*2nd tier (supernatural)*
**Challenge** 7 (2,900 XP); **DC** 16/14
**Area** Greater (1 day)
As the party walks along, they start to notice that the plants are responding to them, and then a woody voice greets them.
Everything in a 10-mile radius has been awakened by a crotchety druid who expected nothing but courtesy, and the plants and animals are the same — if they feel that they are not granted that courtesy they can make life very difficult for passersby.
#### Benign
A [[03-Mechanics/6-Ability Scores/Nature|Nature]] check confirms that this is the result of benign magic.
## Possible Solutions
Being overtly rude or hostile to the awakened plants causes them to withdraw and triggers a **Critical Failure**. Otherwise, a successful group check using the following options allow the adventurers to travel across the area:
- An [[03-Mechanics/6-Ability Scores/Animal Handling|Animal Handling]] check helps reassure unsettled animals that there is no threat.
- A [[03-Mechanics/6-Ability Scores/Persuasion|Persuasion]] check convinces the plants that the party is friendly.
- A [[03-Mechanics/6-Ability Scores/Nature|Nature]] check allows the party to walk carefully without damaging anything.
- A [[03-Mechanics/6-Ability Scores/Religion|Religion]] check can help appease the nature gods.
**Critical Failure.** The area counts as difficult terrain and each adventurer suffers a level of fatigue from snagging groundcover or troublesome roots.
**Failure.** The area counts as difficult terrain and the journey takes twice as long.
**Success.** The adventurers are allowed to pass unhindered, and at the edge of the area they’re given delicious berries and mushrooms making up 4 (1d6+1) Supply Dice.
**Critical Success.** As a success, and the impressed plants tell the party about something of use to them. Roll on the Boons and Discoveries table.