The Cinderplains

Terrain: Desert (Extraplanar)
Movement Cost: 7

Surrounding the citidel of Nirn is a vast desert of dust and ash, the result of burning fallout from the planar vent. Around the outskirts of this region, the dust forms a grey haze in the air, like fog, gathering in drifts among the dying vegetation. Further inward, the drifts merge into rippling, ashen dunes, a powdery, choking landscape where nothing lives or growns. The last few miles around the citidel walls are actually hot enough to glow faintly, the groud itself becoming a bed of burning coals and cinders. This barrier cannot be crossed by unprotected creatures; to attempt such would be a slow, agonizing death. Even the sturdiest of equipment and supplies cannot facilitate crossing. Furthermore, the thermal output of the conduit drives off clouds and weather fronts, preventing any rain and leaving the dry, smoldering landscape a constant hazard to anyone moving through this region.

Unfortunately, both the skeletal armies of Nirn and its generals are immune to the searing landscape. Their bones are burned black, their weapons stained by the heat and soot, giving them a distinctive and frightening appearance. In addition to its animated forces, the Spiral has scattered thousands of skeletons across the Cinderplains, available for animation should reinforcements be required. This terrain provides a staggering tactical advantage for undead troops. The Wasting is very strong here, infecting travellers with a sense of hopelessness and fear. As one nears the citidel, the planar fabric begins to deteriorate, and freakish, extraplanar weather conditions become a further hazard to all travellers. The siphon has caused instabilities between Rym and the para-elemental plane of ash, and in places the barrier between the two dimensions is almost non-existant. For every twelve hours of travel, roll on the table below.


Encounter Table (Environmental Instabilities)

01-13 - Ashfall : This is a fiery rain of cinders that descends from the dark skies; fallout from the Ashworks. Those caught in the ashfall take an amount of fire damage equal to their armor class every round unless somehow shielded (no damage if AC is less than 1). Exposed flammables will also be ignited if not protected. The ashfall lasts 1d10+2 rounds.

14-21 - Dust Well : Like quicksand, this is a deep, hidden cavity in the earth filled with powdery ash and dust. Most dust wells are relatively small but quite deep, often filled-in or dormant vents. It is possible that 1d4 party members have stumbled across a well, and have found themselves trapped. Those creatures unable to fly or levitate will find themselves sinking at a rate of 1/3 their height every round, eventually suffocating unless pulled free somehow.

22-33 - Cinder Storm : A huge, roaring wall of ashes and embers, moving like a desert sandstorm and consuming everything in its path in a wave of burning debris. The force of the storm blinds all those caught within, and those without eye protection have a 10% chance of permanently losing their sight. The storm re-arranges the landscape as well, causing a total loss of direction, and reduces movement by 2/3. The cinder storm lasts 2d6 turns, after which a Direction Sense check may be made (at half proficiency) to locate the original direction of travel.

34-40 - Particle Fire : A rare and deadly occurance, when a plume of combustible planar gas and particles is ignited by airborn cinders. The effect is both astounding and catastrophic, transforming the immediate area into an explosive conflagration. 2d8 points of fire damage are inflicted each round, and all exposed combustables are set ablaze. Naturally, the damage can be reduced by magical protection. The particle fire lasts 1d4+1 rounds.

41-00 - Relative Calm : No dangerous environmental conditions.


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