Crying Winds
This exploration challenge is particularly appropriate for use with the Corrupted Region template, first introduced in Gate Pass Gazette Issue # 32.
The wind moans hauntingly. It cuts through the ears and goes directly to the mind, inspiring dread, despair, and an impending, nameless doom that cannot be easily shaken.
Bleak History. A History check might bring up knowledge of past wars, atrocities, or tragic deaths that took place in the area. On a success, Religion checks to calm the winds are made with an expertise die.
Earplugs. Using earplugs or similar equipment grants an adventurer an expertise die on checks made to overcome this challenge.
Overpowering Noise. Even though the wind produces a low sound, it drowns out almost all others. Perception and concentration checks are made at disadvantage and adventurers must shout to be heard.
Each adventurer decides for themselves how to stave off distraction and despair as part of a group check. Options include Performance to lift the party’s mood, Religion to calm the party or the restless spirits themselves, or a Wisdom saving throw to endure the evil magic at work here.
Critical Failure. The crying winds draw the adventurers off-course, causing them to lose 3 (1d6) hours of travel time. Additionally, each adventurer suffers a level of strife.
Failure. The winds are so distracting the adventurers have to stop several times in order to regain their focus, causing them to lose an hour of travel time.
Success. The adventurers force themselves to ignore the wind and pass through with no delay.
Critical Success. The adventurer’s fortitude allows them to make their way through the winds. Roll on the Boons and Discovery table. If the party successfully used Religion to calm the spirits, roll twice as the comforted spirits offer their thanks.