Both of the following articles were submitted as CW. Summer's End was rejected because it's too close to something else in the works and the other article (Natural Enhancements) was rejected because Dungeon believed it would not be of much use to DMs. I'm submitting the articles to all of you to see what you think I could have done better, if you would use em, etc.
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Summer’s End:
The Harvest Festival
© Jason Sonia
Word count: 1142
The harvest festival often includes town elections, a feast, and a host of ceremonies to honor the hardworking townsfolk. It may also include a series of contests and challenges. DMs who want to try to create a memorable small town experience might consider adding a harvest festival to their campaign and using some of the contests or challenges from below to bring it to life.
Alternately, if you would like to spice up a low-level adventure without adding a combat encounter, try using any of the following contests or events (with suggested challenge rating) instead.
The Winter Moon Marathon (CR 1/6)
To enter The Winter Moon Marathon, a PC must possess a mock noble’s outfit and donate two gold pieces to the pot. All of the contestants are given an egg and must perform a series of athletic feats-as they are shouted out by the crowd-without breaking the egg. As the eggs break, contestants are eliminated. Feats include walking a greased balance beam (DC 17), jumping over a two-foot fence (DC 16), and climbing an unknotted rope (DC 15). Whenever a contestant fails a check, they must make a Reflex saving throw (DC 20) to avoid breaking their egg. The last contestant standing wins half the pot (the rest is donated to the town).
The Fight for the Harvest King (CR 1/6)
The Fight for the Winter King is a series of non-lethal duels between all of the contestants who enter. Each duel is performed in peasants’ clothing with a wooden shield and a wooden practice sword wrapped in heavy leather. No magical items of any kind are allowed. The goal is to defeat every combatant you face in one-on-one combat. Losers are immediately eliminated. The last two contestants fight for the title of The Harvest King. The winner is crowned King Winter and is treated with respect and honor for the entirety of the year. The second place winner is crowned The Harvest King and treated accordingly for the rest of the harvest festival.
The Bone Fire (CR 1/6)
This solemn and dangerous event is normally held at the end of the harvest festival, when all of the fires throughout the town are extinguished except the ‘Bone Fire’. Each willing participant is given a torch painted white and taken to a field where the ‘Bone Fire’ is lit. Once there they are blindfolded and released to light their torch. They must follow the heat (a survival check, DC 15) up to the fire and light their torch. A failed roll indicates the participant has traveled in the wrong direction. Roll 1d8 to determine the actual direction in which they travel (use the thrown weapon chart on pg 158 of the Player’s Handbook). For every five feet a character travels closer to the fire, reduce additional survival checks by 1. Once a participant comes within thirty feet of the fire, they must make a Fortitude saving throw (DC 15) to approach it further (but do not have to make further survival checks). Each five feet traveled closer demands an additional saving throw at a +1 (cumulative). Lighting the torch requires a participant be adjacent to the fire and succeed on a Fortitude saving throw (DC 20). Failing a saving throw at any point forces the participant back five feet. All participants suffer effects from exposure to fire and smoke (DMG pg 303-304). Those who light their torches are considered blessed for the entire year and may receive special gifts determined by the DM.
Harvest Moon Auction (CR 1/6)
This event requires each participant to place a simple gift-wrapped item (value must be less than one gp) on a table in the center of a large pit filled with mud. After all of the gifts are placed, each participant is blindfolded and spun in circles to disorient them (a Fortitude saving throw DC 20 to avoid this disorientation). Once completed, each participant is gently pushed into the shallow pit and races to the center to grab a gift. Once a participant has a gift, they must make their way back out of the pit. Walking in the pit is difficult (Balance DC 12 every 10’). Disorientated characters roll 1d8 to determine the actual direction in which they travel (use the thrown weapon chart on pg 158 of the Player’s Handbook). This event has no winner, but is fun to watch. On occasion, gifts of great value are secretly placed on the table.
The Oak and Ivy Dance (CR 1/6)
This simple druidic ceremony requires thirteen couples to participate. Each couple dresses in seasonal, handmade costumes and attempts to impress a crowd by performing difficult dance maneuvers. Each couple is judged in two categories. They are judged based on dress (a craft: weaving check) and on their performance (a performance: dance check). The best performance is determined by averaging each couple’s checks. The winners sit adjacent to the Harvest King during the harvest festival feast.
The Raising of the Vetula (CR Variable)
Considered taboo in some cultures, The Raising of the Vetula (a corn doll or scarecrow) is an ancient ceremony that is performed in the dead of night after a harvest festival. The Vetula is believed to ward off evil and this rite is performed with a seriousness demonstrating this belief. In order to “Raise the Vetula”, the town must select a single maiden (who may request a champion to act in her stead) to brave the dark of night on the evening preceding the harvest festival in an all-night vigil. This ordeal demands that the participant brave an entire, sleepless night chained to a tree (by their ankle) in a white robe with nothing more than a staff for protection. The participant must stay awake as long as they can and fight off any of the assailants that might present themselves (real or staged). This ordeal lasts from sundown to sunrise the next day. A normal character may stay awake for sixteen hours plus one hour per point of ability modifier (Constitution) without becoming sleepy. Each hour beyond this amount, characters must make a Fortitude saving throw (DC 15) to remain awake. Characters who remain awake are treated as fatigued and must continue to make saves (at a +1 cumulative) until morning.
Pushing the Oxen (CR 1/6)
This simple contest requires several participants to “push” an ox (or other animal) through a series of obstacles, each more difficult than the previous. Traditionally, a crowd gathers to watch and often shouts encouragement to the animal while belittling the animal’s handler. To participate, each contestant must make a series of three to five handle animal checks (DC 25). Next, each participant will roll 1d6 (per check) to determine the number of rounds it takes to attempt or pass an obstacle. The quickest person to push the ox successfully through three or more obstacles wins.
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Natural Enhancements:
Brilliant Flora
© Jason Sonia
Word count: 1134
Many environmental factors must be carefully described to players to create vivid and memorable outdoor encounters. DMs commonly include effects such as the weather, location, and lighting; however, the flora of many locations is often simplified or overlooked. This can diminish enjoyment for players whose characters rely on the skills Craft (Alchemy), Knowledge (Nature), and Survival. Conversely, the added description of a region’s plant life often brings an additional dimension to your gaming table. When creating or augmenting outdoor encounters, consider adding one or more of the following unique types of vegetation. You might also consider using any of the following plants as spell components or alchemical ingredients to act as the source for a future adventure hooks, treasure, or both.
Witherweed.
This short and scratchy weed grows in temperate plains and can be identified by the yellow and white spots that mark its leaves. It is said to enhance spells from the school of Necromancy.
Frostburst Flower.
This rare, blue-white plant flowers in cold to near arctic regions during the summer. It is believed to enhance spells with the Cold descriptor.
Aridica.
This small, orange and white flower blooms in the desert around the base of various cacti. It is frequently planted at oases and thought to enhance spells from the Luck domain.
Flameflower.
This bright red, orange, and yellow flower is a common sight in Elven forests, and is thought to have properties that enhance spells with the Fire descriptor.
Lightningwood.
A small, grayish-green plant that sprouts along the base of larger trees, often after they’ve been struck by lightning. It is commonly used when constructing wands and staves.
Creeper’s Cap.
This small, flat, and wide mushroom ranges in colors from brown to yellow. It is known to grow along the edge of temperate plains. It is edible and increases hit points gained from rest by 1 point per night.
Hagweed.
This dark gray plant grows in various regions, and it believed to be planted along the perimeter of a Hag’s domain. It is often sought as a fundamental ingredient in many poisons.
Black Stripped Willow.
This vile, black and gray tree stands about three feet high and sprouts many thorn-covered branches. It is known to be a haven for small, poisonous spiders. Its dark, yellow fruit is edible.
The Shadow Lily.
This remarkable and rare flower is easily distinguished by its black and purple petals, which magically absorb light within a one-foot radius. It is known to grow in subterranean regions and is held sacred by the Black Flame Zealots.
Mythika Grass.
This rough, wide-bladed grass is said to be extremely sharp and is commonly harvested and replanted around homes as a deterrent to wild animals. Characters whose feet are unprotected take 1 point of damage for every five feet they travel across Mythica Grass.
Boarwood.
A wild, dark brown bush sought after for its sap which is used in many poisons.
Silversheen Grass.
This grass only sprouts in Elven lands. It is commonly woven into cloth that is used to buff various precious metals, especially Mithral.
Scarwood Flower. This poisonous, black and red flower grows in temperate marshes. It is commonly used to make poisons that paralyze their victims.
Chokeweed.
This wiry, black weed is often found high in the mountains, where it clings to rocks and outcroppings. It is commonly used in poisons that induce choking and coughing.
Corpse Grass. This long, blackish-green grass is said to sprout on desecrated and unholy land, often indicating the presence of the undead.
Speckled Cap.
This multi-hued mushroom commonly sprouts underground. It is commonly used for making poisons that induce sleep and unconsciousness.
Netherwood.
This tree is easily identified by its gray and yellow markings, and can be found growing underground at the edge of bodies of black, brackish water. Its sap is said to be a delicacy to fiends. The sap is poisonous to most humanoids.
Mist Ivy.
This white and purple ivy commonly grows in cold bogs and marshes. It used to enhance spells with the Phantasm descriptor. This ivy is poisonous.
Stenchvine.
This thick, yellow vine commonly grows underground. It is used to make musk for hunting and yellow dye for printing. Although sour, it is edible.
Night’s Cap.
This large, black and purple mushroom has been known to grow to a height of nearly six feet. It is found both underground and in cold forests. It is sought after for its meaty and spicy cap.
Yellow Torii Flower.
This tiny, yellow flower is sometimes found growing close to gates that lead to other planes or locations. It can sometimes be found growing close to the homes of the Fey.
Bogwood Flower.
This palm-sized, red and purple flower grows in warm marshes and along the banks of rivers in warm to humid jungles. It is sought for its sour tasting petals. Stirges are known to frequently roost near it.
Harper’s Flower.
This large, yellow flower is identified by the blue and purple markings on the tips of its petals. It is sought after for its sweet smelling nectar, which is said to enhance spells with the Healing descriptor.
Duskweed.
This plant is commonly found on arid plains, and is sometimes used in various alchemical solutions. It is sometimes woven into carpets and mats by nomadic people. Some Orc and Goblin Druids hold it sacred.
Scragweed.
This plant is commonly found along cold, rocky outcroppings near the ocean and other large bodies of water. It is believed to be favored dish for Merfolk and Scrags.
Dream Lily.
This rare, white and pink flower has silky petals that distinguish it from many other flowers. It grows on the water, commonly in warm marshes. It is known to greatly enhance spells from the schools Illusion and Enchantment.
Violet Spores.
These small, purple pods hang heavily on the branches of their host plants. When disturbed, they fall to the ground and produce a sweet, sleep inducing dust. They are commonly sought for this property.
Impweed.
This uncommon, brown and black weed grows high in the hills of temperate to cold regions. Spellcasters who are seeking to summon their familiar commonly hunt for this, as it is believed to enhance spells with the Summoning descriptor.
Rainewood.
This tiny, frail, green-flowering bush is a common sight along the banks of rivers in warm to temperate environments. It is commonly believed to hold nectar loved by Nixies.
Hob-Hob Flower. This orange and black flower grows wild in cold to temperate forests. It is harvested by many goblin shamans who use it in tribal rites of passage. While bland and powdery in flavor, this flower is edible.
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I look forward to all of your feedback!!
Sincerely,
Jaye "will eventually get published in Dungeon" Sonia

