*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.