Campaign Overview

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The Drowned Ember

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.

Player Handout

Welcome to The Drowned Ember

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.

Free Act I Preview
Levels 1 2 Sessions 2-3 sessions, 3-4 hours each

The Drowned Ember

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.

Adventure Hooks

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.

The Spoiled Shipment

A merchant hires the party to recover a lost cargo barge whose sealed crates now leak foul water and a faint, unnatural glow.

Act Structure

Act I: The River Is Sick

Recommended level: 1-2

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.

Objectives

  • Learn who is sabotaging the floodgates
  • Recover evidence linking the crime to the marsh
  • Survive the first organized response from Caldris's agents

Dockside Rumors

Town docks and market edge

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.

Checks
  • DC 12 Wisdom (Insight): identify which witness is frightened rather than dishonest.
  • DC 12 Intelligence (Investigation): connect spoiled cargo to the river’s green residue.
  • DC 13 Charisma (Persuasion): get a dockworker to reveal a suspicious night delivery.
Clues
  • A masked crew has been seen near the floodgates after midnight.
  • The residue smells like lamp oil mixed with algae and acid.
  • A ledger entry references deliveries to the old reed flats.
Transitions
  • Leads to the floodgate sabotage scene.
  • Points the party toward the marsh path.

Locked Floodgates

River locks and gatehouse

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.

Checks
  • DC 12 Dexterity (Thieves' Tools): determine how the gate was bypassed.
  • DC 13 Wisdom (Perception): spot hidden footprints in wet stone.
  • DC 12 Intelligence (History): recognize the old sluice markings as pre-town construction.
Clues
  • A brass key opens a maintenance route to the drainworks.
  • The sabotage was meant to flood, not merely disrupt.
  • The same symbol appears on cargo tags and a torn ledger page.
Transitions
  • Can become the Floodgate Saboteurs encounter.
  • Leads to the old sluice chamber or reed flats.

The Reed Flat Trail

Marsh path and broken causeway

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.

Checks
  • DC 12 Wisdom (Survival): follow the trail without losing the path.
  • DC 13 Intelligence (Investigation): notice that some reeds were cut by hand recently.
  • DC 12 Dexterity (Acrobatics): cross a slick, broken span safely.
Clues
  • The path leads to an old drainwork entrance hidden by tide levels.
  • The saboteurs were expecting pursuit and left a false trail.
  • A waterlogged map marks Caldris Vale’s signet seal.
Transitions
  • Leads into the Reed Flat Ambush encounter.
  • Ends at the entrance to the old drainworks.

Milestone: The party reaches level 2 after uncovering Caldris Vale’s involvement and locating the submerged route into the ruined drainworks.

Villain Character Sheets

Caldris Vale 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…

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Monsters & Enemies

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Villain Plans

Caldris Vale Character Sheet

Central villain and hidden architect of the river sabotage

Motivation

Caldris 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.

Personality

Soft-spoken, precise, and unnervingly patient. He never raises his voice; he simply explains why the suffering is necessary.

Resources

  • A network of paid dockside muscle
  • Hidden access to the old drainworks
  • Alchemical contamination and coded ledgers
  • At least one frightened informant in town

Battle Plan

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.

Defeat or Redemption

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.

Running Notes

Recommended party: 3-5 characters

Session Zero

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.

Scaling Guidance

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.

DM Advice

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.

Secrets & Clues

  • The town’s floodgate sabotage is deliberate and timed to reveal a hidden route.
  • The green glow in the water is an alchemical marker used by the villain’s agents.
  • Caldris Vale is using local infrastructure to prepare access to an older ruin below the marsh.
  • The first enemies are hired locals, not monstrous invaders, which means the conspiracy reaches into town.

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Villain Character Sheets

Caldris Vale 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…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Caldris Vale Character Sheet

Central villain and hidden architect of the river sabotage

Motivation

Caldris 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.

Personality

Soft-spoken, precise, and unnervingly patient. He never raises his voice; he simply explains why the suffering is necessary.

Resources

  • A network of paid dockside muscle
  • Hidden access to the old drainworks
  • Alchemical contamination and coded ledgers
  • At least one frightened informant in town

Battle Plan

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.

Defeat or Redemption

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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Encounters

Night at the Floodgates

Suggested Level: 1-2

Saboteurs strike while the party investigates the locks, trying to escape with a stolen key and a satchel of tainted residue.

Creatures

Terrain Features

- Narrow catwalks over fast-moving water
- Slippery stone steps
- Winch machinery provides partial cover

Treasure

A brass floodgate key, 12 gp in mixed coin, and a scrap of coded parchment.

DM Notes

Use this as the first fight or chase scene. Remove the goblin for a weaker party, or add 1 Bandit for a stronger one.

Reed Flat Ambush

Suggested Level: 1-2

Predators and hired eyes lie in wait where the marsh path narrows, hoping to drive intruders into deep water and mud.

Creatures

Terrain Features

- Waist-high reeds grant light obscurement
- Mud patches count as difficult terrain
- A broken causeway offers elevated footing

Treasure

A waterproof pouch with 15 gp and a charcoal map marking a submerged ruin.

DM Notes

The wolf should act as a tracker and flanker, not a suicide brute. Increase to 4 Goblin if the party is large.

The Sluice Chamber

Suggested Level: 1-2

Below the old drainworks, the party confronts a guarded cache of green-glowing water jars and proof of a deeper conspiracy.

Creatures

Terrain Features

- Flooded floor in ankle-deep water
- Crumbling stone pillars for cover
- Hanging chains can be cut to create hazards

Treasure

A potion of healing, a hidden signet ring, and the villain’s marked ledger page.

DM Notes

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.

Magic Items

Lantern of Clear Water Lantern of Clear Water Completed

Lantern of Clear Water

Uncommon
This lantern sheds bright light that reveals suspended silt, hidden stains, and invisible residue in water within its radius. It is especially useful in the marsh and drainworks.

Location

Act I, reward from the floodgate investigation or the sluice chamber

Attunement

False

Ring of the Tidal Step Ring of the Tidal Step Completed

Ring of the Tidal Step

Uncommon
While attuned, you can ignore nonmagical difficult terrain caused by shallow water or mud for short bursts, helping you move through flooded ruins and reed flats.

Location

Act I, found in the old drainworks

Attunement

True; requires attunement by a creature that can swim or has proficiency in Survival

Vial of Riverwake Vial of Riverwake Completed

Vial of Riverwake

Common
A single-use vial that, when broken in water, briefly reveals recent disturbances, footprints, and currents as pale light shimmering across the surface.

Location

Act I, given by the dockworkers or found on a saboteur

Attunement

False

Player Characters

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