--- ### **DM Introduction: Arrival in Greyhollow** As you approach Greyhollow, the sun sets low, casting eerie shadows over the cobbled streets. The quaint village feels oddly quiet; buildings lean together as if seeking comfort from the oppressive stillness. Townsfolk move about, their eyes downcast and whispers hurried, glancing away at your approach. A young woman tending to a child hesitates, her lips parting as if to speak, but no words come. Instead, she offers a hollow smile before turning away, as if haunted by memories she cannot recall. In the town square, a well stands at the centre, surrounded by posters of missing persons whose names fade into the wood, as if the very memory of them is being erased. A chilling melody drifts from below, soft yet unsettling, luring you closer even as an instinctual dread warns you to resist. As the lanterns flicker to life, shadows dance in the corners of your vision. The air feels thick with anticipation, and you can’t shake the feeling that something watches from the darkness, waiting. --- ### **Part 1: Arrival in Greyhollow #### **Scene 1: Entering the Town** The town of Greyhollow is eerily silent, but its rustic charm remains intact. The once-thriving populace goes about their lives as though in a trance. The atmosphere is unnerving, and the few people who interact with the party appear nervous or distracted. - **Perception (DC 14)**: The players notice faint **scratches** on doors and walls, resembling tally marks. These were left by people who tried to remind themselves of something perhaps those who were taken by the Hydra. - **Arcana (DC 15)**: A magical disturbance lingers in the air, indicating a powerful influence of **enchantment** magic (the False Hydra's song). Higher-level detection spells like **Detect Magic** or **True Seeing** might reveal lingering effects, but nothing concrete. - **Perception DC 17**: Players who succeed notice small details out of place such as half-filled glasses left behind or abandoned houses that still appear lived in. - **Insight DC 18**: A successful check reveals the townsfolk’s expressions of confusion when asked about recent events. They subconsciously seem to know something is wrong but can't grasp what. #### **Scene 2: Investigation Around Town** The players will explore the following locations: 1. **Tavern:** - The tavern is almost empty, and the barkeep, Run by **Elara**, a middle-aged woman, who vaguely remembers adventurers arriving weeks ago. **Elara**, is fidgety. Any mention of missing persons leads her to nervously change the subject. - **Insight (DC 15)** reveals that Elara subconsciously recognizes that something is wrong but cannot put her finger on it. - **Clue**: A ledger behind the bar shows the names of adventurers who stayed but never checked out. The last entry is cut off, mid-sentence. - A secret note in a hidden drawer requires a **DC 20 Investigation** to find. It mentions a suspicious "song at night." **Enhanced Challenge**: **Mind Wipe Trap**: The tavern has a subtle enchantment in place, possibly set by the False Hydra. Any direct mention of the missing people triggers a **Mental Block Trap** (DC 18 Intelligence save or suffer **amnesia** about a particular clue for 10 minutes). 2. **Town Square:** - Here, a local festival is being prepared, but some of the banners are incomplete, with strange **gaps** in the names of past winners and patrons. - **Puzzle/Clue**: Inscriptions on plaques of past festival winners are incomplete. Solving the mystery requires the players to piece together names from nearby memorials (requiring **Investigation (DC 16)**). These names correspond to missing townsfolk. 3. **Mayor's Mansion**: - **Mayor Ralston** welcomes the players, but seems distracted, often trailing off mid-sentence. He will deny any missing people. - **Enhanced Insight (DC 18)**: Ralston's mind is clearly being **affected by the Hydra's song**, making him forget his own sibling, who has been devoured. If pressed, he might have flashes of memory (like dreamlike fragments), but cannot fully grasp what’s wrong. - **Mayor Ralston** insists that all is well in the town but hesitates when asked about specific people. A **DC 18 Insight** reveals his subconscious resistance to remembering someone close, like his own daughter, who was taken by the Hydra. - **Clue**: A **high DC (22) Persuasion or Intimidation** may lead him to vaguely recall a **“big hole”** near the old well that no one else seems to remember. 4. **Town Well**: - The well has deep scratches along the inner walls as if something large crawled out. There is an **arcane sigil** partially etched on the inside, requiring a **DC 20 Arcana check** to decipher. It warns of something ancient and hungry beneath the ground. #### **Puzzle:** In one of the houses or the **Manor on the Hill**, the party finds a series of **diaries** or **journals** that seem to describe the townsfolk’s lives, with entire pages ripped out or hastily erased. These gaps point to **specific individuals** who were taken by the False Hydra. The players must reconstruct these names using **Detect Thoughts**, **Legend Lore**, or similar spells, filling in the missing memories. Absolutely! Expanding on the puzzle involving the diaries or journals adds depth to the investigation and engages players' problem-solving skills. Here’s a more detailed outline for this puzzle: #### **Location: The Manor on the Hill** As the party explores the **Manor on the Hill**, they come across a locked study filled with dust-covered bookshelves, a large desk, and several open journals. The journals belong to various townsfolk and contain personal entries about their lives, relationships, and experiences in Greyhollow. #### **Journal Mechanics:** 1. **Multiple Diaries:** - There are **four diaries** from different townsfolk: **the Mayor**, **the Tavern Keeper**, **a Local Herbalist**, and **a Nobleman**. Each diary has been tampered with—pages torn out, others crossed out, or faded. 2. **Missing Entries:** - Each diary has a **theme** or **focus**: - **The Mayor's Diary:** Focuses on political affairs, local events, and personal reflections on his daughter, who went missing. - **The Tavern Keeper's Diary:** Describes daily life at the tavern, including visitors and regular patrons, with an emphasis on friendships and lost connections. - **The Herbalist's Diary:** Contains notes on local flora and its uses, mentioning several townsfolk who sought her help. - **The Nobleman's Diary:** Details his travels and quests but has large sections missing regarding his interactions with the townsfolk. 3. **Clues to Names:** - Players must piece together the names of the missing individuals from the fragmented entries. For example: - **Tavern Keeper:** Mentions a **“young bard”** who sang beautifully but now is forgotten. A **DC 15 Insight** check reveals a strong emotional tie, possibly suggesting the bard’s name is important. - **Herbalist:** Talks about a **sick child** she tried to help, whose name is written in the margins but hastily crossed out, indicating she may have forgotten him due to the Hydra’s influence. - **Nobleman's Diary:** Contains a **hidden riddle** that leads to another townsperson's name if solved. #### **Using Spells to Unlock Memories:** - **Detect Thoughts:** - If players cast this spell while reading a journal, they can probe deeper into the memories of the individual who wrote it, revealing brief flashes of their recollections of the missing people. For example, they might catch glimpses of **faces, places, or significant events**, hinting at the names they're trying to uncover. - **Legend Lore:** - Casting **Legend Lore** on specific names mentioned can reveal additional lore about the individuals, their last known actions, and their importance to the town. This could provide historical context that enriches the narrative. #### **Reconstructing the Names:** 1. **Gathering Information:** - Players should piece together clues from the diaries and use spells creatively. Each diary should lead them to three or four names that they must reconstruct. - They might need to perform skill checks (e.g., **Investigation** to find hidden notes or **History** to recall past events). 2. **Completing the Puzzle:** - Once players gather enough information, they must state the names they believe are missing. - The DM can provide feedback based on how many names they get right, revealing more about the False Hydra’s influence and the history of the town. If players struggle, they can use spells to gain additional hints. 3. **Consequences of Success:** - Correctly identifying these individuals could empower the players, providing them with temporary buffs or insight into the Hydra’s weaknesses, as they draw upon the memories they’ve restored. - Alternatively, if they fail to reconstruct the names, they might experience increased disorientation or difficulty during the upcoming confrontations with the Hydra. --- - **Elysia, the Young Bard:** Last seen at the tavern, known for her enchanting performances. - **Alaric, the Sick Child:** A boy who frequented the herbalist's shop with his mother. - **Sir Cedric, the Nobleman:** A paladin who fought against a great evil but is now lost to memory. - **Mira, the Local Blacksmith:** A strong figure in the community, who had a notable friendship with the tavern keeper. --- ### **Part 2: Unravelling the Mystery** #### **Scene 3: The Hydra’s Influence and Forgotten Spirits** After sunset, the Hydra’s influence grows stronger. The **False Hydra** begins to sing softly from beneath the town, causing the party to experience flashes of memory loss. Players should make **DC 19 Wisdom saving throws** at regular intervals, or they forget minor NPCs they’ve interacted with or even each other for short periods. - **Memory Loss Puzzle**: As the players begin to realize the missing memories, they must work together to keep track of vital information. If the party takes precautions (like writing down key clues or tying themselves together), they can avoid being entirely disoriented. At this point, players should begin to uncover the truth that people have been **erased** from memory by the False Hydra. The Forgotten Spirits, ghosts of the devoured, begin appearing to the party at night. These spirits offer **fragmented information**. - **Combat Encounter (Optional): Forgotten Spirits** - Some spirits are aggressive, warped by their tragic demise. They function as **Wraiths** or **Banshees**, but when defeated, they leave behind **cryptic messages** or symbols that hint at the Hydra’s lair. **Enhanced Difficulty**: Use **Ghostly Constructs**, ethereal creatures that phase in and out of reality, and can **teleport** to outmanoeuvre the party. They inflict psychic damage and reduce a player's **maximum HP** by 5 per hit. #### **Scene 4: Into the Forgotten** The party will begin to realize that something underground is affecting the entire town. To find the Hydra, they will need to investigate the **old manor** or the **well**. #### **The Old Manor**: The manor of the Morris family holds several clues to the False Hydra’s presence, including journals of people who are now forgotten. - **Combat Encounter**: **Animated Armor** (AC 18, HP 90) and **Shadows** (reskinned as the spirits of forgotten townsfolk, CR 5) guard the entryways. As the party fights them, they begin to hear distant whispers that seem familiar, yet unplaceable. - **Puzzle**: In a secret room (DC 22 Investigation to find), the players must complete an ancient riddle etched into the walls. - **Riddle**: “I consume the living, I erase the past. Speak my name, or you’ll forget at last.” The answer is **“Memory”**. - Solving the riddle reveals a tunnel leading deep underground. #### **The Town Well**: If the party explores the well, they find a narrow passage leading downward. - **Trap Puzzle**: As the party descends, they find themselves in a twisting labyrinth of tunnels. Every few turns, they must solve logic puzzles or face **arcane traps** (lightning wards, collapsing ceilings). - **Skill Challenge**: Navigating the tunnels requires **DC 18 Perception/Survival checks** to avoid getting lost, as the Hydra’s song grows louder. --- ### **Part 3: The Descent Below Greyhollow** #### **Scene 4: Entering the Tunnels** The players will find the entrance to the Hydra’s lair either through the **town well** or a **hidden cellar** in one of the abandoned houses. The tunnels are sprawling and maze-like, filled with hazards and remnants of the Hydra’s earlier victims. - **Enhanced Challenge: Complex Tunnel System** - As the players navigate, they must make a series of **Survival (DC 18)** checks to avoid dead ends and traps (such as **collapsing walls** or **gaseous pockets** filled with noxious fumes). - **False Hydra’s Song Trap**: At random intervals, the Hydra’s song grows stronger. Players must make a **Wisdom save (DC 19)**. On a failure, they forget the purpose of their mission for 1 minute, acting confused and disoriented. #### **Scene 5: False Hydra Minions** The tunnels are crawling with **Hydra Thralls**—townsfolk who have been mutated by the Hydra’s magic. These creatures retain some semblance of their former selves but are now twisted, ghastly figures. - **Combat Encounter: Hydra Thralls** - Use **Enhanced Ghouls** with abilities like **paralytic attacks** and **necrotic damage**. - Additionally, the Hydra’s influence manifests in **Gibbering Mouther-like creatures**—masses of mouths and eyes that confuse and terrorize anyone nearby. **Enhanced Difficulty**: The Hydra Thralls can summon **spectral limbs** that cause disadvantage on saving throws for anyone within 15 feet of them. The players will find themselves in a series of cavernous tunnels beneath Greyhollow, with evidence of the Hydra’s victims everywhere—clothes, discarded weapons, and bones. - **Encounter 1: The Forgotten Dead**: - **Ghostly echoes** of those who were devoured wander these halls. They are incorporeal and lost, attacking out of fear and confusion. **Ghostly Stalkers** (reskinned Shadows and Wraiths, CR 7) lead to a challenging combat encounter. - **Clue**: The remains of a **noble paladin**, marked with strange runes, can be found. His journal tells of his failed attempt to kill the Hydra and includes a half-finished map leading to the Hydra’s lair. --- ### **Part 4: The Final Confrontation** #### **Scene 6: The False Hydra’s Lair** The party reaches a massive underground chamber where the False Hydra resides. The creature is now enormous, with **seven heads** snaking out from the walls, each one bellowing a twisted song of forgetfulness. - **Hydra's Song (Enhanced)**: At the start of each round, all players must make a **DC 20 Wisdom saving throw**. On a failure, they forget a fellow party member, causing them to: - Be unable to perceive or target that player. - Lose all bonuses (like **aura effects**) provided by the forgotten member. - This lasts for 1d4 rounds or until the head emitting that song is severed. #### **False Hydra (Boss Monster)** - **False Hydra's Abilities:** - **Multiattack**: The Hydra can make 3-5 attacks per round with its heads, each dealing **necrotic damage** in addition to normal piercing. - **Memory Drain (Legendary Action)**: Once per round, the Hydra targets one player, forcing a **DC 19 Intelligence save**. On a failure, the player temporarily loses proficiency in a skill or weapon they rely on for the next 1d4 rounds. - **Head Regeneration**: If a head is cut off, it regenerates within 2 rounds unless the party severs all the heads within that timeframe or uses a powerful dispelling spell. #### **Tactical Challenge:** - The False Hydra’s heads are dispersed throughout the cavern, making it difficult to attack all of them at once. The party must coordinate to strike multiple heads within the same round to stop its regeneration. - Each time a head is severed, the **song effect weakens**, allowing players to regain their senses. - **Lair Actions** (Every round): - **Tunnel Collapse**: Rocks fall, forcing players to make a **DC 18 Dexterity save** or take **4d6 bludgeoning damage**. - **Psychic Pulse**: The Hydra sends out a **psychic shockwave**, causing anyone within 30 feet to make a **DC 20 Charisma save** or take **3d10 psychic damage** and be stunned for 1 round. Finally, the party reaches the massive central cavern where the **False Hydra** lurks. This chamber is dominated by the monstrous, pale Hydra, whose **five heads** emerge from the walls, ceilings, and floor. - **Boss Stats (Homebrew False Hydra)**: - **AC 20, HP 400** - **Legendary Resistance (3/day)** - **Regeneration**: The Hydra regenerates 40 HP per round unless its heads are severed (like a traditional Hydra). - **Multiattack**: The Hydra attacks with its heads and burrowing limbs, each attack doing **3d10+8** damage. - **Song of Forgetting**: - At the start of each round, the Hydra sings its insidious song. Each player must make a **DC 21 Wisdom saving throw** or forget the existence of one of their companions for 1d4 rounds. During this time, they cannot perceive or interact with that party member. This adds a layer of challenge, as forgetting key roles like healers or damage dealers can be devastating. - **Phase 2 (Hydra Mutation)**: - When reduced to half HP, the Hydra **mutates**, growing two additional heads and causing the cavern walls to collapse in places, creating **new hazards** (falling debris, pitfalls). - The players must deal with **Dexterity saving throws (DC 20)** to avoid taking **4d10 damage** from collapsing tunnels. - **Cultists or Followers**: Devotees of the Hydra could attack the players, attempting to protect their master. They could use spells to confuse or distract players, such as *Confusion* or *Hold Person*. - **Corrupted Animals**: Creatures that have fallen under the Hydra's sway—like rabid wolves or monstrous rats—could ambush the players while exploring, adding another layer of combat. --- ### **Part 5: Aftermath** #### **Scene 7: The Return to Greyhollow** Once the False Hydra is defeated, memories flood back into the townsfolk. A wave of grief, confusion, and anger overtakes Greyhollow as the villagers realize how many have been taken. - **Moral Dilemma**: The players must now decide how to handle the townsfolk’s grief and whether to remain and help rebuild, or leave them to recover on their own. - **Potential Epilogue**: - The players might discover that this False Hydra was just one of many, hinting at future threats. Alternatively, they could be rewarded by the town for ending the threat, perhaps with magical items or long-lost treasures unearthed from the Hydra's hoard. - - **Roleplaying Challenge**: The players must decide how to help the town recover from the trauma. The Mayor, the innkeeper, and many others will remember lost loved ones, leading to sorrow but also an opportunity for healing. --- --- ### **Additional Enhancements** #### **Incorporate Legendary Actions for the Hydra** To make the False Hydra more formidable, consider giving it legendary actions that can be taken at the end of other creatures' turns. Here are some suggestions: - **Memory Snatch**: The Hydra can attempt to erase a memory from one target it can see within 60 feet. The target must make a DC 21 Wisdom saving throw or forget one spell slot or ability until the end of the Hydra's next turn. - **Burrow**: The Hydra can burrow into the ground, reappearing at a different point within the cavern, forcing players to adjust their positions and strategies. - **Psychic Roar**: The Hydra releases a terrifying roar. Each creature within 30 feet must succeed on a DC 21 Wisdom saving throw or become frightened until the end of its next turn. ### **Part 1 Enhancements** - **Foreshadowing:** Introduce subtle hints of the False Hydra before the party arrives, such as strange animals behaving erratically or odd weather patterns in the days leading up to their arrival. - **NPC Backstory Integration:** Include backstories for key NPCs that tie into the overall narrative, such as townsfolk who were once adventurers but are now shells of their former selves, slowly revealing their pasts to the players. ### **Part 2 Enhancements** - **Environmental Challenges:** Introduce environmental hazards during the investigation, like sudden fog or strange echoes that mimic voices of the forgotten, creating disorientation. - **Memory Artifacts:** Allow players to discover artifacts or charms that can temporarily counteract the Hydra’s song, giving them a fighting chance. Certainly! Here are **Memory Artifacts** with a more mundane approach, focusing on everyday objects that could have significant effects against the False Hydra’s song: #### **1. Journal of Forgotten Names** - **Description**: A worn, leather-bound journal filled with notes and sketches of townsfolk and adventurers. - **Effect**: Players can refer to the journal once per session to recall the names and details of up to three individuals they’ve encountered. This provides advantage on any related social interactions or Insight checks during that session. #### **2. Aged Locket** - **Description**: An old locket containing a faded picture of a beloved family member or friend. - **Effect**: When held, the locket allows the player to briefly focus on their memories. Once per long rest, they can gain advantage on a Wisdom saving throw against the Hydra’s song. #### **3. Memory Quilt** - **Description**: A patchwork quilt made from pieces of fabric representing significant moments or people in the town's history. - **Effect**: When draped over a character, the quilt offers comfort and familiarity. Once per day, it grants advantage on Wisdom saving throws against the song for anyone underneath it. #### **4. Token of Remembrance** - **Description**: A small, simple token (like a coin or trinket) that belonged to a victim of the Hydra. - **Effect**: This token serves as a reminder of lost memories. Once per session, a player can use the token to recall a single important detail about an NPC or event, allowing them to reroll a failed saving throw against the Hydra's song. #### **5. Storyteller's Pipe** - **Description**: A simple wooden pipe often used by the town's elders to tell stories around the fire. - **Effect**: When smoked, this pipe allows the user to share tales of the past. Once per session, it grants advantage on a Charisma check when trying to convince an NPC to remember something or to resist the Hydra's song. #### **6. Ancestral Charm** - **Description**: A small charm made of wood, carved with symbols of protection and memory. - **Effect**: When carried, this charm grants a player advantage on one Wisdom saving throw against the song per day. It symbolizes the memories of those who have come before and serves as a reminder of their strength. #### **7. Scrap of Paper** - **Description**: A simple piece of parchment with a few scribbled notes and names. - **Effect**: Players can write down any important clues or names they want to remember. If they forget something due to the Hydra's song, they can reference this scrap to regain that specific memory once per session. #### **8. Photograph of the Past** - **Description**: An old photograph of the town and its inhabitants, possibly taken during a festival. - **Effect**: When looked at, the photograph invokes nostalgia. Once per long rest, a player can use it to gain advantage on a Wisdom saving throw against the song, as they remember the joy and connections that bind the community. ### **Part 3 Enhancements** - **Cavern Ecosystem:** Populate the caverns with other creatures affected by the Hydra’s presence, such as **Mind Flayers** or **Aboleths** that may have been drawn to its power, complicating encounters. - **Ancient Runes:** Include ancient runes that can be deciphered to provide clues about the Hydra's vulnerabilities, giving players another layer of strategy in combat. --- ### **Images ![[Greyhollow Underground.webp]] ![[greyhollow.webp]] ![[greyhollow streets.webp]]