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Landslide and Vultures


You have been walking through the Supbar Valley for hours, across the barren rocky ground. The mood is of people brooding overheating, barrenness and dryness. All you can see around you is loose stones, the mounds, the mesa and place where the dried mud is cracking into patterns. Everything looks to be the colours of tan, natural and murky light brown. The air is so dry.

LANDSLIDE

Taking the next few steps you hear a troublesome noise. It is the sound of a type of rumbling. Followed by shifting stones. A waterfall of rocks, stones and gravel to your left, makes you turn your head. The cascade of the landslide sounds so loud and crackles underneath, not on fire, only sounds like it.
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Note - a spell that can shape earth can possibly solidify an earthen landslide.

ROLL Dexterity - to get away from the landslides path

SUCCESS = you scurry away from the landslide. Watching it as it loudly rumbles along the path. Birds take flight. Other animals dart away, or are carried down the slope. You see a fox riding a larger piece of rock, surfing skillfully downwards.

FAIL = you did not get away from landslide, then ROLL Strength Saving Throw
Success = carried 2d12 feet down the slope
Failure = you struggle to get past the landslide carried an extra 2d12 feet down and suffer a level of Exhaustion.

IF you backed off the way you had travelled. Then you will have to cross the loose land afterwards.
ROLL a group Athletics check
Success = you cross after the landslide - lose 2 (1d4) hours of travel time
Failure = you set off a second landslide - re-roll Strength Saving Throw. You suffer another level of Exhaustion.

Critical Failure = you lose 1d6 of Supplies and you suffer one level of Exhaustion.
Success = you only lose 1d4 hours of travel time.
Critical Success = you continue unhindered and the landslide triggers a little way behind you. You find a strange item uncovered by the landslide.

Continuing on you head around past the next mesa (natural rocky landform with a flat 'table' like top and steep sides). A Kettle of 3d6 Vultures is just forming a Wake around a carcass.


VULTURES

Kettle = when in flight
Venue or Volt = when resting on the ground or in trees
A Wake = when feeding together at a carcass

ROLL Stealth to not be noticed by the vultures

IF any of the vultures spot you, 2d6 will attack you in efforts to keep you from their meal. They fly just above the ground about head height. A brood of 1d6 vultures are actually young ones.


VULTURE
Medium beast, unaligned
Armour Class = 11
Hit Points = 1d8 + 3
Speed = 10 ft. - Flying = 50 ft.
STR = 16 (+3)
DEX = 10 (+0)
CON = 18 (+4)
INT = 6 (-2)
WIS = 12 (+1)
CHA = 7 (-2)

Skills Perception = +3
Senses passive Perception =14
Languages = n/a
Challenge = 0 (10 XP)
Keen Sight and Smell
The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics
The vulture has advantage on an attack roll against a creature, if at least one of the vulture's allies is also within 5 feet of the creature, and the ally is not incapacitated.

Actions
BEAK
Melee Weapon Attack = +3 to hit - reach 5 ft. - one target.
Hit =2d4 +2 piercing damage.
TALONS
Melee Weapon Attack = +3 to hit - reach 5 ft - one target.
Hit = 2d6 + 2 slashing damage.



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