The 2026 Pumpkin Spice RPG Contest [Closed]

The barista asks, "Did you order a Pumpkin Spiced Latte?" You respond:

  • Why yes I did, thank you!

    Votes: 7 19.4%
  • Nope, I just ordered the regular coffee.

    Votes: 10 27.8%
  • Not me, sorry. I don't drink coffee.

    Votes: 11 30.6%
  • (scoff) Maybe twenty years ago, before they got all POPULAR and stuff.

    Votes: 4 11.1%
  • Pumpkin coffee? What kind of American weirdness is that?

    Votes: 4 11.1%


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I've been lurking on EN World for a short bit, but a silly thought came to mind when I saw this thread and I decided to sign up and submit. I won't be around the week of the new end date, so feel free to just keep me as a runner up or whatever. I've not written any game content in an age, so no balance was even considered.

Beneath the spoiler cut is a brief history of the PSLemental, my favorite little monster from Some Game System.

'The Lost Knight in Winter' is an otherwise unremarkable adventure centered around an inn (the titular Lost Knight), released for the Advanced Edition. The most remembered sequence involved sorcery bringing a feast to life, including the Pumpkin Pie Pudding. A simple Black Pudding variant, accompanied by a humorous sketch of a pie oozing out of it's tin.

Pumpkin Pie Pudding: AC 7; MV 3; HD 3+0; hp 12; #AT 1; Dmg 1d6 - 1 (slam); Size S; AL N; THAC0 11

---

Pumpkin Pie Pudding did not reappear in the Third Edition, though late in the edition a special holiday magazine issue included the Pumpkin Spice Elemental, upgrading the old pie to the new latte flavor exploding in popularity at the time. The Elemental came in Hot and Iced, but unfortunately these were just renamed Fire and Water elementals.

---

With the Fourth Edition's release, no one expected a return of either versions of this creature, if they thought about it at all. However, in a late book supplement, some fun loving author brought their pet monster back. This time, with a transforming twist.

"While not a true Elemental, not being from the Elemental Chaos, the Pumpkin Spice Elemental retained this name due to it's close similarity to the namesake. A fey creature, the Pumpkin Spice Elemental has a strong connection to transitionary seasons. It is often used by other fey as part of tricks or traps involving feasts or banquets."

Pumpkin Spice Elemental​

Level 3 Skirmisher
Small Fey magical beast (fire/cold)XP 150
HP 32; Bloodied 18Initiative +2
AC 14; Fortitude 15; Reflex 11; Will 14Perception +0
Speed 6

=Traits=​

Variable Order Phase: This elemental has the Fire or Cold keyword based on whether it is in Hot or Iced form. It deals Fire or Cold damage with it's attacks based on that form. It can start the battle in either form. While in Hot form it also has the trait Scalding Splash, and while in Iced form it also has the trait Cool To Touch.
Scalding Splash: Whenever an adjacent enemy misses this elemental with a melee or ranged attack, that enemy takes 3 damage.
Cool To Touch: Whenever an adjacent enemy hits this elemental with a melee attack, that enemy is slowed (save ends).

=Standard Actions=​

Slam * At-Will
Attack: Melee 1; +6 vs AC
Hit: 1d6+1 damage, ongoing 5 (save ends).
Spray * Encounter
Attack: Close blast 3; +4 vs Reflex
Hit: 1d4+1 damage.
Phase Shift * Recharge |5|6|
Effect: The elemental twists itself into a new phase. Deal 1 damage to all creatures in Close burst 1, then change Phase from Fire to Cold, or from Cold to Fire.
Alignment unalignedLanguages -
 

Welcome to the contest, @WisteriaWarden ! You're our second entry in the contest... and packing a 4E monster, no less!

No need to worry about the schedule. I'll post your entry into the survey along with everyone else's, and should your entry win, you can claim your prize at any time. :)
 
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And speaking of 4th, this is the fourth time that I've been thwarted by dice. I can't find a way to securely and privately deliver something off of Amazon without essentially making it a cash prize, and without requiring me to collect personal information that I don't really want to collect (like real names and physical addresses).

So unfortunately, I'm removing the dice from the prize list, again. Maybe next year, I'll find a way to make it work to my satisfaction.

If anyone has an idea for a replacement prize, I'm all ears.
 

Coven of the Lantern Hags
a Wilderness Encounter for the 5th Edition D&D Game

Introduction
The next time you roll a random encounter in a dark and gloomy forest, and the result comes up as "Green Hags (3)" or somesuch, I hope you will consider dropping this onto your battle mat instead. This trio of re-skinned Green Hags and new magic items will almost certainly turn that generic random encounter into a memorable experience for all.

What are Lantern Hags?
At the most basic level, Lantern Hags are a variant of Green Hag. They have slightly different spells, features, and combat abilities, along with different strengths and weaknesses, to keep even the most experienced players on their toes. Most notably, these hags use a variety of Reactions to manipulate damage and healing, and their lanterns create auras that can end concentration, limit attacks per round, and block movement.

While Green Hags are "crones that represent corruption of ideals and goals," according to Xanathar, Lantern Hags are crones that represent the corruption of thought and emotion. They delight in seeing the bravest mortals reduced to simpering cowards, the sharpest thinkers befuddled and confused, and the most inspiring idealists crippled with doubt, inaction, and lethargy.

Using This Encounter
This encounter is designed for a party of four, 6th level characters (or five, 5th level characters), and should be adaptable enough to fit into any campaign setting. The encounter assumes the hag coven is located in a forest clearing, but any location will work as long as it's sufficiently gloomy: a misty bog, an abandoned orchard, a bubbling swamp, a vine-covered jungle, or a crumbling windmill are perfect. I recommend any of these excellent battle maps by @DiceGrimorium , which they post every Friday on EN World free of charge. (Thanks again for all you do, @DiceGrimorium!)

There are several ways to run this encounter; three are presented below.

RANDOM ENCOUNTER
As the heroes are traveling through the forest, swamp, or other gloomy area, they begin to see strange lights and hear mysterious singing in the trees just ahead of them. The lights lure them off of the road and deeper into the forest, across the path of dangerous trolls or ogres, eventually taking them to a magical clearing lit by paper lanterns. And there in the midst of the clearing, a trio of beautiful women are singing and dancing among the lights. "Come and dance with me," one of the beautiful women says to a random character in the party. "Worry not of the trolls and ogres in these woods, for our lanterns will keep them away. Join us!" Whether the heroes join in the revelry or not, the "beautiful women" immediately reveal their true nature: they are not beautiful women but hideous fey creatures, and the lovely paper lanterns are rotting pumpkins and jack o'lanterns.

BOUNTY HUNT
The local constable has posted a bounty on a group of cultists that have taken up residence in a nearby forest, swamp, or abandoned orchard. These cultists stand accused of theft, kidnapping, and murder, and a group of heroes will be paid handsomely to arrest them and bring them in to face justice. But as our heroes are about to find out, this is not an ordinary group of cultists in the forest--it is a dangerous coven of hags, and their arrest will not be easy...

SEEKING HELP
A desperate young mother seeks a group of heroes to recover her baby boy. Apparently the child was taken from his cradle in the middle of the night and replaced with a jack o'lantern. Some of the more superstitious members of the Adventurer's Guild suspect that this is the work of a coven of hags--and if they are correct, there is truly no time to waste. Our heroes must investigate the scene of the crime, follow the clues to a nearby forest, swamp, abandoned orchard, etc., and bring the child back home before it's too late.

The Hag Coven
There are three hags in this coven: Granny Muddlemind, Auntie Rattlebone, and Sister Nightshade.

Coven Ritual: sometimes, driven by desperation or despair, a mortal will seek out the Lantern Hags for aid--and the hags are more than happy to "help" them achieve whatever their heart desires. Working together, a coven of hags may undertake a special ritual to grant a single wish to a mortal who is willing to pay (and pay dearly) for it. This ritual must be completed under a night sky, and requires a list of foul components and one hour of uninterrupted chanting. Once the ritual is complete, it cannot be attempted again until midnight of the next new moon. The Lantern Hags will always honor the exact wording of the wish but not necessarily the spirit in which it was intended. For example, a lovesick bachelor who wishes "to fall in love with a beautiful woman" will soon meet a succubus, and a grieving widow who wishes "to have her husband back" will find herself haunted by an undead monster.

The DM is encouraged to create other ritual effects that would best serve the needs of the party and the story. Perhaps the hags could create a powerful (and also cursed) magic item for a hero who foolishly makes a bargain with them, or could "cure" a cursed or diseased character in the worst possible way imaginable.

1_GrannyMuddlemind.png

GRANNY MUDDLEMIND
As her name suggests, Granny Muddlemind derives great pleasure in sowing confusion, distraction, and discord among mortals. She is the oldest and smallest member of the Lantern Hags, with baggy skin, white hair, and sagging features, but her slight and timid appearance belies a cunning and powerful mind. She wears a crude nightgown made from old blankets and bedsheets.
GrannyMuddlemind_Final.png



2_AuntieRattlebone.png

Auntie Rattlebone
This terrifying hag has distended limbs that are far too long for her body and her arms each have two elbows, giving her a striking appearance resembling a spider. She is the tallest and physically strongest of the Lantern Hags, and she delights in sowing causing nightmares, panic, and terror in the minds of mortals. Her clothing, if it can be called such, is little more than filthy strips of mismatched cloth tied around her body.
AuntieRattlebone_Final.png


3_SisterNightshade.png

Sister Nightshade
Sister Nightshade is the youngest of the Lantern Hags, and also the most quiet. She prefers to let the other members of the coven do the talking, while she silently tempts mortals to inaction, laziness, and complacency. With green, leaf-like skin, shaggy hair the color and texture of moss, and twisting, vine-like limbs, she appears to be almost as much plant as person.
SisterNightShade_Final.png


The Lanterns
Each of the hags carries a unique lantern that amplifies her abilities.

LanternOfDistraction.png

The Lantern of Distraction
Wondrous Item, Very Rare (requires attunement by a spellcaster)

This jack o'lantern is carved from a warty, misshapen pumpkin, and glows with a strange purple light. Creatures that look upon the pumpkin find it difficult to follow their train of thought, and are easily distracted. While you are attuned to this lantern, you gain the following:
  • You do not risk losing concentration when you take damage.
  • You know the mind sliver cantrip
  • You know the dissonant whispers and hex spells, and you can cast them each once per day without spending a spell slot.
  • As an action on your turn, you can cause the lantern to emit an aura of dim light, centered on the lantern and extended outward to a radius of 30 feet. Creatures of your choice that enter this aura for the first time on their turn, or begin their turn there, must make an Intelligence save throw or become cursed. Cursed creatures cannot cast spells or use abilities that require concentration, and immediately lose all ongoing effects that do. The course lasts until the afflicted creature leaves the lantern's aura, until you fall unconscious, or until you spend an action to snuff the lantern.
Weight: 3 pounds

LanternOfTerror.png

The Lantern of Terror
Wondrous Item, Very Rare (requires attunement by a spellcaster)

This jack o'lantern is carved from a white pumpkin or a turnip, and resembles the face of a skull or corpse. Creatures that look upon this lantern feel uneasy and anxious, and begin to fidget nervously. While attuned to this lantern, you gain the following:
  • You are immune to the frightened condition
  • You know the dancing lights cantrip
  • You know the cause fear and hex spells, and you can cast them each once per day without spending a spell slot.
  • As an action on your turn, you can cause the lantern to emit an aura of dim reddish light, centered on the lantern and extended outward to a radius of 30 feet. Creatures of your choice that enter this aura for the first time on their turn, or begin their turn there, must make a Wisdom saving throw or become frightened. (Frightened creatures have disadvantage on attack rolls and ability checks while the lantern is within their line of sight, and cannot willingly move closer to the lantern.) This effect lasts until the afflicted creature leaves the lantern's aura, until you fall unconscious, or until you spend an action to snuff the lantern.
Weight: 3 pounds

LanternOfSloth.png

The Lantern of Sloth
Wondrous Item, Very Rare (requires attunement by a spellcaster)

This jack o'lantern appears to have been carved several weeks ago, judging from its moldy flesh and withered, sunken features. Creatures that look upon this lantern suddenly feel drowsy and bored, and begin to lose interest in things they once felt were important. While attuned to this lantern, you gain the following:
  • You no longer require sleep, and cannot be forced to sleep by magical means.
  • You know the light cantrip.
  • You know the hex and sleep spells, and you can cast them each once per day without spending a spell slot.
  • As an action on your turn, you can cause the lantern to emit an aura of dim green light, centered on the lantern and extended outward to a radius of 30 feet. Creatures of your choice that enter this aura for the first time on their turn, or begin their turn there, must make a Charisma saving throw or become cursed. Cursed creatures cannot use reactions, can only take a single action or bonus action on their turn, and regardless of their abilities or magic items, cannot make more than one melee or ranged attack on their turn. This effect lasts until the afflicted creature leaves the lantern's aura, until you fall unconscious, or until you spend an action to snuff the lantern.
Weight: 3 pounds


VTT Tokens

Token_Muddlemind.png
Token_Rattlebone.png
Token_Nightshade.png





ART CREDIT
All illustrations were done by J. Sexton
For commissions of your own, she may be contacted by email at: jess.will.draw@gmail.com
 

Hello from the slope of Mt Shasta! It's good that I got my submission in when I did, because it looks like I'll be up here for the next few weeks on this construction project. It was originally going to be a complete and fully-illustrated adventure module, but I couldn't get the time.

...anyway. I'm just bumping up this thread to let y'all know that the deadline for submissions is one week from today. I look forward to seeing what everyone cooks up!
 
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Pumpkin Spice NPC:
Skinimon.jpg

(Skinimon seen cheering on his patrons as they depart to slay a fire giant.)

Skinimon the Trader, level 3

Concept:
The Isle of Lute doesn't see much commerce, given that it has but one settlement (of which you know). And the guild has its fair share of artisans, but they do their trading within the guild's walls. Enter: Skinimon the Dwarf. Only one brave trader travels along the island's roads, and everyone is glad to see him: guild members, brigands, and even the beasts. Skinimon is far from mountain dwarf lands, but that doesn't stop him from greeting and trading with everyone. Brigands support his business because he's the only go-between for the lawful and the lawless. He'll tell you, "call me Skini!" but most affectionately refer to him as "Cinnamon." He trades in what the guild merchants do not: spices, talismans, and rare goods. When he grows his red hair out (mainly in winter), the first sign of his approach is often his pumpkin-like head bobbing up and down over the horizon. If he and his trusty steed (an odd cross of a boltebeest and a horse) get near, you'll definitely find your pockets heavier than before.

Physical: 8
Mental: 11
Metaphysical: 14

Skills: Persuade 2, Deceive 1

Perks: Off the Mark, Owl's Eye, Stubborn (M 15)

Gear: dwarfish dagger d6, visored half-helm (only worn for prestige in dwarf-lands).
Skinimon travels with a loaded cart, standard camping gear, tap and corkscrew, and shemagh (his equivalent of a towel).

(Character sheet based on Modos 2 rules.)
 



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