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Crow Lord's Corn Maze Map Pack!

Illustration by Ha Art.

Intro Story

It was a dreary evening at the Pig & Whistle Tavern.

A light rain had plagued the village most of the day, too sparse to disallow outside work, but plenty enough to make it dirty and damp. Several of the villagers now sat inside, huddled about the hearth to warm their bones as much as dry their clothes.

Martin glanced at the bottom of his whiskey glass with a sour frown and thumped a finger atop the bar as he slide the glass forward. The barkeep, an older man with a disposition that matched the bite of the whiskey he sold, thumped over and leaned an elbow along the weathered wood of the bar, "You go thumpin' that finger again, Martin Longwood, an' you can find another place ta drown yer frowns...".

The barkeep cocked his head in wait for any sort of disagreement from Martin before huffing slightly and wrapping his hand about the neck of a glass bottle. "Rain's been a damp shadow these last couple days, eh?"

Martin waited as his glass was filled, then reached a hand out to draw it back to him, "Aye, seems the sun's gone on holiday and brought the cheer with him."

The barkeep looked ready to respond, when the tavern door burst open with a sudden spray of wet air. The damp silhouette of a man stepped through the doorway, his muddy boots striding across the floorboards in sloppy steps.

"Now, just a moment there -- don't be bringing all that muck...", the bartender started, when the sight of the man's face forced his voice to catch in his throat.

It was Earl Jameson, a farmer from the northern end of the valley. His face was gaunt and his wild eyes were rimmed with the reddish tinge of grief and fear. He removed his hat, addressing no one in particular, or all of them, and said, "T-t-they took her. My Jenny."

"Who took her? What're you on about?", the barkeep asked, squinting like a prune in the sun.

"She went to the corn. Her corn.", Earl muttered in nearly a whisper.

A sharp inhale of breath from many seated in the common room sounded as Earl described the crop of an old crone rumored to live at far northern edge of the valley. She was a recluse, surrounded by rows upon rows of yellowed corn that neither grew nor died. Never harvested or planted. It simply was.

"P-please. I need your help. We need to get her back.", Earl stammered, ringing his hat in his hands as tiny droplets contributed to the puddle now forming at his feet.

"No one comes back from the corn.", the barkeep breathed. "That's why it's forbidden to go there -- surely your Jenny knew this! Why did she..."

Earl blurted, "She didn't GO there! They TOOK her there! Why aren't you listening to me!?" Turning toward the other figures seated in the room, Earl gestured to either side helplessly, "Who will help me bring her back?"

Several faces turned toward the bottom of their cups, and the patter of the sullen rain danced with the crackle of the fire in the silence that followed.

Tears streaking down his face, Earl begged, "Will not ONE of you help me get my Jenny?"

The barkeep stood straight and lifted his chin slightly, casually regarding the figures seated in the tavern before returning his gaze to Earl.

"No one comes back from the corn."

---

Welcome to the Crow Lord's Corn Maze, a Halloween themed dungeon that serves as the first line of defense for a powerful Hag that lives on a farm deep in the woods. The only tangible evidence of her existence is the cursed corn that buffers her estate from the rest of the world and the reports of missing children, farmers and travelers that have disappeared within the sinister rows of corn.

A few souls have escaped its clutches, having only ventured in for a few moments before the terrors of that place sent them screaming to tell of unnatural creatures, shadows that smiled, eyes in the and whispers in the dark. Most of the locals know that it is a cursed place and warn any and all to give the place a wide berth.

The corn maze is actually home to the Hag's servant, Mournskil, the Crow Lord and Flock Father that sees over the maze. Its defenses, traps and experiences are designed to instill terror in its victims before they die, fueling the Hag and, through her, Mournskil, himself.

Click your appropriate Tier below, and you can go grab your download links!

Tier 1 - https://www.patreon.com/posts/tier-1-dungeon-81146477

Tier 2 - https://www.patreon.com/posts/tier-2-world-map-81312503

Tier 3 - https://www.patreon.com/posts/tier-3-master-87793681

Tier 4 - https://www.patreon.com/posts/tier-4-master-87797001

We have a wonderfully dreadful illustrated scene for this map, by Ha Art:

And this is a glimpse of the map itself:

For those of you that don't want to necessarily use my detail choices, I have a Clean version:

The Cursed Corn

The corn maze has some attributes to keep adventurers from easily climbing, flying over or pushing through the rows of corn to trivialize or minimize the maze. Known as Carnivorous Corn, the sinister stalks have the physical strength of steel, their leaves sharpened blades that catch and cut any that come too close.

The pollen from the corn can confuse those within the maze, while the ears emit a scent that draws in animals, insects and other creatures and then draws them in slowly with a powerful adhesive, slowly carving into them with its serrated leaves. Coming into the contact with the corn momentarily won't ensnare someone, but being forcefully thrown into them or purposefully pushing into them would begin to ensnare them and slowly draw them into the corn, doing damage over time with an increasingly difficult DC to be removed.

The corn is also highly resistant to fire, unable to be set ablaze and never truly melting and/or burning from fire damage -- simply becoming slightly singed and perhaps relinquishing its grasp upon a particular creature for a moment.

Challenges in the Corn

The maze is filled with all manner of challenges and odd findings. The Hag enjoys a good spectacle, so the maze is not necessarily designed for lethality, but more for a macabre form of entertainment for the Hag and her minions. I would break down the encounters in the corn to be Choices, Combat and Conversations.

Choices

There are a few different parts of the corn maze that contain a choice to be made by the party. For example, one of the initial choices comes when the party comes across a mushroom table ringed with three chairs, each holding a mushroom-riddled humanoid (think Last of Us) with a drink. They are not aggressive, and beckon the party to take a drink from one of their offerings - tea, ale and water. One is a boon, one is a poison and the other is nothing. The party can choose to do nothing, try one, or all, and that choice will have an impact on how they perform in the maze.

Combat

Some of the encounters in the maze are simply hostile -- a giant corn snake constrictor, some giant spiders and other such creatures that have little interest in conversations or choices. These are designed to ensure that your combat-heavy folks are happy and feel like they have something to offer while navigating the maze's twists and turns.

Conversations

There are a few places where the party has a chance for a conversation with a twisted denizen on the maze, to obtain information, negotiate their passage, recruit assistance or perhaps simply to learn more about how to solve the maze.

The Ravens

Nearly omnipresent within the maze are ravens flying overhead, perched atop the tassels of the corn and watching from the boughs of a massive tree near the center of the maze. They are the eyes and ears of Mournskil, and the Hag, as well as fearsome foes when a flock of ravens attacks those that attempt to climb over or fly out of the maze. A magical mist coats any that enter the maze, mostly rendering certain types of magic inert while within the maze.

Mournskil, the Flock Father

It is your choice, whether to introduce this character throughout the player's time in the maze, or simply at the end, but Mournskil is a servant of the Hag (like many in the maze) who fell to her charms and became enslaved for the rest of his days. His home lay in the roots of the Great Oak Tree in the center of the maze, and he spends most of his time using the ravens to observe victims wandering into the maze and scouting for new ones.

When he appears away from the tree, he usually materializes out of a group of ravens flying together furiously (and leaves as they disperse) to toy with his victims. Perhaps he offers aid, if he's enjoying their struggles, or challenges, if they're threatening to complete the maze too quickly. The ravens are able to spy upon the party at all times, except in three specific locations.

Scarecrows

The maze contains [3] scarecrow sites, ringed with leaves and holding a scarecrow upon a perch. Investigation will show that the figure within the scarecrow are the remains of an actual person. These scarecrows were victims lured to the maze that were presented with a choice to free themselves, but instead sacrificed themselves for others they did not know. These sacrifices wove old magic to protect these sites, and the ravens cannot fly there.

These are safe resting locations -- for a time. Mundane threats are still able to enter these areas, if the maze grows too dangerous.

The Creep Factor

Part of the fun of playing this scenario is in its mood and tone. Mournskil can be an ominous and playful adversary, and the terror of the maze can manifest in a variety of ways, whether there are eyes on the corn watching them, faces on pumpkins pleading to be freed for torment, ravens perpetually following and watching them or faint whispers from the corn entreating the players to come closer.

Solving the Maze

The center of the maze holds the Great Oak Tree and Mournskil's lair. This last fight would likely include lair actions from the tree and fellow ravens, as well as stages where Mournskil directs his nearly endless host of ravens at the players until diminished, then fuses with the tree itself and fights as a treant-like creature until defeated. Once defeated, the path opens and the players can exit the maze.

If they found the golden key (found by going left to a dead end at the maze's beginning), then they will be able to open the chest located just behind the lair.

As with all of the recent maps, I have a great Sprite for this map, the Pumpkin King by Steven Bell, who you may recognize as the artist behind all of the magical items!

I will have a future map depicting the Hag's haunted home and farmland to be explored, if the PC's are able to first make their way through the maze.

I hope you enjoy the map and the concept, and can make some great Halloween memories!

Crow Lord's Corn Maze Map Pack!

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