*2nd tier (terrain)* **Challenge** 6 (2,300 XP); **DC** 16/14 **Area** Local (1 hour) While journeying through a valley or canyon that appears to have recently burned, a rumbling comes from up ahead and soon after the spray of water — a flash flood! #### Don’t Run! [[03-Mechanics/6-Ability Scores/Nature|Nature]] or [[03-Mechanics/6-Ability Scores/Survival|Survival]] checks reveal that outrunning a flash flood is impossible and that the best solution is to climb to safety. Those who try to run **automatically fail** the group check. #### Up and Away The use of *[fly](https://a5e.tabletopbytheik.nl/compendium/spells/fly)*, *[levitate](https://a5e.tabletopbytheik.nl/compendium/spells/levitate)*, *[rope trick](https://a5e.tabletopbytheik.nl/compendium/spells/rope_trick)*, or similar magic triggers an **automatic success** for that adventurer. ## Possible Solutions A group [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check allows the party to climb to safety. An adventurer with a climb speed **automatically succeeds** in this check. **Critical Failure.** Adventurers, mounts, and vehicles in the area when it floods are carried 260 (2d12 × 20) feet away. Each adventurer suffers a level of fatigue and the party loses 4 (1d4+2) Supply Dice. **Failure.** Adventurers, mounts, and vehicles in the area when it floods are carried 260 (2d12 × 20) feet away. Any adventurer that is carried away suffers a level of fatigue and loses 2 (1d4) Supply Dice. **Success.** The adventurer reaches safety. **Critical Success.** The party reaches safety. Roll on the Boons and Discoveries table.