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The Christmas Heist

A Yuletide Adventure for 3rd-Level Characters, Featuring the Dread Elf Lord Santa Claus
IntroductionMadame Supmark

T
is the night before winter solstice when the
party is gathered at a tavern in the seedy part Through the twilight gloom and driving snow you see the
of town. They have all been assembled here by smudged, yellow lights of a two-story building. It hugs the
the head of the secretive anarchist guild. She western edge of a deep gorge that cuts north-south through
tells the party she has a special job that she the landscape. From the second story, a narrow ramp extends
brought them together for. An unusual job. out over the gorge, supported by wooden beams and trusses,
Every year, for about eight hours from sundown on the eve before ending abruptly over the abyss.
of the winter solstice until dawn, a gate opens between the A small path, marked by a series of poles driven into the
prime material plane and the demiplane of winter. The Dread permafrost, leads to the front door of the building.
Elf Lord Santa Claus resides on the other side of the gate in
his icy manse. It is said he possesses a magical scroll known
as the Codex Mens Rea, or the Tome of Guilty Minds. The Features
enchanted paper reveals the bad deeds of every sentient Santa's keep is two stories tall. It has a stone base and is
creature on the material plane. The potential of such an item constructed out of thick timbers. The eastern side of the keep
in the right hands would be limitless. The corrupt could be hugs the edge of a deep gorge. A ramp can be seen extending
brought to justice, the guilty exposed, and the wrongfully out over the gorge from the second story, supported by large
accused redeemed. Not to mention some other very profitable trusses and beams.
uses. If the players scout around to the back of the keep, they will
She tasks the party with retrieving the codex from Santa see double doors leading into the rear of the building.
Claus in exchange for several thousand gold pieces and a cut However, a fenced-off area stands between them and the
of future earnings. Be careful, she warns, Santa is an ancient doors. Inside it is a Giant Reindeer (use stats for Giant Elk).
and powerful being, and if they don’t escape by dawn, they The beast is territorial and will attack anyone who climbs
will be trapped in the frozen wilds. over the fence, unless some measure is taken to distract or
She gives the party a map to the location of the planar gate, gain its trust.
which happens to be just a short journey outside of town. The only obvious entrances are the front or back doors.
Players could attempt to climb onto the ramp from below, but
the trusses are covered in ice, and the wind howls through
Note to DMs the gorge.
This is a challenging-to-deadly one-shot adventure All doors are heavy oak banded with iron, but they are
for 3rd level characters with few or no magic items. unlocked. The inside of the manse is well-lit by sconces
Players should consider using new or expendable unless otherwise noted.
characters. For guard elves inside the building, use stats for Scouts.
Santa Claus in particular is capable of wiping out Guards are hostile toward any strangers. Wandering guards
a party. Consider adjusting his hit points on the fly
or using his less powerful abilities if the party is
may appear if the party is thoroughly searching a room or
getting shellacked. However, one does not become
dawdling.
the undisputed King of the North Pole without
burying some fools. A threatened Santa is vicious
and clever. Survivors should feel lucky.
Players may try and bluff their way inside. They
may well do so, but remember Santa's Claus'
Naughty or Nice ability makes him very hard to
deceive.

Through the Planar Gate


The party arrives at the gate, a spot where two gnarled,
leaning pine trees cross. On the other side, they can see, as if
through a fogged window pane, a harsh, barren world of ice
and snow.
Passing through the gate, the party enters the Demiplane
of Winter. The expanse is mostly featureless, except for some
dim lights in the distance and the outline of what appears to
be a large structure. Traveling about half an hour through the
bone-chilling wind and snow, the party will arrive at Santa's
icy fortress.

2
3
First Floor Santa's Little Helpers
1. Foyer Large Mob of Tiny Elves, Neutral Good
Two elves are on guard next to a brazier. They are wearing
green tunics and yellow tights. Hanging on pegs on the wall Armor Class 10
are large sealskin overcoats. The elves will not admit anyone Hit Points 2 per creature*
Speed 25ft.
who is not on official Santa business. If it comes to a fight,
one will attack. The other will flee and raise the alarm.
If the alarm is raised, three elves from areas 7 and 4 will STR DEX CON INT WIS CHA
rush to area 2 to defend the keep. -2 +1 -1 0 +1 0
2. Hall Senses passive Perception 11
A polar bearskin rug is on the floor. There is a roaring fire on Languages Elvish, Common
the hearth. A Remorhaz carapace is hung on the wall. Behind Challenge 2
the carapace is a compartment holding a +2 harpoon (use
stats for spear). On the western wall is a closet with more Fey Ancestry. Elves have advantage on saving throws
survival gear and basic weapons. against being charmed and can't be put to sleep.
Through the doors to the east a great clatter and
commotion can be heard. The single door to the west is quiet. Division of Labor. Elves complete non-magical
crafting projects 50% faster than normal.
3. Elves' Quarters Actions
The rooms of the boss elves. For each room searched roll a Swarm. Melee Weapon Attack: the mob moves into
d4. Each item appears once. one or more creatures' space and inflicts 1d4
bludgeoning damage for every four elves (rounded
1. 5 +1 arrows down) remaining. Damage is equally divided among
2. elf smut targets.
3. 20 silver
4. healing potion *Damage inflicted on the mob is distributed. For
example, a damage roll of 8 would kill 4 elves. The
At the end of a hallway between two of the rooms is a large mob always fails DEX saving throws.
empty armoir. A DC 10 Investigation check reveals a false
back wall, leading to a dark staircase to the 2nd level.
4. Kitchen 7. Santa’s Workshop
A fat elf is watching five Little Helpers as they cook. A hearty The room is dominated by a long wooden table where 30 tiny
stew is simmering over a stove. Drinking the stew, one feels elves—Santa’s Little Helpers—sit crafting toys. The sounds
an invigorating warmth spread through their limbs, granting of hammering and tool work fill the shop. In the northeastern
resistance against cold damage for 1 hour. corner are stairs to the second floor.
On a pedestal overlooking the tables and other work
stations is a regular-sized elf. He carries a slender golden
5. Helpers' Quarters (Downstairs) scepter. Whenever he shouts an order, he points the scepter.
Two long, narrow holding cells are on either side of the If the boss elf sees any intruders, he will order the shop to
corridor. One of them is empty. The other is filled with cease work. Silence falls immediately over the room. Unless
sleeping or pacing helpers. The holding cells are locked but the players have a very clever ruse, the elf orders the helpers
can be opened with a DC10 lock pick check. At the far end of to attack. They surge forth as a mob, armed with small
the corridor is a heavy metal door. It is magically sealed, and hammers, chisels, and screwdrivers.
there is no way to open it. Krampus is on the other side. A burly elf with a blacksmith's hammer is working a forge
at the southern end of the workshop. It will join the fray.
6. The Lift Room The helpers can be controlled with the golden scepter.
They will follow any instructions and will gladly tear the boss
On a platform in the middle of the room is Santa’s red sleigh. elves to pieces. However, they are afraid of Santa Claus and
One of Santa’s Little Helpers emerges from the workshop will not attack him under any circumstances. Destroying the
every minute or so to put a toy in the large red sack in the scepter will release them from servitude.
sleigh. The helper does not acknowledge the party or deviate
from its work.
An Ice Golem (stats as Flesh Golem, reduce HP to 50 and
remove immunity to non-magical attacks) stands next to a
large wheel. The wheel turns several large cogs, which raise
the platform. The golem remains passive unless attacked. Its
only job is to raise or lower the platform. It will respond to a
simple command to do so.

4
Second Floor
8. Santa's bedroom
Santa Claus is sitting at a desk near his bed, smoking a pipe
and polishing his boots. On the far side of the room is his
desk and work area. The Codex Mens Rea is sitting on a
pedestal next to it.
Underneath Santa’s bed, wrapped in cloth, is the The Heart
of Winter, a +1 longsword that shimmers with cold blue light
and deals an extra 1d4 of cold damage. A creature struck by
the sword will have it’s movement reduced by 5 ft. The sword
can snuff out the flames of a blacksmith forge or lesser fire.
Santa Claus will question the party if he detects them,
asking them why they are in his house. He knows their
hearts, though, and will try to trick one by giving him or her
the snow globe.
If attacked or the alarm is sounded, Santa Claus will
retrieve the codex and retreat into his hall, where he will
gather his staff and other gear. He will waylay the party with
an item from his red bag of holding.
After, he will move to the Runway and call for the platform
to be raised. If hard pressed, he will attempt to escape via
sleigh.
9. Santa’s Hall
This is the command center of Santa HQ. The table is filled
with maps and other preparations. If the player characters do
not have one already, they may find a complete and detailed
map of their world. The Players Ruin Christmas
Unless the players are very sneaky, the adventure
10. Mrs. Claus' Bedroom should culminate in a battle royale with The Big
Man himself.
The wooden door to Mrs. Claus’ room is a dark-stained and Santa will be alerted to their presence if there's a
ornately carved, showing a plump elven woman sitting by a fight in the workshop or if the alarm is raised, in
fireplace. The door is unlocked. which case, Santa should confront the party in the
Mrs. Claus sits in her room knitting. Next to her is her pet large open space on the 2nd floor, preferable with
Polar Bear, Mr. Wiggles. Mrs. Claus wears thick spectacles an ominous "HO HO HO."
and is quite blind, but her polar bear will attack any strange
creature it can see that enters the room. Mrs. Claus will
continue knitting. She will call for Santa Claus if hassled.
In a chest next to Mrs. Claus’ bed are a healing potion and
a Ring of Cold Resistance.
11. The Runway
Nine reindeer are harnessed together and waiting patiently in
this room. The lift from the 1st floor ascends here. It will take
one turn for the lift to ascend, and one turn to attach the
sleigh to the reindeer.
The east end of the room opens to the elements, and a long
ramp extends outward, supported by trusses and wooden
beams.

5
Santa Claus Spellcasting. Santa is a 4th level spellcaster who uses
Wisdom as his spellcasting ability
Jolly Old Elf, Lawful Neutral
Cantrip: Ray of Frost, Minor Illusion, Vicious Mockery
Armor Class 13 1st Level: Sleep, Animal Friendship, Ice Knife
Hit Points 85 2nd Level: Snowball Storm, Misty Step, Silence
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Staff of Christmas Cheer. Melee Weapon Attack: +4 to
+2 0 +3 0 +3 +2 hit, reach 5ft., one target. Hit 1d6+2 bludgeoning
damage. On a successful attack, the target must make
a DC10 Wisdom saving throw or be charmed through
Skills Stealth, Insight, Acrobatics, Perception their next turn.
Senses darkvision 120 ft. Passive Perception 13
Languages Common, Elvish, Dwarvish, Celestial Santa's Big Sack. Santa pulls one of the following from
Challenge 4 his red bag of holding:
Four nutcrackers the size of a tiny creature. Each has
Fey Ancestry. Santa has advantage on saving throws 1 HP, 15 ft. of movement, and stabs with a tiny
against being charmed and can't be put to sleep. sword for 1d4 damage (+3 to hit). They pursue until
Naughty or Nice. Santa knows the alignment of all destroyed.
creatures. Santa has advantage on any attempt by a A jack-in-the-box that pops open one turns after it's
creature he can see to deceive, surprise or steal from deployed. The jester spews flames from its mouth in
him. a 15-foot cone. All creatures in range must make a
Dexterity saving throw. A creature takes 3d6 fire
INFIL/EXFIL Legend. Santa can squeeze through any damage on a failed save, or half as much damage on
opening wider than 2". He effortlessly escapes from a successful one.
non-magical restraints. A snow globe. If touched, it transports one to a
Innate Spellcasting. Santa can innately cast the following pocket dimension inside the globe. Inside the globe
spells, requiring no material components: is a pleasant winter scene. Also inside the globe is a
white dragon wyrmling. Breaking the globe will
At will: Dancing Lights release all creatures inside.
1/day: Conjure Woodland Beings

What Happens Next Acknowledgements and


If the party escapes succesfully and the DM is ready to end Legal
the session, read the following:
Created with The Homebrewery. Thank you to the play-
As you open the Codex Mens Rea, countless names begin to testers. (R.I.P. Judah Maccabee, 3rd-level fighter, killed by the
magically scroll past your eyes, every one of them white dragon wyrmling.)
accompanied
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
As Santaby Dies, or "Nice." Suddenly,
"Naughty"everything as if
shakes and it Forgotten Realms, the dragon ampersand, and all other
responding to your thoughts, your own names appear. As you
seems that reality itself is starting Wizards of the Coast product names, and their respective
watch, "Naughty" slowly disappears, replaced by a newto crumble.
word in logos are trademarks of Wizards of the Coast in the USA and
bold, red ink: "KRAMPUS." other countries. This work contains material that is copyright
that's a story
As youButleave youforare
another solstice.
back in Madame Supmark’s Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content
house and it is eerily quiet. Agreement for Dungeon Masters Guild. Maps and all other
original written material in this work is copyright 2018 by
C.J. Ciaramella and published under the Community Content
Agreement for Dungeon Masters Guild. All other images are
All the lights are out and you can see snow falling
through the window public domain.

If you go downstairs, you see Madame Supmark


standing outside in the cold

She will ask for the codex, if she gets it no problem


the party is spared from torture, may engage tho
cause paladins
6
https://imgur.com/ckhF0jl

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