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Hometown Hazards. burning down the house with your fireforge heritage

Hometown Hazards. burning down the house with your fireforge heritage

Volcano

Adventures are usually about events taking the heroes away from home. But this series explores possibilities when taking a character back home. What troubles lurk in a PC’s hometown? What manner of curse, bogeyman, disease, or nuisance was part of their upbringing? How does it now become part of the party’s greater story?

Each post in Hometown Hazards addresses a different PC heritage from the Tales of the Valiant Player’s Guide, focusing on ready-to-go concepts for what “home sweet  home” might have looked like (and what imperils it).

The Fires of Industry

A fireforge community is built on the sweat and labor of master (often dwarven) artisans seeking a purity of craftsmanship by dwelling within the fiery chasms of the earth. Marvels of engineering, Fireforge-style settlements flourish in mountainous or underground homes hosting volcanic activity, lava pools, geothermal vents, or more esoteric sources of heat.

For a fireforge homecoming, getting there can be half the battle, given the inhospitable remoteness of these clans. In addition to the hazards below, consider existing perils from the Game Master’s Guide such as extreme heat, lava, or a modification of burning rain.

But what new dangers are there to unearth in these citadels of blazing industry?

CINDER LUNG

Disease

This infection of the lungs is characterized by its late-stage manifestation of an ash- and smoke-producing cough. At greatest severity, a victim produces dangerous, fiery globules which carry the infection and burn out the victim’s lungs. Cinder lung is commonly contracted during prolonged contact with magical smoke, such as that produced in enchanted forges or by creatures from the Elemental Plane of Fire.

Trigger: For every day a Humanoid creature spends at least 8 hours exposed to a smoke-producing magic forge, or to creatures native or near the Elemental Plane of Fire, such as fire elementals, magmin, or magma or steam mephits, there is a 1% chance of contracting the disease which is cumulative until the creature has had 24 continuous hours of non-exposure. In addition, a creature starting its turn within 30 feet of the smoke from an infected fiery globule must succeed on a DC 14 CON save or contract the disease.

Effects: A hacking cough manifests within 1d4 days after infection. After the disease manifests, when the infected creature finishes a long rest, it must succeed on a DC 14 CON save or suffer one level of exhaustion. For each level of exhaustion the creature suffers, the cough worsens. After it reaches three levels of exhaustion, the cough is accompanied by puffs of ash and smoke from the creature’s lungs. After it reaches five levels of exhaustion, every round the creature is engaged in strenuous activity (such as combat, running, spellcasting, or working at a forge) the creature must succeed a DC 14 CON save or hack up a molten, fiery globule in a random space up to 10 feet away. Creatures in that space must make DC 14 DEX saves, taking 11 (2d10) fire damage on a failed save, or half as much damage on a success. The infected creature takes the same damage as a failed save. The globule cools quickly and doesn’t deal further damage, but it exudes infected smoke within a 10-foot radius for 1 minute.  

Resolution: Finishing a long rest in fresh air, away from smoke and fire, allows a creature wit a minor infection (four exhaustion levels or fewer) to remove one level of exhaustion with a successful DC 14 CON save. If the creature’s exhaustion levels are reduced to zero, the infection is cured. A restoration spell, or similar magic, also halts a minor infection. However, an infected creature who has reached five levels of exhaustion can only be cured by greater restoration or similar magic.

EXPLOSIVE VENTING

Hazard

Settlements around volcanoes, lava, and other earthly fires tend to produce steam. When exhaust vents for various forges and steamworks are improperly placed or too few—or when the earth itself desires a new outlet—explosive bursts of superheated steam, smoke, or ash are the deadly result.

Trigger: Areas susceptible to explosive venting give telltale signs before something bursts, noticeable with a successful DC 13 WIS (Perception) check. Swelling walls or floors, a rumbling noise, or minor breaches are possible signs. Once these signs begin, a venting occurs within 1d4 rounds from a random direction, including above or below, and affects all creatures within its area of effect.

Effects: Every creature within a 30-foot cone of the explosive vent’s origin must succeed on a DC 13 STR save or be knocked prone. Creatures must then make a DC 13 DEX save as a rain of superheated ash, water, and air falls back on the area. On a failure, a creature takes 55 (10d10) fire damage and 11 (2d10) fire damage each round at the start of its turn for 1d4 rounds. On a success, a creature takes half as much initial damage and no additional damage on their turn.

Resolution: Affected creatures must move out of the vent’s path until it finishes venting, taking 1d6 rounds, or else leave the area entirely.

PRIDEFORGED

Curse

Deep within some industrious dwarven settlements built around perilous borders to the Elemental Plane of Fire, abandoned forges are tucked away due to a curse of hubris. When a master smith’s pride eclipses sense, their arrogance fuses with the fiery elemental forces nearby, seeping into the work and the forge itself.

Afterward, the forge is tainted; no matter the crafter, anything produced on it carries a curse steeped in the flames of ambition and reckless pride.

Trigger: When a creature uses a cursed forge to repair or craft an item, the curse falls upon the product of the work.

Effects: When a creature carrying a cursed item rolls a natural 1 on an attack roll, check, or save, the item erupts into flames. The creature must succeed on a DC 15 DEX save or take 22 (4d10) fire damage, or half as much on a successful save and drop or shed the item. When a creature carrying a cursed item rolls a natural 20 on an attack roll, check, or save, it must succeed a DC 15 CHA save or be compelled to attack the nearest ally (or nearest living creature, if no allies are nearby) until the end of its next turn. If asked to forfeit the cursed item, the creature wearing it must succeed on a DC 15 WIS save to do so, or else keeps the item possessively.

Resolution: Casting remove curse or similar magic on the item ends the effects on the creature carrying it and allows it to be removed freely. Destroying the cursed forge ends the curse on any items forged on it. Otherwise, an item’s curse can only be removed by a wish spell or similar magic. 

Have any hot ideas of your own? Pass them on in the comments or on our official Kobold Press discord server!

about Victoria Jaczko

Victoria is a fiction writer and game designer with too many projects, mostly in a genre best described as “quirky gothic.” In 2014, she won Paizo’s RPG Superstar contest, and has since then freelanced for Zombie Sky Press, Legendary Games, and Kobold Press, among others. She composes adventures, rules subsystems, and expanded player options. She has a blog under constant construction at: www.victoriajaczko.com

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