### The Hidden Shrine: Trials of the Echoing Hollow

Setting: The Echoing Hollow

Nestled within the dense and ancient Whispering Pines Forest lies the Echoing Hollow, an enchanting yet treacherous valley filled with enchanting flora and eerie sounds. Legends tell of a hidden shrine at the heart of the hollow, dedicated to forgotten deities of nature and balance. This shrine contains ancient artifacts rumored to bestow incredible power or grant insight into the minds of the celestial beings. However, the shrine is also protected by spirits, traps, and tests meant to safeguard its secrets from the unworthy.

As the party approaches the hollow, they hear the melodic whispers of spirits urging them to proceed, accompanied by the gentle rustling of leaves. The path is overgrown, requiring careful navigation, but the urge to uncover the shrine's mysteries drives them deeper into the belly of the forest.

Characters

  • Aelwen, the Guardian Spirit: A spectral figure dressed in flowing green robes that flicker like leaves in the wind. She warns the party of the trials they must face. While she cannot help directly, she offers cryptic guidance and insight into the shrine's defenses. Aelwen represents the will of the natural world and guards the balance it embodies.

  • Feral Gloom Stalker: A savage beast resembling a large panther with shadowy fur and glowing violet eyes. It embodies the dark forces that seek to corrupt nature. The stalker is territorial and serves as both a guardian of the shrine and a test of the party's strength and unity.

  • The Trials’ Spirits: Ethereal guardians resembling wisps of light, representing the four elements: earth, air, fire, and water. Each trial crafted by a different elemental spirit presents a unique challenge that tests the party's intellect, bravery, and teamwork.

Conflict: The Trials of Worthiness

Upon entering the Echoing Hollow, the players uncover the hidden shrine, adorned with intricate carvings and bathed in soft, ethereal light. Suddenly, Aelwen appears, adopting a solemn expression. She explains that to gain access to the shrine's artifacts, the party must pass through a series of trials designed to test their worthiness.

The players must complete three distinct challenges—demonstrating strength, wisdom, and unity—before they can enter the sanctuary. Failure to complete any trial invites consequences, including the ire of the Feral Gloom Stalker that prowls nearby.

Trial One: The Solid Ground (Earth)

The first trial tests the party’s strength and connection to the earth.

The players must step into a clearing where they find themselves surrounded by shifting earth mounds that resemble piles of stones. Each mound corresponds to an ancient glyph that represents different animals of the forest. Aelwen appears again, revealing that the players must choose one mound to channel their strength and summon the spirit of the animal inscribed on it.

  • Challenge Mechanics: To succeed, each player must roll a Strength saving throw (DC 15) while channeling their energy into the chosen mound. A character can also use Nature or Animal Handling skills to gain advantage.

  • Consequences of Failure: If they fail, the mound collapses, and the ground erupts with twisted roots and vines that attempt to ensnare the characters. Each player must succeed on a Dexterity saving throw (DC 13) or take 2d6 bludgeoning damage as they are knocked prone.

If the party passes this trial, a golden luminescent animal spirit appears before them, blessing them with temporary enhancements: +1 to attack rolls and damage for the next encounter.

Trial Two: The Churning Waters (Water)

As the party progresses, they encounter a vast underground stream with crystal-clear waters but treacherous currents. Floating above the water's surface are glowing orbs of light. Aelwen reveals that they must retrieve one orb using their combined wits, or risk drowning in the churning waters if they get too close.

  • Challenge Mechanics: The party must solve the riddle of the orbs, each representing a different way to overcome obstacles. They might use Intelligence checks to guess the pattern or teamwork to support each other in navigating the water’s currents.

Riddles to solve include:

  • "I speak without a mouth and hear without ears. I have no body, but I come alive with wind. What am I?" (Answer: An Echo)

  • “The more of this there is, the less you see. What is it?” (Answer: Darkness)

  • Consequences of Failure: Failing to solve the riddle or retrieve an orb means they will be caught in the current, forcing them to pass Strength saving throws (DC 15) or be swept down the stream, taking 1d6 damage for every 30 feet they are forced back. If they successfully navigate the water but don't retrieve the orb, a swirling vortex of water spirits manifests, attacking them with water jets that deal 2d6 bludgeoning damage.

Completing this trial allows the party to gain a precious Water's Breath blessing, allowing one character to breathe underwater for one hour.

Trial Three: The Crucible of Flames (Fire)

Upon completing the previous trials, the players enter a charred chamber adorned with glowing embers. Here they meet the final trial spirit who embodies fire. The spirit will create several small fire obstacles, representing barriers that must be crossed.

  • Challenge Mechanics: Players must use Dexterity saving throws (DC 14) to navigate through flames without becoming scorched. They can perform acrobatics to leap over sections or use spells—like Create Bonfire—to clear a path.

  • Consequences of Failure: If they fail, they suffer 3d6 fire damage, but those with resistance to fire take half damage. Failing three consecutive attempts causes an eruption of flames, forcing them to make another Dexterity saving throw.

If they succeed, they receive a Flame’s Lament blessing—a one-time use spell that can be cast to ignite an attack with a burst of fire damage (3d6) on hit.

Resolution: The Guardian's Choice

With all three trials completed, Aelwen materializes one last time, now glowing brighter, indicating the party’s worthiness. She leads them to the shrine, revealing its treasure: ancient artifacts imbued with elemental power that reflect the trials they overcame.

However, the Feral Gloom Stalker appears, furious at their intrusion and ready to defend the sacred space. Realizing the party has proven themselves, the stalker is initially hostile but progressively calms as the players wield their newfound powers carefully.

Potential Outcomes

  • Combat Approach: If the players choose to fight the stalker, they must strategize, using the blessing impacts from earlier trials creatively. The stalker has multiattack abilities, sinister shadows that cloak it from view, and can summon spectral beasts to aid it.

  • Diplomatic Approach: Alternatively, players can attempt to communicate with the stalker, using Persuasion or Animal Handling skills to forge a bond based on mutual respect. Successful communication will either calm it or offer insight into the artifacts they seek.

Regardless of their choice, defeating or pacifying the stalker will grant the players control over the shrine’s mystical powers, establishing a pact of guardianship over the Echoing Hollow and the promise of future adventures to maintain the balance of nature.

The encounter ends with the party holding newly acquired artifacts that not only rewards their hard work but also serves as keys to further mysteries, revealing even more about the depths of the Whispering Pines Forest.