Caught in the Crossfire
Two warring factions or armies have made the adventurers’ travel route their battleground, fighting with weapons and spells both near and at range. The conflict may or may not concern the party, but their first priority is continuing on their journey—and cutting directly through is a potentially lethal endeavor.
Make a group Acrobatics check to deftly maneuver through the battlefield. Alternatively, one Persuasion check can negotiate a momentary ceasefire to pass through safely.
Critical Failure: The party is caught in the crossfire and each adventurer suffers two levels of fatigue —they are unable to pass and must take a different route, losing 6 (1d4+2) hours of travel.
Failure: The party is caught in the crossfire and each adventurer suffers a level of fatigue —it takes them a full 3 (1d6) hours of travel to traverse the battlefield.
Success: The adventurers find a safe way through the battlefield, losing 1 hour of travel.
Critical Success: The adventurers find a safe way through the conflict and they find treasures on the dead soldiers that line the battlefield. Roll twice on the Boons and Discoveries table.