TEXT: By Frank Schmidt 
  @FILBARRPG 
  XM19 – How Cringe Stole 
  Christmas Back 
  AN ADVENTURE IN FILBAR™ 
   
   
   
  
  ~ 1 ~ 
   
  How Cringe Stole Christmas Back 
   
  Player’s Background: 
  The people of Yuletown have had an ornament stolen from their festival tree. 
  This decoration stands in the middle of town and the culprits are from Whatville, 
  just over the Crumpit Mountains. The residents of the neighboring town have 
  always caused trouble and you have opted to come out of retirement to retrieve 
  the missing bauble. Enlisting your repugnant, but faithful servant, Max the 
  Kobold, you head over the mountains and reach the far side quickly. Tracks from 
  Yuletown lead you right through the mountain pass and you are certain the thief 
  resides below. It is payback time! 
   
  DM Background: 
  This short scenario was designed for Christmas 2019 and was made for a pair of 
  PCs (provided). In spirit of the season, we are hijacking a rather well known tale 
  with a twist. One PC will play Cringe, a 3rd level Rogue that had retired. A second 
  PC (or NPC) is Max, a Kobold lackey of Cringe that helps around the shop. The 
  pair will have taken offense at the theft from Yuletown and seek to remedy the 
  situation by stealing back the missing ornament.  
  The scenario begins with Cringe & Max making their way across the Crumpit 
  Mountains to a plateau overlooking Whatville, a small community of miscreants 
  and troublemakers. There are two maps offered, one for the PCs and one for the 
  DM. The player map has some buildings marked with a yellow square. These 
  marks indicate that the building is occupied by multiple people that are awake 
  and would be considered overwhelming forces. The DM should describe these 
  locations as being HIGHLY questionable encounters to engage in. If the players 
  opt to try anyway, the DM can make them multiple opponents from #4, a deadly 
  encounter. 
  The players should be told that stealth will play a big role in the scenario and 
  caution should be used. With only a few hours before the holiday festival kicks 
  off in Yuletown, the party should also be pressed for time and no opportunity for 
  a long rest. To assist them in their quest, Cringe will have a Potion of Extra 
  Healing and Max should be given a Potion of Healing.  
  Depending on the length of available game time, the DM can (should) move 
  encounters around to facilitate a resolution for the players! 
  
  ~ 2 ~ 
   
  Mission Goals 
  Because Cringe is a retired adventurer, he/she will understand that going 
  into a “hostile” town will require the ability to be stealthy and quiet. As 
  Whatville is also celebrating, most of the townspeople will be inside as a 
  storm has just blanketed the area with a foot of snow. The tracks followed 
  will quickly mix in with other citizens as they move from the various 
  holiday parties going on (yellow mark). Any people encountered in the 
  streets will be in a hurry to reach their destination and get out of the 
  elements and not wish to speak with anyone.  
  If the PCs opt to inject themselves into the holiday party, they could face 
  combat if their deception/investigation rolls are poor. A clever PC may 
  believe that interviewing the intoxicated party goers may yield useful 
  information. This could be the case but the success should be limited. It is 
  recommended that any engagement with the citizens of Whatville carry a 
  DC14 vs. Deception to appear to be normal celebrants. A failure would 
  have the citizens see them as “Yuletown Scum” and attack/chase out of 
  town. If the latter happens it is recommended that the PCs only get to 
  escape once then are put in the stocks and have snowballs thrown at 
  them thereby failing the scenario. 
  If the PCs are able to infiltrate a celebration, there is an 80% chance that 
  the people have no idea about the theft, 15% chance of having heard 
  about it, but only a 5% chance of knowing that Ralph Crampus (#4) is 
  responsible.  
  Any of the numbered encounters (except for #4) will be darkened houses 
  or have an opponent(s) in clear view. Dark houses will indicate that the 
  residents are slumbering and a DC15 vs. Stealth will allow the PCs to 
  burgle the home successfully. No “treasure” listings are given as there is 
  only one notable goal for the adventure! 
  The residences are mostly made of logs with thick, thatched roofs. 
  Chimneys will spill out a steady stream of smoke into the frosty air. The 
  locks are of poor quality on the doors and any roll aside from a critical 
  failure would indicate a successful unlocking. Dealing with the numbered 
  encounters can be non-lethal if needed but the PCs will be treated as 
  burglars…because essentially they are.  
  Again, depending on the time frame to play, the DM should move 
  encounters around as needed. 
   
  
  ~ 3 ~ 
   
  1. Common Residences 
  This building appears to be a residence. Rough curtains hang in the small 
  window and no sign exists purporting it to be a business. A small sliver in 
  the drapes show a fire giving off a faint (to moderate) glow inside.  
  DM: The common residences will possess either a sleeping 
  individual/family or a solitary individual moving about. If the PCs opt to 
  knock on the entrances to these areas they will not receive an answer. 
  The people of the community are early to bed types and the residents of 
  these common residences are mostly farmers or workers without a shop. 
  There will be either one or two residents within these walls.  
  Entering any of these locales will discover mundane items and either 2-3 
  room residences. The fireplaces are centrally located to heat the home in 
  all available rooms. There is only a 10% chance of treasure in these 
  domiciles. Sneaking around a house of “sleepers” will require a DC15 vs. 
  Stealth to investigate.  
   
  Citizen: Armor Class 14 (leather armor) Hit Points 7 (2d6) 
  D +4 wood axe 1D6 +2  
  STR DEX CON INT WIS CHA /8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) 
  Challenge ¼ (50 XP)  
  Or 
  Beefy Citizen: Armor Class 11 (leather) Hit Points 15 (5D8 +10) 
  +4 1d6 +2 skillet (x2) 
  STR/DEX/CON/INT/WIS/CHA 15(+2) 11(+0) 14(+2) 10(+0) 10(+0) 11(+0) 
  Challenge ½ (100 XP)  
   
  2. Businesses 
  A sign hangs from the roof at this location indicating that it is a shop. The 
  windows are slightly larger here to showcase the owner’s wares. A fire pit 
  sits in the center of this large building with the flue just above it. A small, 
  sheltered alcove near the corner marks the personal area of the merchant.  
  
  ~ 4 ~ 
   
  DM: Businesses can be of any trade (no gems/jewelry) and have multiple 
  displays of textile, wood projects, spices, etc. in full view. A bell will hang 
  above the doorway to each of these locations to notify the owner of a 
  potential customer. Because of this, entering the shop will require a DC18 
  vs. Stealth the first time one is entered unless the PC specifically asks if 
  there is a bell. Asking/knowing the bell is present will drop the DC to 17 to 
  make a quiet entrance. 
  The business will have small lock box containing 10-110gp of earnings 
  present if the PCs are feeling like thieves. Each shop will have one or two 
  residents.  
   
  Beefy Citizens (2): Armor Class 11 (leather) Hit Points 18 (5D8 +10) 
  +4 1d6 +2 skillet (x2) 
  STR/DEX/CON/INT/WIS/CHA 15(+2) 11(+0) 14(+2) 10(+0) 10(+0) 11(+0) 
  Challenge ½ (100 XP)  
  Or 
  Former Delver: Armor Class 17 (chain shirt, shield) Hit Points 21 (6d6) 
  D +4 Scimitar 1D6 +2 (x2 but second is with disadvantage) 
  STR DEX CON INT WIS CHA /10(+0) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 10(+0) 
  Challenge 1 (200 XP) 
   
  3. Holiday Store 
  The sign at this business indicates that it is a holiday store. The window is 
  jammed with a variety of seasonal items and seeing in is quite difficult. A 
  roaring fire is on the far wall and some of the goods appear to be 
  mechanical in nature and move with jerky motions causing shadows to 
  dance in the shop. 
  DM: The Holiday Store is occupied by three Gnomish brothers that are toy 
  makers by trade. They are working late building items for sale and are in 
  the backroom that is hidden by large displays. Similar to the other 
  businesses, there will be chimes (not a bell) above the doorway here that 
  give off a soft tone. 
  
  ~ 5 ~ 
   
  The brothers will not immediately answer the noise and the PCs will have 
  one round to look around. Once contact is made, the party will be asked 
  what they are doing in the store after hours. If they succeed on a DC14 
  vs. Insight, they may correctly deduce the nature of the store and point 
  out that they were shopping for gifts. If successful, melee can be avoided. 
  If the dice do not fall in the party’s favor, their stammering for an answer 
  will raise the suspicion of trio and a fight will begin.  
  If the party defeats the Tinkers and raids the store, they can find 20-80gp 
  in the till and three potion bottles. Two are marked “Healing” and are blue 
  but the green one is unmarked (Gaseous Form). A variety of holiday 
  themed goods will be present in the shop. 
   
  Tinkers (3): Armor Class 13 (leather armor) Hit Points 18 (3d8 +3) 
  D +4 1D6 +2 Long Sword (x2 attacks) 
  STR/DEX/CON/INT/WIS/CHA 11(+0) 14(+2) 12(+1) 11(+0) 13(+1) 11(+0) 
  Challenge ½ (100 XP) 
   
  4. Crampus Trading Post 
  A sign above this door shows that it is the “Crampus Trading Post” with 
  the proprietor listed as Ralph Crampus. A set of stuffed and mounted deer 
  heads adorn the exterior entrance and other, similar items can be seen 
  inside the shop including a large black bear standing about 6’ high. A sign 
  on the door reads “Closed for party”. Over on the counter in the center of 
  the room is the missing ornament! 
  DM: The owner put the sign in the door earlier when he visited some of 
  his customer’s parties. He has since returned and is tidying up the store 
  and is behind the stuffed Black Bear. When the door opens, Ralph will 
  push the bear over as he is not expecting anyone coming through the 
  locked door. Ralph is a Cleric worshipping Our lady of the Sticky Fingers. 
  Each PC will have to roll a DC12 vs. Dexterity or get knocked over by the 
  bear and suffer 1d4 damage from a damaged claw attack. Ralph will then 
  attack one of the PCs, at advantage, in the first round. 
  If Ralph can be defeated, the PCs can recover the missing ornament and 
  get out of town. Sacking the shop will find a strong box containing 200gp 
  worth of coins and gems and a pewter ring. The jewelry is a simple item 
  
  ~ 6 ~ 
   
  with part of the band shaped like a feather. It may seem like a Ring of 
  Feather Falling but is a cursed item and will cause the wearer to change 
  alignment to the exact opposite. Removing the ring will not remove the 
  curse. This item can be optional to mess with the players. Those having 
  their alignment adjusted could opt to keep the ornament themselves and 
  move to Whatville permanently! 
   
  Priest: Armor Class 14 (chain shirt) Hit Points 38 (5d8+5) 
  D +2 to hit Mace 1d6 +3 
  Spells: DC14 or +5 to hit 
  C: Light, Sacred Flame, Thaumaturgy 
  1st: Cure/Cause Wounds x2, Guiding Bolt, Sanctuary 
  2nd: Lesser Restoration, Spiritual Weapon (hammer), Hold Person 
  3rd: Dispel Magic, Spirit Guardians 
  STR DEX CON INT WIS CHA /16(+3) 12(+1) 16(+3) 9(−1) 13(+1) 12(+1) 
  Challenge 2 (450 XP)  
   
   
  DM Map 
  
  ~ 7 ~ 
   
   
   
  Player’s Map & Pewter ring <above> Black Bear <below> 
   
  
  ~ 8 ~ 
   
  
  ~ 9 ~ 
   
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/XM19 How Cringe Stole Christmas Back (Filbar;5e).pdf