*Through the Shattered Waters: Echoes of the Trench*
Setting: The Shimmering Abyss
The adventurers find themselves at the edge of the Shimmering Abyss, a wide trench that lies between two jagged cliffs. Legends say this deep ravine is home to an ancient being known as the Abyssal Guardian, a once-noble creature that has been corrupted by dark magic and now became a harbinger of nightmares. The trench churns with oddly luminescent waters, twinkling like shattered glass under the scattered rays of sunlight that pierce through the dense canopy above.
Strange aquatic flora and fungi line the walls of the trench, casting an eerie glow that creates both awe and dread. The sound of water sloshing against the cliffside reverberates like whispers in the ear, suggesting secrets long buried in its depths. Small currents pull at uncovered rocks and weary plants, indicating powerful forces at play beneath the surface.
The party has been tasked with retrieving the Heart of the Abyss, a gem believed to control the energies of the trench and restore balance to the region. However, others seek its power for darker purposes.
Characters
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Emrys, The Abyssal Guardian: Once a benevolent elemental being, Emrys has been twisted by magic gone awry. Now a terrifying figure with translucent, shifting skin that reflects the colors of the water, Emrys commands the water elementals of the trench. He still retains glimmers of his former self and can be reasoned with under the right circumstances.
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The Gloom Adventurers: A rival group consisting of three members: Tharn, a brutish fighter with a broken sword; Lirael, a deceptive rogue talented in subterfuge; and Mortis, a spellcaster who draws power from shadows. They aim to usurp control of the Heart for their nefarious goals.
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Elemental Sentries: Manifestations of the water elementals that guard the trench fiercely. They're adept at ambushing intruders and defending the Heart from all who seek it.
Initial Approach and Exploration
As the players approach the Shimmering Abyss, they will quickly realize that the path leading to the trench is fraught with danger. The ground becomes increasingly slippery, making careful navigation imperative. The first challenge they encounter is a wide section of jagged rocks protruding from murky water.
Rockslide Trap
The party must traverse a series of rocky outcroppings. As they leap from one to another, they will trigger a cunning rockslide trap. At the GM's discretion, players must make a series of Dexterity saving throws (DC 15). On a failure, they will slip and fall into the water below, taking 1d6 bludgeoning damage as they find themselves submerged.
Game Mechanic: Players can take precautionary measures by scouting ahead with a successful Perception check (DC 13) to spot loose stones. If successful, they may avoid triggering the trap entirely, allowing them to move across safely.
Encounter With The Gloom Adventurers
Once the players successfully navigate the treacherous rocks, they will suddenly hear indistinguishable voices echoing from ahead. Rounding a corner, they find the Gloom Adventurers — they are arguing over who will have credit for finding the Heart of the Abyss.
The Gloom Adventurers spot the players as they draw near. Tensions rise, and it becomes clear that the rivals won't willingly share their prize. After some initial dialogue, combat becomes inevitable, and the party must engage them.
Combat Mechanics
The Gloom Adventurers use guerrilla tactics. Tharn charges forward, attempting to create a barricade with the debris around them, while Lirael attempts to get behind the party to perform sneak attacks. Mortis summons shadowy tendrils from the water to target characters in the backline.
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Tharn (HP: 60, AC: 15): Attacks with a broken sword while attempting to shove opponents to the ground, trying to gain advantage on roll.
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Lirael (HP: 40, AC: 14): Can use cunning action to hide and then strike from ambush.
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Mortis (HP: 50, AC: 12): Casts spells that control shadows, making illusions of water elementals that can cause confusion.
The party can use the terrain to their advantage by causing potions and debris to splash into the water around Lirael, forcing her to reveal herself while dampening her agility.
Conclusion of the Engagement
Upon defeating or repelling the Gloom Adventurers, the players can interrogate Tharn if he’s still alive, learning that the Heart of the Abyss is hidden within a submerged chamber guarded by the Abyssal Guardian himself. If the players spare Tharn’s life, he promises to guide them to the chamber, though this could be a double-cross, as he still yearns to be the one who retrieves the Heart.
Descent into the Depths
The entrance to the underwater chamber glints beneath the surface of the waters. The players must take a brief swim, navigating a maze of bioluminescent coral formations while avoiding sudden currents. The beauty of the glow contrasts with the oppressive weight of the water pressing around them, making breaths feel like fleeting moments.
The Puzzle of the Pillars
Once they reach the chamber, they find it guarded by a series of colossal stone pillars depicting ancient aquatic lore. Above these pillars, the Heart of the Abyss pulses with energy in a shifting hue of colors, drawing the players in.
To retrieve the Heart, the party must solve the Puzzle of the Pillars. Three runes lie on the pillars, each inscribed with an elemental symbol (Water, Darkness, Light). Choosing any incorrect combination — such as Water-Water-Darkness — triggers a flurry of water-based attacks (1d8 damage) from the environment.
Solution
The correct sequence, with a successful Arcana or History check (DC 14), is Water-Light-Darkness. When the correct combination is pressed in order, the Heart of the Abyss glows brilliantly, and Emrys, the Abyssal Guardian, appears to confront the party.
Confrontation with Emrys
Emrys looms large, his form fluid and ever-changing, reflecting the colors of the Heart. He approaches, not just as a guardian but as a once-revered soul still trapped within its depths. His sorrow manifests in a melancholic voice as he explains the true nature of the Heart.
Negotiation or Combat
Players can choose to negotiate, presenting their intentions to restore balance, or they can attack, seeing him as another monster. If handled diplomatically, players can persuade Emrys to grant them the Heart without further conflict.
If combat ensues, Emrys wields powerful water-based attacks and can create whirlpools to hinder movement (Dexterity save, DC 16 to avoid being pulled into the depths).
The Culmination of Choices
Upon defeating or persuading Emrys, the players acquire the Heart of the Abyss. If they spare his life, Emrys may bestow them a blessing or insight into the responsibility they must uphold as protectors of balance.
With the Heart in hand, the heavy water pressure of the trench lifts, and the players can return safely to the surface where the light of day beckons them forward, fulfilling their mission and freeing the guardian from his torment.
The encounter concludes with lessons on power and responsibility echoed in the depths of the Shimmering Abyss. The players emerge from their trials not just richer in experience but wiser in the ways of the world around them.