Back to Gallery

The Curse of Ashdeep

asdheroic Lv. 5 · 4 players

The Curse of Ashdeep

The party arrives at the plagued village of Ashdeep, where a mysterious blight has withered the crops and turned livestock feral. A rogue scholar named Thorne believes the curse stems from a corrupted fey sanctuary hidden beneath the old mill, and recruits the adventurers to descend into the shadow-choked depths to confront the source—a once-benevolent nature spirit twisted by dark magic.

curse-breakingnature's corruptionmoral choice

Read Aloud

You crest a low hill and see Ashdeep sprawl before you—a patchwork of grey stone cottages clinging to a dried riverbed. The sky above is an unsettling copper-grey, as though dawn never quite arrives. What strikes you most is the silence: no birds call, no livestock lows from the pens, and the few villagers you spot move with the cautious gait of prey. The fields are wastelands of blackened stalks, and everywhere—on fence posts, cottage eaves, and stripped tree branches—you see offerings: withered corn, empty clay bowls, carved wooden idols worn smooth by desperate hands.

Description

Ashdeep village has suffered a creeping blight for the past three months. Crops have withered despite adequate rain; livestock has grown aggressive and sickly; two children have fallen ill with fever dreams they cannot articulate. The village headwoman, Marta, initially blamed poor harvests or disease but increasingly suspects something preternatural. A scholar arrived one month ago—Thorne—who investigated the old mill at the village's eastern edge. Thorne's maps and journals point to an underground sanctuary beneath the mill, once tended by druids, now suffused with necrotic taint. Marta will approach the party cautiously if they seem capable, offering what meager hospitality Ashdeep can provide (shelter, food, direction) and a reward of 50 gold per person if they can lift the curse.

DM Notes

Allow the party to explore the village and gather information. Perception checks (DC 12) reveal offerings left in places of power—the standing stones near the mill, the old well, beneath the largest oak—suggesting the villagers sense something beneath the earth. A History check (DC 13) or conversation with Marta uncovers that the mill was abandoned sixty years ago after a "disagreement between the druids and the village." Thorne is currently lodged in the tavern (the Broken Plough) and can be found there in the evenings. His journals are available for inspection and provide the first hint that a "shadow fey" now inhabits the sanctuary. The old mill is visible from most of the village—a three-story structure with broken windows and a collapsed east wall.

Read Aloud

The tavern's interior is dim and cramped, with low timber beams that force even average-height patrons to bow their heads. A hearth struggles with a meager fire, and the handful of locals nursing weak ale regard you with the wary stares of people hoping not to be noticed. At a corner table sits a sharp-featured human woman of perhaps fifty winters, her dark hair streaked with iron and bound in a practical braid. Before her lies an array of journals, sketches, and what appear to be pressed fey flowers—their petals now grey and curled like ash. She looks up as you approach, one eyebrow rising with intelligent appraisal.

Description

Thorne is a scholar and former ranger who spent years studying fey sanctuaries and their guardians. She is direct and pragmatic, but haunted by guilt: she was part of the druid circle that abandoned Ashdeep sixty years ago (she is older than she appears, sustained by fey magic). A sabbat ritual went wrong, and the sanctuary's guardian—a Dryad named Sylphine—was wounded and left behind. Over decades, the wound festered, and necrotic magic from the Shadowfell bled into the sanctuary, corrupting Sylphine's nature and turning her into a twisted entity called a Blight Dryad. Thorne offers the party 100 gold (shared) and a scroll of Lesser Restoration as payment to descend into the mill, find the sanctuary, and either destroy the corrupted entity or, ideally, cleanse it. She provides a hand-drawn map showing the mill's ground floor and a stairwell descending into darkness. Thorne has a Perception weakness (treats most things as harmless until proven otherwise) and will warn the party: "Sylphine was kind once. If there is any way to save her rather than kill her, I would owe you a debt beyond coin."

DM Notes

Insight check (DC 11) reveals Thorne's guilt and personal stake. Investigation (DC 14) of her journals uncovers references to "the Wound" and a ritual that "should have been reversed." Thorne answers most questions directly but deflects about her full history—she can be pressed (DC 12 Persuasion) to admit she was present when the sanctuary was abandoned. She offers no combat assistance but will provide healing potions (2 per party member) before the descent. If the party seems skeptical about fey or corruption, she shows them the pressed flowers—once vibrant, now poisoned—and the livestock bones she found near the mill's entrance, bleached and twisted into unnatural curves.