River Features & Hazards Rollable Terrain

This table is designed to help Dungeon Masters (DMs) create dynamic and engaging river encounters. You can roll once or twice on each table to add primary and secondary features to your river setting. The effects listed are optional and can be tailored to fit the level and context of your game. Adjust the difficulty classes (DCs) for checks as appropriate for your characters' levels. The primary goal is to enhance the environment without bogging down gameplay.

Primary River Features

  1. Waterfall: A steep fall of river water from a height.

    • Effect 1: DC 15 Dexterity save to avoid slipping on wet rocks.
    • Effect 2: Loud noise may mask other sounds, disadvantage on Perception checks.
  2. Rapids: Fast-moving, turbulent section of the river.

    • Effect 1: DC 15 Athletics check to navigate or swim through safely.
    • Effect 2: Difficult terrain for boats or swimmers.
    • Effect 3: Can cause minor damage, 1d4 bludgeoning damage.
  3. Chasm/Gorge: A deep, narrow valley through which the river flows.

    • Effect: Provides cover or concealment.
  4. Deep Water: A deeper section of the river.

    • Effect: Provides cover or concealment.
  5. Hourglass Bottleneck: A narrow section of the river.

    • Effect 1: Forces creatures to pass through a tight space.
    • Effect 2: Can create a natural chokepoint.
    • Effect 3: Advantage on ambush attempts.
  6. "Y" Split: The river divides into two branches.

    • Effect 1: Creates multiple path options for travel.
    • Effect 2: May confuse tracking attempts.
    • Effect 3: Provides strategic advantages for escape or pursuit.
  7. Stream Leading to River: A smaller stream feeding into the main river.

  8. Shallow Area: Part of the river with low water depth.

  9. Pool Area: A calm, deeper pool within the river.

Secondary River Features

  1. Single Curve: A gentle bend in the river.

  2. "S" Curve: A series of bends in the river.

    • Effect: Could cause disorientation in navigation.
  3. Channel: A deeper, narrow section within the river.

    • Effect: May require a DC 12 Athletics check to swim across.
  4. Eroded Bank: Riverbank worn away by water flow.

    • Effect: DC 12 Dexterity save to avoid falling if climbing.
  5. Reeds: Tall grasses growing in shallow water.

    • Effect: Difficult terrain.
  6. Rocky Riverbed: An area with many rocks or boulders in the riverbed.

    • Effect: DC 12 Dexterity save on a miss by more than 5 or critical fail to avoid falling prone.
  7. Gravel/Shale Riverbed: Loose stones on the riverbed.

    • Effect: DC 12 Dexterity save on a miss by more than 5 or critical fail to avoid slipping.
  8. Natural Bridge: Fallen trees or rocks creating a natural crossing.

    • Effect 1: DC 10 Acrobatics check to cross safely.
    • Effect 2: Provides a strategic crossing point.
  9. Fallen Logs: Large logs lying across or within the river.

    • Effect 1: DC 10 Dexterity save on a miss by more than 5 or critical fail to avoid slipping.
    • Effect 2: Can be used as a makeshift bridge.
  10. Animal Evidence: Signs of local wildlife, such as tracks or scat.

    • Effect 1: Advantage on Survival checks to track or avoid animals.
    • Effect 2: Could provide clues about nearby dangers or resources.
  11. Herbal Plants: Patches of useful plants.

    • Effect: Harvestable ingredients for potions or herbal remedies using Nature check to identify.

Conclusion Paragraph: Use this table to enhance your river encounters, adding layers of complexity and interest to your campaign. Remember, the effects are optional and should be tailored to fit the level and context of your game. By integrating these dynamic elements, you can create memorable and engaging adventures for your players.

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