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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

dResult
1Open water, who knows how deep
2Rocks, eddies, rapids
3Waterfall, or smaller stream feeding the river
4Swamp, drowned trees, logjam
5-6Shallows, marsh, mud, reeds
7-8Sandbar, beach, shingle, floodplain
9Slope or hill
10Bluff, promontory, rocky outcrop
11Caves
12Island