**Cursed Waters: Echoes from the Fathomless Depths**

Setting: The Sunken Shrine of Thal’Nara

Nestled deep within the Gloomfin Bay lies the Sunken Shrine of Thal’Nara, an ancient temple dedicated to the sea god long forgotten by the surface dwellers. The shrine is partially submerged in water, with intricate coral growths adorning the stone and waterlogged archways that stretch toward the ocean's surface. As the sun dips below the horizon, the shrine glows with bioluminescent algae, casting eerie shadows across the cracked stone of the once-majestic structure.

The air here is heavy with dampness, and the muffled sound of water sloshing against stone reverberates through the halls. The temple is said to be cursed, its halls home to sorrowful echoes of lost souls—a warning to any adventurers crazy enough to test their fate against the perils within. Despite the danger, rumors abound of treasure hidden in a chamber deep within the shrine, a priceless relic imbued with the sea god's power.

Characters

The Echoing Wraiths
Inhabitants of the shrine, these tormented souls are manifestations of the countless sailors lost to the sea. They appear as flickering figures, translucent and drifting silently through the air. When threatened, their mournful wails become an all-consuming tempest, capable of driving intruders mad unless they resist their chilling influence.

The Sea Witch Althea
Guardian of the temple and an ancient sea witch, Althea has bound her fate to the shrine. A powerful spellcaster, she can manipulate water, turning the shrine into a treacherous battlefield where every drop of liquid can be a weapon. Althea seeks to ensnare any adventurers who cross her path, hoping to add their souls to her domain.

The Treasured Guardian
A colossal, briny creature conjured by the temple's ancient wards, this guardian takes the form of a monstrous sea serpent. Eager to protect the relic from looters, it prowls the underwater passages, ready to strike at any disruption caused by pesky intruders.

The Call to Adventure

The party receives a summons from an eccentric sea merchant named Captain Eldrid, who hears whispers of a powerful artifact—a conch said to grant dominion over the sea and weather patterns. The conch is rumored to rest within the shrine, but the journey there is fraught with danger. The captain implores the adventurers to retrieve the artifact, offering them a share of the potential bounty in exchange for their courage and skills.

As they prepare for their journey, they learn that the shrine is treacherously navigable only during low tide, when the pools of water reveal hidden passageways. The party must find a way to enter the shrine and best the challenges that await them within.

Encounter Developments

Entering the Shrine

Once the party arrives at the Gloomfin Bay during low tide, they are greeted by the half-submerged structure of the shrine. Water laps at their feet, and they can see the glowing algae illuminating the entrance, casting a mystical light onto the path ahead. However, a sinister undercurrent runs through the air, a sense that they are being watched.

As they descend into the depths of the shrine, they must navigate the slippery stones and water-filled chambers carefully. A successful DC 15 Dexterity saving throw is required to avoid slipping and taking 1d6 bludgeoning damage as they tumble into the murky waters below.

Trap: Hall of Echoes
Upon moving deeper into the shrine, the party enters a grand atrium—the Hall of Echoes. An intricate mosaic of water scenes adorns the ceiling, but a clever observer (DC 15 Intelligence (Investigation)) can notice that the patterns occasionally shift. As they move forward, the echoes of lost souls manifest, causing disorienting whispers that force the adventurers to confront dark memories.

Each character must succeed on a DC 14 Wisdom saving throw or take 2d6 psychic damage and suffer the Frightened condition for 1 minute, during which time they may not speak. Characters can repeat the saving throw at the end of each of their turns to end the frightened effect.

Confrontation: The Sea Witch Althea

Pressing onward, the party eventually hears melodic chanting echoing through the corridors—a siren's song that draws them closer to Althea's sanctuary. Once they breach the threshold, the sea witch materializes before them, surrounded by aura of shimmering water.

Althea will attempt to charm the party with her powers, using spells such as Charm Person and Hold Person to incapacitate them. She is eager to protect the conch and keep intruders from realizing the depth of its power.

Combat Skill Challenge
During the encounter, Althea can manipulate the water levels, encouraging the rise and fall of the terrain around her. She uses environmental features as cover, calling forth waves to create difficult terrain, and can shape the water around the party as a medium for her attacks, casting Create Water or Control Water.

As the battle intensifies, the Echoing Wraiths will also join the fray, swirling around Althea to protect her. These creatures attack those they sense are particularly attuned to fear and sorrow, attempting to drain wisdom points from characters who succumb to their metaphysical influences.

The Serpent Guardian

As Althea is dwindling under the party’s assault, a thunderous roar can be heard from outside the shrine. The Treasured Guardian, an ancient sea serpent awakened from slumber, will burst into the chamber to protect the relic Althea has been guarding. Rising from the depths of the water, it snaps its jaws and unleashes waves of force upon the adventurers, creating a dynamic and chaotic battle.

The serpent should present a significant challenge, utilizing its size advantage in tandem with thrusting waves, and knocking affected characters prone into the water (DC 12 Strength saving throw to resist). Its attacks deal damage in both melee encounters against characters and in countering spells, utilizing powerful Multiattack and Swallow actions.

Resolution: Claiming the Conch

Once the Sea Witch and her guardians are defeated, the briny waters within the shrine recede momentarily, revealing a hidden garnet and pearl-encrusted conch embedded within an altar. The moment the party takes hold of the conch, they can sense immense power flowing within.

Should they manage to retrieve the conch without being claimed by the curse, they discover that the artifact grants command over seafaring affairs but now comes with a burden. The echoes of the shrine swirl around their minds, providing warnings of dangers that they must confront, and occasionally haunting them until they find a way to free the lost souls entangled within the shrine.

Upon escaping the shrine, the party returns to Captain Eldrid, who is amazed by their success. He offers them a name for this new relic, dubbing it "The Conch of Fathomless Sovereignty," which provides not only wealth but also a new path in their continued adventures across the high seas—one fraught with peril but lined with rich rewards.

The party's actions within the hut provide far-reaching consequences, potentially leading to following adventures for the lost souls or other nautical creatures stirred by the use of the conch.

With newfound power and the potential for future challenges, the party is positioned to continue their journey, forever marked by the echoes of the fathomless depths they once visited.