2nd tier (constructed)
Challenge 8 (3,900 XP); DC 17/15
Area Local (1 hour)
In order to get where they’re going the party needs to get by a blockade. It is gated off with high fences, guards, and attack dogs — no expense was spared to keep trespassers out of this area.
**Material Aid.** Adventurers can use certain materials to gain an expertise die on an appropriate ability check. For example, a bribe of 100 gold might be used to gain an expertise die on a Persuasion check, and acquiring the patrol schedule might gain an expertise die on a Stealth check.
## Possible Solutions
**Avoiding.** The blockade might be avoided by backtracking and taking a different route; if the party chooses to do this, they will lose 4 hours of travel time cross-country through the surrounding terrain, and will not earn any experience for the exploration challenge, but they do not have to face it.
**Barely skirting the blockade.** If the party wants to avoid spending so much time going around the town, they can choose to just skirt the guards and obstacles put up. If they do this, they will encounter the border guards. These can be soldiers, creatures, deadly traps, etc, and should be level-appropriate for the party.
### BORDER GUARDS
The party can try an opposed Stealth/Perception check, but if monsters are serving as the border guards their success or failure at this may depend on disguising/masking their scent. Otherwise, they encounter the guards:
GUARDS
If the battle lasts until the end of Round 2, another set of guards arrives at the top of Round 3. Repeat this every 2 rounds until 4 border guard groups have been defeated. This will leave the forces behind the blockade without this defense for a period (DM disgression for how long).
### Border Traps
Make a DC 15 group Perception check to find and avoid all the traps. You can describe them using these:
*Reference Manual: Traps
*Table: Random Dungeon - Trap Trigger
*Table: Random Dungeon - Trap Effects
**Other options.**
An Intimidation check scares the forces guarding the blockade, or a Persuasion check can bribe them (1,000 gp, they still think the party will rob, sabotage, or attack them, or damage their livelihood). Depending on the blockade type, the adventurers might be able to make a group DC 15 Stealth check to sneak across.
**Critical Failure.** Adventurers are pursued by a guard squad and each suffer one level of fatigue after the ensuing chase or fight.
**Failure.** A patrol of 3 (1d4+1) guards pursue the adventurers.
**Success.** The adventurers successfully traverse the property and lose 2 hours of travel time in the process.
**Critical Success.** The adventurers deftly traverse the property unhindered. Roll on the Boons and Discoveries table.