The Hollow That Hungers: 5e TTRPG Encounter
- iyrunner9
- Apr 13
- 10 min read

The Hollow That Hungers: 5e TTRPG Encounter
Level: 3 - 5e TTRPG Encounter
Adventure Type: Investigation, Puzzle
Location: The Hollow beneath Las Coronas
Timeline: Shortly after the events of Shattered Echoes and Echoes Beneath Las Coronas
Adventure Summary
The Anchor shard has been recovered, and the Dragonbone relic beneath Las Coronas has been disturbed. Upon returning to the surface, the adventurers find the village silent. No birds sing. Villagers whisper of strange dreams, lights in the fog—and a second child has now gone missing.
In desperation, a delegation has sent word to the nearby lighthouse, requesting aid from a Stormkeeper and his guards. The Stormkeepers serve the Anchors—not the people—and when they arrive, they don't investigate. They erase.
The party must uncover the source of the corruption and act before the Stormkeeper arrives to silence them all.
Act I – Returning Shadows & Growing Fear
Opening Scene
Back in Las Coronas, reality frays:
Sourceless whispers echo through empty homes.
Mirrors fracture into new shapes.
Animals grow hostile and wild.
Esmeray, now semi-attuned to the Anchor shard, scrawls alien sigils. She mutters riddles and repeats a name:
“The Hollow That Hungers.”
New Tension: The Stormkeeper is Coming
Villagers, panicked and unsure, have summoned a Stormkeeper from the lighthouse. He will arrive within the day. The village priest warns:
“They don’t come to heal. They come to silence. You’ve dealt with Anchors—he’ll see you as part of the problem.”
Discovery
When the Dragonbone shard is placed near the Anchor fragment, a hum echoes through the Whispering Caves. A sealed door of flesh-stone appears, previously hidden.
Act II – Into the Hollow That Hungers
The Door Opens
Esmeray, eyes vacant, speaks a phrase she doesn't understand:
“We bind the bones, we call the breath, we drink the shadow still.”
The door opens into a living tunnel—pulsing stone and sinew like a beast’s ribcage.
Visual Details
Passageways resemble the insides of a decaying colossus.
Black flame sconces ignite as the players pass.
Murals show witches whispering to a star-eyed figure in shadow.
Echoes vanish, replaced by the thrumming pulse of the Anchor.
Pressure Builds
The mayor’s sending stone pulses: the Stormkeeper is approaching the village perimeter. The players have limited time.
Act III – The Puzzle of Three Echoes
The Hollow’s Heart
Three corrupted altars await, tied to a lost pact of body, soul, and will:
Bone (Body)
Breath (Soul)
Shadow (Will)
Each must be cleansed through symbolic offerings and ritual roleplay.

Puzzle Mechanics
Altar | Offering | Failure Consequence |
Bone | A relic from the dead | Necrotic eruption (1d4+2) |
Breath | A personal memory | Psychic shock; loss of spell/skill |
Shadow | A spoken dark truth | Branded by the Hollow (a curse at the DM's discretion) |
Skill Checks:
Insight DC 14 / Religion DC 16 to interpret murals
History DC 13 / Arcana DC 15 to analyze the residue
Ominous Beat
During the puzzle, Esmeray freezes. In a voice not her own:
“He is near. The one who devours silence. He will close the Hollow—and you with it.”
Act IV – The Voice in the Void
Vision

A spectral memory unfolds: Esmeray as a child, in a bloodlit ritual. She was once a vessel—used to contact a void-born master. Her bloodline bears the Anchor’s curse.
Then a deeper voice breaks through:
“I see you now. The Hollow stirs. The coven remembers. The warlock wakes.”
The Hollow begins to collapse.
Escape Sequence
Players must:
Run, dragging Esmeray
Avoid debris (Dex Save DC 13)
Push through warping geometry
Final Combat – At the Hollow’s Exit

Enemies
1x Revenant Witchshade (CR 2)
2x Hollowborn Wretches (CR 1/2 each)
Lair Effect (Initiative 20)
Shadow tendrils lash out:
DC 13 Wisdom save or become restrained (escape DC 12)
Terrain Details
Rib Arches: Provide half cover
Collapsed Platforms: Dex save DC 12 or fall prone
Warped Pools: DC 13 Wis save or be frightened
Exit Arch: Flickers with unstable light—players must reach it to escape
Victory & Fallout
If Victorious:
Esmeray is freed—but altered. A living anchor.
The party recovers a blackened scroll with the location of the final Anchor: Vireth’s Hollow
They dream of a name: Sorenn Vallok, the Black Caller.
If the PC's took a long time in completing this quest, then, when they emerge from the Hollow it is as the Stormkeeper and his two guards arrives. The party must now confront, negotiate, or flee.
If They Fail:
Esmeray is claimed by the Hollow
Each adventurer receives a hollow brand (a curse at the DM's Discretion)
The Stormkeeper arrives—perhaps too late to save the village
Stormkeeper Arrives: Encounter Setup

Vaelith’s Entrance
He arrives with two Anchor Guards—stoic, masked enforcers.
The air flickers with static as he walks.
His robes are inscribed with celestial runes that pulse faintly.
He holds a staff tipped with a fragment of an Anchor, used to detect and subdue magic.
Purpose
Stormkeeper Vaelith has been sent to:
Contain whatever threat lingers in Las Coronas.
Apprehend and interrogate anyone involved with the Anchor’s disturbance.
Report back to the larger Anchor Network.
If necessary, purge the area
“I have not come to help. I have come to understand. And if necessary—to end.”
Stormkeeper Arrival Dialogue
“Halt! I am Stormkeeper Vaelith and you are under arrest. (The land rumbles) Divina Quato! You’ve meddled with things best left buried. By the Anchors, what did you awaken down there?”
If questioned or resisted:
“Do not test me. I’ve seen villages swallowed for less than what you’ve just done.”
If reasoned with:
“We don’t erase people. We contain them. If you can be trusted, you may yet be useful.”
Player Options – Interaction Mechanics
1. Persuade Him (Diplomacy)
To convince Vaelith the players are valuable and not a threat.
DC 17 Persuasion (Charisma)
Advantage if:
They offer him Anchor fragments, evidence, or Esmeray’s visions.
They speak truthfully about their intent to contain the threat.
On Success:
He places them under observation but allows them to continue.
He assigns one guard to shadow them.
On Failure:
He moves to detain them magically (see below).
2. Deceive Him (Lie / Conceal)
To convince him they were not involved, or that another group was responsible.
DC 18 Deception (Charisma)
Disadvantage if:
They show signs of corruption (e.g. branded by the Hollow, recent spell effects).
On Success:
Vaelith delays judgment, investigates the town first.
On Failure:
He casts Zone of Truth or detects lies via his relic staff.
Immediate detainment or combat may occur.
3. Intimidate or Leverage Power
To get Vaelith to back off or recognize their strength.
DC 20 Intimidation (Charisma or Strength-based)
Automatic Failure if used first without proof of power.
On Success:
He steps back reluctantly, warning:
“I’ve faced worse than you. But if you’re the only wall between us and Vallok, then by the Anchors… stand strong.”
On Failure:
He marks them as a rogue element and sends for reinforcements.
4. Enlist His Help
To shift him from obstacle to ally.
Multi-check route:
Insight (DC 14): Identify Vaelith's hesitation and inner conflict.
Persuasion (DC 18): Appeal to logic, fear of Sorenn Vallok, and the party's unique knowledge.
Religion/Arcana (DC 15): Demonstrate understanding of the Anchors or the Hollow.
On Success:
Vaelith agrees to support from a distance, relays their findings back to the council.
He warns: “I’m with you for now. But tread carefully—should you fall to it, I’ll be the one to end you.”
5. Escape / Stall
To buy time to flee, hide Esmeray, or reach the next site.
Group Stealth (DC 16) to hide Esmeray or evidence
Group Deception (DC 15) to stall him with false leads
Individual Acrobatics/Athletics (DC 14) if combat breaks out and flight becomes necessary
Fail State: Attempt to Detain
If the players botch multiple checks or act openly defiant, Vaelith attempts to detain them magically:
Spell: Hold Person (DC 15) on up to 2 targets
Spell: Zone of Truth – then interrogation
Anchor Guard tactics:
Grappling
Suppression nets (treat as Entangle, DC 13 to escape)
If the players resist, combat begins—but Vaelith does not aim to kill unless provoked severely. He tries to subdue unless his life is in clear danger.
Best-Case Outcome
Players convince Vaelith to back them or work with them against Vallok.
He becomes a recurring, reluctant ally—a watchdog, not a friend.
He grants access to Anchor resources for future missions (ritual scrolls, relics, insights).
DM Notes – Vaelith's Personality
Lawful Neutral
Believes in the Anchors' mission, but is not blind to nuance.
Wary of sorcery, especially when wielded by outsiders.
His weakness: uncertainty—Vallok's name rattles him.
DM Notes & Adventure Hooks
If Players Skipped Previous Adventures:
Skipped Shattered Echoes:
Rumors of sobbing in the Red Stag Inn’s walls.
A fevered miner mutters of a faceless woman in stone.
Hook: A villager begs the party to investigate. A hidden note links to the coven’s ritual chamber—revealing a piece of the Anchor still lingers.
Skipped Echoes Beneath Las Coronas:
A child sleep-whispers strange coordinates.
A fissure near the Whispering Caves hums when Esmeray approaches.
Hook: Esmeray speaks a phrase in the old tongue. The cave reacts, and the villagers panic.
Statblocks & Map Details
Revenant Witchshade (CR 2)
Medium undead, chaotic evil
AC: 14 (Shadow Veil) HP: 68 (8d8+32) Speed: 30 ft., hover 20 ft.
STR 12 | DEX 16 | CON 18 | INT 10 | WIS 14 | CHA 15
Saving Throws: Wis +4, Cha +4Damage Resistances: necrotic, fire, cold, bludgeoning/piercing/slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: charmed, exhausted, poisoned
Senses: darkvision 60 ft., passive Perception 12
Languages: Common, Abyssal
Shadow Cloak (Recharge 5–6): As a bonus action, the Witchshade becomes heavily obscured in shadows for 1 minute. It gains advantage on Stealth checks and attacks made against it have disadvantage.
Multiattack: Makes two Necrotic Lash attacks.
Necrotic Lash. Melee Spell Attack: +5 to hit, reach 10 ft., one target.Hit: 12 (2d8 + 3) necrotic damage, and target must succeed a DC 13 Constitution save or lose 5 ft. of movement until the end of their next turn.
Coven’s Curse (1/Day): Targets a creature within 30 ft. The target must succeed a DC 13 Wisdom saving throw or be cursed: they subtract a d4 from all ability checks and saving throws for 1 minute (concentration).
Hollowborn Wretch (CR 1/2)
Small aberration, neutral evil
AC: 12 HP: 22 (5d6+5) Speed: 30 ft., climb 20 ft.
STR 8 | DEX 14 | CON 12 | INT 6 | WIS 10 | CHA 5
Skills: Stealth +4
Damage Resistances: psychic, necrotic
Senses: darkvision 60 ft., passive Perception 10
Languages: understands Deep Speech but cannot speak
Shadow Cling: At the start of its turn, each creature within 5 ft. must succeed a DC 11 Wisdom saving throw or have their speed halved until the start of the wretch’s next turn.
Multiattack: Makes two Claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.Hit: 6 (1d6 + 3) slashing damage.
Warp Flesh (Recharge 6): The Wretch targets one creature it can see. The target must make a DC 12 Constitution saving throw or take 9 (2d8) psychic damage and suffer disadvantage on their next attack roll or skill check.
Stormkeeper Statblock (CR 3)
Stormkeeper Vaelith
Medium humanoid (any), lawful neutral
AC 15 (Mage Armor)
HP 66 (12d8 + 12)
Speed 30 ft.
STR 10 | DEX 14 | CON 12 | INT 17 | WIS 14 | CHA 11
Saving Throws Int +6, Wis +4
Skills Arcana +6, Insight +4, Intimidation +3
Senses passive Perception 12
Languages Common, Primordial
Challenge 3 (700 XP)
Abilities
Anchor-Aware: The Stormkeeper has advantage on saving throws against effects originating from Anchor corruption or relics.
Arcane Suppression Field (Recharge 5–6): As an action, Vaelith can project a 15-foot radius aura for 1 minute. Spells cast within the field require a DC 15 Arcana check or fizzle. Allies are unaffected.
Actions
Shock Lance (Cantrip): Ranged Spell Attack: +6 to hit, 60 ft., one target. Hit: 2d8 lightning damage.
Binding Sigil (1/day): Choose one creature within 30 ft. That creature must succeed on a DC 14 Wisdom save or be Paralyzed for 1 minute. Save at end of turns.
Spellcasting. Vaelith is a 6th-level spellcaster (Intelligence DC 14, +6 to hit):
Cantrips (at will): Prestidigitation, Lightning Lure, Shock Lance
1st (4 slots): Mage Armor, Shield, Detect Magic, Command
2nd (3 slots): Mirror Image, Hold Person
3rd (2 slots): Counterspell, Lightning Bolt
Stormkeeper Guards (CR 1 Each)
Legionaires
Medium humanoid (any), lawful neutral
AC 17 (chainmail + shield)
HP 27 (5d8 + 5)
Speed 30 ft.
STR 15 | DEX 12 | CON 13 | INT 10 | WIS 11 | CHA 10
Skills Perception +2, Athletics +4
Senses passive Perception
12Languages Common
Challenge 1 (200 XP)
Abilities
Anchor-Drilled: Immune to frightened while within 30 ft. of a Stormkeeper.
Tactical Coordination: Once per turn, when an ally hits a creature the guard is adjacent to, the guard may use a reaction to make a melee weapon attack against that creature.
Actions
Longsword. Melee Weapon Attack: +4 to hit, 5 ft., Hit: 1d8+2 slashing damage
Shield Bash (Recharge 4–6). Melee Weapon Attack: +4 to hit. Hit: Target must make a DC 12 Strength save or be knocked prone.
Battle map Description
Final Chamber – Exit of the Hollow
General Layout: A long, spiraling descent leads to a dome-like chamber where organic walls meet cracked obsidian-like stone. The space feels like a broken heart—ribs arch above, and a ruined altar rests at the far end.
Terrain Features:
Obsidian Rib-Arches (Cover): Tall bone-like columns twist up from the floor—offer half cover.
Collapsed Platforms (Hazards): Crumbling platforms litter the far end. Stepping on one requires a DC 12 Dex save or fall prone.
Warped Pools: Small, black pools pulse with corrupted Anchor energy. Ending your turn in one triggers a DC 13 Wis save or the PC is frightened of the Witchshade until the end of their next turn.
Exit Arch: A jagged, narrow tunnel in the back wall flickers with unstable shadow-light. Escape must be made through here once the Witchshade falls.
Setting the Stage for the Final Adventure
The threads converge:
The witches’ coven stirs again.
Sorenn Vallok orchestrates the Anchors’ release.
The final confrontation awaits in Vireth’s Hollow, where it all began—and where it must end.
And for those who want to dive deeper into the mysteries of Aithos, the novel awaits…
Read Aithos: Dragonsfall Cycle to discover the full world beyond the game!
This weekly encounter series will continue exploring new locations, conflicts, and legendary mysteries within Aithos. Dungeon Masters, how will your players handle the madness of the Anchors? Stay tuned for next week’s adventure!
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