Campaign Overview
In the aftermath of a cataclysmic Bronze Age war that shattered kingdoms, felled empires, and drowned coastlines, a battered crew gathers at the Shattered Archipelago’s last safe harbor. They are drawn from every shattered realm: ex-soldiers seeking redemption, scholars desperate for lost lore, refugees longing for home, and mercenaries chasing legend. Their quest is no simple treasure hunt—it is a storm-tossed odyssey to reclaim the fragments of the legendary Compass of Waves, reunite four elemental relics, and ignite the portal within the Obsidian Throne that may bear them back to Wendeborn.
Every island holds a memory of war: half-submerged warships in coral graveyards, storm-scarred monoliths echoing with the voices of lightning, and drowned temples where sea-forged automatons still stand guard. Players will navigate treacherous reefs, bargain with siren spirits, challenge elemental guardians, and outwit cultists of the Leviathan’s Hand who would enslave world-weary souls to drown every coast under a tidal apocalypse.
Their voyage weaves through three dramatic regions. First, the Shattered Archipelago—an intricate web of coral spires, ruined observatories, and flooded catacombs. Next, the Isles of Ægir’s Wrath—a tempest-ridden cluster of basalt isles where wind-mages once harnessed storms and swamp-bound spirits whisper secrets of the deep. Finally, the Obsidian Throne—a black basalt plateau crowned by a temple-palace of starlit obsidian, now besieged by cultists determined to hijack the portal’s power.
Along the way, the party will encounter factions that offer aid or interference. The Tidecallers sail to preserve freedom of passage; the Order of the Broken Oar pieces together ancient maps and incantations; and the Leviathan’s Hand spreads terror beneath the waves, seeking to redirect history’s compass toward endless ruin. Magic items bound to the sea—harps that calm storms, pearls that command currents, rods channeling lightning—are not mere treasures but interlocking keys to a portal that may rewrite fate.
This campaign tests naval strategy, underwater exploration, puzzle-filled temples, and epic ritual encounters. It weaves political intrigue in crumbling port cities, emotional bargaining with elemental spirits, and desperate last stands in echoing hallways of obsidian. As the heroes gather each relic, they unlock new possibilities—and new dangers. Can they outpace the cult’s dark tide, align the Calendar of Homecoming, and step through the portal before the Leviathan’s Hand unleashes the Nameless Deep? Their odyssey across the Bronze Seas will decide not just their fate, but the destiny of every shore battered by war’s final wave.
Embark on the Odyssey of the Bronze Seas: a voyage through myth-laden isles, elemental abysses, and obsidian halls, striving against prophecy and storm to find the way home. Weave your legend across the crashing tide—before the tide overwhelms you forever!"} } }
Starting Location
The Shattered Archipelago
Secrets
- A sunken crypt off Fisher’s Haven holds skeletal remains of a war-priest and his sealed scroll of tides.
- The Siren’s Idol on Reef Isle whispers a prophecy—if only one can decode its ancient tongue.
- A hidden grotto under the Drowned Spire stores an entire map fragment of the Compass of Waves.
Key Locations
Port Corinthia
Port Corinthia is the largest bastion of civilization in the shattered chain—a sprawling tangle of half-sunken docks, collapsed warehouses, and makeshift rope bridges over submerged streets. Once the proud capital of a maritime federation, it now serves as a teeming haven for refugees, scavengers, and sea-woven cultists. Bronze and stone walls at the harbor’s mouth bear scorch marks from long-ago catapult barrages, while fishermen’s huts cling to cliff faces overhead. The main quay is strewn with flotsam: barrels of salted fish, crates of amber-glass vials, and broken trireme oars repurposed as fencing posts. Lanterns carved in dolphin motifs light crooked alleys where vendor stalls hawk phosphorescent pearls, dried kelp jerky, and mysterious bronze gears salvaged from war machines. Inside the city, narrow alleys open onto ramshackle piazzas where ex-soldiers gather around communal fires under carved stone reliefs of twin-helmled gods. A twisted basilica has been converted into an open-air tavern: its cracked columns draped with fishing nets, its altar repurposed as a communal feast table. Below the basilica, catacombs lead through coral-encrusted tunnels rumored to hold war-time scrolls and navigational charts. A network of gutters and hidden alcoves offer thieves’ marks for pickpockets seeking to relieve merchants of their coin. Meanwhile, the Governor’s Cliff—a sheer promontory above the docks—overlooks a ruined palace complex now used by the Council of Survivors for nightly deliberations about the next voyage. Key features: • The Tidesinger’s Bell: a massive bronze bell rung at dusk to warn of incoming storms or raids. • The Coral Catacombs: waterlogged tunnels beneath the tavern that hold a fragment of the ancient Compass of Waves. • The Governor’s Spiral: a carved ramp leading to the cliff-top council chambers. Port Corinthia’s fortunes wax and wane with the tides, but its political intrigues, Blackmarket bazaars, and hidden reliquaries make it a vital hub for any voyage of discovery to begin.
Additional Notes
Secrets: 1) A hidden door beneath the tavern floor leads to a smuggler’s grotto. 2) The Tidesinger’s Bell is keyed to open an ancient vault. Major Quest Hook: Governor Eurydice tasks heroes to reclaim the lost bronze Compass Fragment from the Coral Catacombs. DM Tip: Use lanternlight flicker to heighten tension in submerged tunnels.
Ruins of Asteron
Rising above a reef-choked strait, the Ruins of Asteron are the remains of a once-mighty observatory and temple dedicated to the Celestial Navigator, patron of sailors. Towering obelisks carved with star maps and wave patterns crumble into the surf, while fallen pillars form stepping stones across the shallows. Moss and kelp drape every surface, and colorful corals weave among geometric reliefs. The centerpiece is an open courtyard with a circular sundial of brass and marble that still rotates with the moon’s phases. Intricate mosaics on the temple floor depict a legendary voyage home, its mosaic waves subtly shifting if disturbed at night. Below the courtyard lies a labyrinth of vaulted chambers—the Hall of Echoes—where chanting halls amplify even a whisper into resounding thunder. Here, water pours from broken aqueducts into polished bowls, each inscribed with prophecies in ancient script. A collapsed roof directly above reveals a sky-piercing telescope mount aimed toward the north star, still aligned by unseen gears. Scholars believe the temple once housed the complete Compass of Waves, a mystical bronze instrument able to chart a path through any sea, even one ruled by magic and myth. Threats and encounters include guardian constructs half-submerged in briny water, trickster water elementals, and displaced ghostly priests who roam the halls seeking to finish a final ritual. An underwater sealing door at the lowest level holds the only surviving fragment of the compass, hidden behind a pressure-sensitive relief depicting a ship’s prow splitting a tidal wave. Legend holds that on moonless nights the mosaics come alive, revealing hidden runes that unlock a vault. Recovering the compass fragment will reveal the first steps toward returning home—but the ritual that animates the mosaics risks awakening a drowned god’s wrath.
Additional Notes
Secrets: 1) Chanting in the Hall of Echoes completes the ritual to reveal the vault. 2) The sundial’s shadow points to a hidden hatch at midnight. DM Tip: Let players overhear ghostly whispers guiding them or misleading them.
Siren’s Reef
A crescent of jagged coral spires and sharp limestone ledges, the Siren’s Reef is shrouded in perpetual mist and haunted by the mournful music of unseen singers. Sailors avoid its waters for fear of ship-wreck, but local legends say that on foglit nights, a crystalline shrine appears on one of the hollows, dedicated to the Ocean Siren Triada. The reef’s channels twist and fork unpredictably; tides create phantom channels where ships vanish if captains misread the currents. Beneath the waves, air-pocket caverns hold glittering mother-of-pearl altars, and runic statues of three-headed sirens stand sentinel. Their eyes—crafted from black garnet—reflect the moon’s glow, guiding worthy travelers to sacred grottoes. Above water, tidal pools brim with phosphorescent anemones and reflective glassfish that light the way through labyrinthine corridors carved by centuries of wave action. The Reef’s true danger stems from siren spirits bound to starfalls: they lure sailors to dance on the rocks until they slip and shatter upon the reef. Locals speak of a vanished expedition that stole a siren’s harp from the grotto; since, the reef’s spirits have grown restless. To bargain for safe passage—or to acquire the missing harp—they must confront Triada’s descendants in an underground court lit by bioluminescent coral. Players must traverse narrow walkways and leaping stepping-stones while resisting arcane enchantments carried on the ghost-song. In the deepest chamber lies the Siren’s Harp: only those who offer an honest memory to the altar will break the enchantment. Removing the harp without fulfilling the bargain risks cursing the entire archipelago with ceaseless storms.
Additional Notes
Secrets: 1) A hidden grotto holds a sealed memory-jar of Triada’s ancestor. 2) The largest coral spire opens into a tidal shrine at dawn. DM Tip: Use ambient siren song recordings to set mood and test saving throws.
Drowned Spire
The Drowned Spire is an isolated sea stack whose base is submerged at high tide. A spiral staircase of carved coralline limestone ascends to the summit, now partially collapsed by centuries of storms. Ancient battle wounds gouge the walls, bearing crenellations where war-mages once stood. The summit hosts a ruined beacon tower: its bronze lantern cap is encrusted in oyster shells, and wind-riven tide-runes spiral around its shaft. At low tide, access tunnels through sea caves allow entry, but only if one times the waves precisely. Inside the tower’s lower level is a flooded observatory ringed with fractured paintings of sky and sea dragons battling beneath storm clouds. A broken lathe lies on the floor with scattered bronze gears—remnants of an experimental sea-going automaton created during the war. A stone dais holds a solitary bronze helm marked with the sigil of an exiled admiral. Local divers swear that at night, the helm emits a ghostly blue glow and whispers commands to the waves. The Spire is haunted by drowned mariners—victims of ambushes by war raiders—whose watery corpses drift through walls and manifest as swirling currents in corridors. The only way to enter the upper spiral is to drain the western chamber by realigning broken sluice gates in the flooded basement, all while avoiding tide-drakes that slither through the water. Legend claims the admiral’s helm grants command of the sea automatons scattered across the archipelago—ancient bronze guardians that could clear paths for a ship. Recovering it requires passing trials of courage, wisdom, and sacrifice under the shifting tides.
Additional Notes
Secrets: 1) A hidden buoy mechanism in the basement opens the sluice. 2) The admiral’s helm binds to the wearer’s blood oath. DM Tip: Use creaky metal sounds and echo effects to make the ascent atmospheric.
Whirlpool Gorge
Carved by violent currents between two towering cliffs, Whirlpool Gorge forms a lethal passage where whitewater rapids churn against submerged rocks. The channel narrows to a circular basin where the tide rotates like a giant millstone, creating a vortex so powerful it can swallow small boats. Rusted chains from wartime moorings fringe the vertical walls, and barnacled shackles still clamp to iron rings bolted into the stone—remnants of prisoners left to drown in the maelstrom. A narrow walkway of stone slabs bolted to cliff faces allows a perilous traverse above the roaring water. Handholds carved into the stone glint with copper inlays that spell out a warning in the old tongue. Midway along the path, a collapsed section forces travelers to shimmy across a swinging chain bridge above turbulent eddies. Sea spray drenches travelers, and the roar of the water makes hearing nearly impossible. At the gorge’s heart, a hidden underwater cave is said to hold the Heart of the Maelstrom—a polished black pearl rumored to control the whirlpool’s fury when placed in an ancient iron brazier. But retrieving it demands diving into the basin’s depths, outwitting a guardian sea serpent that dwells beneath. Local lore says that if the pearl is ever removed from its brazier for longer than an hour, the gorge will widen until it floods the entire archipelago. Control of the Heart could open or close the path home—for better or for worse.
Additional Notes
Secrets: 1) A break in the chain bridge hides a rope ladder down to an air pocket. 2) Copper runes along the handholds reveal the serpent’s true name. DM Tip: Play thunderous water sound effects; require Athletics or Acrobatics checks across the bridge.
Isles of Ægir’s Wrath
Secrets
- A secret cavern beneath Stormshard opens during lightning storms, revealing a lost airship blueprint.
- An Emerald Temple prism shard, when assembled, reveals the glyph for controlling the Heart of the Maelstrom.
- The Marsh of Whispers contains a submerged diary detailing Ægir’s pact with the war-time gods.
Key Locations
Stormshard Peak
Stormshard Peak rises like a jagged spear from the northern isle’s center. A ring of monolithic stones crowns its summit, each etched with lightning rune-glyphs that crackle with leftover arcane charge. The ground around the stones is pocked by scorch marks and scorched flora, while the air shimmers with static energy. Winds grow fierce near the peak’s edge, making footing perilous. Ancient parabolic reflectors carved into the peaksides once channeled lightning into sky-farms—experimental conduits from the old war used to energize arc-engines afloat on the sea. Inside a hidden vault beneath one reflector lies the Storm Conductor, a twisted bronze rod that once tamed lightning for warships. Two giant stone golems guard the entrance—relics programmed to attack any who disturb the ley stones. Weathered tapestries in the vault depict a ritual where mages bound Ægir’s might into living armor suits. Scholars believe fragments of elemental corestones remain, offering power to any who can crack their crystalline shell. Windswept ledges host nests of griffon raptors that attack intruders. Thundercloud elementals swirl around the crest, striking with charged glaives of storm-forged metal. Recovering the Storm Conductor could offer a way to harness storm magic for the voyage home—but releasing its power risks summoning Ægir’s avatar in wrathful fury.
Additional Notes
Secrets: 1) A hidden lever behind a rune graffito opens the vault door. 2) One monolith hides a latent scroll with binding rites. DM Tip: Use gusts and thunderclaps to interrupt spells and encourage dynamic combat.
Emerald Temples
Carved from sea-green jade and crystallized algae, the Emerald Temples cluster around a central pool of still, mirror-calm water. Once a conclave for wind-mages, they now stand half-collapsed, their halls strewn with prism shards that refract storm light. Broken aether conduits snake across pedestals, leaking raw mana into the atmosphere. Crystalline vines envelop statues of long-dead arch-magisters, their raised hands forever holding storm orbs. Hallways echo with whispers of past incantations; ghostly phantoms of apprentices flit through the corridors, replaying the day the Conclave shattered its own vault in a tragic experiment gone wrong. A massive dome overhead, painted with a mural of a chariot drawn by lightning-charged horses, now hangs in fractured slabs above a giant mana focal point. Insulted caretakers—elemental guardians of air and water—rise from floor conduits to repel intruders. In the crypt below lies the Mana Conch, a polished shell that absorbs and releases arcane energy. Recovering it could recharge magical artifacts on the ship indefinitely. However, the crypt corridor is trapped: shifting floor plates trigger bursts of gale wind and vacuum pulses. Only by restoring the conduit flow in sequence can one approach the conch safely.
Additional Notes
Secrets: 1) A hidden prism behind the broken dome refracts light to reveal a safe path. 2) In the fallen mural pieces is a coded map to the Mana Conch. DM Tip: Incorporate light puzzles and wind traps; allow creative spells to bypass obstacles.
Marsh of Whispers
The southern isle’s interior is a vast wetlands choked with reeds, mist swirls, and shallow pools of brackish water. Every footstep is muffled; voices travel far yet remain indistinct—a haunting effect locals blame on the trapped voices of shipwreck victims. At night, ghost lights drift just above the waterline, guiding or misleading travelers. Ancient stone pillars—only tops visible above the marsh—form circles where rituals to calm the storm spirits once took place. Beneath the murk lie submerged vaults containing drowned relics: rations of enchanted grain, bronze lifesigns preserving last messages from soldiers, and the Driftwood Codex—a chronicle of war-time propaganda that could turn the tide of persuasion back on the cults now rising among the wreckage. The Marsh Guardian, a massive half-submerged wyrm who feasts on lost souls, roams beneath the reeds. It communicates through psychic whisperings, challenging intruders to answer riddles echoing the past’s mistakes. Success grants safe passage to hidden ruins; failure floods the corridors with bottomless mud pits. At the heart of the marsh lies the Weeping Altar, where sacred water can grant visions—but only if an offering of truth is made.
Additional Notes
Secrets: 1) Submerged vault door opens only when pool is drained by siphon hidden in northern reeds. 2) A weeping statue holds a memory crystal with an agenda from the old war. DM Tip: Use ambient whisper sounds and Psychic damage traps; let players interrogate the wyrm telepathically.
The Obsidian Throne
Secrets
- The palace’s east wall conceals a forgotten royal crypt with ancestral star-charts.
- A hidden tunnel under the frozen waterfall leads to a reliquary of silver tides.
- The portal door itself records the names of all who cross—it may betray them.
Key Locations
Hall of Echoes
A vast rectangular chamber with granite walls lined by obsidian pillars. Each pillar is hollowed like a bell, causing voices to reverberate in confusing echoes—they can disorient foes or amplify prayers. A central dais holds an obsidian well filled with still water reflecting star patterns. On ceremonial nights, the well’s surface shows the true date on the Calendar of Homecoming tapestry. Reverberations can be used in ritual to align the portal’s runes.
Additional Notes
Secrets: Pillar No. 3 holds a hidden switch that reveals a passage. Use echo effects for disorientation. DM Tip: Let echoes distort perception—Occult checks to navigate.
Throne of the Depths
The obsidian seat where the High Priest of the Leviathan’s Hand presides. The Throne is carved from a single zero-point crystal of unknown origin, absorbing ambient magic. Dark ichor stains the floor where sacrifices have been made. A secret sapling-like conduit beneath the Throne draws energy from elemental relics, feeding it into the portal mechanism when mishandled.
Additional Notes
Secrets: The Throne’s base slides open to reveal the Portal Core. Ritual graffiti indicates the correct relic placement order. DM Tip: Allow a last stand encounter; time-pressure mechanics.
Veiled Sanctum
A hidden chamber accessible only through an illusory wall in the Hall of Echoes. Inside lies ancient scrolls—original logs of the Celestial Navigator’s last voyage—and four niches for the elemental relics. Unlit luminaries mark each niche with carved symbols: wave, gale, storm, and song. When the relics are placed and incantation recited, the obsidian floor rumbles, and the portal door slides open with a hiss of released energy.
Additional Notes
Secrets: Scroll of Return provides final incantation. One niche has a false slot that triggers a trap if empty. DM Tip: Create dramatic lighting; use arcana skill challenges to align runes.
NPCs in The Shattered Archipelago
Captain Lysandra Voss
A weathered trireme captain with a patchwork crew from every nation shattered by war. Scarred eye, quick wit.
Eurylochus the Navigator
A former royal cartographer turned freelance pilot. Shy, meticulous, haunted by diagrams he cannot finish.
Melanthios the Merchant
A silver-tongued trader dealing in salvaged relics and forbidden lore. Appearance always pristine.
High Priestess Thalia
Leader of a small temple devoted to the Celestial Navigator. Stern bearing, luminous violet eyes.
Dorie of the Shoals
An old fisherwoman with tangled white hair and a tooth-topped wooden hook. Speaks in riddles.
NPCs in Isles of Ægir’s Wrath
Kara Stormtide
A fierce elemental knight born of a lightning strike, clad in storm-forged armor.
Marinus Sylphae
An air-genasi archivist who remains behind to reclaim broken aether crystals.
Fenwick Mirewalker
A half-elf swamp druid whose voice is lost to the Marsh’s whispers.
NPCs in The Obsidian Throne
High Priest Varokos
A towering revenant clad in frost-etched armor, sworn to protect the Throne of Depths.
Selene Windwhisper
A half-elf oracle imprisoned beneath the Hall of Echoes. Eyes clouded, but her voice still guides lost souls.
Brother Thalor
A repentant member of the Leviathan’s Hand, seeking to undo the cult’s ritual.
Factions
The Tidecallers
Goals
Relationships
With Other Factions
They maintain cordial trade ties with the Order of the Broken Oar but disdain the Leviathan’s Hand, often clashing over ritual sea offerings. They occasionally ally with local coastal governors.With Players
Tidecallers see the party as key allies in charting a homeward course. They offer supplies, crew, and occasional ships if trust is earned, but expect active participation in rescue and patrol missions.The Order of the Broken Oar
Goals
Relationships
With Other Factions
They share resources with the Tidecallers but view the Leviathan’s Hand as a heretical threat to rational pursuit of knowledge. They disdain brute pirate methods but occasionally barter with them for rare scrolls.With Players
The Order provides research, puzzle clues, and arcane tools—often in exchange for expedition reports or recovered relics. They regard the party as field agents capable of retrieving difficult fragments.The Leviathan’s Hand
Goals
Relationships
With Other Factions
They are mortal enemies of the Tidecallers and the Order of the Broken Oar, often assassinating researchers and raiding coastal libraries. They masquerade as refugees to gain trust, then strike.With Players
The Leviathan’s Hand sees the party both as obstacles and as potential vessels to retrieve relics. Cult assassins shadow them, and high-ranking priests attempt to seduce them with dark pacts.Main Questline
The Broken Compass
Given by: Captain Lysandra Voss
Goals
• Enter Coral Catacombs at low tide • Bypass or defeat guardians • Retrieve the compass fragment • Return safely to LysandraReward
• Compass Fragment (fits into the larger Compass of Waves) • 250 gpSecrets
- The fragment is keyed to Lysandra’s bloodline.
- Sea sprites know a second hidden fragment location.
DM Notes
Use environmentals: low-oxygen pockets, collapsing ceilings, rival treasure hunters.Siren’s Song
Given by: High Priestess Thalia
Goals
• Sail to Siren’s Reef • Solve ghostly riddles • Retrieve the Siren’s Harp • Return to ThaliaReward
• Siren’s Harp • Blessing of the Sea (advantage on maritime skill checks for 24 hours)Secrets
- The harp contains a hidden second song that awakens sea guardians.
- Thalia plans to use the harp to control ocean storms over Corinthia.
DM Notes
Include Wisdom saves vs. charm; allow persuasion with spirits; stage bluff or insight checks.Whirlpool of Fate
Given by: Eurylochus the Navigator
Goals
• Time descent at low tide • Dive and confront sea serpent • Retrieve the pearl • Place pearl in brazierReward
• Heart of the Maelstrom (relic) • Navigator’s Blessing (+2 to navigation checks around whirlpools)Secrets
- The pearl corrupts wearers who spend over an hour away from its brazier.
- The serpent once served the Celestial Navigator and may be reasoned with.
DM Notes
Use underwater combat rules; timed rounds for tide; allow social interaction with serpent.Ægir’s Vengeance
Given by: Kara Stormtide
Goals
• Defeat elemental trial • Realign three runestone monoliths • Claim the Storm ConductorReward
• Storm Conductor (relic) • Lightning-resistant cloakSecrets
- Using the conductor risks summoning Ægir’s avatar in full might.
- One monolith holds the ritual incantation needed at the portal.
DM Notes
Include puzzle of monolith order; consider dynamic storm effects in combat.Return to Wendeborn
Given by: Selene Windwhisper
Goals
• Place relics and activate portal • Defend against cult assault • Cross the thresholdReward
• Safe passage home • Titles of Honor in Wendeborn • Optionally, a choice to reshape their homeland’s fateSecrets
- Brother Thalor embedded a failsafe to trap cultists in the portal.
- The portal records each traveler’s name—some may not wish to cross.
DM Notes
Epic finale: mix social, ritual skill checks, and waves of cultist combat; allow players to narrate the crossing.Side Quests in The Shattered Archipelago
Echoes in the Depths
Given by: Captain Lysandra Voss
Goals
• Dive to the wreck at low tide • Retrieve the war logs and any gold • Escape with logs intactReward
• 200 gp total split among party • War-log scroll granting knowledge of ancient sea spells (one-time use)Secrets
- The war logs imply a traitor in Lysandra’s old command.
- The gold is cursed—any who touch it hear phantom waves that inflict psychic damage.
DM Notes
Provide coral-covered debris map; use Dexterity (Athletics) or tools checks underwater. Adjust pressures for swimmers.Mercantile Dispute
Given by: Melanthios the Merchant
Goals
• Identify and infiltrate the pirate cove • Steal or negotiate return of the coral icon • Return icon and seal the trade agreementReward
• 150 gp plus discount on trade goods • Pirate captain’s coral-studded cutlass (uncommon magic weapon)Secrets
- Pirates are secretly funded by a dark sea-cult.
- The coral icon is a key fragment to summon a reef guardian.
DM Notes
Include stealth patrols, disguise checks, and opportunity for social skill resolutions.Prophecy of the Siren
Given by: High Priestess Thalia
Goals
• Sail to Siren’s Reef • Enter the grotto and commune with the spirits • Acquire and return the Siren HarpReward
• Ceremony granting advantage on boat handling checks • Blessed holy water (heals 2d4 HP)Secrets
- The prophecy text is incomplete—the harp plays a second hidden melody.
- Thalia once broke a vow that weakened the prophecy’s power.
DM Notes
Use enchantment saves against the siren song; allow Insight checks to negotiate with spirits.The Lost Diver
Given by: Eurylochus the Navigator
Goals
• Locate the diver’s beacon • Retrieve notes and any living survivors • Escape the lab before floodingReward
• Diver’s Seeker’s Helmet (uncommon; grants darkvision underwater) • Navigator’s Silver Compass (homemade, grants advantage on navigation checks)Secrets
- The lab’s lead scientist is alive and hiding in a deep cavern.
- The automaton control code is scrawled in the diver’s last journal entry.
DM Notes
Underwater hazards: air supply timer, Dexterity checks to avoid collapsing tunnels.Reef Cleansing
Given by: Dorie of the Shoals
Goals
• Enter the Coral Caverns • Defeat or placate the urchin guardian • Use the sponge to purify the reefReward
• Potion of Water Breathing • 100 gp worth of rare shellsSecrets
- The pollution is artificially created to drive fish toward a black-market trader.
- The magical sponge is sentient and bargains souls for each toxin removed.
DM Notes
Allow creative uses of the sponge; include environmental damage mechanics for the reef.Side Quests in Isles of Ægir’s Wrath
Lightning’s Bane
Given by: Kara Stormtide
Goals
• Defeat the thundercloud elemental • Prove worth to KaraReward
• Stormshard Shard (grants lightning resistance)Secrets
- The elemental is a warped experiment of the old war.
- Kara’s true goal is to recruit the group into her order.
DM Notes
Timed combat scenario; use environmental hazards of wind and lightning.Shattered Aether
Given by: Marinus Sylphae
Goals
• Solve four elemental puzzles • Collect crystals • Reforge the focus rodReward
• Aether Focus Rod (casts Gust of Wind once per day)Secrets
- One crystal is destined for the Heart of the Maelstrom.
- Marinus intends to channel the crystals’ power into a personal device.
DM Notes
Include intelligence and arcana challenges, puzzle‐oriented traps.Whispers in the Dark
Given by: Fenwick Mirewalker
Goals
• Collect three spring waters • Survive spore-fiend ambush • Complete ritual chantReward
• Ring of Whisper-Silence (uncommon; advantage on stealth in marshes)Secrets
- The Guardian whispers true confessions to each participant.
- The pond water is tainted by a cult’s blood offerings.
DM Notes
Use environmental hazards: spore clouds, poisonous reeds; require Wisdom saving throws.Side Quests in The Obsidian Throne
Chains of Oblivion
Given by: Selene Windwhisper
Goals
• Collect three BellSteel shards • Reforge under proper echo conditions • Free SeleneReward
• Oracle’s Pendant (grants prophecy once per long rest)Secrets
- The BellSteel is sentient and must consent to reforge.
- Releasing Selene fully may awaken buried memories harmful to her sanity.
DM Notes
Include forging checks and moral choices about Selene’s memories.Abyssal Sigil
Given by: Brother Thalor
Goals
• Descend into ice caverns • Carve the Abyssal Sigil correctly • Escape before ice shiftReward
• Silverforged Chisel (uncommon tool; advantage on carving/manipulation)Secrets
- The titan beneath the ice will awaken if the ritual fails.
- The sigil also opens a path to a hidden treasure vault.
DM Notes
Timed exploration; environmental dexterity checks; encounter with ice mephits.Encounters
Ghost Ship Wreck
MediumSuggested Level: 3–5
Creatures
- 6 Ghosts
- 2 Wraiths
Terrain Features
• Jagged decking • Partial masts creating cover • Brackish water pools
Treasure
• Ghostly Cutlass (+1, horrifying aura) • 50 gp in pouches preserved in spectral form
DM Notes
Spectral foes ignore nonmagical weapons; offer environmental leverage—rigging to collapse.
Reef Pirate Ambush
HardSuggested Level: 4–6
Creatures
- 3 Reef Pirate Brutes
- 5 Reef Pirate Skirmishers
- 1 Merrow Elite
Terrain Features
• Narrow rock ledges • Tidal pools • Fishing nets set as traps
Treasure
• Reef Captain’s Coral-inlaid Cutlass (uncommon) • 75 gp
DM Notes
Use multi-tier terrain; nets can restrain—allow Strength checks to break free.
Marsh Wyrm’s Lair
DeadlySuggested Level: 6–8
Creatures
- Marsh Wyrm (custom CR 8)
Terrain Features
• Quaking moss bog • Fog pockets • Submerged root tunnels
Treasure
• Moss-grown Chalice of Clarity (sends visions) • 200 gp
DM Notes
Alternate lair actions: quaking ground, fog bank concealment, psychic roar.
Vault Construct Raid
MediumSuggested Level: 5–7
Creatures
- 2 Bronze Golems
- 3 Cultist Archers
Terrain Features
• Collapsed catwalks • Elevation levels with catapult stones • Magical glyph traps
Treasure
• Mechanical gear salvage (use for future crafting)
DM Notes
Golems immune to poison and psychic; glyphs trigger area stun—Arcana to disarm.
Hall of Echoes Illusion
MediumSuggested Level: 7–9
Creatures
- Illusory Cultist Swarms (Phantasmal)
Terrain Features
• Echoing pillars • Reflective obsidian floor • Low visibility haze
Treasure
• Ritual Candles of Silence (set can mute magic for 1 minute)
DM Notes
Use illusion rules; players need Intelligence checks to disbelieve. Echoes cause disadvantage on Perception.
Magic Items
Navigator’s Silver Compass
RareLocation
Eurylochus’s quarters after completing “The Lost Diver” quest.
Attunement
Yes (requires 1 hour meditation at sea)
Stormshard Shard
UncommonLocation
Reward from “Lightning’s Bane” side-quest.
Attunement
No
Siren’s Harp
Very RareLocation
Main Quest “Siren’s Song.”
Attunement
Yes (requires story of personal sorrow)
Heart of the Maelstrom Pearl
Very RareLocation
Main Quest “Whirlpool of Fate.”
Attunement
No
Mana Conch
RareLocation
Emerald Temples crypt.
Attunement
Yes (requires taste of ocean water)
Storm Conductor
LegendaryLocation
Stormshard Peak vault.
Attunement
Yes (requires exposure to a thunderstorm)
Ring of Whisper-Silence
UncommonLocation
Reward from “Whispers in the Dark.”
Attunement
No
Oracle’s Pendant
RareLocation
Reward from “Chains of Oblivion.”
Attunement
Yes (requires oath of honesty)
Silverforged Chisel
UncommonLocation
Reward from “Abyssal Sigil.”
Attunement
No
Moss-grown Chalice of Clarity
RareLocation
Treasure in the Marsh Wyrm’s Lair.
Attunement
No
Player Characters
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