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  1. Temerant
  2. Lore

Chandrian Campaign Arc 3

### Ruh Response

Initial: Many performers are killed; troupe elders gather

Mid-game: Ruh provide warnings and safe passage; some perform as spies

Late-game: Ruh may provide unexpected intelligence/aid

Potential Conflict: Ruh may refuse to aid party; may demand vengeance first

Resources:

- Intelligence networks

- Safe passage (everywhere)

- Hidden knowledge of old songs/stories

- Morale/hope (their stories inspire resistance)

### Fae Response

Initial: Fae courts observe; may offer bargains

Mid-game: Fae begin taking sides (some against Chandrian, some neutral)

Late-game: Fae involvement is unpredictable; outcomes vary wildly

Potential Conflict: Fae demands may be unconscionable

Resources:

- Power beyond mortal understanding

- True names (if Fae choose to trade)

- Glamour and deception

- Thin places (shortcuts through Temerant)

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## Campaign Acts & Milestones

Structuring the campaign into acts provides clear progression and climax points.

### Act 1: The Signs (Sessions 1-5)

Goal: Party discovers Chandrian exist and are active

Key Milestone: First marked NPC; race to save them

Climax: Fight/flee from Chandrian agent; first real understanding of threat level

Resolution: Party commits to investigation

Session Breakdown:

- Sessions 1-2: Discover signs; local investigation

- Sessions 3-4: Research history; learn Chandrian lore

- Session 5: Direct encounter; near-death experience

### Act 2: The Investigation (Sessions 6-13)

Goal: Party learns escalating details about Chandrian; recruits allies

Key Milestone: Amyr makes contact; offer alliance

Turning Point: Betrayal or revelation (trusted ally is corrupted)

Climax: Party is hunted; must go on the run or stand and fight

Resolution: Party commits to finding true names

Session Breakdown:

- Sessions 6-8: Multiple marked victims; establish pattern

- Sessions 9-10: Amyr contact; faction tensions emerge

- Session 11: Betrayal/revelation

- Sessions 12-13: Escape/standoff

### Act 3: The War (Sessions 14-23)

Goal: Party becomes key player in multi-faction conflict against Chandrian

Key Milestone: Party discovers or acquires first true name

Turning Point: Erasure begins; reality becomes unstable

Climax: Major faction battle or alliance forming

Resolution: Party realizes they must strike at Chandrian directly

Session Breakdown:

- Sessions 14-16: True name research; first name acquired

- Sessions 17-19: Faction coalitions; political maneuvering

- Session 20: Erasure spreads; escalation

- Sessions 21-23: Major battle or setback

### Act 4: The Reckoning (Sessions 24-30)

Goal: Final confrontation with Chandrian

Key Milestone: Party gathers all discovered names; plans assault

Turning Point: First direct combat with true Chandrian (not servant)

Climax: Final battle; binding/summoning/sacrifice

Resolution: Chandrian are sealed, defeated, or party escapes

Session Breakdown:

- Sessions 24-25: Prepare for confrontation; gather allies

- Sessions 26-27: Journey to Chandrian stronghold or locus

- Sessions 28-29: Combat/confrontation; major stakes

- Session 30+: Resolution; campaign epilogue

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## Endgame Confrontation

The final session(s) should be climactic and memorable. Present multiple paths to victory (or failure).

### Possible Confrontation Scenarios

Scenario 1: The Binding

- Party summons Chandrian using true name

- Ritual of binding restricts Chandrian for 100 years (or longer)

- Cost: 1 party member's life or major personal sacrifice

- Outcome: Victory but tragic; Chandrian may return eventually

Scenario 2: The Sacrifice

- Party must bargain with Fae/Adem/ancient power

- Sacrifice large resource (years of life, names, homeland)

- In exchange: Chandrian are cast out of Temerant temporarily

- Outcome: Victory but costly; world is changed

Scenario 3: The Combat

- Direct battle with Chandrian and servants

- Chandrian have combat advantage but CAN be wounded

- Use of true names turns tide of battle

- Outcome: Victory if party uses cunning + names; defeat if not

Scenario 4: The Escape

- Party realizes they cannot defeat Chandrian

- Must flee to safety; Fae realm, hidden location, alternate plane

- Chandrian pursue but don't follow (bound to Temerant)

- Outcome: Pyrrhic victory; party survives but Chandrian remain

Scenario 5: The Twist

- Party discovers Chandrian are not enemy but imprisoned by another force

- Final confrontation is against the force imprisoning them

- Choice: Free Chandrian (unpredictable) or keep them bound (helps Church)

- Outcome: Complex; player choice determines future

### Boss Stats: A True Chandrian (GM Reference)

| Stat | Value |

|------|-------|

| AC | 18 (natural armor) |

| HP | 150+ (varies) |

| Movement | 60 feet |

| STR/DEX/CON | 18/16/20 |

| Resistance | Physical (halved damage) |

| Immunity | Disease, poison, aging |

Actions:

- Multiattack: 3 attacks per turn

- Strike: 3d6 + 8 damage (bypasses nonmagical resistance)

- True Name Compulsion: Force save DC 18 or be controlled 1 round

- Glamour: Invisibility, flight, transformation

- Summon Aid: Bring 1d4 servants from elsewhere

Legendary Actions:

- Move 30 feet

- Attack once

- Cast cantrip or activate ability

- Teleport 60 feet

Weaknesses:

- True name of Chandrian: If spoken, Chandrian is vulnerable (reduced AC to 14)

- Iron: Damage dealt is doubled

- Combined attacks: Each party member helping gains advantage on hit

- Sunlight: Disadvantage on attacks, reduces HP regeneration

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## Campaign Rewards & Conclusion

### Mechanical Rewards

True Names Learned:

- Each Chandrian name learned grants 1 permanent feat or ability

- Names can be traded to other mages for power

- Knowledge is dangerous; party becomes targets forever

Artifacts Obtained:

- Chandrian weapon (artifact-level)

- Ward stone (permanent protection)

- Binding stone (can seal Chandrian again)

- Name scroll (preserves learned names)

Faction Recognition:

- Amyr membership (if achieved)

- University Master title (if academic)

- Church forgiveness or enmity (depending on actions)

- Adem warrior bond (if combat-focused)

### Narrative Resolutions

If Chandrian are Defeated:

- Peace returns to Temerant

- Factions restructure; Amyr loses purpose

- Party becomes legendary (possibly hunted for knowledge)

- Settlements recover; rebuilding begins

If Chandrian are Bound:

- Temporary peace (100 years)

- Factions maintain networks to prevent unbinding

- Party is watched by multiple sides

- Campaign may continue with new threats

If Party Escapes:

- World remains threatened by Chandrian

- Party goes into hiding

- Potential for future campaign (rescue/return)

- Bittersweet ending; world is saved but scarred

If Party is Defeated:

- Erasure begins spreading rapidly

- Survivors attempt last resistance

- Campaign ends in tragedy or becomes resistance campaign

- Potential sequel with next generation

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## GM Checklist: Running Chandrian Campaign

- [ ] Establish initial signs (burned village, marked NPC)

- [ ] Introduce Amyr contact mid-campaign

- [ ] Escalate faction tensions (create conflict)

- [ ] Provide research opportunities (true names accessible)

- [ ] Present direct Chandrian encounter (unwinnable if fought)

- [ ] Introduce erasure mechanic (raise stakes)

- [ ] Force factional choice (party picks side)

- [ ] Build toward major battle (climax preparation)

- [ ] Design final confrontation (multiple path options)

- [ ] Provide epilogue (resolution and consequences)

---

## Quick Chandrian Reference

What Players Should Know:

- Chandrian are ancient, powerful beings

- They mark victims with seven-pointed star

- They are hunted by Amyr

- They can erase people from existence

- Multiple factions have interests in Chandrian

What Players Discover Over Time:

- The Amyr exist and hunt Chandrian

- Chandrian have true names that can be learned

- True names grant power over Chandrian

- Multiple factions are mobilizing

- Erasure is spreading

What Players Need to Do:

- Research and discover true names

- Build coalition against Chandrian

- Make factional choices with consequences

- Prepare for confrontation

- Decide final fate of Chandrian