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The Sunken Fortress of Valdris: Race for the Relic

Waterdeepheroic Lv. 5 · 4 players

The Sunken Fortress of Valdris: Race for the Relic

The party descends into the partially submerged ruins of Valdris, a fortress swallowed by the earth centuries ago, to retrieve the Heartstone of Valdris — an ancient relic of immense power — before the Iron Veil, a ruthless mercenary cult, claims it for their shadowy patron. Every flooded corridor and collapsed hall hides both deadly guardians and rival agents closing in. Time, water, and steel stand between the adventurers and victory.

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Read Aloud

You stand at the lip of a vast sinkhole where the earth has simply surrendered, swallowing the outer walls of Fortress Valdris whole. The stench of stagnant water and wet stone rises from below like a cold exhale. Stone battlements jut from the muddy walls of the pit at broken angles, draped in pale fungal growths that pulse faintly with bioluminescence. Iron torch-brackets still line the descending staircase carved into the sinkhole's edge, their rusted arms empty — but someone has left fresh boot-prints in the mud, leading down into the dark.

Description

The party arrives at the entrance to the sunken fortress. The outer gatehouse has collapsed inward, leaving a treacherous descent of crumbling stairs and rope-bridge remnants into the upper level of the fortress below. The fresh boot-prints belong to an Iron Veil scouting party that arrived roughly one hour ahead of the players. A DC 12 Wisdom (Survival) check confirms the tracks: at least six humanoid creatures, one dragging something heavy (a battering ram for interior doors). A DC 14 Intelligence (History) check reveals that Valdris was a fortress-monastery of the Order of the Silver Flame, sealed when a catastrophic tremor caused it to sink — the relic was never retrieved because the lower vaults flooded immediately.

DM Notes

Encourage the party to assess the situation before descending. DC 13 Wisdom (Perception) to spot a rope left by the Iron Veil dangling over the eastern edge — using it grants advantage on the descent check. The descent itself requires a DC 11 Dexterity (Acrobatics) or Strength (Athletics) check; failure means the character slips and takes 5 (1d10) bludgeoning damage and arrives at the bottom prone. Let the Rogue attempt to read the tracks with Thieves' Cant carvings left in the stone — a DC 12 Intelligence check reveals an Iron Veil symbol meaning "Secured — proceed."

Read Aloud

The great hall of Valdris opens before you like the ribcage of a drowned giant. Columns of black granite rise from knee-deep floodwater that stretches the length of the room, its surface perfectly still and dark as ink. Tattered battle-standards hang from the vaulted ceiling, their colors bled away to grey, and the silver-inlaid crests of the Order of the Silver Flame still gleam faintly on the archways. Near the far end, an iron portcullis has been freshly torn from its moorings — bent bars discarded in the water — and a slick of torchlight flickers beyond it, moving away.

Description

The flooded great hall serves as the primary navigation challenge of the session. The water is 2 feet deep across most of the hall, reducing movement speed by 5 feet. Hidden beneath the surface are collapsed pews, broken statuary, and scattered bones of the fortress's original garrison. At the center of the hall, around the base of the largest column, a nest of Swarms of Quippers lurks — disturbing the water carelessly will draw them out. The Iron Veil has already passed through and damaged the portcullis ahead, meaning the party can follow without forcing it themselves. A DC 15 Wisdom (Perception) check while wading reveals a glint below the water: a silver holy symbol of the Order (worth 25 gp) and, more importantly, a partially submerged iron key on a skeleton's wrist.

DM Notes

The key unlocks the reliquary door in Scene 5, bypassing a mechanical trap. If players move recklessly — running, making large splashes, or using fire spells near the water — trigger the Quipper Swarm encounter (see Encounters). A DC 13 Intelligence (Nature) or Wisdom (Perception) check while examining the water surface warns of movement beneath. Reward cautious, creative navigation: the Wizard's Mage Hand, the Cleric's Guidance, or the Rogue's careful stepping (DC 12 Dexterity — Stealth) can all allow safe passage. The moving torchlight beyond the portcullis is Iron Veil soldiers — if the party hurries, they can catch up before Scene 4.