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The Curse of Blackfang Peak

The continent of Severindark Lv. 5 · 5 players

The Curse of Blackfang Peak

The heroes are summoned to investigate the ruins of an ancient temple atop Blackfang Peak, where a cursed bloodline has awakened a master vampire and her ghoul servants. As they ascend the mountain, they discover a network of blood cults led by corrupted giants and werewolf pack leaders, all bound to the vampire's will. The adventurers must uncover the source of the curse, break the pact binding the creatures, and destroy the vampire before her influence spreads across Severin.

corruptionancient cursesbetrayalhorrorsacrifice

Read Aloud

Autumn mist clings to the ancient trees of the Bloodwood Forest as you gather at the Waystone Inn, a weathered stone structure that marks the border between civilization and the wild lands of central Severin. Your patron, Archdeacon Morven of the Church of the Morning Light, arrives mud-splattered and trembling, clutching a sealed letter bearing the wax seal of House Ravenmere. The Archdeacon explains with barely concealed dread that three settlements surrounding Blackfang Peak have gone silent—livestock found drained of blood, entire families vanished, and worst of all, a hunting party returned changed, their eyes glowing amber in the darkness. The letter warns of an ancient evil awakening in the temple ruins, something that feeds on blood and spreads corruption like plague. You are tasked with ascending the Peak, discovering the source of the curse, and stopping it before Severin descends into eternal night.

Description

The Waystone Inn sits at the forest's edge, its common room filled with anxious locals. Morven has gathered intelligence: three weeks ago, livestock began disappearing. Ten days ago, the logging settlement of Thornharvest sent a messenger (who never arrived). Five days ago, a hunting party stumbled into town with hollow eyes and newfound strength—they attacked the militia before fleeing into the forest. The Church suspects corruption spreading through bites and ritual magic. Morven has procured maps showing the old mountain road to Blackfang Peak, where legend speaks of a temple dedicated to Shar before her cults were purged. He offers 500 gold pieces and a +1 holy symbol if they succeed. A local scout, Harkin, can guide them to the mountain base but refuses to go higher, claiming "the peak remembers those who climb it."

DM Notes

Establish tone: mix dread with mystery. Ask the party why they're interested in helping (motivation hooks). Harkin is a contact for later information. If the party investigates the returned hunters in the town militia's holding cells, they can learn: (1) DC 14 Insight reveals the hunters remember fragments of ritual chanting in a language that burns to hear, (2) DC 16 Medicine shows their blood has begun to change, turning slightly iridescent, (3) a fight could break out if the party tries to free them—use as an optional combat encounter. If the party ignores this, that's fine; the corruption will be revealed at the temple. Emphasize that the road to the Peak is treacherous and at least a day's journey. Weather worsens as they ascend.</an_notes> <parameter name="illustration_key">forest

Read Aloud

As you climb into the foothills, the forest thickens into a twisted maze of thorny undergrowth and gnarled roots that seem almost deliberately placed to slow your progress. By late afternoon, the road narrows into a gorge between two steep cliffs, its walls carved by some ancient cataclysm and stained with dark vertical streaks that might be rust or blood. The temperature drops sharply. Then you hear it—a long, mournful howl echoing off stone, answered by a second, then a third. Shadows move between the trees ahead and behind. The howls grow louder, more frenzied, and suddenly the undergrowth explodes as four massive lupine forms burst onto the road. Their eyes burn amber with unnatural intelligence. The largest raises its snout and speaks in a guttural, half-human voice: "The mountain calls those who bleed for it. You will join the pack, or you will feed it."

Description

Scarred Gorge is a natural choke point perfect for an ambush. The gorge narrows to about 30 feet wide, with steep cliff walls rising 40 feet on both sides, offering minimal cover except for scattered boulders and a collapsed stone bridge creating difficult terrain in the gorge's center. The werewolves are controlled by the vampire's curse and serve as the first line of defense for the mountain. They are intelligent enough to talk but are driven by hunger and compulsion. The largest, Thorkan, was once a ranger from Thornharvest—the party might recognize him if they successfully learned the hunting party's names in Scene 1. He carries a half-burned journal in his pack (DC 12 Investigation to retrieve it during combat). The journal contains cryptic entries about "the Red Sister calling," ritual words in the Dark Speech, and coordinates pointing to Blackfang Peak's summit temple.

DM Notes

Combat encounter: 4 Dire Wolves (use base stats) but they can speak Common with guttural voices. Thorkan is a Dire Wolf variant with INT 10, ability to communicate, and awareness that he's cursed but cannot break free. Terrain: Use the collapsed bridge (counts as difficult terrain, potential trap opportunity for rogue). If the party tries to reason with Thorkan, he can be asked about the curse—he'll reluctantly admit "the Red Sister" at the peak called to him during a hunt, and now his thoughts aren't entirely his own. He begs for death if overwhelmed. If the party captures or talks down the werewolves, they can be freed later with a Greater Restoration or similar magic, rewarding roleplay. The journal should hint at the vampire's true name: "Kasilda the Eternal, the Red Sister, She Who Thirsts." This is a Medium-difficulty encounter (2,500 XP), scaled by party size and abilities.</an_notes> <parameter name="illustration_key">mountain