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Stygian Ferry Crossing

rd tier (
Challenge
DC
Area
(1 hour)

The souls of the dead are found all too commonly throughout the Lower Planes, and here they have coalesced into a flowing river, hushed whispers and distant screams of terror replacing the sounds of rushing water. At the bank of the river, next to a low-riding, flatbottomed boat, is the black-robed ferryman, holding out a skeletal hand

Dissonant Voices. The constant noise of the river—screams of terror, pleas for rescue, gibbering whispers and the like—makes it difficult to concentrate. Adventurers trying to cast spells make a concentration check to cast them successfully. If the spell’s duration is concentration, the DC for this check increases by 2.

Grasping River. The river is a torrent of grasping ethereal limbs that try to pull any being within them along and into the deeper parts of the lower planes. It does not count as water for the purposes of Supply, spells, or abilities. Every 20 minutes, randomly determine an adventurer. A spectral hand grabs at the adventurer, forcing them to make a Strength or Dexterity saving throw or be dragged in as per Into the Water.

Into the Water. The journey is far quicker if one attempts to swim, but far deadlier. Any creature that attempts to swim the river must make three successful Athletics to cross, as well as an accompanying Wisdom saving throw for each check. Failing an Athletics check forces the creature to make this save at disadvantage. A creature suffers a level of strife and a level of fatigue and loses 4 (1d4 + 2) Supply on a failure, or loses 2 (1d4) Supply on a success. A creature that falls in only needs to make one such Athletics check. On a failure they still suffer as above, but another adventurer can pull them aboard, making their Athletics check with advantage. Otherwise, they must make another check.

Possible Solutions

The ferryman only asks for 2 gold coins from each adventurer for passage, but the true challenge is enduring the crossing—and the crossing takes far longer than it should. The party needs to make a group check to keep their sanity intact. Adventurers can choose from the following:

• Perception checks to keep watch for the grasping hands, granting advantage on one ally’s saving throw against the Grasping River.
• Performance checks to keep morale high.
• Religion checks to provide comfort and keep the dead at bay.
• Wisdom saving throws to leverage their mental fortitude.


Potential Outcomes

Critical Failure. The crossing is deeply taxing. The adventurers each suffer two levels of strife and make a Wisdom saving throw, taking 21 (6d6) psychic damage on a failure or half as much on a success.

Failure. The adventurers are mentally exhausted after the trip and each suffer a level of strife.

Success. The adventurers are likely uneasy, but none the worse for wear.

Critical Success. The adventurers make the crossing with little issue. In addition, a secret is whispered to them by the dead. They gain a piece of key knowledge (see Chapter 7: Adventuring of Adventurer’s Guide).