Traveling the River of Death

Dangers of the River

 

Greater Dead

Creatures who struggle for unknown years to climb out of the River by force of sheer will, to eventually become naturally occurring undead, are known as Greater Dead. These incredibly dangerous creatures have put an early end to many a would-be resurrection, often forcing a second grave to be dug.   Greater Dead come in all shapes and sizes, usually horribly twisted by the river's influence and completely heartless. At any point during a trip into the River, the GM can roll 1d10 (usually once per District, at a minimum). If the number is less than or equal to the district you are currently in, then you will encounter one of the Greater Dead.  

Challenging Traversal

Traversing the River of Death is incredibly dangerous. Traversing a district of the River requires you to succeed a Skill Challenge. The DC for each round of the Skill Challenge is set by the district itself, as are the number of successes required to traverse that district.  

Life Sapping

The River of Death slowly drains the life from any living creature who walks it. At the end of each round of the skill challenge, the living creature(s) performing the skill challenge gain 1 Corrupted Hit Die.  

Submersion

Becoming fully submersed in the River is incredibly dangerous. Even where the current is weak.   A living creature who is completely submersed in the River immediately gains 2 Corrupted Hit Dice, and makes all Checks and Saves at Disadvantage until they are no longer submersed.   Additionally, they gain 2 Corrupted Hit Dice at the end of each round (whether of Combat or of Skill Challenge) while submersed.  

On Resurrection

Resurrection requires the resurrector to go into the River of Death and drag the soul of the recently deceased back to the land of the living. This can be done with or without the diamond material component required by the resurrection spells, but using the diamond makes the journey far less dangerous (though by no means safe).   Diamond Material Component: all resurrection spells include an optional material component, which is a diamond whose Item Tier is equal to the spell level of the resurrection spell being cast.   While this component is technically optional, it provides a number of benefits, listed here. The benefits end if you deviate from your mission.
  • Strength of Soul: you are immune to the Life Sapping traits of the river and the Corrupted Hit Dice they bestow (except for full submersion).
  • Soul Compass: you know the direction and have a vague sense of distance to the one you are resurrecting.
  • Soul Tether: you have a golden thread connecting your soul to your body. It reduces the Upstream DC by 5 and activates the Trick of each Gate while travelling upstream. The tether is indestructible to all but the most powerful magics.
  • Divine Guidance: the Trick is automatically provided for the first two Gates you encounter while travelling downstream
 

Districts of Death

The River of Death is divided into Districts, each with its own unique dangers. These districts begin with what is known as The Border of Life, which is a snowy region on the shores of the river (some scholars call this District Zero). The final district is thus far unknown and unexplored, but most scholars assume there to be ten districts in total.   Each district has the following stats:
  • Downstream DC: this is the DC of checks made to progress safely downstream in this district. The dead need not worry about this.
  • Upstream DC: this is the DC of checks made to progress safely upstream in this district, or to stand still, or to move laterally within the district. It is usually the Downstream DC + 3.
  • Traversal Successes: this is the number of successes in the skill challenge required before the traverser can attempt to pass the Gate. It is usually equal to the district's number.
  • Gate DC: this is the DC required to traverse the downstream Gate of the district. Most gates also have a Trick that can be used to make it much easier to traverse. This trick also allows you to go through a Gate upstream, which is usually incredibly difficult if not impossible. Going Upstream, add 10 to the DC to traverse the Gate unless you use the Trick.
  • Timeframe: this is how long after a creature's death before they progress from this district to the next. For example, a Timeframe of 1 Day would mean that the creature will be past this district in 1 day. These are more estimates than exact times though.
  • Spell: the resurrection spell that can get directly to this district.
  • Diamond Tier: the tier of diamond that can be used as part of the resurrection spell.
 

District 0: The Border of Life

Downstream DC: 0
Upstream DC: 0
Traversal Successes: 1
Gate DC: 0
Timeframe: N/A (this is not quite within the River proper, so the dead do not enter here)
Spell: Revivify
Diamond Tier: 3   Not part of the River proper, the Border of Life is a cold, snowy forest on the banks of the river. There is no current to speak of, and you can feel the warmth of life seeping through the border, knowing its general direction.   Revivify opens a portal to this place for the caster. That portal stays open until the caster dies or returns. Care must be taken, however, as the Dead who lurk here might sneak through the portal. Many of whom are eager to take advantage of the helpless body of the one entering Death.  

Common Dangers

  • Lurking Dead: only the most powerful of the Dead manage to claw their way this far back up the River. All they need is an opening to slip into Life, or the power of a single soul to give them the strength to open their own portal. And they did not get this far by giving up easily.
  • Extreme Cold: it is very cold here, and ill-equipped creatures can catch Frostbite or Hypothermia if not careful.
  • Falling Into the River: because it is on the edge of the River, it is possible to accidentally fall in, entering District 1.

Significant Denizens

  • The Clan: it is in this pre-death realm that The Clan built their afterlife. It is open to all members of the clan who, upon death, manage to climb out of the river and make their way to the Grand Feast. This feast takes place within a mighty fortress in the mountains, far away from both the river and the border of life.
 

Gate

The gate for this district is simply the beginning of the River of Death. On proceeding far enough downstream in this district, the forest gives way to a frozen surface of water. The river flows underneath this sheet of ice, which eventually ends, revealing the River proper.   No attempts to find the source of the River have been successful.  

District 1: Yansthu

Downstream DC: 12
Upstream DC: 15
Traversal Successes: 1
Gate DC: 17 (7 with Trick)
Timeframe: 1 minute or less
Spell: Revivify (only goes to District 0)
Diamond Tier: 3   The first district of the River proper, the water here is shin deep with a moderate current. While it is arguably the safest district in the River, letting one's guard down here is incredibly foolish.   Starting in this district, at the end of each round of the Traversal Skill Challenge, living creatures receive 1 Corrupted Hit Die.  

Common Dangers

  • Hungry Dead: though it is uncommon, some Dead do manage to claw their way all the way up to this district. These Dead tend to be quite powerful and hungry for souls to power their ascent into Life.
  • Treacherous Current: though it is not the strongest current in the River, footing here tends to be treacherous. The entire region is Difficult Terrain.
 

Significant Denizens

  • Citadel of the Dead: it is said that somewhere within this District there is an enormous Citadel that is manned entire by deceased followers of Yansthu and Bolgathus. Supposedly, this is the fortress of Yansthu herself.
 

Gate of the Soulcaller

At the end of this district lies a region of fog. This fog conceals an enormous waterfall, the current of which can easily snatch the legs of the unwary traveler. Proceeding down the waterfall is incredibly dangerous, but creatures who know the Trick find that the waterfall recedes to reveal a winding switchback into the next district.    

District 2: Gwyndolyn

Downstream DC: 13
Upstream DC: 16
Traversal Successes: 2
Gate DC: 20 (10 with Trick)
Timeframe: 1 hour or less
Spell: Revivify (only goes to District 0)
Diamond Tier: 3   This second district bears great resemblance to the first, but with a stronger current. Sudden sinkholes, like holes in the river, have a tendency to pop up in this district, making traversal much more dangerous.  

Common Dangers

  • Hungry Dead: though it is uncommon because of the sinkholes, some Dead do manage to claw their way all the way up to this district. These Dead tend to be quite powerful and hungry for souls to power their ascent into Life.
  • Treacherous Current: though it is not the strongest current in the River, footing here tends to be treacherous. The entire region is Difficult Terrain.
  • Sinkholes: sinkholes pop up seemingly at random throughout this district. Falling into one guarantees submersion in the river, as well as a quick trip to District 4.
 

Significant Denizens

  • It is said that Gwyndolyn herself can be found somewhere in this district.
 

Gate of the Eye

The gate to this district is an enormous, raging whirlpool. Despite its sheer magnitude, the whirlpool is perfectly silent. Its current can mean instant death to the unwary, yanking them beneath the river's currents and guaranteeing a quick trip deeper into Death.   Creatures who know the Trick will find that the whirlpool freezes over, becoming a somewhat precarious spiraling ramp into District 3. Be wary, however, as the power of the whirlpool cannot be contained for long.  

District 3: Marn

Downstream DC: 15
Upstream DC: 18
Traversal Successes: 3
Gate DC: 15 (5 with Trick)
Timeframe: 1 day or less
Spell: Raise Dead
Diamond Tier: 5   The water in this district is only ankle deep and pleasantly warm. This is only a facade, however, for the true danger of the district. Huge waves, tens of meters in height, rage throughout the district.   These waves emanate from the Gate of the Eye, and are paused while the whirlpool is frozen. It does not stay frozen long though, sending the waves again shortly thereafter.  

Common Dangers

  • Enormous Waves: enormous waves periodically surge through this district. Creatures who are struck by them are shoved beneath the current and thrown deep, deep into Death.
 

Significant Denizens

  • It is said that Marn himself can be found somewhere in this district.
 

Gate of the Inexorable

This district's gate is a wall of mist. The waves continue through this gate, diminishing as they reach the next district. However, the Trick can be used to cause waves to part around you.  

District 4: Geliron

Downstream DC: 15
Upstream DC: 18
Traversal Successes: 4
Gate DC: 22 (12 with Trick)
Timeframe: 1 week or less
Spell: Raise Dead (upcast to level 6)
Diamond Tier: 6   At first glance, this district appears exactly like District 1, but its water is deep, raising up to the chest, and the current is much stronger.  

Common Dangers

  • Hungry Dead: though it is uncommon because of the sinkholes, some Dead do manage to claw their way all the way up to this district. These Dead tend to be quite powerful and hungry for souls to power their ascent into Life.
  • Treacherous Current: though it is not the strongest current in the River, footing here tends to be treacherous. The entire region is Difficult Terrain.
 

Significant Denizens

  • It is said that Geliron himself can be found somewhere within this district.
 

Gate of the Deceiver

As deceptive as the rest of this district, this gate appears to be a small cascade 3ft in height. This is an illusion, as the waterfall is of incredible height and strength. At the bottom can be found the depths of District 5.   Those depths are nigh inescapable to those who plummet down this waterfall, but can be bypassed by use of the Trick to this gate. The Trick generates a thin, shadowy bridge that crosses District 5, leading straight to its gate.    

District 5: Xalthor

Downstream DC: 20 (15 using trick from previous district)
Upstream DC: 25 (15 using trick from previous district)
Traversal Successes: 5 (3 using trick from previous district)
Gate DC: 28 (13 with Trick)
Timeframe: 1 month or less
Spell: Resurrection or Reincarnate
Diamond Tier: 7   Called the Depths by the few scholars with detailed knowledge of Death, the waters of District 5 are deep and strong. Surviving falling into these waters requires you to swim amid an incredibly strong current. Not only that, but the waters of this district have a strange, twisting effect on those who enter them, turning them into horrid abominations.   Because of the depth and the strength of the current, many of the Dead who try to escape end up stuck in this district, unwilling to regress, unable to progress. Even if you can manage to swim, the thrashing is likely to draw the attention of the Dead who linger here. Falling into these waters is virtually guaranteed to end in true death.   For those who know the Trick to the previous district's gate, a shadowy bridge forms a much safer way to cross the district. This bridge is very thin and has no railings, and powerful Dead often wait along the bridge for a hapless soul to devour on their mad attempt to escape.  

Common Dangers

  • Deep, Deep Waters: the waters here are too deep to stand in. While swimming, you have Disadvantage on checks related to traversing the river, and gain twice as many Corrupted Hit Dice as normal.
  • Lurking Dead: strange, twisted creatures, Dead who have lingered for centuries in these twisting waters for centuries, transforming into strange and terrible abominations.
  • Twisting Waters: every round that a creature spends within these waters they must succeed a DC 25 Charisma Save (with Disadvantage because they are swimming). If they fail, their body begins to twist and mutate. They suffer 1 point of attribute damage (Frailty, Bewilderment, etc.) to a random attribute.
 

Significant Denizens

  • It is said that somewhere, hidden within the twisting depths of this district, Xalthor himself can be found.
 

Gate of the Defiler

At the far edge of this district the river suddenly begins to flow upward. If someone manages to somehow swim across the depths, they are unlikely to be able to resist the sudden lurch in current that the reverse waterfall creates.   For creatures who cross instead upon the shadowy bridge created by the previous district's gate, the reverse waterfall is just as imposing. For those who know the Trick, the waters form an elevator that will (relatively) safely deliver them to the next district.  

District 6: Ralminot

Downstream DC: 18
Upstream DC: 21
Traversal Successes: 6
Gate DC: 24 (5 with Trick)
Timeframe: 1 year or less
Spell: Resurrection (upcast to level 8)
Diamond Tier: 8   The water in this district is only about an inch deep, with no current to speak of. This makes it a very popular destination for the Dead who do not wish to proceed further. Dead of all shapes and sizes wander this district, hungry for living souls.   Every once in a while, holes open up in the floor, sucking in the Dead around it. These holes dramatically increase the current for a short time before closing once again.  

Common Dangers

  • Hoards of the Dead: numerous Dead of all shapes and sizes linger here, unwilling to go deeper, too weak of will to try to climb higher. Some particularly powerful Dead stay here to raise armies for use in Life.
  • Sudden Sinkholes: sinkholes appear at seemingly random intervals, forming suddenly and viciously. When they do, the current suddenly increases, dragging all nearby Dead (or hapless adventurers) deeper into Death.
 

Significant Denizens

  • They say that somewhere within the hoards of Dead, Ralminot himself can be found.
 

Gate of the Bargainer

The gate to this realm is not a physical location that must be reached. Instead, the gate must be summoned. It can only be summoned once you have gone deep enough into the district, far from the reverse waterfall of the previous district.   Once the Trick is used, the ground around the user dries up and turns into an elevator that goes down into the next district.   Beyond this point, the waters of the river become far more dangerous.  

District 7: ?

Downstream DC: 19
Upstream DC: 22
Traversal Successes: 7
Gate DC: 25 (15 with Trick)
Timeframe: 1 decade or less
Spell: True Resurrection
Diamond Tier: 9   Stark and empty, with warm, ankle-deep water, this district is completely empty. Along the horizon in every direction lies a wall of fire that lifts endlessly into the darkness above. There is no light in this district aside from the wall of flames, not even in the sky.   For most, this is the point of no return. Returning back up the river requires knowing the Trick to the previous district's gate. Pressing onward requires passing through the wall of fire.  

Common Dangers

  • Strangely Empty: there is an eerie quiet about this whole place. Like standing within a crypt.
  • Lurking Dead: though rare, occasional Dead do linger here, vicious and ready to pounce. A living soul their only hope of escape.
 

Significant Denizens

  • Nobody knows who or what might live here.
 

The Gate

Though obvious and seemingly close from the moment you enter the district, the fiery wall that marks the border of this district is surprisingly far away. The flames are completely silent, but this belies their incredible heat, which can scorch from a great distance away.   To those without the Trick, the wall is an impassable barrier, ignoring resistances and immunities to burn away the very soul. By using the Trick, the fire moves to form an archway, removing the heat and allowing passage to the next district.   This is the beginning of the part of the River where further passage is impossible without the Tricks for each gate.  

District 8: Denol

Downstream DC: 20
Upstream DC: 25
Traversal Successes: 8
Gate DC: impossible without trick (16 with Trick)
Timeframe: 1 century or less
Spell: N/A
Diamond Tier: N/A   The water in this district is waist high with a strong current. Motes of burning oil float along the surface of the river here, fragments of the fire wall that is the gate to the previous district. They lash out at random as they float by, making them incredibly dangerous.  

Common Dangers

  • Treacherous Current: though it is not the strongest current in the River, footing here tends to be treacherous. The entire region is Difficult Terrain.
  • Lurking Dead: though rare, Dead do occasionally loiter here, waiting for souls to fuel their progression upward.
  • Oily Flames: these flames are incredibly deadly, floating along the river and lashing out at random. They should be avoided at all costs. Even simply touching one can obliterate a creature, dead and living alike.
 

Significant Denizens

  • They say that Denol himself stalks this district.
 

Gate of the Destroyer

Deep within this district lies a great wall of darkness. This wall is invisible until you are within it, at which point the darkness envelops you. It cuts of all external stimuli, all five senses.   As with the previous district's gate, this gate is completely impassable without the Trick. The Trick can be used once you have gone deep enough into the darkness. Once it is used, the darkness will release you into the next district.  

District 9: Sridas

Downstream DC: 22
Upstream DC: 27
Traversal Successes: 9
Gate DC: impossible without trick (16 with Trick)
Timeframe: 1 millennium or less
Spell: N/A
Diamond Tier: N/A   The water in this district is knee deep and frigid. Its powerful currents swirl and pull, yanking and jerking. Waves jump up suddenly, then abruptly flatten out. Sudden dry spots appear only for surges of water to slam back into the opening.   As if that was not enough, this district is completely dark. The only light comes from the stars in the sky, which shed no illumination. Not even darkvision can penetrate this darkness. Not even devilsight. Light sources are not snuffed out, but they provide little in the way of ambient light, smothered by the oppressive darkness.  

Common Dangers

  • Surging Waters: the entire area is Super Difficult Terrain. Not only that, but attempts to retain your footing have Disadvantage due to the darkness.
  • Pitch Dark: there is no ambient light here. Less than bright light is snuffed out.
 

Significant Denizens

  • They say that Sridas himself can be found here, somewhere within the chaotic waters.
 

Gate of the Deepseer

Somewhere within this district stands a plain, black doorway. As with the previous district, this gate can only be passed by using the Trick.   When the Trick is used, and it can be used at any point within the district, a small ball of light appears before you, lighting the way to the door. Upon reaching the door they fuse together, turning the door into an arch of light leading to the next district.  

District 10: Leotheric

Downstream DC: unknown
Upstream DC: unknown
Traversal Successes: unknown
Gate DC: unknown
Timeframe: unknown
Spell: unknown
Diamond Tier: unknown   None who have entered this district have ever returned.
Type
Metaphysical, Arcane