The Crown of Ash
Horror · Mountain · Horror
Generated 2026-04-16 · seed 3385498060 · 201 rule firings.
Session Zero
This campaign's tone (Horror) and themes warrant a short session-zero conversation before play. Use the tools and prompts below.
Recommended safety tools
- X-Card — An index card on the table; any player can tap or lift it at any moment to signal "edit this out" without explanation. · When: Running the whole campaign, always available.
- Lines and Veils — Before the campaign: each player names lines (content that will not appear at all) and veils (content that fades to black if it arises). Collect privately if sensitive. · When: Session zero. Revisit if the campaign's direction shifts.
- Script Change — Four cards: rewind (go back and redo), fast forward (skip ahead), pause (take a moment out of fiction), resume (continue). Any player may call any card at any time. · When: Running a campaign with known-challenging content.
- Open Door — Any player can leave the table for any reason, any time, without explanation. Return when ready. The game pauses or continues as the group prefers. · When: Standing policy, stated at session zero.
Tone-specific prompts (Horror)
- Body horror — any specific transformations, decay, or bodily invasion that should fade to black?
- Isolation — any claustrophobic or helpless scenes that should be paced with check-ins?
- Sanity / mental unraveling — how is this handled mechanically, and where is the line?
- Children or family in peril — on the table, off the table, or case-by-case?
Tools cited: X-Card (John Stavropoulos); Lines & Veils (Ron Edwards); Script Change (Beau Jágr Sheldon); Open Door (community).
Campaign Arc
Title: The Crown of Ash System: D&D 5e Tone: Horror — helplessness giving way to purpose Setting: Mountain Arc shape: Horror Party: 4 × level 13 Sessions: 7 Themes: ancient-evil, forgotten-oath, buried-sin
⚠ horror tone requires explicit safety tools
Tone palette
- sleep doesn't rest anymore
- the thing has been watching longer than they knew
- rescue arrives too late for one person
- the normal world continues, uncaring
- a friend no longer eats in company
Climax cues: - the thing's true shape is shown, briefly - the thing speaks the party's name — with recognition - sunrise, for the first time in days - the town below, going about its morning — a final glimpse - the last dream that does not end in waking - the shape of the thing becomes a human shape, then not
Emphasis: isolation-and-cold
Sessions
Session 1 — Establish
Focus: Social · Target difficulty: Easy
Beat. the ordinary world; the first wrong note
Tone notes: - the children will not come out to play - an hour no one quite lives through; when they look up again, two have been lost
Plot advance. The inciting question surfaces; the party is drawn in.
Recurring NPC slot. A major recurring character should appear this session.
Session 2 — Complicate
Focus: Exploration · Target difficulty: Medium
Beat. a song the party learned last session is now being hummed by people who should not know it
Tone notes: - a song from the next room, in your own voice
Plot advance. Stakes escalate; easy paths close.
Session 3 — Travel
Focus: Exploration · Target difficulty: Easy
Beat. the road (or the waiting) between revelations — a place to let what was learned settle, and what was chosen harden
Tone notes: - you hear yourself laugh in the corridor a room away
Plot advance. A breather for character work; pressure briefly off.
Recurring NPC slot. A major recurring character should appear this session.
Session 4 — Complicate
Focus: Combat · Target difficulty: Hard
Beat. the party watches the horror speak through a person they wanted to save
Tone notes: - a scholar who studied this thing is himself now a variant of it
Plot advance. Stakes escalate; easy paths close.
Session 5 — Investigate
Focus: Exploration · Target difficulty: Medium
Beat. a survivor's account decades old matches the party's last two weeks exactly
Tone notes: - the normal world continues, uncaring
Plot advance. New information clarifies or complicates.
Recurring NPC slot. A major recurring character should appear this session.
Session 6 — Pursue
Focus: Combat · Target difficulty: Hard
Beat. the party must harm something innocent to corner it; there is no non-version of the choice
Tone notes: - the children's rhyme they all know has one line the party hears as a warning
Plot advance. The party shifts from reactive to proactive.
Session 7 — Climax: Climax
Focus: Combat · Target difficulty: Deadly
Beat. the horror offers a deal; refusing is the harder thing
Tone notes: - the townspeople know; they have known for a generation; they have adapted
Plot advance. The final truth is revealed. Costs are paid. The arc closes.
Recurring NPC slot. A major recurring character should appear this session.
Rule trace
Top rule firings that shaped this arc:
arc-select-horror→campaign|arc-template|horror(cf 0.95)difficulty-climax-default→campaign|climax-difficulty|deadly(cf 0.95)recurring-npc-every-two→campaign|recurring-npc-cadence|2(cf 0.85)tone-emphasis-horror-wilderness-mountain→campaign|tone-notes-emphasis|isolation-and-cold(cf 0.95)tone-palette-match→campaign|tone-palette|horror(cf 0.95)warn-horror-needs-safety-tools→campaign|warning|horror-tone-requires-explicit-safety-tools(cf 0.90)pace-slow-burn→campaign|pace-profile|slow-burn(cf 0.90)tone-emphasis-horror-wilderness-mountain→campaign|tone-notes-emphasis|isolation-and-cold(cf 1.00)
Cast
3 named recurring characters. DM expands as needed; players learn names through play.
Brunn Wolftongue
Ally · ★ major · first appears session 1
| Field | |
|---|---|
| Stat block | planetar (CR 16, 15000 XP) |
| Species | Tiefling |
| Appearance | tiefling, small horns and a subtle tail; middle-sized, middle-aged, posture unfailingly upright despite the cold; face like a map of hard winters, eyes sharper than the stone around them; padded gambeson worn as daywear, always cold in here; carries a pickaxe everywhere, sometimes uses it, often doesn't |
| Voice | formal and old-fashioned; uses titles |
| Personality | takes their time; waits out louder voices until the silence is theirs |
| Quirk | can recite the full list of names from the local cemetery, in order |
Motivation. Brunn sworn to a cause, code, or person; acts for the oath, not themselves.
Hook. knows a safer path, or a hidden way.
Stat-block note: celestial; radiant smite, flame strike, raise dead; truesight.
Magnus Coldwater
Informant · ★ major · first appears session 2
| Field | |
|---|---|
| Stat block | acolyte (CR 1/4, 50 XP) |
| Species | Tiefling |
| Appearance | tiefling, small horns and a subtle tail; broad as a door, any age between forty and eighty; grey beard braided with small iron rings; reindeer-skin coat, a gold torc partly hidden at the neck; missing the little finger on the left hand — frost, they say |
| Voice | warm and slow, like telling a story to a child |
| Personality | cheerful in a way that is clearly a performance the party sees through |
| Quirk | laughs at things that are not jokes — and does not laugh at the jokes |
Motivation. Magnus acts to protect or reach someone they love — that person may not know.
Hook. is being blackmailed; the party might free them or use it.
Spells (Cleric, CL 1): - Cantrips: spare the dying, mending, sacred flame - Prepared: cure wounds (L1), healing word (L1), command (L1), shield of faith (L1)
Stat-block note: junior priest; a few spells.
Rorik Ironvein
Villain · ★ major · first appears session 3
| Field | |
|---|---|
| Stat block | archmage (CR 12, 8400 XP) |
| Species | Tiefling |
| Appearance | tiefling, small horns and a subtle tail; short and compact, bearded grey, hands enormous; wide face, broad forehead, eyes set deep under a brow like an outcrop; furred hood, a walking staff taller than they are; a scrap of banner-cloth in the pack you are never asked to look at |
| Voice | keeps one hand near a weapon they pretend is not there |
| Personality | warm on first meeting, reveals almost nothing of themselves |
| Quirk | drinks only water, in a place where everyone else drinks something else |
Motivation. Rorik bound by a curse, geas, or addiction they cannot simply break.
Hook. knows a piece of the truth the party needs.
Spells (Wizard, CL 18): - Cantrips: message, fire bolt, dancing lights, mending, chill touch - Prepared: sleep (L1), burning hands (L1), false life (L1), magic missile (L1), flaming sphere (L2), suggestion (L2), web (L2), darkness (L2), slow (L3), lightning bolt (L3), sending (L3), blight (L4), ice storm (L4), confusion (L4), cloudkill (L5), dominate person (L5), disintegrate (L6), sunbeam (L6)
Stat-block note: 18th-level wizard; mind blank, time stop, counterspell chain.
Party
4 player characters. The DM provided backstories; the hooks below are drafted from them.
| PC | Class | Backstory cue |
|---|---|---|
| Vess Ironwake | Paladin | Oathbreaker-turned-avenger. Their order died to seal the thing now stirring in the passes. Vess lived, and ... |
| Corrin Hollowglass | Wizard | Divination specialist. They saw this unsealing in a vision eleven years ago and has spent every season sinc... |
| Alder Snow | Ranger | Last of a family whose business for six generations was warding the old wall. Alder is the first of the lin... |
| Meren of the Grey Veil | Cleric | Clergy of a goddess of completed endings. Meren believes the thing stirring deserves its rest, not its dest... |
Personal Hooks
One drafted hook per PC. Each ties the PC to a specific NPC, names a session to land the beat in, and gives the DM a one-line prompt to improvise from.
Vess Ironwake (Paladin)
- Tied to: Brunn Wolftongue (ally)
- Drop in session: 2
- Personal beat: Brunn Wolftongue and Vess Ironwake share a history the rest of the party can sense but not name.
Corrin Hollowglass (Wizard)
- Tied to: Magnus Coldwater (informant)
- Drop in session: 3
- Plot fact echo: True Nature — A hunger that learned human shapes — that is the thing's real nature. Everything else is mask.
- Personal beat: Corrin Hollowglass finds, in Magnus Coldwater's vicinity, a sign of their past that is too specific to be coincidence.
Alder Snow (Ranger)
- Tied to: Magnus Coldwater (informant · kin)
- Drop in session: 3
- Personal beat: A resemblance between Magnus Coldwater and Alder Snow's family surfaces — a turn of phrase, an heirloom, a name.
Meren of the Grey Veil (Cleric)
- Tied to: Brunn Wolftongue (ally)
- Drop in session: 6
- Personal beat: Meren of the Grey Veil finds, in Brunn Wolftongue's vicinity, a sign of their past that is too specific to be coincidence.
Relationships
2 named relationships derived from the cast. These are the hidden wires the DM can pull at the table.
Edge list
| From | Relationship | To | Note |
|---|---|---|---|
| Brunn Wolftongue | quietly protects | Magnus Coldwater | Brunn Wolftongue watches out for Magnus Coldwater, often without Magnus Coldwater knowing. |
| Magnus Coldwater | fears ⚠ | Rorik Ironvein | Magnus Coldwater is afraid of Rorik Ironvein — with reason or without. |
⚠ Completeness pass added 1 edge(s) to ensure the villain is connected to the cast.
Plot Facts
The narrative spine. Each crucial fact should reach the party by the session listed. The reveal paths column names every handout, NPC beat, or encounter that can convey it; the 3-clue rule requires 2 paths per crucial fact.
Stakes presentation: Explicit.
| # | Category | Statement | Reveal by | Reveal Paths |
|---|---|---|---|---|
| ★ | True Nature | A hunger that learned human shapes — that is the thing's real nature. Everything else is mask. | S6 | S6: handout handout-fact-true-natureS5: Magnus Coldwater confides S6: environmental clue |
| ★ | Weak Point | A name spoken in the right place is the answer; the party has been trying every other. | S4 | S4: handout handout-fact-weak-pointS2: Brunn Wolftongue confides S3: environmental clue |
| ★ | Cost To End | Ending it will cost what cannot be taken back. | S6 | S5: handout handout-fact-cost-to-endS5: Brunn Wolftongue confides S6: environmental clue |
| · | Origin | A door that was opened and not closed: that is where it began, and why it returns. | S4 | S3: handout handout-fact-originS2: Magnus Coldwater confides |
| · | Stakes | The clock runs out at the final session. After that — the veil tears and the thing is loose. | S4 | S2: handout handout-fact-stakesS2: Brunn Wolftongue confides |
| · | Location | The heart of the matter is the abandoned signal tower — has been for a long time. | S4 | S4: handout handout-fact-locationS2: Magnus Coldwater confides |
✓ All crucial facts have the required reveal paths.
Contingencies
If the party misses a crucial reveal, the DM has a plan. One entry per crucial fact, 3 in total.
True Nature · fact-true-nature · High severity
Primary reveal by session 6. Fact: "A hunger that learned human shapes — that is the thing's real nature. Everything else is mask."
If missed. The party learns the true nature only when the weapon that could have worked is no longer available.
Stakes escalation. An animal the party befriended is found not entirely itself any more.
Fallback reveal — session 7. The thing betrays its nature in front of the party — a word, a gesture, a detail that resolves it.
If still unknown at climax. The party faces the thing as it truly is. Fear effects and unusual resistances apply without warning.
Weak Point · fact-weak-point · High severity
Primary reveal by session 4. Fact: "A name spoken in the right place is the answer; the party has been trying every other."
If missed. The party drives the thing off, but not permanently; it will return.
Stakes escalation. Two villagers speak the same sentence at the same moment, unprompted — and are troubled by it.
Fallback reveal — session 5. A scholar, priest, or ancient text names the weak point to the party directly.
If still unknown at climax. The party cannot target the weak point. The thing cannot be killed — only driven off, for now.
Cost To End · fact-cost-to-end · High severity
Primary reveal by session 6. Fact: "Ending it will cost what cannot be taken back."
If missed. They get the thing down; something of theirs goes with it. The DM chooses what, the player names it.
Stakes escalation. The thing's reach extends. A second place, further from the initial site, shows signs.
Fallback reveal — session 7. A written warning — a will, a suicide note, a scholar's footnote — spells the cost plain.
If still unknown at climax. The cost is paid at the climax, unknowingly. A named NPC or resource is lost in the final moments.
Handouts
6 physical artifacts the players can hold, passed across the table. Print or copy the text blocks below.
Handout fact-stakes · Wanted Poster
Session 2 · Concerns: Brunn Wolftongue
Styling. The poster is old; the paper has yellowed; the reward is given in a currency that has not been minted in forty years
Reveal method. Peeled from the wall of a barn whose owner does not remember putting it up
Reveals plot fact (DM only): fact-stakes · Stakes
The clock runs out at the final session. After that — the veil tears and the thing is loose.
Text to pass to players:
WANTED
Brunn Wolftongue — known also by other names.
Last seen in the last inn before the snow line. Do not approach. Do not speak to. Do not listen.
The cellar door will not stay shut
Reward payable only in person, at the old courthouse, on the first night of the new moon. No substitutes.
The drawing on the poster — crude, clearly old — is unmistakably someone the party has recently met.
Handout fact-origin · Personal Note
Session 3 · Authored by: Magnus Coldwater · Addressed to: Brunn
Styling. Torn from a larger page; the hand shook when writing
Reveal method. Left on the party's door, pinned with a knife — a small knife, not a warning
Reveals plot fact (DM only): fact-origin · Origin
A door that was opened and not closed: that is where it began, and why it returns.
Text to pass to players:
Leave the abandoned signal tower tonight
They know you spoke to Magnus Coldwater
I dreamed of them before I knew their name
Don't come back
Handout fact-weak-point · Journal
Session 4 · Authored by: Brunn Wolftongue · Addressed to: Magnus
Styling. Composition book; the handwriting deteriorates across the entries
Reveal method. Sealed in a canvas bag, wax-dipped at the mouth
Reveals plot fact (DM only): fact-weak-point · Weak Point
A name spoken in the right place is the answer; the party has been trying every other.
Text to pass to players:
Entry the fourteenth.
I have lost the count of days. The newborn was baptized with a name no one recalls suggesting.
The dreams are not dreams. They are lessons. And this is what they have taught me: The one thing they will not bargain for is the very thing that breaks them
The mirror shows something a half-second behind me. The thing does not want to hurt me yet. It wants to be understood.
If there is anyone left who reads this: find me if you can.
(I think my name is Brunn Wolftongue. I can no longer be certain.)
Handout fact-location · Map Annotation
Session 4 · Concerns: Magnus Coldwater
Styling. An old parish or estate map; paths have been re-drawn over older paths in a different color; symbols mark points the original cartographer did not
Reveal method. Taken from the wall of an abandoned study; the wax that held it has been freshly softened
Reveals plot fact (DM only): fact-location · Location
The heart of the matter is the abandoned signal tower — has been for a long time.
Text to pass to players:
(Estate-and-parish map of the ice-cut quarry. The original paths are in faded black. In newer red ink, additional paths have been drawn — they lead to places the old map does not name.)
Three new marks: - a small spiral — at the birds above the chapel circle without landing for days - a crossed circle — at the cook has been heard speaking to no one in the pantry - a plain X — at a point the original map treats as blank ground
Along the border, in the same red ink: They gather below the pass above the valley, older than the stones above; the entrance is one street over from where you last searched. Do not use the black paths after dusk.
Handout fact-cost-to-end · Overheard
Session 5 · Concerns: Brunn Wolftongue
Styling. (read aloud by the DM in Brunn Wolftongue's voice)
Reveal method. The party, passing through the lower cairns, catches fragments on the wind
Reveals plot fact (DM only): fact-cost-to-end · Cost To End
Ending it will cost what cannot be taken back.
Text to pass to players:
The party, unseen, overhears two voices in the mine-head:
"The cousin was home the whole time and has no reason to say so."
— a pause, then the second voice, lower —
"Yes. But no one is coming for her. I hear my own voice from a room I am not in."
Handout fact-true-nature · Sermon Fragment
Session 6 · Concerns: Magnus Coldwater
Styling. A single page of a funeral liturgy, read and folded so many times the creases have worn through
Reveal method. Pressed between the pages of a family bible belonging to an NPC who has lost someone
Reveals plot fact (DM only): fact-true-nature · True Nature
A hunger that learned human shapes — that is the thing's real nature. Everything else is mask.
Text to pass to players:
for the burial of one whose name is not to be spoken aloud —
We commit, beloved, not a stranger but our own. We commit the part of us that went with them and the part that did not, and we ask forgiveness for the parts we cannot yet let go.
The deceased, in life, knew one truth clearly, and it is given here to be remembered: Rorik died a long time ago; what walks in that name now is a different animal, and it remembers being dead
(Written in the margin in a trembling hand: "No one is coming for her." It is a private note, not part of the liturgy.)
Treasure Overview
Total across campaign: ~279240 gp · magic-item cap 6.
| Session | Type | Rarity | Coin/Art | Magic items | Session total |
|---|---|---|---|---|---|
| 1 — Establish | Individual | Common | 52 gp | — | 52 gp |
| 2 — Complicate | Hoard | Uncommon | 2300 pp, 15000 gp + loot | Holy Avenger | 139500 gp |
| 3 — Travel | Individual | Common | 156 gp | Potion of Water Breathing | 256 gp |
| 4 — Complicate | Hoard | Uncommon | 1300 pp, 18000 gp + loot | +3 Weapon | 57500 gp |
| 5 — Investigate | Individual | Common | 104 gp | — | 104 gp |
| 6 — Pursue | Individual | Common | 208 gp | Driftglobe | 328 gp |
| 7 — Climax | Climax Reward | Rare | 1300 pp, 17000 gp + loot | Crystal Ball | 81500 gp |
Trap Summary
| Session | Trap | Type | Tier | Detect DC | Disarm DC |
|---|---|---|---|---|---|
| 2 | Fire Rune | Magical | Major | 23 | 26 |
| 3 | Lightning Glyph | Magical | Minor | 20 | 23 |
| 3 | Lightning Glyph | Magical | Minor | 20 | 23 |
| 4 | Fire Rune | Magical | Major | 23 | 26 |
| 4 | Lightning Glyph | Magical | Major | 23 | 26 |
| 5 | Fire Rune | Magical | Minor | 20 | 23 |
| 5 | Lightning Glyph | Magical | Minor | 20 | 23 |
| 6 | Fire Rune | Magical | Minor | 20 | 23 |
Travel Summary
3 travel segments across the campaign.
| Between Sessions | Terrain | Days | Encounter | Event | Supply |
|---|---|---|---|---|---|
| 1→2 | Mountain | 1 | Ogres hurl rocks from above, laughing at... | — | required |
| 2→3 | Mountain | 1 | A giant goat blocks a narrow bridge and ... | — | required |
| 4→5 | Mountain | 1 | A stone giant hurls boulders at the moun... | — | required |
Encounters by Session
Session 1 — Establish · Encounter
Session 1 encounter — Social · Easy · Mountain
Dramatic shape: Social Challenge. A structured social encounter. Skill checks replace sword swings; stakes replace hit points.
How to run: Run as a skill challenge: each PC makes one check per round against the DC ladder. Track successes vs failures. Complications trigger at round 2+.
No monsters. This is a social scene.
Objective. Talk, bargain, or intimidate to a working outcome.
Social challenge — stakes: Standard
- DC ladder: 22 → 23 → 24 → 25
- Successes needed: 3 before 3 failures
- NPCs involved: npc-ally
Stakes: - Success: Terms are agreed. The NPC shakes on it — resources, passage, or a name. - Partial: They agree to part of it, but the price is higher than expected. Take it or leave it. - Failure: Talks break down. The NPC walks out, and the offer won't come again.
Complications (introduce at round 2+): - One of the NPCs begins acting strangely — speaking in a dead person's voice. - A mirror or reflective surface shows something behind the party that isn't there.
Scene features: - narrow ledge - cave opening - snowpack - witnesses or eavesdroppers - a ticking clock or shifting allegiance
Treasure — Individual · Common
- Coin. 52 gp
- Total value. ~52 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Religious Observance (Recuperation)
- Spend time in prayer, meditation, or service at a temple, shrine, or sacred grove.
- Check: Religion DC 11 · Cost: 5 gp
- Outcome: Gain inspiration (PHB). On a critical success, the DM offers a minor divine portent.
- Forage and Hunt (Work)
- Spend a day in the wilds hunting game or gathering edible plants and useful herbs.
- Check: Survival DC 12 · Cost: 0 gp
- Outcome: Find 1d4 days of rations and one useful plant (antitoxin ingredient, spell component, or trade herb worth 5 gp).
- Brew a Potion (Crafting)
- Brew a potion of healing or similar common potion. Requires proficiency with herbalism kit or alchemist's supplies.
- Check: Herbalism Kit DC 13 · Cost: 25 gp
- Outcome: One potion of healing (2d4+2 HP recovered when consumed).
Travel: Session 1 to Session 2 Mountain · 1 day
Random encounter: Ogres hurl rocks from above, laughing at the echoes.
Travel obstacles: - a rope bridge (half-rotten) — Dexterity DC 13. On fail: rope snaps under one party member
Supply checks: - Shelter — Survival DC 15. Success: Party constructs adequate shelter for a long rest. Failure: No shelter. Long rest provides only half the normal hit dice recovery.
Session 2 — Complicate · Encounter
Session 2 encounter — Exploration · Medium · Mountain
Dramatic shape: Ambush. Enemies act first. The party is reacting, not planning.
How to run: Party rolls Perception passive/active; failure → surprise round (enemies free round). Initiative then proceeds normally.
Objective. Reach the target location or uncover the hidden detail.
Creatures: - 2× Oni (2900 XP each)
Surprise round. Enemies hold initiative for round 1. Party PCs make Passive or active Perception (DC 14) to avoid the surprise.
Budget: party 8800 XP · raw 5800 · adjusted 8700 · on-target
Tactics: - 2× Oni: Shapeshifts into a mundane traveler by day, ravenous giant by night. Invisibility on approach; regenerates 10 HP each turn.
Terrain features: - rockslide - high altitude (disadvantage on Con) - narrow ledge - high ground the enemy holds - cover the party does not know about
Hazards: - avalanche trigger - fall damage
Hazards — 1 trap
- Fire Rune (Magical · Major)
- Trigger: Touch or proximity to inscribed surface
- Effect: Eruption of fire along the floor. (19d10 damage, DC 20 save)
- Detect: DC 23 · Disarm: DC 26
- Reset: none
Treasure — Hoard · Uncommon
- Coin. 2300 pp, 15000 gp
- Gems. Aquamarine (500 gp); Peridot (500 gp); Black pearl (500 gp)
- Magic items:
- Holy Avenger (Legendary (attunement)) — +3 to attack and damage. +2d10 radiant vs. fiends and undead. Aura of protection 10 ft.
- Total value. ~139500 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Forage and Hunt (Work)
- Spend a day in the wilds hunting game or gathering edible plants and useful herbs.
- Check: Survival DC 12 · Cost: 0 gp
- Outcome: Find 1d4 days of rations and one useful plant (antitoxin ingredient, spell component, or trade herb worth 5 gp).
- Religious Observance (Recuperation)
- Spend time in prayer, meditation, or service at a temple, shrine, or sacred grove.
- Check: Religion DC 11 · Cost: 5 gp
- Outcome: Gain inspiration (PHB). On a critical success, the DM offers a minor divine portent.
- Brew a Potion (Crafting)
- Brew a potion of healing or similar common potion. Requires proficiency with herbalism kit or alchemist's supplies.
- Check: Herbalism Kit DC 13 · Cost: 25 gp
- Outcome: One potion of healing (2d4+2 HP recovered when consumed).
Travel: Session 2 to Session 3 Mountain · 1 day
Random encounter: A giant goat blocks a narrow bridge and will not yield.
Travel obstacles: - a rope bridge (half-rotten) — Dexterity DC 13. On fail: rope snaps under one party member
Supply checks: - Navigation — Survival DC 13. Success: Party stays on course. Failure: Party drifts off course. Add half a day to the journey.
Session 3 — Travel · Encounter
Session 3 encounter — Exploration · Easy · Mountain
Objective. Reach the target location or uncover the hidden detail.
Creatures: - 1× Gorgon (1800 XP each) - 3× Worg (100 XP each)
Budget: party 4400 XP · raw 2100 · adjusted 4200 · on-target
Tactics: - 1× Gorgon: Petrifying breath — Con save or partially petrified, fully petrified next round. Trampling Charge knocks prone. - 3× Worg: Intelligent wolf. Knockdown bite. Runs flanks.
Terrain features: - narrow ledge - cave opening - snowpack
Hazards: - fall damage - avalanche trigger
Hazards — 2 traps
- Lightning Glyph (Magical · Minor)
- Trigger: Stepping on inscribed sigil
- Effect: Lightning arcs from sigil to nearest creature. (11d8 damage, DC 20 save)
- Detect: DC 20 · Disarm: DC 23
- Reset: none
- Lightning Glyph (Magical · Minor)
- Trigger: Stepping on inscribed sigil
- Effect: Lightning arcs from sigil to nearest creature. (11d8 damage, DC 20 save)
- Detect: DC 20 · Disarm: DC 23
- Reset: none
Treasure — Individual · Common
- Coin. 156 gp
- Magic items:
- Potion of Water Breathing (Common) — Breathe underwater for 1 hour.
- Total value. ~256 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Forage and Hunt (Work)
- Spend a day in the wilds hunting game or gathering edible plants and useful herbs.
- Check: Survival DC 12 · Cost: 0 gp
- Outcome: Find 1d4 days of rations and one useful plant (antitoxin ingredient, spell component, or trade herb worth 5 gp).
- Brew a Potion (Crafting)
- Brew a potion of healing or similar common potion. Requires proficiency with herbalism kit or alchemist's supplies.
- Check: Herbalism Kit DC 13 · Cost: 25 gp
- Outcome: One potion of healing (2d4+2 HP recovered when consumed).
- Religious Observance (Recuperation)
- Spend time in prayer, meditation, or service at a temple, shrine, or sacred grove.
- Check: Religion DC 11 · Cost: 5 gp
- Outcome: Gain inspiration (PHB). On a critical success, the DM offers a minor divine portent.
Session 4 — Complicate · Encounter
Session 4 encounter — Combat · Hard · Mountain
Dramatic shape: Ambush. Enemies act first. The party is reacting, not planning.
How to run: Party rolls Perception passive/active; failure → surprise round (enemies free round). Initiative then proceeds normally.
Objective. Defeat every hostile creature.
Creatures: - 3× Young White Dragon (2300 XP each)
Surprise round. Enemies hold initiative for round 1. Party PCs make Passive or active Perception (DC 14) to avoid the surprise.
Budget: party 13600 XP · raw 6900 · adjusted 13800 · on-target
Tactics: - 3× Young White Dragon: Cold Breath (7d8 cold damage, Con save halves). Claws and bite. Least intelligent of the chromatics — hunger-driven.
Terrain features: - narrow ledge - rockslide - snowpack - high ground the enemy holds - cover the party does not know about
Hazards: - fall damage - freezing
Hazards — 2 traps
- Fire Rune (Magical · Major)
- Trigger: Touch or proximity to inscribed surface
- Effect: Eruption of fire along the floor. (19d10 damage, DC 20 save)
- Detect: DC 23 · Disarm: DC 26
- Reset: none
- Lightning Glyph (Magical · Major)
- Trigger: Stepping on inscribed sigil
- Effect: Lightning arcs from sigil to nearest creature. (19d10 damage, DC 20 save)
- Detect: DC 23 · Disarm: DC 26
- Reset: none
Treasure — Hoard · Uncommon
- Coin. 1300 pp, 18000 gp
- Art. Gold dragon comb with red garnets for eyes (750 gp); Small solid gold idol (750 gp)
- Magic items:
- +3 Weapon (Very Rare) — +3 to attack and damage rolls.
- Total value. ~57500 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Forage and Hunt (Work)
- Spend a day in the wilds hunting game or gathering edible plants and useful herbs.
- Check: Survival DC 12 · Cost: 0 gp
- Outcome: Find 1d4 days of rations and one useful plant (antitoxin ingredient, spell component, or trade herb worth 5 gp).
- Brew a Potion (Crafting)
- Brew a potion of healing or similar common potion. Requires proficiency with herbalism kit or alchemist's supplies.
- Check: Herbalism Kit DC 13 · Cost: 25 gp
- Outcome: One potion of healing (2d4+2 HP recovered when consumed).
- Religious Observance (Recuperation)
- Spend time in prayer, meditation, or service at a temple, shrine, or sacred grove.
- Check: Religion DC 11 · Cost: 5 gp
- Outcome: Gain inspiration (PHB). On a critical success, the DM offers a minor divine portent.
Travel: Session 4 to Session 5 Mountain · 1 day
Random encounter: A stone giant hurls boulders at the mountainside, seemingly for sport.
Travel obstacles: - a stone stairway cut into the cliff, icy in the shade — Acrobatics DC 13. On fail: fall down 3 steps, 1d6 damage
Supply checks: - Climbing — Athletics DC 14. Success: Steep section scaled without incident. Failure: A fall. 2d6 bludgeoning damage; rest of party must help, costing half a day.
Session 5 — Investigate · Encounter
Session 5 encounter — Exploration · Medium · Mountain
Objective. Reach the target location or uncover the hidden detail.
Creatures: - 2× Oni (2900 XP each)
Budget: party 8800 XP · raw 5800 · adjusted 8700 · on-target
Tactics: - 2× Oni: Shapeshifts into a mundane traveler by day, ravenous giant by night. Invisibility on approach; regenerates 10 HP each turn.
Terrain features: - narrow ledge - rockslide - high altitude (disadvantage on Con)
Hazards: - fall damage - avalanche trigger
Hazards — 2 traps
- Fire Rune (Magical · Minor)
- Trigger: Touch or proximity to inscribed surface
- Effect: Eruption of fire along the floor. (11d8 damage, DC 20 save)
- Detect: DC 20 · Disarm: DC 23
- Reset: none
- Lightning Glyph (Magical · Minor)
- Trigger: Stepping on inscribed sigil
- Effect: Lightning arcs from sigil to nearest creature. (11d8 damage, DC 20 save)
- Detect: DC 20 · Disarm: DC 23
- Reset: none
Treasure — Individual · Common
- Coin. 104 gp
- Total value. ~104 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Religious Observance (Recuperation)
- Spend time in prayer, meditation, or service at a temple, shrine, or sacred grove.
- Check: Religion DC 11 · Cost: 5 gp
- Outcome: Gain inspiration (PHB). On a critical success, the DM offers a minor divine portent.
- Forage and Hunt (Work)
- Spend a day in the wilds hunting game or gathering edible plants and useful herbs.
- Check: Survival DC 12 · Cost: 0 gp
- Outcome: Find 1d4 days of rations and one useful plant (antitoxin ingredient, spell component, or trade herb worth 5 gp).
Session 6 — Pursue · Encounter
Session 6 encounter — Combat · Hard · Mountain
Dramatic shape: Escalating. Waves. What starts as one threat becomes three, then five.
How to run: Initial enemies at round 1. Second wave arrives at round 3 (reinforcements, breaches, new threats). Third wave at round 5 if still going. Victory condition: Surviving until round 6 counts as victory; defeating all enemies counts double.
Objective. Defeat every hostile creature.
Waves: - Round 1 — 2× Troll (1800 XP each). engage the party; already present at the start of combat. - Round 3 — 3× Manticore (700 XP each). reinforce the threat; arrives at the start of round 3. - Round 5 — 1× Oni (2900 XP each). close the encounter; arrives at the start of round 5.
Budget: party 13600 XP · raw 8600 · adjusted 17200 · over
⚠ Budget is over target range for hard. Adjust creatures to taste.
Tactics: - 2× Troll: Regenerates 10 HP/round unless the last damage was fire or acid. A single casting of Grease or a brazier breaks it. - 3× Manticore: Flies and volley-fires tail spikes. Lands only to finish bloodied prey. - 1× Oni: Shapeshifts into a mundane traveler by day, ravenous giant by night. Invisibility on approach; regenerates 10 HP each turn.
Terrain features: - narrow ledge - cave opening - high altitude (disadvantage on Con) - entry points for the waves (stairs, doors, sky)
Hazards: - fall damage - freezing
Hazards — 1 trap
- Fire Rune (Magical · Minor)
- Trigger: Touch or proximity to inscribed surface
- Effect: Eruption of fire along the floor. (11d8 damage, DC 20 save)
- Detect: DC 20 · Disarm: DC 23
- Reset: none
Treasure — Individual · Common
- Coin. 208 gp
- Magic items:
- Driftglobe (Common) — Float a glowing globe up to 60 ft; sheds light or follows command words.
- Total value. ~328 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Forage and Hunt (Work)
- Spend a day in the wilds hunting game or gathering edible plants and useful herbs.
- Check: Survival DC 12 · Cost: 0 gp
- Outcome: Find 1d4 days of rations and one useful plant (antitoxin ingredient, spell component, or trade herb worth 5 gp).
- Religious Observance (Recuperation)
- Spend time in prayer, meditation, or service at a temple, shrine, or sacred grove.
- Check: Religion DC 11 · Cost: 5 gp
- Outcome: Gain inspiration (PHB). On a critical success, the DM offers a minor divine portent.
Session 7 — Climax · Encounter
Session 7 encounter — Combat · Deadly · Mountain
Dramatic shape: Set Piece. The environment IS the encounter. Mechanical interactions with setting drive the scene.
How to run: Every 2 rounds, the environment does something (ceiling falls, water rises, door slams). Track environment as its own initiative slot. Victory condition: Victory may be disabling the set-piece rather than defeating all enemies.
Objective. Bring down the leader. The minions may flee or stand.
Creatures: - 1× Behir (7200 XP each) - 2× Manticore (700 XP each)
Environmental engine — thin air at altitude:
Each round, Con save or gain 1 level of exhaustion (fatigue). Short rest only. DC 13 CON save; exhaustion
Budget: party 20400 XP · raw 8600 · adjusted 17200 · on-target
Tactics: - 1× Behir: Lightning breath in a line. Constrict + bite combo grapples Large prey. Swallows Medium victims whole. - 2× Manticore: Flies and volley-fires tail spikes. Lands only to finish bloodied prey.
Terrain features: - cave opening - high altitude (disadvantage on Con) - snowpack - an interactive set piece (lever, altar, pulley, breach) - an escalating environmental hazard
Hazards: - avalanche trigger - freezing
Treasure — Climax Reward · Rare
- Coin. 1300 pp, 17000 gp
- Art. Silver-plated longsword with jet jewel (750 gp); Carved harp of exotic wood (750 gp)
- Magic items:
- Crystal Ball (Very Rare (attunement)) — Cast scrying (DC 17). Orb-bearer sees and hears target anywhere.
- Total value. ~81500 gp
Quick Reference
| Session | Role | Focus | Difficulty | Creatures | Budget (adj) |
|---|---|---|---|---|---|
| 1 | Establish | Social | Easy | no combat | — |
| 2 | Complicate | Exploration | Medium | 2× Oni | 8700/8800 |
| 3 | Travel | Exploration | Easy | 1× Gorgon, 3× Worg | 4200/4400 |
| 4 | Complicate | Combat | Hard | 3× Young White Dragon | 13800/13600 |
| 5 | Investigate | Exploration | Medium | 2× Oni | 8700/8800 |
| 6 | Pursue | Combat | Hard | 2× Troll, 3× Manticore, 1× Oni | 17200/13600 |
| 7 | Climax | Combat | Deadly | 1× Behir, 2× Manticore | 17200/20400 |
Coherence Check
18 validators ran. 0 errors, 0 warnings, 0 notes.
✓ No coherence issues detected.
Source brief
{
"system": "5e",
"tone": "horror",
"arc-type": "horror",
"setting": "mountain",
"session-count": 7,
"party-level": 13,
"party-size": 4,
"pace": "slow-burn",
"title": "The Crown of Ash",
"brief": "A paragon-tier horror unearthing in the high passes. An old name presses against the seal that was made to hold it. 7 sessions, 4 level-13 characters. Tone: dread, buried oaths, the thing that will not stay forgotten. Themes of ancient-evil, forgotten-oath, buried-sin.",
"themes": [
"ancient-evil",
"forgotten-oath",
"buried-sin"
],
"pcs": [
{
"name": "Vess Ironwake",
"class": "paladin",
"backstory": "Oathbreaker-turned-avenger. Their order died to seal the thing now stirring in the passes. Vess lived, and has since then lived poorly with that."
},
{
"name": "Corrin Hollowglass",
"class": "wizard",
"backstory": "Divination specialist. They saw this unsealing in a vision eleven years ago and has spent every season since arranging to be standing where they now stand."
},
{
"name": "Alder Snow",
"class": "ranger",
"backstory": "Last of a family whose business for six generations was warding the old wall. Alder is the first of the line to see the wall fail."
},
{
"name": "Meren of the Grey Veil",
"class": "cleric",
"backstory": "Clergy of a goddess of completed endings. Meren believes the thing stirring deserves its rest, not its destruction — and the rest may cost a life freely given."
}
]
}