The Brinemarch Run

Sun Crow Mimics

Brinemarch Sun Crows

1HD | Attacks: Peck (1 dmg) | No. Appearing 1d6 -> 2d12

Summary: Black corvids with striking yellow underwings. Mimics any sound it has heard (voice, cry for help, animal call); lures predators to vulnerable targets. If it dances in flight, then the predator is imminent (increases wandering monster check frequency by +1 for 1d6 turns).
They signal powerful predators that they have found something vulnerable and edible.

Trigger:

1d6 appear anytime an individual PC scouts ahead, is bleeding, or plays music. 1d12 appear after a group failed {navigation}, {stealth}, or {survival} check, played music.

Birds disperse if

Doppelgänger Rite: If given a piece of clothing that witnessed the donor's death, may assume their form (voice, stats, habits), but this doppelganger's blood is iridescent.

Treasure: Find ground caches near landmarks (ruins, large roots, old statues, cairns). Contents: Buttons // Lost or needed objects of the party // curios // engraved stones // trinkets of minor magical significance // keys // lockets // hints about past victims.

Giving clothing marks a PC for future {Doppelgänger replacement} if they die in sight of [Sun Crows].

Trail Signs

Sun Crows act friendly, intrusive. They lure predators to prey so they can scavenge. As their numbers grow, unwanted attention from fauna, fiends and factions follows.

Options if an audience of Sun Crows assembles:

If the crows (3+) begin dancing (spinning in flight), danger is imminent.
Options:


Doppelgänger Amnesia

If any Sun Crow witnesses the dying breath of a being who ever gave it a personal gear or piece of clothing, it will take their form.

Other Sun Crows dispose of the body and belongings in the nearest river to cover the replacement.


Who Knows This? PCs may either learn the above through {trial and error}, or be taught by either an initiated [druid], veteran [Dolgrym pilgrim], or a [Canoe Folk] or [Marsh Folk] (always for a debt)