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Cursed Waterway

rd tier (
Challenge
DC
Area
(less than 1 hour)

The lake, river, or other waterway ahead of the party bubbles with obviously sinister energy. Malevolent magic has plagued this place for far too long, cursing the water—those who touch it are made to carry the fell magic so great care must be taken when traversing it. The nature of the curse is determined by the Narrator and functions as a bestow curse spell cast at 6th-level.

Magical Effect. The cursed waterway is a magical effect created through necromancy magic. Using dispel magic on the waterway to suppress its enchantment for 1 hour requires a DC 22 spellcasting ability check.

Lore. An Arcana or Nature check can identify the origin and effects of the curse.

Research. Make an Arcana or Nature check to find a means of permanently dispelling the curse by undertaking research that requires 7 (1d6+4) days. The waterway’s curse can be dispelled with considerable time and effort. This usually involves fighting a powerful creature involved with the original cursing (such as a hag or even lich ), or by gathering a large group of clerics or druids to purify the area through the use of the hallow spell or similar magic.

Possible Solutions

A group Acrobatics check allows the party to successfully avoid the bubbling water while traversing the waterway.


Potential Outcomes

Critical Failure: The adventurers fall into the waterway and are cursed until the curses are removed. In addition, each adventurer loses 8 (2d6+1) Supply.

Failure: An adventurer touches the water in some way becomes cursed for 7 (2d4+2) days, and each adventurer loses 4 (1d4+2) Supply.

Success: The adventurers lose 2 hours of travel time traversing the cursed waterway.

Critical Success: The cursed waterway doesn’t delay the adventurers at all, and they discover a clue for removing the curse (if they did not learn that already). Roll on the Boons and Discoveries table.