HIDDEN DECREES: The Enigma of the Wailing Tides
Setting: The Wailing Tides
The encounter takes place in the coastal town of Sombra Cove, a once-thriving trade hub known for its mystical tides that seem to sing at night. Recently, the inhabitants have been plagued by unnerving, wailing sounds echoing from the depths of the ocean, followed by strange tides that pull boats into the abyss. Determined to rid the cove of this menace, the local mayor has offered a substantial reward for anyone who can uncover the source of the disturbances and restore calm to the sea.
The players arrive in Sombra Cove just as tensions reach a boiling point. The town’s fishermen refuse to sail at night, and the traders are desperate for help. Surrounding the town are craggy cliffs, tide-pools filled with strange creatures, and a web of caves that lead further into the rocky shoreline above and below.
Characters
Mayor Elira Thorne
A charismatic yet weary leader of Sombra Cove, Elira is in her late thirties, burdened by recent events. Her desperation for aid is palpable, yet she retains a glimmer of hope that the party might be able to resolve the crisis. She provides players with background on the wailing sounds and indicates that she has found an ancient map leading to a hidden cave believed to be the source.
Siren’s Wails
The unseen antagonist of this encounter, the source of the wailing is a group of Sirens, enchanting sea creatures that were forced into hiding by a forgotten magic. Due to a misunderstanding, they have resorted to using their wails to attract travelers, hoping to regain their lost powers. Players will encounter Sirens only after delving deeper into their domain, initiating a conflict of wills.
Sea Wretches
Ogre-like creatures emerging when the tides rise, these beings guard the lair and serve the Sirens. With greenish-blue skin and barnacle armor, they are powerful in water and have the ability to create tidal waves that disrupt the party’s positioning.
The Goal
The party must discover the true nature of the wailing and determine a way to pacify the Sirens or eliminate them if they pose a threat. This involves deciphering the enchanted songs, overcoming the Sea Wretches, and navigating the psychic trap created by the Sirens to lure travelers to their doom. Their success could restore balance to Sombra Cove and help save its people.
Discovering the Map
Upon connecting with Mayor Elira, the players receive an ancient map, half-ruined yet implying the location of an underwater cave where the wailing emanates. The players may engage with townsfolk to get more context. Elders speak of a local folktale featuring the Sirens, hinting at a time when they were protectors of sailors rather than the harbingers of doom.
Encounters in Sombra Cove
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Town Gossip: As the players converse with locals, they must make Charisma checks (DC 14) to gather useful information, such as the location of the enchanted cave.
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Trapped Boat: A local fisherman needs aid in rescuing his boat, which has been sucked out into the waves. After helping him, he offers to share a sea map with the players, showing an alternate route to the cave. This puzzle can be a matter of solving a nautical riddle: "Five marks of sun, twelve waves collide, where the leather-skinned fish do abide."
After piecing together insights between townsfolk and solving the riddles presented, the party learns of a secret tunnel hidden beneath Sombra Cove that leads into the depths of the cave.
The Siren’s Cave
Upon arriving at the mouth of the cave, the entrance is adorned with bioluminescent seaweeds that light up rhythmically, mimicking the haunting wails of the Sirens. As the party makes their way inside, they will confront physical traps and illusions set by the Sirens.
Cave Traps
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Illusionary Laughter: The walls occasionally ripple, casting illusions of the party’s companions, beckoning them in different directions. Players must pass a Wisdom save (DC 15) to realize the mirage. If they fail, they will be compelled to follow the whispering laughter into treacherous parts of the cave, where they risk triggering physical traps that deal damage (1d6 for spikes and 2d4 for falling rocks) or lead directly into the den of Sea Wretches.
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Tidal Pool Enigma: In a large chamber, there lies a tidal pool reflecting shimmering lights. The pool contains three switches—each adorned with a different sea creature symbol: a crab, a fish, and a starfish. Players must figure out which switch corresponds to the correct legendary creature in the town lore; failure results in a rush of water that may sweep them into a battle with two Sea Wretches emerging from the depths.
Confrontation with the Sirens
After navigating the cave, players find themselves in a large chamber filled with colorful coral and echoing wails. The Sirens emerge—beautiful yet tragic figures, singing with lamentation. Here, players must negotiate or fight based on their approach.
Negotiation Encounter
If players choose diplomacy, they may attempt to calm the Sirens by proving their good intentions. They must sing or perform a song of their own, succeeding with Charisma checks (DC 16). Upon failure, the Sirens become enraged, summoning more Sea Wretches and using their wail to confuse the party.
Combat Encounter
If players decide to confront the Sirens with violence right away, a battle ensues. The Sirens use their Enchanting Song ability; each round, players must make a Wisdom saving throw (DC 14) to avoid being charmed. During this time, the Sea Wretches emerge to supplement the fight.
- Tactics: The Sirens use hit-and-run strategies, attempting to lure players away with illusions. Sea Wretches focus on heavily armored players to create chaos, using their tidal wave ability to push characters back into traps.
Resolution
Should players manage to defeat or negotiate with the Sirens, they will discover the source of their trauma—a cursed pearl, hidden within a coral shrine, that binds them to this wailing state.
Positive Outcomes
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Peace Restored: The players can destroy or cleanse the pearl using a magic spell, releasing the Sirens from their curse. After this, the Sirens pledge to protect Sombra Cove as guardians. The players earn a heroic reputation and rewards from Mayor Elira.
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Sirens’ Rage: If players kill the Sirens, the ocean may become disturbed further, unleashing worse creatures in the future.
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Cleansed Pearl: Should they destroy the pearl, the Sirens, though initially enraged, agree to a truce and teach players about enchanting sea songs, giving them a unique boon for upcoming sea travels.
Returning to Sombra Cove, the party receives their reward from Mayor Elira, and the town begins to sing with excitement once again, safe from the haunting call of the sea.