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 |