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Volcanic Slope

Environments Designed by Gaurelin • Art by Public Domain Photo

At a glance

Tier
3
Type
Traversal
Difficulty
17
Impulses
Scorch and Consume Force Reckless Choices Trap and Suffocate

Environment overview

A treacherous and physically grueling ascent across scorched earth, choked with ash, toxic fumes, and searing heat.

Potential adversaries

Cinderhoof Charger Demon of Wrath Dire Bat Elemental Spark Fire Elementals

Features

Passives

passive
  • The Ascent

    Making their way up the mountainside uses a Progress Countdown (10). It ticks down according to the following criteria when the PCs make an action roll to proceed.

    -Critical Success: Tick down 2, and all PCs may either Clear a Stress or Gain a Hope.
    -Success with Hope: Tick down 1, and all PCs may Clear a Stress.
    -Success with Fear: Tick down 1.
    -Failure with Hope: No advancement, and all PCs must Mark a Stress.
    -Failure with Fear: You may activate 'I Feel the Earth Move' without spending a Fear, and all PCs must Mark a HP.

    When the countdown triggers, the PCs have reached the rune-carved archway leading into the heart of the mountain.

    Questions
    • What residual effects does the heat and ash leave on your skin or gear?
    • How are you supporting each other as you traverse this challenging environment?
  • Echoes of the Past

    The slopes are strewn with the detritus of previous expeditions: rusted pitons hammered into unforgiving rock, frayed ropes clinging precariously, skeletal remains of climbers, or perhaps even discarded journals. A PC may choose to investigate these remnants with an Instinct Roll. Success grants the party advantage on their next roll to advance The Ascent, failure forcing the PC to Mark a Stress in the oppressive heat and choking ash.

    Questions
    • What tragic stories do these remnants tell?
    • Are there any warnings etched into the rock or the items themselves?
    • Describe the items or location you have examined in detail.

Actions

action
  • Hot Foot!
    Fear 1

    The ground erupts with sudden volcanic fury. Spend a fear to trigger a violent eruption of ash and superheated gas from a nearby vent. All PCs must succeed on an Agility Reaction Roll or take 3d10 physical damage.

    Questions
    • Does the eruption create a temporary wall of flame, or does it blast debris in all directions?
    • Is any of your gear or equipment damaged by the heat exposure?

Reactions

reaction
  • I Feel the Earth Move
    Fear 1

    Anytime a PC rolls with Fear, you may Spend a Fear to cause the ground to destabilize and shift, altering the landscape in the immediate vicinity, and impeding their progress. All non-flying PCs take 3d8+3 physical damage. Tick the Countdown up by 1.

    Questions
    • Are new fissures opening, or pillars being upthrust, creating impassable barriers?
    • Does the ground you were standing on vanish entirely, forcing a desperate leap?

About this environment

The slope is a jagged, monochromatic scar upon the mountain’s flank. Rivers of cooling, blackened basalt crust over veins of glowing orange, while the air is so thick with sulfur and heat that it creates a shimmering, distorted reality. The mountain does not merely exist here; it actively breathes, pulses, and rejects those who tread upon its skin.

Volcanic Slope

Tier 3 Traversal

A treacherous and physically grueling ascent across scorched earth, choked with ash, toxic fumes, and searing heat.

Impulses: Scorch and Consume, Force Reckless Choices, Trap and Suffocate

Difficulty: 17

Potential Adversaries: Cinderhoof Charger, Demon of Wrath, Dire Bat, Elemental Spark, Fire Elementals

Features

The Ascent - Passive: Making their way up the mountainside uses a Progress Countdown (10). It ticks down according to the following criteria when the PCs make an action roll to proceed.

-Critical Success: Tick down 2, and all PCs may either Clear a Stress or Gain a Hope.
-Success with Hope: Tick down 1, and all PCs may Clear a Stress.
-Success with Fear: Tick down 1.
-Failure with Hope: No advancement, and all PCs must Mark a Stress.
-Failure with Fear: You may activate 'I Feel the Earth Move' without spending a Fear, and all PCs must Mark a HP.

When the countdown triggers, the PCs have reached the rune-carved archway leading into the heart of the mountain.

  1. What residual effects does the heat and ash leave on your skin or gear?
  2. How are you supporting each other as you traverse this challenging environment?

Echoes of the Past - Passive: The slopes are strewn with the detritus of previous expeditions: rusted pitons hammered into unforgiving rock, frayed ropes clinging precariously, skeletal remains of climbers, or perhaps even discarded journals. A PC may choose to investigate these remnants with an Instinct Roll. Success grants the party advantage on their next roll to advance The Ascent, failure forcing the PC to Mark a Stress in the oppressive heat and choking ash.

  1. What tragic stories do these remnants tell?
  2. Are there any warnings etched into the rock or the items themselves?
  3. Describe the items or location you have examined in detail.

Hot Foot! - Action: The ground erupts with sudden volcanic fury. Spend a fear to trigger a violent eruption of ash and superheated gas from a nearby vent. All PCs must succeed on an Agility Reaction Roll or take 3d10 physical damage.

  1. Does the eruption create a temporary wall of flame, or does it blast debris in all directions?
  2. Is any of your gear or equipment damaged by the heat exposure?

I Feel the Earth Move - Reaction: Anytime a PC rolls with Fear, you may Spend a Fear to cause the ground to destabilize and shift, altering the landscape in the immediate vicinity, and impeding their progress. All non-flying PCs take 3d8+3 physical damage. Tick the Countdown up by 1.

  1. Are new fissures opening, or pillars being upthrust, creating impassable barriers?
  2. Does the ground you were standing on vanish entirely, forcing a desperate leap?

Discussion

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