What at first looks like a dark cloud reveals itself as a swarm of hungry insects. They’ve scented the party’s food and they’re approaching fast!
Burn Them! The use of a a spell with an area effect that inflicts fire or cold damage to target the swarm triggers an automatic success for that adventurer.
Duck Out. The use of, , or similar planar magic triggers an automatic success for that adventurer and any who join them.
Each adventurer decides for themselves how to avoid the swarm as part of a group check. A Stealth or Survival check enables an adventurer to find a suitable place to hide from the swarm, while an Athletics check can outrun the swarm. Adventurers with a Speed of 40 feet or more make this check with, while those leading pack animals suffer .
Critical Failure. The locusts overcome them. Each adventurer that fails takes 16 (4d8) piercing damage and loses 6 (2d4 + 1) Supply.
Failure. Each adventurer that fails loses 2 Supply and suffers a level offrom the experience of being swarmed.
Success. The adventurers are safe from harm.
Critical Success. These big locusts turn out to be edible. Each adventurer gains 1d4 Supply.