\textbf{The Black Well of Grimhallow} \begin{center} \textit{An old-school tactical dungeon crawl with narrative weight and brutal consequences.} \end{center} \vspace{1em} \section*{Adventure Overview} \begin{itemize} \item \textbf{Genre:} Dark Fantasy, Horror \item \textbf{Style:} Old-School Tactical Combat + Narrative Choice \item \textbf{Length:} 3--5 hours \item \textbf{Players:} 3--6 \item \textbf{Tone:} Bleak, oppressive, desperate \end{itemize} \section{Premise} The remote village of Grimhallow is dying. Its only well has turned black and foul. Animals rot from the inside. Children dream of whispers beneath the earth. A forgotten god stirs below the stone. The villagers offer what little they have for help. The truth: the well was built atop a sealed god. It is waking. \section{Design Goals} This adventure is designed to test: \begin{itemize} \item Tactical positioning and terrain usage \item Resource management (light, healing, time) \item Lethal combat pacing \item Fear and morale mechanics \item Investigation and player-driven problem solving \item Meaningful moral decisions \end{itemize} \section{Act I --- The Dying Village} \subsection{Opening Scene: The Funeral} The players arrive as a child is buried. Her lungs were full of black sludge, but her body was dry. Villagers whisper: \begin{quote} “She never left her bed. We heard her singing at night.” \end{quote} The village is tense. No one trusts anyone. \subsection{Village Layout} \begin{itemize} \item Central square with the well \item Chapel ruins \item 6--8 wooden huts \item Graveyard on a hill \item Animal pens and fenced lanes \end{itemize} \subsection{Key NPCs} \begin{description} \item[Elder Morcant] Desperate leader hiding the village's history \item[Sister Elowen] Healer who knows the corruption is supernatural \item[Tomas the Gravekeeper] Saw something crawl from the well \item[Old Widow Aneth] Keeps a relic from the old cult days \end{description} \subsection{Investigation Rewards} Each lead grants a tactical advantage: \begin{itemize} \item Hidden tunnel entrance \item Knowledge of monster weakness \item Ritual instructions \item Relic weapon \end{itemize} \section{Act II --- The Black Well} \subsection{The Well Shaft} A 30-foot vertical shaft of slick stone. Black water churns below. \begin{itemize} \item Climbing hazards \item Falling risks \item Rope combat \item Limited vision \end{itemize} \subsection{Encounters} \begin{itemize} \item Drowned dead climbing upward \item Grasping tentacles \item Hallucinations and whispered commands \end{itemize} \section{Act III --- The Forgotten Chapel} An ancient cult complex beneath the well. \subsection{Dungeon Features} \begin{itemize} \item Cramped corridors \item Low ceilings \item Ritual traps \item Bone pits \item Collapsing tunnels \item Blood-slick floors \end{itemize} \subsection{Key Chambers} \subsubsection*{Ossuary Hall} Bone pillars provide cover. Necrotic mist reduces visibility. Skeletons animate if disturbed. \subsubsection*{Sacrament Chamber} Ritual circle. Cultist ambush from alcoves. Braziers can be overturned. \subsubsection*{Tithe Vault} Cursed treasure. Collapsing ceiling. Chained guardian beast. \subsubsection*{The Black Font} Mutated priest. Corruption pool. Multiple elevation levels. \section{Enemies} \begin{itemize} \item Cultist Fanatics --- high morale, bleed attacks \item Corrupted Villagers --- high HP, infectious wounds \item Bone Constructs --- slow, crushing blows \item Hunger Spawn --- fast ambushers \end{itemize} \section{Act IV --- The Heart of Tharos} A cathedral cavern. A massive stone heart chained to the floor. Black ichor drips from its cracks. The god speaks. It offers power, protection, and survival. At a cost. \section{Final Choices} \subsection{Destroy the Heart} Boss battle. Waves of monsters. Collapsing cavern. The land becomes cursed. \subsection{Reseal the God} Ritual defense encounter. Countdown timer. Sacrifice required. \subsection{Accept the Pact} Village becomes a dark stronghold. Long-term corruption. \section{Random Dungeon Events} Roll every 20--30 minutes: \begin{enumerate} \item Torch goes out \item Distant chanting \item Tunnel collapse \item Corrosive slime drip \item Lost villager stumbles in \item Something follows the party \end{enumerate} \section{End States} Each ending seeds a campaign: \begin{itemize} \item Cursed wasteland \item Dark theocracy \item Monster-infested ruins \end{itemize}