**The Waterlogged Echoes: Depths of the Forgotten Ruin**
The Waterlogged Echoes: Depths of the Forgotten Ruin
Setting: The Sunken Sanctum
Deep within the heart of the Sablewood Forest lies a forgotten ruin known as the Sunken Sanctum. Once a grand temple dedicated to the goddess of water, the buildings now lie partially submerged, their alabaster columns rising from the eerie waters like ancient sentinels. Vines and algae cling to the stonework, as the mossy ground squelches underfoot. In the stillness, the air is thick with humidity, and the faint sounds of water splashing in distant halls echo ominously.
The ruins hold numerous chambers, flooded and dry alike, wherein ancient artifacts and long-forgotten treasures are said to remain undisturbed. However, a mysterious curse has enveloped the area, leaving the sanctum teeming with supernatural guardians and perilous traps to protect its secrets. The players are tasked with retrieving the Amulet of Drowning—a powerful artifact that once belonged to the goddess—believed to be hidden within the depths of the sanctum. Legends whisper that this amulet holds the key to controlling water itself.
Characters
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Tessara: A surly, ancient water elemental who prowls the flooded halls, seeking vengeance against those who disturb her slumber. She can control the waters and summon torrents to attack intruders. Her grief stems from being trapped for centuries, and should the players manage to soothe her rage or aid her in breaking the curse, she may provide guidance in their quest.
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The Guardian Constructs: Created from enchanted stone, these constructs patrol the sanctum. They are humanoid in shape but with water globules swirling within them instead of hearts. They are programmed to protect the amulet and will attack anyone that comes too close, using water blasts and slams to knock players into the treacherous waters.
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Echo Spirits: These haunting specters represent past visitors who perished in the ruins. They roam the halls, providing hints through cryptic riddles while also attacking with bouts of despair that sap the resolve of those who fail to solve their puzzles.
The Goal
To retrieve the Amulet of Drowning from within the depths of the Sunken Sanctum, the players will need to navigate the flooded ruins, overcome formidable guardians, resolve mystical puzzles, and make strategic decisions about cooperation—both with each other and the inhabitants of the sanctum.
The Journey Begins
As the party approaches the Sunken Sanctum, they notice the ominous presence of swirling fog above the water, hinting at the curses that lay within this ancient place. Upon entering, they come to a massive stone door locked with intricate carvings and symbols of water and storms—a puzzle that requires a specific sequence to unlock.
Puzzle 1: The Elemental Inscription
The players must decipher the elemental symbols carved into the stone door. Each symbol corresponds to a direction (up, down, left, right) based on their placement in the Sablewood Forest lore.
- Solution: The players must position themselves to mimic a natural elemental flow. The party must choose which characters will represent the four elements: earth, air, fire, and water. As they speak the names of their elements aloud in unison, the door will slowly creak open, allowing them to enter.
Once inside, players are greeted with a grand hall littered with shattered mosaics and flooded in waist-high water. This hall is dominated by a colossal statue of the goddess surrounded by a pool of shimmering water. As they step into the hall, they trigger a mechanism that releases two Guardian Constructs from their watery prison.
Confrontation: Battle with the Guardians
The Guardian Constructs rise slowly from the depths, their eyes glowing with an eerie blue light. They begin to advance, and the players must work quickly to fight or evade them. The constructs are resistant to most physical attacks, and their watery bodies can absorb damage before solidifying to strike back.
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Mechanics:
- Water Blast: The constructs can use ranged attacks by blasting water at players, knocking them back if they fail a Dexterity saving throw (DC 15).
- Slam Attack: In melee range, they can slam their fists into players, dealing bludgeoning damage.
To defeat these constructs, players will need to use environment interactions, such as pulling levers hidden in the statue or manipulating the water flow, which can weaken the constructs and allow for a concentrated attack.
The Echo Spirits
After defeating the constructs, the players must navigate through the grand hall to the flooded corridor leading deeper within. Here, they are met by Echo Spirits, which swirl around them, whispering in melancholic harmony.
The spirits present a riddle to test the players’ wit, knowing that only the wise will proceed unharmed.
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Riddle: "I create rivers but never flow, I can fill oceans, but I never grow. What am I?"
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Solution: The answer is "Rain." If the players answer correctly, the spirits gift each character with a boon of temporary water resistance. If they answer incorrectly, the spirits unleash despair—a psychic attack that deals damage and imposes disadvantage on the party's next skill check.
The Descent into the Depths
With the spirits appeased or vanquished, the players find a staircase leading downwards into the darkened halls below. These halls are narrowly built, with water pooling at their floors, creating treacherous footing and hidden pitfalls.
Trap: The Cold Embrace
As the players navigate these halls, they encounter “The Cold Embrace” trap—a sudden drop into a submerged chamber where quicksand-like mud and cold water curls at their feet. Characters must make a Strength check (DC 15) to pull themselves free; failing the check will inflict drowning damage and cause them to lose vital time.
To escape this trap, players must cooperate, using ropes or spells to assist each other. An observant character could note several air pockets leading up to a grate—freeing it allows access to fresh air and an exit from the trap.
The Resolved Encounter
Finally, the party reaches the amulet's chamber, where they find a pedestal glinting with supernatural light. However, Tessara, the elemental guardian, confronts them, furious for the disturbances and loss caused by greedy intruders.
The players must choose to either fight her or calm her wrath by offering her water in a sacred vessel—a ritual they could piece together from knowledge gained during their journey.
An adept player might use persuasion to relive her pain or refer to the lullabies sung by the Echo Spirits to calm her.
Conclusion: The Theft of the Amulet
If the party successfully calms Tessara, she may grant them the Amulet of Drowning and explain the true purpose of the artifact: to control and heal the waters around the sanctum, potentially lifting its curse and allowing her freedom. Should they choose to fight, they must struggle against her powers, which are immense in enchanted waters.
Once the confrontation resolves, whichever path the party takes will lead to profound consequences; either holding the amulet will present a moral dilemma or the chance to restore balance to the world. With newfound power in their hands, the adventure concludes, leaving the heroes with the weight of their choices—either as stewards of the tempest or as wretched thieves of a lost legacy.