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Keep of Raven Shaman

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100% found this document useful (4 votes)
1K views4 pages

Keep of Raven Shaman

4scribd

Uploaded by

Pa Dooley
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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THE RUINED KEEP

OF THE RAVEN
SHAMAN

Designer & La yout: Ethan Schotb orgh Cover Art: Judah Schotb orgh Editor: Clover Schotb orgh

The Ruined Keep of the Raven Shaman is an independent product pub lished under the Shadowdark RPG Third-Party License and is not affiliated
with The Arcane Lib rary, LLC. Shadowdark RPG © 2023 The Arcane Lib rary, LLC.

Montserrat font family © 2023 Julieta Ulanovsky, Sol Matas, Juan Pab lo del Peral, Jacques Le Bailly.
THE RUINED KEEP OF THE
RAVEN SHAMAN
Infiltrate sunken ruins inhabited by
occult orcs and steal their raided
treasure!

A dire raven known by locals as The


Screeching Dark is roosting in the
ruins of a former knight's keep.
Serving the raven is a tribe of Orcs led
by a Raven Shaman, who plans to use
the beast to dominate the region.

RANDOM ENCOUNTERS

d4 Details

1 1d4 Orcs returning from a raid

A Swarm of Ravens swoops in


2
from a hole in the ceiling.

A Skeleton in knight’s armor


3
defends its lost keep.

A diseased Rat scurries up a


4
character's leg.

ADVENTURE HOOKS:
– A merchant asks the party to
retrieve a silver raven statue stolen by
the orcs before a noble orders his
execution.

– The town leader asks the party to


find a missing local herbalist before SHADOWDARK RPG
his daughter succumbs to illness. 3rd level
Ethan Schotborgh, 2023
1. WATCHTOWER. An orc stands watch at ● A trap door is hidden inside the
each of these crumbling 20ft tall towers. At kitchen’s pantry with a ladder
the sight of danger, the orcs blow a horn to descending down. At the bottom an
alert the rest of their tribe. DC 9 DEX to avoid iron clad skeleton with an arrow
being detected if within sight. through its skull holds a torn pouch
containing a dusty potion of poison.
2. SINK PIT. The south-eastern wall of the
A tunnel leads further out to the east
keep is sunken into a swamp pit, creating an
wall of the keep. (+1 XP)
opening into the ruins. Creatures and objects
that enter into the pit have 1d6 rounds 7. BARRACKS. Old ruined beds jut from the
before sinking below the surface. DC 12 STR walls of this room with crushed footlockers
to escape the pit while sinking. that lay at the bases of each. 2 orcs sleep
here in rotation with the orcs on watch.
● Treasure. At the bottom of the pit is a
suit of grimey-steel plate mail bearing ● Treasure. The remains of a skeleton
the symbol of Saint Terragnis (130 gp) reaches towards a loose stone in the
(+2 XP) north wall. The alcove of the stone
contains a sack of 25gp, a silvered
3. ENTRANCE. A rusty portcullis blocks the
dagger (10gp), and an Bloodstone
entrance to this keep. DC 15 STR to lift or
statuette of Memnon (15 gp) (+2 XP)
break open the portcullis without alerting
the orcs on watch. 8. SHAMANS ROOM. A statue of Saint
Terragnis at the end of this room is defiled
● Inside, the area is covered in remains
with black feathers, dried blood, and crude
of humanoid bones and a layer of
carvings. A small silver statue of a raven sits
large black feathers.
atop the shrine. The floor is entirely covered
4. GUARD ROOM. Crumbling arrow slits line in bones, feathers, and twigs. The Raven
the outer walls of these rooms. Scattered on Shaman resides here, performing dark
the floors are skeletal remains of former rituals for the Screeching Dark .
knights betrayed in their final hour. Stone
● The Raven Shaman plans to use the
stairs lead up to watchtowers above (see
characters as sacrifices. She may trick
areas 1). Each of these rooms contains 1d3
the party by luring them to the nest
greataxes and 1d6 javelins.
(see area 9), or will try to knock them
5. FEAST HALL. Long tables and benches, unconscious.
warped from moisture and age, line the
● Treasure. The room contains a Scroll
walls of this hall. A large hole in the ceiling
of Raven’s Screech and a silver statue
covered with animal skins is leaking rain
of a Raven (50gp). (+2 XP)
water. At the head of the table stands the
statue of a woman and 4 rowdy Orcs eating, 9. NEST. A large nest with three child-sized
weapons close at hand. eggs and mounds of silvery treasure sits atop
this crumbled tower. The Screeching Dark
● The orcs attack any intruders on sight
isn’t present when the party enters this area,
but can be intimidated by magic or
but soon swoops in with a howling screech to
symbols relating to birds. Each orc
protect its nest..
wears feathered token accessories.
● The eggs belong to The Screeching
6. KITCHEN. Animal carcasses and empty
Dark and are near hatching. If the
cargo are scattered across this kitchen with
eggs are threatened, The Screeching
a wild boar roasting in a fireplace . A
Dark focuses her attacks on the threat.
one-eyed, soft-spoken, goblin herbalist
● Treasure. The nest contains the eggs,
(acolyte) named Daisy is tied up in the
982 sp, a treasure map, and a blessed
corner of the room. She wishes to be freed
Spear of St. Terragnis. (+5 XP)
and sent back home, but will help the party
in their romp with a DC 15 CHA check.
CREATURES AND ORC RAT

ITEMS A tusked, tall humanoid w/ Rangy, plague-carrying


gray skin and pointed ears. rodents that infest
underground places.
THE SCREECHING DARK AC 15 (chainmail + shield),
HP 4, ATK 1 greataxe +2 AC 10, HP 1, ATK 1 bite +0 (1
An enormous dire raven, (1d8), MV near, S +2, D +0, + disease), MV near, S -3, D
dark as the night sky, C +0, I -1, W +0, Ch -1, AL C, +0, C +1, I -3, W +1, Ch -3, AL
screeches in the wind. In LV 1 N, LV 0
the distance, you hear the
howls of creatures falling Rage. 1/day, immune to Disease. DC 9 CON or 1d4
into fits of madness. morale checks, +1d4 CON damage (can't heal
damage (3 rounds). while ill). Repeat check
AC 13, HP 20, ATK 1 tear +2 once per day; ends on
(1d8) or 1 spell +2, MV near ACOLYTE success. Die at 0 CON.
(fly), S +2, D +1, C +1, I -2, W
A religious trainee who SCROLL OF RAVEN’S
+2, Ch -3, AL C, LV 3
knows basic rites. SCREECH
Maddening Screech (WIS
AC 12, HP 4, ATK 1 mace +1 Tier 2, Wizard
spell). DC 12 . All creatures
(1d6) or 1 spell +2, MV near, Duration: Instant
within near of Giant Raven
S +1, D -1, C +0, I -1, W +2, Ch Range: Near
that can hear must make a
+0, AL L, LV 1
melee attack against a
A maddening screech
random creature or object
Healing Touch (WIS Spell). exudes from your mouth.
within close range.
DC 11. Heal one creature You force one target that
within close for 1d4 HP. can hear you to attack a
RAVEN SHAMAN
random creature or object
SKELETON within close range with a
A feather-draped shaman
who performs unholy melee attack.
A bleach-boned skeleton
rituals and rites.
with red pinpoints of light SPEAR OF ST. TERRAGNIS
in its eyes.
AC 10 , HP 16, ATK 1 club +1
(1d6) or 1 spell +3, MV near, S A spear that sparkles like
AC 13 (chainmail), HP 11, ATK stars, blessed by the hands
+1, D +0, C +1, I +2, W +1, Ch
1 shortsword +1 (1d6) or 1 of Saint Terragnis.
+1, AL C, LV 3
shortbow (far) +0 (1d4), MV
near, S +1, D +0, C +2, I -2, W Bonus. +1 spear, (extra 1d6
Fearless. Immune to
+0, Ch -1, AL C, LV 2 to undead).
morale checks.
Undead. Immune to Benefit. Has thrown
Raven’s Screech (INT
morale checks. property (pg. 37), near
spell). DC 12 . A creature
within near range of Raven distance, returns to you.
SWARM OF RAVENS
Shaman that can hear
POTION OF POISON
must attack a random A dark shroud of
nearby creature or object. malevolent ravens. A glass bottle with an
acidic green color.
Summon Ravens (INT AC 11, HP 8, ATK 3 peck +1
spell). DC 14. Summon a (1d4), MV near (fly), S -3, Curse. The imbiber of this
loyal swarm of ravens D +1, C +0, I -2, W +1, Ch -3, potion takes 2d6 damage.
within near. They last for 3 AL N, LV 1
rounds.

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