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Fouled Sluice

st tier (
(less than 1 hour)

The waterway is blocked by a fouled sluice gate up ahead.

Noxious Stench. Regardless of outcome, all adventurers must make a DC 13 Constitution saving throw or be poisoned for 1 round by the awful smell of rotting seafood.

Solo Challenge. Each adventurer decides for themselves how to navigate the sluice.

Swampy. The area under the floor is considered difficult terrain .

Trap. This trap can be detected by a passive Perception of 15 or with a Perception check to notice the plate. If the trap is not detected, it automatically triggers a critical failure.

Possible Solutions
  • An Acrobatics or Athletics check allows an adventurer to safely drop to the swamp below. On a failure they fall and take 7 (2d6) damage.

Potential Outcomes

Critical Failure: The adventurer falls and takes 7 (2d6) piercing damage from the spikes and rolls the saving throw for noxious stench at disadvantage .

Failure: The adventurer falls and takes 7 (2d6) piercing damage from the spikes.

Success: The adventurer successfully navigates the spikes.

Critical Success: The adventurer successfully navigates the spikes and rolls the saving throw for noxious stench with advantage .