**Beneath the Gory Gaze: The Veil of Suffering**
Setting: The Shadowscar Catacombs
Beneath the ruins of the abandoned village of Elderspire lies the Shadowscar Catacombs, a dark labyrinthine dungeon filled with the echoes of whispered sorrows. Once a revered resting place for fallen heroes, the catacombs fell into decline after an unspeakable horror emerged in the depths, drawing torment from the souls of the dead. Strange cultists, known as the Veil of Suffering, have made the catacombs their home, worshiping this entity that feeds on despair. They adorn the walls with gruesome murals depicting the greatest fears of past adventurers and have filled the air with an unbearable sense of loss.
The objective of the adventurers is to quell the horrid influence affecting both the village above and the spirits trapped within the catacombs. They must locate the source of these dark energies, the Crucible of Sorrow, and either destroy it or purify its energies.
Characters
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Lucan the Despair Bringer: The charismatic leader of the Veil of Suffering. He is a human sorcerer who draws power from the anguish of others. Armed with a staff that harbors souls cried out for help, Lucan has the ability to manipulate the shadows around him to confuse and terrify intruders.
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The Forgotten Souls: A group of tormented spirits bound to the catacombs by Lucan’s magic. They may appear as ghostly apparitions, guarding secrets of the catacombs and seeking answers to their own deaths. They offer cryptic clues but can turn hostile if provoked.
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Gritz the Grieving: A gnarled old figure and former keeper of the catacombs trapped in a loop of despair. He possesses critical knowledge of the Crucible of Sorrow, though he is hesitant to share it, fearing it may lead to his own ruin. Players can persuade him with wisdom or introspection.
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Veil Cultists: Cloaked figures that roam the catacombs, feeding off the despair of both the living and the dead. They wield dark magic and employ illusions to manipulate their surroundings. They can be weak individually but become dangerous in numbers.
Encounter Flow
Entrance to the Catacombs
As the adventurers descend into the catacombs, they are greeted by a thick mist that clings to their skin and darkens their vision. The air is heavy with the scent of decay and loss. Flickers of movement can be seen among the shadows, but no solid form reveals itself. Unearthly whispers fill the air, waxing and waning like breaths of wind woven with touches of sorrow.
The party must navigate through a narrow passageway adorned with carvings depicting the deaths of ancient heroes. At the center of this room sits a chamber door sealed with a colossal lock inscribed with an inscription, "Unravel your sorrow to open the way." The players must solve a riddle that involves sharing a personal story of loss or fear that reflects their character's history to unlock the door. Should they fail to offer a genuine answer in three attempts, they trigger a haunting curse that drains hit points while creating spectral echoes of their fears within the chamber, inflicting swirling feelings of despair.
Navigating the Catacombs
Upon entering the main catacomb hall, the party encounters a grand but decayed room filled with flickering shadows and ghostly figures. Chandeliers hang precariously above, and amid the gloom, the adventurers can spot the silhouettes of the Forgotten Souls.
The players can choose to engage with these spirits; however, these lost souls can be both allies and enemies. If treated with respect and compassion, they share glimpses of memories, revealing secret paths or clues needed to reach Lucan. If threatened, they can summon spectral illusions that act as difficulty obstacles, forcing players to confront their fears via Wisdom saving throws. Upon failing the saves, they must fight shadowy duplicates of themselves that mimic their abilities until they succeed in overcoming their own reflection.
While exploring, the party will encounter various traps designed to amplify their emotional suffering. For instance, a pressure plate may activate an illusory scene from their past that invokes deep sadness or rage, forcing them to save against fear or take psychic damage.
Within this dark maze, the party will also find Gritz the Grieving. He will initially appear as a decomposed figure, surrounded by fading spectral forms. He can reveal important information about the Crucible of Sorrow, but the players must earn his trust. A successful Persuasion check followed by a kind or heartfelt response about loss will convince him to share. He tells them that the Crucible feeds on pure sorrow, and to purify it, they must face Lucan and take back control of the souls for their own peace.
Confrontation with Lucan
Entering the throne-like chamber of Lucan, the heroes find themselves in an almost regal setting, dramatically illuminated by ghostly light. Lucan sits upon a makeshift throne adorned with the remnants of broken souls and weeping artifacts. He welcomes the adventurers, his voice oozing with charm yet shrouded in mockery.
"We are all but whispers in the dark," he says, his eyes flashing with relish. "You seek to end my dominion over suffering, but that which you fear is what gives you strength."
Here, the true confrontation begins. Lucan employs twisted magic, weaving illusions that strike at the players’ deepest fears. Combat will ensue, culminating in a more significant challenge as he summons Veil Cultists to his side—each feeding off the shadows swirling around them.
As players strike down the cultists, Lucan will taunt them, warping their sense of reality with illusions of lost loved ones pleading for help. Players must work together to break through the mind games and take down Lucan while resisting the temptation to blame their failures on the figures trying to manipulate them.
During this part of the encounter, Lucan may attempt to conscript one adventurer as an “ally,” namely by proposing that they join him in consuming sorrow for their own power, allowing for a tense moral choice. Should they resist, the party can vanquish him, returning the dimension to a state of calm.
Resolution: Purifying the Crucible
Upon defeating Lucan, the energy of sorrow begins to shift, drawing the attention of the souls tethered to the Catacombs. The players can sense the Crucible radiating its dark aura from the throne.
The party must then decide whether to destroy the Crucible or attempt to purify it. If they opt for purification, they must make a collective offering—whether through healing spells, personal confessions, or sacrifices of minor magical items that represent their own fears.
Succeeding in their determination leads to a burst of light, releasing the trapped souls and filling the catacombs with a sense of peace. The spirits thank the party and bestow a blessing, enhancing the adventurers’ abilities for their next journey.
Should they destroy the Crucible instead, it erupts in shadows, releasing a wave that drives the remaining spirits to peace but might leave residual energy in the form of spiritual remnants that can haunt the adventurers in future encounters.
With the encounter concluded, the players can return to the village above as heroes, their experience rich with memories, trials, and new relationships forged in the darkness of the Shadowscar Catacombs.