**Riddle of the Restless Depths: The Abyssal Expedition**
Setting the Scene: The Crumbling Lighthouse
Nestled on the rugged coast of Aerross, where crashing waves meet sheer cliffs, stands the once-mighty light of Durlough Lighthouse. Abandoned for decades, the lighthouse is said to guard an ancient portal to the Abyss, whispered to have been sealed by powerful wizards long ago. Legends claim that deep within its crumbling walls lies a hidden treasure—the Orb of Tempest, a lost artifact that can control storms and tides. However, something sinister stirs in the depths below, as sea creatures have begun haunting the nearby waters, and eerie storms have engulfed the area.
The adventure begins when the players arrive at Durlough Lighthouse, drawn by rumors of the orb or perhaps compelled by a local lord seeking to restore peace to the troubled shores.
The Lighthouse Approach
As the party approaches the lighthouse, they encounter a rickety boat bobbing in the choppy waters, its lone occupant, a frightened fisherman named Beric. He warns the adventurers to leave the lighthouse be. “It’s cursed! Creatures of the sea have been rising, and every night, the whispers grow louder!” Despite his fears, Beric remembers a riddle inscribed on an ancient stone tablet nearby—rumored to be the key to the treasure they seek.
- Fisherman Beric: A nervous man in his mid-30s, with tales of the supernatural gracing his weathered face. He can provide tips on navigating the whispers and hints about the lighthouse’s infamous guardian.
Goal: Solve the Riddle of the Tablet
Beric reveals that the stone tablet contains a riddle that the players must solve in order to navigate the traps and trials of the lighthouse. However, they will need to confront their fears, each player must share their own personal reason for wanting the orb, whether it’s power, protection, or redemption. This will provide the party with encouragement to face the horrors that lie ahead and give depth to their characters.
Riddle of the Tablet:
"From the depths where shadows creep,
With a heart of tides, the lost must weep.
What draws you near while you remain far,
Find the truth where fears are ajar."
As they ponder the riddle, a storm brews both in the sky and in the players' hearts. Lightning strikes the lighthouse, causing it to tremble, indicating that time is not on their side.
Entering the Lighthouse
The players decide to investigate the lighthouse. Inside, the air is thick with salt and mildew. Cracked glass lenses scatter shadows across uneven stone floors. Heavy waves crash against the lighthouse’s base, providing an ominous soundtrack.
Encounter: The Whispering Shadows
As the party enters, they immediately face a puzzle that revolves around feeling the riddle's essence. Shadows begin to flicker, and whispers of past sailors echo in the air. These spectral figures are both haunting and helpful; they reveal snippets of the lighthouse's past and provide cryptic clues. To engage effectively with these shadows, players must make Wisdom saving throws, with a DC of 15. On a failure, they are frightened for one minute, hearing the whispers grow louder and more menacing, robbing them of confidence.
- Attack of Dank Shades: If players fail, the shades will turn hostile, manifesting as shadow-skinned adversaries with long engulfing limbs, trying to drag the adventurers into a cold, dark abyss. The shades have a reduced AC (12) and low hit points (20), allowing the party to drive them away reasonably.
If players succeed on their saving throws, they are rewarded with cryptic advice and ghostly assistance involving their personal stories and desires.
The Beacon Chamber
Upon overcoming the shades, they reach the beacon chamber. A flickering flame fights against the encroaching darkness of the abyss. Here, they discover a complex switch mechanism around the large lens of the beacon with five levers, each corresponding to elemental forces: Water, Earth, Air, Fire, and Spirit.
The Elemental Switch Puzzle
To activate the beacon, players must pull the levers in the correct order. They can try to deduce the answer from hints gained through the whispers or will need to interact with the room's shifting elements. If players pull the levers out of order, an elemental guardian, the Tempest Warden, will emerge.
- Tempest Warden: A swirling vortex of air and water, it attacks with lightning strikes and whirlwinds. The Warden has an AC of 16 and 40 hit points, but its attacks can cause a knockback effect (provoking opportunity attacks if players get knocked away).
Riddle Answering and Treasure Discovery
If players activate the switch in the right order (correctly deduced to be: Water, Air, Fire, Earth, Spirit), the beacon blazes to life, illuminating the lighthouse and revealing a hidden staircase spiraling down into the depths.
Players discover the relic chamber, where the infamous Orb of Tempest lies on an altar. However, the treasure is protected by a torrent of arcane energy, manifesting as a fierce, swirling maelstrom.
Confrontation: The Maelstrom Guardian
As they approach the orb, the tempest summons a guardian made of water and air, embodying their fears. The Maelstrom Guardian appears, with whirlwinds whipping up and crashing waves forming around it, creating a dynamic battlefield where players must remain strategic.
- Maelstrom Guardian: AC of 17, 50 hit points, utilizing area effects that push players back, creating difficult terrain and knocking prone if they fail a Dex saving throw (DC 14). It thrives on their fears, reflecting their darker recollections and punishing them for letting fear cloud their judgment.
Players must remember the riddle's essence while battling, as overcoming their fears grants advantages against the guardian. They can take turns rallying against the guardian and remembering their shared purpose: the orb has the potential to bring calm after chaos.
Resolution: The Power of Unity
Once the maelstrom is defeated, the swirling energy calms, allowing players to approach the Orb of Tempest on the altar. They can now take the orb, harnessing its power—but at a price.
The party must now share their motivations with one another before taking it. As they do so, they realize that the orb can be used either to restore balance to the seas or unleash its wild energy upon their enemies. The chamber begins vibrating with intense power, begging for them to make a united choice.
If they choose wisely, the orb can bring peace back to Aerross, reducing sea creature attacks and calming storms. If they let greed take over, they unleash chaos upon the land, resulting in stronger sea monsters attacking neighboring villages, but allowing them to harness the orb for themselves.
As they leave the lighthouse, heavy clouds dissipate, revealing either a calm horizon or swirling tempests, forever changed by their choices. They leave, knowing they've left behind a powerful legacy and a haunting tale of highs and lows, one etched into the very whispers that now guide the waves.