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The Hollow Prince Saga: Episode 1

The Cursed Heir

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An Epic 10-Chapter Dungeons and Dragons Campaign

From haunted catacombs and forgotten ruins, to ancient monasteries and hidden temples, no two chapters feel alike. Each chapter advances the story while introducing unique environments, harrowing encounters, tactical challenges, and meaningful choices that shape the journey ahead.

Every chapter builds toward a larger mystery – one filled with dangerous adversaries, memorable characters, and wonderous discoveries that will keep your players eager for the next session.

Character Levels

Beginner
(Players start at Level 1)

Rules System

5E Compatible
(SRD 5.2.1)

Campaign Length

300+ Pages
(10-Chapter Campaign + Bonus)

Resources

50+ Page Supplement
(Maps, Bestiary, Items, etc.)

Format

Digital Download
(PDF)

Campaign Chapter Synopsis

War drums echo across the land, but not from any army that marches beneath a banner. Villages burn in the night. Roads once safe are now hunting grounds for things that walk on two legs – but with eyes like green embers, and an insatiable appetite for atrocity and violence.

With fear gripping the lands, the King orders another desperate call to arms.

Ripped from their lives and into service, a group of such souls is suddenly pulled into an ongoing conflict that few of them understand, and even fewer are prepared for.

Under-armed and overwhelmed, they are forced to march from their homes toward a place few have heard of, let alone seen – an ancient fortress nestled in the remote hills against the ominously sprawling Giantspine Mountain range.

A place known as Stonewatch Keep. A place where danger is ever-present…

The trauma of the late night ambush still lingers – terrifying enemies, fire and smoke, the screams in the dark of the wounded and dying.

The dawn did come, and with it, a fragile sense of survival. But also a heightened sense of camaraderie with those who were, until recently, strangers. After all, bonds forged in the crucible of fire are strongest.

For the battered survivors, this marks their first full day at Stonewatch Keep… and the beginning of their new lives under the banner of the King’s army. But there’s no time for rest or reflection.

A crucial supply caravan bound for the Keep has failed to arrive, and a search party is needed. With few others to spare, the newly arrived conscripts are tasked with their first official mission: track the caravan, determine its fate, and if possible, bring it home.

Foul play is suspected, but in truth, no one knows what they’ll find…

With their first accompishments behind them, the group has begun to settle into their role within the garrison of Stonewatch Keep. Confidence grows – not just amongst each other, but within the ranks of officers who now begin to see them as more than just conscripted farmers and simple townsfolk.

After months of confusion and speculation, a clearer pattern around the ongoing attacks is beginning to emerge. The reoccurring appearance of the red handprint points to a deliberate figure behind the chaos – someone, or something, now influencing the once scattered tribes of the frontier.

With a suspected mastermind coming into focus, further investigation is warranted.

But war can cast dark shadows, and not all may be as it seems…

After weeks of respite, hope stirs within the walls of Stonewatch Keep. With the powerful Hokulk slain, and Moog’s forces standing down, raids fade into silence. Patrols report calm roads. Caravans move unmolested. Most importantly, the war camp fires on the horizon have dimmed. A few members of the garrison even begin to speak of finally returning home. But peace is fleeting, and things that are too good to be true, often are. A caravan passing through brings troubling news… The nearby hamlet of Willow Branch – the very village marked on the map recovered from Hokulk’s chamber – has been found abandoned, its homes eerily silent and lifeless, as though all townsfolk were suddenly pulled from existence. Stranger still, the caravanners speak of an oppressive, unseen presence that clawed against their thoughts, as though something was watching… whispering… commanding…

The discovery at Willow Branch weighs heavily upon Stonewatch as the darker truth is revealed: the Hollow Prince yet lives. Though his identity and cultish group’s aims remain shrouded, the pattern of malice comes into focus.

An unlikely ally emerges in Moog Blood Hand, the goblin chieftain who once sought only war. True to his word to help in the cause against the Hollow Prince, Moog delivers an enigmatic clue pointing to an ancient druidic grove, once sacred, but long festering under a foul and evil corruption.

What lies amongst its blighted roots and branches is unknown, and perhaps better left undisturbed. Yet the order is clear: investigate.

The path ahead is certain to be perilous, but the truths it may reveal could prove vital in understanding the enemy’s growing power – and the shadow that now grips the land…

Piece by piece, the Hollow Prince’s designs sharpen into focus. The portals seem to be the lynchpin of his schemes, though the souls they deliver into his grasp serve some darker purpose yet to be fully revealed.

Urgency grips Stonewatch Keep as another clue emerges in the hunt for more portals. All signs point to an ancient temple at the heart of a sprawling necropolis where graves stretch farther than the eye can see. Few dare tread such ground, for the dead do not rest easy there.

Within the temple itself, the hope that truths may finally be laid bare… and with them, the chance to finally glimpse the Hollow Prince’s true nature.

But every step into the necropolis is a step deeper into the veil of death itself, where the line between the living and the damned grows perilously thin…

The strike against the cult presence at the Everhaven Monastery proves instead to be a carefully woven trap.

But from survival comes revelation, as the Hollow Prince’s shadowed identity comes to light. He is believed to be Malrik, the King’s illegitimate son, born of evil intent and tragic circumstance, and now empowered by a mysterious and terrible artifact.

Darker still is the revelation of an ancient and mysterious prophecy driving Malrik’s motivations beyond mere revenge.

With these answers come more questions, but in turn, a familiar face sheds its guise to offer guidance. A plan is formed in the hopes of unraveling the prophecy’s dark design, though casting light on this history is likely to be fraught with danger…

The prophecy lies bare at last – an apocalyptic vision of ruin and despair so dreadful that even the bravest cannot hear it without unease.

It speaks of the realm itself unraveling under the Hollow Prince’s dominion, a world where hope is smothered, and those still living are bound in endless torment. Whether the prophecy – or the man now claiming to be its harbinger – is true or twisted, its shadow looms over every plan now made.

Yet just as resolve hardens, a muddied rider stumbles through the gates with urgent news: a band of travelers bound for Stonewatch has come under attack. A rescue is ordered, and the party must once more take to the field.

Though yet again, nothing is as expected…

The mysterious traveller has been rescued, though with his recovery, the gravity of the war deepens. Word of the young man calling himself Hollow Prince has reached him, and the rumors of lineage seem undeniable.

But as the garrison reels from the implications of his presence – alarm horns sound across the battlements. As the sun sets, scouts report enemy banners closing in.

With the prophecy’s fulfullment so close at hand, Malrik will not be denied his prize.

The ancient keep, proud and stalwart, now braces for its most desperate defense. But as the enemy’s host prepares for assault, even the strongest wonder: will the fortress stand against the storm – or crumble beneath the wrath of Malrik’s dark prophecy… ?

The proud Keep, thought impregnable, has fallen. Not through siege, but to betrayal from within. Amid the chaos, Malrik’s prize was reclaimed – the prisoner carried off by the enemy into darkness and shadow.

Stonewatch lies in ruin, its walls blackened, its halls echoing with the silence of dead comrades and friends. Yet even in despair, a flame of defiance endures. The capture is no victory unless Malrik can complete the prophecy through blood.

The trail leads into the jagged Giantspine mountains, where Malrik’s stronghold rises in defiance of the wintery sky. The choice is clear: risk everything in the heart of enemy dominion, or surrender the realm to the Hollow Prince.

The race against time has begun, and with it, the final hope of halting prophecy before it consumes all…

Beneath the ruins of Ironspire Hall, long-buried secrets burn.

Before it’s mysterious collapse, Ironspire was once one of the greatest forges in the region – a sprawling underground dwarven marvel where magic, machinery, rune-craft, and metallurgy worked together on a scale beyond compare.

And at its heart burned the legendary Forgeheart.

If even a fragment survived, it could transform Stonewatch’s ability to repair armor, forge weapons, and equip its defenders for the war ahead – not to mention allow the Keep’s dwarven smith, Duggan, to create something extraordinary for the adventurers who recover it.

But returning to Ironspire means descending into a part of the ruin no one has entered since the day it died.

And much to their surpise, the party will find these ruins far less abandoned than expected.

What You Bring Back Matters

Echoes of the Forge is not a simple treasure hunt.

The Forgeheart may be the mission’s greatest prize, but Ironspire’s real legacy is scattered throughout the ruin.

Its lost tools and knowledge.

The more the party recovers, the more they give Duggan the means to create equipment of exceptional quality.

Their reward is therefore not simply found in a chest at the end of the dungeon.

It is built from what they manage to preserve.

Embrace Your Destiny... Start Your Adventure

One journey. Ten unforgettable chapters. Countless memorable moments. Gather your party and experience an adventure filled with mystery, danger, discovery, and heroism.