2797199-Weeping Walls 5E PDF
2797199-Weeping Walls 5E PDF
by Leonardo Andrade
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Table of contents
Adventure outline………………………………...3
The setup………………………....……………3
Adventure hooks………………………...3
Adventure Backgrounds…………..3
Memories, good and bad……….…4
Estate grounds………………………………….……5
Summary………………………….…………..6
Manor first floor and basement………8
Summary………………...………………....12
Manor second floor……………………………14
Summary….………………………….……..16
Conclusion……………………………………………17
Rewards and XP………………………..17
Appendix……………………………….……………..18
Magic items……………………………….18
Madness……………………………….…….18
Monsters…………………………………….19
Odds and ends, also legalese……..….21
Music that helped……………….…….……..21
Acknowledgments…………………………...21
Author Bio…………………………………………..21
Licensing bits, art credits……………….21
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Adventure outline
The setup Adventure hooks
Sylf Carver is dead. A self-made man who came young The Carvers require that at least one team member be a
from the continent and made his fortune in the wine trade practitioner of divine magic (as in cleric, paladin, divine
of Pearlhaven (or any rich island city in your setting of soul sorcerer, celestial warlock...)to see that the evil is
properly dispelled or exorcised away. The adventurers, four
choice), known by all and admired by many as a shining
level 4 player characters (PCs), are contacted directly, as
example of where hard work can get you. He committed
the Carvers want it done discretely. They are paying 200
suicide before the age of sixty. gold pieces for each team member.
His suicide letter and impromptu will reveals that he A few fitting adventure hooks are:
was, in fact, Yannis Uhdan, firstborn of Ehrun Uhdan, an
inland noble whose lineage fell from grace forty years ago, The Heir. One of the team members is a Carver heir, the
not long before "Sylf" arrived in Pearlhaven. In the letter, black sheep – having become an adventurer instead of fol-
lowing the family trade. They take it upon themselves to
he tells of a family estate that looms over his every sleeping
fulfill their father’s last wish, not oblivious to irony that
hour and many a waking one, despite the decades and their disapproved lifestyle might be what lets the old man
miles he put between him and it. He tells of bad dreams rest in peace. The team is in it to help a friend.
and the feeling of being watched. Of the corrupting Free Agents. The team is either assembled by the heirs or
influence that turned his loving mother into a withered hired as a unit, being known around Pearlhaven for their
husk and his stern but fair father into a violent tyrant, exploits. They are in it for the money.
while he and his sister fought among themselves over Holy Warriors. The church executor responsible for seeing
that the terms in Sylf’s testament are met recommends a
increasingly petty things with increasing violence while
cleric or paladin who’s shown promise, and they have their
the servants beat the dogs needlessly and guards looked at own team. They are in it to smite evil.
the kitchen maids hungrily. He died haunted by that house Debt Bound. The team took a loan from the Carvers to out-
and what happened in it until he snapped and got the fit their ship, and this is how they are asked to repay. If they
surge of strength he needed to flee, some time after all the die, the Carvers keep the ship. They are in it to pay their
non Uhdans (except the manor priest) had fled. On his way dues.
Regardless of what hook is chosen, each party member
out, he says he committed some deed so foul he can’t bring
should have at least one uncommon magic item to help
himself to write it down. This very deed is what kept him
them trough the adventure. Additionally, give them 2 (1d4)
from trying to reach out to the family until his very death. healing potions.
All these years, "Sylf" kept the pain to himself as best he
could. Family says he was growing erratic, but they never
guessed the scope of it. Now the heirs need a party of
hardened folk to fulfil Sylf’s wish, as stated in his will: go to
Uhdan Estate and fix whatever evil twisted it so. They fear it
might come for them next.
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Adventure background Memories, good and bad
Ehrun had a bastard he wouldn’t acknowledge with a Ibrahim can consume memories and learn facts about
young farmer called Lenna. During a harsh season of mass PCs due to his cursed nothic nature (check Monsters in the
crop-failure, she came to the estate, begging him to take Appendix, they’re one of a kind). They will attempt to trade
her and their infant son in. Ehrun refused her, denying any help and information for the PC’s happiest memories, and
prior involvement, and had her chased out. This wasn’t leverage his Eldritch Insight to manipulate them into doing
kept secret for long. It put the family at odds, but so. These moments can be enhanced by having the players
eventually his wife and adolescent children yielded to his come to the table with the most cherished memories of
lies. their PCs already defined, as well as some of the most
As the harsh season progressed, Lenna and the unnamed unhappy (or even traumatizing) ones. If you run this as a
child suffered. Disgraced by having a fatherless child, she one off or the start of a campaign, ask your players to come
was turned away by many when looking for a way to up with at least 2 of each in their backstory during
provide for herself and the baby. Still, she refrained from character creation. Having a good notion of the
seeking the Uhdans again until it got unbearable. That’s relationships between the PCs can also be beneficial.
when she was once again turned away, chased out by a If you fit this module into an ongoing campaign, the PCs
guard with a hound while the family watched. The child will already have in-game memories to raise the stakes,
died shortly after, and this drove his mother to vengeful and these will likely be more precious to the players than
grief. She sold all she had and stole some more to bribe her most backstory bits, since they have lived them. Be devious,
way into the estate. There, she threw herself into the use this to terrify them with Faustian Bargains that just
basement well along with the dead child, cursing Ehrun might keep the shadow of death away.
and his line, and the very home that kept them safe, to
misery without end. The guardswoman who let her in
never spoke a word of it and was the first to leave when
things started turning sour.
Thus began the corruption. Needless violence flourished.
Rampant abuse became the norm, but the family stayed,
unknowingly bound by forces beyond their ken, while the
servants deserted them. Yannis got out with the remaining
dregs of the family’s fortune, killing his sister Ruviki to
avoid detection while at it. The Manor priest Ibrahim lost
their faith and began tampering with forbidden
knowledge, eventually becoming an immortal nothic
trapped among the undead that linger there. Lenna herself
became a ghoulish thing (the Weeper) that mostly keeps to
the basement, weeping, but will come out to harass living
beings that seem inclined to enter it.
The curse can only be broken by taking all the remains
of the dead (Lenna and the bastard, Ehrun, Syllendi, Ruviki,
and the four adventurers Dunstan, Orkhanagor, Yuliya and
Anneke) and giving them proper burials in hallowed
ground. This will finally destroy Ibrahim as well, as the
estate goes up in sickly blue-purple flames.
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Estate grounds
The exposition is frontloaded and should be quick. Set the Estate grounds
stage by reading the setup aloud to your players then get to
The manor presiding over the estate is made of solid
the meat of it. This adventure starts as the PCs approach the
grey stone, perched atop the hill like a dormant beast. The
Uhdan Estate after a night’s rest and a frustrating early day
second floor slightly overhangs the first in a way that
of trying to suss out information at the nearby town of Vin-
enhances the manor’s overall aspect of looming threat. In
feld, where the mention of the Uhdan name makes people
front of it is a mostly withered beyond recognition garden,
spit or touch their amulets superstitiously. It is mid-after-
but a PC proficient in Nature will be able to spot the
noon as the party follows a disused cobblestone road, chilled
remains of lavender, daisies and cat’s ears. On a bed of
by unruly wind under a leaden sky and light rain. Give them
such wilted, crumbly flowers about 15 ft. south of the
some time to roleplay as they approach the dreaded place,
manor is a chair that can barely keep its shape after a hard
then read the following:
crash and years exposed to the elements. Some dirty
feathers flit in the breeze nearby, but there are no birds to
The Uhdan manor towers over the land, but not as a result of its
see or hear.
size — being but two stories of stone and shingled roof. It exerts an
The 15 ft. by 30 ft. stretch of land overlooked by the shut
unnaturally forceful presence, dark and foreboding, enclosed by
wrought iron pike fences. You see two smaller buildings cower in the kitchen window (breaking it open requires is a successful
shadow of the manor, the larger of which appears to be a stable. DC 15 Strength check) is the dried remains of a vegetables
Except for your horse-drawn cart and the wind flapping your and herbs garden. There lies a halfling in studded leather
cloaks, all is quiet in the vicinity. The two horses staunchly refuse to armour with almost 50 ft. of torn hempen rope about him.
move any closer to the estate and you tie them to the lone, leafless The rest of the rope hangs limply from the open window of
tree next to the road about 50 feet away from the open fence gate
the Guest Room upstairs (the windowsill is 20 ft. above the
that sways at the wind’s behest. Approaching this final stretch on
manor grounds). The top of the halfling’s head was clearly
foot, you hear the mournful creak from the rusted hinges.
destroyed by the fall, and after that he was left for months
1 square = 5 ft.²
Up ↑ = north
In this
simple map
are the
positions of
the buildings
in the estate
and the
distances
between
them.
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to dry in the sun and soak with the rain, that washed away shrill voice going for his eyes with her fingers. The
all the spilt brain and bits of skull. He clutches his lucky two wrestle as the horse cowers in the opposite
dagger still (see Magic items in the Appendix). It looks side of the stall.
unaffected by time. “YES, I’M ROTTEN! And so are you and father
Every 3 minutes or so, a weird scene plays out at the and mother, Ruviki! And all who left and this entire
bedevilled place! I’m leaving, I can’t deal with...”
guest room window. An unseen man roars with pain in
He’s cut off by a fist to the face, but pushes
there. An inky black shadow matching the halfling shouts
against it and grabs the other shadow, swinging
“after me, ladies” in a panicky voice before dropping off the
her into the wall and drawing his knife. “I CAN’T” he
ledge, holding the rope. The rope snaps as soon as it goes roars as the knife plunges in and out in repetitive
taut, dropping the halfling to his death. A slender bald frenzy. Ruviki’s screams give way to a wheezing
shadow woman turns to peek outside as it happens, death rattle.
shouting “Dunstan!” and does not acknowledge the PCs’ The three shadow hounds whine and howl at
presence. the smell of fresh blood that fills the still air.
“No, no, no no no” Yannis mutters, his voice
The guardhouse and stables are slightly southeast and
breaking into sobs. “Ruviki.. no, no, you bitch, why
southwest of the manor itself respectively, flanking the
make me do this...” The shadow-knife clatters to
front garden. Most of the fenced terrain behind the manor the ground and fades on top of an actual, rusted
is beaten grass where the horses were exercised knife, coated in decades old blackened blood, half
occasionally. hidden in the dust.
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her body, under the floorboards. Alternatively, a passive
Perception score of 15 or above, or a successful DC 15 Summary
Intelligence (Investigation)/Wisdom (Perception) check, In the grounds, the PCs may learn of Yannis/Sylf’s foul
will reveal that the wooden floor underfoot sounds deed on his way out of the manor: the murder of his sister
different in the middle of the fireplace area, where the Ruviki. They may also find her body and deal with her
table probably stood. Not quite hollow like in the rest of the Grudge spectre (or be unknowingly joined by it). The two
guardhouse. It takes a successful DC 15 Strength check to PCs with the biggest Religion modifiers should be asked to
pry open the floorboards and reveal Ruviki’s body. roll a DC 15 Wisdom (Religion) check after experiencing the
Whoever does it has to secretly roll a DC 13 Charisma flashback at the stables or confronting Ruviki’s Grudge
saving throw or be possessed by her Grudge spectre. Upon spectre.
failure, the Grudge spectre will fight until her destruction. On a success, the PC recognizes what is happening as the
If a PC is still holding the knife with which Ruviki was result of something they have read or heard tale of: a
murdered when they get to her corpse, the Grudge spectre Grudge. Someone died here in the throes of extreme anger
attacks straight away before initiative is rolled, instead of and sorrow, for which they held the Uhdans responsible.
attempting possession. This person gave up their soul as they died to curse the
You and the player of the possessed PC should keep the family, causing even more misery and death in a way that
possession secret if it happens. The player should keep up reinforced the original Grudge.
with the party without speaking except for absolutely The estate relives atrocities committed in it, over and
necessary, brief statements in a demure tone. They will be over, and the souls of those who died here thereafter are
playing the Grudge spectre in charge of their body until the doomed to endure it. Destroying them now doesn’t destroy
party gets in a fight, when they shall turn against their them permanently, and allowing even a couple hours (2-3,
allies following the possession rules, or until the Grdge pick your poison) to pass before the Grudge is broken gives
spectre is expelled. A successful Wisdom (Insight) check them time to reform. All their bodies need to be buried in
against the Spectre’s deception will reveal the possession. If hallowed ground to permanently end their suffering.
discovered and/or expelled from her host, Ruviki’s Spectre On a failure, the PCs can still acquire this information,
will fight until her destruction regardless of circumstances. and even some of the specifics, from Ibrahim, at the expense
of their fondest memories. He can also see Ruviki’s Grudge
spectre and will hint to the players that one of them is not
Servant’s outhouse what they seem, then offer to help for a good memory.
Where servants went to the loo, near the back edge of
the estate. Just a dark wood cubicle (5 ft. by 5 ft., 7 ft. tall)
built on top of a shithole. The inner side of the door and
one of the walls has scratch marks at about chest and face
height.
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Manor first floor and basement
Up ↑ = north
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Centrally aligned and 15 ft. off the northern wall is a dais PCs see a constant flickering of 3 shadowy figures
where the Uhdan family table remains, surrounded by 4 attending a ceremony, and an equally shadowy priest at
chairs but set for 2 people who would sit at the tallest chair the altar. If they have already seen the memories in the
it the middle of the table’s length, facing the doors, and the stable and drawing room they may recognize them as
spot immediately left of it. The nice porcelain and silver Ehrun, Syllendi and Ruviki.
cutlery are covered in a thick layer of dust, as is the entire Behind the altar and below the mosaic is the empty
rest of the room. The candles in the candelabrum have long doorframe to Ibrahim’s quarters, the wooden door
since burned and ran down to coalesce as mismatched exploded out by some force with a spray of blood and
mounds of pale wax on the embroidered tablecloth. fallen close to the front row of chairs. A faint smell of
Dismounted long tables and benches crowd the eastern rotting meat wafts from within the priestly quarters.
wall.
On the upper left corner are the stairs leading to the
M3. Ibrahim’s quarters
second floor’s common room (its door is open) and to the
This spartanly furnished 15 ft. by 15 ft. room-turned
basement. The distance to either door from the hall is 20 ft.
organism is only accessible through the chapel. It used to
PCs turning downstairs will hear a guardswoman’s rough
be the living quarters of the estate’s former priest Ibrahim
whisper:
Korsen. The room’s entire interior is exposed, slimy flesh
— alive but rotting. Ibrahim, twisted into an immortal
“Get your shit and come back up. What you paid me doesn’t
nothic, is part of the room, their very flesh melded to the
give you more than a few moments, hurry up now!”
slimy, throbbing walls as they suffer decade after decade of
the corruption. Hacking at the wall-flesh only barely
The basement’s door is locked, however. With a passive
damages it (it starts healing immediately), but may reveal
Perception score of 16 or an equivalent result on a Wisdom
the window that can be seen from outside if they focus
(Perception) check a PC will notice the faint weeping. The
damage on the eastern wall.
door can be bypassed by a successful DC 18 thieves’ tools or
On the end of the room opposite the empty doorframe is
Strength check, or by using the key in Ehrun’s study. If any
a shattered table with ruined books on top and around it
PC attempts to do either, the weeping sound becomes
(the remaining legible bits dwell on the Far Realm and its
suddenly louder and approaches the door swiftly before
aberrant powers, and on the alleged undeath of powerful
any such roll is made, only to vanish seconds before the
wizards; a successful DC 15 Intelligence [Investigation]
Weeper (see Monsters in the Appendix) rushes down from
check reveals a holy book of Pelor that seems to have been
the dark upstairs to hit the PC farthest from the door with
chewed by humanoid teeth). In the middle of the room is a
her Surge of Grief. She then vanishes into the closest
simple toppled chair also engulfed by the room’s flesh. Left
shadow. This should allow the party to reconsider their
of the door is the a filthy bed bereft of its linens and a
current course of action.
toppled chamber pot. To the door’s right is Ibrahim, with a
Entering the basement triggers the Weeper’s onslaught
half melted bronze bowl at their clawed feet. Whoever
against the party (see M.9 Basement; see Monsters in the
enters the room first is greeted by their screechy voice
Appendix).
going “Aaahh, visitors. Welcome, welcome! Been a while
since any made it here...” and every PC within his field of
M2. Chapel vision has to resist his Eldritch Insight (see Monsters in the
Where the spiritual needs of the Uhdan family were Appendix). They may use it again later on as an action.
tended to by resident priest Ibrahim Korsen (a cleric of the
Dawnfather at the time). It’s a 15 ft. by 25 ft. room built of Roleplaying Ibrahim
white stone, with an altar on a little platform opposite the Ibrahim does everything in their power to manipulate
door and a golden mosaic of the sun (round, stained by PCs to surrender their memories for their consumption.
dark patina and missing some bits) behind it. Arranged in 3 They attempt trade for pertinent information first. That
neat rows and dusty from disuse, 12 chairs face the altar. failing, they may offer magical assistance against the other
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inhabitants of the estate. If even so the PCs refuse them, tomb and all the metal in her jewelry is rusted (but the
Ibrahim may try to magically compel a PC to agree to one stones are worth 73 gold coins). The following scene
of their bargains as a last resort. One way to do it is casting unfolds in the space every 3 minutes or so.
Suggestion as Ibrahim argues their point for instance, but
be careful with it; being heavy-handed may make the “Or maybe they did what I should have had the strength to
player feel robbed of agency, as I learned in the playtest by do when that bitch laid bare your true colours. I believed your
foolishly using charm person too early. In the affected word, but Yannis and Ruviki saw right through you, I know they
player’s words “forcing a Faustian bargain takes the Pathos did! And they left, because who could love a father that does
such---”
out of the trope”.
The weary woman, a small trembling shadow holding a big
Ibrahim can’t be persuaded, threatened or tortured into
glass mug, spits out her venom with a slightly slurred voice.
providing any aid, nor may they be magically compelled to “Enough woman! I have sired no bastard with some village
do so. Their quarters are also the only place in the estate wench!” The large shadow man in front of her bellows. His
that the Weeper can’t enter (a fact they may take advantage cavernous voice indicates he’s on the edge. “Has it not occurred
of to further their goals). They maintain communication to you that they may well have fled your constant nagging? The
with the party via message cantrip for their entire stay in sharp tongue with which you have been flailing at us day by
day? To think that Yannis and Ruviki would do anything over
the manor, trying to leverage the PC’s fear in their favour.
some moral consideration, those ungrateful leeches that my
Ibrahim is only helpful in exchange for memories, and
seed brought out of YOU.”
it’s one piece of information or spell cast per memory at A tense silence festers between the two. The woman seems
the minimum. If they have a diamond for the Raise Dead to recoil at the shouting. She drains the half full mug, then:
spell (your call) within the folds of their overgrown flesh, “Such hatred of me” she sounds hurt, but takes a defiant step
they will want a memory from each living party member towards the man. “For how long? Is this why you went to some
in exchange for the casting, should it come up. village wench’s embrace?”
“Enough!” He roars as he grabs her by the shoulders and
throws her down at the centre table. The mug shatters against
M4. Drawing room the tabletop as she tries to protect herself from the fall, and her
Where guests were entertained in better days and the neck goes right to the sharp glass in her hand. Her forehead
impacts the table with a heavy thump.
family enjoyed music and the view of the garden. The walls
When the vision ends, the shadow woman’s form fades from
are a weird beige with browning stains, peeling off in strips
the exact same position the body is in. The air around it smells
here and there. They might have been a creamy sort of of soured wine.
yellow in its heyday. Hunting trophies hang high on them.
Tucked in the northeastern corner is an open cupboard of
Ehrun’s screams from this looping memory can be
fancy looking bottles and specialized glasswares (drinking
heard almost as far as the servant’s door to the grounds by
from any of the bottles prompts a DC 12 Constitution
someone with a passive Perception score 16 or above.
saving throw against being blinded for 1d10+1 minutes).
The family’s harpsichord goes untouched for decades in
the corner of the eastern and southern walls. An inky black M5. Corridor
shadow of Ruviki plays out of tune harpsichord music, and A 5 ft. by 30 ft. corridor with floors made of wood
it’s so erratic it’s hard to know when the cycles begin and cheaper and lighter than that of the hall, drawing room,
end. chapel and priestly quarters. There are three empty torch
In the centre of the room are four armchairs encircling sconces on the walls. It opens up to the hall, the kitchen,
a low, broken centre table. It’s broken under the desiccated the servant’s quarters and the estate grounds. The door to
body of a woman that was seemingly thrown face first on the grounds is locked. A successful DC 15 thieves’ tools or
top of it. Her neck is bent in an unnatural angle with her DC 16 Strength check is required to open it from either
hand under it. A blackened bloodstain under that and on side.
the ruddy hair that covers her face. Thick glass fragments
surround the scene. Her clothes look like they come from a
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M6. Kitchen
The stone walls of the kitchen are covered with shelves M8. Servant’s quarters
and hooks for cooking implements, herbs, strings of garlic The bare 30 ft. by 15 ft. space where the serving folk of
and the like. The herbs have almost all withered to dust, the manor roomed together, separate from the guards, who
the garlic heads all shrivelled up like mummies. Ash from room in an external building in the grounds. There’s five
the two cooking hearths intermingles with dust from the beds with chests at their feet. Some of the ash from the
abandonment on the floor; there’s faint footprints on it, kitchen got here too, and a single track of halfling or
visible to anyone with a passive Perception score of 15 and gnome sized footprints runs along the line of chests, visible
above (or an equivalent Wisdom [Perception or Survival] to anyone with a passive Perception score of 15 and above
check). The only window is in the southern wall, (or an equivalent result on a Wisdom [Perception] check),
overlooking the vegetables and herbs garden, but its all open as well as empty. A DC 14 investigation check by
wooden shutters are currently closed. There’s a table with someone proficient thieves’ tools reveals that such tools
three stools around it and an upright knife plunged on it. were used to open the middle one and the one farthest
The following conversation plays out repeatedly as from the door.
disembodied voices every 2 to 3 minutes:
M9. Basement
“Be generous with the ‘seasoning’, girl. Burl’s big, it’ll take more
The Grudge’s headwater. It began here. The oppressive
than that to do ‘im in.” An old woman’s voice, harsh, but not
atmosphere the PCs have waded through in the other floors
unsympathetic.
“Aye, Grette. That good?” The girl’s reply comes out in a whisper. pales in comparison with the relentless waves of
“Perfect. He’ll be screamin’ afore ye get back to this ‘ere kitchen.” depression crashing down on them as soon as they step
“Good” The girl sounds cruelly satisfied “May his cock blacken into the basement. Upon entering, the PC’s are
and fall off. Serves him right.” immediately in combat with the Weeper.
“I doubt he’ll have the sense to chop it off afore the rot spreads”
The basement is a 30 ft. by 30 ft. room with excavated
the older woman muses “and by then we’ll be long gone, ehehehh”
walls and floor. It is damp and stuffy to a degree that
makes breathing uncomfortable, the very air laden with
M7. Pantry pulverized remains of lichen and moss that died and dried
Where the party may find the meagre remains of the on the walls. In the middle of the room is a drinking water
food Ibrahim had been living off of before their accident. A well that’s 10 ft. across, with a pulley system and two
dark, dusty, dry 10 ft. by 15 ft. room with narrow, horizontal buckets for the drawing. From the well come the desperate
slits for windows close to the ceiling on the southern wall. cries of her baby as soon as the Weeper is first damaged
There’s a couple spoiled honey preserves of fruit and meat, within this space. The Weeper’s body is also in the water
a stony grey loaf of bread and a few dried apples. below the well. Retrieving them in the still underground
The first PC to enter has the door slammed behind them pond is trivial outside of combat.
as the weeping starts. Opening the door takes a successful In combat it will absolutely be problematic, however, as
DC 15 Strength check. Conversely, the PCs can destroy it by the Weeper singlemindedly focuses on whoever jumps into
dealing 40 damage to it (this door has the same resistances the well or is somehow thrown into it (or if the whole party
and vulnerabilities as the double doors in the hall, as do all decides to jump in and fight in the water). From the
other doors in the house). If the first attempt to open the basement to the bottom of the underground pond the
door fails or it doesn’t fall under the first two attacks, the water would be drawn from is a fall of 34 ft., the last 12 ft.
Weeper crawls out of a shadow and gets in the trapped of it in sterile water. The pond's depth ranges from 8 ft. to
PC’s face, using it’s Horrifying Visage action. She leaves 12. ft and its shape is irregular, with a surface area of
before the rest of the party can see her by turning roughly 40 square ft. The DC of the Wisdom (Perception)
incorporeal right as she would collide with the trapped PC check to locate the bodies of the Weeper and her baby in
and vanishes through the wall behind them. combat is 15. A PC may be pulled up from the well by way
of the pulley system with which buckets would normally
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be lowered and brought back. It takes about 36 seconds, misfortunes (hunger, social ostracism, being chased out of
but this time could be decreased or increased with a the estate by hounds, crying over her dead child) the PC
Strength (Athletics) check by whoever is pulling them up. then has to beat a DC 12 Charisma saving throw to keep
their grasp of the difference between their own experience
Regardless of how and when the retrieval is achieved,
and the visions. On a failure they are incapacitated for a
the baby’s ghost only stops crying once his body is cradled
minute and the same conditions as those for the paralysis
with care. apply.
On the basement’s east wall is a door that opens into a
10 ft. by 15. ft wine storage area, with but a few bottles left Regarding the fight in the basement: once it starts, the
in there. None of them drinkable. only way to stop her onslaught is destroying her. In the
event that a PC dives into the well or is thrown there for
whatever reason, she will ignore all others and
Roleplaying the Weeper singlemindedly focus on killing them, as they are closer to
Save for the one attack when the PCs first interact with her and her child’s bodies.
the basement door, the Weeper is only violent when the
basement is actually entered, in the interest of keeping her
and her child’s bodies undisturbed (and thus maintaining
the Grudge curse). Summary
That doesn’t mean she’ll refrain from harassing them in On the manor’s first floor the PCs can find Syllendi’s
not overtly violent ways. Outside the basement, but within
body and learn of how she died. They may also trigger an
the manor, she should be a narrative presence that terrifies
the PCs and makes the task of exploring the manor nerve- attack by the Weeper by attempting to get into the
wracking. Aside from scripted apparitions, you are basement. If the basement door is breached, the Weeper
encouraged to deploy her when things appear too calm and will not relent until either it or all of the PCs are destroyed.
under control. This is because the basement contains her body, and that of
Some ways to do it are: her unnamed baby boy – Ehrun’s rejected bastard.
• The Weeper might noisily dislocate furniture in
The first floor is also where Ibrahim can be encountered
rooms where the PCs are not in order to inconvenience
and interacted with. They will do their best to amp up the
them and hamper their movement. Imagine having just
survived a fight against Grudge Spectres when you her a party’s fear while withholding valuable information such
wardrobe hit the floor hard in the corridor, close to where as the nature of the curse (Grudge), locations of the bodies,
you are. Or finding a door you crossed before blocked. location of the basement key or whether one of the PCs is
• Whatever light is present flickers and in the brief possessed.
period of darkness she appears on a threshold, staring
down the bearer of the light (Horrifying Visage).
• PCs walking in corridors can hear her weeping fol-
low them from behind one of the walls, and the PCs have to
succeed on a DC 12 Wisdom saving throw or have disad-
vantage on tasks such as Investigation, lockpicking, recall-
ing information or maintaining a concentration spell
when hit until they take 5 minutes to calm themselves
somewhere they can’t hear her.
• If a PC is alone in any given room or corridor, have
her appear behind them (Stealth check in incorporeal
form, so with advantage). If she approaches unnoticed,
have her embrace the character from behind and weep
close to their face. The PC has to succeed on a DC 12 Wis-
dom saving throw or be paralysed with fear for 1 minute.
They may roll new Wisdom saves with the same DC to
break the paralysis before the minute is up or whenever
they take damage.
• Conversely, the Weeper’s embrace may fill the
mind of the embraced PC with vivid hallucinations of her
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Not for resale. Permission granted to print or photocopy this document for personal use only. WEEPING WALLS 13
Manor second floor
A sense of tragedy oozes from the walls like noxious counterpart. While the drawing room has great windows,
humours in the second floor. The former private quarters hunting trophies and music instruments, this one has no
of the Uhdans have witnessed a lot of suffering since the windows and ample space for tapestries and paintings on
Grudge was placed, and it has imprinted its mark on it. The its walls. Near all this space goes unused, but the hooks and
shadows appear deeper in this darker, more confining nails from which the decorations hung remain.
portion of the house. The only painting left is a family portrait of the Uhdans
The structure of this floor makes it perfect for staging in regal garb and posed as such in the drawing room, all
Weeper apparitions. She will not just stand by and wait standing up save for Ruviki, sitting down on the
when the PCs fight the manor’s other tortured souls, but will harpsichord bench. Ehrun’s broad shouldered bulk makes
not outright attack unless the players somehow fled here them all seem small, especially his wife Syllendi. A Carver
from the basement after entering it. Her Modus Operandi heir, if present, will recognize a younger version of their
during such fights should be one of staying unnervingly father as Yannis, his left hand on Ruviki’s shoulder while
close and occasionally imposing ill-meaning status effects. the right holds a wine glass. All their faces are distorted to
different degrees: Ruviki’s is barely recognizable and
appears to be melting off of her skull, Ehrun and Syllendi’s
M1. Common room
look like the faces of bloated corpses, while Yannis sports
It functioned as a private living room for the Uhdans, a
an ugly hateful grimace and sickly pallor.
25 ft. by 25 ft. space more adequate for the winter (which
doesn’t merit central hearths in these parts, but may urge
those who can to retreat to more enclosed spaces). In it are: M2. Corridor
A game table encircled by four chairs. Three armchairs A 5 ft. wide corridor hugging the common room,
encircling a cluster of water pipes. A smaller cabinet for connecting the bedrooms and privies to the rest of the
drinks and glassware. No light touches any of it. manor. Dark and windowless, lined with torch sconces
It’s a comparatively bare space next to its downstairs and a single unlit torch between the master bedroom and
study doors. Its narrow, silent darkness engenders a
Up ↑ = north
feeling of claustrophobia, and invites you to stage an
apparition of the Weeper.
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whiskey tumblers, but no bottle. The north and south walls study key is in his vest pocket). Toppled to the side under
are lined with books, the shelves interrupted respectively him is the chair matching the dressing table. The bottle
by a window and the door to the master bedroom. matching the tumblers in his study lies in drained in a
The desk has a drawer on the left side of Ehrun’s chair, corner.
and in it there’s a false bottom under some empty sheets of
vellum paper and a dry inkwell. A successful DC 13
M5. Yannis’s bedroom
Intelligence (Investigation) check reveals this hidden
It might take a moment for the PCs to recognize this as a
compartment. On the same check, a PC needs to beat a DC
former bedroom. Not only was it tossed, but someone
of 16 to notice it’s trapped. Triggered by lifting the false
clearly took an axe to the walls, the bed, the wash basin,
bottom, the trap sprays the PC who did it with paralysing
the toppled wardrobe and the desk. This is where that
gas and they have to succeed on a DC 12 Constitution
broken chair outside came from. The broken window
saving throw to resist its effect. On a failure, they are
shutters attest to it. The mattress and pillows have been
paralysed for a minute. It also rings an alarm that
ripped to shreds and there’s feathers everywhere.
summons Ehrun and Syllendi’s Grudge spectres from the
The only way to tell this room was a young man’s is by
bedroom next door. Once detected, however, the trap can
the remains of clothing scattered about. Ehrun’s enraged
be disarmed with a successful DC 16 thieves’ tools check.
screams as he tore the room apart fill it like fading echoes
On failure, the trap is triggered as well.
and can be heard from the common room and, faintly,
In the secret compartment are the basement key and an
from the top of the stairs.
empty pouch that could have held quite a bit of coin by the
look of it.
M6. Ruviki’s bedroom
M4. Master bedroom Her room is the same size, and similarly tossed, to a
lesser degree. Nothing was thrown out the window and the
Coward, wifebeater, vowbreaker, child abandoner,
original shape of the appliances can be more easily
murderer, liar. Gold digger, hag, harridan, termagant,
extrapolated from what remains. Ehrun’s exhausted
inquisitor. And so it goes. The arguing voices voices of
panting may be heard if the PCs are quiet. A successful DC
Ehrun and Syllendi can be heard in the corridor close to
14 Wisdom (Perception) or Intelligence (Investigation)
their door and in the study as well, should the PCs enter it
check will reveal the corner of a little note sticking out
before they do this room. If the trap in the study was not
from under the toppled wardrobe. “Fucking Yannis.
triggered, their Grudge spectres grow quiet once a PC
Skulking about, checking the study lock. He’ll try some
opens one of the doors to the room, only briefly, to make
shit, and dad will beat us both for it. I’ll kill him before he
themselves corporeal and attack as soon as a PC walks to
gets us beaten again.”
the middle. The door that opens to the corridor is
unlocked.
Before the fight starts, what the PCs see is a 20 ft. by 20 M7. Guest bedroom
ft. room with a door to the study on its north wall and a A well appointed guest room as befits a noble house,
large closed window in the middle of the southern one. A very dusty and in disarray from an old fight. The only door
wide canopy bed touches the eastern wall, two imposing was kicked in years ago by one of the corpses currently
wardrobes full of old and crumbly expensive clothes flank lying in the room. Their final moments echo within. Read
the door to the study, and there’s an ornate dressing table the following aloud:
with a matching mirror that displays whoever looks into it
as a miserable shadow of themselves. Then there’s the "After me, ladies!" a young, frantic male voice announces before
hanged man attached to a ceiling beam. the halfing shadow drops off the window, rope in hand to rappel
Ehrun sways unnaturally in the stuffy, airless room, down.
head blackened by trapped blood and overall dried to a The room is filled with the burning goliath’s bellowing and the
heartbroken weeping of an unseen woman.
husk in the same attire in which he murdered his wife (the
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A black fire rages on top of the bed and the shadow-goliath in it
M8. Privies
goes silent as he collapses.
Two tall, windowless cubicles side by side on the end of a
"We can help you find peace, you and your child! Please! The
people who hurt you are all dead already. You got your vengeance" stretch of corridor leading away from the manor, suspen-
the stocky shadow-woman in half plate pleads. With her free hand, ded above an open pit where the highborn excrement goes
she makes a placating gesture at the room. (of course it’s on the servant’s side of the first floor, close to
"It's no use Anneke. Let it go" says the bald, slender woman the servant’s own outhouse). There s a lever in each each to
holding her other hand. control the contraptions that open and close the bottoms
"But what of Orkhanagor? Yuliya, we…" the one in half plate
of the latrines, and the withered and crumbled remains of
replies.
plants that must have been aromatic hang from their ceil-
"You can't heal ash, woman!"
The weeping heightens to frantic sobbing. A heavy thud comes ings and walls. The doors are are wooden and run very
from outside and the bald woman turns abruptly to the window, tight to the floors. Rolls of fabric are placed against the nar-
shouting "Dunstan!" row space between door and floor to prevent foul odours
At that, the flames weaken, the room darkens, and a slender from reaching the Uhdans and their guests.
human shape crawls out from under the bed, reaching for the two
survivors.
Summary
The double bed’s mattress was clearly on fire at some Most of the bodies in need of retrieving, as well as
point, and the bed’s front legs are broken under the burnt noteworthy loot, are on this floor; here the PCs may learn
remains of a goliath who burned to death still reaching for what became of Ehrun and Dunstan’s companions (and
his blood frenzied greataxe on the floor. their magical gear), in the master bedroom and guest room
Next to the open window with the grappling hook at- respectively. In the study, they may find the basement key
tached, her face contorted into an angry grimace, is the tall and possibly fight Ehrun and Syllendi’s Grudge spectres. If
human woman in fine silk robes with the circlet of the iron not in the study, they are fought in the master bedroom.
mind on her shaved head. She died with her back pressed The Weeper harasses the PCs from the sidelines, so the
against the wall, holding the hand of the stockier human exploration should feel dangerous and creepy.
woman in half plate. This one has short hair and wears a Ibrahim knows how things are going and interjects via
Cobbo’s necklace of wonderful naps. They have both dried message cantrip to individual characters, trying to bend
into husks, but not as severely as Dunstan, who has lain in them to their will.
the sun since. Together they have on them 32 gold coins
and 50 silver coins. All non-magic metallic equipment on
them is rusted to uselessness. Touching the bodies or their
magical items triggers a fight with 4 Grudge spectres
matching the dark shadows in the memory. Dunstan’s
Grudge spectre doesn’t react to this body and belongings
outside being touched because he’s here with the others.
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Conclusion
So it has come to an end. Congratulations!
I hope this was a harrowing, though entertaining, ride. Rewards and XP
As however many of the PCs manage to escape with all Upon completion of the adventure, all the characters
the necessary corpses in their possession, describe them should be leveled up to 5 in the next long rest. If milestone
making their way to the village of Vinfeld where they have levelling is not your style, award them 1500 XP each for
slept before, whose inhabitants were so tight lipped about their success. The loot within includes Dunstan’s lucky dag-
the Uhdans and their estate. Once there, they go to the ger, Cobbo’s necklace of wonderful naps, the circlet of the iron
church graveyard followed by the gaze of a shocked local mind and the blood frenzied greataxe as well as precious
populace. stones worth 73 gold coins, 32 gold coins and 50 silver
A bewildered, and frankly a bit scared old priest named coins.
Ovash agrees to immediately administer the burial rites.
Coming back from the estate alive and hauling a cartful of
corpses makes the party hard to refuse.
Read the following:
The manor on its hilltop stares down at the folk gathered for the
quiet funeral in the Vinfeld graveyard. There’s few of those, only you
corpse retrievers, the priest, and the three women.
The old half-elf leans on the cemetery fence, gripping it hard with
her knobby hands. The human in her late fifties beside her looks like
she herself saw the ghosts. A little ways from them is the stocky,
middle aged halfling in townsguard garb. By the look in her face,
she seems to feel relieved of a great burden.
Barely anyone but the priest utters a word. His voice still hangs
in the air as the last shovelful of dirt is delivered atop the last of the
graves and the entire Uhdan Estate goes up in cold blue flames.
Anguished faces flicker in the column of spectral fire. The more
perceptive among you recognize the Weeper, at which the halfling
townsguard lets out a terse bit of profanity and leaves briskly.
Ovash drops to his knees and begs the Bright Father to keep the
spirits away.
“We should leave, Grette” says the woman in her late fifties, to
which the old half elven one replies:
“Leave if ye must, girl. I’ll watch it burn to cinders.”
A new, monstrous face joins the chorus of mute criers in the
flames, and they twist and sputter as they turn a sickly purple. A
faint echo of that terrible thing in the priest’s quarters screaming in
pain touches your minds.
The purple flame rages into the night.
Not for resale. Permission granted to print or photocopy this document for personal use only. WEEPING WALLS 17
Appendix
Magic items result out of the two. It can also cancel out disad-
vantage. This ability can be used after the original
Found on the dead adventurers in the estate grounds
roll, but before the outcome is revealed.
and guest room, these were not enough to keep them from
suffering horrible deaths, but may be helpful to the PCs in
their future death-tempting escapades. These are: Madness
• Blood frenzied greataxe: Single bladed greataxe with d100 Effect (lasts 1d10 minutes)
01- The character retreats into their mind and becomes
a slightly forward curving handle, permanently
10 paralysed. The effect ends if the character takes any
stained by human blood all over. It deals 1d12 damage.
slashing damage and, on a critical hit, not only 11- The character becomes incapacitated and spends the
30 duration screaming or weeping.
does its damage die double, the axe also deals an
21- A sort of lethargy overtakes the character, making
extra 2d6 damage, or 2d8 if the wielder is in a 30 them sluggish as if drained of energy. The character
Rage. has disadvantage on initiative rolls and Dexterity sav-
ing throws, and can only take an action or bonus ac-
tion per turn.
• Circlet of the iron mind (requires attunement and a 31- The character begins babbling and is incapable of nor-
score of 16 or above in either Intelligence or 40 mal speech or spellcasting.
Wisdom): A simple circlet made of two thin 41- The character doesn’t feel safe alone in a room, and
50 will panic unless accompanied by another character.
strands of iron twisted together. Not the most
51- The character becomes hypervigilant of their sur-
comfortable thing, but useful: The wearer gets 60 roundings in anticipation of an attack and has disad-
advantage on Wisdom saving throws against being vantage on ability checks that narrow their focus (such
as thieves’ tools or investigation). They also can’t main-
charmed, and on saving throws against having
tain concentration on spells. They do, however, have
their Intelligence score reduced (such as by the advantage on initiative rolls. After the effect is over,
feeblemind spell or by an intellect devourer). they get a level of exhaustion.
The wielder gains a +1 bonus to attack and damage 91- The character falls unconscious and can’t be woken up
(1d4 magical piercing) rolls made with this dagger. 100 by non-magical means until the effect’s duration is up.
Not for resale. Permission granted to print or photocopy this document for personal use only. WEEPING WALLS 18
Monsters
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Weeper’s lair effects
The manor’s basement is the Weeper’s lair. While in there,
the following effects aid her in combat:
Baby Shriek. Immediately as the Weeper is brought down
to 2/3 (66), then to 1/3 (33) of her total hit points, her un-
named baby in the well lets out a blood curdling shriek. All
PCs in the well or within 10 ft. of it have to roll a DC 13 Con-
stitution saving throw. On a failure they suffer 2d8 necrotic
damage, and PCs within 5 ft. of the well get paralysed until
the end of their next turn. On a success, they take half
damage and are not paralysed.
Flooding memories. Feeding the baby her thin, malnour-
ished milk. Being rejected as a housemaid elsewhere for be-
ing known as a slut, unmarried mother. Haggling for hard
bread with the last of her coppers. Being chased away from
Uhdan estate by a guard with a hound as Ehrun shouts liar
and the rest of the family watches. All these flood into the
mind of whoever deals the killing blow on the Weeper,
jumbled and laden with her feelings. This PC must succeed
on a DC 14 Wisdom saving throw or be subjected to a short
term madness effect.
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Odds and ends, also legalese
Music that helped Licensing bits, art credits
• Storm Corrosion – Storm Corrosion (album) DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
• First Utterance – Comus (album) Forgotten Realms, the dragon ampersand, Player’s
• From The Stairwell – The Kilimanjaro Darkjazz Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product
Ensemble (album)
names, and their respective logos are trademarks of
• The Witcher 3’s Hearts of Stone DLC soundtrack
Wizards of the Coast in the USA and other countries. All
• Where the Corpses Sink Forever – Carach Angren characters and their distinctive likenesses are property of
(Album) Wizards of the Coast. This material is protected under the
copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or
Acknowledgements artwork contained herein is prohibited without the
First and foremost I would like to thank the entire crew express written permission of Wizards of the Coast.
of the 2020 RPG Writer Workshop’s Write Your First
This work contains material that is copyright Wizards of
Adventure Workshop. This is where I learned how to turn
the Coast and/or other authors. Such material is used with
my messy, personal DM prep process into a polished permission under the Community Content Agreement for
product. Dungeon Masters Guild.
Many thanks also to my friends, Giovanni, Everton,
Pedro and Mateus, and to my wonderful girlfriend Mar- Cover art and interior illustration by Bea Righetti. She’s
jorie, for participating in the playtest and providing really @zzombias over on Twitter and you may click here to go to
good feedback. I will eventually release the Pact of The Cat her website.
I wrote for Majorie’s warlock as a standalone thing; it’s
All other original material in this work is copyright 2020
pretty fun. by Leonardo Andrade de Oliveira and published under the
Community Content Agreement for the Dungeon Masters
I’m Leonardo Andrade, a writer and narrative designer Interior maps made with Dungeondraft.
based in Londrina (Brazil). I’m passionate about leveraging
the distinct features of whatever medium I’m working with Exterior map made with Dungeon Scrawl.
to tell stories as effectively as possible, from the relatively
straightforward flow of prose to the nigh-absolute freedom
of tabletop RPGs. I take pride in making scenes in which a
party has tea with an intriguing NPC or tells stories at a
tavern as engaging as the big climactic battles. I have a nas-
cent portfolio page that you can take a look at by clicking
this. I’m assuming you like medieval horror, since, well…
anyway, there’s a cool little piece of interactive fiction in
there.
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