Created by benis 8 months ago, last updated 8 months ago
Description
If you are running Descent Into Avernus, or just taking a trip to hell, you'll want to run a War Machine chase. Here is an expanded list of complications, based on the core list and the best of others found online.
| Range | Description |
|---|---|
| 1 - 8 | No complication |
| 9 - 12 | You drive past a creature native to Avernus, and it chases after you. The DM chooses the creature. |
| 13 - 16 | A fire tornado, 300 feet high and 30 feet wide at its base, crosses your path. The vehicle avoids the tornado with a successful DC 15 Dexterity saving throw. Otherwise, the tornado envelops the vehicle, and each creature on or inside it that doesn't have total cover must make a DC 18 Dexterity saving throw, taking (8d10) fire damage on a failed save, or half as much damage on a successful one. |
| 17 - 20 | A swirling cloud of dust envelops the vehicle. Any creature on or inside the vehicle that doesn't have total cover is blinded by the dust until the start of its next turn unless it's using some kind of protective eyewear. |
| 21 - 24 | Natural pillars of rock can grant cover as the vehicle swerves between them. The driver of the vehicle can make a DC 15 Dexterity check using the vehicle's Dexterity. On a success, the pillars provide three-quarters cover against attacks from other vehicles until the start of the driver's next turn. |
| 25 - 28 | Your vehicle drives into a herd of lemures, manes, or other fiends. The vehicle must make a DC 15 Strength or Dexterity check (driver's choice) to plow through the herd unimpeded. On a failed check, the herd counts as 30 feet of difficult terrain. |
| 29 - 32 | The vehicle drives off a 10-foot-high ledge and comes crashing down. Any unsecured creature on the outside of the vehicle must succeed on a DC 15 Dexterity saving throw or tumble off, taking normal damage from the fall and landing prone in an unoccupied space on the ground. |
| 33 - 36 | Uneven ground threatens to slow your vehicle's progress. The vehicle must make a DC 10 Dexterity check to navigate the area. On a failed check, the ground counts as 60 feet of difficult terrain. |
| 37 - 40 | Derelict infernal war machines dot the landscape, rusted beyond repair and half buried in the dust. If the vehicle uses Dash this turn, the driver must succeed on a DC 10 Dexterity check using the vehicle's Dexterity or crash into one of the derelict infernal war machines (see "Crashing." page 221 of DiA). |
| 41 - 44 | Part of the ground gives way underneath the vehicle, causing it to roll over. The vehicle must succeed on a DC 10 Dexterity saving throw. On a success, the vehicle rolls into an upright position and can continuing moving. On a failure, the vehicle lands prone, either upside down or on its side, after coming to a dead stop. When the vehicle rolls, any unsecured creature holding on to the outside of it must succeed on a DC 20 Strength saving throw or tumble off, landing prone in an unoccupied space within 20 feet of the overturned vehicle. |
| 45 - 48 | Your vehicle is struck by falling ash. Each creature in a 20-foot-radius sphere that doesn't have full cover must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. |
| 49 - 52 | The ground in this area is particularly sharp due to littered weapons, a field of cracked bones or natural spikes of rock. Any creature with a Passive Perception of 18 or higher can notice in time to avoid the danger, otherwise any creature moving through the area will take 8d4 piercing damage. |
| 53 - 56 | A swarm of vile creatures hovers in your path. The vehicle and any creature on or inside it that doesn't have total cover must make a DC 15 Constitution saving throw or take 3d6 necrotic damage. |
| 57 - 60 | Piece of junk! Your vehicle suffers a mishap for no discernible reason. Roll on the Mishaps Table. |
| 61 - 64 | A pack of 8 Hell Hounds chase your Vehicle. If the creatures catch up to you they will fight until killed, otherwise they give up the chase after 1d6 rounds. |
| 65 - 68 | You drive over a pool of Demon Ichor. Each creature on or inside your vehicle that does not have total cover is subject to Demon Ichor (see "Demon Ichor" page 78 of DiA). Your vehicle gains a Demon Ichor Boost. |
| 69 - 72 | A bottle of Demon Ichor falls out of a hidden compartment at the helm. The driver may pick it up on their next turn as a bonus action. |
| 73 - 76 | Running smooth! Your vehicle moves at full speed over difficult terrain for the next minute. |
| 77 - 80 | Your sights have aligned just right. Your weapon stations have advantage on their attack rolls until the end of your next turn. |
| 81 - 84 | Sometimes problems solve themselves. A random mishap effecting your vehicle is automatically repaired. This cannot un-flip your vehicle. |
| 85 - 88 | The souls strike back. A random hostile vehicle has all of it's souls released from the engine, and slows to a stop if they cannot refuel it. |
| 89 - 92 | Divine Intervention? The next time you or a friendly creature rolls for a Complication, they instead roll 2 times and choose one of the results. |
| 93 - 96 | An enemy vehicle is struck by falling ash. Each creature in a 20-foot-radius sphere that doesn't have full cover must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. |
| 97 - 100 | Your path takes you right into a swarm of hell hornets. The swarm makes an opportunity attack against a vehicle and any embarked creatures that are exposed. (+5 to hit; 4d4 piercing damage on a hit). |