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The Screaming in High Hollow

Fantasy homebrew worldmystery Lv. 1 · 3 players

The Screaming in High Hollow

Three unlikely adventurers arrive in High Hollow, a port town infamous for sheltering criminals and exiles, only to discover that the Shrine of the Thirteen Idols has been desecrated and one of the divine children—a guardian entity—has vanished. A cryptic cult mark discovered at the scene points toward the High Priestess of Solda, a mysterious figure whose heretical doctrine threatens to transform the Idols into monstrosities and steal the keys to the divine gates themselves. The party's investigation will uncover the cult's infiltration into the town's criminal underworld and set them on a collision course with forces far beyond their understanding.

mysterydivine corruptionfirst blood

Read Aloud

You crest the final hill on the dusty road and High Hollow sprawls before you like a scar across the coastline. The port town reeks of salt-rot and desperation—timber buildings lean precariously against one another, their paint peeling in strips that look like dead skin. Fishing nets hang from broken docks where rusted chains disappear into brown water. At the town's heart, partially visible through the tangled streets, rises a modest but elegant stone structure: the Shrine of the Thirteen Idols, its marble dome catching the afternoon sun like a beacon of hope in an otherwise bleak landscape. As you descend toward the town gate, you notice something unsettling: the streets are nearly empty. No fishmongers, no dock workers, no guards—only a few shuttered windows and the distant sound of a bell tolling slowly, mournfully, from the shrine itself.

Description

High Hollow is a transient settlement serving as both a trading hub and a dumping ground for society's unwanted. The town's main thoroughfare runs from the docks uphill to the Shrine. Ramshackle buildings with weathered wood and salt-stained walls line narrow, crooked streets. The air smells of fish, tar, and desperation. The Shrine itself is the town's only structure of architectural distinction—built from pale marble decades ago, it features thirteen niches on its exterior (one for each Idol) and is currently the source of the doleful bell sound. A small crowd has gathered at the shrine's entrance, kept back by three town guards in dented armor. The party will arrive at this critical moment of low-key chaos.

DM Notes

This scene establishes atmosphere and gets the party to the core conflict. The guards will not immediately allow the party near the shrine—they are confused and frightened. Use this to introduce the town's fear and uncertainty. Encourage the party to introduce themselves and ask questions. If the party tries to push past the guards, a DC 12 Charisma (Persuasion) or Intimidation check will convince them to step aside temporarily (they are undermanned and spooked). The shrine bell continues to toll—this is intentional; later the party will learn it was triggered by the desecration and has been ringing for hours, unattended.

Read Aloud

The interior of the Shrine strikes you immediately as violated—not by crude destruction, but by methodical profanity. The circular chamber is ringed by thirteen marble pedestals, each carved with the likeness of an Idol and topped with an elaborate crystalline key. Twelve keys still gleam in their niches, but one pedestal—bearing the carved image of a blindfolded figure holding scales—stands empty save for pooling shadows that seem darker than they should be. Scrawled across the floor in what might be ash or something far worse are symbols of unsettling geometry: spirals within spirals, eyes that stare in multiple directions, and repeated phrases in a language none of you immediately recognize. At the center of the chamber, a simple stone altar has been upended. One of the town guards, an older man named Sergeant Thorne, turns to you with haunted eyes. "The Idol of Balance... Meridian... she's gone. And the key with her. Whatever did this..." He trails off, staring at the symbols. "We found the shrine like this three hours ago. The bell rang out on its own."

Description

The Shrine's interior is a perfect circle, approximately 30 feet in diameter. The floor is polished marble, now desecrated with ritual markings. The twelve remaining pedestals are arranged in a circle, each bearing the weight of a divine key—intricate artifacts of crystal and gold that hum faintly with residual divine power. The missing pedestal (the 8th position, bearing the symbol of an eye crossed by scales) is noticeably colder to the touch, with a thin coating of hoarfrost despite the warm day outside. The upended altar is made of dark stone carved with the likenesses of all thirteen Idols in profile. The ritual markings include elements of astronomical notation, corrupted prayer-script, and what appears to be a binding circle. A DC 12 Intelligence (Arcana) check reveals the script is attempting to "unmake the divine covenant"—a blasphemous magic with no historical precedent. A DC 14 Wisdom (Insight) check suggests this was done with ritual precision, not desperation or chaos.

DM Notes

Allow the party to investigate freely. Sergeant Thorne is helpful but visibly frightened—he will answer questions about the timeline (discovered at midday when the bell began ringing), the missing Idol Meridian (a guardian entity tied to balance and justice, said to walk the mortal realm in disguise), and the fact that the town has no resident clergy (the last shrine keeper died six months ago and was never replaced due to budget constraints—a critical detail). The ritual markings are not immediately dangerous but exude an unsettling aura. Award inspiration or advantage to any player who makes a particularly clever observation. This is an excellent moment to engage the Bard's social skills or the Cleric's religious knowledge (DC 13 Religion check reveals Meridian was one of the oldest and most powerful Idols, and her theft is catastrophic).