**Within the Ashen Grove: Secrets of the Old Hearth**

Setting: The Ashen Grove

The Ashen Grove is an ancient woodland known for its eerie beauty. Tall, gnarled trees stretch toward the sky, their bark resembling aged coal, charred and blackened by a mysterious fire long ago. The air is thick with the scent of wet earth and smoke, yet the grove is teeming with life. Luminescent fungi flicker on the undergrowth, and strange creatures roam the shadows. At its center is an old hearth, a circle of intricately-carved stones surrounding a long-extinguished fire pit, which some say holds the memories of the forest's heroes and traumas.

Depending on the season, the grove exhibits surreal phenomena—flames dance upon the branches like ghostly will-o'-the-wisps, and strange murmurs can be heard in the wind, as if the very grove itself whispers forgotten secrets. However, recent reports describe an unsettling change. Creatures of the wood have become more aggressive, and strange symbols appear carved into the trees.

Characters

  • Elder Thalin: A wise old elf residing near the grove. He is the party's main contact and has profound knowledge of the grove’s history. Elder Thalin believes that the grove is undergoing a change tied to the Old Hearth and begs the players to investigate.

  • Malphor the Scorched: A once-noble dryad corrupted by dark magic, Malphor now serves as the antagonist. Enraged by the loss of her home and transformed into a vengeful spirit, she commands fire elementals and seeks to engulf the grove in flames to reclaim her lost power.

  • Spectral Guardians: Ancient protectors of the grove, these ghostly manifestations materialize when the players disturb the resting place of the old heroes. They can take the form of either helpful spirits or relentless foes, depending on how players interact with them.

The Conflict: Relics of Fire

Players are tasked to recover three ancient relics that are said to bind Malphor's power and restore the Old Hearth to its former tranquility. These relics are hidden within the grove, requiring the party to navigate various traps and adversaries. To restore harmony, the players must confront Malphor at the Old Hearth before her rage consumes the entire grove.

Arrival at the Grove

As the players arrive at the edge of the Ashen Grove, they realize the thick mists that weave between the trees conceal dangers. An eerie silence blankets the area, occasionally broken by the eerie sounds of rustling leaves or distant animal calls.

The Entrance

The entrance to the grove is marked by two towering trees, their branches twisted together like an archway. As the players cross beneath them, the air grows heavier, as if the grove is watchful. Elder Thalin warns the party to tread carefully and respect the spirits within, who may be either allies or enemies.

Encounter Wrath of the Wild

As the players delve deeper into the grove, they must bypass the Wrath of the Wild, a set of magical traps designed to thwart intruders:

  1. Ember Vines: These enchanted vines are covered in small, smoldering embers. When a player steps within 10 feet, the vines lash out, attempting to restrain them. A Dexterity saving throw against DC 15 will allow them to dodge the vines. Players caught must succeed on a Strength check (DC 13) to escape, or take 1d8 fire damage each turn they remain entangled.

  2. Talon Thornbush: At the next clearing, the party encounters a bush filled with thorny, fiery spikes. If approached directly, the bush reacts to movement, launching fiery needles (ranged attack +5 to hit, 2d6 piercing + 1d6 fire on a hit). Players can also attempt a Nature or Arcana check (DC 15) to find safe pathways or carefully disarm the bush.

  3. Hall of Whispers Puzzle: Players find themselves in a glade where murmurs fill the air. Here, they must solve a riddle provided by the whispering spirits: "I grow taller as I swallow the rain; yet with a single spark, I hold no pain. What am I?" If the correct answer (a tree) is spoken, the spirits reveal a hidden passage leading closer to the relics. If answered incorrectly, they are faced with a minor spectral guardian that must be defeated before proceeding.

The Remnants of the Old Hearth

Deeper within the groves, the players finally arrive at the Old Hearth, a circular stone structure with ancient runes etched on its surface. They will find three relics embedded in the stonework, each representing elements of the forest:

  1. The Ashen Cradle: A blackened, intricately-carved cradle stone that signifies life’s rebirth.
  2. The Ember Leaf: A golden leaf that glows with a faint, warm light, suggesting regeneration through fire.
  3. The Heart of the Grove: A pulsating amulet, radiating calmness, friendships, and memories — a bond between the living and spirits.

However, Malphor materializes upon their arrival, furious to see intruders. She conjures fire elementals to defend her verdant domain.

Confrontation: Malphor the Scorched

Malphor's Mechanics:

  • Malphor is a combination of a druid and Fiend: her HP is 120, AC 15.
  • She attacks with powerful fire spells and can summon 2d4 Fire Elementals each round to flank the players.

Combat Tactics

  • Fireball (Recharge 5-6): Deals 8d6 fire damage in a radius
  • Heat Metal: Malphor can target one player's metallic item, causing them to drop it unless they succeed on a Constitution saving throw (DC 16).
  • Ebon FireStorm: Once per encounter, she can create a swirling storm of fiery embers, affecting the environment and forcing players to make Dexterity saving throws (DC 15).

Engaging the Spirits

Throughout the battle, players can attempt to engage with the spectral guardians or commune with the essence of the grove. Doing so may grant them temporary bonuses or weaken Malphor if they can convince the spirits to act against her.

A Charisma (Persuasion) check (DC 18) can yield the support of the spirits, granting players advantage on attacks against Malphor. Conversely, attacking the spirits will cause them to turn against the players, adding tension and complexity to the encounter.

Resolution: Restoring Harmony

Upon defeating Malphor, the players witness her final moments as her form collapses among the ashes of the grove. A glimmer of hope lights her eyes, and for the first time, her expression softens as she whispers an apology for her rage and betrayal.

With Malphor defeated, the relics drawn from the Old Hearth pulse with energy, and peace begins to restore itself. The grove's beauty returns as the spirits can now comfortably rest among the trees.

Aftermath

Players have the opportunity to perform a special ritual with Elder Thalin, using the relics to restore the Old Hearth and commune with its powerful essence. Their actions could lead them to discover deeper truths about the grove, possibly opening up new quests stemming from the connected world beyond.

As the grove rights itself, the party takes their leave, knowing they have not just changed the fate of the Ashen Grove but also become part of its long and untold story.