**Requirement:** A minimum of 2 characters must participate. Parties can boost their group morale by holding friendly competitions, using Acrobatics, Athletics, or attack rolls. The competitions could be rope climbing, a relay of some type, knife throwing, etc. Any number of adventurers may undertake this activity together, making a group check for success. **Time:** Choose a number of days -- the benefit(s) last for each day spent on this activity. ___ **Critical Failure.** All involved characters lose inspiration. Characters without inspiration instead gain a level of strife. **Failure.** The adventurers do not improve their morale. **Success.** All involved adventurers gain an expertise die on any saving throws or checks vs fear for the days spent on the activity. **Critical Success.** As success, but all involved adventurers also gain inspiration. #journeyActivity #vsFear #gainInspiration ___ **Source:** Road Worthy Pursuits