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.

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


Citation
Out of the Abyss Chapter 7: Escape from the Underdark