THE DRAGON PRINCE CALLS
An Official Campaign Primer for the House of Fire
System: Monsters! Monsters! 2.7 / Tunnels & Trolls Compatible Launch Date: February 17, 2026 Setting: The Tygerian Isles, Zimrala
1. CORE CAMPAIGN INFORMATION
Elevator Pitch
Deep within the jagged caldera of the Great Volcano lies Volcanis, the City of Eternal Fire. For centuries, it has been a fortress of myth, protected by the Council of Twelve and the sacred Ahi-Pūlama Bronze. But the fires are dimming. The Ash Lord, a traitorous entity of cold and death, has risen from the cooling tunnels, amassing an army of silent skeletons and invisible spies to extinguish the city's heart. Lord Helinox, the Dragon Prince (MR 2,500), has issued a desperate call for heroes. You are those heroes—warriors, mages, and monsters—charged with navigating the deadly politics of the Council, rooting out the Ash Lord’s agents, and keeping the fires of Zimrala burning. If the city falls, the portals close, and the world goes cold.
Genre and Tone
This campaign is Mythic Urban Fantasy mixed with Political Intrigue. Imagine the high-stakes tension of a samurai court drama colliding with the raw, dungeon-crawling chaos of a classic monster movie.
The Tone: Volatile. The setting is dangerous—lava flows in the streets, and the leaders are Kaiju-level monsters.
The Vibe: Serious but heroic. While there is room for the dark humor of Gremlin bureaucracy, the threat is existential. Players must balance brute force with social maneuvering; you cannot kill a Council Member, so you must negotiate with them.
Scope and Stakes
Duration: This is a Level 1 to Level 100 campaign. You begin as local mercenaries or refugees and end as legends capable of standing in the Dragon’s shadow.
The Setting: The action takes place almost entirely within the massive city-state of Volcanis—from the polished bronze palaces of the Upper Crater to the industrial slums of the Western Anvil and the terrifying, unmapped cooling tunnels beneath.
The Impact: This is not just a local skirmish. The "Year of the Fire Horse" prophecy warns of a Great Extinction. If the players fail to stop the Ash Lord, the volcanic chain reaction will destroy the Tygerian Isles.
Major Threats & Factions
The Council of Twelve: The ruling body you serve. They are allies, but dangerous ones. You will answer to Daimyo Hino-Tora (The Samurai Warlord), Warlord Ka-Ehu (The Troll General), and the terrifying Twin War Gods, Kū and Fudō.
The Ash Lord (The Enemy): A Necromancer General commanding the "Legion of Silence"—armies of Ash-Walker Skeletons and invisible assassins who are immune to normal detection.
Her Majesty’s Secret Ministry: Led by the Princess of Shadows (Lady Whiro). She is an ally who operates in the dark. If you see her, you are either very safe or very dead.
2. SETTING DETAILS
World Truths: The Laws of Fire
Heat is Life: In Volcanis, heat is not just weather; it is magic. Healing spells, crafting, and even currency are tied to geothermal energy. Cold is viewed as a sickness.
Steel Rusts, Bronze Rules: due to the corrosive sulfur in the air, standard steel weapons degrade rapidly. The only metal that lasts is Ahi-Pūlama Bronze (Pinkish-Gold). It is the only weapon capable of dealing full damage to the Ash Lord's spirits.
Might Makes Right: The weak do not survive the crater. The hierarchy is absolute: The Dragon (Helinox) rules the Council, the Council rules the Army, and the Army rules the streets.
Relevant History: The Awakening
We are currently in the Year of the Fire Horse (2026). Prophecies have long stated that this year would bring either a Golden Age or total destruction. In response to the Ash Lord’s rising threat, Lord Helinox (Tamarcus Adems) has fully awakened his draconic bloodline. He has grown from a powerful leader into a being of god-like power (MR 2,500), fundamentally shifting the balance of power in the region. The Ash Lord knows he cannot defeat Helinox in a fair fight, so he has resorted to poisoning the city from within.
Starting Locale: The Obsidian Gates
Your adventure begins at the Obsidian Gates, the massive, fortified entrance to the Lower Districts. It is a chaotic melting pot where the cultures of Zimrala collide. Here, Lord Avery’s refugees from the jungle pitch tents beside the steam-workshops of Fire Goblins. The air smells of roasting meat, sulfur, and anxiety. Rumors are spreading that Clockwork Geishas—beautiful spies made of brass—have been seen whispering lies in the tea houses, turning brother against brother.
3. PLAYER & TABLE EXPECTATIONS
Character Creation Guidelines
System: Monsters! Monsters! (2.7 Rules) or Tunnels & Trolls.
Allowed Kindreds:
Common: Humans (Tygerian/Island origin), Fire Goblins, Jungle Trolls.
Uncommon: Red Tygerians (Tiger-Men), Fire Trolls, Fire Gremlins (Note: Must accept the "Bad Luck Aura" trait).
Restricted: No Undead, Ice-based creatures, or Water Elementals. (You would melt or be arrested on sight).
Starting Level: Level 1.
Equipment: You begin with standard gear, but Bronze Weapons are highly recommended. Steel weapons will degrade (-1 damage) after every major adventure.
House Rules & Mechanics
The Bronze Rule: Weapons made of Ahi-Pūlama Bronze deal normal damage to Undead/Spirits. All other weapons deal 1/2 Damage.
Gremlin Luck: If a Fire Gremlin is in the party, the entire group suffers a -10% Luck penalty due to their chaotic aura. (This is a toned-down version of the monster stat).
Heat Exhaustion: Characters wearing heavy non-magical plate armor must make a CON save every hour or suffer fatigue. Stick to leather, bronze, or natural scales.
Player & Table Etiquette
Teamwork is Mandatory: The enemies in Volcanis (MR 60+) are stronger than you. Lone wolves will die. You must work as a squad.
Respect the Hierarchy: You cannot just "attack the shopkeeper" here. Most NPCs are protected by a Warlord or a Guild. Actions have political consequences.
Safety Tools: We use the X-Card system. Themes include war, body horror (undead transformation), and political betrayal.
Character Hooks: Why Are You Here?
Choose one hook to tie your character to the story:
The Mercenary: You heard the Council pays in rubies and gold. You are here to make your fortune.
The Refugee: You are one of Lord Avery’s people. You are fighting to earn a permanent home for your family in the city.
The Devotee: You worship Fudō Myō-ō (The Immovable One) and seek to defend his temple from the corruption of the Ash Lord.
The Redeemed Thief: You used to run with Scrap-King Skitters’ gang, but you saw something in the dark that scared you straight. Now, you want to fight back.
The Noble Envoy: You are a scion of a Tygerian noble house, sent on a "diplomatic mission" (which feels like exile). You are here to impress General Raker (Seat #11) and secure a trade deal for the sacred Bronze.
The Chronicler (Bard): You know the Year of the Fire Horse is a historic event. You have come to witness history and write the Saga of the Dragon Prince. You are here to ensure the heroes' names are never forgotten.
Product Identity & Legal
The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, The Tygerian Isles, The City of Volcanis, The House of Fire Campaign, Lord Helinox (Tamarcus Adems), and the specific "Hedge Wizard of the Shreveport Cabin" persona. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.
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