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River Rapids

nd tier (
Challenge
DC
Area
(1 hour)

Frothy eddies and whorls create a deceptively intense undertow in this 200-foot waterway, its powerful current launching spills over slick and smooth boulders. 

Fly Away. The use of fly or similar magic (except levitate ) triggers a critical success for that adventurer.

Wait. A Nature check reveals that the waters will be lower tomorrow and crossing will be less hazardous. If the party waits, they have advantage on checks made to cross it then.

Possible Solutions
  • A group Athletics check is needed to swim across the water, made with advantage if a rope is tied over the river, or an Animal Handling check to ford the river on a mount of at least Large size.

Potential Outcomes

Critical Failure: The party is carried 500 (2d4 × 100) feet downriver (roll separately for each adventurer), losing 4 (1d4+2) hours of travel time and 7 (3d4) Supply.

Failure: Each adventurer that fails suffers a level of fatigue and is carried 250 (2d4 × 50) feet downriver. The party loses 2 (1d4) hours of travel time regrouping.

Success: The adventurers cross safely.

Critical Success: The adventurers cross safely, and they discover a gift or clue along the way. Roll on the Boons and Discoveries table.


Leave It Be

Bypassing the river and crossing in a safe place is possible but takes a great deal of time—safely traveling around it costs an extra day of travel time.