The everflowing tears of the Forgotten Gods according to the legend, which glowing-in-the-night waters have healing powers.
Impulses: Bar crossing, carry away the unready, divide the land
Difficulty: 13
Potential Adversaries: Eeligators, craymeleon
Features
Dangerous Crossing - Passive: Crossing the river requires the party to complete a Progress Dynamic Countdown (5). A PC who rolls a failure with Fear is immediately targeted by the “Undertow” action
without requiring a Fear to be spent on the feature.
Have any of the PCs forded rivers like this before? Are any of them
afraid of drowning?
Healing Waters - Passive: the players can take the waters of the river and with an Instinct Role, mixing with local herbs, can create a Minor Health Potion.
Undertow - Action: Spend a Fear to catch a PC in the undertow.
They must make an Agility Reaction Roll. On a failure, they take
1d6+1 physical damage and are moved a Close distance down
the river, becoming Vulnerable until they get out of the river. On
a success, they must mark a Stress.
What trinkets and baubles lie along the bottom of the riverbed? Do
predators swim these rivers?
Sunken Treasure - Reaction: when a player has taken the Undertow consequence it sees some object sunk at the bottom of the river. It can take a Strenght Action Roll (Difficulty 18) to take one of these objects (if it's night it can do so with advantage, because of the glowing water):
Thistlefolk Armor
Sableblade
Patient Hunter - Action: Spend a Fear to summon an Eeligator within Close range of a chosen PC. The beast appears in or
near the river and immediately takes the spotlight.
If slain, the beas has a pair of Sableleaf Shoes in its belly.
What treasures does the beast have in their burrow? What travelers
have already fallen victim to this predator?