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2656350-Autumn Bloody Red Grain

The document outlines an adventure module titled 'Autumn: Bloody Red Grain' where players investigate livestock thefts in the village of Felk's Rest, leading them to a hidden farm controlled by a malevolent entity known as the Shroud. The adventure is divided into three parts: investigating the thefts, navigating a surreal cornfield, and confronting the Shroud. Players must unravel the mystery, survive the entity's tests, and potentially save a missing boy while dealing with the shifting tones from fantasy to horror.

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0% found this document useful (0 votes)
26 views20 pages

2656350-Autumn Bloody Red Grain

The document outlines an adventure module titled 'Autumn: Bloody Red Grain' where players investigate livestock thefts in the village of Felk's Rest, leading them to a hidden farm controlled by a malevolent entity known as the Shroud. The adventure is divided into three parts: investigating the thefts, navigating a surreal cornfield, and confronting the Shroud. Players must unravel the mystery, survive the entity's tests, and potentially save a missing boy while dealing with the shifting tones from fantasy to horror.

Uploaded by

2808pk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HTTP://COUNCILOFWYRMS.FREE.

FR/

CREDITS
An adventure by: M. Benucci
Cartography: F. Pedani.
Original setting idea: F. Pedani & L. Mereni
English translation: L. Mereni
Editing: F. Pedani.

1
AUTUMN: BLOODY RED GRAIN
TEXT CONVENTIONS INTRODUCTION
In this module, plain text is used for The PCs are hired or they find a notice to
DM’s info. Descriptions meant for players understand what happened to some head of
are written within boxes that can be read or livestock. A boy, the factotum of a farmer,
paraphrased by the DM. has also disappeared.

FOREWORD The search will bring the characters into


an area of corn fields that they will need to
explore, finally discovering a hidden farm.
In the village of Felk’s Rest life is quiet, While wandering in the fields, they will be
its rhythm defined by the rattling of golden captured within a distorted reality created by
coins, the shouting in the markets, and the a malignant and powerful entity. In this
trotting of horses on the caravan route along reality, the fields go on forever in every
the river. The borough is small and lively, not direction.
likely to impress a traveler, except for the
The characters will have to survive in this
dark silhouette of the atavic home of the Lord
surreal environment and unravel the mystery
of Felk, the ancient castle on the Bald Hill.
hidden in the farm. With some luck, they will
Only he who stares out of the stronghold
also be able to save the boy who went missing
from the windows facing east will be able to
and is held captive in the farm, while a
see the older buildings, the grand colonic
doppelganger of himself, created by the
houses barely visible from the main road.
entity, roams the fields and is set to destroy
There live the founders, offspring of the first
the characters.
settlers of these lands, loners that do not look
impatiently at the road waiting for foreign As probably understood, the goal of the
gold, but rather to the sky, searching for signs adventure is to break the curse on the farm
of the weather to come; they do not heed to and defeat the ancient evil that has taken hold
the latest rumors from the Great Cities, but of it.
rather listen to the murmurings of the eternal
fogs that shroud the Forest and graze their SETTING
house bringing lost wills of almost forgotten
Gods. The adventure is divided in three parts,
each with its very own tone. The first setting
is “standard fantasy hamlet” setting, the
second part has a surreal setting, and the last
is pure horror. The DM should make these
tone changes as sudden as possible in order
to confuse and unsettle the players.
Since the adventure takes places in a
cornfield, it is probably better to set it during
autumn when corns reach their maximum
height. In case autumn does not cope with
the will of the DM or for some reason corn is
not present in the part of the world where he
wants to set the adventure, he can replace
corn with rice. Not everybody knows that

2
certain varieties of rice can grow as tall as 2 farms in order to sacrifice them in the hope to
meters, enough to keep the claustrophobic regain its lost powers. He has also corrupted
mood of the adventure. Hempen is another a young boy, hoping to make him his new
suitable candidate. worshipper. His plan, though, did not work
very well. When it attempted to sacrifice the
THE STORY animals, half of them run off scared by its
presence. The boy is not its captive, but he’s
Well before these lands were claimed by
too terrorized and useless, and the entity is
humans, they belonged to Others. They were
already planning to kill him.
powerful, but also instinctive and primitive
creatures. Many of them left when the More or less at this time, the PCs arrive
humans arrived, but some remained. This is at the cornfield next to the farm. The Shroud,
the story of one of them. This entity, known believing that the newcomers have been
only as the Shroud, was worshipped as tribal attracted by his call, will test their suitability
deity. Once forgotten, it fell in a timeless as new worshippers. Those who will be able
slumber similar to death. It would have fallen to interpret his will be his new cultists, the
into oblivion if it was not for a farmer, who others new sacrifices. One of the tricks he will
inadvertently built his house on its resting use to bend the will of the PCs is a
place. Even more unfortunately, he placed doppelganger of the young boy, it is actually
the slaughterhouse right on top of the ancient an emanation of its power, that will appear to
sacrificial altar where the Shroud used to the PCs frightened and confused, but whose
receive its offers. The blood of the animals intent is actually to undermine the
and the violent nature of the farmer relationships between the characters.
awakened the ancient evil.
SYNOPSIS
The entity, though, was incapable of
understanding the time elapsed and is totally Part one: the PCs are hired to investigate
unaware of the new world where it emerged, on a number of thefts of livestock: they will
and so it started demanding to the farmer the be able to visit the place where the theft have
same sacrifices that the primitives of its times occurred and they will gather clues that will
used to offer him. lead them to the Gatlin’s farm.
Very soon, the spirit of the unrefined Part two: once at the farm the Pcs will be
farmer succumbed to the old being and he trapped inside the haunted cornfield and will
started to lose his humanity. Very soon, his have to face the tests envisioned by the
degrading demeanor and increasingly gross Shroud for them.
habits made him very unpopular amongst his
fellow citizens. His workers left and his Part three: the PCs will arrive at the farm
business fell in pieces. He finally died alone once they have proven their worth to the
in his rumbling farm, exhausted by the efforts Shroud. After a brief exploration of the farm,
to satisfy the delirious requests of his they will finally confront the malevolent
inhuman master. entity.

Thus, the Shroud lost his only follower.


Bounded to its sacred placed, like a tree to the
soil, the only means to reach the outer world
was, for him, to project his thoughts towards
animals and weak minded individuals in
order to influence their consciences. The
Shroud, just before the characters arrive in
town, has succeeded in calling forth to him
some heads of livestock from the nearby

3
PART ONE
notice that there are only two entrances:
The adventure can start in many different
a double door for the animals that can be
ways. The characters might just be passing
closed from the interior with a wooden
by, on their way from or to another
pole, and a small door for the farmer and
adventure, or Felk’s Rest can be their starting
his workers, which was locked. The
point for a broader campaign. The adventure
upper floor, though, has a couple of
is designed for characters of level 1-4. The
windows that anyone could use to
characters can learn about the theft in the
penetrate in the building. Using
local tavern. The owners of the three affected
Perception or Investigation (CD 12) it is
farms have gathered some money to offer a
possible to infer that the cows went out
reward to whoever will be able to find the
on their own after someone pushed the
culprit and bring back the animals.
pole away. The characters will not be
There is also a notice on a board in the able to discover anything else. However,
local tavern that clearly states: the truth is different and the cows pushed
the pole themselves under the influence
Livestock theft! of the Shroud.
A reward of 60 gold pieces will be - Merryn’s Farm: Farmer Merryn has lost
three cows as well. They were in a fence
offered to whoever will capture the thief.
close to the stable. He will tell the PCs
5 more gold pieces for each cow that his guard dogs did not make a sound,
brought back. which is very unusual. Examining the
fence will reveal that the gate was kept
Real money! shut with a rope that has been cut. A
No bums. successful Perception, Animal Handling
or Survival (CD 14) check will reveal that
Dovel, Merryn, Angus (the farners) the rope is not cut, but it was chewed
away by some large animal. What really
If the characters ask questions on the happened is that the Shroud made the
note, they will be told that the farmers are dogs fall asleep and controlled the cows
trying to have some justice on their own as making them leave the farm. If the
the sheriff has already ascribed the loss of the character interrogate the farmer, he will
animals to their negligence. tell them that there is only another farm
in the area: the Gatlin’s farm. That has
INVESTIGATION not been affected by any theft, but that it
is not surprising as it is common opinion
The PCs can freely investigate the farms that his beasts are so malnourished that
of the three men examine the locales where none would care to steal them.
the theft took place, gather information and - Angus’ Farm: Farmer Angus has lost
rumors in the tavern, and talk to the sheriff. two cows that were kept together with six
- Dovel’s Farm: farmer Dovel is raging for more that were left unscathed. The two
the disappearance of three cows, all of that disappeared were the closest to the
them, in his opinion, of very fine stock. exit door. The door seems open from the
He is so angry that he will not be able to inside and the dog did not bark, which is
give any valuable information to the PCs, very unusual as typically the dog is ill
or even have a rational conversation. If tempered and barks to anyone he does
the characters look in the stables they will not recognize. Using Perception or

4
Investigation (CD 12) the PCs will realize taken a revenge by stealing the cattle to get
that the farmer is not trying to deceive some food.
them. In this case, the truth is that the [ 3 ] Drogan the Tall is to blame, an infamous
Shroud made the dog fall asleep, again, bandit wanted by the guards of the whole
and, taking control over the cows, it nation for his evil deeds, theft, and robbery.
made them escape. It has also abducted [ 4 ] A small pack of Worgs must be the
the young boy Darren, a helper and responsible for such a skilled theft. The
factotum of the farmer. His creatures are ferocious and intelligent and
disappearance has gone unnoticed as the they could steal an infant from his cradle
boy was not a regular worker at the farm, without the mother even realizing.
but was rather paid by the day. [ 5 ] There was no theft. The three farmers
Moreover, he was considered lazy and, in have been negligent and their cows ran away.
overall, not kept in high esteem by the In order to avoid the fee due in case the beast
farmer. Actually, the latter will recall go wild, they have jointly invented and set up
about the boy, and the fact that he has not this story.
been showing up for work for a few days, [ 6 ] It was the Forest. She takes whatever she
only if the characters press on with the wants and it won’t give it back unless a triple
questions. If they ask if anything else is offer is made at the old dolmen. Only then,
amiss, apart from the cows, this will be maybe, the animals will be allowed to come
the answer upon a successful Perception back.
or Intuition check (CD 15). At that point, [ 7 ] It was that mad farmer: Gatlin. He lately
he will say that at first he did not realize carries around in a sack the head of a pig.
that the boy was missing because the boy Envious of his neighbors’ cattle, he stole
is only a silly orphan who does not like to them.
work. Despite this, he does not think that [ 8 ] Probably there is a small band of damned
the boy is involved in the thefts, as he goblins in the caverns around the village.
believes that he is too stupid to Those mischievous creatures would do
orchestrate any plan. He will not put any anything for a good steak from a fat cow!
reward for the rescue of the boy as well.
- The Sheriff: the sheriff will not waste too The characters will achieve more if they
much time with the characters. Only a decide to follow the tracks left by the beasts
successful Persuasion or Charisma (CD while leaving the farms. Using Perception,
12) check will convince him to heed the Investigation or Survival (CD 15) they will be
characters. He is convinced that this able to establish that all the beasts converged
whole business is a consequence of the towards a farm in very bad conditions: the
negligence of the three farmers and so not Gatlin’s farm.
his problem at all. If the characters have not already heard
- Rumors: If the PCs ask around about the about him, they will learn that Gatlin is a
thefts they will be able to gather the half-mad farmer with some disgusting habits
following rumors on a successful who leaves alone in his property. His bizarre
Persuasion or Charisma check (CD 10). behavior have alienated any sentiment of
Roll a d8:. sympathy that his fellow citizens might have
Rumors (Roll a d8) nurtured and now it is very difficult to find
someone willing to work for him. More than
[ 1 ] Farmer Dovel is an angry, old fool. He
once, he has been spotted carrying around
must have killed his cattle in a burst of anger
some animal parts as decoration. His farm
and then feigned that someone stole them.
includes a small pigpen, a stable with two or
[ 2 ] Farmer Angus is an old scrooge. He
three cows, and a small slaughterhouse. A
spends his money only for his precious
large cornfield surrounds the building.
animals, but he starves his workers with
Negligence and lack of workers have
miserable pays. Some of them must have

5
contributed to give to the place a sinister,
crumbling air, and plants have overridden the
trails making it difficult to reach.
Eventually the few clues gathered by the
party will lead the characters towards this
farm.

6
PART ONE
on their own in order to increase the
The characters will end up at Gatlin’s
weirdness of the situation. Once they enter in
farm, but in order to get there they will have
the fields they will be expecting to cross them
to make their way through a large cornfield.
quickly, but when they will keep going and
Once entered in the field, the second part of
going without reaching their destination,
this adventure starts.
they will soon realize that something is
THE MAGIC OF THE CORNFIELD wrong. Again the DM is encouraged to keep
the mystery and avoid any suggestion, he
The magic that permeates these fields is should only let the players feel a sense of
almost incomprehensible for the PCs. It is the hopelessness as they venture in the immense
power of an ancient and primitive entity, very field
distant from human standards. It is not an
illusion, so any anti-illusion magic the VISIBILITY AND SPECIAL RULES
characters might have will not reveal
In the cornfield, the visibility is normal
anything and it will simply not work. The
only inside a 10 ft. radius. Between 10 ft. and
power of the Shroud can bend reality as well
20 ft. everything is lightly obscured, beyond
as the senses of the PCs, so that anything they
20 ft. applies the heavily obscured condition.
experience is actually real (including wounds
Darkvision or similar abilities are ineffective
and objects they might find in the fields).
against these conditions.
There is no way out of the fields other than
the path prepared by the Shroud and Fly or Ranged and throwing weapons suffer
Teleport spells do not work. If one of the disadvantage, two-handed weapons suffer a
characters own a familiar capable of flight, -2 penalty due to maneuverability issues
once airborne it won’t see the characters amongst the plants.
anymore: just the fields and the farm as they
When the characters are inside a glade,
are in the non-distorted reality.
these rules are suspended
Burn the fields down is impossible. Any
fire will die out in less than a minute without LONG AND SHORT RESTS
making any damage.
The Shroud will not be soft on the
Using ropes, signals (like leaving stones characters. The first time they will try to do a
behind), or any other expedient to keep track short rest, they will not have any problem.
of the path will not work as well (but give
Starting from the second time, the Shroud
secretly to the Pc who came out with the
will send a swarm of poisonous red ants, each
good idea 25 PXs). If a PC climbs on the
as big as a phalanx. A dexterity saving throw
shoulders of another he will be able to see the
is needed, to get rid of the insects before they
farm, but the farm will not get any closer
start to bite (CD 13). The characters who fail
while walking. There is no way to circumvent
the Shroud’s power. the saving throw will receive 1d3 damages
and will have to make a Constitution saving
SETTING throw (CD 14) or be poisoned for 2 hours.

The DM should not tell directly to the If the characters take a long rest, whether
characters that the fields seem to be going on they take guard shifts or not, the night will
forever. Better if they make this realization seemingly pass without issues. The morning

7
they will be able to continue their travels well of the encounters check the following
rested. diagram.
Warning! The truth is that both those
sleeping and those who were taking guard
duty fell asleep under the Shroud’s influence.
Everyone is still sleeping, and the PCs are
just dreaming of waking up. The DM should
play as the PCs are beginning the new day:
the DM will choose an encounter from those
below (except the encounter with the driad),
and only when the encounter is terminated
they will wake up realizing that it was only a
dream. Spells and hit points are restored. The
PX earned are not canceled. In order to make
things even weirder the first encounter for the
day is the same they have just dreamt.
Other long rests are subject to the same
rules as the short rests.

TIME
The PCs will make an encounter for each
hour they spend in the cornfield. If they do
not proceed, there are no encounters since
there are no monsters roaming in the fields.
The encounters are tests devised by the
Shroud to test the characters. There are three
groups of encounters (A, B, C). In order to
access to the next group, the characters need
each time to pass a particular tests. If the
characters do not pass the test, they will keep
wandering around making again the same
encounters without advancing to the next
group. The tests are not necessarily evident
per-se and the characters might end up
wandering the field for a long time (with
possible lethal results). If, on the other hand,
the characters overcome the Shroud’s test,
they will proceed to the next group of
encounters (from A to B and from B to C). In
other words, the characters will face six
encounters in each group and will be able to
advance to the next group only if they
succeed the text that constitutes the sixth
encounter of each group. If they fail, they will
start again the current group of encounters.
When repeating the encounters, the enemies
slain and the objects collected the first time
will not appear again. To clarify the structure

8
1A 2A 3A

6A
If the PCs pass the test, 5A 4A
move to 1B. To 1A
otherwise.

1B 2B 3B

6B
If the PCs pass the test, 5B 4B
move to 1C. To 1B
otherwise.

1C 2C 3C

6A
5C
If the PCs pass the test,
they emerge at the 4C
farm. The go back to
1C otherwise.

Progressione degli incontri

9
wants to receive a blood offer from the
ENCOUNTERS characters and has left there the wounded
animal for them to deliver the killing blow. If
1A – The old sactifice. The PCs find an
the characters kill the beast they will pass to
impaled pig. The carcass smells badly and the the next group of encounters (1B); otherwise
meat has been largely ripped apart. they will restart with encounter 1A. In case
2A – The dreamcatcher three. The PCs they decide to heal the cow, three Medicine
stumble in a small glade (40 ft. diameter). In checks (CD 14) will do the trick, the Shroud
the middle, there is wizened tree. On its will be confused by their behavior will take
branches there are numerous dreamcatchers them back to 1A in any case. Once they reach
made with animal bones. If the characters again 6A they will find again a beast to
climb the tree, they will only see the sacrifice, a pig this time. Should the
cornfield, going forever on. characters cure also this animal, the Shroud,
angry, will let them pass to 1B, but will
3A – The scythe. The PCs find a scythe. torment them with a flock of crows. The
The item is resting on a big white rock, its crows will throw themselves against any
blade stained with blood. It can be used as a magic user who will attempt to cast a spell
weapon (damage 2d4, two handed, heavy). The attempting to make him lose the
initials S.K are written on it. concentration, (unless he succeeds on a Wisdom
saving throw of CD 10. If the spell needs
4A – The scarecrow. The PCs will get to
concentration, and is not ritual, he will also lose
a glade (40 ft. diameter). Inside there are
the spell slot). The characters get 50 PX if they
some scarecrows (MM Pag. 268). The
try to heal the animals.
scarecrows are equal to the PCs in number
plus one. The scarecrows appearances mimic 1B - The menhir. The PCs will arrive into
those of the PCs (e.g., one will be equipped a small glade (15 ft. diameter). At the center
with a wooden sword and a pot as a shield, stands a menhir almost 7 ft. tall. The
mimicking the warrior of the group; another monolith looks ancient and is covered by
will have a worn cape and a hood, resembling moss, and there are some inscriptions on it. If
a mage robe etc.) The Master should not say the characters inspect it thoroughly, they will
explicitly that the scarecrows resemble the find a magic symbol. The closest character to
characters, but rather let the players infer that the symbol will suffer the effects of the spell
from the description. The only scarecrow that Crown of Madness. If the character fails a
does not resemble a character is a cursed Wisdom saving throw (CD 14) he will lose his
creature that will attack the party as soon as mind and start attacking his companions
they let their guard down. It will fight until while a holly crown appears on his head. This
destruction. challenge can be overcome knocking him
5A – The ooze. The soil is slippery, but out, waiting for the spell to expire (1 minute),
there is no way around it. The characters’ or destroying the symbol (AC 10, resistance to
speed is halved and if the characters must all types of damage, 25 PF). If the characters
make a Constitution saving throw (CD 10) or will overcome this challenge, they will earn
suffer a level of fatigue. 200 PX.

6A – The new sacrifice. The PCs will 2B The pit. The PCs will find a pit (15 ft.
hear a loud moan. The sound comes from diameter). Seemingly it is used to contain
one of the cows they are looking for. The waste of animal origin: inside the pit there are
belly and the leg of the cow are badly bone fragments, shreds of skin, and other
wounded. On the ground just beside the remains. Hidden inside there are also some
animal there is a primitive sickle, its blade crawling claws ready to attack any character
tainted with blood. This is the first test that that gets too close. There are as many
the Shroud imposes on the characters: he crawling claws as the characters, plus one

10
(MM page 44). If at least half of them will be HP per experience level, they will receive a
destroyed, the others will flee, but will attack blessing. This blessing has the same effect of
later as soon as the characters try to rest. a short rest, but it is instantaneous. In this
case, the negative effects of resting in the
3B – The old well. The PCs find an old cornfield do not apply. Unfortunately, there
well without pulley or bucket. The water at is a hidden negative effect: the character who
the bottom of the well is contaminated. If the enjoyed the blessing will suffer disadvantage
characters drink it without somehow on saving throws when facing the Shroud.
purifying it (they can do so by boiling the
water for example), they will need to pass a This is the second Shroud’s test. If the
Constitution saving throw (CD 14) or be PCs perform the blood sacrifice, their next
poisoned for 2d6 hours. The condition is a encounter will be 1C. Otherwise, they will go
form of dysentery. If the characters drink a lot back to 1B.
of water they will also suffer 2 level of
1C – The amygdala. The PCs will find a
exhaustion.
flat rock on top of which there is a blood
4B – The real scarecrows. The PCs find stained pointed stone. This is a primitive
themselves in a glade (20 ft. diameter). At its weapon, an amygdala, infused with magic
center, there is a group of scarecrows made of power by the Shroud.
straw. These are normal scarecrows and their
The weapon is made by stone, it inflicts
number is the same as the PCs. The
1d4 damage points, and is one handed +1
characters will hear distant voices that, if they
weapon. It is a cursed weapon that
listen carefully, will be revealed to be their
automatically binds to the character who first
own voices lively discussing about an
wields it. Once bound the character has to
ambush that they suffered by a cursed tree.
use it in hand to hand combat, and if he is
This encounter does not bring any
wounded he will need to perform a successful
consequence per se, it serves only the purpose
Wisdom check (DC 15) or be unable to stop
of raising the level of paranoia within the
fighting regardless of what is happening in
party.
the surroundings. If the curse is removed the
5B – The infested mud. In the mud the object loses its magic, breaks in two revealing
speed of the party is halved and going on is an amber gemstone, 50 GP worth.
very hard. If the characters do not pass a
2C – Darren. The PCs will hear
Constitution saving throw (CD 10) they will
someone’s steps coming their way while
suffer one level of fatigue. Moreover, as they
panting. A boy will appear from the
cross the mud, some Lemures (MM Pag 76)
vegetation. He is gaunt and scared. He will
will emerge to attack the party. If the
tell his name is Darren, the missing helper of
characters manage to leave the mud, the
farmer Angus. He found himself in this
creatures will not pursue. There are as many
strange farm and he is trying to escape and
lemures as the party members divided by two
will gladly join the PCs, since he is looking
(round up).
for protection. This Darren is a false: a
6B – The stone circle. The PCs will find doppelganger created by the Shroud to
a circle of seven huge rocks. Each is 7 ft. high. confuse and distract the characters in the
At the very center, there is a primitive stone crucial moments from now on. It will stick
altar with some inscription in an archaic with the characters constantly putting himself
version of the common tongue. The in danger and calling for help; he will give
characters can decipher the inscription with a false information regarding the farm (e.g. I
successful Intelligence check (CD 12). The hid in the slaughterhouse, there was nobody
words mean “Power in exchange of blood”. there…) testing their forces and will. Luckily,
If the PCs kill a beast with at least 10 HP or as mentioned, the Shroud is rather alien to
shed their blood on the altar, losing at least 2 human thoughts and eventually the false

11
Darren, controlled by its mind, will make a will hear an incorporeal voice saying: “A story
revealing mistake. For instance, the false for every fruit”. The voice will not add
Darren will not eat or sleep unless a PC anything else. If the characters just take a
reminds him to do so, and does often get fruit, the apple will provide for food for the
confused by objects’ names (for instance, it is day, but those who eat it will also receive the
difficult for him to distinguish between a poisoned condition for the next 12 hours. If
sword and an axe, or a shovel and a sickle…). the characters tell a story, the tribute is paid
If the characters decide to attack him, he is and the apple will not only provide for food,
not much of a fight (AC 12, HP 30, resistance to but also restore 2d4+1 HP. The story can be
everything, fists +2 to hit. Hit: 1, 1d2 bludgeoning narrated by the player or by making a
damage, 25 XP). If killed he will melt away successful Religion or Performance check
leaving behind a disgusting mix of ooze and (DC 10). If the character has the Entertainer
animal bones. background or is a Bard the story is
automatically told. If the characters attack
If, for any reason (for instance, they fail
the tree for any reason, for example they
the test in 6C) the party redoes this encounter
might heed to Darren who is constantly
a second time, it will be different. The
referring to the tree as an “evil, wicked tree”,
characters will hear some voices: it is the
the dryad will reveal herself and immediately
chaotic chattering of two young women and
attack the characters until they leave the
two young men. Suddenly the characters will
glade or she is defeated.
hear screams and people running in panic. A
bit later, the characters will find a stain of 6C – The lone scarecrow. The PCs will
blood on the ground, but nothing else. find a scarecrow right in the middle of the
field. The scarecrow is a monster, and it will
3C – The old infested well. The PCs find
attack the characters (MM Page 268). Once its
an old stone well without pulley or bucket.
hit points are halved, he will flee. Inspecting
The well contains some water, but inside the
the area will reveal a hole in the ground filled
water, there is a Grey Ooze (MM Page 243). If
with a few objects and human bones. The
the characters somehow touch the water, the
objects belong to one of the characters (e.g. a
creature will climb up in a round and then it
secondary weapon, a spellbook, etc…), and
will attack.
Darren or a crawling claw has stolen them
4C – The corpse. The PCs find a during the night. The character did not
decomposed corpse. Examining the body realize his objects were missing. Has
will reveal that he has been strangled until the someone stolen the PC’s stuff, or the
neck was broken. The corpse resembles too character is not who is pretending to be?
much one of the characters. What if one of Moreover, the bones in the holes have the
the characters is not who he says he is? This same size of the character whose equipment
trick should instill in the characters the doubt was stolen. Could the character be another
that there is an impostor within their ranks. monster in disguise?

5C – The dryad’s three. At the center of This encounter is meant to disturb and
a glade (40 ft. diameter) stands a magnificent confuse the characters. The stats for the
apple tree full of succulent apples. This apple scarecrow are the same as those in encounter
tree hosts a dryad (MM Pag. 121). The dryad 4A. The Shroud wants the suspected
power is capable of keeping at bay the character killed by his companions. This is
Shroud’s one. The Dryad is not necessarily the last test. The false Darren will try to push
helpful towards the party; on the other hand, the other characters towards killing the
she can get very upset if they damage the tree. suspect. In order to pass the test, it is not
In this glade, the characters can rest safe from strictly necessary to kill the character:
the disturbances from the Shroud. If the wounding him is enough. A self-inflicted
characters take an apple from the tree, they wound, which the character could cause to

12
himself in order to prove that he is a human,
will work as well. Even if the characters kill
the false Darren, they will pass the test.
Basically the Shroud wants to see that the
characters are ready to kill one of their own.
If the test is passed, they will be free to
finally access the farm leaving the cornfields
behind. If none is wounded, they will have to
start again with 1C. If they reach again 6C
and fail again to wound anyone, the Shroud
will let them pass anyway but the scarecrow
will attack again before the characters leave.
This time, it will fight to the death.

13
PART THREE
After wandering the cornfield, the PCs In the granary, the Shroud has set up an
will finally arrive at the farm. The complex ambush for the PCs. If the false Darren is still
has four main buildings: the mansion, the with them, he will encourage them to go into
granary, the stable, and the slaughterhouse. this building first.
The farm is semi-abandoned and the The stable is empty apart from the real
party will not make any encounter until they Darren who is held prisoner inside. The false
go explore inside the buildings. The false Darren will try to avoid this building as much
Darren will do his best to keep them away as possible.
from the stable and the slaughterhouse, and
The slaughterhouse is the Shroud’s
will try to direct them towards the granary
home. The party will have to face the ancient
instead.
entity if they want to leave the farm.
In the mansion, there is no anything too
important to complete the adventure, but the
characters might find some useful items.

The Farm

farm used to host many workers, but now is


THE MANSION just an empty, dirty and, in many places,
collapsing building..
Farmer Gatlin used to live here, and his
miserable life ended here as well. Once the

14
A1 - Entrance. This space was used as a farmer and his helpers used to use this room
common room where the farmer and his to wash their clothes. They used the water
helpers used to spend their very limited free from the well and then threw it outside once
time. There is a small fireplace, a wooden finished. There is nothing interesting here.
table and a few chairs, all eaten away by
A6 – Helper’s room. The farmer’s
worms. On the table there is something black
workers used to sleep here. There are six
and sticky as big as a human head: a closer
straw beds, three chests and two chairs. The
inspection reveals that it is the decomposed
room hides a danger: the ceiling will collapse
and partially mummified head of a pig.
when the characters walk in, inflicting 2d6
A2 - Pantry. This room was used to store damages unless they do a successful
food. Most of it has obviously gone bad, and Dexterity saving throw (DC 12).
the characters will be struck by the bad smell
A7 – Farmhands’ room. This empty
when they enter this room. They need a
successful Constitution saving throw (DC 10) room was used by the seasonal workers that
used to come at the farm during the harvest.
or be incapacitated for 10 minutes. Searching
Now there are only ten abandoned straw
among the rotten food, they can find four
beds on the ground. There is nothing
seasoned hams (17.5 pounds each) worth a
particularly interesting.
total of 12 gold pieces (3 GP each).
A8 – Farmer’s room. This was farmer
A3 - Kitchen. The kitchen has not been
Gatlin’s room. It is very simple: a bed, a
used for a long time. There are a small
table, two chairs and a cupboard. The corpse
fireplace food was cooked, a few cupboards,
of the farmer lies decomposed on the bed.
and a table. The food that was stored here is
After two rounds spent in the room, the
gone. A careful inspection (DC 12 Perception
corpse will animate and attack the party
or Investigation), though, will reveal a small
using a big cleaver.
jug sealed with wax. The jug contains one
pound of pepper worth 2 GP. A cooking kit,
worth 1 GP, also lies around in the dirt. Farmer Gatlin
Medium undead, Neutral Evil
A4 – The tools warehouse. Here the Armor class 8
farmer used to keep all the tools he needed Hit points 33 (3d8+9)
for the maintenance of the farm. This room Speed 20 ft.
hides a hidden danger give away by the STR DEX CON INT WIS CHA
sinisterly screaking floor. If the characters 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
stand in this room, an accident will likely Damage resistance Piercing damages
happen. After some time, the raised floor will Damage immunities Poison
collapse in different points and the characters Condition immunities Poisoned
will suffer 1d6 HP, from the fall and the Senses Passive perception 8
splinters, unless they succeed in a Dexterity Languages Can’t speak
saving throw (DC 12). Those who fail the Challenge ½ (100px)
saving throw will also see their speed halved Undead fortitude. If damage reduces the
until they receive a magical healing. zombie to 0 hit points, it must make a
Characters equipped with medium or heavy Constitution saving throw with a DC of 5 +
the damage taken, unless the damage is
armors will suffer disadvantage, while
radiant or from a critical hit. On a success,
characters of small size will have advantage the zombie drops to 1 hit point instead.
to the saving throw. Looking around it is
possible to find a carpenter’s kit, worth 8 GP, Action
and a blacksmith kit, worth 20 GP Cleaver Melee weapon attack +3 to hit,
reach 5ft. One target. Hit: 5 (1d8+1) slashing
A5 - Bathroom. In this room, there are a
damages.
few washtubs and some cupboards. The

15
An examination of the room will reveal 2 Azioni
GP and 45 CP. The characters will find Lash: Melee weapon attach- +1 to hit, reach
bronze a moon shaped pendant. The item is 10ft. One target. Hit: 2 (1d3) Bludgeoning
magic and start sparkling if there is silver damage.
within 30 ft.
B2 – Cleaning room. In this room, the
THE GRANARY cobs were separated from the leaves and left
hanging from the ceiling to exsiccate. Only a
This building has not been attended to, few were processed before madness took over
since farmer Gatlin lost his workers due to his the farmer’s mind. Here the PCs can find,
increasingly odd behavior. All the wheat after a quick examination, three shovels, five
gathered in the last period of proper activity hoes, and many baskets. Two of the missing
of the farm has been left here and is now cows are here: they have survived eating the
rotting away. The characters will cobs they could reach. The characters will be
immediately be able to understand this by the able to rescue them with a successful Animal
strong smell that comes from the building. Handling check (DC 10), otherwise the cows
Inside of the structure, the Shroud has will be stubborn and prone to panicking.
organized an ambush against the party.
When the characters visit area B2, the THE STABLE
monsters in B1 will animate preventing a
Once the farmer used to keep here his
possible retreat.
cows and his workhorse. Now they are all
B1 – Corn storehouse. 12 wooden vats dead, maybe because of the presence of the
were used to stock the corncobs according Shroud, maybe because of the farmer’s
with their ripeness level. The characters will madness. On the rear of the building, there is
not find anything unusual, but once they will a piggery. The real Darren is hidden
have crossed the entire room and reached the somewhere in this building (C3)
adjacent one (B2), the Shroud will animate
C1 –The stable hall. This is the main part
his servants, one for each vat. These creatures
of the stable. With a successful (DC 12)
are ensembles of rotting plants and putrescent
Perception or Investigation check (also
wood. They are about 5 ft. tal.
Animal Handling can be used in this case),
the characters will realize that the boxes of
Rotting Creatures the animals have been opened violently from
Medium plant, Neutral Evil the inside by the maddened beasts.
Armor class 9
Hit points 12 (3d6) C2 – The dead cow’s box. In this box
Speed 20ft. there is the corpse, almost a skeleton, of a
STR DEX CON INT WIS CHA cow that broke her neck trying to get out of
3 (-4) 8 (-1) 11 (+0) 8 (-1) 10 (+0) 5 (-3) the stable during a panic attack. The Shroud
Damage vulnerability Fire has reanimated her as an undead monster.
Damage resistance Piercing, bludgeoning.
Damage immunity Poison
Condition immunity Poisoned, frightened,
Undead cow
Large undead, Neutral Evil
fatigued.
Senses Passive perception 10 Armor class 9
Languages Can’t Speak Hit points 24 (3d10+6)
Challenge 1/8 (25px) Speed 30ft.
STR DEX CON INT WIS CHA
False visage: Rotting Creatures are
16 (+3) 8 (-1) 14 (+2) 2 (-4) 8 (-1) 5 (-3)
indistinguishable from piles of rotting plants
until they move. Damage resistance Piercing damage.
Damage immunity Poison.

16
Conditions immunity Poisoned, frightened, D2 – The slaughterhouse. This place,
fatigued. once a small slaughterhouse, has now
Senses Passive perception 9 become the insane altar of a forgotten god.
Languages Can’t speak The Shroud, controlling his mind, has made
Challenge 1/4 (50px) the farmer build this primitive altar
Undead fortitude. If damage reduces the composed by bones and badly processed
zombie to 0 hit points, it must make a pelts. The smell is disgusting, but is almost
Constitution saving throw with a DC of 5 + tolerable because there is a hole in the ceiling,
the damage taken, unless the damage is exactly where the altar is. It is impossible to
radiant or from a critical hit. On a success,
guess why the hole is there. Amongst the
the zombie drops to 1 hit point instead.
carcasses at the altar, it is possible to
Actions recognize four cows recently killed. These
Horned head butt. Melee weapon attack, +3 are, unfortunately, the missing cows. At first,
to hit, reach 5ft. One target. Hit: 7 (1d8+3). the PCs will not see anyone. Suddenly, the
Bludgeoning damage. skull of a cow will raise from the other animal
remains and will start hovering, with an
animal hide hanging like a cape. This is the
C3 – Darren’s box. Here the characters appearance chosen by the Shroud for his
will find young Darren (use Commoner, MM encounter with the party. It will wait for 3
page 345). He is tied and partially covered by rounds for the PCs to sacrifice one of their
straw. He won’t be able to help the PCs, but companions or at least to bow down and
he will whisper them that there is a monster venerate him. If more than 3 rounds pass
in the slaughterhouse. Saving the boy will without anything happening, or the PCs
earn 50 XP to the characters. If the false attack first, the Shroud will enter combat.
Darren is still with them, he will start The spirit fights until its destruction.
accusing the real one of being an impostor. If
cornered the false Darren will attack.
The Shroud
C4 – The piggery. The pigs were kept Medium aberration, Caotic Evil
within a fence, but they went mad and ate Armor class 13
each other. The only survivor is insane as Hit points 40 (9d4+18)
well and will immediately attack the party, as Speed 40ft.(Fly).
they get closer. (Use Boar, MM page 319). STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
THE SLAUGHTERHOUSE Damage resistance Piercing, lightning, fire,
necrotic.
Farmer Gatlin inadvertently built this Damage immunity Cold, poison.
small slaughterhouse on top of the resting Condition immunity Poisoned, Frightened,
place of the Shroud. The latter, Fatigued, Charmed, Petrified, Prone.
misinterpreting the function of the building, Senses Passive perception 12, darkvision
has made its temple of it. It does not fully 60ft.
understand human needs as eating or Languages Won’t speak
sleeping, and for him a place where animals Challenge 3(700px)
are killed is an altar in its honor. Now it Magic resistance The Shroud has advantage
wants the PCs to make a sacrifice for him, on all saving throws against spells and magic
effects.
and when his desire will not be satisfied he
Spellcasting: The Shroud is a 4th level caster.
will become infuriated and will attack them.
His spellcasting ability is Intelligence. (Spell
D1 – Swarm of Ravens. A swarm of save DC 12, +5 to hit with spell attacks). He
ravens guards the entrance to the has the following mage spells prepared:
slaughterhouse. They will attack the PCs as
they get close. (MM, page 339)

17
Cantrips (at will): Mage’s hand
1° level (3 slot): Shield, Charme
2° level (2 slot): Blur, Flaming sphere

Actions
Multiattack: The Shroud may cast a spell or
make two melee attacks.

Necrotic ray: Ranged magic attack +4 to hit,


reach 30ft., one target. Hit: 7 (2d6) necrotic
damage.

18
EPILOGUE
Once defeated, the farm will go back to
its “normal” state. All the undead will rot
away and the surviving animals will return to
their normal behavior. The cornfield will no
longer be haunted and it will take only a few
minutes to cross it.
The characters will receive half the
reward for the cows they were able rescue
because they could not capture the thief and
no one will believe the story of the spirit who
steals cows.
If the PCs rescued Darren they receive 50
XP each. Completing the adventure earns
them 100 XP each.
The Shroud, anyway, has not been killed.
Only his material form has been destroyed.
He will go back to sleep, for another
millennium or another year. It makes no
difference to him …

19

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