City in the Depths

Beneath the waves lies a city, its once-grand towers now crumbled and encrusted with coral and seaweed. Ghostly lights flicker through broken windows as if the spirits of its drowned inhabitants still walk its streets. Legends tell of treasures hidden in its deepest vaults, guarded by eldritch sea creatures and restless spirits. At night, the surface of the water above the city shimmers with an eerie glow, luring sailors to their doom.

Side Quest: The Curse of the Drowned Fleet

Act 1: The Spectral Vessel

The coastal city of Sekherta has been suffering from attacks by a spectral ship that patrols the waters above the sunken city. Sailors and merchants are afraid to venture out, as this vessel raids ships, dragging their crews to a watery death. The party is hired by the Sekhertan Council of Maji to investigate these attacks and eliminate the threat of the spectral ship. As the party investigates, they learn that the ship was part of a legendary treasure fleet that sank when the city was swallowed by the ocean centuries ago. The ghost captain’s soul is bound to the treasure he was once sworn to protect, which is now scattered across the city ruins. Destroying the captain’s cursed treasure is the only way to end his reign of terror. The first objective is to locate the sunken ship and learn how to access the ruins of the underwater city. This may involve finding old maps, consulting a local seer, or dealing with superstitious sailors who know of its past.

Act 2: The Drowned Treasure Fleet

The party dives into the eerie depths of the sunken city, where ghostly lights flicker through the encrusted ruins. The party must explore the crumbled remnants of the treasure fleet, now strewn across the sea floor, haunted by the restless spirits of its crew. They encounter eldritch sea creatures, long-abandoned vaults, and traps designed to protect the wealth of the fleet. As they locate pieces of the cursed treasure, they must decide whether to destroy it or claim it for themselves—a decision that could have grave consequences. Throughout their exploration, they notice a strange rift in the fabric of reality, a magical tear deep within the ruins. It emits an ominous energy, drawing the attention of sea monsters and powerful eldritch beings. The rift is growing, and the party realizes it must be sealed to stop the flow of these otherworldly horrors.

Act 3: The Rift and the Final Battle

As the party gathers the final pieces of the ghost captain’s treasure and prepares to confront him, they uncover the source of the rift: it was opened by the destruction of the sunken city when the treasure fleet sank. A ritual performed by the city’s sorcerers went horribly wrong, creating a tear between dimensions. The longer it remains open, the more dangerous the waters above the city become, threatening the entire coast. In a climactic showdown, the party confronts the Captain aboard his ghostly ship, The Reaver, which appears above the ruins whenever the cursed treasure is disturbed. They must destroy the final piece of his cursed hoard and defeat him, but doing so risks further destabilizing the rift. The party must act quickly, using powerful magic or a long-forgotten ritual they discover in the depths to seal the rift.