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Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
The Ember Tide: A Wildfire Disaster: A 5e One-Shot Adventure for Small Groups

The Ember Tide: A Wildfire Disaster: A 5e One-Shot Adventure for Small Groups

Paperback

Series: The Ready Adventure, Book 75

Fantasy

ISBN13: 9798190147018
Publisher: Independently Published
Published: Aug 1 2026
Pages: 92
Weight: 0.27
Height: 0.24 Width: 6.00 Depth: 9.00
Language: English
The valley is burning, and the fire is faster than you are.

A planar rift has torn open deep beneath the Cold Iron Mines, and a tide of living flame is pouring out of the mountain and devouring Ashford Valley. The farming town of Kindling is already alight, and its people are trapped between the blaze at their backs and the only road out - a mountain pass the fire is racing them to reach first. You have until the flames seal that pass. After that, no one leaves.

This is a complete, ready-to-run fifth edition one-shot you can open and play tonight - no prep, no homework, everything you need in a single book.

The fire is the villain, and it never stops moving.

The Ember Tide runs on the Burn Clock: one visible countdown that climbs as the session goes on. Every fight, every rescue, every minute the party spends deciding costs time - and as the clock rises the fire spreads, smoke chokes the valley, sight lines collapse, and the ground itself begins to burn. Your players can watch it tick, and they will feel every choice cost them something. This is not a monster hunt with a timer bolted on; the disaster itself is the antagonist, and the whole adventure is the race to stay ahead of it.

A story that branches around your table's choices.

Across four fast-moving acts, the party fights through a burning settlement, reaches a hard fork and chooses their road - circle back to pull trapped survivors from the flames, or run straight for the mine and the answer buried inside it - descends into a collapsing mineshaft after the one thing that can quench the fire, and makes its stand at the mouth of the pass. It ends in a three-phase confrontation with Pyrrhax the Conflagration, a towering fire-elemental lord, and closes on three endings the table decides for itself: destroy the source, contain it, or bargain with the thing that started it.

What's Inside:

  • A complete 70-page adventure for 2-3 players at levels 2-3, built to run in a single 2-3 hour session with zero preparation
  • The Burn Clock - a visible, ever-rising fire-spread countdown that turns every decision into a race against time
  • Four acts and ten scenes, including a branching Act Two your players choose under pressure, each path with its own encounters and rewards
  • Five original fire-born creatures with full stat blocks, from skittering cinderlings to a magma hound the size of a draft horse
  • A three-phase boss fight, carefully tuned so it never one-shots a full-health hero and stays winnable even for a two-player table
  • Four ready-made characters - hand them out and start playing in minutes, no character creation required
  • Five maps: an area overview of the whole valley plus four encounter maps, built to run in theatre-of-the-mind or on a grid
  • Six opening hooks, plus what if contingencies for when players go off-script and closing hooks to carry the story onward
  • Three distinct endings and a full aftermath, so the session lands exactly the way your table played it
Why it plays differently:

Most one-shots hand you a dungeon and a monster. The Ember Tide hands you a disaster with a clock, and asks your players what they will risk to get everyone out. The pressure is built into the structure - you keep the fire moving, and the table makes the hard calls.

Perfect For:

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Mack, Tim

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Fantasy