ConquerorThe Pumpkin King of the Rotting Field
🎃 Coming soon · pre-order — members play it a day before release →One night a year the Pompoenkoning rises from the rotting field

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Harvest Curse. At the start of each of the Pumpkin King's turns, plants within 30 feet wither and thorny vines grow from the ground; that terrain becomes difficult terrain.
Dying Lanterns. When a creature within 30 feet of the Pumpkin King dies, the Pumpkin King can use a reaction to absorb 15 temporary hit points.
Vines from the Earth (1/Day). The Pumpkin King causes vines to burst forth in a 20-foot radius. Each creature within it must make a DC 15 Dexterity saving throw or be grappled (escape DC 15).
Multiattack. The Pumpkin King makes two attacks with its Sickle Claw.
Sickle Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage.
Soul Harvest (Recharge 5-6). The Pumpkin King directs a beam of withering energy at a creature within 60 feet. The target must make a DC 15 Constitution saving throw, taking 27 (6d8) necrotic damage and the Pumpkin King regains hit points equal to half that damage on a failure, or half as much damage with no healing on a success.
The Story
Every year, on the night when the veil between the worlds is thinnest, the Rotting Field behind the village glows orange with a thousand burning lanterns. No one has lit them. Among the twisted vines and the moldering pumpkins a figure rises with a hollowed-out pumpkin for a head, a crown of roots, and two eyes of fire: the Pompoenkoning.
He bids for souls, not by force but through game, riddle, and temptation. His will-o'-the-wisps dance across the field and lure the villagers one by one into the dark, where they become entangled in his games and never return. Every extinguished lantern is a soul he has already harvested, and pitifully few still burn.
You follow the will-o'-the-wisps through rows of rotting pumpkins, endure the three trials of the Pompoenkoning, a game, a riddle, and a temptation, and free the villagers already ensnared in his vines. Along the way you unravel the old bargain the village once struck with him, and the price that has gone unpaid for generations.
Whoever survives his three trials before the last lantern gutters out saves the village. Will you beat the Pompoenkoning at his own game before the dawn drags him back beneath the earth, or will your souls burn from tonight on as lanterns in the Rotting Field, waiting for next year?
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Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
What do I get after buying?
An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
What if I'm not happy?
Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.