TEXT: By Frank Schmidt 
  @FILBARRPG 
  HAL19 – Horror at Hennepin 
  AN ADVENTURE IN FILBAR™ 
   
   
   
  
  ~ 1 ~ 
   
  Horror at Hennepin 
   
  Player’s Background: 
  “…and so every one hundred years, the Great Pumpkin rises and brings back the 
  dead to ravage the land. Tonight, marks the anniversary of its return!” Gasps are 
  heard from the crowd as they listen to the tale from Linus the Bard. Skeptical, 
  you and your associates drink your ale quietly as you sit in the Hennepin 
  Roadhouse on your way to the city of Cathoway.  
  The crowd gains back their breath and showers the speaker with clapping and 
  accolades at a fine story. Unimpressed, your table sits close enough to the stage 
  that you overhear Linus telling some of the patrons that he found the story in 
  the archives of an old library. Despite the guffaws of the people, Linus claims 
  that it is a true account and moments later a screech is heard from outside 
  setting everyone on edge! 
   
  DM Background: 
  This scenario was created as the holiday offering for Halloween 2019. Build for 
  four, first level players and a DM or a pair of second level PCs for a cozier 
  environment. The game begins in a rural, farming area with a single roadhouse 
  as a point of interest. The party will have arrived after sunset and enjoyed a 
  good meal and fine mead with a side helping of entertainment to boot. 
  The party will have discovered that Linus the Bard was passing through and 
  opted to perform for his meal and lodging in a back room. The party had no 
  evening plans but that will change as an animated Scarecrow bursts into the 
  tavern to completely disrupt the evening.  
  The account given by Linus was found in an old library and, as the players are 
  about to find out, completely accurate. They will need to track down the location 
  of the Great Pumpkin and deal with the creature if they can. 
  This offering was designed as a tongue-in-cheek scenario but could be used to 
  introduce new players to a campaign or a simple, holiday one-shot. Either way 
  we hope you enjoy the short game and have fun with it! Drop us a line and let 
  us know what you think please and don’t forget to follow us on Twitter 
  @FilbarRPG or at @Mhoboinc (Murder Hobo Inc.) for more fun! 
   
  
  ~ 2 ~ 
   
  1. Roadhouse 
  The strange noise has the occupants of the roadhouse looking at each other 
  in bewilderment. The exit sits behind your table and a thumping is hear 
  moments before it crashes in. The moonlight silhouettes a slender figure who 
  strides in confidently. As the interior light flickers across the image, you 
  realize the individual is a Scarecrow and not a human! 
  DM: An enchanted/cursed Scarecrow enters the roadhouse and will frighten 
  most of the patrons in the establishment. The PCs will be closest to the door 
  and be able to react immediately for initiative assuming they make their fear 
  check.  
  The Scarecrow will need to be defeated before it can be successfully 
  identified by some of the patrons. The locals will tell the party that the 
  construct came from Farmer (Charlie) Brown’s far to the east of the 
  roadhouse. An investigation of the Scarecrow remains will also spot several 
  pumpkin tendrils which will be noticed by the crowd. Several people will 
  immediately shout out that Linus’s tale must be true and that the area is in 
  danger.  
   
  Scarecrow: Armor Class 11 (natural) Hit Points 36 (8d8) 
  D +3 Claw 2d4 +1 x2 & Glare DC11 vs. Wisdom or frightened 1 round 
  STR DEX CON INT WIS CHA /11(+0) 13(+1) 11(+0) 10(+0) 10(+0) 13(+1) 
  Challenge 1 (200 XP) 
   
  Linus will be cast as a savior but will quickly back down from the challenge 
  stating that the PCs are far better prepared to handle the situation and he will 
  ‘bravely’ remain behind and protect the citizens in the roadhouse. The PCs 
  should recognize the opportunity to shine and with a Bard present, they will 
  have a reasonable shot at making a name for themselves in the process.  
  The locals will be happy to tell the players that a dirt trail around the back of 
  the roadhouse leads directly to the Brown Farm and will ask the adventurers 
  to check on their friend. A young woman will volunteer to take the party to 
  the farm but will point out that she is not a very competent fighter. This NPC 
  will be more of a travel guide than a helpful assistant in combat but could 
  gain a lucky strike against an aggressor if the PCs are in dire need. Her name 
  is Lucy.  
  
  ~ 3 ~ 
   
  A reward can be worked out later if needed as the crisis is going on now and 
  prolonged negotiation will cause several citizens to head out to resolve the 
  problem themselves. Once the PCs agree to handle the issue, Linus will toss 
  them four packets of healing herbs. Each of these items can be consumed for 
  1d4 +2 healing points. If the party was banged up during the Scarecrow 
  encounter, the bartender will have a Potion of Healing available for their use 
  (1d8 +2) at no charge.  
   
  2. Hills 
  The full moon allows a reasonable amount of light to move behind the 
  roadhouse and into some wooded hills. The season has begun to strip the 
  leaves from the trees and offered more light as you work your way east. Lucy 
  points out that it is only about ¼ of a mile to the Brown Farm but going up 
  and down the leaf covered hills will make it seem longer.  As you reach the 
  rise of one of the hills you are surprised to see three figures dressed in burial 
  rags! 
  DM: The trip to get to the farm will only have one encounter and that will be 
  with three, recently deceased members of the community. Lucy will audibly 
  gasp and point out that the three figures are dead community members. 
  Washington, Patty, and Marcy will attack the PCs at the top of the hill. 
  Each of the Zombies are covered in pumpkin vines and will move slowly. 
  Their rotting flesh will smell horrible and the creature’s condition will cause 
  them to lose every initiative against the party. Lucy will hang back and 
  attempt to avoid combat while quickly fashioning a torch for more 
  illumination. The dead do not have anything of value. Once they are 
  destroyed, the PCs can continue to the Brown Homestead. 
   
  Zombies (3): Armor Class 8 Hit Points 22 (3D8 +9) 
  D +3 to hit Fists 1D6 +1 
  STR DEX CON INT WIS CHA /13(+1) 6(-2) 16(+3) 3(−4) 6(-2) 5(−3) 
  Challenge ¼ (50 XP) 
   
   
   
  
  ~ 4 ~ 
   
  3. Brown Farm 
  At the base of the hill sits a small farmhouse and outbuilding. Corn waiting to 
  be harvested sit near the building and pumpkin tendrils cover the area 
  including a post that the Scarecrow once rested on. A skeletal dog sits atop a 
  small dog house and clacks at the party but a chain prevents the creature 
  from attacking the party. As you approach the dark farmhouse a small, 
  skeletal bird flies to the roof and stares down at you. 
  DM: As the skeletal bird distracts the party, a pair of Needle Blight bushes 
  will move towards the group and appear as tumbleweeds. These enchanted, 
  vegetative growth with slash at the PCs with thick thorns and prohibit the 
  party from gaining entry into the house. 
   
  Needle Blight (2): Armor Class 12 Hit Points 16 each (2d8 +2) 
  D +3 piercing 1D6 +1  
  STR DEX CON INT WIS CHA /12(+1) 12(+1) 13(+1) 4(−3) 8(-1) 3(−4) 
  Challenge ¼ (50 XP)  
   
  Once the tumbleweeds are dealt with the party can make entry into the 
  building and discovered a pair of choked corpses. Lucy can identify them as 
  Charles Brown and his farmhand Schultzy. The pair have apparently been 
  strangled with pumpkin vines that have entered the building from the back. 
  An examination of the interior of the farmhouse will discover another packet 
  of healing herbs (area #1) and a Potion of Extra Healing that is clearly 
  marked.  
  A check outside will reveal that the vines come from the east and have left a 
  clear trail going to the east. These vines will move slowly and creep towards 
  the PCs but a quick hack from a blade will cause them to retreat. The party 
  can then “chase” them back to the root of the problem! If the party does not 
  immediately begin hacking at the encroaching vines, the DM may toss a Vine 
  Blight at them to hasten the hacking. The Vine Blight will immediately begin 
  to retreat quickly (not attack) and not be destroyed until reaching the bridge 
  encounter. 
   
  Vine Blight: Armor Class 12 Hit Points 26 each (4d8 +8) 
  
  ~ 5 ~ 
   
  D +4 2d6 +2 & Grappled DC12 vs. Strength to break free  
  STR DEX CON INT WIS CHA / 15(+2) 8(-1) 14(+2) 5(−3) 10(+0) 3(−4) 
  Challenge 1/2 (100 XP) 
   
  4. Bridge Crossing 
  The pumpkin tendrils continue to flee your damaging attack and move quickly 
  across a bridge with rotting planks. Lucy yells for you to stop and quickly 
  points out that the bridge needs to be repaired and caution should be used if 
  the party crosses. A look into the gully that it traverses shows several 
  animated Skeletons stuck in the mud below.  
  DM: The party will have some issues at this location. After the last burial, the 
  citizens noticed that the bridge over the gully needs some repairs but have 
  been too busy with the harvest to get to it yet. Lucy will warn the PCs that 
  care should be taken lest they fall through some of the rotting boards. 
  A DC10 vs. Dexterity will need to be made to successfully cross the bridge. 
  Those failing this check will suffer 1d4 -1 as they fall into the bog below. 
  There is a 50% chance that they will land next to a Skeleton that has been 
  brought back by the Great Pumpkin. Those landing/entering the bog will need 
  to make a DC12 vs. Dexterity or be slowed by the uncertain footing of the 
  gully. This will cause them to fight at disadvantage (as it does for any 
  Skeletons attacking). There is nothing of value at this location either.  
   
  Skeletons: Armor Class 13 (armor scraps) Hit Points 20 (2d8 + 4) 
  D +5 1D6 + 2 with pitchforks 
  STR/DEX/CON/INT/WIS/CHA 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) 
  Challenge 1/4 (50 XP) 
   
  5. Bog 
  Crossing the gully has done little to help you as you enter lowlands made of 
  porous material. The muck of this area fills your boots with mud as the 
  pumpkin tendrils continue to retreat from your attacks. Slugging through the 
  muck you spot movement in the torchlight held by Lucy. Disembodied hands 
  and skittering across the rich soil and are heading directly for you! 
  
  ~ 6 ~ 
   
  DM: The bog leading to the graveyard is a wet muck that will slow the party 
  down but not cause them to fight at disadvantage. A pair of Crawling Claws 
  will attack each PC in an effort to defend their “creator” the Great Pumpkin. 
  This hands have tattered flesh dangling from the fingers and can scratch for 
  1d4 +1 hit points. 
  The hands are from the bodies of the graves and there is a 10% chance per 
  each hand of an old, gold ring worth 5gp. The escaping tendrils will lead up a 
  muddy incline to the cemetery that is covered in pumpkin vines. 
   
  Crawling Claws: Armor Class 12 Hit Points 4 (1D4) 
  D +3 1d4 +1 bludgeoning or slashing depending on use 
  STR/DEX/CON/INT/WIS/CHA 13(+1) 14(+2) 11(+0) 5(-3) 10(+0) 4(-3) 
  Challenge 0 (10 XP)  
   
  6. Great Pumpkin 
  The rise to the graveyard is muddy from a recent rain earlier in the day and is 
  slick. As you crawl up, you finally reach firmer ground and find yourselves in 
  an overgrown cemetery. Pumpkin blossoms spread out through the area. 
  Several uprooted (empty) coffins will be located from the Zombies earlier and 
  an enormous pumpkin will reside on a raised stone coffin. Tubers will encircle 
  the large vegetable (fruit) and the façade of the item changes into a 
  horrifying visage! 
  DM: This area is the ancient home of the Great Pumpkin and as legacy 
  foretold, it has risen again. As the PCs reach the area, they will have to 
  contend with the fear aura that is put out by the fabled construct. Once 
  everyone has accomplished their fear checks initiative can be rolled and 
  combat will begin against the orange gourd.  
  The Great Pumpkin is a slightly legendary creature that can attempt to 
  ensnare two PCs with its vine tendrils as well as spit seeds (method of 
  reproduction in the next century). Anyone striking the Great Pumpkin also has 
  a 20% chance (cumulative) of causing the opponent to use its ‘spew evil’ 
  reaction. This effect can only be used one time and will have a small swarm 
  of Bats exit the pumpkin and swarm around the PC causing a minor 
  distraction to combat.  
  
  ~ 7 ~ 
   
  If the party is strong enough to actually defeat the Great Pumpkin, the item 
  will explode and cover the adventurers (including Lucy if applicable) with the 
  stringy innards that the gourds are known for. This mess will cause a 
  temporary loss of charisma points until the party can get cleaned up.  
  If the party investigates the spot where the Great Pumpkin sat, they will 
  locate a rather large (Halfling fist) orange gemstone. The tear shaped 
  carnelian with be marked with black streaks similar to the appearance of the 
  Great Pumpkin and can be sold for 200gp in a bigger town. It is non-magical. 
  Upon return to the roadhouse, surviving members will be hailed as heroes 
  and Linus will write an “ode” to the brave adventurers…and free drinks! 
   
   
   
  
  ~ 8 ~ 
   
   
  DM Map 
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/HAL19 Horror at Hennepin (Filbar;5e).pdf