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<blockquote data-quote="Imaculata" data-source="post: 6905850" data-attributes="member: 6801286"><p><strong>The broken bridge</strong></p><p></p><p>A wooden bridge across a 50 ft. wide river has collapsed. Down below in the middle of the river lie the remains of a coach, stuck behind some rocks. The horses have drowned. The gap in the bridge is about 30 ft. wide.</p><p></p><p>Investigation of the foundation of the bridge reveals that erosion due to rapid expansion of the river has caused some of the wooden support beams to slip and collapse. This may be due to recent heavy rain fall.</p><p></p><p>A successful Intelligence (nature) check reveals that the river is a dangerous current. Swimming across is possible but difficult. If they succeed at a Strength (Athletics) check DC 14, they'll make it across unscathed. If they fail, they are dragged down stream 60ft. each round, and must make a DC 10 Dexterity (Acrobatics) check to avoid taking 1d4+1 bludgeoning damage from collisions with rocks, after which they can retry the swim check to reach the shore.</p><p></p><p>The party can also try to hop across the river, using the remains of the coach as a platform. They must succeed on two 15 ft. jumps. The carriage itself is 10 by 10 ft., just enough for a long jump.</p><p></p><p>Searching the coach may reveal loot, at the DM's discretion. Optionally, the DM may choose to add npc travelers that are stuck at the bridge as well, who may be able to assist the party.</p><p></p><p><strong>The forest path</strong></p><p></p><p>A small path branches off from the road, into the dense forest. The party can take this path to shorten their travel time by an hour, if they dare risk it. There are no signs at the path, and it looks as if it isn't used often.</p><p></p><p><strong>The forked road</strong></p><p></p><p>The road splits off into two different directions. An old double sided sign post stands in between, twisted, crooked and leaning to one side. A fat vulture sits on top of the sign, glaring at the travelers. It is no longer clear in which direction the sign post was supposed to point. If the players go left, they go in their intended direction. If they go right, an additional 4 hours is added to their total travel time.</p><p></p><p>A mending spell will restore the signpost to it's original position. A speak with animals spell would also allow the players to ask the vulture for directions.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6905850, member: 6801286"] [B]The broken bridge[/B] A wooden bridge across a 50 ft. wide river has collapsed. Down below in the middle of the river lie the remains of a coach, stuck behind some rocks. The horses have drowned. The gap in the bridge is about 30 ft. wide. Investigation of the foundation of the bridge reveals that erosion due to rapid expansion of the river has caused some of the wooden support beams to slip and collapse. This may be due to recent heavy rain fall. A successful Intelligence (nature) check reveals that the river is a dangerous current. Swimming across is possible but difficult. If they succeed at a Strength (Athletics) check DC 14, they'll make it across unscathed. If they fail, they are dragged down stream 60ft. each round, and must make a DC 10 Dexterity (Acrobatics) check to avoid taking 1d4+1 bludgeoning damage from collisions with rocks, after which they can retry the swim check to reach the shore. The party can also try to hop across the river, using the remains of the coach as a platform. They must succeed on two 15 ft. jumps. The carriage itself is 10 by 10 ft., just enough for a long jump. Searching the coach may reveal loot, at the DM's discretion. Optionally, the DM may choose to add npc travelers that are stuck at the bridge as well, who may be able to assist the party. [B]The forest path[/B] A small path branches off from the road, into the dense forest. The party can take this path to shorten their travel time by an hour, if they dare risk it. There are no signs at the path, and it looks as if it isn't used often. [B]The forked road[/B] The road splits off into two different directions. An old double sided sign post stands in between, twisted, crooked and leaning to one side. A fat vulture sits on top of the sign, glaring at the travelers. It is no longer clear in which direction the sign post was supposed to point. If the players go left, they go in their intended direction. If they go right, an additional 4 hours is added to their total travel time. A mending spell will restore the signpost to it's original position. A speak with animals spell would also allow the players to ask the vulture for directions. [/QUOTE]
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