24.07.2025 Views

PDF Die Kinder des Kaiserreichs 01 (German Edition) Full Pdf

COPY THIS LINK ===> https://read.goodebook.club/?ympe0725slenco=B0F93Q4CH4

COPY THIS LINK ===> https://read.goodebook.club/?ympe0725slenco=B0F93Q4CH4

SHOW MORE
SHOW LESS

Transform your PDFs into Flipbooks and boost your revenue!

Leverage SEO-optimized Flipbooks, powerful backlinks, and multimedia content to professionally showcase your products and significantly increase your reach.


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


MORE FROM THIS AUTHOR

Enlighten your RPG campaign with fantastic locations.

If you enjoyed this adventure, discover this illustrated collection of

50 unique cities from M.Z. Conti to inspire your games and bring

life and complexity to every city your players visit.

Enjoy this 50% promotional link exclusive for readers of “The

Revenge of the Crows”.

https://www.dmsguild.com/browse.php?discount=942a469858


DUNGEONS & DRAGONS, D&D, Wizards of the

Coast, Forgotten Realms, Ravenloft, Eberron, the

dragon ampersand, Ravnica and all other Wizards

of the Coast product names, and their respective

logos are trademarks of Wizards of the Coast in

the USA and other countries.

This work contains material that is copyright

Wizards of the Coast and/or other authors. Such

material is used with permission under the

Community Content Agreement for Dungeon

Masters Guild.

All other original material in this work is

copyright 2023 by M.Z. Conti and published under

the Community Content Agreement for Dungeon

Masters Guild.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!