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Flood

st tier (
Challenge
DC
Area
(1 hour)

Heavy rains, a dam breakage, or a spiteful spellcaster have caused a sizable flood. While there isn’t significant risk of building damage in rural or frontier areas, the flood is difficult to travel through especially for travelers with mounts or vehicles.

Deep Water. The adventurers can only travel at a crawl pace unless they have swim speeds.

Possible Solutions
  • A group Athletics check is needed to wade through the water.
  • Alternatively, an Engineering check (or a check made with tools the Narrator deems appropriate) can build a raft or other floating device at the cost of 1 hour and 1d4 gold worth of materials.

Potential Outcomes

Critical Failure: The adventurers are unable to continue and must remain where they are until the flood passes in 2 (1d4) hours.

Failure: The adventurers lose 6 (2d4+1) Supply.

Success: The adventurers are able to journey through the flood at a slow pace.

Critical Success: The adventurers faultlessly navigate the flood unhindered. Roll on the Boons and Discoveries table.