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Ashes of the Last City

Post apocalyptic heroic Lv. 5 · 4 players

Ashes of the Last City

In the shattered ruins of Valdenmoor, once the greatest metropolis of the old world, the party must track down a ruthless scavenger warlord named Korrax the Hollow who has seized the only functioning water purifier in the region — and is using it to enslave desperate survivors. The heroes must infiltrate his fortified stronghold, free the captive workers, and destroy or reclaim the purifier before Korrax can consolidate enough power to dominate all remaining settlements. Every crumbling street corner and rusted relic whispers of a civilization that burned itself to nothing.

survivaloppressionreclamation

Read Aloud

You trudge along what was once a grand boulevard, now a fractured spine of cracked stone swallowed by pale grey ash. The skeletal husks of towers claw at a sky permanently stained the color of a bruise, and the wind carries the faint tang of sulfur and old smoke. Rusted frames of enormous iron carriages lie on their sides like toppled gravestones, their interiors long since stripped clean. Ahead, a hand-painted sign nailed to a leaning lamppost reads, in desperate strokes: VALDENMOOR OUTPOST — CLEAN WATER — 2 MILES — BRING SOMETHING WORTH TRADING.

Description

This is the opening scene, setting tone and stakes. The party is traveling toward Valdenmoor Outpost, a refugee camp built into the ruins of an old market district. The boulevard is littered with environmental storytelling: scorched handprints pressed into a crumbled wall, a child's ceramic doll half-buried in debris, rows of dry fountains crusted with brown mineral deposits. As they approach the outpost, they encounter Mira Duskhollow, a gaunt survivor who is fleeing from the direction of the outpost in obvious terror. She is the hook that reveals Korrax has just seized control and taken hostages.

DM Notes

DC 12 Wisdom (Perception) to notice Mira hiding behind a collapsed archway before she bolts. DC 14 Charisma (Persuasion) or DC 12 Charisma (Intimidation) to calm her enough to speak. She provides the key intelligence: Korrax's Scavenger Reapers — about a dozen enforcers — now control the outpost and have chained the water purifier operators. She mentions a side entrance through the old sewer grate the Reapers haven't found yet. If the party helped her first (a DC 10 Medicine check to bind her bleeding arm), she gives this information freely with no Persuasion check needed.

Read Aloud

The outpost materializes from the haze like a bad dream made physical. Thick walls of welded scrap metal and salvaged stone blocks ring what was once a covered market — its vaulted glass ceiling now a skeleton of iron ribs and jagged shards. Two armored brutes stand at the main gate, their patchwork armor decorated with the severed hand insignia of Korrax's Reapers, while a third lounges atop a rusted watchtower fashioned from stacked shipping containers. The distant sound of coughing and muffled weeping filters through the walls, and somewhere inside, a machine hums with desperate, mechanical life.

Description

The outpost entrance is a social and tactical decision point. The party must decide how to get inside: brute force at the gate (3 Spy stat-block Reaper Guards), a disguise or bluff to pose as traders, or use Mira's information to find the hidden sewer grate on the eastern side (DC 13 Investigation to locate it without her, DC 10 if she guides them). The Rogue will find the sewer route straightforward. A frontal assault alerts the interior, putting the hostages at risk — a Reaper inside will threaten to harm prisoners if fighting erupts at the gate (Korrax's standing order). Ideally the party chooses stealth or deception.

DM Notes

DC 14 Charisma (Deception) to bluff past the gate guards as traders — they demand to see goods. DC 13 Dexterity (Stealth) to slip through the sewer grate undetected (advantage for the Rogue if using Cunning Action). If the party attacks the gate openly, use the 3 Spy stat-block guards as a combat encounter and add the Complication: a Reaper inside moves to harm one prisoner per round of combat heard from outside. The watchtower guard has a horn — DC 14 Dexterity (Sleight of Hand) or a ranged attack (AC 12) to knock it away before it is blown.