Haze
A thin fog blankets the area. It’s possible the haze originates from smoke, low-lying clouds, or other natural events.
Hazy Vision. The maximum range of any sight-based senses is 60 feet. In addition, Perception checks are made with disadvantage , and all passive scores (including passive Perception) are reduced by 5.
Spell Solve. The haze can be temporarily blown away by the casting of a gust of wind spell, giving the adventurers advantage on checks made against it.
- A group Survival check allows the party to navigate the haze.
Potential Outcomes
Critical Failure: The party gets terribly lost, losing 4 (1d4+2) hours of travel time, and one adventurer suffers a level of fatigue when the haze causes them to take a hurtful fall.
Failure: The adventurers lose 2 (1d4) hours in the haze.
Success: The adventurers find pockets of clear sight within the haze and move through the haze at normal speed.
Critical Success: The adventurers travel unhindered through the area of haze and uncover one Tier 0 Boon or Discovery .