Fractured Paths: Beneath the Hollowed Crow's Nest

Setting: The Hollowed Crow's Nest

The adventure begins in the sleepy village of Blackridge, nestled within a misty valley and dominated by the towering, twisted branches of the Charred Forest. In the heart of this forest stands the Hollowed Crow's Nest, an ancient, gnarled tree rumored to be a remnant of long-forgotten magic. The trunk is so large that it can easily be mistaken for a small building, with hollows serving as nesting grounds for countless crows, their incessant cawing a constant backdrop to the eerie surroundings.

Legends tell of a hidden dungeon beneath the tree, where a powerful artifact, the Obsidian Feather, lies buried. This feather is said to grant the ability to control the crows and is highly sought after by the village elders, who believe it can be used to drive away evil spirits that plague the area.

As the party approaches the Hollowed Crow's Nest, an ominous wind rustles the leaves and a sense of foreboding hangs in the air. The sun starts to set, casting long shadows as the village elders have armed the party with only a crude map and a few hints about the dangers that lie below.

The Clues and the Entrance

Upon examining the area around the Hollowed Crow's Nest, the players discover several ancient runes etched into the ground nearby. Each rune represents a different trial that must be overcome to access the dungeon below. Investigating the area closely (DC 15 Intelligence or Wisdom check) may yield hints about the trials related to the runes.

  1. Rune of Shadows: Requires stealth and cunning.
  2. Rune of Feathers: Calls for the wisdom of nature.
  3. Rune of Echoes: Demands discernment of sounds and illusions.

The entrance to the underground dungeon is located on the opposite side of the tree, hidden among twisted roots covered in moss. Players must solve a light puzzle: using the runes to illuminate a path through dense underbrush. There, they’ll find a dark, gaping hole leading into the depths below.

The First Challenge: Trials of Shadows

Once inside, the players must navigate through a dimly lit corridor where shadows play tricks on the mind. The walls pulse with an unnatural energy, and the players are faced with illusory reflections that distort their senses. To proceed, they must each defeat their shadow, a manifestation of their darkest traits or regrets.

Each player's shadow has the same stats as them but only has half hit points. They can be defeated in combat; however, they may attempt to play on players' insecurities and fears, requiring a DC 15 Wisdom saving throw to resist temptation to flee or freeze in place.

While battling their shadows, adventurers must also deal with an environmental challenge: if they make too much noise (louder than a soft whisper), a swarm of angry crows descends upon them, pecking at their heads and applying disadvantage on any rolls until they manage to scare the crows away with a well-placed “Calm Animals” or an equivalent spell.

Upon defeating their shadows and quietly leaving the corridor, players discover an ancient altar adorned with offerings—the first hint towards the Obsidian Feather. The altar displays a broken sword bearing the same runes they found above. Investigating the broken pieces reveals that they can provide hints on how to solve trials ahead.

The Second Challenge: The Nature of Feathers

Advancing deeper into the dungeon, the party reaches a magnificent cavern filled with bioluminescent fungi hanging from the ceiling, casting a soft glow. Here, they come face-to-face with a Harpy named Nymira, who has taken residence in this chamber. She is drawn to the song of the forest since the artifact’s presence, and her enchanting voice has lured many to their doom.

Nymira won’t aggressively attack, but she does require a performance contest. To appease her and pass through, the party must successfully sing or perform a piece to charm her (DC 15 Performance check). If successful, Nymira will offer them information about the Obsidian Feather and its guardians—an ancient flock of ghostly crows awaiting their return.

If the party fails the performance contest, Nymira becomes hostile. Combat will ensue as she attempts to lure one player at a time using her charm and will have the advantage thanks to her home ground.

In the corner of this enchanted cavern, players will discover feathers of different colors and sizes—some shimmering while others appear dull. Searching through them requires a DC 15 Investigation check. Success reveals that one feather can lead them to freedom from the dungeon's enchantments while others trigger whispering illusions, filling their minds with doubts. This adds a challenging layer as players may need to think carefully about their choices.

The Climax: Trials of Echoes

Upon exiting Nymira's chamber, the players enter a vast hall filled with echoes. Mysterious voices call out, each sound misleading and disorienting. The players discover two crystal orbs floating in the air, one emitting resonant waves that create a harmonious noise while the other distorts into dissonance.

To pass through the hall, each player must choose to resonate with the correct orb (DC 18 Wisdom or Intelligence check) while coordinating with their teammates. If they fail to resonate with the right orb, they will be struck by a sonic blast taking 3d6 thunder damage and are pushed 10 feet backward.

As they proceed through the hall, they will also encounter Echo Spirits, manifestations of lost souls who once sought the Obsidian Feather. The spirits attempt to confuse the party with illusory duplicates of themselves and force their way into their minds—even offering glimpses of their desires. These encounters challenge the players to maintain focus and teamwork. Each spirit has low health but can force disadvantage on any roll, also requiring players to make Wisdom saving throws (DC 15) to resist their deceitful powers.

After navigating through these echoes and defeating the spirits, the party finally reaches the Obsidian Feather resting atop a pillar of stone. The feather emanates a dark aura, as it’s guarded by a Wight of the Hollow, a skeletal guardian set forth to protect the artifact. It will invoke the rage of the crows if any attempt to take the feather without defeating it first.

The wight is quick and cunning, striking first with its melee attacks and using necrotic magic to drain vitality. Players will have to be tactical in their approach and could utilize the environment—distracting it with echoes of its own voice or having their shadows assist them through newfound strategies.

Resolution: The Recapture of Nature’s Balance

Once the Wight is defeated, players may take the Obsidian Feather. In its presence, they notice a shift within the cavern; the air grows thick with anticipation. The feather will resonate with each character who shows their heart, awakening latent abilities among them (granting advantage on animal handling checks or similar, at the DM's discretion).

As they make their way back through the dungeon, a jubilant orchestra of cawing crows adorns the sky, celebrating the return of the feather. Executing a successful route back, the players emerge to a transformed forest—crows accompany them, and the dark aura that once smothered the land seems lighter.

Upon returning to the village, the players are met with celebration. Gratitude pours forth from the villagers, alongside various rewards—including lore and possible quest hooks tied to their newfound control over crows and the harnessed power of the Obsidian Feather. Whatever stories they share, they shall never forget the trials they faced beneath the Hollowed Crow's Nest, for it demanded not only strength but also connection and collaboration, shaping the bonds they share forevermore.