*2nd tier (terrain)*
**Challenge** 6 (2,300 XP); **DC** 16/14
**Area** Local (1 hour)
Frothy eddies and whorls create a deceptively intense undertow in this 200-foot waterway, its powerful current launching spills over slick and smooth boulders.
#### Fly Away
The use of *[fly](https://a5e.tabletopbytheik.nl/compendium/spells/fly)* or similar magic (except *levitate*) triggers a **critical success** for that adventurer.
#### Wait
A [[03-Mechanics/6-Ability Scores/Nature|Nature]] check reveals that the waters will be lower tomorrow and crossing will be less hazardous. If the party waits, they have advantage on checks made to cross it then.
## Possible Solutions
A group [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check is needed to swim across the water, made with advantage if a rope is tied over the river, or an [[03-Mechanics/6-Ability Scores/Animal Handling|Animal Handling]] check to ford the river on a mount of at least Large size.
**Critical Failure.** The party is carried 500 (2d4 × 100) feet downriver (roll separately for each adventurer), losing 4 (1d4+2) hours of travel time and 4 (2d4) Supply Dice.
**Failure.** Each adventurer that fails suffers a level of fatigue and is carried 250 (2d4 × 50) feet downriver. The party loses 2 (1d4) hours of travel time regrouping.
**Success.** The adventurers cross safely.
**Critical Success.** The adventurers cross safely, and they discover a gift or clue along the way. Roll on the Boons and Discoveries table.
## Leave It Be
Bypassing the river and crossing in a safe place is possible but takes a great deal of time — safely traveling around it costs an extra day of travel time.