*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.