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If men had wings and bore black feathers, Few of
them would be clever enough to be crows.
— Henry Ward Beecher
INTRODUCTION
The Revenge of the Crows is a short D&D 5e
adventure designed to be completed in about 4-6
hours.
The combat encounters have been optimized to
present a hard challenge for a party of four 4th
level characters, although it can be completed by
skilled 3rd level players who enjoy a big challenge.
Each encounter have scaling suggestions
according to the party strength.
BACKGROUND
A group of kenku necromancers decides to no
longer accept the dominance of humanoids over
the bird kind and create a plot to start an avian
supremacy.
With no warriors and plenty of available food, the
farming village of Woodview seems to be the
perfect place to begin their domination plan.
The kenkus build themselves a hideout inside a
mountain and start to kidnap scarecrows and
animate them in order to create an army.
Local farmers are desperate for help as the
unknown menace is threatening the season crop
and, therefore, their whole economy.
ADVENTURE SYNOPSIS
As they attend the farmers cry for help the
players will fight scarecrows and swarms of
savage crows, culminating in a deadly boss fight
against the kenkus and their ultimate monstrous
creation.
This adventure has four parts:
1. A Roadblock. While traveling in an isolated
road characters find a little girl in danger after
a scarecrow attack.
2. Woodview. Characters discover the farming
village of Woodview, hunted by animated
scarecrows, and must find some clues in order
to investigate a mystery.
3. A lonely man. Clues take the party to the farm
of Tobias, a grieving man who doesn’t know
that his land has being used as the
necromancer headquarters.
4. The sinister ritual. The party enters a dungeonlike
hideout to find and eliminate the source of
the whole trouble.
PLACING THE ADVENTURE
You can place this adventure in absolutely any
road your characters follow while traveling. This
adventure is an excellent one-shot to make
traveling between two locations more interesting.
Woodview is a standard high fantasy farming
village, but if your party are somewhere with
unique characteristics or your campaign has
different word setting, feel free to adapt the village
description in a way it fits your game.
For example: If your players are in a snowy land,
you can adapt the whole description of the village
as well to change the scarecrows for snowman
and the crows for penguins, keeping their stats.
Use your creativity for dressing the adventure the
best possible way.
ADVENTURE HOOKS
There are a few ways to make your players
interested in completing the adventure. As the DM,
think of your players and theirs characters
motivations and choose the one (or more than one)
that better fit the party.
Helping people in need. Work better for those who
are genuinely interested in helping those in need,
such as lawful good characters. If you think this
will be the better motivation for the party,
describe the suffering, fear and worries of the poor
villagers with rich details.
Solving a Mystery. Adventurers will be presented
with an intriguing mystery to unravel. If your
party loves mysteries, fill part two with clues and
hidden secrets to be discovered. Let the players
follow the trail of breadcrumbs to uncover the
truth behind this mysterious plot.
Earning Easy Money. The adventurers will be
presented with an opportunity to make some
quick cash. If the party is usually interested in
material rewards, make sure that the prize that
Harris offers is big enough to grab their attention.
Going for Glory. For those who seek fame and
glory, this adventure offers the perfect chance to
show off their skills and prove their worth. Let the
players know how much the villagers would
appreciate heroes that could end their pain.
Personal Revenge. If one of the adventurers has
been wronged in some way - whether by a kenku
or a scarecrow - they can take this opportunity to
get back at their enemies on a personal vendeta.
Connect it with the Main Plot. Connect this
adventure to a larger story arc. You can switch
the villains to one that is already known by the
players and blend it all together.
PREPARATION
This adventure is designed to be run with minimal
preparation. Although, you should read all this
material before running the game and get some
things done.
Determining the Party Strength
On each encounter you will see a commentary
box with combat scaling suggestions. To
calculate the party strength, follow this guide:
Very weak: Less than 4 players and bellow 4th
level.
Weak: Less than 4 players or 4 players bellow
4th level
Regular: 4 players of 4th level
Strong: More than 4 players or above 4th
level
Very Strong: More than 4 players and above
4th level.
This adventure assumes that you have access to
the Dungeons and Dragons 5e rules.
The descriptions for the monsters featured in it
can be found on the Appendix A, ate the end of
this document. For any other creatures and pcs
such as the dog and commoners, use the monster
manual.
The maps for the two main combat encounters
can be found in this document and imported to
your preferred VTT platform or impressed. You
can also find them at full size here.
In this link, you can also find tokens for all
the monsters and NPCs at this adventure.
Feel free to adjust and improvise this
aventure as you wish.
FINAL WORDS
I hope you enjoy playing this
mini adventure with your group.
If you have any suggestions or
thoughts about it, please let me
know on the DMs Guild product
page discussions session.
Have fun!
M. Z. Conti
PART ONE: A ROADBLOCK
The adventure begins with the party setting
forth along a road that skirts some rural
villages.
Read the following for the players:
As you progress down your path, plantations start
to spread across the landscape, indicating that a
farming village is near. Along the roadside
margins, a vast corn field accompanies you, its tall
and ripe crops suggests it should be flourishing -
yet instead, it appears to be in bad conditions;
pieces of cobs have been damaged and broken off,
with remnants scattered across the ground.
Any character who wants to investigate the cause
of the destruction must make a DC 10 nature test
(with advantage if the character has any
background related to farming). If successful, the
character can easily say that those are marks of
birds attacking the plantation. If the PCs look for
scarecrows, they will find none.
When you feel that the PCs have investigated the
plantation enough, read the following:
You hear a startled scream that seems to be
coming up the road. “Help! Help us please!”
The voice sounds like a little girl.
Ahead of the road there is an overturned wagon. A
scarecrow attacked the cart heading towards
Woodview, knocking over a little girl and her
father who is lying unconscious on the ground. It
will attack the girl if there is no intervention.
Three more scarecrows are hiding on the
plantation and will perform a surprise attack at
the start of the second turn unless the players
spot them first.
If the party defeats or scares off the scarecrows,
the girl will ask for help to save her father. A DC
10 medicine test or recovering at least 1 HP with
Combat Scaling Suggestion
Very Weak: Use only two scarecrows
Weak: Use one less scarecrow
Regular: Play as written
Strong: Add two more scarecrows
Very Strong: Add two more scarecrows and raise
their hit points to 46.
magic is enough for him to regain his senses.
THOMAS AND KAYLA
The adult is called Thomas, a farmer in his midfifties,
with weathered skin and a kind face that
betrays the hardship of his life on the farm. His
hands are rough from years of toil under the sun,
but still strong despite his age. He has short
brown hair, flecked with gray, and wears it slicked
back to keep it out of his eyes while he works.
Thomas dresses in practical clothing – boots,
jeans, a button-down shirt, and a wide-brimmed
hat to protect him from the sun. Despite the
wrinkles around his eyes that come from
squinting against the bright light of day, there's
always a twinkle in them when he talks about his
daughter — an eight-year-old girl who lives with
him.
will complain that the road is less and less safe. In
the past weeks the scarecrows on the farms began
to disappear from the plantations and then,
somedays later, they started to come back
possessed and attacking the people. This is too
much trouble for farmers, who are unable to leave
home safely to harvest. In addition, the number of
crows in the plantations exploded after the
scarecrows disappeared, leaving the birds free to
attack and destroy the new crop.
He also mentions that farmers have pooled their
modest savings to create a reward and hire
someone to solve the problem and try to save the
crop, which will rot if not harvested quickly.
Without harvesting the crop, farmers will lose all
their production and will have nothing to sell at
the season, which would certainly be a tragedy for
many of the families.
If the heroes take over, Thomas advises them to
talk to Harris, a fellow farmer who is organizing
this task force to eliminate the evil scarecrows.
They will probably find him in the only inn in the
village: The Screaming Goose, or they will at least
find someone who knows where he is.
His daughter is called Kayla and she is a brighteyed
eight year old with long brown hair that she
usually wears in two braids. She has an athletic
build, having grown up running around the farm
and helping out her father as much as possible.
She has a round face, framed with freckles and
usually dresses in practical clothing similar to her
father's – jeans, boots, and whatever t-shirt
strikes her fancy that day. Her eyes sparkle when
she talks about animals or playing
in the fields, and there's always a
hint of mischief behind them.
Both are human and live on the
village of Woodview, which is just
under a twenty minutes’ walk from
where they are. Thomas fears
another scarecrow attack and begs
for the group to accompany them
to Woodview.
Thomas and Kayla are both very
communicative, often talking
about their lives on the farm and
thanking the adventurers for their
help. Thomas is always quick with
a joke or kind word of
encouragement, while Kayla loves
to share stories of her adventures
in the fields around her home.
On their way to the town, Thomas
Map 1: A Roadblock encounter
PART TWO:
WOODVIEW
Woodview is a small rural village. The families
that live there are basically farmers and
depend on growing fruits, wheat, corn and other
vegetables to live. Most of the population is
human, but there is also a high concentration of
Halflings since two families moved to the city a
long time ago looking for new land to cultivate.
Besides farms, the village has a single inn: The
screaming goose. In addition to a small general
supply store, a blacksmith (specialized in repairing
farm tools, not weapons), a carpentry shop and a
temple in the central square where the citizens
exercise their faith.
The village is also infested with crows. The black
birds build it nests on the rooftops and they pray
around the corners looking for food to steal. They
are aggressive, territorial and bold. Describe at
least once the crows starring at the characters as
they walk through the village.
THE SCREAMING GOOSE
The inn is the largest building in the village. On
the second floor there are a few rooms and on the
ground floor there is a busy restaurant, where a
good part of the village residents meets to drink,
socialize and enjoy the house signature dish: the
goose stew.
If they wish, the characters can get good beds to
rest and a good meal to restore their energy at the
inn. You can decide if Harris will already be at the
inn or if someone will get him advised of the
adventurers’ arrival.
TALKING TO HARRIS
When the party meets Harris, read the following:
Like most of the people in Woodview, Harris is a
farmer. He is a big man, full of calluses on his
fingers and sun marks. He has a simple speech,
without flourishes, which can give him a harsh
look. However, he is full of good intentions and
has a genuine concern for the well-being of all the
families that inhabit the village.
The farmers got together and
managed to collect a sum of 2 pieces
of gold, 27 pieces of silver and 34
pieces of copper to pay someone who
can solve the scarecrow situation.
Harris says the situation is still quite mysterious.
About three weeks ago, scarecrows began to
disappear from the farms. Some citizens believe
that they are being ransacked by someone. Ernie,
one of the farmers, claims to have already seen a
hooded thief plucking one of his scarecrows and
taking him into his cornfield.
Shortly after the start of the disappearance,
animated scarecrows began to attack people on
the road and in the fields, creating chaos in the
village. People are no longer able to walk safely,
much less carry out the harvest, which should
already be taking place. If the problem is not
solved, families will lose all their production.
Furthermore, without scarecrows, crows are
destroying all crops.
Harris will say this is all he knows and will
recommend that the characters talk to other
villagers to gather more information. But he is not
being entirely honest. A successful DC10 intuition
test will reveal that Harris is hiding information. A
DC10 persuasion or intimidation test will reveal
that his main suspect so far is his own cousin
Tobias, who lives on a farm a little away from the
village.
Harris does not want to generate suspicions for
his cousin and so he does not mention it right
away, but if pressed, he will say that he himself,
while visiting his cousin a week ago, saw some
scarecrows stacked in the middle of his cousin
plantation. Although the cousin said that he had
no idea how they got there, it was an extremely
Harris,
strange fact, even if he doubted that his cousin
had bad intentions.
After talking to Harris, there are several options
for the party to pursue their investigation,
including:
• Talking to the other people at the inn
• Meeting Ernie on his farm
• Searching for footprints or other clues around
the village
• Going straight to Tobias' farm, Harris's cousin
and main suspect so far.
PEOPLE AT THE SCREAMING GOOSE
Other than the characters, there are 5 more
people in the tavern:
Trish. The inn waitress is a great gossip and will
start conversation even without invitation. If she
sees the characters talking to Harris first, she will
comment that she thinks the farmer is trying to
protect his cousin from something wrong. Tobias
was the only resident of Woodview who did not
contribute to the reward pool for eliminating the
scarecrows. In her opinion, he is certainly involved
in this mess and Harris must be his accomplice.
Falzin. The old halfling farmer is totally concerned
about the situation. Recently, his son was
attacked by two scarecrows while picking
strawberries and had serious injuries, barely
managing to escape with his life. He contributed
with the reward pool and hopes that the problem
will be resolved soon. If the heroes are successful,
he promises to present the group with a large
strawberry pie made on his farm (a promise that
he intends to keep).
Layla and Lou. The farmers couple is enjoying a
good goose stew. If questioned, they will complain
about the infestation of crows on their property,
the farmer
which is killing crops. It seems that the number of
birds has been multiplied by ten with the absence
of their scarecrows. In addition, the birds seem to
be stronger and bolder than ever. Lou shows his
seriously pecked arm, result of a failed attempt to
face the animals the other day.
If asked about Tobias, Layla will gain a sad
expression. She will reveal that a few years ago his
wife and daughter died of a serious illness and
that he has since been isolated on his farm. She
knew the family well and was friends with
everyone. Since then, Tobias has never been the
same and has stopped socializing with the rest of
Woodview’s inhabitants. She doubts that he can
do anything wrong and that he is just a man at
long loss.
Jael. A former soldier who retired and moved to
Woodview in search of peace and tranquility. Jael
says that he is not afraid of scarecrows and
although he no longer has the shape he used to,
he has already defeated two of the monsters that
tried to attack him on his farm. According to him,
the secret is to throw fire right in the middle of his
head, making them burn in flames. He also says
he would help the heroes, but his knee can't take
a good fight anymore and he would be more of a
burden than an aid. In his experience, this looks
like witchcraft and he would risk saying that no
villager would be capable of such things.
LOOKING FOR CLUES
If the characters try to investigate the
surroundings, ask them to do a DC 10 perception
test. If they succeed, they will find a few clues that
will guide them to the farm of the lonely Tobias
(see next part). The clues can be strange footprints
or maybe pieces of straw.
If any character roll 15 or higher on the perception
check, he will notice that there are several
different footprints. With a DC 10 investigation
test they will notice that there appears to be a bird
footprint in the middle of the others, but too large
for any common species in that region.
ADVANCING
Feel free to add details and other meetings in
Woodview. After the investigation, the clues
should lead the characters to the play of Tobias,
where the adventure continues.
If you feel that the players missed the clues or still
don’t know where to follow next, add a few more
NPCs encounters that lead them to Tobias.
PART THREE: A LONELY MAN
Tobias's farm has certainly seen better days.
The plantations are dry and the animals are
careless and thin. The farmhouse, where he lives,
is falling apart. In the distance, you can see holes
in the wooden walls and broken windows covered
with pieces of canvas and fabric.
Dozens of crows roam the dead plantation, staring
at the characters as they pass. If you deem it
appropriate or the characters tease the crows,
they will be attacked by at least three swarms of
ravens.
Tobias is a skinny, middle-aged human, totally
unkempt. His hair is long and badly cut, as is his
beard. His clothes are torn. His expression is tired
and his smell is a mixture of smoke, drink and a
lack of bathing. He lives on the farm in total
isolation, accompanied exclusively by his dog
Duke.
Since the death of his daughter and wife from a
serious illness, Tobias has lost himself in his
solitude, failing to take care of himself and the
rest of the farm. However, he avoids talking about
his wife and daughter at any cost and will not
mention the matter on his own. If asked about, he
will be succinct and change the subject at the first
opportunity.
He currently lives in a precarious condition and is
helped by his cousin Harris, who gives him money
and supplies to survive.
Tobias is not waiting for visitors and haven’t
interacted with anyone but Harris for a while.
Therefore, he will act awkwardly, despite his
gentle intentions.
Despite being a sad loner, Tobias will welcome the
characters amicably if they arrive in a friendly
manner, offering some partially spoiled fruits and
already sour milk. He is sweet and sincere and will
calmly answer everything he is asked.
If the characters force their way into the
farmhouse, Tobias will become suspicious and it
will be harder to gain his trust, as he might
misunderstand that the group are the hooded
figures that have been roaming his farm recently.
WHAT TOBIAS KNOWS
The farmer does not know much about the
mystery. He will affirm strongly that he has
nothing to do with everything that is happening. A
DC10 intuition test will reveal to the characters
that he is telling the truth.
• If asked why he did not contribute with the
reward he will be ashamed and say that he
haven’t a single piece of copper to be able to pay.
Otherwise, he would be more than happy to help
protecting the inhabitants of Woodview.
• If asked about the scarecrows that were found
in his plantation, Tobias will confirm this fact,
but also say that he was not the one who took
them there. He doesn't know how they got there,
but he has some suspicions.
• Tobias doesn't leave the house very much, but he
has already seen through the cracked windows
some figures that looked like hooded men
crossing his field. He never went outside to
investigate and always wondered if it was just in
his head. But now he thinks that someone may
be doing shady activities on his property.
• There is a small mountain on the property
boundaries. It's cliffs and valleys would certainly
be the perfect place to hide and secretly perform
sinister activities.
• Duke, his dog, likes to go hunting for crows and
more than once has returned home carrying
pieces of scarecrow. Tobias says that maybe
Duke has some clue and allows the party to take
the dog to show them the way.
ADVANCING
The tracks must take the characters to the
mountain on the limits of Tobias' property.
If they take Duke with them, ask a character to
do a DC10 animal handling test to keep the dog
focused and take them to the right place. If they
fail the test, Duke will take them to a
random place where he hid a bone. This is
an opportunity to add some funny moments
to the game. The test can be done again
until someone succeeds and get the dog to
take them to the cave entrance.
Tobias and Duke
If they are without the dog, the characters
can successfully follow tracks and
footprints after a DC 10 survival test and
reach the hideout.
PART FOUR: THE SINISTER RITUAL
The mountain on the boundaries of Tobias’ farm is
being used as a hideout by kenku necromancers.
Their goal is to create a crow supremacy and they
found that the farming village of Woodview would
be the perfect place to settle.
Since they found the mountain about a month
earlier, they have been stealing the scarecrows
from the village plantations and animating them
to keep the farmers off the fields. This way, the
crows have no obstacle to infest the farms e feed
freely, getting healthy and strong.
The hideout is a mini dungeon with an intense
final combat against the kenku and their scariest
creation.
THE HIDEOUT: GENERAL FEATURES
The kenkus used mold earth to quickly build their
hideout inside the rocky mountain. Their hideout
is an eerie place, with no windows or light sources,
making it incredibly dark, humid and stuffy
inside.
The walls and floor are made of the sculpted
mountain stone, giving off a cold and damp feeling
that hangs in the air. The ceiling stands at ten feet
tall throughout the hideout. Cobwebs hang from
every corner, and there is a thick layer of dust
covering the floors.
1. THE HIDEOUT ENTRANCE
The entrance to the hideout is hidden deep within
the cliffs of a mountain, tucked away in a small
valley. The terrain around it is treacherous, with
rocks and stones scattered about making
movement difficult. At the very end of the valley
lies a stone door embedded into the cliff face,
designed to be well-hidden from prying eyes.
Guarding this door are two possessed scarecrows
that stand motionless until someone gets too close
or appears suspicious; they will then animate and
attack any intruders.
The Hideout Entrance Scaling Suggestion
Very weak: Use 2 scarecrows and reduce their
life by 5 HP.
Weak: Use 2 scarecrows
Regular: Play as written
Strong: Use 3 scarecrows
Very Strong: Use 4 scarecrows
the middle of the room, there is a wooden table
surrounded by three chairs and topped with a
chessboard. An old rug covers most of the floor,
adding some color to the otherwise dreary
atmosphere. Two doors can be seen on the eastern
wall, while another door is located at the western
wall. Various cooking utensils can be seen
hanging from hooks around the fire pit.
3. BEDROOM
2. DINING ROOM
This room is filled with a thick smoky scent, due
to the light off fire pit that stands in one corner. In
This small room is filled with the smell of mildew
and a chill that seems to permeate through the
air. A layer of dust coats the floor, where three
bedrolls have been strewn about randomly. There
are no windows or light sources in sight, making it
very dark and dreary inside.
4. DEPOSIT
7. SCARECROWS DEPOSIT
This room is the storage area of the necromancers'
hideout. It is filled with wooden crates and barrels
that contain a variety of supplies, including
grains, fruits, water, and other items necessary to
keep their hideout running. The walls are lined
with shelves containing various potions and
materials used in rituals and spells. In addition,
this room also serves as a makeshift pantry for
the crows that roost in Area 8.
Secret door. If the players investigate the room,
they may discover a hidden door on the eastern
wall. This door is not immediately obvious, and
requires a successful DC 10 Investigation or
Perception check to identify its presence. Once
discovered, it can be opened with a simple push.
5. DRESSING ROOM
This room serves as the dressing area of the
necromancers' hideout. There is a wardrobe filled
with various pieces of clothing and accessories,
allowing them to quickly change their appearance
if necessary. In the corner of the room stands a
large locked chest that can be opened with a DC12
sleight of hand test. It contains their personal
items, such as trinkets, spell books, and artifacts.
The walls in this room are covered in strange
symbols and runes, giving off an ominous feeling.
6. ANTEROOM
This room serves as the anteroom to the ceremony
chamber of the necromancers' hideout. It is a wide
room, with five large stone pillars standing around
its perimeter. In the center of the floor lies a
magical rune that glows with a pulsing purple
light. On the northern wall stands a double stone
door full of intricate carvings, guarded by two
possessed scarecrows who will attack anyone who
enters uninvited.
This room serves as the storage area for the
necromancers' stolen scarecrows. It is filled with
dozens of scarecrows, stacked against the eastern
wall. In this chamber, they are able to repair and
improve any damaged scarecrow before animating
them in their rituals. Various lines and sewing
equipment can be seen strewn about the floor, and
a corridor on the northern wall leads to another
part of the hideout. On the southern wall lies an
opening that leads into a large cave. The handle of
a secret door is visible from this side.
8. CROWS NURSERY
This room serves as the nursery for the
necromancers' stolen crows. It is actually a
natural cave opening that they found, and they
have created a makeshift home for the birds by
distributing a few crates around and providing a
good place for them to make their nests. Around a
dozen of crows can be seen inhabiting this cave.
The necromancers ensure that these crows are
healthy and well-nourished enough to return to
their normal lives and infest Woodview. However,
if the players linger too long in this room, they
may find themselves attacked by six swarms of
ravens seeking revenge.
Crows Nursery Scaling Suggestion
Very weak: Use 4 swarms of ravens
Weak: Use 5 swarms of ravens
Regular: Play as written
Strong: Use 8 swarms of ravens
Very Strong: Use 8 swarms of ravens and give
them +6 to hit
Giant
Scarecrow
Anteroom Scaling Suggestion
Very weak: Use 2 scarecrows and reduce their
life by 5 HP.
Weak: Use 2 scarecrows
Regular: Play as written
Strong: Use 3 scarecrows
Very Strong: Use 4 scarecrows
9. THE RITUAL CHAMBER
As the players enter in this chamber, read the
following:
You enter a large, square room with dimensions of
thirty feet. Right in the center is a stone block
decorated with red fabric, surrounded by burning
candles. On the opposite side of you, three hooded
figures appear to be performing some kind of dark
ritual. When you look closer, you can see that
these creatures have bird-like features protruding
from their black robes - beaks and talons. They
wield staffs and chant words in an unfamiliar
language, as magical blue energy emanates from
their staffs onto a huge scarecrow atop the altar,
absorbing the energy. Before you can react or do
anything else, the three bird figures turn towards
you and speak in unison: "The time for people to
control birds is over. Behold the beginning of a
new era. Now, you will surrender to the revenge of
the crows." With that said, a giant scarecrow steps
out from the altar and bellows a loud roar in your
direction. It's now time to roll for initiative!
The three kenku necromancers and the giant
scarecrow will attack the party.
ENEMY TACTICS
This is the final battle of the adventure and is
designed to expose the players to a deadly and
exciting combat.
If you have an experienced group of players, be
sure to study the enemy’s abilities and to plan
their tactics to unleash the potential of this
dangerous boss fight. If your players are still new
to the game, avoid going full hardcore mode or the
combat may result in an undesirable TPK.
The kenkus are spellcasters and have absolutely
no valor in melee combat. They will try to use the
giant scarecrow as their tank while they cast
ranged spells from a safe distance. Necrotic orb is
their basic attack, but they have good buff and
debuff options to fight their enemies and create
the best available strategy.
Combat Scaling Suggestion
Very weak: Use only one kenku necromancer.
Weak: Use one less kenku necromancer
Regular: Play as written
Strong: Add one regular scarecrow
Very Strong: Add three regular scarecrows
The giant scarecrow instead will charge straightly
for the melee combat, using the terrifying
presence to affect players and unleashing mighty
hits with its claws.
AFTERMATCH
The kenku necromancers were the responsible for
stealing and animating the scarecrows on the
farms. Once they are defeated the threat will
therefore be extinguished. Any possessed
scarecrow that still may be roaming the village
will be immediately inanimate as the kenkus die.
Feeling the death of its defenders, the crows that
terrorizes the farms will take flight and move to a
new place, freeing the village from the plague.
Characters can rescue the scarecrows in area 7
and return them to their owners in the village.
Anyway, with the news of the threat being
eliminated, Harris will pay the promised reward
and the inhabitants of Woodview will celebrate
that the harvest of the season can be done
successfully.
The party will be treated like local heroes until
they decide to leave. Make sure to describe a big
celebration at the Screaming Goose with lots of
drinks, food and happy music.
If there are any physically weak spellcaster on the
party, the necromancers will try to cast unholy
frenzy on him, knowing that they will not
beneficiate that much from the extra weapon
attack, but will suffer with the constant necrotic
damage. Also, if there are someone dealing heavy
physical damage, they will target him with cripple
and try to minimize the threat.
Alternately, if they sense the fight is turning
unfavored for them they will try a more desperate
strategy and use unholy frenzy on the giant
scarecrow, giving him an extra claw attack in
exchange for 5 necrotic damage each turn.
Map 2: The necromancers hideout
APPENDIX A: CREATURE STATSBLOCK
Kenku
Necromancer
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