*3rd tier (supernatural)* **Challenge** 11 (7,200 XP); **DC** 18/15 **Area** Special The glade seems to go on forever and ever — because it does! A prankster fey has enchanted this place to make it seem as if it can never be left. #### Lore An [[03-Mechanics/6-Ability Scores/Arcana|Arcana]] check allows an adventurer to recognize the fey influence. #### Magical Effect The fey glade is a magical effect created through illusion magic. Using *[dispel magic](https://a5e.tabletopbytheik.nl/compendium/spells/dispel_magic)* on the glade to suppress its enchantment for 8 hours requires a spellcasting ability check. ## Possible Solutions The party can make a group [[03-Mechanics/6-Ability Scores/Survival|Survival]] check to navigate the glade despite the illusion magic. **Critical Failure.** The adventurers lose 3 (1d4+1) days of travel. Each wakes up the next morning with their most brightly-colored non-iron object missing. **Failure.** The adventurers lose a full day of travel time. Each wakes up the next morning with their most brightly-colored non-iron object missing. **Success.** The adventurers successfully navigate the glade. **Critical Success.** The adventurers keep fond memories of traveling through the glade. Roll on the Boons and Discoveries table.