The Grasping Shadows of the Withered Vale

Setting: The Withered Vale

The Withered Vale is a desolate region known for its twisted trees, blackened earth, and a permanent twilight that dismisses the sun’s rays from ever piercing through the heavy cloud cover. The vale is shrouded in an unnatural gloom, where shadows seem to grasp at the very essence of life. A lingering scent of decay fills the air, making even the most hearty adventurers feel uneasy. Rumor has it that the vale is haunted by the spirits of those who perished during a cataclysmic battle between light and dark forces many centuries ago.

At the center of the vale lies the Fallen Shrine of Elandria, an ancient temple dedicated to the goddess of light, now fallen into ruins. The shrine is surrounded by a strange mist that prevents direct access, and it is said that only those who solve the ancient riddle of the shrine will be granted entry to uncover its treasures—and perhaps the secrets of the darkness that plagues the vale.

Characters

  1. Lady Ysarra - A ghostly figure who appears to be the last High Priestess of Elandria. She retains the memories of her past and wishes to save the spirits trapped in the vale. She serves as an ally to the players, guiding them through the trials of the vale but is bound to the shrine until her spirit is at peace.

  2. The Shadows of Dread - Dark, silhouette-like creatures that haunt the vale. They are manifestations of despair and anger, feeding off the emotions of those who enter. They attack in swarms, utilizing fear-based attacks to debilitate their foes.

  3. The Guardian Wight - An ancient undead protector bound to the Fallen Shrine by a curse. The Guardian Wight is tasked with defending the shrine’s secrets yet longs for release from its torment. It has powerful shadow abilities and can summon lesser shadows during the battle to aid it.

Conflict: The Grasping Shadows

As the players brave the Withered Vale, they must navigate through a series of traps and puzzles to reach the Fallen Shrine. Their ultimate goal is to retrieve the Heart of Elandria, a sacred relic said to hold the power to purify the vale and free the cursed spirits. To achieve this, they must confront the darkness and uncover what truly happened at the shrine that led to its downfall.

Venture into the Vale

As the party steps into the vale, they notice that the shadows form strange shapes, twisting and warping like living entities. The environment itself feels hostile, with the very ground beneath their feet seeming to pulse and sway. As they proceed, the players come across a small clearing where Lady Ysarra manifests.

Dialogue Option:

  • Lady Ysarra explains the plight of the vale and the curse binding her. She suggests that by retrieving the Heart of Elandria, they may restore balance. She warns them, however, of the trials that lie ahead, mainly the Guardian Wight that defends the Fallen Shrine.

She provides them with a riddle that will help them later when they arrive at the shrine:

“To shine amongst darkness is a worthy quest,
Seek not the surface where shadows nest.
Light flickers true not in the eye,
But within the heart where hope will not die.”

The Shadows' Entrance

As the adventurers move deeper into the vale, they encounter their first challenge: a wall of shadows forming a barrier (15 gp reward for the creative solution). To pass through, players must engage in a combination of skill checks (e.g., Arcana, Insight, or Persuasion) to manipulate the shadows. Players can choose to use Light spells or radiant abilities to part the shadows temporarily, allowing passage.

Once they clear the barrier, they are ambushed by the Shadows of Dread, which surge forth from the very ground.

Combat Encounter:

  • Shadows of Dread (5): Medium-sized creatures that deal necrotic damage. They can attack the players' wisdom saving throws, inducing fear effects that can cause the characters to dash away in fright, dealing psychic damage if they fail.
  • The players must work together to manage their resources and leverage the shadows' weaknesses. Radiant damage is effective against them, and strategic positioning can keep them from becoming overwhelmed.

Defeating the Shadows will provide the players with unusual shadow shards that can be later used as components for items or spells (DM can add specifics).

The Fallen Shrine

After overcoming the shadows, the players finally reach the Fallen Shrine of Elandria. The temple is grand, even in its ruined state, with intricate carvings illustrating the battle between light and darkness. A cold mist surrounds the entrance; only the brave may enter.

As they step inside, they observe the remnants of the temple’s once-sacred power. In the center lies the pedestal where the Heart of Elandria should be, but it is surrounded by a strenuous puzzle consisting of intricate tiles and moving shadows.

Puzzle Mechanic: The players must arrange the tiles on the ground to recreate a sigil of light (DM can map out the sigils in advance). Each tile rotates with the click of a mechanism. Solving it requires logical thinking and teamwork, as only certain rotations will shed light on the outermost patterns and reveal a pathway.

When successfully solved, beams of light pierce through the darkness surrounding the Heart of Elandria, illuminating a hidden chamber. But as the heart appears, the Guardian Wight emerges, determined to defend it at all costs.

The Guardian Wight

Boss Encounter: Guardian Wight

  • Health: High
  • Abilities: Shadow Grasp (grabs and restrains players), necrotic damage aura, ability to summon 2 Shadows of Dread each turn.
  • Weakness: Takes additional damage from radiant sources and suffers additional damage from spells that weaken undead.

This climactic battle will require the players to leverage their teamwork effectively. The Guardian’s focus on one player can lead to desperate attempts at healing or using spells to keep the party afloat. As the battle rages, the shadows in the room come alive, trying to bathe the players in despair. The Wight growls, saying, “You think to reclaim what was lost? You harbor only fear!”

Victory Scenario: Upon defeating the Guardian Wight, it will reveal with its final breath that its curse can only be lifted if the Heart of Elandria is returned to the shrine while singing a hymn of light: an ode known in ages past. Lady Ysarra will join players in a final ritual as they return the heart.

Once the heart is placed back, the shrine is illuminated, dispelling the shadows from the vale and granting Lady Ysarra peace. The shrine becomes a beacon, and creatures of darkness will no longer feed upon the vale.

Conclusion

With the curse lifted, spirit energy fills the vale, revitalizing the area’s flora and fauna, even easing the pain of those who lost their lives in the ancient battle.

The players will earn rewards such as:

  • Heart of Elandria (grants restoration spells once a day)
  • Shadow Shards (can be traded for powerful items)
  • Experience points and newfound allies from the grateful spirits.

The adventure closes with Lady Ysarra bidding farewell to the players, urging them to continue their journey and carry the light to the world beyond the vale, inspiring hope in the hearts of those they meet along the way.