River Rapids
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.
- 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.