The PCs in my campaign are going down a river. We ended the session after a night on an island (defeating a shambling mound that came out of the water). In the next session they're going down some rapids called the White Death. It is a 2-3 mile stretch of very rough waters. They are on a halfling river barge and so aren't actually directly the boat, but I'm wondering if anyone has any suggestions as to how I can make it a challenging situation. I won't make any rolls for the craft itself, or maybe make fake rolls as if I'm checking to see if it crashes, but I want there to be a sense of danger for the players, even the possibility of a character going overboard and smashed against the rocks (although I don't want any character deaths on account of river rapids!).
Any ideas? If they aren't tied down, maybe a Dexterity check every hundred yards or so until they wisely tie themselves down? Or maybe I should throw a minor water elemental into the mix? (They're only 3rd level).
Taking a page from Apocalypse Now, the captain of the boat (or perhaps several of the most capable hands on the boat) is taken out by a spear or arrow loosed from somewhere on the riverbank. The assailants are well-hidden by the terrain, but the PCs get some glimpses of the enemy here and there - enough to intrigue them and build tension.
Now you start presenting complications for the PCs to overcome, perhaps one per character. Make a short list of complications, keywords or short phrases that will allow you to frame a scene. The first one might be
Slings & Arrows: The boat is under attack from hidden assailants, the barge being pelted with arrows and slings which threaten to hit the PCs and additional members of the crew. What do the PCs do to deal with this threat?
Adjudicate accordingly. If they succeed, they avoid damage and protect the crew as the barge moves by the threat. If they fail, they take damage or the crew does, their choice. If they choose the latter, the boat becomes harder to control as they approach the rapids. (For example.)
If you've got four PCs, add another three complications.
Raging Rapids.
Treacherous Rocks.
Hole in the Hull. Or maybe
Lost Cargo or
Man Overboard. Present each of these complications in a pithy and engaging way that makes clear the stakes for winning and losing. Then ask, "What do you do?" Again, adjudicate accordingly.
Assess how they did at the end of the challenge and narrate the aftermath. Award XP for overcoming a non-combat challenge.