**Voices in the Shadows: A Trial Among Forgotten Echoes**
Setting: The Echoing Cavern of Lost Whispers
The party finds themselves at the entrance of a mysterious cavern known as the Echoing Cavern of Lost Whispers, nestled deep within the Vivivern Forest. The entrance is a wide maw in the rock, overgrown with vines that seem to shift and sway even without wind. A thick mist spills out from within, curling around the party's feet and filling the air with an eerie chill. The cavern is said to be cursed, filled with the voices of those who have come and gone, seeking something—be it answers, redemption, or vengeance.
As the players enter, the walls are lined with luminescent fungi casting a dim blue-green light. The deeper they venture, the stronger the whispers become—fragments of old conversations and lost secrets. These echoes carry an unresolved tension, almost as if the cavern itself holds memories of its past visitors, beckoning the players to uncover its mysteries. Somewhere within lies a legendary artifact known as the Echo Charm, capable of amplifying voices of truth while revealing hidden lies.
Characters: The Guardians of Echoes
Deep within the cavern dwells a group of spectral protectors known as the Guardians of Echoes. These entities are twisted reflections of the adventurers who once sought the Echo Charm, now bound to the cavern, unable to move on. They hover through the shadows, casting shifting silhouettes that mimic the party's own movements. The Guardians are comprised of four echoes, each reflecting different aspects of the adventurers' personalities and challenges faced in their past:
- The Wailing Bard: A once-glorious minstrel, now filled with sorrow, whose haunting songs can charm or terrify listeners.
- The Vengeful Knight: A ghostly figure clad in fragmented armor, representing lost honor and relentless pursuit of redemption.
- The Deceitful Advisor: A sly spectral figure who uses manipulation and illusion to confuse the party, echoing experiences of treachery.
- The Lost Healer: A spectral healer, desperate to save those who are beyond help, compelled to drain the vitality of the living to revive the fallen.
These spirits are locked in a battle between natural instinct and the desire to help the living. As guardians, they will attack the adventurers if they intrude upon the sanctity of the cavern without acknowledging their presence.
The Goal: Seeking the Echo Charm
The party's primary objective is to retrieve the Echo Charm, but they must first confront the Guardians of Echoes. To gain access to the chamber housing the Charm, they must resolve their inner conflicts, address the echoes reflecting their pasts, and engage with each Guardian.
Encounter Structure
Entering the Cavern
As players make their way into the cavern, they encounter various traps:
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The Whispering Floor: A section of the cave floor is enchanted to resonate with sound. The players must tread carefully while making noise—loud footsteps activate cascading traps, including falling stalactites and magical darkness enveloping the area. Players must succeed in a Dexterity saving throw (DC 15) to avoid falling into a pit that leads to a minor illusion designed to enclose them in an illusionary cave with aggressive bats.
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The Luminous Fog: Parts of the cavern are filled with luminescent fog that obscures vision and creates phantasmal illusions of creatures. Players must make Wisdom saving throws (DC 14) to discern reality from illusion. Failure results in short-term madness or misplaced attacks on allies.
Once past the traps, they reach the Echoing Hall, where they feel a sudden chill and see ethereal forms swirling, giving life to the whispers.
The Confrontation with Guardians
In the Echoing Hall, the four Guardians appear in swirling mists, each presenting themselves through words resonating within the cavern. They beseech the party to share their torments and failures, uneasy about revealing themselves to those who remind them of their own pasts.
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The Wailing Bard: As the party confronts the Bard, they must engage in a musical contest. The Bard will use performance to charm the players into a trance. They must succeed in a Performance or Charisma saving throw (DC 15) to resist the Bard's influence, and if successful, they can produce a lament that captivates the Bard, leading to a moment of vulnerability where they learn about the motivations for the Bard’s sorrow.
- Combat Options: If the bard becomes incensed, they attack with "Sonic Scream," dealing psychic damage to players if they fail a saving throw (DC 14) to resist the sound.
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The Vengeful Knight: This Guardian offers the party a test of combat prowess. They must engage in a duel, showcasing their skills while meditating on the nature of honor. The Knight will challenge them to admit a failure, angling for the truth of their experience—losing someone close, breaking an oath, etc.
- Combat Mechanics: The Knight has high AC and deals radiant damage, while each successful blow they receive leaves players with a disadvantage on their next attack as their guilt surfaces.
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The Deceitful Advisor: The Advisor attempts to trick players into revealing their own failures through illusions of their allies and twisting their words. Players must pass an Insight check (DC 16) to see through the lies. If they fail, the Advisor can cause chaos by turning allies against one another for a few rounds through "Confounding Whispers," resulting in targeting the wrong enemies.
- Resolution Potential: Successfully confronting the Advisor leads to gaining valuable information about their shared failures and accessing an illusion-revealing item that negates a single illusion’s effect in the dungeon.
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The Lost Healer: This spectral figure tries to sap the life force of any injured members of the party, offering hollow assurances of revival. Players may either confront the emotional toll of the healer’s past by providing compassionate exhortation or engage in a healing contest, utilizing their healing abilities to outshine the Healer.
In all confrontations, if a player truly acknowledges their failures, the Guardians grow fainter, accepting the need for liberation and promising to guide the group to the next obstacle—the Echo Charm.
The Final Challenge: The Chamber of Echoes
Once the Guardians have been calmed and their pasts acknowledged, a hidden door reveals itself, leading to the Chamber of Echoes. The chamber itself is a swirling vortex of sound and light, and at its center hovers the Echo Charm. Players must navigate a final series of entrenched sound-based puzzles to retrieve it:
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The Resonant Pedestals: Four pedestals must be activated by players speaking truths about themselves—personal growth after failure—to resonate together. Only when the right truths are voiced will the pedestals light up and grant access to the Echo Charm. Failing to harmonize will result in echoes lashing out, leading to damage as the players face reflected memories of their own misdeeds.
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The Harmonic Rift: At the climax, players must tune their energies to match the harmonic frequencies of the cave as they approach the Charm. Failure to do so leads to a magical backlash. Each player rolls a performance check (DC 15), and those who fail receive psychic damage and face hallucinations of their past.
Once the Charm is taken from the pedestal, it emits a bright light that disperses the fog, freeing the spirits of the Guardians. The Echo Charm now resting in the hands of the players can amplify voices of truth, revealing lies within any deception they face in their future adventures, and these spirits together send the party forth, no longer trapped but liberated—each whisper released and heard at last.