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Winter Festival DND

Festive One-Shot

It’s time for the Zarian Winter Festivities! Its the time of year where the aroma of Glasdonian eggnog and fresh bread lingers around every street corner! The feast of the Winter Solstice has been a tradition for the last 464 years. It started when famers accidentally overproduced their crops. They continued to celebrate believing . They have continuously stated that there would be no feast the following year, yet it has happened every year. This year is shaping up to be a little different though, as you, members of the Solstice Celebration Council are currently gobsmacked. The storage room meant to hold the food for the feast holds nary a morsel of food, save for a lone banana with a festive hat upon a table.   [Everyone go around and introduce your characters]      

Who stole the food?

 

We have a table for that!

           
1d6 Encounter
1 Sneaky elves, who have stolen the food as a prank. Have basic elf sorcerer stat blocks. They're not powerful, so make their statblock reflect that. Give one of them magic missile.   Elf Archer Medium humanoid (elf), neutral   Armor Class 13 (leather armor) Hit Points 22 (4d8 + 4) Speed 30 ft.   STR 10 (+0) | DEX 16 (+3) | CON 12 (+1) | INT 11 (+0) | WIS 10 (+0) | CHA 10 (+0)   Skills Perception +2, Stealth +5 Senses Darkvision 60 ft., Passive Perception 12 Languages Common, Elvish Challenge 1/2 (100 XP)   Fey Ancestry. The elf has advantage on saving throws against being charmed and can't be magically put to sleep.   Keen Senses. The elf has advantage on Wisdom (Perception) checks.   Elven Accuracy (Recharge 5-6). Once per short rest, the elf can reroll one attack roll it makes with advantage.   Actions   Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.   Elf Sorcerer Medium humanoid (elf), neutral   Armor Class 11 Hit Points 27 (6d8) Speed 30 ft.   STR 9 (-1) | DEX 12 (+1) | CON 11 (+0) | INT 14 (+2) | WIS 10 (+0) | CHA 16 (+3)   Skills Arcana +4, Insight +2 Senses Darkvision 60 ft., Passive Perception 10 Languages Common, Elvish Challenge 1 (200 XP)   Fey Ancestry. The elf has advantage on saving throws against being charmed and can't be magically put to sleep.   Spellcasting. The elf is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The elf knows the following sorcerer spells:   Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost 1st level (4 slots): Magic Missile, Shield, Mage Armor 2nd level (2 slots): Misty Step, Mirror Image   Elf Rogue Medium humanoid (elf), neutral   Armor Class 14 (leather armor) Hit Points 24 (4d8 + 6) Speed 35 ft.   STR 11 (+0) | DEX 16 (+3) | CON 12 (+1) | INT 10 (+0) | WIS 10 (+0) | CHA 12 (+1)   Skills Acrobatics +5, Perception +2, Stealth +5 Senses Darkvision 60 ft., Passive Perception 12 Languages Common, Elvish Challenge 1/2 (100 XP)   Fey Ancestry. The elf has advantage on saving throws against being charmed and can't be magically put to sleep.   Nimble Escape. The elf can take the Disengage or Hide action as a bonus action on each of its turns.   Actions   Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.   Elf Enchanter Medium humanoid (elf), neutral   Armor Class 12 Hit Points 30 (4d8 + 12) Speed 30 ft.   STR 9 (-1) | DEX 14 (+2) | CON 16 (+3) | INT 15 (+2) | WIS 10 (+0) | CHA 12 (+1)   Skills Arcana +4, Insight +2, Persuasion +3 Senses Darkvision 60 ft., Passive Perception 10 Languages Common, Elvish Challenge 1 (200 XP)   Fey Ancestry. The elf has advantage on saving throws against being charmed and can't be magically put to sleep.   Spellcasting. The elf is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The elf knows the following wizard spells:   Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation 1st level (4 slots): Charm Person, Sleep, Mage Armor 2nd level (3 slots): Invisibility, Mirror Image
2 Hungry goblins, who just wanted some food to eat this winter and were too scared to ask to join. You can track their footprints. Basic goblin enemy statblock.   1. Goblin Skirmisher: Armor Class: 12 (Leather Armor) Hit Points: 7 (2d6) Speed: 30 ft. Skills: Stealth +6 Senses: Darkvision 60 ft., Passive Perception 10 Languages: Goblin Challenge: 1/4 (50 XP) Actions: Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.   2. Goblin Archer: Armor Class: 11 (Hide Armor) Hit Points: 6 (1d8 + 2) Speed: 25 ft. Skills: Stealth +4 Senses: Darkvision 60 ft., Passive Perception 9 Languages: Goblin Challenge: 1/8 (25 XP) Actions: Shortbow: Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   3. Goblin Shaman: Armor Class: 11 (Mage Armor) Hit Points: 9 (2d6 + 2) Speed: 25 ft. Skills: Stealth +2, Arcana +4 Senses: Darkvision 60 ft., Passive Perception 10 Languages: Goblin Challenge: 1/2 (100 XP) Spellcasting: Cantrips (at will): Fire Bolt, Mage Hand 1st Level (2 slots): Burning Hands, Shield   4. Goblin Boss: Armor Class: 15 (Chain Shirt, Shield) Hit Points: 21 (4d8 + 4) Speed: 30 ft. Skills: Stealth +6 Senses: Darkvision 60 ft., Passive Perception 11 Languages: Goblin Challenge: 2 (450 XP)   Actions:   Multiattack: The goblin makes two attacks with its scimitar.   Scimitar: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.   Leadership (Recharges after a Short or Long Rest): For 1 minute, the goblin boss can grant advantage on an attack roll or saving throw to an ally within 30 feet.
3 An animated snowman has come to life and decided to take the Christmas feast for himself. Roll a d6 to determine which part of the snowman (e.g., the carrot nose, the coal eyes) is actually enchanted and responsible for the theft. The players must navigate through a winter wonderland to retrieve the feast. 1: Nose 2: Eyes 3: Mouth 4: Stick Arms 5: Scarf 6: Hat   Enemies: Small snowmen will try to knock you out with their fists. 1d4+3 unarmed strike
4 A grumpy green yeti who is tired of being left out of the festive celebrations decided to steal the Christmas feast in retaliation. Roll a d6 to determine the yeti's temperament and motives, and the players must negotiate with or defeat the yeti to get the feast back. You can find his cave. 1: Angry, doing it because he hates the celebration 2: Shy, did it accidentally, the food got stuck to his fur 3: Jealous, wanted to be invited 4: Happy, thinks he saved the day 5: Shy, was bullied into doing it by a talking deer 6: Bored and wanted to spice life up
5 The strongman with the white hair and beard who delivers the table full of food has made off with the food, perhaps to sell it? You can find a trail of food in the snow. Have him fight y'all in a grove. What is his motivation? Roll the dice! 1: Felt he didn't get enough recognition for bringing out the food 2: Wanted to sell the food to make money 3: Wanted to bring it aboard his ship to sail away 4: Was feeding a small village of green furry people 5: Was just bored and wanted to spice things up 6: Work was outsourced to him. He stole the food for a talking deer.   Green Yeti Large monstrosity, neutral   Armor Class 12 (natural armor) Hit Points 68 (8d10 + 24) Speed 40 ft., climb 30 ft.   STR 18 (+4) | DEX 12 (+1) | CON 16 (+3) | INT 6 (-2) | WIS 10 (+0) | CHA 7 (-2)   Skills Athletics +7, Stealth +3 Senses Darkvision 60 ft., Passive Perception 10 Languages Yeti Challenge 3 (700 XP)   Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.   Chill Aura. Any creature that starts its turn within 5 feet of the yeti must succeed on a DC 13 Constitution saving throw or take 5 (1d10) cold damage.   Actions   Multiattack. The yeti makes two claw attacks.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage, and the target is grappled (escape DC 14) if the target is a Medium or smaller creature.   Cold Breath (Recharge 5-6). The yeti exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.
6 A sleepwalking sorcerer. He portaled out all of the food, sent it to his spire. You can find him asleep in his tower with a piece of bread in his mouth. Have most of the fun be avoiding magic traps he has in his tower.     Spire: A massive spire with snow on the shingles. There is smoke coming out of a chimney.   Traps: Door trap: door has an ac of 14. DC 12 wisdom save. If failed, you hear the ding of a festive bell. You become deafened for a minute. First floor:   Frozen floor: The floor is enchanted to freeze upon touch, creating slippery icy patches. Triggered by pressure plates, it makes movement hazardous. Effect: Dexterity Saving Throw (DC 16) or fall prone on the icy surface.   Second floor:   Tree fight: Christmas Tree Monster Large plant, chaotic neutral   Armor Class 12 (natural armor) Hit Points 65 (10d10 + 10) Speed 0 ft. (immobile)   STR 16 (+3) | DEX 8 (-1) | CON 12 (+1) | INT 1 (-5) | WIS 10 (+0) | CHA 1 (-5)   Skills Perception +2 Damage Immunities Poison Condition Immunities Blinded, Deafened Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 12 Languages — Challenge 3 (700 XP)   False Appearance. While the Christmas Tree Monster remains motionless and isn't obscured by bright light, it is indistinguishable from a normal, non-magical Christmas tree.   Festive Auras. The Christmas Tree Monster exudes a festive aura, granting advantage on saving throws against being frightened or charmed.   Ornament Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) bludgeoning damage. On a hit, the target must make a DC 13 Dexterity saving throw or become restrained as they are entangled in tinsel and ornaments. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.   Sparkling Burst. Once per day, the Christmas Tree Monster can release a burst of sparkling lights in a 20-foot radius. Each creature in that area must make a DC 14 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.   Actions   Rooted Slam. The Christmas Tree Monster makes one Ornament Slam attack against each creature restrained by its Ornament Slam, using its roots to strike.   You can wake up the wizard and get him to return the food.
It can end happy, weird, or a secret third thing, but the important part is to give an ending that works.

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