INTRODUCTION
9 his story isa Christmas-themed one shot
designed and balanced for aparty of five
characters at level 5, It is an EvilNeutral scenario
intended to be run in isolation; through this
scenario the players may receive opportunites
‘which would entirely derail s longer planned
campaign
This adventure is balanced and designed around the Sth edition
ruleset (for which Basic Rules are available free online), but for
your ease of adaptation is not tied in to a specific world, It takes
place in the broad medieval fantasy setting, in and around a cold,
Norther arca
PREMISE
The players are hired by a morally suspect toy company to
infiltrate Santa's Workshop. They will be generously paid to.
‘Find out how he distributes toys
‘+ Stealiisable the means if possible
+ (Bonus) Kill Santa
WORLD BACKGROUND
The worl is not a happy place. A trip to the countryside means
being tor apart by a pack of monsters. A good month means
only one or two villagers have died painfully. “Being fit and
healthy’ means you still have half your working teeth. It's
ppethaps not surprising that chldren here are tough, cynical ite
buggers.
‘Ask any kid if Santa is real and they’! laugh at you before they
steal your coin purse, “ofcourse not
The parents, however, know better.
‘Wintermas has always been a day of celebration, a day to
ssther round the fire to drink and eat, but the presents ere a
mystery. Not long ag, beautiful litte toys, sweets and cookies
started appearing in every house aross the land all labeled
from Santa’. Every Wintermas morning, without fil. Most
people love these presents and accept it as a blessing, but there
are others who see competition,
SETTING THE SCENE
It's the night before Wintermas. You're huddled inthe large stone
archway of tall and narrow S-storey tower. The wind howls
past and thick snow obscures your view beyond afew metres. A
Aiserete brass sign on the door advertises.
HarpyJoy Toy anp Tosacco
Company
NorTHERN REGION HEADQUARTERS
FROSTHOLD
‘Your interview is nS minutes time, and it appears fom the small,
crowd gathered [the other assembled players] that you're not the
‘only one who has been selected for this job. What would you like
todo?ScENE 1: HappyJoy Toy
AND TOBACCO COMPANY
RECEPTION
Motivational posters and adverts for dubiously virtuous
Happyoy products line the walls. An advert fora teddy bear
‘that really smokes! catches the eye. A bored looking receptionist
{using slate tablet and chalk.
+ The receptionist is uninterested in small talk
and unimpressed by any of the players. She will
take names and classes (players to describe
themselves) and give ther ‘Hi, My Name ls.
nnatne badges. Once all given out, the players
are directed though into a lift (pulled by team
fof gnomes who make elevator sounds) to the
top floor
QueNTIN HarpyJoy's Orrice
A large painted portrait of «smiling man in a purple suit holding
bunch of colourful balloons takes up most ofthe right wall, a
small plague underneath it reads,
Quentin Haprysoy SENTOR
Founper, Harpyjoy FaMtty Toy Co
‘The far wall f the room is entirely taken up by alge window
through which you can only see snow blowingpas, The only
item of furniture is a dark mahogany desk holding a nat stack of
parchment, a magical Newton's Crade and a slate tablet In front
of you isthe geyest man you have ever seen
Oe re
This is Quentin Happyjoy junior, corporate
businessman before his time. He'll briefly
interview the players fora little RP introduction
then provides a short summary of the quest.
He skirts over the element ofkiling Santa,
instead describing thoroughly achieving your
KPIs!
He'll explain they've sent scouts to Santa's
home at the North Pole, but none have
retumed and they've only received the briefest
notes by sending stone; the entrance lies in a
glacial crevasse, there are patrolling flying,
Creatures, enchanted holly barbed wire and
candy mins along the top something unclear
about no man's lan
Hel give each player 250g payment upfront
and a further 750g each on completion.
Hell warn that if they run withthe pre-
payment, he'll place the 750g as a bounty on
their heads.
The encounter ends with the players offered an
hourto collec any items they need; directed to
the nearby town square (optional; see
Appendix) to then return and be teleported to
the North Pole by Quentin's Corporate Mages.
To return, they are given an enchanted
snowglobe which they may smash to create a
temporary portal (1 minute) to Frosthold,ScENE 2: THE NorTH
POLE
APPROACH
‘As you land in a flash of ight, your first view is of snow and ice,
‘As you look up an icy plan stretches out infront of you, a bitter
wind is howling i's dark but your way is lt by the stars, the full
‘moon, and an ineredible aurora above, About a kilometre in font
of you, a huge elif of ice stretches hundreds of metres into the
air. A wide, jagged crevasse cuts into its face. You can see many
figures inthe distance in front of the opening, bu none appear to
be moving.
Ca a eS
‘There are approximately 50 figures in neat
rows. On closer inspection they are snowmen
Askill check from the players reveals that
Whilst most are just vague lurnps of snow,
three close to the crevasse entrance appear to
bemore distinct,
‘The players may attempt to sneak past, but this
will be very difficult. IFthey don't manage, or
they ignore this entirely, the largest snowman
will greet ther,
‘The top of the ice clifis essentially
impassable, itis patrolled by flying creatures
(see Paindeer) and strewn with traps.
———_____,
‘You notice the largest ofthe figures begin to shift as you
approach, it tums to face you and you see it has coal eyes, a
chest and two arms
cenrrt nose, three blue gems in a line dow
carved alongits sides, It appears to smile wide
He will introduce himself as Frosty’ and will
not be immediately hostile to the players. He'll
happily greet them and tel them that
Wintermas is tomorrow, they'll have to wait for
their presents!
He has two sidekick animated snowmen who
are near to him but not immediately apparent
amongst the decoys without having been
searched for specificaly, or with a successful
C18 perception check
He will encourage the players to leave and not
spoil the magic of Wintermas. ifthey do not
leave quickly, it's time to roll initiative.
FROSTY THE SNOWMAN
Large construct, neutral
Armor Class 12 (natural armor)
Hit Points 78
Speed 40ft
STR DEX CON INT WIS CHA
19 (+4) 961) 18 (+4) 12 (+1) 10(+0) 8(1)
Damage Immunities Cold
Skills Perception +3, Stealth +3
Senses passive Perception 13, darkvision 60ft
Languages Common
Challenge 5 (1,800 XP)
Berserk. Ifa companion is killed, Frosty goes
berserk On each ofits turns while berserk, it
attacks the nearest creature it can see, making an
extra headbutt attack (+7 to hit, 148 bludgeoning
darnage) in addition to Double Swipe
Weakness to Fire. If Frosty takes fire damage, it
has disadvantage on attack rolls and ability checks
until the end of its next turn
Actions
Multiattack. Frosty can use Double Swipe and
Chilling Ray on its turn,
Double Swipe. Melee Weapon Attack: Two
attacks with +7 to hit, reach 5ft, (1d10+4)
damage plus (146) cold damage.
Chilling Ray. (3 charges) Frosty targets one
Creature itcan see within 30 feet of it. The target
must succeed on aDC13 Constitution saving
throw against this magic or take (346) cold
damage and be paralyzed for 1 minute. The target
‘can repeat the saving throw at the end of each of
its tus. Taking any fire damage will end the effect,
irmrnediately. successful, or the effect ends, the
targets imrnune to Chilling Ray for 1 hour.
‘Snow Meld, As a bonus action, ifon ice or snow
terrain the Snowman may disengage from any
adjacent targets and meld into the ground,
reappearing instantly at any space within 40ftpee a
+ lf the players have already noticed the two
sidekicks, they will immediately start the fight
with Frosty, otherwise add them to the initiative
track and they will attempt a surprise attack
(with advantage) on the players closest to then
atthe start of their tum,
ANIMATED SNOWMAN
Medium construct, neutral
Armor Class 12 (natural armor)
Hit Points 41
Speed 40ft
STR DEX CON INT WIS CHA
18 (+4) 9 (1) 16 (+3) 12 (+1) 10 (+0) 8 (1)
Damage Immunities Cold
Skills Perception +3, Stealth +3
Senses passive Perception 13, darkvision 60ft
Languages Common
Challenge 3 (700 XP)
Weakness to Fire. Ifthe snowman takes fire
damage, it has disadvantage on attack rolls and
ability checks until the end of its next turn,
Brothers in Arms. The snowman has advantage
‘on an attack rll against a creature ift least one of
its allies is within 5 feet of the creature and the ally
isn't incapacitated
Actions.
Double Swipe. Melee Weapon Attack: Two
attacks with +6 to hit, reach Sft, (1d8+4) damage
plus (146) cold darnage.
Snow Meld. As a bonus action, ifon ice or snow
terrain the Snowman may disengage from any
adjacent targets and meld into the ground,
reappearing instantly at any space within 40ftSCENE 3: CAVERN OF
CHRISTMAS LIGHTS
APPROACH
As you step into the crevasse, you see along passage before
you, starting wide and tapering to a point from which a dim gow
femanates. Whilst itis mostly dark, looting ethereal Wintermas
Lanterns illuminate patches ofthe path. Takinga step forward,
the sound ofthe howling wind becomes muffled. I's replaced by
afar more ominous sound, a deep, low rumbling a if the ie were
moving
[A chip of ie fills from above and you see shadowy shapes
Aying overhead, they don’t appear to have spotted you, The ice
walls, however, re moving very slowly together. You need £0
bury, and would guess you've not got long before this cavern
closes entirely.
ae eS __
This section isa race against time set piece.
Itcan be run in several ways to suit your
group.
‘+ A seties of stealth checks running
through the cave
+ Afight with an actual physi
{¢4, 3 minutes pe enemy)
‘+ Afight with increasing risk of damage
per round (falling ice)
+ Asimple fight against the Paindeer with
along corridor to get through.
limit
+ Depending on how they're doing, you ray
introduce between 1 (easy) and 4 (deadly)
Paindeer
[As you reach the end of the caver, you can seBwhere the gov
is coming from. Through a crack in the ice (about 10 ft wideand
20 0 tall) a gentle light shines and you can see snow falling
slowly heyond. lt would sem youve found the entranceto
Santa's Grotto,
PAINDEER
Large beast, neutral
Armor Class 13 (natural armor)
Hit Points 60
Speed 50ft. (flying)
STR DEX CON INT WIS CHA
18 (44) 12 (41) 14 (42) 10 (+0) 12 (41) 8 (1)
Damage Immunities Cold (1/2 damage)
Skills Perception +5, Stealth +3
Senses passive Perception 15, darkvision 60ft
Languages Common
Challenge 3 (700 XP)
AAs a Pack. The Paindeer has advantage on an
attack rol against a creature if at least one ofits
allies is within 5 feet ofthe creature and the aly
isn't incapacitated
Actions.
Multiattack. The Paindeer uses both Bite and
Gore on each attack
Bite, Melee Weapon Attack: +6 to hit, reach Sft,
(2d6+4) piercing damage.
Gore. Melee Weapon Attack +6 to hit, reach Sft,
(2d6+4) piercing damage. On successful attack,
target must make a DC12 Constitution saving
throw, on a failed save target bleeds (144) damage
at the end of every tur until 1 or more hit points.
are restored or an action is spent tending to the
wound.
Snow Breath (Recharge 5-6). The paindeer
cexhales a blast of freezing wind in a 15-foot cone.
Each creature in that area must make aDC12
Dexterity saving throw, taking (448) cold damage
(ona failed save, or half as much damage on a
successful one.ScENE 4: SANTA'S GROTTO
‘As you step through the wal, the scene changes immediately.
‘You're in beautfal caver it with a warm golden light, with
gently falling magical snow coming from somewhere high up
above you.
Snow tipped stalactites and stalagmites rise from the floor and
descend from the ceiling, not necessarily in thet order, Striped
candy cane picket fences linea stone path which leads forwards
toa simall central square dominated by a giant Wintermas tree
before spitting into four, The air smells like peppermint and
‘Above you, a green banner with silver lettering hangs between
two stala.. stones. It is written in gnomish.
HE KNOWS WHEN YOU ARE
SLEEPING
HE KNOWS WHEN YOU'RE AWAKE
At the end ofthe four shor paths, you see three gingerbread
houses, and set inthe centre ofthe far wal, a tall stone archway
within which the air has a shimmering water-tike quality. They
each have tiny signs next to them, which appear to be made from
chocolate, with iced [gomish] writing on them.
Tray tt
+e t hist
aad
++ ett
OX het
+++ Set +
att tt+t+\ het
ttttt++ att
ttt tte att
Wt tttt met t
amet tt ae tt
+ Peiiastntt ++ aM
++ ttt t+
& +++ tt +
+ oa Pets
Zz t+ re
TTtte motttt
++++ Tee ptt tt
+4+tt+t Peet tt+
+tt+++tt eB:
tttttt+ tet +
ttttttt gett t+
b+ tt tt he P+ tt +
+t tt ++ Hept tt t+
ttt tert ttt+
RY ty
WF Hartt zy
ttt at + ty
Ly +
Santa's Cookie Lab (A)
Ho He Holding Cells (B)
‘Santa's Workshop Portal (C)
Paindeer Stables (D)
4 ee
Throughout this area, everything is whimsical
and magical, but detailed player investigation
should be rewarded with hints of corruption;
gingerbread is going mouldy, things look run
down, a creeping sense of something sinister
Ifthe players search for presents under the
trees you may offer joke loot (optional; see
Appendix)
This is an opportunity fora rest. should the
players need to recharge after the previous
encounters. If they sleep or nap, they have
strange and terrifying dreams which they can't
remember any detail from upon waking.
‘There doesst appear to be any movement from any of the
buildings. for now. What would you lke to do?A) Santa's CooKIE LaB
This seems to be where the delicious smells are coming from,
Strange machinery lines the walls ofthis small gingerbread house,
and bags of sugar, cinnamon and lots of unknown magical dusts
ate piled in boxes and shelves. Seven silver plats lien a row on.
‘bench fied tothe far end of the room. Each plate has a small
le of cookies on it each with a different iced design
This isa logic puzzle (see overleaf), the clue to
solving which lies with Dave Grinch in the
Holding Cells
High DC investigation or detecting magic here
will suggest sore of these ingredients are
really prety strange.. magical characters rnay
determine with a suitable check that they
include Brain Stem Fluid and Infused Essence
(of Consciousness; substances known for their
ability to affect peoples minds.
If the players are realy struggling, you can
allow thern to decipher a recipe scrap to
identify one of the bad’ cookies.
_—————————— |
B) Ho Ho Hotpine CELts
‘The door to this building locked, and there are candy cane bars
fon the gingrbread window holes. Inside, there isa single cage
{aking up half ofthe room, it contains a wild-eyed gnome with
bright green hai.
‘This is Dave Grinch, prisoner of Santa. He is
half-mad, irational and hostile. He hates
hrisras ates jy,’ just ot ight, whats
he after etc.
His tribe are missing, he's followed tracks here
and believes it's because of Santa
He'll offer the players a deal, if they free him
and bring him the head of Santa, he'll help
them into the workshop and as reward, create
ther any item they wish
Social challenge tells ther that his tribe of Ice
Gnomes are natural artificers, many of ther
can duplicate and transport items, but sore of
them (the tribe leaders) have the abilty to
create ratter from energy, in either case, once
per year. They ironically see this as a curse,
they create presents but hate ther.
If pressed about getting into the workshop, or
ifthey accept his offer, he'll give them a riddle
aaa
Killing him (he will die wth a single blow) gives
them it on a piece of paper found on his body.
C) Santa's WorKSHOP PoRTAL
A pale blue light emanates from this stone archway. The air
within it shimmers lke a gently disturbed pool
Players may walk through the porta, but
nothing will happen unless they first eat the
correct cookie
Investigation reveals cookie crumbs on the
floor
ne!
D) PAINDEER STABLES
‘You can smell hay and a strange sort of chocolate smell coming
through the doorway ofthis squat building with wide, open
doors. Inside you can hear snoring.
Looking (stealthily) through the doors the
players can see three Paindeer sleeping, and
several empty bays. The Paindeer will attack if
disturbed. (DC12 Stealth to pass through)
They have strange names on their collars
[Poner, Souvlaki and Gyros]
Atthe far end of the stable on a very high shelf
they can see a small statue of a Paindeer, with a
ruby nose. Detecting magic orjustknowiedge /
skill check shows it's a magical item,
Appropriate DC16 skill check to retrieve failure
initiates combat.
‘+ Once they hold the statue, a simple check
identifies it as a Wondrous Statue, once per
day as a bonus action they can summon
Rudolf the Paindeer to aid them, he appears
and casts a ray ofred light from his nose,
causing (4410) radiant damage to a single
target, halfon aDC15 Dexterity save
—_—_—_____,COOKIE PUZZLE
i
The Moon cookie allows passage rough he
portal, the Santa Hat cookie provides
inspiration.
“The Tree, Present and Holly cookies cause the
player to be knocked prone and lose (14)
Intelligence points
‘Taro aunong our number are just plain tasty treats
Bat threcof usarll mess you up, and knock gou off yoar Feet
‘Choose unless you wish to wait here forevermore
Tobelp you in your chotee ie give you these eles Four
(One. Hoxiever slyly the bad ones try to hide
You can akacy find one sitting ona plain cookie’ lePtside
Tao. There's difference in those stood at either end,
Bat uiben you're seeking to move Foresard, neither is your
Friend.
Three. Asyou ser clearly, theyre all diferent shapescand sizes
Butneither Star nor Doon are filled with bad surprises,
Finally The second left,and the second on the right
Are ‘tusins once you taste them, though different at first sigbt
Cera
Ce:
IO
PLAIN PASS BAD BAD PLAIN BUFF
PuzoSCENE 5: SANTA'S
WORKSHOP
This room is huge, Unbelievably huge, I's a giant stone dome,
almost alfa mile in diameter, From halfway up the dome, the
roofs enchanted to show stars and the aurora above. The same
gentle golden light iaminates rows and rows of smal stone
altar, all pointed to a cccular plinth which is raised up from the
centre of the room.
{At cach aay, gnome sits with a frozen smile on their face,
staring blank-eyed towards the centre. A wide aisle euts a path
through the endless concentric circles, leading from the portal
behind you straight towards the centre. A large sthouette is
visible upon the plinth, its back to you, it appears to be a very
fat, very tall man, wearing a erown and large, bulky robes. What
would you like to do?
{As soon as the players move towards the
centre ofthe room, the portal will disappear
behind them. They may only notice this if they
check.
They may attempt a stealthy approach but,
come on, ths is Santa. He's seen them as soon
as they've entered the room, Once they get to
within a reasonable range he turns and smiles.
er
Santa whecls round. His jolly voice booms out.
Ho Ho Ho.. Hello, children. Wintermas isn't until
tomorrow!
7 a ae
Santa will
‘for presents’
to lure the players to the centre
Perception will reveal the portal has closed,
‘Arn for sinister / creepy notes but overall very
friendly demeanour.
IF they get close enough, or delay for too long,
he'll apologise that they're on his naughty list
and attempt to possess one of the players.
———————
‘As Santa locks eyes with you, you feo! an intrusive presence in
your mind, Something isnt right. You hear screams and reality
The player must make a DC15 Charisma save,
failure means this player is now under the
Control of Santa, who will initiate combat with
the players.
Saye (once per turn atthe start of each tur for
affected player), breaking Santa's concentration
cor damaging the controlled player ends the
posession.
————_________,
Fail: Darkness fills your vision and madness overwhelms
you, Roll for initiative then hand me your character sheet.
‘Success; Through power of will you force the voices to stop.
Roll for initiative,
ee eee
Santa's stat block is overleaf.
Once a significant portion of Santas original
set of health has been depleted (feel free to
base on fight difficulty), around a few minutes,
maybe a KO and around 2/3 of player
resources expended, then Santa falls
‘Santa falls to the ground, unconscious, and his crown falls off
‘The gnomes surrounding suddenly stop, their eyes no longer
blank, and cheer goes up around the room. They begin to rush
towards the heroie players. They don't get far
‘A ringing, shrieking, metallic sound echoes ffom the spot
where Santa fll, It almost deafens you, i's the sound of a giant
suit of plate armor being tom in blf by » hundred pairs of metal
claws. The air seems to twist and shatter ia front of you. This is
all wrong. The gnomes look panicked and begin running the far
walls. A ripple of shouts and coaversation passes rapidly
between them. You catch three words aver the noise, “He is
here’.
Awrthing monstrosity unravels itself from the fallen crown,
its form is hard to distinguish, all black smoke and boiling esh
It-bends space and light as you look ati, shifting in and out of
focus ike an optical illusion, at one moment it appears to be
‘made of tentacles, then a sereaming face, then a grotesque cluster
of eyes and sinew. It's somehow all atound you whilst
ccupyinga space infront of you. I is utterly terrifying Its
voice sounds ikea raspy whisper in your ear but hurts asi it
were shouting
You HAVE INTERRUPTED THE PLAN.
WE PREPARE FOR MY ARRIVAL IN THIS
WORLD.
I SEE Your THOUGHTS
WE ARE NOT SO DIFFERENT
Jon ME AND I WILL SPARE You.
WEAR THE CROWN.
WIELD POWER OVER ALL MINDS
The monstrosity shifts and appears tobe closer to you. What
would you like to do?
Intelligence/History check tells players this is
the avatar of an Old One. A challenging foe,
but only a portion of the tue God's strength
The players may accept its offeror fight it
See final page for options and consequences.SANTA
Large humanoid, neutral evil (possessed)
Armor Class 15
Hit Points 134
Speed 40ft
STR DEX CON INT WIS CHA
24 (+7) 10 (40) 22 (+6) 18 (+4) 12 (41) 14 (42)
Damage Immunities Cold (1/2 damage)
Skills Perception +8
Senses passive Perception 18, Truesight 6Oft
Languages Common, Elvish
Challenge 9 (5,000 XP)
Winter's Aura. Cold winds swirl around Santa,
any creature starting their turn within 5 feet of
Santa takes (1d6) cold damage
Legendary Resistance. Twice per day, upon
failing a saving throw, Santa may instead choose to
succeed.
Almost Immortal, Upon reaching 0 hit points,
Santa will fall unconscious and the Crown of
Domination wil fall from his head. It may
othenwise only be removed by a Remove Curse
spell from a Sth level spellcaster.
Legendary Action. Once per round, afteran
‘opponent's tum, Santa may choose to use one of
his Actions, This does not count towards his two
Action total
Actions
Faster Than He Looks. Santa can use two of the
below Actions per turn (cannot use the same
‘Action twice on a single tur,
Naughty or Nice. Close Burst Spell: each 10ft,
(2410) psychic damage to all in range who
darnaged Santa in the last tur, (14) healing to all
who did not.
Gnome Missile, Ranged Weapon Attack +7 to
hit, ange 30ft, (246+4) blidgeoning damage.
Santa telekinetically launches a Gnome ata target,
within range.
Crown of Domination. Santa attempts to lock
eyes and control the mind of a creature within
sight. Target must make a DC15 Charisma saving
throw, on a failed save target s forced to take an
attack, move or asa cantpatataget of Santa's
Belly Blow. Melee Weapon Attack: +7 to hit,
range 5ft, (2410+6) bludgeoning damage. Santa
‘wobbles his belly like a bow full of jell. then
smashes it into a target.
Cloak Swirl. Santa may disengage with a switl of
his cloak and reappear instantly at any empty
square within 20ft.
OLp ONE's AVATAR
Huge abberation, lawful evil
Armor Class 16 (natural armor)
Hit Points 116
Speed 40ft (teleport)
STR DEX CON INT WIS CHA
14 (42) 10 (40) 14 (42) 22 (45) 22 (+5) 22 (45)
Damage Immunities Psychic
Condition Immunities blinded, paralyzed, prone,
stunned
Skills Perception +10
Senses passive Perception 20, truesight 120ft
Languages Undercommon, Telepathy 120%,
Deep Speech
Challenge 9 (5,000 XP)
Weak Ties to This World. The Crown of
Domination (whilst unworn) may be targeted with
spell or melee attacks (AC12). Dealing 40hp of.
damage will destroy the crown and banish the Old
(One's Avatar immediately.
Legendary Resistance. Twice per day, upon
falling a saving throw, he may instead choose to
succeed.
Legendary Action. Once per round, afteran
‘opponent's tum, the Avatar may attempt to
Dominate a target within 60% Target must make a
DC 15 Charisma saving throw or be forced to take
a single movement, attack or cantrip action,
——
Actions
Multiattack The Avatar takes two of the below
‘Actions per turn (may use the sare Action twice)
Psychic Tentacle Reach Weapon Attack: +7 to
hit, reach 15ft, (2d6+4) psychic damage. On
successful attack, target must make a DC12
Dexterity saving throw, on a failed save target is
prone and takes 144 psychic damage at the start
Of their next turn and again until upright.
Telekinesis. This spell may function as per the
Mage Hand cantrip, though capable of lifting up to
200} of weight up to a distance of 60ft. It may
also be used as a ranged spell to lft a player into
the ar or throw the against an object (OC14
Intelligence saving throw) at which point they will
fall and take 446 damage (Dexterity save for half)
Twist Reality. The Avatar makes a duplicated
image of itself (may be repeated to make, 4, 8, 16
copies) at any square within 30ft Roll wth even
chance to determine which image is the eal Avatar
and whichis the image. A DC14 Perception check,
damaging the correct Avatar or the correct Avatar
taking a (non-legendary) Action will end the
ilusionScENE 6: CONCLUSION
Effectively the endings up to the players. They've now got
several very evi routes to creating any item they ike, and
disributing thousands of copies ofthat item to anywhere in the
world, Accepting the power ofthe Old One should not come
without consequences, so fel free to make this as poisoned a
chalice as you se fi.
‘They also have the option for redemption, and if they help,
Santa they can save Wintermas, but ify our play rs do evil
anything like mine, Santa is probably dead and tortured, whilst
the players are leading an army of 10,000 flaming dread steeds
into the sunset,
‘A few suggestions for how this could play out ar suggested
below.
REFUSE THE OFFER, KILL THE AVATAR,
LEAVE SANTA ALIVE AND WELL
‘Senta will be grateful, his intention willbe to destroy the crown,
and the thrall cookies that he has been setting up to send, instead
hell persuade the the gnomes to make normal toys and sweets, as
equals, not slaves. Wintermas has been saved! He wil resist evil
plans and fight the players ifthey attempt any thing ofthe sort
TAKE THE OFFER, WEAR THE CROWN OF
DOMINATION WITH THE AVATAR ALIVE
The player will uin the ability to control minds (see Appendix),
but be immediately under the control ofthe Old One, whose first
imperative is killing Sant (no save).
tthe players achieve this, they must make a DCI6 Charisma
saving throw immediately, then again cach time they attempt to
use the crown and upon waking each day.
(On a failed save, the erown compels them to carry out a course
of action for 24 hours, broadly to start a cult andr enslave the
‘world, and-1 is permanently added to the save DC. The crown
cannot be removed without killing the player.
REFUSE THE OFFER, KILL THE AVATAR,
THEN WEAR THE GROWN ANYWAY
‘The player will feoly gain the ability to control minds, including
the room full o gnomes who can duplicate and teleport items
once, and Santa if hei stil alive (players ae immune to the
effet having just defeated the Old One's Avatar but get a sense
the crow is drawing strength ftom them. After (1410) days the
(Old One compulsion returns, following save rules above.
KIL SANTA
The item copying gnomes will be terrified and attempt to fle.
They will not assist the players in any way unless compelled,
{for example through an extremely high DC persuasion check. If
proof of death is taken to the Grinch he wll provide any itera
within reasonable character knowledge / imagination, no greater
than 58x58 in size. The Grinch cannot create sentient beings
but can ereatea mindless construct in the manner ofa golem,
FULFIL THE BRIEF AND RETURN TO
HarpyJoy
The players may return to Happy Joy should they wish, and
they willbe paid the 750gbounty, and may negotiate for an extra
250g each if they have also killed Santa,
WE'RE PUTTING THE CROWN ON OUR PET
DOG / REINDEER/ DAVE'S HEAD.
If the Avatars alive and the players choose not to wear the
crown themselves i'l attempt to kill them. If they kill the
Avatar the erown may be freely removed until (110) days have
passed.
Whoever or whatever wears the crown will uickly use it to
try and full their character avals, the Paindeer are prideful and
will force others to worship it and bring it food, the Grinch will
force everyone out of his way and get his tribe back. In any case
the consequences should not be pleasant.APPENDIX: CROWN
Crown oF Domination
Wondrous item, legendary (requires attunement)
This erown is ofa simple spiked desig, it appears to be cut
{rom dark stone, but is surprisingly light. The crown has up to 4
charges, ad (Id) are restored daily at dawn, Whilst wearing it
you may expend a charge to dominate the mind ofa single
Powerful erature, or multiple weaker eeatures within & 1008
radius.
Dominate. You may telepathically suggest a single, simple
course of action, which the dominated subjects) will follow to
the best oftheir ability, persisting even if this action causes harm.
to themselves or others. The suggested course of action ca
continue forthe entire duration Ifthe suggested activity can be
completed in a shorter time, the effect ends when the subject
Finishes what it was asked to do, You may specify conditions,
for example; "You will atack the frst non-human to walk through
that door”
‘Single target. You may target a single creature within range. If
the target isa creature with a CR of S or higher, or 8 player
character with 5 or more levels of experience, the target must
rake & DC16 Charisma saving throw, On a failed save the target
is dominated for up to 24 hours. On a successful save the own
has no effect and they are immediately aware ofthe attempt to
influence them,
‘Multiple targets. You may target any number of creatures
within ange, each with an individual CR of 4 or ower, or
‘multiple player characters each with 4 or fewer levels of|
experience. These weaker targets are immediately dominated for
up to I year. They have no save vs. the effect and are unaware of
the souree of their compulsion,
Curse. Upon suggesting a course of ection, the wearer must
rake & Charism saving throw, inthe fist instance with a DC of
15, On cach failed save their suggestion may be altered (as subtly
or overtly as the GM chooses) to further the aims ofthe item's
original creator, and the save DC permanently increases by 1 for
this wearer. Upon reaching DC20, the crown may only be
removed by the wearers death. Remove Curse has no effet
APPENDIX: LooT
Boots oF TELEPORTATION
Wondrous item, rare
Once per day a8 a bonus action you may speak a command word
tormake these boots teleport to any space within 60. You do
‘ot move with them,
Horn oF Invisipinity
Wondrous item, rare
(Once per day you may blow this horn to become invisible, You
‘ust Gontinic blowing the hoen to remain ivi It canbe
fearé within a 3008 rads
BRASSIERE OF ETERNAL FLAME
Wondrous item, rare
This item ig continually aflame and cannot be extinguished. IL
appears to bea set of racy underwear
Har oF Discourse SELF
Wondrous item, rare
Once per day this hat can cast disguise self The ha chooses
when and what changes to
RING oF Beast TURNING
Wondrous item, rare
(Once per day you may speak e command word totum a sin
er day you may sp ge
trast will slowly rotate an the spat until it is facing 180
degrees inthe opposite crccon, 2
ScroLt oF Mass Conruston
Wondrous tem, rare
This magical scroll appears to be very powerful It reqites a
CSO Ineligencechesk to decipher” z:
WAND oF Mactc DETECTION
Wondrous tem, rare
The gem atop this magial wand glows orange when a magical
ian wat SUR, This nluds tecAPPENDIX: FROSTHOLD
This isthe biggest town in the region, but that isn’t saying mach,
It’s acieular walled town atop a hill, with four gates; North,
East, South and West, Heading towards the centre there's a small
square where most of the action seems to be happening. A bard
sings Wintermas carols whilst locals and guardsmen are watching
trans fined.
Around the square there’s a Blacksmith that is also a
Leatherworker, a combined general store and tavern on the comer
with the windows covered up, and a Temple of Helm. There are
also a few merchants selling their wares from stalls near the
centre of town, including an alchemist, a jeweller and afew
tradesmen selling Wintermas trees and Wintermas treats
‘You know this as @ tough town with a tough reputation, today
though there's a generally happy hubbub as people go about
their Wintermas preparations, The smell ofrossting meat and
chestnuts fills the ait
Usually this is a town full of gruff Northen
workers; the work here is hard and the
conditions unforgiving. The primary business
hunting, collecting and processing bone and
ivory for Hlappyloy's toys.
Whilst everyone has a rough Northern accent,
almost everyone the players pass today is like a
"gee golly, mister’ Disney character, they'll talk
about how happy and joyous they are on this
‘one day of the year where they can forget about
the donkey blight, the pain pox, the bandit
attacks and the constant fear.
People may mention how glad they are for their
miraculous presents, and how great itis that
nothing bad has ever happened to Santa,
OPTIONAL VIGNETTES
Tiny Tom
As they enter the general shop, an incredibly small human with 2
broken legand makeshift crutch is counting out copper pieces
very slowly to pay forthe smallest pigeon available. Hel keep
dropping his change and getting the price wrong. The players
cant be served until this ends,
Bic Crowssy
‘The bard here is singing with an incredible voice, and a group of
guards and locals are watching transfixed. There’ large bat filled
tothe brim with mixed coins (180gp) for the local orphanage and
it doesnt look like anyone is watching it.
Canby FROM A BABY
‘You see a mother negotiating fora Wintermas tree ata side-of-
the-road vendor, her baby is next to her in ahasket, wrapped up
warm and happily unwrapping. huge lollipop. It looks like a
very tasty lollipop,
POINTS OF INTEREST
Mrcwart C HAMMER's SMITHY AND
TANNER
AA small bt well-stocked shop selling standard Armory gear
Michael sells all simple and martial weapons and armor within
reason at standard price
rocks (Id4) +1 weapons at considerable cost (750gp) ina
socure cabinet. Anything worth over 100gp is Alarmed.
Tue Lecrtimate Business TAVERN AND
STORE
This large single storey buildinghas a bar and a small shop
counter where the players may purchase aleohol, food, drinks,
rations and adventuring gear
‘With successful check, e Thieves Cantor perception +
persuasion, players may fence stolen items and can access a hack
room with a black market catalogue, includinga selection of
sketchy items;
+ Bear trap. (DC14 Dex save or prone, advantage to target if
thrown) (S0gp)
+ Blade poison, (1d6 damage, 3 applications) (100~p)
‘+ Flashbang. (single target, thrown as rangod attack, disadv
next attack) (50gp)
+ Knife boots. (adv on climbing, bonus action attack for 1d
damage, -5A move) (50gp)
+ Klaxon-bomb. (distraction, 608 range, DC14 Wisdom
saves) (S0gp)
‘+ Darkvision goggles. (gant darkvision, bonus action to
activate) (100)
+ Cloak of Stealth (adv. on stealth checks) (750sp)
+ Serott of haste (500g)
+ Scroll of invisibility (5000)
Bos’s BARGAIN BOTTLES
Sells a small selection of sealed potions, unlabelled. Has 10 in
stock. Al are 5Ogp. Some are alcohol, few are poison, some are
useful. Rll (146) for contents.
1 = poison 2~ foul liquid 3 -aleohol 4 ~ common potion,
(healing, climbing or darkvision) 5~ uncommon potion, (gascous
form, greater healing) 6 rare potion, (potion of fire Breath, frost
gant strength)
Marvo's MiRAcULOUS MAGICAL
MEDALLIONS
Sells various gems at (PHB price +20%) and a range of amulets
for 100g which have minor magical effects. Rel (1d6) for effect.
1- granting advantage on performance (dance) checks 2-
ranting an impressive moustache 3- making hair billow
dramatically 4 one weekly charge of message S- lowering voice
pitch significantly 6- one weckly charge of thaumaturgy
TeMPLe oF HELM
‘An altar ere holds 1 potion of healing holy water and a
donation box which is very full of coin today (250gp Cota.
‘The priests here ean cast clri spells up to Level 3, for (100gp
per spel evel)hi » EONS Sear
.. SWINTERMASINTRODUCTION
his story isa Christmas-themed one shot
designed and balanced for aparty of five
characters at level 5, It is an EvilNeutral scenario
intended to be run in isolation; through this.
scenario the players may receive opportunities
‘which would entirely derail s longer planned
campaign
This adventure is balanced and designed around the Sth edition
ruleset (for which Basic Rules are available free online), but for
your ease of adaptation is not tied in to a specific world, It takes
place in the broad medieval fantasy setting, in and around a cold,
Norther arca
PREMISE
The players are hired by a morally suspect toy company to
infiltrate Santa's Workshop. They will be generously paid to
‘Find out how he distributes toys
+ Stealiisable the means if possible
+ (Bonus) Kill Santa
WoRLD BACKGROUND
The world is not a happy place. A trip to the countryside means
being tom apart by a pack of monsters. A good month means
only one or two villagers have died painfully. “Being ft nd
healthy’ means you still have half your working teeth. It's
perhaps not surprising that chen here are tough, cynical little
buggers.
‘Ask any kid if Santa is real and they’! laugh at you before they
steal your coin purse, “ofcourse not
The parents, however, know better.
‘Wintermas has always been a day of celebration, a day to
ssther round the fire to drink and eat but the presents ere a
mystery. Not long ag, beautiful litte toys, sweets and cookies
started appearing in every house aross the land, all labelled
from Santa’. Every Wintermas morning, without fil. Most
people love these presents and accept it as a blessing, but there
are others who see competition,
SETTING THE SCENE
It's the night before Wintermas. You're huddled inthe large stone
archway of tall and narrow S-storey tower. The wind howls
past and thick snow obscures your view beyond afew metres. A
discrete bras sign on the door advertises.
HarpyJoy Toy anp Tosacco
Company
NorTHERN REGION HEADQUARTERS
FROSTHOLD
.
‘Your interview is nS minutes time, and it appears fom the small,
crowd gathered [the other assemble players] that you're not the
conly one who has been selected for this job. What would you like
todo?ScENE 1: HappyJoy Toy
AND TOBACCO COMPANY
RECEPTION
Motivational posters and adverts for dubiously virtuous
Happyoy products line the walls, An adver fora teddy bear
‘that really smokes! catches the eye. A bored looking receptionist
{using slate tablet and chalk.
+ The receptionist is uninterested in small talk
and unimpressed by any of the players. She will
take names and classes (players to describe
themselves) and give them ‘Hi, My Name ls.
nnatne badges. Once all given out, the players
are directed though into a lift (pulled by tear.
(of gnomes who make elevator sounds) to the
top floor
QuenTIN HarpyJoy's Orrice
A large painted portrait of «smiling man in a purple suit holding
bunch of colourful balloons takes up most ofthe right wall, a
small plague underneath it reads,
Quentin Hapryjoy SENTOR
Founper, Harpyjoy FaMtty Toy Co
‘The far wall of the room is entirely taken up by alge window
through which you can only see snow blowing pas, The only
item of furniture is a dark mabogany desk holding a neat stack of
parchment, a magical Newton's Cradle and a slate tablet In front
of you isthe geyest man you have ever seen
Oe re
This is Quentin Happyjoy junior, corporate
businessman before his time. He'll briefly
interview the players fora little RP introduction
then provides a short summary of the quest.
He skits over the element ofkiling Santa,
instead describing thoroughly achieving your
PIs!
He'll explain they've sent scouts to Santa's
home at the North Pole, but none have
retumed and they've only received the briefest
notes by sending stone; the entrance lies in a
glacial crevasse, there are patrolling flying,
Creatures, enchanted holly barbed wire and
candy mins along the top something unclear
about no man's lan
Hel give each player 250g payment upfront
and a further 750g each on completion.
Hell warn that if they run withthe pre-
payment, he'll place the 750g as a bounty on
their heads.
The encounter ends with the players offered an
hourto collec any items they need; directed to
the nearby town square (optional; see
Appendix) to then return and be teleported to
the North Pole by Quentin's Corporate Mages.
To return, they are given an enchanted
snowglobe which they may smash to create a
temporary portal (1 minute) to Frosthold,ScENE 2: THE NorTH
POLE
APPROACH
‘As you land in a flash of ight, your first view is of snow and ice,
‘As you look up an icy plan stretches out infront of you, a bitter
3 full
wind is howling i's dark but your way is lt by the stars,
‘moon, and an ineredible aurora above, About a kilometre in front
of you, a hug elif of ice stretches hundreds of metres into the
air. A wide, jagged crevasse cuts into its face. You can see many
figures inthe distance in front of the opening, but none appear to
be moving.
pie
‘There are approximately 50 figures in neat
tows, On close inspection they are snowmen,
Askill check from the players reveals that
Whilst most are just vague lumps of snow,
three close to the crevasse entrance appear to
be more distinct.
The players may attempt to sneak past, but this
will be very difficult. IFthey don’t manage, or
they ignore this entirely, the largest snowman
will greet ther,
The top ofthe ice clffis essentially
impassable, its patrolled by flying creatures
{ee Paindeer) and strewn with traps.
—————______,
‘You notice the largest ofthe figures begin to shift as you
approach, it turns to face you and you see it has coal eyes, a
curt nose, three blue gems in a lise down its chest and two arms
carved alongits sides, It appears to smile wide
He will introduce himself as ‘Frosty’ and will
not be immediately hostile to the players. He'll
happily greet them and tell them that
Wintermas is tomorrow, they'll have to wait for
their presents!
He has two sidekick animated snowmen who
are near to him but not immediately apparent
amongst the decoys without having been
searched for specificaly, or with a successful
C18 perception check.
He will encourage the players to leave and not
spoil the magic of Wintermas. iFthey donot
leave quickly, it's time to roll initiative.
FROSTY THE SNOWMAN
Large construct, neutral
Armor Class 12 (natural armor)
Hit Points 78
Speed 40ft
STR DEX CON INT WIS CHA
19 (+4) 961) 18 (+4) 12 (61) 10 (+0) 8(1)
Damage Immunities Cold
Skills Perception +3, Stealth +3
Senses passive Perception 13, darkvision 60ft
Languages Common
Challenge 5 (1,800 XP)
Berserk. Fa companion is killed, Frosty goes
berserk. On each of ts turns while berserk, it
attacks the nearest creature it can see, making an
extra headbutt attack (+7 to hit, 108 bludgeoning,
damage) in addition to Double Swipe
Weakness to Fire. If Frosty takes fire damage, it
has disadvantage on attack rolls and ability checks
until the end of its next turn
Actions
Multiattack. Frosty can use Double Swipe and
Chilling Ray on its turn,
Double Swipe. Melee Weapon Attack: Two
attacks with +7 to hit, reach 5ft, (1d10+4)
damage plus (146) cold damage.
Chilling Ray. (3 charges) Frosty targets one
Creature it can see within 30 feet of it The target
must succeed on aDC13 Constitution saving
throw against this magic or ake (346) cold
damage and be paralyzed for 1 minute. The target
can repeat the saving throw at the end of each of
its tums. Taking any fire damage will end the effect,
immediately. successful, or the effect ends, the
target is immune to Chilling Ray for 1 hour.
Snow Meld. As a bonus action, ifon ice or snow
terrain the Snowman may disengage from any
adjacent targets and meld into the ground,
reappearing instantly at any space within 40ftPee a
+ Ifthe players have already noticed the two
sidekicks, they will immediately start the fight
with Frosty, otherwise add them to the initiative
track and they will attempt a surprise attack
(with advantage) on the players closest to then
atthe start of their tum,
ANIMATED SNOWMAN
Medium construct, neutral
Armor Class 12 (natural armor)
Hit Points 41
Speed 40ft
STR DEX CON INT WIS CHA
18 (+4) 9 (1) 16 (+3) 12 (+1) 10 (+0) 8 (1)
Damage Immunities Cold
Skills Perception +3, Stealth +3
Senses passive Perception 13, darkvision 60ft
Languages Common
Challenge 3 (700 XP)
Weakness to Fire. Ifthe snowman takes fire
damage, it has disadvantage on attack rolls and
ability checks until the end of its next turn,
Brothers in Arms. The snowman has advantage
‘on an attack rll against a creature if at least one of
its allies is within 5 feet of the creature and the ally
isn't incapacitated
Actions.
Double Swipe. Melee Weapon Attack: Two
attacks with +6 to hit reach Sft, (1d8+4) damage
plus (1d6) cold darnage.
Snow Meld, As a bonus action, ifon ice or snow
terrain the Snowman may disengage from any
adjacent targets and meld into the ground,
reappearing instantly at any space within 40ftSCENE 3: CAVERN OF
CHRISTMAS LIGHTS
APPROACH
As you step into the crevasse, you see along passage before
you, starting wide and tapering to a point from which a dim gow
emanates. Whilst itis mostly dark, oating ethereal Wintermas
Lanterns illuminate patches ofthe path. Takinga step forward,
the sound ofthe howling wind becomes mafed. I's replaced by
‘far more ominous sound, a deep, low rumbling a if the ice were
moving
A chip ofie falls from above and you see shadowy shapes
Aying overhead, they don’t appear to heve spotted you The ice
walls, however, are moving very slowly together. You need £0
hhury, and would guess you've not got long before this cavern
closes entirely.
ae a _ Sy
This section isa race against time set piece.
Itcan be run in several ways to suit your
group.
‘+ A seties of stealth checks running
through the cavern
‘+ Afight with an actual physi
{64,3 minutes per enemy)
+ Afight with increasing risk of damage
per round (falling ice)
‘+ Asimple fight against the Paindeer with
along corridorto get through.
limit
+ Depending on how they're doing, you ray
introduce between 1 (easy) and 4 (deadly)
Paindeer
‘As you reach thé end of the caver, you can sebwhere the gly
is coming from. Through a crackin the ie (about 10 ft wideland
20 0 tal) a gentle light shines and you can see snow falling
slowly heyond. It would sem youve found the entranceto
Santa's Grotto,
PAINDEER
Large beast, neutral
Armor Class 13 (natural armor)
Hit Points 60
Speed 50ft. flying)
STR DEX CON INT WIS CHA
18 (44) 12 (41) 14 (42) 10 (+0) 12 (41) 8 (1)
Damage Immunities Cold (1/2 damage)
Skills Perception +5, Stealth +3
Senses passive Perception 15, darkvision 60ft
Languages Common
Challenge 3 (700 XP)
AAs a Pack. The Paindeer has advantage on an
attack roll against a creature if at least one of its
allies is within 5 feet ofthe creature and the aly
isn't incapacitated
Actions.
Multiattack. The Paindeer uses both Bite and
Gore on each attack
Bite, Melee Weapon Attack: +6 to hit, reach 5ft,
(2d6+4) piercing damage.
Gore. Melee Weapon Attack +6 to hit, reach 5ft,
(2d6+4) piercing damage. On successful attack,
target must make a DC12 Constitution saving
throw, on a failed save target bleeds (144) damage
at the end of every turn until 1 or more hit points.
are restored or an action is spent tending to the
wound.
Snow Breath (Recharge 5-6). The paindeer
cexhales a blast of freezing wind in a 15-foot cone.
Each creature in that area must make a DC12
Dexterity saving throw, taking (448) cold damage
Con a failed save, or half as much damage on a
successful one.ScENE 4: SANTA'S GROTTO
‘As you step through the wall, the scene changes immediately.
‘You're in beautiful caver it with a warm golden light, with
gently falling magical snow coming from somewhere high up
above you.
Snow tipped stalactites and stalagmites rise from the floor and
descend from the ceiling, not necessarily in thet order, Striped
candy cane picket fence linea stone path which leads forwards
toa smal c
‘square dominated by a giant Wintermas tree
before spitting into four. The air smels lke peppermint and
‘Above you, a een banner with silver leteringhangs between
two stala.. stones. It is written in gnomish.
HE KNOWS WHEN YOU ARE
SLEEPING
HE KNOWS WHEN YOU'RE AWAKE,
At the end ofthe four short paths, you see three gingerbread
houses, and set inthe centre ofthe far wal, a tall stone archway
within which the air has a shimmering water-tike quality. They
each have tiny signs next to them, which appear to be made from
chocolate, with iced [gomish] writing on them.
bot er
ett tet
ret
betd
+
fb
+4
$y t4 rs Fss
diiatagt teatatatante
&
Bt tt et
tai tterb tes
Santa's Cookie Lab (A)
Ho Ho Holding Cells (B)
‘Santa's Workshop Portal (C)
Paindeer Stables (D)
4_ ee eee
Throughout this area, everything is whimsical
and magical, but detailed player investigation
should be rewarded with hints of comuptn;
gingerbread is going mouldy, things look run
down, a creeping sense of something sinister
If the players search for presents under the
trees you may offer joke loot (optional; see
Appendix)
This is an opportunity fora rest. should the
players need to recharge after the previous
encounters. If they sleep or nap, they have
strange and terifying dreams which they can't
remember any detail from upon waking,
‘There doesst appear to be any movement ffom any of the
buildings. for now. What would you lke to do?
ttestte>
eeeA) Santa's CooKIE LaB
This soems to be where the delicious smells are coming from,
Strange machinery lines the walls ofthis small gingerbread house,
and bags of sugar, cinnamon and lots of unknown magical dusts
ate piled in boxes and shelves. Seven silver plats lien a row on
‘bench fied tothe far end of the room. Each plate has a small
le of cookies on it each witha different iced design
This isa logic puzzle (see overleaf), the clue to
solving which lies with Dave Grinch in the
Holding Cells
High DC investigation or detecting magic here
will suggest sore of these ingredients are
really prety strange.. magical characters rnay
determine with a suitable check that they
include Brain Stem Fluid and Infused Essence
of Consciousness; substances known for their
ability to affect peoples minds.
If the players are realy struggling, you can
allow thern to decipher a recipe scrap to
identify one of the ‘bad’ cookies.
ns
B) Ho Ho Hotpine CELts
‘The door to this building locked, and there are candy cane bars
fon the gingrbread window holes. Inside, there isa single cage
taking up half ofthe room, it contains a wild-eyed gnome with
bright green hai.
‘This is Dave Grinch, prisoner of Santa. He is
half-mad, irational and hostile. He hates
hrisras ates jy,’ just ot ight, whats
he after etc.
His tribe are missing, he's followed tracks here
and believes i's because of Santa
He'll offer the players a deal, if they free him
and bring him the head of Santa, hell help
them into the workshop and as reward, create
ther any item they wish
Social challenge tells ther that his tribe of Ice
Gnomes are natural artificers, many of ther
can duplicate and transport items, but some of
them (the tribe leaders) have the ability to
create rnatter from energy, in either case, once
per year. They ironically see this as a curse,
they create presents but hate ther.
If pressed about getting into the workshop, or
if they accept his offer, he'll give them a riddle
aaa
Killing him (he will die with a single blow) gives
them it on a piece of paper found on his body.
C) Santa's WorRKSHOP PoRTAL
A pale blue light emanates from this stone archway. The air
within it shimmers lke a gently disturbed pool
Players may walkthrough the porta, but
nothing will happen unless they first eat the
correct cookie
Investigation reveals cookie crumbs on the
floor
ee!
D) PAINDEER STABLES
‘You can smell hay and a strange sot of chocolate snel coming
through the doorway ofthis squat building with wide, open
doors Inside you can hear snoring.
Looking (stealthily) through the doors the
players can see three Paindeer sleeping, and
several empty bays. The Paindeer will attack if
disturbed. (DC12 Stealth to pass through)
They have strange names on their collars
[oner, Souvlaki and Gyros]
Atthe far end of the stable on a very high shelf
they can see a small statue of a Paindeer, with a
ruby nose. Detecting magic orjustknowiedge /
skill check shows it's a magical item,
Appropriate DC16 skill check to retrieve failure
initiates combat.
+ Once they hold the statue, a simple check
identifies it as a Wondrous Statue, once per
day as a bonus action they can summon
Rudolf the Paindeer to aid them, he appears
and casts a ray ofred light from his nose,
causing (4410) radiant damage to a single
target, halfon aDC15 Dexterity save
——_____,COOKIE PUZZLE
0 a
The Moon cookie allows passage trough he
portal, the Santa Hat cookie provides
inspiration.
“The Tree, Present and Holly cookies cause the
player to be knocked prone and lose (14)
Intelligence points
‘To among our number are just plain tasty treats
[Bat three of us anll messypu up. cand knock you off your Feet.
Choose unless yoa wish to wait here forevermore
Co belp goatsn your choice, sae give goa these ckues Four:
‘One Homever slyly the bad ones try tobide
‘You can alexays find one sitting ona plain cookie’ let sek>
nn There'sa dif feregce in those stood at either end,
Bat then you'resocking to move Formard, nesther Is your
friend,
‘Chree. Asgoa see leary, theyre all dhiterent shpes and sizes
Bat neither Star por (Door are filled with bad surprises
Firmly Uhe scoord left and the second eon theright
‘Arc bina cnce gou tuste them, though different at first sight
RRERBVK
BAD PLAIN PASS PLAIN BUFF
PunieSCENE 5: SANTA'S
WORKSHOP
This room is huge, Unbelievably huge, I's a giant stone dome,
almost alfa mile in diameter, From halfway up the dome, the
roofs enchanted to show stars and the aurora above, The same
gentle golden light iuminates rows and rows of small stone
altars, all pointed to a cccular plinth which is raised up fom the
centre of the room.
{At each aar, a gnome sits with a frozen smile on their face,
staring blank-eyed towards the centre. A wide aisle euts a path
through the endless concentric cireles, leading from the portal
behind you straight towards the centre. A large sthouette is
visible upon the plinth, its back to you, it appears to be a very
fat, very tall man, wearing a erown and large, bulky robes. What
would you like to do?
{As soon as the players move towards the
centre ofthe room, the portal will disappear
behind them. They may only notice this if they
check.
They may attempt a stealthy approach but,
come on, ths is Santa, He's seen them as soon
as they've entered the room, Once they get to
within a reasonable range he turns and smiles.
er
Santa wheels round. His jolly voice booms out
Ho Ho Ho.. Hello, children. Wintermas isn't until
tomorrow!
7 eS
Santa will
‘for presents’
to lure the players to the centre
Perception will reveal the portal has closed,
‘Arn for sinister / creepy notes but overall very
friendly demeanour.
IF they get close enough, or delay for too long,
he'll apologise that they're on his naughty list
and attempt to possess one of the players.
————E—————EEEee
{As Santa locks eyes with you, you feo! an intrusive presence in
your mind, Something isnt right. You hear screams and reality
The player must make a DC15 Charisma save,
failure means this player is now under the
Control of Santa, who will initiate combat with
the players.
Saye (once per turn atthe start of each tur for
affected player), breaking Santa's concentration
cor damaging the controlled player ends the
posession.
————_______,
Fail: Darkness fills your vision and madness overwhelms
you, Roll for initiative then hand me your character sheet.
‘Success; Through power of will you force the voices to stop.
Roll for initiative,
ee ee eee
Santa's stat block is overleaf.
Once a significant portion of Santas original
set of health has been depleted (feel free to
base on fight difficulty), around a few minutes,
maybe a KO and around 2/3 of player
resources expended, then Santa falls
‘Santa falls to the ground, unconscious, and his crown falls off
‘The gnomes surrounding suddenly stop, their eyes no longer
blank, and cheer goes up around the room. They begin to rush
towards the heroie players, They don't get far
‘A ringing, shrieking, metallic sound echoes from the spot
where Santa fll, It almost deafens you, i's the sound of a giant
suit of plate armor being tom in half by » hundred pairs of metal
claws. The air seems to twist and shatter ia front of you. This is
all wrong. The gnomes look panicked and begin runningto the far
walls. A ripple of shouts and conversation passes rapidly
between them. You catch three words aver the noise, “He is
here’.
‘Awrthing monstrosity unravels itself from the fallen crown,
its form is hard to distinguish, all black smoke and boiling esh
bends space and light as you look at i, shifting in and out of
focus ike an optical illusion, at one moment it appears to be
rade of tentacles, then a sereaming face, then a grotesque cluster
of eyes and sinew, It's somehow all atound you whilst
ccupyinga space infront of you. I is utterly terrifying Its
voice sounds like a raspy whisper in your ear but hurt as if it
were shouting
You HAVE INTERRUPTED THE PLAN.
WE PREPARE FOR MY ARRIVAL IN THIS
WORLD.
I SEE Your THOUGHTS
WE ARE NOT SO DIFFERENT
Jomn Mz AND I wit SPARE You.
WEAR THE CROWN.
WIELD POWER OVER ALL MINDS
The monstrosity shifts and appears tobe closer to you. What
would you like to do?
Intelligence/History check tells players this is
the avatar of an Old One. A challenging foe,
but only a portion of the tue God's strength
The players may accept its offeror fight it.
See final page for options and consequences.SANTA
Large humanoid, neutral evil (possessed)
Armor Class 15
Hit Points 134
Speed 40ft
STR DEX CON INT WIS CHA
24 (47) 10 (40) 22 (+6) 18 (+4) 12 (41) 14 (42)
Damage Immunities Cold (1/2 damage)
Skills Perception +8
Senses passive Perception 18, Truesight 6Oft
Languages Common, Ehish
Challenge 9 (5,000 XP)
Winter's Aura. Cold winds swirl around Santa,
any creature starting their turn within 5 feet of
Santa takes (1d6) cold damage
Legendary Resistance. Twice per day, upon
failing a saving throw, Santa may instead choose to
succeed.
Almost Immortal, Upon reaching 0 hit points,
Santa will fall unconscious and the Crown of
Domination wil fall fom his head. It may
othenwise only be removed by a Remove Curse
spell from a 9th level spellcaster.
Legendary Action. Once per round, afteran
‘opponent's tum, Santa may choose to use one of
his Actions, This does not count towards his two
Action total
Actions
Faster Than He Looks. Santa can use two of the
below Actions per turn (cannot use the same
‘Action twice on a single tur
Naughty or Nice. Close Burst Spell: each 10ft,
(2410) psychic damage to all in range who
darnaged Santa in the last tur, (14) healing to all
who did not.
Gnome Missile, Ranged Weapon Attack +7 to
hit, ange 30ft, (246+4) bludgeoning damage.
Santa telekinetically launches a Gnome ata target
within range.
Crown of Domination. Santa attempts to lock
eyes and control the mind ofa creature within
sight. Target must make a DC15 Charisma saving
throw, on a failed save target s forced to take an
attack move or asa cantpatataget of Santa's
Belly Blow. Melee Weapon Attack: +7 to hit,
range 5ft, (2410+6) bludgeoning damage. Santa
‘wobbles his belly like a bow full of jell. then
smashes it into a target.
Cloak Swirl Santa may disengage with a swirl of
his cloak and reappear instantly at any empty
square within 20ft.
OLp ONE's AVATAR
Huge abberation, lawful evil
Armor Class 16 (natural armor)
Hit Points 116
Speed 40ft (teleport)
STR DEX CON INT WIS CHA
14 (42) 10 (40) 14 (42) 22 (45) 22 (+5) 22 (45)
Damage Immunities Psychic
Condition Immunities blinded, paralyzed, prone,
stunned
Skills Perception +10
Senses passive Perception 20, truesight 120f
Languages Undercommon, Telepathy 120%,
Deep Speech
Challenge 9 (5,000 XP)
Weak Ties to This World. The Crown of
Domination (whilst unworn) may be targeted with
spell or melee attacks (AC12). Dealing 40hp of.
damage will destroy the crown and banish the Old
(One's Avatar immediately.
Legendary Resistance. Twice per day, upon
falling a saving throw, he may instead choose to
succeed.
Legendary Action. Once per round, afteran
‘opponent's tum, the Avatar may attempt to
Dominate a target within 60%. Target must make a
DC 15 Charisma saving throw or be forced to take
a single movement, attack or cantrip action,
——
Actions
Multiattack The Avatar takes two of the below
‘Actions per turn (may use the sare Action twice)
Psychic Tentacle Reach Weapon Attack: +7 to
hit, reach 15ft, (2d6+4) psychic damage. On
successful attack, target must make a DC12
Dexterity saving throw, on a failed save target is
prone and takes 144 psychic damage at the start
Of their next turn and again until upright.
Telekinesis. This spell may function as per the
Mage Hand cantrip, though capable of lifting up to
200} of weight up to a distance of 60ft It may
also be used as a ranged spel to lft a player into
the ar or throw then against an object (C14
Intelligence saving throw) at which point they will
fall and take 446 damage (Dexterity save for half)
Twist Reality. The Avatar makes a duplicated
image of itself (may be repeated to make, 4, 8, 16
copies) at any square within 30ft Roll wth even
chance to determine which image is the eal Avatar
and whichis the image. A DC14 Perception check,
damaging the correct Avatar or the correct Avatar
taking a (non-legendary) Action will end the
ilusionScENE 6: CONCLUSION
Effectively the endings up to the players. They've now got
several very evi routes to creating ny item they ike, and
disributing thousands of copies ofthat item to anywhere inthe
world, Accepting the power ofthe Old One should not come
without consequences, so fel free to make this as poisoned a
chalice as you se fi.
‘They also have the option for redemption, and if they help,
Santa they can save Wintermas, but ify our play rs do evil
anything like mine, Santa is probably dead and tortured, whilst
the players are leading an army of 10,000 flaming dread steeds
into the sunset,
‘A few suggestions for how this could play out ar suggested
below.
REFUSE THE OFFER, KILL THE AVATAR,
LEAVE SANTA ALIVE AND WELL
‘Senta will be ratfl, his intention willbe to destroy the crown,
and the thrall cookies that he has been setting up to send, instead
hell persuade the the gnomes to make normal toys and sweets, as
‘equals, not slaves. Wintermas has been saved! He will resist evil
plans and fight the players ifthey attempt any thing ofthe sort
TAKE THE OFFER, WEAR THE CROWN OF
DOMINATION WITH THE AVATAR ALIVE
The player will uin the ability to control minds (see Appendix),
but be immediately under the control ofthe Old One, whose fist
imperative is killing Santa (no save).
tthe players achieve this, they must make a DCI6 Charisma
saving throw immediately, then again cach time they attempt to
use the crown and upon waking each day
(On a failed save, the erown compels them to carry out a course
cof action for 24 hours, broadly to start a cult andr enslave the
world, and-1 is permanently added to the save DC. The crown
cannot be removed without killing the player.
REFUSE THE OFFER, KILL THE AVATAR,
THEN WEAR THE GROWN ANYWAY
‘The player will fcoly gain the ability to control minds, including
the room full o gnomes who can duplicate and teleport items
once, and Santa ihe i stil alive (players are immune to the
effet having just defeated the Old One's Avatar but get a sense
the crown is drawing strength ftom them. After (1410) days the
(ld One compulsion returns, following save rules above.
Kit SANTA
The item copying gnomes will be terrified and attempt to fle.
They will not assist the players in any way unless compelled,
{for example through an extremely high DC persuasion check. If
proof of death is taken to the Grinch he will provide any itera
within reasonable character knowledge / imagination, n0 greater
than Sfx 58 in size. The Grinch cannot create sentient beings
but can ereatea mindless construct in the manner ofa golem,
FULFIL THE BRIEF AND RETURN TO
HarpyJoy
The players may return to Happy Joy should they wish, and
they willbe paid the 750gbounty, and may negotiate for an extra
250g each if they have also killed Santa,
WE'RE PUTTING THE CROWN ON OUR PET.
DOG / REINDEER/ DAVE'S HEAD.
If the Avatar is alive and the players choose not to wear the
crown themselves i'l attempt to kill them. If they kill the
Avatar the erown may be freely removed until (110) days have
passed.
Whoever or whatever wears the crown will uickly use it to
try and fulfil their character evals, the Paindeer are prideful and
will force others to worship i and bring it food, the Grinch will
force everyone out of his way and get his tribe back, In any case
the consequences should not be pleasant.APPENDIX: CROWN
Crown oF Domination
Wondrous item, legendary (requires attunement)
This crown is ofa simple spiked desig, it appears to be cat
{rom dark stone, but is surprisingly light. The crown has up to 4
charges, and (1d) are restored daily at dawn, Whilst wearing it
you may expend a charge to dominate the mind ofa single
Powerful erature, or multiple weaker eeatures within & 1008
radius.
Dominate. You nay telepathically suggest a single, simple
course of action, which the dominated subjects) will follow to
the best oftheir ability, persisting even if this action causes harm.
to themselves or others. The suggested course of action can
continue forthe entire duration Ifthe suggested activity can be
completed in a shorter time, the effect ends when the subject
Finishes what it was asked to do, You may specify conditions,
for example; "You will atack the frst non-human to walk through
that door”.
‘Single target. You may target a single creature within range. If
the target isa creature with a CR of S or higher, or @ player
character with 5 or more levels of experience, the target must
rake & DC16 Charisma saving throw, On a failed save the target
|s dominated for up to 24 hours. On a successful save the own
has no effect and they are immediately aware ofthe attempt to
influence them.
‘Multiple targets. You may target any number of creatures
within range, each with an individual CR of 4 or ower, or
‘multiple player characters each with 4 or fewer levels of
experience. These weaker targets are immediately dominated for
up to I year. They have no save vs. the effect and are unaware of
the source of their compulsion,
Curse. Upon suggesting a course of ection, the wearer must
make « Charisma saving throw, inthe first instance with a DC of
15, On cach failed save their suggestion may be altered (as subtly
or overtly as the GM chooses) to further the aims ofthe item's
original creator, and the save DC permanently increases by 1 for
this wearer. Upon reaching DC20, the crown may only be
removed by the wearers death. Remove Curse has no effet
APPENDIX: LOOT
Boots oF TELEPORTATION
Wondrous tem, rare
Once per day a8 a bonus action you may speak a command word
tormake these boots teleport to any space within 60" You do
rot move with them,
Horn oF InvisiBiLity
Wondrous item, rare
nee per day you may blow this hor to become invisible, You
‘ust Continue blowing the hoen to remain ivi It canbe
ear within 5007 rai.
BRASSIERE OF ETERNAL FLAME
Wondrous item, rare
This item ig continually aflame and cannot be extinguished. IL
appears to bea set of racy underwear,
Har oF Discourse SELF
Wondrous item, rare
Once per day this hat can cast disguise self The ha chooses
shes andwhattebmger fan ues
RING oF Beast TURNING
Wondrous item, rare
‘Once per day you may speak « command word totum a single
bast Tt will slowly rotate an the spat until it is facing 180
degrees inthe opposite circeon, 2
ScRoLt oF Mass ConFuston
Wondrous tem, rare
“This magical scroll appears to be very povverful It reqites a
DCSO Ineligenee ches to decipher” z:
WAND oF Mactc DETECTION
Wondrous tem, rare
The gem atop this magia wand glows orange when a magical
fang wath SU8, Ths nelaesneci =APPENDIX: FROSTHOLD
‘This is the biggest town in the region, but that isn’t saying mach,
It’s acireular walled town atop a hill, with four gates; North,
ast, South and West, Heading towards the centre there's a small
square where most of the action seems to be happening. A bard
sings Wintermas carols whilst locals and guardsmen are watching
trans ined.
Around the square there’s a Blacksmith that is also a
Leatherworker, a combined general store and tavern on the comer
with the windows covered up, and a Temple of Helm. There are
also a few merchants selling their wares ftom stalls near the
centre of town, including an alchemist, a jeweller and afew
tradesmen selling Wintermas trees and Wintermas treats
‘You know this as @ tough town with a tough reputation, today
though there's a generally happy hubbub as people go about
their Wintermas preparations, The smell ofrossting meat and
chestnuts fills the at
Usually this is a town full of gruff Northern
workers; the work here is hard and the
conditions unforgiving. The primary business
hunting, collecting and processing bone and
ivory for Hlappyloy's toys.
Whilst everyone has a rough Northern accent,
almost everyone the players pass today is lke a
"gee golly, mister’ Disney character, they'll talk
about how happy and joyous they are on this
‘one day of the year where they can forget about
the donkey blight, the pain pox, the bandit
attacks and the constant fear.
People may mention how glad they are for their
miraculous presents, and how great itis that
nothing bad has ever happened to Santa,
OPTIONAL VIGNETTES
Tiny Tom
As they enter the general shop, an incredibly small human with 2
broken legand makeshift crutch is counting out copper pieces
very slowly to pay forthe smallest pigeon available. He keep
dropping his change and getting the price wrong. The players
cant be served until his ends,
Bic Crowssy
‘The bard here is singing with an incredible voice, and a group of
guards and locals are watching transfixed, There’ large bat filled
tothe brim with mixed coins (180gp) for the local orphanage and
it doesnt look like anyone is watching it.
Canby FROM A BABY
‘You see a mother negotiating fora Wintermas tree ata side-of-
the-road vendor, her baby is next to her in ahasket, wrapped up
warm and happily unwrapping. huge lollipop. It looks like a
very tasty lollipop,
POINTS OF INTEREST
MrcHart C HAMMER's SMITHY AND
TANNER
AA small bt well-stocked shop selling standard Armory gear
Michael sells all simple and martial weapons and armor within
reason at standard price
rocks (Id4) +1 weapons at considerable cost (750gp) ina
socure cabinet. Anything worth over 100gp is Alarmed.
Tue Lecrtimate Business TAVERN AND
STORE
This large single storey building has a bar and a small shop
counter where the players may purchase aleohol, food, drinks,
rations and adventuring gat
‘With successful check, e Thieves Cantor perception +
persuasion, players may fence stolen items and can access aback
room with a black market catalogue, includinga selection of
sketchy items;
+ Bear trap. (DCI4 Dex save or prone, advantage to target if
thrown) (S0gp)
+ Blade poison, (1d6 damage, 3 applications) (100¢p)
‘+ Flashbang. (single target, thrown as rangod attack, disady
next attack) (50gp)
+ Knife boots. (adv on climbing, bonus action attack for 1d
damage, -5A move) (50gp)
+ Klaxon-bomb, (distraction, 608 range, DC14 Wisdom
saves) (S0gp)
‘+ Darkvision goggles. (gant darkvision, bonus action to
activate) (100)
+ Cloak of Stealth (adv. on stealth checks) (750s)
+ Serott of haste (500g)
+ Scroll of invisibility (5003p)
Bos’s BARGAIN BOTTLES
Sells a small selection of sealed potions, unlabelled. Has 10 in
stock. Al are 5Ogp. Some are alcohol, few are poison, some are
useful. Roll (146) for contents.
1 = poison 2— foul liquid 3 -aleohol 4 ~ common potion,
(healing, climbing or darkvision) 5~ uncommon potion, (gascous
form, greater healing) 6 ~ rare potion, (potion of fire breath, frost
ant strength)
Marvo's MiRAcULOUS MAGICAL
MEDALLIONS
Sells various gems at (PHB price ~20%) and a range of amulets
for 100g» which have minor magial effets. Roll (1d6) for effect.
1- granting advantage on performance (dance) checks 2-
ranting an impressive moustache 3- making hair billow
dramatically 4 one weekly charge of message S- lowering voice
pitch significantly 6- one weckly charge of thaumaturgy
TeMPLe oF HELM
‘An altar here holds 1 potion of healing holy water and a
donation box which is very full of coin today (250gp Cota.
‘The priests here ean cast clri spells up to Level 3, for (100gp
per spel evel)