*1st tier (constructed)* **Challenge** 3 (700 XP); **DC** 14/13 **Area** Immediate (less than 1 hour) In order to get where they’re going the party needs to pass through someone else’s property. It is gated off with high fences, guards, and attack dogs — no expense was spared to keep trespassers out of this area. #### Material Aid Adventurers can use certain materials to gain an expertise die on an appropriate ability check. For example, a bribe of 10 gold might be used to gain an expertise die on a [[03-Mechanics/6-Ability Scores/Persuasion|Persuasion]] check, and acquiring the patrol schedule might gain an expertise die on a [[03-Mechanics/6-Ability Scores/Stealth|Stealth]] check. ## Possible Solutions An [[03-Mechanics/6-Ability Scores/Intimidation|Intimidation]] check scares the forces guarding the property or a [[03-Mechanics/6-Ability Scores/Persuasion|Persuasion]] check can bribe them. Alternatively, the adventurers can make a group DC 13 [[03-Mechanics/6-Ability Scores/Stealth|Stealth]] check to sneak across the property. **Critical Failure.** Adventurers are pursued by a guard squad and each suffer one level of fatigue after the ensuing chase or fight. **Failure.** A patrol of 3 (1d4+1) guards pursue the adventurers. **Success.** The adventurers successfully traverse the property and lose 2 hours of travel time in the process. **Critical Success.** The adventurers deftly traverse the property unhindered. Roll on the Boons and Discoveries table.