SECTION 5: FEEDING THE REINDEER
When the PCs are ready to feed the reindeer, they'll be given a map to the pasture and some basic background: Essentially, Nicholas keeps a stable of unawakened reindeer near the palace as pets and breeding stock. Normally they're feed daily, but since no one can leave the palace, the reindeer are probably starving. The PCs need to travel to the pasture and give them food.
There are a number of sleighs available for the PCs, but using them will require getting the front archway open. PCs who can't figure out the archway might have to walk.
In either case, there are two encounters on the way to the stables and two in the stables themselves.
1. Kremesicles
This is a straightforward battle against kremesicles, oozes that are native to the frozen north. Two kremesicles will emerge from the snow and attack the party while they're on their way to the stables. Note that this battle takes place in a featureless snowscape, so no map is provided. The effect of fighting in deep snow should be considered, though.
Kremesicle (Cold)
Appearance: Kremesicles are large yellow cylinders that taper at the top, rather like very thick ecclesiastical candles. They are smooth when first encountered but deform with impact, so a Kremesicle that's seen recent battle is likely to have dents, lacerations or even a missing top. Though solid, Kremesicles appear slightly goopy on the surface and are typically covered with a dusting of snow and frost.
Large Ooze
Hit Dice: 5d10+30 (57 hp)
Initiative: -5
Speed: 20 ft. (4 squares), climb 20 ft., burrow 20 ft.
Armor Class: 4 (-1 Size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +3/+14
Attack: Slam +6 melee (2d4+3)
Full Attack: Slam +6 melee (2d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, Adhesive
Special Qualities: Blindsight 60 ft., ooze traits, immunity to cold, vulnerability to fire
Saves: Fort +7, Ref -4, Will -4
Abilities: Str 17, Dex 1, Con 22, Int -, Wis 1, Cha 1
Skills: Climb +11
Feats: -
Challenge Rating: 3
Combat
Unlike their unfrozen cousins, kremesicles cannot constrict prey. Instead, they kill their prey by freezing onto them and killing them with acid, then consuming them at leisure. Kremesicles spend most of their time under the snow, searching for prey on the surface. When they detect prey, they emerge from the snow and attack.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each round spent stuck to the creature (see below) inflicts acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 18 Reflex saves. Merely striking or being struck by the kremesicle does not inflict acid damage (as is the case with puddings).
The kremesicle's acidic touch deals 18 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Adhesive (Ex): A kremesicle is composed of frozen goop that freezes onto metal, flesh and wood on contact. A kremesicle automatically grapples any opponent who touches it. Opponents so grappled must unstick themselves to get free (mere grappling checks won't do the job).
A weapon that strikes a kremesicle is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off (DC 16 for wooden objects, which don't stick as well).
Hot water or other liquid will weaken the kremesicle's adhesive long enough for any stuck creatures or objects to slide off (abandoned objects stuck to the kremesicle will simply fall to the ground). The only other way to break free is to make a DC 18 Strength check (a successful check inflicts 1 HP of damage on characters whose bare flesh is stuck to the kremesicle). Note that a dead kremesicle's adhesive continues to function.
Characters with any natural or magical resistance to cold damage need only a DC 14 Strength check to escape the kremesicle's adhesive, while characters who are immune to cold damage are immune to the adhesive as well.
Skills: A kremesicle has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
2. Wassailing Bandits
On the way to feed the reindeer, the characters encounter wassail bandits. The bandits are disguised as friendly, old-timey wassailers traveling by dog-sleigh, but they're actually bards (and a rogue) trying to incapacitate the characters with song so that they can rob them. The three bandits are a human, a half-elf and a halfling, statted below. They will attempt to use fascinate, lullaby etc. to lull the characters into a stupor, then pick their pockets or otherwise rob them. The wassailers will start by lining up and singing a holiday song (the human and the half-elf will use Fascinate to try to get the characters to stop and listen if they don't stop on their own). Then, they will use any magic they can muster to incapacitate the characters as much as possible. At some point, the halfling will leave the other two and begin robbing the PCs. He's willing to kill, but will use violence only if necessary (for example, if all but one of the PCs is incapacitated, he'll backstab or otherwise neutralize the one remaining PC). If, at any point, a full-fledged battle begins, the bandits will attempt to run away. They don't want a real fight. If they can incapacitate the PCs completely, they'll take as much from them as they can get without too much risk and then run away.
Jareth, the human wassailer
Appearance: A curly-haired, nebbishy type in cozy but frumpy clothing. He looks umistakably middle-class and middle-aged.
Medium Humanoid (Human)
Bard 2
Chaotic Neutral
Hit Dice: 2d6+2 (11 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 12 (+2 Dexterity)
Base Attack/Grapple: +1/+1
Attack: Dagger +2 (1d4)
Full Attack: Dagger +2 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1
Saves: Fort +1, Ref +5, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 15
Skills: Bluff +7, Decipher Script +6, Hide +7, Knowledge (Arcana) +6, Knowledge (Religion) +6, Perform (Sing) +7, Spellcraft +6, Use Magic Device +6
Feats: Skill Focus: Perform, Spell Focus: Enchantment
Languages: Common, Orcish
Spells Known:
0 Level: Daze, Lullaby, Mage Hand, Prestidigitation, Read Magic
1st Level: Cause Fear, Sleep
Gear (carried):
Masterwork dagger (at side, the one figured into the attack stats), dagger (in concealed ankle sheath), flask of fine wine
Anarion, the half-elf wassailer
Appearance: Anarion is a dashing, clean-cut half-elf wearing tailored winter clothes. His smile is a sure bet both in business and in amorous pursuits; he uses it both ways, and liberally.
Medium Humanoid (half-elf)
Bard 2
Chaotic Evil
Hit Dice: 2d6+2 (9)
Initiative: +2
Speed: 30 ft.
Armor Class: 10
Base Attack/Grapple: +1/+1
Attack: Dagger +0 (1d4)
Full Attack: Dagger +0 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, half-elf traits
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 15
Skills: Bluff +7, Diplomacy +9, Gather Information +9, Hide +5, Listen +3, Perform (Sing) +7, Search +2, Sense Motive +7, Sleight of Hand +5, Spot +3
Feats: Spell Focus: Enchantment
Half-elf traits: Low-light vision, racial skill bonuses (factored in), +2 to save vs. enchantments, immune to sleep effects
Spells Known:
0 Level: Detect Magic, Ghost Sound, Lullaby, Message, Prestidigitation
1st Level: Charm Person, Hypnotism
Gear (carried):
Dagger, hooded lantern, a key to the chest in the sled
Kybo, the halfling wassailer
Appearance: His shaved head, pug nose and stocky build can make Kybo seem comical... which only makes him more frightening when one finally sees him angry. He's wearing a wool hat and a scarf (deliberately short, so it doesn't risk getting tangled or interfering with combat).
Small Humanoid (halfling)
Rogue 2
Chaotic Evil
Hit Dice: 2d6+2 (9)
Initiative: +3
Speed: 20 ft.
Armor Class: 14 (+1 size, +3 Dexterity)
Base Attack/Grapple: +1/+1
Attack: Masterwork dagger +6 (1d4) or thrown dagger +6 (1d4)
Full Attack: Masterwork dagger +6 (1d4) or thrown dagger +6 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack 1d6
Special Qualities: Trapfinding, Evasion, Halfling qualities
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 10, Dex 17, Con 13, Int 10, Wis 8, Cha 14
Skills: Appraise +5, Bluff +7, Climb +2, Hide +12, Jump +2, Listen +6, Move Silently +10, Open Lock +8, Sleight of Hand +8, Spot +4
Feats: Weapon Finesse (Dagger)
Gear (carried):
1 Masterwork dagger for melee, 4 throwing daggers in knapsack, thieves' tools
In their sled, which is pulled by an unexceptional dog team, the three bandits have:
1 tent and 3 bedrolls
Spare firewood
1 gallon of ale
1 bottle of fine wine
1 set of masterwork manacles
3 pints of oil
30 days of trail rations (10 days for 3)
Flint and steel
And, in a locked chest (DC 18 to open):
600 gp
2300 sp
A golden idol of Bahamut (or a deity from your campaign) worth 500 gp
Small suit of masterwork hide armor
1 potion of Endure Elements
3. The Reindeer Pasture
The pasture consists of a simple but charming central building (see
map here) with water, food troughs and bedding, plus an outer area enclosed by an iron fence. Entrance is through a simple gate. The PCs will immediately notice a break in the outer fence. Inside the central building, the reindeer seem scared and hungry to anyone who can detect such things. A quick look around will reveal a slain reindeer in the snow in one corner of the outer courtyard. There are two potential combat encounters here:
1 polar bear, who has entered through the hole in the fence. He's now stalking the reindeer here. He''s pulled one carcass into the central building to eat it, and that's where he'll be encountered. The other dead reindeer is also his doing. Use stats from the Monster Manual.
1 dire reindeer, who has come to check out the ladies here in the pasture. He'll be aggressive and territorial with the PCs, and will attack if they don't steer clear of him.
Dire Reindeer
Large Animal
Hit Dice: 5d8+5 (28 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 12 (-1 Size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +3/+14
Attack: Hoof +10 melee (1d4+7)
Full Attack: 2 hooves +10 melee (1d4+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +6
Abilities: Str 25, Dex 13, Con 12, Int 2, Wis 11, Cha 8
Skills: Listen +5, Spot +5
Feats: Endurance, Iron Will
CR: 2
The PCs may try to repair the fence. It's made of iron and has been broken in only one place. Any sort of makeshift repair will do; the PCs may use magic, they may use a Craft check to repair the fence or construct a wooden replacement segment, they may form some kind of tough net over the break, etc. A check of about DC 18 should do the trick temporarily.
At some point, the PCs will figure out that Piet is up to no good and will try to find him. Any NPC will be able to inform them that he can usually be found in an old shaft in the coal mines under the palace, the first shaft on the left after passing the coal golem. When they're ready to venture into the mines, move to the final section.
SECTION 6: THE COAL MINE
Note: This section doesn't have a unified map. Instead, the action moves from the unmapped Spiral Staircase (encounter 1) to the
Coal Mine map, which is large but contains only the Coal Golem room (encounter 2) and an exit to
Piet's Corridor (encounter 3), which has its own map.
1. The Spiral Staircase
To get down to the mines, the characters must descend a huge spiral staircase. During the descent, the characters are beset by a team of gnomes loyal to Piet, who orders the characters ambushed during their journey to the mine. The gnomes are simple warriors straight from the Monster Manual; there are 10 of them, and they attack from above by tying ropes to the bannister above and delivering swinging attacks against the characters. Five gnomes attack in this swinging ambush, while the other five take positions around the spiral and fire their crossbows. The gnomes are well-practiced and use flanking and elevation bonuses when possible; they've planned this out.
The gnomes are only following orders from Piet; they are loyal and have always known him to be a good person, if perhaps a bit touchy. They are themselves Neutral Good. It would be very difficult to talk them out of doing their jobs, but once defeated, they may be more willing to share information. They do not hesitate to confirm that Piet sent them, even during the battle.
Note that the staircase isn't mapped; running the combat there will have to be pretty free-form, because it's hard to map a spiral precisely in two dimensions. The staircase is ten feet wide, has a ten foot circular gap in the center and reaches down 100 feet. The gnomes will attack about 50' down.
2. The Coal Golem
This room is a small flagstone affair where the base of the spiral staircase opens into the coal mines. The passage to the mines themselves is a huge, sliding metal door with a cartoonish scowling face on it (point B on the map). The door won't budge for any character trying to open it; three secret buttons must be pressed simultaneously to unlock it long enough to slide it aside. Search DC 23 to locate the buttons.
A coal golem guards the entrance to the coal mine, mostly to keep evil underground dwellers out of the workshop, but also to keep unauthorized gnomes from going into the mine. The golem will stop any character from entering the mine shaft and from examining or tampering with the sealed entrance, but will use lethal force against characters that it identifies as evil using its Detect Evil ability. The golem has been instructed not to permit anyone but mining gnomes, Piet and Nicholas to pass. It will open the mine entrance for those characters.
This encounter can be defused through trickery; by disguising oneself as a permitted character, for instance, or by having a mining gnome (recruited upstairs) enter the mine and then sneaking through the passage while invisible.
Coal Golem
Appearance: Thick, pitch black and only roughly humanoid, the coal golem is an imposing foe. It wears no clothes and wears a permanent, rather cartoonish expression of wrath.
Large Construct
Hit Dice: 3d10+30 (45 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Attack: Slam +6 melee (2d8+3, usually subdual; see below)
Full Attack: 2 slams +6 melee (2d8+3, usually subdual; see below)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Construct traits, alignment-sensitive damage, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 17, Dex 9, Con Ø, Int Ø, Wis 11, Cha 1
Skills: -
Feats: -
CR: 5
Immunity to Magic (Ex)
A coal golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a coal golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.
Alignment-sensitive Damage (Ex)
The Coal Golem typically does subdual damage only. However, it will use its Detect Evil ability on any intruders that it encounters and will switch to lethal damage against those that it detects as evil. This does not entail any reduction in attack bonus nor in damage.
Combustible (Ex)
A coal golem exposed to flame (including fire damage from a magical attack) has a 50% chance of catching fire. The fire doesn't damage the golem, but adds 1d8 damage to its slam attack and inflicts 1d8 damage on anyone who strikes the golem with an unarmed strike or a handheld weapon. Those attacking with reach weapons aren't harmed.
Detect Evil (Su)
At will, the golem can Detect Evil as a 5th level cleric. This is a free action.
3. The Showdown with Piet
This is the abandoned mine shaft where Piet goes about the business of sending coal to naughty children and otherwise assisting Nicholas. It is long, dark and mostly featureless from the PCs' perspective except for a narrow wooden bridge that crosses a charm in the middle of the shaft. Actually, the tunnel contains several alarm traps designed to alert Piet when he has company. The upcoming encounter with Piet will be much more difficult if the alarms work and he has time to prepare.
The white lines on the map are the boundaries of the torches' light. Areas outside the lines are dark. There is nothing in the cave except for a small mining wagon and many crates of various sizes at the end of the cave. Nicholas is snoozing on a wooden chair at the end of the mine shaft; an large empty crate missing one side has been placed over him to hide him from visitors.
Alarms
A) A Permanent Alarm (as the spell) at the mouth of the cave alerts Piet mentally.
ALARM: Search DC 26, Disable Device 26. Point A on the map.
B) Wooden bridge; the marked segment of the bridge, when stepped on, sounds concealed gongs in the chasm below. They echo through the tunnel and alert Piet to the PCs' presence.
GONG TRAP: Search DC 20, Disable Device 20. Point B on the map.
C) At the end of bridge, a magical motion-triggered Quench trap extinguishes torches and attempts to darken the party's light source.
QUENCH TRAP: Search DC 28, Disable Device DC 28. The trap extinguishes all nonmagical flames 100' ahead of and behind the character who trips the trap. This alerts Piet (he sees the torch in the shaft go out) and also helps him spring his ambush. Point C on the map.
Zwarte Piet
Appearance: Piet is short, dark and bald, like all svirfneblin. His serious, peevish features clash with the floppy jester's outfit that he wears. He wears a belt with pouches for scrolls and random tools required for his many jobs around the Palace. He's never far from his black monkey familiar, Alfador, who wears a tiny version of the same outfit Piet does.
Small Humanoid (Gnome)
Hit Dice: 5d4+5 (19 HP)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 Size, +2 Dex, +4 Dodge), touch 17, flat-footed 11
Base Attack/Grapple: +2/-2
Attack: MW Longbow +6 ranged (1d6 plus poison; see below)
Full Attack: MW Longbow +6 ranged (1d6 plus poison; see below)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells and Spell-like Abilities
Special Qualities: Gnome traits, svirfneblin traits, spell resistance 16
Saves: Fort +4, Ref +5, Will +7
Abilities: Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 4
Skills: Concentration +9, Craft (Alchemy) +13, Craft (Toymaker) +11, Hide +8 (+12 underground), Knowledge: Arcana +11, Listen +6
Spellcraft +11
Feats: Brew Potion, Craft Wand, Scribe Scroll, Martial Weapon Proficiency (Longbow)
Challenge Rating: 5
Languages: Speaks Gnome, Undercommon, Common, Dwarven, Draconic, Elven
Poison Arrows: For his final battle with the PCs, Piet has prepared 7 arrows coated with Sassone Leaf residue. Sassone Leaf residue is a contact-based poison: DC 18 to resist, initial damage 2d12 hp, secondary damage 1d6 Con.
Svirfneblin and Gnome traits:
Stonecunning
120' Darkvision and Low-light Vision
+1 save DC against all Illusion spells cast by Piet
+1 attack bonus against kobolds and goblinoids
Spell-Like Abilities:
1/day - blindness/deafness (DC 13), blur, disguise self. Caster Level: 5
Spells Known:
0: All from PHB
1: Alarm, Mage Armor, Charm Person, Magic Missile, Silent Image, Cause Fear, Magic Weapon, Reduce Person
2: Protection from Arrows, Glitterdust, Invisibility, Knock, Scare, See Invisibility
3: Fly, Haste, Dispel Magic
Spells Memorized:
0: Detect Magic, Ghost Sound, Mage Hand, Ray of Frost
1: Mage Armor, Charm Person, Magic Missile x2
2: Glitterdust, Invisibility x2
3: Dispel Magic, Fly
Gear (carried):
Potions of Cure Light Wounds (2, in the form of large licorice jelly beans)
Scroll of Dispel Magic, 5th level
Scrolls of Fly, 5th level (2)
Scroll of Haste, 5th level
Scroll of Protection from Arrows, 3rd level
Scroll of See Invisibility, 3rd level
Wand of Scare (6th level, appears to be a braided birch like the one traditionally carried by Black Pete)
Buffs
Depending on how much warning Piet has that the PCs are about to corner him, he'll have various buffs in place. Here's a sequential list of the buffs he'll activate (keeping in mind that he already has his arrows poisoned and ready to go). As soon as he's alerted to the PCs' presence by one of the trap, he'll buff until he runs through the whole list or until the PCs are in sight (120' away in the dark), at which time he'll start firing arrows at them.
Round 1: Scroll of Fly
Round 2: Scroll of Protection from Arrows
Round 3: Scroll of Haste
Round 4: Scroll of See Invisibility
Round 5: Blur (spell-like ability)
Tactics: Piet will start by firing poisoned arrows at the PCs from darkness; his 120' darkvision will give him a good opportunity to soften them up. As soon as the PCs are close enough to see Piet and attack him effectively, he'll use his spells and his wand of Scare to attack and disorganize the party. Piet knows that he needs every trick in the book to beat the PCs, so he'll fight smart, taking out spellcasters and Dexterity types while he still has the advantage of surprise and avoiding melee fighters until he's taken out their support. He's flying and has cast Protection from Arrows, so he has more to worry about from magic-users than from fighter-types.
SECTION 7: RESOLUTIONS
Piet will fight and is willing to kill, but he'll give up if things turn against him. He won't permit Nicholas to be killed; he'd rather wake him up himself than let him get hurt. In any case, Piet will apologize profusely to Nicholas if he survives the battle and tell him (truthfully) that he only wantd to make sure that he'd be able to keep working with him. Nicholas will, of course, be magnanimous and will keep Piet on in a diminished capacity, though he promises some punishment. Nicholas needs to go upstairs right away to regain control of the Northern Palace (detecting and requesting the Globe of Glad Tidings if the PCs found it and are carrying it). He'll invite the PCs to spend the night.
The next day, Nicholas will give the characters the 3200 gp they were promised and will send them on their way. He can use the Globe of Glad Tidings to put them to sleep and have them awaken at any place they'd like -- if they prefer to make their own way, that's fine too. Either way, shortly after they leave the Palace they'll discover that anything they stole (that is, anything of Nicholas' that they took, not legitimate treasure) has been replaced by its weight in coal.
If the PCs rescue Nicholas, he'll become a deity within a few days, albeit one with a low profile. His divine rank is only 1, making him little more than a demigod. Nonetheless, he can grant spells, making him a potential patron for divine spellcasters. His stats are as follows:
Nicholas the Gift-Giver
Lesser Deity
Symbol: Candy Cane
Alignment: Neutral Good
Portfolio: Gifts, winter holidays, good cheer, the North
Worshipers: Children, holiday celebrants, northern gnomes
Cleric Alignments: LG, NG, CG
Domains: Community, Good, Knowledge
Favored Weapon: Quarterstaff