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Of No: Subclasses For Hunting Evil
Of No: Subclasses For Hunting Evil
of No GHOST
Subclasses for Hunting Evil
A
family of commoners cowers in
their cellar as their youngest daughter
thrashes against the wooden door, writing Kiel Chenier
possessed by a vengeful spirit. A whole village color art Ellis Goodson
of terrified people retreats into a church, hoping editing James Haeck
the walls of their gods will protect them from the layout Eric Life-Putnam
shambling evil that lurks outside. A trio of women
scream as flames lick their feet as the cowardly
town elders put them to the torch, accusing them
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Ghosts | I Ain’t Afraid of No Ghost
of witchcraft. These are the unique threats and Banish Undead
challenges of a horror-driven fantasy game, and At 2nd level, your Channel Divinity: Turn Undead
they require a unique kind of hero. power is improved. The range of Turn Undead is
This article introduces three new player options extended to 60 feet, and the time undead creatures
for the cleric, paladin, and rogue to combat and are turned is improved to 1d4 minutes.
drive back the things that go bump in the night.
They’re perfect for a horror-themed campaign or Undead Knowledge
one-shot filled with ghosts, vampires, witches, and At 6th level, you gain the ability to see the undead
other Evil-aligned, Halloween-themed monsters, as they truly are. If you spend at least 1 minute
but are versatile enough to use in any fifth edition observing or interacting with an undead creature
game. outside of combat, you intuitively know what kind
of undead creature it is and how powerful it is
compared to you. The Game Master must tell you
Clerical Divine Domain: three of the following of the undead creature’s
Spirit characteristics: its armor class, its hit point total,
The Spirit domain is one of righteous protection its highest ability score, its damage vulnerabilities,
against the most unholy of forces: undeath. resistances, or immunities.
It channels the power of Good- and Neutral-
aligned deities to guide wayward souls and ghosts Shatter Undead
into the next plane of existence, helping them Starting at 8th level, you can command an undead
leave the material plane. When those spirits are creature to release its hold on the world in the
uncooperative, or worse, are evil and malign, name of your god. As an action, you can remove
adherents of this domain are given the power to all resistances and immunities from any one
punish them and banish them to the depths of the undead creature that you can see or hear. The
hells or abyss. The Spirit Domain is available to undead creature only retains the immunities and
followers of deities that oversee the process of life resistances it had when it was alive. This effect
and death, but see undeath as abhorrent. lasts for a number of rounds equal to your Wisdom
modifier. You cannot use this feature again until
Spirit Domain Spells you complete a short or long rest.
Cleric Level Spells At 14th level, Shatter Undead lasts for a number
1st detect evil and good, searing smite of rounds equal to 1d4 + your Wisdom modifier.
3rd phantasmal force, see invisibility
5th remove curse, speak with dead Past the Veil
7th banishment, death ward By 17th level, you have learned much about the
9th contact other plane, hold monster powers of undeath, and are assured in your faith in
your deity. Each day, you are immune to a number
Divine Sense of points of necrotic damage equal to your cleric
When you choose this domain at 1st level, you gain level x 5. You regain this amount of necrotic damage
the paladin’s Divine Sense feature. immunity after taking a long rest.
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protect your allies on the battlefield. When you use immune to being frightened or charmed.
Lay on Hands on a creature, that creature gains a ▶ All allies within 15 feet of you have
+2 bonus to AC for 1 hour, provided they continue advantage on attack rolls against undead and
to fight courageously. Any attempt to move away fiends and advantage on saving throws to
from, flee from, or hide from an enemy in combat resist effects and spells undead and fiends.
negates this +2 bonus to AC. A creature healed Once you use this feature, you can’t use it again
using Lay on Hands cannot receive this bonus to until you finish a long rest.
AC more than once within the hour.
Bonus Proficiencies
When you take this archetype at 3rd level, you
gain proficiency with shortbows, longbows, and
all forms of crossbow. If your game supports it,
you become proficient with weapons with the
Entangling property such as the bolas.1
Immobilizing Shot
Starting at 3rd level, you are able to stop creatures
from fleeing from you. When you hit a creature
with a ranged weapon attack, you can use a bonus
action to have shot the creature in the legs or feet.
The creature suffers from the restrained condition
and the attack deal half damage. If attacking with
an Entangling weapon, the DC of the Strength
(Athletics) or Dexterity (Acrobatics) saving throw
is increased to 14.2
2 Ibid.
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Heroes
Night
of
the
New Archetypes
Barbarians,
for Barbarians,
Fighters,,
Fighters
and Warlocks
Barbarian Path: Wolfsblood
All barbarians must learn to master their rage; the
Wolfsblood are those whose wrath stems from an
inborn or inflicted lycanthropic curse. Through
this path of training, noble Wolfsbloods turn this
evil power to their advantage, while the worst
follow in their ancestors’ bloody footsteps. Only
those who have taken on the curse of lycanthropy
may adopt this path; it is most commonly passed
on from another Wolfsblood in a blood-soaked rite
of passage.
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No Ghosts | Heroes of the Night
Other types of lycanthropic barbarians are found to track targets based solely on scent traces, with
in legend, such as the Bear-kin, the Boar-blood, and the check’s DC determined by the GM.
the Black Stripes. If any of them still remain, they Further, you gain immunity to all forms of
follow their own traditions. lycanthropic curses, since you already have one.
The saving throw DC for your Moonstruck
and Cursed Bite abilities is 8 + your Constitution No Fear Save Silver
modifier + your proficiency bonus. The restriction Starting at 6th level, you take on lycanthropic
against concentrating on spells while raging does resilience when raging. You gain resistance to
not apply to your Moonstruck or Cursed Bite bludgeoning, piercing, or slashing damage dealt
features. by a non-silver weapon while you are raging.
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Eternal Bond Warlock Pact: The Evil Eye
The only thing all spectral companions have in Traditionally, the Evil Eye is an expression of envy
common is that they were once alive. Their rela- and malicious intent. Any sort of patron might
tionships with the fighters to whom they bond vary grant the Pact of the Evil Eye, as the Archfey and
widely—some are hostile but compelled to obey by Archfiend both appreciate the power of envy, and
their bond; others regard the fighter with friend- a wild-eyed stare certainly befits any warlock of the
ship, loyalty, or love; and still others obey merely Great Old Ones. Such warlocks are specialized in
to protect their existence. While the rules above the hex spell and gain more options in its usage.
generally assume that the spectral companion is You learn the hex spell. The spell doesn’t count
(was) a humanoid, there’s no reason that has to be against your spells known.
true—a faithful hound can work just as well. When the target of your current casting of hex
If you’re the GM, consider creating a few inter- deals damage to you, you may spend a reaction
esting secrets known to the spectral companion, either to deal the hex effect’s damage value to the
and having one of the other players in the party target, or to add 1d6 to your Constitution saving
roleplay the companion in any interactions (in ad- throw to maintain concentration.
dition to their primary character). Not all players
or all groups enjoy this mode of play, but for those Related Invocations
that do, this is a great way to get players engaged in
thinking about other characters in the group. Alter- Curse of the Mystic Nettle
natively, the GM or the haunted fighter’s player can Prerequisite: Pact of the Evil Eye feature
roleplay the companion. Once per casting of hex, while the spell’s effect
continues, you may impose disadvantage on a
single saving throw the target makes as a free
takes does not transfer to your spectral companion, action. Transferring the hex to a new target does
but as long as the ghost is present, your spectral not constitute a new casting.
companion cannot guard an ally, use Companion’s
Strike, or be affected in any way. Curse of the Marionette
Starting at 18th level, the ghost that you conjure Prerequisite: Pact of the Evil Eye feature, 15th level
has hit points equal to five times your fighter level. Once per casting of hex, you may spend an action
Shared Nature. Starting at 15th level, you can to cast dominate beast or dominate person on that
briefly become spectral as well. As an action or target without spending a spell slot. Transferring
bonus action, you become invisible, gain a fly speed the hex to a new target does not constitute a new
of 30 feet, and gain resistance to all damage except casting.
radiant and force damage until the end of your next
turn. Once you use this feature, you may not do so
again until you complete a short or long rest. Wards Against the Evil Eye
Spectral Legion. Starting at 18th level, your In many lands, wards against the evil eye are com-
spectral companion calls forth a legion of others mon symbols, worked into building decorations
like it to guard you and all of your allies. As an as well as personal jewelry. At the GM’s discretion,
action, you and all allies within 30 feet that are someone under the protection of a ward against
not guarded by your spectral companion reduce the evil eye gains advantage on saving throws
damage by 6 from all sources except radiant or against spells like hex and invocations related to
force damage. This lasts for one minute. Once you the Evil Eye.
use this feature, you may not do so again until you
complete a long rest.
Faces of Hallow's Eve
W
hen the seasons
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No Ghosts | Faces of Hallow’s Eve
This article features five new magic items: five Hallow’s Eve
masks inspired by Hallowe’en. These masks are for A Hallowe’en-inspired festival and holy day
characters of any level, race, or class. Each mask Hallow’s Eve is exactly what it sounds like: it is a
lets its wearer wield a different horrific but useful Hallowe’en and fall harvest festival centered around
power, perfect for a horror-themed Fifth Edition the dead rising from the grave to walk amongst the
adventure, but varied enough to be useable in any living as ghosts, specters, ghouls, and other undead
kind of campaign. creatures. It is also a totemic day for other horror-
Each mask features the following rules and themed monsters like hags, liches, flesh golems,
worldbuilding details, useful for both players and witches, devils, and cultists of all kinds to carry out
Game Masters: evil deeds and rituals out of sight of the deities who
▶ The history of the mask. might normally keep them in check. Common peo-
▶ The benefits granted to the wearer. ple wear horrific masks and costumes to disguise
▶ Places where the mask might be and protect themselves from such monsters.
encountered, and NPCs who might be In addition, Hallow’s Eve could feature any of the
wearing them. following traditions or effects in your game:
▶ Optional curses or drawbacks for Game ▶ Children wear costumes and roam from house
A character cannot be attuned to more than one of Hallow’s Eve, whereas humans, halflings, and
these masks at a time. They each take an action to other races might embrace it fully.
don or wear, adjusting the eyeholes or fit. They can ▶ The evil primal power of the holy day saps
be removed as a swift action. divine magic of its power, so all divine spells
suffer penalties or are cast with disadvantage.
On the flip side, necromantic magic is buffed
New Magic Items and cast with advantage.
▶ The barriers between the living, the dead, and
The Ghost Hood the monstrous are broken down during the
Wondrous item, very rare (requires attunement) twilight hours of Hallow’s Eve. Spells like speak
While wearing this hood you can perceive with dead and tongues can be cast as rituals.
invisible or intangible undead creatures (ghosts, ▶ Offerings of food and money are left on door-
specters, wraiths, banshees, etc.) as if they were steps and in graveyards for the dead; which
solid and material. Undead creatures perceive thieves and goblins are quick to exploit.
you as being a similar undead as well, and are
nonhostile unless you attack them or are clearly
associated with a creature that is hostile to them. Appearance: The ghost hood is a pure white linen
Additionally, whenever you calculate the damage sack with two prominent eye holes. Despite its
you would deal to an incorporeal undead creature, rough appearance, it feels smooth like velvet and
you ignore its damage resistances. cold to the touch.
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Visage of the Vampire
Wondrous item, very rare (requires attunement)
While wearing this vampire mask you are
imbued with some of the traditional gothic powers
of a vampire. This mask has 3 charges. While
wearing it, you can use an action to expend one
of its charges to use the vampire’s shapechanger
ability, and are able to transform into a bat or into
a cloud of mist. The mask regains one expended
charge daily at sunrise. If you expend the mask’s
last charge, roll a d20. On a 1, the mask shrivels
away and is destroyed.
While wearing the mask, you have disadvantage
on ability checks and attack rolls if in direct
sunlight.
Appearance: This finely crafted porcelain mask
is made to resemble a vampire lord’s stony visage.
It covers the face but leaves the mouth and chin
exposed. While its porcelain is quite thin and
fragile looking, it is heavy and cold upon the face
and is seemingly unbreakable. It glows a faint
green in darkness.
Background: The mask is a relic from a faraway
gothic human country shrouded in mist. It was
made to be worn during Hallow’s Eve masquerade
balls in its country of origin. How it came to rest so
during private parties. Being a magician, they far away from its homeland is unknown.
figured a couple extra enchantments upon the This mask is currently in the possession of a
mask couldn’t hurt. travelling merchant woman who sells trinkets out
This mask is currently in the possession of a of the back of her wagon. She will trade the mask
group of thieves working out of a dungeon. It can for expensive wine or liquor or a pretty piece of
be made available to characters in a treasure chest jewelry. She seems eager to part with the mask, and
in any dungeon thieves and bandits might occupy. as she leaves she calls out that “great and terrible
Optional Drawback: The mask has been things await any who wear it at night!”
saturated in negative energy from all of the Optional Drawback: The mask is modeled after
mockery it has endured at the expense of the royal a real vampire lord from another country. This
NPC it is modeled after. Every time the mask’s vampire lord does not take kindly to others wearing
charm person spell is used, there is a 10 percent his visage or using his powers without being a
chance the mask will permanently bond with the vampire themselves. Whenever you use the mask’s
wearer’s face, transforming their appearance into shapechanger ability, make a Constitution saving
that of the royal NPC. Now the wearer physically throw (DC 12). Failure causes you to thirst for blood.
appears to be the hated person they mocked. Until you consume a pint of fresh blood, you have
disadvantage on all ability checks, even once the
mask is removed.
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No Ghosts | Faces of Hallow’s Eve
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Template
of
A
Horrors
party of adventurers comes
across a graveyard and you hear a collective
groan—not from the zombies, but from
your players! Yet another series of trite encounters
involving the same undead they’ve seen time and
again. But what if instead of human zombies and
skeletons, they encountered skeletal rust monsters?
Or an ettin banshee? Presented below are four new
templates and four example creatures to bolster the
ranks of the undead legions that plague your world.
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No Ghosts | Template of Horrors
To apply a template to an existing monster— Shambling Hordes
hereafter referred to as the “base creature,” simply Zombies are a staple among many campaigns
modify their statistics according to the template. and providing new and exciting types is very easy.
The resulting monster is referred to as the Their statistics are simple and allow nearly any
“modified creature.” fleshy creature to be transformed into an undead
Some templates refer to “combat traits” and monstrosity. Most zombies are unarmored, unless
“non-combat traits.” While many monsters’ abilities the base creature was reanimated on the battlefield
are easily divided into combat or non-combat roles, or was outfitted by a warlike necromancer.
some traits are harder to classify. Distinguishing
between the two is up to the Game Master. Zombie Template
The templates provided here also alter the DEFENSES
base creature’s ability scores—not their ability AC: As base creature, accounting for their modified
modifiers. Alterations with a + or – increase or Dexterity score.
decrease the score, while alterations with a static hp: As base creature, accounting for their modified
number change the base creature’s ability score to Constitution score.
that number. Some ability scores have a minimum Resistances: —
or maximum value; modified creatures with this Immunities: poison
template cannot have an ability score higher or Condition Immunities: poisoned
lower (depending) than the noted score. Saving Throws: Gains proficiency with Wisdom saving
Creatures with multiple templates abide by the throws.
higher value (for maximums) and the lower value OFFENSE
(for minimums). Speed: –10 ft.
TRAITS
Undead Fortitude: As zombie.
Other Traits: The modified creature retains one com-
bat trait (the rest are lost) and all non-combat traits.
Cannot cast spells and loses all spell slots. At the GM’s
discretion, traits that would be harmful to undead no
longer affect undead.
STATISTICS
Ability Score Modifications: Str +0, Dex –6 (min. 6),
Con +2 (max. 18), Int 3, Wis 8, Cha 5
Languages: Understands all languages it knew in life,
but can no longer speak
Skills: None
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No Ghosts | Template of Horrors
Example: Crypt Stalker Eternal Servants
A minotaur who suffers the curse of undeath is Shells of their former selves, skeletons were
bound to their place of rest, just as their living raised from their peaceful repose by foul magic.
brethren are bound to their labyrinths. The These simple creatures possess a rudimentary,
crypt stalker endlessly stalks the corridors of programmed intelligence, and remain obedient
mausoleums and rows of headstones, its hatred servants to their hateful masters. Most skeletons
for its cursed state surpassed only by its malice for are animated from the bones of humans, as their
the living. dead are plentiful and accessible, but the bones of
more powerful creatures create more dangerous
Crypt Stalker monsters.
XP 700 Challenge 3
Large undead, Neutral evil Skeleton Template
Initiative: +2 DEFENSES
DEFENSES AC: If wearing armor or possessing natural armor, –1;
AC: 14 (studded leather) if unarmored, as base creature.
hp: 59 (7d10 + 21) hp: As base creature, accounting for their modified
Resistance: necrotic, bludgeoning, piercing, and slash- Constitution score.
ing from nonmagical weapon that aren’t silvered. Vulnerabilities: bludgeoning
Immunity: poison Resistances: –
Immunity, Condition: exhaustion, poisoned Immunities: poison
OFFENSE Condition Immunities: exhaustion, poisoned
Speed: 30 ft. OFFENSE
Multiattack: The crypt stalker makes two greataxe or As base creature.
gore attacks. It can use its Life Drain in place of one STATISTICS
melee attack. Ability Score Modifications: Str +0, Dex +0, Con –1,
Melee Attack—Greataxe: +5 to hit, reach 5 ft., one Int +0, Wis –8 (min. 8), Cha –5
target. Hit: 17 (2d12 + 4) slashing damage Languages: Understands all languages it knew in life,
Melee Attack—Gore: +5 to hit, reach 5 ft., one target. but can no longer speak.
Hit: 13 (2d8 + 4) piercing damage Skills: As base creature, accounting for modified abil-
Melee Attack—Life Drain: +4 to hit, reach 5 ft., one ity scores.
target. Hit: 5 (1d6 + 2) necrotic damage, and the target TRAITS
must make a DC 13 Constitution save or have their hit All Traits: As base creature, removing traits that rely
point maximum reduced by an amount equal to the on flesh, organs, or internal functions. Cannot cast
damage taken. spells and loses all spell slots.
STATISTICS
Str 16 (+3) Dex 14 (+2) Con 16 (+3) Bringing back a creature as a skeleton generally
Int 10 (+0) Wis 12 (+1) Cha 14 (+2) reduces their challenge rating as they gain very
Languages: Abyssal little from the transformation and often lose
Senses: Darkvision 60 ft., passive Perception 14 many signature abilities. Natural or worn armor is
Skills: Perception +5 reduced by 1 point to represent the wear and tear
TRAITS on the creature before it was reanimated.
Charge: As minotaur.
Reckless: As minotaur.
Sunlight Sensitivity: As wight.
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No Ghosts | Template of Horrors
score is increased by 8. As a curse for wasting this Wailing Hermit
talent, the modified creature suffers a –8 penalty to XP 1,100 Challenge 4
another ability score. Large undead, Chaotic evil
Skills: As base creature, accounting for modified abil- Initiative: –1
ity scores. DEFENSES
Languages: As base creature. AC: 12
Senses: Darkvision 60 ft. hp: 58 (13d10–13)
TRAITS Resistances: acid, fire, lightning, thunder, and pierc-
General: The modified creature retains the base ing, slashing, bludgeoning from nonmagical weapon
creature’s traits, except for ones that involve of living that aren’t silvered
functions such as eating or sleeping. Immunities: cold, necrotic, poison
Detect Life: As banshee. Immunities, Condition: charmed, exhaustion, fright-
Incorporeal Movement: As banshee. ened, grapple, paralyzed, petrified, prone, restrained.
Horrifying Visage: As banshee, but DC of the Wisdom OFFENSE
saving throw is equal to 8 + Proficiency Bonus + modi- Speed: 0 ft., fly 40 ft. (hover)
fied creature’s Charisma modifier. Melee Attack—Corrupting Touch: +5 to hit, reach 5 ft.,
Wail (1/Day): As banshee, but DC of the Constitution one target. Hit: 13 (3d6 + 3) necrotic damage.
saving throw is equal to 8 + Proficiency Bonus + modi- STATISTICS
fied creature’s Charisma modifier. Str 1 (–5) Dex 8 (–1) Con 9 (–1)
Int 6 (–2) Wis 10 (+0) Cha 16 (+3)
Example: Wailing Hermit Languages: Giant, Orc
There are tales of an ettin blessed with superior Skills: Perception +2
charisma who wasted it in solitude and narcissism, Senses: Darkvision 60 ft., passive Perception 12
talking to no one but himself, until one head grew TRAITS
jealous of the other and strangled it—and himself— Detect Life: As banshee.
to death. Incorporeal Movement: As banshee.
Horrifying Visage: As banshee.
Two Heads: As ettin.
Wail (1/Day): As banshee.
e
Introduction
Gibberlings infest Calrow Ruins. When the mists
blow in off the shores of Lach Gwyren, snaking
through crumbling arches and shattered barbicans,
the gibberlings’ terrible wailing can be heard for
miles. These leering, furry abominations are
spawned from captives by an ancient brood mother
lurking beneath the ruins. Once imprisoned in a
magic tapestry deep within the keep, the brood
mother is close to finally escaping thanks to the
meddling of a vengeful lady-in-waiting. Amidst a
noble feud to reclaim the ruins, the characters are
faced with solving the mystery of the gibberlings.
Lady Bridgette Nydaridien wishes to clear her
family’s ancestral holdings of the monstrosities,
and offers the characters land as her vassals should
they help her retake the ruins. Her rival, Lord
Comsfor Polding, argues that Nydaridien’s family
didn’t have the strength to hold the keep and so a
new claimant should be allowed to stake his claim;
he offers the characters great wealth should they
help him retake the ruins. Whoever they side with,
their actions bring them into contact with Ser Paviss, writing Aaron Infante-Levy
a knight who keeps lonely vigil over the keep in the color art Sade
name of his former lord, Lady Nydaridien’s father. maps Mike McCarthy
editing James J. Haeck
a fantasy adventure for layout Eric Life-Putnam
4–5 pcs of 2nd–4th level
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Haunting of Calrow Ruins
Yet it is clear Paviss is not right in the head, and it is Gradually, Calrow Keep was reduced to a minimal
clear more horrifying secrets lurk in Calrow Ruins retinue of servants and a handful of guards led
than anyone could realize. by the inimitable Ser Paviss who had long been
in the service to the Baron. Arista de Freh was
Background spared her father’s fate and made a lady-in-waiting
Calrow Keep was once a bastion of security and of House Nydaridien, though she never forgave
justice in a dangerous wilderness. However, three the Nydaridiens for what befell her father. When
calamities reduced the keep to ruins and paved the repairs on the keep were delayed by battles and
way for the rise of the gibberlings. matters of governance, the Baron moved his court
The first befell the keep nearly a century ago elsewhere and the tapestry was all but forgotten.
when rampaging horned trolls of the Murkhorn That is, until Arista returned to the keep in search
tribe destroyed Calrow’s walls in pursuit of of her ring.
adventurers who stole their treasures Descendants The guileful brood mother promised Arista her
of these horned trolls live to the north in forest revenge, returning the onyx wedding ring which
caves, plotting the day they can recover the had slipped between the cracks in the keep’s blasted
preserved head of the shaman who once lead the masonry. There is was imbued by foul energies with
pack which is displayed in the stateroom (Area 19) the power to turn the blood and body of anyone its
of Calrow Ruins as a trophy. Among the trolls’ wearer touched to onyx. In exchange, all Arista had
treasures was the grim tapestry (Area 12) with the to do was lead the knight Ser Paviss to the tapestry,
likeness of a hunchbacked, grinning creature and so she did one stormy night. Amidst terrible
in black robes embroidered on its surface. This flickering lights, a nightmarish, slug-like creature
creature magically trapped within the tapestry is crawled from the tapestry’s embroidery and into
the gibberling brood mother, a twisted, deranged Paviss’ ear. Arista fled, the knight’s dying screams
horror of the outer planes. The brood mother feeds ringing behind her, to seek her revenge on the
on psychic and magical energy—the minds of dead Nydaridiens.
mages and psionicists, and the brash emotions of Two years ago, the tapestry commanded Arista
noble men and women, give it power. to arrange for the Nydaridiens to return to Calrow.
The second calamity befell the keep twelve During their visit, a terrible quake shook the
years ago when the ruler of the keep, the widower surrounding lands and all but collapsed the keep.
Baron Ulrich Nydaridien, offended Lord Mattier Arista was forewarned of the quake by the tapestry,
de Freh of a neighboring province by refusing and so she sought to use the disturbance as a
the hand of Lord de Freh’s daughter Arista. Baron convenient way to end the Nydaridien bloodline
Nydaridien, fearful of those who sought to usurp all at once. Amidst the calamity, vengeful Arista
him, had taken to consulting the brood mother in used her ring’s power to turn the Baron to onyx,
the tapestry; it telepathically warned him of foes but she was betrayed by its foul magic.
both real and imaginary while drinking deep of his Her task complete, Arista had outlived her
fear. Distraught, Arista cast her would-be wedding usefulness and died alongside the Baron she so
ring, a band of gold clasping an onyx gem, off the despised, turned to onyx herself. Her dying sight
parapets. Gravely offended, Lord de Freh laid siege was the image of the hunchbacked figure stepping
to the keep. Though Lord de Freh was defeated and from the tapestry into the world. From the shadows
beheaded for his treachery, the destruction was came terrible gibbering, jabbering, and wailing as
so extensive that the Nydaridiens were forced to gibberlings broke up from the tunnels below in
vacate the ruined keep. numbers beyond counting.
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Encounters NPCs
1d10 Encounter
1 Horned troll of the Murkhorn Tribe, which Lady Bridgitte Nydaridien
always have loathsome limbs due to mutations Bridgitte Nydaridien is a proud noble in her mid-
caused to the tribe by the brood mother in the thirties and the daughter of Baron Ulrich Nydaridien,
tapestry long ago. the same Baron under whose rule Calrow Keep fell
2 2d4 animals like boar, deer, ducks, egrets, into ruins. In addition to reclaiming the keep for
geese, hawks, rabbits, or ravens. 5% chance her family’s honor and legacy—embodied in the
of strange behavior due to the influence of the ancestral crest of two argent swans addorsed on a
forming gate to the Outer Planes. field of sable—she also wishes to recover her father’s
3 Strange winds carrying sounds of gibbering corpse, or at least learn how he died. Bridgitte’s
and mad howling through the trees, across personal guard is meager (12 guards), just enough
the grasslands, and down the river. NPCs and to protect her encampment and her bodyguard, Ser
beasts are unnerved for the next hour, and Caomhan (knight), and must enlist adventurers to
attempts to command or calm them made with claim the ruins in her name. Unfortunately, her
disadvantage. coffers have been depleted by paying Ser Paviss
4 2d4 bandits—mercenaries employed by Lord and his knights’ stipend for keeping watch over
Polding—harassing traveling peasants, sharing the ruins. What she can offer the characters is a
a liquor flask beneath a hanging corpse, or dozen acres of arable land each as her vassals. If
ominously sharpening axes. desperate, she will offer a simple star rose quartz
5 1d4 guards loyal to Lady Nydaridien trading (50 gp) from about her own neck, claiming that it
spooky stories over the campfire of the keep’s belonged to her father and there may be more in
fall and the gibberlings. the keep and the characters may keep the gems if
6 2d4 commoners headed south carrying bundles they find them.
of wood, truffles, or rabbit pelts. Alignment: Lawful Good
7 An easy encounter with gibberlings that have Bond: Reclaim Calrow Ruins to honor her
escaped beyond the confined of Calrow Ruins. father’s memory and leave a legacy for her family.
8 Eerie hallucinations plague one or more Flaw: She’ll go to great lengths to cover up her
characters until the next encounter check or family’s role in the downfall of Calrow Ruins.
sunrise, taking the form of shapes moving Ideal: It is the duty of the nobility to look after
in their peripheral vision, the likeness of a the welfare of those from lesser birth.
screaming face underwater, or the hollow of a Personality Trait: Does not suffer fools or liars.
tree suddenly seeming to blink at them.
9 1d2 perytons squabbling over the heart of a Lord Comsfor Polding
recent kill. A feudal noble, Comsfor Polding is the third son
10 The ghost of Arista de Freh hovers momentarily of a lord of little importance. Possessed of neither
as if trying to warn others of something, but brawn nor charisma, Polding has relied on his
black blood runs from her mouth forming cunning ability to figure out what people desire
into stones, choking her; she only attacks if and leverage that to his disadvantage. He is a portly
provoked or in the presence of someone of the man in his forties, roughly shaven, with a perpetual
Nydaridien bloodline. sneer on his jowls, and ready to offer a false smile
that hides a long and vengeful memory. While he
is a lord in title, Comsfor owns just a meager bit of
land to the north with no castle on it. The device on
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has warped their minds toward paranoia. Both
Hamson and Glamock believe they’re fulfilling
critical duties in guarding the barbican and cannot
be convinced otherwise. Hamson, in particular,
believes that the horned trolls are massing for a
raid on the keep, and he demands anyone wishing
to pass prove they’re not trollish collaborators (for
example, by demonstrating they don’t regenerate
wounds). Glamock, on the other hand, believes
the keep and surrounding lands are cursed and
encourages characters to turn back for their own Ser Paviss knows the following:
good… unless Glamock realizes a cleric is among ▶ Some gibberlings have the vague likeness of
them, in which case he is keen to invite the cleric former servants or knights. They have raided
(and just the cleric) inside to negotiate with his the garrison, and are armed. (True)
commander, Ser Paviss. ▶ Gibberling activity is confined to within the
Nydaridien family once dwelled. Massive boulders, main areas the Garrison wing, the Great Hall,
now overgrown with moss and artistically engraved the Kitchen wing, and the Keep. He also
with runes by the keep’s former occupants, are knows about the postern entrance. (True)
scattered across the grounds. Ruins of workshops, ▶ There are no other hazards or monsters in
stables, livestock stalls, granaries, and servants’ the ruins besides gibberlings. (False)
quarters occupy much of the outer bailey.
Methods of Entry
Meeting with Ser Paviss
Ser Paviss is brooding and distant, apparently Bridge
occupied with his grim duty of standing watch over This stone bridge spans 20 feet, supported by three
a ruined keep, but will meet with the characters pillars rising from the muck with arches forming
to provide them with information (and deliberate beneath it. Razorvine crawls up the edges and
misinformation) about what they can expect within threatens to spill over the stone railings. The last
the keep. During this meeting, he attempts to ten feet of the bridge are broken, ostensibly to keep
ascertain as much as he can about the characters the gibberlings inside. Characters jumping across
while giving away as little about his true nature this gap or climbing up from the moat below, enter
as possible. Characters conversing with him may the gatehouse (Area 10).
make a DC 11 Wisdom (Insight) check to learn one
of the following about Ser Paviss: his Bond, Ideal, Moat Fissure
Flaw, or Personality Trait. Murky water about 2 feet deep is all that remains of
the moat. A PC proficient in Arcana, Nature, or the
herbalism kit who searches this area will discover
a cluster of 3 darkscape mushrooms.
Exploring the moat area outside the cellars (Area
4) reveals a narrow fissure in the stone leading to
the cellars, mostly hidden by overgrown moss
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of states of transformation from human (or dwarf, 4. Cellars
elf, or halfling) into gibberling. Bloody fur seems Wine and ale, most soured, are stored here in large
to grow from the walls like moss, and a whispering oak casks. An easy gibberlings encounter awaits
jibber-jabber sets the hairs on the back of the neck here, though they lurk in the shadows attempting to
on end. Characters who spend at least 1 minute in ambush characters entering. A life-like black onyx
this room or who investigate any of the gibberling “statue” of an imperious young woman with a look
“breeding” sacs must make a DC 10 Wisdom saving of shock on her face staring at her hand missing
throw or be affected by the confusion spell for up to its ring finger stands before an open secret door
1 minute. Affected creatures jibber-jabber for the on the west wall. This statue is the body of Arista
duration, quietly at first, but grow gradually louder. de Freh whose abuse of the powers of the onyx ring
Crossing this room without bumping into any destroyed her. The fate of the onyx ring is left for
sacks requires a group DC 8 Dexterity (Acrobatics) the GM to decide. The secret alcove apparently
check; if any character fails, a medium gibberlings once held a tapestry judging by the hooks on the
encounter ensues as newly-spawned gibberlings wall (the grim tapestry). On the ground is a scabbard
tear free from the fleshy sacs in a frenzy of claw of exceptional quality (25 gp) bearing some minor
and fur. noble crests on its surface; a DC 12 Intelligence
(History) check recognizes the crests as belonging
to Ser Paviss’ line. The scabbard fell when Arista
betrayed him.
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speed of 0. Attacking the wall causes it to scream animating per round. Alternately, if it is daytime
loudly as it fights back, alerting any gibberlings in and the brood mother is trapped in the tapestry,
Areas 2, 9, 10, 13, and 14. The wooden gate has AC black vapors stream from Area 12, animating two
19, hp 30, and resists the first 15 points of damage “statues” at a time.
from any source.
There are a few ways to bypass this hazard 12. Grim Tapestry
besides combat: This small chamber was once the foyer to the great
▶ The living wall can be charmed or tricked hall (Area 11), but the entrance from the inner bailey
into lifting the gate it’s fused with using (Area 14) was barricaded by the Baron in an act of
its many limbs either through magic or by desperation, then further barricaded by gibberling
characters disguised as gibberlings. and humans corpses, cutting it off completely from
▶ Darkscape mushrooms are poisonous to the the inner bailey. Any character peering into this
living wall. If killed by mushroom poisoning, room through one of the arrow slits in the inner
the living wall dies in a bloody convulsion, bailey witnesses an illusion of unremitting horror,
but not before several human arms extend requiring the character to make a DC 12 Wisdom
from it and turn the mechanism, opening saving throw or become frightened of the tapestry
the gate. for the next three rounds and scream for the
▶ The gate is shaded from direct sunlight duration, alerting the gibberlings in Area 14.
exposure by the overhang of the gatehouse, The grim tapestry hangs against a wooden board
but the living wall detests sunlight. If erected in the center of this chamber, with withered
characters expose it to sunlight, the living corpses of spellcasters and psionicists the brood
wall attempts to climb up the gate into the mother has drained, hoping to gain the power it
gap in the walls where it will find shade; in needs to break free of the tapestry completely. The
so doing, it lifts the gate. tapestry depicts a grey-cloaked hunchback with
long curling claws, seething white eyes, a hideous
11. Great Hall grin, and a face that seems to shimmer and blur
This massive feast hall is dominated by a long table as one views it from different angles. It radiates
and a masonry hearth on east wall above which abjuration and conjuration magic if viewed with
rests the head of a horned troll, a peryton, and a detect magic.
brown bear. The west passage leads into what was At night, the gibberling brood mother is freed
once the foyer but is now where the grim tapestry from the tapestry, and is accompanied by a medium
(Area 12) is kept; hides of dripping flesh and fur gibberlings encounter. A protection from evil and
hang from the arch like a grotesque curtain. good spell cast on the tapestry compels the brood
Six life-like onyx “statues” of knights stand beside mother to return to being trapped inside it until
the table, protecting a life-like “statue” of the Baron the next night, though she may now animate it as
who is staggering backward with a look of terror described below.
while reaching for his sword. Close examination of
the Baron’s eyes reveals the trapped image of Arista
de Freh in them as he saw her at the moment of his
death. The ghost of Arista de Freh makes a fleeting
appearance, circling the Baron with a vindictive
glare before vanishing through the north wall. If the
characters have been hostile with the ghost before
or are in the employ of Lady Nydaridien, then the
onyx “statues” animate as animated armor, two
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17. Oratory presents adventurers with a grisly scene: dozens
This quiet prayer room echoes with unintelligible of shattered skeletons, covered with dried gore, as
ghostly voices. Clerics and paladins intuitively well as three life-like onyx “statues” poised in the
understand that they can use Channel Divinity to middle of terrified combat. Where the person they
make the voices louder and intelligible, revealing were protecting should be is a pile of onyx dust
a cryptic warning: “Beware the betrayer who begets (50 gp) that was once the Baron’s cousin.
betrayer. The undying mother will truly end once her The onyx statues include the Baron’s brother
child is redeemed by the darkscape.” This refers to and two knights who were betrayed by Arista. A
Arista betraying Ser Paviss, hinting that Ser Paviss detect magic spell cast on one of the two intact oil
can be freed from the sentient gibberslug (allowing paintings (200 gp each) or one of the three whole
him to truly die) by feeding him a darkscape statues (500 gp each) in this room reveals they are
mushroom, an event which also releases Arista’s each enchanted by abjuration and necromantic
spirit. magic—a glyph of warding that triggers Evard’s black
tentacles if a creature tries to remove or tamper with
18. Oubliette an oil painting or statue.
A tiny prison cell with a single 5-foot wide grate The ghost of Arista de Freh appears fleetingly in
on the floor echoes with piteous moans. Light cast this room, necrotic energy crackling from her as
down the grate reveals an old man in tatters who she broodingly floats through the south wall to the
shields his face at the bottom of the oubliette. He center of the room and vanishes into the floor.
identifies himself as Dellard (commoner), former Stairs from here lead up to the ramparts.
castellan of the keep. His mind is mostly gone;
he suffers memory gaps and violent fits of jibber- 20. Yew Tree Court
jabbering like the gibberlings. Closer examination This once-beautiful courtyard was built around
of the man in bright light reveals his eyes are an old sacred yew tree. The tree is now sickly, and
black, his hands crooked, his forearms covered pestilent black sludge bubbles and gurgles around
in gruesome scars, his facial features slightly its base. Dozens of withered gibberslug husks lie
squished, and he has a wild black mane of hair and scattered about the courtyard, their decomposition
beard uncharacteristic for a man of his age. forming the odiferous black tar. A DC 20 Intelligence
The Baron imprisoned Dellard when he criticized (Nature) check or a detect poison or disease spell
him for refusing Arista as his wife. Arista secretly cast on the yew tree reveals the gibberslugs are
offered to free him, but when he refused, she threw corrupting into some form of aberration, and if
a jar of gibberslugs down on him to “make use of him not saved or destroyed within 5 days, will become
one way or another.” Multiple gibberslugs infested a roper.
Dellard but he tore them out with his bare teeth, Treat the black sludge as a black pudding with
and is now immune to the gibberslugs. Dellard can 42 hit points, without a climb speed, and without
prove a helpful guide if rescued; however, if Dellard the ability to Split as a reaction. It does not attack
succumbs to a gibberling’s Gibber trait, instead of unless a character attacks it first or steps in it.
becoming frightened he is affected by the confusion The collapse of the keep littered rubble around
spell for 1 minute. the courtyard’s north end, where a staircase climbs
to nowhere (originally, the staircase led to the
19. Stateroom noble family’s quarters). The damage also caused
Lavishly decorated with oil paintings, statues, and a portion of the northeast wall to drop into an
smashed ivory figurines (five pieces each worth old unfinished section of the castle’s undercroft
30 gp are salvageable), this room was meant to (Area 5); a trail of black slime leads down into the
impress visiting aristocrats. As it is now, the room darkness here.
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Monster Index Gibberling Brood Mother
XP 200 CR 1
Gibberling Chaotic Neutral Medium aberration
XP 50 CR 1/4 Initiative: +2
Chaotic Neutral Small aberration DEFENSE
Initiative: +2 AC: 12
DEFENSE hp: 52 (8d8 + 16)
AC: 12 OFFENSE
hp: 9 (2d6 + 2) Speed: 30 ft., burrow 5 ft.
OFFENSE Melee Attack—Multiattack: The gibberling brood
Speed: 30 ft., burrow 5 ft. mother makes two bite attacks.
Melee Attack—Mace, Shortsword, or Handaxe: +4 to Melee Attack—Bite: +4 to hit, reach 5 ft., one target.
hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeon- Hit: 6 (1d8 + 2) piercing damage, and the target
ing, piercing, or slashing damage. must make a DC 12 Constitution saving throw or be
STATISTICS afflicted by gibberslugs.
Str 13 (+1) Dex 14 (+2) Con 12 (+1) Ranged Attack—Gibberslug Spit: +4 to hit, range 30
Int 5 (–3) Wis 7 (–2) Cha 8 (–1) ft. one target. Hit: 5 (1d6 + 2) acid damage, and the
Languages: – target must make a DC 12 Constitution saving throw
Senses: darkvision 60 ft., passive Perception 8 or be afflicted by gibberslugs.
TRAITS STATISTICS
Gibber: When in a group of 10 or more, gibberlings col- Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 12
lectively cause creatures within 100 feet to become (+1), Cha 8 (–1)
frightened unless they succeed on a DC 9 Wisdom Languages: telepathy 60 ft.
saving throw. The fear lasts until the gibberlings can Senses: darkvision 60 ft., passive Perception 11
no longer be seen or heard. Once a creature makes its TRAITS
save it cannot be affected by this feature for 24 hours. Gibberslugs: A creature afflicted with gibberslugs has
Overrun: A gibberling does not provoke opportunity one round in which fire can be applied to the place
attacks when it moves out of an enemies’ reach. where the slug burrowed, killing the slug. If the slug
Sunlight Sensitivity: While in sunlight, the gibber- is not removed, the creature takes 2 (1d4) damage
ling has disadvantage on attack rolls, as well as on at the end of its turn each round until it is reduced 0
Wisdom (Perception) checks that rely on sight. hit points at which point the slug reaches its brain.
ECOLOGY A lesser restoration spell kills a gibberslug, as does
Environment: temperate, subterranean eating a darkscape mushroom. A creature reduced to
Organization: Horde (10–500) 0 hit points by a gibberslug drops into a nightmarish
coma for 1d20 + 4 hours during which it undergoes a
horrific transformation into a gibberling. It can only
be awakened from its catatonic state with remove
curse or greater restoration, at which point the
creature is dying.
Sunlight Sensitivity: In sunlight, the gibberling brood
mother has disadvantage on attack rolls, as well as
on Wisdom (Perception) checks that rely on sight.
ECOLOGY
Environment: Temperate, subterranean
Organization: Solitary, leading gibberling horde e
art by xxxx
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