# Wilderness Chase Complications *Source: Dungeon Master's Guide (2024) p. 53* **Wilderness Chase Complications** `dice: [](wilderness-chase-complications-xdmg.md#^wilderness-chase-complications)` | dice: 1d12 | Complication | |------------|--------------| | 1 | You pass through a [Swarm of Insects](Mechanics/CLI/bestiary/beast/swarm-of-insects-xmm.md) (see the "Monster Manual", with the DM choosing whichever kind of insects makes the most sense). The swarm uses one of its actions, targeting you. | | 2 | A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of [Difficult Terrain](Mechanics/CLI/rules/variant-rules/difficult-terrain-xphb.md) for you. | | 3 | Make a DC 10 Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the [Blinded](Mechanics/CLI/rules/conditions.md#Blinded) condition until the end of your turn. While you are Blinded in this way, your Speed is halved. | | 4 | A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 10 feet. | | 5 | Your path takes you near a patch of "razorvine" (see ""Hazards"" in this chapter). Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take `d10` Slashing damage. | | 6 | A creature native to the area notices you. (The DM chooses a creature appropriate for the terrain.) 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. | | 7–12 | There is no complication. | ^wilderness-chase-complications