Snowharvest
Snowharvest
The saying goes that when the snowpears can be harvested the winter is ending and new journeys can begin. These odd, squat trees appear dead for much of the year, but they leaf and flower briefly following the first thaw and produce their fruits quickly afterward. Growing in clusters, each snowpear is no larger than a grape. They have pale pink skin covering jelly-like purple flesh and taste like a ripe pear long soaked in honey. Unfortunately, they spoil quickly and have proved difficult to preserve or ferment into alcohol.
After long months of dried and smoked foods and long hours in their homes, Snowharvest is an opportunity for people to have something fresh to eat and an excuse to be outside. Town squares are often lined with snowpears so residents can gather the fruits while singing traditional songs, and so children—eating more than they collect and with purple juice running down their chins—can enjoy the year’s first opportunity to run and play under their parent’s watchful eye.
Others claim that wild snowpears taste better and travel out to heathland or woods to collect them. Where such plants are common, bears awaken early from their hibernation to consume them, and often a hunt is added to the celebration. No matter where one gathers snowpears, it is considered proper to leave a small offering at the base of the first plant one harvests from, usually a tree or simple holy symbol carved from wood or fashioned from bound sticks and twine. The days before harvest often involve art classes and small gatherings where the younger children learn how to make such offerings while the older children and adults fashion their own.
There is no defined timing for the harvest, as each household watches the plants for signs of fruit—and their neighbors, in case they start collecting first. Once the harvest begins, it can be a frenzied affair, typically lasting until the beginning of the following week when the feast is held. Snowharvest is a raucous event with whole communities bringing out the best of their remaining foods to celebrate the end of winter. Casts of rich and complex mead, prepared at the beginning of the season, are broached and consumed with relish and much toasting.
Snowpears are delicious raw, but they are even more so when cooked, and households compete to create the most fantastic snowcakes for the Snowharvest feast where they are shared with all. Filled with skinned snowpears, a family’s special blend of spices, and often a generous dash of brandy, snowcakes are covered in a soft and flakey sweet pastry and traditionally made to resemble a tree.
While some look forward to the celebration with nothing but excitement for the food and drink, others are apprehensive. Snowharvest also marks the beginning of a new year, and many young people leave their homes to start apprenticeships following the feast, while others choose this auspicious time to start a new journey or make a significant change to their life. Before taking the first bite of snowcake, it is customary to offer up a short prayer committing oneself to a journey or new challenge.
Game Mechanics
A person’s prayer before their first bite of snowcake at the Snowharvest feast produces different benefits depending on what they prayed for:
- Someone committing to a journey gains an expertise die on any check to overcome an Exploration Challenge. This feature can be used a number of times equal to their proficiency bonus and lasts for 1 week.
- Someone committing to a new challenge selects a skill related to that challenge and gains an expertise die on checks made using that skill. This feature can be used a number of times equal to their proficiency bonus and lasts for 1 week.
Additionally, those who leave offerings they have personally made at the first snowpear tree they harvest from gain an expertise die on rolls make to perform the Harvest or Hunt and Gather Journey activity for the next week.
Longnight
Longnight
If Hearthenfalme is meant to be a joyous occasion, the longest night of the year is often a source of fear, as undead and evil powers are thought to take advantage of the extended darkness to further their vile plans. The Dunwell Rising, which saw the ghosts of that accursed and abandoned town appear to kill thousands, started on Longnight a little over twenty years ago. The devastating plague known as the Gray Blight took its first victim on a Longnight centuries past before going on to ravage the continent.
In larger communities, the ritual of Longnight is observed as a time of somber remembrance and reflection. In smaller ones, it is believed to be the difference between life and death and ancient traditions are carefully followed, especially the spring planting of bay trees for the occasion. During the few hours of daylight, celebrants carefully work the leaves from a bay tree into armbands of a unique woven design. Doing so is believed to harness the lifeforce of these evergreen plants, whose sweet scent wards off evil spirits.
As night falls, families gather together in their homes and candles are lit to remember those who have passed and to help guide the sun back towards its path of longer days. Stories are shared and memories recounted. Throughout the night the lost are referred to by their relationship to the speaker, but their names are not spoken. It is believed that speaking a spirit’s name disturbs their rest and risks calling them back to trouble the living—or that it disturbs their well-earned rest, depending on the town and deceased in question.
As evildoers and malicious spirits are said to avoid the candles lit on Longnight, those who light only a few candles—or worse, none—are looked on with suspicion and not a little fear.
Game Mechanics
During Longnight dark magics are more powerful, fueled by negative energy and the spirits that stalk the night, but special protections are granted to those that follow the ancient traditions. The effects of these traditions include (but are not necessarily limited to) the following:
- Between dusk and dawn, creatures wearing a bay leaf armband that they personally made gain resistance to necrotic damage.
- Creatures who light a candle and remember the dead without naming them gain darkvision out to 30 feet, or extend their darkvision by that amount.
- If cast after dusk in a home with candles lit to honor the dead, the effects of protection from evil and good last until dawn, but only against undead. The spell functions as normal for the first 10 minutes. When casting the spell in this way, the caster gains an expertise die on checks to maintain concentration .
At the same time, spells from the necromantic, evil, necrotic, or undead schools have the following changes:
- If the spell involves a saving throw , the target makes that throw with disadvantage .
- Spells that create undead creatures create one additional creature of the same type
- The create undead spell can be used to create specters instead of ghouls . In this case, the target becomes up to three items taken from the tombs of the deceased, instead of the usual corpses.
Feast of the Forgotten Hero
Feast of the Forgotten Hero
The world is old beyond the memory of all but the longest lived, and heroes who were once renowned for their selfless sacrifices and mighty deeds are long forgotten. The genius minstrel Wol Dreyfoot claimed to have been inspired by the many partial tales and snippets of longer stories held in the bardic college’s vaults as he composed his magnum opus, “Song of the Forgotten Hero”, nearly a century ago.
With hundreds of verses, the song tells the tale of Nymia over five acts and typically has an interlude after the third. The epic’s protagonist was a knight already known for her skills in battle and commitment to justice when her love was abducted. The song covers the many trials and adventures she faced trying to rescue him, and the powerful verses that describe her journey are filled with passion, fear, hope, victory, and loss. So long is the song that a full performance can last for several hours.
Using his fame and his position within the bard’s college, Wol ensured his epic was part of the final exam for admittance, and now generations of bards have trained to perfect it. For many of them, it has become customary to perform it a week after Longnight, during what used to be called the Feast of Memory. This much older celebration, dedicated to a now-obscure god of knowledge, has waned in popularity along with that particular faith, but many of its rituals have been rolled into the Feast of the Forgotten Hero.
During the first act, which describes the depths of the hero’s love, small honeyed grain cakes are passed among the crowd and shared between spouses and lovers. The second act is split between alternate verses where the hero is helped by the wise and good-hearted or impeded by fools or the wicked. This act is often extended to incorporate patrons, local figures—and of course visiting adventurers) exposing them to praise or ridicule, depending on the opinion of the performer.
At the close of the third act, the hero is at the gates of the underworld, having discovered that the goddess of that realm has seized her love in jealousy. She sits at the table of the satyr Caretus, eating old mutt on and vegetable stew accompanied by coarse bread. As the satyr complains of the poor fare, she replies with compliments and thanks for a last meal in the land of the living. As the bard pauses to refresh themselves during the interlude, it is traditional for the same stew and bread to be served to the listeners.
The fourth act is the most technically difficult to perform, as it requires the singer to shift styles several times, and the best bards also learn to sing in different voices. It sees the protagonist traverse the underworld, meeting countless heroes who have been forgotten and hearing fragments of their tales.
The final act is a rising crescendo of triumph as the hero returns to life with her love, but the end is tinged with sorrow: to escape the land of the dead, the hero had to give up all fame and renown, and is from that moment forth forever remembered as Nymia, an ancient word meaning ‘nameless.’
Game Mechanics
Those who attend a performance may be affected in the following ways:
- Romantic partners that share a cake gain a limited empathic sense. For the following month, while their partner is within 100 feet, a creature can spend a bonus action to understand the emotional state of their partner. At the Narrator’s discretion, strong emotions felt by one partner may be transmitted to the other during this time. Those who renounce their feelings in front of their partner three times can willfully dispel this effect, but doing so is thought to bring terrible luck for the next year and a day.
- Individuals mentioned in the second act as wise and good-hearted gain advantage on Persuasion checks for the next two days. Those described as fools or the wicked suffer disadvantage on Deception checks for the same period.
- Consuming the stew and bread during the performance grants a creature advantage on their next death saving throw made before the first day of summer.
Hearthenflame
Hearthenflame
Hearthenflame occurs on the night of the first new moon of winter and commemorates the bravery of Paneth, the celestial who legend holds brought knowledge of hearth and fire to mortals in direct defiance of the gods. When discovered he was transformed into a pig by the gods and then unknowingly cooked and eaten by the mortals to whom he had given the secrets.
In each settlement, a vast communal bonfire is prepared, the hollow at its center lined with oil-soaked silver birch bark. Taking on the role of Paneth, one member of each family dresses in a harlequin costume of red and yellow. Carrying a torch and a stone taken from their hearth (often carved with a family initial or symbol to make later identification easy), they march from their homes calling out the ritual chant “Hearthenflame! I bring hearthenflame!” as they travel to the bonfire.
As each arrives, they place their stone inside the pyre and form a ring around the stacked wood, holding their torches aloft. As the last of the sunlight fades from the sky, each throws their torch and the fire is lit signaling the celebrations can begin. Maintained throughout the night, the bonfire is used to cook a sacrificial pig, recalling Paneth’s punishment, though poorer communities or individual families celebrating abroad may instead burn wooden pig figurines. Communities often cook any food that cannot be stored through the winter, with generous supplies of ale and wine also typically made available. The latter is often used to toast the celestial and the gifts they gave humanity.
In the morning, as the flames are permitted to fade, each family reclaims their stone, hurrying it back home. It is said that the solidarity of the community warms the stones imbuing each with special magic, and if the stone is returned to the family hearth while still warm it will keep the deadly cold from that house all winter.
Game Mechanics
Once returned to a family hearth, the hearthenstone remains effective until it is removed, or for 1d3 + 1 months. Creatures who complete a long rest in such a building gain resistance to cold damage for the next 24 hours. Additionally, those who make a toast to Paneth during the feast gain an expertise die on their next Arcana, Culture, History, or Nature check (a creature can only gain this blessing once per year).
Exploration Challenges of the Tropical Forests
Exploration Challenges of the Tropical Forests
Places of darkness, oppressive heat, and air so thick with humidity it feels like you could drink it—jungles and other tropical rainforests are dangerous even before you encounter the wildlife that hunts even the hunters. Included here are a series of challenging environments for your players to encounter while moving through such an environment, though many would work well for dense forests of all climates.
Note: In some entries, challenges list the trait Dense Canopy, along with the alternate trait, Dense Undergrowth, allowing Narrators to tweak the exploration challenge to reflect the aspects of the forest. Rainforests, for example, are old growth forests featuring large, towering trees that block so much light that it is difficult for smaller plants to grow beneath them. Jungles, on the other hand, are younger forests, often on the edges of older forests and where natural effects or disasters have thinned the trees, meaning they have much thicker undergrowth.
Alternate Challenge Trait: Corrupt
Exploration challenges such as Maddening Twilight would be fitting places to introduce the Corruption mechanics, as seen in “Perverse Contamination: Corruption Mechanics” in Gate Pass Gazette Issue #20. Narrators who wish to do so can add the following trait or use it in place of the Cursed trait:
Corrupt. Upon entering the area, each adventurer must make a Constitution saving throw . On a failure, they suffer one level of corruption. At the end of each short or long rest in the area, each adventurer makes another Constitution saving throw, suffering an additional level of corruption on a failure.
Carnivorous Fish || Corpse Plant Stench || Follow the Waystones || Maddening Twilight || Perpetual Twilight || Sacred Garden of the Ancients || Treetop Bridge || Wilderness Garden
Alternative Challenges: Corrupting Twilight || Corrupted Garden of the Ancients
Optional Mechanic: Rare Skills
Optional Mechanic: Rare Skills
This article introduces the mechanic of rare skills to Level Up: Advanced Fifth Edition, and details four new rare skills, collectively known as the elemental skills. Mechanically, rare skills function exactly like normal skills except that a character can only attempt a rare skill check if a feature explicitly grants them access to the skill. (See the end of this article for new features that grant access to rare skills.) A character with access to a rare skill is not necessarily proficient in it, but if they have access they may cultivate that skill like any other, such as choosing to gain proficiency in a rare skill when a feature offers the chance to gain proficiency in an unspecified skill. Narrators can give rare skills to monsters and NPCs without changing their CR.
Skill-Specific Rules
The following rules apply to the elemental skills introduced in this article, but not necessarily to rare skills introduced elsewhere.
- Under normal conditions, you may only use these skills to affect a target or area no greater than a 5-foot cube and no more than 30 feet away from you, although you may sense beyond these limits on a particularly high roll. Doing so requires an action. You may only move an object you target up to 5 feet in any direction as an action.
- You must have a clear path (no total cover ) between you and the target or area you affect with these skills, and you must be able to see or otherwise know the precise location of the area or target you affect.
- Some environments may limit how you can use these skills. For instance, being in mid-flight high above the ground or standing on an ice floe would make geokinesis nearly impossible, strong winds may complicate aerokinesis or pyrokinesis, and hydrokinesis would be difficult in the desert.
- Effects created with these skills last until the start of your next turn if physical conditions would not otherwise support them (such as supporting a boulder in midair), although you may end them early at any time without an action. However, they persist if you use your action on the following turn to either maintain or further the effect (such as gradually moving a boulder across a chasm). However, doing so requires concentration like a spell, and the Narrator may call for a Constitution saving throw as per the rules for a forced march for each minute you maintain this concentration after the first.
- These skills are considered magical and cannot be used where magic is suppressed, such as in an antimagic field. Although they are not spells, they are considered cantrips for the purposes of counterspell , dispel magic , and similar magic.
- It is normally impossible to directly manipulate an unwilling creature’s breath, body heat, blood, bones, etc. using the skills in this article, not only because a clear line of sight is often unfeasible, but also because such elements take on a new essence when incorporated into a being with a creature type. This applies even to creatures such as elementals or constructs that may be entirely composed of a pure element. However, Narrators may rule that a willing creature can be affected by certain uses of these skills, such as using Pyrokinesis to warm a creature.
New Rare Skills
Under specific conditions, characters can gain proficiency in the following rare skills. Creatures can’t make a check for a special skill unless they have proficiency in it. Like all skills, the Narrator determines which ability score is called for in a given situation.
Aerokinesis. A character makes an Aerokinesis check to mystically attune to and manipulate the air, atmosphere, and potentially other air-adjacent phenomena such as sound and weather. The most commonly used ability score is Wisdom. A character might use Charisma to amplify their voice or Dexterity to manipulate a glider.
Specialties: odors, pressure and vacuums, sound, transportation, weather
Geokinesis. Geokinesis represents a character’s ability to mystically attune to and manipulate earth in the form of stone, sand, silt, clay, and potentially earth-adjacent materials such as metals or magma. The most commonly used ability score is Wisdom. A character might use Intelligence to identify a fake gemstone or Charisma to sculpt a statue.
Specialties: gems, magma, magnets, metals, mud, sand, seismic activity
Hydrokinesis. Hydrokinesis represents a character’s ability to mystically attune to and manipulate water, ice, and potentially other water-based substances such as acids and sap. The most commonly used ability score is Wisdom. A character might use Constitution to hold back a crashing wave for a long period of time or Intelligence to identify impurities in water.
Specialties: acids, condensation and freezing, dowsing, evaporation and melting, purification, sap
Pyrokinesis. Pyrokinesis represents a character’s ability to mystically produce, attune to, and manipulate fire and heat, and potentially other fire adjacent-phenomena such as light and lightning, at the Narrator’s discretion. The most commonly used ability score is Wisdom. A character might use Charisma to put on a pyrotechnic display or Intelligence to deduce how long an object will burn unassisted.
Specialties: heat, light, lightning, pyrotechnics, smoke
Example Ability Check DCs for Elemental Skills
Aerokinesis | |
10 | Create white noise to hide a conversation; clear a smoke-filled room |
15 | Throw your voice to another position; fill the sails of a small boat |
20 |
Generate a heavy fog; cushion a fall from a great height |
25 |
Uproot a small tree; anticipate where lightning will strike |
Geokinesis | |
10 | Compact sand into a stable surface; carve a message into brick |
15 | Convincingly falsify a creature’s footprints; sense a tunnel below a city street |
20 |
Levitate a large boulder; bridge a narrow chasm |
25 |
Warp a steel blade; predict an earthquake an hour in advance |
Hydrokinesis | |
10 | Change water into ice or vice versa; keep yourself dry in the rain |
15 | Dry a soaked book without smudging its text; intuit a safe path over a frozen lake |
20 |
Keep the ocean from filling a breach in a ship’s hull; purify water of invisible contaminants |
25 |
Create a safe space in a tsunami; sense the nearest body of water in a desert |
Pyrokinesis | |
10 | Restrict a flame to the center of a piece of paper; create recognizable images in a fire |
15 | Create a safe path through a burning building; perform a professional-grade pyrotechnics show |
20 |
Quickly and cleanly burn through manacles; keep a campfire lit in pouring rain |
25 |
Change a lava flow into rock or vice versa; bend torchlight away from your hiding place |
Establishing Elemental Skill DCs
Rare skills offer alternative methods of approaching a problem, but these methods aren’t necessarily easier than conventional ones. Lifting a boulder with Geokinesis is just as hard as it is with Athletics and lighting a fire in a storm is impressive whether you rely on Survival or Pyrokinesis. When setting a DC for a rare skill, it is helpful to think of comparable means of accomplishing the same effect with mundane skills. Often, the DC should be the same.
Note that the DC is typically higher to interact with or manipulate a substance or phenomenon the further it is conceptually from the base element. For example, it is easier to warm an object with Pyrokinesis than it is with Aerokinesis, but it is more difficult to cool with Pyrokinesis than with Aerokinesis. Likewise, it is fairly easy to manipulate soil with Geokinesis, but harder to manipulate metal.
Elemental Ability Check Criticals
These tables apply to all of the elemental skills.
Critical Success
1. Breakthrough. Choose a specialty in the triggering skill closely associated with the intended effect. If this is your first time getting a critical success with that specialty, you have a key insight into its underlying essence. Write down the specialty. After you have rolled this result with the same skill three times, you permanently gain that specialty.
2. Effortless. For 1 minute, you can maintain effects caused by the triggering skill as a bonus action instead of an action. This does not apply to causing a new effect with the triggering skill.
3. Elemental Ward. You gain resistance to the energy type associated with your use of the triggering skill (such as acid, cold, fire, lightning, or thunder damage), as determined by the Narrator, for 1 hour.
4. Receptive Locale. For 24 hours, the range at which you can use the triggering skill doubles.
5. Restorative Energy. You regain 1d4 exertion points, a 1st-level spell slot, or 2 pact magic points. If you cannot benefit from this, reroll.
6. Unity of Substance and Soul. Until your next short or long rest , you can choose to use Wisdom for ability checks that would otherwise use Strength or Dexterity, or vice versa.
Critical Failure
1. Choke. For the next hour, When you make a check with the triggering skill and the d20 shows a natural result of more than 10, you must count the d20 result as being 10.
2. Collateral Damage. A creature or object of the Narrator’s choice within range takes 1d4 damage of a type associated with the triggering skill, (such as acid, cold, fire, lightning, or thunder damage) as determined by the Narrator.
3. Lose Center. You channel power in ways you are unprepared to handle and become confused for until the end of your next turn as you regain your composure.
4. Menacing Mephit. Your actions awaken and disturb a nearby mephit or other thematically appropriate creature of CR 1/2 or less. At some point in the next 24 hours, they take an impish action to noticeably frustrate, annoy, or otherwise inconvenience you.
5. Misdirected. Instead of affecting your target, the effect manifests in another location of the Narrator’s choice within range.
6. Taxing. You lose a number of hit dice equal to half your proficiency bonus as though you had expended them. The number of hit dice you have cannot be reduced to less than 0 this way.
Giant Walrus
Giant Walrus
Walrus
Walrus
Wailrus
Wailrus
Sleeplessness
Sleeplessness
You grant a creature supernatural vigor that keeps it awake.