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Dread River Terrain
Roll 1d12 to determine terrain when the party's path along the river changes: low rolls (1–4) yield hazardous water and obstacles, mid rolls (5–8) produce traversable wet ground, a...
Roll the Die of Fate for what the PCs find when their path along the river changes. Most rolls keep them in cursed lowland — only the high numbers offer dry ground or cover.
Roll 1d12 · Family Terrain · p. 88
| d | Result |
|---|---|
| 1 | Open water, who knows how deep |
| 2 | Rocks, eddies, rapids |
| 3 | Waterfall, or smaller stream feeding the river |
| 4 | Swamp, drowned trees, logjam |
| 5-6 | Shallows, marsh, mud, reeds |
| 7-8 | Sandbar, beach, shingle, floodplain |
| 9 | Slope or hill |
| 10 | Bluff, promontory, rocky outcrop |
| 11 | Caves |
| 12 | Island |