*Beneath the Hollow: Secrets of the Sunken Shrine*
Setting: The Sunken Shrine
Nested deep within the Great Marsh, a once-peaceful glade now shrouded in mystery and ruin, lies the Sunken Shrine dedicated to the long-forgotten deity, Lumedra, the Guardian of Light and Reflection. Hundreds of years ago, this shrine marked a place of sanctuary and learning, where scholars and priests gathered to commune with the radiant spirit of the sun through the sacred waters. Today, however, the shrine is silted over, buried under layers of creeping vines and muck, and its once-gleaming mosaics are barely visible beneath patches of glowing lichen.
Rumors speak of an ancient artifact—the Luminous Mirror—that was said to hold the essence of sunlight itself, enriching the land around it. However, it is believed that the shrine was hidden away to protect this treasure from those who would misuse it. The lands have grown dark, wildlife has grown hostile, and whispers of a monstrous guardian lurking within the shrine circulate among the nearby settlements.
The Call to Adventure: Gathering Information
The adventure begins in the nearby village of Alrune where the party can gather information from locals about the shrine and the dangers that lie within. A local scholar, Elder Marwen, offers them a few crucial insights:
- The shrine is protected by ancient magic that distorts reality within its walls, creating illusions and phantoms.
- The guardian is said to take the form of a massive, eyeless hydra made of shadow and mist, feeding on fear and despair.
- Anyone who wishes to enter the shrine must bring an offering—a fragment of reflective glass, quote from an ancient text, or a cherished memento.
Objectives
The party has two primary objectives:
- Retrieve the Luminous Mirror from the depths of the shrine.
- Discover the fate of the last priests who served Lumedra.
The Approach: Journey Through the Marsh
As the adventurers make their way through the marshland towards the shrine, they must navigate a perilous environment filled with pitfalls and potential ambushes. Characters who excel in Survival can uncover clean paths, while those with keen perception can spot lurking dangers.
Encounter: Ambush by Marsh Spirits
Once they near the entrance, they are confronted by the spirits of the drowned, spectral entities that drain life from the living. These creatures inadvertently turn the party's essence into reflections of their deepest insecurities.
- Marsh Spirits (4-6): Use the Specter stats, but add a unique pool of abilities, including a Fear Aura that causes players to make Wisdom saving throws or become frightened for one minute.
Once the spirits are defeated, the adventurers can proceed to the shrine itself. They must navigate through the remnants of the shrine’s architecture, their feet squelching in the muck.
Inside the Sunken Shrine: Reality Distorted
The interior of the shrine is an ever-shifting maze. As players step inside, they must face several trials crafted to challenge their minds and spirits. The air pulses with magic, and the sound of laughter and cries reverberates off the damp stone walls.
Encounter: Hall of Illusions
The party enters a vast chamber adorned with reflections in shattered mirrors. Intermittently, reflections shift, showing not only their current selves but also twisted, alternative versions that play on their hidden fears and desires.
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Puzzle: In order to escape the Hall of Illusions, players must successfully perform a series of checks:
- Intelligence (Investigation) Check: Identify which reflection shows the truth and which is a distraction.
- Charisma (Persuasion) Check: Choose to confront their feared reflection and break its hold, giving them advantage for the next challenge.
If players fail the checks, they will be held by their illusions, unable to move until they can face their deepest fears.
Upon exiting the Hall, they discover a stairwell leading down into the next chamber: The Chamber of Reflections.
The Chamber of Reflections: The Guardian
Within this domed chamber lies the Luminous Mirror before a dazzling pool of water, emanating blinding light. The air hums with energy, yet a dark presence looms—the Guardian of the Lake, a shadowy hydra intent on defending the mirror.
Encounter: The Shadow Hydra
The Guardian rises from the waters, its many eyes glinting ominously, with shadows twisting and bending around it. To defeat the guardian, the players not only need to defeat it physically but also to dispel the illusions it casts—they must shine bright enough to pierce the shadows.
- Shadow Hydra (1): Use Hydra stats but adapt its attacks to inflict psychic damage. If players allow their fears to dominate their actions, the hydra can deliver a Fear Bite, causing players to roll a d6 for psychic damage plus being frightened.
Combat Mechanics
- Players can use the Luminous Mirror’s light as a weapon against the hydra. A player targeting the mirror can make a ranged attack to reflect the light.
- If they succeed, the hydra takes radiant damage as it’s temporarily blinded. When this happens, each player gains advantage on their attacks.
Once the Hydras are jointly defeated, the mirror rises to the surface; the shadows in the room dissipate, revealing the remnants of the ancient shrine. The priests’ history becomes apparent through spectral visions: they chose valor but ultimately succumbed to darkness, leaving only the mirror behind.
Resolution: The Luminous Mirror's Choice
As the dust settles, the party stands before the Luminous Mirror, each character confronted by their choice.
- They can take the mirror, unleashing sunlight over the marsh, inspiring new life and cleansing the spirits trapped within it.
- Alternatively, they can leave the mirror untouched, preserving the cycle of the guardian while allowing the knowledge of Lumedra to be lost again, it is critical to discuss with players the implications of each option.
Regardless of their choice, the heroes will earn experience and loot based on their decisions, along with the gratitude of Alrune’s villagers upon their return—offering possible future adventures, alliances, and respect in the community for their actions in the Sunken Shrine.
As they journey home, each character reflects on their experience, looking out into the healing lands of the marsh, where nature and light begin to reclaim what was lost.