Campaign Overview

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Echoes Beneath the Sinking Mill

A sleepy river town begins suffering from flooded cellars, vanished workers, and strange green lights beneath the old millwheel. The party is drawn into a localized mystery that quickly reveals an occult scheme buried under the floodplains.

In Act I, the characters investigate the mill, uncover signs of tampering in the waterways, and confront the first agents of the scheme in the flooded undercroft. The tone is eerie, grounded, and investigative, with short bursts of danger in cramped, wet spaces.

The campaign preview focuses on a small frontier community, a compromised mill, and a villain who is using the river’s hidden channels to move secrets, stolen goods, and something far more dangerous.

Player Handout

Welcome to the River Town

The river has risen too high, too fast. Cellars flood overnight. Millworkers disappear after dusk. People whisper about green lantern light beneath the water.

You arrive in a community that needs help before the next storm surge hits. A local official asks you to investigate the old mill at the river’s edge, where the trouble seems to begin.

Tone: misty, tense, and mysterious

Starting hook: Find out why the town’s floodgates are failing and what is lurking beneath the mill.

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

Echoes Beneath the Sinking Mill

Act I is a compact investigation-and-delve opener built for a single session or two. Start with the town’s flooding problem, plant clues that point to the mill, then move the party into a cramped undercroft where the villain’s local operation is exposed. Keep the pressure on with time-sensitive rescues, limited visibility, and rising water. The central villain should remain mostly offstage, but their methods and influence should be visible in every scene.

Adventure Hooks

Flooded Cellars

A merchant hires the party after strange water damage ruins their goods, and all signs point toward the old mill by the river.

Missing Millhand

A relative of a vanished worker begs the party to search the mill and uncover who has been taking people after dark.

Act Structure

Act I: The Flooded Mill

Recommended level: 1-2

The party investigates a river town’s flooding crisis, uncovers a hidden smuggling route beneath the old mill, and confronts the local agents of a larger conspiracy.

Objectives

  • Learn why the floodgates are failing
  • Trace the sabotage to the old mill
  • Defeat the mill’s armed guardians
  • Recover clues tied to the central villain

Town Trouble at Dawn

Town square and floodgates

Rainwater still drips from the awnings as townsfolk argue over smashed crates and flooded steps. Everyone seems to be waiting for someone else to solve the problem.

Open with urgency and a practical problem. Let the party gather rumors, inspect damage, and identify the mill as the likely source. This is a low-pressure social scene that should funnel them toward action.

Checks
  • DC 12 Investigation to find fresh tampering marks
  • DC 12 Insight to spot a witness lying about who was present
  • DC 10 Persuasion to gain cooperation from workers
Clues
  • The damage was intentional, not natural.
  • Fresh mud matches the mill’s riverbank access.
  • A worker heard lantern light under the floorboards.
Transitions
  • Move to the mill for direct investigation
  • Follow a witness to the riverbank
  • Use clues to find the hidden hatch

The Old Mill Interior

Abandoned millhouse

Dust, soaked grain, and the creak of old beams fill the mill. The waterwheel turns even though no one should be working here.

The mill should feel occupied by people trying to hide evidence. Use small environmental discoveries, hidden compartments, and signs of hurried activity to build tension before combat.

Checks
  • DC 11 Perception to notice concealed gear marks
  • DC 12 Survival to track recent movement through wet wood
  • DC 13 Thieves' Tools to open a jammed service door
Clues
  • A hidden hatch leads below the mill floor.
  • Supplies have been moved recently.
  • The smugglers are using the flood as cover.
Transitions
  • Enter the undercroft through the hatch
  • Set up an ambush after learning the route
  • Discover a coded cargo tag leading deeper

Undercroft Showdown

Flooded storage chambers and lantern room

Water sloshes through broken stone channels as voices echo overhead. A final lantern swings into view, and someone orders the records burned.

This is the climax of Act I. Make the space dynamic with water, catwalks, and fleeing enemies. The villain should not necessarily be captured here, but the party must win the battlefield and secure the clue trail.

Checks
  • DC 12 Acrobatics to cross slick planks safely
  • DC 12 Athletics to force open a stuck gate
  • DC 13 Perception to catch an escaping foe
Clues
  • The operation has an organized supply chain.
  • The villain’s name appears in coded notes.
  • A route exists through submerged tunnels beyond the mill.
Transitions
  • Pursue the escaped lead into later adventures
  • Return to town with proof
  • Use recovered notes to identify the villain

Milestone: Advance the party to level 2 after the undercroft showdown.

Villain Character Sheets

Varric Hale Varric Hale Completed

Varric Hale presents himself as the sort of man a town can trust in a crisis: composed, courteous, and always ready with a practical soluti…

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Monsters & Enemies

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Villain Plans

Varric Hale Character Sheet

Central villain and hidden organizer of the mill operation

Motivation

Varric wants to control the river trade by sabotaging floodgates, moving contraband through hidden channels, and coercing townsfolk who know too much. He is building leverage over the town before revealing himself openly.

Personality

Calm, courteous, and unnervingly practical. He speaks like a civic-minded merchant, even when discussing threats or bribery. He never raises his voice unless the plan is already failing.

Resources

  • A band of hired bandits
  • Hidden river tunnels beneath the mill
  • Coded ledgers and blackmail material
  • Local informants intimidated into silence
  • Control over floodgate sabotage

Battle Plan

Varric avoids direct combat in Act I, preferring to let lieutenants delay intruders while he destroys evidence and escapes through the submerged passage. If cornered, he fights defensively and uses terrain, darkness, and allies to break pursuit.

Defeat or Redemption

If defeated early, Varric’s papers reveal a larger supply network and a second stage of the plot. If spared or persuaded, he may trade names and routes in exchange for leniency, though his cooperation is unreliable.

Running Notes

Recommended party: 3-5 characters

Session Zero

This adventure works best with a grounded mystery tone. Ask players about comfort with threats to civilians, flooding, and criminal intimidation. Keep the horror light and the mystery clear. Use lines and veils for drowning imagery, child endangerment, and torture. Encourage teamwork, investigation, and practical problem-solving over dungeon crawling alone.

Scaling Guidance

For a smaller or weaker party, reduce each encounter by one creature and emphasize escape routes over stand-up fights. For a larger or stronger party, add one Bandit to the first two encounters, increase water-related difficult terrain, and let enemies use the environment tactically rather than increasing raw damage.

DM Advice

Give the players a simple clue in every scene. If they miss a lead, repeat it through a different witness, physical evidence, or enemy behavior. Keep the villain mostly indirect until the final scene so the reveal feels earned. The most important job in Act I is making the river feel like a system someone is actively abusing.

Secrets & Clues

  • The flood damage is a cover for smuggling.
  • The old mill has a hidden lower tunnel system.
  • Varric Hale is not the town’s public face but controls the operation from behind intermediaries.
  • The lantern room contains evidence tying multiple shipments to the same route.

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Villain Character Sheets

Varric Hale Varric Hale Completed

Varric Hale presents himself as the sort of man a town can trust in a crisis: composed, courteous, and always ready with a practical soluti…

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

Varric Hale Character Sheet

Central villain and hidden organizer of the mill operation

Motivation

Varric wants to control the river trade by sabotaging floodgates, moving contraband through hidden channels, and coercing townsfolk who know too much. He is building leverage over the town before revealing himself openly.

Personality

Calm, courteous, and unnervingly practical. He speaks like a civic-minded merchant, even when discussing threats or bribery. He never raises his voice unless the plan is already failing.

Resources

  • A band of hired bandits
  • Hidden river tunnels beneath the mill
  • Coded ledgers and blackmail material
  • Local informants intimidated into silence
  • Control over floodgate sabotage

Battle Plan

Varric avoids direct combat in Act I, preferring to let lieutenants delay intruders while he destroys evidence and escapes through the submerged passage. If cornered, he fights defensively and uses terrain, darkness, and allies to break pursuit.

Defeat or Redemption

If defeated early, Varric’s papers reveal a larger supply network and a second stage of the plot. If spared or persuaded, he may trade names and routes in exchange for leniency, though his cooperation is unreliable.

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Encounters

Broken Floodgate Sabotage

Suggested Level: 1-2

The party finds a damaged floodgate with fresh tool marks, hidden gear wedges, and a nervous witness who saw figures at dusk.

Creatures

Terrain Features

- Narrow spillway ledges
- Slippery stone steps
- Fast-moving water below
- Partial cover from stacked barrels

Treasure

A tarnished signet ring worth 10 gp and a clue leading to the mill

DM Notes

Use this as a skill-and-social encounter with a brief combat option. Add one more Bandit if the party is very large or optimized.

Flooded Under-Mill Ambush

Suggested Level: 1-2

In the submerged storage chambers, hidden raiders attack while the water rises and lantern light flickers through broken grates.

Creatures

Terrain Features

- Waist-deep water in parts of the chamber
- Narrow catwalks and broken planks
- Barrels that can be tipped as improvised cover
- Dark corners that limit sight

Treasure

11 gp, a set of thieves’ tools, and a damp map fragment of the lower tunnels

DM Notes

This is the main fight for Act I. Reduce one Bandit for a very small party; add a Giant Rat or more water hazards to increase tension.

Lantern Room Confrontation

Suggested Level: 2

The party corners the villain’s lieutenant in a lantern-lit chamber, where smoke, ropes, and swinging chains turn the room into a dangerous choke point.

Creatures

Terrain Features

- Hanging chains that can be used for cover or movement
- Braziers and lantern glass hazards
- Elevated catwalk over the flood channel
- Narrow doorways that create bottlenecks

Treasure

A pouch with 35 gp, coded notes, and a potion of healing

DM Notes

If the party is still level 1, remove one Bandit or have the captain attempt escape rather than fight to the death.

Magic Items

Lantern of Clear Sight Lantern of Clear Sight Completed

Lantern of Clear Sight

Uncommon
This oil lantern reveals invisible ink, hidden scratch marks, and fresh water stains within 30 feet, making it ideal for uncovering river-smuggling clues.

Location

Act I, hidden in the old mill undercroft

Attunement

False

Watershift Brooch Watershift Brooch Completed

Watershift Brooch

Uncommon
A silver brooch engraved with wave lines. While worn, you can ignore nonmagical difficult terrain caused by shallow water for 1 hour per day.

Location

Act I, locked in the lantern room strongbox

Attunement

False

Charm of the Last Current Charm of the Last Current Completed

Charm of the Last Current

Common
A river-carved token that grants advantage on one check to swim, escape a grapple in water, or avoid being knocked prone by current.

Location

Act I, found among the floodgate sabotage tools

Attunement

False

Player Characters

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