Crimson Paths: The Secrets Beneath Ember Hollow

Setting: Ember Hollow

Ember Hollow is a small, cursed village nestled in a dense and eerie forest. Once a prosperous settlement known for its beautiful crimson trees that looked as if they were perpetually ablaze, the village has become a shadow of its former self. Dark waves of magic now seep from the heart of the hollow, twisting trees and corrupting the earth. Villagers speak in hushed tones about strange visions and monsters lurking at the forest’s edge, and the air carries a heavy fog that seems to whisper secrets. At the center of the village stands an ancient stone well, rumored to be the source of the village's plight.

As the party arrives, the atmosphere is thick with tension. A local seer named Elowen has been trying to divine a way to lift the curse, but her visions have been muddled. She seeks brave souls to venture beneath the village, where ancient ruins lie buried, to retrieve the Crimson Heart, an artifact that allegedly holds the key to restoring Ember Hollow.


The Call to Adventure

Elowen meets the party in the village square, her eyes shimmering with desperation. She explains that the curse originated from the rituals of a long-forgotten cult, who worshipped the Crimson Heart. As the party listens, they must solve her riddles to gain her guidance. Each riddle leads to pieces of knowledge about the cult that can potentially assist them later in the ruins.

  1. "I am often spoken, but rarely heard. I guide you through shadows, yet remain unseen. What am I?"

    • Answer: A whisper (provides advantage on stealth checks while in the ruins).
  2. “I bend yet don’t break, I can be strong yet can fall. What am I?”

    • Answer: A branch (gives a clue about the traps they may find beneath).

Once the players successfully answer the riddles, she gives them a small crystal pendant that glows faintly, which will guide them to the heart of the ruins below.


Entering the Depths

The players make their way to the well, its stones slick with years of neglect. A worn stone ladder spirals down into the darkness. As they descend, the air turns frigid, and the enchanted pendant begins to pulse brighter, fading when they draw closer to traps or illusions.

As they step off the ladder into a vast underground chamber, they see ancient carvings detailing the cult's rituals. To retrieve the Crimson Heart, they must navigate through three connected chambers, each one guarded by the remnants of the cult’s magic and its twisted guardians.

Encounter: The Warding Chambers

Chamber of Shadows: A pulse of darkness greets the party as they enter. A series of ethereal shadows flit about, forming into shadowy figures—Wraiths, beings that were once cult members consumed by their devotion.

  • Combat Mechanics:
    • The Wraiths can phase through walls and attack with shadow tendrils (1d8 necrotic damage).
    • They also have an ability called “Life Drain,” which lowers player max hit points temporarily if they fall below 0.

Chamber’s Puzzle: The party must align three stone obelisks, each marked with a different symbol: the sun, the moon, and the stars. Each obelisk can only be activated during certain conditions:

  • The sun (daytime) must shine on it for it to align.
  • The moon (night) sets it in place.
  • The stars (specific runes they must find in the chamber) can be drawn with chalk from the ground.

Only when all three are aligned do the Wraiths dissipate, unlocking access to the next chamber.


Chamber of Elements: The chamber is segregated into four sections, each representing a different element: earth, water, fire, and air. Elemental traps guard each passage — spikes from the ground, jets of flame, swirling gusts, and torrents of water. Players must navigate through without triggering their respective elemental damage.

  • Traps Mechanics:
    • Players must succeed on Dexterity saving throws (DC 15) to avoid triggering traps. Failure results in 2d6 elemental damage based on the trap type.

Elemental Guardians: After bypassing the traps, players encounter Elementals that emerged as twisted guardians of their respective elements (4 Elemental beings—1 of each type). Players must fight them to move forward. Each Elemental has a unique ability (for example, the Fire Elemental can ignite terrain).


Chamber of Ruin: Upon entering, the players see remnants of the cult’s grand rituals; broken altars, shattered idols, and whispers of long-forgotten incantations hang in the air. Magic here is robust, creating a chaotic effect that can either empower players or hinder them randomly.

Combat Challenge: At the center of the chamber stands the Crimson Heart, pulsating with unstable energy. As the party approaches, they're attacked by the Cult Leader, resurrected as a Lich, intent on protecting the heart.

  • Lich Mechanics:
    • The Lich possesses spells like Fireball and Hold Person, and can summon undead minions from the fallen cultists of the earlier chambers.

Reclaiming the Crimson Heart

To retrieve the heart, the party will have to defeat the Lich while also managing ongoing magical effects that can either grant them bonuses or act as dangerous hindrances. The intricacy of the battle lies in the chaos of magic; players need to strategize both individually and as a group, deciding whether to use spells, combat tactics, or rely on the environment.

Upon defeating the Lich, the heart stops pulsating erratically. The pendant Elowen gave them begins to glow warmly, resonating with the artifact. However, touching the heart requires a Wisdom saving throw (DC 15) to resist the call of the dark magic. Those who resist can collect it and feel empowered, while those who fail are charmed by its allure for 1 minute (causing confusion).


The Return to Ember Hollow

After securing the heart, the pendant guides the players back to the surface. The well is now radiating a warm light, and as they emerge back into the open air, they find Ember Hollow bustling back to life—the dark magic slowly lifting, trees once again basking in the sun's glow.

Elowen greets them with tears of joy and ushers them to the central square, where villagers celebrate the end of the curse. The party is rewarded with a choice of magical items from the grateful townspeople: a Cloak of Protection, a Ring of Spell Storage, or a Potion of Greater Healing.

With Ember Hollow restored and the shadows of the past retreating, the players now have the opportunity to explore additional quests that await them, each one perhaps even more treacherous than the last.