**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.
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**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
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**Source:** Road Worthy Pursuits