The low lying mist that fills the valley floor appears to have a mind of its own, flowing up the slopes of the valley and against mundane winds. The unfortunates caught inside its wispy tendrils feel distrust growing and a sense of being watched by unfriendly eyes.
Dwarf Bane. Whatever the source of the foul magics of the mist, it seems to be particularly effective against those of full or partialheritage. Such adventurers suffer on against this challenge.
Magical Dispersal. The gust cantrip can produce enough wind to keep one person from being touched by the mist as long as it is continually cast. Other spells that produce moderate winds (at least 10 miles per hour) can disperse the mist from around all the adventurers for up to a minute. Spells that produce a strong wind (at least 20 miles per hour) can disperse it for up to one hour.
- Once engulfed in the mist each adventurer must make a Wisdom to resist its effects.
Critical Failure. Driven by paranoia, a random member of the party is the target of deep suspicion. The ally closest to them makes aagainst them and, if able, the target flees into the mist in terror. The rest of the adventurers are overcome with paranoia, either fleeing from or angrily seeking out imagined foes. Eventually, the adventurers come to their senses and are able to regroup, but have become terribly lost, losing 5 (1d6 + 2) hours of travel time.
Failure. Distrust overwhelms those adventurers who failed and they haveon while an ally is within 5 feet of them for the next 4 (1d4 + 2) hours.
Success. The adventurers make it through the mist, resisting the rising sense of distrust.
Critical Success. Set in a small area that the mist seems unable to approach, the party finds a small shrine. Roll on the Boons and Discoveries table.