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Flash Flood

nd tier (
Challenge
DC
Area
(1 hour)

While journeying through a valley or canyon that appears to have recently burned, a rumbling comes from up ahead and soon after the spray of water—a flash flood!

Don’t Run! Nature or Survival checks reveal that outrunning a flash flood is impossible and that the best solution is to climb to safety. Those who try to run automatically fail the group check. 

Up and Away. The use of fly , levitate , rope trick , or similar magic triggers an automatic success for that adventurer.

Possible Solutions
  • A group Athletics check allows the party to climb to safety. An adventurer with a climb speed automatically succeeds in this check.

Potential Outcomes

Critical Failure: Adventurers, mounts, and vehicles in the area when it floods are carried 260 (2d12 × 20) feet away. Each adventurer suffers a level of fatigue and the party loses 7 (2d4+2) Supply.

Failure: Adventurers, mounts, and vehicles in the area when it floods are carried 260 (2d12 × 20) feet away. Any adventurer that is carried away suffers a level of fatigue and loses 3 (1d4) Supply.

Success: The adventurer reaches safety.

Critical Success: The party reaches safety. Roll on the Boons and Discoveries table.