**Whispers Through the Gloom: Secrets of the Forgotten Catacombs**

Setting: The Forgotten Catacombs

The players find themselves at the entrance of the Forgotten Catacombs, an ancient burial site rumored to hold the secrets of long-lost civilizations. The catacombs are hidden beneath the ruins of a once-great temple, overgrown with thick vines and moss, the stone walls almost swallowed by the earth. The air is heavy and damp, and a faint glow seems to pulse from the depths of the caverns, beckoning adventurers to explore further.

Stone-carved reliefs adorn the walls, depicting scenes of worship and sacrifice. The atmosphere is thick with a sense of foreboding, and ghostly whispers echo through the air, as if the resting spirits are trying to communicate with those who dare to enter. Players will encounter a variety of traps, puzzles, and creatures deeply connected to the lore of this haunted place.

Objective: Retrieve the Heartstone

The players' goal is to recover the Heartstone, a powerful gem said to harness the essence of life itself, buried with the high priestess of the ancient civilization. The Heartstone is believed to have the power to revive one who has passed, making it a coveted prize among power-seekers. However, the gem is also a key to suppressing the restless spirits within the catacombs. The players must navigate through dangerous passages, confront the guardians of the Heartstone, and solve the enigma of the Whispering Wall to regain access to their final resting place.

Dungeon Exploration

The Entrance

As the players prepare to descend, they notice that the doors of the catacombs are slightly ajar, with strange markings and symbols etched into the stone frame. A successful Arcana or Investigation check (DC 15) reveals that the markings are protective wards against the undead, but with usage time past, they are only partially functional.

Should the players proceed inside, they find themselves in the entry hall, an expansive room filled with shattered columns and scattered bones. As they traverse the hall, they trigger a poison dart trap concealed within a protruding stone. A Dexterity saving throw (DC 13) is required to avoid taking 2d6 poison damage. Should they fail, they must make a Constitution saving throw (DC 13) or become poisoned for one hour.

The Whispering Wall

Upon reaching the end of the entry hall, players face a large stone wall shimmering with ethereal energy, known as the Whispering Wall. The wall is inscribed with knowledge and riddles of the forgotten civilization. To pass through it and access the deeper catacombs, players must solve the riddle inscribed:

“I speak without a mouth and hear without ears. I have no body, but I come alive with the wind. What am I?”

The answer is “an echo.” If the players answer correctly, the wall dissipates, allowing them to proceed. If they fail three times, the wall unleashes a burst of necrotic energy, requiring all present to succeed on a Constitution saving throw (DC 15), or take 3d6 necrotic damage.

The Confrontation: The Guardians of the Catacombs

Encountering the Spirits

As players step into the next chamber, they are surrounded by the restless spirits of the long-dead inhabitants. These phantoms are guardians of the Heartstone, their duty binding them to this world. Each ghost bears the visage of a forgotten member of the ruling class, sorrow painted across their translucent faces.

The players must engage in conversation with these spirits to learn their tragic tales of betrayal and loss, allowing the players to unlock the final doorway to the Heartstone. The spirits challenge the players with questions relevant to their motivations and goals, seeking proof of their worthiness. If the players fail to persuade them (Charisma check DC 15), the spirits become hostile and transform into Specters (combat encounter).

Combat Mechanics:

  • Specters (x3): Use the stats of standard Specters found in the Monster Manual, emphasizing their incorporeal movement and draining touch.
  • Tactics: The Specters rely on teamwork, attempting to flank and drain players' life force, while also drawing players deeper into the chamber where they can unleash a wave of sorrowful wails.

The Heartstone Chamber

After either successfully convincing the spirits or defeating them, the players will be allowed access to the Heartstone chamber, a vast room illuminated by an otherworldly light illuminating a stone altar at its center.

The Heartstone Encounter

The Heartstone is encased in a protective barrier of magic, shimmering beneath layers of intricate runes. When players approach, they hear the anguished whispers growing louder. The runes require a successful Intelligence (Arcana) check (DC 15) to decipher the method to deactivate the barrier. This involves performing an ancient ritual: the players must recite a prayer, a past question, and a proclamation that proves their intent not to misuse the Heartstone.

If they fail, a shadowy figure of the high priestess is summoned as a guardian (use the stats for a Wraith).

Combat Mechanics:

  • Wraith Guardian: As described in the Monster Manual, employing necrotic attacks and the ability to possess a player, forcing them to fight on her side for one round.

The Final Choice

After defeating or appeasing the guardian, players may deactivate the barrier and grasp the Heartstone. However, as they claim it, the earth trembles, and a decision must be made: either use the Heartstone to revive one of the fallen spirits of their choice or take it for themselves but risk alienating the spirits further, thus inviting long-lasting consequences in their quest ahead.

Making the choice to revive a spirit will allow them to reveal important lore relevant to their quest, while choosing to take the Heartstone will cause the spirits to become antagonistic. Spirits released become temporary allies to aid against future chaotic encounters.

Resolution: The Aftermath

Regardless of the players’ decision, echoes of their choice linger throughout the catacombs. If they revived a spirit, the grateful soul may grant the players a boon for future endeavors, perhaps a unique magical item or a one-time ability to speak with the dead. If they chose the Heartstone solely for themselves, dark shadows now follow their every move, leaving them momentarily unencumbered but with a threat lurking in the dark.

As they exit the catacombs, they carry with them the weight of their actions and the echoes of lost souls, ready to face new adventures with their hard-earned knowledge and treasures.

This encounter not only tests players' combat prowess but also their decision-making and moral compass, creating an unforgettable experience within the Forgotten Catacombs.