### Depths of Despair: The Forgotten Guardian's Lament
Setting: Sunken Fortress of Varyn’ku
The party finds itself at the edge of a dark, ominous sea where waves crash against the crags of a long-forgotten land. Travelers to this area speak of a sunken fortress that lies beneath the icy waters – Varyn’ku, the Once-Shining Bastion of the sea god Korrath. Myths tell of treasures guarded by a forgotten guardian, a spirit once sworn to protect the fortress. For years, it has lamented its failure, driven to madness by the curse that bound it to the ruins of Varyn’ku.
The players must descend into this sunken fortress to retrieve the priceless Gem of Tides, rumored to hold the power to control the currents and restore harmony to the coastal lands. However, the fortress is riddled with traps, ancient puzzles, and the wrath of enchanted sea creatures, all agitated by the guardian's sorrowful presence.
Characters
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The Forgotten Guardian: A once-noble water elemental transformed into a wretched specter due to its eternal vigil over the fortress. It is unable to move beyond the bounds of its domain, its essence flickering like candlelight, surrounded by fog of despair. The guardian has knowledge of the gemstone's powers but will only reveal its location if convinced to help.
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Trench Trolls: Hideous, aquatic trolls that dwell in the depths and feast upon those who wander too close. These creatures are quite formidable, with tough skin that soaks up damage; however, they are equally vulnerable to fire-based magic.
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Spectral Sirens: Wraith-like beings bound to the ruins of the fortress, they sing chilling songs that mitigate heroes' willpower. The party may encounter them as illusions, creating distractions and illusions that confuse them.
Part 1: The Descent into the Abyss
As the party approaches the water's edge, they notice the surface shimmer with an eerie blue light. The air grows colder, and the tide begins to pull away, revealing a narrow passage leading into the depths of the sea. They must strap on magical diving gear provided by a local fisherman, who knows of their quest, to survive underwater.
Upon entering the fortress, they are confronted with labyrinthine passages laden with traps. These traps are ancient mechanisms, designed to deter unwelcome guests. The players will need to use skills such as investigation and perception to identify and disable them.
Trap Mechanics:
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Shifting Ramps: The floor can shift and tilt, creating the risk of plunging into a pit of spikes. Characters must pass a DC 15 Dexterity saving throw to navigate or fall into the spikes, receiving 2d6 piercing damage. The ramps can be stabilized via a success in an Intelligence (Investigation) check (DC 15), which takes 1 minute.
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Icy Water Jets: Players may trigger jets of icy water that shoot up from the ground. Characters must succeed on a DC 14 Constitution saving throw to resist being knocked prone and pushed back 10 feet.
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Ghostly Wardens: As they advance, they encounter lost souls of sailors, filled with regret. If approached with care, they might offer guidance, revealing the guardian’s woes and hints to proceed. If not, they attack (HP 18, AC 12, attack +4 melee for 1d8 necrotic damage).
At the heart of the ruin, the party finds a large chamber filled with shimmering water trapped under a barrier of glass. This is the Sanctum of Korrath, where the Gem of Tides is believed to be held.
Part 2: The Guardian's Challenge
When the players enter the sanctum, the tormented cry of the guardian echoes through the chamber, rippling through the water. "You dare enter this sacred space? What makes you worthy of the Gem of Tides?" The guardian materializes as a swirling vortex of water and sorrow, half trapped in the confines of the chamber.
To earn the guardian’s aid, the players must solve a riddle that tests their wisdom and teamwork. The guardian offers this riddle:
"I am the tides, ever-changing, flowing with purpose, yet lost in my sadness. What am I?”
Players must answer that they are “the currents.” If they provide this answer, the guardian becomes less hostile and agrees to help, revealing the steps to summon the gem hidden beneath the glass barrier.
Puzzle Mechanics:
- The guardian will appear more vivid with each correct answer, leading to the ultimate solution. Wrong answers cause the guardian to lash out with water blasts (4d6 force damage on a failed DC 15 Dexterity saving throw).
As the guardian reveals the summoning process, the party must create three symbols using their surroundings (a piece of old driftwood, a glowing pearl, and a shard of the fortress wall). Each character can partake, using skills like nature, arcana, and history to identify and craft these symbols (DC 12 skill checks). Failure results in another water blast from the guardian as it ups its defenses.
Part 3: The Wrath of Varyn’ku
Once the symbols are created, the party is able to invoke the guardian's full form. As they chant the incantation, the glass wall shatters, releasing a torrent of energy that brings the Gem of Tides to the surface. However, the release of the gem riles the ancient magic of the fortress, and the spectral sirens emerge, drawn by the call of the gem.
Spectral Sirens Encounter:
- The sirens sing their haunting melodies, forcing players to make a DC 15 Wisdom saving throw. Those who fail become enthralled, losing their next turn as they are drawn toward the sirens.
During the chaos, the Trench Trolls also hear this disturbance and begin attacking, believing they can claim the gem for themselves (x2 trolls appear). The party must fend off the trolls while resisting the sirens and completing the summoning process.
Combat Mechanics:
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Troll attacks deal 2d8+4 bludgeoning damage and can regenerate unless hit by fire.
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If the players manage to fend off the sirens and trolls while coordinating their attacks to the guardian’s call, they can summon an elemental wave that sweeps the threats away, gaining the upper hand.
Conclusion: A Choice and a Revelation
Once the chaos comes to a climax, the guardian will re-emerge, thankful for the players’ help in restoring its former self. The spirit has one last request before relinquishing the gem—release it from its curse. Players must choose between keeping the gem for themselves or performing a ritual that grants the guardian eternal rest, allowing it to return to the sea.
Whichever choice the players make will shape how the coastal towns react once they return. Should they choose to keep the gem for themselves, the guardian becomes hostile once more, leading to a final fight. If they choose the ritual, the guardian will bless them with future sea protection and the gratitude of the villagers who learn of their encounter.
By the time the players leave the sunken fortress, they will carry richer tales, whether tales of ambition, loss, or tragedy, echoing beneath the crashing waves of time.