Kill the Corn King - One Shot Plot in Violem | World Anvil
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Kill the Corn King - One Shot

You and your fellow travellers have been called to the village of Stilshire after reports of Church of Hodall members going missing and the corn cobs coming to life in moonlight hours. Something strange is going on in this village and you intend to find out what.   Upon arriving in the village you are met with empty fields and abandoned cottages. All that remains is one crazy old man babbling to himself and pottering about as he prepares some kind of ritual in the church.   Homebrew Rules found here: TG20 - Homebrew Rules
   

Character Motivation:

If you are struggling to come up with a motivation, then feel free to roll 1d4 on the table below.
  1. You are a member of the church of Hodall, the thought of missing members troubles you
  2. You have family that live in the village and fear someone you know has been taken
  3. The rumours of animated corn monsters has peaked your adventuring senses
  4. You just hate corn. Like really, really hate it. (It's kind of unsettling)

Plot Twist:

During an adventure, there is always a chance for something unexpected to happen. If you would like to spice up the story then simply roll 1d4 to add a plot twist.
  1. A cart driver comes rolling into the village offering supplies but is ambushed by 3 Awakened Corn waiting in the bushes
  2. The priest is successful and summons a demonic goat that turns on the priest
  3. A sudden storm cloud flies over the village causing the curse of the plant pot to start early
  4. Inside Mrs Mulch's cottage is another enchanted plant pot with a daisy and a sunflower arguing, they know about the disappearing villagers but want a bribe
 

Random Encounters:

Throughout the story and wandering the village, enemies might come across your path. Roll any die to see if the party comes across an enemy (nat 1). If they do then roll 1d4 for a random encounter.
  • Scarecrow - HP 11, DS 12, Actions: Claw (melee 1d4), Scary Face (ranged, stun target)
  • Hay Bale Rat - HP 8, DS 10, Actions: Bite (melee 1d2)
  • Nikkan Farm Tools - HP 10, DS 10, Actions: Melee (1d4), Ranged (1d4)
  • Awakened Corn - HP 10. DS 10, Actions: Toothpick (melee 1d4), Popcorn (self destruct explosion 1d10)

Points of Interest:

 

Church of Hodall:

A gathering place for all to worship Hodall, the Acuran of Nature. To be closer with the deity that brings prosperity and good fortune to the crops and land. Made of a single tower connected to a small rectangular building, the only fully stone structure in the entire village.   Inside there is the priest who has gone mad with worry over the loss of his congregation and is attempting a ritual to summon goats to end the lives of the cursed corn beasts. if the players are able to calm him down the priest is able to give out information regarding the situation.   Information:
  1. Mrs Mulch bought a lovely plant pot the other week, placing corn seeds inside which grew almost overnight. The pot is decorated with metallic paint around the trim in the shape of a crown. She took it off her windowsill when the bad weather started.
  2. At night, the crops in the corn fields come to life, causing chaos and mischief all around the village. Even the scarecrows have joined in on all the shenanigans.
  3. There are strange noises coming from the barn. But the priest thought all the animals escaped the other night when the corn creatures started rampaging about.
 

The Corn Fields:

Just a field's walk away from the houses of the village, lies three rows of corn fields. Most of the stalks already chopped and harvested with only a few still standing. In the middle of each field is a scarecrow tied to a cross to stop the birds feeding on the corn.   At night, when the moon is at its highest, a green mist comes crawling across the fields. Galloping towards its target before swirling around each cob. Giving it eyes and daggered teeth as they jump down to start causing havoc in the village. Throughout the night the corn creatures run wild, only to run back to the fields before the crack of dawn.   Awakened Corn - HP 10. DS 10, Actions: Toothpick (melee 1d4), Popcorn (self destruct explosion 1d10)   Scarecrow - HP 11, DS 12, Actions: Claw (melee 1d4), Scary Face (ranged, stun target)  

Mrs Mulch's Cottage:

Inside this simple wooden cottage is two rooms. The bedroom of Mrs Mulch with blankets and cushions stuffed with wool on the bed and the kitchen/living quarters. The place is a mess as if a group of gremlins has come and wrecked the place. The stove is cold and the candle wax are solid. It looks as though no one has been in for a couple days.   Amongst the dirt covered floorboards and fallen bookshelves, lies single plant pot standing upright. Growing from the pot is a single corn cob but without the long stalk underneath, looking perfect to harvest. Around the pot trim is metallic paint designed to look like a fancy crown.   If one was to touch the pot, then they will be taken to a pocket dimension where a demonic creature resides. Sucked into a dirt hole that collapes below the player, sending them down a rabbit hole of spiralling colours accompanied with the sound of sinister laughs and popping corn.  

The Barn:

Inside the red painted barn with white support beams is several piles of hay and horse leads dangling off fence posts. At the back of the room is shuffling in the hay pile. As you approach the sound of feet shuffling alerts the creature burrowed inside. Causing two awakened corn to jump out in a fiesty mood riding a rampaging goat.   Awakened Corn - HP 10. DS 10, Actions: Toothpick (melee 1d4), Popcorn (self destruct explosion 1d10)   Goat - HP 10, DS 10, Actions: Ram (Melee 1d4)  

The Pot King Dimension:

After falling into the land of the cursed pot, you wake up surrounded by some of the villagerswho have gone missing. All hiding behind trees and shrubs whispering for you to hide from the corn king. On the ground is piles of bones clean of any muscle, skin or clothes.   But their efforts are useless as a giant corn orc wearing a golden crown comes stomping towards you. He grunts and laughs as it chants the following, "Meat, meat! Wonderful Meat! Delicious to eat and a lovely treat! The beast is big, yellow and menacing, eyeing you up as its next meal in this field looking arena. The only way to escape is to take down the Corn King.   Corn King - HP 15, DS 15, Abilities: +1B, +1D, Actions: Summon Corn Creatures, Rind Axe (Melee 1d8), Stalk Whip (Ranged 1d6)
 

End Rewards:

Upon defeating the Corn King, the sky above begins swirling around causing a vortex to send you back to the village. You and the villagers return to Mrs Mulch's cottage to find a broken plant pot, a shrivelled corn cob and a golden crown glistening with magical potential.   The villagers thank you for saving them and offer you the title of Corn Slayer. As well as 200g per player and the blessing of the church. A blessing which grants the players extra sensory abilities to weather conditions.
  *Maps & Drawings coming soon

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