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Landslide

th tier (
Challenge
DC
Area
(less than 1 hour)

Recent rains or heavy snow has rendered a nearby slope quite perilous. A landslide is set off by any loud noise such as conversation, music, spellcasting, fleeing animals, the cracking of a fallen tree branch, thud of a rolling stone, or any substantial impacts on the ground. 

  Each adventurer must make a Strength saving throw . On a success, they are carried 2d12 yards down the slope; on a failure, they are carried twice that far and suffer a level of fatigue .

Realize Danger. Any adventurer that makes a Nature check recognizes that the ground or snow ahead is unstable, and that loud noises or rough impacts could trigger a landslide.

Spell Solve. Spells that produce water or heat can melt and refreeze a snow-based landslide, while a spell that can shape earth can solidify an earthen landslide.

Possible Solutions
  • If the party realizes the danger of the landslide, a group check using Acrobatics or Stealth lets them pass without setting the landslide off.
  • Making a group Athletics check allows the adventurers to cross after the landslide, but on a failure, they set off a second landslide.
  • A Survival check finds animal tracks showing a safe way around the area. 

Potential Outcomes

Critical Failure: The party loses 4 (1d4+2) Supply and each adventurer suffers one level of fatigue .

Failure: Each adventurer that fails suffers one level of fatigue .

Success: The adventurers lose 2 (1d4) hours of travel time.

Critical Success: The adventurers continue unhindered and the landslide triggers behind them. Roll on the Boons and Discoveries table.