**Echoes of Shadows: The Haunting of Hollow Hill**
Setting: Hollow Hill
Hollow Hill looms on the outskirts of the village of Thistledown, a place once vibrant with laughter and joy, now shrouded in silence and unease. The hill, covered in thick underbrush and ancient trees, hides the remnants of a long-abandoned temple dedicated to an unknown deity. The temple is said to house powerful relics, drawing both treasure hunters and the desperate to its depths. Recently, eerie whispers and shadowy figures have been seen wandering the hill, prompting fears of a dark resurgence.
The journey through the surrounding dense thicket is fraught with danger, as the spirits of those who once worshiped the deity now roam in haunting manifestations. The party must navigate these ominous woods to reach the temple while facing the lingering echoes of the past.
Characters
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Thalia Greystone: A local herbalist and former member of the village council, she is deeply concerned about the recent hauntings and serves as the party's guide. Thalia has heard whispers about the temple and knows a bit about its history and the powerful relic hidden within. Despite her fears, she’s knowledgeable about the woodland and can help the party navigate its dangers, using her skills as a naturalist.
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The Wraith of the Hollow: The primary antagonist, this spirit was once a protector of the temple, now twisted by the neglect and fear that enveloped the hill. The Wraith seeks vengeance against those who disturb its resting place and has the ability to create shadowy duplicates of itself. It commands the shadows of fallen worshippers who lost their souls within the temple.
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The Lost Souls: Former worshippers turned into spectral forms, they lie imprisoned in the temple, driven mad by their eternal damnation. Some may be hostile, others might offer cryptic clues about escaping their fate or hints on how to defeat the Wraith.
The Objective
The party must uncover the truth behind the haunting of Hollow Hill, retrieve the sacred relic, and find a way to either put the Wraith to rest or banish it forever. The relic holds the power to either pacify the spirit or unleash its wrath upon the world, depending on who wields it.
The Approach
As the players embark on their journey, Thalia leads them through dense, overgrown paths littered with thorny vines and ancient stones. The thick canopy above dulls the sunlight, casting an eerie gloom over the landscape. The air is thick with a palpable sense of dread, and the further the party goes, the more unsettling the atmosphere becomes.
Encounter 1: The Waking Whisper
As they approach the base of Hollow Hill, the party hears disembodied whispers echoing through the trees. Suddenly, shadowy figures appear, emerging from the trees, attempting to draw the party into the depths of the woods. Players must succeed on a DC 15 Wisdom saving throw to resist the temptation of following the whispers, which promise knowledge about the relic’s location but may lead them into a trap instead. Those who fail lose half of their current hit points in psychic damage as shadows drain their essence.
If the party resists the whispers and continues forward, they will find themselves at the foot of a maze formed by ancient twisted trees and shadowy illusions. A stealthy approach (DC 16 Dexterity check) or successfully navigating a series of skill checks involving Survival or Nature can help the party find the right path through the maze without triggering additional attacks from the Lost Souls.
Infiltrating the Temple
Upon reaching the temple entrance, the party is met with unsettling imagery—the towering stone edifice is covered in fading, nightmarish carvings depicting spirals and endless paths that lead to nowhere. The air inside feels cold. As they step in, they notice the surroundings shift, the architecture twisting and expanding like a living creature.
Encounter 2: The Hall of Trials
Inside, the players discover a grand hall, where shadows flicker and move almost human-like. The only way forward is through a series of trials that embody the worshippers’ regrets.
Puzzle: There are four doors leading from the hall, each inscribed with words representing human vices: Greed, Wrath, Lust, and Pride. The players must choose the one that represents the deity’s true teaching. Characters who engage in dialogue can make DC 15 Insight checks to decipher the true virtue lies in humility. If they choose correctly, the door grants passage; if they choose wrong, they face a burst of spectral energy, causing 3d6 necrotic damage.
If the players succeed in navigating this puzzle, they will hear the sounds of sobbing within the next chamber. As the party enters, they find several Lost Souls mourning their plight, their visions twisting through memories of their abandoned lives.
Skill Challenge: Ransoms of Remorse
The Lost Souls can be persuaded to help the party, but the players must recall memories from their journey to evoke sympathy. The party will need to achieve a series of successful Persuasion or Performance checks (DC 15 each) to draw forth the lost memories in favor of compassion.
When the players manage to connect emotionally with the souls, a spectral being appears—an avatar of the Wraith, manifesting from their sorrow. The Wraith uses manipulative tactics to pry upon the party’s past misdeeds, evoking feelings of fear and guilt.
Confrontation: The Wraith Emerges
Once the players gather the souls' compassion, they unlock a hidden passageway leading deeper into the temple, revealing the chamber containing the sacred relic. However, the Wraith perceives this as a challenge and manifests in full physical form, swirling in shadows, accompanied by a series of spectral minions—the Lost Souls who have taken on a hostile persona.
The Battle
The Wraith attacks with shadowy tendrils, responsible for dealing necrotic damage on successful hits. The Wraith can create shadows once per turn, summoning duplicates to create confusion and distract the party from the primary attack.
The key to defeating the Wraith lies in utilizing the relic: it can both empower the player's magical abilities and serve as a sword or shield against the Wraith. Once activated, it gives the party advantage on all saving throws against the Wraith’s abilities.
If the players have gathered compassion from the Lost Souls, at the climax of the fight, they can choose to either bind the Wraith or negotiate a truce. Successfully achieving a threshold of damage may dispel the Wraith immediately, sending it into the afterlife, while a diplomatic approach calms its rage.
Resolution: The Legacy of Hollow Hill
Once the Wraith is pacified or defeated, the temple begins to normalize, shadows retracting back into the walls. The players can claim the relic; its glow symbolizes a truce between the living and the spirits. The echoes of Hollow Hill are finally silenced.
Thalia expresses her gratitude and invites the party back to Thistledown. The villagers, thankful for the restoration of peace, will share tales of the encounter. The party has a chance to decide the relic's fate—is it kept for protection, or returned to a new shrine dedicated to honor the deity?
The adventure ends with the party reflecting on the spirits of Hollow Hill, acknowledging that the choices they’ve made echo through time, leaving a lasting impact on the fabric of the world.