This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
“It came two moons ago and threatens to siphon out our souls. We have tried to stop its endless thirst to no avail. Maybe you mortals can do something…”
The Cursed One
Located on top of a sparsely forested hill northeast of Fairnook is an ancient elvish ruin colloquially known as the Night of Spirits. It was once a temple and an observatory of druids. Alas, the druids left these lands centuries ago following the movement of astral bodies, leaving behind their stone observatory that has partially collapsed as it is reclaimed by nature. The arcane auras crafted by the druids shall last for eternity, they attract the attention of fey creatures and spirits from beyond the veil.
In time, the Night of Spirits has become a fabled place for the humans and elves of Leaf Valley. Locals believe that the spirits of the dead are attuned to this place. Hence the tradition of pilgrimages to this ruin to pray and leave offerings. The spirits are mostly harmless as they cannot directly interact with the living. But a few of them often pose a danger to the hapless pilgrims.
The Spirits
Harmless, undead apparitions meander in the area and appear to interact with pilgrims. Most are little more than barely-recognizable humanoid ghosts, but a few have some features and signature sounds that guides love to point out to first-time visitors. One of them is the Cursed One, a mischievous spirit that sometimes plays light-hearted pranks on pilgrims like stealing their purses, exchanging their shoes, or crying in their ears.
However, a new spirit came to the ruin, attracted by the magical auras. It is the Dark Veil Ghost, an undead monster far more dangerous than the rest of the spirits here. Just recently, the Dark Veil Ghost learned how to possess weak-minded people to use them as living weapons.
Level 1-2 Encounter
- Danger. Unsafe. Check for a Random Event every 30 minutes and after loud noises (3-in-6 chance).
- Magic Aura. The detect magic spell reveals a strong magical force coming from the top of the ruin where the sacred pond resides. It is an enchantment that attunes the mind to the whispers of the long-dead. Spellcasters have a +2 bonus casting spells within 30 feet of the pond.
- Pilgrims. Visitors who come to pray are prone to be possessed by the Dark Veil Ghost. Characters must be careful when confronting them so as not to kill them.
RANDOM EVENT d6 | Details |
1 | The Cursed One (shadow) appears before the characters and begs them to get rid of the Dark Veil Ghost. Then, unable to control its mischievous attitude, the Cursed One steals a random weapon from a character (DC 12 Dexterity to avoid). |
2 | Four thugs arrive at the observatory intending to rob pilgrims of their gold and weapons. They flee if reduced to half their HP. |
3 | A thunderous roar pierces the hilltop’s silence as the ruby dragon soars through the sky. It turns toward Northcrest Mountain. |
4 | Six refugees (commoners) from Opal Pass come here on their way to Queendell. They wish to spend the night by the pond. |
5 | The Dark Veil Ghost appears for 1d2 rounds and attacks the party. It prioritizes attacking a spellcaster or a cleric. |
6 | A pilgrimage of dozens of ephemeral spirits floats from the bridge near Fairnook to the Night of Spirits. These ghosts ignore the living as they reach the pond and throw themselves into the clear waters. The water glows with their otherworldly energy. |
1. Reaching the Observatory
The Night of Spirits is 2 hours from Fairnook taking a well-trodden hill trail. Reaching the hilltop requires a minimum of stamina (DC 13 Constitution). On a fail, the character has disadvantage on all checks for 10 minutes.
2. The Observatory Entrance
Two towering statues of robed elves holding wooden staffs welcome travelers to the Night of Spirits. Between them, two flights of stairs ascend to the hilltop where a sacred glimmer warms lonesome souls.
Each of the statues features delicately-carved emeralds for eyes. As creatures move about the area, the statues’ eyes appear to follow them with piercing gazes.
- The Statues. Inspecting the effigies for 10 minutes reveals ancient druidic spells etched onto their surfaces. A spellcaster identifies this magic as a faint lure to attract roaming spirits to the ruined observatory.
- Treasure. Each eye is worth 50 gp (four in total). However, most people in Leaf Valley know these jewels well and no one will purchase them in the region. Prying out the emeralds summons three shadows to punish the characters for their unquenchable greed.
3. The Concentric Walls
The observatory features three concentric walls in a state of disrepair and erosion. The walls are 20 feet tall and are carved with strange patterns and bas-reliefs.
- The Stone. The walls are built from a volcanic rock brought from Northcrest Mountain (DC 12 Arcana).
- The Reliefs. Inspecting the reliefs reveals that the druids traveled south in their never-ending search for the ultimate truth of their cosmological model.
4. The Sacred Pond
Glimmering water flows from a 2-foot-tall stone pond at the top of the ruined compound. Light bugs, birds, and even ghosts are attracted to this place. The ominous magical aura can be felt even by mortal beings.
The druids of yore are long gone but their spells, weaved through the fabric of the world and the stones of the volcano, linger even now; attracting lost souls and spirits.
- The Pond. The sacred pond is the magical aura’s source. A dispel magic spell can suppress the pond’s power for 1 hour. If done during a combat encounter, all spirits in the area are banished for the time being.
- The Water. The crystal-clear liquid is imbued with magic and considered sacred. Pilgrims often drink it as the water’s healing properties are beneficial to weary travelers. Drinking a cup-worth of water heals 1d6 hit points and cures minor, non-magical diseases. Drinking more water within a day causes a strong headache (Disadvantage on checks for 20 minutes).
- Pilgrimage. People in the Night of Spirits pray at sunset and often stay the night huddled inside the innermost wall of the ruin, next to the pond. Rumor has it that sleeping to the water’s pouring lull soothes the spirit. At dawn, if the spirits so will it, the pilgrim’s fortune is changed. During the characters’ visit, many pilgrims are present to pray and make offerings. The Dark Veil Ghost shall attack them soon (see Of Pilgrims and Ghosts).
Of Pilgrims and Ghosts
Many people are present when the characters arrive at the Night of Spirits. There are twelve pilgrims by the Sacred Pond. In addition, the characters may have brought a retinue of pilgrims from Queendell or Willowhill as many parties offer money to be escorted here.
However many pilgrims are present, they are common peasants with no combat training or weapons. When the sun sets and the pilgrims kneel before the sacred pond to pray, the Dark Veil Ghost attacks.
Confusion and Disarray
The Dark Veil ghost does not reveal itself directly. It uses its Possess ability to take control of a random pilgrim. The possessed pilgrim stops praying and uses whatever weapon in its reach to attack another pilgrim. At first, it appears that a person has lost all reason. The problem soon grows out of control as the Dark Veil Ghost takes control of a new person at every opportunity. The evil ghost makes itself visible when the characters subdue the second pilgrim. Unaffected pilgrims dare not abandon the glimmer of the sacred pond. The Cursed One (shadow) aids the characters in this fight. It can finally redeem all of his past mischiefs.
To deal with the pilgrims, a detect magic spell reveals a necromantic aura surrounding the possessed person. The protection from evil spell or any healing magic releases the person from the ghost’s possession. Otherwise, they can be subdued in combat. When a character deals a blow that would bring the person to 0 hp, they can attempt to deal non-lethal damage (DC 12 Strength or Dexterity). On a fail, the pilgrim dies as per the rules.