracles possible).
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Milestone: L9.
M11. The Black Taoe
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Setup: The lost war‑banner awakens.
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Scenes: Vault heist → street pursuit → rampart duel under storm.
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Objectives: Claim Taoe or destroy it—or let a rival fly it.
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Twists: The Taoe whispers commands like a general.
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Outcomes: If you keep it, gain Cursed (LS) option; if you burn it, Followers Heresy ‑1.
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Milestone: L9.
M12. The Crown’s First Decree
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Setup: Epilogue mission as policy play.
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Scenes: Bread, law, tithes, amnesties, relic policy.
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Objective: Define the realm’s first 3 laws.
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Twists: Nabour envoy arrives with a sealed plea: “Do not forget us.”
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Outcomes: These laws seed the next era.
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Milestone: L10 (campaign end).