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Ashstorm

At a glance

Tier
1
Type
Traversal
Difficulty
11
Impulses
interrupt vision distortion

Environment overview

A violent wind drives clouds of hot ash across the land. The air burns the throat, grit stings exposed skin, and shapes vanish after only a few steps.

Potential adversaries

Features

Passives

passive
  • Ash-Choked

    Visibility is heavily reduced.
    Close range: Shapes are visible, details unclear
    Far range: Only movement and silhouettes
    Very Far range: Completely obscured
    Ranged attacks beyond Close are Risky unless aided by magic, special senses, or preparation.

  • Unreliable

    Distance becomes unreliable.
    Any attempt to track, pursue, or keep formation without a clear anchor is risky.
    On a partial or failure, PCs drift off course or lose sight of each other for a moment.

  • Burning Grit

    When a PC rolls a Failure with Fear, ash is driven into eyes, wounds, or lungs.

    Choose one:
    Mark 1 additional stress
    Become disoriented until the end of the next turn (no positioning bonuses)
    Drop or fumble a small held item

Actions

action

Reactions

reaction

About this environment

Use during an encounter to make it more spicy.

Ashstorm

Tier 1 Traversal

A violent wind drives clouds of hot ash across the land. The air burns the throat, grit stings exposed skin, and shapes vanish after only a few steps.

Impulses: interrupt vision, distortion

Difficulty: 11

Potential Adversaries:

Features

Ash-Choked - Passive: Visibility is heavily reduced. Close range: Shapes are visible, details unclear Far range: Only movement and silhouettes Very Far range: Completely obscured Ranged attacks beyond Close are Risky unless aided by magic, special senses, or preparation.
Unreliable - Passive: Distance becomes unreliable. Any attempt to track, pursue, or keep formation without a clear anchor is risky. On a partial or failure, PCs drift off course or lose sight of each other for a moment.
Burning Grit - Passive: When a PC rolls a Failure with Fear, ash is driven into eyes, wounds, or lungs. Choose one: Mark 1 additional stress Become disoriented until the end of the next turn (no positioning bonuses) Drop or fumble a small held item

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