# Urban Chase Complications *Source: Dungeon Master's Guide (2024) p. 53* **Urban Chase Complications** `dice: [](urban-chase-complications-xdmg.md#^urban-chase-complications)` | dice: 1d12 | Complication | |------------|--------------| | 1 | A cart or another large obstacle blocks your way. Make a DC 10 Dexterity saving throw to get past the obstacle. On a failed save, the obstacle counts as 10 feet of [Difficult Terrain](Mechanics/CLI/rules/variant-rules/difficult-terrain-xphb.md) for you. | | 2 | A crowd blocks your way. Make a DC 10 Strength, Dexterity, or Charisma saving throw (your choice) to navigate through the crowd. On a failed save, the crowd counts as 10 feet of [Difficult Terrain](Mechanics/CLI/rules/variant-rules/difficult-terrain-xphb.md) for you. | | 3 | A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity or Intelligence saving throw (your choice) to navigate the maze. On a failed save, the maze counts as 10 feet of [Difficult Terrain](Mechanics/CLI/rules/variant-rules/difficult-terrain-xphb.md) for you. | | 4 | The ground is slippery with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you have the [Prone](Mechanics/CLI/rules/conditions.md#Prone) condition. | | 5 | You encounter a brawl in progress. Make a DC 15 Strength, Dexterity, or Charisma saving throw (your choice) to get past the brawlers unimpeded. On a failed save, you take `2d4` Bludgeoning damage, and the brawlers count as 10 feet of [Difficult Terrain](Mechanics/CLI/rules/variant-rules/difficult-terrain-xphb.md) for you. | | 6 | You must make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take `d4` Bludgeoning damage. | | 7–12 | There is no complication. | ^urban-chase-complications