A1-S2 — The River-Level Descent
A1-S2 — The Descent to the Sinkhole
From Bridge to River Level · Two‑Stage Descent
Stage 1 — The Town‑Assisted Rope Descent (200 ft)
The town engineers lower the party down the official rope route. The descent plummets 200 feet through mist and spray, ending at a narrow platform at the base of the bridge's eastern pillar. From there, the party must continue on foot.
Stage 2 — The Metal Rungs (50 ft descent)
From the pillar base, a series of U-shaped metal rungs — each bent into a rough staple — have been driven into the rock face. They descend 50 feet down the steep cliff to the river's edge. The rungs are corroded, slick with spray, and worn smooth by years of use. The party may choose to clip together with safety ropes for mutual support, or descend individually.
Terrain and Checks — The 50‑ft Rung Descent
Descending the metal rungs requires a series of Climb checks. Each 10‑ft section of the descent is a separate check. The rungs are very slippery due to spray, algae, and corrosion.
| Section | Check | Success | Failure / Fumble |
|---|---|---|---|
| Upper rungs (10 ft) | Climb DC 10 | Descend 10 ft safely. | Slip and slide 5 ft down; take 1d4 nonlethal damage from scrapes. If clipped, the rope catches them (no damage, but they lose 1 action). |
| Mid‑upper rungs (10 ft) | Climb DC 12 (slippery) | Descend 10 ft safely. | Lose grip; slide 10 ft; DC 15 Reflex or fall prone on the next landing. If clipped, the rope holds but jerks the whole group — everyone must make a Climb check to maintain their grip. |
| Mid‑lower rungs (10 ft) | Climb DC 14 (very slick, spray) | Descend 10 ft safely. | Fall 10 ft; take 1d6 damage, land prone on a narrow ledge. If clipped, the rope arrest check is DC 18. |
| Lower rungs (10 ft) | Climb DC 16 (corroded, wet, near water) | Descend 10 ft safely. | Fall the remaining distance (up to 10 ft) — take 1d6 damage, land in shallow water (prone). If clipped, the rope arrest check is DC 20. |
| Final rungs (10 ft) | Climb DC 14 (near shore, waves) | Reach the rocky shore safely. | Slip and slide into the river — DC 14 Swim to avoid being swept downstream. |
Options and Alternatives
| Approach | Effect |
|---|---|
| Clip together (group) | +2 Climb, half speed, fall arrest possible (Strength DC 15). If one slips, the rope jerks the group — all must make a Climb check (DC 12) to hold on. |
| Descend individually | Full speed, no fall arrest. Each character makes their own Climb checks. If they fall, they take damage and land in the water or on the rocks. |
| Use magic | Spider climb or Fly negates the need for checks entirely. Feather fall negates fall damage if a character slips. |
| Drop a knotted rope | If the party has a knotted rope, they can lower it over the rungs. Climb DC drops to 8, and falling is prevented if they are tied in. |
At River Level — The Shore and Sinkhole
After the 50‑ft descent, the party reaches the river's edge — a narrow, rocky shore of broken basalt and schist, barely wide enough for two people to stand abreast. The Noyrus roars past, dark and swift, only a few feet away. The cliffs on both sides rise nearly vertical, composed of metamorphic and igneous rock — slick, jagged, and unforgiving. The shore is littered with driftwood, smooth stones, and the occasional rusted tool.
To one side, a massive chunk of the rock face has been carved out at river level — a dark, gaping wound in the stone. This is the sinkhole. Water from a side eddy rushes into the opening, creating a roaring curtain of spray. The sinkhole mouth is roughly 15 feet wide and 10 feet high, and the water disappears into darkness. Fresh boot prints and tool marks lead from the shore into the opening.
Immediate Observations
- Visibility: Dim light from the surface; torches or darkvision required beyond the sinkhole mouth.
- Noise: The waterfall roar and river sound impose a –2 penalty on Perception checks to hear anything beyond 20 ft.
- Footprints: Fresh boot prints and tool marks lead from the shore into the sinkhole — evidence of recent activity.
- Obsidian Chips: Small flakes of black volcanic glass are scattered near the sinkhole edge.
- Scraped Trail: Goods have been dragged from the shore into the sinkhole.
- Ancient Masonry: The carved edges of the sinkhole show tool marks — this is not a natural formation.
Map 1 — River Shelf and Sinkhole Lip (Top‑Down View)
This map is oriented with the bridge spanning from north to south (top to bottom) across the Noyrus River, which flows east to west (left to right). The fixed ropes descend from the bridge to the slippery shelf.
Key Features
| Feature | Description |
|---|---|
| Bridge | Spans north–south (top to bottom), 400 ft across the river, 120 ft above the water |
| Noyrus River | Flows east–west (left to right), cold and fast-moving |
| Sinkhole | Located on the south bank, near the western edge of the bridge's shadow |
| Rope Descent [A] | Fixed ropes from bridge pillar down to river-level shelf |
| Scraped Trail [C] | Smuggler activity — leads from shelf toward sinkhole |
| Ancient Masonry [D] | Cyclopean stonework exposed in the cliff face — not natural |
A1-S2 — The River-Level Descent
Premise
If the party chooses the town‑assisted rope descent, engineers lower them down the official route. The descent reaches a slippery shelf near river level, where the party must scramble across wet rocks while clipped into safety ropes. The Noyrus River itself does not pour directly into the sinkhole. Instead, the sinkhole sits off to one side of the river, where a side eddy once curled back into the main flow. Now that side current drains into the sinkhole opening.
Skill Checks — The Descent
Reaching the sinkhole lip requires a series of skill checks. The party is clipped to safety ropes for most of the descent, so failure usually means a delay, a lost item, or a minor injury rather than an immediate death.
| Obstacle | Suggested Check | Failure Consequence | Success Benefit |
|---|---|---|---|
| Slick river shelf | Acrobatics DC 11 or Reflex DC 12 | Fall prone or slide 5–10 ft. while clipped to rope; lose 1 action on next turn. | Maintain footing and move freely along the shelf. |
| Rope‑supported traverse | Climb DC 10 | Lose 5 ft. of movement; gear may scrape loose — one item falls into a shallow pool (recoverable). | Cross the traverse without incident. |
| Spray and noise | Perception DC 12 (with a –2 penalty due to spray) | Miss signs of recent activity (scout tracks, tool marks, or the kobold alarm runner). | Spot fresh footprints, obsidian chips, or movement near the sinkhole lip. |
| Cold side eddy | Swim DC 12 if the character falls or enters the water | Dragged 10 ft. toward the sinkhole lip; take 1d4 cold damage from the frigid water. | Swim back to the shelf or grab a rope without losing position. |
| Ancient masonry exposure | Knowledge (Engineering) DC 13 or Perception DC 14 | Fail to notice that the stonework is not natural — the sinkhole was excavated, not formed by erosion. | Identify tool marks, chisel grooves, and recent reinforcement timbers, confirming intelligent activity. |
Group Check Option
If the entire party is descending together, you may allow a group check for the Acrobatics and Climb portions. At least half the party must succeed for the group to progress without incident. If the group fails, the party arrives at the bottom disorganised — each character who failed their individual check takes a –1 status penalty to initiative for the first combat encounter.
Key NPCs (Present at the Descent)
| NPC | Role | What They Want |
|---|---|---|
| Rigger Heskel Vane | Rope master & pulley operator | Wants to ensure the party is securely clipped and that no equipment is lost. |
| Apprentice Lira Toll | Engineer’s assistant | Wants to take notes on the lower pillars; scared but curious. |
| Guard Miro Kael | Bridge watchman | Wants to confirm the sinkhole isn't a threat to the bridge's foundation; will report back to the Tollmaster. |