The ground trembles as a large warband approaches—with no intention of stopping!
Up and Away. The use of, , , or similar magic triggers an automatic success for that adventurer.
- Each adventurer must decide if they will try to get out of the warband’s path with an Acrobatics or Athletics check or search for natural cover with a Stealth or Survival check.
- Alternatively, one Persuasion check can negotiate safe passage.
Critical Failure. Each adventurer takes 15 (5d6) damage and suffers two levels of.
Failure. The adventurer suffers 15 (5d6) bludgeoning damage from being trampled and loses one mundane item or weapon as a particularly dexterous rider steals it from them.
Success. The adventurers avoid the warband.
Critical Success. The adventurers find part of the warband’s baggage, lost along the road. Roll twice on the Boons and Discoveries table.