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The Snowman Cometh v1.1

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The Snowman Cometh

he Snowman Cometh is intended for four


characters with an average party level (APL)
of 3. Characters who complete this
On the Road
adventure should earn enough experience
to reach one-half of the way to 4th-level. An Travelling along the snow-covered road, you
evil snow monster is trying to curse the ȴnd yourselves further north than any of you
world with an eternal blizzard. This have been prior. As the sun starts to set, a
campaign takes place in Arden, although it can be set in terrible wind begins to howl and a blizzard
your own world. Any party composition should be able to unlike anything you've ever experienced
ȴnish the adventure with intelligent play.
begins to set in. Soon, whiteout conditions set
in, and all that can be seen is a bit of road
ahead of you.
Background
Each year, Klaus the Kindhearted takes o΍ into the Astral
Sea with his bag of gifts on his magical train to visit all the The blizzard that has set in is magical in nature. It envelops
good boys and girls across the cosmos. While he's gone, the characters and reduces all sight based senses to 30 ft.
Mrs. Klaus tends to their home in a magical demi-plane. Additionally, there is little to no light within the blizzard
Every year, dark forces of frigid evil try to invade the Klaus' meaning the characters will have to rely on torches,
home and extinguish the magical ȵame that lights their lanterns, or magical sight to see.
furnace. If successful, Klaus wouldn't be able to ȴnd his Encounter: Wolves. As the characters make their way
way home and the vile Snowman could send his forces out down the road they eventually come to a bridge over a
to blanket the world in ice. Normally, the magical wards canyon. On the other side are a pack of twelve wolves.
set about the property would protect it, however, this year The wolves will try to ambush the characters. They do not
they've inexplicably failed. Now, the Snowman's unending ȴght to the death, instead ȵeeing when reduced to 5 hp or
blizzard and frozen forces are marching on the house. fewer.
Unless a brave few hold them o΍, Yuletide could be ruined
forever. The Klaus House
Adventure Hooks Ahead, a large ornate log cabin sits in the eye
A Letter From the North. The characters received a of the storm. Outside, a dwarven woman
letter emblazoned with the seal of Klaus the Kindhearted, shivers in the cold.
the Father of Yuletide. It begged them to come to his
home immediately.
A Friend in Need. The characters are visited by an out The woman is Klaus the Kindhearted's wife Kora, a chaotic
of breath gnome who claims Klaus the Kindhearted, the good female dwarf. She greets the characters when she
Father of Yuletide, is in danger. They need to go to his sees them. She's currently on the lookout for the
home immediately. Snowman and his minions. Once introductions are over,
For the Children. The characters are approached by a she shares the following with the characters.
group of small children. They say Klaus visited their houses
already and asked them to ȴnd some adventurers to go to Her husband is Klaus the Kindhearted. He's currently
his to save it from a terrible evil. out on his yearly visit to the various planes to deliver
gifts to the good boys and girls.
The characters have found their way to their demi-
plane home.
Normally the realm is protected by magical wards but
they've recently failed.
Kora is on the lookout for the Snowman, an evil
creature of elemental ice. The blizzard is his doing
There's a magical ȴre in the furnace beneath the house
that Klaus uses to ȴnd his way home. If it goes out, he'll
be lost in the Astral Sea forever and the Snowman's
blizzard will spread across the world.

When Kora is ȴnished relaying the above information,


read the following.
Suddenly, the blizzard intensiȴes and begins
The Basement
to close in on the house. Kora turns to you The basement is as large as the house above and
and urges you inside. "Quickly!" she says, separated into four rooms. They all share the following
"We'll be safer in the house." features.
Ceilings. The ceilings here are 10 ft. tall and made of
solid oak.
The Frozen Men Attack Walls and Floors. The walls are made of dirt and stone
while the ȵoors are a packed earth.
The characters should now be inside the living room of the Lighting . Lanterns light the various rooms.
house. Describe how the wind howls and moans and the
snow pelts the windows. The rooms in the house all share 1. Ladder Room
the following details and features.
Ceilings. The ceilings here are 10 ft. tall and made of This small 15 ft. by 15 ft. chamber is empty except for a
solid oak. lantern and a ladder leading to the trap door above.
Walls and Floors. The walls and ȵoors are made of
solid oak and are painted in various colors per room. 2. Storage
Lighting . Fireplaces and lanterns light the interior of the
This room contains various crates and barrels, each with
house.
assorted food stu΍s, ales, and other goods. This is where
Encounter: Frozen Men. There are twelve frozen
Klaus and Kora keep the things they need frequently.
men outside. They use the stat block of a guard except
Treasure: Candy Canes. There is a small chest in the
they're vulnerable to ȴre damage and immune to cold
back of the room. It contains a dozen magical bolts or
damage. Randomly choose one of the eight large rooms
arrows (DM's choice) in the shape of candy canes with
for them to burst into through the windows and the wall.
pointed ends. When shot at an evil creature, they deal an
Any lights in that room immediately go out. The only
extra 1d4 ȴre damage. They're destroyed upon use.
exception is the Yuletide tree in the living room which is
magically lit and cannot be snu΍ed. The frozen men ȴght
to the death using their ice spears. If they lose one or 3. Underground Warehouse
throw it, they can use a bonus action to summon a new This massive chamber takes up half of the entire
one to their hand. Once the initial wave has been dealt basement. It contains various crates and barrels much like
with, randomly choose two more rooms as above. Six the previous room, however, the main feature of the room
frozen men burst into each of those rooms and attack the is the large 3 ft. tall metal pipe that runs down the middle
characters. of it. It's hot to the touch, and anyone who touches it with
Once the frozen men have been dealt with, a voice their bare skin takes 1d4 ȴre damage.
booms from the storm outside. Encounter: Frozen Men Return. When the characters
reach the small wooden bridge in the center of the room, a
rumbling sound can be heard above. Suddenly, twelve
Foolish woman and foolish children! Klaus is
frozen men crash through the ceiling and surround
not here to save you, and your magics no
longer seal you away from me. The ȴre that them. Like the battle above, they ȴght to the death. Kora
burns bright below will soon be snu΍ed and will try to get the characters to make for the furnace room
my winter will reign eternal! claiming the frozen men won't be able to follow.

4. Magical Furnace
Suddenly, all the lights in the house go out, even the tree.
This chamber is the perfect temperature despite the frigid
At the sight of this, Kora urges the characters to head into
blizzard outside. Any goodly creature that enters the light
the basement and get to the furnace. Its magical light
of the furnace gains 2d8 temporary hit points. They can't
should help them make their ȴnal stand. If the characters
beneȴt from this feature again until they've taken a long
wish to rest, Kora o΍ers them each a magical cookie that
rest. If any of the frozen men try to enter this room, they
allows them to beneȴt from a short rest in just ten
immediately melt and die.
minutes. A creature can only beneȴt from a cookie once
As Kora explains that this is where they'll have to make
every 24 hours.
their ȴnal stand, the house shakes and rumbles. A voice
booms from above.

Your house has fallen, your protectors are


weak, and it is time we ended this. Prepare to
die!
Encounter: The Snowman Cometh. With a loud crash,
the Snowman bursts through the ceiling and lands in
front of the characters. Kora is thrown to the side and Snowman
knocked unconscious. He attacks with his wooden claw Large monstrosity, neutral evil
hands and pecks at the characters with his jagged carrot
nose. He uses his winter's breath ability as often as he can..
If he takes ȴre damage, he focuses on the source of it. He
Armor Class 13 (natural armor)
Hit Points 85 (10d10 + 30)
ȴghts to the death, unwilling to accept defeat when he's soo
Speed 40 ft.
close to his goal. When the Snowman is defeated, he meltss
into a puddle of water, howling in rage.
STR DEX CON INT WIS CHA
"Arggghhhhhh!!! I'll be back! I always come 20 (+5) 12 (+1) 17 (+3) 10 (+0) 12 (+1) 16 (+3)
back! I'll get you next yearrrrrrr!!!!!"
Damage Vulnerabilities ȴre
Damage Immunities cold
Treasure: Killer Carrot. The Snowman leaves behind hiss Condition Immunities charmed, exhaustion,
jagged carrot nose and his three buttons. It's a +1 short frightened
sword that deals an extra 1d4 cold damage. Each of his Senses darkvision 60 ft., passive Perception 11
buttons is a platinum piece. Languages Common
Challenge 4 (1,100 XP

Aftermath Actions
With the Snowman dead, the remaining frozen men melt
away and the blizzard ceases as quickly as it started. As Multiattack. The Snowman makes two attacks:
the characters leave the wreckage of the house, they see
one with its carrot nose and one with its
wooden claws.
the sun slowly making its way up from the horizon. As theyy
take a moment to rest, Kora sees Klaus coming up the Carrot Nose. Melee Weapon Attack: +7 to hit,
walkway. She runs to embrace him and explains reach 5 ft., one creature. Hit: 10 (1d10 + 5)
everything. He tells her he knows all about the Snowman piercing damage.
and sent word to the characters to come help. He thanks
Wooden Claws. Melee Weapon Attack: +7 to hit,
them profusely for their assistance and o΍ers them the
reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing
following rewards from his magical sack. damage.
2d6 Magical Cookies. One can be eaten in 10 minutes too Winter's Breath (Recharge 5-6). The Snowman
gain the beneȴt of a short rest. A creature can only exhales a blast of freezing wind in a 15-foot
beneȴt from a cookie once every 24 hours. cone. Each creature in that area must make a
a cap of elvishkind. This is a magical item requiring DC 12 Dexterity saving throw, taking 18 (4d8)
attunement that, when worn on the head, gives the cold damage on a failed save, or half as much
wearer the ability to speak and understand elvish and damage on a successful one.
grants them advantage on Charisma checks made to
a΍ect elves and half-elves.
Six potions of healing
Klaus's backup boots of the winterlands
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 COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. &RS\ULJKW
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