Mine Cart Chase

TableFRAiFp. 302024
1d12Complication
1Your cart approaches a steep turn. Make a DC 15 Strength or Dexterity saving throw (your choice). On a failed save, the turn counts as 15 feet of Difficult Terrain for you.
2Your cart hurtles toward low-hanging mining equipment. Make a DC 15 Dexterity or Constitution saving throw (your choice). On a failed save, you take 2d6 Bludgeoning damage and gain the Prone condition.
3The tracks bend and swerve into a maze. Make a DC 15 Dexterity or Intelligence saving throw (your choice). On a failed save, the maze counts as 20 feet of Difficult Terrain for you.
4You pass through a cavern that's home to a Swarm of Stirges, waking them from slumber. The swarm uses one of its actions to attack you, and the mass of flapping, confused creatures gives you the Blinded condition until the end of your turn.
5You speed through a cavern that's home to 1d6 Piercers. One of them uses one of its actions, targeting you.
6A Hook Horror notices you. Make a DC 10 Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase with you as its quarry.
7โ€“12There is no complication.
Raw data
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  "name": "Mine Cart Chase",
  "page": 30,
  "rows": [
    [
      "1",
      "Your cart approaches a steep turn. Make a {@dc 15} Strength or Dexterity saving throw (your choice). On a failed save, the turn counts as 15 feet of {@variantrule Difficult Terrain|XPHB} for you."
    ],
    [
      "2",
      "Your cart hurtles toward low-hanging mining equipment. Make a {@dc 15} Dexterity or Constitution saving throw (your choice). On a failed save, you take {@damage 2d6} Bludgeoning damage and gain the {@condition Prone|XPHB} condition."
    ],
    [
      "3",
      "The tracks bend and swerve into a maze. Make a {@dc 15} Dexterity or Intelligence saving throw (your choice). On a failed save, the maze counts as 20 feet of {@variantrule Difficult Terrain|XPHB} for you."
    ],
    [
      "4",
      "You pass through a cavern that's home to a {@creature Swarm of Stirges|XMM}, waking them from slumber. The swarm uses one of its actions to attack you, and the mass of flapping, confused creatures gives you the {@condition Blinded|XPHB} condition until the end of your turn."
    ],
    [
      "5",
      "You speed through a cavern that's home to {@dice 1d6} {@creature Piercer|XMM|Piercers}. One of them uses one of its actions, targeting you."
    ],
    [
      "6",
      "A {@creature Hook Horror|XMM} notices you. Make a {@dc 10} Wisdom or Charisma saving throw (your choice). On a failed save, the creature joins the chase with you as its quarry."
    ],
    [
      "7โ€“12",
      "There is no complication."
    ]
  ],
  "__prop": "table",
  "source": "FRAiF",
  "chapter": {
    "name": "Running the Realms",
    "index": 1,
    "ordinal": {
      "type": "chapter",
      "identifier": 1
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