Because it was asked for...
Be Careful What You Wish For
A Tale of Terror Adventure Seed
Trigger Warning: violence toward children
The Investigators are in a house they are renting in a village of interest to their current investigations. One of the PCs (whoever has the lowest Sanity) is having a hard time sleeping. After several false starts, the PC gives up, and gets up to make in espresso in the kitchen. While there, they notice lights in the vacant lot next door.
A Library Use roll (taking 30 minutes) while referring to books and magazines in the rental house reveals that there used to be a residence next door, but it burned down 30 years ago; three residents, a widow and her two boarders, were killed. If the researcher makes a hard Library Use, they can find this information in 15 minutes; on an extreme success, they turn right to the information and find it in 5 minutes.
The vacant lot contains rubble from the burned home, big piles of dirt, and some vegetation that's sprung up.
Among the vegetation is a pumpkin patch. The neighborhood children have noticed that the pumpkins here grow particularly large and misshapen, and have developed a number of stories to explain them. One of the stories is of "the Pumpking", a ghost of someone who died in the long-ago fire, who always inhabits the largest pumpkin.
A group of kids has decided to try a ritual to summon the Pumpking -- they are bored, nothing ever happens in the village, and they are hoping for a little excitement. They gathered what they considered to be suitably "occult" items from their homes and from sites around the village: wax candles, word books, and exotic spices like saffron and black cardamom; one kid actually found some myrrh at home. Unfortunately, one of the children took a knife that has been hanging on the wall of their house for several generations -- an enchanted knife that was once used in rituals to Yog-Sothoth. At midnight they started a homemade ritual that will actually summon... something.
The lights the player noticed from the kitchen are the candles the children placed around the lot. Depending on how quickly the Investigators respond, they can head off a lot of unpleasantness. Start the clock when the Investigator notices the lights.
11:45 PM: Eight children place and light candles, draw a "magic circle," while therestof theparticipants arrive.
12:00 Midnight: The ritual begins. Thirteen children (ages 10-14) participate. The Investigator becomes aware of the activity.
12:10 AM: The largest gourd slowly "inflates" as the ritual pulls power into it as the most suitable vessel nearby.
12:20 AM: The children notice the now-giant pumpkin and are excited. Some (about a third) are alarmed and pull to the back of the lot. Others (about a third) crowd closer to the Pumpking.
12:30 AM: The Pumpking achieves maximum size: easily 25 feet in circumference and weighing more than a ton, it animates and, being that there was no Binding spell, goes on a rampage. It turns slowly and menacingly, revealing one side of its body now bears a terrifying jack-o-lantern face. Its first targets are those closest to it, which probably includes at least 4 children.
The Referee is responsible for determining the flow of subsequent events.
THE PUMPKING
STR: 100
CON: 150
SIZ: 170
DEX: 25
POW: 70
HP: 32
Damage Bonus: 2D6
Build: 3
Move: 12
Sanity Loss: 1D6/1D20 Sanity points
Combat
Attacks per round: 1
Grapple (Fighting 40%): The Pumpking tries to entangle a victim with its creeping vines. If successful, it inflicts 1D6 crushing damage per round while holding on. If it makes a successful grapple attack, it can either maintain the grapple or attempt to drag the victim to its mouth.
Fiery Bite (Fighting 60%): The Pumpking has a fanged, toothy maw and it's interiorcontains aroaring flame the sizeof a bonfire. It can bite a grappled victim for 1D8 damage and sets the victim on fire, inflicting an additional 1D6 damage each round until it is put out.