*1st tier (terrain)* **Challenge** 3 (700 XP); **DC** 13/13 **Area** Intermediate (3 hours) The terrain on either side of the path rises higher and higher until the rock walls block out the light — suddenly there are several paths ahead and it’s confusing as to which is the right way forward. #### Mapping To map the ravines, roll 1d6 to determine what comes next: 1 — bends left 2 — forks 3 — T-junction 4 — three-way split, 5 — circle linking back to somewhere the party has already been 6 — bends right Every roll represents 10 minutes of travel. #### Scout It Out An [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check lets an adventurer climb to the top of the canyon wall, allowing them to find their way out and trigger a success. #### Up and Away The use of *[fly](https://a5e.tabletopbytheik.nl/compendium/spells/fly)*, *[levitate](https://a5e.tabletopbytheik.nl/compendium/spells/levitate)*, *[rope trick](https://a5e.tabletopbytheik.nl/compendium/spells/rope_trick)*, or similar magic triggers an automatic **success** for that adventurer. ## Possible Solutions The adventurers may try to map the ravines, automatically succeeding if they do so out of character. Otherwise, a [[03-Mechanics/6-Ability Scores/Survival|Survival]] check ensures an accurate map of where they have been, or a [[03-Mechanics/6-Ability Scores/Nature|Nature]] check reveals that a little rivulet runs downhill and leads to an exit from the ravines. **Critical Failure.** The adventurers get hopelessly lost and only find their way out after 5 (1d4+3) days. **Failure.** The party finds a way out, but it’s difficult. With all the turning about and back-tracking they lose 6 (1d4+4) hours of travel time and each adventurer loses 2 (1d4) Supply Dice. **Success.** The adventurers find their way out after 4 (1d4+2) hours. **Critical Success.** The adventurers find their way out. Roll on the Boons and Discoveries table.