*2nd tier (terrain)*
**Challenge** 9 (5,000 XP); **DC** 17/15
**Area** Immediate (less than 1 hour)
A large pile of boulders or trees blocks most of the river’s surface, surely bad news for the party’s vehicle! It’s rapidly approaching!
#### Approaching Fast
The party has limited time to react before the river brings them to the deadfall. Use a countdown (see Chapter 8 of the Adventurer’s Guide) until the vehicle strikes the deadfall, starting with 1d6 per adventurer and adjusting the starting dice pool as indicated in Out of Nowhere and Quick Assessment. If the countdown runs out, it is a Critical Failure.
#### Land
A vehicle check will safely beach the craft, allowing the party to bypass the deadfall from shore. But space for maneuvering is shrinking, so add +1 to the DC for each previous countdown roll.
#### Out of Nowhere
Adventurers must make Perception checks to determine how far in advance they each notice the obstruction ahead. For every multiple of 2 that a check exceeds the DC by, add 1 die to the countdown pool (see Approaching Fast). For every multiple of 2 that a check fails the DC by, remove 1 die from the countdown pool.
#### Quick Assessment
Characters can additionally make Investigation checks, with each success adding a die to the countdown pool.
## Possible Solutions
A group check guides the vessel to the best course. Each adventurer makes a Perception, Investigation, or water vehicle check.
**Critical Failure.** The vehicle takes collision* damage from the deadfall, stops and loses momentum, and has a random Malfunction. Each adventurer makes a Dexterity saving throw to avoid taking (21) 6d6 bludgeoning damage from the impact.
**Failure.** The vehicle takes collision* damage from the deadfall, stops, and loses momentum.
**Success.** The party avoids the deadfall.
**Critical Success.** As success, plus the party gains a Boon or Discovery.
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**Source:** Rollin' on a River (GPG 39)