Kringle Court

A Neighborhood Scenario · Floor 2

Kringle Court

It's always Christmas here. That's the problem.

Floor 2Crawlers 3–5, Level 3–4Runtime 3–4 hoursStyle SandboxTime to Level Collapse 1 day, 11 hours (late on the floor)

If you're not the Game Master, stop reading now. You'll spoil everything.

Compatible with the Dungeon Crawler Carl Roleplaying Game (Renegade Game Studios). Requires the core rules to play. All text in this scenario is original; nothing is quoted from the novels.

Table of Contents

Quick Referencestat blocks
Overview
Key NPCs at a Glance
Prologue: The Tree Lot15 min
Scene 1: Reindeer Games20–30 min
Scene 2: The Ornament Aisles25–30 min
Scene 3: The Nativity Display25–30 min
Scene 4: The Loading Dock30–40 min
Intermission: Crawler Advancement10 min
Optional Scene: The Speakers10–15 min
Scene 5: Boss Battle — Santa's Village40–50 min
Epilogue & Aftermath
Items
Adapting This Adventure

Quick Reference

Every stat block in this scenario, resolved for Floor 2 (values written as X+F have F = the Floor number folded in). Move keeps its "+ S": S is the relevant movement Skill Rank, added when that Skill applies.

Debuffs used here: Burning and Blood Trail are in the core rules. Frozen is new to this scenario and is identical to Shocked in every way — same effect, same duration, same removal.

Santa's Lil' Helper

Mob; Petite (3), Humanoid

33333
20%40%60%80%100%
LevelSurpriseEvadeMoveDR
5151420 + S1
StrIntConDexCha
2 (+1)8 (+3)5 (+2)3 (+2)5 (+2)

Tinsel Missile: 15 to hit, 1d8+4 Fire, 50ft range

On an Evade Major Fail or worse, the target gains the Burning Debuff.

Notes: White dot on sight. Turns red if any crawler attacks a Gnome or Helper, or is known to have helped the Summer Gnomes. Not a Minion of Mick — Helpers stay standing when he dies, and become Bereft: Disadvantage on Evade, +2 to hit, and they will not retreat.

Christmas Gnome

Mob; Small (2), Construct — Minion of Mick

3333333
14%29%43%57%71%86%100%
LevelSurpriseEvadeMoveDR
7161420 + S1
StrIntConDexCha
2 (+1)10 (+4)6 (+3)3 (+2)5 (+2)

Enchanted Snowball: 16 to hit, 2d6+4 Cold, 50ft range

On an Evade Major Fail or worse, the target gains the Frozen Debuff (identical to Shocked).

Notes: White dot on sight; same triggers as the Helpers. Minion of Mick — when St. Mick dies, every Gnome not currently in melee drops inert. A Gnome in melee at that moment becomes a Bereft Minion and fights until destroyed.

Rabid Reindeer

Mob; Large (5), Mutated — Minion of Mick

222
33%67%100%
LevelSurpriseEvadeMoveDR
3131520 + S2
StrIntConDexCha
3 (+2)1 (+1)3 (+2)6 (+3)1 (+1)

Horn Gore: 15 to hit, 1d8+3 Piercing, 10ft range

Notes: Red on sight. Wire-frame and rope-light; takes double damage from Electric. Minion of Mick — drops with him unless in melee.

Summer Gnome

Mob; Small (2), Construct

3333333
14%29%43%57%71%86%100%
LevelSurpriseEvadeMoveDR
7161420 + S1
StrIntConDexCha
2 (+1)10 (+4)6 (+3)3 (+2)5 (+2)

Heat Wave: 16 to hit, 2d6+4 Fire, 50ft range

On an Evade Major Fail or worse, the target gains the Burning Debuff.

Notes: White dot on sight at the checkpoint; turns red if attacked or if the party is wearing anything Christmas. Not a Minion of Mick — the Summer Gnomes answer to someone else (see Adapting This Adventure).

St. Mick the Mall Santa

Neighborhood Boss; Large (5), Humanoid

44444444444
9%18%27%36%45%54%63%72%81%90%100%
LevelSurpriseEvadeMoveDR
9151520 + S2
StrIntConDexCha
12 (+4)8 (+3)11 (+4)9 (+3)6 (+3)

Ornament Bomb: 15 to hit, 1d6+3 Fire, 60ft range, 10ft Blast radius

Glass shards litter the Blast area: entities moving through it take 1d4 Slashing per 10ft.

Candy Cane Sword: 16 to hit, 2d6+4 Slashing, 10ft range

On an Evade Major Fail or worse, the target gains the Blood Trail Debuff.

Notes: Deck the Halls — once per round as an Action, Mick grabs a Weak group (2) of Christmas Gnomes off the shelves and animates them, up to 6 active at once. He cannot Deck the Halls in a round he throws an Ornament Bomb. Minions of Mick — when he dies, every Gnome and Reindeer not in melee drops; those in melee become Bereft Minions and fight to the end. Bad Santa — Mick is immune to Persuasion and Intimidate; he has heard it all.

Overview

Kringle Court is a Christmas store — the kind you find off a highway in a tourist town, where it's December all year, every aisle is a theme, the trees are plastic, the snow is polyester, and the carols on the ceiling speakers have been on the same loop since the building opened. The dungeon didn't change any of that. It just made the decorations get up and walk.

The neighborhood runs on two kinds of people. Santa's Lil' Helpers are the staff: three-and-a-half-foot elves in felt, who wrap and stock and worry. Christmas Gnomes are the merchandise: knee-high felt cones with beards and hats down over their eyes, animated by the magic of the neighborhood's Boss, St. Mick — a mall Santa who got a real throne and decided the shop was his and the Gnomes were his and none of it was ever going to end. Every Gnome in the building is tagged Minion of Mick. When he dies, they stop.

Next door, past the loading dock, is the other store: the one with the beach towels and the sunscreen and the exact same Gnomes in swim trunks. The Summer Gnomes and the Christmas Gnomes have been at war since the floor opened, for reasons nobody can articulate beyond they're wrong and we're right. And three days ago, Mick's boy Piney walked off his shelf and out the loading dock to marry the Summer boss's boy, Sunny — and the Summer side grabbed him at the border and locked him in a stall as leverage.

The Helpers are frantic. Mick's answer is to animate more Gnomes. The party walks into the middle of it late on the floor, with a little over a day on the clock. They can talk their way through the store (the Gnomes and Helpers start as white dots), fight their way through it (one attack and every dot in the building goes red and starts shouting Summer spies), rescue Piney or don't, and finally walk into Santa's Village to deal with Mick — who will be very glad to see them, in the way a mall Santa is glad to see anyone.

GM Tip: Three Boxes, Three Voices

Blue dotted boxes are you narrating. Green AI boxes are the System AI — examine text, creature reveals, the Boss Battle announcement, achievements — dry and bored, except for the Boss reveal, where he goes full game-show host. Amber SYS boxes are floor-wide broadcasts from the dungeon's administration: a different, tired, professional voice. Never mix them inside one box.

The store's white dots are the whole design. Everyone the party meets is negotiable until the moment the party isn't. Make the first Gnome patrol clearly, obviously willing to talk — then let the players decide what kind of crawlers they are.

GM Tip: The Minion Rule Is the Whole Boss Fight

Every Christmas Gnome and Rabid Reindeer is a Minion of Mick. Killing Mick drops every one of them that isn't currently in melee with someone — instantly, mid-throw, mid-gallop. The ones that are in melee become Bereft Minions and fight to the end. Tell the players this rule the first time they examine a Gnome. It turns the Boss fight into a decision: do you clear the floor, or do you go for the Santa?

The Helpers are not Minions. They're alive. When Mick dies they don't fall; they lose the only authority they've ever had, and they come for whoever did it — distraught, screaming, aggressive as hell. That's the last beat of the scenario, and it's the party's problem to solve.

Key NPCs at a Glance

St. Mick the Mall Santa (Neighborhood Boss, Level 9): A mall Santa in a suit that's actually magic, on a throne that's actually his. Cigarette voice, dead eyes, calls everyone 'sport.' He animates Christmas Gnomes by the shelf-load and doesn't understand why one of them would leave. He does not love Piney. He loves owning him.

Piney (Christmas Gnome, Non-Combatant, Level 7): Mick's 'son' — the Gnome he was proudest of, which is why it hurt when Piney walked off the shelf on his own. Locked in a beach-shop stall at the loading dock. If freed, he goes back inside and tells every Gnome in the store what Mick is, and they believe him.

Sunny (Summer Gnome, Non-Combatant, Level 7): The Summer boss's boy. Swim trunks, sailboat hat. He was supposed to be the one who ran away; instead his own side grabbed Piney at the border. He's been standing outside the stall for three days. He'll help anyone who's actually trying to get Piney out, and he'll go with them.

Foreman Jangle (Santa's Lil' Helper, Non-Combatant, Level 5): Runs the floor with a clipboard, and now runs a rescue committee that has mostly cried. He knows where Piney is and who took him. He's terrified of what Mick will do if he finds out the Helpers went around him. The negotiation face of the store.

Noelle (Bopca Protector, Level 51): Caretaker of the Gift Wrap Counter, the neighborhood's saferoom. Wraps things with a violence that suggests she'd rather be doing anything else.

Prologue: The Tree Lot

Type: Logistics and Narration

GM Goal: Land the party in the store, sell the mood, and put the first white dots in front of them.

Estimated Time: 15 minutes

Rules to Review: Persuasion and Intimidate (core rules)

The door chimes. Of course it does. Beyond it: a forest of artificial trees under a ceiling of fluorescent snow, every branch loaded with glass, tinsel drifting in a breeze from nowhere. A choir on the ceiling speakers is a third of the way through a carol you will hear, you understand instantly, many more times. Something with a bobbing head and white rope lights grazes between the trees. It looks up.

There's a sign by the door, hand-lettered on a gift tag the size of a mattress: WELCOME TO KRINGLE COURT — EVERY DAY IS THE BEST DAY OF THE YEAR.

AI

Welcome to Kringle Court, crawlers. Population: two hundred elves, a few thousand felt gnomes, and one Santa. It is currently, permanently, and irreversibly December. The carols are not going to stop. I checked. I can't stop them either, and I made this place.

Two things happen as the party moves in. A Weak group of Rabid Reindeer spots them (Scene 1) — red dots, no conversation. And behind the reindeer, at the edge of the tree lot, two white dots: a pair of Christmas Gnomes on a shelf, watching, not moving. They are the party's first chance to understand that most of this store would rather talk.

The Gift Wrap Counter. Just inside the door, a wrapping station has become the neighborhood's saferoom. Noelle runs it. Standard rules: no hostile actions inside, short rests available, loot boxes open here. If the party has boxes from earlier on the floor, this is where they open them.

AI

Noelle – Bopca Protector. Level 51.

Caretaker of this saferoom.

This is a Non-Combatant NPC.

The dungeon staffs its saferooms with these — short, sour, magically bound to the room, and contractually incapable of hurting you no matter how much they'd like to. This one runs a gift-wrap counter. She will wrap your loot box for you. She will wrap it aggressively. Say thank you.

Moving On

Before moving on, ensure that the players understand:

When the reindeer charge, move to Scene 1: Reindeer Games.

Scene 1: Reindeer Games

Type: Combat

GM Goal: Open with a fight that's clearly a fight, so the white dots that follow read as a choice.

Estimated Time: 20–30 minutes

Rules to Review: Combat; Damage Resistance (core rules)

Three of them come through the trees at a gallop — nine feet of wire and rope light, heads bobbing, antlers first. The lights are still on. Some part of you still thinks: festive.

A Weak group of three Rabid Reindeer. They charge the closest crawler and gore; they don't retreat. The tree lot is the terrain: plastic trees give cover from the 10ft-reach gore if a crawler ducks between trunks (Evade with Advantage), and knocking one over on a reindeer is a Str Stat Check vs 14 for 1d6 Bludgeoning and a round of Take Down. Rope light means Electric damage does double.

AI

Rabid Reindeer, Level 3 — Minion of Mick

It was a lawn ornament. Wire frame, white rope lights, one of those slow motorized head-bobs that made it look like it was grazing. Then somebody animated it, and now it's a nine-foot skeleton of light that wants to put an antler through your sternum.

The lights still work. That's the worst part. You'll see it coming across the tree lot, glowing, at a full gallop, and some part of your brain will still think 'oh, festive.'

Rabid Reindeer

Mob; Large (5), Mutated — Minion of Mick

222
33%67%100%
LevelSurpriseEvadeMoveDR
3131520 + S2
StrIntConDexCha
3 (+2)1 (+1)3 (+2)6 (+3)1 (+1)

Horn Gore: 15 to hit, 1d8+3 Piercing, 10ft range

Notes: Red on sight. Wire-frame and rope-light; takes double damage from Electric. Minion of Mick — drops with him unless in melee.

The two Gnomes on the shelf watch the whole fight and do nothing. When it's over, one of them says, without moving its mouth or its hat: "You're not from the Summer side. You'd have had sunscreen." That's the party's opening to talk.

New
Achieve-
ment!
Sleigh Ride!

"You climbed onto a nine-foot lawn ornament made of wire and rage and rode it into a plastic tree. I don't know what you thought was going to happen. I know what did happen. It was wonderful."

Reward: You've received a Bronze Rodeo Box!

Moving On

Before moving on, ensure that the players understand:

The store opens up from here. Move to whichever of Scenes 2–4 the party heads toward.

Sandbox — Scenes 2, 3, and 4 can run in any orderThe aisles, the Nativity, and the loading dock are all reachable from the tree lot. A party that talks will probably go Gnomes → Helpers → dock. A party that fights will hit the aisles hard, find the Helpers already hostile, and reach the dock with every dot in the building red. Both routes end at Santa's Village. Run the Intermission at the two-hour mark, wherever they are.

Scene 2: The Ornament Aisles

Type: Social Interaction and Trap

GM Goal: Introduce the Gnomes as people, and the aisles as a place that hurts to fight in.

Estimated Time: 25–30 minutes

Rules to Review: Escalating Difficulty; Traps (core rules)

The aisles run in a grid under the speakers, every shelf packed floor to ceiling with glass — baubles, icicles, little mirrored stars — and every third shelf packed instead with Gnomes. Hundreds of them. Beards, hats, no eyes, all facing the aisle. As you pass, one turns its head to follow you. Then all of them do.

A Moderate group of four Christmas Gnomes is patrolling — white dots. They stop the party and ask the only question that matters here: are you Summer? This is a Persuasion check against an Escalating Difficulty, one roll per crawler who talks, facts distributed to whoever hits them:

A Major Fail, or any attack on a Gnome anywhere in the store, flips the neighborhood: every white dot goes red, every patrol shouts Summer spies!, and the Helpers in Scene 3 are hostile on arrival.

AI

Christmas Gnome, Level 7 — Minion of Mick

A knee-high felt cone with a beard, a nose, and no eyes anyone has ever seen, because the hat covers them and always has. Under the felt is a wire body and a lot of Cold magic. They come off the shelf when Mick wants them to and they stop when he says so.

Do not let the size fool you. The snowball isn't snow, it's whatever the opposite of a heating bill is, and they throw it fifty feet with a smile you can't see. Also: they multiply. He has shelves of them.

Christmas Gnome

Mob; Small (2), Construct — Minion of Mick

3333333
14%29%43%57%71%86%100%
LevelSurpriseEvadeMoveDR
7161420 + S1
StrIntConDexCha
2 (+1)10 (+4)6 (+3)3 (+2)5 (+2)

Enchanted Snowball: 16 to hit, 2d6+4 Cold, 50ft range

On an Evade Major Fail or worse, the target gains the Frozen Debuff (identical to Shocked).

Notes: White dot on sight; same triggers as the Helpers. Minion of Mick — when St. Mick dies, every Gnome not currently in melee drops inert. A Gnome in melee at that moment becomes a Bereft Minion and fights until destroyed.

Bauble Field. The aisle floors are carpeted in broken ornaments wherever a patrol has fought. Moving through a Bauble Field costs 1d4 Slashing per 10ft unless the crawler spends an Action picking a path; Perception vs 14 spots a clean line through. A fight in an aisle knocks a shelf over every time an Area attack goes off — new Bauble Field, 10ft radius.

Tinsel Tripwire. One aisle end is strung with tinsel at shin height. Detect Trap vs 14 to notice; otherwise a twelve-foot plastic spruce comes down on the crawler: 1d8+2 Bludgeoning and Take Down, and every Gnome on the adjacent shelves turns to look.

New
Achieve-
ment!
Naughty List!

"You attacked a white dot. A little felt one, with a beard, that was asking you a question. You've now been added to a list, the list has been posted in the break room, and every Gnome in this store has read it. You did this. Merry Christmas."

Reward: Nothing. You know what you did.

Moving On

Before moving on, ensure that the players understand:

Move to whichever of Scene 3 or Scene 4 the party hasn't done.

Scene 3: The Nativity Display

Type: Investigation and Social Interaction

GM Goal: Give the party the story — Piney, Sunny, the border — and the Helpers' desperation, from someone who can actually help.

Estimated Time: 25–30 minutes

Rules to Review: Persuasion; Detect Lies (core rules)

The far corner of the store is a full-scale nativity, life-size, under a spotlight, with the manger replaced by a folding table covered in maps drawn on gift wrap. Three dozen elves in red felt are gathered around it, and every one of them has been crying. A Helper with a clipboard looks up. "Are you here about Piney?" he says. "Please be here about Piney."

Foreman Jangle runs the room. If the party is still white, he tells them everything: Piney left three days ago to marry Sunny; the Summer side took him at the loading dock; Mick's response has been to animate more Gnomes and threaten to send them over the border, which would start the war the Helpers can't survive. He wants Piney back quietly. He offers what the Helpers have — Potions of Healing, a map of the store with Santa's Village marked, and a promise: if you get Piney out, we'll stand aside when you go for Mick.

If the party has already turned the store red, the Nativity is a Strong group of six Santa's Lil' Helpers and Jangle is the one shouting. Tinsel Missiles from behind a manger; the Helpers don't advance, they hold the display and burn the aisle in front of it.

AI

Santa's Lil' Helper, Level 5

Three and a half feet of pointed ears, red felt, and grievance. These are the shop's workforce — they wrap, they stock, they run the register, and they have not had a day off since the dungeon opened, because it's always Christmas here and nobody told them what a weekend was.

Right now they're upset. Somebody took one of theirs, and they've decided everyone who isn't wearing a pointy hat is a suspect. Talk to them nicely and they'll cry on you. Draw a weapon and you'll find out what a hundred years of stocking shelves does to a throwing arm.

Santa's Lil' Helper

Mob; Petite (3), Humanoid

33333
20%40%60%80%100%
LevelSurpriseEvadeMoveDR
5151420 + S1
StrIntConDexCha
2 (+1)8 (+3)5 (+2)3 (+2)5 (+2)

Tinsel Missile: 15 to hit, 1d8+4 Fire, 50ft range

On an Evade Major Fail or worse, the target gains the Burning Debuff.

Notes: White dot on sight. Turns red if any crawler attacks a Gnome or Helper, or is known to have helped the Summer Gnomes. Not a Minion of Mick — Helpers stay standing when he dies, and become Bereft: Disadvantage on Evade, +2 to hit, and they will not retreat.

AI

Foreman Jangle – Santa's Lil' Helper. Level 5.

This is a Non-Combatant NPC.

The Helper with the clipboard. He runs the floor, he runs the schedule, and as of three days ago he runs a rescue committee that has so far accomplished a lot of crying. He knows where Piney is. He knows who took him. What he doesn't know is how to tell Mick, because Mick's answer to problems is to animate more Gnomes, and the last time that happened the shop lost an aisle.

What Jangle won't say unless pushed (Detect Lies vs 14, or Persuasion vs 16): Mick doesn't want Piney back. He wants the Summer side to keep him, so he has an excuse. Jangle knows this. It's why he's asking strangers.

Moving On

Before moving on, ensure that the players understand:

Move to whichever of Scene 2 or Scene 4 the party hasn't done.

Scene 4: The Loading Dock

Type: Social Interaction, Puzzle, or Combat

GM Goal: Rescue Piney — by talk, trick, or force — and decide how the Boss fight goes.

Estimated Time: 30–40 minutes

Rules to Review: Persuasion; Stealth; Combat (core rules)

The store ends at a roll-up door propped half open, and beyond it the smell changes: coconut oil and hot vinyl. The loading dock is shared. On the far side, the other store's stalls start — beach towels, flip-flops, a wall of sunscreen — and the Gnomes on those shelves wear swim trunks and hats with sailboats on them. One stall is shuttered and padlocked. A Summer Gnome is sitting on the ground outside it. He hasn't moved in three days.

Piney is in the shuttered stall. Sunny is the Gnome outside it. A Moderate group of four Summer Gnomes guards the checkpoint, white dots — they assume anyone crossing from the Christmas side is a spy, but they'll talk. Three ways in:

AI

Summer Gnome, Level 7

Same felt cone. Same beard. Same hat over the eyes — except this one's got a sailboat on it and the body under it is wearing swim trunks, which raises questions I refuse to answer. Everything the Christmas Gnome does with cold, this one does with heat.

They live next door. They hate the Christmas side with the specific intensity of neighbors who share a wall. Do not wear a Santa hat near one.

Summer Gnome

Mob; Small (2), Construct

3333333
14%29%43%57%71%86%100%
LevelSurpriseEvadeMoveDR
7161420 + S1
StrIntConDexCha
2 (+1)10 (+4)6 (+3)3 (+2)5 (+2)

Heat Wave: 16 to hit, 2d6+4 Fire, 50ft range

On an Evade Major Fail or worse, the target gains the Burning Debuff.

Notes: White dot on sight at the checkpoint; turns red if attacked or if the party is wearing anything Christmas. Not a Minion of Mick — the Summer Gnomes answer to someone else (see Adapting This Adventure).

AI

Sunny – Summer Gnome. Level 7.

This is a Non-Combatant NPC.

Swim trunks, a hat with a sailboat on it, and a beard that's been in the surf. Sunny is the Summer boss's boy and he was supposed to be the one who ran away. Instead his own side grabbed his fiancé at the border and put him in a stall, and now Sunny is standing outside it every day, not leaving, not fighting, not sure which is worse.

AI

Piney – Christmas Gnome. Level 7.

This is a Non-Combatant NPC. Minion of Mick — currently off the leash.

A Christmas Gnome like any other, except this one walked off the shelf on his own and kept walking, all the way to the loading dock, to marry a boy from the other side. The magic that animates him is Mick's. The decision was his. Nobody in this shop can explain how that happened, and Mick would very much like it to stop.

What Piney does. Freed, Piney goes back inside. Not to Mick — to the shelves. He tells the Gnomes, patrol by patrol, that the magic is Mick's but the choice was his, and they can make it too. It takes him until the Boss fight to reach enough of them. When the party walks into Santa's Village, every Christmas Gnome already in the room is on their side — and every Gnome Mick animates fresh is not.

New
Achieve-
ment!
Meet Me Under the Mistletoe!

"You reunited two felt cones with beards who wanted to get married, in the middle of a war, in a loading dock that smells like sunscreen and despair. I have watched a great many things in this dungeon. This is the first one that made me want to buy a hat."

Reward: You've received a Silver Wedding Box!

Moving On

Before moving on, ensure that the players understand:

When they head back into the store, move to Scene 5: Boss Battle — or run the Intermission first if it's time.

Intermission: Crawler Advancement

Type: Logistics

GM Goal: Skill Advancement at the two-hour mark, plus a broadcast that raises the stakes.

Estimated Time: 10 minutes

Rules to Review: Character Advancement (core rules)

Run this wherever the party is at the two-hour mark — the Gift Wrap Counter if they can reach it. Skill Advancement Checks where applicable; Stat points if they've leveled. Then the floor speaks, in the flat administrative voice that isn't the AI's.

SYS

Attention, crawlers.

Floor 2 will collapse in one day and nine hours. Stairwells are marked on your maps. Kringle Court's Neighborhood Boss has been flagged for elevated viewer engagement following a domestic incident; expect increased Minion activity in that neighborhood until the situation resolves. The carols cannot be turned off. We have received your requests. We have logged your requests. The carols cannot be turned off.

Proceed to the nearest stairwell when you're done.

That voice is the dungeon's administration, not the AI. Read it tired. Don't name it.

Optional Scene: The Speakers

Type: Trap

GM Goal: A pacing valve: a hazard the party can solve with cleverness instead of Health.

Estimated Time: 10–15 minutes

Rules to Review: Traps; Debuffs (core rules)

Use this if the party is ahead of pace or too comfortable. Skip it if the clock's tight.

Somewhere above the aisles the carol hits a key change, and a speaker cone the size of a satellite dish swings down out of the drop ceiling and points at you.

Speaker Blast. Any crawler within 30ft when it fires takes 2d6 Sonic and must Evade or gain the Terrified Debuff. Crawlers who cover their ears (an Action) take half and no Debuff. The speaker is on a tinsel cable: Throw or a ranged attack vs Evade 12 cuts it down (1d10 Bludgeoning to anything under it), and every Gnome within 60ft turns toward the crash. A crawler with Repair vs 14 can instead splice the cable and mute one speaker for the rest of the floor — the achievement is for that.

New
Achieve-
ment!
Silent Night!

"You cut the carols. One speaker, one aisle, forty feet of blessed nothing. Do you understand what you've done? There are elves in this building who have not heard silence in their entire lives. Some of them are weeping. I might be too. Don't tell anyone."

Reward: You've received a Bronze Acoustic Box!

Moving On

Before moving on, ensure that the players understand:

Return to wherever the party was.

Scene 5: Boss Battle — Santa's Village

Type: Boss Combat

GM Goal: Kill St. Mick, pay off every alliance the party made, and survive what the Helpers do afterward.

Estimated Time: 40–50 minutes

Rules to Review: Combat; Debuffs (core rules)

Santa's Village is the photo set: a red-carpet runway, a white picket fence, a candy-striped backdrop, and a throne under a spotlight. The throne is occupied. The man on it is enormous, and the suit is real velvet, and the beard is real, and the eyes are the eyes of every mall Santa who ever called you sport. The walls of the Village are shelves. The shelves are Gnomes. Thousands of them.

He doesn't get up. "Well," he says. "Look who's been naughty."

AI

B-B-B-Boss Battle!

A Neighborhood Boss has entered the arena!

Ladies and gentlemen, boys and girls, it's the moment you've all been waiting in line for — the big man himself, the one, the only, the deeply unsanitary ST. MICK! Sit on his lap at your own risk. Aaaand… here. we. go.

AI

St. Mick the Mall Santa. Level 9 Neighborhood Boss!

Every mall had one. The Santa who smelled like cigarettes, who took the photo with dead eyes, who called the kids 'sport' in a tone that meant something else. This one got a suit that's actually magic and a throne that's actually his, and he has decided that the shop is his kingdom and the Gnomes are his subjects and nobody is leaving until they've bought something.

He has an unlimited supply of little felt soldiers and a candy cane sharpened to a razor. He does not love his son. He loves having a son. Understand the difference before you go in.

St. Mick the Mall Santa

Neighborhood Boss; Large (5), Humanoid

44444444444
9%18%27%36%45%54%63%72%81%90%100%
LevelSurpriseEvadeMoveDR
9151520 + S2
StrIntConDexCha
12 (+4)8 (+3)11 (+4)9 (+3)6 (+3)

Ornament Bomb: 15 to hit, 1d6+3 Fire, 60ft range, 10ft Blast radius

Glass shards litter the Blast area: entities moving through it take 1d4 Slashing per 10ft.

Candy Cane Sword: 16 to hit, 2d6+4 Slashing, 10ft range

On an Evade Major Fail or worse, the target gains the Blood Trail Debuff.

Notes: Deck the Halls — once per round as an Action, Mick grabs a Weak group (2) of Christmas Gnomes off the shelves and animates them, up to 6 active at once. He cannot Deck the Halls in a round he throws an Ornament Bomb. Minions of Mick — when he dies, every Gnome and Reindeer not in melee drops; those in melee become Bereft Minions and fight to the end. Bad Santa — Mick is immune to Persuasion and Intimidate; he has heard it all.

How it plays. Mick opens with Deck the Halls — two Gnomes off the shelf, snowballs from range — and alternates: animate, bomb, animate, sword when anyone gets close. He's slow (20 + S) and the Village is small; he fights from the throne until he's at half, then comes down swinging. The Bauble Field from every Ornament Bomb makes the runway a knife floor.

The Minion rule. Killing Mick drops every Gnome and Reindeer in the room not in melee. Every one in melee becomes a Bereft Minion. A party that spreads out and pulls the Gnomes into close combat before the kill will be fighting Bereft Minions for two more rounds after. A party that keeps the Gnomes at range and goes straight for the throne ends the fight the moment he falls. Say this out loud the first time a Gnome comes off the shelf.

GM Tip: Who's in the Room Depends on Scenes 2–4

Piney is free: every Gnome already in the Village is on the party's side. Mick's first Deck the Halls animates two Gnomes who look at the shelves, see their own kind pointing at the throne, and hesitate — treat freshly animated Gnomes as Mick's, but the room's Gnomes fight him. He is horrified. Play it.

The Helpers were negotiated: Jangle and the Helpers hold the door and let the party in, and don't help. They watch.

The store is red: Mick starts with six Gnomes already active and a Strong group of Helpers burning the runway from the fence. Full difficulty, no friends, a very hard fight.

Every branch ends the same way: the fulcrum is the throne. Get him off it and he's a big slow man with a candy cane.

After. Mick dies. The Gnomes not in melee drop where they stand, all at once, thousands of felt cones going still on the shelves. The carols keep playing. And then the Helpers come in.

The Village doors open and the elves come through — dozens of them, red felt, pointed ears, faces wrecked. Foreman Jangle is at the front, and he isn't holding a clipboard. "What did you do," he says. It isn't a question. Behind him, every Helper in the store is raising a fistful of tinsel.

The Helpers are Bereft: Disadvantage on Evade, +2 to hit, and they won't retreat. They aren't Minions and they don't fall. This is the last beat and it's a real fight, a real flight, or a real conversation. A party that freed Piney has one card: Piney steps between them — "He was never going to let any of us leave." Persuasion vs 14 with Advantage stops the Helpers. A party that didn't has to get past two hundred grieving elves to the stairwell.

New
Achieve-
ment!
Ho Ho No!

"You killed Santa. Not a Santa. This is a dungeon; there's only one, and now there's none. Every Gnome in the building just went limp, every elf just lost the only boss they've ever had, and somewhere a child is going to have a very confusing December. Worth it."

Reward: You've received a Gold Naughty Box!

Moving On

Before moving on, ensure that the players understand:

Move to the Epilogue.

Epilogue & Aftermath

With Mick dead, the shelves are just shelves. The Neighborhood Map drops from the throne and completes the neighborhood; the stairwell lights up behind the Nativity, where it was the whole time. The carols keep playing.

Either way: one day and nine hours to the collapse, and the stairwell is right there. Somewhere past the loading dock, the other store's boss is a man in a costume that became real, and he has just heard that his son ran off with the enemy. That's another neighborhood, and another scenario.

Items

Candy Cane Sword (Boss drop): Enchanted weapon, Gold-level (two Silver benefits, GM's choice or roll): 2d6+4 Slashing, 10ft reach. Peppermint. Sticky. Inflicts Blood Trail on a Major Fail.

Ornament Bombs x3 (Boss drop): Throwable, 60ft, 1d6+3 Fire in a 10ft Blast, leaves a Bauble Field.

Enchanted Snowballs (from any downed Gnome, 1d4 each): Throwable, 50ft, 1d6+2 Cold. They don't melt. Nobody knows why.

Tinsel (from Helpers): Fifty feet of it, surprisingly strong; a Tinsel Tripwire is a Fabricate vs 12 job.

Potions of Healing x3 (Jangle's gift): For a party that negotiated.

The Naughty List (Santa's Village): A ledger on the throne. Every crawler on the floor is in it, with a note. Examining it gives the party the names of every red dot within 100ft for the rest of the floor.

Piney's Letter: Found in the stall. Addressed to Sunny. A Helper who reads it cries. Worth nothing. Keep it anyway.

Neighborhood Map (Boss drop): Reveals Kringle Court on the minimap.

Adapting This Adventure

Sandbox and Pacing

Scenes 2–4 are order-free. A talking party will finish in three hours; a fighting party will run long and arrive at the Boss hurt — that's correct. If you need to cut, the Optional Scene goes first and the Nativity can be folded into the aisles (Jangle finds the party instead of waiting). The Loading Dock is the one scene not to cut: without Piney, the Boss fight is just a fight.

Scaling

Written for Floor 2, late, crawlers Level 3–4. Everything in the stat blocks is resolved with F = 2; to move the neighborhood, re-add the Floor number. For a Floor 1 party, drop the Gnomes to Level 4 with four Health Bar slots and the Snowball to 1d8+3; Mick to Level 7. For Floor 3+, leave the Mobs and give Mick a third attack — a sack of coal, 30ft Blast, Blinded.

What's Here and What's Yours

Every Mob, NPC, trap, item, and achievement in this scenario is original to it, and every line of read-aloud, announcement, and examine text was written for it — nothing is quoted from the novels. The rules terms (Mob, Neighborhood Boss, Boss Battle, Health Bar, Debuff, Escalating Difficulty) are the game's own and are used as any compatible scenario would use them. Frozen is a new Debuff defined as identical to Shocked. Noelle's examine text is original as well.

Tone

The joke is the tension between the setting and the stakes: a store where it's always Christmas, run by a man who never wanted it to end, populated by things that would leave if they could. Play the Gnomes as people the moment a crawler talks to one. Play Mick as the least magical thing in the building. Play the Helpers' grief straight — it's the only scene in the scenario that isn't a joke, and it's the last one.

Open Decisions

Plot Threads Seeded

Compatible with the Dungeon Crawler Carl Roleplaying Game by Renegade Game Studios; requires the core rules to play. Unofficial Dungeon Crawler Carl RPG (Renegade Game Studios) Fan Material. Not affiliated with or endorsed by the publisher. Not for resale. Intellectual story belongs to CritsNThings.com.