The Haunting of Ravens Hollow
Introduction
The Haunting of Ravens Hollow is a Dungeons and Dragons 5e compatible, one-shot adventure designed for a group of three to five, 3rd-5th Level characters, though the adventure can be adapted to suit the needs of the party.
The adventure begins in the small town of Springbrook in Eastern Elvara.
The year is 1321 A.E — 10 years before the Vanguard Revolution. Springbrook at this time was an independent and autonomous jurisdiction, led by an elected Mayor and small council. Over the last several weeks several citizens have gone missing from the town, the latest of these being Rodrik, the son of Mayor Belamir himself. Rumours of strange noises, violent thugs and shape-shifting creatures are circulating, reiterated up by anyone journeying into the town from the east of the Elvara Forest. The party must venture forth toward Ravens Hollow (marked red on the map), an old run down ‘cabin’ to the East of Springbrook town. Some townsfolk claim the Hollow is haunted, others claim a demon resides there! Unbeknownst to the adventures, the Hollow is actually home to Carmen, a powerful Sorceror and worshipper of the Demon Lord Zenykul. She lives underneath the old cabin with her three sons, Dayne, Dub and Dorian performing live sacrifices for their demon ‘gods’ and conducting nefarious experiments. The adventurers will be paid a handsome sum for the safe return of any citizens to Springbrook, and for any information they may have about the strange goings on in the forest.
Being a Dungeon Master can be stressful, with that in mind I have tried to make this adventure as user friendly as possible. Rollable dice commands and tables can be found in the relevant places for ease, and extra information such as stat sheets and item blocks can be found in collapsable containers such as this oneYou can find all original maps used in this adventure here and are editable if you wish to alter them for your needs or add filters.:)
Springbrook Town
Springbrook is situated 30 miles due east from the City of Revaelor. Following the well-trodden track from Littleton On-The-Moor, which runs alongside the banks of the river Derwynn for approximately 16 miles, eventually you will come to a small stone bridge next to a water mill. To the west, vast orchards stretch as far as the eye can see with a large homestead, imaginatively named ‘Orchard Manor’, visible at the top of a small hill to the north-west.
In traditional DnD fashion, you may wish to start the adventure in a tavern. There was only one tavern in Springbrook in 1321 AE, the White Boar Inn. A cosy inn, run by the Galder Family. The Inn has changed little over the years, as such an article concerning the tavern in the modern day can be found here The adventures can ask the barmaid (a local half-elven commoner by the name of Kaela) for details concerning rumours they may have overheard, or if asked about appropriate work within the town, she may point them in the direction of the council house in search of the Mayor Belamir who is said to be seeking brave souls, with exceptional fighting skills, for help with a delicate task.
The Adventurers are long-term residents of the town. They live and work here either in the Orchards, as Town Guards or as Farmhands at Old Spring Farm. They are aware the Mayor needs help, either by word of mouth or the town notice board. There are two notices of note on the Town Notice board next to the Clock Tower; one from Mayor Belamir and and one from Edith Dane (wife of a missing hunter) to pique the interest of the party.
Whatever their reason for being there, however, the party is alerted to rumours of strange goings on in the forest. A successful DC 10 Investigation Check will reveal a rumour concerning the unusual goings on in the east forest. Choose or roll on the table below for an appropriate rumour, or invent your own.
Tea with the Mayor
If the adventurers are residents in the town a successful DC 12 History Check will enable them to recall that Rodrik, the Mayors Son has the reputation for being a bit of a half-wit though very capable with a bow. A DC 15 History Check allows the player to recall some facts about the infamous ‘Ravens Hollow’. Stories of hauntings are centuries old and it is difficult to know whether any of those stories have any merit, or were merely invented by parents wishing to keep their children away from the Hollow, once believed to be the of home Alexander Goldthistle. Goldthistle fled from the Town of Springbrook 250 years ago after being accused of several murders, and was also suspected of dabbling with the occult in service of the Demon Lords. As no one likes to venture near the place, if people are going missing then you fear it is not an accident.
The Journey to Ravens Hollow
If the adventurers wish to prepare for their journey, now is their chance. There is a smithy in town, run by a grumpy dwarf by the name of Ugran, if they seek weapons or armour, or there are multiple stalls at the market selling other goods such as food, herbal remedies and and useful items they may require. With the Mayor’s crudely drawn map, the adventurers can make it through the forest to within half a mile of Ravens Hollow fairly easily. Halfway through the journey the adventurers enter a small clearing in the forest which is lined with Fuddle-Moss. If the adventurers step on it, they must make a DC 12 constitution saving throw or roll on the table below. Any adventurer with poison resistence may have advantage on the saving throw. NB: Anyone who is affected is free to make a DC 10 constitution saving throw after 10 minutes. Any fumbles result in 1d6 points of damage each.
A DC 10 Perception check will reveal something feels off about the area, there is a faint orange hue in the air that is just about noticeable to the naked eye.
A DC 10 Nature/Survival check will identify the plant as Fuddle-Moss and the individual knows that if disturbed the plant will probably cause strange behaviour or unconsciousness. ~
1 < point of healing magic will return the individual to their normal state
Forest Encounter
Following their encounter with the fuddle-moss, it’s time for the party to encounter the first and youngest of Carmen’s son’s - Dub, and his little army of Sluagh. Sluagh are believed to be dead sinners, who come back from the Ebonveil to serve the demon lords as malicious spirits, often choosing to inhabit flocks of birds. They use the creatures’ minds and bodies for their own ends (or indeed their master’s ends). The adventurers approach from the west of the map below. At this point a DC 12 Perception check will cause the individual to notice that there are scores of ravens nestled in the trees (I would suggest 5 individual swarms but you can choose more or less depending on the size of your party). The ravens are making no noise but watching the adventurers intently with their bright red beady eyes. Anyone with a +2 nature skill or higher will notice that this is unusual behaviour for ravens as they do not tend to form social groups. Should the Sluagh make a move towards the party, they move in a noticeably strange way, almost like smoke floating on the breeze. As soon as they notice the adventurers looking back at them, the Sluagh
Swarm of Sluagh CR: 1 (200xp)
STR
8 -1
DEX
14 +2
CON
8 -1
INT
12 +1
WIS
13 +1
CHA
4 -3
Devoted servant of Zenykul. Sluagh are spirits of the dead, which often choose to possess the bodies of birds. Having turned their backs on the Eternal Mother during life, they are doomed to search the darkness for pure souls to take in service to the Demon Lord Zenykul. They are immune to being charmed or frightened. Screech. The Sluagh let out a bloodcurdling shriek which can be heard for a distance of 300 ft. Any creature within range must succeed on a DC 13 constitution saving throw, or become frightened for 1 minute. Swarm. In their Raven form: The Sluagh can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a small bird. The swarm can't regain Hit Points or gain Temporary Hit Points.
Actions
Multiattack. The Slaugh makes two attacks, one with its beak and one with its talons. Peck. Melee Weapon Attack: d20+1 to hit, reach 5ft., one target. Hit. 3 1d6-1 piercing damage Talons. Melee Weapon Attack: d20+1 to hit, reach 5ft., one target. Hit. 3 2d6-1 slashing damage
Dub CR: 1 (200xp)
STR
11 +0
DEX
12 +1
CON
10 +0
INT
11 +0
WIS
13 +1
CHA
14 +2
Devoted servant of Zenykul. Dub has sworn servitude to the Demon Lord Zenykul. He has advantage against being charmed or frightened.
Prince of Darkness. Once per day Dub can channel the power of the Demon Lords to cast the 'Darkness' spell.
Darkness
Casting Time: 1 action
Range: 60 feet
Components: V M (Bat fur and a drop of pitch or piece of coal)
Duration: Up to 10 minutes
Classes: Sorcerer, Warlock, Wizard
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. (Basic Rules, pg. 230)
Actions
Multiattack. Dub can make two attacks, one with his shortsword and one with his dagger Shortsword. Melee Weapon Attack: d20+4 to hit, reach 5ft., one target. Hit. 3 ( 1d6+1 ) piercing damage Dagger. Melee Weapon Attack: d20+4 to hit, reach 5ft., one target. Hit. 3 ( 1d4+1 ) slashing damage
Ravens Hollow Exterior
Cultist Thug CR: 1/2 (100 xp)
STR
15 +2
DEX
11 +0
CON
11 +0
INT
8 -1
WIS
8 -1
CHA
10 +0
Pack Tactics. The Cultist Thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Dark Devotion. The as a cultist, the Thug has advantage on saving throws against being charmed or frightened.
Actions
Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: 20+4 to hit, reach 5 ft., one creature. Hit: 1d6+2 bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: 20+2 to hit, reach 100/400 ft., one target. Hit: 1d10 piercing damage.
Entering the Hollow
Cultist Thug CR: 1/2 (100 xp)
STR
15 +2
DEX
11 +0
CON
11 +0
INT
8 -1
WIS
8 -1
CHA
10 +0
Pack Tactics. The Cultist Thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 ft. of the creature and the ally isn't incapacitated. Dark Devotion. The as a cultist, the Thug has advantage on saving throws against being charmed or frightened.
Actions
Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: 20+4 to hit, reach 5 ft., one creature. Hit: 1d6+2 bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: 20+2 to hit, reach 100/400 ft., one target. Hit: 1d10 piercing damage.
Inside the Hollow
Cultist CR: 1/8
STR
11 +0
DEX
12 +1
CON
10 +0
INT
10 +0
WIS
11 +0
CHA
10 +0
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Scimitar. Melee Weapon Attack: d20+3 to hit, reach 5 ft., one creature. Hit: 1d6+1 slashing damage.
Dayne CR: 2 (450 xp)
STR
11 +0
DEX
14 +2
CON
12 +1
INT
10 +0
WIS
13 +1
CHA
14 +2
Spellcasting. Dayne is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 11, d20+3 to hit with spell attacks) Proficiency Bonus +2 Cantrips (At will) light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon
Dark Devotion. Dayne is committed to the service of Zenykul and has advantage on saving throws against being charmed or frightened.
Actions
Multiattack. Dayne makes two melee attacks. Ceremonial Dagger.MeleeWeapon Attack: 1d20+4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 1d4+2 piercing damage.
Loot
The Upper Basement
Area 1
Shadow of Zenykul CR: 1/2
STR
6 -2
DEX
14 +2
CON
11 +0
INT
14 +2
WIS
8 -1
CHA
10 +0
Vaporous form. Zenykuls' Shadow can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. Proficiency Bonus +2
Actions
Malicious Whisper. Melee Weapon Attack: d20+4 to hit, reach 5 ft., one creature. Hit: 9 2d6+2 necrotic damage If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Dorian CR: 2 (450 xp)
STR
11 +0
DEX
14 +2
CON
12 +1
INT
10 +0
WIS
13 +1
CHA
14 +2
Dark Devotion. Dorian is committed to the service of Zenykul and has advantage on saving throws against being charmed or frightened.
Telepathic Bond. Dorian ignores the range restriction on its telepathy when communicating with a creature under the influence of their charm.
Cultist's Charm. Dorian communicates telepathically to one creature within 30 feet. This individual must succeed on a DC 12 Wisdom saving throw or be charmed by Dorian for 1 day. The charmed target obeys Dorian's verbal/telepathic commands whatever they may be. If the target takes any damage or receives a suicidal command, they may repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to all charm spells for the next 24 hours. Dorian can have only one target charmed at a time. If he charms another, the effect on the previous target ends.
Ebon Touch Dorian can use a bonus action to reach out and touch a creature within 5 ft. of him, causing an extra 4 2d4 worth of necrotic damage.
Actions
Scimitar.Melee Attack: 1d20+4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 1d6+2 slashing damage. Shortbow d20+4 to hit, reach 5 ft. or range 80/320 ft., one creature. Hit: 4 1d6+2 piercing damage.
Sidhe CR: 1/2 (200 xp)
STR
8 -1
DEX
12 +1
CON
10 +0
INT
14 +2
WIS
11 +0
CHA
16 +3
Polymorph. The Sidhe can use one full action to change its form into that of any Small or Medium humanoid. Without wings, the fiend loses its flying ability. Other than its size and speed, its abilities are the same in each form. It will change back into its true form if it dies. Telepathic Bond. The Sidhe ignores the range restriction on its telepathy when communicating with a creature under the influence of their charm. Sensual Charm. The Sidhe whispers into the ear of a humanoid within 5 feet. This individual must succeed on a DC 12 Wisdom saving throw or be charmed by the creature for 1 day. The charmed target obeys the Sidhe's verbal/telepathic commands whatever they may be.. If the target takes any damage or receives a suicidal command, they may repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune the Charm spell for the next 24 hours. The Sidhe can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Actions
Multiattack The Sidhe makes two melee or two ranged weapon attacks with it's dagger Dagger. Melee or Ranged Weapon Attack: 1d20+3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 2 1d4+1 piercing damage. Demonic Kiss. Once a day, the Sidhe kisses a creature charmed by it. The target must make a DC 12 Constitution saving throw against this magic, or take 2d10 psychic damage on a failed save, or half as much damage on a successful one.
Area 2
The party can investigate Area 2. Leaning against a wall next to a wooden chest are 2 wooden spears. Inside the unlocked chest they discover x2 chain shirts and two shields embossed with the ‘Stag’ symbol of Springbrook. This equipment belongs to Oskar and Aryn and will come in handy if either of the Guards fight with the party in the encounters to come. A DC 15 investigation check will allow them to find a letter in between the pages of a beaten old tome. The adventurers can then make their way into area 3.Area 3
Dorian CR: 2 (450 xp)
STR
11 +0
DEX
14 +2
CON
12 +1
INT
10 +0
WIS
13 +1
CHA
14 +2
Dark Devotion. Dorian is committed to the service of Zenykul and has advantage on saving throws against being charmed or frightened.
Telepathic Bond. Dorian ignores the range restriction on its telepathy when communicating with a creature under the influence of their charm.
Cultist's Charm. Dorian communicates telepathically to one creature within 30 feet. This individual must succeed on a DC 12 Wisdom saving throw or be charmed by Dorian for 1 day. The charmed target obeys Dorian's verbal/telepathic commands whatever they may be. If the target takes any damage or receives a suicidal command, they may repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to all charm spells for the next 24 hours. Dorian can have only one target charmed at a time. If he charms another, the effect on the previous target ends.
Ebon Touch Dorian can use a bonus action to reach out and touch a creature within 5 ft. of him, causing an extra 4 2d4 worth of necrotic damage.
Actions
Scimitar.Melee Attack: 1d20+4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 1d6+2 slashing damage. Shortbow d20+4 to hit, reach 5 ft. or range 80/320 ft., one creature. Hit: 4 1d6+2 piercing damage.
The Lower Basement
At this point Rodrik will jump to his feet rapier drawn and attempt to attack the nearest party member. He can only be talked down by Carmen herself. If the adventurers come within 15 feet of Carmen they must make a DC 12 Wisdom Saving throw or be immediately charmed by her presence, with the exception of those immune to ‘charm’ from the Sidhe encounter. Those charmed will view Carmen as her younger self. and are charmed for 24 hours as stated on her stat block. Carmen
Carmen CR: 2 (450 xp)
STR
10 +0
DEX
14 +2
CON
12 +1
INT
13 +1
WIS
16 +3
CHA
15 +2
Servant of Zenykul.Carmen is committed to the service of Zenykul and has advantage on saving throws against being charmed or frightened. Sensual Charm. Carmen communicates telepathically to all creatures within 15 feet. This individual must succeed on a DC 12 Wisdom saving throw or be charmed by Carmen for 24 hours. The charmed target obeys Carmen's verbal/telepathic commands whatever they may be. If the target takes any damage or receives a suicidal command, they may repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to all charm spells for the next 24 hours. Carmen can have multiple targets charmed at any one time, but if she does she must make a DC10 constitution saving throw at the start of each of her turns in addition to regular concentration rules. If she fails her constitution save she will take 2d8 psychic damage. Baelor's BlessingAs a bonus action, Carmen can expend a spell slot to cause her melee weapon attacks to magically deal an extra 10 (3d6) necrotic damage to a target on a hit. This benefit lasts until the end of the turn. If Carmen expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. Carmen is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 11, d20+3 to hit with spell attacks) Proficiency Bonus +2 Cantrips (At will) light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 3rd level (2 slots): animate dead, bestow curse
Actions
Dagger: Melee Weapon Weapon Attack: d20+4 , Range 5 ft, one target Hit: 1d4+2 Piercing damage or, Range Weapon Attack: d20+4 Range 20/60, one target 1d4+2 Piercing damage
Concluding the adventure
The adventurers will receive the promised 200 gp in reward money, plus 50gp for each of the guards saved. Mayor Belamir will also be grateful for any evidence the players are willing to share with him. He will express grave concern that the goings on at Raven’s Hollow may be a wider issue involving other cities and towns in the region. If Rodrik died during the last encounter, Mayor Belamir will refuse to see or speak to the party out of sheer grief, and will send Olric (the guard the party met at the beginning of the adventure) in his stead with the reward money. The party is now free to spend it all of it on ale and food at the White Boar. This will conclude the party’s adventure to Ravens Hollow.
Message from the Author
Gilly Hartill is an aspiring fantasy author, worldbuilder and lover of all things RPG related. She is currently writing her first novel ‘The Wardens of Ethera,’ building her World Anvil profile from scratch and trying to cram in all the TTRPG sessions possible in the space of a week.
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Gillymaya, This is an awesome Article. The Adventure is great, but what makes it even more special are the Tables, with the dice roller added and all the stat block drop downs, excellent. Sorry, almost forgot, All the Maps look awesome too. Probably the best Adventure layout i've read during/after the challenge. Come visit my World Kelldoria if you have the time. Aemon
Thank you so much for taking the time to read and comment on my article, it means a lot to me to receive feedback! My motivation was simply to make things a little easier for anyone choosing to run the adventure. I'm glad you enjoyed it :)