*4th tier (circumstance)* **Challenge** 19 (22,000 XP); **DC** 22/17 **Area** Intermediate (3 hours) An errant spark or bit of fire quickly grows and before the party realizes it they are surrounded on all sides by a conflagration! Hungry flames wreathe through the treetops as winds fuel the rapidly increasing inferno, singeing everything with scorching heat. Wild animals run for cover in a panic, blinded by choking smoke. #### Clear Spots An [[03-Mechanics/6-Ability Scores/Investigation|Investigation]] check can find an area free of fire and smoke to get re-oriented and gain an expertise die on ability checks made against this exploration challenge. #### Face Coverings The use of 1 Supply Die worth of water adequately wets a cloth or face-covering for 2 creatures for 1 hour, granting those wearing one advantage on Constitution saving throws against the Choking Smoke and Inescapable Heat hazards. #### Fogged Vision The maximum range of any sight-based senses is 30 feet. In addition, [[03-Mechanics/6-Ability Scores/Perception|Perception]] checks are made with disadvantage, and all passive scores (including passive Perception) are reduced by 5. #### Hazards At the end of every hour in the area, roll 1d6 on the Forest Fire Hazards table: | d6 | Hazard | Effect | | --- | ---------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | Choking Smoke | Creatures make a Constitution saving throw or take 7 (2d6) poison damage. A creature that is immune to poison damage or does not need to breathe automatically succeeds on this save. Any creature that takes a 40 or more poison damage from the smoke becomes poisoned, and a poisoned creature that fails its saving throw suffers one level of fatigue.<br><br>On a critical failure, a poisoned creature falls unconscious for 60 (1d12 × 10) minutes. | | 3-4 | Inescapable Heat | Creatures make a Constitution saving throw or take 7 (2d6) fire damage and suffer a level of fatigue. Immunity to fire damage grants an automatic success on this save. | | 5-6 | Panicked Animals | Fleeing beasts won’t engage in combat but that doesn’t mean they aren’t still dangerous. Adventurers make a Dexterity saving throw. On a failure, they take 9 (2d8) bludgeoning damage, lose 2 (1d4) Supply Dice, and suffer a level of fatigue. | #### Spell Solve A casting of *[control weather](https://a5e.tabletopbytheik.nl/compendium/spells/control_weather)* abates the effects of the flames, and the adventurers gain an expertise die on saving throws made against Choking Smoke and Inescapable Heat. ## Possible Solutions A group [[03-Mechanics/6-Ability Scores/Survival|Survival]] check is needed to navigate through the smoke. **Critical Failure.** The adventurers take twice as long to traverse the area, and each suffers a level of fatigue. **Failure.** The adventurers make it through the forest fire in twice the normal time. **Success.** The adventurers make it through the forest at normal speed. **Critical Success.** The adventurers make it through the forest and they spot something important. Roll on the Boons and Discoveries table.