Ash Fields Geographic Location in New World - Dragonsmoke Archipelago | World Anvil

Ash Fields


Waytravel to the Ash Fields...

  A   thick grey blanket lies over the Ash Fields which leaps into the air from your lightest step as you move away from the waypoint. Distant thunder rumbles, and as you look towards the horizon, you see a massive cloud boiling towards you like a grey cliff in motion. The faintest trace of movement out of the corner of your eye gives you the spine tingling impression that you are being watched... or stalked.   Tier IV Waypoint | The Iron Coin will not allow anyone through of 16th level or lower.

Ash Fields Solo Encounters

CR 3: Eternal Flame Priest
CR 4: Flameskull
CR 5: Fire Elemental
CR 6: Vrock
CR 7: Fire Elemental Myrmidon
CR 8: Howler
CR 9: Gray Slaad
CR 10: Death Slaad
CR 11: Alkilith
CR 12: Sire of Insanity
CR 13: Nalfeshnee

Choking Ash

While on the Ash Fields, a creature must treat each space as difficult terrain, otherwise any space they move into or out of becomes heavily obscured as they stir up clouds of ash, which remain unless undisturbed for 1 minute. Flying creatures without the ability to hover stir up clouds of ash as well. Creatures native to the area are presumed to be hiding when first encountered.
Long-Term Effect: Once every hour, roll 1d20 to check for a haboob. On a result of 19 or 20, high winds course through the area for the next hour, and thick clouds of ash cause the area to be heavily obscured.

Natural Resources

Creatures inhabiting the Ash Fields covet the rare mineral, volcanite and are often in possession of units of the material.
New World Harvesting Guide


Not strictly a metal, but rather a black glass, made in extremely high heat. For this reason, it’s sometimes known as dragonglass or vulcan-stone, and is prized by sorcerers, occultists, and ancients.
Unit value: 250 gp
Armor: A creature wearing armor lined with or made from volcanite ignores the effects of extreme heat.
Weapon: Weapons edged with or made from volcanite deal only piercing or slashing damage. Any damage dealt by volcanite weapons counts as magical for the purposes of overcoming resistance.
Components: A spellcaster casting an evocation spell may have the spell consume one unit of volcanite as part of the casting process. Doing so increases the damage roll by 2d6 fire damage. If the spell does not have a damage roll, the volcanite is not consumed.

Ash Fields Special Encounters

  The following encounters appear only intermittently. When they have been slain, Notify a DM as they do not return automatically. Stormrider and Foul Wind return after a week, if The Prince of Smoke has not been slain. The Prince of Smoke never returns while any character which has previously slain him stands in his lair, nor will Stormrider and Foul Wind return to face one who has defeated The Prince of Smoke. For all others, The Prince of Smoke returns one week after it has last been slain. Though you may need to fight some of these enemies multiple times in order to fulfill the prerequisites to summon another enemy, they only impart their rewards to a given character once.  


CR/Monster Reward Type Soloable?
CR 16: Ashen Rider and CR 5: Kruthik Hive Lord Treasure Hoard Yes

Slayer(s) Date Slain

WANTED: Stormrider   Additional details regarding this Ashen Rider and Kruthik Hive Lord.
  • Stormrider only attacks during a haboob. A character seeking to fight her must wander the Ash Fields until a haboob occurs.
  • Little is known officially about Stormrider, so details regarding her legend are limited to local folk tales, which are generally taboo to speak of. A character must expend two contacts to find Stormrider.
  • Stormrider is waging a personal war against the invasive slaadi. To draw her ire, a character must face five slaadi over the course of a hard quest and spare the lives of each one.
Encounter Notes
In addition to her Truesight, Stormrider can see through her mount's senses and is capable of using Tremorsense out to a range of 60 feet, this allows her to see to use her spells and abilities during the haboob. Stormrider prefers to attack at range using the Kruthik Hive Lord's Tunneler ability to escape underground if an enemy grows too near or if she is bloodied (reduced to half her starting hit points or less), then blocking the entrance with Blade Barrier. If attacked en masse, Stormrider will attempt to identify the greatest threat and remove them from the battlefield with Banishment. Upon her defeat, a powerful haboob scours the Ash Fields for the next 24 hours.


Foul Wind

CR/Monster Reward Type Soloable?
CR 23: Elder Tempest Treasure Hoard Yes

Slayer(s) Date Slain

WANTED: Foul Wind   Additional details regarding this Elder Tempest.
  • Foul Wind only attacks during a powerful haboob. A character seeking to fight it must wander the Ash Fields until a haboob occurs for three straight hours, at least.
  • Even recognizing Foul Wind's approach amidst the powerful storms is a challenge. A character must succeed on a hard skill challenge, which must include a Wisdom (Perception) check in order to face Foul Wind. Otherwise, Foul Wind targets the character with Lightning Strike and then retreats for another hour.
Encounter Notes
In addition to its darkvision, Foul Wind is capable of using tremorsense out to a range of 60 feet, so long as it and any creature it is attempting to sense are in direct contact with the same cloud of ash. In place of the rain and snow which typically falls as part of the Living Storm feature, Foul Wind instead stirs up thick ash which heavily obscures the area out to a diameter of 1d6+4 miles, centered on Foul Wind. Upon its defeat, the winds die down and the ash remains still for 24 hours.


The Prince of Ash

CR/Monster Reward Type Soloable?
CR 25: Graz'zt Treasure Hoard Yes

Slayer(s) Date Slain

WANTED: The Prince of Ash   Additional details regarding Graz'zt.
  • The Prince of Ash only strikes when Foul Wind has been slain, attacking immediately once the winds die down.
Encounter Notes
The area where The Prince of Ash is summoned is considered his Lair, and on initiative count 20 (losing initiative ties), The Prince of Ash can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
  • The Prince of Ash casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
  • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.
  • Three illusory duplicates of The Prince of Ash rise from the ashes as The Prince of Ash teleports. The duplicates are formed from ashes, are indistinguishable from The Prince of Ash in every way, and can move independently. When an attack, spell or ability would target only The Prince of Ash, roll 1d20; when three duplicates are present, on a roll of 6 or higher a duplicate is targeted instead. When two duplicates are present, on a roll of 8 or higher a duplicate is targeted instead. when one duplicates are present, on a roll of 11 or higher a duplicate is targeted instead. Any damage to a duplicate destroys it immediately, and their AC is 20.

Easy Combat Encounter
1x CR6 Vrock
2x CR4 Two Flameskulls
3x CR3 Three Eternal Flame Priests

Medium Combat Encounter
1x CR8 Howler
1x CR7 & 1x CR5
- Fire Elemental and Myrmidon
2x CR6 Two Vrocks
3x CR4 Three Flameskulls

Hard Combat Encounter
1x CR10 Death Slaad
1x CR9 & 1x CR4
- Gray Slaad and Flameskull
3x CR6 Three Vrocks
4x CR5 Four Fire Elementals

Deadly Combat Encounter
1x CR13 Nalfeshnee
1x CR12 & 1x CR4
- Sire of Insanity and Flameskull
1x CR11 & 1x CR6
- Alkilith and Vrock
2x CR9 Two Grey Slaadi
3x CR7 Three Fire Elemental Myrmidons

Location under