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Hellscape

th tier (
Challenge
DC
(3 hours)

Gouts of flame and choking gases spew forth from the ground or sea as rivers of molten lava flow beneath thin crusts of blackened stone. 

Hellstrikes. Once every hour, the Narrator rolls 1d4 for each member of the party to see if they run into a hazard in this terrain, and on a result of 4, roll 1d6 and refer to Table: Hellstrikes to determine what assails them.

Possible Solutions

The adventurers need to tough this one out, bearing the brunt of the hellstrikes. They succeed by making it across the area alive. A few different types of checks can help:

  • An Engineering check determines which areas ahead are the most dangerous to walk upon. The Narrator rolls 1d8 for the adventurer when determining if they run into a hazard (instead of 1d4), and a Hellstrike only occurs on a result of 8.
  • A water vehicles check determines which areas ahead are the most dangerous to sail across. The Narrator rolls 1d8 for the adventurer when determining if they run into a hazard (instead of 1d4), and a Hellstrike only occurs on a result of 8.
  • Perception check to be on the lookout for danger, granting advantage on one ally’s saving throw against a Hellstrike.
  • Survival check to navigate towards safer routes through the area, granting an expertise die on saving throws made against Hellstrikes.

Potential Outcomes

Critical Failure: For every Hellstrike that an adventurer makes a saving throw against, they lose 4 (1d4+2) Supply. 

Failure: Each adventurer loses 1 Supply per Hellstrike.

Success: The adventurers persevere through the Hellstrikes and do not suffer any additional negative effects.

Critical Success: As a success, and roll on the Boons and Discoveries table.


Table: Hellstrikes (1d6)

1 Scorching Blast. Jets of flame explode outward. The adventurer makes a Dexterity saving throw , taking 14 (4d6) fire damage and 14 (4d6) poison damage on a failure, or half damage on a success. Any flammable objects being worn or carried by the adventurer catch on fire, dealing 3 (1d6) ongoing fire damage until the flames are extinguished with a DC 15 Dexterity check.

2 Volcanic Ejecta. Magmatic pressure builds up until a jet of lava bursts up into the sky. The adventurer makes a Dexterity saving throw to avoid being hit by globs of molten rock falling from above. On a failure, the adventurer takes 27 (5d10) fire damage and 27 (5d10) bludgeoning damage, and they are restrained . A restrained adventurer takes 16 (3d10) ongoing fire damage until they are freed with a Strength check. The ongoing damage also ends if the cooling molten stone is destroyed (AC 17, 30 hit points, and immunity to fire damage).

3 Poison Gas. The adventurer wanders into a cloud of invisible poison gas and makes a Constitution saving throw . On a failure, they take 22 (4d10) poison damage and are unable to speak for 1 minute. On a failure by 5 or more, the adventurer is stunned for 2 (1d4) rounds and exposed to the poison gas at the start of each of their turns until they are at least 30 feet away from it.

4 Lava Pit. The stone ground beneath suddenly cracks and gives way! The adventurer makes a Dexterity saving throw or they fall into a pit of lava and take 55 (10d10) fire damage. While in the lava pit the adventurer takes 55 (10d10) ongoing fire damage. Any creature that attempts to pull the adventurer out with a Strength check also makes a Dexterity saving throw, taking 27 (5d10) fire damage on a failure. 

5 Ashen Cloud. A thick cloud of ash and smoke erupts from cracks in the stone, filling a 500-foot radius around the adventurer with smog. The maximum range of any sight-based senses is 5 feet. In addition, Perception checks are made with disadvantage , and all passive scores (including passive Perception) are reduced by 5. The adventurer or their companions require a Survival check to regroup, losing 2 (1d4) hours of travel time for each failed attempt.

6 Shifting Earth. The ground below tilts and slides. The adventurer makes a Dexterity saving throw , falling prone on a failure. Getting up from prone and moving to a solid area requires an Acrobatics check. On a failure by 5 or more on either the saving throw or ability check, the adventurer’s hands punch through the crust of stone into the lava beneath, and they take 33 (6d10) fire damage and suffer a level of fatigue .