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RISE OF THE

PUMPKIN KING

A FESTIVE ADVENTURE
FOR 3RD TO 4TH-LEVEL CHARACTERS

BY DANIEL VILAR
SUMMARY I WAS JUST PRETENDING!
While traveling along the road, the party finds the wreck of a recent The last of the pumpkins crumbles in a pulp of sweet juices and
raid, the wounded being dragged into nearby woods by the raiders: a seeds, with nary a sound. Immediately, you hear a crude sound,
troupe of pumpkins looking for a fight. Goldgrain's farmers hide in coming from the ground. It sounds like something in between a pained
their homes and boar the windows, the curse of a witch burned at the cough and a relieved sigh.
pyre seems to fuel the anger of the vegetables, and an anxious As you look down, you see the merchant you thought dead standing
alchemist works tirelessly on a solution potent enough to deal with the on his feet, not without effort. His clothes are torn from the pumpkins'
strange menace. thorny vines, and his pants suspiciously wet. Oddly enough, he seems
Fortunately, heroes have arrived to fend off the man-eating crops. rather gleeful.
What's causing the pumpkins to become alive and angry? Is it the “You're...really great! We didn't quite stand a chance there, much to
curse of a long dead witch? Or is it something even more sinister? my shame.”
Why are they dragging the corpses of their victims away, and to The young man turns towards you, and shakes the dirt off his
where? Who commands them? clothes, still trembling. He looks at the vegetables, and offers a tired,
Soon enough, they'll find out answers to those questions, or perish nervous smirk.
under the wrath of the haunted crops. “...They totally fell for it, too. I'm...quite the actor, am I not?”

USING THIS ADVENTURE The young man introduces himself as Wilburg, and thanks the party
for saving him in a very physical, near uncomfortable manner. He then
The adventure is divided on segments based on location and tone. proceeds to narrate the raid, while his using excessive body language
Any information on roleplaying the characters involved and on stat and onomatopoeia, thanking the party once again. He avoids looking
blocks are highlighted for ease of reference. at the dead guards.
Encounters are balanced to be moderately dangerous towards a When he's done narrating and his adrenaline is done subsiding, he
party of four with an average level of four. Encounters should be heads towards his wagon, and searches it in hopes of its contents
tailored to the party, if they're weaker or stronger in numbers, level, or being undamaged.
any reason. Wilburg immediately realizes his horse has fled for his life, an
This adventure's specifications should be taken purely as action he judges most wise, if not exactly convenient to them, and
guidelines, and players shouldn't be forced to stick to the plot if they're turns to the party, promising a reward with 100 gold pieces if they
going in another direction. Rather, the adventure should be allowed to help him carry the all the fabric they're able to salvage from the wagon
progress naturally. to Goldgrain.
The party might also think about looking for his horse, whom
GETTING YOUR PLAYERS HOOKED Wilburg doesn't hope to find. A DC 14 Wisdom (Survival) check is
enough to track the exhausted animal, in which case Wilburg will
The adventure starts on a road with woods nearby. There's various reward them with 50 gp more.
options on how the party finds themselves on the road. One might be a
letter calling for help.
They may have heard rumors of merchant wagons disappearing on
the road, or eavesdrop a conversation about a town haunted by the
ghost of a witch.
If you want to give the party a potential sponsor, consider having a
wealthy merchant named Walter request that they help him find his
HAUNTED PUMPKIN
son, lost in the road. Small plant, neutral evil

Armor Class 13 (natural armor)


PUMPKINS TO GO Hit Points 22 (5d6 + 5)
From the road, you're able to see a wagon, stationed by the side of Speed 20 ft
the road, yet you can't see a driver. As you get closer, the sound of
something heavy being dragged over the ground reaches your ears, STR DEX CON INT WIS CHA
from behind the cart. 8 (-1) 14 (+2) 12 (+1) 2 (-5) 8 (-1) 3 (-4)
Behind its silhouette figures come forth. Overgrown pumpkins,
vines thick as limbs and animated, but otherwise seemingly natural, Damage Vulnerabilities: bludgeoning, fire
are dragging the bodies of two guards and a merchant, towards the Condition Immunities: blinded, deafened
woods. Senses blindsight 60 ft. (blind beyond this radius)
You can't but find it unsettling, how they seem to be staring at them passive Perception 9
without a face. Languages –
Challenge 1/2 (100 XP)
The six pumpkins will not immediately spot the players, but will
turn their attention towards them if they get reasonably close, attack False Appearance. While the haunted pumpkin remains motionless, it
them, or are noisy enough. is indistinguishable from a regular pumpkin.
There's not a horse present, dead or alive. A DC 12 Wisdom
(Perception) check, against passive perception if someone inspects the
wagon, will reveal that the horse broke free of its reins and fled
ACTIONS
during the fight. Choking Vines. Melee Weapon Attack.: +4 to hit, reach 5 ft., one
In combat, the pumpkins try to surround the party, and restrain target. Hit: 8 (2d6 + 2) piercing damage, and a Medium or smaller
them using their Choking Vines, then keep choking them. They might creature is grappled (escape DC 12). Until this grapple ends, the target
use their Vine Whip to finish off weakened targets, or when they're not is restrained, and the pumpkin cannot use its vines on another target.
able to restrain anyone. They have no instinct of self-preservation, and Vine Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., two separate
will fight until they've been beaten to a pulp. Literally. targets. Hit: 6 (d8 + 2) slashing damage.

1
IN THIS TOWN WE CALL HOME ROLEPLAYING WILBURG
After about an hour of walking, you get to the town of Goldgrain. Wilburg is a human male that doesn't seem older than in his early
Fallen leaves color the empty streets with the colors of autumn: you twenties, if he is even that old, and always seems to be excited and
see, from time to time, an occasional guard patrolling the town, but optimistic, very rarely seeming sad or angry, as well as absent minded.
otherwise, its streets are empty. Extremely naive-looking for a merchant, the boy comes off as good
In addition, almost every house you see has had its door and natured, if rather clingy.
windows boarded up. Heir of a wealthy merchant, he seeks to mimic his father's rise from
humble origins to fortune, and will happily (and endlessly) talk about
Townies are hiding from the pumpkins, and if their doors are his father's achievements.
banged, they react with relief when they realize the party are Wilburg has had a great and expensive education, being well versed
adventurers, and urge them to head to the Hunter's Horn, an inn by the in accounting, history, and geography. He is smart, if rather gullible,
entrance of the town: the proprietress is a retired adventurer, and they and tends to state the obvious.
are confident she can give them pointers in how to help them, and Although he obviously admired his father greatly, he avoids relying
specially, offer a reward. When they get there, they will find the door on anything granted by him, as he wants to prove his own worth, and
isn't boarded up. everything he can give to the party comes from his own pockets.

Although the inn notably lacks customers, the fireplace is lit. It fills
A success on a DC 13 Wisdom (Perception) check will reveal that,
the building with pleasant warmth, and prompts the monstrous skulls
among the notes and scribbles around the multiple tables of the room,
mounted on the walls, trophies gained in a life of adventure, to cut
there's a book which resembles a diary on its format. With a DC 15
elongated, eerie shadows.
Dexterity (Sleight of Hand) check the party will be able to pick it up
Behind the counter, an elderly woman pulls a crossbow down, with
without Dryleaf becoming aware of it. The diary expresses the
an apologetic look.
alchemist's feelings of guilt over the pumpkins, although it doesn't go
“I'm sorry, my mistake. I haven't had customers in a while, and I
into detail about why.
feared you might be pumpkins. Speaking of, may I offer you a slice of
Once he becomes aware the party's identity, he'll be startled for a
non-haunted pumpkin pie?”
moment, and immediately ask to be left alone, patronizingly
explaining he's really busy. This is only partially true: he's scared of
After the apology, the proprietress, Joyce, explains the situation to the party being suspicious of him. A DC 14 Wisdom (Insight) check
the party: tells he is nervous about them.
• Two weeks ago, hunters started disappearing around the His eyes betray restless nights, and his twitchy behavior, fear. If
outskirts of the forest nearby. Since they stopped leaving the town, asked for help to deal with the pumpkins, he's reluctant, and alleges,
pumpkins occasionally attack. he can't afford resources.
In truth, he doesn't want the party to succeed. The magic words, a
• Pumpkins want to drag their victims into the forest, seemingly nice plea, and a DC 15 Charisma (Persuasion) check or the promise of
killing them just to save themselves trouble. This makes Wilburg a broken nose, and a DC 12 Charisma (Intimidation) check will be
feel a little less smug about playing dead earlier, if present. enough for him to give the party 2 flasks of alchemist's fire (PHB
• She can offer, herself, little to no payment. If he was rescued, 148), and point at that the party “Should be smart to figure out plants
this prompts Wilburg to step in, and offer 400 pieces of gold in hate fire”.
reward for dealing with the crops, since he's stuck in the town for If confronted with his diary, or enough suspicion as to believe he's
the time being. in serious danger, he'll anxiously ask the party to hear him out.
He tells the party the pumpkins are the result of him trying a formula
• A year ago, a witch lived in the forest, until she was burned at that would make the crops grow much faster and bigger, and thus
the stake following the kidnapping of villagers, as well as turning provide more resources for the town, but it was probably cursed by the
hers youngest son into a wolf. They are convinced the pumpkins are witch's ghost.
the witch's spirit's doing, although this is not the case. She gives the He sobs on about his feelings of guilt and his incompetence as an
location of her old hut on the forest, and suggest starting there. alchemist, trying to gain sympathy from the party as well as paint
• Belry Dryleaf, the local alchemist, has been tirelessly working himself in a good light.
on a solution for the pumpkin problem. His efforts have been, thus A DC 17 Wisdom (Insight) will reveal that Dryleaf seems to be
far, fruitless, but she'll ask the party to check on him, in case he has keeping something from the party. If they believe him, he'll hand them
something to report. a potion of healing, in “good faith.”
If the party does not believe him, he'll insist on his story being true,
and should a fight break about, he will avoid actual confrontation, be
DRYLEAF'S WORKSHOP it fleeing, calling for help, surrendering or, should he get really
It is not assumed that the players will visit Dryleaf's workshop, and desperate, burn the workshop down.
they should not be forced to. If they do, however, they will find it One way or the other, as long as conflict doesn't break out, he
unguarded, door unlocked. suggests looking at the witch's hut, as the pumpkins seem to frequent
that place.

When you step in, the noises of paper cracking and water boiling
fill your ears. You spot a halfling, whom you presume is Belry Dryleaf,
working frantically on the multiple tables, over which there's ROLEPLAYING JOYCE
ingredients, notes, and tools scattered around. Without turning to look
Joyce is an elderly human woman, on her late fifties. She's
at you, he squeaks out, voice trembling:
particularly kind towards adventurers, if she can come off as
“I've told you time after time, Joyce. When something finally works,
patronizing. Given the chance, she'll both give counsel and narrate her
I'll tell you, but I need to focus, and I can't if you're around! Now, can
own adventures, specially at the Hunter's Horn.
you please leave be?”
A year ago, various villagers were kidnapped by the witch Julianna,
her youngest son among them. The witch turned him into a wolf, and
Joyce knows only as much.

2
Deciphering the journal will reveal that Julianna was making deals
ROLEPLAYING DRYLEAF with a fiend trapped within a mound in the same forest, as well as
Belry Dryleaf is a male middle aged halfling. He seems to be point out the location of it. The fiend is described to be associated
perpetually anxious. Part of this is a natural tendency, but it's mostly with fear and nightmares, but the writing seems intentionally vague.
due to guilt and fear for his life. Anyone that reads the journal has advantage on Arcana and Religion
Dryleaf is the very definition of a coward. He will play victim, or checks involving this fiend.
say and offer anything if that ensures his survival, whether or not he There are also a few potions present, but a DC 12 Intelligence
can abide to his promises. (Arcana) check will reveal the potions have spoiled, and are not safe
Years ago, Dryleaf worked with the witch Julianna in hopes of to drink.
advancing his research. When rumors sparked, though, he snitched on A character that drinks a spoiled potion needs to make a DC 14
the witch's activities, and grossly exaggerated them, leading to her Constitution saving throw, or the pain in their stomach will render
execution. them poisoned for 10 minutes.
While he feels a deep, genuine guilt over the fact, he's taken If they find the scrolls, the black cat will directly interact with the
advantage of it, stealing the witch's scrolls and grimoires from her hut. party for the first time, and start meowing insistently at whoever holds
This backfired terribly when he attempted to bind a fiend resting the Speak with Animals (Modified) scroll. Its modification allows all
under the mound within the forest to do his bidding. This fiend, who party members that hear the spell to communicate with beasts for the
calls himself the Pumpkin King, cursed the pumpkins to act as his duration.
minions. Should they cast it, the cat's meowing morphs into a soft and
He now works under fear for his life, as the fiend forces him to stuff cultured, yet insistent womanly voice. She appears to smile, before
the pumpkins inside corpses. He feels disgusted and guilty, but he's introducing herself as Farlane, the old witch's familiar, and welcoming
not brave enough to go against the entity's desires. He will under no them to what's left of the hut.
circumstance admit this, unless caught at his lab deep within the Farlane then inquires for their reason of visiting her home. During
mound. the conversation:
• She seems really bitter towards Goldgrain, not happy about her
master being burned. Farlane might express even some satisfaction
THE WITCH'S HUT towards the pumpkins' raids.
• If the witch's curse is mentioned, she'll chuckle, and playfully
It doesn't take you much to reach a small clearing in the forest. On
state there's no curse at all. She's telling the truth, and will explain
its edge, you see a small hut, covered in vines and uncared for. The
that someone failed at binding an outsider to their bidding. Why
forest is eerily silent and still, making the whole scene appear frozen
that outsider is haunting pumpkins, she does not know.
in time.
• If Dryleaf is mentioned at all, her hair and tail with rise up with
a hiss. Regardless of who mentions him first, she tells the party
When the party gets closer, and on a DC 13 Wisdom (Perception)
what she thinks about him, and his story with her master.
check, they spot a black cat sitting over a branch, gazing over them. It
remains at a safe distance from the party, and follows them inside, • She knows where the outsider has set his lair, and is more than
possibly startling them. willing to guide the players, if they accept making Dryleaf pay for
his lies, whether that means exposing him to the town, which will
The inside of the hut its composed of a single spacious room, that probably end with him burning or locked away, or directly
seems to be something in between a lab, kitchen, dining room and punishing him. Farlane is happy as long as she gets revenge for her
bedroom. The bed is the only part of the room that seems relatively mistress.
undisturbed. • If the party asks her to decipher Julianna's journal, she'll
A layer of dust covers the whole interior, beneath which you note playfully dodge the question. She will not outright refuse, but she
the signs of a fight from long ago: broken vials in the ground, its just won't do it.
contents long evaporated, burned patches on the floor, as well as
crack and cuts on the wooden furniture. After the conversation, if the party reached an agreement with
Farlane, she tags along with them, telling them the location of the
There's a hatch under the bed, that the party will spot with a DC 15 outsider's lair, a mound in the forest.
Wisdom (Perception) check, or without the need to roll if someone If they do not reach an agreement, she'll scoff, and leave the party
specifically looks under it. to fend for themselves, sarcastically wishing them luck in their search.
One way or the other, when the party steps out of the hut, or if they
Under the hatch, you find another room, this one smaller, without are not able to find the hatch, they hear growling and the sounds of
any means of ventilation. This makes the air feel stagnated and your bushes shaking, as a pack of wolves scouts near the hut.
breathing unpleasant. It appears to function as a small library,
shelves cover the walls, filled partially with books and old scrolls,
randomly arranged.
ROLEPLAYING FARLANE
There's two scrolls the party finds if they search the library: A Farlane is a black cat, and deceased witch Julianna's familiar. She's
scroll of Burning Hands (Level 1) and a scroll of Speak with calm and observant, preferring to watch over events rather than
Animals (Modified). participating in them.
They can also find a journal covered in dust. Its cover has three She generally behaves in a chilly, sassy manner, preferring to toy
waning crescent moons. The writings inside seem like readable with people rather than having direct conversations, unless a topic
gibberish. This is due to the journal being ciphered, and the three particularly interests her.
crescent moons represent the three steps back in the alphabet that one She's fond of purring mid-phrase, and to respond to questions with
must take for each character in order to read it. Succeeding on a DC a question of her own.
17 Intelligence (Investigation) check will crack the code. If someone The cat is extremely bitter against Belry Dryleaf, due to him
figures out the moons are a hint, the roll is made at an advantage. backstabbing and causing the execution of her mistress, and will cause
Needless to say, if someone figures out how the code works, no roll is distress for him given the chance.
required.

3
WOLVES HUNT IN PACKS PUMPKIN ABOMINATION
A deep, impatient howl breaks the silence of the forest. From the Large plant, neutral evil
woods, a pack of wolves emerged, the head of which looks
particularly big, and vicious. They are thin, and malnourished, their
Armor Class 11 (natural armor)
jaws salivating in anticipation.
Hit Points 47 (5d10 + 20)
Speed 30 ft
The pack is composed by six wolves (MM p341), and led by a
direwolf (MM p321). They display hostility towards the party, as the STR DEX CON INT WIS CHA
pack is starving. The pumpkins are driving prey away from their 18 (+4) 8 (-1) 18 (+4) 2 (-5) 8 (-1) 3 (-4)
territory.
If the party casts Speak with Animals or if they used the scroll Damage Vulnerabilities: fire
earlier and the effect is still ongoing, the wolves only express their Condition Immunities: blinded, deafened
hunger for the time being. Senses blindsight 60 ft. (blind beyond this radius)
The party may try to feed the wolves their rations, in which case, a passive Perception 9
DC 15 Wisdom (Animal Handling) check is enough for the wolves not Languages –
to attack while they try. If Speak with Animals is active, and they Challenge 1 (200 XP)
communicate their intentions to the wolves, the check is made with
advantage.
If a fight breaks, the wolves fill focus on the front line, surrounding ACTIONS
them, and taking advantage of their Pack Tactics. The wolves will
fight until they're at half their HP, then fleeing. The exception is the Vine Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., two separate
direwolf, who will not flee unless half the other wolves have already targets. Hit: 7 (d8 + 4) slashing damage
done so, and the odds are not looking in their favor. If the direwolf is Claws. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target. Hit: 10
incapacitated, the wolves will flee unless the odds seem clearly in (2d6 + 4) slashing damage.
their favor.
In the case the wolves are fed, they're grateful in the best manner
they can express, possibly involving chorus barking. The only one that Either way, the location of the lair is deep within the woods, in
will think of outright thanking them verbally is the direwolf. This is which the party finds the crumbling entrance to an old, deep mound
due to being Joyce's youngest son, although he doesn't say so unless within it.
specifically asked. He doesn't remember much about that either, other
than “The witch and the tiny man” making him that way.
THE ENTRANCE
AN ABOMINATION APPEARS You enter the mound, and immediately, its darkness surrounds you,
The creaking of trees pushed away thunders in your ears. Another prompting you to light a torch. There's an unpleasant humidity in the
figure emerges from the woods, the carcass of a bear, its innards torn air, as well as the echoes of drops of water falling against the ground,
out, and instead, filled with several pumpkins. Roots cover the mixed with the rustling of vines.
carcass, some going through it, and pull it like strings would a rather Just a few feet from the entrance, stairs go down in a spiral, for
macabre puppet. quite a while. Time has eroded the walls, leaving but silhouettes of
engravings long faded.
After the stairs, you come to a round, cave-like area, covered in
The pumpkin abomination rushes towards the party, confident the
vines. At the other side, rests a slab of stone, covering the actual
fight with the wolves, that might have not occurred at all, has made
entrance the mound. It's guarded, too: You see two humanoid figures,
the party easy targets. It relies on brute strength, and will prioritize the
wearing rusty armor and gear, its barely visible flesh covered in vines.
most dangerous looking members of the party, particularly if they
You can't help but suspect it is the same aberrant parasitism you saw
wield fire. Like the pumpkins on the road, it has no regard for its self-
in the bear's corpse.
preservation.
Once the party is done dispatching the beast, they can try to follow
the trail back to the pumpkin's lair. A DC 12 Wisdom (Survival) check The seal of stone is guarded by 4 pumpkins and 2 corpses. If the
is enough to succeed. party looks under the armor of the corpses, there's a deep scar, under
which rests a haunted pumpkin, without any innards inside the corpse.
The puppet-like corpses will try and restrain the closest members of
GETTING TO THE LAIR the party. As they are not able to deal a lot of damage once they've
By now, the party might have already discovered where the grappled someone, they rely on the pumpkins to punish the party with
pumpkins are coming from, by either following the tracks, dealing their Vine Whip.
with Farlane, or finding Julianna's journal. If they haven't by now, Once the party has deal with the pumpkins, the seal can be pushed
though, they could discover it by: aside with a DC 16 Strength (Athletics) check, rolled with advantage
Back in Goldgrain, have them find Dryleaf leaving his if something is used as a lever.
workshop. Make him look like he's worrying that someone is On a DC 12 Wisdom (Perception), the party will spot a hole in the
watching. This way, the party can tail him, and it can be satisfying if wall, close to the ground and wide enough for someone to attempt to
the group already suspected Dryleaf. crawl through it, although the tunnel is covered in tiny spikes, and
Have one of the abductees come back to town. One of the anyone who tries to do so must make a DC 13 Dexterity save, in
victims dragged by the pumpkins manages to escape the lair, and which they have advantage if their size is Small or less, or take 7
comes to the town to tell the others about the horrors it has witnessed, (3d4) penetrating damage as they crawl over the spikes.
men having their insides caved out, and dark cells inside a mound.
They point out the location to the party, and beg them to rescue the
others. This one is recommended if the party isn't suspicious about
Dryleaf, so to keep it a twist.

4
PUMPKIN PUPPET THE PUMPKIN KING
Medium plant, neutral evil Medium fiend, neutral evil

Armor Class 14 Armor Class 16 (full plate)


Hit Points 32 (5d8 + 10) Hit Points 65 (10d8 + 20)
Speed 20 ft Speed 30 ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 14 (+2) 2 (-5) 8 (-1) 3 (-4) 16 (+3) 12 (+2) 14 (+2) 13 (+1) 13(+1) 16 (+3)

Damage Vulnerabilities: fire Saving Throws Wisdom +3, Charisma +5


Condition Immunities: blinded, deafened Skills Intimidation + 5, Insight +3, Athleticism, +5
Senses blindsight 60 ft. (blind beyond this radius) Damage Vulnerabilities: radiant
passive Perception 9 Damage Resistances: necrotic
Languages – Condition Immunities: blinded, deafened
Challenge 1/2 (100 XP) Senses blindsight 60 ft. (blind beyond this radius)
passive Perception 11
ACTIONS Languages Common, Infernal
Challenge 2 (450 XP)
Choking Vines. Melee Weapon Attack.: +4 to hit, reach 5 ft., one
target. Hit: 8 (2d6 + 2) piercing damage, and a Medium or smaller Amulet of Terror. The amulet hanging from the King's neck allows
creature is grappled (escape DC 14). Until this grapple ends, the target him to manifest properly into this realm. It can be attacked at a
is restrained, as well as the creature. disadvantage, but if done, the King receives damage as if he was
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one vulnerable to the source.
target. Hit: 5 (1d8 + 1) piercing damage.

ACTIONS
INSIDE THE MOUND Vine Hook. Melee Weapon Attack: +5 to hit, reach 30 ft., one target.
Hit: 7 (d8 + 3) penetrating damage and the creature is pulled 15 ft
Once you're past the sealed arc, you see a wide, long corridor. It's towards the King. Until the King uses Vine Hook on a different
entirely covered in thick, humid vines, specially the ground. On the creature or the affected creature succeeds on a DC 13 Strength
walls, the vines almost cover niches carved for the deceased, in which (Athleticism) roll, they are grappled.
old bones rest, covered in mold. Greastword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
At the end of the dark corridor, there's another set of stone stairs. Hit: 10 (2d6 + 3) slashing damage.
The silence in the room is eerie, as you're only able to hear drops of Illusionary Impalement. (Recharge 5-6) The King gives a creature
water falling over the roots. within 5 ft the illusion of being impaled in a horrifically painful
manner by his sword. On a failed DC 13 Will saving throw, the
A DC 12 Wisdom (Perception) will reveal that, almost halfway creature suffers 17 (4d6 + 3) psychic damage, and it is frightened until
across the corridor, there's a hole in the wall covered with vines, tall the end of its next turn. On a successful safe, they suffer half the
enough for someone to fit through while squatting. If Farlane has damage.
tagged along with the party she'll point it out, most likely with
Dancing Lights, or by meowing nearby it.
A DC 16 Wisdom (Perception) will reveal that some of the thick
vines covering the hall are faintly moving, A DC 20 Wisdom DRYLEAF'S LAB
(Perception) will reveal three small pumpkins hiding among the vines Behind the hole, you see a wide room full of tables, at the sides of it
that cover the ceiling. and at its center. Over the tables at the sides rest equipment and notes,
Someone might consider it a good idea to light the vines on fire. In and over the ones at the center, human-like shapes covered by
such a case, a DC 8 Intelligence saving throw will reveal that, given blankets, as well as dry blood.
the very few means of ventilation, that would extremely dangerous. In There's a sharp smell of iron in the air, mixed with sulfur and
any case, the humidity present on the corridor prevents non-magical substances with a strong basic odor that you're not able the recognize.
fire from consuming the vines. By the right side, there's door that looks rather new, compared to
If someone tries to go across the hall, the vines will suddenly trap the rest of the mound. Its small window secured by bars gives it a
the character and try to strangle them. They receive 6 (d8 + 2) damage prison-like look.
per round, and a DC 14 Strength (Athletics) is required to free oneself But the one thing you notice the most, is the look of absolute terror
from them. The vines can also be destroyed, and have 10 HP. The that a halfling is giving you, a vial sliding from his hand, and
pumpkins will try and wait to act as to catch as many members of the shattering against the ground.
party simultaneously as they can. They will not be alerted on a DC 12
Dexterity (Stealth) check.
Dryleaf is found on the lab, and well as being absolutely terrified
Once the trap has been dealt with, the party can either proceed when he becomes aware of the party's presence. This goes double if
through the hole in the wall, if they spotted it, or down the stairs. If the
Farlane is accompanying the party. She'll start hissing at the halfling
former, they'll arrive to Dryleaf's laboratory. Otherwise, if the party if that's the case.
goes downstairs, they'll arrive to the lower level of the mound, the
He will then surrender without putting up a fight, and any threat
throne of the Pumpkin King. will be enough for him to crack and speak. If Farlane is present, he
outright starts stuttering and begging for mercy. If given time to
explain himself, tells the party the following story:

5
THE KING OF PUMPKINS ROLEPLAYING THE PUMPKIN KING
Huge fiend, neutral evil The fiend that calls himself the Pumpkin King is one of the least
powerful ones among his kind, and he's painfully aware of it. This
causes him to behave as he believes mortals think fiends are like, so
Armor Class 16 (full plate)
he can induce terror. He's not a good actor, though, and it often comes
Hit Points 78 (8d12 + 26)
off as overacted.
Speed 20 ft
He obtains power from the fear mortals have of him, and aims to
terrify the people of Goldgrain, so he can then spread his horror to the
STR DEX CON INT WIS CHA
whole realm.
18 (+4) 6 (-2) 16 (+3) 13 (+1) 13(+1) 12(+1)
This is the reason of him forcing Dryleaf to stuff pumpkins inside
mortals: he hopes that the dark irony of it will fuel the nightmares of
Saving Throws Wisdom +3, Strength +6
generations to come.
Skills Intimidation + 3, Insight +3, Athleticism, +6
Damage Vulnerabilities: radiant, fire
Damage Resistances: necrotic
Should the party choose to restrain him, instead, he doesn't put
Condition Immunities: blinded, deafened
up a fight, only trying to escape when the party is not present. If
Senses blindsight 60 ft. (blind beyond this radius)
Farlane is present, she's disappointed, but it's good enough for her, as
passive Perception 11
long as he's given to Goldgrain's guard later.
Languages Common, Infernal
No check is required to get resources out of him, but a compelling
Challenge 4 (450 XP)
argument against his cowardice or exploiting his guilt, and a DC 19
Charisma (Persuasion) will persuade him to participate against the
ACTIONS Pumpkin King, if promised freedom afterward. This will both annoy
and make Farlane curious, who will stick along the party if she was
Vine Whip. Melee Weapon Attack: +6 to hit, reach 30 ft., two separate with them already.
targets. Hit: 11 (2d6 + 4) slashing damage.
Seed Blast. (Recharge 6) The King of Pumpkins showers his enemies
with burning seeds in a 20 ft-cone. Each creature in the area must THE KING AT HIS THRONE
make a DC 13 Dexterity saving throw or suffer 21 (6d6) fire damage. You go down the stairs, and immediately see the wall on the left
On a successful save, suffer half as much. ceasing to be as it opens to a deep, wide circular dome-like room, its
wall covered with niches and vines.

REACTIONS Over the ground rest old moldy bones and small pumpkins, both
thankfully inert.
Pumpkin Visage. Once per round, when a creature within 30 ft Opposite of where the stairs end, there's a throne made of thick, dry
declares an attack against the king, he may force them to succeed on a vines, the only dry ones on the mound. On it, a figure dressed in black
DC 13 Wisdom saving throw or be frightened until the beginning of full armor and proudly sporting a pumpkin head, in which dark eyes
their next turn (includes the triggering attack). and a mouth have been painted. By his side, stand two corpses, just as
you've encountered before. The figure then speaks in an echoing, deep
voice.
• After the witch Julianna was executed, he retrieved a good “Welcome to my throne, although I don't recall inviting you. No
amount of books and notes from her hut, and noticed quite a few matter. I am the Pumpkin King, and you will suffer your worst
mentioned a fiend bound to the mound, with whom the witch had a nightmares, never to leave.”
pact.
• He tried to bind this fiend to his will for personal gain, but he He will go on for a little gloating about his fiendish power, and
generously offer the party to leave his lair, if they wish not to face
failed, and instead released him.
eternal suffering. As he speaks, the roots shake and appear to burn,
• The fiend calls himself the Pumpkin King, and raised the
shadows seem darker, and a pained moans can be heard beneath the
pumpkins to do his bidding. Dryleaf has thus been forced to empty ground. A DC 15 Intelligence (Arcana) will reveal that these are
corpses and place the pumpkins inside, so they have a body. He's merely harmless illusions. In addition, anyone that passes a DC 15
not sure why he wants it that way, though. If he disobeys, the King Intelligence (Religion) will note those manifestations do not
has promised him eternal unrest. correspond with any representation of a major fiend, and seem
randomly put together.
When he's done, he surrenders his fate to the party, who he dares If the party is unimpressed by the display, and refuses to leave, the
not fight, and immediately offers to free the prisoners as a way of fiend will be taken aback for a moment, and a DC 14 Wisdom
proving his guilt. If asked to do so, he will. (Insight) reveals he's not confident about fighting.
Dryleaf begs the party for mercy once he has surrendered, and The Pumpkin King denies any such claim, and after a moment, he
promises to get away, never to return. If denied mercy, he gets more reaffirms his might, and will lunge towards the party along his
and more desperate. If he needs to, he offers the party indirect help minions: three pumpkin puppets.
against the Pumpkin King, though he will only give out 2 flasks of During the fight, the King sports a greatsword, a black full-plate
alchemist's fire. Anything else he promises the party he either cannot armor, and an amulet around his neck. He will let his minions take
deliver, or will be an innocuous potion, which can be identified with a care of the front line, and focus on spellcasters, pulling them towards
DC 14 Intelligence (Arcana) check. his reach with Vine Hook. He'll use Illusionary Impalement as often
If offered to leave, he will gladly accept, and tearfully thank the as he's able to, focusing on the characters that seem most dangerous to
party. This will make Farlane visibly disappointed, and she will leave him.
the party's company without a word. Probably she's not able to The king's amulet looks like an iron bat holding a dark-green jewel
pronounce any at the moment, either way. shaped like an eye. It shines brightly whenever the king uses any
magic.

6
When the King's HP reaches 0, the amulet will crack loudly. Any SHATTERED AMULET OF TERROR
remaining minion dies instantly, and their pumpkin “corpses” quickly Wondrous Item, Uncommon (Requires Attunement)
rot and bubble.
A bright shadow-like figure emerges from it, and enters the King's The amulet resembles a black bat, made of iron, holding a deep-blue
pumpkin head, loudly cursing at the party. The pumpkin will then cracked gemstone, resembling an eye.
grow until it reaches a Huge size, also growing actual carved eyes and While being attuned, the wearer can produce minor illusions and
mouth, turning into the King of Pumpkins. In this shape, he'll effects at will, much like the Prestidigitation cantrip. These must
disregard any strategy other than using brute strength, and using always be related to fear.
Pumpkin Visage to prevent damage. In addition, the wearer has advantage on Wisdom saving throws to
When he is finally slain, the same spectral figure will emerge, and avoid effects that would make them become frightened, either magical
scream in pain as his voice and silhouette fade away. The amulet will or natural.
slowly stop glowing, although it will conserve some of its magic. The caster can use these effects to give himself an advantage on a
Charisma (Intimidation) check. After this, the amulet loses its magic
until the next midnight.
AFTERMATH
When they hear about the mound, the villagers will be absolutely
terrified, and extremely thankful of the party's presence. They will
insist on throwing a feast in their honor, although pumpkin-related Farlane
foods will be absent. Tiny beast, chaotic neutral
If Wilburg was rescued, he'll reward the party with 400 gp once
they are back in Goldgrain, before parting ways. Armor Class 12
If he wasn't, it will be Joyce who'll reward the party with 200 gp. Hit Points 20 (8d4)
If the party met Farlane, and Dryleaf has either died or been Speed 40 ft, climb 40 feet
turned to the town's guard, she'll be willing to perform spells of up to
4th level for them, as long as they acquire the materials. If he was STR DEX CON INT WIS CHA
convinced to fight, she'll thank the party for providing fun, but 3 (-4) 15 (+2) 10 (+4) 16 (+3) 12(+1) 12(+1)
otherwise make no effort to help.
If the party let Dryleaf go, his place will be abandoned, as he had Skills Perception +4, Stealth +5, Arcana +6
fled the town. Should hey decide to loot his place, they'll find lab Senses passive Perception 13
equipment worth around 600 gp. Languages Understands Common, does not speak
If the party convinced Dryleaf to fight the King, he'll stay at the Challenge 1/2 (100 XP)
town, grateful, and will be able to craft potions and poisons for the
party (up to Rare). He will charge only the price of the ingredients, Keen smell. As a cat, Farlane has advantage on Wisdom (Perception)
and take a quarter of the normal crafting time. checks that rely on smell.
In any of these cases, all the adventurers that helped Goldgrain get
rid of the pumpkin-haunting receive 600xp.
ACTIONS
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1
Belry Dryleaf slashing damage.
Spellcasting. Farlane is a 5th level spellcaster. Her spellcaster ability
Small humanoid (halfling), neutral evil is Intelligence (Spell save DC 14, Spell attacks +6 to hit). She has the
following spells prepared:
Armor Class 12 Cantrip (at will): Blade Ward, Prestidigitation Dancing Lights, Poison
Hit Points 28 (8d6) Spray.
Speed 25 ft First level (Four slots): Expeditious Retreat, Hex, Unseen Servant
Second level (Three slots): Invisibility, Web
STR DEX CON INT WIS CHA Third level (Two slots): Counterspell
8 (-1) 14 (+2) 10 (+0) 15(+2) 14(+2) 8(-1)

Skills Bluff + 2, Sleight of Hand +5, Arcana +5


Senses passive Perception 13
Languages Common, Halfling CREDITS AND ACKNOWLEDGEMENTS
Challenge 1/2 (100 XP) DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, and all other Wizards of the
Potions: Dryleaf carries 2 flasks of alchemist's fire, and a potion of Coast product names, and their respective logos are trademarks of
healing. Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast
Sneak attack: Dryleaf can inflict 3d6 damage with sneak attacks, as a and/or other authors. Such material is used with permission under the
5th level rogue would. Community Content Agreement for Dungeon Masters Guild. All other
original material in this work is copyright 2016 by Daniel Vilar and

ACTIONS published under the Community Content Agreement for Dungeon


Masters Guild.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., Special thanks to Marc Sendra, Crispin Taylor, and Nathaniel
one target. Hit: 4 (1d4 + 2) slashing Jenkins for their aid on playtesting.

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