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A Christmas Special

A Christmas Special is a one-shot adventure set in the town of Mistleton during winter solstice festivities, where a group of five level 2 PCs must rescue St. Nicholas from the evil Krampus. The adventure includes various NPCs, festive activities, and challenges as the PCs navigate through the town and ultimately face dangers in the mountains. Players will engage in shopping, exploration, and combat while unraveling the mystery of St. Nick's kidnapping and the threat posed by Krampus.

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0% found this document useful (0 votes)
16 views17 pages

A Christmas Special

A Christmas Special is a one-shot adventure set in the town of Mistleton during winter solstice festivities, where a group of five level 2 PCs must rescue St. Nicholas from the evil Krampus. The adventure includes various NPCs, festive activities, and challenges as the PCs navigate through the town and ultimately face dangers in the mountains. Players will engage in shopping, exploration, and combat while unraveling the mystery of St. Nick's kidnapping and the threat posed by Krampus.

Uploaded by

Alexander
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Christmas Special

A band of adventurers are in the town of Mistleton for the winter solstace festivities;
however, when an old evil threatens to end them for good, they have to act. This is a one-
shot adventure for a party of five level 2 PCs.
A Christmas Special

T
he town of Mistleton is having its annual 1. Holly Square (& 9. Soapbox storyteller)
celebration of the winter solstace. This A statue commands attention in the back of the square. A
includes a tribute to the town hero, Saint plaque on it reads "Saint Nicholas. Legend tells of a man
Nicholas, who brings gifts for children each found in the nearby forest and nursed back to health by a
year. An elf contacts the PCs and tells them child of Mistleton. As thanks, he returns once each year with
that Krampus, an anti-santa figure, has gifts for the children of the town."
kidnapped St. Nick for nefarious reasons. Small stores, which look to have been constructed for the
season, busily serve customers.
Mistleton A storyteller, standing on a small wooden soapbox, stands in
front of the statue and tells a story in a voice of mock-
After trials in the name of the king, he says "enjoy this festive
spookyness.
fling". In the mountains is Mistleton, where festive delights
"The anti-St. Nicholas that visits prior to the winter solstace is
give you a grin. The villagers and travellers engage in to be feared, children. He punishes those boys and girls who
have misbehaved through the year. In times past he would
festivities, all because of the solstace activities. They also leave children birch brances, or simply swat children with
celebrate a local folk hero, who yearly brings plenty of cheer- them. He may even drown them, eat them, or transport them
to hell!"
oh ho ho ho. A mother laughs at and reassures her child that this is just a
story.

Stalls
Pie stall Pork pie, reindeer pie, and mutton pie
3sp
Roast Roasted carp, reindeerwurst and potates, herring
stall 5sp and vegetables
Desserts Christstollen (fruitcake), pfefferkuchenhaus
stall 3sp (gingerbread house), springerle (cookie with St.
Nick face on)
Soup Reindeer and leek soup, herring soup
stall 1sp
Toy stall St. Nicholas wooden figures, krampus wooden
Having recently arrived and looked around the small town, you 2gp figures, toy swords
feel very grateful to the man in the crown. Deciding to engage Festive Snowflake summoner (trail of snowflakes drift
in the festivitives of the day, you've so far found an inn, square, potions from you as you move for 24 hrs), flee family
and themed shops, hurray! 2gp (illusionary duplicate will smile and nod at
reletavies for 1 hr), gleeful festive goer (will
decorate any item or person in red, white, and
♫ Mistleton market & town ♫ green themed colours - lasts 24 hrs)
1. Holly Square 2. Reindeer's Rest
2. Reindeer's Rest NPC: Aalmadia Treewalker - a Half-elf woman who owns the
3. Snowbell Smithy tavern and inn.
4. Lacey's Laces ♫ Reindeer's Rest ♫
5. Magical Gifts A large reindeer carved from pine takes up the central space.
6. Hunt & Sleigh Stairways curl around it to the upper level. There are wings
7. Eggnog's Apothecary to the left and right, with the tavern obviously visible through
8. Prime Pine Boatbuilders a large entryway in the latter.
9. (NPC) Soapbox storyteller The tavern is busy with people drinking and talking with the
good cheer of the season. Behind the bar, a half-elf woman of
The PCs may like to engage in shopping or exploration at this indeterminate age looks to be obviously in charge (and can
point. rent rooms) . No matter what the PCs do, the only room left
available is a large shared room with bunked beds, on the
second floor.
The other corridor contains the rooms, with a few more and
the owner's room upstairs. Behind the stares is a storage
space for the tavern.

2
3. Snowbell Smithy
NPC: Gabraek Coinbuster - A dwarfern blacksmith partial to
A bump in the night
games of chance. ~Bump, thump~
Inventory list at back of adventure book. Note that the On the eve of winter solstice; night before Nicholas's Day. Lay
"Slightly rusted battleaxe" has a hidden property until in their bed many sleeping; awaiting tomorrow's hurray.
purchased - 1d8 slashing, versitile (1d10), attunement ~Bump, thump~
required, can be planted in the ground as an action. When
planted and fully charged, will sweep up dust/leaves/etc. in a Goes the door, and then on the floor; but with not a voice to
10ft. square for 30 seconds. This provides half-cover to all be found. You raise your head, to get out of bed and give a
creatures within 10ft. behind the battleaxe. good look around.
~Bump, thump~
4. Lacey's Laces At your door, you'd heard it before, a most sudden and awful
NPC: Cameron Lacey - An eccentric human absolutely fright. You lay bundled and so then fumbled, to free yourself in
brimming with energy. the night.
Inventory list at back of adventure book. ~Bump, thump~
Goes your heart and then with a dart you gather your things
5. Magical Gifts that are strew. When door knocks once more just like before
NPC: Tobius Wo-ow - A female halfing, cheery and keen to what do you think you will do?
share the magic of the world with others. ~Bump, thump~.
Inventory list at back of advenutre book.
The PCs are in a decent sized room on the second floor of
6. Hunt & Sleigh the inn. The walls are wooden pine and there is one window
NPC: Carol Hunt - A keen huntswomen that says little and is which does not open. It is large enough that a medium sized
most at home in the wilds. creature could break through to the ground ~20ft. below (2d6
Inventory list at back of adventure book. bludgeoning dmg on fall) .
Should the PCs answer the door, a small elf will dart in,
7. Eggnog's Apothecary followed by a number of Toy Swords equal to the number of
PCs. The Swords are wrapped in Christmas themed
NPC: Eggnog - A 12 year old boy, owns the shop left him by wrapping paper and are made of wood. They act mindlessly
his late mother. He's a little crazy. in order to destory the elf and cannot be communicated or
Inventory list at back of adventure book. reasoned with.
The Swords will attack the PCs immediately (see next page) .
8. Prime Pine Boatbuilders
NPC : Deniese-yeron Oldwood - A female half-elf who is very
spirital, she grows trees into the shape of boats which she
rents out.
Boat rentals cost 50gp.
When the PCs have finished shopping and engaging with
activities they will realise (or have a NPC point out) that night
is falling and that snow may come in tonight. They should
turn in at the inn.

3
♫ Combat whymsical ♫ Elf: The elf is a female named Sugarplum Mary. She has an
injured arm that is bleeding and seems very distressed . At
first she will try to tell the PCs about "an evil" in the
Flying Wooden Toy mountains that must be stopped without giving away St.
Nick's workshop, with an air that she isn't saying everything.
Sword A Persuasion DC 10 roll (or evidence that they can help) will
Small construct, unaligned mean she reveals everything.
She is an elf that works alongside others for the folk hero St.
Nicholas, who is very real, and she is the Head of Sweet
treats . St. Nicholas was taken when Krampus, a demon
responsible for punishing misbehaving children, burst in and
used his magic on him. She does not know what happened to
St. Nicholas or any of the other elves but she managed to
Armor Class 12
escape and she believes Krampus sent the Swords after her.
Hit Points 10
Surgarplum is too exhausted and injured to accompany the
Speed 0ft., fly 50ft. PCs but tells them that if they head to the top of North peak,
the highest mountain at the end of the forest to the east, they
will find the workshop.
STR DEX CON INT WIS CHA If the PCs agree to help then Sugarplum will pull a present,
12 (+1) 15 (+2) 11 (+0) 1 (-5) 5 (-3) 1 (-5)
seemingly out of nowhere, and give it to each of them. The
presents are whatever she was working on at the time - each
PC should randomly pick a "present" card from the face
Saving Throws Dex +4
Damage Vulnerabilities Fire
down ones available.
Damage Immunities Poison Candy cane (Must include this item)
Condition Immunities Blinded, charmed, deafened, Anna's Terribly Distracting Light Up Reindeer Antlers
frightened, paralyzed, poisoned Boots of the Winterlands
Senses Blindsight 60ft. (blind beyond this), passive Chimes of Open Saysame
Perception 7
Challenge 1/4 (50 XP)
Red Lantern
Scroll of Revivify
Antimagic Susceptibility. The sword is incapacitated
Tome of Seasonal Magic
while in the area of an antimagic field. If targeted by Any gifts not picked by the PCs (depending on the number of
dispel magic, the sword must succeed on a players) can be found on christmas elves and/or at St. Nick's
Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
workshop.
False Appearance. While the sword remains
The PCs can reach the bottom of North Peak either via
motionless and isn't flying, it is insidtinguishable
navigating the forest or by renting a boat and following the
from a normal wooden toy sword. river. Travelling through the forest and night requires a DC 10
Constitution saving throw each hour (unless they have
resistance to cold damage) , a fail meaning 1d4 cold damage
Actions is taken. Travelling on a boat (which has a small cabin) or
Longsword. Melee Weapon Attack: +3 to hit, reach resting in a tent will mean avoiding this check (1/2 dmg with
5ft., one target. Hit 5 (1d4 + 1) slashing damage. a bedroll) . Otherwise, both travel methods are uneventful.

Swords: Under the wrapping paper the swords have runes


etched into them. A DC 15 Arcana check will reveal that they
caused the swords to be animated and are demonic in origin.
A tag on one of the Swords reads "To: The Ungrateful; Love:
Krampus."

4
6. Illusionary frozen waterfall and stream. The players will
see this running water as ice until they investigate
North Peak (physically or magically) DC 12, or walk over it.
Once they can see through the ice they will notice that the
waterfall is a thin stream of water which appears to have
Being out in the cold something on the other side.
Any time the PCs are outside on North Peak they One stepping through, a pressure plate will redirect the
must make a DC 10 Constitution saving throw waterfall. A mirror is also behind the waterfall, it has
each hour (unless they have resistance to cold candy canes engraved in the frame. With the waterfall
damage), a fail meaning 1d4 cold damage is taken. moved, the PCs will be able to clearly see the statue in the
room reflected in it.
7. Statue - Tounge slightly extended, looking towards its
open hand.
You reach the base of North Peak, though it seems rather
bleak. The looming mountain and immense cold, seeing it, you
don't feel quite so bold. There are no animals, nothing around,
your only company the harsh wind's wailing sound.

♫ Snowfall on leaves ♫

An investiagtion (no roll) will reveal a small jutting ledge


slightly up the side of the mountain, well hidden by snow. It is
32 ft. above the PCs.
The surface of the mountain is not covered with snow at this
low level and appears to be climbable. A DC 12 athletics
check will enable PCs to scale it. (Have all players roll at
once, if no one succeeds, have the highest roll succeed and
allow them to come up with a way to help the others up or
find a narrow passage to the bottom, revealing a part of the
wall to be illusionary) .
Should they fall (less than 5), PCs take 1d6 bludgeoning
damage per 10 ft. fallen. An acrobatics saving throw may be
able to half this damage, at the DMs discretion.
The ledge has a large opening into a cave inside the
mountain.
♫ Ice cave ♫
1. Pile of rocks - includes a small stockpile wrapped in a
ragged cloth. 5gp + (if needed) a potion of healing (2d4 +
2).
2. Skeleton - reasonably old, brittle bones appeared to have The PCs can solve the puzzle by holding the Candy Cane gift
been gnawed on by something. A Potion of Cold from Sugarplum Mary up to the mirror in such a way that the
Resistance lies in the tattered remains of a satchel (Cold statue appears to be licking it. Some potential hints for them
resistance for 1 hour). could be:
3. Yeti The Candy Cane vibrating
4. Yeti hoard - Potion of healing (2d4 +2) x 2 and 10 gold per The Candy Cane glowing when it is close to the giant in
PC. the mirror's reflection
Sugarplum Mary's voice coming from the Candy Cane
5. Ice Mephit x 3 - Note Ice Mephit is indistinguishable from "Sorry, dears. Did I mention the thing with the statue?"
an ordinary shard of ice while motionless
Once the puzzle is solved, the mirror will shimmer and
dissapear in a magical flurry of snow. It reveals a staircase
carved into the mountain which leads upwards.

5
Yeti Ice Mephit
Small elemental, neutral evil
Large monstrosity, chaotic evil

Armor Class 11
Armor Class 12 (hide armour) Hit Points 21(6d6)
Hit Points 51 (6d10 + 18) Speed 30ft., fly 30ft.
Speed 40ft., climb 40ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)
18 (+4) 13 (+1) 16 (+3) 8 (-1) 12 (+1) 7 (-2)
Skills Perception +2, Stealth +3
Skills Perception +3, Stealth + 3 Damage Vulnerabilities bludgeoning, fire
Damage immunities cold Damage Immunities cold, poison
Senses darkvision 60ft., passive Perception 13 Condition Immunities poisoned
Languages Yeti Senses darkvision 60ft., passive Perception 12
Challenge 3 (700 XP) Languages Aquan, Auran
Challenge 1/2 (100 XP)
Fear of Fire. If the yeti takes fire damage, it has
disadvantage on attack rolls and ability checks until Death Burst. When the mephit dies, it explodes in a
the end of its next turn. burst of jagged ice. Each creature within 5 feet of it
Keen Smell. The yeti has advantage on Wisdom must make a DC 10 Dexterity saving throw, taking
(Perception) check that rely on smell. 4 (1d8) slashing damage on a failed save, or half as
much damage on a successful one.
Snow Camouflage. The yeti has advantage on
Dexterity (Stealth) checks made to hide in snowy False appearance. When the mephit remins
terrain. motionless, it is indistinguishable from an ordinary
shard of ice.
Actions Innate Spellcasting (1/day). The mephit can inately
Multiattack. The yeti can use its Chilling Gaze and cast fog cloud, requiring no material components.
makes two claw attacks. Its innate spellcasting ability is Charisma.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., Fog cloud. V, S, Concentration, the mephit creates a
one target. Hit 7 (1d6 + 4) slashing damage, plus 3 20-foot-radius sphere of fog centered on a point
(1d6) cold damage. within range. The sphere spreads around corners,
and its area is heavily obscured. It lasts for 1 hour
Chilling Gaze. The yeti targets one creature it can or until a wind of moderate or greater speed (at
see within 30 feet of it. If the target can see the least 10 miles per hour) disperses it.
yeti, the target must succeed on a DC 13
Constitution saving throw against this magic or Actions
take 10 (3d6) cold damage and then be paralyzed
for 1 minute, unless it is immune to cold damage. Claws. Melee Weapon Attack: +3 to hit, reach 5ft.,
The target can repeat the saving throw at the end of one creature. Hit 3 (1d4 + 1) slashing damage plus
each of its turns, ending the effect on itself on a 2 (1d4) cold damage.
success. If the target's saving throw is successful, Frost breath (recharge 6). The mephit exhales a 15-
or if the effect ends on it, the target is immune to foot cone of cold air. Each creature in that area
the Chilling Gaze of all yetis (but not abominable must succeed on a DC 10 Dexterity saving throw,
yetis) for 1 hour. taking 5 (2d4) cold damage on a failed save, or half
as much damage on a successful one.

6
North Peak Summit Christmas Elves (Bushy
You walk up and up and up, emerging at the top of the peak, Evergreen & Shinny
but do you find what it is that you seek? The wind chills you
once again. Not knowing if you can sustain against this pain
Upatree)
Stupidly vast annoyance, chaotic good
you look around and find you've found quite far down resting
on the ground a large compound... and it astounds. St. Nick's
workshop, sits on the hill top. A beacon of light on what is
now a frightfully cold night.

♫ Wailing wind ♫
Armor Class 14
Hit Points 31 (7d8)
Speed 40ft., climb (run up walls) 40ft.
Being out in the cold
Any time the PCs are outside on North Peak they
must make a DC 10 Constitution saving throw STR DEX CON INT WIS CHA
each hour (unless they have resistance to cold 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
damage) , a fail meaning 1d4 cold damage is taken.
Snow is considered difficult terrain.
Skills Deception + 4, Persuasion + 4, Religion + 2
Damage Resistances cold
Senses passive Perception 11
Languages Common, Elvish
Challenge 1/2 (100 XP)

Magic Resistance. Christmas elves have advantage


on saving throws against spells and other magical
effects.

Actions
Thwak with a toy. Melee Weapon Attack: +3 to hit,
reach 5ft., one target. Hit 3 (2d4 + 1) bludgeoning
damage
Snowball. Ranged Weapon Attack: +5 to hit, reach
80/320 ft., one target. Hit 5 (1d4 + 3), plus 2
(1d4) cold damage.
Tricksters. Christmas elves can cast Prestidigitation
at will.

The elves can be role-played under Krampus' spell as their


normal trickster selves, but hostile to the PCs or as almost
lifeless/zombie-like.
Once knocked-out or having the spell lifted by other means,
they will verbally inform the PCs of the general layout of the
workshop and that Krampus' plan seems to use the letters
The PCs find themselves on the summit of North Peak, the sent to St. Nicholas by children to give him an invitation into
ground not visible through the dark and wind blowing around their homes (an old spell placed on him requires this) . They
snow. The hill they are on drops off to the rest of the summit, will have no further information about what has been
twenty-five feet below. They can see the workshop, lit up in happening. They will have on them any leftover gifts, which
front of them. It is made from sturdy pine and light is they now give to the PCs.
streaming from under the front door on the right-hand side. The workshop can be entered through the front door on the
ground level, a window on the upper level on the left side (St.
Nicholas' room), or a row of upper level windows along the
If they investigate they will notice tracks in a circular motion back side (directly into workshop) .
around the workshop. Waiting will reveal two of St. Nick's
elves walking in a circular path around the workshop. They
are under the effect of Krampus' Dominate Person spell and
will attack the PCs if they discover them - they will also
telepathically inform Krampus of the PCs' presence unless
suprised, and he may speak through them.

7
St. Nick's workshop Saint Nicholas
♫ Into the workshop ♫ Gargantuan guy, chaotic good

You arrive in the workshop at last, maybe the worst danger has
passed? A passage around to the left, a possible chance for
some theft? A door not too far ahead, could opening it mean
dread? (if PCs do not enter via front door, just use first line)
Armor Class 17
Pepper, another of St. Nick's elves wearing a militant style of Hit Points 66
dress in red, green, and white, is walking along the corridor Speed 25ft.
outside the elves quarters. If the PCs are not sneaking
around the corner, he will instantly spot them and attack.
STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 15 (+2) 13 (+1) 15 (+2) 19 (+4)

Saving Throws Dex + 4, Cha + 4


Damage resistances cold
Senses darkvision 60ft., passive Perception 16
Languages Common, Dwarvish, Elvish, Giant,
Gnomish, Halfling, Primorial, Celestial

Fey Ancestory. St. Nicholas has advantage on saving


throws against spells and other magical effects.
Legendary Resistance (3/day). If St. Nicholas fails a
saving throw, he can choose to succeed instead.
Innate Spellcasting. St. Nicholas' spellcasting ability
is charisma (DC 14, + 6 to hit with spell attacks).
He has the following spells prepared:
Cantrips (at will): Vicious mockery (WIS save, 1d4 +
imposes DISADV), Bless (conc., target can add 1d4
to attack roll or saving throw), Minor Illusion.
1st level (2 slots): Cure Wounds (1d8 + CHA), Fog
Cloud (20ft. radius, conc)
2nd level (1 slot): Magical protection (+5 AC to a
1. Elve's quarters: There is little of value in here for the PCs target for 1 round)
to find, save some undersized red-green coloured clothing.
Should the PCs require healing, they may find some elf- Actions
shaped jam-iced cookies resting on a plate, they look a
little stale but still good to eat (heal 1d4+ 1). Sack of Gifts. Melee Weapon Attack: +5 to hit, reach
5ft., one target. Hit 3 (1d4 + 1)
2. (Upstairs) St. Nick's Quarters: The door to this room is
locked (DC 15 Sleight of hand) and magically fused to the Snowball! Ranged Weapon Attack: +4 to hit, range
(60/120), one target. Hit 2 (1d4), plus 2 (1d4)
frame (DC arcana 12) . The door cannot be broken down cold damage.
until this magic is dispelled and is heavily reinforced (DC
17 strength) . Inside, St. Nicholas himself is tied up and Reactions
unconsious. If freed and healed (any amount), he will
assist the PCs in their battle with Krampus. Stepping In. St. Nicholas can use his wit to distract,
confuse, and otherwise sap the confidence and
3. Workshop: The workshop floor has the toy making competence of others. When a creature that he can
machine, benches, and a platform with St. Nick's sleigh see within 60 feet of him makes an attack roll, an
which can be raised to the roof. Two elves (Wunorse and ability check, or a damage roll, he can use his
Alabaster) are preparing St. Nick's sleigh. reaction to roll 1d10 and subtract the number
rolled from the creature’s roll. He can do this 2
4. Workshop (mezzanine): Has a small desk with the times.
Naughty & Nice list sitting on it. Krampus is standing up
here pacing, and barking orders at the elves on the
workshop floor. If he hasn't been already found, St.
Nicholas is tied up on the floor nearby and should join the
PCs on round 2 of the boss battle with Krampus.

8
Motivation: Krampus is frustrated at not being respected or
believed in. He use to be feared by children and, he believes,
Krampus had a vital purpose - the same as Saint Nicholas' but more
effective. He intends to return to carrying out his purpose at
Medium fiend, chaotic evil his former level of glory.
Personality: Confident and arrogant. Krampus will believe
that the PCs, and all mortals, are beneath him. They should
respect and fear him for the vital purpose he serves.

Armor Class 17
Christmas must go on
Hit Points 82 (11d8 + 33) (+39 to max) And so Krampus' evil went away, you having prevented any
Speed 30ft. foul play. But old St. Nick was feeling sick, and said "oh, drifts!
How now, will I get the children their gifts?" Then, with a
STR DEX CON INT WIS CHA twinkle in his eye, he said "how fair you with being sky-high?"
16 (+3) 18 (+4) 16 (+3) 18 (+4) 12 (+1) 14 (+2) And so it came to be, that you delivered the source of
children's glee. That night Mistleton came to know, the sound
Saving throws Con +4, Int +5, Wis +4, Cha +4 of five adventures yelling out "ho, ho ho!"
Skills Deception +6, Intimidation +6, Perception +4 I hope you've enjoyed our dumb show. Merry Christmas.
Condition Immunities charmed
Damage Immunities fire
Senses darkvision 60ft., passive Perception 13 The end .
Languages Common, Infernal, Elvish, Giant,
Primorial, Celestial (has telepathy)
Challenge 5 (1,800 XP)
Exp.
Innate Spellcasting. Krampus' spellcasting ability is Monster/puzzle Exp
Intelligence (spell save DC 14). Can innately cast Flying wooden toy sword 50XP each
the following: Invisability (c), Dimension Door
Yeti 700XP
Actions Ice Mephit 100XP each
Multiattack. Krampus makes two melee attacks or North Peak puzzle 70XP to each PC
uses its Fling Fire twice.
Elves 100XP each
Slash. Melee Unarmed Attack: +5 to hit, reach 5ft., Krampus* 1,800XP
one target. Hit 5 (1d6 + 3) slashing damage and are
envenomed. Envenomed PCs make a CON saving Polar bear 450XP
throw at the start of each turn (DC 13) or take 1d6 Winter Wolf 700XP
venom damage.
Fling Fire. Ranged Spell attack: +6 to hit, range *Include St. Nick in Krampus Exp. calculation.
100ft., one target, Hit 10 (3d6) fire damage.
Fiendish Domination. One humanoid Krampus can
see within 30 ft. of it must succeed on a DC 15
Wisdom saving throw or be magically charmed for
1 day. The charmed target obeys Krampus' spoken
commands. If the target suffers any harm, the effect
ends. A charmed humanoid can make the same
saving throw at the start of each of its turns to try
and end the effect.

Legendary Actions
Krampus can take 1 legendary action. It can only be
used at the end of another creature's turn and it
regains this at the start of each of its turn.
Screech. Krampus can let out a howling screech
that causes the mezzanine (or another part of the
workshop) to collapse. All PCs in the area of affect
must make a DEX (DC 12) saving throw or take
1d6 fall/bludgeoning damage.

Krampus

9
Random rests
On a D12 roll: Winter Wolf
Large monstrosity, neutral evil
1 - 10 = an uneventful rest
11 = Polar Bear
12 = Winter wolf

Polar Bear
Large beast, unaligned Armor Class 13 (Natural Armour)
Hit Points 75 (10d10 + 20)
Speed 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)
Armor Class 12 (Natural Armour)
Hit Points 42 (5d10 + 15) Skills Perception +5, Stealth +3
Speed 40 ft., swim 30 ft. Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
STR DEX CON INT WIS CHA Challenge 3 (700 XP)
20 (+5) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
Skills Perception +3 smell.
Senses passive Perception 13
Challenge 2 (450 XP) Pack Tactics. The wolf has advantage on an attack
roll against a creature if at least one of the wolf's
Keen Smell. The bear has advantage on Wisdom allies is within 5 ft. of the creature and the ally isn't
(Perception) checks that rely on smell. incapacitated.
Snow Camouflage. The wolf has advantage on
Actions Dexterity (Stealth) checks made to hide in snowy
Multiattack. The bear makes two attacks: one with terrain.
its bite and one with its claws.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit* 9 (1d8 + 5) piercing damage. one target. Hit 11 (2d6 + 4) piercing damage. If the
Claws. Melee Weapon Attack: +7 to hit, reach 5ft., target is a creature, it must succeed on a DC 14
one target. Hit 12 (2d6 + 5) slashing damage. Strength saving throw or be knocked prone.
Cold Breath (Recharge 5-6). The wolf exhales a blast
of freezing wind in a 15-foot cone. Each creatre in
that area must make a DC 12 Dexterity savin throw,
taking 18 (4d8) cold damage on a failed save, or
half as much damage on a successful one.
Mistleton map
Mistleton Stores Inventory list

Snowbell Smithy
Item Damage Further information Cost
Handaxe 1d6 slashing Light thrown, range (20/60) 5gp
Light hammer 1d4 bludgeoning Light trown, range (20/60) 2gp
Greataxe 1d12 slashing Heavy, 2-handed 30gp
Warhammer 1d8 bludgeoning Versitile (1d10) 30gp
Slightly rusted battleaxe 1d8 slashing Versitile (1d10) 10gp
Crossbow (light) 1d8 piercing Ammunition, range (80/320), loading, 2 handed 25gp
Arrows (20) 1gp
Crossbow bolts (20) 1gp
Hide armour 12AC + DEX modifier (max +2) 10gp
Ring mail 14AC, disadvantage on stealth checks 30gp
Shield +2AC 10gp

Lacey's Laces

Item Cost
St. Nicholas hats 2gp
Elf bell boots 3gp
Buckled belt 2gp
St. Nicholas outfit 5gp
Red robe (in St. Nicholas style) 1gp
Mistleton village signet ring 5gp

Magical Gifts
Item Further information Cost
Spellbook A leather bound tome with 100 blank vellum pages suitable suitable for recording spells. 5gp
Cure wounds (spellcasting) Shop owner will case Cure wounds on a party member. Heals 1d8 + 4 damage. 2gp
Identify (spellcasting) Shop owner will tell you the properties of a magical item. 20gp
Snowglobe of Mistleton Complete with illusionary people going about their days in the town. 3gp
Scroll of Featherfall Using will cast Featherfall on one creature within 60ft. for 1 minute. 3gp
Mistleton Stores Inventory list

Hunt & Sleigh


Item Further information Cost
Arrows (20) 1gp
Crossbow 1gp
bolts (20)
Bedroll 1gp
Climber's kit Includes special pitons, boot tips, gloves, and a harness. Can be used to anchor self when climbing so 3gp
that a person cannot fall more than 25 feet.
Hunting trap Can be used to trap animals (see PHB). 5gp
Shovel 2gp
Two-person 2gp
tent
Torch 1cp
Tinderbox Can be used to kindle a fire. 5sp

Eggnog's Apothecary

Item Further information Cost


Potion of Heals 2d4 + 2 damage 50gp
healing
Philtre of love Makes the drinker fall in love with the first person they see after consuming, for 2 hours. When the 13gp
effects wear off, the drinker will be aware of the effects.
Tonic of goblin Consuming gives advantage on climbing rolls for 30 minutes. 12gp
climb
Potion of animal After consuming, a person can understand and speak to animals for 10 minutes. 12gp
speaking
North Peak (inner)
North Peak (summit)
St. Nick's workshop
St. Nick's workshop DM

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