The Pumpkin Pie Spice RPG Contest Discussion Thread

How do you feel about pumpkin spice?

  • Yes please.

    Votes: 14 38.9%
  • No thank you.

    Votes: 8 22.2%
  • It's a seasonal treat. Why all the fuss?

    Votes: 14 38.9%

Cadence

Legend
Supporter

Magnificent Pumpkin Spice Cafe​

7 conjuration
  • Casting Time: 1 minute
  • Range: 300 feet
  • Target: See text
  • Components: V S M (A miniature portal carved from a gourd, a small piece of cinnamon stick and spoonfull of nutmeg, and a tiny porcelain coffee mug)
  • Duration: 24 hours
  • Classes: Bard, Druid
  • You conjure an extradimensional coffee shop in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall with a chalkboard on an easel just outside the door that says "It's back!" above a picture of a pumpkin. You and any non-evil humanoid and fey creatures and their service animals can enter the extradimensional cafe as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal displays a sign that says "Sorry We're Closed".Beyond the portal is a magnificent display case full of pumpkin spiced donuts, coffee cakes, and your other favorite seasonal foods, a full coffee bar featuring pumpkin spice latte among it's many choices, an expansive yet cozy seating area, and two immaculately clean restrooms. The atmosphere is clean, fall festivalish, and warm.
    You can create any floor plan you like with those constraints, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated with whatever fall and pumpkin themes you choose. It contains sufficient provisions to serve up to 1000 customers a snack or light meal and beverage and will seat as many as you have designed it for. A staff of 20 near-transparent baristas attends all who enter. You decide the visual appearance of these servants and their fall themed attire. They are completely obedient to your orders. Each barista can perform any task a normal human barista could perform, but they can’t attack or take any action that would directly harm another creature or disparage pumpkin spice. Thus the baristas can take orders, plate food, serve coffees, bus tables and so on. The baristas can go anywhere in the cafe but can’t leave it. Furnishings and non-food and drink objects created by this spell dissipate into pumpkin-spice candle smoke if removed from the cafe. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance with the unfinished part their order in a to-go bag and disposable paper cup with a lid as appropriate.
 
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Last minute entry. Pretty basic, but I stand by basic.

Golem, Pumpkin Spice
Family
: Golems
Construct, unaligned
Sizes: Tall (Medium), Grande (Large), Venti (Gargantuan), Grande w/ Extra Shot (Large)

Tall
Armor Class
14 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 20 ft.
STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 18 (+4) 5 (-3) 8 (-1) 10 (0)
Challenge 3

Grande
Armor Class
14 (natural armor)
Hit Points 143 (14d10 + 70)
Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-2) 20 (+5) 5 (-3) 8 (-1) 10 (0)
Challenge 5

Venti
Armor Class
16 (natural armor)
Hit Points 264 (16d20 + 96)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 6 (-3) 22 (+6) 5 (-3) 8 (-1) 10 (0)
Challenge 9

Grande w/ Extra Shot
Armor Class
14 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 20 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (-2) 22 (+6) 5 (-3) 8 (-1) 10 (0)
Challenge 8

Traits:
Damage Immunities
: acid, poison, psychic; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities: charmed, exhaustion, frightened, paralyzed,
Senses: Darkvision 60 ft., passive Perception 9
Languages: Understands all known languages (flavor is universal) but can’t speak

Special Traits:
Heat Absorption:
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem’s weapon attacks are magical.
Peppermint Weakness: Whenever exposed to peppermint, the golem has disadvantage on all attack rolls and ability checks unit its next turn.
Alternate Version: Some Pumpkin Spice Golems, called "Iced" Pumpkin Spice Golems lack the "Heat Absorption" trait above. These golems are instead immune to cold damage.

Actions
Multiattack
: Tall golems make one slam attack. Grande golems make two slam attacks. Venti and Grande w/ Extra Shot golems make three slam attacks.
Slam (Tall): Melee Weapon Attack: +5to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1) bludgeoning damage.
Slam (Grande): Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Slam (Venti): Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.
Slam (Grande w/ Extra Shot): Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Slam (all): If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be involuntarily under the effect of Haste (per below) until its next turn.
Haste (at will): For the next 4 turns, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Spice Breath (Recharge 4): The golem exhales gas in a 15-foot cone. Any food or crops in that cone immediately smell and taste of pumpkin spice. This effect can only be reversed with a Wish or Miracle.

About
Unlike other golems, no one knows where Pumpkin Spice Golems come from. These large creatures started randomly appearing 20-30 years ago. The first sightings occurred during the annual harvest festival. However, each subsequent year they have started to appear a few days earlier. Some fear they may become a constant threat. Luckily, Pumpkin Spice Golems disappear as the snow becomes commonplace. Despite this, they have no aversion to the cold and it is unknown what causes their disappearance. There are rumors that Pumpkin Spice Golems are attacked and eaten by the mysterious Peppermint Golems that appear near the winter solstice, but this has not been confirmed.

The Pumpkin Spice Golem appears as a humanoid body with a pumpkin for a head. However, when destroyed they turn into a pile of spicy dust. Analysis has shown that there is no actual pumpkin in their remains. Nor have they ever been spotted in a pumpkin field, or eating pumpkins.

Pumpkin Spice Golems are naturally tame. They will not attack unless provoked. However, they will wander anywhere; passing through farms, towns, and even crowded areas without regard to any other beings, while spreading their Spice Breath at will. Because of this, a large number of townsfolk have declared them a menace to society, and attack them on sight. A makeshift order of knights, calling themselves “The Defenders of the Basic”, have been known to protect Pumpkin Spice Golems from slaughter.
 



Yalım

Explorer
A Pie to Die For
A short adventure for 3rd-level PCs

As summer fades on this cold day in late Marpenoth, a horrid act of violence has come to the normally-peaceful town of Triel. A child was stolen at dusk. The scene of the crime is littered with wood fragments, and... a pumpkin vine? Someone in Triel needs to stop whoever is behind this, and save the child before it's too late!

This adventure is set in Triel, a trade hub in the western heartlands of the sword coast, just east of Elturel. It sits along the Trade Way between Scornubel and Waterdeep. The Trade Way is popular in summer, but when summer wanes, travel slows and folks begin to buckle down for the winter months. Marpenoth marks the last stretch of harvest before winter has crept in too deeply to do anything, and most local folks are hard at work preparing for the Feast of the Moon next week.

Most prospective heroes left along the trade way a month ago, headed north to participate in Liar's Night up in Waterdeep, or south to Scornubel for mercenary work. With no one left to turn to, Triel looks to the PCs.

Esuria the green hag became obsessed with crafting the perfect pumpkin pie after trying it for the first time during Liar's Night in Waterdeep last year. She crossed the Trade Way down to Scornubel, and came upon the pumpkin fields in the Trielta Hills. Camping out in an abandoned farm, she has begun enchanting the plants and building scarecrows, stealing fruit and spice here and there while recreating recipes over and over.

After a year, Esuria has a recipe that she believes will make for the best pumpkin pie in all of Faerûn. Her special ingredient? The sweetest, most-beloved child in the western heartland.

Better get rescuing. The oven's already warm...

Hooks
Do-gooders will likely jump at a chance to save the day, and self-centered, uh, "heroes" may find this a good opportunity to become celebrities just before a great feast. Still, it's good to have some personal connections to this mystery. Here are some ways the players can be related to Triel:
  • You have family or close friends out in the Trielta Hills, and you're relaxing in Triel before heading out to spend time with them.
  • You are planning the Feast under Elvar the Grainlord. These kidnappings aren't just kidnappings, they also threaten the celebrations themselves! Who can celebrate if children are missing?
  • You have family or friends who worked at the spice store that was robbed 2 nights ago. Or maybe you worked there yourself.
  • It was your child who was kidnapped last night! In this case, the adventure will need some changes. Rael Loamsong is the easiest fit, but Karwyn is also doable if you swap Rael's role. You could also be a 3rd, older Loamsong sibling.
If hooking members of the party is especially difficult because they're all gold-obsessed murderers, an emissary of Elvar the Grainlord can meet them at the Singing Wind Inn in town and beg for their assistance. He is willing to offer a bounty of around 5gp per PC, plus free food and drink for all of the Feast.

Triel Investigation
Two crimes have occurred in Triel, all on the same night: a kidnapping and and a robbery. Either location is a good start, but by default you can send the PCs to the Loamsong house.

The Loamsong House
What Happened (DM info): Karwyn (she/her) and Rael (he/him) Loamsong are a human couple, a weaver and carpenter respectively. They were out late at night preparing for the Feast, and left their 3-year-old daughter Gillia in the care of their 13-year-old son Lewan. That night, Esuria's scarecrow minions caught Lewan by surprise, knocked him out, and stole Gillia into the night.

Description: The Loamsongs live in a large one-room house, around 1000 square feet in size. This normally idyllic home has been destroyed. The window shutters and door have been knocked inwards with great force, the interior walls are deeply gashed, and furniture is thrown around as though someone was looking for something.

Clues:
  • Examining the gashes in the wall, a DC 10 Nature check reveals that some of the wooden splinters here are not the same tree, nor are they pine tarred the way the wood of the house is. This is is old, dead wood, harvested from the Forest of Wyrms. A subsequent DC 6 History check or use of a local background allows a PC to recall that old wood tends to be used for fencing, scarecrows, and firewood.
  • Examining near the entrance of the home, a DC 10 Investigation check reveals trace amounts of spices in the dirt. There are light smells of cinnamon and nutmeg here. A DC 6 Survival check can follow these backwards to their origin, Southrun Spices.
  • Examining overturned furniture, a DC 10 Investigation check reveals a small piece of vine. A subsequent DC 6 Nature or use of a local background allows a PC to identify this as a bit of pumpkin vine.

People:
  • Everyonein the Loamsong family knows the following:
    • There are pumpkin farmers in the Trielta Hills. Pumpkin farming is coming to a close before the Feast.
    • Dead wood is used for fencing, scarecrows, and firewood.
  • Raelis at this house during he day, alternating between picking through belongings and sitting in shock. Rael remembers crafting a platform for the Feast when a neighbor told him about the house. He rushed home to find his son unconscious and his daughter missing.
    • Rael is willing to follow any lead and offer any help he can if it helps him find his daughter. He offer to take the PCs to Karwyn and Lewan if they indicate that they're willing to help; he will mention that Rael has been difficult to talk to in the wake of the attack.
  • Karwyn is at a friend's house with Rael, sewing for the Feast to take her mind off her fears. She remembers her husband coming to her asking if Gillia was anywhere, and then spending the night searching to no avail.
  • Raelfeels horribly guilty about failing to keep Gillia safe. He won't speak unless addresed directly, and seeks assurances from the PCs that they will find Gillia before he speaks about the night. Rael remembers the door getting kicked in and tall, thin figures rushed inside. He couldn't see their faces before he was pinned down and then someone (or something) hit him in the head, knocking him out cold.
    • In addition to a bump on his head, Rael has constriction bruises on both of his arms, from rope or vines. A DC 6 Medicine check will identify these.
    • Rael will poorly attempt to hide some of the stranger details about that night, trailing off while speaking and refusing to make eye contact. A DC 10 Insight check or the aforementioned Medicine check can be used to prompt him to tell the whole story: He saw what pinned him down -- two animated pumpkins held him in place with vines. Rael still doesn't fully believe it; he's seen basic magic before, but nothing like this.

Southrun Spices
What Happened (DM info): Siia Southrun is the halfling proprietor of Southrun Spices, a relatively new establishment. She purchases excess spices from traveling merchants in late autumn, and then sells them to adventurers, local bakeries, and (in winter) she makes the cold trek to Scornubel where she fetches top gold for them. Last night, a war party of animated scarecrows and pumpkins broke into her shop while she was taking inventory, and she got into a fight with them. She took out 2 scarecrows (or so she thinks) before getting thrown against a wall. In her subsequent daze, the attackers made off with a mix of spices.

Description: Southrun Spices is a modest, 20' x 30' store; a ground floor for sales and a top floor bedroom. A small spice display near the front showcase Siia's offerings, but the bulk of what she owns is in glass containers on the shelves around. Several of those shelves have been damaged, and a strong smell of mixed winter spices hangs in the air. Siia is in the midst of cleaning the shop up, oblivious to the modern concept of a crime scene protocol. Broken containers, wood fragments, and piles of spice sit piled up in the northwest corner as Siia figures out what to do with the glass. Two broken scarecrows with smashed pumpkin heads f

Clues:
  • A large quantity of spices have been strewn outside, easily noticed. A DC 6 Survival check can follow them to the Loamsong house.
  • Inventory records Siia that Siia has left in the southeast corner indicate that cinnamon, ground ginger, nutmeg, cloves, granulated sugar, and allspice are the only things missing from last night's raid. Anyone with the chef feat, the relevant background, a DC 6 History check can determine that these compose pumpkin pie spice.
  • Examining the gashes in the wall, a DC 10 Nature check reveals that some of the wooden splinters here are not the same tree, nor are they pine tarred the way the wood of the house is. This is is old, dead wood, harvested from the Forest of Wyrms. A subsequent DC 6 History check or use of a local background allows a PC to recall that old wood tends to be used for fencing, scarecrows, and firewood.
  • The scarecrows lying on the floor have jack-o-lantern heads, candle included (with a small ember burning at the tip of the wick still...). A DC 6 History check or a background in Waterdeep reveals that these are the pumpking carvings from the famous Liar's Night in Waterdeep.
People:
  • Siia is in the midst of cleanup, and will invite PCs in as customers while apologizing for the mess. If asked about the robbery, she will gladly share any information she has, and brag about the 2 scarecrows on the ground. Siia remembers the door busting in and 5 or 6 lanky scarecrows with jack-o-lantern heads came in. She fought them off and took out a couple, but then something grabbed her by the throat and knocked her out.
    • Siia has constriction bruises on both her neck, from rope or vines. A DC 6 Medicine check will identify these.
  • Dolbren Shaleheft, a nosy dwarf with too much time and too little courage, is gawking outside. He tried to speak with Siia earlier but she brushed him off, and he is willing to strike up conversation with any PC lingering in the store doorway, looking around outside, or leaving the shop. He wants to know what Siia remembers, and is willing to share what he saw last night in exchange for any juicy details, especially if they're tragic. Dolbren remembers seeing 5 or so tall figures and 3 or so vine-y creatures. Dolbren watched outside as they left with jars in hand and headed north, and then he ran home.
    • If Dolbren thinks it's a good idea to share information with the PCs (perhaps they've given him some juicy gossip, and/or they have shamed him for failing to help) he will offer a guess that the figures were headed in the direction of the Trielta Hills
Combat: The two pumpkin-headed scarecrows aren't quite dead, despite appearances. If someone pokes at their head or otherwise gets in a compromising position near a scarecrow, the candle inside its jack-o-lantern head will alight and it will attack. Anyone who isn't explictly on guard for an attack is surprised.

Use the statblocks for scarecrows from the Monster Manual, with the following changes:
  • Pumpkin scarecrows are animated with a burning candle in their head. Blowing the candle out, such as by submerging them in water or hitting them with a powerful gust of wind, will cause the scarecrow to become inanimate and paralyzed for 1d6 minutes as the wick returns to smoldering.
  • Pumpkin scarecrows don't have damage resistance.
  • Pumpkin scarecrows have a Strength of 18, making their Claw attack a more formidable +6 (2d4+4).
  • At the end of the pumpkin scarecrow's turn, it automatically uses its Terrifying Glare on the closest non-pumpkin creature near it without needing an action. It can't use its terrifying glare otherwise.

The Map:
Use the ground floor of the general goods store from 2 Minute Tabletop for this fight, placing one scarecrow on the east side (beneath the stairs) and the other in the southwest (between the tables).

Heading to the Hills
PCs should have a handful of clues that point towards the Trielta Hills after investigating:
  • Evidence of pumpkin-related activities point towards the pumpkin farms in Trielta's sloped hills.
  • Evidence of scarecrows also points to the north
  • Dolbren believes that Southrun's robbers went to Trielta
If the PCs are still struggling, Rael or Siia can put the details together and ask the party to head north to the hills to investigate further.

There are generally 2 ways to travel towards Trielta. Horses are critical for the journey either way:
  • Following the Trade Way requires a 48-mile journey, but provides safety.
  • Trekking directly north is dangerous, but faster. It requires a 24-mile journey, but the PCs will be ambushed along the way by a war party of gnolls. (a party of 4 should be able to handle 3 gnoll hunters and a gnoll pack lord from VGtM)

triel.PNG

Erusia's Farm
The sprawling hills of Trielta is a lovely stretch of hills west to east, 80 miles at the widest. Its safety is surprising given its geographical neighbors: the dark Forest of Wyrms filled with yuan-ti in the north, and the gnoll-infested Reaching Forest in the south. But Trielta has been a peaceful place for years, and its residents don't want that to change. But Erusia is changing that.

The PCs can follow a trail of destruction up to Erusia's farmhouse. The place looks abandoned, but scarecrows and animated pumpkins prowl the premesis, and the northeastern farmhouse shines with a flickering orange light.

If the PCs are stealthy, they can assault Erusia before she notices. As soon as she hears a commotion, she will go outside and join the fray.

The Map: Use Dice Grimorium's pumpkin farm map.

The hills here are precarious. If a creature moves their full speed, they must make a DC 10 Dexterity saving throw or fall prone. Moving even 5 feet less than full speed protects you. The scarecrows and animated pumpkins aren't aware of this (and may trip), but Erusia is.

Monsters:
  • 3 Pumpkin scarecrows walk about the edges of the farm, on the lookout.
  • 5 Animated pumpkins also patrol the premesis. Use the statistics for a needle blight from the Monster Manual, except:
    • Animated pumpkins are proficient in athletics and use Dexterity to grapple
    • Animated pumpkins can't attack a target unless it's grappled.
  • Erusia, the Green Hag
The Aftermath: If the PCs succesfully defeat Erusia, they have saved Gillia and defeated the evil plagueing Triel and the Trielta Hills. Returning to Triel, they are hailed as local heroes, and receive free food and booze during the Feast of the Moon.

If the PCs die to Erusia or take more than 2 days to reach her abandoned farm, she bakes Gillia into a pie.
 


CleverNickName

Limit Break Dancing
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That's a Wrap!

Thanks everyone, we are no longer accepting entries. If you posted an entry after this one, it's too late! But don't worry; I'm sure this won't be the last RPG contest I run on these boards...

Here are our entries! I'll copy them over to the voting thread soon.

Well...just for fun then.

Spell

Create Pumpkin Pie Spice - Pie

Level 2
Range 1"
Duration Permanent
Area of Effect : 1 pie (12 inches round, 1 inch thick)
Components: V. S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description - This spell requires the materials of a fire, pie pan, pumpkin, and a crust of bread. The Pumpkin spice flavoring comes magically. This creates a new, hot, steaming pumpkin Pie full of the pumpkin pie spice flavoring. Whether the individuals enjoy Pumpkin Pies or not, the pie itself is highly nourishing and if cut into 8 equal slices, 1/4 of the pie, or 2 slices will be enough to fill one person for one meal.

For every additional level above 5th, the caster can also create a pint of pumpkin spice egg nog with a 60 proof alcoholic content contained in it's own mug (the mug disappates magically after 3 hours).

As for my entry, let's mix things up from D&D with Cyberpunk Red:

Pumpkin Slice:

A machete with a bright orange blade and an LED light jack-o-lantern pommel containing the fuel reservoir.

Medium melee weapon, DMG: 2d6, ROF: 2, cannot be concealed, 5,000eb
Special Property: when the wielder scores a critical hit, a burst of flame envelopes the weapon, catching the target on fire. Until the target uses an action to put out the fire, they take 2 damage directly to their HP whenever they end their turn.

Here's mine, a cursed magic item for B/X D&D.

Cursed Pumpkin Pie Spice
(Miscellaneous Magic Item, Cursed)
This magical mixture of ginger, cinnamon, allspice, clove, and nutmeg smells irresistably sweet. It's typically found in a small metal container about the size and shape of a tinderbox, with a recipe for "Unbeatable Pumpkin Pie" written on the label (the DM is encouraged to use their favorite real-world pumpkin pie recipe for this label).

When found, the box contains enough spice for 1d6 uses. This delicious mixture of spices can be used in any recipe, and the food that this spice is added to will heal 1 hit point when eaten. But! if the recipe for "Unbeatable Pumpkin Pie" is followed and the spice is added, it will create a monster: an Animated Pumpkin Pie Filling! As soon as the spices are added to the custard mix, it begins to boil and seethe, growing rapidly until it forms a 10' x 10' puddle of sticky, boiling hot, and delicious custard. It attacks immediately and fights until destroyed.

The Animated Pumpkin Pie Filling uses the stats for a Lava Ooze (Rules Cyclopedia, p.188) except as noted here: Each hit does 4d6 damage and leaves a coating of delicious, sweet-smelling Pumpkin Pie Spice that lasts for 1d4 rounds thereafter. While coated with this spice mixture, the creature doesn't take ongoing heat damage but must save vs. spells every round or become confused, forgetting that they are under attack and becoming unwilling to do anything except sniff around looking for a delicious pumpkin pie that they are convinced is nearby. Multiple hits on a single opponent will extend the duration of this curse. A Remove Curse spell cast on the ooze will destroy it instantly.

Here's mine, a pumpkin-themed slasher for Shadowdark.

PUMPKINHEAD
A man-sized harvest effigy, topped with a jack o’lantern. Possessed by an evil spirit it was meant to scare away.
AC 10, HP 24, ATK 2 knife +4 (1d6), MV near, S +3, D +0, C +2, I +1, W +0, Ch +3, AL C, LV 5
Stalk. When unobserved, the pumpkinhead can teleport itself to any point it can see.

Here's a rough draft:
Pumpkin Spice Season (1-Page* RPG)
*Formatting pending

You and your friends are teenage girls who have just been informed of the most important news you’ll hear all year: pumpkin spice lattes are back. That means it’s time for an immediate trip to the local international chain coffee store. But the walk to the cafe, like all moments of living life in public as a teenage girl, is fraught with everything from jealous haters to genuine peril. Can you and your friends reach pumpkin spice heaven without having your Joy suppressed?

What Sparks Joy?
You and your friends are an eclectic bunch. While you share many loves, everyone knows that nobody loves what you love like YOU do. Take turns rolling 1d6 for a Love. If two players roll the same Love, agree between you who will re-roll. Every player should have a different Love.
  1. Fashion. Ugg boots in summer? Check. Hello Kitty backpack? Unironically yes. Throwback, retro, whatever. Your fashion shows the world who you really are, and they shouldn’t judge. Start with 1 Joy and 3 Emotional Support Tokens.
  2. Boy Bands. Especially THAT one. It’s WAY better than that OTHER one. Name them both, or use the provided Boy Band Name Generator. Also, name your favorite member, or use the provided Boy Band Member Name Generator. Start with 2 Joy and 2 Emotional Support Tokens.
  3. Yaoi Fanfiction. Choose a favorite trope. Enemies to Lovers? It’s Enemies to Lovers, isn’t it. It’s okay, you can admit it, this is a safe space. Start with 1 Joy and 3 Emotional Support Token.
  4. Supernatural Romance. Choose a Team. Team Vampire. Team Werewolf. Team Ghost. Team Minotaur. I could go on. Team Zombie. Team Frankenstein. See? If your ship is canon, start with 3 Joy and 1 Emotional Support Token. Otherwise, start with 1 Joy and 3 Emotional Support Tokens
  5. Aggrieved Pop Star. She’s left a trail of Ex-boyfriends in her wake, has a song or three to sing about each one of them, and every song speaks directly to your heart. Why is love so hard? Start with 2 Joy and 2 Emotional Support Tokens
  6. Athletics. Choose a sport from the following list: Tennis. You have trouble sitting still, or standing still, or sitting, just, in general. You can list by heart the nutritional facts of all thirty-seven varieties of milk the cafe serves. Start with 3 Joy and 1 Emotional Support Token.

Joy
Anytime you roll for Joy, roll 1d4. If your roll is lower than or equal to your Joy, you succeed. If you fail, you lose a point of Joy unless another player spends an Emotional Support Token. If at any point you have zero Joy and must lose Joy, you have a Breakdown.

Emotional Support Tokens
You can spend an Emotional Support Token to erase the penalty of a friend’s failed Joy roll. Sometimes you have to spend an Emotional Support Token before you roll Joy. If you are out of Emotional Support Tokens, you automatically fail the Joy roll. This failure can still be counteracted by another Friend’s Emotional Support Token.

Breakdown
You have a Breakdown when you lose all Joy. All friends must spend One Emotional Support Token. Gain one Joy for each Token spent in this way. If any of your friends is out of Emotional Support Tokens, you all decide to give up on the quest to the cafe and instead go home and eat ice cream.

The Journey
Each player takes turns rolling 1d4. Roll 2d4 each for a two-player game. The number you roll is how many Perils you face on your Journey.

Perils
Each player takes turns rolling 1d12 to determine which Peril they face.
1-3) Teenage boys, the most common peril. Roll a d6. On a 1-3 they try to tear you down. Roll Joy. On a success you have a snappy comeback that wounds their fragile masculinity. On a failure they cut deep. On a 4-5 they are actually pretty friendly. On a 6 a kind word picks you up. Gain one Joy.
4-5) Construction Workers. They cat-call you. Do they know you’re like a third their age, or do they just don’t care? In either case, ew. Lose one Emotional Support Token and Roll Joy.
6-7) The Fashion Police. These can range from older teenagers to young adults, of any gender. Flip a coin. On a heads, they insult you for being prudes. On a tails, they insult you for being sluts. Roll Joy. On a success, the Fashion Friend gains one Joy.
8) Cop. An adult male police officer “accidentally” bumps into you. Immediately lose one Joy, and all friends lose one Emotional Support Token. Reroll all future rolls of “8”.
9-10) Friend Fight. You say something about another Friend’s Love that is a little too mean or condescending. Choose one Friend. They roll Joy. On a success, you can give them one Joy or One Emotional Support Token, and all other Friends gain one Emotional Support Token. On a failure, you both lose one Joy.
11) A Mean Girl. They have a LOT to say about your loud and proud Love and how “cringe” it makes you. Roll Joy Twice. On a double-failure, lose two Joy; only a single Emotional Support Token can be spent to reduce this loss. On a mixed success, lose one Joy but gain one Emotional Support Token. On a double-success, it turns out SHE also loves Pumpkin Spice Lattes and will join you on your Journey. She cannot gain or lose Joy but comes with three Emotional Support Tokens. Regardless of the outcome, reroll all future rolls of “11”.
12) Your Crush. The cutest boy/girl/enby in school, according to everyone that matters, which is you. Immediately gain one Joy, and then roll Joy. On a success, you talk to them, and it goes well! On a failure, one Friend can spend an Emotional Support Token to allow you to reroll Joy. On a second failure, you do talk to them, but you make a fool of yourself. Lose one Joy; no Emotional Support Tokens may be spent to prevent this loss.

Success
Once you complete every Peril required, you reach the Cafe! Enjoy your Pumpkin Spice Lattes!

Generators:
Boy Band Name Generator:

Roll 2d6:
Roll1st Die: First Part of Name2nd Die: Second Part of Name
1BoysBoys
2MenMen
337Dreams
4NorthSouth
5MusicLove
6BoyzBoyz


Boy Band Member Name Generator:
Roll 1d12:
Roll Name
1 Joey
2 Trev
3 Jayden
4 Jaden
5 Jaiden
6 Braden
7 Trav
8 Harry
9 Ahmad
10 Deano
11 Baby
12 Jace

Alternative Milk Generator:
Roll 1d37:
Roll Name
1 Almond Milk
2 Soy Milk
3 Oat Milk
4 Cashew Milk
5 Hazelnut Milk
6 Macademia Nut Milk
7 Walnut Milk
8 Peanut Milk
9 Pistachio Milk
10 Coconut Milk
11 Hemp Milk
12 Sesame Milk
13 Banana Milk
14 Flaxseed Milk
15 Rice Milk
16 Pea Milk
17 Quinoa Milk
18 Lactose Intolerant Milk
19 Goat Milk
20 Sheep Milk
21 Buffalo Milk
22 Camel Milk
23 Whole Cow Milk
24 Yak Milk
25 Blue Milk
26 Horse Milk
27 Donkey Milk
28 Reindeer Milk
29 Giraffe Milk
30 Cockroach Milk
31 Snake Milk
32 Moose Milk
33 Pig Milk
34 Jumping Spider Milk
35 Water Lentil Milk
36 Plant Milk
37 Fat Free Milk

THE SPICE MUST FLOW!

YOU ARE A LUCHADOR.


You have two loves in life; the thrill of lucha libre in front of scores of adoring fans, and the sweet, sweet taste of horchata. But recently, your post-match horchata has been replaced by something new; an iced pumpkin spice latte.

This aggression will not stand. You and your fellow luchadores have uncovered the existence of a vast pumpkin spice conspiracy to replace all of our beverages, even the sacred horchata, with pumpkin spice. And behind it is one person- Melon Tusk. You know that if only you and your fellow luchadores use your awesome wrestling skills and amazing presence to break into the fortified headquarters of Big Spice, you can kill Melon Tusk and end the reign of pumpkin spice. And even if it doesn't end pumpkin spice, it will end Melon Tusk.

As a luchador, you have three abilities:

RASSLIN' From piledrivers to climbing to sneaking around so referees and security guards don't see you and your amazing cape, rasslin' is all your physical abilities.

DRAMA Your ability to command the attention of crowds, to distract people from your tag-team partner sneaking up on them, or to intimidate people by force of personality and a penetrating stare.

KAYFABE You can briefly suspend reality and force others into a script of your design.

Uno. Dos. Tres. Assign one number to each ability.

In addition, roll a d10.
If you roll 1-5, your luchador is a Technico (a face, or a "good guy").
If you roll a 6-10, your luchador is a Rudo (a heel, or a "bad guy").


WHAT IS YOUR MASCARA DESIGN (MASK)? (d10)
1. Solid black.
2. Chupacabra.
3. My Little Pony.
4. Aztec gods.
5. Deadpool.
6. Sparkly.
7. Chicano art.
8. Flamin' Cheetos.
9. A Coca Cola bottle, but with real sugar.
10. The letter H (for Horchata).


WHAT IS YOUR UNIQUE FINISHING MOVE? (2D10, COMBINE)
1. Choke
2. Gorilla
3. Atomic
4. Tombstone
5. Black Mamba
6. Grim Reaper
7. Mariachi
8. Barbenheimer
9. Texting and Driving
10. High falutin'
+
1. Slammer
2. Leveler
3. Wedgie
4. Submission
5. Sharpshooter
6. Bomb
7. Slaughter
8. Compound Fracture
9. Piledriver
10. Spleen 'Splosion.



HOW DO YOU DO STUFF, ANYHOO?
Narrate your actions. If you’re in doubt of the result because it’s something that will solve a major problem or provide you an advantage over an NPC, roll d10 and add the ability score of your most relevant trait, so an ability score of 2 is d10+2. In addition, if you are acting in accordance with your role as a RUDO or a TECHNICO, you can add 1 to the roll, if you are acting in opposition to that role, you subtract 1. The GM will tell you the number to beat. If what you are doing is really dangerous, then you will get an UNMASKING point if you fail your roll. UNMASKING is very very bad, and you don't want to be unmasked.

The GM's characters will never be rolling dice- instead, they will force you to roll them.



GAMEMASTER SECTION

Set up the first domino for the players and let them start knocking things over. If a situation can’t be resolved by rasslin', drama, or kayfabe ask yourself, “Could I make this situation solvable by rasslin', force of personality, or with the luchador ludicrously staying in character?"

Note that if a luchador ever rolls a number equal to their UNMASKING score, then the luchador is unmasked. They no longer have any honor and cannot continue. If this would result in an excess of "nonfun," you can alternately decide that they suffer a great penalty, such as a reduction of one point to all their abilities.

Task DC are as follows:
5- So simple.
6- Ya basic.
7- Challenging.
8- Difficult.
9- Real difficult.
10- Nope.



WHAT KIND OF BUILDING IS THE BIG SPICE HQ? (d10)
1. The new Apple HQ, but filled with fall spices and good cheer instead of iPhones and NDAs.
2. The Pentagon, but with each side containing, respectively, cinnamon, ginger, nutmeg, cloves, and allspice.
3. The MI6 building in London, but much more terrifying.
4. The Volcano lair from You Only Live Twice, but with soothing light jazz pumped in everywhere.
5. The compound from Ex Machina; getting there is only half the battle.
6. A warehouse. From any one of a million Arrowverse shows.
7. Hashima Island (used in Skyfall).
8. The MGM Casino and Hotel in Las Vegas.
9. A retro-futuristic building in the Hollywood Hills.
10. Neuschwanstein Castle.


BIG SPICE IS HQ IS PROTECTED BY: (d10, Roll Twice)
1. Sharks with friggin' laser beams on their heads.
2. Rasslin' referees that don't look the other way.
3. Gaggles of rabid Swifties, looking for Pumpkin Spice Lattes and arguing about who Taylor Swift is currently dating.
4. The Great Pumpkin. It's why he never visited Linus's pumpkin patch.
5. Security guards cloned from Vince McMahon.
6. The Spice Girls. They tell you what they want, what they really really want ... and it's pumpkin spice.
7. An advanced, and crazy, AI. "I'm sorry, El Scorpio, I'm afraid I can't do that."
8. Hordes of winged howler monkeys / BigLaw associates.
9. Hired mercenaries from the WWE that want to show you the superiority of 'Murikan 'rasslin'.
10. Starbucks baristas using made-up Italian words and imaginary Italian weapons.


MELON TUSK IS: (d10)
1. A flesh-suit controlled by an alien.
2. A RUDO!
3. A drug dealer trying to get the world hooked on addictive pumpkin spice.
4. An emotional vampire that exists by feeding off the energy of people deprived of joy through the homogeneity of pumpkin spice.
5. Leader of a cult of pumpkin worshippers.
6. Three forest critters in a suit.
7. Ernst Stavro Blofeld.
8. Using pumpkin spice as a cover to build a doomsday device, and cover the world in a pumpkin-spice scented nuclear winter.
9. A time traveler using advanced technology to "pumpkin spice-ify" every possible product, from lattes to unleaded gas.
10. Just your usual corporate a*h***.

Here's my official entry.

Farmer Kemp's Pumpkin Harvest
A set of four downloadable .STL minis for your tabletop game

Farmer Kemp has been the laughingstock of the Threshold Pumpkin Growing Contest for as long as anyone can remember. But things are going to be different this year, yes indeed! Ever since he brought that strange amulet home, voices have been whispering dark and forbidden secrets to him. For months, the voices imparted useful advice and tips for growing pumpkins: a recipe for a special fertilizer he needed...a handy tip for weaving bones into the vines...ancient rites and forbidden sacrifices under the full moon...
Yes, this year's Pumpkin Contest is going to be different. He will finally get the recognition he deserves. The whole town will finally notice him, they will finally praise him. Or else.

I present to you a set of downloadable, ready-to-print .STL files for a set of four 3D minis that I created with HeroForge!

Unfortunately, I can't post the .STL files themselves to ENWorld because they aren't in a supported media format (I can't attach .zip files), and hyperlinking my contribution to a different thread/website is against this contest's rules. So here are the screenshots, and if you would like to download the .STL files for yourself, send me a direct message.

View attachment 295996
Farmer Kemp (7.5MB .zip file)

View attachment 295995
Pumpkin Blight #1 (9.4MB .zip file)

View attachment 295994
Pumpkin Blight #2 (9.6MB .zip file)

View attachment 295993
Pumpkin Blight #3 (9.7MB .zip file)

Fine, twist my arm... here's an NPC/Monster concept, with some Modos 2 details to inspire the conversion to other games.

Engelbert Murgatroyd, A.K.A. the Ghost of Harvest, level 5

Concept: a tailor who once decided to ride through a haunted grove rather than ride around it and miss a trade appointment. To do so, he donned all of his wares as protection against ghoul bites, and doused himself in protective spices, which might have the secondary benefit of raising the spirits of his patron. Unfortunately, the haunting was due to incorporeal wraiths, who reached right through his garments and tainted his soul. Around the anniversary of his slaying, September 21st, the common folk say that the Ghost of Harvest rides the roads, high and low, a ghost of flowing scarves, capes, kilts, and hoods, leaving the faint aroma of cinnamon and nutmeg to mark his passing. These scents mark the departure of summer and arrival of harvest, but they also remind the commoners of the risks of committing to commerce.
Goal: to feed on the souls of anyone not wearing wintery or festive garb.
Flaw: non-corporeal, so he cannot affect or be affected by the physical world. Also, strangely superstitious.

Physical 8, Mental 12, Metaphysical 15
Skills: ride 1, craftsman 2, magic (float 2) 1, magic (poison 2) 1
Perks: mana (19), mystic ward (d4), thought shield (d4), owl's eye, sleepless
Gear: scented clothing (incorporeal), phantasmal horse (appears with Float 2 spell)

Magnificent Pumpkin Spice Cafe​

7 conjuration
  • Casting Time: 1 minute
  • Range: 300 feet
  • Target: See text
  • Components: V S M (A miniature portal carved from a gourd, a small piece of cinnamon stick and spoonfull of nutmeg, and a tiny porcelain coffee mug)
  • Duration: 24 hours
  • Classes: Bard, Druid
  • You conjure an extradimensional coffee shop in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall with a chalkboard on an easel just outside the door that says "It's back!" above a picture of a pumpkin. You and any non-evil humanoid and fey creatures and their service animals can enter the extradimensional cafe as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal displays a sign that says "Sorry We're Closed".Beyond the portal is a magnificent display case full of pumpkin spiced donuts, coffee cakes, and your other favorite seasonal foods, a full coffee bar featuring pumpkin spice latte among it's many choices, an expansive yet cozy seating area, and two immaculately clean restrooms. The atmosphere is clean, fall festivalish, and warm.
    You can create any floor plan you like with those constraints, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated with whatever fall and pumpkin themes you choose. It contains sufficient provisions to serve up to 1000 customers a snack or light meal and beverage and will seat as many as you have designed it for. A staff of 20 near-transparent baristas attends all who enter. You decide the visual appearance of these servants and their fall themed attire. They are completely obedient to your orders. Each barista can perform any task a normal human barista could perform, but they can’t attack or take any action that would directly harm another creature or disparage pumpkin spice. Thus the baristas can take orders, plate food, serve coffees, bus tables and so on. The baristas can go anywhere in the cafe but can’t leave it. Furnishings and non-food and drink objects created by this spell dissipate into pumpkin-spice candle smoke if removed from the cafe. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance with the unfinished part their order in a to-go bag and disposable paper cup with a lid as appropriate.

Last minute entry. Pretty basic, but I stand by basic.

Golem, Pumpkin Spice
Family
: Golems
Construct, unaligned
Sizes: Tall (Medium), Grande (Large), Venti (Gargantuan), Grande w/ Extra Shot (Large)

Tall
Armor Class
14 (natural armor)
Hit Points 102 (12d8 + 48)
Speed 20 ft.
STR DEX CON INT WIS CHA
12 (+1) 9 (-1) 18 (+4) 5 (-3) 8 (-1) 10 (0)
Challenge 3

Grande
Armor Class
14 (natural armor)
Hit Points 143 (14d10 + 70)
Speed 20 ft.
STR DEX CON INT WIS CHA
16 (+3) 8 (-2) 20 (+5) 5 (-3) 8 (-1) 10 (0)
Challenge 5

Venti
Armor Class
16 (natural armor)
Hit Points 264 (16d20 + 96)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 6 (-3) 22 (+6) 5 (-3) 8 (-1) 10 (0)
Challenge 9

Grande w/ Extra Shot
Armor Class
14 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 20 ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (-2) 22 (+6) 5 (-3) 8 (-1) 10 (0)
Challenge 8

Traits:
Damage Immunities
: acid, poison, psychic; bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities: charmed, exhaustion, frightened, paralyzed,
Senses: Darkvision 60 ft., passive Perception 9
Languages: Understands all known languages (flavor is universal) but can’t speak

Special Traits:
Heat Absorption:
Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem’s weapon attacks are magical.
Peppermint Weakness: Whenever exposed to peppermint, the golem has disadvantage on all attack rolls and ability checks unit its next turn.
Alternate Version: Some Pumpkin Spice Golems, called "Iced" Pumpkin Spice Golems lack the "Heat Absorption" trait above. These golems are instead immune to cold damage.

Actions
Multiattack
: Tall golems make one slam attack. Grande golems make two slam attacks. Venti and Grande w/ Extra Shot golems make three slam attacks.
Slam (Tall): Melee Weapon Attack: +5to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1) bludgeoning damage.
Slam (Grande): Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Slam (Venti): Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage.
Slam (Grande w/ Extra Shot): Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Slam (all): If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be involuntarily under the effect of Haste (per below) until its next turn.
Haste (at will): For the next 4 turns, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Spice Breath (Recharge 4): The golem exhales gas in a 15-foot cone. Any food or crops in that cone immediately smell and taste of pumpkin spice. This effect can only be reversed with a Wish or Miracle.

About
Unlike other golems, no one knows where Pumpkin Spice Golems come from. These large creatures started randomly appearing 20-30 years ago. The first sightings occurred during the annual harvest festival. However, each subsequent year they have started to appear a few days earlier. Some fear they may become a constant threat. Luckily, Pumpkin Spice Golems disappear as the snow becomes commonplace. Despite this, they have no aversion to the cold and it is unknown what causes their disappearance. There are rumors that Pumpkin Spice Golems are attacked and eaten by the mysterious Peppermint Golems that appear near the winter solstice, but this has not been confirmed.

The Pumpkin Spice Golem appears as a humanoid body with a pumpkin for a head. However, when destroyed they turn into a pile of spicy dust. Analysis has shown that there is no actual pumpkin in their remains. Nor have they ever been spotted in a pumpkin field, or eating pumpkins.

Pumpkin Spice Golems are naturally tame. They will not attack unless provoked. However, they will wander anywhere; passing through farms, towns, and even crowded areas without regard to any other beings, while spreading their Spice Breath at will. Because of this, a large number of townsfolk have declared them a menace to society, and attack them on sight. A makeshift order of knights, calling themselves “The Defenders of the Basic”, have been known to protect Pumpkin Spice Golems from slaughter.

A Pie to Die For
A short adventure for 3rd-level PCs

As summer fades on this cold day in late Marpenoth, a horrid act of violence has come to the normally-peaceful town of Triel. A child was stolen at dusk. The scene of the crime is littered with wood fragments, and... a pumpkin vine? Someone in Triel needs to stop whoever is behind this, and save the child before it's too late!

This adventure is set in Triel, a trade hub in the western heartlands of the sword coast, just east of Elturel. It sits along the Trade Way between Scornubel and Waterdeep. The Trade Way is popular in summer, but when summer wanes, travel slows and folks begin to buckle down for the winter months. Marpenoth marks the last stretch of harvest before winter has crept in too deeply to do anything, and most local folks are hard at work preparing for the Feast of the Moon next week.

Most prospective heroes left along the trade way a month ago, headed north to participate in Liar's Night up in Waterdeep, or south to Scornubel for mercenary work. With no one left to turn to, Triel looks to the PCs.

Esuria the green hag became obsessed with crafting the perfect pumpkin pie after trying it for the first time during Liar's Night in Waterdeep last year. She crossed the Trade Way down to Scornubel, and came upon the pumpkin fields in the Trielta Hills. Camping out in an abandoned farm, she has begun enchanting the plants and building scarecrows, stealing fruit and spice here and there while recreating recipes over and over.

After a year, Esuria has a recipe that she believes will make for the best pumpkin pie in all of Faerûn. Her special ingredient? The sweetest, most-beloved child in the western heartland.

Better get rescuing. The oven's already warm...

Hooks
Do-gooders will likely jump at a chance to save the day, and self-centered, uh, "heroes" may find this a good opportunity to become celebrities just before a great feast. Still, it's good to have some personal connections to this mystery. Here are some ways the players can be related to Triel:
  • You have family or close friends out in the Trielta Hills, and you're relaxing in Triel before heading out to spend time with them.
  • You are planning the Feast under Elvar the Grainlord. These kidnappings aren't just kidnappings, they also threaten the celebrations themselves! Who can celebrate if children are missing?
  • You have family or friends who worked at the spice store that was robbed 2 nights ago. Or maybe you worked there yourself.
  • It was your child who was kidnapped last night! In this case, the adventure will need some changes. Rael Loamsong is the easiest fit, but Karwyn is also doable if you swap Rael's role. You could also be a 3rd, older Loamsong sibling.
If hooking members of the party is especially difficult because they're all gold-obsessed murderers, an emissary of Elvar the Grainlord can meet them at the Singing Wind Inn in town and beg for their assistance. He is willing to offer a bounty of around 5gp per PC, plus free food and drink for all of the Feast.

Triel Investigation
Two crimes have occurred in Triel, all on the same night: a kidnapping and and a robbery. Either location is a good start, but by default you can send the PCs to the Loamsong house.

The Loamsong House
What Happened (DM info): Karwyn (she/her) and Rael (he/him) Loamsong are a human couple, a weaver and carpenter respectively. They were out late at night preparing for the Feast, and left their 3-year-old daughter Gillia in the care of their 13-year-old son Lewan. That night, Esuria's scarecrow minions caught Lewan by surprise, knocked him out, and stole Gillia into the night.

Description: The Loamsongs live in a large one-room house, around 1000 square feet in size. This normally idyllic home has been destroyed. The window shutters and door have been knocked inwards with great force, the interior walls are deeply gashed, and furniture is thrown around as though someone was looking for something.

Clues:
  • Examining the gashes in the wall, a DC 10 Nature check reveals that some of the wooden splinters here are not the same tree, nor are they pine tarred the way the wood of the house is. This is is old, dead wood, harvested from the Forest of Wyrms. A subsequent DC 6 History check or use of a local background allows a PC to recall that old wood tends to be used for fencing, scarecrows, and firewood.
  • Examining near the entrance of the home, a DC 10 Investigation check reveals trace amounts of spices in the dirt. There are light smells of cinnamon and nutmeg here. A DC 6 Survival check can follow these backwards to their origin, Southrun Spices.
  • Examining overturned furniture, a DC 10 Investigation check reveals a small piece of vine. A subsequent DC 6 Nature or use of a local background allows a PC to identify this as a bit of pumpkin vine.

People:
  • Everyonein the Loamsong family knows the following:
    • There are pumpkin farmers in the Trielta Hills. Pumpkin farming is coming to a close before the Feast.
    • Dead wood is used for fencing, scarecrows, and firewood.
  • Raelis at this house during he day, alternating between picking through belongings and sitting in shock. Rael remembers crafting a platform for the Feast when a neighbor told him about the house. He rushed home to find his son unconscious and his daughter missing.
    • Rael is willing to follow any lead and offer any help he can if it helps him find his daughter. He offer to take the PCs to Karwyn and Lewan if they indicate that they're willing to help; he will mention that Rael has been difficult to talk to in the wake of the attack.
  • Karwyn is at a friend's house with Rael, sewing for the Feast to take her mind off her fears. She remembers her husband coming to her asking if Gillia was anywhere, and then spending the night searching to no avail.
  • Raelfeels horribly guilty about failing to keep Gillia safe. He won't speak unless addresed directly, and seeks assurances from the PCs that they will find Gillia before he speaks about the night. Rael remembers the door getting kicked in and tall, thin figures rushed inside. He couldn't see their faces before he was pinned down and then someone (or something) hit him in the head, knocking him out cold.
    • In addition to a bump on his head, Rael has constriction bruises on both of his arms, from rope or vines. A DC 6 Medicine check will identify these.
    • Rael will poorly attempt to hide some of the stranger details about that night, trailing off while speaking and refusing to make eye contact. A DC 10 Insight check or the aforementioned Medicine check can be used to prompt him to tell the whole story: He saw what pinned him down -- two animated pumpkins held him in place with vines. Rael still doesn't fully believe it; he's seen basic magic before, but nothing like this.

Southrun Spices
What Happened (DM info): Siia Southrun is the halfling proprietor of Southrun Spices, a relatively new establishment. She purchases excess spices from traveling merchants in late autumn, and then sells them to adventurers, local bakeries, and (in winter) she makes the cold trek to Scornubel where she fetches top gold for them. Last night, a war party of animated scarecrows and pumpkins broke into her shop while she was taking inventory, and she got into a fight with them. She took out 2 scarecrows (or so she thinks) before getting thrown against a wall. In her subsequent daze, the attackers made off with a mix of spices.

Description: Southrun Spices is a modest, 20' x 30' store; a ground floor for sales and a top floor bedroom. A small spice display near the front showcase Siia's offerings, but the bulk of what she owns is in glass containers on the shelves around. Several of those shelves have been damaged, and a strong smell of mixed winter spices hangs in the air. Siia is in the midst of cleaning the shop up, oblivious to the modern concept of a crime scene protocol. Broken containers, wood fragments, and piles of spice sit piled up in the northwest corner as Siia figures out what to do with the glass. Two broken scarecrows with smashed pumpkin heads f

Clues:
  • A large quantity of spices have been strewn outside, easily noticed. A DC 6 Survival check can follow them to the Loamsong house.
  • Inventory records Siia that Siia has left in the southeast corner indicate that cinnamon, ground ginger, nutmeg, cloves, granulated sugar, and allspice are the only things missing from last night's raid. Anyone with the chef feat, the relevant background, a DC 6 History check can determine that these compose pumpkin pie spice.
  • Examining the gashes in the wall, a DC 10 Nature check reveals that some of the wooden splinters here are not the same tree, nor are they pine tarred the way the wood of the house is. This is is old, dead wood, harvested from the Forest of Wyrms. A subsequent DC 6 History check or use of a local background allows a PC to recall that old wood tends to be used for fencing, scarecrows, and firewood.
  • The scarecrows lying on the floor have jack-o-lantern heads, candle included (with a small ember burning at the tip of the wick still...). A DC 6 History check or a background in Waterdeep reveals that these are the pumpking carvings from the famous Liar's Night in Waterdeep.
People:
  • Siia is in the midst of cleanup, and will invite PCs in as customers while apologizing for the mess. If asked about the robbery, she will gladly share any information she has, and brag about the 2 scarecrows on the ground. Siia remembers the door busting in and 5 or 6 lanky scarecrows with jack-o-lantern heads came in. She fought them off and took out a couple, but then something grabbed her by the throat and knocked her out.
    • Siia has constriction bruises on both her neck, from rope or vines. A DC 6 Medicine check will identify these.
  • Dolbren Shaleheft, a nosy dwarf with too much time and too little courage, is gawking outside. He tried to speak with Siia earlier but she brushed him off, and he is willing to strike up conversation with any PC lingering in the store doorway, looking around outside, or leaving the shop. He wants to know what Siia remembers, and is willing to share what he saw last night in exchange for any juicy details, especially if they're tragic. Dolbren remembers seeing 5 or so tall figures and 3 or so vine-y creatures. Dolbren watched outside as they left with jars in hand and headed north, and then he ran home.
    • If Dolbren thinks it's a good idea to share information with the PCs (perhaps they've given him some juicy gossip, and/or they have shamed him for failing to help) he will offer a guess that the figures were headed in the direction of the Trielta Hills
Combat: The two pumpkin-headed scarecrows aren't quite dead, despite appearances. If someone pokes at their head or otherwise gets in a compromising position near a scarecrow, the candle inside its jack-o-lantern head will alight and it will attack. Anyone who isn't explictly on guard for an attack is surprised.

Use the statblocks for scarecrows from the Monster Manual, with the following changes:
  • Pumpkin scarecrows are animated with a burning candle in their head. Blowing the candle out, such as by submerging them in water or hitting them with a powerful gust of wind, will cause the scarecrow to become inanimate and paralyzed for 1d6 minutes as the wick returns to smoldering.
  • Pumpkin scarecrows don't have damage resistance.
  • Pumpkin scarecrows have a Strength of 18, making their Claw attack a more formidable +6 (2d4+4).
  • At the end of the pumpkin scarecrow's turn, it automatically uses its Terrifying Glare on the closest non-pumpkin creature near it without needing an action. It can't use its terrifying glare otherwise.

The Map: Use the ground floor of the general goods store from 2 Minute Tabletop for this fight, placing one scarecrow on the east side (beneath the stairs) and the other in the southwest (between the tables).

Heading to the Hills
PCs should have a handful of clues that point towards the Trielta Hills after investigating:
  • Evidence of pumpkin-related activities point towards the pumpkin farms in Trielta's sloped hills.
  • Evidence of scarecrows also points to the north
  • Dolbren believes that Southrun's robbers went to Trielta
If the PCs are still struggling, Rael or Siia can put the details together and ask the party to head north to the hills to investigate further.

There are generally 2 ways to travel towards Trielta. Horses are critical for the journey either way:
  • Following the Trade Way requires a 48-mile journey, but provides safety.
  • Trekking directly north is dangerous, but faster. It requires a 24-mile journey, but the PCs will be ambushed along the way by a war party of gnolls. (a party of 4 should be able to handle 3 gnoll hunters and a gnoll pack lord from VGtM)

View attachment 296829

Erusia's Farm
The sprawling hills of Trielta is a lovely stretch of hills west to east, 80 miles at the widest. Its safety is surprising given its geographical neighbors: the dark Forest of Wyrms filled with yuan-ti in the north, and the gnoll-infested Reaching Forest in the south. But Trielta has been a peaceful place for years, and its residents don't want that to change. But Erusia is changing that.

The PCs can follow a trail of destruction up to Erusia's farmhouse. The place looks abandoned, but scarecrows and animated pumpkins prowl the premesis, and the northeastern farmhouse shines with a flickering orange light.

If the PCs are stealthy, they can assault Erusia before she notices. As soon as she hears a commotion, she will go outside and join the fray.

The Map: Use Dice Grimorium's pumpkin farm map.

The hills here are precarious. If a creature moves their full speed, they must make a DC 10 Dexterity saving throw or fall prone. Moving even 5 feet less than full speed protects you. The scarecrows and animated pumpkins aren't aware of this (and may trip), but Erusia is.

Monsters:
  • 3 Pumpkin scarecrows walk about the edges of the farm, on the lookout.
  • 5 Animated pumpkins also patrol the premesis. Use the statistics for a needle blight from the Monster Manual, except:
    • Animated pumpkins are proficient in athletics and use Dexterity to grapple
    • Animated pumpkins can't attack a target unless it's grappled.
  • Erusia, the Green Hag
The Aftermath: If the PCs succesfully defeat Erusia, they have saved Gillia and defeated the evil plagueing Triel and the Trielta Hills. Returning to Triel, they are hailed as local heroes, and receive free food and booze during the Feast of the Moon.

If the PCs die to Erusia or take more than 2 days to reach her abandoned farm, she bakes Gillia into a pie.
 
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@CleverNickName : Just a minor thing, but in your voting post, the ordering is slightly different between the poll and the list of contributions - Gradines "Pumpkin spice season" should come last according to the poll, but is listed after "PUMPKINHEAD" in the post collecting the submissions.
 

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