Tier 2 – The Siren of Seraphis A Dark Tale Beneath the Waves
**Tier 2 play**
In the vibrant realm of Eldoria, where the skies shimmer with hues of violet and gold, a dark tale unfolds on the shores of Lake Seraphis. The once-peaceful waters now churn with whispers of tragedy, as the news of a tourist boat sinking spreads like wildfire. Families gather, their faces etched with worry, as they seek answers about their loved ones who ventured into the depths of the lake, never to return.
Your players find themselves drawn to the town of Rivermoor, a quaint settlement nestled between lush hills and the shimmering lake. The townsfolk are in a state of despair, their eyes clouded with grief. The mayor, a stout dwarf named Balin Stoneheart, beseeches the adventurers for help. “We must uncover the truth behind this calamity,” he pleads, “for the families of those lost deserve closure. Rumors speak of a dark force that lurks beneath the lake’s surface.”
As the adventurers gather information, they learn of eerie lights that dance on the water at night and strange, melodic voices that call out to unsuspecting sailors. The townsfolk mention an ancient legend of the Siren of Seraphis, a creature said to guard a hidden treasure, luring ships to their doom to protect its secrets.
The party must venture onto Lake Seraphis, either by commandeering a small boat or using spells to traverse the waters. As they navigate the lake, they encounter treacherous waves and swirling mists that obscure their path. The air is thick with tension, and the scent of saltwater mingles with the earthy aroma of the nearby forest.
Upon reaching the heart of the lake, the adventurers find the remnants of the sunken boat, now a haunting silhouette beneath the water’s surface. As they dive into the azure depths, they are met with the ghostly forms of those lost, their faces twisted in sorrow. The party must confront the Siren, a beautiful yet fearsome creature with flowing hair that glimmers like silver and eyes as deep as the ocean.
**Boss Enemy: Siren of Seraphis**
– **HP:** 120
– **AC:** 15
– **Attack:** Enchanting Song (DC 15 Wisdom Save or be charmed for 1 minute)
– **Special Ability:** Water Manipulation (Can create difficult terrain and summon waves to knock players prone)
To defeat the Siren, the adventurers must break the enchantment she weaves with her song. They can do this by either disrupting her with physical attacks or using spells to counter her magic. Once defeated, the Siren reveals the truth: she was not the cause of the sinking, but rather a guardian of the lake, protecting its ancient treasures from a malevolent force that has now awakened.
As the party uncovers the mystery, they learn that the true enemy is a dark cult that seeks to harness the lake’s magic for their nefarious purposes. The adventurers must then choose to pursue the cult, uncovering their hideout hidden within the caves along the lake's edge, or return to Rivermoor to bring closure to the grieving families.
The session concludes with the party standing at a crossroads, their choices impacting the fate of Rivermoor and the legacy of Lake Seraphis. Will they become heroes, or will darkness envelop the shores once more? The fate of the town rests in their hands.