Campaign Overview
A generation ago, the majestic port city of Atlantium vanished in a single, silent tidal wave, swallowed whole by the ocean’s depths. To surface dwellers, it became legend, its fate whispered in taverns and coastal shrines, a cautionary tale of hubris and forgotten magic. But when the moon is new, sailors swear they see ghostly towers on the horizon, reëmerging like a mirage before sinking again into the abyss. Now, Lady Serin Ormance—the last scion of Atlantium’s noble line—offers a desperate plea: lead a salvage expedition to the sunken ruins, recover her family’s legacy, and uncover the arcane catastrophe that doomed a kingdom before it can be unleashed upon the world again.
Players begin in Brinehaven, a storm-battered frontier town of salt-caked docks, raucous taverns, and humble shrines to the Sea Mother. Here they will gather provisions, earn the trust of rival guilds, and navigate smuggler’s tunnels beneath the cliffs. Underwater environments—glowing kelp forests, ghostly shipwrecks, and labyrinthine caverns—test divers’ courage as they salvage Atlantium’s scattered relics. Along the way, they must parley with the Merfolk Court, whose regal rulers see Atlantium’s return as both threat and opportunity, and unravel the schemes of a fanatical cult that worships the Drowned King. Ancient tomes in submerged archives, bioluminescent algae puzzles, and elemental guardians stand between the adventurers and the city’s central secret: the Heart of Atlantium, an eldritch gem that once powered the city’s tidal wards.
The campaign’s main quest unfolds in five epic chapters. From Lady Serin’s first plea and the perilous salvage of a sunken merchant vessel, to diplomatic missions in the Kelp Forest Enclave, cleansing a renegade sea temple, and the final confrontation in Atlantium’s Grand Plaza, each stage builds toward a climactic choice: destroy the Heart and doom the lost city forever, or seal it and bind King Alaric’s spirit as a guardian of the deep. Dozens of side quests—ranging from ghostly rescues and ritual vigils to underwater puzzle-dungeons—enrich the journey, offering powerful magic items, faction alliances, and hidden lore.
This campaign blends high-stakes underwater exploration, political intrigue between surface and sea, haunting ghost stories, and elemental magic. It challenges players to balance diplomacy with combat, solve environmental puzzles, and make choices that will shape the fate of two worlds. Will you brave the unseen depths, earn the depths’ trust, and rewrite the destiny of a vanished empire? The echoes of Atlantium beckon—dive in, if you dare.
Starting Location
Brinehaven Coast
Secrets
- Smuggler’s tunnel beneath Sunward Docks leads to an underwater hatch.
- Secret ledger in Sea Shanty Tavern lists recurring Atlantium sightings.
- Lighthouse keeper communed with an otherworldly sea spirit.
Key Locations
Lighthouse of Tides
A stark white tower crowned with a brass lantern room that beams across the waves. Built on a rocky spur, the lighthouse warns ships of jagged reefs and shallow shoals. Each morning, the keeper rings a bell and refills the lamp’s oil reservoir. The interior spiral staircase is slick with saltwater spray, and walls bear protective wards against sea spirits. From the top, one can scan the horizon for Atlantium’s silhouette—at times so clear it appears to float atop the waves
Additional Notes
Keeper’s journal (hidden under the oil cans) hints at nightly rituals performed to calm the sea’s restlessness.
Underrock Cavern
A yawning grotto carved into the cliffside by centuries of pounding tides. Massive stalactites hang draped in kelp, and slick stones glisten with trapped water. Bioluminescent algae cast flickering green light over submerged tunnels that plunge into watery darkness. Diver’s supports—rusted anchors and broken flotsam—mark the cavern floor. Whispers echo from unseen chambers, and currents tug toward hidden chasms. Many who enter speak of uncanny sensations, as if watched by unseen eyes
Additional Notes
One tunnel leads to a sealed chamber with Atlantium-style relief work. The seal can be broken by chanting the Sea Mother’s hymn.
Shrine of the Moonlit Depths
A small open-air sanctuary carved from limestone. Beneath a crescent-moon arch, a basin of cool seawater reflects lantern light. Coraline statutes depict a hooded figure holding a trident. Offering bowls hold shells, coins, and bits of sea glass. Priests of the Sea Mother perform nightly vigils here, praying for lost souls and safe voyages. Tides lap at the shrine’s base, and on nights of the new moon, reflections dance like phantoms on the stone floor
Additional Notes
A false panel behind the main statue reveals an ancient Atlantium gem—one of four keys to the royal vault.
Sunward Docks
A sprawling wooden pier lined with creaking merchant ships, fishing boats, and salvage barges. Massive barrels of salted fish, crates of exotic shells, and coils of rope sit under tarpaulin awnings. Sailors shout orders as stevedores heave cargo, while deckhands tie off lines and scrub barnacle-encrusted hulls. Lanterns hang from rigging, flickering against the damp wood. From here, one can hire a weathered cutter or join a salvage crew venturing to Atlantium’s reappearing ruins
Additional Notes
Pier schedule changes weekly. A secret trapdoor underneath a loose board leads to a smugglers’ tunnel that runs beneath the town.
Sea Shanty Tavern
A timbered two-story tavern thick with salt and ale. A grand mast crossbeam supports a single chandelier of driftwood and conch shells. Roughhewn tables bear rings of spilled mead, and the air thrums with sailors’ songs and tall tales of ghostly towers. Behind the bar, barrels of spiced rum and brine-cured duck hang from iron hooks. A low stage hosts wandering bards at night, while bounty posters flutter near the hearth, offering gold for Atlantium salvage finds
Additional Notes
A hidden compartment beneath the bar stores disputed salvage papers and a fragment of Atlantium’s royal seal.
Thalassian Depths
Secrets
- A merfolk noble hides Atlantium relics within coral chests beneath the enclave.
- Reef currents conceal a hidden tunnel to Atlantium’s outer wall.
- Ghostly Atlantean psalms can be heard in the Cavern of the Drowned.
Key Locations
Kelp Forest Enclave
A dense underwater forest where towering kelp fronds sway like cathedral columns. Hidden among the stalks are woven platforms of driftwood and shell, suspended on current. Merfolk guards patrol the enclave’s perimeter, their spears fashioned from shark teeth and coral. Pearlescent lanterns hang from kelp ropes, casting dappled light over colorful anemones. Schools of neon parrotfish flit through passageways, and octopus scouts monitor intruders with cautious curiosity. Murals carved into basalt boulders depict Atlantium’s founding, hinting at alliances long dissolved
Additional Notes
Sentries speak Atlantean dialect; persuasion checks allow safe passage. A hidden grotto beneath a tangled thicket houses a stolen Atlantium artifact.
Reef of Whispers
A broad coral plateau dotted with heaving mounds of rose-tinted coral, resembling sleeping giants beneath the waves. Whispering currents pass through narrow channels, generating soft tones like distant voices. Divers report hearing Atlantium prayers or warnings. At the reef’s heart stands a collapsed tower with an intact spiral staircase, leading to a submerged guardroom filled with rusted weapons and shattered banners. A colossal clam clings to the summit, rumored to guard a pearlescent treasure
Additional Notes
Lingering echoes grant advantage on passive Perception for secret alcoves. Removing the clam’s shell yields a rare pearl key fragment.
Cavern of the Drowned
A shadowy cavern whose entrance is veiled by a curtain of luminescent jellyfish. Inside, the water is chillingly still, and spectral lights drift through darkness. Stalactites hang overhead, dripping mineral-rich water into jade pools. Beneath the surface, skeletons of former explorers lie scattered, their armor fused with kelp. A submerged altar carved in Atlantium style holds offerings—coins, coral figurines, and rusted keys. Guardians of barnacle-armored swordfish patrol the entrance, defending the sanctity of this drowned temple
Additional Notes
The altar’s offerings activate a hidden door when arranged correctly (DC 15 Intelligence check). Swordfish attacks can be evaded with stealth DC 14.
Sunken Citadel of Atlantium
Secrets
- A hidden vault under the Throne Room holds Atlantium’s crown and one final key fragment.
- Royal Archives contain references to a surviving heir hidden on the surface.
- The Heart of Atlantium can be harnessed to summon a tidal avatar.
Key Locations
Grand Plaza
Covering an area the size of three football fields, the Grand Plaza was once the civic heart of Atlantium. Now, seaweed chokes the mosaic floor, and barnacles encrust broken benches. A shattered fountain at its center still bubbles with enchanted water that glows faint green. Statues of heroic Atlantean figures stand jaggedly, and schools of fish dart through open archways. Tidal currents swirl unpredictably here, pulling divers toward hidden traps in the plaza’s edges
Additional Notes
Central fountain water grants water breathing for 1 minute if sipped carefully. Hidden pressure plate opens a secret tunnel beneath the plaza floor.
Royal Archives
A vaulted chamber lined with waterlogged scrollcases and coral-coated tomes. Atlantean librarians once cataloged spells of sea magic here; now ink runs and pages disintegrate in acidic water pockets. Shelves carved from luminescent stone display bronze tablets and crystalline orbs. A lectern holds the Tidekeeper’s Codex—sealed in a protective crystal globe—and contains the ritual that caused Atlantium’s demise
Additional Notes
Codex can be removed with a DC 18 Strength check. Tampering triggers a minor elemental shield.
The Sundered Spire
A towering column cracked in two, rising from the city’s depths like a jagged beacon. Climbing its fractured walls through ankle-deep silt leads to a chamber that houses the Heart of Atlantium—a gem pulsing with eldritch energy. Surrounding it are broken magical conduits that once regulated the city’s tidal wards. The spire hums with residual power, and its walls are etched with Atlantean runes warning of catastrophe
Additional Notes
Heart of Atlantium must be approached carefully; wards still active. A locked door at the apex opens only with all four key fragments.
NPCs in Brinehaven Coast
Lady Serin Ormance
A composed noblewoman in widow’s black lace, scarred by loss but determined. She clutches an ornate conch shell at her waist.
Captain Garrick Thorne
A grizzled sea captain with salt-white hair and a missing eye covered by a patch.
Tobin Saltbeard
An elderly mariner whose long, curly beard is flecked with sea salt and small shells.
Xyra Waveborn
A mysterious fortune-teller draped in kelp-green silks, her eyes reflecting candlelight like stormy seas.
Brother Malcus
A solemn priest of the Sea Mother, robed in water-stained vestments embroidered with wave motifs.
NPCs in Thalassian Depths
Queen Nerissa Tideweaver
A regal merfolk monarch with cobalt-blue scales and flowing silver hair, draped in seaweed silks.
Lord K'haur Stormspear
A triton warlord bearing a barbed trident and bearing numerous scars from deep-sea clashes.
Captain Ashvale’s Shade
The ghostly echo of a pirate captain, bound to his sunken galleon’s wreckage.
NPCs in Sunken Citadel of Atlantium
Lia, Naiad Guide
A water spirit bound to Atlantium’s fountains, her hair drifting like seaweed and eyes glowing turquoise.
King Alaric’s Shade
The restless spirit of Atlantium’s final ruler, clad in corroded armor and bearing a spectral trident.
Oracle Thalassa
A deep-sea oracle with translucent skin, veins pulsing with bioluminescence, speaking in riddles.
Factions
Brinehaven Salvage Consortium
Goals
- Monopolize Atlantium salvage rights.
- Acquire Atlantean technology for surface trade.
- Suppress competing crews.
Relationships
With Other Factions
They clash with the Merfolk Court over territorial rights and have uneasy truces with the Cult of the Drowned King, occasionally trading artifacts for forbidden lore.With Players
They may hire or hinder the party depending on how threatened they feel. Gaining their favor ensures safe harbor; crossing them invites ambushes and blacklists.Merfolk Court of Nerissa
Goals
- Guard Atlantium’s ruins from desecration.
- Reclaim Atlantean artifacts to strengthen sea-magic.
- Form alliances with surface dwellers against deeper threats.
Relationships
With Other Factions
They are wary of the Salvage Consortium’s encroachment and view the Cult of the Drowned King as a heretical splinter undermining oceanic harmony.With Players
They will aid or oppose the party based on proven respect for the sea. Diplomatic success grants safe conduct; deceit or plunder results in banishment or combat.Cult of the Drowned King
Goals
- Unleash Atlantium’s cataclysm once more.
- Recruit surface agents to gather ritual components.
- Sow chaos in coastal cities as preludes to the cataclysm.
Relationships
With Other Factions
They operate in secret, undermining both the Salvage Consortium and the Merfolk Court. Occasionally they trade stolen Atlantean relics for forbidden knowledge.With Players
They view the party as obstacles or potential converts. Cultists may ambush or infiltrate their ranks; saving a cultist might yield critical intelligence about the final ritual.Main Questline
A Noble’s Plea
Given by: Lady Serin Ormance
Goals
Secure gear, assemble a crew, and navigate Underrock Cavern to reach open water.Reward
- 250 XP
- Diving Bell of Safe Descent (grants 60 ft underwater breath)
- Partial Atlantium map fragment
Secrets
- The map fragment conceals a second layer of hidden runes.
- Lady Serin’s true aim is finding the Heart of Atlantium.
DM Notes
Emphasize investigative roleplay in Brinehaven and environmental hazards in the cavern.Into the Deep
Given by: Captain Garrick Thorne
Goals
Recover the inscribed bronze coil and return it intact to the surface.Reward
- 400 XP
- Coil of Atlantium Bronze (+1 to Strength checks underwater)
- Captain Thorne’s begrudging respect
Secrets
- The coil is part of a larger Atlantium apparatus.
- Sahuagin know more about Atlantium’s fall but demand tribute.
DM Notes
Include 2 sahuagin ambush encounters; allow creative use of coil’s magic.Whispers of the Merfolk
Given by: Queen Nerissa Tideweaver
Goals
Recover Queen Nerissa’s scepter and return it safely for formal alliance.Reward
- 500 XP
- Ring of Water Breathing
- Merfolk alliance (aid in future encounters)
Secrets
- Rogue tritons serve a hidden commander near the Citadel.
- The scepter holds one of four key fragments.
DM Notes
Allow diplomacy path granting information; combat path yields extra triton gear.Temple of Tides
Given by: Brother Malcus
Goals
Purify the Temple of Tides and reclaim the ritual altar.Reward
- 600 XP
- Trident of Tidal Command
- Knowledge of secret Citadel entrance
Secrets
- Priestess’s ritual journals describe a planned second cataclysm.
- Temple maps indicate a shortcut to the Western Gate.
DM Notes
Include environmental puzzle with redirected water jets; boss fight in flooded sanctum.Echoes of the Cataclysm
Given by: Oracle Thalassa
Goals
Recover the codex, confront King Alaric’s shade, and neutralize the Heart.Reward
- 800 XP
- Shard of the Heart (attunement required)
- Blessing to calm the seas (long-term campaign boon)
Secrets
- Destroying the Heart scatters Atlantium fragments into the ocean.
- Sealing it binds King Alaric’s spirit to a new guardian.
DM Notes
Final encounter stages: Archives skirmish, spire ascent, boss fight at Heart chamber.Side Quests in Brinehaven Coast
The Diver’s Debt
Given by: Captain Garrick Thorne
Goals
Retrieve the ledger chest and return it to Captain Thorne in one piece.Reward
- 150 XP
- Discounted salvage permit
- Captain’s trust (advantage on one future negotiation)
Secrets
- The chest also holds a torn page of an Atlantium ritual.
- Thorne plans to claim any Atlantium artifacts for himself.
DM Notes
If players stall, Thorne commissions a second diver—rival NPC may complicate later salvage.Echoes in the Kelp
Given by: Tobin Saltbeard
Goals
Document the kelp forest singing and retrieve the statue’s hidden fragment.Reward
- 100 XP
- Silver coin from Tobin
- A vial of bioluminescent algae (useful as underwater light source)
Secrets
- The statue conceals a hidden Atlantium-style key fragment.
- Tobin once dabbled in illicit treasure sales.
DM Notes
Siren illusions can charm unless players succeed on DC 14 Wisdom saves.Shrine Vigil
Given by: Brother Malcus
Goals
Maintain the shrine’s wards through the entire night without letting more than three wisps escape.Reward
- 120 XP
- Blessing of the Sea Mother (one reroll on water checks)
- Holy water flavored with salt
Secrets
- One of the candles is forged from Atlantium silver.
- Repeated vigils gradually weaken a ward protecting an Atlantium vault.
DM Notes
Use 5 minor water elementals as opponents; allow roleplay for prayer sequences.Smuggler’s Bargain
Given by: Madam Xyra Waveborn
Goals
Retrieve the black pearl intact from the merchant wreck and deliver it to Xyra.Reward
- 130 XP
- Prophecy revealing next main quest clue
- Temporary advantage on Insight checks for one hour
Secrets
- The pearl is one of four keys to the Moonlit Shrine.
- Xyra plans to shatter the pearl for power.
DM Notes
Shark and crab stats should challenge a 2nd‐level party; stagger attacks to build tension.Repel the Raiders
Given by: Council of Brinehaven
Goals
Protect incoming fishing vessels and defeat the raiders in at least three skirmishes.Reward
- 200 XP
- Free lodging in Brinehaven
- 50 gp in town favors (access to an exclusive artisan merchant)
Secrets
- Raiders took Atlantium-style bronze ingots to sell overseas.
- Council members fear an inside accomplice.
DM Notes
Include two skirmish locations: outer docks and cliff lookout; allow players to rig traps.Side Quests in Thalassian Depths
Gifts for the Queen
Given by: Queen Nerissa Tideweaver
Goals
Collect all three gifts and present them to the queen in proper ceremony.Reward
- 200 XP
- Merfolk escort through Thalassian Depths
- Queen’s favor (advantage on one diplomacy check)
Secrets
- Shark trench hides an Atlantean relic.
- Coral crown is cursed with a minor water elemental.
- Deep-sea ink reveals hidden Atlantean glyphs.
DM Notes
Allow varied approaches: stealth, combat, or diplomacy in each retrieval.Echo Chamber Exploration
Given by: Captain Ashvale’s Shade
Goals
Retrieve the captain’s log and return it to his Shade.Reward
- 180 XP
- Captain’s spectral sword (ineffective out of water)
- Knowledge of sabotage that aids main quest
Secrets
- Log names a traitor within Atlantium’s court.
- Spectral sword transforms into seaweed whip on land.
DM Notes
Use incorporeal pirate stats; emphasize eerie atmosphere.Bioluminescent Bloom
Given by: Merfolk Scholar Tyriel
Goals
Retrieve three distinct algae specimens and deliver them alive to Tyriel.Reward
- 150 XP
- Scroll of Faerie Fire (blue glow variant)
- Tyriel’s gratitude (free translation of Atlantean texts)
Secrets
- Algae glows pulsingly to mimic Atlantean distress signals.
- Scholar hides an Atlantean glyph in his notes.
DM Notes
Magma crabs can be distracted by heat sources; allow creative solutions.Side Quests in Sunken Citadel of Atlantium
Recover the Crown
Given by: Oracle Thalassa
Goals
Assemble all key fragments, open the vault, and retrieve the crown.Reward
- 300 XP
- Crown of Alaric (grants +1 AC underwater)
- Access to final main quest
Secrets
- One crown jewel is a false lead laced with a curse.
- Thalassa withheld the vault’s true location initially.
DM Notes
Include 4 short puzzles (rune alignment, sequence memory, water flow redirection).Archive Purge
Given by: Captain Garrick Thorne’s Shade
Goals
Destroy at least five corrupted tomes and survive the resulting elemental backlash.Reward
- 250 XP
- Tome of Water Shields
- Reduced elemental resistance (ally assistance)
Secrets
- One burned tome contained instructions for reversing the Heart’s activation.
- The shade once sabotaged these archives before his death.
DM Notes
Use wave-based encounters; escalate difficulty as more tomes burn.Spire Ascent
Given by: Lia, Naiad Guide
Goals
Seal three conduits atop the spire and survive the elemental counterattacks.Reward
- 350 XP
- Lia’s blessing (water elemental ally, one use)
- +2 on saving throws against water magic
Secrets
- One conduit is deliberately sabotaged by an unknown betrayer.
- Lia can bridge conduits to trap an elemental temporarily.
DM Notes
Each conduit room has a unique environmental hazard: collapsing steps, electric eels, pressure shifts.Encounters
Reef Ambush
MediumSuggested Level: 2-3
Creatures
- 3 Sahuagin
- 1 Sahuagin Priest
Terrain Features
- Dense coral pillars provide half cover.
- Strong lateral current imposes disadvantage on ranged attacks.
- Pockets of stinging sea urchins along the floor.
Treasure
50 gp worth of pearls and coral fragments; Sahuagin trident (+1 damage underwater).
DM Notes
Scale sahuagin numbers by party size; use current to herd players.
Ghost Ship Wreck
HardSuggested Level: 3-5
Creatures
- 4 Spectral Sailors
- 1 Wraith Captain
Terrain Features
- Rolling decks restrict movement (DC 12 Dexterity save to avoid slip).
- Loose rigging overhead can be used to swing or entangle.
- Leaking lanterns create zones of dim light.
Treasure
Rusted key to Atlantium vault; charts showing secret underwater passages.
DM Notes
Encourage creative use of ghost ship features; Wraith Captain fears divine light.
Trench Leviathan
DeadlySuggested Level: 5-7
Creatures
- 2 Giant Kraken Tentacles
- 1 Young Kraken Spawn
Terrain Features
- Vertical dropoff forces grappling saves.
- Low visibility silt clouds obscure vision.
- Hydrothermal vents cause random area damage (1d6 fire per round).
Treasure
Kraken ink vial (grants invisibility underwater for 1 round); barnacle-encrusted gold coins.
DM Notes
Warn players of terrain; kraken spawn uses area entanglement attacks.
Currents of Madness
MediumSuggested Level: 2-4
Creatures
- 2 Water Elementals
Terrain Features
- Erratic water jets push players (DC 13 Strength save) positioned randomly.
- Submerged columns offer cover but may collapse.
Treasure
Elemental core (component for a custom water amulet); 75 gp in silver coins.
DM Notes
Use dynamic terrain shifts; elementals adapt tactics if outnumbered.
The Siren’s Song
MediumSuggested Level: 4-6
Creatures
- 1 Siren
- 2 Merrow
Terrain Features
- Natural amphitheater of coral amplifies song.
- Sharp coral shards impose difficult terrain.
- Underwater current flows toward deadly beehive urchins.
Treasure
Siren’s voice harp string (+2 on charm saves); merrow harpoon spear.
DM Notes
Charm effects require Wisdom saves (DC 15); allow perception to locate hidden urchins.
Magic Items
Trident of Tidal Command
Very RareLocation
Temple of Tides
Attunement
True (requires 1 hour of communion with a water spirit)
Conch of the Sunken Beacon
RareLocation
Sunward Docks ledger chest
Attunement
False
Ring of Water Breathing
UncommonLocation
Kelp Forest Enclave gift exchange
Attunement
False
Coral Dagger
UncommonLocation
Reef of Whispers
Attunement
False
Cloak of the Sea’s Embrace
RareLocation
Smuggler’s Bargain haul
Attunement
True (must be submerged for 1 hour daily)
Scale of the Deep One
UncommonLocation
Cavern of the Drowned altar
Attunement
False
Amulet of Atlantium’s Legacy
Very RareLocation
Royal Archives
Attunement
True (reads a passage from the Tidekeeper’s Codex)
Chart of the Vanished City
RareLocation
Sea Shanty Tavern secret compartment
Attunement
False
Lantern of the Abyss
UncommonLocation
Shrine of the Moonlit Depths secret panel
Attunement
False
Heart Shard of Atlantium
LegendaryLocation
Sundered Spire apex
Attunement
True (requires boon from Oracle Thalassa)
Player Characters
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