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Thundering Stampede

nd tier (
Challenge
DC
Area
(1 hour)

An enormous herd of stampeding animals are racing through and destroying everything that stands in their way! Each adventurer can decide for themselves how to avoid the stampede. 

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

Possible Solutions

Each adventurer decides for themselves how to avoid the stampede as part of a group check.

  • An Acrobatics or Athletics check can outrun the herd. This check is made with disadvantage if the adventurers have pack animals with them.
  • An Animal Handling check diverts the herd. Anyone able to speak to animals (from a class feature or spell) has advantage .
  • A Survival check to search for high ground to wait it out.

Potential Outcomes

Critical Failure: The party loses a pack animal, if they have one. Each adventurer takes 18 (4d8) bludgeoning damage, loses 8 (2d6+1) Supply, and suffers a level of fatigue

Failure: Each adventurer takes 9 (2d8) bludgeoning damage, loses 4 (1d4+2) Supply and suffers a level of fatigue

Success: The party manages to avoid the stampede and continue on their way.

Critical Success: The adventurers successfully avoid the stampede. Roll on the Boons and Discoveries table.


Leave It Be

A party that waits out the stampede finds the ground ahead is completely destroyed by the thousands of hooves or paws that just trod upon it, sucking their feet down into the mulched dirt with every step and increasing their travel time by 5 (2d4) hours.