Friday, April 12, 2024

Friday Encounter: Stampede!

This encounter may be used while the PCs are traveling through a rural environment or on a road or trail. It will perhaps work best in an environment with established traditions of driving livestock over long distances, such as with the vaqueros of Valossa or the herdsmen of Ukiah.

While the PCs are traveling, up ahead, they can see a large herd of livestock being driven down the path, goaded by herders on horseback. Depending on the setting, these might be cattle, horses, reindeer, or any sort of large domestic beast common in the area. Suddenly, the herdsmen lose control, and the animals begin to speed away from them - and straight toward the party! They can hear a great thundering of hooves approaching, and clouds of dust rise over the horizon as the herd grows closer and closer. They'll have to act fast - a stampede is coming!

The idea behind this encounter is to give the party an exciting and dangerous scenario that demands quick action without involving combat, forcing players to think in creative ways as to how to apply their characters' abilities. At the start of the encounter, enter Action Time. In addition to the PCs' initiative, the DM rolls 1d20 to determine initiative for the herd.

The stampede starts 100 feet away from the party. On each PC's turn, they may make an action. Most commonly, this will be to try and get as far away from the stampede as possible, such as by using a Dash action. On the stampede's turn, it moves 50 feet in the direction of the party. At the beginning of each round, roll 1d20 to determine if any complications come up that round:

1. Poor visibility (such as dust clouds or wind). All PCs must make a DC 10 Perception check or have their speed halved for the round.

2. Obstacles block the path (such as logs, trees, or large rocks). All PCs must make a DC 13 Acrobatics or Athletics check to bypass the obstacle or have their speed halved for the round.

3. The ground becomes rocky and uneven, acting as difficult terrain. PCs must move at half speed for the round unless they have some way of circumventing the terrain.

4. One PC determined at random must make a DC 13 Acrobatics check or trip and fall prone for the round.

5.  The path is straight ahead, and could easily be traversed in a sprint. Each PC may move two times their normal movement speed this round (four times if using a dash action!), but must make a DC 12 Constitution save if doing so or take one level of exhaustion.

6. One PC determined at random must make a DC 13 Acrobatics check or get their foot stuck in a hole. They are restrained until they can make a DC 13 Acrobatics or Athletics check.

7. The path takes a steep slope upward. All PCs must make a DC 13 Athletics check or have disadvantage on all actions for this turn. Alternatively, they may take one level of exhaustion to bypass this effect.

8. A barrier blocks the path forward (such as a fallen tree, stone wall, or fence). All PCs must make a DC 12 Acrobatics or Athletics check to jump over the barrier or lose a turn as they waste time climbing over it.

9. A hazard of some sort (like falling rocks or brambles) is in the party's path. All PCs must make a saving throw appropriate to the actions they are taking to avoid it; on a 1-9, they take Dangerous damage; on a 10-14, they take Setback damage, and on a 15-20, they take no damage.

10-19. No complications arise this round.

20. The PCs are unusually lucky. Each PC may take an extra action this turn.

If any PC starts their turn behind the stampede, they take 2d10 bludgeoning damage as they are trampled underfoot. If three rounds of this pass, the stampede passes by and the affected PC takes no further damage. A PC may use the Help action to pull an ally out of danger.

Once ten rounds elapse, the animals skid to a stop and the herders manage to get them under control.

PCs may wish to make attacks or spells against the stampede, if they think it will do anything to stop it or slow it down. Use the stats of an Aurochs (see Volo's Guide to Monsters) for the stampede as a whole should they become necessary, with the exception that the stampede has 380 HP. It would be unlikely for the PCs to take it out, but not impossible - although the herdsmen will not be happy with them if they do!

If a PC wishes to calm the herd down, they must make three successful DC 15 Animal Handling checks on consecutive rounds, using an action for each. They have Advantage if they can communicate with the animals somehow, such as a speak with animals spell. If this works, the herd disperses and the stampede ends.

As always, don't be afraid to let your players improvise and come up with their own solutions. They may well surprise you!

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