Tsunami
Waves twice the height of a humanoid sweep across docks, decks, and deserted streets, but these are only meager precursors of the titanic wall of brine swelling in the distance.
Countdown (1d6). The adventurers have a limited amount of time to respond. At the start of each round, roll 1d6. On a result of 6 the tsunami hits.
Don’t Run! Nature or Survival checks reveal that outrunning a tsunami is impossible and that the best solution is to climb to safety. Those who try to run automatically fail the group check.
Titanic Wave. The tsunami is 10 + 2d10 feet high and thousands of feet wide. When it hits, each creature in the area makes a Strength saving throw , taking 55 (10d10) bludgeoning damage on a failure, or half damage on a success. Creatures, vehicles, and other objects are carried 1,000 (4d4 × 100) feet away and suffer two levels of fatigue .
Up and Away. The use of levitate , fly , or similar magic to scout ahead triggers a critical success for that adventurer.
A successful group check using the following options allow the adventurers to endure the tsunami:
- Athletics check to climb to safety. An adventurer with a climb speed does not need to make this check.
- Engineering check to quickly create an improvised floating structure to climb on top of, or to determine whether an object will provide adequate shelter or be carried away with the water.
Potential Outcomes
Critical Failure: In the struggle against and rush to avoid the tsunami each adventurer suffers one level of fatigue and one level of strife . Anyone also hit by the tsunami loses all of their Supply.
Failure: In the struggle against and rush to avoid the tsunami each adventurer suffers either one level of fatigue or one level of strife (determined by their actions and the Narrator). Anyone also hit by the tsunami loses 7 (3d4) Supply.
Success: The adventurers survive the catastrophic wave.
Critical Success: The adventurers survive the catastrophic wave with little injury to speak of. Roll on the Boons and Discoveries table.
Leave It Be
The tsunami appears suddenly and the adventurers have no choice but to face it head on unless they are able to quickly teleport or take to the air along with their companions, mounts, and vehicles.