The document outlines an adventure scenario where players must investigate disturbances caused by a centuries-old race of specters, the Blackveil, in the Undercity. Players are tasked with uncovering the mystery behind the deaths of livestock and the ritualistic signs left behind, leading to encounters with the Blackveil and their monstrous mounts, the ghaunts. The adventure encourages social solutions and player creativity while providing a structured narrative for Dungeon Masters to adapt to their settings.
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The Blackveil Reclamation
The document outlines an adventure scenario where players must investigate disturbances caused by a centuries-old race of specters, the Blackveil, in the Undercity. Players are tasked with uncovering the mystery behind the deaths of livestock and the ritualistic signs left behind, leading to encounters with the Blackveil and their monstrous mounts, the ghaunts. The adventure encourages social solutions and player creativity while providing a structured narrative for Dungeon Masters to adapt to their settings.
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ECC TATOO EVIL
b
-INTRODUCTION
SYNOPSIS
A centuries old race of specters has risen to reclaim their
ancestral homeland, hoping to once more inhabit their
physical forms and drive out the Undercity's current
‘occupants. You are tasked with stopping them from causing
any more harm, and if possible, destroying them for good
ADVENTURE Hook
You have been tasked by an agent of a small Varstadian
lundercity community's leadership with investigating recent
disturbances on a local livestock farmer's land. Rothe, a staple
of the Varstadian undercity’s livestock market, have been
turning up dead, torn open in an almost ritual fashion,
ADVENTURE BACKGROUND
‘The Blackveil were a mystical and secretive subrace of elves
who chose to make their homes beneath the streets of some
of the world's most populous cities. A wouldbe monarch of
Varstad's fledging Undercity, a medusa named Aspasia, grew
paranoid of the Blackveil’s elusive nature and ordered them
driven to the surface and executed, cementing her seat on the
‘undercity’s throne
The Blackveil died in agony and the souls of hundreds were
kept from moving on to the next lie by Selva the Betrayer, a
necromancer of the Blackveil. Because of this, the Blackveil
were cursed to remain in Undercity, lurking forever on its
fringes as specters oftheir former selves, never again able to
walk the caverns of their beloved homeland.
Undercity expanded in the ensuing decades, reaching a level
cof wealth and prosperity that would otherwise have taken
centuries. As time passed, Aspasia became more and more
withdrawn from the common affairs of state, delegating her
responsibilities to her loyal cult of necromancers and death
clerics.
Decades ago, Aspasia finaly attained the immortal state of
Jichdom, fully intending to rule Undercity forever. The current
state of Undercity is one of quiet prosperity.
DRAMATIS PERSONAE
ASPASIA THE LICH-QUEEN
‘A medusa who underwent the transformation to lichdom
Queen of Undercity
APIS THE STEWARD
‘A Blackveil specter who acts as the spokesperson for his
people
Opric CALston
A halfelf Undercity farmer. Raises rothe for their meat and
nutritious milk, and cultivates @ variety fungus strains to
‘supplement his income.
SYLVA THE BETRAYER
{A Blackveil necromancer, long since dead. Currently interred
in the Blackveil graveyard and undergoing torture
RUNNING THE ADVENTURE
The Blackveil Reclamation is meant to be a setting agnostic
adventure for Dungeon Masters to insert into their game any
time the party has abit of extra downtime or needs a diversion
from their current objective. Names of NPCs and locations
can easily be swapped out to match your setting if needed.
The goal of this adventure is to encourage players to seek
alternative solutions to problems. While this adventure
functions adequately as a simple quest with a straightfoward
combat conclusion, Dungeon Masters are encouraged to
emphasise the possibility of social solutions and reward them
cordingly.
{A group taking its time can expect to finish this adventure in
3.4 hours, while groups who enjoy getting o the end of things
can expect to reach the end in 2-3 hours.Part ONE
A RouTinE JOB
It is quiet and foreboding in Undercity, hours since the party
‘was contacted by an agent of a small community's leadership.
Valuable livestock have been going missing from a local
farmer's land, and Aspasia's agent has promised the party 250
gold each if they can find the cause of the disturbance and
climinate it. Feel free to skip over the introductory portion if
‘you'd rather place the party more directly into the action.
Alternatively, you may have the party meet with Conn,
human male who uses the noble stat block, at a location
convenient to you. Conn describes the recent events to the
party and offers them the described reward. A successful DC.
15 Persuasion check will convince Conn to increase the
amount to 325 gold but he will not offer more than this.
From here you should give your players a chance to describe
the sorts of preparations they make before they undertake the
expedition. If you find that your players are having difficulty
coming up with things to take along, refer them to the
‘Adventuring Gear' table in the Player's Handbook (p. 150)
‘The characters pick their way through worn trail heading
east out of the city. The environment here is deceivingly
bright, it by an abundance of bioluminescent fungus and
fauna, The air is generally damp, smelling either of rotten
plant matter, fangus, or freshly turned soil Read the following
{ext aloud as the adventure starts to get your players into the
proper mindset
The path before you begins a @ rough patchwork of crudely
worked rock, blocks of which come together to form a
rudimentary kind of cobblestone pathway. The path is
overgrown with moss and a strange sort of fungus that retreats
at your approach, orly to emerge once more as you pass.
‘The luminous plants, fungus, and insects fill the Undercity
caverns with a dir and flickering ight. As the cobblestone path
‘varsitions into dirt and crushed gravel, the sounds ofthe city
[grow ever more faint behind you untl all you can hear is the
sound of your party's breaths and the beat of your heart in your
chest
Once you finish reading to your players, ask them to describe
cach of their characters’ reactions to the environment and the
\ask ahead Encourage them to be as descriptive as they can,
and be sure to liberally award Inspiration to anyone who you
think meets the erteria,
THE CALSTON FARM
After the players have had a chance to take in the local
environment, describe their preparations, and get into
character, ead or paraphrase the following text aloud:
[As you traverse a seemingly endless cavern of impressive,
echoing dimensions, your eyes Finally fall upon what you would
assume to be the Calston farm. Fields of cave moss are
patiently tended to by a few small herds of rothe: stocky, furry,
hhorned creatures with dark green horns, yellow eyes, and
shaggy brown coats.
'A modest cabin lies at the end of a path that takes you over a
few gently sloping hills. The cabin is made of stone, and a few
flickering lights can be seen through the windows at this
distance. Beyond the cabin, a broad, low roofed structure
appears to serve as both barn and tool shed
Unless the party is making a specific attempt at stealth, Odric
Calston greets them halfway down the path to his cabin. Odrie
is « halfelf commoner, and is relieved to see the party finally
artive. He is a thin, tredlooking man with dirty hair, dark
‘skin, and black eyes, He bids the party come into his cabin
and offers to stable and feed their mounts if they brought aay.
Once inside, Ouric seats the party at the dining table, offers
them what refreshments he can, and tells them of his recent
difficulties. A month ago, some of his rothe began to turn up
dead While a few appeared to have been at Ieast partially
eaten, others were eviscerated in what seemed to be an
almost ritual fashion,
Odric mentions seeing strange glyphs written in blood that he
couldn't quite recognize, and now can't quite remember,
"
éDISTURBING SIGNS
Odric directs the party to the southernmost field on his
property, which borders the Umbrawood, a wilderness of giant
‘mushrooms, dark grasses, and pale trees. Finding the field is
straightforward enough, and Odric gives thorough directions.
When asked to guide the party, his sociable demeanor will
change to one offear as he refuses.
{As the party approaches the southern field, read the following
text
[As you leave the cabin, the southern path twists around a few
small copses of large mushrooms before reaching a gate
Proceeding into the field itself, you see a few scattered rothe
chewing moss and watching you with fat, almost baleful
expressions
The herd seems to be avoiding a particular hilltop, and itis
there where you find your fist indication of foul play: a rothe
carcass lies on ts back, limbs outstretched, Its guts are
removed and strewn about it in a circle, the circumference of
which is lined in bizare glyphs from an alphabet you do not
recognize, The hilltop is capped with a low wall of crumbling
stone and set with a number of worn abeliss of various sizes,
none more than four fet high
Give your players ample time to investigate the ares,
prompting them if necessary. Perception, Investigation, and
Nature are all applicable to this situation, so no character
should be left out.
A successful Perception check (DC 12) will reveal that the
‘moss surrounding the hilltop has been trampled flat by a large
creature, A successful Nature check (DC 12) will reveal that
the creature was quadrupedal Ifthe Nature check exceeds the
DC by 7 or more, the character will earn that there were two
creatures present: one large quadruped and one medium
biped
‘The whole scene ig what remains of the blood ritual
undertaken by the Blackveil to bring another sou! of their
slaughtered people back to the Material Plane. The other
‘missing rothe can be explained by the need of the Blackveil to
feed the ghaunts. The ghaunts are large, fearsome
quadrupeds with leathery skin stretched tight over bone and
muscle. They serve as mounts for the Blackveil
When the players are nearly finished investigating the area,
hhave one of them discover a trail of blood leading from the
field to the Umbrawood,
AMBUSH!
‘The characters have been stalked by a pair of ghaunts since
they left Odric's cabin. The two ghaunts are waiting for the
characters to leave before attacking one of the rothe and
dragging it back into the Umbrawood Only now have they
approached close enough to potentially be noticed by the
party,
Any character with a passive Perception of 16 or higher
notices them, When the ghaunts realize that they have been
noticed by any of the party, they will attack.
Ln need
GHAUNT
Size, Alignment
‘Armor Class 16 (natural armo:
HitPoints 136 (16410+48)
Speed 30 ft, fly 60 ft,
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 2¢4) 11 (10) 6 (2)
Saving Throws Str +8, Dex +6
Skils Perception +3, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks
‘Damage Immunities poison
Condition Immunities charmed, exhaustion,
frightened, poisoned
Senses darkvision 120 ft, passive Perception 13
ages understands Common
Grlerge 2 (0500%)
Death Link If its bonded rider is destroyed, the
sghaunt is destroyed.
Flyby. The ghaunt doesn't provoke an opportunity
attack when it fies out of an enemy's reach.
Actions
Multiattack. The ghaunt makes two attacks: one with
its bite and one with its claws.
Bite, Melee weapon attack::+8 to hit, reach 5 ft, one
target. Hit 18 (34845) piercing damage. Ifthe target
isa Medium or smaller creature, itis grappled
(escape DC 15). Until this grapple ends, the target is
restrained, and the ghaunt can't bite another target.
law. Melee weapon attack::+8 to hit reach 5 ft,
fone target. Hit 15 (34645) slashing damage.Pee cr eer
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