Skill Challenge: The Riddle of the River Stones

This is a skill challenge designed to be used with my Skill Challenge rules!

The Riddle of the River Stones

Easy skill challenge
Theme. Fog-bound superstition and faded blessings mask the theft of sacred relics beneath Longspear’s docks.

Goal. Discover the purpose of the stolen River Stones and restore them to the Shrine of the Riverfather.

Structure. 3 successes before 2 failures. Each attempt uses a different skill. Repeat uses incur disadvantage unless strongly justified.

Setting. Beneath a tangle of piers and ropes at the Longspear waterfront stands the Shrine of the Riverfather—a moss-covered statue of Obad-Hai, hunched over a weathered basin once enchanted to glow at night and part the river mists. Now, it is dark and forgotten, its magic faded. Rumors of strange lights and ghostly voices from the nearby sewer mouths have begun to spread.

Complication. After the first failure, the goblins who found the stones in the sewers become aware they’re being pursued. They may ambush the party, attempt to escape with the stones, or bargain for a safe passage.

NARRATIVE COMPONENTS

The Eyes of the Riverfather. Two white agates shaped like smooth, glimmering eyes. When set into the statue’s face, they once allowed Obad-Hai’s gaze to pierce fog, illusions, and malice across the docks. Stolen long ago by a halfling smuggler, they were recently uncovered by goblins rooting through sewer rubble.

The Shrine of the Riverfather. Set beneath the wharf, the shrine was a source of safety for sailors and riverfolk. In times past, it glowed faintly at night, offering a beacon of calm. Now it sits inert, its blessing stolen and its worshippers dwindling.

A Hidden Way. Behind warped planks and collapsed crates lies a disused sewer grate. Within, amid rotted ropes and the bones of a halfling clutching a pouch of river-polished stones, the path to the truth winds downward.

SUGGESTED SKILLS

Arcana (DC 15) Success: You sense threads of illusion and divination magic lingering in the statue. The stones were once enchanted to reveal truth through river fog. Failure: A fading magical ward pulses, disorienting you. You suffer disadvantage on your next check.

History (DC 13) Success: Town records confirm that the Eyes were stolen decades ago. Fog and river accidents have increased ever since. Failure: A misfiled ledger sends you searching the wrong shrine, costing time and attention.

Religion (DC 14) Success: You discern that the shrine is aligned with spring rites. Restoring the Eyes must be done at dawn with flowing water and reverent silence. Failure: A mistaken ritual offends local wildlife. Birds scatter in panic, and suspicious eyes turn toward the party.

Investigation (DC 15) Success: Faint scrapes and socket markings confirm that two stones were pried loose recently. Failure: You chip part of the statue while examining it—subsequent checks related to the shrine suffer a –2 penalty.

Insight (DC 13) Success: Locals mention a halfling sculptor from Dawnvale who vanished years ago—right after the shrine first darkened. Failure: You wrongly implicate the dwarves of Stoneglen. Word spreads, and Brother Thorek is not pleased.

Persuasion (DC 14) Success: An aging dock elder recalls the theft—how a grieving halfling blamed Longspear for turning away from Obad-Hai. Failure: A question lands poorly. A priest of Obad-Hai bars you from further inquiry unless atonement or proof is offered.

OUTCOME

Success (3 successes before 2 failures):
The party recovers the Eyes or fashions suitable replicas and restores them to the shrine through dawn ritual and reverent water. Fog lifts, river traffic calms, and a soft green glow returns to the statue’s gaze. As the shrine awakens, one party member—who completes the final check—receives the Charm of the Rolling Fields.

Failure (2 failures before 3 successes):
The shrine remains dark. Word of arcane meddling spreads among the faithful. River spirits stir, and the Watch begins asking pointed questions. The party may need to placate angry clergy or seek a powerful cleric to undo the spiritual damage done.

You can also find this on the homebrewery!

Skill Challenge: The Canary’s Song

This is a skill challenge designed to be used with my Skill Challenge rules!

The Canary’s Song

Moderate skill challenge
Theme. A murder cloaked in song and shadow hides a deeper truth beneath velvet and stone.

Goal. Decipher Laska the Canary’s cryptic performance to reveal the location of a hidden chamber tied to the Violet Grange murder.

Structure. 3 successes before 2 failures. Each attempt uses a different skill. Repeat uses incur disadvantage unless strongly justified.

Setting. The Violet Grange is a luxurious manor turned performance hall in Longspears Crescent Ward district. The murder of a noble courier has rattled the salon. Whispers drift through the garden paths, and veiled accusations hang in the air. Laska the Canary, half-oracle, half-balladeer, sings a strange poem during the aftermath. Decoding its meaning may uncover evidence before it vanishes.

Complication. After the first failure, a magical custodian animates within the walls of the Grange—a discreet arcane presence tasked with protecting its patrons. It begins observing the party’s actions and may interfere, warn staff, or subtly alter the environment if it senses misconduct.

NARRATIVE COMPONENTS

Laska’s Song
“At moon’s third hour, no bell shall ring,
A cup turned sweet will silence sing.
Where copper lines and bricks mislay,
A whisper waits, where dead men stay.”

Her voice cuts through the hush of the aftermath, smooth and pointed. The crowd listens—but few understand. Each line of the verse references elements of the Grange’s architecture and forgotten past. The final stanza is thought to refer to the Silenced Room—an ancient courier chamber long sealed and erased from public memory.

The Violet Grange
A former diplomatic manor now home to curated performances and salons of culture and discretion. It is as much a stage as a sanctuary. Beneath its refinished corridors lie older stones, sealed rooms, and copper lines tracing long-forgotten messages.

SUGGESTED SKILLS

Insight (DC 13) Success: You sense the intent behind Laska’s tone and body language. The song is a warning, not a threat—directed at those who know the Grange’s secret layout. Failure: You misjudge the performance, interpreting it as an accusation against Madame Velistra. Your access to guests and servants is restricted until you clear the confusion.

Investigation (DC 15) Success: The clues lead you to a small, overlooked corner where mismatched copper pipe meets older brickwork. A hollow space lies just beyond. Failure: You dislodge a decorative panel, triggering a security response. The garden hall is briefly sealed. Your next check suffers disadvantage.

History (DC 14) Success: You recall that the Grange once incorporated a courier station during the Eddric conflicts. Its lower chamber was condemned and hidden, explaining the song’s final line. Failure: You conflate two locations in Longspear, pursuing a false trail and losing precious time.

Arcana (DC 15)
Success: Traces of warding and masking magic cling to a portion of the Grange’s southern wing. The spellwork matches concealment enchantments used by spies of the Sea Princes.
Failure: You mistake fading traces of illusion for active threat. A security glyph flares and alerts a magical custodian to your presence.

Performance (DC 13)
Success: By mimicking Laska’s cadence and gesture, you identify emphasis on specific syllables tied to the layout of the Grange. A lyrical map emerges. Failure: Onlookers misread your reenactment as gallows humor. You are barred from the salon’s inner corridor for impropriety.

OUTCOME

Success (3 successes before 2 failures):
The party follows the song’s trail to a sealed panel in a forgotten corner of the Grange. Behind it lies a hidden cache: a burnt Sea Princes contract, a glyph-scorched cipher key, and a marked map of Longspear sewer junctions. These lead to the Silenced Room. Madame Velistra thanks the party discreetly, and their standing with the Thieves Guild quietly improves.

Failure (2 failures before 3 successes):
By the time the song is unraveled, the cache is gone—cleared by another agent. The trail ends in cold brick and suspicion. The staff mark the party as potential disruptors. Future efforts in Longspear elite circles suffer social and magical scrutiny, and access to the Violet Grange is formally curtailed.

You can also find this on homebrewery!

Skill Challenges in D&D 5th Edition

Skill Challenges are dynamic, party-wide obstacles that test creativity, cooperation, and problem-solving under pressure. Unlike traditional encounters, skill challenges do not rely on combat initiative.

First introduced in Dungeons and Dragons, 4th Edition, Instead, players engage the environment, characters, and narrative through chosen skill checks, often within time-sensitive or escalating situations.

The rules here present a modern and effective guide to running skill challenges based on more 15 years of running 4th and 5th edition campaigns.

If you like my approach to skill challenges, you can also find also follow Skill Challenge Sundays for new skill challenges.

Designing Skill Challenges

Skill challenges are structured moments of escalating tension and choice. They place the party in a situation where force alone will not carry the day—where wit, resourcefulness, and teamwork must overcome shifting complications and high stakes. These sequences reward narrative play, spotlight underused abilities, and let characters contribute in diverse ways. This section outlines how to design such challenges using the standardized template adopted throughout this guide.

Purpose and Role in the Story

Before crafting a skill challenge, ask: What is at stake? Skill challenges work best when the outcome is uncertain, but meaningful. Are the characters trying to escape a collapsing mine? Evade a magical sentry grid? Parley with a suspicious border patrol? The goal should always be clear, and its failure should have story consequences.

Establish whether the challenge represents:

  • A moment of high tension (e.g., fleeing through burning streets),
  • A layered mystery (e.g., interpreting murals in a forgotten ruin),
  • A social gauntlet (e.g., calming an angry mob),
  • Or a supernatural event (e.g., resisting a corrupting whisper in a haunted glade).

Define the stakes before choosing the skills.  Keep the stakes in mind when designing the outcomes below.

Structure and Stakes

Use the following trusted pattern for the structure of a skill challenge:

[X] successes before [X] failures. Each attempt uses a different skill. Repeat uses incur disadvantage unless strongly justified.

Most challenges work well with a 3-success / 2-failure (easy), 4-success / 3-failure (moderate), or 5-success / 4-failure (hard) structure, depending on intensity and pacing. Longer sequences should be reserved for major climactic scenes.

The structure encourages variety. It nudges players away from repeating their strongest skills and instead prompts collaborative problem-solving. Every skill should be justified through narrative, tied to character actions and the situation at hand.

The Setting and Tone

Use the Setting section to evoke the environment. This is not just a backdrop—it is an active participant in the challenge. Include sensory detail, mood cues, and magical or natural hazards that might shape player responses.

Example:
“The marsh is nearly silent. Mist clings to every root and reed, thick enough to choke. Somewhere beyond the next bend, something whistles, too shrill, too sharp, too aware.”

Good setting descriptions suggest potential skills without prescribing them.

Complications

Every skill challenge should include a Complication—a narrative twist introduced after the first failure, or midway through the challenge. This may shift the tone, change the environment, or escalate the stakes. Complications reward adaptability and keep the challenge from becoming formulaic.

Examples:

  • A bridge collapses mid-crossing.
  • A magical trap activates unexpectedly.
  • The NPC you’re negotiating with receives new (misleading) information.
  • A second threat enters the scene—fog, fire, guards, or even doubt.
  • Complications are not failures. They are forks in the road, and great moments for dramatic tension.

Narrative Components

This section is for descriptions of items or locations, read-outs, visual elements, symbolic riddles, or magical effects that frame the experience. Consider using:

  • Haunting visions
  • Puzzle fragments
  • Environmental descriptions
  • Prophetic whispers or glyphs

These enrich the atmosphere and guide player tone and behavior without offering solutions.

“You hear your name whispered in your own voice—beckoning you deeper.”

Keep these components concise and evocative.

Skill Suggestions

Rather than locking in fixed skill checks, provide a range of suggestions that match the tone and goals of the scene. Each suggested skill should include a DC, and narrative outcomes for Success and Failure. Write these to show how the environment shifts in response to character actions.  The goal isn’t to provide a set of actions the players can take, rather to provide narrative hints for the DM that create space to interpret the outcomes.

Use bold formatting to indicate the skill, and include the DC in parentheses:

Arcana (DC 16) Success: You isolate the glyph’s function, an ancient ward of binding. With careful motion, you redirect its power into the stone.
Failure: The glyph pulses violently. A second flare burns across the wall, splitting into two moving tendrils.

Ensure that each skill use adds new information or movement to the scene. Avoid flat outcomes, and remember that failure should still move the narrative forward and create tension.

If a player proposes an unexpected skill, encourage it them to explain the narrative justification about how the skill applies. Creativity should be rewarded, not penalized.

Outcome: Success and Failure

A skill challenge ends when the party accumulates the required number of successes or failures. These are not just mechanical thresholds—they are turning points in the story.

Success

When the party reaches the success threshold, they overcome the challenge through effort, wit, or resilience. This should result in meaningful narrative progress:

  • A safe passage is secured.
  • A spirit is appeased.
  • An ally is won over.
  • A trap is avoided or disarmed.

Reward success with both in-world consequences and roleplaying opportunities. Offer insight, treasure, or positioning for the next scene. Let the characters feel that their individual contributions mattered.

“With the runes deactivated and the last step carefully placed, the gate opens. The warded sanctum lies beyond, undisturbed for centuries.”

If appropriate, success may also eliminate or reduce future complications, giving the party an edge in later encounters.

Failure

If the party accrues too many failures, the challenge ends in complication, delay, or setback. This should not halt the story—but it should alter its path or introduce cost.

Examples:

  • A pursuit begins.
  • An ally turns hostile.
  • A valuable item is lost or damaged.
  • The party is injured, cursed, or drained.

“The sigil flares once more—too strong to counter. A concussive blast knocks you all back. When you come to, the sanctum is still sealed… and something has awakened behind it.”

Good failure outcomes:

  • Escalate tension or risk.
  • Lead into new scenes or conflicts.
  • Reward perseverance with partial information or hard-won insight.

Avoid punishing the players arbitrarily. Instead, show how the world reacts to their choices—success or failure alike—and keep the narrative moving.

Partial Success or Mixed Outcomes

In longer or more nuanced challenges, you may wish to offer degrees of success, especially when players flirt with the failure limit. Consider:

  • Achieving the goal but attracting unwanted attention.
  • Making it through, but losing time or resources.
  • Securing help, but owing a favor in return.

Mixed outcomes are excellent for introducing further story hooks.

“The storm breaks just as you reach the far ridge. You’re alive—but the signal flare you used to mark your path was seen by more than just your allies.”

Example Skill Challenges

THE CANARY’S SONG

Moderate skill challenge
Theme. A murder cloaked in song and shadow hides a deeper truth beneath velvet and stone.

Goal. Decipher Laska the Canary’s cryptic performance to reveal the location of a hidden chamber tied to the Violet Grange murder.

Structure. 3 successes before 2 failures. Each attempt uses a different skill. Repeat uses incur disadvantage unless strongly justified.

Setting. The Violet Grange is a luxurious manor turned performance hall in Longspears Crescent Ward district. The murder of a noble courier has rattled the salon. Whispers drift through the garden paths, and veiled accusations hang in the air. Laska the Canary, half-oracle, half-balladeer, sings a strange poem during the aftermath. Decoding its meaning may uncover evidence before it vanishes.

Complication. After the first failure, a magical custodian animates within the walls of the Grange—a discreet arcane presence tasked with protecting its patrons. It begins observing the party’s actions and may interfere, warn staff, or subtly alter the environment if it senses misconduct.

NARRATIVE COMPONENTS

Laska’s Song
“At moon’s third hour, no bell shall ring,
A cup turned sweet will silence sing.
Where copper lines and bricks mislay,
A whisper waits, where dead men stay.”

Her voice cuts through the hush of the aftermath, smooth and pointed. The crowd listens—but few understand. Each line of the verse references elements of the Grange’s architecture and forgotten past. The final stanza is thought to refer to the Silenced Room—an ancient courier chamber long sealed and erased from public memory.

The Violet Grange
A former diplomatic manor now home to curated performances and salons of culture and discretion. It is as much a stage as a sanctuary. Beneath its refinished corridors lie older stones, sealed rooms, and copper lines tracing long-forgotten messages.

SUGGESTED SKILLS

Insight (DC 13) Success: You sense the intent behind Laska’s tone and body language. The song is a warning, not a threat—directed at those who know the Grange’s secret layout. Failure: You misjudge the performance, interpreting it as an accusation against Madame Velistra. Your access to guests and servants is restricted until you clear the confusion.

Investigation (DC 15) Success: The clues lead you to a small, overlooked corner where mismatched copper pipe meets older brickwork. A hollow space lies just beyond. Failure: You dislodge a decorative panel, triggering a security response. The garden hall is briefly sealed. Your next check suffers disadvantage.

History (DC 14) Success: You recall that the Grange once incorporated a courier station during the Eddric conflicts. Its lower chamber was condemned and hidden, explaining the song’s final line. Failure: You conflate two locations in Longspear, pursuing a false trail and losing precious time.

Arcana (DC 15)
Success: Traces of warding and masking magic cling to a portion of the Grange’s southern wing. The spellwork matches concealment enchantments used by spies of the Sea Princes.
Failure: You mistake fading traces of illusion for active threat. A security glyph flares and alerts a magical custodian to your presence.

Performance (DC 13)
Success: By mimicking Laska’s cadence and gesture, you identify emphasis on specific syllables tied to the layout of the Grange. A lyrical map emerges. Failure: Onlookers misread your reenactment as gallows humor. You are barred from the salon’s inner corridor for impropriety.

OUTCOME

Success (3 successes before 2 failures):
The party follows the song’s trail to a sealed panel in a forgotten corner of the Grange. Behind it lies a hidden cache: a burnt Sea Princes contract, a glyph-scorched cipher key, and a marked map of Longspear sewer junctions. These lead to the Silenced Room. Madame Velistra thanks the party discreetly, and their standing with the Thieves Guild quietly improves.

Failure (2 failures before 3 successes):
By the time the song is unraveled, the cache is gone—cleared by another agent. The trail ends in cold brick and suspicion. The staff mark the party as potential disruptors. Future efforts in Longspear elite circles suffer social and magical scrutiny, and access to the Violet Grange is formally curtailed.

THE RIDDLE OF THE RIVER STONES

Easy skill challenge
Theme. Fog-bound superstition and faded blessings mask the theft of sacred relics beneath Longspear’s docks.

Goal. Discover the purpose of the stolen River Stones and restore them to the Shrine of the Riverfather.

Structure. 3 successes before 2 failures. Each attempt uses a different skill. Repeat uses incur disadvantage unless strongly justified.

Setting. Beneath a tangle of piers and ropes at the Longspear waterfront stands the Shrine of the Riverfather—a moss-covered statue of Obad-Hai, hunched over a weathered basin once enchanted to glow at night and part the river mists. Now, it is dark and forgotten, its magic faded. Rumors of strange lights and ghostly voices from the nearby sewer mouths have begun to spread.

Complication. After the first failure, the goblins who found the stones in the sewers become aware they’re being pursued. They may ambush the party, attempt to escape with the stones, or bargain for a safe passage.

NARRATIVE COMPONENTS

The Eyes of the Riverfather. Two white agates shaped like smooth, glimmering eyes. When set into the statue’s face, they once allowed Obad-Hai’s gaze to pierce fog, illusions, and malice across the docks. Stolen long ago by a halfling smuggler, they were recently uncovered by goblins rooting through sewer rubble.

The Shrine of the Riverfather. Set beneath the wharf, the shrine was a source of safety for sailors and riverfolk. In times past, it glowed faintly at night, offering a beacon of calm. Now it sits inert, its blessing stolen and its worshippers dwindling.

A Hidden Way. Behind warped planks and collapsed crates lies a disused sewer grate. Within, amid rotted ropes and the bones of a halfling clutching a pouch of river-polished stones, the path to the truth winds downward.

SUGGESTED SKILLS

Arcana (DC 15) Success: You sense threads of illusion and divination magic lingering in the statue. The stones were once enchanted to reveal truth through river fog. Failure: A fading magical ward pulses, disorienting you. You suffer disadvantage on your next check.

History (DC 13) Success: Town records confirm that the Eyes were stolen decades ago. Fog and river accidents have increased ever since. Failure: A misfiled ledger sends you searching the wrong shrine, costing time and attention.

Religion (DC 14) Success: You discern that the shrine is aligned with spring rites. Restoring the Eyes must be done at dawn with flowing water and reverent silence. Failure: A mistaken ritual offends local wildlife. Birds scatter in panic, and suspicious eyes turn toward the party.

Investigation (DC 15) Success: Faint scrapes and socket markings confirm that two stones were pried loose recently. Failure: You chip part of the statue while examining it—subsequent checks related to the shrine suffer a –2 penalty.

Insight (DC 13) Success: Locals mention a halfling sculptor from Dawnvale who vanished years ago—right after the shrine first darkened. Failure: You wrongly implicate the dwarves of Stoneglen. Word spreads, and Brother Thorek is not pleased.

Persuasion (DC 14) Success: An aging dock elder recalls the theft—how a grieving halfling blamed Longspear for turning away from Obad-Hai. Failure: A question lands poorly. A priest of Obad-Hai bars you from further inquiry unless atonement or proof is offered.

OUTCOME

Success (3 successes before 2 failures):
The party recovers the Eyes or fashions suitable replicas and restores them to the shrine through dawn ritual and reverent water. Fog lifts, river traffic calms, and a soft green glow returns to the statue’s gaze. As the shrine awakens, one party member—who completes the final check—receives the Charm of the Rolling Fields.

Failure (2 failures before 3 successes):
The shrine remains dark. Word of arcane meddling spreads among the faithful. River spirits stir, and the Watch begins asking pointed questions. The party may need to placate angry clergy or seek a powerful cleric to undo the spiritual damage done.

Running a Skill Challenge

Presenting the Challenge

Begin by presenting a narrative introduction to the skill challenge. Establish the stakes, the environment, and the tension. Make it clear to the players that this is a skill challenge, not a puzzle with a single solution, nor a series of traps to bypass, but a structured opportunity for the party to shine in their own ways.

Example Read-Aloud:
“The tunnel ahead swallows light, its walls pulsing faintly as if breathing. A distant, echoing voice calls—not in words, but in knowing. Whatever waits beyond will test more than steel. It will test your will.”

Let the players absorb the tone before introducing the structure:

  • They must succeed at a set number of unique skill checks before reaching a failure threshold.
  • Each attempt must use a different skill or be justified with meaningful in-character reasoning.
  • Players may work individually or support each other using the Help action.

Facilitating Player Action

Encourage players to describe their approach first, then determine which skill best fits their intent. This empowers creativity and allows for lateral solutions.

Player: “I want to steady the group and guide them with confidence through the darkness.”
DM: “Sounds like you’re trying to use Persuasion to keep morale high. Roll it.”

Maintain the pace. A skill challenge should feel like a living moment—filled with tension, teamwork, and adaptation. After each roll, describe the result narratively, whether success or failure.

Success: “Your calm words break through the rising panic. The group presses on with renewed focus.”
Failure: “Your voice trembles. The others hear it. Doubt creeps in as the shadows press closer.”

Complications and Twists

After the first failure (or at a key midpoint), introduce a complication. This shifts the stakes or environment, forcing the party to adapt. A shifting wind, a collapsed bridge, a rising scream—anything that raises the urgency and narrows their options.

“Suddenly, the voice ceases. A low, grinding sound replaces it—the sound of stone shifting. The path behind you is gone.”

Use this moment to heighten drama and reinforce the tone of the challenge.

Resolution

The challenge ends when the party either reaches the success threshold or accrues too many failures. The outcome should meaningfully affect the story. Success may open a path, grant insight, or prevent danger. Failure might result in injury, delay, or future threats.

Tie the outcome to the world. Let success feel earned, and failure feel narratively significant—not just punitive.

Success: “You emerge from the gloom, minds intact, and find yourself before a weathered shrine untouched by time.”
Failure: “You stumble into the light, but one of you does not come out unchanged. Something followed you.”

Final Notes

  • Keep a tally of successes and failures for yourself. Players don’t need to know the exact count but should feel the stakes rise.
  • Encourage thematic skill use. A ranger navigating tangled roots with Nature, or a bard silencing whispers with Performance, enhances immersion.
  • When in doubt, ask “What do you do?” Let the players guide the narrative, and shape the challenge around their actions.
  • Spotlight different characters—give everyone a chance to contribute.
  • Use consequences, not punishment. A failed challenge can still move the story forward, just along a darker or more costly path.
  • Think in story beats, not checks. Let the story breathe between rolls. 
  • Turn order isn’t required, but rolling initiative and having an order is a great way to create tension in action oriented challenges
  • A well written skill challenge tells one possible set of events in the skill challenge, it is not a checklist of events to complete.

You can also find this on the homebrewery!

Charms and Curses

Charms

Charms are described in the Supernatural Gifts section of Chapter 3 of the Dungeon Masters Guide (2024). They are simple magical blessings that vanish when used up.

Charm of the Rolling Fields

Charm

This Charm allows you to cast Goodberry (Players Handbook, 2024).  Once used three times, the Charm vanishes from you.

The charm appears as a small tattoo of a hawthorn leaf with a cluster of three berries, a berry fading with each use until only a faint outline of the hawthorn leaf remains as a permanent mark of the Riverfathers favour.

Curses

Curses are serious magical impediments that can come from a number of sources. Unless otherwise specified they can be removed by Remove Curse (Players Handbook 2024) or similar effects.

Curse of the Riverfather

Curse

You have disadvantage on Stealth and Nature checks.  If a stealth or nature check is failed, roll any die. Even. Two glowing orbs manifest in the shape of eyes peering down on you, shedding dim light to 10 feet.  Odd. the cawing of ravens fills the air around the player. These effects last for 1 minute.

Magic Item: Eyes of the Riverfather

Eyes of the Riverfather 

Wondrous Item, rare (requires attunement)

These smooth, polished white agates are carved into stylized eyes, each flecked with tiny blue veins. Once set into the statue of Obad-Hai within the Shrine of the Riverfather, they were believed to be conduits of the god’s silent vision and will. Though now lost, their magic still echoes with ancient river-speech and illusion.

While attuned to both stones and holding at least one in your hand, you gain the following benefits:

  • Riverlight Cantrips You can cast minor illusion and dancing lights at will, requiring no components.
  • Vision Through Waters While both stones are on your person, you can see clearly through nonmagical fog, mist, rain, and water as if it were clear air, up to a range of 60 feet.

Notes

  • Art Needed: Two small white agate stones almost almond shaped.  These were once inlaid into the eyes of the statue at the shrine of the riverfather. If you have non-genai art that you are willing to share, please contact me!

Dungeon Delve: Lanterns in the Fog

This adventure is designed in the style of the lightweight adventure templates detailed in Chapter 4, Creating Adventures from the Dungeon Masters Guide (2024).

Although this adventure is set in the World of Greyhawk, in the city of Longspear, it can easily be moved to any campaign setting or community that has a dock district.

Lanterns in the Fog

An Investigation Adventure for Level 1 Characters

The Shrine of the Riverfather

The scent of riverweed and tar lingers in the air as you follow the worn planks of the dockside path. Barges moored two-deep creak softly with the current, their lanterns swaying like fireflies on iron chains. Sailors mutter over crates of barley and dried fish, and gulls wheel overhead, crying like they know something you don’t.

Beyond the bustle, half-shrouded in river mist, stands the Shrine of the Riverfather a moss-darkened statue of Obad-Hai carved into the riverbank itself. His face is calm his eyes gazing over the peaceful waters. Ivy coils around his staff, and an empty river birds nest sits between the folds of his robe.

A shallow basin lies before him, fed by a narrow channel cut into the dock’s edge. The water there is always clear, always moving, and never freezes—even in the coldest moons.

A dockhand leans as he passes, touching his hand to the water in the basin, then his brow and murmuring, “Steady waters, old father.” Then he moves on, as if the gesture had always been part of walking. A few coins glint beneath the surface. A flat stone rests on the rim, etched with prayers worn smooth by a thousand fingers.

Situation. In the Rivergate Commons, workers report ghostly lights near the riverbanks at night, followed by missing tools and food. Rumors of drowned spirits have begun to spread.

Hook. Cavel Marn, the grizzled Market Warden, has had enough ghost stories. He hires the adventurers with the offer of a purse of silver and a quiet warning: solve this before merchants begin to flee and faith is lost.

Encounters

Fogbound Commons. After dusk, the party arrives to find workers rattled and homes shuttered. Flickering will-o’-wisps dance across the water, and investigation reveals a trail of displaced crates leading into a half-submerged storm tunnel. A DC 12 Wisdom (Insight) check hints the lights are not natural, but lures.

The Forgotten Runoff. Inside the storm tunnel, the characters navigate collapsing masonry and waist-high brackish water. A failed check on Survival or Investigation results in exhaustion. A smuggler’s bolt hole carved into the brickwork yields mason tools, a halfling skeleton, and the tattered remains of cloth and backpack.  A DC 13 Intelligence (Investigation) check will reveal that a group of small humanoids has been living in this room.

Chamber of Echoes. In a crumbling chamber, a small band of goblins [one goblin warrior, two goblin minions, plus one goblin minion for each character, Monster Manual (2025)] employ magical lights to frighten the locals. They’re scavengers, not soldiers—negotiation reveals they were driven here by deeper threats. The goblin warrior has two small white agate river stones, the Eyes of the Riverfather, and the Curse of the Riverfather.

The Shrine’s Test. Returning the charm stirs ancient power. At the riverside shrine, a vision of Obad-Hai speaks in wind and ripples. Solving the Riddle of the Riverstones, or simple riddle of river stones and runes (DC 13 Intelligence (Religion) or Wisdom (Insight)) to restores the shrine’s blessing. The character restoring the eyes gains the Charm of the Rolling Fields

Goblin Flight. The goblins attempt to flee the city, if they escape, they carry news to the surrounding goblin tribes who now know of a secret entry to the city.

Adventure End

Positive. The shrine is restored, and the goblins are dealt with.  The party gains renown with the Hall of Scales.  Fully restored, the Shrine of the Riverfather glows a soft blue light providing a beacon for boats on the river, and even on the foggiest of nights, the docks remain clear and open visibility. Cavel pays the party 50gp, and the party gains 1 Renown with the Hall of Scales.

Mixed. The goblins are defeated or escape, but the Shrine is not restored.  Cavel pays the party 50sp.

Negative. The goblins escape, or the party keeps the Eyes of the Riverfather.  The character who keeps the Eyes gets the Curse of the Riverfather.

Spell: Affliction from Beyond

Created as part of the Infestation rules, this spell creates a player option, or an ability for cultists or monsters with a Far Realm or Cosmic Horror flair.

Affliction from Beyond

5th-level Conjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Until cured

You channel an invasive force from the Far Realms and transmit it through a corrupted touch. Make a melee spell attack against a creature within your reach. On a hit, the target is afflicted with an infestation—a creeping, reality-warping condition that cannot be cured through natural means.

Choose one of the following infestations:

  • Cackling Madness
  • Cyclopian Visage
  • Tyrant’s Limbs

The target is affected as if they had contracted that infestation (see DM Toolbox: Infestations for full details). The effect lasts until it is removed by greater restoration, wish, or similar magic, and persists even if the target is reduced to 0 hit points and revived. The creature cannot remove exhaustion gained from the infestation through rest or mundane means.

Aberrations, constructs, undead, and creatures without a corporeal form are immune to this spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each slot level above 5th. Each target must be within your reach and requires a separate melee spell attack.

DM’s Toolbox: Infestations

Infestations

DM’s Toolbox: Variant Rule – Cosmic Corruption

Infestations are unnatural afflictions seeded into the Material Plane by entities from the Far Realms. They function similarly to diseases, but follow their own horrific logic and often result in the complete transformation of the host. Unlike traditional diseases or poisons, Infestations bypass immunity to poison and disease, but they cannot affect aberrations, constructs, undead, or creatures without corporeal form.

Contracting an Infestation

Infestations are typically contracted through contact with corrupted artifacts, eldritch portals, being the target of Affliction from Beyond, or exposure to creatures from the Far Realms. A creature exposed to such a source may become afflicted at the DM’s discretion or as part of an encounter effect.

Effects of an Infestation

While afflicted by an Infestation:

  • The creature cannot remove levels of exhaustion except through the greater restoration spell (which removes only one level of exhaustion), or a more powerful effect such as wish.
  • Once per day, the afflicted creature must make a DC 15 Constitution saving throw, gaining one level of exhaustion on a failure. The DC increases by 1 for each level of exhaustion the creature currently has.
  • If the creature dies while afflicted, it rises as an abomination on the same initiative count at the start of the next round. The resulting creature has the same memories as the original, but none of its class abilities, and suffers a form of Madness (see Dungeon Master’s Guide).

Curing an Infestation:
A creature can only be cured of an Infestation if they have no levels of exhaustion at the time greater restoration is cast. Alternatively, wish ends the Infestation instantly, regardless of exhaustion level.

Sample Infestations

Cackling Madness

The host develops swollen blisters resembling eyes and mouths, which erupt with pain and laughter at unpredictable intervals.

  • The creature has disadvantage on Wisdom checks and Wisdom saving throws.
  • It gains access to the Blinding Spittle action.

If the host dies, it becomes a gibbering mouther. It retains memories but not class features, and suffers from Indefinite Madness. It hungers without discrimination and cannot distinguish allies from prey.

Blinding Spittle (Action) One blister bursts, hurling blinding fluid at a creature within 15 feet. The target and all creatures within 5 feet of it must make a DC 13 Dexterity saving throw or be blinded until the end of their next turn.

Cyclopian Visage

The host’s eyes shift into green, catlike orbs, and their skin hardens into uneven, spiny ridges.

  • The creature has disadvantage on Wisdom (Perception) checks that rely on sight.
  • It gains the Rotting Gaze action.

If the host dies, it becomes a nothic. It retains memories, suffers Indefinite Madness, and blames former companions for its fate.

Rotting Gaze (Action):
The creature targets a creature it can see within 30 feet. That creature must succeed on a DC 13 Constitution saving throw or take 1d8 necrotic damage and appear visibly aged (this cosmetic effect fades after 1 hour).

Tyrant’s Limbs

An unnatural appendage grows from the host’s head—or upper body if they lack one—culminating in a stalked eyeball that pulses with forceful energy.

  • The creature gains the Forceful Sight action.
  • The creature has advantage on Wisdom (Perception) checks that rely on sight.

If the host dies, it becomes a spectator. It retains memories, suffers Indefinite Madness, and perceives all aid as attack, turning on anyone attempting to help it.

Forceful Sight (Action):
The creature targets one creature it can see within 30 feet. The target must succeed on a DC 13 Strength saving throw or be pushed up to 15 feet directly away and have its speed halved until the end of its next turn.

Madness Effects

Each abomination spawned by Infestation suffers from some form of Madness (see Dungeon Master’s Guide 2o14, Chapter 8), tailored to their transformation. You may also roll or choose from the appropriate Madness tables.

Notes

  • Updated for D&D 5th Edition 2024

Hazard: Screamer Mushrooms

DM’s Toolbox: Hazard – Environmental Alarm System
Environment: Underground, damp caverns, abandoned tunnels, fungal groves
Type: Non-magical, organic hazard
Threat Level: Low (narrative complication or encounter trigger)

Screamer Mushroom Patch

Nuisance Hazard (Level 1-4)

One cluster of screamer mushrooms, small, bulbous mushrooms that seem to have a gossamer, balloon like cap, covers a 5-foot square. Screamer mushrooms have tremorsense to a range of 10 feet, and are sensitive to light or physical disturbance.  When exposed to light or movement, the mushrooms will release a burst of spores and deflate with a piercing shrieking wail that can be heard from 300 feet in open air, or 100 feet in obstructed environments through walls and doors.

To move safely through a Screamer Mushroom Patch, a creature must move no more than 5 feet per round, or succeed on a Dexterity (Stealth) check, with a DC of their desired speed. Any light above dim light falling on the mushrooms will trigger them.

A patch can release up to three bursts of spores before becoming dormant for 24 hours.

Screamer Mushroom Ecology

Not all dangers in the dungeon are deadly—some are simply loud. The Screamer Mushroom is a naturally occurring underground fungus that thrives in moist, dark environments and serves as a biological alarm system. These pale, waxy mushrooms are inedible and mildly toxic, but are prized by alchemists and hedge wizards for their magical and medicinal properties.

Behavior

Screamer mushrooms exist in loose clusters that respond to bright light or physical disturbance (such as movement, vibration, or touch). When disturbed:

  • The patch ejects a burst of spores that will cause the mushrooms to propagate, increasing in size and filling an adjacent square over the next week.
  • The sound can be heard from 300 feet in open air, or 100 feet in obstructed environments (such as caves with walls and doors).
  • Predatory creatures within range may be drawn to the sound, treating it as a signal of nearby prey.

Clearing the Patch

Screamer mushrooms can be destroyed easily with:

  • Fire
  • Thorough washing or flooding
  • Careful alchemical treatment

If disturbed during removal, however, the patch may still scream unless handled with care.

Spores left behind can re-root if not fully removed, especially in damp terrain. Removing or harvesting them in haste can leave enough residue for regrowth.

Alchemical and Magical Use

While toxic if ingested raw, Screamer spores can be refined into:

  • Minor healing elixirs (common potions of healing with a loud fizzing property)
  • Spell reagents for divination, enchantment, or necromancy spells
  • Noise-based traps or arcane alarms in arcane constructs or traps

Harvesting usable samples requires proficiency in Alchemist’s Supplies or Herbalism Kit and succeeds on an Intelligence (Nature) DC 13 check.  To harvest them quietly, a Dexterity (Stealth) DC 20 check is required.

DM Notes

  • Use Screamer Mushrooms to punctuate stealth-based dungeons, especially when players are trying to remain undetected.
  • Combine them with wandering monster mechanics—a triggered screamer may alert a nearby predator or trigger a lair reaction.
  • They make great environmental clues that a predator lairs nearby, or that someone has passed recently.

Notes

  • Updated for D&D Fifth Edition 2024 rules.

Magic Item: Abjuration Circle

These circles are invaluable for arcane academies and conjuration apprentices, where precision summoning must be balanced with survival.

Abjuration Circle

Wondrous Item, rare (requires placement on a solid surface)

Often installed in stone floors or etched into the practice chambers of arcane colleges, an Abjuration Circle is a stationary magical device designed for safe summoning. Used primarily by apprentices studying conjuration magic, it provides a protective means of containing extra planar creatures without endangering the summoner.

This item is fixed in place once installed, and cannot be moved without disrupting its enchantment.

Anchored Magic

The Abjuration Circle has 3 charges. While within 10 feet of the circle, a creature can use a Magic action to expend 1 charge, causing the circle to cast magic circle centered on itself. The effect:

  • Always summons the inverted form of the spell, designed to trap creatures inside the circle.
  • Requires no material components and does not consume a spell slot.
  • Affects only one type of creature chosen at the time of activation (as normal with magic circle).
  • Lasts for 1 hour, unless disrupted or dispelled.

A creature trapped within the circle may attempt to escape by making a DC 17 Charisma saving throw at the end of each of its turns. On a success, it slips free of the containment effect.

Recharge

The Abjuration Circle regains all expended charges daily at dawn.