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Forest Fire

th tier (
(3 hours)

An errant spark or bit of fire quickly grows and before the party realizes it they are surrounded on all sides by a conflagration! Hungry flames wreathe through the treetops as winds fuel the rapidly increasing inferno, singeing everything with scorching heat. Wild animals run for cover in a panic, blinded by choking smoke. 

Clear Spots. An Investigation check can find an area free of fire and smoke to get re-oriented and gain an expertise die on ability checks made against this exploration challenge.

Face Coverings. The use of 1 Supply worth of water adequately wets a cloth or face-covering for 1 hour, granting a creature wearing it advantage on Constitution saving throws against the Choking Smoke and Inescapable Heat hazards.

Fogged Vision. The maximum range of any sight-based senses is 30 feet. In addition, Perception checks are made with disadvantage , and all passive scores (including passive Perception) are reduced by 5.

Hazards. At the end of every hour in the area, roll 1d6 on the Forest Fire Hazards table.

Spell Solve. A casting of control weather abates the effects of the flames, and the adventurers gain an expertise die on saving throws made against Choking Smoke and Inescapable Heat.

Possible Solutions

A group Survival check is needed to navigate through the smoke.

Critical Failure: The adventurers take twice as long to traverse the area, and each suffers a level of fatigue .

Failure: The adventurers make it through the forest fire in twice the normal time.

Success: The adventurers make it through the forest at normal speed.

Critical Success: The adventurers make it through the forest and they spot something important. Roll on the Boons and Discoveries table.

Table: Forest Fire Hazards (1d6)

1–2 Choking Smoke Creatures make a Constitution saving throw or take 7 (2d6) poison damage. A creature that is immune to poison damage or does not need to breathe automatically succeeds on this save. Any creature that takes a 40 or more poison damage from the smoke becomes poisoned , and a poisoned creature that fails its saving throw suffers one level of fatigue . On a critical failure, a poisoned creature falls unconscious for 60 (1d12 × 10) minutes.

3–4 Inescapable Heat Creatures make a Constitution saving throw or take 7 (2d6) fire damage and suffer a level of fatigue . Immunity to fire damage grants an automatic success on this save.

5–6 Panicked Animals Fleeing beasts won’t engage in combat but that doesn’t mean they aren’t still dangerous. Adventurers make a Dexterity saving throw . On a failure, they take 9 (2d8) bludgeoning damage, lose 4 (1d4+2) Supply, and suffer a level of fatigue .