Wednesday, 13 December 2017

A Scenario for Frostgrave: The Pit

There's a pit full of treasure in a hidden corner of the Frozen city
As promised, here is my scenario for use of the grille that I made when putting my Frostgrave terrain together. This scenario was originally created for a multi-player introductory game to Frostgrave, in which four different warbands fought over a small part of the frozen city. I've since simplified the scenario a bit based on lessons learned during that original game and offer it here for everyone's enjoyment. Feel free to use and adapt as you see fit for your own use.

Skeletons!
Scenario: The Pit

Background

As the ice sheet covering the frozen city melts, it exposes an open shaft in the ground that leads to an ancient treasure-filled mass grave. The residual magic of the city has, however, infused the vault and animated its former occupants, out for revenge upon those who would violate their last resting place.

Setup

Place a large underground entrance in the centre of the table, and fill the remaining area of the table with city ruins. Put one special treasure token in the centre of the hole.

Place four treasure items each 6" away from each side of the vault entrance with a clear path from the vault to them. Place one skeleton on each side of the vault entrance against the vault edge.

Special Rules

The grille covering the entrance to the tomb counts as rough going. Each turn any figure of a warband ends their move on the grille they must roll a die. The surface of the grille is fragile. On a 14+ they fall in and are considered dead for this scenario. Thieves and treasure hunters may reroll this die once. Wizards and apprentices may adjust their own die score in the normal way.

At the start of each creature phase more skeletons will emerge from the pit. Roll on the following table to see how many, and where they appear. Identify each table edge as north, south, east and west and place one skeleton on that side of the pit if that compass direction is indicated below.

1-4 no skeletons come out of the pit this turn
5 one skeleton (north)
6 one skeleton (west)
7 one skeleton (south)
8 one skeleton (east)
9 two skeletons (north, west)
10 two skeletons (north, south)
11 two skeletons (north, east)
12 two skeletons (west, south)
13 two skeletons (west, east)
14 two skeletons (south, east)
15 three skeletons (north, west, south)
16 three skeletons (north, west, east)
17 three skeletons (north, south, east)
18 three skeletons (west, south, east)
19-20 four skeletons (north, west, south, east)

These monsters behave normally unless any figure is within 6" of the central treasure, in which case they will always move towards and attack the closest such figure.

Treasure and Experience

The four normal treasure tokens are only worth 20 xp each while the central special token is worth 100 xp.

The central treasure is substantial. When the central token is recovered, roll twice on the treasure table and add both results together.

Wednesday, 29 November 2017

The Time Tunnel

I wasn't going to do this, honest, but a post on the 7TV Action! group on FaceBook was just too good to overlook. It was for a scenario for the second game of a 7TV2 worldwide campaign, leading up to a 7TV event to be held in June 2018. The scenario sets two time-travelling teams against each other in the hunt to recover an atom bomb lost in a real air crash in 1950

It's a great premise for an episode, and just the sort of motivation I need to get some figures painted and some terrain made. Even better, the description of one of the sides is that they are from the Time Tunnel. The intent of this is not to be the same The Time Tunnel as the classic TV show, but as I am a big fan of that, how could I resist?

So here's the report, with some images. Enjoy.

Lost scenes from an unreleased episode of The Time Tunnel
Episode: Broken Arrow

Cue music. Two smart-casual dressed physicists writhe in front of swirling kaleidoscope of colours as the narrator speaks, in a deep, dramatic voice…

Two American scientists are lost in the swirling maze of past and future ages, during the first experiments on America's greatest and most secret project, the Time Tunnel. Tony Newman and Doug Phillips now tumble helplessly toward a new fantastic adventure, somewhere along the infinite corridors of time.

In the depths of a concrete bunker somewhere in 1968 Arizona, Dr MacGregor and Dr Swain sit at their monitors, carefully turning sensitive dials, while Lt General Kirk watches anxiously over their shoulders as an image forms on the screen before them of Tony and Doug. The scientists are openly relieved, for Tony and Doug look to be in good health. Their last-minute escape from the dinosaurs had happened without a moment to spare, and now the challenge was to determine where, and when, they had arrived. 

Computer registers slowly settle, and Dr MacGregor can make out some details. North America, the very recent past. In slow-motion, Tony and Doug half-jump, half fall, and then land safely on icy ground. They stand, and dust themselves off, surveying the scene as the scientists watch. They are at the snow-line of a barren mountainside, in a landscape of sparse stands of conifers and icy rocks, covered with a light dusting of snow. In the distance, smoke rises from scattered piles of debris, its cause for the moment unclear.

An icy scene, smoke rising from scattered piles of aircraft wreckage
"Sergeant, there's two here," someone calls, and a group of smartly-dressed Mounties appear from off-stage. They seem disappointed, and not a little surprised to find that Tony and Doug are in need of no medical assistance whatsoever. After a short conversation it is clarified that the Mounties saw a large aircraft crash in this part of the mountains, and they have hurried to the scene to rescue any survivors. It is clearly a miracle that Tony and Doug are totally unscathed - even their hair remaining perfectly coiffed.

As the Mounties rush off in search of survivors to help, Doug, who has an uncanny knowledge of history, reviews the evidence. "We're obviously in the Canadian mountains, Tony. Based on the accents of the Mounties, most probably British Columbia".
Tony nods. Doug's uncanny knowledge of history is almost always correct. "Yes," he replies, dramatically, "But when?"
"From the map of Canada on the Sergeant's RCMP tie-pin, it must be after March 1949, when Newfoundland became part of Canada… and no later than 1954 because of the old design service badge and the style of his long-shank spurs… - but Tony," Doug continues, his mind racing, "This is incredible. There was only one significant air crash in British Columbia within that time period, and that was in February 1950 when a Convair B-36B of the US 7th Bomb Wing from Carswell Air Force base went down during a training exercise - carrying the first nuclear weapon to be lost in history. This can only be that crash!"
"But Doug", Tony responds enthusiastically, "Surely the first loss of a plane carrying a nuclear weapon happened during the Korean War?"
"You're thinking about the Fairfield-Suisun Boeing B-29 crash, Tony," Doug corrects. "An easy mistake to make. This crash was six months earlier before Canada joined the Korean War."
Tony nods, sulking inside. Damn, he thinks, I should have known that. Even with PhDs in particle physics and temporal engineering he remains in his partner's shadow; Douglas Phillips, the man whose draft undergraduate thesis had been submitted for a Nobel prize.
Doug continues thinking aloud, utterly oblivious to Tony's sense of inadequacy. "If memory serves, the Convair flight lost a Mark IV nuclear bomb. A composite-core uranium and plutonium weapon reliant on a levitated-pit implosion procedure, with an explosive yield of between 1 and 31 kilotons!"

The director allows for a short pause as Tony and Doug stare meaningfully at each other, allowing the TV audience to take in the evident seriousness of the situation.

"But Doug," Tony says, breaking the silence, "If they find..."
"You're right," Doug concurs, interrupting, "We must recover the bomb, or its uranium-plutonium core, first, and return it through the Time Tunnel to safety. Otherwise, who knows what disaster might happen!"

---------

The scene changes. A gloved hand in a lavishly decorated silk sleeve presses a red button, and a monitor screen flickers into black-and-white life. A view forms of a chamber dominated by a large and mysterious stone apparatus -  a vertically-standing circular ring etched around its edge with bold characters in an arcane script. Its new home in this concrete-walled former bunker is not so different to the dank, ancient tomb beneath the overgrown temple deep in the Cambodian jungle, from which it was recovered by SHIVA less than a year ago. A ramp from the floor of the chamber leads up to the broad aperture in the centre of the ring.

As lab-coated technicians with clipboards fuss over minor details, instructions are called by an off-screen operator as the outer edge of the ring rotates, clicking into sequential positions, dialling co-ordinates like an alien bakolite telephone. The air trembles within the Stargate, like water rippling vertically.

The camera view shifts and the face of a dark-skinned girl in an orange jump suit, her hair tied back in a neat pony tail, appears on the monitor.
"Report, Agent 13," the Guru's dark and sinister voice commands.
"Master," the Daughter of SHIVA known as Agent 13, obediently acknowledges. "Everything is in order and my team is prepared. Equipment has been checked and blades have been sharpened. We are ready for the jump and await your command."
"Proceed," the Guru replies, with authority. "You have the honour of being the first SHIVA mission to travel through the TimeGate. The Disruptors are counting on us, and our reputation is at stake. You know what to do. Bring the device back. Kill anyone who gets in your way." He gives an evil grimace, then pointedly adds, "Do not disappoint me, Manasa."
Agent 13 tries to hide her nervousness. "I obey, Master, as always" she confirms, and gives the SHIVA salute as the last of her team steps into the rippling wall that is the gateway across time. Swiftly, she turns and follows them through.

The Guru watches them leaves, then turns the monitor off.
"Mwahaha!" He laughs, rubbing his hands together. "Nothing can stop us now!"

The Casts

The Time Tunnel cast
The Time Tunnel
Dr Doug Phillips, physicist (co-star, 5 points)
Dr Tony Newman, physicist (co-star, 6 points)
Mountie sergeant (extra, 3 points)
4 x Mounties (extras, 6 points altogether)

Cast created for 7TV2 using the Open Casting rules

The SHIVA cast
SHIVA (acting on behalf of the Disruptors)
2 x Daughters of SHIVA (co-stars, 6 points each)
Minion commander (extra, 3 points)
3 x Minions (extras, 5 points altogether)

Yes, entirely unintentionally, it's boys vs girls.

A snowy scene. I may re-use this for On Her Majesty's Secret Santa
Act I

They arrive in a snowy landscape, smoking piles of wreckage all around. Manasa sends her sister Johi off to inspect wreckage on the right, and her minions towards more wreckage on the left, while she keeps watch, surveying the scene and watching out for activity. There must be no trace of their having been here, after all.

In the distance she makes out a group of men dressed in red - Mounties - walking slowly their way, rifles slung over their shoulders. To the left a pair of civilians, their smart-casual clothes suggesting they are either physicists, or have prepared badly for the weather, or both, are making better progress upslope toward them, keeping close to the tree line.

Manasa and Johi lead the way
The Mounties stop, and appear to be having a team briefing (Cutting Room Floor). SHIVA take advantage of their indecision and advance for a closer inspection of the debris.

"Don't you find it cold in these short skirts?"
Meanwhile, Tony And Doug have also reached a pile of smoking wreckage.

Doug contemplates the smoking wreckage
"There's nothing here, Doug," Tony says. "Just pieces of broken fuselage and some old in-flight meals."
As Tony considers the situation, they unexpectedly spot a group of smartly-dressed women ahead, wearing orange uniforms and armed with sub-machine guns. Keeping their heads down, they watch the women search more of the aircraft wreckage in the area.

Manasa, in the centre of the open area, advances toward the Mounties, her sword sheathed for the moment.

"I think it might be a bomb"
The leader of the group of women moves a piece of broken metal to one side to reveal the a large, bright yellow object - obviously the bomb. Tony, stretching to see more clearly, slips over some of the icy debris covering a pile of broken aeroplane parts nearby, and the sound of metal scraping on metal causes one of the minions to look in his direction. Seeing movement, she does not hesitate to open fire. Machine gun bullets spray the area, wildly missing Tony and Doug.

Act II

"We can't let them get that bomb, whoever they are," Doug shouts to Tony, and, also unhappy to be the target of gunfire, seizes the moment and charges. She may be a girl, but today that doesn't stop him punching her and taking her out. Tony moves in alongside Doug to give him support, charging into contact with another minion.

Doug and Tony charge in
The sound of gunfire distracts Manasa for a moment, and she loses her footing, momentarily weakened.

The Mounties open fire
The Mounties, realising they and their new-found companions are in danger, open fire with their rifles, and Manasa drops before she can draw her sword. They turn their fire on the remaining minions, and the commander drops to the ground as well. Job done, they cautiously advance.

Johi, the remaining Daughter of SHIVA, has seen her sister fall, and is intent on vengeance. She advances towards them in the cover of the trees. One of the last two minions opens fire on Doug and Tony, but the shot is risky. Both physicists are unscathed, but the unfortunate other minion is gunned down beneath her companion's raking hail of bullets.

With only two of their cast left, the girls of SHIVA make a spirit test to continue, and succeed.

Finale

The director calls for an impromptu action sequence, and the last minion falls in a blast of gunfire. Doug and Tony, now left alone, attempt to dismantle the bomb.

"Did you by any chance bring a screwdriver?"
"Tony," Doug asks, "You know how to remove the core out of one of these, don't you?"
"Of course," Tony replies, "I've done it many times".
But they don't have the tools to open the bomb up, and can't find anything that they can use as a screwdriver, and so they make no progress.
"There's only one thing for it, Doug," Tony announces, "If only they can hear us in Arizona. If they can get an accurate co-ordinate fix they can bring the bomb back through the Time Tunnel now and dismantle it there!"

While the audience are left wondering if the Time Tunnel scientists do have the co-ordinates for the bomb, the Mounties advance, shooting to no effect as Johi crouches in cover.

The director, who considers that now is the time for some serious action, decides this is the time to blow the budget. The camera focuses on Johi, who leaps in slow-motion out of the woodland. For a moment, it is as cool as The Matrix. But then, in mid-scene, there is a power cut, everything goes dark, and the moment is lost. 

The lost camera shot: Johi attacks the Mountie sergeant during a power cut
The scene resumes immediately finding Johi victorious over the Mountie sergeant, surrounded by the remaining Mounties in a massive brawl. Again, she makes the spirit test at the end of the turn, the SHIVA cast is not axed, and the show continues.

In Arizona, frantic action is happening. Lt General Kirk has already given the order, over-riding all reasonable health and safety concerns to increase the power level dangerously and bring the bomb to their time. Minor pyrotechnics occur in the tunnel and the bomb duly appears there, instantly vanishing from Doug and Tony's side. Two expendable technicians rush into the tunnel to open the bomb and make safe its uranium-plutonium core.

But they are not fast enough. The pyrotechnics immediately commence again, and the bomb disappears, along with the technicians, as the Time Tunnel scientists exchange glances and wonder what went wrong. The bomb returns to Doug and Tony's side. The technicians are not so lucky, sent somewhere else along the infinite corridors of time. Knowing their luck, probably where there are dinosaurs.

And as time runs out, the episode ends on a Cliffhanger, as the words

- TO BE CONTINUED -

appear on the screen.


But now it's time for the evening news, and not even a Mark IV nuclear bomb can stop that.

Credits

SHIVA and female minions from Crooked Dice Game Design Studio
Mounties from Pulp Figures
Tony and Doug converted from Spectre Miniatures
Clear bases from Sally 4th
7TV2 cards for Tony and Doug made up by me and printed using the brilliant 7TV2 Studios Casting Agency app by Jorge Robles
Terrain, base mat and aircraft debris scratch-built by the author

Special thanks to Wayne Peter Bollands for the original scenario. Keep 'em coming!

Tuesday, 31 October 2017

Scooby-Doo and the Halloween Horror

This is the narrative of a game played for Halloween at Wycombe Warband as an introduction to 7TV2 for multiple players. The game was played with the 7TV2 rules from Crooked Dice using the Scooby-Doo Programme Guide for Mystery Inc and open casting rules for the villains.


Tonight's TV listings
Prologue
It’s Halloween and mysterious things are happening as usual at Crystal Cove. Sheriff Stone has been plagued by calls about ghosts and evil spirits, and has asked Mystery Inc to help so as to get rid of some of his less likely cases and reduce his workload. He’s more concerned about the farmer’s daughter, who has been reported missing, and he intends to get down to Abner’s pumpkin farm to search for her as soon as he can.

Mystery Inc are interested in Abner’s farm as well. Fred knew Abner’s daughter from junior school, and he recalls her telling the tale that the farm is haunted by a giant pumpkin monster at this time of year. It’s probably just a publicity stunt so that they can sell more Halloween pumpkins, but it’s fair to say that stranger things have happened in Crystal Cove.

The Casts
MYSTERY INC & FRIENDS
Fred (Co-Star, 5)
Daphne (Co-Star, 4)
Velma (Co-Star, 4)
Shaggy (Co-Star, 4)
Scooby (Co-Star, 4)
Mystery Machine (Vehicle, 4)
Sheriff Stone (Extra, 3)
4 x Deputies (Extra, 2)
Police Patrol Car (Vehicle, 3)
Cameraman (Extra, 1)
TOTAL 39 points

THE SCARECROWS
The Scarecrow Witch (Co-star, 6)
Jack O'Lantern (Co-Star, 4)
The Reaper (Co-Star, 5)
The PumpKing (Co-Star, 7)
8 x Pumpkin-Headed Scarecrows (Extra, 1)
5 x Corn Dolls (Extra, 1)
Farm Truck (Vehicle, counts as Land Rover, 4)
TOTAL 43 points (but the truck is part of the scenario and I would let it be driven by either cast)


And… Action!
Cue music… Scooby-dooby-doo, where are you…

All is quiet on Abner's pumpkin farm
It is night time and apart from the sound of occasional vehicles moving along Highway 432 and the creaking of the windmill in the light of the full moon, all seems quiet on Abner’s farm.

"Are you sure we can park the cars like this, Sheriff?"
The police, accompanied by Mystery Inc, arrive at the entrance to the farm.

"Daphne, these aren't yours are they?"
Leaving the Mystery Machine parked at the edge of the highway, keeping close together, they all cautiously advance along the farm track.

“Whatever you do, don’t split up”, Fred advises. “You know what happens to us every time we do that”.

The police are wary of something ahead of them in the fields, but it turns out just to be an old scarecrow. Nothing to be worried about, surely.

Fred’s eyes are drawn to something on the ground at the side of the track – a clue! As he bends down to pick it up with a stick, the gang gather round to look. Fred appears slightly embarrassed.

“Er… It appears to be a pair of ladies’ underpants,” he stammers. “I wonder how they got here?”

Velma cleans her glasses to get a closer look, and takes the stick from Fred, who is very happy to hand it over.

“Size 8, 60% cotton, off-white with well-worn elastic. Pumpkin-stained, with traces of straw caught in the fabric, some from quite long ago. They’ve been on and off a lot and from the smell I’d say they haven’t been here more than 14 hours.”

“Definitely the Farmer’s daughter”, Fred nodded. “I remember her from Junior School”.

The cameraman begins to wonder if he is in the right place
As the cameraman films a long-distance shot of the gang, the villains make their entrance.

There's something coming through the corn...
What’s that coming through the fields? Is it a monster?

Er, no – it’s two monsters.

Grrrr!
The Scarecrow Witch advances slowly through the corn.

"Whoops! This mud is really slippery!"
Yes, there is definitely something moving in the corn, and it’s not a scarecrow, or at least not a normal one. The police are having some difficulty though. One of the officers has trodden in something unpleasant, slipped and fallen to the ground, while the others are trying very hard to make out what it is approaching them.

“Freeze, or we’ll shoot”, shouts Sheriff Stone. There is no response, and so the police open fire, while the gang hang back, all but Fred still examining the clue.

All ready for a quick getaway... almost.
At about the same time, as Act 2 starts, the farm truck is finally fully- loaded with pumpkins.
“Well done, men”, the villain currently known as Jack O’Lantern says, rubbing his hands together. “No-one will guess the goods are stuffed inside those pumpkins. Surely nothing can stop us now!”

There is the sound of timely gunfire from outside.

“You”, Jack snarls, pointing at one of the pumpkin-headed scarecrows in the barn, “Get that truck on the move. The rest of you come with me – we’re going to find out what’s going on outside.” And as they leave the building, they see the police car appear around the corner of the farm track, and realise they must act fast.

"I tell you it's an old woman! Who else would wear a hat like that?"
Meanwhile, back in the cornfield, the Scarecrow Witch unexpectedly puts his handy disguise kit to use.

“Hold your fire, men”, Sheriff Stone calls, suddenly becoming aware that their target is actually an innocent old lady out for a stroll under the full moon on Halloween, and nothing at all suspicious. “It appears to be an innocent old lady out for a stroll under the full moon on Halloween, and nothing at all suspicious”. His men lower their weapons, but don’t look particularly convinced.

Seeing a different sinister figure moving through the corn on the other side of the track, Sheriff Stone orders his men to shoot at this new target instead, and The Reaper is mercilessly gunned down before he can even wave his scythe in their direction. Then, as the attention moves back, the Scarecrow Witch has a sudden attack of stage fright and finds himself temporarily unable to act, much to the director's annoyance.

"Sheriff, we appear to be on fire."
Undeterred, and ignoring the hammy acting of the Scarecrow Witch, Fred moves towards another clue he has spotted in the middle of the cornfield.

But before the police can open fire again, there is a minor technical mishap with the special effects as a pyrotechnics canister malfunctions. Sheriff Stone and his men find themselves unexpectedly on fire.

"Ouch! Fire! Hurts!"
The cameraman is perfectly positioned for a great shot of the burning policemen, though it only lasts a short while before one of them has to seek medical assistance off-camera.

Vegetables on the attack
The villains, realising that time is running out, and that they are likely to be a lot more effective attacking in numbers, go on the attack. Not before time, flanked by more pumpkin-headed scarecrows, the PumpKing makes its appearance.

“Raaarrrgh!” it growls, as only giant vegetable monsters can.

Thinks... Whatever you do, don't split up...
Sheriff Stone and two of his remaining deputies, having put out their burning clothes, face the threat of the giant vegetable.

Fred, meanwhile, investigates the second clue, relieved to find it is not another item of ladies’ underwear.
“Hmmm,” he ponders. “A gas station receipt for diesel fuel. Enough to fill the tank of a large farm truck for a long journey with a full load of pumpkins. I wonder what that can mean?”

And while Daphne, with an uncanny sense of what needs to be done, runs back to the Mystery Machine, Velma, Shaggy and Scooby ponder why Fred might have been so concerned earlier about the party not splitting up.

Scarecrows in attack formation
It doesn’t take too much pondering. Five corn doll scarecrows appear in the field on the other side of the track to the PumpKing.

“Oh-oh”, says Velma
“Roh-oh”, says Scooby
“Zoinks”, says Shaggy

[In vegetable voice] "We have them now!"
The PumpKing looks threatening as it momentarily poses for the shot before the action.

"Who do you think you are, Starsky & Hutch?"
The deputy driving the patrol car grasps the urgency of the moment, and in a Dukes of Hazzard-like manoeuvre, screeches the vehicle to a halt immediately in front of the farm truck.

***BANG!!!***
Unfortunately the farm truck is bigger and tougher than the police car. Its pumpkin-headed driver stamps on the gas. For a moment, the wheels of the truck spin wildly, and then the truck rockets through the police car, which is written off and knocked aside, its driver thrown clear as the damaged truck barges past.

In moments, the unfortunate driver is surrounded by Jack O’Lantern and his henchman.

"Yikes! I'm sure I had some nerve gas somewhere..."
Meanwhile, the corn dolls close in on Velma, Shaggy and Scooby from one side as pumpkin-heads attack from the other, and a chaotic punch-up ensues. In the confusion Shaggy searches his pockets desperately for something useful.

“Hey, Scoobs, what’s this?” he says, pulling a cylindrical object from his pocket in a scatter of Scooby snacks. “Your old flea powder. Hold your breath!” The flea powder canister explodes in a cloud of foul-smelling noxious gas. The scarecrows falter as the vapour weakens their resolve.

But Shaggy is now in big trouble, attacked on all sides by spooky scarecrows with blunt agricultural implements.

"Take aim carefully, now..."
Sheriff Stone orders his men to help.

“It’s a risky shot, men, so be very careful” he announces, and they all open fire in an explosion of lead. Missing the scarecrows completely, their first shot hits Shaggy in the backside.

“Oops”, says the deputy

“ZOINKS! That hurt!” cries Shaggy.

“I told you to be careful!”, said Sheriff Stone. “Let me show you how it’s done.” And so Sheriff Stone takes the risky shot instead, and Shaggy is hit in the backside a second time.

“Oops” says Sheriff Stone.

“ZZOOIINNKKSS!” says Shaggy, and falls to the ground.

“Rrraaagggy!” howls Scooby.

And the bad guys all sieze the moment and pounce in, and a massive punch-up develops again. Things are not looking good for Scooby-Doo, who disappears beneath a flurry of pounding farm implements, and like Shaggy is taken out of the game. Velma is lucky to get away without even losing her glasses.

Hissss..... Boing! Hisss....
The PumpKing, which is evidently not really a pumpkin at all but in fact some sort of large inflatable construction filled with pressurised gas and operated by several villains inside, has evidently sprung a leak, perhaps caused by a stray bullet that actually hit the correct target. The sudden release of gas allows the giant vegetable monster to leap into the fray, and it bounds into the surprised policeman with enthusiasm.

Enthusiasm, that is, rather than effectiveness. The police stand their ground as another big punch-up develops.

Woman driver
Meanwhile, somehow overlooked by the director and the TV cameraman, Daphne has managed to drive the Mystery Machine into the farm where she stops the escape of the farm truck by carefully crashing into it. She jumps out, but is not quick enough to grab the clue, so promptly jumps back into the dented van and drives off to comparative safety.

"Wha... How did that happen?"
As the dust settles on the massive punch-up on the farm track, the scarecrows look around for signs of Scooby-Doo, who was definitely taken out of the game but has somehow managed to get back in to it. It seems that in the confusion of the fight, in typical cartoon-fashion, Scooby-Doo must have crawled out of the bottom of the melee to make an unlikely escape into the field nearby, where he runs away to safety.

"Put your tendrils in the air!"
The police back away from the ineffective attacks of the PumpKing as the episode draws to a close.

“Freeze!” shouts one of the deputies, brandishing his gun at the rapidly-deflating giant vegetable, and, realising the game is up, a group of villains slowly make their way out, their hands in the air.

“Abner!” cries Sheriff Stone. “I never would have thought it was you!”

“Yes, Sheriff”, admits Abner the Pumpkin Farmer. “And I nearly got away with it despite those pesky kids!”

Epilogue
Later, in hospital, the gang visit Shaggy, who is recovering from his unfortunate bullet wounds. Shaggy is trying to understand Velma’s explanation of what happened.

“So what you’re saying is Abner dresses his men up as spooky scarecrows to scare people at Halloween because people will pay more for a pumpkin grown on a genuinely haunted pumpkin farm than they will for just any old pumpkin? And because of that he’s been arrested on minor charges of fraud and conspiracy to scare small children? And it turns out his daughter wasn’t missing at all but had simply shacked up for a few days with one of the farm hands she fancied who didn’t work over Halloween because he refused to wear a pumpkin on his head?”

“Yes” says Velma
“Yes” says Fred
“Res” says Scooby
“Er… are you sure we didn’t miss anything?” says Daphne.

And they all laugh. Daphne always found solving mysteries challenging and rarely understood the obvious explanations. Everyone knew she was only in Mystery Inc because of her good looks and impeccable fashion sense.

“Rooby-Doo!”
THE END

Closing music

End Credits

7TV2 cards for the villains created by the author and produced using Jorge Robles' excellent 7TV2 Studios Casting Agency 
Mystery Inc from Hasslefree Miniatures 
Pumpkin-headed scarecrows from Rapier Miniatures 
Corn Dolls from Crooked Dice 
Scarecrow Co-Stars from Conquest Games
PumpKing scratch-built from DAS clay, Milliput and Green Stuff by the author.
Clear bases from Sally 4th 
Scarecrows standing in fields from Bad Squiddo Games 
Pumpkins scattered in fields are painted putkha pods (used in flower decorations), purchased from Hobbycraft 
All terrain scratch-built by the author.

Thanks to all my players for their excellent senses of humour and original ideas and contributions to the screnplay. Which was, by the way, a minor victory to Mystery Inc.

No pumpkins were harmed in this production.