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.
Crossing it
- Navigate
- DC 5
- Forage
- DC 10
- Notice
- DC 10
Downstream doubles the day. Upstream halves it.
In play
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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.
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Route
Travel downstream doubles the day's distance and ignores difficult terrain. Upstream halves it.
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Crossings
A pursuer knows where a party can cross, because crossings are few. A ford or a bridge is a likely ambush site.
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Flood
After heavy rain upstream, the channel rises 1d6 feet an hour for 1d4 hours and the ford is gone.
Variations
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Headwater
Steep, fast and cold. Vessels portage around obstacles, and no vessel larger than a boat can use it.
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Lowland channel
Slow, wide and navigable. Traffic, tolls and a settlement at every confluence.
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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.