Crossings (d12)

Roll a d12 for a river crossing, or a d8 for a chasm crossing.

d12 Result

1

Fallen Tree. Can be crossed carefully on foot.

2

Narrow. Can attempt to jump across, use a rope, or topple a tree over the gap.

3

Rope Bridge. Mounts may refuse to cross, and may fall if forced to cross. The rope anchors on either side of the bridge can be cut or loosened to set a trap or collapse the bridge.

4

Bridge. A solid, reliable bridge made of stone or wood.

5

Toll Bridge. May be official or otherwise.

6

Unstable Bridge. The bridge is in an obvious state of disrepair. It can handle the weight of d6 people but will collapse if subjected to more than that.

7

Bridge Out. The bridge has collapsed. No way to cross from here.

8

Bridge Under Construction/Repairs. A crew is working on the bridge during the day. The bridge will be usable in d20 days.

9

Stones. Can cross by hopping from stone to stone.

10

Ferry. Can take several people to any destination downstream, for a fee.

11

Ford. Can be waded across. There is a 1 in 6 chance that the waters are temporarily too high to cross. They will recede after d6 days.

12

Tunnel. Crosses underneath the river. The entrance may be hidden and a light source will be needed to navigate. There's a 1 in 6 chance that bandits or hostile creatures are lurking here.