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Here is my ready to play Scarecrow Adventure it should fit into any campaign.

THE PARTY BEGINS BY JOURNEYING THROUGH A FOREST OUTSIDE OF A TOWN. THE WOODS CLEARS, THEY COME UPON A FAIRLY SULLEN LOOKING FARMING VILLAGE. OUTSIDE THE VILLAGE A SCRAWNY DOG BARKS AT THE PCS AND RUNS TOWARD THE VILLAGE. IF THE PCS FOLLOW THEY ARRIVE AT THE VILLAGE COMMON. THE FETID STENCH OF DECAY HANGS IN THE AIR. THE MUTILATED BODIES OF THE VILLAGER LIE SPRAWLED OUT ON THE COMMON. SOME LOOK AS IF THEY HAVE BEEN STRANGLED OR BEATEN, OTHERS LOOK AS IF THEY HAVE BEEN PECKED TO DEATH. AFTER THE PCS LOOK OVER THE BODIES THEY HEAR THE CAWS OF THE CROWS IN THE TREES. THE CAWS KEEP GETTING LOUDER. AFTER THE PCS REALIZE SOMETHING IS WRONG 1D20+10 CROWS SWOOP DOWN TO ATTACK.


CROWS(1D20+10): THACO:20-1PER6CROWS AC:9-1PER6CROWS #ATTACKS: 1PER6 DMG:1D6

AFTER THE PCS FINISH KILLING THE CROWS (CROWS FLEE IF REDUCED TO LESS THAN 6) THEY MAY WANT TO EXPLORE THE VILLAGE (USE MAP). THEY FIND 1D8 FURS, 1D10 DAYS RATIONS AND IN A CABINET OF ONE HOUSE AN HERBAL POTION OF HEALING (RESTORES 1D10 HP). ONE HOUSE APPEARS TO BE THE HOUSE OF A HUNTER THEY FIND 3 FURS (2 DEER 1 BEAR), A SHORT BOW, 8 ARROWS, ON THE WALL IS A SHORTSWORD+1. THE HUNTER LIES DEAD IN FRONT OF IT. AFTER THE PCS FINISH SEARCHING DESCRIBE THE MAP. TO THE SOUTH THERE IS A CORNFIELD AND A WINDMILL SCARECROWS DOT THE CORNFIELD. THE PCS WILL HAVE TO CROSS THE CORNFIELD TO GET TO THE WINDMILL. EVERY ROUND THE PCS WALK 1D10 SQUARES INTO THE CORNFIELD AND THE SCARECROWS MOVE 1D20 SQUARES TOWARD THE PCS. EVERY ROUND AFTER THE FIRST MAKE A WISDOM CHECK FOR EACH CHARACTER. IF A CHARACTER SUCCEEDS IN THE WISDOM CHECK TELL THAT PC SOMETHING SEEMS UNUSUAL TO THEM. TELL THEM THAT THE SCARECROWS SEEM TO BE GETTING CLOSER TO THEM. EVENTUALLY THE PCS WILL RUN INTO THE SCARECROWS. THE SCARECROWS MOVE AWKWARDLY AND CARRY VARIOUS CRUDE WEAPONS (PITCHFORK, SHOVEL). THEY ARE PUT TOGETHER OUT OF VARIOUS SCRAPS OF THINGS. SOME MAY HAVE BUCKETS OR BAGS OF STRAW FOR A HEAD OR VARIOUS OBJECTS FOR ARMS. MAKE A FEW MINOR ADJUSTMENTS TO THE STATS OF EACH INDIVIDUAL SCARECROW. FIRE ATTACKS GET +1 TO HIT AND DEAL DOUBLE DAMAGE. SCARECROWS ARE IMMUNE TO COLD ATTACKS AN TAKE HALF DAMAGE FROM PIERCING WEAPONS.


BASIC STATS SCARECROWS(7):THACO:19 AC:7 #ATTACKS:1 DMG:1D6(WEAPON) HP:2D6

IF THE PCS FIGHT OFF ALL THE SCARECROWS THEY WILL BE ALLOWED TO PROGRESS, UNHINDERED THROUGH THE CORNFIELD. IF THE PCS FLEE THE SCARECROWS CHASE THEM UNTIL THEY LEAVE THE CORNFIELD. ONCE THE PCS LEAVE THE CORNFIELD THEY SHOULD BE AT THE WINDMILL. USE THE DRAWING TO DESCRIBE THE SCENE TO THE PCS. THE SCARECROWS STAND STILL UNTIL ATTACKED. ONLY THE MARKED SCARECROWS ARE ANIMATED. IF A PC ATTACKS AN ANIMATED SCARECROW IT WILL COME TO LIFE AND ATTACK THE PC. IF A PC ATTACKS AN UNANIMATED SCARECROW ANY ANIMATED SCARECROW ADJACENT TO IT WILL ATTACK THAT PC IMMEDIATELY WITH A +1 DUE TO SURPRISE. THE SCARECROWS HAVE THE SAME STATS AS ABOVE. IF THE PCS WALK PAST THE SCARECROWS TO THE WINDMILL THE SCARECROWS WILL IMMEDIATELY ATTACK THEM ONCE THEY REACH THE DOTTED BOX IN FRONT OF THE DOORWAY.

ONCE THE PCS ENTER THE WINDMILL THEY ENCOUNTER 2 SCARECROWS. THE SCARECROWS ARE LARGER THAN THE OTHERS (7 FT TALL) AND HAVE JACKOLANTERNS FOR HEADS AND CARRY SCHYTHES. BEHIND THE SCARECROWS IS A REVOLVING STONE TO CRUSH CORN AND OTHER GRAINS. THE INSIDE OF THE WINDMILL IS DARK, DRY, AND DUSTY THE FLOOR IS MADE OF DIRT EXCEPT FOR A STONE SLAB UNDER THE REVOLVING STONE. THE CEILING IS ABOUT 20 FT UP AND THERE IS A LADDER ON THE EAST SIDE OF THE REVOLVING STONE. IF THE PCS ARE ABLE TO FORCE THE SCARECROWS INTO THE REVOLVING STONE THEY WILL BE CRUSHED.


SCARECROWS(2): THACO:19 AC:6 #ATTACKS:1 DMG:1D10 HP:14

ONCE THE PCS DEFEAT THE SCARECROWS THEY CAN CLIMB UP THE LADDER. 10 FEET UP THE LADDER IS A SPIDER WEB ABOUT 3 FT IN DIAMETER. WHAT THE PCS DO NOT REALIZE IS THAT HIDDEN IN THE STRANDS OF THE WEB IS A PIECE OF ROPE ATTACHED TO A BLOCK THAT IS HOLDING UP A POLE WITH AN AXE BLADE AT THE TOP. IF THE PCS BRUSH ASIDE THE ROPE THE BLOCK FALLS OUT OF PLACE AND THE AXE DROPS DOWN ACROSS THE LADDER. THE FIRST PC IN THE PATH OF THE AXE BLADE RECIEVES 1D8 DAMAGE, THE SECOND RECIEVES 1D6, THE THIRD 1D4, THE FOURTH 1D2. IN ADDITION EACH PC RECIEVES 1D2 POINTS OF DAMAGE FROM FALLING. THERE IS A SECRET TRAP DOOR IN THE SOUTH EAST CORNER. A PC WHO BRUSHES ASIDE THE DIRT HERE WILL FIND A WOOD PANEL. IF THE WOOD PANEL IS REMOVED A SET OF STAIRS LEADING DOWN WILL BE FOUND. THE SECRET ROOM IS 15X15X7 THERE IS A MONSTER SKELETON(ORC) GUARDING A CHEST. THE CHEST CONTAINS 75GP 30SP AND A RING(BLUISH SILVER) THAT GIVES +1AC AND -1 TO DAMAGE RECIEVED BY THAT PC.


SKELETON: THACO:19 AC:7 #ATTACKS:1 DMG:1D8 HP:1D8

ONCE THE PCS REACH THE TOP OF THE LADDER THE ARRIVE AT THE SECOND FLOOR. IN THE ROOM THEY ARRIVE AT ARE 3 SCARECROWS. THESE SCARECROWS ARE MORE HEAVILY ARMED AND READY FOR BATTLE. THEY CARRY AXES AND SWORDS.


SCARECROWS(3): THACO:18 AC:5 #ATTACKS:1 DMG:1D8(WEAPON) HP:1D12+1

AFTER DEFEATING THE PCS DEFEAT THE SCARECROWS THEY MAY SEARCH THE ROOM. A SEARCH (OF WEAPONS ON WALLS AND ON SCARECROWS) TURNS UP 1D4 AXES AND 1D4 SWORDS 1D4 SHIELDS AND 1D4 CHAINMAIL SUITS ONLY 1D4 ITEMS OUT OF EACH CATEGORY ARE IN DECENT SHAPE THE REST ARE RUSTED. THERE IS A DOORWAY ON THE NORTHEAST SIDE OF THE ROOM.

THE WEST ROOM ONLY HAS A 25FT WALKWAY GOING SOUTHEAST TOWARDS A LADDER IN THE CORNER. THE WALKWAY IS MADE OUT OF THIN CREAKY WOOD. IF THE PCS WALK ACROSS THE WALKWAY 15' THEY WILL NOTICE A SPIDER WEB. THEY MAY ALSO NOTICE AT THIS TIME THAT THEIR FEET ARE STUCK IN SPIDERWEBS. A LARGE SPIDER (2FT DIAMETER) DESCENDS FROM THE CEILING. THE SPIDER RECIEVES A +2 TO HIT AGAINST A TRAPPED PC. PCS STUCK IN THE WEB TAKE ONE ROUND FOR EACH POINT OF STRENGTH UNDER 19 TO BREAK FREE OF THE WEB. IF A PC FORFEITS THEIR ATTACK THEY MAY SLICE THE WEB EACH POINT OF DAMAGE COUNTS AS A ROUND TOWARDS BREAKING THE WEB. A PC HIT BY THE SPIDER MUST MAKE A SAVING THROW OR IS POISONED THE POISON ONSETS IN 1D4 ROUNDS. THEN EACH ROUND FOR FIFTEEN ROUNDS THE PC MUST MAKE A SAVING THROW OR SUFFER 1 DAMAGE.


LARGE SPIDER: THACO:19 AC:8 #ATTACKS:1 DMG:1 HP:1D8+1

AS THE PCS FIGHT THE SPIDER 6 GIANT RATS APPEAR ON THE NORTHWEST SIDE OF THE WALKWAY. THE RATS BEGIN TO CHEW THE WALKWAY BOARDS DEALING 1D2 DAMAGE A ROUND. IF WALKWAY TAKES 30 DAMAGE IT BEGINS TO CREAK AND SNAP LOUDY. THE PCS THEN HAVE 1 ROUND TO CLEARY IT OR THEY WILL FALL AND SUFFER 1D8 DAMAGE. A PC ATTACKING A RAT WILL DEAL 1D2 DAMAGE TO THE WALKWAY UNLESS HE TAKES SPECIAL ACTIONS. SPECIAL ACTIONS MAY REQUIRE A -1 PENALTY TO ATTACK. IF A RAT IS ATTACKED BY A PC IT WILL ATTACK THE PC INSTEAD OF GNAWING THE WALKWAY. A PC HIT BY A RAT HAS A 5% PER DAMAGE CHANCE OF GETTING A DISEASE.


GIANT RATS(6): THACO:20 AC:7 #ATTACKS:1 DMG:1D3 HP:1D4

IF THE PCS PASS THE WALKWAY THEY MAY CLIMB THE LADDER UNHINDERED. WHEN THE REACH THE TOP THEY CLIMB OUT INTO A 20*30FT AREA WITH WALKWAYS ON THE EAST AND WEST SIDES. AGAINST THE SOUTH WALL IS A HUGE GEAR WITH A LARGE POLE COMING FOM THE CENTER AND STICKING OUT OF THE NORTH WALL. 2FT ABOVE THE GEAR IS AN OPENING TO THE NEXT FLOOR. IN BETWEEN THE 2 WALKWAYS IS ANOTHER HUGE GEAR. THE GEARS ROTATE AS SHOWN ON THE MAP. THE PCS MAY CLIMB THE GEARS UP TO THE OPENING IN THE CEILING. ON THE OTHER SIDE OF THE GEAR IS A CHEST WITH A SILVER QUARTERSTAFF+1.

ONCE THE PCS CLIMB OFF THE LADDER THEY ARRIVE IN THE TOP FLOOR OF THE WINDMILL. THIS IS THE WIZARDS STUDY. ON THE NORTH WALL THERE IS A LARGE TRIANGULAR WINDOW AND ON THE WEST WALL THERE IS A DESK. ON THE DESK THERE ARE A FEW SPELLBOOKS, 3 POTIONS (BLUE HEALING, CLEAR SLEEP, RED POISON), AND ONE SCROLL (BURNING HANDS). THE WIZARD LIES DEAD IN A HEAP COVERED BY HIS ROBES. IF THE PCS REMOVE HIS ROBES THEY CRUMBLE TO DUST ALL THAT IS LEFT OF THE WIZARD IS HIS SKELETON. IF THE PCS TOUCH HIS BOOKS, THEY TOO WILL CRUMBLE TO DUST. HIS JOURNAL IS ALSO THERE. IT REVEALS THAT HE CREATED THE SCARECROWS TO DEFEND THE TOWN AGAINST ORC ATTACKS. AFTER LOOKING AROUND FOR AWHILE THEY MAY NOTICE THE WINDMILL BLADES OR THEIR SHADOWS AGAINST THE SOUTH WALL (THE SUN IS SETTING). AFTER 1D4 ROUNDS OF LOOKING AROUND CROWS SWEEP THROUGH THE WINDOW TO ATTACK.


CROWS(1D20+3D4): THACO:20-1PER6CROWS AC:9-1PER6CROWS #ATTACKS:1PER6CROWS DMG:1D6

EACH POINT OF DMG DESTROYS 1 CROW. IF THE CROWS ARE REDUCED TO LESS THAN 6 THEY FLY AWAY. AFTER THEY FLY AWAY THE PCS SEE A SHADOW OF A SCARECROW HANGING ON TO A WINDMILL BLADE. THEN THE SCARECROW LEAPS IN TO ATTACK. THE SCARECROW IS MORE AGILE AND FAR LESS AKWARD, IT HAS A STRAW HAT ON TOP OF A SKULL HEAD. IT IS ARMED WITH 2 +1 SICLES. EVERY OTHER ROUND BEGINING ON THE FIRST IT MAY CAST A CHILLING GAZE AT A PC. IF A PC MEETS THIS GAZE HE MUST SAVE VS PETRIFICATION OR SUFFER 1D4 DAMAGE AND BE PARLYZED FOR 1D4 ROUNDS. THE SCARECROW MAY NOT MOVE IF HE USES THIS, IF A PC IS IMMUNE TO FEAR HE WILL BE IMMUNE TO THIS. THE SCARECROW IS IMMUNE TO COLD AND TAKES HALF DMG FROM PIERCING WEAPONS. FIRE ATTACKS GET +1 AND DEAL +1 DMG.


SCARECROW LORD: THACO:17 AC:4 #ATTACKS:2/SPECIAL DMG:1D4+2/1D4+2 HP:18

AFTER THE PCS DEFEAT THE SCARECROW THEY WILL HAVE BROKEN THE CURSE OF THE SENTIENT SCARECROW.

Village and Cornfield Map

Inside Windmill Map

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