*2nd tier (weather)* **Challenge** 10 (5,900); **DC** 18/15 **Area** Intermediate (3 hours) Stormy skies above quickly mass together as the wind picks up. In a matter of minutes the gusts are strong enough to knock creatures over and a cyclone touches down onto the nearby ground! #### Realize Danger With a [[03-Mechanics/6-Ability Scores/Nature|Nature]] check an adventurer knows how to stay safe in a tornado (sighting funnel clouds that will develop into new twisters, avoiding trees, protecting one’s head, crouching to avoid the wind, using ditches and gullies) and the party has advantage on [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] checks made against it. #### Spell Solve A casting of *[control weather](https://a5e.tabletopbytheik.nl/compendium/spells/control_weather)* immediately ends the tornado and triggers a **critical success**. #### Tempest Winds When a creature rolls a natural 1 on an ability check against the tornado, it makes a Strength saving throw or is thrown 200 feet, taking 35 (10d6) bludgeoning damage. A creature suffers a level of fatigue when it takes 20 or more damage from being thrown by the tornado. ## Possible Solutions A successful group check using the following options allow the adventurers to travel across the area: - A group [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check to withstand the tornado and trudge forward. - A group [[03-Mechanics/6-Ability Scores/Survival|Survival]] check to find shelter along the way and take cover, waiting a day for the storm to pass. **Critical Failure.** Each adventurer suffers one level of fatigue and loses half of their Supply Dice, and the party loses an extra day of travel time. **Failure.** Each adventurer suffers one level of fatigue and loses 2 (1d4) Supply Dice. **Success.** The adventurers make it through, fighting against the winds. **Critical Success.** The adventurers travel through the tempest unhindered. Roll twice on the Boons and Discoveries table. ## Leave It Be The party cannot choose to simply avoid the tornado altogether without an adventurer succeeding on a [[03-Mechanics/6-Ability Scores/Nature|Nature]] check, and even then it costs them 2 (1d4) days of travel time.