OotA: Drow Chase Complications (d20)

Roll on this table at the end of every round of chase as the party are chased by their drow captors to the surface.

Citation

Out of the Abyss Chapter 7: Escape from the Underdark

d20 Complication

1

Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On a failed check, the ground counts as 10 feet of difficult terrain.

2

A fissure, rocky outcropping, or debris threatens to trip you up. Make a DC 10 Dexterity (Acrobatics) check. On a failure, you fall prone.

3

You disturb a swarm of bats that makes one attack against you before quickly scattering.

4

A colony of piercers hangs 20 feet overhead. As you pass, one of them drops and makes an attack against you.

5

You have to dodge around stalagmites and columns. Make a DC 10 Dexterity (Acrobatics) check. On a failure, you take Roll 1d4 bludgeoning damage from running into an obstacle.

6

A mass of webbing blocks your path, Avoiding it requires a successful DC 12 Dexterity (Acrobatics) check. On a failure, you are cuaght in the web and restrained. As an action, you can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked (AC 10, hp 5; vulnerability to fire damage; immunity to poison and psychic damage).

7

A patch of green slime drops from the ceiling, requiring a successful DC 10 dexterity saving throw to avoid. On a failure, you are struck and take Roll 1d10 acid damage. You take 5 (1d10) acid damage again at the start of each of your turns until the slime is scraped off or destroyed (Dee "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide).

8

The floor beneath you is smooth and slick with moisture, requiring a successful DC 10 Dexterity saving throw to navigate. On a failed save, you fall prone.

9

The floor beneath you is littered with sharp rocks and debris, and you must succeed on a DC 10 Dexterity saving throw to cross it. On a failure, you take Roll 1d4 piercing damage and the ground counts as 10 feet of difficult terrain.

10

The chase kicks up a cloud of dust, sand, or spores. You must succeed on a DC 10 Constitution saving throw to pass through the cloud. On a failure, you are blinded until the end of your turn. While blinded in this way, your speed is reduced by half.

11-20

No complication