3.2 KiB
type, region, danger
| type | region | danger |
|---|---|---|
| location | Kethran coast | High |
Sunken Spire
Overview
A coastal ruin that was once a lighthouse and temple of a forgotten sea god. Now partially submerged due to coastal erosion and rising tides over 800 years. The The Hand of Ruin has repurposed the spire's submerged levels as a ritual site to crack the seal anchor at its base.
Level 1 — The Lighthouse (Above Water)
Entry
The spire's top protrudes 40 feet above the waves. Access is by boat or water walking. The entry door is magically sealed (DC 15 Arcana or Thieves' Tools to open).
Cult Quarters
4 cultists, 1 cult fanatic. Contains supplies, maps of Kethran shipping lanes, and a logbook tracking seal anchor energy levels.
Ritual Chamber
A desecrated altar to the forgotten sea god. 2 cult fanatics performing a ritual. Disturbing them triggers a water weird (CR 3) to emerge from the altar's pool as a trap.
Level 2 — The Sunken Sanctuary (Underwater)
Requires water breathing or similar magic to explore. The spire's middle level has flooded entirely.
Flooded Hall
A 60-foot hall with collapsed pillars. 6 sahuagin + 2 sahuagin coral smashers patrol here.
The Coral Grotto
A side chamber grown over with phosphorescent coral. Contains a giant octopus (non-hostile unless provoked) and a treasure chest (600 gp, 2 potions of water breathing).
The Anchor Passage
A downward shaft leading to Level 3. Guarded by a water elemental myrmidon (CR 7). The myrmidon is bound to Mistress Veyla and cannot be reasoned with — but destroying her breaks the binding.
Level 3 — The Deep Chamber
Seal Anchor
A 30-foot obsidian obelisk similar to the one at Ironheart Mine, but this one is actively cracking — green elemental light bleeds from the fissures.
Boss Encounter
- Mistress Veyla — cult warlock of the Deep (CR 11 equivalent)
- 2 chuul (CR 4) — her personal guards
- 4 merrow (CR 2) — summoned reinforcements that arrive on round 3
Mistress Veyla Stats
- HP: 140 | AC: 17 (mage armor + DEX)
- Spellcasting: Warlock 11 (Pact of the Deep — homebrew patron). DC 17. Key spells: evard's black tentacles, cone of cold, hunger of hadar, summon greater demon
- Eldritch Blast: 3 beams, +9, 1d10+5 force each
- Drown (Recharge 5-6): Target creature within 60 ft must make DC 17 CON save. On failure, lungs fill with seawater — suffocating (as per drowning rules) until they use an action to make another DC 17 CON save to expel the water.
- Legendary Actions (2): Eldritch Blast (1 beam), Move (30 ft swim), Channel Anchor (deal 2d10 force to one creature within 10 ft of the obelisk)
Rewards
- Tideheart Pearl from Veyla's body
- Cult Intelligence: A waterlogged scroll case with orders directing the Thronewood convoy (Arc 2 - The Gilded War#Hook 8: Ambush at Thronewood)
- Sunken Treasure: 3,200 gp, a trident of fish command, and a cloak of the manta ray
- Seal Stabilization: If the party spends 1 hour performing a ritual (Elder Ylara Moongrove's teachings), the anchor stabilizes, reducing the Hand of Ruin's progress