Chap 9: Pottsfield
The farming village of Pottsfield lies near the edge of the Beast's domain in view of the stone wall that forms the border. The farmers of Pottsfield have erected their own walls against the perils of the Beast which pale in comparison to the perils within the village limits.
The farmers of Pottsfield are all pumpkin-headed, plant-typed humanoids known as Pumpkinfolk (see below). Centuries ago, Tasha the Farmer, a powerful mage and ally of the Caretaker, brought the first Pumpkinfolk to life from a simple pumpkin patch, forming heads and brain matter from the raw material stored within the pumpkin fruit a humanoid body from the vines. Tasha enchanted the original rootbed of the pumpkin patch so that the Pumpkinfolk could reproduce by grafting parts of themselves to the rootbed. As such, all Pumpkinfolk are genderless. The rootbed grows the new Pumpkinfolk to full physical maturity deep within the soil. After harvesting, it takes from several days to several weeks for a Pumpkinfolk to reach mental maturity. Many never live long enough to see it thanks to the Pumpkin-Eaters on the Hill.
The Hill looms high above the village and villagers its inhabitants prey upon. Those who live within the village are Pumpkin-Eaters (see appendix D), animal-headed humanoids and vegans with a taste for pumpkin. They are the descendents of the humanoids whom Tasha drove out from the village to make room for her pumpkin patch. They took refuge on the Hill, looking down upon Tasha's village in both fear and hatred. After the Caretaker became the Beast, the fog of Edelwood smoke that accompanied him twisted them and their livestock to meet halfway, physically. Unfortunately, the Pumpkin-Eaters developed their common idiosyncracy for eating Pumpkinfolk around the time of Tasha's death. Without the great mage to protect them, the Pumpkinfolk have forever been at the mercy of those whom their creator displaced.
Areas of Pottsfield
The following areas correspond to the labels on the ORIGINAL CoS map of Krezk on page 144.
S1. Road junction
Text: 'The road branches north and climbs a rocky escarpment, ending at a gatehouse built into a 20-ft-high wall of stone. The wall encloses a settlement on the side of a snow-flaked mountain spur.
The somber toll of a bell comes from a massive stone fortress that clings on a hill against the mountainside, high above the settlement. The steadiness of the chime is inviting-a welcome change from the silent weight of the fog that blankets the Unknown. It's hard to tell from this vantage point, but there seems to be a road clinging to the cliffs that leads from the walled settlement to the foothill fortress.'
Worthwagon Road continues west from this location for a little over a mile before coming to the impassable stone wall that surrounds the Unknown. Characters who follow the road north arrive at the gatehouse (area S2).
S2. Gatehouse
Text: 'The air grows crisp and chill as you approach the walled settlement. Two square towers with peaked roofs flank the stone archway of two 12-ft-tall wooden doors. Carved into the arch is a name: Pottsfield.
The walls that extend from the gatehouse are 20 ft high. Atop the parapet, you see 4 figures wearing unusually orange helmets and clutching spears. Their lightless, gaping eye-holes turn toward you.'
Cut into the upper floor of each tower is an arrow slit 6-in wide, 4-ft tall, and 1-ft deep. An open doorway leads from the archer's post in each tower to the adjacent parapet. Behind the walls, wooden ladders lead from the parapets to the ground 20 ft below.
Two archers (LG genderless Pumpkinfolk scouts) are stationed inside the gatehouse, one in each tower. Four guards (LG genderless Pumpkinfolk) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the village is under attack and cry out in alarm. Five rounds after the alarm sounds, every Pumpkinfolk villager arrives at the gatehouse, clambering for safety. The eight guards can barely contain the forty Pumpkinfolk commoners flailing their around their scythes, sickles, pitchforks, and the like.
The double doors are made of thick wood planks and sealed shut with a heavy beam. The beam can be lifted with a successful DC 15 Str check. The doors require a siege engine to break open.
There aren't enough villagers to defend the outerwall. Every 300-ft stretch is watched over by a single guard. The guards are trained only to crouch and sound the alarm at any sign of danger.
Burgomaster Enoch
If the characters ask to be let inside or otherwise draw the attention of the guards on the wall, one of the guards fetches the burgomaster, a CN black cat familiar named Enoch, and his CN Pumpkinfolk witch Vegetana, who acts as his speaker.
Enoch is a lord of a cat and expects to be treated like one. He places his safety above the welfare of strangers. He assumes all non-Pumpkin-Eaters who come to Pottsfield wish to become his subjects. He is willing to permit them such an honor, but demands their attendance at one of Pottsfield's many impromptu dance rituals. Enoch enjoys forcing these dances upon his subjects as a show of his absolute power.
S3. Village of Pottsfield
When the characters get past the outer wall: 'The mist-shrouded village beyond the wall is nothing more than a scattering of humble cottages along dirt roads that stretch across a vast field of tall, golden grass. To the northeast, gray cliffs rise sharply, and the road winding up the mountain foothill is clear to all.'
The village operates as a barter-system commune with no exports. Villagers grow vegetables, harvest wood from the forest, raise animals and swap foods with neighbors. A few villagers have cows and giant turkeys. The village has no inns or taverns. Characters who are willing to do manual labor or chores, however, can spend the night under Enoch's roof.
Cottages
Pottsfield residences are single-story cottages with stone chimneys and thatch roofs. Pigs and chickens are kept in indoor pens and coops so they don't freeze.
Burgomaster's Cottage
The building closest to the outer gate is Enoch's cottage-the largest building in town but still a modest dwelling. Enoch lives here with his speaker, Vegetana (CN Pumpkinfolk witch). Vegetana is powerful but never speaks of their own volition, instead voicing only the thoughts and opinions of the great Enoch.
Commoner Cottages
A typical cottage is only 200 sq ft yet contains 2d4-1 Pumpkinfolk, plus the family's pigs, hares, and chickens.
Pottsfield Lore
In addition to the information known to all denizens of the Unknown (see Chap 2), the villagers of Pottsfield also know:
-Residents never leave the village for fear of being eaten.
-When Enoch declares a dance, all must dance the impromptu dance. Thus has it been, as it is, and how it shall always be under the great Enoch.
-Enoch's dances area a time of celebration and meditation for the villagers who may die at any moment.
-A pool at the north end of the village provides their fresh water. Beside the pool is the Pottsfield barnhouse, where Enoch likes to hold the dances.
-Though safe from the Unknown within their walls, Pottsfield is still threatened by the Pumpkin-Eaters who live upon the Hill, the structure built on the foothill and into the cliffside of the mountain.
-The leader of the Pumpkin-Eaters is Abby, who demands a monthly tithe of Pumpkinfolk to keep the peace.
-The Pumpkinfolk tithed to Abby and the Pumpkin-Eaters are chosen from a lottery often held at the same time as an impromptu dance.
S4. Pool and barnhouse
Text: 'Even under gray skies, this pool at the north end of the village shimmers and sparkles. Near its shore sits a brightly painted barnhouse. A wooden statue of a cat the size of a human, forelegs raised to the heavens, stands outside the barnhouse.'
The pool is fed by an underground spring and tastes fresh and sweet. The statue is clearly Enoch.
If the characters arrive peacefully and accept Enoch's demand to attend a dance, Enoch calls for an impromptu dance immediately. The forty Pumpkinfolk villagers gather within and without the barnhouse to play music and dance. Though the tunes are pleasant and jaunty, the villagers dance with a great sense of purpose, believing the dance to hold much more meaning than simply the fulfillment of a whim of a cat.
Song reference: watch?v=JMPiZBBd1B0
If your card reading reveals a treasure here, it is hidden under the barnhouse. The barnhouse must be torn down to reach it, which doesn't sit well with the villagers. If the characters damage the gazebo, any Cha checks they make to shift the attitudes of the villagers have disadvantage unless they comply with Enoch's demands for community service. The sentence: to get rid of all the Pumpkin-Eaters on the Hill and/or ensure that the Pumpkin-Eaters never harm Pottsfield again.
S5. Winding road
Text: 'The road that hugs the cliff is 10-ft wide and covered with loose gravel and chunks of broken rock. The ascent is slow and somewhat treacherous, and the air grows colder as one nears the top.'
The road climbs 400 feet, doubling back on itself twice before reaching area S6.
ALTERATIONS/ADDITIONS
Pumpkinfolk
Use the human template but with the following changes:
Race: Pumpkinfolk, plant humanoid
Speed: 25 ft, this speed is not reduced by difficult forest terrain
Darkvision: 60 ft
Vulnerability: fire
Skill proficiency: Nature
Vegetative state: Pumpkin folk don't need to sleep. Instead, they go into a restful state for 2 hours.
Pottsfield, Hill Grounds
Areas of the Hill
The following areas correspond to labels on the ORIGINAL CoS maps of the Abbey of Saint Markovia on pages 149 and 153.
The Pumpkin-Eaters that live upon the hill are all descendents of the original Pottsfield villagers and their animals whom Tasha the farmer drove from Pottsfield to make room for her magic pumpkins. Abby, leader of the Hill, keeps most of them confined to the Hill because most lack the restraint to leave any Pumpkinfolk alive-such is their great hunger for pumpkin flesh. This would, of course, destroy their delicate ecosystem and force the Pumpkin-Eaters to find another source of vegetable matter, possibly even farm. Abby doubts that any of them have the brains or heart for true labor.
Abby has two henchman, Otto and Iggy, and a cowardly servant, Clover. Clover rings the bell (area S17) whenever Abby decides it's time for dinner. The toll of the bell causes a howl in all the other animal-headed Pumpkin-Eaters in their excitement to be fed.
The windows of the north wing are made of leaded glass that is translucent-they let in light but don't allow for seeing through the glass. The windows of the east wing are broken outward, by the Pumpkin-Eaters, who keep putting off repairing them. Yet another reason Abby doesn't trust most of them with manual labor.
S6. North gate
Text: 'The road from the village climbs above the mists to the wide ledge of the mountain's foothill. The gravel road passes between two small, stone outbuildings, to either side of which stretches a 5-ft-high, 3-ft-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached to the outbuildings by rusty hinges. They appear unlocked. Viewed through the gates, the great stone building upon the hill stands quiet. Its two wings are joined by a 15-ft-high curtain wall. A belfry protrudes from the rooftop of the closer north wing, which also sports a chimney billowing gray smoke.'
The gates are unlocked but squeal loudly when opened.
Two gate guards are on duty, but they aren't awake when the characters arrive (see below). Characters who succeed on a DC 12 Dex (Stealth) check can climb over the low outer wall without waking them. If one or more characters fail the check, or if the characters open the gates, the guards awaken and stumble forth to confront the trepassers.
The gate guards are Otto and Iggy, two lawful evil Pumpkin-Eaters (see appendix D). They sleep under piles of animal fur trimmed from the heads of every Pumpkin-Eater upon the Hill during the communal trimmings. Both are loyal to Abby but aren't good at guarding, among other things. If the characters seem friendly, the Pumpkin-Eaters escort them to the courtyard (area S12) and ask the characters to wait there while they fetch Abby (area S13). If the characters seem hostile, the Pumpkin-Eaters let them enter but don't accompany them willingly.
Roleplaying the Pumpkin-Eaters
All Pumpkin-Folk have the body of a humanoid but the head and neck of an animal.
Otto
Otto has the body of a dwarf but the head and neck of a donkey. He can barely speak Common, and his laugh sounds like a donkey's bray. Otto has the Standing Leap feature (see the Pumpkin-Eater stat block in appendix D). He claims: "I am the smartest, wisest, strongest, fastest, and most beautiful person I know."
Iggy
Iggy also has the body of a dwarf but the head and neck of a crocodile. She has a gruff voice but rarely speaks more than a handful of words at a time. She has the Darkvision feature (see the Pumpkin-Eater stat block in appendix D). Her philosophy is simple: "Stay down where trouble can't find ya."
S7. Graveyard
Text: 'Weeds have overtaken every inch of the rocky, earthen graveyard near the foundation of the Hill's north wing. The windows are cracked panes of leaded glass. Ancient gravestones burst from a thin crust of frost in the yard. Beyond the low wall that surrounds the graveyard, the ground falls away. The village lies four hundred feet below, and the view is breathtaking.'
A name is carved into each rough-hewn gravestone except for one. The name has been scratched away completely. An X has been scratched into the indent. The gravestone, once located outside of Pottsfield, belonged to Tasha, though the Caretaker had her remains taken to the Elder Edelwood. The Pumpkin-Eaters found the gravestone and stole it away to deface it.
If Tasha's Iron Pumpkin (see Chap 4, area K84) is brought to the gravestone, the stone disintegrates, revealing a ring of regeneration within.
S8. Garden gatehouse
Text: 'A gatehouse stands at the entrance to the garden bed.'
The gatehouse is empty, its assigned guard slacking off.
S9. Garden bed
Text: 'Nestled bewteen rising and plunging cliffs are four rectangular garden plots enclosed by a 5-ft-high wall of mortared stones. Rabbits nibble on turnips uprooted by the cold. Two scarecrows with stuffed gullets and sackcloth heads hang from wooden crosses pounded into the cold, hard earth.'
If the characters haven't cleared out the east wing, add: 'The east wing looms over the garden, its shattered windows darka nd disturbing. A door leads into this forlorn edifice, which apparently isn't completley abandoned. From within comes laughter and the growls of animals.'
The rabbits and scarecrows are harmless. The gardens contain a meager assortment of root vegetables and squash, which have only lasted this long because Abby has an idiosyncracy for gardening.
The door to area S15 isn't locked.
If your card reading reveals a treasure is here, it's hidden in the straw-filled gullet of the southernmost scarecrow. If the treasure is removed, seven hibernating giant scorpions awaken and erupt from the gardens.
S10. Entrance
Text: 'A 15-ft-high curtain wall joins the two wings of the building. Behind its battlements, two guards stand at attention, their features obscured by fog. Below them, set into the wall, is a pair of 10-ft-tall, wooden doors.'
The "guards" on the wall are propped-up scarecrows that wear corroded chain shirts and clutch rusted spears (see area S18). Characters who succeed on a DC 10 Wis (Perception) check discerns the charade. They were placed here by the guards so that they could slack off. The two wear wooden signs which read "I'm watching you."
The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12).
S11. Inner gatehouses
These two empty buildings help support the curtain wall (area S18) that encloses the courtyard (area S12). The wooden doors that lead to them are unlocked.
S12. Courtyard
Text: 'The thick fog that fills this courtyard swirls, as if eager to escape. The courtyard is surrounded by a 15-ft-high curtain wall on which stand several guards with their backs to you-or so it seemed at first. It's clear now that these guards are merely scarecrows.
Wooden doors to the northand east lead to either of the two wings. In the center of the courtyard is a stone well fitted with an iron winch, to which a roe and bucket are attached. Along the perimeter, tucked under the overhanging wall, are several stone sheds, as well as three shallow alcoves that contain wooden troughs.'
If the characters are escorted here by Otto and Iggy, they are asked to wait in the courtyard while the Pumpkin-Eaters fetch Abb from area S13.
S12A. Well
The well is 80 ft deep. Hiding 20 ft down is a chaotic evil Pumpkinfolk (see appendix D) named Missy. She clings to the wall and scuttles up to attack anyone who shines a light down on him.
Missy
Missy has the body of an elf and the head of a spider. She has the Spider Climb feature (see the Pumpkin-Eater stat block in appendix D). She enjoys nothing more than killing and eating anything that falls down the well.
S12B. Old troughs
These three animal troughs are badly rotted and fall apart if handled or jostled.
S12C. Chicken sheds
If the characters open a shed: 'This shed holds the shattered remains of several chicken coops. An animal-headed Pumpkin-Eater sleeps curled against the back wall.'
There are nine of these sheds, each one containing a snoozing Pumpkin-Eater (see appendix D).
S12D. Tethering posts
A true giant turkey is chained to one post, though the others are empty.
If the characters approach the turkey: 'The creature chained to the post flaps its wings and takes to the air but doesn't get far before its chains go taut.'
The turkey is skittish and afraid of everyone and everything except Clover (area S17), whom it allows to come close enough to feed it.
S13. Main hall
Text: 'Gentle-sounding music trickles down from above, played on a single stringed instrument by some unseen master. The ground floor is one large, 50-ft-sq room with arched, leaded glass windows. A cauldron sits on an iron rack above a fire in a hearth. In one corner, a wooden staircase climbs to the upper level, while in another corner a stone staircase descends into darkness.
Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and gold candelabras are neatly arranged on the table, standing behind which is a woman cast in metal, dressed in a torn and soiled red gown. Her hairless head looks straight ahead, though her eyes stare blankly.'
Abby is normally here. If so: 'A humanoid with the head of a cat gently takes the robot by the hand. The Pumpkin-Eater moves with the grace of...a cat.'
The cat-headed Pumpkin-Eater is Abby (sse appendix D), one of the few Pumpkin-Eaters who possesses the strength of body and mind to devote themselves to pursuits other than eating and sleeping.
The iron maiden is Wanda Metalman, a clockwork automaton created by Granny Lee. Granny Lee believed Wanda to be a failure and kicked them out of her domain. Wanda spent centuries in aimless wandering until Abby so recently discovered her. Abby has great plans for Wanda, the only one Abby feels she can trust with work and labor.
Abby is teaching Wanda how to set the table at present. Wanda obeys Abby's command to the best of her ability, which is more than can be said for the Pumpkin-Eaters. If driven berserk, Wanda fights any hostiles until Abby reasserts control or until Wanda is destroyed. She has supernatural strength despite her Medium size.
Abby has no desire to harm the characters once she determines that they are not, in fact, Pumpkinfolk. She knows that the Beast has brought them to the Unknown to become Edelwood trees and has no intention of standing in his way. Her cool, calm demeanor changes if the characters become hostile or threaten Wanda.
The music comes from upstairs (area S17). The stone staircase leads down to the cellar (area S16). The wooden stairs climb to the loft and belfry (area S17).
The stew pot in the fireplace contains several gallons of hearty vegetable stew cooked in pumpkin stock.
Roleplaying Abby
Abby believes that she and the other Pumpkin-Eaters are in the right in demanding a tithe of Pumpkinfolk to keep them alive. Now that she has Wanda, she hopes that the Pumpkin-Eaters will no longer have to rely so heavily on the tithe for their survival.
If the visitors seem friendly, Abby will give them a tour of the Hill, making dry, weary comments about the Pumpkin-Eaters as they come across the slackers. She turns hostile if the characters threaten her or her charges.
Hidden in a hollow brick above the fireplace is a potion of superior healing. A successful DC 15 Wis (Perception) check while searching around the fireplace discovers the hollow brick.
The four gold candelabras are worth 250 gp each in any settlement's currency item.
If your card reading reveals a treasure, it's hidden in the hollow brick with the potion.
S14. Foyer
Text: 'This room used to be an office, evidenced by the remains of a desk and chair, both of which have been smashed to pieces. A hallway to the south leads to a staircase going up. A dark passage to the east is full of unnatural whispers, wild laughter, and gamey odors.'
The stairs lead up to area S20.
If the characters enter this area making noise or carrying light sources, the two owlbears whom the Pumpkin-Eaters have mistaken for Pumpkin-Eaters are drawn out from area S15 (unless they've already been defeated).
Pottsfield, in the Hall of the Pumpkin-Eaters
S15. Living hall
Text: 'This lightless corridor has multiple doors behind which lie creatures that break the silence with cackling laughter, snores, and other feral noises. The stench is overpowering.'
Before getting hold of Wanda, Abby searched the areas around Pottsfield for any lost souls drawn into the Unknown with that particular combination of bodily strength but weakness of mind that lent itself to unquestioning manual labor. What she found was a hill giant. While she managed to convince him to obey her, he ended up breaking every farming tool he was given, and thus has been placed solely on guard detail.
When the characters first see the hill giant: 'Even in the gloom, you can make out a monstrous shape lumbering down the high-ceilinged hall. It whistles a jaunty tune as it approaches, heavy footfalls shaking the stone floor.'
The hill giant attacks anyone who isn't in the company of Abby or Clover.
None of the doors along the hall are locked. If the characters open any and look inside, they see that the rooms are dimly lit by natural light that filters through the filthy, dirt-crusted windows. The door at the east end of the hall leads outside and can be pulled open to reveal the garden bed (area S9).
The sixty Pumpkin-Eaters here are served their food at irregular intervals by Clover. Dinner is heralded by the ringing of the bell (S17). While the Pumpkin-Eaters have not been confined to their rooms, most refuse to leave, as doing so would mean risking being seen by Abby, who would order them to run some errand "for the common good." In addition to a dagger, each Pumpkin-Eater has its own wooden soup bowl.
S15A. Skittish ones
Text: 'This room was once a shared bedchamber, but its furnishings have been destroyed. Three Pumpkin-Eaters shriek at your approach and run to the corner, cowering in the shadows. One cradles something shiny.'
The one holds a golden candelabra, taken from Abby's table, which they've been using as a chewtoy. Any attempt to take it causes the Pumpkin-Eaters to attack.
S15B. Quarreling ones
Text: 'Four Pumpkin-Eaters brawl amid the wreckage of this bedchamber watches from behind the the safety of the up-turned frame of a bed.'
The four aren't trying to kill each other but assert dominance. If a character tries to stop them, they take it as a sign that the character also wishes to assert dominance and attack that character until the PC either flees or shows submission.
Close inspection reveals that the bedframe is covered with bite marks.
S15C. Sleepers
Text: 'Seven Pumpkin-Eaters snore from their pile of warm bodies spilling from the corner over the center of the room.'
The seven do not awaken unless disturbed and do not attack unless threatened. If no hostility is directed toward them, they fall back asleep before finishing a full sentence.
S15D. Hungry ones
Text: 'Nine Pumpkin-Eaters stand in the middle of this room, staring at the doorway in silence with hungry looks in their eyes.'
These nine haven't received their pumpkin stew in days because they keep threatening Clover whenever she doesn't have any to bring and now she's too scared to bring them any. They try to kill and eat any character who sets foot in the room.
S15E. The horde
Text: 'This room is packed wall to wall with Pumpkin-Eaters wallowing in their own filth. The floor is strewn with bones and gory smears.'
These 16 Pumpkin-Eaters are also Pumpkin-Eater-eaters. As such, Abby has ordered them all into the same room in the hopes that if they do eat a Pumpkin-Eater, it'll be another cannibal, thus reducing the number of cannibals on the Hill. The bones are all that remain of the cannibals who've been consumed. Those who remain try to grab the characters and drag them into the room to be consumed alive.
S15F. Singing and dancing onces
Text: 'Eight Pumpkin-Eaters caper about the wreckage of this bedchamber while singing a rhyme. One holds up a glittering gold candelabra as it leads the conga line.'
The conga line falls apart into weeping if the candelabra is taken from them.
S15G. Babies
Text: 'Haggard Pumpkin-Eaters cradle screaming young in the debris-strewn corners of this room while several more hoot, holler, and roll on the floor, whacking each other with sticks.'
This room contains 3 adult Pumpkin-Eaters tending to 7 noncombatant babies.
S15H. Pumpkin-Eater fort
Text: 'This room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle.'
Two Pumpkin-Eaters live in the makeshift fort and refuse to come out unless baited with food. While hidden, they have 3/4 cover.
S16. Cellar
Text: 'The stone steps descend 20 ft to a cellar that contains 10 damp barrels.'
The barrels are rotted and fall apart when touched. Inside one is a musty, rolled-up spell scroll of heroes's feast.
S17. Loft and belfry
Anyone on the curtain wall (area S18) who listens at this room's door hears the soft tones of a stringed instrument.
Text: 'The wooden stairs climb 20 ft to a loft with a pitched roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry 30 ft overhead. The room is filled with the sound of beautiful music-a melody so enchanting that it adds a bit of much-needed warmth to the otherwise chilly room.
A cot heaped with furs rests in the northeast corner. An oil lamp burns atop a table nearby, silhouetting a creature with the body of a halfling but the head of a rabbit. It sits on the edge of a cot, playing a viol.'
Needles, thread, wood working tools, and other masonry implements are stored inside a closet in the northwest corner.
If anyone rings the bell, a cacophony erupts from the courtyard and east wing as the Pumpkin-Eaters howl, "Food!"
Clover, Abby's dutiful servant, a N Pumpkin-Eater (see appendix D), resides here. She plays the viol beautifully, and the music is often enough to put rowdy Pumpkin-Eaters to sleep.
Roleplaying Clover
Clover wears an over-long robe that, despite several attempts to shorten it, drags on the ground. She is Abby's servile martinet but is despised by many other Pumpkin-Eaters, who accuse her of hoarding food and starving them all to death. She, in turn, is terrified of them, some to the point that she is unable to bring them their rations, unintentionally starving them.
Clover wishes to escape the Hill but is too timid to do so sober or while Abby still lives. If Abby is killed, Clover flees at once as only Abby's command keeps the other Pumpkin-Eater from harming her.
Teleport destination
Characters who teleport to this location from area K78 in the Elder Edelwood arrive at the point marked T on the ORIGINAL CoS map.
S18. Curtain wall
Text: 'Scarecrows line the abbey walls, looking outward. They wear tattered chain shirts and carry spears with rusted heads. The courtyard below is blanketed with fog.'
The scarecrows are lashed to wooden stands. Though fearsome, they are inanimate.
It's a 15-ft drop from the top of the wall to the courtyard. Any creature that falls over the southwest wall tumbles 400 ft down the cliffside.
S19. Barracks
Text: 'Bunk beds that have disintegrated with age lie in heaps along the walls of this moldy, 30-ft-sq room.'
Back when the Hill was a safehaven and rescue station for those who crossed the mountains, it employed a small contingent of hunters to ensure those who came seeking shelter would always have enough to eat. The hunters were quartered here.
Beatrice
If the characters haven't already encountered her elsewhere, Beatrice (see appendix D) the Beasthunter is here, plotting her next move.
She crept into Pottsfield unseen under cover of darkness and made her way to the Hill in the hopes of gathering info about the Beast and his domain from the residents here.
Having met Abby and the Pumpkin-Eaters, Beatrices realizes that nobody here could be of any help to anyone and that they know less about the Beast than even she. Abby told her that she expects the Beast to come the Hill, so Beatrice has been waiting.
In fact, Abby only believes this because of the magic aura from the teleportation area, which doesn't know was used by Tasha the Farmer rather than the Beast. Beatrice has slowly come to the conclusion that Abby's worries are unfounded and is more than ready to leave with the characters with they seem committed to fighting the Beast. As Abby's guest, Beatrice is free to come and go as she pleases.
S20. Upstairs office
Text: 'A wooden counter shaped like an L stands at the front of this spacious office. All the other furniture has rotted away, leaving heaps of moldy wood and faded cloth.'
The wood of the counter is old, soft, and easily broken. Nothing of value remains here. If they haven't cleared out the living den (area S15), the whoops, howls, and laughter follow them as they explore S21-4 to the east.
S21. Hospital
Text: 'This spacious chamber contains metal bed frames arranged in two neat rows. Cobwebs and bits of rotten mattress cling to each frame.
Three doors are spaced along the south wall, each with a plaque mounted on it. From west to east, the plaques read Operating Room, Nursery, and Morgue.'
Six black bears are hibernating in this room, piled on each other for warmth in the shadowy corners. They don't attack unless the characters fail a DC 10 Dex (Stealth) check.
S22. Operating room
Text: 'A bloodstained table stands in the middle of this otherwise empty room.'
The first time a character touches the table: 'A scream fills the room-a scream that echoes through time. It is followed by another and another. Each fainter and fading until they are nothing more than haunting memories.'
There is nothing of value here.
S23. Nursery
Text: 'This room contains the wreckage of old wooden cribs.'
This room was used as a nursery for the Pumpkin-Eaters until they quickly discovered that their newborns had the strength to destroy their bedding.
If your card reading reveals a treasure here, it is under the wreckage of a crib.
S24. Morgue
Text: 'A bird perches on the windowsill of this otherwise empty room.'
If the characters approach the Feathered Friend, it flies to the shoulder of the nearest garden scarecrow or the one in whom lies a card reading treasure (area S9).
Pottsfield, Special Events
The Birthing
If the characters are in Pottsfield and are in good standing with Enoch, he will come to them, riding upon Vegetana's pumpkin head, and excitedly demand that they follow him. He takes them to a garden bed of pumpkins in the middle of a field where 5 other Pumpkinfolk have gathered. They kneel in the dirt, shovels over their shoulders, around an especially thick pair of pumpkin vines sprouting from the ground. After giving the vines a good shake, the leaves fall away, revealing the vines's feet-like shape. They begin to sing and dig deep around the feet, uncovering more and more vinelike body until they finally unearth the pumpkin head.
The body falls over and pushes up onto its hands and knees. Still singing, the Pumpkinfolk drop their shovels and pull carving knives from their belts. They descend slowly upon the new Pumpkinfolk, carving eyes, a nose, and a mouth. Finished, they back away from the newborn. "Air," it gasps before joining the others in song.
The Tithe
This event occurs before the characters clear out the Hill of Pumpkin-Eaters if they intend to do so at all.
If they are in Pottsfield: 'A great hush falls over the village. From every home, Pumpkinfolk step out the door. They do not speak a word but gather in neat rows before the statue of Enoch, in front of which stands Enoch upon the head of Vegetana.'
Enoch closes his eyes, spins round and round on Vegetana, then points his tail. Whoever it lands upon is chosen for the tithe. He repeats the process until four are chosen.
Once the lottery is finished, the Pumpkinfolk sing their same dancing song but with great solemnity. The four march up the road to the Hill where they will be eaten. The characters cannot persuade them to any other course of action and can only stop them by fighting them until unconscious or killing them.
If they are on the Hill: 'In the distance you see four, orange-headed figures climbing the mountain road to the Hill. As they draw near, you catch the strains of a somber song.'
Otto and Iggy run excitedly to fetch Abby and Wanda who burst from the Hall of the Pumpkin-Eaters with a more stately haste. Abby and Wanda escort the four Pumpkinfolk into the kitchen where the Pumpkinfolk get down on their knees and bow their heads, still singing. The songs stop as Abby and Wanda hack the pumpkins away from the vines with cleavers.
If the characters try to stop any of the Pumpkin-Eaters, all the Pumpkin-Eaters and their allies turn hostile and attack the characters. This action causes Wanda to refuse to help the characters in their fight against the Beast as does harm to Abby for any reason.
Development
If the characters refrain from stopping the slaughter, Abby will later invite them to sumptious meal of hearty pumpkin stew, after which she will be more inclined to release Wanda into their service if Wanda is the foretold ally.
If they attempt to persuade Wanda to aid them before this event has passed, she simply refuses to leave Abby's side and Abby refuses to let her leave.
