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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

Tone-specific prompts (Horror)

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

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:


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)

Corrin Hollowglass (Wizard)

Alder Snow (Ranger)

Meren of the Grey Veil (Cleric)


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-nature
S5: 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-point
S2: 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-end
S5: 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-origin
S2: 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-stakes
S2: 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-location
S2: 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

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

Between sessions — downtime options

The following activities are available to the party during downtime:

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

Treasure — Hoard · Uncommon

Between sessions — downtime options

The following activities are available to the party during downtime:

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

Treasure — Individual · Common

Between sessions — downtime options

The following activities are available to the party during downtime:

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

Treasure — Hoard · Uncommon

Between sessions — downtime options

The following activities are available to the party during downtime:

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

Treasure — Individual · Common

Between sessions — downtime options

The following activities are available to the party during downtime:

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

Treasure — Individual · Common

Between sessions — downtime options

The following activities are available to the party during downtime:

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


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."
    }
  ]
}