Echoes of the Abyss: Secrets of the Forgotten Depths

Setting: The Sunken Citadel of Istharth

Deep beneath the waves, nestled within a cavernous seabed, lies the Sunken Citadel of Istharth, a once-majestic temple dedicated to the ancient sea god, Oranthal. A significant seismic event caused the citadel to plunge into the depths, shrouding its secrets in mystery and darkness. Over time, the citadel became home to a myriad of aquatic creatures and strange, abyssal entities. The ocean currents carry tales of forgotten treasures and unfinished rituals that claim to grant immense power to those brave enough to enter its flooded halls.

The players are lured to Istharth by whispered lore of a powerful artifact known as the Tide Crystal, said to contain the essence of Oranthal himself. By retrieving the crystal, the players could either restore the citadel or use its power for their own ends. The players must navigate through waterlogged chambers, avoid sinister traps, and confront guardians of the citadel, drawn from the darkest depths of the sea.

Goal: Retrieve the Tide Crystal

The group's primary objective is to locate and retrieve the Tide Crystal, which is said to rest on the sacred altar deep within the citadel, surrounded by traps and guarded by a monstrous entity. Only those who prove themselves worthy will be able to access its power.

Characters:

  • Eldra the Corrupted: Once a priestess of Oranthal, now twisted by dark forces lurking in the depths. She provides a haunting presence, potentially as an ally or an enemy. She possesses knowledge of the citadel’s traps and guardians but is driven by her own desires for power.

  • The Abyssal Guardian: A nightmarish creature born from the depths, taking the form of an enormous octopus-like monstrosity. It protects the Tide Crystal and will test the party through combat and challenges.

  • Waverunners: Half-siren, half-fish creatures who inhabit the citadel. They can be either neutral, offering guidance for a price, or hostile if provoked.

Encounter Elements

Chamber of Echoes

Upon entering the citadel, the players find themselves submerged in a partially flooded chamber, the air thick with briny water and the distant sounds of reverberating whispers. The lighting is dim, with bioluminescent algae illuminating engravings on the walls that depict ancient rituals. A puzzle greets them in the form of echoing verses that must be deciphered to proceed.

Puzzle: The Echoes

Scattered throughout the Chamber of Echoes are stone tablets inscribed with the ancient language of Oranthal. The players must decipher the sound of whispering echoes around them to correctly place the tablets, creating a sequence of sounds that align with the ritual’s melody.

  • Successful players will need to pass a series of Intelligence (Investigation) checks with a DC of 15. Each check reveals a part of the melody; on failure, echoes grow louder and more tumultuous, inflicting psychic damage (1d6) for each failure until three failures have been achieved.

Once all the tablets resonate correctly, a hidden door reveals itself, leading deeper into the citadel.

Hall of Torrents

The players enter a long, arched corridor filled with aggressive currents, challenging their mobility. Strong currents wash through, attempting to push the players toward sharp coral formations that line the walls.

Challenge: Navigating the Currents

The players must make dexterity saving throws (DC 14) to navigate the currents. For each player that fails the throw, they take 2d6 slashing damage as they are pushed into the coral, grappled by sharp structures, requiring an action to escape.

Additionally, as the party progresses, they might stumble across a group of Waverunners lurking in the shadows. The creatures, intrigued by the players, attempt to lure them into a trap by offering half-truths about the Tide Crystal.

Encounters with the Waverunners:

  • The players can engage them in negotiation (Charisma checks), gain knowledge about the citadel, or a possible item in exchange for favors.
  • If players attack or act against them, the Waverunners will retaliate using cunning tactics, darting in and out of the corridors, utilizing charm and brainwashing spells (DC 15 Wisdom saving throw) to turn the players against each other for a duration of 1 minute.

The Altar of Oranthal

Upon reaching the central chamber of the citadel, awash in shimmering aquatic light and vibrant colors, the players find the Altar of Oranthal, floating above a pool of ethereal water. The Tide Crystal radiates an enchanting blue light at its center, surrounded by floating rocks and broken temple pillars.

As the players step forward, Eldra the Corrupted emerges from the shadows, attempting to sway the players towards joining her in corrupting the artifact for her malevolent purposes. A varying combination of intimidation and temptation challenge their resolve.

Conflict: Eldra's Induction

  • Eldra uses her charm and persuasion, creating opportunities for players to turn against each other.
  • If they refuse her offer, she transforms into her monster form (slime-like creature covered in barnacles) and commands the Abyssal Guardian to rise from the depths.

The Abyssal Guardian

The combat begins against both Eldra and the Guardian in this climactic confrontation. The Abyssal Guardian uses its multiple tentacles to grapple and restrain players, dealing bludgeoning damage with each hit.

The Guardian possesses the following abilities:

  • Ink Cloud: Once per combat, the guardian can release a cloud of ink that blinds players in a 20-foot radius (DC 16 Dexterity saving throw to avoid blindness).

  • Tidal Wave: As a legendary action, it can emit a forceful wave that pushes players up to 15 feet back, horrendously breaking any physical engagement.

Resolution

If the players can defeat Eldra and the Guardian, they can approach the Tide Crystal. Interacting with the crystal, they must make a collective Arcana check (DC 18) to understand how to channel its power.

Possible Outcomes:

  • Success: The players harness the crystal's power, either restoring the citadel as a bastion for the good or using it to further their ambitions while gaining advantages for future endeavors.

  • Failure: With a big failure on the DC check, the crystal implodes, filling the chamber with chaotic energy that may pull players into a pocket dimension as they must now escape this new perils (roll for initiative!).

This encounter presents challenges through traps, moral dilemmas, combat, and puzzles, allowing players’ decisions to shape the narrative deeply. The allure of Oranthal's Tide Crystal is only matched by the dark histories concealed within the Sunken Citadel of Istharth.