Labyrinthine Ravines
The terrain on either side of the path rises higher and higher until the rock walls block out the light—suddenly there are several paths ahead and it's confusing as to which is the right way forward.
Mapping. To map the ravines, roll 1d6 to determine what comes next: 1—bends left, 2—forks, 3—T-junction, 4—three-way split, 5—circle linking back to somewhere the party has already been, 6—bends right. Every roll represents 10 minutes of travel.
Scout It Out. An Athletics check lets an adventurer climb to the top of the canyon wall, allowing them to find their way out and trigger a success.
Up and Away. The use of fly , levitate , rope trick , or similar magic triggers an automatic success for that adventurer.
- The adventurers may try to map the ravines, automatically succeeding if they do so out of character.
- Otherwise, a Survival check ensures an accurate map of where they have been, or a Nature check reveals that a little rivulet runs downhill and leads to an exit from the ravines.
Potential Outcomes
Critical Failure: The adventurers get hopelessly lost and only find their way out after 5 (1d4+3) days.
Failure: The party finds a way out, but it’s difficult. With all the turning about and backtracking they lose 6 (1d4+4) hours of travel time and each adventurer loses 6 (2d4+1) Supply.
Success: The adventurers find their way out after 4 (1d4+2) hours.
Critical Success: The adventurers find their way out. Roll on the Boons and Discoveries table.