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  BACKGROUND	
  • The	Black	Rose	Inn	is	a	well-kept	inn	with	
  hot	meals,	ale,	and	clean	rooms	for	weary	
  travelers.	But	.ifty	years	ago,	it	was	also	the	
  gathering	place	for	a	group	of	nobles	who	
  wanted	to	cheat	their	way	out	of	death	itself.	
  • These	nobles	formed	a	cult	called	the	Eternal	
  Scions.	Lacking	true	knowledge,	they	built	
  their	evil	rites	around	superstition,	fumbling	
  through	half-understood	tomes	and	
  consulting	with	self-titled	“occult	experts”	
  pawning	fraudulent	secrets.		
  • One	night,	the	Eternal	Scions	gathered	in	
  their	hideout	below	the	inn	to	enact	their	
  immortality	ritual:	Murdering	an	innocent	
  woman	in	the	name	of	the	god	of	death	and	
  burying	themselves	beneath	her	blood	so	
  they	could	rise	as	vampires.	But	the	god	of	
  death	laughed	at	their	hubris,	turning	the	
  Eternal	Scions	into	starving,	mindless	ghouls,	
  instead.		
  • Decades	later,	the	scions	lurk	forgotten	
  beneath	the	Black	Rose.	Meanwhile,	the	ghost	
  of	their	victim,	Eliza	Long,	roams	the	inn’s	
  halls	at	night,	eternally	searching	for	her	
  young	daughter	and	for	a	way	to	exact	
  vengeance	against	the	Eternal	Scions.			
  SYNOPSIS	
  • The	adventure	begins	when	the	characters	
  stay	the	night	at	the	Black	Rose	Inn.	
  • In	the	middle	of	the	night,	a	young	girl	named	
  Nell	knocks	on	their	door,	telling	the	PCs	that	
  a	ghost	is	hunting	her.	The	group	catches	
  sight	of	Eliza’s	spirit	at	the	end	of	the	hall.	
  • While	pursuing	the	ghost,	the	PCs	discover	
  that	there	is	a	forgotten	cistern	beneath	the	
  inn.	By	exploring	the	cistern	and	its	
  connected	tunnels,	they	learn	the	history	of	
  the	Eternal	Scions	and	their	cult.		
  • The	PCs	confront	the	undead	Eternal	Scions	
  in	their	ritual	chamber.	By	defeating	them,	
  they	help	lay	Eliza	to	rest	and	save	Nell	from	
  the	ghost’s	misguided	attempts	to	possess	
  her.	
  A	WORD	TO	THE	GM	
  This	adventure	is	meant	to	be	run	at	a	glance	
  with	minimal	preparation	and	a	natural	
  delivery.	This	required	re-thinking	the	normal	
  adventure	presentation	a	bit.	Here’s	what	you’ll	
  .ind	included:	
  • Each	encounter	contained	on	one	page.	
  • Bulleted	lists.	Bolded	keywords.	
  • Hyperlinks	to	monsters	and	rules	online	for	
  quick	reference.	
  • Printable	cards	for	each	monster	and	PC	so	
  you	can	run	encounters	using	a	card	stack.	A	
  short	video	walkthrough	of	this	method	can	
  be	found	here.	
  • Printable	cards	for	special	treasure	handouts.	
  • Short	room	and	area	descriptions.	No	
  paragraphs	of	droning	.lavor	text	—	set	the	
  scene	naturally	and	embellish	as	desired.		
  • Brie.ly	explained	non-encounter	rooms.	
  Again,	embellish	as	desired!	
  • GM	maps	and	player-safe	digital	maps	for	use	
  with	virtual	tabletops.	
  • A	short	video	walkthrough	of	the	adventure	
  that	can	be	found	here.	
  PACING/TRANSITIONS	
  A	dramatic	question	is	presented	with	most	
  scenes.	Once	that	question	has	been	answered,	
  the	tension	of	the	scene	is	resolved.	That’s	your	
  cue	to	work	toward	the	transition	provided	at	
  the	end	the	scene	—	even	if	that	means	
  summarizing	the	end	of	a	clearly	decided	
  combat,	or	in	the	case	of	clever	players,	
  skipping	combat	altogether.	Keep	the	game	
  moving	toward	the	next	challenge!		
  	 Room	descriptions	that	are	usually	long	
  blocks	of	literary	read-aloud	text	have	been	left	
  short	and	informational	in	this	adventure.	
  Many	Game	Masters	prefer	to	paraphrase	read-
  aloud	text	and	set	the	scene	based	on	what	
  tone	and	level	of	detail	the	group	.inds	
  engaging.	Anything	listed	before	a	
  Development	section	is	safe	to	share	however	
  you	prefer	to	do	so.	
  BENEATH	THE	BLACK	ROSE
  3
  
  THE	GIRL	AND	THE	GHOST	
  The	adventure	begins	with	the	characters	
  asleep	at	the	Black	Rose	Inn.	The	inn	is	warm	
  and	clean	and	provided	them	with	a	pleasant	
  meal	of	ale,	bread,	and	stew.	
  Establish	why	the	PCs	are	staying	at	the	inn,	and	
  then	move	onto	the	following	event:	
  EVENT:	A	KNOCK	AT	MIDNIGHT	
  • The	door	to	the	room	jumps	under	a	frantic,	
  loud	knock.	A	young	girl	on	the	other	side	
  cries,	“Help!	She’s	going	to	get	me!	Please!”	
  DEVELOPMENT	
  • Nell	Brisly,	a	7-year	old	girl,	is	out	in	the	hall.	
  The	black-haired,	green-eyed	ghost	of	Eliza	
  Long	chases	her,	pale	.ingers	reaching	for	the	
  child.	She	gets	to	Nell	in	one	round.	
  • If	the	PCs	intervene	to	protect	Nell,	Eliza	
  uses	Horrifying	Visage	on	them	before	
  retreating.	If	she	reaches	Nell,	she	possesses	
  her	and	forces	Nell	to	walk	toward	Area	1.		
  • PCs	can	end	the	possession	by	successfully	
  using	Turn	Undead	on	Eliza	or	knocking	Nell	
  unconscious.	
  • Eliza	won’t	.ight.	She	retreats	ethereally	to	
  Area	1	if	the	PCs	attack	her	or	Nell.	
  • If	Nell	reaches	Area	1,	Eliza	
  possesses	Cecil	since	the	girl	is	
  too	weak	to	open	the	trap	door	
  to	the	basement.	
  • Unbeknownst	to	anyone,	
  Nell’s	parents,	Victor	and	
  Naomi	Brisly,	are	
  collapsed	in	Area	
  6	after	trying	to	
  confront	
  Eliza’s	
  ghost.	
  Nell	Brisly,	LG	human	commoner	
  “Dorothy	says	she’s	scared.	But	Mommy	and	
  Daddy	told	us	to	be	brave.”	
  •
  Appearance.	Dark	brown	hair	and	eyes.	
  Blue	dress	and	a	matching	bow	in	her	hair.	
  •
  Does.	Hugs	her	rag	doll,	Dorothy,	and	
  bashfully	hides	behind	it.		
  •
  Secret.	Her	parents	are	vampire	hunters,	
  but	she’s	supposed	to	say	they’re	priests.	
  Use	some	or	all	of	the	following	hooks	to	
  introduce	the	characters	to	the	adventure:	
  APPEAL	TO	REWARD	
  Nell	tells	the	characters	her	parents	always	say,	
  “good	deeds	results	in	blessings.”	If	the	
  characters	help	her	.ind	her	parents	and	keep	
  the	ghost	away,	she	bets	her	parents	will	buy	
  them	candy	or	even	a	baby	kitten	for	doing	
  something	so	kind.	
  APPEAL	TO	HEROISM	
  Nell	says	her	parents	left	their	room	two	hours	
  ago,	saying	they	had	to	“check	downstairs.”	
  They	haven’t	come	back.	Nell	is	worried	about	
  them,	and	she	fears	the	ghost	will	come	back	
  for	her.	She	asks	the	PCs	to	.ind	her	parents	and	
  make	sure	the	ghost	stays	away.		
  APPEAL	TO	DISCOVERY	
  The	ghost	is	pursuing	Nell,	but	it’s	not	clear	
  why.	The	PCs	have	the	chance	to	discover	
  what	the	ghost	is	after	and	why	it’s	
  haunting	the	inn.		
  TRANSITION	
  If	the	PCs	search	for	Nell’s	
  parents,	they	don’t	.ind	
  them	in	any	of	the	guest	
  rooms.	Once	they	make	
  their	way	to	the	tavern,	
  go	to		Area	1	in	Empty	
  Tavern.	
  BENEATH	THE	BLACK	ROSE
  4
  
  EMPTY	TAVERN	
  AREA	1:	THE	TAVERN	
  • The	once	warm	and	welcoming	tavern	is	now	
  empty,	the	lamps	and	hearth	extinguished.		
  • The	wind	in	the	chimney	causes	a	low	groan	
  to	howl	through	the	room.	
  • Cecil,	the	owner	of	the	Black	Rose	Inn,	stands	
  rigidly	behind	the	shadowy	bar.	He	polishes	a	
  glass,	staring	into	the	darkness.		
  DEVELOPMENT	
  • If	Nell	made	it	here	while	possessed	by	Eliza,	
  she	is	no	longer	possessed	and	hides	under	a	
  table,	trembling.	
  • Eliza	currently	possesses	Cecil.	If	the	PCs	
  talk	to	him,	he	robotically	drops	
  the	glass	on	the	.loor	and	
  demands	the	PCs	leave	the	
  inn.	If	they	refuse,	Eliza	
  forces	Cecil	to	attack	
  them.	Go	to	Combat.	
  • A	heavy	trap	door	
  behind	the	bar	leads	to	
  the	basement.	
  DRAMATIC	QUESTION	
  Can	the	PCs	save	Cecil	
  and	learn	the	legend	of	
  Eliza’s	ghost?	
  COMBAT	
  • Eliza	forces	Cecil	to	grab	his	
  weapons	from	behind	the	bar	and	leap	over	
  it,	attacking	the	characters	with	reckless	
  abandon.	
  • If	the	PCs	defeat	Cecil	or	successfully	use	
  Turn	Undead	on	Eliza,	the	ghost	retreats	
  ethereally	through	the	trap	door	behind	the	
  bar.	She	goes	to	Area	8	and	waits	for	the	PCs.	
  • If	Cecil	survives	the	.ight,	he	shares	the	
  legend	of	Eliza’s	ghost	with	the	PCs.	Go	to	
  What	Cecil	Knows.	
  • If	Cecil	dies,	he	uses	his	last	breath	to	
  wheeze,	“The	basement!”	He	points	behind	
  the	bar	before	expiring.	The	PCs	become	local	
  villains	for	killing	beloved	Cecil	under	such	
  circumstances.	
  Cecil	Downing,	LG	orc	arena	champion	
  “I’d	much	rather	bake	a	pie	than	break	a	face.”	
  •
  Appearance.	Balding,	white	hair.	Monocle.	
  Fine	jacket	and	silk	neck	sash.		
  •
  Does.	Glares	severely	at	people	before	
  breaking	into	deep	laughter.		
  •
  Secret.	Bought	the	Black	Rose	after	winning	
  his	freedom	in	the	gladiatorial	arena.	
  WHAT	CECIL	KNOWS	
  •There’s	a	legend	of	a	
  ghost	that	has	haunted	
  the	inn	for	decades,	
  though	she	is	rarely	
  seen.	Her	name	is	
  Eliza.		
  •The	legend	says	
  Eliza	was	abducted	
  and	murdered	in	
  the	inn,	but	nobody	
  knows	by	whom.	
  She	searches	the	
  halls	for	her	
  daughter	so	she	can	
  say	goodbye.	She	also	
  searches	for	her	killer	
  to	take	vengeance.	
  •There’s	a	locked	door	in	
  the	basement	that	Cecil	has	never	had	the	
  key	to	open	—	the	previous	owner	didn’t	
  have	it,	either.	It	supposedly	goes	to	a	defunct	
  cistern,	but	Cecil	has	always	wondered	if	
  what’s	behind	the	door	is	connected	to	the	
  legend	of	Eliza’s	ghost.	
  TRANSITION	
  If	the	PCs	go	through	the	trap	door,	go	to	Area	2	
  in	Forgotten	Door.	
  BENEATH	THE	BLACK	ROSE
  5
  
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  AFTERMATH	
  ELIZA	PUT	TO	REST	
  • If	the	PCs	were	able	to	put	Eliza	to	rest,	her	
  remains	vanish.	A	bush	of	black	roses		
  suddenly	blooms	in	the	nearest	cemetery,	
  and	on	moonless	nights,	a	woman	can	be	
  heard	happily	singing	to	her	child	there.	
  • Eliza	bestows	a	blessing	on	the	characters.	
  Each	PC	may	call	on	Eliza	one	time	while	they	
  are	dying;	upon	doing	so,	Eliza	appears	and	
  heals	the	dying	PC	for	2d8	hit	points.	The	PC	
  then	gains	resistance	to	bludgeoning,	
  piercing,	and	slashing	damage	for	three	
  rounds.	
  ELIZA	DESTROYED	
  • If	the	PCs	destroyed	Eliza’s	ghost,	she	
  reforms	over	the	altar	as	a	wraith	in	1d6	days	
  unless	her	remains	were	given	funeral	rites	
  and	buried	in	a	cemetery.	
  • Eliza's	memory	and	cruel	murder	haunts	the	
  PCs.	On	moonless	nights,	they	hear	the	eerie	
  crying	of	a	woman.	They	must	succeed	on	DC	
  15	Wisdom	saves	or	gain	no	bene.it	from	rest	
  that	night.	Only	an	act	of	sacri.ice	and	valor	
  to	bring	Eliza	justice	can	end	this	effect.	
  THE	BRISLY	FAMILY	
  • If	the	PCs	made	genuine	attempts	to	help	the	
  Brisly	family,	they	give	the	group	.ive	bottles	
  of	holy	water,	and,	on	Nell’s	insistence,	a	
  kitten	who	Nell	says	is	named	Dotty.		
  • More	secretly,	Victor	and	Naomi	pass	the	PCs	
  a	letter	of	recommendation	that	would	allow	
  them	to	join	the	Deathbringers,	a	covert	
  group	of	vampire	hunters	and	undead	
  destroyers.	They	tell	the	characters	to	.ind	a	
  tie.ling	named	Hope	in	the	nearest	large	city	
  if	they’re	interested.		
  • As	Nell	grows,	her	ability	to	sense	undead	
  becomes	stronger,	along	with	her	keen	sense	
  of	right	and	wrong.	When	she	is	of	age,	the	
  god	of	light	chooses	her	as	a	holy	champion.	
  THE	BLACK	ROSE	INN	
  • If	Cecil	survived,	he	offers	the	characters	
  free	rooms,	ale,	and	peach	pies	any	time	
  they're	in	the	area.	
  • If	Cecil	perished	at	the	characters’	hands,	the	
  group	is	viewed	as	a	pack	of	villains,	
  regardless	of	the	fact	that	Cecil	might	have	
  been	possessed	by	a	ghost	at	the	time.	Any	
  NPCs	from	the	area	who	are	gladiators	or	
  professional	warriors	are	hostile	toward	the	
  characters.	
  • Builders	seal	off	the	entrance	to	the	hideout	
  beneath	the	Black	Rose	with	a	sturdy	brick	
  wall,	and	the	clandestine	Order	of	the	Eternal	
  Scions	fades	into	legend.	
  FUTURE	ADVENTURE	HOOKS	
  • If	Eliza	returns	as	a	wraith,	the	owner	of	the	
  Black	Rose	Inn	contacts	the	characters	and	
  asks	for	their	help	quelling	this	new,	more	
  dangerous	threat.	
  • The	group	might	decide	to	seek	out	Hope	and	
  the	Deathbringers.	Joining	the	elite	team	of	
  undead	hunters	comes	with	many	perks,	but	
  also	many	grave	duties.	The	PCs’	efforts	to	
  become	Deathbringers	could	be	the	subject	
  of	several	adventures.	
  • As	Nell	grows	older,	her	parents	realize	she’s	
  destined	for	a	holy	duty	far	greater	than	they	
  understand.	They	contact	the	PCs	for	
  guidance	in	how	to	deal	with	an	
  “adventurous	youth,”	and	they	ask	the	group	
  to	accompany	Nell	on	a	mission	to	reclaim	
  one	of	the	god	of	light’s	lost	temples.	
  • The	characters	might	seek	out	the	noble	
  families	connected	to	the	Eternal	Scions	to	
  determine	what,	if	any,	connections	the	evil	
  cultists	had	with	their	kin.	While	visiting	one	
  of	the	families,	they	notice	the	patriarch	is	
  missing	a	ring	.inger.	Are	there	more	Eternal	
  Scions	still	alive	and	well?	
  BENEATH	THE	BLACK	ROSE
  10
  
  APPENDIX	A:	MAPS	
  THE	TAVERN	
  BENEATH	THE	BLACK	ROSE
  11
  
  CISTERN	AND	TUNNELS	
  BENEATH	THE	BLACK	ROSE
  12
  
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  EJ
  
  THE	ARCANE	LIBRARY	
  If	you	join	The	Arcane	Library's	newsletter,	you’ll	get	a	FREE	copy	of	Temple	of	the	Basilisk	
  Cult,	a	1st-level	adventure	set	in	the	jungle!	
  	
  BENEATH	THE	BLACK	ROSE
  15
  
  Acknowledgements	
  Special	thanks	to	John	from	www.5thsrd.org	for	permission	to	link	to	his	site.	Major	
  appreciation	to	Hank	at	Runehammer	for	being	a	tremendous	creative	inspiration.	Very	
  many	thanks	to	The	Angry	GM	for	wisdom,	especially	about	pacing	and	structure.	Finally,	
  my	most	heartfelt	gratitude	to	Jessee	Egan	for	phenomenal	art	direction	and	design.	
  This	adventure	is	dedicated	to	Jim	and	Deb.	Thank	you	for	always	believing	in	me.	Love	you!	
  Art	Credits	
  Logos,	trade	dress,	and	art	direction:	Jessee	Egan	/	jesseeegan.com		
  Cartography:	OneDayGM	/	.iverr.com	
  Cover:	camilkuo	/	shutterstock.com	
  Black	Rose:	VladisChern	/	shutterstock.com	
  Tavern:	©	2018	Quico	Vicens-Picatto,	used	with	permission.	All	rights	reserved.	
  Gentleman	Orc,	Skeleton	In	Cage:	©	2015	Dean	Spencer,	used	with	permission.	All	rights	
  reserved.	
  Treasure	Chest:	©	Daniel	Comerci	/	danielcomerci.com		
  Priest:	Publisher’s	Choice	Quality	Stock	Art	©	Rick	Hershey	/	Fat	Goblin	Games		
  Ghoul	Barbarian:	©	Matt	Morrow	/	Purple	Duck	Games.	Used	with	permission.	All	rights	
  reserved.	
  Spartan	Warrior:	breakermaximus	/	shutterstock.com	
  Undead	Pirate	Zombies:	DomCritelli	/	shutterstock.com	
  BENEATH	THE	BLACK	ROSE
  16
  
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  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	
  Your	acceptance	of	the	terms	of	this	License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	
  License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty	free,	
  non	exclusive	license	with	the	exact	terms	of	this	License	to	Use,	the	Open	
  Game	Content.	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	
  original	material	as	Open	Game	Content,	You	represent	that	Your	
  Contributions	are	Your	original	creation	and/or	You	have	suf.icient	rights	
  to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	
  of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	
  You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	
  to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	
  Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	
  including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	
  in	another,	independent	Agreement	with	the	owner	of	each	element	of	
  that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co	
  adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	
  with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	
  another,	independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	
  Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	
  Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	
  shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.		
  8.	IdentiXication:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	
  Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	of	
  this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	
  originally	distributed	under	any	version	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	
  every	copy	of	the	Open	Game	Content	You	Distribute.	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	
  Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	
  written	permission	from	the	Contributor	to	do	so.	
  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
  the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	
  Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	
  may	not	Use	any	Open	Game	Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	
  comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	
  becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	
  termination	of	this	License.	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	
  unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	
  necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	LLC.	
  System	Reference	Document	5.1	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	
  Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	
  Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	R.	Cordell,	Chris	Sims,	
  and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	
  Dave	Arneson.		
  Beneath	The	Black	Rose	©	2020	The	Arcane	Library,	LLC.	
  END	LICENSE
  BENEATH	THE	BLACK	ROSE
  17
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/Beneath The Black Rose/Beneath The Black Rose V1 Print Friendly.pdf