Environments · Regional environment

River

A river is a route, and on a world without a road network it is the only route that goes anywhere. It is also the one piece of terrain that moves: everything in it is carried downstream, including a party that loses its footing. Settlements stand on rivers, so a party traveling by river passes them whether it wants to or not.

Regional environment Aquatic (water)
Tropical Dry Temperate Continental Polar
Lowland Highland

Crossing it

Navigate
DC 5
Forage
DC 10
Notice
DC 10

Downstream doubles the day. Upstream halves it.

In play

  • The current

    A creature in the channel is carried 1d4 x 10 feet downstream at the end of its turn unless it is anchored or swimming against it at half speed.

  • Route

    Travel downstream doubles the day's distance and ignores difficult terrain. Upstream halves it.

  • Crossings

    A pursuer knows where a party can cross, because crossings are few. A ford or a bridge is a likely ambush site.

  • Flood

    After heavy rain upstream, the channel rises 1d6 feet an hour for 1d4 hours and the ford is gone.

Variations

  • Headwater

    Steep, fast and cold. Vessels portage around obstacles, and no vessel larger than a boat can use it.

  • Lowland channel

    Slow, wide and navigable. Traffic, tolls and a settlement at every confluence.

  • Delta

    The channel splits into a hundred branches. Navigation is DC 15, and the route differs each season.

Worlds it occurs on

  • Terran (Arid) A hot, dry rocky world habitable at its edges, with dune seas across the interior.
  • Terran (Verdant) A rocky world with liquid water, breathable air and a magnetic field to protect them, rare and the cause of most wars.