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Haze

th tier (
Challenge
DC
Area
(1 hour)

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. 

Possible Solutions
  • 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 .