Stampedes
Stampedes
One of the dangers of the Grass Sea is the risk of a stampede. Many creatures in the Grass Sea form large herds or packs, and the best way to avoid danger is often to run full out away from it. This can be a problem for a aprty of adventurers who find themselves on the running end of a Bowden herd or fending off swarms of giant ants. Presented below is a special kind of encounter that can address such situations
Stampede Stats
Each Stampede encounter will come with two stats. A DC check base that represents how hard the herd is to divert from their course and a Damage Threshold that represents at which point an indvidual in the herd will divert to save their life. As an example, a Bowden Stampede is listed as:
Bowden Stampede: DC 10, Damage Threshold 12, Damage Inflicted 1d10, Rounds: 2
In addition, if any special situations or rules provide additional manners to affect or divert the stampede, they may be listed.
Stampede Actions
For the stampede use a standard encounter map unless otherwise specified. The players are allowed to set up in any formation they wish. Each player than can take one of the following options:
- Attack: This will be an attempt to attack the lead elements of the stampede in hopes of causing them to divert right and left and avoid the dangerous being in their path. When the player performs this action, they will need to make an attack action, which will hit automatically. If the Damage is above the listed Damage Threshold, then all the spaces behind the player and behind the space to their right and left are considered safe from the stampede
- Divert: The player will make an attempt to present an insurmountable defense that forces the stampede to divert. When the player performs this action, they will need to make a DC +5 constitution saving throw if their AC is below 16 or a DC10 constitution saving throw if their AC is 16 or above. If successful,, then all the spaces behind the player and behind the space to their right and left are considered safe from the stampede
- Dive: The player attempts to dodge the incoming individuals of the stampede. This is a dexterity saving throw versus the DC of the encounter. If successful, the player takes no damage from the stampede this round
- Distract: A player may wish to distract the herd as a whole, diverting the body of the stampede away from the party. To complete this task, they should use an ability or spell that the DM considers either sufficiently threatening (The illusion of a large predator) or seemingly insurmountable (A giant rock formation). To succeed, the DM should award a +0, +2, or +5 bonus depending on the success of the illusion or threat and then have the player roll against the encounter DC. If successful, damage by the stampede that round is halved
- Example: Thomas the Artillerist summons the illusion of a giant Grimblekin against the Bowden horde. The DM decides this is threatening somewhat to the stampede at awards a +2 bonus to the roll. The player than rolls a 9, adds the +2 bonus and gets an 11, which beats the stampede's DC of 10.
- Scatter: A particular ambitious player may choose to try and scatter the entire stampede away from the party. To do so, they will need to use an Area of Effect* attack aimed at the horde itself. Have the player make a damage roll at twice the stampede's damage threshold. If successful, roll against the Stampede DC. On a success, the Stampede will divert and the encounter can end. On a failure, a partial success will reduce damage by the stampede by half.
Stampede Resolution
The players are allowed to set up their formation on the encounter map as desired. Once they've taken their actions, any square with a player character that is not marked as 'safe' will have that player take damage according to the Damage Inflicted stat listed in the encounter, modified by any Distract or Scatter bonuses. Once damage is accounted for, the round ends. The encounter repeats for as many rounds as specified unless a player action disperses or divert the stampede as a whole.

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