Brookhaven: Nothing Ever Happens Here Except grave robberies. But more than just valuables are missing; entire bodies are gone. https://www.deviantart.com/svenart

A Quiet Retreat The small, sleepy town of Brookhaven, hidden from the harsh realities of the wars of nations, machinations of would-be rulers, and monstorous aberrations. Those that live here pretend to know little of the cities far away, and they prefer to keep it that way. It's All a Facade Most of the folk here have left lives behind; whether it was the bustle of city life, a former spouse, crime, or some other scandal, each has found their way here to hide from their past. Nobody questions this new norm, accepting newcomers and allowing old transgressions to remain unspoken. However, the local cemetary has become the focal point of scandal, as graves both fresh and ancient are being dug up in the night. One might expect valuables, jewelry and heirlooms buried with the dead, to be missing; yet the very bodies themselves are gone as well! Considering this private hideaway from law and responsibility, the citizens are beginning to grow wary that this will bring outside authorities, which could prove disasterous for many Brookhaven citizens. The Mayor, half-elf Lady Jenmae Silverspire, assues everyone that it's just bandits, taking the bodies and dumping them elsewhere when they are done with their dark deeds. The townsfolk worry that something more sinister is happening, and rumors are spreading that a young half-elf teenager, Ianril Moonhorn, who wears all black and draws in his journal while sitting under a tree in the cemetary, is somehow to blame. Rest and Resupply The group of adventurers find themselves travelling East to the city of Aldhedge, where they hope to find fortune, or at least a port to sea leading elsewhere in the world. They have stopped for a nights rest and resupply under a roof for the first time in over a week, with Aldhedge still 4 days days travel ahead of them. A faded sign, little more than a broken plank of wood on a post, points up a path off the road, the word "Brookhaven" in peeling paint. The town consists of less then a dozen buildings and a small open market for the local farmers. The largest building has a sign hanging over the door, "The Good Battleaxe Bar". The Good Battleaxe Bar Our adventure begins, as is traditional and cliche, at the local watering hole. Above the bar, a massive double-headed battleaxe hangs on the wall; it looks like it is sized for a giant, and would be a challenge to lift for any common person. The bar is owned by Katosha Grizzlypunch. She swears she's a half orc, but you're pretty sure it's more like 3/4 orc. Hulking at 7 1/2 feet tall and built like a world-class weight lifter, she could likely benchpress a clydesdale. She smiles brightly with slightly rosy cheeks on her green skinned face behind her formiddable tusks, and sits near the back of the room by a well lit, open window, chatting flirtatiously with a halfling male named Flynn Keenroot. Behind the bar is Shep Parke, a human male. He has his sleeves rolled up and a red bandana on his head, and he speaks with an accent that makes him sound like a sailor. Every now and then, he'll glance over towards the table near the window and smirk, adjusting his sleeves to better show off his arms, which excites a hearty laugh from Katosha. Asking Around "Welcome to the Good Battleaxe Bar," greets the male human barkeep. "Name's Shep. Curious, what brings you lot to this quiet neck of the woods? Nothing ever happens here in Brookhaven." "Except in the cemetary," pipes up a male halfing from across a table the room. Sitting next to the halfling is a very tall, burly half-orc woman, who rolls her eyes and pokes the halfling in the shoulder playfully, almost knocking him to the floor. The barkeep noticably winces, and waits for the party to ask what they mean. "I haven't been around here long enough to know much, honestly," says Shep. "Word around town is that some teenager might be somehow connected to some grave robberies, Ianril Moonhorn is his name, I think." "Don't mind the kid," Katosha says about Ianril. "He's just shy," she says, with a wink and tusk-filled smile at the barkeep, eliciting a slight blush from him. Flynn chips in, "Moonhorn's fishy, but not take-bodies-from-graves fishy. He's up to something, sure, but he's harmless. The little halfling nervously rubs a coin between his fingers, though he never breaks eye-contact while speaking. An elderly gnome male sits across a table from a young gnome female at a table across the room by themselves. Orryn Hillwing is wearing an elaborate suit or ornamental armor with an ascot, cape, tails, and a monocle; Orli Hillwing is in a similarly out-of-place gown fit for a ballroom rather than a dusty bar in the middle of nowhere. They seem to be absorbed in their glasses of wine, paying no attention to the other patrons. They would prefer not to speak to strangers, happily sullen in their silent corner of the room. A Strong Presence When Mayor Silverspire enters the room, every eye is on her. As she looks about the bar, her gaze is met with quiet nods, and she is handed a drink without a word. 1

Blacksmith A dwarf female hammers away in front of her anvil. Bronwin Titanblossom is friendly and happy to chat, though she never stops hammering. Her side burns thin to a point almost reaching her chin, framing her stern face. If the topic is brought up, she thinks the young half-elf Ianril "is just going through a phase, and is completely harmless. Couldn't hurt to chat with him, though; he might know something." Chapel Seeker Brem Stillwater is a slim, gaunt, tall human male in his late 60's. He is clean shaven with bushy furled eyebrows, and stands with poise and a haughty attitude, his nose never lowering below the horizon. He wears deep green robes with a golden fringe, with a symbol of Pelor, the god of the Sun, hanging from his neck. He tends to speak eloquently while gesturing broadly. "Surely, that disturbed child is stealing from the dead," sharing his opinion of Ianril without hesitation. Open Air Marketplace Farmers and craftsmen use the open market square to trade goods. It's rare to see coins exchanged these days, as bartering is far more direct and effective. The townsfolk tend to live in the surrounding rolling hills and farms outside of town, and a few are constantly coming and going at any given time with carts or baskets full of goods to trade in the market. Should the party wish to interact with the populace, roll 2d4 citizens in the market from the following table: Town Population (odd: male, even: female) Race Population (d100 Roll) Human 28 1-28 Half Elf 20 29-48 Elf 8 49-56 Dwarf 10 57-66 Halfling 16 67-82 Gnome 12 83-94 Half-Orc 6 95-100 Secrets Each citizen has a secret past, which can be drawn out with successful Persuasion or Intimidation checks, depending on the person and the secret. (This is meant to reward roleplay later in the adventure.) Katosha Titanblossom Persuasion 15 / Intimidation 20 The half-orc tavern owner was a former town guard of Aldhedge. She did her job without question, and was particulary efficient on enforcing the new laws enacted by Lord Winter, arresting lawbreakers without hesitation. During rotations standing guard within the castle, Lady Silverspire would hint to Katosha that something was off, leading her to a conclusion. Eventually, she began to realize that while the Lord Winter was jailing people, none were being released. Katosha suspected Lord Winter could be selling them as slaves, and decided she could not remain a town guard. She made a decision to save a petty thief, Flynn Keenroot, feeling that his crime should not constitute a life sentence. When attempting to leave town, Lady Silverspire caught the half-orc and halfling. Katosha attempted to pass it off that she was bringing the thief to her, and gave Lady Silverspire the stolen goods. Pretending to be delivering "I don't fully understand why she hasn't turned us in. She simply smiles knowingly and accepts a free glass of wine on occassion. I have to figure she enjoys the leverage, and she's going to strong arm a favor out of us eventually." Flynn Keenroot Persuasion 20 / Intimidation 15 A former thief, he was almost jailed for life in Aldhedge over mail theft. He stole letters from a courier in Aldhedge, employed through a friend of a friend that he never met in person. The letters were addressed to Lord Winter, and appeared to be written in a language he does not understand. (Flynn is not aware that the letter was from the Hermit to Lord Winter, stating that he regretted ever teaching him, and he would have no more involvement in his plots.) "Lady Silverspire, she's hiding something. I should know. Though, I suppose that's normal around here." 2

Shep Parke Persuasion 10 / Intimidation 15 The barkeep was once the head chef for the castle of Aldhedge. A few months into the job, he noticed the staff changed over quite often. About 9 months into job, someone he was close to quit and never came back. Shep heard the news from other staff, but he never got a chance to say goodbye, which seemed out of character. Something wasn't right, but Shep wasn't willing to stick around to find out. "I heard Lady Silverspire mention this place; she talked about how Brookhaven was a favorite vacation home of hers. I thought it would be a safe place to stay for a while." "I was surprised to see her here, and even more surprised when she declared herself mayor. Nobody wants to argue with nobility, especially when her cousin, Lord Winter, rules Aldhedge." Orryn and Orli Hillwing Persuasion 20 / Intimidation 20 The gnomes were once part of a [crime] "family" in Aldhedge. One night, after a father-daughter shopping trip, they came home to find the house empty, their associates and family taken. They had no recourse but to leave, following the rumors of a safe haven. Their hopes are to find the resources to save their loved ones. "...and this on the night before my daughter's wedding..." They recognized that those in power were "dissappearing people". Lord Winter doesn't seem the type to eat people, so their best guess is that they were being sold into slavery. With a little luck, and the right connections, they might catch wind of where the people are being sold, though nothing has come up just yet. Bronwin Grizzlypunch Persuasion 10 / Intimidation 20 Lady Silverspire would frequent her establishment in Aldhedge, and would bore the poor dwarf for hours with "how lovely the countryside near Brookhaven was" while the blacksmith forged the Lady's custom order horse shoes, daggers, belt buckles, and anything else the noble woman wanted. "It was like she wanted a new best friend or somethin'. Now, she just winks at me every time she walks by. Gods, she knows how to get under my skin!" The dwarf blacksmith received an order to make weapons for the town guards, but the offer of payment was insulting and didn't even cover material cost. She refused. That night, Bronwin was using the outhouse when the guards arrived with the warrant for the blacksmith's arrest. She escaped in the night, thinking that some time in the countryside sounded lovely, after all. Seeker Brem Stillwater Persuasion 10 / Intimidation 15 The temple of Pelor in Aldhedge burnt down under mysterious circumstances. Seeker Stillwater felt a calling, that Pelor himself guided him to follow those of his flock that had come to him in secret about Brookhaven. He feels something evil is happening in the town, and he finds it particularly displeasing that Lady Silverspire never comes to his services. Ianril Moonhorn Persuasion 15 / Intimidation 10 Ianril's parents were arrested in Aldhedge for reasons he does not know. (They were working to help others escape, and Lord Winter found out.) With nowhere to turn, and not wishing to be homeless, he followed a friend of the family to Brookhaven. His sketchbook has drawings of the Aldhedge castle, along with banners showing the crest of a hawk. Mayor Lady Jenmae Silverspire Persuasion 25 / Intimidation 25 She is Lord Winter's cousin, and second in line for the throne should he pass. Lady Silverspire found letters from Winter's old master, a hermit in the woods near Brookhaven. She approached this hermit, finding that the old hermit had indeed taught Lord Winter to harness the power of undeath; however, the old master himself was not himself evil. The old man saw his creations as a means to protect the living and bring balance. He was, of course, naive. She convinced the hermit to teach her, so she could fight Winter's undead army with her own. Lady Silverspire is behind the grave robberies, though at the hand of the hermit. He commands the dead to exit their own graves, and presents these rotted puppets to Lady Silverspire so that she can face the hermit's old apprentice, her cousin and ruler of Aldhedge, Lord Winter. Acquired Knowledge Each revealed secret will make the investigation of the hermit's note easier. Should the party have poor healing capability, Seeker Stillwater may be able to sell a healing potion or 2 at 50 GP each, should he be convinced that the party will investigate the undead. Similarly, they can receive free lodging from Katosha if they investigate the cemetery. 3

Confrontation at the Cemetary The cemetary is about a mile to the East of town, past a bridge over a small stream. It isn't very large, considering the town appears fairly new. A gnarled, twisted tree grows in the center of the plot of land. Depressed Teen Iarnil Moonhorn is sitting on a bench in the graveyard, his long legs pulled up to hold a sketchbook in front of him, as his stares studying the tall oak tree in the center of the cemetary. The leaves are just beginning to turn golden and orange at the fringes, threatening to bring about the autumn season. His unkempt hair has been colored black with charcoal and ruffled, the lids of his eyes darkened similarly. He wears black dyed leather, studded with black iron spikes; his outfit appears extremely uncomfortable, especially the platform healed boots that add 6 inches to his already over 6 foot tall, thin frame. When approached, he mentions the oddity of the tree, that he thought there was a hole where a knot now sits on the trunk. Zombie Attack The zombies are triggered should anyone not a resident of Brookhaven touch the oak tree. They are meant as a scare-tactic, and the zombies will not pursue anyone past 30 feet away from their graves and/or the tree. Should the party leave the area, the zombies will return to the grave. Party Size Adjustments To balance the battle, use a number of zombies equal to the number of players. Also add a crawling claw for every 4 players. Loot The zombies were buried with the following (1 per zombie, roll for each): a decorative shortsword worth 10 GP

a fancy necklace worth 50 GP

an heirloom locket (from the Moonhorn family)

a Ring of Protection +1

2 platinum (placed upon the eyes)

a copper piece (placed under the tongue) Where next? Ianril knows that the hermit appears from the southern woods, known as the Ravenwood, every few days. There's a hidden path on the West bank of the stream. (If Ianril somehow dies during the fight with the zombies, he has a journal, and his last entry is about the hermit coming out of the woods to the South near the stream.) 4

Find the Culprit A small stream runs between the town and the cemetary, trickling South into the Ravenwood forest. Ianril has seen the hermit sneaking out of the forest near the stream. (DC10 History or Nature) The forest is said to be haunted... River Undead animals along river, including undead deer, elk, and wolves. As Ianril pointed out (or in his journal, should he have perished), hidden behind foliage by the stream are tracks leading down a trail. Roll Perception DC15 to notice scraps of cloth stuck on some twigs. Roll Investigation or Insight DC10 to recognize scraps came from dead bodies buried in the cemetary. Deer Less than half an hour into the hike, the party spots an elk and 2 deer. The creatures stand there, unmoving. Roll Perception DC11 to determine that the animals are skeletons. Roll Stealth vs Passive Perception 8; success, can bypass or get Surprise attack; failure, the undead animals attack. Wolves A mile futher down, the stream bends sharply next to a large tree covered in vines. 2 undead wolves are hiding in the bushes nearby, guarding the entrance to the hollow tree. Roll Perception DC12 to notice wolves. Roll Stealth vs Passive Perception 8; success, can Surprise attack; failure, the undead animals attack. Hermit's Home Behind the veil of vines, the tree is apparently hollow. An elderly male human lies on the floor, unmoving. In his left hand, he holds a piece of paper. His right arm is extended away from him on the floor, his index finger on the last letter of a name scrawled in the dirt: "Jenmae" Roll History DC10 to remember that the Mayor's name is Lady Jenmae Silverspire. The Note The wax seal on the scroll of paper in his left hand is coated in a contact poison, dealing 2d6 damage and the Poisoned condition. DC15 Passive Perception to notice something is wrong with the paper. DC15 Insight or Investigation to realize poison. Written in Abyssal is the following: "Goodbye, my old master." The wax seal is the sign of a Hawk. Roll History DC15 to recognize Lord Winter's crest. (DC lowers by 1 for every NPC secret revealed.) While investigating the body, an undead hawk will be hiding in a dark corner of the room. If noticed (DC13), or as the party attempts to leave, the hawk will fly out of the cave entrance above their heads, just out of reach. 5

Return to Town The Mastermind You hurry back down the trail, realizing that the town is in danger. As you approach the Market, you see zombies shambling through the square. Perception DC5, you see that the zombies are very old, and covered in dirt; obviously these are the stolen bodies. Perception DC10, you notice several of the townsfolk watching through windows. Perception DC15, there does not appear to be any struggle, nothing broken. Perception DC20, the zombies are oddly in step, and heading towards the path leading out of town. Roll Initiative. If the party attacks, after 1 round complete, Lady Silverspire comes running from the path out of town. "Hold your blades! Winter is coming!" The party may choose to attack the Mayor and her zombies, which will be very bad for them when Lord Winter's arrival. If they kill the Mayor, they will find themselves outnumbered. If they attack her, she screams: "No! I am not the evil one! You must listen to me!" If they choose to listen, she explains: "My cousin, Lord Winter the ruler of Aldhedge, is coming here to kill all of us. His hawk flew overhead heading (for/from [if hawk not killed]) the hermit in the forest; that means there is no time to explain, as he will be here in only a few minutes." The townsfolk come out of the tavern and shops after the fighting stops. They side with the party, no matter the outcome. Winter is Here Lord Winter arrives mere minutes after the party confronts Lady Silverspire and her minions. "Dear cousin, it appears you have been busy. An offer to those that wish to live: Kill Lady Jenmae Silverspire, and I assure you power and pretige in Aldhedge." "Hello, citizens of Brookhaven. Where is my dear cousin, Lady Jenmae Silverspire? Ah, but I see you took care of that for me. Very well; I wish present to you an offer you cannot refuse: Join my army of undead. Mua-Ha-Ha!!!" Mayor's Minions Match the number of Mayor's zombies to the number of players. Winter's Minions Match the number of Winter's zombies to (the number of players x 2) + 6. For example, 4 players would face (4 x 2) + 8 = 16 zombies. The named townsfolk NPCs will join the fray, battling zombies one-on-one in the background "off-screen". If the Mayor lives, she will join the party. Any of her zombies still existing will fight "off-screen" with an equal number of Lord Winter's zombies. (The ideal result is that each PC and NPC ends up with a 1:1 ratio; Townsfolk + PCs + Mayor + zombies = Winter + zombies) Adjustments If the players get overwhelmed, townsfolk fighting the zombies can also "win" their off-screen fights and join the party at this time. If fight goes too easy, have some townsfolk lose to the zombies they are fighting, so the zombies can to assist Winter. Timer During the fight with Winter, keep a timer die to measure the number of NPCs left alive "off-screen". Every round that Winter still lives, reduce the D16 timer by 1. For every 2 rounds, an NPC dies, and the zombie joins the main fight the next round (with 1 HP). Determine who dies by rolling on the following chart: d8 NPC 1 Ianril 2 Bronwin 3 Stillwater 4 Katosha 5 Shep 6 Flynn 7 Orryn 8 Orli If Winter is killed, his zombies have disadvantage on all attacks until destroyed. (This also causes the Timer to become every 4 rounds.) 6

Aftermath Lord Winter sought to control death itself, hoping to eventually gather enough power to escape his own mortality. He learned of the hermit in the Ravenwood that surrounded himself with undead forest guardians. Arlin Winter deceived the naive hermit into believing that he would use this power to help protect his kingdom, using the undead as guardians from invaders. Practicing his dark art, he started taking prisoners from the dungeons to experiment upon. He began enacting strict laws to place more people in the dungeon, and to keep away those that might stand against him. His cousin, Lady Jenmae Silverspire, began to suspect something was wrong, and tried to convince as many people as she could to leave. She began intercepting couriers, using petty thieves to re-deliver the letters through her informants. She learned of her cousin's dark arts, and finally the location of his former master. She went to the hermit to learn how to stop Lord Winter. When she dissappeared, Lord Winter began to search for her. Eventually, he figured out that she must have gone to his old master, that Lady Silverspire had found his secret. Lord Winter killed the hermit to stop her from receiving his aid, then marched upon Brookhaven with his army to find and kill Lady Silverspire. He did not expect such a resistance. Lord Winter was unprepared for his cousin and her friends. In his defeat, Lady Silverspire returned to Aldhedge. She claimed her rightful place on the throne, freed the surviving prisoners from the dungeon, and put away her necromantic powers. Some say she rules through fear, since the public knows her true power over death. Others say that she rules in the name of Kelemvor, the god of Death and Law, having used life and death as tools to balance one another. ... Just don't look in the castle's basement. He came prepared. Lord Winter triumphed, slaughtering the town of Brookhaven. Confident in his powers, he rebuilt his losses from the corpses of the slaughtered, and marched upon his own home of Aldhedge. Those that fought back were added to his army. He now sits on a throne of evil, sending out his minions to bring him more victims to practice his dark arts upon. Some say his power has even crossed the ocean, spreading undeath across continents. ... Thus began the Empire of Winter. 7

Ianril Moonhorn Half-elf Goth Teenager Armor Class 15 (studded leather)

15 (studded leather) Hit Points 4 (1d8)

4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 10 (+0) 12 (+1) 12 (+1) 8 (-1) Senses passive Perception 11

passive Perception 11 Languages Common, Abyssal

Common, Abyssal Challenge 0 (10 XP) Actions Spiked Leather Glove Punch. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 3 (1d6) piercing damage. Bronwin Titanblossom Dwarf Blacksmith Armor Class 12 (studded leather)

12 (studded leather) Hit Points 5 (1d8 + 1)

5 (1d8 + 1) Speed 25 ft. STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) Senses passive Perception 11

passive Perception 11 Languages Common, Dwarvish

Common, Dwarvish Challenge 0 (10 XP) Actions Warammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage. 8

Seeker Brem Stillwater Self-Righteous Cleric of Pelor Armor Class 11 (padded)

11 (padded) Hit Points 5 (1d8 + 1)

5 (1d8 + 1) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 8 (-1) 12 (+1) 8 (-1) Senses passive Perception 11

passive Perception 11 Languages Common, Celestial

Common, Celestial Challenge 0 (10 XP) Spellcasting. He is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): light, sacred flame, spare the dying 1st level (2 slots): cure wounds, sanctuary Actions Book. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Katosha Grizzlypunch Half-orc Tavern Owner Armor Class 13 (natural armor)

13 (natural armor) Hit Points 6 (1d8 + 2)

6 (1d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 11 (+2) 8 (-1) 10 (+0) 12 (+1) Senses passive Perception 10

passive Perception 10 Languages Common, Orcish

Common, Orcish Challenge 1/4 (25 XP) Actions Greataxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) slashing damage. 9

Shep Parke Human Bartender Armor Class 12 (leather)

12 (leather) Hit Points 5 (1d8 + 1)

5 (1d8 + 1) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 0 (10 XP) Actions Cast Iron Pan. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage. Flynn Keenroot Halfling Thief Armor Class 13 (leather)

13 (leather) Hit Points 4 (1d8)

4 (1d8) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1) 12 (+1) Senses passive Perception 11

passive Perception 11 Languages Common, Halfling

Common, Halfling Challenge 0 (10 XP) Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 10

Orryn Hillwing Gnome Mob Boss Armor Class 15 (breastplate)

15 (breastplate) Hit Points 4 (1d8)

4 (1d8) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 0 (10 XP) Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Orli Hillwing Gnome Boss' Daughter Armor Class 12

12 Hit Points 5 (1d8 + 1)

5 (1d8 + 1) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) Senses passive Perception 10

passive Perception 10 Languages Common

Common Challenge 0 (10 XP) Actions Candlestick. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. 11

Zombie Gargantuan annoyance, neutral ignorant Armor Class 8

8 Hit Points 22 (3d8 + 9)

22 (3d8 + 9) Speed 20ft. STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3) Saving Throws Wis +0

Wis +0 Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses darkvison 60 ft., passive Perception 8

darkvison 60 ft., passive Perception 8 Languages understands the languages it knew in life but can't speak

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 5ft., one target. Hit 4 (1d6 + 1) bludgeoning damage. Crawling Claw Medium beast, annoying evil Armor Class 12

12 Hit Points 2 (1d4)

2 (1d4) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3) Damage Immunities poison

poison Condition Immunities charmed, exhaustion, poisoned

charmed, exhaustion, poisoned Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10

blindsight 30 ft. (blind beyond this radius), passive Perception 10 Languages understands Common but can't speak

understands Common but can't speak Challenge 0 (10 XP) Turn Immunity. The claw is immune to effects that turn undead. Actions Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice). 12

Zombie Wolf Medium undead beast Armor Class 11 (natural armor)

11 (natural armor) Hit Points 11 (2d8 + 2)

11 (2d8 + 2) Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 11 (+0) 12 (+1) 3 (-4) 8 (-1) 6 (-2) Skills Perception +1, Stealth +2

Perception +1, Stealth +2 Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses passive Perception 9

passive Perception 9 Languages none

none Challenge 1/4 (50 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Swarm of Zombie Ravens Medium swarm of Tiny undead beasts Armor Class 12

12 Hit Points 24 (7d8 -7)

24 (7d8 -7) Speed 10 ft., fly 50 ft. STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 8 (-1) 3 (-4) 10 (+0) 6 (-2) Skills Perception +5

Perception +5 Damage Resistances bludgeoning, piercing, slashing, poison

bludgeoning, piercing, slashing, poison Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned, poisoned

charmed, frightened, paralyzed, petrified, prone, restrained, stunned, poisoned Senses passive Perception 10

passive Perception 10 Languages none

none Challenge 1/4 (50 XP) Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points Actions Beaks. Melee Weapon Attack: +4 to hit, reach 5ft., one target in the swarm's space. Hit 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer 13

Skeleton Deer Medium undead beast Armor Class 11

11 Hit Points 4 (1d8)

4 (1d8) Speed 50ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 2 (-4) 6 (-2) 5 (-3) Damage Vulnerabilities bludgeoning

bludgeoning Damage Immunities poison

poison Condition Immunities exhaustion, poisoned

exhaustion, poisoned Senses darkvision 60 ft., passive Perception 8

darkvision 60 ft., passive Perception 8 Languages none

none Challenge 0 (10 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) piercing damage. Skeleton Elk Large undead beast Armor Class 13

13 Hit Points 13 (2d10 + 2)

13 (2d10 + 2) Speed 50ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 12 (+1) 2 (-4) 6 (-2) 5 (-3) Damage Vulnerabilities bludgeoning

bludgeoning Damage Immunities poison

poison Condition Immunities exhaustion, poisoned

exhaustion, poisoned Senses passive Perception 8

passive Perception 8 Languages none

none Challenge 1/4 (50 XP) Charge. lf the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage. 14

Lady Jenmae Silverspire Mayor of Brookhaven Armor Class 13 (leather armor)

13 (leather armor) Hit Points 33 (6d8 + 6)

33 (6d8 + 6) Speed 30ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Skills Deception +4, Persuasion +4, Religion +2

Deception +4, Persuasion +4, Religion +2 Senses passive Perception 10

passive Perception 10 Languages Common, Abyssal

Common, Abyssal Challenge 2 (450 XP) Dark Devotion. She has advantage on saving throws against being charmed or frightened. Spellcasting. She is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). She has the following cleric spells prepared: Cantrips (at will): light

sacred flame

word of radiance (CON or 1d6 radiant) 1st level (4 slots): command

inflict wounds (3d10)

shield of faith (+2 AC, concentration) 2nd level (3 slots): hold person

spiritual weapon 3rd level (1 slot): conjure animals (swarm of undead ravens) Actions Multiattack. She makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. 15

Lord Arlin Winter Necromancer, Ruler of Aldhedge Armor Class 13 (leather armor)

13 (leather armor) Hit Points 33 (6d8 + 6)

33 (6d8 + 6) Speed 30ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Skills Deception +4, Persuasion +4, Religion +2

Deception +4, Persuasion +4, Religion +2 Senses passive Perception 10

passive Perception 10 Languages Common, Abyssal

Common, Abyssal Challenge 2 (450 XP) Dark Devotion. He has advantage on saving throws against being charmed or frightened. Spellcasting. He is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following cleric spells prepared: Cantrips (at will): light

frostbite (CON or 1d6 and disadv next attack)

toll the dead (WIS or 1d8/1d12 if wounded) 1st level (4 slots): command

inflict wounds (3d10)

shield (reaction, +5 AC) 2nd level (3 slots): hold person

shadow blade (bonus, concentration, 1 minute) 3rd level (1 slot): conjure animals (undead hawk) Actions Multiattack. He makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Shadow Blade. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 9 (2d8) psychic damage. Undead Hawk Lord Winter's Favorite Pet Armor Class 13

13 Hit Points 1 (1d4 - 1)

1 (1d4 - 1) Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2) Skills Perception +4

Perception +4 Damage Immunities poison

poison Condition Immunities poisoned

poisoned Senses passive Perception 14

passive Perception 14 Challenge 0 (10 XP) Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. 16

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Brookhaven Cemetary https://www.deviantart.com/gogots/art/Complete-Map-Collection-660684736 19