The adventurers stumble upon the abandoned village of Elderwood Hollow, the eerie silence broken only by the occasional rustle of leaves and the distant cawing of crows. The once-thriving community is now a haunting reminder of what was, with buildings in various states of disrepair and nature slowly reclaiming the land.

As the party explores, they encounter various points of interest:
- The Great Hall:
The largest structure in Elderwood Hollow, the Great Hall stands at the heart of the settlement. Its wooden doors hang ajar, and the interior is covered in dust and cobwebs. Broken furniture and long-dead hearths suggest this was once a place of gatherings and feasts. Upon a thorough search (DC 15 Investigation), the adventurers find an old map detailing the layout of the village and marking a hidden cache in the nearby forest. - The Smithy:
The village blacksmith’s forge is cold and lifeless. Tools are scattered around, and a half-finished sword lies on the anvil. The walls are lined with rusting weapons and armor. In a hidden compartment beneath the anvil (DC 14 Perception), the party can find a masterwork longsword that has miraculously escaped the ravages of time. - The Abandoned Cottage:
This small house at the edge of the village is overgrown with vines. Inside, the remains of a family’s life can be seen: broken dishes, a toppled table, and a child’s toy. A journal found under the bed reveals the family’s last days, hinting at a sudden, mysterious departure and mentioning strange lights seen in the nearby woods. - The Watch Post:
The village watch post still stands tall, though its wooden stairs creak ominously. From the top, the party can get a clear view of the surrounding area, spotting potential dangers or other points of interest. A careful search of the tower (DC 12 Investigation) reveals a hidden compartment containing an old spyglass with faint magical properties (functions as a telescope). - The Chapel:
The village chapel is in better condition than most other buildings, suggesting it was cared for until the very end. Inside, the air is thick with foreboding fear. A cracked altar and shattered stained glass windows add to the eerie atmosphere. Behind the altar, a secret passage (DC 16 Investigation) leads to a small crypt where the party can find a holy relic that provides minor healing (1d4+1) when held. - The Apothecary:
This small building was once the village apothecary, now overrun with creeping vines and cracked shelves. The shelves are still lined with various jars and bottles, many containing strange herbs and concoctions. A search (DC 14 Investigation) reveals a hidden drawer under the counter with a few usable potions, including a Potion of Healing and a Potion of Fire Breath.
Encounter Hooks
- As the adventurers explore the village, they might encounter the restless spirits of the former inhabitants, bound to the village by a curse. These spirits can either be hostile (leading to a combat encounter) or seeking release (offering a quest to lift the curse). The journal in the abandoned cottage provides clues to the nature of the curse and how it might be broken.
- The map found in the Great Hall points to a hidden cache in the nearby forest, leading the party to an ancient burial site or a hidden treasure trove. The journal and the holy relic found in the treasure hint at the mystery involving the village’s sudden abandonment, possibly leading to broader adventures involving ancient curses or long-forgotten deities.
These are just possibilities of adventure hooks from this map. But DMs feel free to use the map and incorporate it into your world… building whatever adventures you would like into this village.







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