Tuesday, December 9, 2014

Deck the Halls



Deck the Halls
A Christmas Tale

For too long, the northern town of Ivanheim has suffered under the curse of Santa Claus. With every passing year, his naughty list grows longer and longer and more and more children are taken away to be processed at his workshop. This year, the people of Ivanheim have moved all their children to the great Smokehall and hired mercenaries to defeat the mad elf once and for all. Included in Deck the Halls:

  • 6 new enemies, including Rudolf, nutcrackers, and Santa himself.
  • A strange fey creature, obsessed with purging the world of naughtiness.
  • Pop culture references to make you giggle
  • Holiday cheer, and goodwill towards men.

Deck the Halls is a Christmas one-shot meant for 3-4 level 3 PCs.  It takes 2-3 hours to run.


Purchase a printable pdf of Deck the Halls for 99 cents here!
Adventure Background

Deep in the frozen north, the snow-swept town of Ivanheim told legends of the mad elf Santa Claus. Vengeful, omniscient, and cruel, the elf watched over the village children with an unforgiving eye. Once a year, in the dead of winter, the elf stole down the chimney of any naughty children, nabbed them from their beds, then took them to his workshop for processing.

For years, the elf stayed in legends, a parable to keep children off his naughty list. Then, one year, a handful of children built a snowman Santa Claus, and accidentally placed the town sage’s magical top hat on the sculpture. By the morning, the snowman was gone.

The next night, the town bully Chris disappeared from his room. Altogether better off, the town thought nothing of it until the mischievous Hildur boys disappeared the following year. Then the sinful Berit, and Frida’s little Gösta, barely a month old.

In each of their empty beds, the perpetrator left a lump of coal.

For seven years, the legendary Santa Claus has been terrorizing the townsfolk. With every passing year, more and more children fall into the naughty list, and disappear in the dead of a winter’s night. Every year, the townsfolk light roaring fires, place iron spikes in their fireplaces, and do their very best to protect their young. Some parents have died in defense of their offspring, guts found hanging from holly and mistletoe. Where there once were four dozen children in town, only half remain.

They have named the night of Santa’s arrival Chrismiss, after the missing Chris, Santa’s first victim.

Something must be done. Actions must be taken before an entire generation is processed in Santa’s cruel workshop.

This year, the children have all been sequestered in the town smokehall. Iron bars have been placed on the doors and windows, and the chimney has been lit with a blazing inferno. Mercenaries have been hired to protect the children, ward off Santa Claus, and kill the mad elf if possible. You are those mercenaries.

The Smokehall

The smokehall is boiling hot, and a large pile of discarded furs, gloves, and hats sits heaped in a corner. Two dozen white-faced children mill about, whispers barely registering over the roaring fire. Their parents have all gone home, either out of fear or a desire get out of the way. You are the infants' only defense. Somewhere in the deafening blizzard that rages outside, a mad elf stalks towards his prey.

A single child fights against the fear and paranoia. Sven, a boy no older than 5, stands by the closed door and stares resolutely forward. In each hand he carries a small carved wooden stick, and with these he beats a lively tempo on a little drum. The townsfolk call him the “little drummer boy,” and his tune lifts your spirits.

As long as Sven is alive and playing his drum, any PC within 30 feet that can hear him gains a +2 morale bonus on all attack rolls, damage rolls, and saves. Sven has the same stats as the other children.

There are two large tables in the smokehouse, and 20 chairs. The PCs may arrange these chairs and tables in any way they wish, barricading the door, gaining cover, or making a fort. They may also decorate the hall with whatever traps they wish. They should also instruct the two dozen children to stand in specific 5’ by 5’ squares. As small creatures, the children each take up one square.



Blizzard rules

If the PCs head out into the blizzard, they will suffer a range of penalties. The severe winds impose a -4 penalty on ranged attacks and perception checks, and even protected flames have a 50% chance of guttering out. The heavy snow obscures all sight beyond 5 feet. The extreme cold and wind chill deals 1d6 points of lethal cold damage per minute (no save) Additionally, every minutes an exposed character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal cold damage. The PCs are altogether better off waiting inside.

The Reindeer

The world outside the smokehall grows pitch black as the hours pass. The blizzard howls.

Then, around 11:30, the faint sound of jingling bells can be heard. They ring clear and sharp even through the raging cacophony of snow and wind. The children shiver and clump up, and may abandon their assigned positions if not reprimanded or encouraged.

The jingling grows closer and closer, until it is directly outside the front door. Santa appears to be dispensing with his customary entrance of the chimney in favor of a more direct route.

There is a booming knock at the door. A few children let out frightened cries or whimpers.

“Ho, ho, ho!” a deep, resounding voice laughs from outside the room. If the door is not locked or barricaded, the immense doors will fly open, and in will rush the reindeer.

If the door is barricaded, a few more loud crashes follow, the elf himself trying to get in. Then, there is a pause. The sounds of rummaging through a bag, and the scraping of metal on wood. Then, another pause.

“Meeeeerry Chrismiss!”

The smokehall door explodes into a shower of flame and wooden shrapnel. All PCs within 15 feet are dealt d6 fire damage and d6 piercing damage (DC 13 Reflex save halves both). A large, ragged hole has been blasted in the door.

In rush three reindeer through the hole, and combat begins. If the door was not blasted open, then four reindeer rush in through the door. Starting with the second round of combat, another set of reindeer (four if the doors were not barricaded, three if they were) rush in on a new initiative order. As each new reindeer rushes in, the deep, disembodied voice lists their names: "Now, Dasher! Now, Dancer! Now, Prancer, and Vixen! On, Comet! On, Cupid! On, Donder and Blitzen! And on Rudolf!”

The final reindeer to rush in is Rudolf himself, his nose glowing like a flame.

The reindeer will favor fighting the PCs, but will gladly take pot shots at any undefended nearby children if the PCs are already swarmed.


Diabolical Reindeer CR 1/2
XP 200
N Medium Animal
Init +1; Senses low-light vision; Perception +5
-------DEFENSE-------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural armor)
hp 9 (1d8+5)
Fort +4, Ref +6, Will +1
-------OFFENSE-------
Speed 60 ft., fly 30 ft. (poor)
Melee gore +2 (d4+2)
-------STATISTICS-------
Str 14, Dex 12, Con 15, Int 2, Wis 2, Cha 7
Base Atk +0; CMB 2; CMD 13 (17 vs. trip)
Feats Toughness, Run
Skills Perception +5

Rudolf CR 1/2
XP 200
N Medium Animal
Init +1; Senses low-light vision; Perception +5
-------DEFENSE-------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural armor)
hp 9 (1d8+5)
Fort +4, Ref +6, Will +1
-------OFFENSE-------
Speed 60 ft., fly 30 ft. (poor)
Melee gore +2 (d4+2)
Special Attack blinding nose
-------STATISTICS-------
Str 14, Dex 12, Con 15, Int 2, Wis 2, Cha 13
Base Atk +0; CMB 2; CMD 13 (17 vs. trip)
Feats Toughness, Run
Skills Perception +5
-------Special Abilities-------
Blinding Nose (Ex) Rudolf’s nose emits a bright light to a range of 30 feet. As a standard action, Rudolf can intensify his nasal brightness. Any enemy within the area must make a DC 11 Fortitude save or be blinded for 1 minute. This save DC is Charisma-based.

Child CR 1/4
XP 100
Young Human Commoner 1
CN Small humanoid (human)
Init +3; Senses Perception +3
-------DEFENSE-------
AC 15, touch 15, flat-footed 11 (+3 Dex, +1 size, +1 dodge)
hp 3 (1d6-1)
Fort -1, Ref +3, Will -1
-------OFFENSE-------
Speed 20 ft.
-------STATISTICS-------
Str 6, Dex 16, Con 8, Int 12, Wis 8, Cha 13
Base Atk +0; CMB -3; CMD 11
Feats Dodge, Endurance, Simple Weapon Proficiency (club)
Skills Climb +2, Handle Animal +5, Perception +3, Stealth +8, Swim +2
Languages Common

The Toy Soldiers

With the reindeer dead, Santa will send in a group of toy soldiers. A single tin soldier leads the charge, followed by three nutcrackers. The Tin Solider will shoot at the children, while the Nutcrackers run interference.

Tin Soldier        CR 2
XP 600
N Small construct (clockwork)
Init +7; Senses darkvision 60 ft., low light vision; Perception +0
-------DEFENSE-------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 size, +1 natural)
hp 16 (1d10+10)
Fort +0, Ref +5, Will +0
Immune construct traits
Weaknesses vulnerable to electricity
-------OFFENSE-------
Speed 20 ft.
Melee slam +5 (1d4+2)
Ranged BB gun +6 (d12)
-------STATISTICS-------
Str 14, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +2; CMB +4 CMD 17
Feats Improved Initiative, Lightning Reflexes
-------Special Abilities-------
Self Destruct (Ex) When the Tin Soldier is brought to 0 hp or lower, he explodes into a shower of tin shrapnel. All creatures within 15 feet are dealt 2d6 piercing damage (Reflex 12 halves).


Nutcracker       CR 1/2
XP 200
N Small construct (clockwork)
Init +4; Senses darkvision 60 ft., low light vision; Perception +0
-------DEFENSE-------
AC 12, touch 11, flat-footed 12 (+1 size, +1 natural)
hp 6 (1d10)
Fort +0, Ref +3, Will -1
Immune construct traits
Weaknesses vulnerable to fire
-------OFFENSE-------
Speed 20 ft.
Melee slam +6 (1d4+3/19-20)
-------STATISTICS-------
Str 16, Dex 12, Con —, Int —, Wis 9, Cha 1
Base Atk +2; CMB +5 CMD 19
Feats Improved Critical (Slam), Lightning Reflexes
-------STATISTICS-------
Nutcracker (Ex) If the Nutcracker scores a critical hit on a male character, the victim is nauseated for d4 rounds.

Santa’s Workshop

As the fight with the toy soldiers draws to a close, or if he is attacked while still outside the smokehall, Santa realizes that retreat is the better part of justice. He summons a large, opaque blue portal that leads straight to his workshop, then hops inside. The portal remains open for some minutes, and is easily visible through the smokehall doors. When the toy soldiers are killed, the children will implore the party to jump through the portal and finish the fight. If they do not, then Santa will get away this year and return in future years.

The portal deposits the party in the center of small warehouse filled with smoke and rust. Manning the conveyor belts that shuttle coal and weapons from the north to the south walls are 10 undead children. As the party enters, the undead children grab light crossbows from the conveyor belts and turn glazed eyes towards the intruders.

In the center of the room is Santa Claus, the mad elf himself. Dressed in red furs with white trim, the fat elf has incredibly pale skin and bloody eyes. He carries a large sack filled with coal that he swings like a hammer. He roars in incoherent rage and charges towards the party.

The undead children will use light crossbows exclusively, even if it means they incur opportunity attacks. They reload their light crossbows as a move action.

Santa Claus CR 4
XP 1,200
LE Large Fey
Init -1; Senses darkvision 60ft. scent; Perception +12
-------DEFENSE-------
AC 14, touch 8, flat-footed 14 (-1 Dex, -1 size, +6 natural)
hp 73 (7d6+49); regeneration 3 (fire)
Fort +11, Ref +4, Will +9
Immune cold
Weaknesses vulnerable to fire
-------OFFENSE-------
Speed 20 ft.
Melee bag of coal +6 (2d4+2), slam +6 (1d6+2)
Spell-Like Abilities (CL 4th; concentration +11)
         1/day – quickened frigid touch
         3/day – quickened sleep (DC 14), quickened chill touch (DC 14), quickened poisoned egg
         At Will – quickened ray of frost
-------STATISTICS-------
Str 16, Dex 8, Con 24, Int 12, Wis 14, Cha 17
Base Atk +3; CMB +7; CMD 16
Feats Combat Casting, Great Fortitude, Iron Will, Improved Natural Armor
Skills Bluff +14, Disguise +14, Escape Artist +9, Knowledge (religion) +11, Perception +12, Stealth +9, Use Magic Device +14
Languages Common, Giant, Sylvan


Undead Child        CR 1/3
XP 135
NE Medium undead
Init +6; Senses darkvision 60ft.; Perception +8
-------DEFENSE-------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +1
-------OFFENSE-------
Speed 20 ft.
Melee 2 claws -2 (1d4-2)
Ranged light crossbow (1d6)
-------STATISTICS-------
Str 7, Dex 15, Con —, Int —, Wis 9, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative



Clean-Up and Rewards

When Santa Claus falls, the blizzard outside subsides. The village lights can be seen clearly some miles away through the cold air, though the workshop is cleverly hidden into the mountainsides to the point of being invisible. The adventurers can return to Ivanheim for their reward.

The workshop connects to Santa’s home. It is devoted mostly to storage rooms filled with toy parts, coal, and mundane weapons, but the living quarters and alchemy lab may be scavenged for 1,000gp worth of scrap and gear.

The undead children cannot be brought back to life, and are better off being put out of their misery.

If the heroes followed Santa Claus to his lair and defeated him, then the townsfolk will eagerly pay them 1,500gp each for their efforts. If instead the adventures decided to let Santa Claus get away, then they will only receive 1,000gp each for their efforts and Santa Claus will return subsequent years to wreak havoc on the town.


Purchase a printable pdf of Deck the Halls for 99 cents here!

Wednesday, December 3, 2014

New Pantheon 23: The New Pantheon

Using the memories and images gleaned from Adrian, the party teleports to the Root of the World, the ancient fortress of Kings in the Antarctic. Here they locate a jump gate to take them to the plane where the Trinity lives. A long time is spent buffing a determining bonuses before jumping through.

Through the jump gate is an extensive white plain of shining crystal. A small house, with a clear pool of water and a palm tree are off in the distance. Three figures stand by the house, waiting.

Our heroes make their way towards the trinity: Castor, the Alchemist; Avaryn, the Night Queen; Aymeric, the Judge. And, of course, Avaryn's unicorn Princess Sparkles. Layric realizes, much to his dismay, that he is no longer invisible.

The new pantheon make a few attempts at dialogue before they realize there is little to say. When the conversation turns sour, Avaryn makes the first move.

The fight is fierce. Avaryn does excellent damage with her bow, bringing Layric down to double digits. Layric transforms into a Troll for the regeneration. Punjin very nearly takes out Castor in one hit with quivering palm, but Castor makes the save on the nose. The unicorn charges into the PCs, and get in the way of the huge sized Lord Humungous. Rache (skyping in for the final session) closes with his character from a previous campaign, Castor. Hildegarde drops darkness for cover. Yeezus provides health and cover. Castor throws bombs like a madman, but the heroes have learned from their mistakes. Their saves are through the roof, and they successfully avoid any negative status ailments.

One by one, the old gods go down. As they go, their spirits coalesce into a gigantic monster, who comes to life when the last dies: The CR 25 Tarrasque.

Who actually goes down rather easily. As the Tarrasque goes down, the power of the gods, the true gods, begins flowing into the New Pantheon.

Then betrayal! By everyone!

Sensing that the power will be evenly distributed amongst the survivors, each god suddenly attacks the others.

Hildegarde wins initiative.  She casts time stop, teleports to the jump gate, hops through and casts earthquake on the room.  Unfortunately, she soon realizes that this room has survived two earth shattering cataclysm, and the jump gate is made of sterner stuff.

Layric throws a fireball, then makes the biggest mistake of his life: He doesn't fly up, instead staying within easy reach of the massive Lord Humungous. He is then pounced by Lord Humungous and instantly destroyed.

Punjin takes one look at the massive Lord Humungous.  The monk squares up ... then runs as far and fast as he can, 320 feet a round.

Yeezus also knows that Lord Humungous could easily take him out. Yeezus runs for the Jumpgate. It will lead them out of the plane and they won't get the powers of the gods, but he might get away from Lord Humungus. Rache attempts to toe-to-toe with the God of Darkness, and is destroyed.

Wiping the remains of Rache and Layric from his maw, Lord Humungous looks at his quarry: Punjin is too fast, and too far. Hildegarde is gone. But the god of darkness can beat Yeezus in a foot race. He pounces.

Miraculously, Yeezus survives the initial attack, but is brought down to a pittance of his health. He stares death in the face, knowing that just one more attack could kill him. And Yeezus can do nothing.

But wait! Positive energy deals three times damage to the God of Darkness, and Yeezus can cast Heal dealing 450 damage! That would instantly kill the already hurt Lord Humungus. All that he needs to do is make a pretty easy touch attack....

He fails.

He gets eaten.

Lord Humungous wipes his lips. And looks around for more quarry. None can be found.

Hildegarde escapes through the jump gate. She gives up her godly powers, but survives. She moves to a small, primitive island where she lives as a witch for many years.

Punjin runs for miles, until the power of the place is evenly distributed between himself and Lord Humungus. They are now both immortal, and cannot kill each other. They reunite, and decide to work in tandem to shape creation. Together they put out the sun, and plunge the earth into an undead apocalypse of their own making. Civilization roils and is destroyed. Humanity, and all living creatures, are driven to the edge of extinction.  Undead civilizations rise. Millennia pass, and the two surviving gods shape it all.

The god of water and the god of darkness. The New Pantheon.