Wilderness Chase Complications
Source: Dungeon Master’s Guide (2024) p. 53
Wilderness Chase Complications
| dice: 1d12 | Complication |
|---|---|
| 1 | You pass through a Swarm of Insects (see the “Monster Manual”, with the DM choosing whichever kind of insects makes the most sense). The swarm uses one of its actions, targeting you. |
| 2 | A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of Difficult Terrain for you. |
| 3 | Make a DC 10 Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the Blinded condition until the end of your turn. While you are Blinded in this way, your Speed is halved. |
| 4 | A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 10 feet. |
| 5 | Your path takes you near a patch of “razorvine” (see ""Hazards"" in this chapter). Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 Slashing damage. |
| 6 | A creature native to the area notices you. (The DM chooses a creature appropriate for the terrain.) Make a DC 10 Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase, with you as its quarry. |
| 7–12 | There is no complication. |
| ^wilderness-chase-complications |