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Urban Quake

st tier (
Challenge
DC
Area
(1 hour)

The buildings all around begin to shake as the ground roils and the world trembles! The earthquake lasts for 5 (1d10) minutes. Dozens of townsfolk mill around in a panic—can the party save them?

Dangerous Debris. At the end of every minute pieces of building come loose and hurtle towards the party! Each creature in the area makes a Dexterity saving throw or it takes 5 (2d4) bludgeoning damage.  

Safe Spots. A Nature check reveals that earthquakes are more scary than dangerous, but can cause problems for buildings, and the safest place to stand is in a corner or doorway. Anyone that does so has advantage on saving throws made against Dangerous Debris.

Possible Solutions

If the adventurers save no townspeople, they trigger a critical failure. If they save fewer than 5, they trigger a failure. Saving between 5 and 10 is a success, and more than 10 is a critical success. Each check below takes one minute and saves 1d4 townspeople.

  • An Engineering check (or a check made with tools the Narrator deems appropriate) to brace buildings that are shaking loose.
  • A Persuasion check to direct townsfolk to safety.
  • A Strength (Athletics) check to physically support a precarious building.

Potential Outcomes

Critical Failure: Dozens of townsfolk are killed and buildings destroyed. Inflation quickly sets in, doubling the prices of goods and services in the settlement. 

Failure: Several buildings are damaged and townsfolk injured. 

Success: The townsfolk and their settlement survive the earthquake without much incident.

Critical Success: The adventurers are lauded for their heroism by grateful townsfolk who do all they can to help the party. Roll twice on the Boons and Discoveries table.