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1. The breeze of the Autumn wind chills your soul as you walk towards the Fantasia Tavern. Sensing something might not quite right with the World, you subconsciously pick up your pace . You decide spending the night warming your self with drink, talk, and hopefully companionship(if only even until Sunrise) is a much better prospect that what the night has to offer..
You approach the door to the Fantasia. Suddenly a hand grabs your arm and spins you around to meet the rest of it’s owners body. It’s Jarell Krenn, ghost white and shaking.
“’He’s coming tonight! Can’t you feel it?” Jarell can barely get the words out.
“Who’s coming? I’m already here and I’m thirsty.” You reply.
“You fool! He’s coming tonight. I know it. The whole town knows it. Look around you”
You notice several of the building are are dark, doors boarded shut.
“Well I am new around here…say, what’s this all about?”
“The Great Dark One. His eyes glow and flicker like fire in his large gourd head. He is a demon’s curse. He comes every year in the Autumn, His visit brings doom to our town of Dimble, unless…”
“Unless what?”
“I have a plan. I think we can end this curse.”
“What’s this we business? I have drinking to do an..”
“Shut up for a minute and hear me out!”, The fear on Jarell’s face has been replaced with utter seriousness. This is not a Jarell that you have known in the short time of your acquaintance.
“Go on then.”
“If we confront him in his place of power we may have a chance of defeating him and ending this. Dimble has been living under this dark shroud for 107 years. It has to end.”
“Ok, say I believe you, so where is his place of power?”
“The Patch. Outside of town.”
“The Patch? Like a pumpkin patch?”
“Yes sir. It’s where the seed was sown, just outside a town. It’s where he rises every Autumn.”
“If it is his place of power how do we defeat him there? I mean usually these kinda guys are strongest in their place of power.”
“I have spell. I made the trip through Old Wolf’s Woods and found the wizard’s cottage just to get it. The wizard said I have to read it as he’s rising. It’ll make him vulnerable enough for you to attack.”
“Whoa whoa, hold on now. I never said I was going.”
“Sir, I’m no warrior. I spend my time in the field. It took all the bravery I had to get the spell. It’ll take the rest of it I can muster just to go to The Patch tonight. No one else will go. They’re either too afraid themselves or don’t believe it will work. Please sir, you’re the only chance I got with this. Besides, in there, whether you believe me or not, you just might find out first hand all for yourself.
Jarell’s story is certainly compelling. He could be telling the truth or just out of his gourd(no pun intended). Either way, he definitely believes what he is saying. Do you believe or at least willing to humor Jarell and go to The Patch with him(3) or do you decide that, truth or hallucination, you just want to drink and be merry inside the Fantasia and leave Jarell to his own devices(20).
2. You and Jarell have made it out of Dimble. The main road continues ahead into the darkness of the night. You notice a dirt path leading off to the right. At the end of the path you see a large overgrown mass of green vines. The jumble of vines rises well above your head. You can see the tops of several large pumpkins scattered throughout. A mist seems to meander it’s way through the green and orange. An eerie orange and red glow emanates from the center.
“That’s The Patch.” Jarell says quietly.
“Why have I never noticed that before?” You ask out loud rhetorically, realizing you’ve never been to this side of town. You’ve never been passed the Fanatsia Tavern actually.
“It’s usually just dead corn husks most of the year. It grows like this when it’s time for him to rise up.” Jarell just stares blankly at the glow as he speaks.
You ready yourselves and silently head towards the entrance of The Patch. Roll 1 die. If you rolled evens go to (10). If you rolled odds go to (4).
3. Jarell’s face brightens a bit, now that he has an ally…and maybe a chance. Seriousness washes back over him as he places his hand on your shoulder.
“Let’s get going”, he says. “Be mindful though, no torches or lest we be seen.”
You both turn and begin making your way out of town. You can almost feel the presence of the darkness around you. As you walk you become aware of just how many buildings are now locked tight with boards and bracers over all the entrance ways and windows. In the back of your mind you begin to take this situation more seriously than before. This might not be a hallucination of Jarell.
You just notice a glowing down an alleyway when Jarell thrusts out his arm to hold you back.
“Halt. Don’t make a sound.” Jarell goes deathly silent, listening to the nighttime. “Do ya hear it?”
A soft rustling hit your ears from the blackness in front of you, getting louder each second. A human form seems to fade into existence from the dark night. The being’s body is yellowish tan, made entirely out of corn husks and pumpkin vines. It has no face but seems to be looking right at you. At it’s hands you notice thorny, claw like vines.
“It’s a Husk Walker!” Jarell shouts as he pulls a sling from his belt and arms it.
The Husk Walker has an MR of 15. Usually a torch would be would be the best weapon as the dry husks of the Walker would go up easily. Unfortunately, you don’t have any prepared and there is no time to get one out as the Walker is now upon you. Call Flame, if used first, will cause the Husk Walker to burst into flame taking 1d6 in damage per combat round until it is ash. Take That You Fiend will do it’s normal damage.
(Note about combat with Jarell at your side: Jarell is a slight coward, though not really his fault as he is a farmer and a citizen and has never been in a combat situation before tonight(so give him some slack, he is already beyond his threshold of bravery). He will stay clear of any close combat and take no damage. If things look especially grim and your demise is imminent he will most likely have run away. Cowardice aside, he will take shots at any opponent you face with his sling. His DEX is 14 and for sake of missile combat he is at an “Easy” distance which is a SR2. If he makes the roll his combat dice are 2(for the sling)+1(DEX add) which can be added to yours in combat. Remember since he is using a missile attack make the SR2 roll before your combat roll.)
If you defeat the Husk Walker go to (15).
If you have died, the last thing you hear is Jarell’s screams and footsteps as he runs away. Pumpkin vines fill your body through every opening, not giving you a proper last breath. If you could watch, you’d see your skin turn from wet flesh to dry corn husk. Soon you rise to walk in search of fresh prey.
4. Just as you take a step, a rustling stops you cold. A Husk Walker comes out of the dark. Vines and corn husk make an eerie scraping sound in the dirt like a dead man walking. The Husk Walker has an MR of 15. If you defeat it go to(10). If not the Walker fills your body with vines and turns your flesh to husk. You will walk the streets of Dimble in search of flesh to corrupt, coming back every year to help the Dark One deal his curse.
5. You come to a three way intersection of vines and pumpkins. The paths continue straight ahead (14) and to the left (16) and back the way you came (8).
6. The sound of the wind going cutting through the leaves of the patch makes you realize that Husk Walkers could come from anywhere inside here. The path continues straight ahead (14) or to the right (16). You could always go back to the entrance and leave, but having made it this far you feel committed to seeing this through.
7. Jarell lets out a loud gasp as you enter an area where the vines have stopped growing forming a large cleared circle. In the center is another patch of vines, and the source of the glowing. Several pumpkin gremlins dance around the patch, jerking their twisted bodies jerk in wild motions. You’re not sure, but it looks to you that the vines in the center are alive, writhing like snakes around each other. The moon appears to be getting brighter, or is it just moving closer. The glow becomes stronger which seems to excite the gremlins even more. The gremlins stop their dancing, standing still and raising their viny arms to the moon. You can hear a sickening noise coming from the center patch, like a sound of flesh being stretched and vegetation being broken and faint growling(or is that laughter). The gremlins dissolve one by one into a pulpy mess of vine and pumpkin that is sucked into the center of the glowing as if through a straw. Adrenaline and dread fill your body. The Dark One is about to rise.
“Are you ready for this?” You say, turning towards Jarell.
Jarell gulps loudly.
Make a SR1 against Luck or Charsima(whichever is higher). If you make it go to (31). If you don’t go to (17).
8. You are met with glowing red eyes as you enter this area(even if you’ve been here before). Two small creatures made of dark vines turn to attack you. Their carved faces on their pumpkin heads are pure evil. These are Pumpkin Gremlins. They are MR10 each. If you defeat them you can go to (18). If they defeat you go to (13).
9. The sound of the wind has you spooked. You realize that nothing is here, but you still have a bad feeling. You can go to (5) or go back to (6).
10. You are at the entrance of The Patch. There seems to be a crude path of dirt where the vines don’t grow. You wonder if it was made that way or just seems like it. Either way you hope it leads in the right direction. There is an odd wave of smells in the air, smelling sometimes like fresh green and other times like rot. Being you are in somewhat tight quarters inside The Patch, Jarell’s slingshot range is now point blank(SR1). There is a path leading to the left(6) as well as straight ahead(26).
11. You hear a sudden rustle as a Husk Walker comes into view. It has an MR of 20 as it is in a place of it’s power. If you win go back to (14) and choose a direction. If you lose go to (13).
12. “If you are human, or similar kin, you may enter my house. If you are evil or of the unholy, entrance is not yours lest it is banishment you seek.”, says a voice from inside.
Jarell looks nervously at you.
“We are of welcome kin.” you say as you open the door and walk in. Jarell hesitates and then follows behind you. Inside you find an old man sitting at a table facing you. A cloth is wrapped around his head covering his eyes. His fingers touch the pages of an open book on the table.
“Visitors for an old priest on a night such as this? What brings fools such as yourselves to my door?”, asks the priest.
“The glow of the candles in your windows. You say on a night such as this. Tell me then, on a night such as this, why you haven’t boarded your doors and extinguished your lights? Do you have something to do with a night such as this, old man?” You reply.
“No, brash one. I’m a holy man. A holy man who’s arrogance got in the way of my faith on a night such as this many years ago. I thought I could stop the evil. I failed and the vines took my eyes. My faith is stronger now, but I am too old to fight the evil. My faith is what keeps my candles lit. The words in my prayers keep my door unbarred. I feel no fear of the night. I ask again brash one, why are you two out in a night such as this?”
“We are going to The Patch to end the curse.” Jarell blurts out before you can answer.
“Ah I see, and how are you going to do that?”
“I’ve been to the wizard. He gave me a spell.”
“The wizard! Did he give you a parchment? Give it to me.”
Jarell pulls a parchment out of his pocket and hands it to the old priest. The priest unfolds it and scans the paper with his hands.
“Are you the one who shall read this?” He says looking at Jarell.
“Y-yes I am.”
The priest turns to you.
“And you will be the one who strikes then? Let me see your weapon.”
You hold your weapon in front of the priest. He places his hands on it and begins a chat under his breath. Still chanting, he then touches your armor.
“I’ve placed a blessing on your weapon and armor. When you are in the presence of the Dark One, only then will the power of my prayer reveal itself. Now go! There is little time!”
You thank the priest for the blessing as you leave. As you wonder just what the blessing on your weapon and armor will actually do, and if it will work, you now go to (2).
13. Jarell screams in horror as what remains of your body decays and melts into the ground until nothing is left. Your blood and soul have fed the Dark One’s power. Hopefully Jarell has made it out alive.
14. The path turns here. You can continue forward (5) or go back the way you came (6). You must roll 1d6 before you go though. If you roll a 1 or 2 go to (11). A 3 or 4 takes you to (24). If you roll a 5 or 6 go to (9).
15. Jarell seems a little shaken by the encounter with the Husk Walker. Hopefully, he won’t give up and run away, especially after talking you into this.
“Jarell, are you ok?” You ask.
“I’ll be fine. I’m just not used to this kind of thing.” He says taking a flask out of his pocket. He takes a sip and puts it away, which annoys you because you could really go for a drink right now as well.
“I saw a glowing back in that alley just before that husk thing showed up. Maybe we should check it out, just in case it had anything to do with our friend here.” You say.
“No. There isn’t time. We have to get to The Patch before he rises.”
If you decide Jarell is probably right then go to (2). If you’d still like to check out the glowing, make a SR1 against your Charisma score. If you make it you convince Jarell to go with you and go to (21). If not then you can argue with him and try again until you make it or you can just give in to Jarell’s insistence and still go to(2).
16. The presence of evil weighs heavy on you and Jarell as you enter this area. For the first time since you’ve entered The Patch you can see the unearthly glowing you saw from the outside. Something about this place has you a bit disoriented. You can tell by the look on Jarell’s face that he is feeling it too. Paths go in all directions here. You can go to the left (5) or to the right(26). You can head towards the glow to investigate what it is (7)(though in your mind you know exactly what it is). You also hear a slight rustling coming from one direction and could go investigate that (6).
17. Jarell pulls the parchment out of his pocket, unfolds it, then bolts screaming back through the patch towards town.
“YOU COWARD!” you scream at him as he runs away.
Quickly you realized it’s going to be up to you. You pick up the parchment and being to read the spell out loud. Make a SR2 against your WIZ(even if you aren’t a wizard or a rogue). If you make it go to (23). If not go to (19).
18. You come to a three way intersection of vines and pumpkins. The paths continue straight ahead (14) and to the left (16) and back the way you came (8)
19. The blaze of blood red eyes fixes on you as the Dark One pulls the rest of his hellish form out of the vile ether of another world. Maniacal laughter thunders from his flaming pumpkin head. You stand ready but you no there is no way you can defeat the evil demon before you. The Dark One raises his clawed, viny arms to the moon. You try to scream as your body dissolves into a gory liquified mass that is sucked through the air into the Dark One’s mouth. The demon roars with might as he adds your soul to his power. Raising his head to the wind, the Dark One listens to Jarell’s cries and follows them to town.
20. You push on the door finding it barred, so you begin to pound on it.
“ Go away!” comes from behind the door.
“It’s me, Jarell. I’m with another friend. Let us in.”
“Jarell, you fool!” The gruff voice shouts.
There are sounds of boards and tables being moved about. The door opens slightly and huge rough arms drag you and Jarell inside. Brath, the owner of the Fantasia, is standing there staring death into your souls. You can only imagine what physical tortures Brath is mentally performing on you in his mind.
“Bloody Nath Jarell! You were fixin’ to go through with tha’ plan a yours weren’t you? And draggin’ this sorry soul with you weren’t you?”
“Now for the record, I have nothing to do with this guy.” You say pointing a thumb at Jarell. “I was just coming to drink when he stopped me at the door. I have better things to do than give credence to the ravings a clearly mad man.” You begin eyeing up Cecily, the serving wench as that last sentence comes out of your mouth.
“He ain’t that mad. Now that your here, take a seat and shut the Bloody Nath up.” Brath retorts. He turns to you as a huge finger impales your chest, “An’ you better have money.”
The tavern is silent as you walk to a table and sit down. Slowly a small murmur amongst the crowd rises. They are obviously talking about Jarell you think to yourself, until you hear your name a couple of times.
After about an hour of quiet drinking, the buzz in the room picks up. A man you recognize as Del Grimmwor stands up.
“It’s almost time. We can’t wait any longer. We must do this.” He states to the crowd.
“Aye, it’s distasteful but it must be done.” says a voice from the back.
You are happy with your drink and have no interest in getting involved. You cautiously watch as Brath pulls out a huge club from behind the bar. Several other big patrons also pul out equally big weapons. The thought that it might be time to sneak into the back and stay out of sight comes into your mind right about now.
As you start to get up to move, four big hands grab you by the arms and shoulders. You try not to drop your ale as they drag you to the center of the floor. You notice that 2 others share the similar fate as you. Once all collected in the middle you all are released. Brath and the other big men have you surrounded. Naturally you try to stay calm and finish your drink.
“What’s the meaning of this?” One of the three of you demands.
“I’m sorry boys. By luck, or lack there of, of your fate tonight, all three of you are the newest to town. Therefore, it’s got to be one of you three.” Del explains.
“What’s got to be one of us?” The other one of you three demands.
“Boys, look, I am truly sorry. Dimble has a curse placed upon it once a year. Tonight a great evil will roam the streets of our fair town. Long story short, certain sacrifices must be made to keep it at bay for another year otherwise the town is doomed.”
“What’s that got to do with us?”, says the first other one of you.
“Well, like I said you three ARE the newest in town so..”
“So we get sacrificed to save your mudhole of a town?”, says the second one of you angrily. “I’m not going to stand for this. This is insane!”
Brath smacks the second one of you in the back of the head knocking him cold.
“So this great evil? That’s the Dark One, right?” You calmly ask Del.
Del shoots Jarell a look of daggers, then turns to you.
“Yes, yes it is. It’s been this way for 107 years now. We’ve been keeping it at bay for 107 years now. Outsiders and newcomers have helped us keep the Dark One at bay for 107 years now. I’m sorry, we have a town to protect. A roll of the bones will keep it fair.”
“Fair how is any of this fair?” says the first one of you. He looks like he is about to say more but Brath takes a small step in his direction, which seems to shut him up.
You know there is no way of getting out of this. That seems pretty clear. You decide that if you have to go, you will go with dignity and not with a lump on the back of your head. Hopefully luck will be on your side.
“Fine, let’s roll the bones then.” you calmly say.
Brath throws a bucket of water on the second one of you waking him up. The three of you are taken to a table. Del hands you a six sided die and you roll it(so roll one now). The others follow suit. If a 1 or a 6 comes up go to (29). If you roll anything else go to (33).
21. Jarell reluctantly gives in to your persuasion and follows you down the alley. The glowing getting a little stronger the further down you go. As you come around a bend, you come face to face with the glow. It comes from candles burning in the unboarded windows of a small hovel. The door is unboarded as well. If you are curious as to why this house stands open when all the others in town are locked tight from fear, then knock on the door and go to (12) and see what happens. If you don’t want to be bothered or just want to continue your mission to The Patch, go back the way you came and go to (2).
22. The spell worked! A white light surrounds the pumpkin headed demon. The Dark One begins slashing at nothing within the light, still growling in pain. The light seems to be compressing in on the form of the beast, casing the Dark One’s body to convulse…and SHRINK. As the light fades, the Dark One begins to shake off the spell and rises and walk towards you. Though less powerful than before, he is 8 feet tall and still powerful. Blood red eyes blaze with hated in his pumpkin head. He lifts his claws, making sure you see how sharp and massive they are. Jarell is moving backwards, trying not to be seen by the demon. The Dark One has a MR of 60. If you defeat the demon go to (34). If you do not, the Dark One raises his clawed, viny arms to the moon. Your remains dissolve into a gory liquified mass that is sucked through the air into the Dark One’s mouth. The demon glows orange for a few seconds, then grows a half size bigger. Raising his head to the wind, the Dark One listens to Jarell’s screams and follows them to town.
23. A giant, dark vined hand rises out of the center of the glow, seeds and the insides of pumpkins dripping from what looks like hellish claws. The hand grabs at the dirt beside it, trying to get a grip, as another ghoulish hand rises doing the same. You keep reading, trying not to be distracted by the monstrosity appearing before you. The massive hands tremble as they pull the rest of the Dark One’s body from the glowing patch. Lighting flashes around you. A terrible and tremendous, flaming pumpkin head emerges out of the glow. It’s carved eyes and mouth glowing with blood red intensity. Lightning strikes the patch surrounding you. As the last words are spoken, a white beam of light forms in front of you and quickly shoots forth striking the evil creature before you as it pulls the rest of it’s damnable and grotesque form out of the glow into your reality. The creature roars in pain from the blast. You hope that means the spell worked as you must now face the Dark One. If you had visited the priest on the way here go to (25). If you did not the go to (28).
24. Two Pumpkin Gremlins crawl out of the vines to attack you. They are about 2 feet high with small pumpkin heads, with sinister smiles carved out. Fire glows out of their carved out eyes. Their bodies look like small children made out of dark vines. They each have a MR of 10. If you win go back to (14) and choose a path. If you lose then go to (13).
25. The spell worked! A white light surrounds the pumpkin headed demon. The Dark One begins slashing at nothing within the light, still growling in pain. The light seems to be compressing in on the form of the beast, casing the Dark One’s body to convulse…and SHRINK. As the light fades, the Dark One begins to shake off the spell and rises and walk towards you. Though less powerful than before, he is 8 feet tall and still powerful. Blood red eyes blaze with hated in his pumpkin head. He lifts his claws, making sure you see how sharp and massive they are. Suddenly your armor and weapon begin to give off a blueish glow. The presence of the Dark One has activated the priest’s blessing. The feeling of protection and power rushes over you. The blessings of the priest have doubled your weapon’s combat adds and the number of hits your armor can soak, but just until this battle has ended. The Dark One has a MR of 60. If you defeat the demon go to (32). If you do not, the Dark One raises his clawed, viny arms to the moon. Your remains dissolve into a gory liquified mass that is sucked through the air into the Dark One’s mouth. The demon glows orange for a few seconds, then grows a half size bigger. Raising his head to the wind, the Dark One listens to Jarell’s screams and follows them to town.
26. The smell of rot is overpowering here. You see that the path continues to the left. You could always go back to the entrance and leave, but having made it this far you feel committed to seeing this through. Suddenly, large white segmented worms begin to pour out of the ground, collecting in front of you. The mass begins to form a being, like a giant golem of maggots. The Maggot Golem has an MR of 18. If it takes damage it regains 2 MR each round for three rounds due to the replenishing of maggots from the ground. If you win you can continue on to (16). If you lose, the maggots are released from the golem form like a wave over your corpse stripping you to bone. Jarell’s screams as he runs away can be heard through the entire town.
27. The spell worked! A white light surrounds the pumpkin headed demon. The Dark One begins slashing at nothing within the light, still growling in pain. The light seems to be compressing in on the form of the beast, casing the Dark One’s body to convulse…and SHRINK. As the light fades, the Dark One begins to shake off the spell and rises and walk towards you. Though less powerful than before, he is 8 feet tall and still powerful. Blood red eyes blaze with hated in his pumpkin head. He lifts his claws, making sure you see how sharp and massive they are. Jarell is moving backwards, trying not to be seen by the demon. Suddenly your armor and weapon begin to give off a blueish glow. The presence of the Dark One has activated the priest’s blessing. The feeling of protection and power rushes over you. The blessings of the priest have doubled your weapon’s combat adds and the number of hits your armor can soak, but just until this battle has ended. The Dark One has a MR of 60. If you defeat the demon go to (34). If you do not, the Dark One raises his clawed, viny arms to the moon. Your remains dissolve into a gory liquified mass that is sucked through the air into the Dark One’s mouth. The demon glows orange for a few seconds, then grows a half size bigger. Raising his head to the wind, the Dark One listens to Jarell’s screams and follows them to town.
28. The spell worked! A white light surrounds the pumpkin headed demon. The Dark One begins slashing at nothing within the light, still growling in pain. The light seems to be compressing in on the form of the beast, casing the Dark One’s body to convulse…and SHRINK. As the light fades, the Dark One begins to shake off the spell and rises and walk towards you. Though less powerful than before, he is 8 feet tall and still powerful. Blood red eyes blaze with hated in his pumpkin head. He lifts his claws, making sure you see how sharp and massive they are. The Dark One has a MR of 60. If you defeat the demon go to (32). If you do not, the Dark One raises his clawed, viny arms to the moon. Your remains dissolve into a gory liquified mass that is sucked through the air into the Dark One’s mouth. The demon glows orange for a few seconds, then grows a half size bigger. Raising his head to the wind, the Dark One listens to Jarell’s screams and follows them to town.
29. “I’m sorry son.” Del says as three men grab and pick you up. The front door is unbarred and you are tossed into the street. The sound of boards being replaced and tables being moved comes from behind the door. Picking yourself up, you give the streets a quick glance. Nothing is there.
“These hicks are crazy.”, you say out loud to yourself. In the back of your mind you keep repeating that to yourself hoping that you’ll believe it eventually.
You walk around town thinking that there has to be some house or building that’s not boarded up tight. Down an alley you see a faint glow, like candlelight in a window. As you turn to head down the alley, a gust of wind rushes past you. There is an overpowering smell of rot everywhere now. Gagging at the smell, you stop to compose yourself. Blazing blood red eyes appear out of the darkness in front of you. You do not even get a chance to scream as vines shoot out from the dark filling your body through every opening.
31. Jarell just nods his head, pulling out the parchment with the spell. A giant, dark vined hand rises out of the center of the glow, seeds and the insides of pumpkins dripping from what looks like hellish claws. The hand grabs at the dirt beside it, trying to get a grip, as another ghoulish hand rises doing the same.
“Jarell, what are you waiting for? READ THE SPELL DAMN YOU!” You shout, readying your weapon.
Jarell begins reading the wizards’s words aloud. The massive hands tremble as they pull the rest of the Dark One’s body from the glowing patch. Lighting flashes around you. A terrible and tremendous, flaming pumpkin head emerges out of the glow. It’s carved eyes and mouth glowing with blood red intensity. Lightning strikes the patch surrounding you. As Jarell finishes the last words of the spell, a white beam of light forms in front a Jarell and quickly shoots forth striking the evil creature before you as it pulls the rest of it’s damnable and grotesque form out of the glow into your reality. The creature roars in pain from the blast. You hope that means the spell worked as you must now face the Dark One. If you had visited the priest on the way here go to (27). If you did not the go to (22).
32. The ground shakes and rumbles as the body of the dark One, and the entire pumpkin patch, dissolves into the Earth. You are knocked to the ground. Thunder and lightning fill the night. Mists churn violently like the death throws of a great beast. Soon, it is all quiet again and the night is calm. All traces of The Patch are gone. The curse has ended. You slowly get up and look around. You are in shock as you process what actually has happened tonight. You begin walking silently back to the town of Dimble.
At the edge of town you find Jarell standing there in shock.
“You did it! It worked!” Says Jarell excitedly.
You walk up to Jarell and punch him square in the jaw knocking him to the ground.
“No thanks to you, you cowardly bastard.”
“I’m sorry. I panicked and ran. I told you I wasn’t no warrior. Please forgive me.
Your anger subsides a tiny fraction and you offer a hand to help him up.
“Come on. Let’s go to the Fantasia.”
“No.” Jarell replies, “Not tonight. They wouldn’t believe us anyway.”
You freeze then nod, knowing he’s right.
“Let’s get a good night’s sleep then.”, you say even though you doubt you will at all. “Farmer or no, you are paying for all of my drinks tomorrow night.”
“I will. I always pay my debts. I reckon I owe you big.”
“Well, I do blame you for getting me involved but that spell of yours did help save the day.”
Jarell gives you a smill smile.
“I reckon that’s true too.”
You both begin laughing out loud as you walk safely through the streets of Dimble. Relieved that there will be a tomorrow.
– – –
The next day, word spreads like wildfire through Dimble about the destruction of the Patch and the ending of the curse. Many people apparently saw all the fireworks that happened when you had slain the Dark One. First thing in the morning, Jarell Krenn rushes to the mayors office to tell him of your heroics. You are given 500GP(as well as 500AP and a pardon for anything you may have needed a pardon for) for your troubles, which makes you happy. What makes you happier is the unexpected generosity of the Fanatsia Tavern’s clientele as you will not have to pay for a drink for the next two weeks.
33. “I’m sorry son.” Del says as three men grab the first one of you and picks him up. The front door is unbarred and opened. Faster than he can react, he is thrown out into the street. The door is shut quickly behind him. Boards are replaced on the door and tables are moved back in front of it. Everyone sits solemnly drinking their ale, looking at the floor. The screams of the first one of you echo through the town. The eyes of those gathering at the Fantasia this night now stare at the door. Yours as well. Your face has lost it’s smugness. The silence of those same screams directs all eyes back to the floor.
For surviving you get 25AP. Consider yourself lucky tonight.
34. The ground shakes and rumbles as the body of the dark One, and the entire pumpkin patch, dissolves into the Earth. You and Jarell are knocked to the ground. Thunder and lightning fill the night. Mists churn violently like the death throws of a great beast. Soon, it is all quiet again and the night is calm. All traces of The Patch are gone. The curse has ended. You and Jarell slowly get up and look around, then at each other. You cannot read the expression on Jarell’s face. He must be in shock you think to yourself. You are not far off either yourself. Neither you nor Jarell say anything as you begin walking back to the town of Dimble.
At the edge of town, you break the silence.
“Say, we should go to the Fantasia and tell them it’s over.”
“No.” Jarell replies, “Not tonight. They wouldn’t believe us anyway.”
You nod, knowing he’s right.
“Let’s get a good night’s sleep then.”, you say even though you doubt you will at all. “I’m buying the first round tomorrow.”
“I will buy the second!” Jarell says. A small smile creeps across his face. “Though a story like this oughta keep us floating in ale all night.”
“Right you are my friend, right you are.”
You both begin laughing out loud as you walk safely through the streets of Dimble. Relieved that there will be a tomorrow.
– – –
The next day, word spreads like wildfire through Dimble about the destruction of the Patch and the ending of the curse. Many people apparently saw all the fireworks that happened when you had slain the Dark One. The mayor has declared today Jarell Krenn day and gives him the key to the town. You are given 500GP(as well as 500AP and a pardon for anything you may have needed a pardon for) for your troubles, which makes you happy because you’ve always preferred money to accolades. What makes you happier is that Jarell was right, you will not have to pay for a drink for the next two weeks.