Floodgate Sabotage
The town council posts a reward after the river’s floodgates are found opened twice in one week, each time after a green flare is seen on the water.
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A river settlement has begun to fail in strange ways: lamps sputter with green flame, fish wash ashore silver-bellied and dead, and old floodgates open by themselves at night. The townsfolk blame weather, sabotage, and bad luck, but the truth points to a hidden ruin below the marsh and a single obsessed mastermind drawing power from tainted water.
This preview focuses on Act I, where the party investigates the trouble, follows clues through town and wetlands, and confronts the first servants of the threat. The tone is moody and practical: folk fear the river, work is interrupted by sabotage, and every answer seems to lead back to something drowned but not finished.
The campaign is written for 5e and uses official SRD-style monsters and rules language only.
The river has always fed the town—until recently. Now lantern oil spoils overnight, barges arrive late or not at all, and something in the water has begun to glow after dark.
You may be locals, travelers, hired troubleshooters, or the kind of people who cannot ignore a mystery once it starts whispering your name. In Act I, you will meet worried townsfolk, investigate a series of unnatural incidents, and track the source of the river’s corruption into the marsh.
Tone: eerie, civic, and adventurous.
Starting Hook: someone in town offers a reward for finding out who is tampering with the floodgates and why.
Act I is an investigation-and-escalation opener built for new characters. The party arrives in a river town under strain, learns that the problem is not weather but deliberate tampering, and pushes into the marsh to uncover a submerged cache linked to the villain. Keep the pace brisk: one social scene, one clue-gathering scene, and one action scene. End with the villain’s first clear signature and a forward path into the broader campaign.
The town council posts a reward after the river’s floodgates are found opened twice in one week, each time after a green flare is seen on the water.
A merchant hires the party to recover a lost cargo barge whose sealed crates now leak foul water and a faint, unnatural glow.
The opening act introduces the town’s distress, establishes the river sabotage as deliberate, and sends the party from civic investigation into the marsh. The main experience should alternate between questions, clues, and sharp danger. End the act when the players identify Caldris Vale and uncover the path to the submerged ruin.
The river smells wrong today—metallic, briny, and faintly sweet. Dockhands speak in low voices, glancing at the water as if it might answer back.
Open with ordinary people under strain. Let the party ask questions, inspect cargo, and notice that the same names appear in several complaints. Caldris should remain off-screen here.
Chains rattle above the waterline as the current pulls hard against the gate. Fresh tool marks cut through old rust, and someone has been here within the hour.
This scene can be social, investigative, or a short combat encounter. The important result is evidence and urgency. The saboteurs should try to escape with notes or keys rather than fight to the death.
At dusk, the marsh turns silver-gray. Every step sinks slightly deeper than it should, and the reeds bend as though something below them is listening.
This is the chase-and-trace scene. The party should follow signs, avoid a worse hazard, and discover the submerged entrance. Use the ambush if the group is aggressive or if pacing needs a fight.
Milestone: The party reaches level 2 after uncovering Caldris Vale’s involvement and locating the submerged route into the ruined drainworks.
Caldris Vale
Completed
Caldris Vale is the sort of man people forget while he is standing in the room, and remember only after the damage is done. He speaks softl…
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
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Subscribe NowCaldris believes the drowned ruin beneath the marsh contains a power source that can secure the town’s river trade under his control. He is willing to poison the water, sabotage the floodgates, and sacrifice the poor district to force access.
Soft-spoken, precise, and unnervingly patient. He never raises his voice; he simply explains why the suffering is necessary.
Caldris avoids direct combat in Act I, using scouts and traps to delay pursuit. If cornered, he withdraws behind hazards, leaves behind hired guards or undead sentries, and destroys evidence before escaping.
If confronted early, Caldris can be exposed and driven out of town, though his notes reveal that the deeper ruin still functions. He is not easily redeemed, but he may bargain if offered safe passage and proof his patronage network will collapse.
Recommended party: 3-5 characters
Use standard safety tools for eerie waterside danger, civic corruption, and mild body-horror imagery. Ask players how comfortable they are with drowning fears, infestation, and poisoned food or water. Keep the tone suspenseful rather than grim. Encourage characters with practical skills—Insight, Investigation, Survival, Thieves’ Tools—to shine in Act I. Make sure everyone understands that investigation is rewarded with tangible clues, not dead ends.
For a weaker party, reduce each encounter by one creature and lean on clues over combat. For a stronger party, add one low-CR creature or a terrain complication such as flooding, poor visibility, or narrow chokepoints. Keep enemies motivated to flee or negotiate so the opening remains survivable. If the group prefers roleplay, convert one combat into a tense pursuit or interrogation scene.
Start with a visible problem, then answer it with scenes that each reveal a new layer. Do not hide the main clue behind a single failed check; give partial information on success or failure. The villain should feel present through paperwork, symbols, and behavior before he appears in person. End Act I with a strong lead into the marsh ruin so the next adventure is obvious.
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Caldris Vale
Completed
Caldris Vale is the sort of man people forget while he is standing in the room, and remember only after the damage is done. He speaks softl…
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.
Subscribe NowCaldris believes the drowned ruin beneath the marsh contains a power source that can secure the town’s river trade under his control. He is willing to poison the water, sabotage the floodgates, and sacrifice the poor district to force access.
Soft-spoken, precise, and unnervingly patient. He never raises his voice; he simply explains why the suffering is necessary.
Caldris avoids direct combat in Act I, using scouts and traps to delay pursuit. If cornered, he withdraws behind hazards, leaves behind hired guards or undead sentries, and destroys evidence before escaping.
If confronted early, Caldris can be exposed and driven out of town, though his notes reveal that the deeper ruin still functions. He is not easily redeemed, but he may bargain if offered safe passage and proof his patronage network will collapse.
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Suggested Level: 1-2
- Narrow catwalks over fast-moving water
- Slippery stone steps
- Winch machinery provides partial cover
A brass floodgate key, 12 gp in mixed coin, and a scrap of coded parchment.
Use this as the first fight or chase scene. Remove the goblin for a weaker party, or add 1 Bandit for a stronger one.
Suggested Level: 1-2
- Waist-high reeds grant light obscurement
- Mud patches count as difficult terrain
- A broken causeway offers elevated footing
A waterproof pouch with 15 gp and a charcoal map marking a submerged ruin.
The wolf should act as a tracker and flanker, not a suicide brute. Increase to 4 Goblin if the party is large.
Suggested Level: 1-2
- Flooded floor in ankle-deep water
- Crumbling stone pillars for cover
- Hanging chains can be cut to create hazards
A potion of healing, a hidden signet ring, and the villain’s marked ledger page.
This is the main Act I combat set piece. If too hard, remove 1 Skeleton; if too easy, add rough terrain that limits movement and gives the enemies better positioning.
Lantern of Clear Water
Completed
Act I, reward from the floodgate investigation or the sluice chamber
False
Ring of the Tidal Step
Completed
Act I, found in the old drainworks
True; requires attunement by a creature that can swim or has proficiency in Survival
Vial of Riverwake
Completed
Act I, given by the dockworkers or found on a saboteur
False
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