Thunderstorm
A blinding bolt of light strikes the ground followed by deafening rolling thunder. The torrential rain soaks everything, fills concavities, and turns dust to mud. Flash flooding is imminent.
Slippery. Deluges of rain turn the area into difficult terrain .
Violent Weather. The thunderstorm’s effects spread across the landscape in a 20-mile radius, filling the area with high winds, rain, and lightning strikes. Adventurers can only hear sounds within 30 feet of them (except for loud, explosive noises). In addition, every 1d10 hours a randomly determined adventurer makes a Dexterity saving throw , taking 14 (4d6) lightning damage on a failure, or half damage on a success.
- The party can make an Engineering check to hastily construct improvised shelter.
- Or a group Survival check to push through the storm and endure the elements.
Potential Outcomes
Critical Failure: The party loses 1 day of travel time in the thunderstorm. Each adventurer finds that water has ruined 4 (1d4+2) Supply and they suffer a level of fatigue .
Failure: The party loses 7 (3d4) hours of travel time in the thunderstorm and 2 (1d4) Supply.
Success: The party pushes through the worst of the thunderstorm after 5 (2d4) hours of travel.
Critical Success: The party pushes through the worst of the thunderstorm after just 3 (1d6) hours of travel. Roll on the Boons and Discoveries table.