*Beneath the Silver Veil: Echoes of the Drowned Realm*
Setting: The Sunken Catacombs of Eldrath
Beneath the bustling city of Eldrath, long considered to be safeguarded from the sea, lies a labyrinth of ancient catacombs, long submerged under the weight of both time and water. Once sacred burial grounds for the merfolk who inhabited the region, these echoes of a drowned realm have been forgotten by most, save for a few scholars and treasure seekers.
Recent earthquakes have caused portions of these catacombs to resurface, exposing winding stone corridors adorned with algae and bioluminescent fungi. Statues of forgotten merfolk gods loom in the shadows, and the soft sound of water dripping echoes throughout the halls, accompanied by a faint, haunting melody that seems to cry out from the depths. The party’s goal is to retrieve a sacred relic—The Pearl of Wistful Dreams—believed to grant visions and insights to its possessor. This treasure is crucial for stopping a malevolent force pulling Eldrath into ruin.
The Call to Adventure
Writings from an ancient tome unearthed by a local sage hint that this relic is key to averting a disaster predicted in the “Scrolls of the Gloom Tide.” The party is approached by the sage, who implores them to enter the catacombs, unmarked on most maps, as they are dangerous and filled with peril. She warns them of the merfolk guardians, who have transformed into wretched, soulless shades, cursed by the trauma of the ocean's wrath. These specters keep watch over the Pearl and will not allow any trespassers.
Entering the Catacombs
As the party descends into the looped stonework, they encounter intricate traps that guard the entrance:
Trap: The Shattered Path
Upon stepping beyond the entrance, the players must traverse a long corridor sprinkled with broken tiles featuring the faces of merfolk, some smiling, others grimacing. Every few tiles contains a pressure plate that triggers a hidden mechanism. Players must:
- Perception Check (DC 15): Identify the tiles that are safe to step on.
- Dexterity Saving Throw (DC 13): If they step on a pressure plate, a blade will spring from the wall, dealing 2d6 slashing damage, with half damage on a successful save.
Correctly navigating this hallway will lead the party to an expansive chamber shrouded in fog, with water seeping from crevices in the walls.
The Chamber of Memories
The vast chamber appears submerged, with shimmering reflections casting rippling shadows across the stone walls. Inside the room, players will encounter:
Puzzle: The Reflections of Truth
At the far end of the chamber, a pedestal holds the Pearl of Wistful Dreams, but the path is blocked by enchanted water spirits that distill vivid memories and fragmented visions. To proceed, players must:
- Intelligence Investigation (DC 14): They can identify the sources of memory fragments hidden in murals.
- Charisma Persuasion (DC 16): Persuade the spirits to reveal the truth of their past, allowing them to cross. The spirits reveal that the only one allowed to proceed is someone carrying a representation of deep sacrifice.
The players need to engage in roleplay to convey their motivations and sacrifices they have made for their goals, making use of skills like Deception and Performance.
If they succeed, the spirits calm, allowing the party to reach the pedestal. If they fail, the spirits will attack, summoning two Water Weirds (MM category) who will defend their watery realm.
Confrontation with the Drowned Shades
As the players approach the pedestal, they are met with a ghastly sight: A horde of Drowned Shades rises from the depths of the waters surrounding the pedestal. These tormented souls, once noble merfolk, are twisted by rage and despair. The players must battle these shades while trying to retrieve the pearl.
Enemy: Drowned Shades (Modified Spirits of the Forgotten)
- HP: 30 each
- AC: 13
- Attacks: Shadow Drain (Melee Attack): +6 to hit, hits for 1d10 necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or have their max HP reduced by the damage dealt until a long rest is taken.
- Special Ability: Illusionary Tides - Once per encounter, the shades can cause a wave of water to surge through the chamber. Players must succeed a Dexterity saving throw (DC 14) or be knocked prone and take 1d6 bludgeoning damage.
Strategy will be key; players will need to utilize abilities and terrain to outmaneuver the shades. As they defeat shades, remnants of the spirits whisper the truth of their strife and previous life, causing a shift in the environment, as if freeing the souls leads to the room lightening.
Resolution: The Echoes Resound
Once the players defeat the Drowned Shades or find a way to pacify them through insight or sacrifice, they are left with the Pearl glowing with a warm light. The remnants of lost memories rise above, thanking the players for their compassion, lifting the curse and releasing the guardians to the afterlife.
When a player grasps the pearl, a vision floods their mind:
The party sees Eldrath under siege by a monstrous tidal wave summoned by a vengeful god, but with the Pearl of Wistful Dreams, they glimpse potential solutions: alliances with aquatic beings, creation of magical wards, or unification of conflicting guilds within Eldrath. The pearl will allow the bearer to mediate these responsibilities, guiding them through layered challenges in the town.
Upon exiting the catacombs, the city above is still unaware of the impending danger, giving players time to prepare for their next steps. The adventure becomes two-fold, with consequences of their past actions and the decisions ahead resting heavily upon their shoulders.
As they leave the now tranquil catacombs, the whispers of the Drowned — now peaceable shadows — echo in the back of their minds, urging them to embrace their role as champions of Eldrath, keepers of its history and the heroes to save its future.