2373196-The Rivers Curse - Adventure
2373196-The Rivers Curse - Adventure
2373196-The Rivers Curse - Adventure
TOM LORENTI
Unravel the Curses of the River in this Riveting Adventure
Supplement for the World’s Greatest Roleplaying Game
THE RIVER’S CURSE
Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Eberron, the dragon ampersand,
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeons Masters Guild.
All other orginal material in this work is copyright 2023 by Thomas Lorenti and published under the Community
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PDF Version
v1.2 28/05/2023: third release
Table Of Contents
Act One: Overview 4 Influence and Powers 33
Chapter Six: The Tapestry’s Final Open Game License version 1.0a 47
Hour 33
The Adventure
Schemes
Riverkeep. In the shadows, he conducts
horrific experiments, threatening to transform
the city’s people into monstrous Navigating the treacherous political landscape of
abominations. Combining the blood of stolen, sorcerous Riverkeep, the party uncovers that Lord Zalkor has
children with aberration sap from a goblin tribe he replaced Baron Dupont and is behind the dark
controls, and with the assistance of Sir Allard (Kraal), to experiments beneath the city. They must forge alliances
create a monstrous substance known as “Interlace”, he or risk betrayal as they fight to expose Zalkor’s plan.
stores this as vapour inside glass marbles. When
shattered, the vapour inside transforms the nearest
humanoid into a Bruteborn. The tyrants visiting the city Phase Three: Final
Confrontation
have taken an interest in this substance and plan to
exchange gifts with Lord Zalkor in return for it. The
party must stop this operation before it is too late and In a tense showdown at Baron Dupont’s stronghold, the
countless lives are lost. party must confront Lord Zalkor and his minions. The
Phase One:
outcome of the battle will depend on the alliances
they’ve made and the choices they’ve taken throughout
the adventure.
Investigation
The party is hired to investigate strange disappearances
and public executions in Riverkeep. Their investigation
leads them to a corrupt tavern, a manipulated goblin
tribe, and hints of a darker force known as the
Mindweaver.
ACT 1 | OVERVIEW
4
Running this Adventure
The River’s Curse is designed for a party of 4-6 6th-level adventurers. The adventure begins on the outskirts of
Riverkeep and leads the characters on a journey through the web of intrigue and danger lurking in the city. The main
villain, Baron Dupont, is revealed to be the malevolent Lord Zalkor, and the party must uncover his dark plans and put
a stop to them.
The adventure features a mix of exploration and diplomacy, with a few tough fights against powerful solo creatures.
Lord Zalkor himself is a formidable opponent, and the party should be well-prepared before facing him. Characters
with resistance or immunity to psychic damage will have an advantage against the Mindweavers.
It is important to note that the marbles containing the Interlace can be incredibly dangerous and may lead to instant
death for unprepared adventurers. Characters with the Lay on Hands ability or access to healing spells will be able to
counteract the effects of the Interlace. However, if the party does not have a healer, the DM should introduce a potion
that can stand in.
Overall, The River’s Curse offers a thrilling adventure full of mystery, danger, and intrigue. The DM should be
prepared to adapt to the player’s actions and choices, as the story may take unexpected turns. With careful planning
and a bit of luck, the party can emerge victorious and save the city from the grip of Lord Zalkor’s evil plans.
ACT 1 | OVERVIEW
5
Adventure Background
Riverkeep is a city divided, both physically and socially, by the river that runs through its heart. On the affluent western
bank lie the citadel, artisan quarter, and church, as well as the bustling city square where festivals and grand
celebrations are held. The eastern bank, by contrast, is home to the merchants, docks, and laborers who keep the city’s
economy moving. Goods flow from the docks to the merchant quarter, eventually finding their way to the artisan
quarter across the river.
For years, the Shadow Hands, a powerful criminal syndicate, ruled Riverkeep’s underworld with an iron grip. But
recently, a new force has risen in the city’s shadows. Lord Zalkor, posing as Baron Dupont, and his right-hand man,
Kraal—disguised as Sir Allard—have infiltrated Riverkeep using false identities. Under the guise of Dupont, Zalkor has
begun betraying the Shadow Hands, breaking long-standing deals and ruthlessly executing their most untouchable
members.
Zalkor’s ambitions go beyond the city’s underworld. He and Kraal have infected Queen Margrot of the Blood Tooth
Clan, a powerful goblin tribe, with a deadly aberration known as the Mindkiller. Under their control, the Blood Tooth
Clan has been forced to feed bodies to an aberrant stump, which produces toxic sap. This sap is sent to the Pick and
Pickle, a mysterious tavern hidden in Riverkeep’s East side.
The Pick and Pickle is more than it appears. It is a mimic, an extension of a false hydra, luring in victims—
particularly children with sorcerous bloodlines—who are then erased from the memories of those who knew them.
Kraal is the one who lures these children to the tavern, and once they are captured, they, along with the toxic sap, are
transported through the city’s sewer system to a hidden laboratory beneath a colossal statue in the middle of the bay.
In this hidden laboratory, Zalkor and Kraal create “Interlace,” a volatile vapor trapped in glass marbles. When
shattered, these marbles transform the nearest humanoid into a hulking aberration that kills indiscriminately. Zalkor
plans to sell these deadly marbles to the highest bidders and has invited tyrants, autocrats, and despots to a feast
where the transactions will take place.
The feast coincides with a public execution—the Hanging of local heroes and rebels who dared to oppose Baron
Dupont. These prisoners, held in the city’s jail on the west side of the river, include the captain of a notorious pirate
fleet moored just outside the city. His crew is ready to aid anyone who can successfully rescue their leader, adding
another layer of potential allies—or enemies—to the mix.
ACT 1 | OVERVIEW
6
Key Plot Points
Monster creation - The party uncovers that Lord
Missing Children
As the party approaches Riverkeep, they hear rumors of
Zalkor is creating monstrous abominations to sell to children mysteriously vanishing. Upon arriving in the
other states and lords. They must investigate his city, they learn that Baron Dupont (Lord Zalkor) is
operations, expose the extent of his influence, and behind these kidnappings, using the children’s blood for
shut them down before the city is overrun with these a dark ritual to create Interlace. The party must navigate
horrors. through dangerous territory, uncover Zalkor’s
Missing Children - Children with unique hereditary connection to a local goblin tribe, and rescue the
traits are vanishing across Riverkeep. These children children before it’s too late.
are being drained of their blood—the first key
ingredient in Zalkor’s monstrous creations. The Goblin tribe
party must track down the missing children and While traveling towards Riverkeep, the party
rescue any survivors. encounters desperate refugees fleeing a recent attack.
Aberration Sap: A local goblin tribe has fallen under They reveal that their town was raided by a well-
Lord Zalkor’s control and is producing aberration organized goblin tribe. If the party investigates further,
sap, the second key ingredient in his experiments. they will discover the tribe’s connection to Lord Zalkor
The party must infiltrate the tribe, discover the and their forced role in producing aberration sap for his
extent of the operation, and stop the production of monstrous creations. However, the deeper the party
this toxic substance. delves, the more they realize that the goblins
Interlace Production: Beneath Riverkeep, Sir Allard themselves are victims of Zalkor’s tyranny.
(Kraal), Zalkor’s right-hand man, is using the stolen
blood and sap to create “Interlace” vapors, which are Hero rescue
stored in glass marbles. These marbles are the final
catalyst in transforming people into abominations. The party receives a distress message from a respected
The party must uncover the operation and destroy hero imprisoned in Riverkeep, scheduled for execution
the production line. in a week. This hero holds critical knowledge of
Dignitaries’ Arrival: Foreign dignitaries are arriving Zalkor’s plot, and rescuing them is essential for
soon to witness the public execution of local heroes uncovering the full extent of his plans. However, the
and rebels. They are also here to negotiate the rescue mission is fraught with danger, as the hero has
purchase of Interlace marbles to create their own been deeply scarred by their imprisonment and may
monsters. The party must prevent this exchange need the party’s help to regain their strength and
from happening and stop Zalkor’s influence from resolve.
spreading beyond Riverkeep.
Hanging of Local Heroes/Rebels: In five days, a
City under pressure
public execution is scheduled for local heroes and Civil unrest grows in Riverkeep as the Baron tightens
rebels who opposed the Baron. They are being held his grip on the city. The party hears of the citizens’ dire
in the city jail on the west side of Riverkeep. The situation and must find a way to rally the people and
party must rescue them before the execution takes build a resistance. As they work to gain support and
place and secure powerful allies for the coming undermine the Baron’s rule, they will uncover his plans
conflict. to unleash Interlace on the city, threatening to turn the
The Orcas: The party may choose to ally with the populace into monstrous abominations unless they act
pirate crew known as the Orcas, who have a vested quickly.
Orcas Help
interest in freeing their captain from the city jail. In
exchange, the Orcas are willing to assist the party
with distractions, sabotage, or even outright attacks The party learns that the captain of the pirate crew
against Zalkor’s forces, offering valuable support for known as the Orcas is being held captive in Riverkeep.
the rescue or other objectives within the city. Allying with the Orcas could provide valuable support,
Adventure Hooks
as they are eager to rescue their leader. In return for the
party’s help, the Orcas offer their assistance in any of
the party’s objectives within the city, whether through
To fully explore the depths of this adventure, the party is
plundering, creating distractions, or launching direct
encouraged to pursue multiple storylines
assaults. As the party works with the Orcas, they will
simultaneously. By tackling different challenges, they
uncover the Baron’s role in the crew’s downfall and
can uncover Lord Zalkor’s plot from various angles and
must confront him together to settle old scores.
gain a more comprehensive understanding of the
danger facing Riverkeep. Keep your eyes and ears open,
and be ready to confront multiple threats at once.
ACT 1 | OVERVIEW
7
Adventure Play-by-
Play
The adventure begins as the party makes their way
toward Riverkeep, where the Blood Tooth Clan has
been terrorizing nearby towns and abducting people to
harvest sap from an aberrant tree stump. The party
soon learns that an external force has taken control of
Queen Margrot, the clan’s leader. This influence comes
from Lord Zalkor, who has also established a giant
Mimic Tavern called the Pick and Pickle, where the sap
is being delivered.
The party’s primary objective is to prevent the
hanging of local rebels and heroes in Riverkeep. Along
the way, they will encounter various clues and leads to
investigate, such as the Baron’s erratic behavior, broken
deals, and the disappearance of local children—
including the apprentice of a local magic shop mage—
and the mysterious destinations of the sap barrels.
During their investigation, the party discovers that the
Pick and Pickle is not just an ordinary tavern but a
dangerous aberrant creature. They also learn that the
Baron plans to demolish the King’s statue during a
special festival. Unbeknownst to the party, the festival is
a cover for a test of Interlace—a potent mist that
transforms anyone exposed to it into a monstrous
creature.
Time is running out. With only five days before the
public hanging, the party must act swiftly. They uncover
a secret chamber beneath the monolithic statue in the
bay, where Kraal and his followers are manufacturing
Interlace. This vapor, stored in glass marbles, releases a
corrupting mist that turns humanoids into brutish
monsters when shattered.
Investigating Sir Allard’s manor reveals critical
information and burned notes pointing toward his
involvement. The manor also provides access to the
sewers and the underwater laboratory where the
Interlace is produced.
At a grand feast, the party learns about the sinister
trade deals between Lord Zalkor and his malevolent
associates. The party faces critical decisions: explore
the citadel to uncover more about the Mindweavers,
attempt an assassination of Lord Zalkor, or bide their The Statue of Riverkeep
time until the next day to rescue the imprisoned rebels. The monolithic statue standing proudly in the middle of
Riverkeep’s Bay depicts an ancient king, crafted long ago
from rough-hewn stone. Towering over the waters, the
statue’s weathered features evoke both authority and power,
as if the king were still guarding his kingdom. His
outstretched arms seem to welcome traders and travelers to
Riverkeep, while simultaneously warning would-be invaders
of the city’s strength and resolve. Waves crash against the
statue’s base, but it remains steadfast—a symbol of
Riverkeep’s enduring legacy and the history that has shaped
it.
ACT 1 | OVERVIEW
8
Key Characters extermination or subjugation. His desire for control
stems from a belief that only he and his kind are worthy
of power.
The Good In addition to his natural psychic abilities, Lord
Zalkor wields a Psi-Rifle—a deceptively simple ornate
Captain Senth Clay - The towering Goliath leader of
rod with a metallic orb at its tip. This weapon is capable
the Arkers, Riverkeep’s city watch. His imposing
of firing devastating blasts of psychic energy, reducing
presence commands respect and ensures law and
even the most stalwart opponents to trembling wrecks.
order.
Zalkor’s expertise with the Psi-Rifle, combined with his
Lieutenant Marley Cromdor - A tough half-orc and
powerful intellect and psionic mastery, makes him an
Senth’s second-in-command. Fiercely dedicated to
enemy to be feared.
protecting Riverkeep’s citizens.
The captives; Jagal, Thorgin, Alec, Elen’gis, Gul’Rax, Baron Dupont
Lyen’ala - key figures held in the city jail, with ties to
Baron Dupont, known throughout the region for his
the resistance.
immense wealth and extravagant parties, is a man of
The Bad influence and charm. With his thick red beard, piercing
blue eyes, and a commanding presence, Dupont’s public
Lord Zalkor – A Mindweaver disguised as Baron image is that of a benevolent and charismatic noble.
Dupont, manipulating Riverkeep to fulfill his dark However, rumors of his dark dealings circulate through
plans. His mastery of psychic abilities makes him a the city, casting a shadow over his lavish lifestyle.
deadly and cunning adversary. Behind the scenes, Baron Dupont is a shrewd
Kraal – Zalkor’s ruthless right-hand man, posing as businessman, accumulating his fortune through arms
Sir Allard. Kraal oversees the creation of Interlace dealing, smuggling, and extortion. His network of spies
and furthers Zalkor’s agenda with calculated and informants keeps him well-informed, and his
precision. connections to criminal organizations ensure that his
grip on power remains unchallenged. Yet, despite his
The Ugly wealth and influence, there is something unsettling
about him, and many who know his true nature dare not
Bann – The brutal leader of the Shadow Hands cross him.
thieves’ guild, operating from the Night Port. Bann’s
ambition drives him to challenge Zalkor’s growing Bann & the Shadow Hands
control. The Shadow Hands, under Bann’s leadership, have a
Dagliesh – A nimble halfling thief and expert in dangerous mission for the party. They seek to
breaking and entering, Bann’s go-to for high-risk investigate Baron Dupont and gather evidence of his
jobs. recent changes in behavior. The guild suspects that
Trista – A red-skinned tiefling with high-society something darker is at play and wants the party to
connections. She acts as a middleman for the either eliminate the Baron or restore him to his former
Shadow Hands and their wealthy clients, using her self, whichever seems more feasible.
charm to secure deals. Trista, the Shadow Hands’ high-society contact, will
Captain Greenbeard – The notorious pirate captain accompany the party to infiltrate the Baron’s
of the Orcas, a druidic crew. Currently imprisoned by stronghold. However, her true objective is to steal the
the Arkers, his crew remains fiercely loyal. powerful artifact that is being used in the creation of
ACT 1 | OVERVIEW
9
Act Two: Riverside Chronicles
I
n this act, players will dive deep into the world of
Riverkeep and interact with its inhabitants. This phase
focuses on exploration and investigation, where players will uncover the town’s dark secrets and follow up on
various leads. Their actions will shape the outcome of Riverkeep’s fate.
Adventure
As the party journeys toward Riverkeep, they encounter
a young dwarven girl who suddenly dashes into the
road, pursued by goblin arrows. One arrow strikes her
leg, and she collapses. Introducing herself as Tirri, she
tearfully explains that she escaped from the Blood
Tooth Clan, who have been raiding villages and
capturing innocent people. Tirri pleads with the party to
help rescue her parents, who are still held captive in the
clan’s camp.
The pursuing goblins should provide a manageable
challenge for the party. After the battle, Tirri offers to
guide them to the Blood Tooth Clan’s camp.
3. Warg Pits
clan if danger approaches.
4. Sleeping Tents
a ledger tracks the sap deliveries, and hidden notes
from Lord Zalkor are stashed beneath her bed. She is
These tents house 3-4 goblin minions each. During the always surrounded by her loyal minions.
day, they are typically empty as the goblins are busy
with their tasks around the camp.
10. Spinecleaver’s Tent
5. Aberrant Stump
Spinecleaver, the captain of the goblin raiders, has his
own tent, adorned with trophies from successful raids.
At the center of the camp lies the 6-foot-wide aberrant Despite his fearsome reputation, he enjoys the comforts
tree stump, exuding purplish ooze with a sickly-sweet of a large bed and a chest stocked with snacks and
odor. The stump is fed a prisoner every few hours. If wine, symbolizing his high status within the clan.
there are no prisoners, a goblin is sacrificed instead.
The goblins harvest the sap from this stump and
package it in barrels ready for transport to the Pick and
Pickle.
6. Prison Cells
Crude wooden cells hold a minimum of six commoners,
prisoners from the clan’s raids. If the number drops
below six, the goblins immediately seek out more
captives. The cells can be broken open with force or
picked by a skilled thief. These prisoners are kept solely
for feeding the Aberrant Stump, per Queen Margrot’s
orders.
The Statue of Riverkeep Seated in the stands with Kraal (posing as Sir Allard) is
The statue at the center of Riverkeep plays a crucial role in Lord Zalkor, disguised as the Baron. During the setup
the party’s exploration of the city and interaction with its for the event, the Baron has a hushed conversation with
inhabitants. It depicts a mythic hero of legend, preferably one Trista, indicating that he no longer sees the thieves’
the players are invested in. The statue’s attempted guild as useful and hinting at a secret project he’s
destruction during the festival showcases the Baron’s power working on—testing the Interlace and creating
and allows the party to witness the transformation of a monsters.
humanoid into a Bruteborn. As the event unfolds, the Baron signals for the
Key Takeaways. As both a literal and narrative landmark, trebuchet to launch. A large boulder is flung at the
the statue guides the party toward the hidden artifact within
statue, but it bounces off an invisible magical barrier
the secret laboratory. This artifact serves as a motive for the
Shadow Hands to steal, as well as a reason for one of the (emanating from the artifact hidden in the secret
visiting dignitaries to be in the city. laboratory below).
During this spectacle, a man is transformed into a
Bruteborn, triggering chaos and panic as the monstrous
creature attacks citizens. The party must decide
whether to intervene and stop the monster or watch as
it wreaks havoc on the crowd and the Arkers.
After the battle, Trista approaches the party,
impressed by their abilities. She invites them to the
Shriveled Shrimp, believing they could be useful to the
Shadow Hands.
The Monster
Bann is aware of the Bruteborn creature but lacks
detailed information. He suspects Sir Allard is involved,
as Allard has been acting strangely and has been
spotted near the docks. Bann is worried about the threat
the creature poses but also sees potential in controlling
it as a weapon if the opportunity arises.
The Statue
Bann knows the statue in the center of Riverkeep is an
important symbol. The Baron despises it, and Bann
believes destroying the trebuchet or other means of
attacking the statue could weaken the Baron’s hold on
the city.
The Hangings
The Cells
Bann views the public hangings as a brutal display of
power but also sees opportunities. He may offer the Bann is aware of the Baron’s infamous prison cells,
Shadow Hands’ help in rescuing prisoners to gain favor known for their impregnability and the suffering they
with potential allies or as a show of good faith. Bann inflict on prisoners. He is willing to offer Shadow
knows the Hanging of the Tapestry members is Hands’ assistance in freeing captives if it helps
scheduled in five days at noon on the Hanging Bridge, a undermine the Baron. Bann suggests waiting for an
spectacle for the whole city and visiting dignitaries. opportune moment, such as during a hanging or
prisoner transport, to stage a rescue.
Sir Allard
The Orcas
Bann has never trusted Sir Allard, finding him corrupt
and arrogant. Allard only deals with Trista, frustrating Bann sees the Orcas as both a potential threat and an
the Shadow Hands. Bann suspects Allard is connected opportunity. He believes freeing the Orcas’ captain from
to the Baron’s erratic behavior and urges the party to the cells could open the door to a beneficial alliance,
investigate. He mentions that Allard recently dismissed strengthening the Shadow Hands’ position in the city.
most of his staff, keeping only a small retinue of guards
and a single servant at his manor on the far side of the Shapeless Way and the Pick & Pickle Tavern
city. Bann is unfamiliar with the Pick & Pickle Tavern or
Shapeless Way and doesn’t consider them significant
The Delegates locations. (These are actually properties of the Voidmaw
Bann has reliable sources and knows exactly which Mimic.)
delegates are visiting Riverkeep and when. He keeps a
close eye on their activities and may seek to make deals Sewer System
or alliances with them if it benefits the Shadow Hands. Bann is aware of the sewer system on Riverkeep’s
western side, the only functioning one in the city. The
system outflows into the sea at the southern point of the
city. However, Bann warns that crossing the bay and
exploring near the cliffs could attract unwanted
attention from the Arkers.
The Statue
Though saddened by the destruction of the statue,
Emerald is pragmatic. She suspects that the statue is
protected by a powerful spell, but she knows better than
to involve herself in something she cannot change. As a
businesswoman, she prioritizes adapting to the ever-
changing world around her.
5. Empty Shops
Along Shapeless Way, a row of vacant shops stands in
silence. Their dusty windows and faded signs are all
that remain of abandoned ventures, lost to the passage
of time.
Warehouse - Day
The warehouse in the dockyard is a bustling hub of activity
during the day. Ships arrive and depart, unloading and
loading goods, with men shouting orders and hoisting
ropes, moving with the efficiency of worker bees. The sound
of barrels and crates being stacked and shifted fills the air,
while merchants rush to collect their wares. The foreman, a
large man with a booming voice, barks orders at his workers
and inspects goods to ensure they meet expectations.
Despite the chaos, there is an underlying sense of order and
purpose, with everyone working together toward a common
goal.
The Tapestry
As you enter the high-security cells, the darkness is palpable.
The only light comes from a small window at the far end,
facing the hanging bridge—a grim reminder of the
prisoners’ inevitable fate.
The prisoners are bound tightly with heavy irons, their
hands and feet secured to the walls. As you approach, one of
them stirs and speaks in a weak voice, “Who… who’s there?”
DM Twist
Consider adding a twist regarding Jagal, the leader of the
resistance. Perhaps he was never in the high-security cells at
all and was secretly moved to a hidden location for
safekeeping. This twist adds an additional layer of intrigue,
challenging the players to uncover the truth and find Jagal
before it’s too late.
Basement
8. Cellar
The cellar emanates a damp, musty odor. Wooden
stairs creak with each step, and dim lighting from
flickering torches casts eerie shadows. The wine and
beer casks lining the walls are dusty, with scuff marks
and dents suggesting frequent movement.
One barrel in the corner has significantly more
disturbed dust around it, indicating recent tampering.
Footprints surround it, and the stench of fermented sap
wafts through the air.
The cellar has three exits. The main entrance leads
outside the kitchen on the first floor. The second is
concealed behind a liquor cabinet in the lounge. The
third exit leads deeper into the city’s sewer system,
granting Kraal access to his Interlace Laboratory.
2. Children’s Cells
The cells are sparse and waterlogged, holding three
children who await their captors’ next move.
3. Barrel Storage
This half-flooded room reeks of sourness and is filled
with large barrels stamped with the Pick & Pickle
insignia.
4. Mess Hall
This area is used by Kraal’s assistants during their
experiments.
5. Assistants’ Quarters
A simple room furnished with three beds and a few
meager personal items belonging to Kraal’s assistants.
6. Interlace Laboratory
This enormous 45-foot radius room sits directly
beneath the colossal statue of the king in the bay.
At the center of the room, atop an altar, a silver orb
swirls in mid-air, pulsing with a low glow. The lab is
filled with intricate and specialized equipment. One area
is dedicated to boiling aberrant sap into a concentrated
liquid. Another area has children tied down with leeches
extracting their blood. These ingredients are combined
in glass vials and dripped over the silver orb, which
vaporizes the mixture and siphons it into glass marbles.
Kraal collects the marbles and places them into richly
decorated, cushioned chests.
Sunrise Quarter
Daydream Plaza
35
35
E. The Emerald Exchange Magic
Gloaming Gate 35 Items 42
The Bay 35
F. New Rules 43
B. Maps 36
Save Ends Effects 43
RiverkeepMap 36 Dazed 43
Blood Tooth Camp 37 Action-Oriented Creatures 43
Warehouse 37 Villain Actions 43
ShapelessWay 38 Unique Creatures 43
SirAllardsManor 38 Minions 44
RiverkeepSewer 39 No Hit Dice 44
InterlaceLab 39 No Damage Rolls 44
Barracks 40 Shared Turns 44
The Citadel 40 Minion Trait 44
Overkill Attacks 44
C. Factions 41 Overkill Range 44
Shadow Hands 41 Group Attacks 45
The Orcas 41 Optional Rule: Group Saves 45
The Tapestry 41
The Arkers 41 G. Hand-Outs 46
The Blind Faith 41
Open Game License version 1.0a 47
ACT 3 | APPENDICES
34
A. Gazetteer of Riverkeep
Sunrise Quarter Gloaming Gate
The Gloaming Gate district in the South East is a
The Sunrise Quarter is the vibrant Artisan Quarter of
dangerous, seedy area dominated by the docks and
Riverkeep, bustling with craftspeople and artisans
home to shady establishments. The tight alleyways are
showcasing their skills in various shops and storefronts.
filled with taverns, brothels, and beggars, and it’s a
This area is also home to notable landmarks that attract
place where one must be constantly on guard. Among
both locals and visitors. At its heart lies a beautiful
the twisted streets lies the mysterious Shapeless Way, a
fountain, surrounded by benches and trees, offering a
location so elusive that even seasoned travelers struggle
peaceful retreat from the busy streets. Nearby stands
to find it. This place is home to the Voidmaw Mimic, a
the Church of Pelor, a towering structure with stunning
monstrous street-sized creature that controls the area,
stained-glass windows and intricate stonework,
including its buildings, cobblestones, and even some of
dominating the quarter’s skyline and drawing many to
its residents. Those who enter Shapeless Way are often
its serene grounds.
lost to the world, their existence erased from memory.
1. Fountain & Church of Pelor Other establishments in the Gloaming Gate include
2. Sir Allard’s Estate & Manor the infamous Shriveled Shrimp Tavern, a hideout for
3. Barracks on the Waterfront the Shadow Hands, the city’s thieves guild. Madame
4. The Thirsty Pig - Brewer Chloe’s brothel, Tally Hoes, caters to a more private
5. Carpenter, Cartographer, Jeweler Shops clientele, while the rowdy Fish Markets serve as the
6. Hammer and Tongs - Smithy hangout for The Orcas, a notorious pirate crew. The
warehouses in the dock quarter hide darker secrets,
Daydream Plaza
with shipments coming and going under the cover of
night.
Located in the Merchant Quarter on the East North 11. Shapeless Way
side, Daydream Plaza is a vital link between the docks
and the Artisan Quarter. The area buzzes with activity, Pick & Pickle Tavern - Rose and Castigan Felder
from merchants haggling over exotic goods to travelers Little Ladies and Gents - Corva Heartlace
visiting the Emerald Exchange, a magic shop run by the Spice of Life - Seppha
shrewd human woman, Emerald. The Stable, managed Woodson & Wood - Tizzy
by the friendly couple Gerald and Abby Saddlester,
provides safe lodgings for horses, while the lively 12. Warehouses
Markets offer spices, fruits, and leather goods. The 13. Shriveled Shrimp Tavern - Anders & Runa Hayward
Jadeford Guild House, prominent for its jade trade, is (Shadow Hands Hideout)
run by Thomara Jadeford, a dwarf woman who oversees 14. Tally Hoes - Brothel - Madame Chloe
the bustling business with efficiency. 15. Fish Markets - Hangout of The Orcas
ACT 3 | APPENDICES
35
B. Maps
ACT 3 | APPENDICES
36
ACT 3 | APPENDICES
37
ACT 3 | APPENDICES
38
ACT 3 | APPENDICES
39
ACT 3 | APPENDICES
40
C. Factions
Shadow Hands The Arkers
The Arkers are the city guard of Riverkeep, led by the
The Shadow Hands are Riverkeep’s infamous thieves’
towering Captain Senth Clay and his fierce half-orc
guild, operating from the Shrivelled Shrimp Tavern in
lieutenant, Marley Cromdor. Responsible for
the Gloaming Gate. Led by Bann, the guild deals in
maintaining order across the city, they collect tolls at
secrets, smuggling, and stolen goods, weaving their
the Hanging Bridge and patrol the affluent Sunrise
influence throughout the city. Bann prefers to manage
District and the bustling Daydream Plaza. However,
operations from the shadows, while Trista, a
they tend to avoid the dangers of Gloaming Gate and the
charismatic charlatan with high-society connections,
Night Port.
helps the guild gain access to influential people.
Day and night, we keep the peace. A river may divide,
Dagliesh, a skilled Shade, is the guild’s go-to for
but we stand strong on either side.
breaking into well-guarded establishments.
In the shadows, we thrive. Darkness is our ally,
whispers in the night, coins in our hand.
The Blind Faith
The Blind Faith is a fanatical religious order brought to
The Orcas Riverkeep by the emperor. Devotees are marked by
their missing eyes, symbolizing blind devotion to their
The Orcas are a crew of pirating druids, led by the
god. The Inquisitor and The High Priest of the Unseen
defiant Captain Greenbeard. They are often found
serve as the emperor’s emissaries, enforcing his harsh
gambling and drinking in the Shrivelled Shrimp while
religious doctrine on the people.
awaiting their leader’s release from the Arkers’ custody.
In darkness, we find the light. In the shadows of faith,
Lord Zalkor seeks to use the Orcas for his own
we find enlightenment.
purposes, but they remain resistant, loyal only to the sea
and their captain.
Gathering storms mean wrecked ships and good
The Fell Strokes
hunting. The winds of change bring new horizons and The Fell Strokes are a mercenary group of dwarven
bountiful prey. slavers led by Holger the Tall and Lady Torga
Brawnanvil. Wealthy from their slave trade and spoils of
The Tapestry war, they are ruthless in their pursuit of power and
riches, leading with unwavering authority.
The Tapestry is a rebel group led by Jagal, known for
Chains for the weak, gold for the strong, power for the
liberating slaves and rescuing prisoners from tyrannical
cunning. Our axes strike true, our pockets grow full.
forces like the Blind Faith. Imprisoned in the Riverkeep
Barracks, they are seen as enemies of the state, but to
their followers, they are champions of freedom.
We are threads in the Tapestry, weaving the fate of
the world with our own hands.
The Thieves Guild was used to create the Magic Item list
Magic Items
Magic Item Price (gp) Description
All or Nothing 50 On a roll you would normally use a d20, flip a coin instead. Heads is a critical success (Natural 20), tails is
Coin a critical fail (Natural 1). Can be used once per short rest.
Dust of De- 25 Can make things invisible, but wears off if the object moves, is moved, or even wiggles a bit. Best used on
Appearance inanimate objects or people who can hold really, really, still.
Paired Scrolls 100 As long as the scrolls are on the same plane, whatever is written on one scroll, appears on the other. Each
scrolls can “transmit” up to two sentences before becoming inactive for 24 hours. After 24 hours, anything
written on the scrolls fade.
Mighty Acorn 10 When thrown on a patch of earth, at least 5 feet wide, it immediately grows into a 20’ oak.
Silver 25 A 12 inch piece of silver fabric. When a command word is spoken, the fabric immediately flattens and
Handkerchief becomes as hard as steel. A second command word reverts the handkerchief back to the fabric form.
Ring of Tracking 50 A simple ring, when attuned to a user, the user knows the location of the ring at all times. Often used by
merchants and collectors to citadel track of their goods.
Shepherd’s 50 While wielding the staff, the holder can dominate beast once per day with a DC 13 wisdom save. Only
Staff works on farm animals.
Dagger of 50 A finely made halfling dagger. This dagger can be used to whittle a 6” piece of wood into a small object
Whittling once per day, without any DC check. The dagger can carve small toys, figures and other items made of
wood (worth 1d10 gp).
Bottomless 50 A masterwork stone mug, of the highest quality. Despite being normal sized, the mug can hold 10 gallons
Mug or 40 liters of liquid.
Everburning 250 This item appears to be identical to a regular torch. However, when you speak a command word it lights up
Torch with a green flame and continues burning until you speak another command word. The torch provides
bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a
ACT 3 | APPENDICES burning torch and hit, it deals 1 fire damage.
42
F. New Rules
Save Ends Effects Villain Actions
Every action-oriented creature has three villain actions
Some creatures have a trait or action that, on a failed
saving throw, imposes a debilitating effect for an they can use after an enemy creature’s turn. Villain
extended duration. But sometimes a lucky foe can retry actions are similar to legendary actions with the
their saving throw and potentially end the effect early— following exceptions:
in such situations, the stat block specifies “save ends at
start of turn” or “save ends at end of turn.” When you A creature can only use one villain action per round
see this phrase, it means any creature affected by a save (as such, villain actions tend to be more powerful
ends effect like this can repeat the saving throw on each than legendary actions).
of their turns, ending the effect on themself early on a Each villain action can only be used once during a
success. They can only make that saving throw either at combat encounter.
the start or end of their turn, as specified in the stat Each set of villain actions has a recommended round
block. order. These abilities give the battle a logical flow
and a cinematic arc.
Dazed
A dazed creature can only do one of the following things
The first villain action is an opener, which shows the
characters they’re not battling a typical creature.
Openers generally deal some damage, summon a lackey
on their turn: move, use an action, or use a bonus or three, buff the boss, debuff the characters, or move
action. If a creature becomes dazed during their turn, the creature into an advantageous position. They’re just
their turn ends. a taste of what’s to come.
Action-Oriented
The second villain action provides crowd control. It
typically fires after the heroes have had a chance to
Creatures
respond once or twice, get into position, and surround
the villain. This second action helps the villain regain
the upper hand. Like an opener, this action comes in
The solo and leader creatures presented in this book many flavors, but it’s even more powerful than an
are designed to be bosses: enemies that can take on an opener.
entire party by themselves or with a handful of The third and final villain action is an ultimate move
underlings. Rather than simply increasing CR (an or “ult”—a showstopper the villain can use to deal a
approach that often leads to underwhelming devastating blow to the characters before the end of the
encounters), this book introduces action-oriented battle. While every creature has a recommended order
creatures. of actions, you can take villain actions in any order if it
A powerful villain needs plenty of opportunities to act makes your fight more dramatic. You could push back a
and move when it’s not their turn. Thus, each action- villain action if a creature is stunned or might stay alive
oriented creature has at least one special bonus action for more than three rounds, or you could perform the
and reaction, as well as a special section with villain recommended third action in round two after several
actions that let them dominate the battlefield. surprise critical hits!
These actions make the boss creatures dynamic and
formidable. Whether fought as an exciting solo Unique Creatures
challenge or alongside a few easy-to-run underlings,
action-oriented creatures challenge the characters with The action-oriented creatures in this book are unique.
dramatic and powerful actions in combat. They typically have a specific name and backstory,
though you can ignore these if you wish to use the
creature’s stat block in another way in your campaign.
ACT 3 | APPENDICES
43
Minions
Minions are weak foes that allow GMs to create
Overkill Attacks
Powerful weapon attacks can kill more than one minion
dramatic combat encounters with hordes of enemies in a single maneuver called an overkill attack.
without overwhelming the characters. In fact, an As already discussed, a weapon attack requires only 1
encounter with minions makes characters feel heroic, point of damage to reduce a minion to 0 hit points,
since they can take on a myriad of foes and live to tell regardless of their hit point maximum. However, when
the tale. a weapon attack’s damage does exceed the target
However, minions still make threatening foes. Killing minion’s hit point maximum, the attack becomes an
a minion still requires penetrating their defenses, and overkill attack and the damage dealt beyond the
characters can’t just shrug off damage from minion minion’s hit point maximum becomes overkill damage.
attacks. Overkill damage can be applied to a second minion
So how do minions make running a horde of enemies that has the same stat block as the target and is in
quick and easy for the GM? overkill range (see below). Damage against the second
minion is counted as if you made a weapon attack
Minions are simple to run. Their stat blocks are against them; since it only takes 1 point of weapon
small and uncomplicated. damage to reduce a minion to 0 hit points, any amount
Minions act quickly. They don’t multiattack, roll for of overkill damage immediately knocks them out. But
damage, or take bonus actions or reactions, so their wait, it gets better—if the initial attack’s overkill damage
turns aren’t long. exceeds the second minion’s hit point maximum, the
Minions die fast. A character can kill several minions leftover overkill damage can roll over to a third minion,
with a single weapon attack! and so on! In other words, for each time the overkill
Minions have strength in numbers. Their attacks can damage exceeds the new target’s hit point maximum,
be grouped together to make them deadlier and the attacker can choose an additional minion to reduce
faster to use at the table. to 0 hit points.
For example, when a weapon attack deals 18 damage
No Hit Dice to a minion with a hit point maximum of 5, the overkill
damage is 13. If there are three additional minions of
Minions have hit points but no Hit Dice, simplifying
the same stat block in overkill range, they can all three
their design. Minions can’t spend Hit Dice to heal
be immediately reduced to 0 hit points, since the
during a short rest because they have none.
overkill damage exceeded the target’s hit point
No Damage Rolls maximum more than twice over.
Overkill attacks can’t be made as part of an
Minions don’t roll for damage because their attacks deal opportunity attack.
a static amount of damage. They also can’t score critical
hits. Overkill Range
Shared Turns Minions must be within a certain range to qualify for an
overkill attack, determined by whether the attack is a
Typically, all minions of the same stat block act on the melee or ranged attack.
same turn. Since they share a turn, the minions can Melee Overkill Attacks. When a creature hits a
each move into position then each use an action if they minion with a melee weapon attack, other minions
wish, instead of each moving and taking an action within reach of the attack are in overkill range and can
individually. be chosen as additional targets for an overkill attack.
Minion Trait
The overkill attack can’t target minions outside the
weapon attack’s reach.
Every minion has the Minion trait, which affects the Ranged Overkill Attacks. When a creature hits a
creature in the following ways: minion with a ranged weapon attack, other minions in a
line originating from the creature in the direction of the
If the minion takes any damage from an attack or as target, to a distance equal to the weapon’s short range,
the result of a failed saving throw, their hit points are are in overkill range and can be chosen as additional
reduced to 0. targets for an overkill attack. The overkill attack can’t
If the minion takes damage from another effect, they target minions outside the line or beyond the weapon’s
die if the damage equals or exceeds their hit point short range.
maximum, otherwise they take no damage.
ACT 3 | APPENDICES
44
Group Attacks Optional Rule: Group Saves
Each minion has a group attack action that speeds up Though minions often make saving throws individually,
play. In a group attack, two to five minions of the same there are times when rolling individual saves for each
stat block that share a turn can all use their action to minion could slow down the action, like when a cleric
take the same action and attack one target, provided the surrounded by eighteen specter minions uses Turn
target is within the attack’s reach or range for each Undead. When many minions with the same stat block
minion. need to make a saving throw against the same effect at
the same time, you can make one saving throw for a
Make a single attack roll for the group attack. It group of up to five minions at a time. All minions in a
counts as one attack. group use the result of the saving throw. For instance, if
A group attack roll gains a +1 bonus to the attack roll thirty-four goblin minions need to make a saving throw
for every minion in the attack. (For example, if four against a hypnotic pattern spell, the minions would
goblin minions make a group attack together, the make a total of seven saving throws against the spell: six
attack roll gains a +4 bonus.) for thirty minions divided into six groups of five, and one
If the group attack hits, multiply the damage by the more save for the remaining group of four minions.
number of minions that made the group attack. (For
example, if four goblin minions hit with a group
attack that deals 1 damage, their group attack deals
4 damage.)
ACT 3 | APPENDICES
45
G. Hand-Outs
You have two options for delivering this information to the players:
1. Full Letter: Provide the players with the entire letter at once, found in Sir Allard’s Manor or on his person during a
confrontation in the Interlace Laboratory. This option gives the players all the necessary details upfront.
2. Torn Fragments: Alternatively, you can divide the letter into smaller fragments, singeing the edges to show it has
been partially destroyed. These pieces can be found scattered in the manor’s fireplace, requiring the players to
piece it together themselves. This option adds a puzzle element to the discovery.
Tip: Keep a complete spare copy of the letter on hand to give the players once they have successfully reconstructed
the fragments.
ACT 3 | APPENDICES
46
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