Brand of the Dead
The way of life in your settlement has been somewhat consistent
until this year. Rumors of the governor’s strange behavior seem to
spread as quickly as the mysterious disease. When death comes into
your dwelling, what will you do?
A 4-hour adventure for 1st-4th level characters
DMs Guild Creator Resources
Illustrations
Maps Designed with
ANAmap
by Dean Johnson
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Brand of the Dead 1
Brand of the Dead
For this adventure the player‟s Creating the World
themselves will be helping you, the
DM, create the starting city. This 1. How do the characters know each other?
should help break the mold of trying Have the players, one by one;
to force the players‟ minds into an describe their character without
unfamiliar space that they may care saying the name of their class. Have
little about. them list a few general appearances
and a quick summary of their overall
Or if you, and your players, feel demeanor. Once everyone has gone,
more comfortable you may choose an start back from the first person and
appropriate city or town in Faerun. ask them how they know at least one
of the other player‟s character. The
This adventure is designed for 3-7 first few players will have the
players of 1st-4th level characters. hardest time, so be sure to encourage
Any character at first level will others to share their input as well.
advance to third level by the end of
this adventure. 2. Where do the characters live?
At this phase, invite all the players
to take apart in a very quick world
Adventure Overview building session with you. Ask them
This adventure is broken down into 5 what type of place the characters
sections. live in. Is it a town or a small
city? Next, have the players describe
I. A Public Disturbance
a few characteristics. Does the city
After this fight the characters should have a drastic poverty line that
notice the appearance of dead bodies, splits it in two? Is this place a
even if there were no casualties in commune or a tribal society? Do they
their fight. live in a series of caves?
II. Deadly Brand 3. What is the settlement known for?
It is here that the party witnesses To make this feel like a real place,
who is most likely behind the strange draw a crude shoreline on a piece of
properties of the dead bodies. paper and have the players decide a
III. Governor’s Offer location. Maybe there is also a
After their encounter the governor mountain range to protect the town
asks the character‟s for help, thus from harsh rains. Let them take a few
turning them into spur of the moment minutes to make their settlement
adventurers. They are offered a cache believable. After they choose a
of magical items to help them succeed location have the table brainstorm of
in their mission. The governor must one reason why their settlement is
have an office with a window. special. What sets the location or
its people apart? Maybe the town has
IV. The Journey a resource that is only available in
This part of the adventure offers a that area. Maybe the city is the home
chance for exploration and to interact to a master assassin‟s guild or a
with two side characters as a social mythic group of monks protect the
or combat encounter. small hamlet on the edge of the
forest.
V. Sepulcher of Misery
The characters encounter Lucas 4. What do the characters do for a living?
Highmane‟s domain and put an end to Having the characters start with a
him. job or earning a living before the
game starts will encourage players to
think about what their characters are
good at. It also might deter the
entire party being a group of sell
Brand of the Dead 2
swords; however that is a perfectly open this topic to the floor for a
reasonable occupation as well. Maybe very quick brainstorm.
the druid starts off as a farmer,
florist, or even a cake decorator
before she notices that her true A Public Disturbance
calling is to protect the wilderness After your settlement is established, read or
from man itself. Perhaps the fighter paraphrase the following background:
realizes that his talents best suit
him to guard the city that he grew up It has been just about a year since a
in from the dangers of the outside strange incident occurred during the
world. Encourage players to work beginning of fall. Two orphaned teenaged
their background into their current kids Anna and Azza were found dead with an
job to sell the realism. aggressive illness. Both appeared to be
healthy the day prior.
5. What are the characters goals?
Asking the players this question
A few days later, Lucas Highmane, the
should help them think critically
brother of your governor was pronounced
about why their character exists in
dead. Some say he was felled by the same
the first place. Many players get so
disease as the orphans. A funeral was held
caught up in the rules of making
their character that they often don‟t but there was no body. Rumors circulated
know which direction to take them through your settlement; but soon after
once they are complete. the funeral everyone settled back into
their routines and the strange illness
This lack of direction makes became speculation and a popular topic of
potentially dynamic characters feel discussion.
flat, or just numbers and words on a
sheet of paper. Now a new rumor frightens the settlement.
If the player is completely devoid of Over the past 3 months, seemingly the same
inspiration, encourage them to read disease that took Lucas Highmane has now
their character traits out loud or, been sweeping through your settlement.
if it hasn‟t been filled out, roll People are on edge, but not enough to stop
for their traits and have others the normal flow of business and certainly
offer suggestions for interesting not enough to stop them from drinking
storylines. Remember; always let the their stress away.
player have the final decision. It is
their character after all. The characters would know a few things about the
Highmane’s if they have the Noble, Entertainer, or
6. Describe a normal day of THIS specific day.
This statement is more for you, the Guild Artisan backgrounds or are proficient in
DM, to help you create a hook for how History, Investigation, or Perception:
all the party members would or Lucas Highmane was an extremely odd man
wouldn‟t normally interact with each and was said to be resentful of his brother.
other. Governor Highmane has become increasingly
Ultimately, if the circumstances do paranoid and the number of guards has more
not quite match up perfectly, you as than doubled in recent months.
the DM can always start your party The characters would also know the following
off by catching up with each other information about Anna and Azza if they have the
after not seeing one another for Urchin, Criminal, or Charlatan backgrounds or if
years, or by having the entire party they are proficient in Deception, Stealth, or Sleight
reconnect by chance in a central of Hand:
location.
Anna and Azza were biological twins female
A holiday, ceremony, or celebration
and male respectively.
of some kind is a good way for them
to bump into each other. Make sure Anna and Azza were both 17 years old. They
this gathering can be interrupted in have been picking pockets for fun since their
a fun way later. Don‟t be afraid to father died but progressed into acts of banditry
since their mother passed.
Brand of the Dead 3
Many in the town have tried to guide the twins When the characters are eventually told to
to a better way of life with some success. They disperse by the town’s authority read or
were considered a minor nuisance but not paraphrase the following:
outright dangerous.
As you leave the scene of the combat the
settlement is unusually quiet. As your
Development party turns a corner you see a man, about
60 feet away, dressed in dark flowing
The end of your hook to get all of the players
robes and a commonly dressed man kneeling
together in one place should lead up to some sort
at his feet. You do not recognize the
of unavoidable combat. Maybe your players
robed man but the person kneeling seems
narrowly escaped one combat situation only to be
to be from your settlement. Just then you
confronted by an even worse predicament.
see a green flicker of a strange energy.
Perhaps the characters were simply catching up
on good times when a group of burly men pick a
The man shrieks in pain as the life in
fight for no good reason. Or possibly the town has
his skin is drained, leaving only a
had problems with giant ants and the characters,
sickly grey color. His fingers and nails
along with a few other townsfolk get caught in the
grow into claws. You hear bones break as
crossfire.
the man‟s arms lengthen; stretching and
For this fight use 6 Commoners or 3 Bandit stat shredding the already taut skin on his
blocks for whatever they may encounter. shoulders, neck and wrists. Blood
Remember to reflavor their weapons to suit your cascades down the man‟s ripped tunic from
story as you see fit. the newly formed muscle.
Aftermath The shrieks stop. They are replaced with
The fight rouses a group of guards or authority heavy labored breaths, followed by
figures. Any unconscious NPC slips into death if silence, then by the sound of dripping
the fight was a non deadly one. Dead bodies are sweat, blood, and drool. The man stands
rounded up and dragged away by authorities and slowly, two feet taller than before, and
put into a pile on a cart after a few minutes pass. turns to meet your gaze. His eyes and
pupils are obsidian black. His bloody
The players notice the following about the bodies:
tongue, now a foot in length, flickers
There seems to be an unordinary amount of like a snake in your direction.
bodies
Perception (10) The carts were empty this
morning, and the pile is devoid of any harsh smell. Deadly Brand
Undead. There is one ghoul next to the hooded
Perception (14) The bodies look a few weeks old.
man and two zombies behind the party. They
One body has a strange symbol burned into the
engage the player’s in combat first.
skin in plain view. Guards prevent further
inspection or deny unusual claims. Hooded Man. Is a Revenant with the following
changes:
Stealth (12) Beats guards’ perception checks to
inspect bodies closer. Checks up close have The Revenant can cast Dimension Door 1/day;
advantage. Teleport 1/day
Investigation/Arcana (10) Magic has been used Detect thoughts at-will; Brand of the Dead at-will
to preserve the bodies. (see below)
Brand of the Dead: Melee Attack +6 to hit; Hit:
the creature is marked and needs to make a DC
12 Constitution saving throw. On a failure the
creature’s maximum hit points are reduced by 1d4.
Repeat this check every 24 hours. If the creature is
reduced to 0 hit points by this spell it then
transforms into a ghoul.
Brand of the Dead 4
Tactics Visiting the governor grants a long rest. The
governor’s office is well guarded by at least a
If the party tries to run, the revenant uses dozen men in and around the building.
dimension door to appear in front of the party.
He attempts to cast Brand of the Dead on at The Governor’s office should be in a moderate or
least one party member before letting them large sized building or structure. Describe the
escape. structure and its details in contrast to the rest of
the settlement. His office contains many high
Neither the revenant nor the zombies try to kill priced ornaments and art lining the walls as well
the party. Instead they use nonlethal damage to as:
knock them unconscious.
If the revenant takes around 30-50 damage he Gov. Highmane’s Office: General
flees with the Dimension Door or Teleport spell. Features
If the entire party falls unconscious, they are all
marked by the Brand of the Dead. Desk. A large ornate desk with papers
strewn about and is 15 ft. from the window.
If the players are overwhelmed with the undead,
the revenant could use Detect Thoughts to gain Trunk. The governor has a chest, DEX DC
information on the characters in an attempt to (18) or STR DC (14) to open, with intricate
unnerve them. He attempts to know their flaws, designs positioned behind his desk next to
the window.
where they live, and who they love.
Any player marked by Brand of the Dead feels a Window. An elegantly shaped 10 ft wide
burning sensation somewhere on their body. They window is positioned behind Highmane‟s desk
eventually find a strange symbol seared into their overlooking the town. From this window you
can see the roofs of other buildings,
skin. trees, or a rocky steppe. (One of these
features should be 100 ft. from the window)
After this encounter the characters should be
level two. Take a few minutes to let them Floor. The floor is made from a sturdy dark
advance their characters if they need to. wood. A large red rug (Rug of Smothering)
is placed in front of the governor‟s desk.
Highmane can use his reaction to activate
The Governor’s Offer the rug when he is in danger.
At an appropriate time after the fight, the Body. There is a body covered with a white
members of the party are gathered by the Guard sheet in a corner of this room.
Captain.
Read or paraphrase the following if they have not
yet gone to any authority figures:
A tall, bald, dark skinned man approaches
you, bearing the insignia of your
settlements‟ guard captain. You know this
man to be Gregor Silverheart. He has a
somber look set upon his face.
“I heard about the incident. Governor
Highmane requests an audience with you
immediately. Please follow me.”
Gregor apologizes for his men not noticing the
attack on the party sooner. He informs the
character’s he knows necromancy is at play. If the
player’s ask for aid Gregor hands them 3 potions
of greater healing. Gregor knows more of the
situation but he suggests that Governor Highmane
should be the person to inform them further.
Brand of the Dead 5
Lucas swore vengeance on his dying breath and
his body disintegrated into dust. His remains
were sent to consecrated ground to be blessed
by a priest. It is now the Urn of Blessed Ashes
Governor Highmane believes the hooded man is
an assassin for his deceased brother.
In order to parlay with the demon, Governor
Highmane had to trade him two souls. Instead of
his own he offered the souls of two troublesome
orphan teenagers named Anna and Azza.
Highmane has regretted this decision ever since.
There have been several attempts on
Highmane’s life over the past year. Hence the
secrecy and increased guard numbers.
Highmane has sent scouts to track where the
hooded man was hiding and narrowed down a
Once Governor Highmane greets the characters rough location before they were ambushed by
read or paraphrase the following: zombies and skeletons.
Governor Highmane begins to pace behind Development
his desk pensively while occasionally
throwing you a glance.
If the players tell Highmane what the mark does he
orders Gregor to burn as many bodies as possible
“These are dire times, so I have little including Wallace. An hour passes before Gregor
choice but to put my faith in you today. returns with a report that the burning has begun.
Gregor has told me of your encounter with Award the characters 1d4 inspiration for
the hooded man. Most who are unfortunate completing this task.
enough to see him don‟t live soon after After Highmane discloses the information to the
to give any details.” party he asks them to travel to the last known
whereabouts of the hooded man and put an end to
The governor points towards the body in him. He comments on how the guardsmen will
the corner. have their hands full protecting the town and that
Gregor has informed him of the characters
“That man‟s name was Wallace. He was a prowess in battle.
good man and guardsmen. He has a brand
burned into his skin like all the others. *If the party has less than 5 members then
The graveyards are filling quicker than Highmane suggests Gregor Silverheart to go with
we can find new grounds. If you have any them. Gregor has the stats of a veteran.
information on this man or the curse,
Treasure
tell me now.”
If the party agrees then Highmane opens his chest
Highmane stops pacing and sighs deeply. and gives the party the following items:
“Or if you have any questions for me, I‟m Sword of Vengeance (Longsword) Lucas’s
ready to tell you everything I know.” sword
Silvered Shortsword
Governor Highmane tells the player characters the
following information: Necklace of Prayer Beads
Nearly a year ago Governor Highmane’s brother, Robe of Useful Items
Lucas summoned a demon into the settlement Urn of Blessed Ashes Lucas’s remains
unbeknownst to anyone, in order to kill him and
the entire town militia. Governor Highmane killed Wand of Magic Missiles
Lucas and parlayed with the demon. Potion of Resistance (Necrotic)
Brand of the Dead 6
If Highmane willingly parts with his treasure, read Development
or paraphrase the following:
If the players decide to kill Highmane or start a
As Governor Highmane finishes explaining fight with him only the ghoul and wights assist the
the details of the last known whereabouts party. Gregor Silverheart (veteran) and 8 guards
of the hooded man he plops down into his burst through the door after 1 round of combat.
chair. At the same time an arrow breaks After the encounter, the wight named Azza tells
through the window and whizzes just over the party to meet them outside the settlement.
his head and lands with a heavy „thunk‟ After 1d4 hours outside the settlement the twins
into his desk. meet with the group.
The wights reveal their true identity as the teens
Just then, you see three shadows appear
Anna and Azza. Whilst the governor offered their
for a brief moment as they swing and
souls to the demon, Lucas Highmane was
burst through the already broken window.
resurrected as a revenant and enslaved the twins
Glass is scattered everywhere and you see
as his henchmen afterwards. Both Anna and Azza
a pale skinned young male in black
are bound to Lucas Highmane and are unable to
leathers flanked by two armored
fight against him. The twins announce that their
skeletons. main objective is freedom. Once Lucas Highmane
is dead they will be free of his control. They give
From the hallway you hear Gregor
the party detailed directions on how to get to
Silverheart and his guards clashing with
Lucas’ hideout and tell them about the entrance on
an enemy force.
top of the hill. They also know the revenant’s
“Men, form up! We must protect the
damage immunities, condition immunities, and
governor,” Gregor shouts from outside. regeneration ability.
If the characters assisted the Governor, he offers
for them to rest inside the estate. After the
Anyone with a passive perception of 14 or higher characters take a short or long rest the town is
can automatically notice another wight hiding in a surrounded in pandemonium as the bodies that
tree, on top of a roof, or on a rocky cliff overlooking had been ‘infected’ over the past three months and
the governor’s office 100 feet away. The character the night before rise from their graves as ghouls.
also notices the wight in the office is the deceased The characters are encouraged by Gregor that the
teen Azza. settlements’ guards can handle the undead inside
the city, but they must hurry before they are
If Wallace’s body is still inside the room it
overrun.
transforms into a ghoul.
Governor Highmane has the stats of a noble with
48 HP The Journey
Based on the directions the characters receive, it
Tactics will take 12 hours of traveling to reach the area
Both wights try to focus their attacks onto Gov. that Highmane or the twins provided for the
Highmane while the skeletons and ghoul attack players.
the players immediately. If the characters stop for a long rest and have not
After 2 rounds another 1d4 skeletons burst befriended the wights, Anna and Azza, they attack
the group in the dead of night. They use their
through the door to the office.
stealth and longbows to attack from the shadows
Governor Highmane will try to dodge as much as and attempt to gain a surprise round.
possible until he can break line of sight from the
If one of the twins is defeated the other flees. The
archer.
remaining twin will attack while the party is
If one or more enemy creatures step on the Rug searching for the cave or while attempting to enter
of Smothering Highmane will use his bonus it.
action to activate it. The rug has its own initiative
and attacks the closest enemy to it. Treasure
If the wight in melee combat takes 25 points of If searched the twins have a single pair of the
damage he escapes by jumping from the gloves of thievery in their possession. The
window and takes 3d6 fall damage names Anna & Azza are stitched on the left and
Brand of the Dead 7
right pair of the gloves respectively. If Anna and Sepulcher of Misery: General Features
Azza are on good or neutral terms with the party
they give the item to them as a gift. Ceilings. Unless otherwise stated, thin
stalactites hang 15 ft. from the ceilings.
Any force or thunder damage 5 or greater
After this encounter the characters should be knocks loose a stalactite. Any creature in
level three. Take a few minutes to let them range must succeed on a DC 14 DEX saving
Sepulcher of Misery
advance their characters if they need to. throw or take 2d8 bludgeoning damage.
Walls. Unless otherwise stated, these walls
If the characters did not receive specific directions are natural stone and can be traversed with
from Anna and Azza they must explore the area to a DC 10 STR (Athletics) check.
find the correct path. A successful Investigation or
Nature check of DC 15 will eliminate one incorrect A1. Entrance
path of the DM’s choice. The check may only be
rolled once. The door on the side of this rocky
hillside is smooth and made of an entirely
Finding the Sepulcher of Misery: different grey colored slate. The door is
big enough to let one medium creature
Each area takes 1 hour to explore. through at a time.
Characters may split up to search multiple
areas at once.
Door. Any character that succeeds on a DC 16
Small cave. This path leads to a 10x10 Investigation check knows that the door has a
circular room that is filled with bodies of spring mechanism designed to immediately close
small critters such as rabbits and after one person has entered like a revolving door.
squirrels. The floor is covered in webbing A character can disable the mechanism with a DC
and is difficult terrain. All characters 14 Sleight of Hand and takes about 1 minute.
that investigate this path must make a DC (Each check may only be rolled once)
17 Perception check to notice the Giant
Spider that attacks once they enter. The If the door was not disarmed the first character that
character is surprised on a failure. enters through the door is trapped in A1 by means
of a one-way revolving slate door.
Forgotten path. This path leads to a
statue or alter of a deity. (DM‟s choice) This dimly lit 40 foot by 20 foot room is
If any character interacts peacefully or illuminated by a brazier that contains a
prays at the altar, they are granted the continual flame.
benefits of the Bless spell for 2 hours.
Only characters that are present the first
time the spell is granted can benefit from One Shadow attacks when any character enters
this effect. the room. Forty feet from the door is a lever that
requires a DC 12 Strength (Athletics) to operate.
Rolling hills. These hills lead to nowhere
interesting. Feel free to describe the If a failed save is a 7 or higher, one character from
beauty or to throw the characters a red the outside can use the help action to assist the
herring. character operating the lever on their next turn.
The characters on the other side see a flat wall.
Rocky bluffs. Characters that investigate
these bluffs find an opening that leads to Otherwise, they may make a DC 16 Strength
a small cave embedded underneath a rocky (Athletics) check only with a crowbar in order to
hillside. This is the correct path. open the door. Two characters may use half their
movement to squeeze through the door trap at
Waterfall. This waterfall provides an once.
excellent spot to take a short rest. All
characters that rest here may take an A2. Hallway
inspiration.
Iron Spikes protrude from the floors,
walls, and ceilings face towards each
entrance of this 30 foot long ten foot
Areas of the Sepulcher wide hallway.
The following areas correspond to the map in
Appendix A.
Brand of the Dead 8
These spikes are considered difficult terrain, deal 1 A6. Hooded Man’s Abode
damage, and inflict the poison condition if any
character fails a DC 10 Dexterity (Acrobatics) This 60 foot wide room has 30 foot high
check. ceilings and worked stone walls; however
the floor is hard packed dirt. Ornate
A3. Reservoir Entrance wall décor and furnishings are scattered
throughout the room, similar to those in
This 20 foot by 20 foot room is
Governor Highmane‟s office, but look out
illuminated by light coming from a hole in
of place in the dark and musty cave. Two
the stone ceiling from 40 feet above.
ghouls flank the dais upon which an
elegant high-backed chair rests. You see
The hole is big enough that a medium humanoid
arcane sigils etched into the dais. The
could squeeze through. If the characters search
hooded man sits comfortably from his
this room they find a driftglobe.
assumed throne.
A4. Reservoir Ceiling
If the player’s are unaware of the hooded man’s
If players consider another way inside they can identity read or paraphrase the following:
make a DC 12 Perception check to notice this
entrance. Upon the raised dais you see the hooded
man that attacked you dressed in ornate
but dust covered robes. His hands, pale
as moonlight, furl in your presence.
“The corruption you bring from your
settlement is a stench that I feel so
strongly I can taste it. It permeates the
air, even in a place as foul as this.
This is how he forces me to live.
Governor Cedric Highmane is not the
shining beacon you believed him to be.
That is why I must undo all of his
wretched work and anything that he sank
his corruption into.”
The hooded man slowly rises from the
ornately decorated chair and throws back
his hood. You immediately recognize this
man to be Lucas Highmane.
“Fortunately, I know exactly who to spare
from my wrath.”
Lucas Highmane extends his hand towards
you.
“You have proven yourselves to be of
worthy stock. We can build a new city
together. I‟ll make sure that you and all
of your loved ones are safe and well
A5. Human Larder compensated after the cleanse.”
The smell of decay and rot is overwhelming
as a pile of dozens of corpses decompose
in the corner of this 30 foot by 50 foot
Development
room. Feasting upon the corpses is a ghoul If any player does choose to side with Lucas he
with his back turned to you. betrays them once he gets into melee range and
gains a surprise round.
The ghoul does not notice any of the characters
In addition to his extra spellcasting abilities (see
unless they fail a DC 12 Stealth check. If the ghoul
pg. 4) Lucas Highmane also has these Lair
notices the character or if he is alive during
Actions.
combat, he flees to A6 as safely as possible.
Brand of the Dead 9
Lair Actions What happens next?
Lucas Highmane triggers the effect from Brand Do the characters attempt to break the curse upon
of the Dead. All creatures inside the lair that are the sword and Highmane’s spirit? Does the
marked with the brand must repeat its saving otherworldly being make a return to collect a debt
throw. If the character succeeds against a save from the governor or his brother? Ultimately this is
triggered by this lair action the target is immune up to you and your players.
to the Brand of the Dead spell for 1 hour.
Decaying hands and corpses claw and grasp at
all enemies that are standing on the ground
anywhere within the lair. All enemy creatures
that are standing on the ground must make a DC
13 Dexterity saving throw or be knocked prone.
If a character is knocked prone that area
becomes difficult terrain. Lucas Highmane
cannot use this lair action again until he has
used a different one.
Necrotic energy bursts from Lucas Highmane’s
hand and into the ground. He summons 2 (1d4)
zombies. These zombies only have 5 HP and
15 ft of movement. Lucas Highmane cannot use
this lair action again until he has used a different
one.
Development
Once Lucas’s revenant form drops to 0 HP his
spirit manifests as a wraith at the start of his next
turn. His wraith form only has 30 hit points. His
primary objective is to hide somewhere in his lair,
which he cannot leave, and ambush the first player
he sees using a held action. The wraith should
focus on turning the characters into specters.
Treasure
If Lucas’s wraith form is defeated his soul is then
sucked into the Sword of Vengeance which
creates the Wraith Sword and replaces all stats
from the previous sword. If the Sword of
Vengeance’s curse was lifted then Lucas’s spirit
turns into a gaseous form and floats away.
Resolution
If the characters kill or attack Governor Highmane
they are considered outlaws by the settlement. If
not already, the player’s have access to the
Criminal background.
If they fail to stop Lucas Highmane then the
settlement succumbs to the ghouls and Lucas
begins his advance upon the settlement.
If the characters defeat Lucas Highmane then the
settlement and the governor welcome the
characters back as heroes. The governor holds a
small celebration or parade in honor of the dead
and the new heroes. If not already, the player’s
have access to the Folk Hero background.
Brand of the Dead 10
Appendix A: Maps
Sepulcher of Misery
One square= 5 feet
Governor’s Office
One square= 5 feet
Brand of the Dead 11
Senses darkvision 60ft., passive Perception 10
Appendix B: Monsters Languages Common
Challenge 1 (200 XP)
Commoner Actions
Medium humanoid (any race), any alignment Bite. Melee Weapon Attack: +2 to hit; reach 5 ft.,
Armor Class: 10 one creature. Hit: 9 (2d6 + 2) piercing damage.
Hit Points: 4 (1d8) Claws. Melee Weapon Attack: +4 to hit; reach 5
Speed: 30 ft. ft., one target. Hit: 7 (2d4 + 2) slashing damage. If
STR DEX CON INT WIS CHA the target is a creature other than an elf or undead,
10 (+0) 10(+0) 10 (+0) 10 (+0) 10 (+0) 10(+0) it must succeed on a DC 10 Constitution saving
Senses passive Perception 10 throw or be paralyzed for 1 minute. The target can
Languages any one language (usually Common) repeat the saving throw at the end of each of its
Challenge 0 (10 XP) turns, ending the effect on itself on a success
Actions
Club. Melee Weapon Attack: +2 to hit; reach 5 ft., Guard
one target. Medium humanoid (any race), any alignment
Hit: 2 (1d4) bludgeoning damage Armor Class 16 (chain shirt, shield)
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR DEX CON INT WIS CHA
Bandit 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Medium humanoid (any race), any non-lawful alignment
Skills Perception +2
Armor Class: 12 (leather armor)
Senses passive Perception 12
Hit Points: 11 (2d8 + 2)
Languages any one language (usually Common)
Speed: 30ft.
Challenge 1/8 (25 XP)
STR DEX CON INT WIS CHA
11 (+0) 12(+1) 12 (+1) 10 (+0) 10 (+0) 10(+0) Actions
Senses passive Perception 10 Spear. Melee or Ranged Weapon Attack: +3 to hit,
Languages any one language (usually Common) reach 5 ft. or range 20f60 ft., one target. Hit: 4 (1d6
Challenge 1/8 (25 XP) + 1) piercing damage
Actions
Scimitar. Melee Weapon Attack: +3 to hit; reach 5 Mastiff
ft., one target.
Medium beast, unaligned
Hit: 4 (1d6 + 1) slashing damage.
Armor Class 12
Light Crossbow. Ranged Weapon Attack: +3 to Hit Points 5 (1d8+1)
hit; range 80ft. /320ft., one target. Hit: 5 (1d8 + 1) Speed 40ft.
piercing damage. STR DEX CON INT WIS CHA
13 (+1) 14(+2) 12 (+1) 3 (-4) 12 (+1) 7(-2)
Skills Perception +3
Senses passive Perception 13
Ghoul Languages -
Medium undead, chaotic evil Challenge 1/8 (25 XP)
Armor Class 12 Keen Hearing and Smell. The mastiff has
Hit Points 22 (5d8) advantage on Wisdom (Perception) checks that
Speed 30ft. rely on hearing or smell
STR DEX CON INT WIS CHA Actions
13 (+1) 15 (+2) 10 (+0) 7 (- 2) 10 (+0) 6 (-2)
Damage Immunities poison Bite. Melee Weapon Attack: +3 lo hit, reach 5 ft., one
target. Hit: 4 (ld6 + 1) piercing damage. If the target is a
Condition Immunities charmed, exhaustion,
creature, it must succeed on a DC 11 Strength saving
poisoned throw or be knocked prone.
Brand of the Dead 12
Noble Turn Immunity. The revenant is immune to effects
Medium humanoid (any race), any alignment that turn undead.
Armor Class 15 (breastplate) Vengeful Tracker. The revenant knows the
Hit Points 9 (2d8) distance to and direction of any creature against
Speed 30 ft. which it seeks revenge, even if the creature and
STR DEX CON INT WIS CHA the revenant are on different planes of existence. If
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) the creature being tracked by the revenant dies,
the revenant knows.
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 10 Actions
Languages any two languages
Challenge 1/8 (25 XP) Multi-attack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Actions
one target. Hit:11 (2d6 + 4) bludgeoning damage.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 If the target is a creature against which the
ft., one target. Hit: 5 (ld8 + 1) piercing damage revenant has sworn vengeance, the target takes
an extra 3 (4d6) bludgeoning damage. Instead of
Reactions dealing damage, the revenant can grapple the
Parry. The noble adds 2 to its AC against one target (escape DC 14) provided the target is large
melee attack that would hit it. To do so, the noble or smaller.
must see the attacker and be wielding a melee Vengeful Glare. The revenant targets one
weapon. creature it can see within 30 feet of it and against
which it has sworn vengeance. The target must
make a DC 15 Wisdom saving throw. On a failure,
Revenant the target is paralyzed until the revenant deals
Medium undead, neutral damage to it, or until the end of the revenant's next
turn. When the paralysis ends, the target is
Armor Class: 13 (leather armor)
frightened of the revenant for 1 minute. The
Hit Points: 136
frightened target can repeat the saving throw at
Speed 30ft.
the end of each of its turns, with disadvantage if it
STR DEX CON INT WIS CHA can see the revenant, ending the frightened
18 (+4) 14(+2) 18 (+4) 13 (+1) 16 (+3) 18(+4) condition on itself on a success.
Saving Throws Str +7, Con +7, Wis +6, Cha +7
Damage Resistances: necrotic, psychic
Damage Immunities: poison
Condition Immunities: charmed, exhaustion,
Riding Horse
Large beast, unaligned
frightened, paralyzed, poisoned, stunned
Senses darkvision 60ft., passive Perception 13 Armor Class 10
Languages the languages it knew in life Hit Points 13 (2d10 + 2)
Challenge 5 Speed 60 ft.
STR DEX CON INT WIS CHA
Regeneration. The revenant regains 10 hit points 16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)
at the start of its turn. If the revenant takes fire or Senses passive Perception 10
radiant damage, this trait doesn't function at the Languages -
start of the revenant's next turn. The revenant's Challenge 1/4 (50 XP)
body is destroyed only if it starts its turn with 0 hit
points and doesn't regenerate. Actions
Hooves. Melee Weapon Attack: +2 lo hit, reach 5
Rejuvenation. When the revenant's body is
ft., one target. Hit: 8 (2d4 + 3) bludgeoning
destroyed, its soul lingers. After 24 hours, the soul
damage.
inhabits and animates another corpse on the same
plane of existence and regains all its hit points.
While the soul is bodiless, a wish spell can be
used to force the soul to go to the afterlife and not
return.
Brand of the Dead 13
Shadow Challenge 1/4 (50 XP)
Medium undead, chaotic evil
Actions
Armor Class 12
Hit Points 16 (3d8 + 3) Shortsword. Melee Weapon Attack: +4 to hit,
Speed 40ft reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1) Shortbow. Ranged Weapon Attack: +4 to hit,
Skills Stealth +4 (+6 in dim light or darkness) range 80f320 ft ., one target. Hit: 5 (1d6 + 2)
Damage Vulnerabilities radiant piercing damage.
Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from
non magical weapons Specter
Damage Immunities necrotic, poison Medium undead, chaotic evil
Condition Immunities exhaustion, frightened, Armor Class 12
grappled, paralyzed, petrified, poisoned, prone, Hit Points 22 (5d8)
restrained Speed 0 ft., fly 50 ft. (hover)
Senses darkvision 60ft., passive Perception 10
STR DEX CON INT WIS CHA
Languages -
1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
Challenge 1/2 (100 XP)
Damage Resistances acid, cold, fire, lightning,
Amorphous. The shadow can move through a thunder; bludgeoning, piercing, and slashing from
space as narrow as 1 inch wide without squeezing. nonmagical attacks
Damage Immunities necrotic, poison
Shadow Stealth. While in dim light or darkness, Condition Immunities charmed, exhaustion,
the shadow can take the Hide action as a bonus grappled, paralyzed, petrified, poisoned, prone,
action. restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Sunlight Weakness. While in sunlight, the Languages understands all languages it knew in
shadow has disadvantage on attack rolls, ability life but can’t speak
checks, and saving throws Challenge 1 (200 XP)
Actions
Incorporeal Movement. The specter can move
Strength Drain. Melee Weapon Attack: +4 to hit, through other creatures and objects as if they were
reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic difficult terrain. It takes 5 (1d10) force damage if it
damage, and the target's Strength score is ends its turn inside an object.
reduced by 1d4. The target dies if this reduces its
Strength to 0. Otherwise, the reduction lasts until Sunlight Sensitivity. While in sunlight, the
the target finishes a short or long rest. If a non-evil specter has disadvantage on attack rolls, as well
humanoid dies from this attack, a new shadow as on Wisdom (Perception) checks that rely on
rises from the corpse 1d4 hours later. sight.
Actions
Skeleton Life Drain. Melee Spell Attack: +4 to hit, reach 5
Medium undead, lawful evil ft., one creature. Hit: 10 (3d6) necrotic damage.
Armor Class 13 (armor scraps) The target must succeed on a DC 10 Constitution
Hit Points 13 (2d8 + 4) saving throw or its hit point maximum is reduced
Speed 30 ft. by an amount equal to the damage taken. This
reduction lasts until the creature finishes a long
STR DEX CON INT WIS CHA
rest. The target dies if this effect reduces its hit
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
point maximum to 0.
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 9
Languages understands all languages it knew in
life but can't speak
Brand of the Dead 14
Veteran Life Drain. Melee Weapon Attack: +4 to hit, reach
Medium humanoid (any race), any alignment 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic
damage. The target must succeed on a DC 13
Armor Class 17 (splint) Constitution saving throw or its hit point maximum
Hit Points 58 (9d8 + 18) is reduced by an amount equal to the damage
Speed 30ft. taken. This reduction lasts until the target finishes
STR DEX CON INT WIS CHA a long rest. The target dies if this effect reduces its
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) hit point maximum to 0. A humanoid slain by this
Skills: Athletics +5, Perception +2 attack rises 24 hours later as a zombie under the
Senses passive Perception 12 wight's control, unless the humanoid is restored to
Languages any one language (usually Common) life or its body is destroyed. The wight can have no
Challenge 3 (700 XP) more than twelve zombies under its control at one
time.
Actions
Longsword. Melee Weapon Attack: +4 to hit,
Multiattack. The veteran makes two longsword
reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing
attacks. If it has a shortsword drawn, it can also
damage, or 7 (1d10 + 2) slashing damage if used
make a shortsword attack.
with two hands.
Longsword. Melee Weapon Attack: +5 to hit,
reach 5 ft. , one target. Hit: 7 (1d8 + 3) s lashing Longbow. Ranged Weapon Attack: +4 to hit,
damage, or 8 (1d10 + 3) slashing damage if used range 150/600 ft., one target. Hit: 6 (1d8 + 2)
with two hands. piercing damage.
Shortsword. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage. Wraith
Heavy Crossbow. Ranged Weapon Attack: +3 to Medium undead, neutral evil
hit, range 100/400 ft. , one target. Hit: 5 (1d10) Armor Class 13
piercing damage Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
Wight 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
Medium undead, neutral evil Damage Resistances acid, cold, fire, lightning,
Armor Class 14 (studded leather) thunder; bludgeoning, piercing, and slashing from
Hit Points 45 (6d8 + 18) non magical weapons that aren't silvered
Speed 30ft. Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion,
STR DEX CON INT WIS CHA
grappled, paralyzed, petrified, poisoned, prone,
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
restrained
Skills Perception +3, Stealth +4 Senses darkvision 60ft., passive Perception 12
Damage Resistances necrotic; bludgeoning, Languages the languages it knew in life
piercing, and slashing from nonmagical weapons Challenge 5 (1,800 XP)
that aren't silvered Incorporeal Movement. The wraith can move
Damage Immunities poison through other creatures and objects as if they were
Condition Immunities exhaustion, poisoned difficult terrain. It takes 5 (1d10) force damage if it
Senses darkvision 60ft., passive Perception 13 ends its turn inside an object.
Languages the languages it knew in life Sunlight Sensitivity. While in sunlight, the wraith
Challenge 3 (700 XP) has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Sunlight Sensitivity. While in sunlight, the wight
has disadvantage on attack rolls, as well as on Actions
Wisdom (Perception) checks that rely on sight.
Life Drain. Melee Weapon Attack: +6 to hit, reach
Actions 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic
damage. The target must succeed on a DC 14
Multiattack. The wight makes two longsword Constitution saving throw or its hit point maximum
attacks or two longbow attacks. It can use its Life is reduced by an amount equal to the damage
Drain in place of one longsword attack. taken.
Brand of the Dead 15
This reduction lasts until the target finishes a long
rest. The target dies if this effect reduces its hit
point maximum to 0.
Create Specter. The wraith targets a humanoid
within 10 feet of it that has been dead for no longer
than 1 minute and died violently. The target's spirit
rises as a specter in the space of its corpse or in
the nearest unoccupied space. The specter is
under the wraith's control. The wraith can have no
more than seven specters under its control at one
time.
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in
life but can't speak
Challenge 1/4 (50 XP)
Undead Fortitude. If damage reduces the zombie
to 0 hit points, it must make a Constitution saving
throw with a DC of 5 +the damage taken, unless
the damage is radiant or from a critical hit. On a
success, the zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Brand of the Dead 16
Necklace of Prayer Beads
Appendix C: Wondrous item, rare (requires attunement by a
cleric, druid, or paladin)
Magic Items This necklace has ld4 + 2 magic beads made from
aquamarine, black pearl, or topaz. It also has
Driftglobe many nonmagical beads made from stones such
Wondrous item, uncommon as amber, bloodstone, citrine, coral, jade, pearl, or
quartz. If a magic bead is removed from the
This small sphere of thick glass weighs 1 pound. If necklace, that bead loses its magic.
you are within 60 feet of it, you can speak its
command word and cause it to emanate the light Six types of magic beads exist. The DM decides
or daylight spell. Once used, the daylight effect the type of each bead on the necklace or
can't be used again until the next dawn. determines it randomly. A necklace can have more
You can speak another command word as an than one bead of the same type. To use one, you
action to make the illuminated globe rise into the must be wearing the necklace. Each bead contains
air and float no more than 5 feet off the ground. a spell that you can cast from it as a bonus action
The globe hovers in this way until you or another (using your spell save DC if a save is necessary).
creature grasps it. If you move more than 60 feet Once a magic bead's spell is cast, that bead can't
from the hovering globe, it follows you until it is be used again until the next dawn.
within 60 feet of you. It takes the shortest route to
do so. If prevented from moving, the globe sinks d20 Bead Of… Spell
gently to the ground and becomes inactive, and its 1-6 Blessing Bless
light winks out. 7-12 Curing
nd
Cure wounds (2 Level)
or Lesser Restoration
Gloves of Thievery 13-16 Favor Greater restoration
Wondrous item, uncommon 17-18 Smiting Branding smite
19 Summons Planar ally
These gloves are invisible while worn. While 20 Wind walking Wind Walk
wearing them, you gain a +5 bonus to Dexterity
(Sleight of Hand checks and Dexterity checks
made to pick locks Potion of Resistance (Necrotic)
Potion, uncommon
When you drink this potion, you gain necrotic
resistance for 1 hour.
Brand of the Dead 17
Robe of Useful Items your person at all times. You have disadvantage to
Wondrous item, uncommon any other attacks made with weapons other than
this one
This robe has cloth patches of various shapes and In addition, while the sword is on your person, you
colors covering it. While wearing the robe you can must succeed on a DC 15 Wisdom saving throw
use an action to detach one of the patches, whenever you take damage in combat. On a failed
causing it to become the object or creature it save, you must attack the creature that damaged
represents. Once the last patch is removed, the you until you drop to 0 hit points or it does, or until
robe becomes an ordinary garment. The robe has you can't reach the creature to make a melee
two of each of the following patches: attack against it.
Dagger You can break the curse in the usual ways.
Bullseye lantern (filled and lit) Alternatively, casting banishment on the sword
Steel mirror forces the vengeful spirit to leave it. The sword
10-foot pole then becomes a +1 weapon with no other
Hempen rope (50 feet, coiled) properties.
Sack
Urn of Blessed Ashes
d100 Patch Wondrous item, uncommon
01-08 Bag of 100 gp
09-15 Silver coffer (1 foot long, 6 This ceramic urn of ashes has been sealed and
inches wide and deep) worth blessed on consecrated ground or a holy site. This
500 gp ritual was performed by a cleric, priest, or paladin
16-22 Iron doo r (up to 10 feet wide of a good or lawful aligned God over the course of
and 10 feet high ,barred on one a week.
side of your choice), which you
can place in an opening you The urn contains ashes of a humanoid creature
can reach; it conforms to fit the
opening, attaching and hinging
and can be thrown as a ranged weapon as an
itself action. The urn has a range of 30/90 ft. If the target
23-30 10 gems worth 100 gp each is undead it is covered in holy ash and has
31-44 Wooden ladder (24 feet long) disadvantage on all attack rolls for 1 minute. All
45-51 A riding horse with saddle creatures attacking the target covered in the holy
bags (see the Appendix B for ash have advantage on attack rolls and skill
statistics) checks made against it.
52-59 Pit (a cube 10 feet on a side),
which you can place on the Hit or miss, the urn breaks at the site of impact
ground within 10 feet of you regardless. All creatures, including the target, must
60-68 4 potions of healing succeed on a DC 16 Dexterity saving throw. If the
69-75 Rowboat (12 feet long) creature is undead it has disadvantage on the
76-83 Spell scroll containing one spell saving throw. A creature covered in holy ash can
of 1st to 3rd level use its action to remove it.
84-90 2 mastiffs (see the Appendix B
for statistics)
91-96 Window (2 feet by 4 feet , up to Wand of Magic Missiles
2 feet deep), which you can Wand uncommon
place on a vertical surface you
can reach This wand has 7 charges. While holding it, you can
97-100 Portable Ram use an action to expend 1 or more of its charges to
cast the magic missile spell from it. For 1 charge,
Sword of Vengeance you cast the1st-level version of the spell. You can
Weapon (Longsword) uncommon, (requires attunement) increase the spell slot level by one for each
additional charge you expend. The wand regains
You gain a +1 bonus on attack rolls and damage ld6 + 1 expended charges daily at dawn. If you
rolls made with this weapon. expend the wand's last charge, roll a d20.On a 1,
Curse. This sword is cursed and possessed by a the wand crumbles into ashes and is destroyed
vengeful spirit. Becoming attuned to it extends the
curse to you. As long as you remain cursed, you
are unwilling to part with the sword, keeping it on
Brand of the Dead 18
Wraith Sword
Weapon (Longsword) rare, (requires attunement)
A sentient (Neutral Evil) longsword that is capable
of communicating its thoughts by transmitting its
emotions to any character that wields it. Even if
you aren’t attuned to the sword, you gain a +1
bonus on attack rolls and damage rolls made with
this weapon.
If attuned to the sword you must be of an evil
alignment to use the following feature. You must
perform at least 3 evil acts to change your
alignment to an evil designation if you are not
already.
Create Specter
You can target a humanoid within 10 feet that has
been dead for no longer than 1 minute and died
violently. The target's spirit rises as a specter in
the space of its corpse or in the nearest
unoccupied space. The specter is under your
control. You can use a bonus action to command
the specter on your turn. You can have no more
than one specter under your control at one time.
Curse. This sword is cursed and possessed by a
vengeful spirit. Becoming attuned to it extends the
curse to you. As long as you remain cursed, you
are unwilling to part with the sword, keeping it on
your person at all times. You have disadvantage to
any other attacks made with weapons other than
this one
In addition, while the sword is on your person, you
must succeed on a DC 15 Wisdom saving throw
whenever you take damage in combat. On a failed
save, you must attack the creature that damaged
you until you drop to 0 hit points or it does, or until
you can't reach the creature to make a melee
attack against it.
Once every 24 hours the wielder of this sword
must make a DC 15 Wisdom saving throw. If the
target fails then it must perform at least one evil
act before the day ends. If the sword is disobeyed,
ignored, or angered it functions as a nonmagical
cursed longsword.
The spirit of this sword may only be removed by a
banishment or remove curse spell while on
consecrated ground. If the spirit of this sword is
banished It functions as a +1 longsword losing all
other features. If only the curse is lifted the Create
Specter feature may still be used.
Brand of the Dead 19