Skip to content

Ash Quarry

Environments Designed by cadra

At a glance

Tier
2
Type
Event
Difficulty
13
Impulses
Smother intruders in ash and smoke, conceal predators beneath the cinders, draw heat-hungry creatures toward movement and flame

Environment overview

A wide, flat yard of cracked stone, burned stumps, and piled ash at the base of the mountain where Refuge workers process the remains of controlled burns, now silent after the crew withdrew when creatures began stirring in the cinders.

Potential adversaries

Spidermander, Ember Mites, Cinderhorn Stag

Features

Passives

passive

Actions

action
  • Storm Winds

    Spend a Fear to cause a forceful gust of wind that picks up embers and ash, players must succeed a Trait Reaction Roll or have disadvantage on their next action.

    Questions
    • How are you protecting yourself from this storm?

Reactions

reaction
  • Smoldering Ash Beds

    Some ash piles still hold deep heat beneath a brittle crust; disturbing them can release hot cinders or reveal creatures nesting below. If a player makes contact with an ash pile, they take 2d4 fire damage.

    Questions
    • Why are these beds of ash still so hot?
  • Lightning Strike

    Countdown (Loop 2d4), When the party enters the scene, activate the countdown. When it triggers, a bolt of lightning strikes the area (roll a d8 to determine where it hits). If it strikes where a PC is, they must make an Agility Reaction Roll. On a success, they mark a Stress. On a failure, they take 3d8+4 direct damage.

    Questions
    • Do you cover your ears to protect against the deafening thunder?

About this environment

work in progress — Sablewood, Ash Quarry north of The Refuge

Ash Quarry

Tier 2 Event

A wide, flat yard of cracked stone, burned stumps, and piled ash at the base of the mountain where Refuge workers process the remains of controlled burns, now silent after the crew withdrew when creatures began stirring in the cinders.

Impulses: Smother intruders in ash and smoke, conceal predators beneath the cinders, draw heat-hungry creatures toward movement and flame

Difficulty: 13

Potential Adversaries: Spidermander, Ember Mites, Cinderhorn Stag

Features

Storm Winds - Action: Spend a Fear to cause a forceful gust of wind that picks up embers and ash, players must succeed a Trait Reaction Roll or have disadvantage on their next action.

  1. How are you protecting yourself from this storm?

Smoldering Ash Beds - Reaction: Some ash piles still hold deep heat beneath a brittle crust; disturbing them can release hot cinders or reveal creatures nesting below. If a player makes contact with an ash pile, they take 2d4 fire damage.

  1. Why are these beds of ash still so hot?

Lightning Strike - Reaction: Countdown (Loop 2d4), When the party enters the scene, activate the countdown. When it triggers, a bolt of lightning strikes the area (roll a d8 to determine where it hits). If it strikes where a PC is, they must make an Agility Reaction Roll. On a success, they mark a Stress. On a failure, they take 3d8+4 direct damage.

  1. Do you cover your ears to protect against the deafening thunder?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.