THE DRAGON PRINCE CALLS:
The House of Fire Campaign Primer
By Captain Hedges Launch Date: February 17, 2026
The ground beneath Zimrala is shaking. It is not an earthquake; it is a heartbeat.
Deep within the jagged caldera of the Great Volcano, the city of Volcanis—the House of Fire—is opening its gates. For centuries, this place has been a fortress of myth, ruled by the Council of Twelve and protected by the sacred Ahi-Pūlama Bronze. It is a city where Red Tygerian Samurai stand shoulder-to-shoulder with Fire Trolls, where steam-powered gremlin machines hiss alongside ancient magic, and where the line between "Monster" and "Hero" is forged in flame.
But a shadow is lengthening across the crater.
The Ash Lord has risen. His silent army of skeletons and spies is moving through the cooling tunnels, threatening to extinguish the eternal flame. The Queen, Madame Kāwela, watches from her throne, but it is her son who sounds the horn.
Lord Helinox—known to some as Tamarcus Adems, the Prince of Fire—is calling for aid. He does not ask for armies; he asks for adventurers. He calls for those brave enough to walk the magma flows, navigate the politics of a city on the edge of war, and stand against the coming dark.
This is The Year of the Fire Horse. The stars have aligned, the portals are active, and the House of Fire is ready to receive you.
Are you ready to answer the call?
What Is This Campaign?
Launching on February 17th, The House of Fire is a high-stakes adventure set in the Tygerian Isles of New Tusalns Volcano. It combines the classic dungeon-crawling of Monsters! Monsters! However, it also comes with a rich, political urban fantasy setting.
Grab your dice and check your fire resistance. We are going in.
CAMPAIGN PRIMER: THE DAY OF THE FIRE HORSE
Campaign Launch Date: February 17, 2026
Location: Volcanis, The Tygerian Isles New Tuslan
The Event: The Festival of the Double Fire
THE HEART OF HALE AHI
If you stand in the center of Volcanis, you don't just feel the heat—you feel the rhythm. Thump. Thump. Thump.
It isn’t an earthquake. It is a heartbeat.
Welcome to Hale Ahi (The House of Fire), the sacred center of the city. While the Eastern District is built for war and the Western District is built for industry, this place was built for life.
Here, high atop the jagged obsidian peaks of the Island of Fire, the air doesn’t smell like sulfur and ash. It smells of ozone, roasted pork, and wild ginger blooming in the geothermal hothouses. It is a paradise perched on the edge of a cataclysm.
The Aloha of the Magma In the great open-air feast hall known as the "Great Calabash," there are no strangers. Fire Trolls, Humans, and Gremlins sit side-by-side, eating tuna seared instantly on hot rocks. They greet each other with the Hā—pressing foreheads together to share the breath of life.
Presiding over them is High Chief Keawe, an old man in a cape of red feathers who leans on a staff of ironwood. He ensures that even in a city of monsters, the "Aloha Spirit" keeps the peace.
The Goddess in the Scale But the true power lies in the crater lake of liquid magma. For years, the world believed Madame Kāwela was simply an ancient Red Dragon. But here, in the glow of the vents, the Kanaka Ahi know the truth.
The Dragon is just a vessel. The soul burning inside her is Pele, the Goddess of Fire, returned from the spirit world to save her children. When she sleeps, the volcano is calm. When she wakes, the earth trembles.
The Prince and the Poison This is the home she built for Helinox, the "Prince of Fire." He is the only one who can land on the crystal spire in the center of the lava lake and wake the Queen without being burned.
But a shadow is creeping into paradise. The Ash Lord knows he cannot defeat a Goddess in battle, so he has chosen a coward's weapon. He is sending his invisible skeleton assassins into the deep cooling tunnels, trying to inject a necrotic poison into the very veins of the mountain.
He doesn't want to conquer the city. He wants to stop the Queen's heart.
If he succeeds, the heartbeat stops, the magic fails, and the Island of Fire falls into the abyss.
🌋 THE SECRET LORE: THE RETURN OF PELE
Classification: EYES ONLY (Helinox & High Council) Subject: The True Nature of Madame Kāwela
I. THE REINCARNATION
For years, outsiders believed Madame Kāwela was simply an Ancient Red Dragon of immense power. They were wrong. The Dragon body is merely the vessel. The soul burning inside the scales is Pele-honua-mea (Pele of the Sacred Land).
The Awakening: When Mephistopheles stole the Fire People, the spirit of Pele could not rest. She crossed the veil of death, seized the body of the greatest Dragon Scion, and descended into the Netherworld to liberate her children.
The Name: "Kāwela" is the name she took to hide her divinity from the Demon Lord, but in the Heart of Hale Ahi, she sheds the disguise.
II. THE HEART OF THE VOLCANO (HER DOMAIN)
The central crater is not just her throne room; it is Halemaʻumaʻu—the traditional home of Pele.
The Lava Lake: The massive lake of magma in the center of the Island of Fire is her scrying pool. She can see anywhere in the Tygerian Isles by looking into the fire.
The Forms: While she usually stays in Dragon form to intimidate enemies, inside the Heart, she often takes the shape of a Beautiful Woman in Red or an Old Hag (her traditional test for travelers).
III. THE POWERS OF THE GODDESS
As the Reincarnated Pele, she possesses powers far beyond a normal Monster Rating.
Creator of Land: She doesn't just destroy; she creates. She can vomit forth lava that cools instantly into new islands or defensive walls.
The Curse of the Rocks: Anyone who steals a piece of obsidian or lava rock from Volcanis without her permission is instantly cursed with Bad Luck (LK x 0.5) until they return it.
Command of the Kin: Every fire creature—from the lowest Salamander to the mightiest Balrog—instinctively recognizes her divinity. To attack her requires a Level 20 Saving Roll on Will.
IV. WHAT THIS MEANS FOR HELINOX
This elevates Helinox (Tamarcus) to the highest station imaginable. He is not just a Consort to a Queen; he is the chosen partner of a Goddess.
The Relationship: Pele is known for her fiery temper and jealous passion.
Helinox must be strong enough to stand beside a force of nature without getting burned. The Title: The Kanaka Ahi call him "Ke Aliʻi o ke Ahi" (The Prince of Fire), the one worthy to fly beside Pele.
Captain, this is perfect.
The East: Ruled by the Avatar of Kagutsuchi (Hino-Tora).
The Center: Ruled by the Reincarnated Pele (Madame Kāwela).
You have effectively united the Eastern and Polynesian pantheons of fire into one campaign setting.
Is this the final lore piece we needed to lock in for the launch? If so, you are ready to unleash the Year of the Fire Horse.
THE EASTERN FLAME VERSION
I. THE SITUATION (READ ALOUD)
Today is the Day of the Fire Horse. The stars have aligned for the first time in sixty years, creating a surge of "Double Fire" energy that pulses through the very rock of New Tuslan.
The City of Volcanis is not just celebrating; it is vibrating. The "Magma Luau" is roaring in the Great Calabash, and the Obsidian Samurai stand at attention in their Ahi-Pūlama Bronze armor.
You are here as the guests of honor.
Helinox (Tamarcus): You are the "Good Omen." The people look to you not just as a Dragon, but as the Diplomat who bridged the gap between the Monster World and the Empire.
Helinox (MR 2,500): The God-King.
** The Allies:** You stand with the Obsidian Phalanx and the Imperial Envoys, proving that the alliance is real.
But beneath the celebration, the Ash Lord (Kage-Oni) has made his move. The vents are not just steaming; they are whispering.
II. THE MISSION OBJECTIVES
The celebration is the target. Your goal in this first arc is not just survival; it is Counter-Intelligence.
Secure the Perimeter: The Festival cannot be disrupted. If the Emperor’s Envoys are killed, the Alliance fails.
Hunt the Shadows: Invisible enemies are inside the walls. You must locate the Ash-Walkers (Skeleton Ninjas) hiding in the ventilation shafts before they sabotage the Great Forge.
Protect the Queen: Madame Kāwela is channeling the energy of the Fire Horse to strengthen the island’s defenses. During this ritual, she is vulnerable to Water/Cold attacks. You must ensure no assassin gets close enough to douse her flame.
III. THE ENEMY INTEL (KNOWN THREATS)
The Ash-Walkers: Skeleton Ninjas with transparent skin. They are hard to see (Level 1 Saving Roll on IQ to spot them in smoke). They deal low damage but use poison and fear.
The Bone Horror: There are rumors of a massive, regenerating siege monster waiting in the deep tunnels. If the alarm sounds, assume this "Tank" is coming.
IV. STARTING SCENE: THE DOHYŌ OF ASH
The campaign begins at the Dohyō (Sumo Ring) in the center of the city. The Fire Giant Champion, "Mountain-Mover," has just thrown a challenger out of the ring. The crowd roars. Madame Kāwela nods from her perch. Helinox, you are seated next to Daimyo Hino-Tora. He leans over to you, his voice low: "My Lord Helinox... the steam from the southern vent... it smells of old bone and betrayal. Be ready."
🌋 REGIONAL DOSSIER: THE EASTERN FLAME (THE DISTRICT OF HONOR)
Location: The Eastern Shelf of the Great Crater Ruler: The House of the Fire Tiger (Daimyo Hino-Tora & Lady Kamado) Atmosphere: A "Little Kyoto" of the Magma Age. Red lacquered pagodas rise from the obsidian rock, Torii gates mark the entrances to lava channels, and the scent of sandalwood incense mixes with the sulfur of the deep earth.
I. THE PILLARS OF THE EAST: THE RULING COUPLE
The Eastern Flame is governed not by a single lord, but by a Divine Duality representing the two truths of Fire: Destruction and Sustenance.
THE LORD: DAIMYO HINO-TORA (THE FIRE TIGER)
The Warlord: Daimyo Hino-Tora (Lord Tiger) At the heart of the Eastern District stands a figure who rivals the dragons themselves. Daimyo Hino-Tora is not merely a soldier; he is a force of nature with a Monster Rating of 198.
To understand his power, you must understand his presence. He is a massive Red Tygerian, standing nearly nine feet tall in his armor. When he steps onto the battlefield, the ground shakes. With an MR of 198, he possesses strength and speed that blur the line between mortal and demigod. He does not swing his sword, Kurikara; he unleashes it like a lightning bolt. He is the "Immovable Object" of the Council—the only one physically strong enough to stare down the Fire Trolls of the West and demand their respect.
The Legion: The Red Tygerian Samurai Behind the Tiger Lord stands the most disciplined fighting force in Zimrala. These are the Red Tygerian Samurai.
Unlike the chaotic goblins or the mindless skeletons of the Ash Lord, these warriors fight as a single organism. They wear the distinct Ahi-Pūlama Bronze armor—a metal forged from copper, tin, and dragon ash that glows with a pinkish-gold hue. This armor isn't just for protection; it is a badge of office.
When you see a line of these Samurai, you see a wall of gold and red fur. They do not break rank. They do not flee. They fight with a code of honor (Bushido) that is alien to the rest of the savage volcano. They believe that a single, perfect strike is worth a thousand wild swings.
The Weapons: The Holy Bronze The secret to their power lies in their steel—or rather, their lack of it. They wield katanas and naginatas forged from the sacred Ahi-Pūlama Bronze.
In the sulfur-choked air of Volcanis, normal steel rusts in days. But the "Cherished Fire" bronze never tarnishes. More importantly, it holds a spiritual charge. When a Samurai strikes a ghost or a shadow-spirit (like the Ash Lord’s minions), the blade connects as if striking solid flesh. It is the only weapon in the city capable of truly killing the undead.
The Tactics: The Wall of Fire In battle, Lord Tiger’s strategy is simple: "Be the Mountain."
His forces form defensive phalanxes, locking their bronze shields together. They let the enemy wave break against them, and then, with a single command from Hino-Tora, they step forward and cut the enemy down. They are accompanied by Komainu—massive, stone Lion-Dogs animated by lava magic—who guard their flanks.
Summary for the Player If you are an adventurer coming to Volcanis, you want the Red Tygerian Samurai on your side. They are the shield that protects the innocent. But be warned: if you break a promise or act without honor in front of Lord Tiger (MR 198), you will find that the "Immovable Object" can move very fast when he is angry.
Archetype: Red Tygerian Avatar (Warrior-Monk) / Level 22 The Concept: Through deep meditation, Hino-Tora has achieved a "Trinity of Spirit," absorbing the traits of three ancient powers to become the ultimate protector.
The Visage of Kōjin: He wears a fierce, terrifying mask designed to scare away demons and bad luck. In combat, he can manifest spectral arms of fire, allowing him to wield a shield and sword simultaneously while striking with bare hands.
The Halo of Fudō Myō-ō: A permanent ring of "Wisdom Fire" roars behind his head. This fire does not burn the innocent; it illuminates the truth, stripping away the invisibility of the Ash Ninjas.
The Weapon: He wields Kurikara, the "Sword of Wisdom." It is enveloped in a dragon of flame and deals double damage to "Impure" beings (Undead and Traitors).
DAIMYO HINO-TORA (LORD TIGER)
The Immovable Warlord of the East
Archetype: Elite Red Tygerian Samurai Lord Monster Rating (MR): 198 Combat Dice: 21d6 + 99 Armor: 35 (Masterwork Ahi-Pūlama Bronze O-Yoroi + Spirit Shield)
- WEAPONS:
Primary: Kurikara (The Red Katana). Deals 6d6 + STR Bonus in damage.
Special: Ignites on contact. Deals an extra 2d6 Fire Damage that bypasses non-magical armor.
Secondary: The Fudō Fan. A war fan made of bronze. Used to parry or signal troops.
SPECIAL ABILITIES:
The Fudō Sight (True Seeing): Hino-Tora instantly sees through all invisibility, illusions, and shape-shifting (specifically countering the Ash Ninjas). No saving roll is needed; he just sees you.
The Perfect Cut (Iaijutsu): If he attacks a target that has not acted yet (Initiative winner), he rolls Double Dice (42d6).
Spirit Pressure: His MR is so high that weak enemies (MR < 50) must make a Level 3 Saving Roll on IQ just to stand near him without fleeing.
- THE RED TYGERIAN SAMURAI GUARD
- The Elite Honor Guard
- Archetype: Tygerian Samurai / Heavy Infantry Monster Rating (MR): 65 Combat Dice: 7d6 + 33 Armor: 18 (Ahi-Pūlama Bronze Lamellar)
WEAPONS:
Bronze Katana: (4d6) – Excellent balance, sharp edge.
Yumi (Great Bow): (4d6) – Range 100 yards. Fires Bronze-tipped arrows.
SPECIAL ABILITIES:
Phalanx of Fire: When standing shoulder-to-shoulder with another Samurai, they gain +20 Combat Adds to their total. They fight better as a wall.
Ghost Slayers: Their Ahi-Pūlama Bronze weapons are magically attuned to hit spirits. They deal Full Damage to Skeletons, Wraiths, and Ash-Walkers (who usually take half damage from normal weapons).
Death Before Dishonor: They are immune to Fear or Charm spells. They will die before they betray Lord Tiger.
THE LADY: KAMADO-GOZEN (GODDESS OF THE KITCHEN)
Archetype: High Priestess of the Hearth / Level 20 The Concept: If her husband is the Sword, she is the Shield and the Sustenance. She is the "Mother of the City," ruling with aggressive hospitality.
The Weapon: She wields a massive, two-handed Iron Shamoji (Rice Paddle). In her hands, this symbol of domestic authority becomes a Level 15 Magic Weapon capable of flattening a Giant or deflecting a fireball.
The Wrath of the Kitchen: The Eastern Flame is her "House." If an enemy draws a weapon here, she can slam her Shamoji on the ground, creating a shockwave of Purifying Heat that forces all Undead to make a Level 5 Saving Roll or be disintegrated.
The Feast: She controls the Great Calabash. She can conjure "Rice of Vitality" that instantly heals all CON damage to her allies.
II. THE CULTURE: BUSHIDO OF THE HEARTH
The Red Tygerians and Humans of this district live by a strict code.
The Sanctity of the Flame: Fire is not just a tool; it is an ancestor. To let a hearth go cold is a sin. To corrupt a fire with dark magic (like the Ash Lord) is a capital offense.
The Law of Hospitality: No one goes hungry in the Eastern Flame. Even a stranger is offered a bowl of tea. However, if that stranger breaks the peace, the entire district rises against them.
III. STRATEGIC IMPORTANCE (CAMPAIGN OBJECTIVES)
For Helinox (Tamarcus) and the players, the Eastern Flame is crucial for three reasons:
The Food Supply: Lady Kamado feeds the army. If the Ash Ninjas poison the granaries here, the siege is over before it begins.
The Spiritual Defense: Hino-Tora’s shrines act as a "Spiritual Perimeter." As long as the Torii Gates stand, the Ash Lord cannot summon his greater demons into this district.
The Samurai Elite: The Obsidian Samurai are headquartered here. Winning the favor of Hino-Tora unlocks these elite troops for the final battle.
IV. THE CURRENT CRISIS
The Defilement: The Ash-Walkers (Skeleton Ninjas) have infiltrated the Eastern Flame. They are not attacking openly; they are leaving symbols of the Rat (the Zodiac enemy of the Horse) at the shrines and poisoning the steam vents. The Mission: Helinox must help Hino-Tora root out the spies without dishonoring the sanctity of the district.
🌑 The General of Cold Fire: The Ash Lord Revealed
Every light casts a shadow. In the brilliance of Volcanis, that shadow has a name: Kage-Oni, The Ash Lord.
While the Fire People dance at the festival and celebrate their Goddess, they have forgotten one thing: Mephistopheles (Misophiles) never lets a contract expire. He has sent his greatest weapon to repossess his property.
The Traitor’s Contract Kage-Oni was once a Red Tygerian noble, a samurai of high standing. But he despised the chaos of the volcano. He hated the sweat, the heat, and the unpredictability of the Goddess Pele. He craved Order.
So, he signed the book.
He traded his living warmth for the cold, unfeeling power of the Iron Hells. He is no longer a creature of flesh; he is a creature of Ash and Bone, held together by the dark will of his master.
The Secret General He is not a bandit hiding in a cave. He is a General with a commission from the Archdemon himself. He has been patiently assembling an army right under the Queen’s nose.
The Infantry: The Ash-Walkers—transparent, skeletal ninjas who move through the ventilation shafts like smoke.
The Siege Breakers: The Flaming Bone Horrors—massive, regenerating abominations stitched together from the corpses of the fallen.
The Strategy: The Snake in the Grass True to the legend of the Fire Horse, the Ash Lord is playing the role of the Snake. He is not attacking the walls; he is waiting.
He is waiting for the height of the Festival. He is waiting for the Queen to fall into her trance. He is waiting for Helinox to be distracted by the cheers of the crowd.
When the moment is right, he will not just strike; he will extinguish. He will unleash the Ash Curse into the vents, turning the living magma into cold, dead stone.
His orders from Misophiles are simple: "Burn nothing. Freeze everything. Bring them back in chains."
🌑 FIELD GUIDE: THE ARMY OF THE ASH LORD
Intelligence Report: The Ash Lord (Kage-Oni) is not just summoning assassins. He has opened the "Bone Silos" of Misophiles. We have identified two new threats on the battlefield.
I. THE ASH-HUSK LEGIONNAIRES (Standard Skeletons)
Based on the Skeleton (M!M! / T&T)
These are the rank-and-file soldiers of the Ash Lord. Unlike the transparent ninjas, these troops march in the open, wearing rusted, blackened armor from centuries past. They are the "Anvil" upon which the Ash Lord breaks his enemies.
STATS & MECHANICS:
Monster Rating (MR): 15 - 100 (Scales with the armor they wear).
Attributes: STR (1/2 MR), CON (15-100), INT (1-6), WIZ (1-6).
Special Defenses (The Tactical Nightmare):
Arrow Proof: Missile weapons are useless against them. Arrows simply fly through the gaps in their ribs.
Blade Resistant: Edged weapons (Swords/Katanas) do only 1/2 Damage.
Immunities: Immune to Death Magic, Poison, Cold, Charm, Sleep, and Mind Control.
Weaknesses:
Blunt Force: Clubs and Hammers do Double Damage. (Time for the Trolls to shine!)
Holy Water: Inflicts 2d6 Damage. (Lady Kamado’s "Purifying Tea" counts as Holy Water).
Tactical Note: Because they are immune to arrows, Helinox cannot just strafe them from the air. The party must engage them in melee combat.
II. THE CINDER-SKULLS (Skullbombs)
Based on the Skullbomb (M!M! / T&T)
These are the most dangerous weapons in Kage-Oni's arsenal. They are floating skulls imbued with the dark, industrial magic of Misophiles. They glow with a sickly green light and hum like an overloaded engine.
STATS & MECHANICS:
Monster Rating (MR): 5 (Very fragile).
Combat Dice: 1d6 + 3.
Attack: Bite or "Call Flame."
Special Abilities:
Flight: They hover and dart around the battlefield.
Hard Target: Because they move erratically, a Delver must make a Level 1 Saving Roll on DEX just to hit one.
The Death Troe (The Explosion): When a Cinder-Skull is reduced to 0 MR, it doesn't just die. It DETONATES.
Effect: Duplicates a Hellbomb Burst.
Damage: 50 Points of Magical Fire Damage to everyone in a 3-foot radius.
The Chain Reaction: If one explodes near another Cinder-Skull, the second one explodes too.
Tactical Threat: The Ash Lord uses these as Suicide Bombers. He sends them flying into the cooling fans or the crowded feast halls.
The Dilemma: The best way to kill them is with missile weapons (Archery/Spells) from a distance. BUT... the Skeletons in front are immune to missiles! The players have to shoot over the skeleton army to hit the bombs before they get too close.
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