**Embers of the Forgotten: The Guardian’s Reckoning**

Setting: The Emberbound Grove

Deep within the ancient Whispering Woods lies the Emberbound Grove, a magical, once-sacred site now beset by decay and twisted spirits. Flanked by charred trees with bark that glows faintly like smoldering coals, the grove holds the remnants of an old shrine dedicated to an elemental guardian known as Glorion, the Flamekeeper. The air hums with an eerie tension, and the ground is littered with ash and emberlike crystals that pulse with a soft light.

For centuries, Glorion protected the grove, granting the surrounding lands prosperity and abundance. However, the peace has been shattered. An unknown force has corrupted the guardian, twisting its fire into a raging inferno that threatens to consume everything in its path.

The party has been summoned by the village elder of Emberlake, whose crops are wilting and wildlife is fleeing in terror. They must face this malignant power, repair the shrine, and free Glorion from its torment before the grove’s fire spreads to their homes.

Characters

  • Glorion, the Flamekeeper: Once a benevolent elemental being, Glorion now exists as a huge, serpentine creature formed of living flame and ash. Blinded by rage, it unleashes fiery magic to defend its corrupted domain.

  • Druun the Betrayed: A spectral guardian and former sentinel of the shrine, Druun appears to the players as a wraith-like figure, tormented by the betrayal of the elemental fire. His knowledge of the grove's secrets is vital, and he may serve as a reluctant ally if the players can prove their intentions are pure.

  • The Cinder Wights: These harrowing beings are the tormented spirits of the grove, transformed into wights that serve Glorion. They emerge from the ashes, wielding burning touch attacks and equipped with a variety of flame-based spells.

Goal

The players must restore the shrine to its former glory by finding the four elemental crystal shards scattered throughout the grove, each guarded by a different obstacle or foe, and ultimately confront Glorion to return it to its former self.

The Path to Restoration

The First Crystal: The Forest of Whispers

Upon entering the grove, the players encounter thick fog swirling around them, making visibility low. Enigmatic whispers echo through the trees, prompting them to tread carefully. Here, they are tasked with locating the first crystal shard, which lies within a hidden alcove in the grove.

Trap: The Murmuring Snares As the players delve deeper into the fog, they must navigate through thick underbrush. Sudden snare traps, made of enchanted vines, spring forth when players stumble, entangling their legs and clamping down fiercely if a DC 15 Dexterity saving throw is failed. While grappled, players take 1d4 necrotic damage per round until freed.

To locate the alcove, players must succeed on a DC 14 Wisdom (Perception) check to hear the whispers of the grove subtly guiding them. Once they find the alcove, they are greeted by an illusionary figure of Druun, who warns them of the guardian’s corruption and advises them to seek the other crystals.

The Second Crystal: The Ember Cavern

Guided by Druun’s words, the players proceed to the Ember Cavern, an underground chamber heated by molten rock and flickering shadows. Here, they must retrieve the second crystal shard embedded into the cavern wall, guarded by elemental creatures.

Puzzles: The Flames of Synchrony As they approach, players face hundreds of fireflies flickering around them, creating patterns of light and shadow on the cavern walls. To unlock the flame seal protecting the crystal, players must create a synchrony of fire—by lighting torches around the room in the correct sequence (as depicted by the fireflies’ flickering dance). This can be achieved through a series of DC 15 Intelligence (Investigation) checks.

Upon succeeding, the flames reveal the crystal, but they awaken a group of Ember Elementals (stat block similar to Fire Elementals but with fiery AoE attacks). These creatures have commands to protect the shrine at all costs. Players must defeat them to take the crystal shard.

The Third Crystal: The Forge of Shadows

Next, the players venture to the Forge of Shadows, a corrupted forge that once served the faithful as a center for crafting blessings. Now, it has been twisted by malevolence, causing its objects to come to life as animated weapons, some draped in flames and black ash.

Confrontation: The Animated Armory The players face an assortment of animated weapons—including swords, shields, and even hammers—that leap to defend the forge. The weapons operate in groups and attempt to flank players. They may try to piece together clues from the forge’s design, where players can achieve a DC 15 Intelligence (History) check to make the weapons revert to their halting fixture.

Once they disable the armory’s defenses, the players can extract the crystal embedded within the old forge's mantle. However, as soon as they recover the crystal, a Cinder Wight Commander (more powerful than ordinary Cinder Wights, able to fly a short distance) emerges to reclaim the crystal. Players must either defeat or outsmart it to escape with the shard or risk it relaying their progress to Glorion.

The Fourth Crystal: The Heart of the Grove

The last crystal lies at the Heart of the Grove, a clearing bathed in both beauty and terror. Beautiful flowers twist into grotesque forms, and the very ground bubbles with simmering embers. The air is charged with energy, suggesting Glorion’s presence is near.

Final Challenge: Confronting Glorion Cautiously, the players approach the shrine, now a twisted monument encased in flames. Glorion manifests, embodying an intimidating form of flames and fury. The players must convince Glorion to listen to them by passing a DC 16 Charisma (Persuasion) check, utilizing their gathered crystals in a plea to restore balance. If they succeed, Glorion may restore calm instead of a violent confrontation, allowing time to place each crystal back into the shrine.

Alternate Event: Destruction by Fire If players choose combat, Glorion will unleash fiery breath attacks and erupting flames affecting a large area. In this scenario, they must defeat or subdue Glorion while avoiding being overwhelmed by the environment. Players may need to make DC 18 Dexterity saves to dodge explosive bursts while attacking fire manifestations, using their newfound crystals to weaken Glorion.

Resolution: A New Dawn

Once the crystals are restored or Glorion defeated, the transformation begins. The grove glows, vibrant flames retracting into a form of radiant warmth. Druun appears before the players, thanking them for their courage and offering them blessings. The spirits of the grove are liberated, and the corrupted form of Glorion is restored to its protective embrace.

Players earn experience points for defeating or pacifying Glorion, restoring the shrine, and quirking a pact with the elemental guardian that grants spells or boons related to fire. As they leave the Emberbound Grove, the path back to Emberlake lies illuminated by the resonance of the awakened spirits, their victory a beacon to a fresh dawn and renewed prosperity.