The Shrouded Run Geographic Location in Candle'Bre | World Anvil

The Shrouded Run

The Basics

The most notable feature about 'The Shroud' as it is often called, is that it, like the Vale Lands it travels through, is often blanketed by a thick fog or mist, making navigation down the river a bit of a tricky proposition. Fortunately, there's only a single run of moderately challenging rapids, but by the time the river winds its way past MistHaven, the waters have calmed enough that the river is fordable at that point, and they remain calm for the rest of its journey to Loch Laern.  

Rapids

See Riding The Whitewater for rules regarding running the rapids.  

ValeLanders Folly (Class III)

Checkpoint 1 - The Shallows
This nasty stretch of whitewater that starts the run is dangerous because with so many rocks exposed, it inevitably damages the raft.   Two options here: Speed up or try to slow the boat. Slowing the boat is the right answer because it gives the crew more time to try and dodge rocks. Even so, parties rafting this run will see their raft take 2 points of Structural Damage (4 if they try to power through this section).   If the river is fog laden (likely) then the DC 15 check is made at Disadvantage.  
Checkpoint 2 - The Hairpin
Here, the river does a sudden turn, nearly doubling back on itself. This is probably the most dangerous section of the run. Rafters can either veer left or right going into the hairpin. Veering left is the easier passage (DC12) but there's a massive rock jutting up at the end that will give everyone quite a jolt (Strength or Dexterity checks against a DC 12) or lose your paddles. Those who fail the paddle check by 4 or more are also pitched out of the boat.   Veering right increases the DC to 16, but there are no nasty side effects waiting in the wings.  
Checkpoint 3 - Donovan's Knees
The final obstacle on this run is a fairly nasty one. A large rock formation dominates the center of the river. Rafters can cut left or right, but neither choice is good - it's more a question of which bad option can you best handle.   Going left will give you rough bit of whitewater (DC18) and require that everyone make Strength or Dexterity saves (player choice) or be pitched out of the boat. The good news is that even if you are pitched over the side, you'll only suffer bludgeoning damage for one round and after that, the DC for the swimming check drops to 10, making it fairly easy to escape (end of the run).   The right channel is narrow but relatively easy to navigate (DC 14) but murder on the boat, which will take 3 points of Structural Damage and double that if you fail the roll.   There are no rewards for completing this run in the blind, but the DM is free to offer one for a spectacular performance, at his/her option.  
It is left to the DM to design other runs of rapids along this river, but this one should be seen as the Gold Standard and the toughest run in the Basin.  

Plot Threads

The Shroud isn't interesting enough to build a campaign around, but it is very likely to be an obstacle to or from the wild lands.
Part of
The Vales
Alternative Name(s)
The Shroud
Type
River

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