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<blockquote data-quote="Imaculata" data-source="post: 6921646" data-attributes="member: 6801286"><p><strong>The fisherman's hut</strong></p><p></p><p>The party encounters a small fisherman's hut near a body of water (river/lake/ocean). The fisherman can provide the party with a means of crossing a nearby water obstacle, or make catching fish a little bit easier.</p><p></p><p>He sells boats and oars at low prices:</p><p></p><p><strong>Rowboat (3 persons): </strong>25gp</p><p><strong>Canoe (1 person): </strong>13gp</p><p><strong>Oar: </strong>1gp</p><p></p><p>He also sells bait and lures that reduce the DC of Wisdom(survival) checks for catching fish by 1 or 2, aslong as it is in a location where fish can be found at all.</p><p></p><p><strong>Bait (5 uses, reduces DC by 1): </strong>1sp</p><p><strong>Lure (reduces DC by 1): </strong>1gp</p><p></p><p><strong>Crocodile Creek</strong></p><p></p><p>The party encounters a large lake, with several rope bridges across. There's a small island in the middle of the lake. The lake is surrounded by trees, and the water is muddy and full of leafs and wooden logs. A successful DC 10 Wisdom(Survival) check reveals that the lake is full of crocodiles. They can also see a small 2-person wooden boat lying at the shore, with 2 oars. A successful DC 16 Wisdom(Survival) check reveals that a crocodile is waiting near the boat. If the players get close to it, the crocodile will rush out of the water at lightning speed.</p><p></p><p>Four rope bridges span the lake:</p><ul> <li data-xf-list-type="ul">The first rope bridge is perfectly safe, and well maintained.</li> <li data-xf-list-type="ul">A successful DC 12 Wisdom(Perception) check reveals that the second bridge is unsafe, and will collapse if more than one person steps at it at a time. Once across it leads to a small island in the middle of the lake, where 2 crocodiles are sleeping. The players can pass them with a successful Dexterity(Stealth) check.</li> <li data-xf-list-type="ul">The third bridge is fine.</li> <li data-xf-list-type="ul">The fourth and last bridge is hanging partially in the water. The players can attempt a 12 ft. jump across the gap. If they fail, they end up in the water with the crocodiles.</li> </ul><p><strong>The top of the waterfall</strong></p><p></p><p>The players encounter a raging river that plummets down a 40ft. waterfall. The players can attempt to jump across some rocks, which requires two successful 14 ft. jumps. They can also attempt to swim across, which is a DC 16 strength(athletics) check. Climbing down the waterfall is also a possibility, and requires a DC 14 strength(athletics) check. It is much easier to cross the river once the players climb all the way down. They can also travel up-river to look for a way across, but this will easily add half a day to their traveling time.</p><p></p><p><strong>The dust storm</strong></p><p></p><p>A massive dust storm moves towards the party, obscuring all sight as soon as they enter. The DM must decide from which direction the dust storm is coming. Treat the effect of the dust storm as if it is very dense fog. It takes at least an hour to travel through the dust storm on foot, and any faster mode of travel would simply be too dangerous (you can't see where you are going). The party must make a navigation check with disadvantage each hour. If they fail, add an extra hour of travel to their journey, and roll for a random direction they traveled in. If after an hour they are still inside the dust storm (for example if they move directly in the direction the storm is coming from), they must make a new navigation check.</p><p></p><p>The dust storm can have an environmental or super-natural cause. It may even have been caused by a creature. Optionally, the DM can decide that hostile creatures live inside the dust storm, or that there is a lightning hazard while inside the storm.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6921646, member: 6801286"] [B]The fisherman's hut[/B] The party encounters a small fisherman's hut near a body of water (river/lake/ocean). The fisherman can provide the party with a means of crossing a nearby water obstacle, or make catching fish a little bit easier. He sells boats and oars at low prices: [B]Rowboat (3 persons): [/B]25gp [B]Canoe (1 person): [/B]13gp [B]Oar: [/B]1gp He also sells bait and lures that reduce the DC of Wisdom(survival) checks for catching fish by 1 or 2, aslong as it is in a location where fish can be found at all. [B]Bait (5 uses, reduces DC by 1): [/B]1sp [B]Lure (reduces DC by 1): [/B]1gp [B]Crocodile Creek[/B] The party encounters a large lake, with several rope bridges across. There's a small island in the middle of the lake. The lake is surrounded by trees, and the water is muddy and full of leafs and wooden logs. A successful DC 10 Wisdom(Survival) check reveals that the lake is full of crocodiles. They can also see a small 2-person wooden boat lying at the shore, with 2 oars. A successful DC 16 Wisdom(Survival) check reveals that a crocodile is waiting near the boat. If the players get close to it, the crocodile will rush out of the water at lightning speed. Four rope bridges span the lake: [LIST] [*]The first rope bridge is perfectly safe, and well maintained. [*]A successful DC 12 Wisdom(Perception) check reveals that the second bridge is unsafe, and will collapse if more than one person steps at it at a time. Once across it leads to a small island in the middle of the lake, where 2 crocodiles are sleeping. The players can pass them with a successful Dexterity(Stealth) check. [*]The third bridge is fine. [*]The fourth and last bridge is hanging partially in the water. The players can attempt a 12 ft. jump across the gap. If they fail, they end up in the water with the crocodiles. [/LIST] [B]The top of the waterfall[/B] The players encounter a raging river that plummets down a 40ft. waterfall. The players can attempt to jump across some rocks, which requires two successful 14 ft. jumps. They can also attempt to swim across, which is a DC 16 strength(athletics) check. Climbing down the waterfall is also a possibility, and requires a DC 14 strength(athletics) check. It is much easier to cross the river once the players climb all the way down. They can also travel up-river to look for a way across, but this will easily add half a day to their traveling time. [B]The dust storm[/B] A massive dust storm moves towards the party, obscuring all sight as soon as they enter. The DM must decide from which direction the dust storm is coming. Treat the effect of the dust storm as if it is very dense fog. It takes at least an hour to travel through the dust storm on foot, and any faster mode of travel would simply be too dangerous (you can't see where you are going). The party must make a navigation check with disadvantage each hour. If they fail, add an extra hour of travel to their journey, and roll for a random direction they traveled in. If after an hour they are still inside the dust storm (for example if they move directly in the direction the storm is coming from), they must make a new navigation check. The dust storm can have an environmental or super-natural cause. It may even have been caused by a creature. Optionally, the DM can decide that hostile creatures live inside the dust storm, or that there is a lightning hazard while inside the storm. [/QUOTE]
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