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The Sunken Oath

Forgotten realmsdark Lv. 1 · 3 players

The Sunken Oath

An estranged warlock and cleric are drawn back together by cryptic summons to a flooded temple in the Sword Coast, where their shared past—and a pact neither fully remembers—demands blood payment. The cleric's sister, a monk, tags along to protect her sibling, only to discover that something older than memory hungers in the dark waters below.

betrayalredemptionforgotten promises

Read Aloud

Rain slicks the earth as you push through the forest northwest of Waterdeep, drawn by identical parchments that arrived within days of each other—written in a hand none of you recognize but all of you somehow knew. The Broken Oak looms ahead, its crown split by ancient lightning, and beneath it stands a figure in rain-sodden grey robes. It is only when they turn that you realize: it is both of you, yet neither. A ghostly echo of a woman, her eyes pooled with dark water, mouth opening to speak words that feel like drowning. "The oath calls," she rasps, and points downslope to where stone ruins crown a sinkhole, water pooling black and still as ink.

Description

The party arrives at the forest shrine where they receive their first clue. The Broken Oak is a landmark known to scholars of the area—a tree struck by a paladin's curse centuries ago. The apparition is a shade or false memory, potentially manifested by the patron's will or by something guarding the temple below. The ruins are the surface structure of the Temple of Tides, now half-submerged in a sinkhole that formed after an earthquake three winters past. The stone bears marks of old sacrificial altars—carved channels for blood, corroded bronze offering bowls.

DM Notes

This is the hook. The apparition cannot be attacked or harmed; it dissolves if touched or if any spell is cast at it. The monk may recognize her as resembling their sister or mother (DM's choice for added emotional weight). DC 12 Wisdom (Insight) reveals that all three adventurers are lying to themselves about why they came—there's compulsion here, possibly magical. The ghost fades after delivering her message, leaving only the scent of salt water and copper. The sinkhole descent is treacherous; DC 13 Dexterity (Acrobatics) to avoid slipping on moss-covered stone. Easier ropes are available if the party searches the nearby shrine (DC 10 Wisdom (Perception)).

Read Aloud

Cold water laps at your shins as you descend into the temple proper. The vaulted chamber before you is half-submerged, its high ceiling lost to shadow and moisture. Enormous stone pillars rise from the deep, carved with the writhing shapes of drowned figures and tentacles. Between them, you spot an altar on a dry platform—but something moves in the water. Shapes. Pale and wrong. A woman's laugh echoes from nowhere and everywhere at once, and in the murk below, you see eyes—too many eyes—opening in the dark.

Description

The Drowning Hall is the primary chamber of the Temple of Tides, a forgotten shrine to Umberlee (goddess of the sea, considered chaotic evil by most). The water is 15 feet deep at its center and frigid (Constitution saving throw DC 10 or take 1d4 cold damage each round of submersion beyond the first). The pillars are carved with blasphemies and Old Abyssal script invoking the deep ones and forgotten gods. The altar on the dry platform holds a ritual knife and a ledger bound in some creature's hide—the ledger contains names and dates, including the names of the warlock and cleric from eight years prior, with the entry "Pact Sealed in Salt and Sorrow." The shapes in the water are giant crabs (see Encounter 2). The laugh belongs to Merriessa, a drowned hag who once served the temple.

DM Notes

DC 14 Wisdom (Perception) to notice the altar before the crabs attack. DC 12 Intelligence (Religion) to recognize the Umberlee holy symbols and deduce this is a forgotten sea temple. The ledger is a powerful emotional prop: reveal that the warlock and cleric made a blood pact here eight years ago, witnessed by the cleric's sister (then only 13). The warlock's patron is connected to this temple—likely an old spirit or bound entity that the pact partially awakened. Merriessa is not hostile yet; she is testing them, curious if they've "returned to pay their debt." If the party speaks to the shadows before fighting, Merriessa offers a bargain: complete the ritual on the altar (requires fresh blood from each party member) and the temple will "rest" for another generation. Refusing the bargain triggers the encounter.