*Rift Beneath the Drowned Keep: Trials of the Abyss*
Setting: The Drowned Keep
The Drowned Keep, once a proud fortress overlooking the Abyssal Sea, lies in a state of decay. Decades of relentless storms have risen the sea levels of the region, submerging the lower parts of the keep beneath the waves. The structure, now partially submerged, creates an eerie sight, with its turrets and battlements jutting awkwardly above the waterline. Grime and barnacles cling to the stone, giving it a ghostly appearance, while whispers of what lies below reach the ears of adventurers. The locals speak of strange occurrences on stormy nights, strange lights flickering beneath the waves, powerful currents, and pulsing echoes of ancient magic.
The party’s goal is to locate a powerful artifact known as the "Shard of Tides," said to possess the ability to calm storms and restore balance to the region’s ocean. To reach it, they must delve into the depths of the drowned keep, confront the guardians of the drowned spirits, and navigate treacherous traps and puzzles left behind by its former inhabitants.
Characters
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Captain Harlon: The remnants of a once-great sea captain, now a ghost who roams the drowned keep. He possesses the knowledge of the keep's layout and the trials the players must face. He can be a valuable ally or a manipulative trickster depending on the players’ interaction. Captain Harlon can offer advice for a price, such as a share of the artifact or a memory from the players’ past.
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The Abyssal Nyx: The primary antagonist of the encounter and a powerful sea hag that now resides in the depths of the drowned keep. She bulked up her power by trapping the souls of sailors lost at sea. With her blue-green skin adorned with kelp and shells, she commands the tides and wields aquatic magic, including the ability to summon creatures from the deep.
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The Ghostly Guardians: Spirits of the keep’s original defenders, long drowned in the depths, now turned into malevolent guardians. They appear as shadowy figures clad in rusted armor, wielding spectral weapons. They serve the Abyssal Nyx and will protect the Shard of Tides at all costs.
Encounter
Entrance to the Keep
As the players approach the Drowned Keep, they must first navigate the treacherous shoreline. Rolling waves crash against barnacle-encrusted rocks, and there is a risk of being swept away by sudden surges.
Challenge: Each player must make a DC 14 Dexterity saving throw to carefully traverse the wet and rocky terrain. Failure results in being knocked prone and taking 1d6 bludgeoning damage from crashing waves.
Upon reaching the entrance, the players see the half-submerged gate creaking open ominously. Muffled whispers echo from within the keep, beckoning them inside. As they cross the threshold, the water level rises slightly, creating a damp and chilling environment, reminiscent of the ocean’s depths.
First Trial: The Waterlogged Hall
Within the keep, an expansive hall filled with treasures and remnants of the past glimmers dimly in the shimmering light of bioluminescent algae. However, the room is cursed, flooded with knee-deep water that hides various dangers. Scattered about are plinths holding magical treasures, but they are also equipped with traps.
Puzzle: The players must decipher an ancient riddle inscribed on the walls to disable the traps that protect the treasures. The riddle reads:
“In depths I thrive but always fall, hear my whisper, heed my call. What rises high and sinks below, yet never moves, but drives the flow?”
The answer is Tide.
If the players solve the puzzle, they can disable the traps—water jets shoot out from hidden holes, and harmful spikes that would have sprung up from the floor remain dormant. If they fail, they trigger a flood of freezing water, and each player must make a DC 15 Constitution saving throw. On a failure, they suffer 2d6 cold damage and are restrained until their next turn.
Confrontation: The Abyssal Chapel
Beyond the hall, the players discover the Abyssal Chapel, where remnants of the sea hag's twisted magic linger. The room features shattered stained glass depicting various sea deities and their fury. In the center is a large, pulsating orb surrounded by ghostly figures who are trapped, eyes wide in horror.
As they enter, the Abyssal Nyx rises from the depths of a pool in the middle of the room, her visage terrifying and alluring. She demands that they submit to her will, threatening to claim their souls if they refuse.
Combat Encounter:
A battle ensues against the Abyssal Nyx and her Ghostly Guardians (3-4 ghostly defenders). The players can use the environment to their advantage, flipping over the remnants of pews for cover and using the shadows to launch stealth attacks.
Unique Mechanics:
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Spirit Lure: The Nyx can summon soul orbs (1d4 each) that float towards players, attempting to siphon their life essence. Affected players must make a DC 14 Wisdom saving throw or take 2d6 necrotic damage and cannot gain hit points until the end of their next turn.
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Aquatic Call: The grand pool can be used by the Nyx as a source of power. Every turn she can change its properties, either creating whirlpools that can suck players into the depths (requiring a DC 15 Strength saving throw to escape), or generating a barrier of water that boosts her AC.
Resolution: Ghostly Redemption
After defeating the Abyssal Nyx, her remaining essence is vulnerable. The players can choose to destroy her completely, banishing her forever, or they can attempt to redeem her spirit by using Captain Harlon's guidance—perhaps reminding her of her former self through stories and her memories lost.
If they choose the path of redemption, rolling a DC 16 Charisma (Persuasion) allows them to coax her spirit back, freeing the trapped souls of the chapel. In return, she grants them a boon—an artifact imbued with calming ocean magic that allows its wielder to calm any storm or enchant waters to aid future travels.
With the Shard of Tides recovered from the chapel and the souls liberated, the players emerge from the Drowned Keep, reflecting on their choices, the spirits freed, and the newfound peace in the region’s waters—a beacon of hope amidst the turmoil of the Abyssal Sea.
As they exit, the skies above begin to clear, waves receding, and cresting clouds part to reveal a stunning sunset. The adventurers have not only triumphed over internecine struggles but also provided a flicker of light in an area shadowed by despair. The journey home may be serene, but they know more challenges await on the horizon.