Campaign Overview

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Whispers in Grey Hollow is a 5e mystery for three players set in a neon-soaked 1980s town where kids vanish and a hidden Veil leaks through a derelict quarry. The vibe nods to Stranger Things: arcade nights, cassette tapes, and the creeping sense that the adults are hiding something. Hook: a missing friend, a radio crackling with voices, and a bureaucratic memo warning to forget what you saw. Main quest: locate and seal the Veil Gate before the town's children slip into the other side forever. Side quest: free a neighbor cursed by a ventriloquist puppet that has begun to control minds. The party must recover three anchors scattered across town to close the gate: an iron key in the quarry, a silver mirror in the faded Silvergate Theater, and a heartwood staff in the Pineswood Forest. Settings include Grey Hollow Town Hall, Starcade arcade, Hollow Quarry, Pineswood, and Harbor Research Lab. Central events are: a sudden blackout, radio static carrying whispers, and a looming storm that widens the gate. Challenges include a shadowy government bureau, dimension-walking monsters, and puzzles that require aligning the anchors with local landmarks. Hooks for the players involve a vanished child, coded messages in old tapes, and a trusted teacher who fears the town’s secrets. The three-act arc leads to a climactic confrontation with the rogue bureau scientist and a Veil-born creature, followed by a fragile town rebuilding. Rewards include a Veilshard that empowers spells, an Echo Pendant that lets the wearer hear echoes from the Veil, and a Dossier of Bureau secrets that grants advantage on Investigation and Arcana. Designed for 3 players of levels 3–4, with a balanced mix of frontline, rogue-like skill, and arcane support.

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