*1st tier (weather)*
**Challenge** 3 (700 XP); **DC** 14/13
**Area** Greater (1 day)
A blinding bolt of light strikes the ground followed by deafening rolling thunder. The torrential rain soaks everything, fills concavities, and turns dust to mud. Flash flooding is imminent.
#### Slippery
Deluges of rain turn the area into difficult terrain.
#### Violent Weather
The thunderstorm’s effects spread across the landscape in a 20-mile radius, filling the area with high winds, rain, and lightning strikes. Adventurers can only hear sounds within 30 feet of them (except for loud, explosive noises). In addition, every 1d10 hours a randomly determined adventurer makes a Dexterity saving throw, taking 14 (4d6) lightning damage on a failure, or half damage on a success.
## Possible Solutions
The party can make an [[03-Mechanics/6-Ability Scores/Engineering|Engineering]] check to hastily construct improvised shelter or a group [[03-Mechanics/6-Ability Scores/Survival|Survival]] check to push through the storm and endure the elements.
**Critical Failure.** The party loses 1 day of travel time in the thunderstorm. Each adventurer finds that water has ruined 2 (1d4) Supply Dice and they suffer a level of fatigue.
**Failure.** The party loses 7 (3d4) hours of travel time in the thunderstorm and 1d2 Supply Dice.
**Success.** The party pushes through the worst of the thunderstorm after 5 (2d4) hours of travel.
**Critical Success.** The party pushes through the worst of the thunderstorm after just 3 (1d6) hours of travel. Roll on the Boons and Discoveries table.