TEXT:  
   
   
  
  Claus for Concern 
  A Holiday Adventure for 5th Edition  
   
  Introduction​: 
   
  Oh, no! Something's wrong in the toy factory! Santa has been bamboozled, and his workshop 
  is overrun with frosty foes, wintry wrongdoers, and North Pole ne'er-do-wells. 
   
  A team of Santa's elves manage to escape the workshop warzone and recruit a party of 
  adventurers to go take back toyland.  
   
  Can our heroes muster enough cheer and joy to make sure all the good girls and boys get 
  their holiday gifts? Or will everyone forever get stockings full of coal...whether they're on the 
  Naughty List or Nice?  
   
   
  An Adventure for 1st to 5th level characters 
   
   
  by B.J. Keeton of ​Geek to Geek Media 
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild. 
   
  All other original material in this work is copyright 2020 by B.J. Keeton and published under the Community Content Agreement for Dungeon Masters Guild. 
   
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​.  
  "Claus for Concern" by B.J. Keeton, ​Geek to Geek Media
   
  2 
  
   
  Introduction 
   
  It is entirely up to the DM whether the 
  adventure begins with the players already at 
  the North Pole, ready for action, or if they get 
  approached by Santa's Elves and have a 
  recruitment encounter. 
   
  If you skip the recruitment and go straight to 
  the adventure in the North Pole, go to 
  Exploring the Village​. 
   
  If you go with the recruitment encounter, the 
  team of ​Kringle Elves​ is led by ​Siff​, a female elf 
  who appears no older than a 10-year-old child, 
  but is obviously a mature adult from the way 
  she speaks and carries herself. Her team is 
  made up of ​Thrinn​, ​Brok​, ​Kari​, and ​Miles​. 
  Everyone but Thrinn is bubbly and cheery and 
  excitable, but Thrinn seems shellshocked and 
  withdrawn. A ​DC 15 Persuasion (CHA)​ check 
  will get him to recount a broken memory of his 
  escape from ​Santa's Workshop​, where little of 
  it makes sense except for mentions of ​Frost 
  Goblins​, ​Ice Sprites​,  and ​Snowy Bugbears​. The 
  other elves back him up and add that ​Santa 
  and his wife ​Myra Claus​ are missing, too, and 
  they need the adventurers to go back to the 
  North Pole to save the Workshop. 
   
  Siff and her team can offer little in the way of 
  physical rewards, but they promise the 
  adventurers Nice List Membership For Life and 
  each one a random gift from Santa's Holiday 
  Bag of Holding. (See ​Appendix B​ for available 
  items.) 
   
   
   
   
  1. Arriving at the 
  North Pole 
  The party takes the sleigh back to the North 
  Pole. Travel time is inconsequential. If Santa 
  can visit every house in the world in one night 
  to deliver toys, let's just call this a Short Rest. 
  If the DM wants to spice up the ride for the 
  players, ​roll a D6 ​for one of the en route 
  encounters in ​Figure 1 ​and read this: 
  Looking ahead, you can see the 
  twinkling red and green lights that 
  have to mean the North Pole and Santa's 
  Workshop are just ahead.  
  As you begin to make your descent 
  toward the village, the wind blows 
  colder (and that's saying a lot since 
  it's the North Pole), and a shrill roar 
  echoes all around you. 
  Sleet and ice and fog swirl around the 
  sleigh as you see that your welcome to 
  the North Pole won't be as warm the 
  storybooks would have you believe.  
  Figure 1: 
  **Not included in ​Appendix B​, see MM or 5e 
  SRD for stat blocks 
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  3 
  Roll 
  Encounter 
  1 
  1d4 ​Ice Mephit 
  2 
  1 ​Frost Elemental 
  3 
  1d6 ​White Pseudodragon** 
  4 
  1d6 ​Winged Kobold (White 
  Ancestry) 
  5 
  2 ​Snowy Griffon 
  6 
  Young White Wyrmling (CR2)** 
  or 
  Young White Dragon (CR6)** 
  
  Read the following to the party as they arrive: 
  You arrive at the North Pole with the 
  sleigh landing in the center of a round 
  courtyard. The trip was not as long as 
  you might have expected. Maybe there is 
  something to Santa making it all the 
  way around the world in one night.  
  When you disembark, the Kringle Elves 
  say they will remain with the sleigh. 
  They claim it's because they need to 
  protect the reindeer.  
  Cheerful holiday music is playing from 
  somewhere you can't make out, and 
  Multicolored lights and candles 
  illuminate everything around you. Snow 
  covers the ground. Buildings look as 
  though they're made out of gingerbread 
  and candy. 
  Nothing really seems amiss. In fact, 
  the entire scene before you is joyful 
  and merry. All except for the column of 
  black smoke rising from what looks like 
  a factory at the end of the 
  candy-cobbled lane leading to the 
  south. 
  2. Exploring the 
  Village 
   
  If the party wants to investigate the rest of the 
  town, indicate that most of the other buildings 
  are locked up and quiet. They can tell folks are 
  inside but if they knock there’s no answer. 
  Maybe mumbles, whimpers, and even a scream 
  (of fear) or two.  
  If you do decide to have someone open a door, 
  the residents of the village are all ​Kringle Elves​, 
  and they’re frightened and expecting monsters 
  to attack them. They all offer thanks for 
  coming to help, but they quickly close the door 
  again and retreat back into their homes for 
  safety.  
  When questioned, none of them know 
  anything about the whereabouts of ​Santa​ or 
  Myra Claus​. 
   
   
   
  1: Courtyard where the sleigh lands 
  2: Santa’s Workshop 
  3. North Pole Village 
   
   
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  4 
  
  Holiday Gifts 
   
  Various holiday gifts litter the ground around 
  town. It’s the North Pole! There have to be 
  presents!  
  Roll 1d20 to determine the gift contents: 
  ●
  1, the gift is a ​Mimic​! Quick, smash it to 
  see if it has treasure inside! (Spoiler, it's 
  just ​1 lump of coal​. Doh!) 
  ●
  2-10, the gift will contain 1gp worth of 
  spellcasting material or a 1gp coin. 
  ●
  11-16, ​Frosted Snowman Cookie​ that 
  works like a Potion of Healing.  
  ●
  17-19, ​Fruit Cake of Greater Healing​.  
  ●
  20, a single Magic or Wondrous Item 
  from ​Appendix B​. 
  The number your party finds is entirely up to 
  you. 
  Encounters in the Village 
   
  If you want to extend the length of the 
  adventure or add difficulty, use the same 
  encounter table in ​Figure 1​ above to have a 
  patrol discover the party as they're exploring 
  the town. 
  **A Note on Scaling Encounters**  
  This adventure is designed for parties between 
  levels 1 and 5. As it is written, parties of levels 
  3-5 would probably have a better shot.  
  To scale any encounters down for parties of 
  mainly levels 1 and 2, ​ignore most enemy 
  special abilities​ (or limit to 1 per encounter), 
  remove at least 1 monster of each type for each 
  encounter​ (when roll for the number of 
  combatants, take the lowest possible), never let 
  the total Challenge Rating of monsters in the 
  encounter​ twice the party's average level 
  (check the ​Challenge​ trait in the monster stat 
  blocks in ​Appendix A​). Additionally, ​Siff​ and 
  Thrinn​ could accompany the party into the 
  Workshop to assist using the ​Kringle Elf​ stat 
  block in ​Appendix A​ (it has the Siff/Thrinn 
  mods) 
  You may also adjust the HP of monsters by 
  rolling their Hit Dice manually, and the ​donjon 
  challenge rating calculator found here is very 
  useful for adjusting encounter challenge: 
  https://donjon.bin.sh/5e/calc/enc_size.html  
   
  3. To the 
  Workshop! 
   
  As the players approach the workshop at the 
  end of the road to the west of town, they see 
  that it's a much smaller building than they'd 
  expect. It is red and yellow on the outside, and 
  if they succeed at a ​DC 10 Wisdom (Perception) 
  check, they notice that it's  painted almost like 
  a present wrapped with red paper and yellow 
  ribbon. Otherwise, they just see a painted 
  building with two heavy wooden doors leading 
  inside. One hangs off its hinges to let them 
  have easier access. 
   
  1: Lobby 
   
  The room they enter is almost like a 
  comfortable, cozy cabin. It's warm and 
  inviting. The room has dark wooden 
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  5 
  
  floorboards, cozy wallpaper bordered in red 
  and green, and the walls are decorated with a 
  variety of holiday images and artifacts from 
  many different cultures. 
  Ahead, the door to a refreshment room or 
  kitchen stands open. 
   
  2. Common Area 
   
  Chairs and benches and tables are overturned 
  and broken. The area was probably very 
  comfortable before the attack. 
  A pile of unwrapped presents sit on tables, 
  empty or smashed or burned. It looks like the 
  aftermath of a gift-giving gone right , except 
  the destruction around outside the scene in 
  context as being all wrong. These gifts were not 
  opened in joy, but with malice to destroy their 
  contents. None of which can be found. Just 
  ashes, char, and a few small fires. 
   
  3. Large Common Area 
   
  This room is an extension of the previous, 
  opening up and seeming as though it was once 
  a place of joy. The large holiday tree in the 
  corner is lying on its side and on fire. 
  Behind the now-burning holiday tree, in the far 
  the corner of the area is a huddle of frightened 
  Kringle Elves. Escorting them to safety out of 
  the building and into a nearby building will net 
  the party one ​Wrapped Gift​ from the table 
  above (even on a 1, no ​Mimic​ will appear, but 
  instead be a 1gp coin.) 
  At the rear of the room is a staircase leading 
  down into what is now darkness (but was once 
  a joyfully illuminated corridor). Players can't 
  tell how far down or deep it goes, but a sign 
  hanging above the stairs says ​To The 
  Workshop Floor​ spelled out in candy canes. 
  The sign has a single flame burning on the left 
  side, charring the wood. 
   
  3a. Sprites on the Stairs 
   
  Whenever the party descends the stairs, they 
  are ambushed from above as they begin to 
  descend the staircase to the lower level. 1d6 ​Ice 
  Sprites​ ambush them from above, screaming 
  and laughing and buzzing around them, but 
  not attacking. 
  The sprites are flighty and mischievous, and if 
  the party so chooses to talk to them rather than 
  kill them, they can get garbled information 
  from them. 
  On a ​DC 10 Persuasion/Intimidation 
  (Charisma)​ roll, the sprites tell the party they're 
  in for a world of hurt if they keep going and 
  will never find Santa in time to save him. On a 
  15-19​, the sprites brag about the destruction of 
  the toy factory, the capture of Santa and Myra 
  Claus, and the genius of their boss. On a ​20+​, 
  the sprites offer that the mastermind behind 
  this attack is ​Eldara, the Christmas Witch​ (see 
  Appendix A​ for stat blocks) who is very likely 
  siphoning off Santa's merrymaking powers as 
  they speak. 
  Regardless of the roll, the sprites will at some 
  point laugh and mock and giggle about 
  delaying the party while Santa's in danger 
  below. 
   
  4. Kitchen 
   
  Cakes and pies and more cakes have been 
  smashed everywhere. Someone did not like 
  what was being prepared for dinner, 
  apparently. Hot cocoa is pouring from jars and 
  overturned mugs. Marshmallows have been 
  smashed on all surfaces and make everything 
  sticky.  
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  6 
  
   
   
  5. Candy Storage 
   
  A storage room full of candy, sweets, and 
  baking supplies. Flour is everywhere, candy 
  cane shards litter the floor, and gummy 
  gummy gum drops are half melted and stuck to 
  every surface. Burlap bags filled with sugar are 
  ripped and torn.  
  A lone cupcake stands untouched on a shelf. If 
  a player wants to take it, eating it takes 1 action 
  and restores 2d4+2 HP (same as a ​Potion of 
  Healing​). 
  A door leads outside, but it’s locked tight. If 
  players manage to unlock it, a path leads them 
  to an extra storage shed attached to the 
  building. 
   
  6. Extra Storage 
   
  The party can exit the door and be led here. 
  The door has been smashed and inside they 
  encounter a squad of ​3 Frost Goblins ​actively 
  smashing and burning everything in sight.  
  Searching the room after either a fight or 
  running off the goblins reveals ​Kringle’s 
  Favorite Candy Cane​ (see ​Appendix B​ for 
  Magic Item properties). 
   
   
   
   
   
  4. The Workshop 
  Itself 
   
   
   
  1. Entrance Corridor 
   
  The stairs stop and lead into a room next to 
  two large wooden doors. They look like they 
  were blown off their hinges by force. The 
  hallway is dimly lit, and any illumination 
  comes from shattered and flickering bulbs 
  lining the walls near the ceiling.  
   
  2. Foyer 
   
  A small entryway leading into the larger 
  chamber behind it. One door here stands off its 
  hinges, the lighting the same as the room 
  outside. If you want to, this would be a great 
  spot for an enemy to drop from the ceiling, but 
  with the encounter on the stairs, it should 
  remain optional. 
   
   
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  7 
  
  3. Toymaking Workshop Floor 
   
  This room is gigantic, round, with incredibly 
  tall ceilings. Definitely a factory floor where 
  the toys are made. At any other time would 
  have been full of life and laughter as the 
  Kringle Elves made toys for all the good girls 
  and boys. 
  The floor itself has a gigantic clock embedded 
  in the floor. The hands move almost magically 
  through and across the candy-colored 
  cobblestones that make up the floor. A ​DC 12 
  Perception​ (Wisdom) check indicates its a 
  countdown clock to when it's time to deliver 
  toys.  
  The floor is covered with tables and stools 
  everywhere. Some are overturned, some 
  broken. Shards of wood and broken debris is 
  strewn about. This room has been completely 
  ransacked. 
  Broken and battered toys are flung around, 
  looking a little too much like dead bodies when 
  they're dolls or stuffed animals or characters. 
  In the center of the room is a giant holiday 
  tree, still standing and seemingly untouched 
  from the chaos around it. Any physical touch 
  reveals it to be a ​Mimic​**. As the Mimic is 
  taking the form of a decorated holiday tree, 
  you may roll a ​Passive Perception​ check as the 
  players approach. If successful, 1d3 of the party 
  is Grappled by its garland and lights. 
  Standing dead center of the clock is a group of 
  3 ​Frost Goblins​, 2 ​Winged Kobolds​, and ​1 
  Snowy Bugbear​. They are busy destroying the 
  room with glee until the players engage the 
  Mimic or the group of monsters themselves. 
   
  4. Toy Storage 
   
  More ​Kringle Elves​ are huddled inside this 
  room, a flock of 4 ​Ice Mephits​ are tormenting 
  them, flying over and above and around them. 
  2 ​Ice Sprites​ are hiding around a corner of the 
  room, pelting the elves with various toys as 
  they take them from boxes and bags they tear 
  open. 
   
  5. Jack's Locked Chamber 
   
  A suspiciously empty room hidden behind a 
  locked door. A single ​Jack-in-the-Box​. If the 
  party chooses to engage the toy and try to 
  spring Jack, read the following: 
  As you spin the handle, a merry 
  holiday song fills the air. No 
  broken notes or faltering sounds. 
  For the first time since you 
  arrive at the North Pole, you get 
  a fleeting moment of what life 
  here could normally be.  
  As the springy toy pops to life 
  from the closed box, two bright 
  eyes and a smile greet you. The 
  Jack-in-the-Box asks, "What would 
  you like from Santa this year?" 
  The party's response will vary. But if it is 
  within the bounds of your campaign, have 
  Santa tell them, immediately upon completion 
  of the mission, that he will get right to work on 
  it and that they should be sure to keep an eye 
  on their stockings. 
  If, however, the party does not take this 
  moment seriously and ask for something 
  absurd or uncouth, have Jack toss​ a lump of 
  coal​ at each of them and disappear back into 
  his box. No music will play upon further 
  cranking, nor can he be recalled. 
  6. Spiral Staircase 
   
  The staircase spirals lower into the depths. The 
  same once-festive lights illuminate the way 
  down. It's not entirely dark, but it definitely 
  does not look inviting for the party. They don't 
  have much of a choice but to continue 
  downward. 
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  8 
  
  7. Lower-Middle Level 
   
  The room is nearly pitch black. The party can 
  make out a door in the darkness and hears a 
  scuffling behind. Then some whimpering. And 
  laughing. 
  Finally, they hear a scream (a shriek, really), 
  and three young Kringle Elves rush out of the 
  door directly at you. 
  Behind them, out of the room, comes a large 
  Snowy Bugbear​. Even in the dark, its brilliant 
  white fur glistens. It roars as it sees the party, 
  expanding its arms wide and puffing its chest. 
  The three elf children scream and hide behind 
  the party, grabbing onto up to three players' 
  legs in fear. They whimper, cry, and beg for 
  help. 
  When the ​Snowy Bugbear​ is taken care of, the 
  children thank you. They ask if you've seen 
  their mom or their dad and if they're okay. 
  When prompted, they tell you that ​Siff​ is their 
  mom and ​Thrinn​ is their dad. 
  The party can decide whether to take them 
  back upstairs and through the factory again to 
  reunite them with their family, or they can 
  stay in the room they were in to be safe until 
  you return with their parents. 
  The room is a sort of pantry and supply closet 
  for the workshop. It is filled with not only 
  candy and baking supplies, but also various toy 
  parts and colored baubles. A desk sits in the 
  corner, where paperwork sits unfinished. An 
  elf must be a clerk to track the items in the 
  room. 
   
   
   
   
   
  8. Santa's Office 
   
  Upon reaching this floor, read the following 
  aloud to the players: 
  As you descend the stairs, the 
  scent of pine and cinnamon wafts 
  over you. You hear jingle bells 
  very lightly, a fire crackling, 
  and the air becomes slightly 
  warmer and cozier. 
  Entering the room from where the 
  sensations emanate, you see a 
  crackling fireplace built into the 
  curved wall with no smoke rising. 
  To its left is a small cookstove 
  with burbling liquid in a kettle, 
  and directly in front of the 
  fireplace it is a large wooden 
  desk embellished with intricate 
  carvings that match the decor in 
  the entry room of the workshop 
  above. A plush green armchair is 
  pushed beneath the desk. 
  A holiday tree sparkles to the 
  party's right, with presents 
  beneath it, neatly tied and 
  inviting.  
  On the desk lies a huge red, 
  leather bound tome with a 
  white-striped ribbon marking a 
  central page. It is closed. 
  Where everything else in the workshop has 
  been demolished and broken, this room 
  appears pristine and untouched. 
  The party feels at home here, ​each regaining 2 
  Hit Dice and the effects of a short rest​ with no 
  deduction from their existing resource pools. 
  The party can see there are two doors to either 
  side of the main entrance. They will not unlock 
  without the key attained once they leave the 
  area and proceed to ​Santa's Secret Basement 
  Laboratory​. 
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  9 
  
  8a. The Locked Stairway Door 
   
  When the party leaves ​Santa's Office​, they 
  discover the way further blocked by a locked 
  door. The party may return to the office and 
  search for it, and upon specific investigation of 
  the desk and a successful ​DC 15 Investigation 
  (Wisdom)​ check, they find a secret 
  compartment hidden within the desk when a 
  carving of a beautiful, long-haired elf woman 
  is pressed lightly. 
  If all of the party fail their checks, the locked 
  door bursts open as 4 ​Frost Goblins​ rush 
  forward into the room from it.  
  "Eldara sees you!" screams the 
  largest of the goblins. "She will 
  be the next Claus!" The goblin 
  laughs, lunacy in its voice, and 
  rushes toward you. 
  Upon defeat, the party finds a candy-cane 
  shaped key, though the door is already 
  unlocked from the goblins approaching them. 
  A ​DC 12 Perception (Wisdom)​ check will show 
  the party that the key also fits the two locked 
  doors they discovered in the office, too. 
  Inside one is a pile of wrapped presents with 
  names attached to each of them. You see ​Siff​, 
  Thrinn​,​ Miles​,​ Brok​, and ​Kari​'s name on them.  
  In the other closet, the party finds stacks upon 
  stacks neatly folded stacks of red cloth mixed 
  in with some stacks of gold and green. Next to 
  the shelves of cloth, strands of sparkling rope 
  hang from hooks. These are all versions of 
  Santa's Holiday Bag of Holding​ (see ​Appendix B 
  for item descriptions). Each party member may 
  take 1.  
   
   
   
   
  9. Santa's Secret Sanctum 
   
  Read this (or paraphrase) as the descend the 
  stairs into the final area of the workshop: 
  The air around you grows cold. Not 
  in a North Pole way, but in a 
  "something is wrong with this" 
  kind of way. 
  Ahead of you, stands a beautiful 
  Kringle Elf woman, likely the 
  Eldara that was mentioned earlier, 
  dressed in a flowing red-and-green 
  dress that billows in a 
  non-existent wind. Her white hair 
  trails behind her, and she holds a 
  long staff in two hands, its base 
  spiraled with white and red, and 
  its head adorned with leaves and 
  red berries. She spins it, and 
  jingle bells sound with each 
  movement. She is surrounded by a 
  circle of white, glowing runes on 
  the floor. 
  Her eyes are fixated on the two 
  figures in the very center of the 
  room: Santa and Myra Claus, their 
  joyful red clothing in tatters. 
  The Clauses are bound and 
  kneeling, surrounded by the same 
  glowing white runes as are around 
  Eldara. These, however, are not 
  all aglow. Yet. 
  White globes of magical energy 
  pulse in the four recesses of the 
  room from glass orbs on pedestals. 
  The Clauses scream, and your 
  vision goes momentarily white. As 
  the room returns to normal, the 
  red of the Clauses' clothes appear 
  more muted, while Eldara herself 
  appears more radiant. 
  The last of the runes illuminates 
  and the Clauses scream. Their 
  clothes and bodies turn grey, 
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  10 
  
  losing all color, while Eldara 
  glows brightly and richly, 
  saturated with color and warmth. 
  She laughs and sighs happily. She 
  lowers the staff, seemingly 
  relaxed. Santa and Myra lie on the 
  floor, unmoving and grey. 
  As the party takes in what they see, they may 
  very likely choose to rush ​Eldara, the 
  Christmas Witch​ or jump into rescue ​Santa 
  and​ Myra Claus​. In either case, they are 
  repelled by the runic white light, a magic 
  barrier that can only be dispelled by destroying 
  the four ​Arcane Snow Globes​ in the room's 
  recesses. 
  If the party persists in pushing through the 
  barrier, have them be ​drained of 1d6 HP​ for 
  each 6 seconds (1 combat round) they're 
  touched by the energy. This does not count as 
  "taking damage" in regard to activating any 
  abilities and spells. 
  The globes are surrounded by the same runic 
  white light. They are immune to magic attacks, 
  but only have 1d4 HP each. When destroyed, 
  they shatter and the energy inside washes over 
  the player who dealt the final blow.  
  That player, and any player within 5 feet of 
  them must make a ​DC 15 Constitution​ saving 
  throw. If the character fails, they lose all 
  Holiday Spirit​.  That player has disadvantage 
  on all attack rolls (including spellcasting) 
  against ​Eldara​, as well as disadvantage on 
  saving throws for 2 hours. They also lose the 
  ability to smell or taste peppermint and 
  cinnamon, making the holiday season much 
  less enjoyable. This effect continues until the 
  character takes a long rest. 
  9a. Encounter with Eldara 
   
  When the globes are broken, the magic barrier 
  is dispelled and all of the runes on the floor are 
  extinguished. Read the following to the party: 
  Eldara screams, "No! The power 
  will be mine. It was always meant 
  to be mine, and I will have it! I 
  am the spirit of cheer! I am the 
  voice of joy! I will be the one 
  children adore. It is my 
  birthright!" 
  Eldara flourishes her staff, 
  pointing it directly at the 
  unmoving Clauses on the floor. A 
  green and red beam strikes them, 
  and their monochromatic bodies are 
  lifted into a standing position, 
  their limbs and neck limp like a 
  puppet. 
  The Clauses grow easily to 7 feet 
  tall, their clothes ripping as 
  their bodies shift and mutate. 
  Their eyes are hollow and black, 
  their skin white as snow. The 
  once-festive garb that symbolizes 
  the season, hangs off their 
  grotesque bodies in a mockery of 
  what it once represented.  
  They simultaneously let loose a 
  bestial scream at you, baring 
  their teeth and revealing the 
  monstrously oversized claws now 
  growing from their hands.  
  Santa Claws​ and ​Myra Claws​ stand in front of 
  Eldara​, to her left and right. On the first 2 
  attacks of the encounter made against ​Eldara​, 
  Santa​ and ​Myra​ may immediately take 1 bonus 
  action against the attacker. 
  When either ​Santa​ or ​Myra​ is brought to 0 HP, 
  they collapse onto the ground and revert back 
  to their normal form, unconscious. 
  This effect will also occur if ​Eldara​ is defeated 
  before either or both of them has reached 0 HP, 
  regardless of their remaining health. 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​.  
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  11 
  
  9b. Scaling the Encounter 
   
  This encounter has the potential to be a TPK 
  (total party kill) if not handled carefully, and 
  lower-level parties may have trouble 
  succeeding.  
   
  In order to keep it fair to those heroes and to 
  prevent DM fudging, you can optionally have 
  Santa​ and ​Myra Claus​ make a ​DC 15 Wisdom 
  saving throw ​at the beginning of their turns 
  after ​Eldara​ enthralls and transforms them.  
   
  When they succeed on the save, they revert to 
  their original forms, unconscious on the floor 
  until the end of the encounter. 
   
  5. Wrapping Up 
  (and Some 
  Unwrapping, Too)  
   
  With the party victorious against ​Eldara​, the 
  party is able to revive the Clauses. The color 
  drains from Eldara, leaving a monochromatic 
  husk on the ground. (It's up to you if you kill 
  her or just incapacitate somehow. It's the 
  holidays, after all.) 
  Once he's able, Santa explains that Eldara was 
  his older sister, originally next in line to be the 
  one to deliver toys to all the good girls and 
  boys, the one who keeps the Naughty and Nice 
  Lists. She gave up the spot voluntarily to her 
  younger brother, opting instead to travel the 
  world and learn various schools of magic 
  rather than be locked into the School of 
  Merriment. 
  As she grew older, she wanted her birthright 
  back. He was unwilling to relinquish it, and she 
  wanted it enough to try to take it. And...that 
  brings us up to speed.  
  The party and the Clauses return to the 
  surface, where Siff and her team are thrilled to 
  see ​Santa ​and ​Myra​ are safe, if not sound. They 
  tell Santa what they promised the adventurers, 
  and Santa obliges. 
  Each party member is given ​Nice List 
  Membership For Life. ​Santa then allows each 
  of them to reach into his ​Holiday Bag of 
  Holding​ and pull out 1 random item from 
  Appendix B​. The player will roll a d12 to 
  determine what item they receive.  
  Additionally, if anyone lost their Holiday Spirit 
  during the encounter with Eldara, they recover 
  it here so they can enjoy a nice cup of hot 
  cocoa with Santa. Because...cocoa from Santa 
  obviously has peppermint and cinnamon with 
  it. 
  Our heroes are free to explore the village as 
  they want, but here our formal holiday 
  adventure ends. 
  So goodnight to all, and to all a goodnight! 
   
  Author's Note: 
  Heya, friendo! I hope that you enjoyed the 
  adventure. This was the very first full module 
  that I've ever put together, and I am pretty 
  proud of how it turned out. (Though I suspect I 
  made it harder in some encounters than maybe 
  I should have.) 
  I originally conceived and wrote "Claus for 
  Concern" as a holiday bonus for subscribers of 
  the ​Geek to Geek Media Patreon​ as a 
  companion to the holiday issue of our gaming 
  magazine PRESS START. I thought it was too 
  much fun not to put on DMs Guild, too.  
  I would love to hear your thoughts on it at 
  @professorbeej on Twitter or you can always 
  email me at ​bjk@geektogeekmedia.com​.  
  Happy holidays, everyone! 
  --Beej 
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  12 
  
  Appendix A: Bestiary 
   
   
   
   
   
   
   
   
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  13 
  Eldara, The Christmas Witch 
  Medium Fae, lawful evil 
  Armor Class​ 17  
  Hit Points​  105 (10d10+5) 
  Speed​ 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  13 (+1)
  15 (+2) 14 (+2) 16 (+3) 14 (+2) 18 (+4) 
  Skills​ Arcana +3, Persuasion +6 
  Damage Immunities​ cold damage 
  Senses​  Darkvision 60 Ft., passive Perception 11 
  Languages​ Common, Elvish, Infernal, Goblin 
  Challenge ​5 (1,800 XP) 
   
  Traits 
  Spellcasting ​Eldara is a 4th-level spellcaster. Her 
  spellcasting ability is Charisma (spell save DC 13, +6 
  to hit with spell attacks). Eldara knows the 
  following Warlock spells: 
  Cantrips (at will):​ chill touch, eldritch blast, spare 
  the dying  
  1st-2nd level (2 2nd-level slots):​ charm person, 
  darkness, enthrall, misty step, hellish rebuke (cold 
  damage) 
   
  Actions 
  Mistletoe Staff.​ ​Melee Weapon Attack:​ +2 to hit, 
  reach 5 ft., one target. ​Hit:​ 1d6 + 2 piercing 
  damage ​(Ow! Thorns!) 
  Holiday Miracle!​ ​Reaction (2/day)​ - Eldara adds a 
  +10 bonus to an attack roll made by herself or 
  another creature within 60 feet of her. She can 
  make this choice after the roll is made but before 
  it hits or misses. 
   
  Eldara's stat block was adapted from the creature 
  "Auril's Witch" in the DMs Guild product 
  "​Icewind Dale: A Setting Guidebook​" by Grim 
  Press. 
  Kringle Elf 
  Small humanoid (elf), lawful good 
  Armor Class​ 10 (13 with mage armor) 
  Hit Points ​9 (2d6) 
  Speed​ 25 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  6 (-2)
  11 (+0)
  10 (+0) 15 (+2) 10 (+0) 13 (+1) 
   
  Skills ​Arcana +4, Toymaking +8, Stealth +6 
  Damage Resistances ​cold damage 
  Senses​ darkvision 60 ft., passive Perception 10 
  Languages ​Common, Elvish, Sylvan 
  Challenge​ 1/4 (50 XP)  
   
  Traits 
  Elfish Knowhow​ Kringle Elves have advantage on 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic. 
  Spellcasting​ The Kringle Elf is a 2nd-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 12, +4 to hit with spell attacks). It has 
  the following wizard spells prepared: 
  Cantrips (at will):​ mage hand, prestidigitation, ray of 
  frost 
  1st level (3 slots):​ detect magic, mage armor, magic 
  missile, shield 
   
  If ​Siff ​and ​Thrinn​ accompany your party into the 
  Workshop using this stat block, give them ​18 HP 
  (3d6)​ and the following weapon ability. 
   
  Shortbow​. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  
   
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  14 
  Snowy Bugbear 
  Medium humanoid (goblinoid), chaotic evil 
  Armor Class​ 16 (Hide Armor, Shield) 
  Hit Points​ 27 (5d8+5) 
  Speed​ 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  15 (+2) 14 (+2) 13 (+1)
  8 (-1)
  11 (+0)
  9 (-1) 
  Skills​ Stealth +6, Survival +2 
  Damage Resistances​ cold damage 
  Senses​ Darkvision 60 Ft., passive Perception 10 
  Languages​ Common, Goblin 
  Challenge ​1 (200 XP) 
   
  Traits 
  Brute​ A melee weapon deals one extra die of its 
  damage when the bugbear hits with it (included in 
  the attack). 
  Surprise Attack​ If the bugbear surprises a creature 
  and hits it with an attack during the first round of 
  combat, the target takes an extra 7 (2d6) damage 
  from the attack. 
   
  Actions 
  Frosted Morningstar​. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: (2d8 + 2) cold damage. 
  Icicle Throw.​ Ranged Weapon Attack: +4 to hit, 
  reach 30/120 ft., one target. Hit: (1d6 + 2) 
  piercing/cold damage. 
  Ice Sprite 
  Tiny fey, neutral good 
  Armor Class ​15 (leather armor) 
  Hit Points ​2 (1d4) 
  Speed ​10 ft., fly 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  3 (-4)
  18 (+4) 10 (+0) 14 (+2) 13 (+1)
  11 (+0) 
   
  Damage Resistances​ cold damage 
  Skills​ Perception +3, Stealth +8 
  Senses ​passive Perception 13 
  Languages ​Common, Elvish, Sylvan 
  Challenge ​1/4 (50 XP)  
   
  Actions 
  Longsword. ​Melee Weapon Attack: +2 to hit, reach 5 
  ft., one target. Hit: 1 slashing damage. 
  Shortbow. ​Ranged Weapon Attack: +6 to hit, range 
  40/160 ft., one target. Hit: 1 piercing damage, and 
  the target must succeed on a DC 10 Constitution 
  saving throw or become poisoned for 1 minute. If 
  its saving throw result is 5 or lower, the poisoned 
  target falls unconscious for the same duration, 
  or until it takes damage or another creature 
  takes an action to shake it awake​. 
  Heart Sight.​ The sprite touches a creature and 
  magically knows the creature's current 
  emotional state. If the target fails a DC 10 
  Charisma saving throw, the sprite also knows 
  the creature's alignment. Celestials, fiends, and 
  undead automatically fail the saving throw. 
  Invisibility. ​The sprite magically turns invisible 
  until it attacks or casts a spell, or until its 
  concentration ends (as if concentrating on a 
  spell). Any equipment the sprite wears or carries 
  is invisible with it. 
  
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  15 
  Frost Goblin 
  Small humanoid (goblinoid), neutral evil 
  Armor Class​ 15 (leather armor, shield) 
  Hit Points​ 7 (2d6) 
  Speed​ 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  8 (-1)
  14 (+2) 10 (+0) 10 (+0) 8 (-1)
  8 (-1) 
   
  Damage Resistances​ cold damage 
  Skills​ Stealth +6 
  Senses​ darkvision 60 ft., passive Perception 9 
  Languages​ Common, Goblin 
  Challenge​ 1/4 (50 XP)  
  Traits  
  Nimble Escape​ The goblin can take the Disengage or 
  Hide action as a bonus action on each of its 
  turns. 
  Actions 
  Scimitar. ​Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow​. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
   
  Frosty Winged Kobold 
  Small humanoid (kobold), lawful evil 
  Armor Class ​13 
  Hit Points ​21 (3d6 - 3) 
  Speed​ 30 ft., fly 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  7 (-2)
  16 (+3) 9 (-1)
  8 (-1)
  7 (-2)
  8 (-1) 
   
  Damage Resistances​ cold damage 
  Senses ​darkvision 60 ft., passive Perception 8 
  Languages ​Common, Draconic 
  Challenge​ 1/4 (50 XP)  
   
  Traits 
  Pack Tactics. ​The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold's allies is within 5 feet of the creature and 
  the ally isn't incapacitated. 
  Sunlight Sensitivity. ​While in sunlight, the kobold 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight. 
   
  Actions 
  Dagger. ​Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage. 
  Icicle Spear.​ Ranged Weapon Attack: +5 to hit, one 
  target within 60ft. Hit: 6 (1d6 + 3) bludgeoning 
  damage. 
  Chill Wind. ​Buffeting a 15-foot cone to the front 
  with its wings, each creature in the cone must 
  make a Constitution saving throw (brrrrrrr). A 
  creature takes 3d6 cold damage on a failed save, 
  or half as much damage on a successful one. 
   
  
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  16 
  Snowy Griffon 
  Large monstrosity, unaligned 
  Armor Class​ 12 
  Hit Points​ 59 (7d10 + 21) 
  Speed​ 30 ft., fly 80 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4) 15 (+2) 16 (+3) 2 (-4)
  13 (+1)
  8 (-1) 
   
  Damage Resistances​ cold damage 
  Skills​ Perception +5 
  Senses​ darkvision 60 ft., passive Perception 15 
  Languages​ — 
  Challenge​ 2 (450 XP) 
   
  Traits  
  Keen Sight.​ The griffon has advantage on Wisdom 
  (Perception) checks that rely on sight. 
   
  Actions 
  Multiattack.​ The griffon makes two attacks: one 
  with its beak and one with its claws. 
  Beak​. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws.​ Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) slashing damage. 
   
  Frost Elemental 
  Medium elemental, unaligned 
  Armor Class ​13  
  Hit Points ​50 (4d10 + 5)  
  Speed ​40 ft., fly 40 ft.  
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  18 (+4) 15 (+2) 17 (+3) 4 (-3)
  10 (+0) 16 (+3) 
   
  Damage Resistances​ cold damage 
  Condition Immunities​ exhaustion, paralyzed, 
  petrified, poisoned, unconscious 
  Senses ​darkvision 60 ft., passive Perception 10 
  Languages ​Primordial 
  Challenge ​2 (450xp) 
   
  Traits 
  Freezing Touch ​All damage done by Frost Elemental 
  is dealt as cold damage. 
  Amorphous Form ​The Frost Elemental can move 
  through a space as narrow as 1 inch wide 
  without squeezing. 
   
  Actions 
  Whirlwind Attack. ​Frost Elemental takes an action 
  to make a melee attack against any number of 
  creatures within 5 feet of it, with a separate 
  attack roll for each target. 
  Slam.​ Melee Weapon Attack: +4, reach 5 ft., one 
  target. Hit: 1d10 + 4 bludgeoning damage. 
  
   
   
   
   
   
   
   
   
   
   
   
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  17 
  Santa Claws 
  Medium Fae, lawful evil 
  Armor Class​ 15 (natural armor) 
  Hit Points​ 59 (7d8 + 14) 
  Speed​ 50 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  17 (+3) 12 (+1)
  14 (+2) 16 (+3) 13 (+1)
  18 (+4) 
   
  Skills​ Perception +5,  
  Damage Immunities​ cold 
  Senses​ darkvision 60 ft., passive Perception 15 
  Languages​ understands and speaks all languages 
  Challenge​ 3 (700 XP)  
   
  Traits 
  Keen Hearing and Smell​ Santa Claws has advantage 
  on Wisdom (Perception) checks that rely on 
  hearing or smell. 
  Family Ties​ Santa Claws has advantage on an attack 
  roll against a creature if at least one Kringle Elf 
  or member of the Claus family is within 5 feet of 
  him and the ally isn't incapacitated. 
   
  Actions 
  Claw Rake​ Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage 
  plus 7 (2d6) cold damage. 
  Wintry Cyclone​ (1 round). Santa Claws creates an 
  icy blast in a 15-foot column, centered on his 
  target. Each creature in that area must make a 
  DC 12 Dexterity saving throw, taking 4d6 cold 
  damage on a failed save, or half as much damage 
  on a successful one. 
   
  Myra Claws 
  Medium Fae, lawful evil 
  Armor Class ​12  
  Hit Points ​59 (7d8 + 14) 
  Speed ​30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  10 (+0) 12 (+1)
  10 (+0) 15 (+2) 14 (+2) 13 (+1) 
   
  Saving Throws ​59 (7d8 + 14) 
  Skills ​Arcana +4, Persuasion +3,, Religion +4 
  Senses passive ​Perception 12 
  Languages​ speaks and understands all languages 
  Challenge ​3 (700xp) 
   
  Traits 
  Spellcasting 1 ​For the following spells, Myra's 
  spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks) and has following 
  cleric spells prepared: 
  Cantrips (at will) ​guidance, sacred flame (cold 
  damage) 
  1st level (2 slots): ​cure wounds 
   
  Spellcasting 2 ​For the following spells, Myra's 
  spellcasting ability is Intelligence (spell save DC 
  12, +4 to hit with spell attacks). She has following 
  wizard spells prepared: 
  Cantrips (at will): ​ray of frost, freezing touch 
  1st level (2 slots): ​sleep, magic missile (cold damage) 
   
  Actions 
  Claw Rake​ Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage 
  plus 7 (2d6) cold damage. 
  
  APPENDIX B: 
  (ITEMS​) 
   
  Items with a number beside their name are 
  included in the pool of random items, chosen by 
  rolling a d12 when prompted in the adventure. 
   
  1. Lump of Coal from Santa 
  Magic item, common 
  It is...a lump of coal. You can burn it. You were 
  naughty this year, weren't you? 
   
  When burned, anyone within a 5ft radius recovers 
  1d2 HP. Even the Naughty List deserves a ​little 
  something for the holidays. 
   
  2. Rudolph’s Nose of Everlasting Light  
  Wondrous item, rare 
  Round, soft, and emitting a red aura. Some would 
  even say it glows.  
   
  When worn on the nose, emits a red-tinted light 
  source for 30ft radius, Stealth rolls are made with 
  Disadvantage.  
   
  3. Frosted Snowman Cookie 
  Magic item, common 
  A sugar cookie shaped like a snowman, with 
  frosting and sprinkles on top. It looks as delicious as 
  it tastes. 
    
  When eaten as an action, restores 2d4 + 2 HP and is 
  consumed. 
   
  4. Fruitcake of Greater Healing 
  Magic item, common 
  Fruitcakes are delicious, despite what people say. 
   
  When eaten as an action, restores 4d4 +4 HP and is 
  consumed. 
   
  5. Myra's Snowflake Amulet 
  Wondrous Item, rare 
  A snowflake encased in a sphere of glass that can be 
  worn around the neck by an attached silver chain. 
  The snowflake glows with a soft blue aura. 
   
  Once per day, the wearer can grip the amulet and 
  teleport anywhere within their line of sight, up to 
  60ft away. This ability resets after a long rest. 
   
  6. Unmelting Ice Shard 
  Magic item, common 
  A shard of ice, roughly 5 inches long, shaped like 
  the blade of a knife. It feels cold to the touch, feels 
  brittle like ice, but does not melt under heat or 
  touch. 
   
  When shattered, the shard of ice releases a burst of 
  cold air that engulfs the user. They must roll a d20 
  and choose a ​Wild Magic Surge​ from the Player's 
  Handbook. The shard is consumed upon use. 
   
  7. Kringle’s Favorite Brand of Candy Cane 
  Magic Item, common 
  If you've ever seen a more perfect candy cane, you 
  can't think of it. The plastic comes off without 
  breaking the cane, the stripes are perfectly even, 
  and the pepperminty taste is beyond perfect. 
   
  Works as Arcane Focus, Adds +1 Cold Damage to all 
  Spell Damage Rolls. Can be licked once per day as a 
  free action to restore 1d4 HP. Charge resets after a 
  long rest. 
   
  8. Jingle Bell 
  Magic item, rare 
  Jingle bells, Xanathar smells, Elminster laid an 
  egg...what? Don't look at me like that. 
   
  Once per day, when the bell is jingled, a spectral 
  reindeer appears in an open space of the user's 
  choosing. Though stationary, the spectral reindeer 
  may attack any creature within a 5ft radius for 2d8 
  cold damage during its summoner's turn. Lasts for 3 
  minutes. Resets after a long rest. 
   
  9. Red Fur-lined Coat 
  Wondrous item, rare 
  You will be the life of the holiday party with this 
  baby. No ugly sweaters here, only the height of 
  North Pole fashion. Red silk with white edging. 
  Faboo. 
   
  Grants the wearer +2 AC and +1 CHA, resistance to 
  cold damage, and does not count as armor nor 
  against encumbrance. 
   
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  18 
  
  10. Red Fur-lined Dress 
  Wondrous item, rare 
  Sleek and form-fitting, this dress flaunts it because 
  you've got it. Red satin with a white frill at the 
  bottom, you're hot enough to melt Icewind Dale. 
   
  Grants the wearer +3 AC, resistance to cold damage, 
  and does not count as armor nor against 
  encumbrance.  
   
  11. Black Fur-lined Boots 
  Wondrous item, rare 
  Probably the most solid and sturdy boots you've 
  ever seen. Black with a white fur lining, your feet 
  will be toasty even when the rest of you might not 
  be. 
   
  Grants the wearer the ability to move across Arctic 
  terrain unhindered and gives +2 to saving throws 
  when standing on Arctic terrain. 
   
  12. Red Fur-lined Hat 
  Wondrous item, rare 
  Come on, you know exactly what this hat looks like. 
   
  Grants the wearer +3 to all Perception checks and 
  the ability to gain ​Amorphous Form ​once per day, 
  allowing them to move through a space as narrow 
  as 1 inch wide without squeezing. Resets after a long 
  rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The following items are not included in 
  random rolls during the adventure, but 
  rather attained at particular points during 
  the story. 
   
  Santa's Holiday Bag of Holding  
  Wondrous item, uncommon 
  The richest, softest, silkiest, velvetieset bag you've 
  ever seen. It's probably bigger on the inside. A 
  glittery, sparkling rope cinches the top closed. 
   
  When opened for the very first time, the character 
  must make a ​Holiday Spirit​ check (d20). The 
  character must roll a natural 20 to have enough 
  Holiday Spirit​ for the bag to function as a 
  traditional ​Bag of Holding​. Otherwise, it is a simple, 
  mundane ​Sack​. If that character is a ​Claus​ or 
  Kringle​, check is automatically successful. 
   
  Eldara's Mistletoe Staff  
  Wondrous item, rare, requires attunement 
  A 6-foot long staff, with white and red stripes 
  spiraling its length. The top is adorned with green 
  leaves and red berries, with a red bow tied just 
  beneath. 
   
  Works as an arcane focus, adds +1 cold damage to 
  all spell damage rolls and +1 piercing damage to all 
  melee attacks (thorns! ow!). 
   
  The user may cast ​Charm Person​ as a 3rd level spell 
  using their own spellcasting modifier. This ability 
  may be used once per day and resets after a short or 
  long rest.  
   
  (Eldara's Mistletoe Staff included in random item 
  generation, only lootable from Eldara, the 
  Christmas Witch)  
   
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  19 
  
   
  APPENDIX C: (MAPS) 
   
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  20 
  
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  21 
  
   
   
  These maps were designed and licensed by Dyson Logos. The originals and their whole library can be found at 
  https://dysonlogos.blog/maps/commercial-maps/  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only​.  
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  22 
  
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