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The Ironclad Inheritance

The Ironclad Inheritance

Campaign: The Ironclad Inheritance

Location: Steamfort, The Rust Wards & The High-Steam Tiers Level Range: 5-15

Campaign Overview & Themes

  • The Core Conflict: The greatest inventor in Steamfort's history, Elias Vane, has died under mysterious circumstances, leaving behind a vault containing the "Ironclad Blueprints"—schematics for next-generation Aether-technology that could revolutionize the world or destroy it. A vicious shadow war has erupted between rival corporate syndicates, scrap-barons, and Elias's estranged heir to claim the inheritance. The players are drawn into a high-stakes game of corporate espionage, heist planning, and urban warfare to secure the vault before its contents fall into the wrong hands.
  • Tone & Tropes: Cyberpunk/steampunk heist, corporate espionage, urban sprawl, gadget-heavy combat, betrayal and shifting allegiances. Expect laser grids, safe-cracking, vehicle chases, and heavily armed corporate mercenaries.

The Sandbox / Regional Guide

  • Base of Operations: The Tinker's Loft. A hidden, heavily warded workshop in the upper tiers, previously owned by Elias Vane. It provides a staging ground for heists, access to a crafting forge, and an erratic AI assistant named "Spark."
  • Key Locations:
    • The Rust Wards: The sprawling, treacherous slums of Steamfort. A maze of jagged metal, acid rain, and desperate scrap-thieves. A place to lay low or buy illegal explosives.
    • The Gilded Towers: The hyper-secure corporate headquarters of the rival syndicates. Heavily guarded by automated turrets, Aether-shields, and elite corporate strike teams.
    • The Grand Terminal: The central hub of Steamfort's subterranean train network. A bustling, dangerous crossroads where information is traded and assassinations are common.
    • Vane's Vault (Location Unknown): The ultimate prize. A shifting, puzzle-box facility designed by Elias to test the worthiness of his inheritors.

Factions & Reputations

  • The Ironbeard Syndicate: The largest, most ruthless corporate entity. They believe the blueprints are their intellectual property. Allying with them offers top-tier weapons and legal immunity, but requires morally bankrupt actions.
  • The Scrap-Barons: Warlords of the Rust Wards. They want the blueprints to break the corporate monopoly. They offer numbers, stealth, and black-market access, but lack discipline and resources.
  • The Vane Estate (The Heir): Elias's daughter, Lyra Vane, who wants to destroy the blueprints to prevent a war. She offers the moral high ground and intimate knowledge of Elias's traps, but has no army and no funding.
  • Dynamics: Trust is a luxury. Siding with a corporation makes you a target for the slums; siding with the slums makes you a hunted outlaw. The players must constantly play the factions against each other to gather the "Vault Keys."

The Villains & Lieutenants

  • The Big Bad: Director Silas Vance, the sociopathic CEO of the Apex Consortium. He doesn't just want the blueprints; he wants to monopolize Aether distribution entirely. He employs a private army of "Null-Hounds"—assassins augmented with anti-magic tech.
  • The Timeline of Doom:
    • Month 3: The corporate war spills into the streets. The Rust Wards are subjected to daily "clearance" bombings by Apex Consortium zeppelins.
    • Month 6: Vance acquires three of the four Vault Keys. He begins mass-producing "Null-Hounds," making magic-users in Steamfort actively hunted targets.
    • Month 12: Vance opens the vault and acquires the "Aether-Nullifier" blueprint. He activates it, plunging Steamfort into a permanent blackout and establishing himself as a techno-dictator.
  • Lieutenants:
    • "Ghost": A legendary corporate thief who can phase through walls. She is Vance's chief infiltrator.
    • The Warden: A massive, heavily armored cyborg who serves as Vance's personal bodyguard and executioner.

The 5-Act Structure

  • Act I: The Inciting Incident (Levels 5-6): The party is hired by Lyra Vane to recover a stolen prototype from scrap-thieves in the treacherous Rust Wards. They navigate jagged metal terrain and automated defenses, only to be ambushed by Apex Consortium mercenaries. The race for the inheritance begins.
  • Act II: The Sandbox (Levels 7-9): The players must track down the remaining "Vault Keys" scattered across Steamfort. This involves a series of heists: breaking into a high-society gala, hacking a moving subterranean train (The Overheating Engine), and raiding a rival forge.
  • Act III: The Turning Point (Levels 10-11): The party discovers the location of Vane's Vault. However, "Ghost" betrays them, stealing the keys and kidnapping Lyra. The Apex Consortium launches a full-scale assault on the Tinker's Loft, forcing the players into a desperate, trap-filled defense to survive.
  • Act IV: The Escalation & Assault (Levels 12-13): With their base destroyed, the players must take the fight to the Gilded Towers. They must infiltrate the Apex Consortium's skyscraper, navigating laser grids, biometric scanners, and battling the "Null-Hounds" to rescue Lyra and retrieve the keys.
  • Act V: The Climax (Levels 14-15): The Vault Run. The players race Vance's elite strike force into Vane's Vault. The final dungeon is a shifting mechanical puzzle box. The climax is a multi-sided battle against Vance in a custom "Aether-Mech," while the vault itself tries to crush everyone inside.

Dungeons & Set Pieces

  • The Overheating Engine (Level 8): A hijacked subterranean train. The gimmick: The train is hurtling towards a population center. Players must fight through crowded passenger cars, navigate the roof while dodging tunnel supports, and manually vent the overloading Aether-core before it detonates.
  • The Apex Tower Ascent (Level 12): A hyper-modern skyscraper. The gimmick: Stealth is paramount until the alarm is tripped. The environment features glass floors (susceptible to shattering), automated turret networks, and elevator shafts that require precise jumping.
  • Vane's Vault (Level 15): The puzzle-box finale. The gimmick: Every 2 rounds, the layout of the rooms shifts like a Rubik's cube, separating the party and changing the battlefield. The core room features anti-gravity zones and deadly arcs of uncontrolled Aether.

Evolving Loot & Vestiges

  • The Omni-Key: A complex, shifting geometric device created by Elias Vane.
    • Dormant (Levels 5-9): Grants advantage on all checks made using Thieves' Tools to pick locks or disarm traps.
    • Awakened (Levels 10-13): The user can cast Knock at will. Once per long rest, the user can press the key against a solid wall to create a temporary door (as the Passwall spell).
    • Exalted (Levels 14-15): The key can interface with the mind. Grants the user a +2 to Intelligence. Once per long rest, the user can cast Maze by locking an enemy within a pocket dimension of gears and cogs.