Forsaken Depths: Trials of the Abyssal Guardian
Setting: The Abyssal Sanctuary
The players find themselves on the edge of a dark, foreboding cavern known as the Abyssal Sanctuary, hidden within the Shadowscar Mountains. The cavern is known for its twisting tunnels and chasms that seem to descend endlessly into darkness. According to old tales, an enigmatic guardian resides deep within, protecting a relic known as the Heart of the Deep — a powerful artifact rumored to grant the bearer dominion over water and storm. Recently, opportunistic treasure hunters have begun to disappear in the sanctuary, stirring both fear and curiosity among the local populace.
At the entrance, the players encounter a shifting tide of glowing bioluminescent fungi illuminating the cavern walls, creating an otherworldly ambiance. The air is thick with humidity and the scent of damp earth, noises of dripping water echoing throughout. Shadows flit just out of sight, maintaining an ever-present sense of unease, compounded by the distant sound of water splashing as if something is lurking beneath the surface.
The Goal
The primary objective of the players is to retrieve the Heart of the Deep from the Abyssal Guardian. However, they must first prove their worth by overcoming a series of trials set forth by the guardian. Each trial will test their strength, intellect, and resolve, and if they fail, they may unleash ancient dangers contained within the sanctuary. Players must overcome three trials: the Trial of Strength, the Trial of Wisdom, and the Trial of Spirits.
Trial of Strength: The Colossal Tides
As the players venture deeper into the cavern, they encounter a massive underground chamber filled with relentless waves crashing against stony shores. Two rock formations protrude from the churning waters; on one is a colossal gate adorned with intricate carvings of sea creatures, and the other, a crumbling altar stacked with tilted stone blocks.
Mechanics
As the tide rises, the players must navigate from rock formation to rock formation while fending off a series of animated water elementals. These elementals emerge violently from the crashing waves, taking the form of bulging, humanoid figures with swirling pools for eyes and bodies that shimmer with the energy of the abyss.
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Enemies:
3 Water Elementals (use the stat block of Water Weirds with reduced hit points)
2 Minor Elementals (CR1/2, use Water Elemental statistics)
After successfully fending off the elementals, the players must solve a stone block puzzle at the altar. The stones are marked with different symbols, representing elements of sea creatures (like octopuses, fishes, and seahorses). Using their collective intelligence, players must push the blocks to form a correct sequence that reverberates a low hum resonating through the cavern, activating the gate.
Successful Puzzle: Once solved, the gate opens part-way, allowing passage to the next area.
Failure Consequences: Each wrong move results in a sudden surge of water, causing players to do a Dexterity saving throw (DC 15) or take 2d6 bludgeoning damage and be knocked prone.
Trial of Wisdom: The Mirage of Truth
Having passed through the gate, players enter a dimly lit cyclic chamber lined with mirrors reflecting various forms of themselves, grotesque distortions, and even shadowy figures who whisper desires and secrets. Here, they are confronted with their own darkest fears and the personal sacrifices they are unwilling to make. To advance, they must embrace the truth behind their illusions.
Mechanics
In this chamber, players must each confront a specific illusion based on their backgrounds, manifested as a shadow that tries to deceive them into revealing a hidden aspect of their character or a past memory they fear facing.
- Players must engage in an insight contest against the illusions. Each character chooses an illusion that is personalized (the DM can craft these based on character backstories). Players roll an insight check against the illusion's deception check (use the statistics of a Kenku for mimicry and deception).
If a player successfully confronts their illusion, they gain inspiration. If they fail, they receive a marred reflection causing psychic damage equal to their level (1d6 for each level below their maximum).
Aftermath: After all players either confront or succumb to their illusions, they hear the guardian's voice echo saying, “Only those who confront their true selves may proceed.” The mirrors dissolve, revealing an embossed chamber with a doorway adorned by aquatic symbols.
Trial of Spirits: The Abyssal Guardian
Beyond the mirrored chamber lies the final trial — the Guardian itself. The players step into a grand hall with a pool of still water at the center, where ominous fog swirls above; the veil reveals the Guardian, a titanic figure resembling a fusion of sea and shadow. Its features are part leviathan, part ghostly humanoid, eyes glimmering like lost stars, shimmering with ancient lore.
Mechanics
The Guardian will initiate a dialogue that challenges their intentions for wielding the Heart of the Deep. Players will need to make a combined charisma check (DC 18) to sway the Guardian to see their genuine intentions, allowing them to engage in combat only if they fail.
Combat Mechanics: If the players fail the charisma check, the Guardian becomes hostile. Combat includes the following:
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Guardian's Abilities:
- Multiattack: The guardian can attack three times with its tentacles (reach 15 ft, each hit deals 2d8 bludgeoning).
- Shadow Drain: As a bonus action, the Guardian can target a player within 30 feet, forcing them to make a Constitution saving throw (DC 16) or take 3d6 necrotic damage and receive a disadvantage on their next attack.
- Abyssal Pulse: Once per encounter, it can summon a wave of dark water as a reaction, knocking players prone on a failed Dex save (DC 15), with 2d6 bludgeoning damage.
The End of the Trial
Upon defeating or convincing the Guardian, the reward finally reveals itself — the Heart of the Deep floats gently to the surface of the water. If the players successfully communicate their purpose, they are gifted the heart with a warning: “Use it wisely, for storms can be as destructive as they are protective.”
Resolution: The Return
As the players leave the Abyssal Sanctuary, the cavern begins to shift. Water from the heart mirrors the emotional state of the party, ebbing and flowing with the memory of their trials. They may choose to return to the surface to share tales of their trials, bolstered by the power of the Heart of the Deep and their newfound wisdom. Alternatively, they may feel a calling to protect the artifact from unworthy hands, marking the beginning of their legacy tied to the mysteries of the abyss.
With each player emerging from their experience transformed, they head into the realms outside with a sense of purpose, their bonds of friendship stronger and the storms of fate ahead less daunting.