TEXT: 1
  The Perils of 
  Cinder Claws
  Two Yuletide Adventures 
  by Daniel J. Bishop
  HT 1 - The Perils of Cinder Claws
  
  2
  The Perils of Cinder Claws
  a Two-ParT ColleCTion of YuleTide MaYheM
  CharaCTer levels 1-3
  Credits
  Writers: Daniel J. Bishop
  Front Cover Image: Jacob Black-
  mon
  Interior Artists: Jacob Blackmon
  Cartography: Kristian Richards
  Layout: Mark Gedak
  Editors: Daniel J. Bishop, Perry 
  Fehr, Mark Gedak
  Playtesters: Anders Consack, Cait-
  lin Neve, Garett Oliver, Heather 
  Bishop, Jonathan Habany, Mike 
  Bishop, Morgan Clayton, Ramona 
  Ross, and Tamoril Dembeck-Ker-
  ekes.
  Some artwork copyright 2013 Christina 
  Stiles of Christina Stiles Presents, and is used 
  under license from Stock Art: Gingerbread 
  Golem (CSP1002). The Gingerbread Golem 
  image is by Jacob Blackmon (http://prodigy-
  duck.deviantart.com/).
  A Tale of Madness
  On October 18th, 2013 Daniel sent me an 
  email to see if I had any interest in publishing 
  a pair of Christmas-themed DCC adventures. 
  Daniel had previously released one of the mod-
  ules called The Thing in the Chimney last year 
  with the help of Bygrinstow on art duties. The 
  goal we set at the time was to have the two-part 
  document together containing The Thing in 
  the Chimney with its sequel The Nexus of Yule 
  by mid-November. This would allow us to get 
  the adventure approved and into Print-On-
  Demand by the Christmas season. 
  That did not happen. Sometimes in publish-
  ing there are just some deadlines that cannot 
  be met. It happens to us all, heck Stefen and 
  Perry’s Lovecraft Fantasy for the Pathfinder 
  Roleplaying Game was originally scheduled for 
  Halloween of 2011. Yikes!
  Although we won’t have this available for Print-
  On-Demand for the Christmas season this year 
  it will be available in the new year. Though 
  we are later out of the gate than either Daniel, 
  Perry, or I would have liked we are still pleased 
  to present The Thing in the Chimney and The 
  Nexus of Yule for your enjoyment this Christ-
  mas season.
  - Mark Gedak, Purple Duck Games.
  
  3
  The Thing in the 
  Chimney
  A Yuletide Adventure by Daniel J. Bishop
  Suitable for 16, 1st level characters, 6-8, 2nd level 
  characters, 3-6, 3rd level characters, or 1-2, 4th level 
  characters.  
  Have fun, and happy holidays!
  Starting the Adventure
  At the waning of every year, as the sun grows closer to the 
  horizon, and spends less time in the sky, there comes a time 
  of terrible cold and deep snow to the lands of the north.   
  The world waits with hushed breath for this, the longest 
  night of the year, to be over.  Soon, the sun will begin to 
  climb higher each day, and the days grow longer.  Al-
  though long stretches of cold weather are yet to come, this is 
  the night in which winter’s back is broken.  After tonight, 
  the world turns slowly back to warmth and light.
  But that is after tonight.
  You find yourselves in a great hall, at least 120 feet long 
  and 60 feet wide, with a roaring blaze in the fireplace 
  at one end.  The great fire, the heart of which is a huge 
  log some 50 feet in length, lights the hall with flickering 
  light and dancing shadows.  The shadows are even darker 
  on the far end of the hall, where at least 40 feet are given 
  over to fir trees growing from the floor of the hall.  Indeed, 
  the floor in that direction is covered with a thick carpet of 
  pine needles.  Between the fireplace and the trees, the hall 
  is filled with wooden benches and tables, and what appear 
  to be the remains of a lavish meal of roast venison, stuffed 
  goose, pastries, and various vegetables.  The room is hot 
  from the fire.  The smells of wood burning, combined with 
  the scent of spruce and balsam and of savoury things to 
  eat, fill the air.
  The room itself vaults to a height of 60 feet with huge 
  wooden rafters, at least a foot and a half square, crossing 
  the expanse at about 20 feet.  This is a huge space indeed.  
  The walls are of roughly cut and worked stone, covered in 
  places with tapestries depicting vast polar expanses.  The 
  floors are made of flagstones.  Six archways are visible, 
  three in each of the long walls, and roughly equidistant – 
  two of the archways lead out through the wooded area, one 
  from each wall.   Each archway is about 8 feet wide, and 
  vaults to a height of 12 feet.
  Characters approaching the fireplace discover that it is 
  uncomfortably hot due to the vast log and other pieces 
  of wood burning within it.  Holly and mistletoe have 
  been strung along the fireplace stones, but they are 
  shrivelled from the heat.  A number of stockings hang 
  from the bricks – one for each character.  They even 
  have the character’s names stitched into them with 
  black thread.  If asked, these stockings have an equal 
  chance of being red, green, yellow, and black.  If a 
  character takes his stocking now, it is not replaced later 
  (see What’s In My Stocking?).  These stockings are 
  currently empty.
  Characters examining the tables will be able to easily 
  pick a meal from what is left.  It seems not long aban-
  doned, and is still good to eat.  The meal was served 
  on trenchers – bread cut to act as plates – and seems 
  to have served about 100 people.  The only utensils are 
  forks and spoons – there are no knives – and these are 
  made of bronze.  They are worth about 5 cp each, but 
  only 97 spoons and 89 forks can be recovered.
  Anyone picking through the remains of the meal has 
  a 1 in 5 chance of discovering an ancient petrified 
  fruitcake on a wooden platter among the rest of the 
  food.  A mithral dagger lies on the platter near it, and 
  it is sharp enough to cut the fruitcake, as is any magical 
  blade.  The fruitcake is currently whole.  
  The fruitcake lies dreaming about distant planes, and 
  is at first not aware of the characters.  However, as 
  it slowly becomes aware of them, it begins to exert a 
  strong, alcohol-soaked odour of candied cherries and 
  rum.  Creatures who are within 10 feet of the fruitcake 
  are enticed to eat it, and must roll a Will save (DC 
  10) to avoid cutting off, and consuming, a slice.  If 
  other characters attempt to stop him, he must suc-
  ceed in another Will save (DC 15) to avoid becoming 
  violent – even slaying his friends to obtain and eat the 
  fruitcake.  Once a character has tasted the fruitcake, he 
  will struggle to consume the whole thing, and there is 
  no save.  Until the fruitcake is destroyed (throwing it 
  in the fire will do so in 1d3 rounds) or consumed by 
  another, the character will do all in his power to eat the 
  
  4
  The Thing in the Chimney (GM’s Map)
  
  5
  fruitcake.  Because of its state, eating the fruitcake is 
  not easy, and requires three DC 10 Stamina checks to 
  get the whole thing down.  
  Once ingested, the ancient fruitcake never leaves the 
  character’s system, leaving him feeling always as though 
  there is a lead weight within his stomach.  The charac-
  ter permanently loses 1d3 points of Agility as a result.  
  Further, the fruitcake talks to him from time to time, 
  suggesting courses of action that further its own alien 
  agenda.  And the Chaotic fruitcake does have an evil 
  agenda, never doubt it.  Only direct intervention of a 
  patron or deity can remove the fruitcake, and only a 
  very hot fire can destroy it.
  It a character fails to follow the fruitcake’s suggestions, 
  the fruitcake has the ability to send shooting cramps 
  through the character’s stomach and abdomen once 
  every week.  This inflicts 1d4 points of temporary 
  Strength and 1d6 points of temporary Agility damage.  
  The fruitcake will usually wait until a moment when 
  the character will be truly punished for this mistake 
  – if the character dies, the fruitcake is not usually 
  destroyed, but begins the task of luring another agent 
  as soon as the character’s corpse has become desiccated 
  enough to reveal it once more.
  The fruitcake can cast three spells for the character that 
  eats it, but each of these spells can be cast only once 
  each week.  The spells are cast with a +6 modifier, and 
  because they are cast by the fruitcake, the character 
  need not be able to speak, use his hands, or even con-
  centrate.  The fruitcake, not the character, chooses all 
  variables.  Otherwise, any effect that would normally 
  benefit the caster also benefits the character.  The fruit-
  cake will use, or withdraw, this spell use, depending 
  upon how well the character has followed its direction.  
  The three spells are:  cure paralysis, magic shield, and 
  neutralize poison or disease.
  If multiple characters eat the fruitcake, the Agility loss 
  and spells are split between them, depending upon 
  how much they have eaten.  The one who takes the 
  greatest penalty should also gain the most benefit, and 
  be talked to by the fruitcake the most.  A partial bit of 
  fruitcake causes proportionately lesser cramps as well.
  Characters who examine the trees note that they are 
  covered with strands of glistening silver material, and 
  hung with shiny balls of red, green, and yellow mate-
  rial.  They can also see a large set of wooden double 
  doors at the far end of the hall, beyond the trees.  The 
  trees are too tightly packed to simply skirt the walls 
  and avoid them.  If a character digs beneath the pine 
  needles, he will discover that the trees are actually 
  growing out of the floor.
  The silver material is slightly sticky to the touch.  The 
  shiny balls have a leathery consistency, and require 
  some work to cut open – they are the egg sacks of the 
  tinsel spiders that live among the trees.  If one is cut 
  open, roll 1d3.  On a 1-2, there is just a mass of eggs 
  inside.  On a 3, a swarm of tiny silver spiders goes 
  skittering out of the egg and into the character’s sleeve 
  (and hence clothing).  If the player states immediately 
  that he will drop the egg sack, he gains a DC 10 Reflex 
  save to avoid getting spiders under his clothing.  Al-
  though there is no mechanical effect to this, the players 
  need not be told that.
  Hiding among the trees are five tinsel spiders, silvery 
  arachnids about the size of a cat.  The silvery material is 
  a form of web; the spiders can feel it vibrate, and know 
  when things move among the trees.  Unless the PCs 
  take strong precautions, each spider is likely to attack 
  first from surprise, as it is well camouflaged among the 
  tinsel and the pine boughs.  The targeted PC may be 
  given a Luck check, if he is being cautious, to avoid 
  surprise.  The initial attack is with a single spider.  
  Thereafter, 1d3-1 spiders attack each round, until all 
  five are in the combat.  Slain and abandoned characters 
  are wound in tinsel for later consumption.  
  The poison of the tinsel spiders is mild – Fort DC 10, 
  or take 1 point of Strength, Agility, or Stamina damage 
  (equal chance of each).  When a tinsel spider is slain, it 
  explodes into a shower of sticky silver glop that quickly 
  hardens over any weapon used to slay it, rendering it 
  useless until the glop can be dissolved in strong alco-
  hol.  The slayer must make a DC 10 Reflex save, or 
  some of the glop gets on him, reducing his Agility by 1 
  until he can wash it off with strong alcohol.
  Tinsel spiders (5): Init +2; Atk bite +0 melee (1 plus 
  poison); AC 13; HD 2d8; hp 5, 5, 3, 14, 15 ; MV 
  30’ or climb 20’; Act 1d20; SP tinsel web, poison, 
  silver glop; SV Fort +0, Ref +3, Will –2; AL N.
  
  6
  The double doors are massive wooden affairs, each door 
  being 10 feet across and 15 feet high.  They can only 
  be opened or closed with a DC 25 Strength check, but 
  up to four characters can push on a single door.  Each 
  additional character adds his Strength modifier, or a +1 
  bonus, whichever is higher.
  Each of the smaller archways leads to a passage 8 feet 
  wide and vaulted to a height of 12 feet.  Each of these 
  passages goes 120 feet before opening into a larger 
  space.  Any attempt at mapping should quickly dis-
  cover that these spaces should overlap – the normal 
  laws of physics do not apply.  The judge is encouraged 
  to print the map out in colour, so that the colouring of 
  the doors helps to determine which door connects to 
  which area.  In addition, each door is marked with a 
  letter code, and is the same door with the correspond-
  ing letter on the map, despite the different locations 
  of the symbols.  The overview map is not to scale as a 
  result of these peculiarities.
  If any character has the ability to determine direction, 
  no matter which direction the character faces seems to 
  be south.
  Encounter Areas
  1.   The Polar Waste:  As soon as the door is opened, 
  a freezing cold wind blows into the great hall.  Beyond, 
  coruscating sheets of coloured light dimly illuminate a 
  snow-swept landscape whose icy hills and ridges seem to 
  hint at uncanny things buried beneath.  Although you 
  cannot determine exactly what may be frozen and buried 
  beneath, you have a strong sense that, should this polar 
  land ever thaw, what was revealed would drive those who 
  viewed it mad.  The stars are like crystals of ice in the sky.  
  As far as you can see, there is nothing here but ice, snow, 
  and wind.  Even in the few moments you have looked out, 
  a foot of snow has drifted into the opening of the hall, and 
  your hair has become frosted.  Without shelter, you would 
  quickly freeze to death out here.
  There is a 4 in 6 chance that torches are blown out, and 
  a 2 in 6 chance for lanterns.
  Anyone who steps outside to look will discover that 
  the doors stand in the middle of empty air – there is 
  no sign of the Hall from without.  With the doors 
  closed, there is no way to find the Hall, or to escape the 
  freezing cold.  Every minute spent out here causes 1d6 
  Stamina damage, without any save.  If the characters 
  are lucky, the ice bears will not find them first.
  Pulling the doors closed is harder than opening them, 
  and requires a DC 30 Strength check.  Worse, only two 
  characters can aid with the massive handles on any one 
  door (unless the group things to use a rope as a pull).  
  Up to four characters outside can help, but they will be 
  trapped once the doors are closed.  There is only a 25% 
  chance if the door is re-opened that the door opens in 
  the same spot – otherwise it is 1d10 miles away.
  If the door is left open, snow drifts into the Hall, 
  eventually creating a drift up to 5 feet deep beneath 
  the trees, and with lesser drifts extending up to halfway 
  into the Hall, where the heat from the fireplace melts 
  the snow into messy puddles.  If this is allowed to 
  occur, two snowmen will also enter the Hall after the 
  PCs exit it, and be waiting therein upon their return.  
  These evil snowmen appear as actual snowmen, with 
  sharp branches for arms, corncob pipes, coal eyes and 
  buttons, and carrot noses.  They can hurl snowballs 
  up to 30 feet away, which cause 1d3 points of damage 
  Tinsel Spiders
  
  7
  due to sheer cold.  If the target does not make a DC 
  10 Fort save, he also suffers 1 point of Stamina damage 
  due to cold.  When a snowman is slain, its three snow-
  balls burst into a spray of cold that causes 1d3 points 
  of temporary Agility damage unless a DC 10 Fort save 
  succeeds.  
  The snowmen are abnormally vulnerable to fire, taking 
  four times the normal damage from heat-based attacks, 
  and thus they cannot move past the snow drifts into 
  the room.  A snowman who dies due to fire damage 
  does not burst into a spray of cold, either.
  The hat of a snowman can be removed with a success-
  ful Mighty Deed.  This causes the snowman to slow 
  down (a cumulative –2 to initiative count each round).  
  The snowman ceases to be animated when its initiative 
  count reaches 0, unless it can recover its hat.  Placing 
  the hat back upon its head restores the snowman to its 
  original initiative count.  A snowman is not “slain” if 
  it stops moving because of losing its hat, and does not 
  burst.
  Snowmen (2):  Init +0; Atk scratch +0 melee (1d3) 
  or snowball +3 ranged (1d3 cold plus possible Stami-
  na damage); AC 8; HD 4d8; hp 21, 10; MV 20’; Act 
  2d20; SP snowballs, burst, fire vulnerability, hat; SV 
  Fort +4, Ref –4, Will +6; AL C.
  2.  Reindeer Stalls:  This area is 25 feet wide and 60 feet 
  long, with 10 stalls, similar to horse stalls, along one wall.  
  Opposite that wall is an archway, 8 feet wide and vaulted 
  to a height of 12 feet.  At one end of the room is a wooden 
  door painted red; at the other end is a wooden door paint-
  ed orange.  Hay is piled along the wall where there are no 
  stalls, as well as two straw brooms and three wide shovels 
  – not good for digging, but excellent for scooping up dung.  
  A barrel of dung is in one corner, but the whole area could 
  clearly use more work.  Harness with silver bells hangs 
  from hooks on the walls.  Names are written over nine of 
  the stalls in Elvish script, but you see no animals in any of 
  the stalls, which are closed with doors that reach about 4 
  feet in height.   There is a strong animal odour here.
  The elvish runes read:  Dasher, Dancer, Prancer, Vixen, 
  Comet, Cupid, Dunder, Blixem, and Rudolph.  They 
  are inhabited, but the inhabitants are not visible from 
  outside the stalls because they are eight tiny reindeer, 
  each no larger than a medium-sized dog.  Any one of 
  them can leap over a stall door with a single move.  If a 
  stall door is opened, or their jingle bells are disturbed, 
  they will come out to investigate.  Each reindeer has a 
  special power:
  •	
  Dasher can move at 60 feet speed once per 1d4 
  rounds.  If he moves in this way and makes a suc-
  cessful attack, it does double damage.
  •	
  Dancer and Prancer both have a +4 bonus to AC 
  and Reflex saves as they dance away from danger.
  •	
  Vixen is such a beautiful creature that others are 
  loathe to target her with damaging spells or attacks.  
  Unless a Will save (DC 10) is made, such actions 
  are lost to indecision.
  •	
  Comet can flare, once per day, causing 1d6 damage 
  to all targets in melee combat with him; if not in 
  melee combat, he can attack a target up to 60 feet 
  away, doing double damage +1d6 fire damage, if he 
  hits.
  •	
  Cupid can cast charm person, with a +2 bonus to 
  the spell check, once each day.
  •	
  Dunder is able to create a noise like thunder, once 
  every 1d5 rounds.  Fort DC 15 or be deafened for 
  1d8 rounds.  On a roll of “1”, deafness lasts 1d6 
  hours and another save (Fort DC 10) must be 
  made, or deafness is permanent.
  •	
  If Blixem is struck by a metal weapon, the attacker 
  takes 1d4 points of electrical damage (Reflex DC 
  10 for half).
  •	
  A hideous red wart-like growth pulsates at the end 
  of Rudolph’s nose like a beating heart.  It can flare 
  once every 1d4 rounds, causing anyone in melee 
  with Rudolph to be blinded for 1d6 rounds unless 
  a DC 10 Fort or Reflexes save is made.
  The reindeer are used to elves, and may not attack if 
  an elf commands them otherwise.  An elf who gives a 
  command must succeed in a DC 15 Personality check 
  to control the tiny reindeer.
  There are ten sets of harness, each of which has jingle 
  bells worth a total of 10 gp per set.  Carrying these 
  bells makes moving silently, or surprise, nigh impos-
  sible.
  The red-painted door opens into Area 4, and the 
  orange-painted door opens into Area 5.
  
  8
  Tiny reindeer (8):  Init +3; Atk gore +1 melee (1d3); 
  AC 10; HD 1d6; hp 4 each; MV 40’ or fly 60’; Act 
  1d20; SP by reindeer; SV Fort +0, Ref +3, Will +0; 
  AL N.
  3.  The Sweatshop:  Anyone approaching or listen-
  ing at the door will hear the sound of many hammers 
  tapping, the sound of sawing wood, and an occasional 
  cough.
  Here is a great room, some 60 feet wide by 90 feet long, 
  filled with workbenches at which pale-skinned elves are 
  working – sawing, hammering, painting, and otherwise 
  crafting many thousands of toys.  There are dozens of 
  these elves here – male, female, young, old, children.  All 
  are working so hard that they do not pay you more than 
  a glance…many are probably not even aware of you.  
  Shelves around the room contain pieces of wood, buckets of 
  paint, and other supplies.  Other shelves contain festive-
  looking finished toys:  nutcrackers, pull ducks, stick-horses, 
  toy soldiers, dolls, and more.  Leading into or out of the 
  room are an archway, 8 feet wide and arched to a height 
  of 12 feet, a wooden door painted yellow opposite the arch, 
  and two other wooden doors, painted green and blue, in 
  the centre of the other two walls.
  There are 46 elves working in here; all non-combatants.  
  Indeed, they have almost no spirit left, and will not 
  leave even if rescued.  PC losses can be replaced here, 
  if the judge desires, by elf toymakers.  (The judge may 
  determine that one is actually trained as an elf dentist, 
  if he so desires.)  The PCs can take any tools, toys, or 
  supplies they need, so long as they do not disturb the 
  toymakers.  Any interference in the actual production 
  of toys results in the arrival of 2d6 elf guards from 
  Area 6 in 1d3+2 rounds.
  An elf PC who enters this area is affected by a magi-
  cal compulsion to take a seat and begin making toys 
  (DC 10 Will resists).  An elf who fails this save must 
  be bodily dragged from the room, and this counts as a 
  disturbance of the toymakers.  An elf need only make 
  this save once, and he is forever immune.  If the elf fails 
  this save, though, the compulsion automatically comes 
  back each time the elf enters this area.
  All doors in this room lead to Area 6.
  4.  The Kitchens:  A strong smell of good cooking 
  wafts down the corridor leading to this room.
  This area is an enormous kitchen and pantry, lit by many 
  torches arranged around the spacious walls.  Open fires, 
  ovens, and great roasting pits are ablaze with flame.  Huge 
  oxen, deer, and something that might be a giant bipedal 
  reptile with tiny forelegs turn on spits.  There are cast iron 
  ovens large enough for a man to crawl inside and shut 
  the door.  Pies are in ovens are along marble counters to 
  cool – mincemeat, apple, and plum.  Vegetables steam or 
  are broiled.  Cookies on baking sheets are being decorated 
  near great ewers of milk.  Soups and stews simmer away.  
  The entire area, some 100 feet to a side, is filled with the 
  sights, sounds, and smells of cooking.  The cooks themselves 
  look like short, wizened elves, each no larger than a half-
  ling – there are perhaps 50 cooks working in this room.
  There are three apparent entrances and exits.  One is an 
  archway, 8 feet wide and vaulted to a height of 12 feet.  
  The others are two wooden doors, one painted red and the 
  other indigo.  
  This area is filled with cooking utensils of various types 
  – pots, pans, spits, tongs, forks, etc. – many of which 
  are made of iron.  Elves entering this room therefore 
  feel uncomfortable, and if they remain here longer than 
  a minute or so, they take 1 hp of damage.
  So long as they do not disturb the cooks, characters can 
  pick up any amount of food, or any cooking utensil, 
  here that they might desire.  Attacking or hindering the 
  cooks in any way activates their defenders – 12 ginger-
  bread men and six sugar plum faeries.  The cooks are 
  non-combatants, AC 8 and 1 hp each.
  The gingerbread men are only about 6 inches tall, but 
  each can leap 10 feet in any direction, and each carries 
  a hot iron needle that does 1 hp damage.  Moreover, 
  they are extremely fast and hard to hit – so fast that 
  they can move through combat without provoking an 
  attack.  
  There are 10 ewers of milk in the room, though, and 
  any one of these may be used to make a splash attack 
  against a gingerbread man that succeeds if it hits AC 
  10, and kills the gingerbread man.  If only a partial 
  ewer is used, the gingerbread man is instead slowed 
  to 30’ movement, and can be hit thereafter with a +4 
  
  9
  bonus to the attack roll.  If this occurs, the gingerbread 
  man loses its leap ability and provokes attacks when it 
  moves like normal.
  The sugar plum faeries are also 6 inches tall, and they 
  can throw hard sugar plums at a range of 15 feet.  In 
  addition, should a sugar plum faerie come into melee 
  range with an opponent, it can attempt to shrink down 
  to a minute size, enter his sinus cavities, and dance in 
  his head.  The sugar plum faerie need only make an 
  attack against AC 10 (12 with a helmet, more if the 
  nose is otherwise well protected).  Thereafter, the target 
  must make a Will or Fort save (DC 10) every round 
  to act due to the agony of this dancing.  A sugar plum 
  faerie can do this 1d5 rounds before being expelled by 
  a violent sneeze.  The sneeze prevents the target from 
  either moving or attacking (but not both) during the 
  round that the faerie is expelled.  The faerie comes to 
  rest 1d4 x 5 feet away.  In the kitchen, there is a 1 in 
  6 chance that the faerie comes into contact with a hot 
  surface, and is destroyed.
  Due to the many hot surfaces, the cooks rushing about 
  and getting in the way, and the antics of the tiny oppo-
  nents, any creature larger than a halfling must succeed 
  on a DC 5 Reflex save each round or come into contact 
  with a hot or sharp surface (or a hot, sharp surface), 
  taking 1 point of damage.  The character’s Luck modi-
  fier counts toward this save.
  The red door goes to Area 2, and the indigo door goes 
  to Area 7.
  Gingerbread men (12):  Init +6; Atk needle +0 
  melee (1); AC 16; HD 1 hp; MV 60’ or leap 10’; Act 
  1d20; SP move through combat, milk vulnerability; 
  SV Fort –8, Ref +8, Will +0; AL N.
  Sugar plum faeries (6):  Init +4; Atk sugar plum +2 
  ranged (1); AC 12; HD 1 hp; MV 5’ or fly 40’; Act 
  1d20; SP dance in head; SV Fort –4 , Ref +4, Will 
  +3; AL C.
  5.  The Red and Gold Sleigh:  This chamber is about 
  50 feet by 30 feet, and vaulted to a height of 20 feet.  It 
  is dominated by a large red and gold sleigh, some 20 feet 
  long and 8 feet wide.  The sleigh is a beautiful piece of 
  craftsmanship, with silver runners and enamelled wooden 
  sides.  Its comfortable-looking seats are upholstered with 
  plush velvet cushions, also in red and gold.  There are four 
  entrances or exits to this room:  an archway 8 feet wide 
  and vaulted to 12 feet in height, a large set of double doors 
  opposite the arch, a wooden door painted orange, and a 
  wooden door painted with a violet hue.
  If the tiny reindeer in Area 2 are harnessed to this 
  magical sleigh, it can transport characters riding it 
  almost anywhere in the world in a fraction of a second.  
  Doing so requires a minimum team of eight, though, 
  so if more than one tiny reindeer is slain, the sleigh is 
  useless.
  Within the sleigh, on the driver’s seat, is a long whip, 
  known as the cintercrop.  This +1 weapon can do 1d3 
  points of temporary damage to any creature it hits, and 
  can hit a creature as far as 15 feet away.  If it misses its 
  target, it might hit a friendly target in melee with it, as 
  though it were a missile weapon.  Anyone who holds 
  it in his hand has absolute command over the tiny 
  reindeer in Area 2, but gains a strong craving for sweets 
  and milk.  Given the opportunity to have anything 
  sweet – including the ancient fruitcake in the starting 
  Gingerbread Men
  
  10
  area, the character must make a DC 20 Will save to 
  resist.  This is in addition to any save the item might 
  require.  This save must be made each time a new sweet 
  is presented, regardless of other considerations (such as 
  combat), so long as the bearer is not directly attacked.  
  Anyone who bears the whip for more than a season 
  will develop a long white beard.  Anyone who bears the 
  whip for more than a year will also develop a fat little 
  belly that shakes when he laughs, like a bowlful of jelly.
  In the back of the sleigh is an enormous bag of hold-
  ing, that can easily hold up to 5,000 pounds of mate-
  rial.  The bag appears to be made of red velvet with a 
  gold drawstring.  Regardless of what is put into it, it 
  never weighs more than 50 pounds, but it is so bulky 
  that it requires two hands to carry around.  If an un-
  protected sharp object is placed in the bag, there is a 1 
  in 7 chance that it will rupture, and all of its contents 
  will be lost to the void.  The bag will then become a 
  non-magical bag with a hole in it.  If another extra-
  dimensional space is placed inside the bag, the bag 
  forms a sucking vortex, drawing every object within 50 
  feet of it that weighs 500 pounds or less (Strength DC 
  20 resists) before it collapses in upon itself.  Characters 
  sucked in this way may not be lost forever – they may 
  be spewed up on the shores of another time, or another 
  world, or both, at the judge’s discretion.
  The orange door leads to Area 2.  The violet door leads 
  to Area 7.
  The large double doors lead outside.  Treat these exactly 
  as the double doors in Area 1, except that there is 
  already one snowman waiting outside with a ukulele, 
  and it will come in as soon as the door is opened.  The 
  snowman cannot attack so long as it has its ukulele, 
  but it can sing and play each round.  All who hear 
  its singing and playing (about silver, gold, tinsel, and 
  decorated trees) must make a Will save (DC 10) each 
  round, or take 1 point of Personality damage.  The 
  judge is encouraged to play appropriate holiday music.  
  Only slaying the snowman, or a Mighty Deed, can 
  separate it from its ukulele.
  Snowman:  Init +0; Atk scratch +0 melee (1d3) or 
  snowball +3 ranged (1d3 cold plus possible Stamina 
  damage); AC 8; HD 4d8; hp 25; MV 20’; Act 2d20; 
  SP singing and playing, snowballs, burst, fire vulner-
  ability, hat; SV Fort +4, Ref –4, Will +6; AL C.
  6.  Elf Barracks:  This room contains the 12 elf guards 
  of the Cinder Claws.  If the characters enter while the 
  elves are still here (which will be the case unless they 
  have been drawn to Area 3), the elves attack immedi-
  ately.
  This room is about 40 feet square, with wooden beams 
  and rafters holding the ceiling aloft.  The ceiling peaks 
  in the centre of the room at a height of 20 feet.  This is 
  obviously the barracks of a dozen man-sized creatures, 
  based on the meticulously carved wooden beds, each with 
  its own beautifully carved footlocker.  A dozen thick green 
  cloaks hang off hooks on the walls.  There is a long oak 
  table with four cedar benches for seating, upon which 
  are several leathern jacks.  Wooden plates set on the table 
  have a variety of meats, sweetmeats, fruit, candied fruit, 
  and confections.  Two large wooden barrels stand near the 
  table, bound with copper hoops.
  Four ways lead into or out of this room – an archway 8 
  feet wide and vaulted to a height of 12 feet, and three 
  wooden doors.  One, painted yellow, is opposite the arch.  
  The other two are painted as well, one blue, and one 
  green.
  All of the doorways lead to the doors of the same co-
  lours in Area 3.
  Examining the barrels shows that one contains hot 
  mulled cider, while the other contains hot cocoa 
  flavoured with peppermint.  The leather jacks contain 
  some amount of either fluid, favouring the cocoa by 
  a small margin.  Each footlocker contains three green 
  jerkins, two pairs of light brown hose, a pair of green 
  shoes with upturned toes, and a conical green felt hat 
  with a pompom affixed to the top of it.  Only the 
  barrels are magical – they keep their contents hot and 
  refilled so long as the barrels remain in this room.
  The elf guards wear leather armour under green sur-
  coats trimmed with white fur.  Each wears a green felt 
  hat, like those described above.  Each has a bronze 
  shortsword and bears a bronze-tipped spear.  These soft 
  bronze weapons are rendered useless on a critical hit.
  
  11
  Elf guards (12):  Init +2; Atk spear +0 melee (1d8) 
  or short sword +0 melee (1d6) or spear +2 ranged 
  (1d8); AC 14; HD 1d4; hp 2, 3, 1, 2, 1, 4, 4, 2, 3, 1, 
  3, 3; MV 30’; Act 1d20; SP infravision 60’, immune 
  to sleep and paralysis; SV Fort +0, Ref +2, Will +1; 
  AL C.
  7.  Scrying Chamber:   This chamber is a mere 20 feet 
  square – with an archway 8 feet wide and vaulted to a 
  height of 12 feet in one wall, and two doors coloured  
  indigo and violet centred one each on two of the other 
  walls.  This room is dominated by a gigantic snow 
  globe, fully 5 feet in diameter, resting on an elaborately 
  carved stand of ebony wood, inlaid with ivory and set 
  with rubies.  Near the stand is a lectern, upon which 
  rests a thick scroll made of vellum, some two feet in 
  width.
  This magical snow globe allows the Cinder Claws to 
  scry upon any creature in the world.  All a character 
  need do is place his hand upon the snow globe, speak 
  the name of another creature he knows, and he will 
  see the image of that creature.  A creature can only be 
  scryed upon once within 24 hours in this way.  A crea-
  ture within this adventure cannot be scryed upon. 
  If the creature is doing something nice, it gains +1 
  Luck.  If doing something naughty, it is penalized by 
  a –1 penalty to Luck.  Roll on the following table to 
  determine.  A halfling’s Lucky Charm may affect the 
  outcome, but no other Luck can do so.  The judge can 
  determine the exact nature of any behaviour witnessed.
  Roll 
  1d7
  Lawful
  Neutral
  Chaotic
  1
  Something 
  naughty
  Something 
  naughty
  Something 
  naughty
  2
  Something 
  normal
  Something 
  normal
  Something 
  naughty
  3
  Something 
  normal
  Something 
  normal
  Something 
  normal
  4
  Something 
  normal
  Something 
  normal
  Something 
  normal
  5
  Something 
  normal
  Something 
  normal
  Something 
  normal
  6
  Something 
  nice
  Something 
  normal
  Something 
  normal
  7
  Something 
  nice
  Something 
  nice
  Something 
  nice
  The magical scroll contains a list of every creature 
  in the multiverse, and whether or not they have been 
  predominantly Naughty or Nice this year.  A character 
  can check his own rating, or that of his companions 
  in this adventure, or even those of any other being he 
  can specifically name, but otherwise there are too many 
  names on this list, by far, to find anything of signifi-
  cance accidentally.  Once a character’s name has been 
  checked, though, the information cannot be changed.  
  If that character is in this adventure, the rating has an 
  effect on the adventure’s conclusion.
  Use the following chart to determine overall rating.  
  Luck cannot be used to affect this roll.  Who can say 
  with any certainty how the Cinder Claws comes to 
  these determinations, anyway?
  Roll 
  1d3
  Lawful
  Neutral
  Chaotic
  1
  Naughty Naughty
  Naughty
  2
  Nice
  Roll 
  Again
  Naughty
  3
  Nice
  Nice
  Nice
  Elf Guard
  
  12
  Neither snow globe nor scroll can be damaged or af-
  fected in any way by any mortal power.  Nor can a 
  mortal being remove either from this room.  A being 
  trying to do so simply cannot leave the room.  On the 
  other hand, there are 200 rubies on the stand, each 
  worth 2d10 gp, which can be pried off and taken.  Do-
  ing this has consequences to what might be found in 
  the characters’ stockings, however.
  The violet door leads to Area 4, and the indigo door 
  leads to Area 5.
  Concluding the Adventure
  When the PCs have been to each of the encounter 
  areas from 2 to 7 (but not necessarily Area 1), and they 
  again return to the Great Hall, they find it changed:
  It is as though you have been gone for hours.  The great 
  hall is now deathly cold, the fire long gone out, with only 
  cold ashes remaining in the fireplace.  The meal has long 
  since been cleared away.  The wood hangs thick with 
  icicles, and frost is in the pine needles beneath the frigid 
  boughs.  The high ceiling hangs with glittering icicles as 
  well, some over 10 feet long and possessing dazzlingly 
  sharp points.  The stockings hung by the fireplace now 
  clearly contain something within them.  
  From this point forward, there is no escape except 
  through the fireplace.  All corridors lead back directly 
  to the great hall after 120 feet, appearing as though 
  they were the corridor opposite.  Worse, the corridors 
  are now equally cold.  Characters in other areas can 
  reach the great hall, but once they reach it, they, too, 
  are trapped.  The double doors to the outside can be 
  opened, but those take characters only to a cold waste 
  where they will surely die.
  Every minute (10 rounds) spent in this environment, 
  characters must make a DC 10 Fort save or take 1 
  point of temporary Stamina damage.  This damage can 
  be restored with 10 minutes rest in a warm environ-
  ment.  A character can check his stocking in 1 round, 
  once he has reached it, using the method below.
  After 5 rounds, read or paraphrase the following:
  You are startled by a pair of green, hairy hands – clawed 
  hands – which drop out of the chimney at the end of long, 
  flexible arms.  They seem to have too many fingers.  As 
  they skitter into the room, walking on those fingers, you 
  realize that they are eight-fingered hands, but the green 
  comes from gloves or fingered mittens they are wearing.  
  Still, they are clawed, and they are fast, as they grope 
  towards you.
  The arms can extend to impossible lengths, allowing 
  the hands to reach anywhere in the great hall or the 
  corridors.  They attack by clawing, but if they get a 
  critical hit, in addition to any other effect they grab the 
  target and begin drawing it toward the fireplace at a 
  rate of 10’ per round.  Once at the fireplace, a character 
  is drawn up in the next round.  There is some crunch-
  ing and chewing noises heard thereafter, and one of 
  the character’s boots drops down.   That character will 
  never be seen again.  This can be prevented by slaying 
  the hand, or by severing the arm with a Mighty Deed 
  (3+, the Deed must do at least 5 points of damage with 
  a sharp cutting weapon).  Severing an arm does not 
  prevent the claw from attacking, but it does prevent 
  it from grabbing hold and drawing a character to the 
  chimney.
  When a hand is slain, it skitters back to the fireplace, 
  and is drawn up the chimney.  If anyone wants to at-
  tack it as it rushes past, let them.  The hand is already 
  defeated, and this serves no actual function, but it may 
  be gratifying.  If the PCs capture a hand, it has no ef-
  fect on the next part of the encounter, but the Cinder 
  Claws should be described as missing that hand.
  Hands (2):  Init +4; Atk claw +2 melee (1d3); AC 
  16; HD 1d6; hp 5, 6; MV 30’; Act 1d20; SP blind-
  sight 60’, grab; SV Fort +4, Ref +6, Will +8; AL C.
  Five rounds after the hands are defeated, read or para-
  phrase the following:
  A great cloud of smoke and ashes come out of the chimney 
  flue, followed by a long, long leg, red-clad and black-
  booted, spindly as an old stick.  And another such leg.  
  And another.  And another.  Then comes the first of the 
  green-mittened claws, and the long, thin, eight-limbed 
  creature pulls itself into the room.  It is clad in a suit of 
  soot-tarnished fur.  Although it is skeletally thin, it has a 
  fat round belly that quivers with each movement.  Behind 
  its bristly white beard are the eight eyes, the fangs and 
  palps of an enormous spider.  The eyes twinkle with mer-
  riment as they survey you, and the creature laughs deep in 
  
  13
  its throat.  The smoke from the fireplace encircles its head 
  like a sinister halo or wreath.
  Let the PCs each take a round of actions as the Cinder 
  Claws pulls itself free from the chimney.  Then normal 
  combat may begin.  Each round, roll 1d5, and include 
  the appropriate special effect:
  Roll 
  1d5
  Effect
  1
  No effect.
  2
  The Cinder Claws laughs as a free action, Ho 
  ho ho!  It shakes the boughs of the trees, and 
  the icicles tinkle above, but nothing else hap-
  pens.
  3
  The Cinder Claws laughs as a free action, Ho 
  ho ho!, causing 1d3 icicles to fall, targeting 
  random characters.  The Cinder Claws itself 
  may be a target.  Each icicle has a +3 bonus 
  to hit, and does 1d6 damage on a success-
  ful attack.  On a natural 20, the icicle does a 
  critical hit rolling 1d8 on Table M.
  4
  As a free action, the Cinder Claws strews 
  candy canes across the floor, 1d3 x 5 feet away 
  from it.  If a character is carrying the cinter-
  crop from Area 5, he must make a DC 20 
  Will save or spend the next 1d3 rounds scrab-
  bling about the floor, gathering and eating the 
  candy canes.
  5
  Everyone rolls a Luck check.  The character 
  with the lowest Luck who fails this check slips 
  upon an icy patch and must make a DC 10 
  Reflex save or fall prone.  The Cinder Claws 
  must also make this check, and its Luck is 10 
  for this purpose.
  The Cinder Claws has a poisonous bite (Fort DC 10 or 
  1d8 damage).
  The Cinder Claws:  Init +4; Atk claw +4 melee 
  (1d3) or bite +0 melee (1d6 plus poison); AC 18; 
  HD 8d10; hp 53; MV 40’; Act 2d20; SP poison; SV 
  Fort +6, Ref +6, Will +10; AL C.
  If the Cinder Claws is reduced to 0 hit points, or 
  otherwise defeated, it lays its finger aside of its nose.  It 
  is then magically drawn to the chimney and up, up it 
  goes.  No mortal power can prevent its fleeing in this 
  way.  It can do so even if its head is crushed or sev-
  ered by a critical hit.  The judge may decide to use the 
  creature in a future Yule adventure, where it seeks its 
  revenge, or may choose to have the Cinder Claws leave 
  the PCs alone hereafter.  Either way, once the Cinder 
  Claws is up the chimney again, read or paraphrase the 
  following:
  As the creature is pulled up the chimney, a great curtain of 
  ashes is drawn up behind it.  They glint and shine like the 
  auroras, and you can dimly see another land through the 
  fireplace, behind the curtain of ash.  If you are quick, you 
  may be able to pass through the doorway while it remains.  
  It is already starting to fade as you look.
  Beyond this passage is the next adventure, or the main 
  campaign location, as the judge desires.  
  If the players hesitate more than 60 seconds, or the 
  characters more than 6 rounds, the gateway fades 
  and the escape route is no more.  The judge can warn 
  them that the gate is fading further after 30 seconds (3 
  rounds), but should not give any further warnings.  
  If the characters miss this opportunity, they can only 
  leave the great hall by the doors to the outside, and if 
  the judge wishes them to have a chance surviving such 
  an adventure, he will need to pen it himself, for in the 
  author’s campaign, such characters quickly freeze to 
  death in the hall, or face death by snowman, ice bear, 
  and hypothermia without.  Unless the characters have 
  powerful magic available to them, they are dead, and 
  their bodies will never be recovered.
  
  14
  What’s In My Stocking?
  If a character has removed his stocking earlier, he has no stocking now. 
  To determine what is in a character’s stocking, roll 1d16, and to determine what its properties are, roll 1d30.  Nei-
  ther of these rolls can be altered by Luck.  The second roll is modified as follows:
  Chaotic characters have a –4 penalty to the roll.
  Lawful characters have a +4 bonus to the roll.
  Characters deemed Naughty on the magical scroll in Area 7 have a –8 penalty to the roll.
  Characters deemed Nice on the magical scroll in Area 7 have a +4 bonus to the roll.
  Characters who pried off rubies from the snow globe stand in Area 7 have a –4 penalty to the roll.
  The judge will have to adjudicate exactly what some of these results mean.  For example, a crowbar with a +1 bo-
  nus might give an extra bonus to Strength checks using it, whereas a cursed crowbar with a –1 penalty might find 
  its way into the character’s hand during combat, and act as a –1 club.  Use your imagination, and have fun with it!
  Roll 
  1d16
  Item
  Roll 
  1d30
  Properties
  1
  Goblin (as core 
  rulebook, p. 417)
  0 or 
  less
  Possessing it causes a – 2 penalty to Luck, and it cannot be gotten rid of 
  without a remove curse result of 20+
  2
  Rotten potato
  1
  As above, but the penalty is only –1 to Luck.
  3
  Lump of coal
  2
  The item is cursed, with a –2 penalty.
  4
  Candle
  3
  The item is cursed, with a –1 penalty.
  5
  Crowbar
  4
  The item is cursed, causing its owner +1 to Fumble rolls.
  6
  Carved wooden 
  box
  5
  The item is cursed, causing its owner –1 to Critical rolls.
  7
  Book with leather 
  covers
  6
  The item appears to be immensely valuable to the owner, but is in fact 
  obviously substandard junk to everyone else.
  8
  Mirror
  7
  The item attracts monsters.
  9
  Gloves
  8
  The item attracts thieves.
  10
  Hat
  9
  The item makes the owner look stupid.
  11
  Dagger
  10-20
  No special property.
  12
  Snow globe
  21
  The item makes the owner look good.
  13
  Mace
  22
  The item is worth twice as much as normal.
  14
  Gem
  23
  The item is worth three times as much as normal.
  15
  Short sword
  24
  The item is worth four times as much as normal.
  16
  Longsword
  25
  The item is worth 10 times as much as normal.
  26
  The item grants the owner a +1 bonus against a specific spell, or against a 
  specific type of poison, creature, etc.
  27
  The item grants the owner a +1 bonus to one specific save category (de-
  termine randomly).
  28
  The item is worth 100 times as much as normal.
  29
  The item grants a +1 bonus.
  30
  The item grants a +2 bonus.
  31
  The item grants a +1 bonus on spell checks.
  
  15
  32
  The item grants complete immunity against one specific spell.
  33
  The item grants a +1 bonus to AC when carried or worn.
  34
  The item grants a +2 bonus to AC when carried or worn.
  35
  The item grants +1d8 bonus hit points so long as it is possessed.
  36
  The item grants a +1 bonus to any one ability score (determine random-
  ly).
  37
  The item grants a +2 bonus to any one ability score (determine random-
  ly).
  38
  The item contains a spell.
  39
  The item contains the means to contact a powerful patron, for good or 
  for ill, and can be used in lieu of a patron bond spell if the owner wishes 
  to bond with that patron.
  40+
  The item grants a permanent ability to cast a single random 1st level 
  wizard spell 1d3 times per day, with a +1d7 bonus.
  
  16
  Thing in the Chimney (Player’s Map)
  
  17
  The nexus of Yule
  A Yuletide Adventure by Daniel J. Bishop
  A Dungeon Crawl Classics adventure suitable for four 
  to eight 3rd level characters.  
  Have fun, and happy holidays!
  Another Yuletide approaches.  Although his powers ebb 
  during the warmer months, with the colder days and 
  longer nights, the Cinder Claws now has the arcane en-
  ergies required to draw his victims into a tiny portion 
  of the Nexus of Yule, an inter-dimensional web which 
  allows the Cinder Claws to reach into an uncounted 
  number of homes, all on a single night.
  At the waning of every year, as the sun grows closer to the 
  horizon, and spends less time in the sky, there comes a time 
  of terrible cold and deep snow to the lands of the north.   
  The world waits with hushed breath for this, the longest 
  night of the year, to be over.  Soon, the sun will begin to 
  climb higher each day, and the days grow longer.  Al-
  though long stretches of cold weather are yet to come, this is 
  the night in which winter’s back is broken.  After tonight, 
  the world turns slowly back to warmth and light.
  But that is after tonight.
  Starting the Adventure
  The adventure starts wherever the characters may be.  
  Entering the Cinder Claws’ Nexus, they need not even 
  be together – this adventure can draw characters from 
  multiple worlds briefly into conjunction.  Wherever 
  the characters manage to escape from the Yuletide cold 
  does not matter – inn, home, castle, and cave are all 
  the same to the Cinder Claws.  Adjust the starting text, 
  below, if need be to account for very unusual circum-
  stances.
  It is the night prior to Yule, and the world slumbers quiet-
  ly beneath a blanket of freshly fallen snow.  It is uncertain 
  how long you have been asleep – perhaps you really did not 
  sleep at all – when the stillness of the night is broken by a 
  great clatter arising from outside your chamber.  There is a 
  noise like prancing and pawing hooves moving across the 
  ceiling, as though something were above.  From outside the 
  door, there is a groaning, wheezing noise that sounds like 
  the universe being pulled apart.
  Beyond the chamber door, there is now only a tunnel 
  of rough-hewn stones, mortared, and heading down-
  ward in a series of steeply spiraling stairs.  If a character 
  goes down the stairs far enough to lose sight of the 
  door, returning is no longer possible – the stairs go 
  up forever.  On the other hand, no matter where the 
  characters are, it takes only ten minutes to walk down 
  the stairway into Area 1.  Pace does not matter, so long 
  as the character continues to move.
  The entrance into Area 1 leads from many different 
  locations, and all the PCs arrive through the same arch-
  way, each arriving 1d5 rounds after the last (unless they 
  were in the same chamber initially, and leave together, 
  in which case they arrive in whatever “marching order” 
  chosen to go down the stairs).  The entrance only leads 
  to the infinite staircase, however.  Once committed, 
  characters cannot escape by retracing their steps.
  The Nexus of Yule
  The Nexus of Yule is a supernatural conjoining of bil-
  lions of different places across thousands of planes, of 
  which the PCs experience only an infinitesimal frac-
  tion.  Each location is part of a different world from 
  that before it, and if the judge so desires other adven-
  tures can be set upon that world.  
  Because each area represents a different world, walls 
  may be made of different materials, and players may 
  attempt to escape the Nexus by trying to dig or tunnel 
  their way through walls made of wood or ice.  If the 
  judge wishes to do the work of populating these worlds 
  – perhaps on the fly – this will work.  Otherwise, the 
  new hole joins to a door chosen by the judge as a one-
  way portal.  
  Although beings on these worlds may use the doors 
  normally, for the PCs things are not so simple.  When 
  moving from area to area within the Nexus of Yule, 
  there is no opportunity to be coy – nothing can be seen 
  beyond the door until a character commits to passing 
  through, and then transit is instantaneous.  In some 
  cases, the door one enters from is very different on the 
  other side.
  If the judge desires, unresolved encounters can follow 
  the PCs into the Nexus as the adventure progresses, so 
  
  18
  The Nexus of Yule (GM’s Map)
  
  19
  that previously-explored areas become a hodge-podge 
  of creatures which can be encountered anywhere.  
  There is nothing wrong with having carnivorous cows 
  attack the Ratfields in the Hall of Ice, or having the 
  figgy pudding chasing the PCs, turning up repeat-
  edly as they move through the Nexus, until it is finally 
  destroyed. In fact, this sort of mayhem might make the 
  adventure more fun!
  No door leads directly to Area 8 until the characters 
  have had a chance to explore the Nexus, and the judge 
  determines that they are ready for the final encounter.  
  Once that point occurs, all doors in the Nexus lead to 
  Area 8 – including the door to Area 8 itself!
  Encounter Areas 
  1. Ratfields and McCrackers:  Beyond the archway, you 
  can see a round platform, 50 feet in diameter, from the 
  center of which grows a huge conifer, its bole some 15 feet 
  in diameter at the ground.  The tree is so tall that you can-
  not see where it ends – the nearest branches are at least 20 
  feet over your head!  The tree is decorated with enormous 
  glass balls, lit candles larger than a tall man, green and 
  red garlands thicker than your torso, and strings of popped 
  corn whose kernels are easily the size of your head.  The 
  whole tree glows softly, illuminating both the platform and 
  dimly revealing the massive chamber beyond.
  The platform extends more than halfway into a room 
  130 feet wide and 80 feet deep, its ceiling lost in darkness 
  above.  This room contains what appears to be enormous 
  furniture, as if built for giants four times the height of 
  normal folk.  It is shadowy and dim, and the flickering 
  candlelight of the enormous tree creates the impression of 
  movement in the darkness below.  There is a 10 foot drop 
  from the platform to the distant wooden floor.
  This chamber is the battleground between the Ratfields 
  and the McCrackers.  The Ratfields occupy the area to 
  the east of the platform and the McCrackers the area 
  to the west.  The area directly south of the platform is 
  disputed.
  The Ratfields are semi-human rats with dark shaggy 
  fur, red eyes, and clad in rough homespun garments.  
  Their leader, King George, is larger and wears a golden 
  crown (worth 75 gp) and ruined finery, but is other-
  wise the same.   They fight using claws and teeth or 
  spears.  Their bite can cause a nasty disease (Fort DC 
  12 or suffer 1d3 Stamina plus 1d3 Stamina each day 
  that a DC 10 Fort save is failed; the disease is cured if 
  three saves in a row succeed).
  The McCrackers are wooden humanoids with alarm-
  ing large teeth, dressed in military uniforms with long 
  coattails.  They use flintlock rifles affixed with bayonets 
  – the bayonets are treated as spears when affixed, or as 
  daggers when removed.  The rifles themselves do not 
  fire – examination shows that they are merely wooden 
  props.  Being made of wood, they have 5 points of 
  damage resistance from mundane weapons, but take an 
  extra 1d6 damage from fire attacks.  Note that if they 
  are burned, the furnishings (and floor!) in this room 
  may be lit aflame as well, potentially causing the PCs 
  much hardship.  Their leader, Prince John, is made of 
  flesh (with rogued cheeks to look like the other Mc-
  Crackers), and is armed with a saber (treat as a long-
  sword). 
  Any characters moving into the main chamber will 
  encounter a group of 2d6 Ratfields or McCrackers, 
  depending upon where they go.   In the central region, 
  roll 1d5.  On a roll of 1-2, Ratfields are encountered, 
  on a roll of 4-5, McCrackers.  On a roll of 3, both are 
  encountered, either engaged in a skirmish or about 
  to be.  The PCs must quickly choose sides (“Be you a 
  Ratfield or a McCracker?”) or be declared the enemy 
  of both.  If either King George or Prince John is slain, 
  his remaining followers flee the chamber, using what-
  ever doorways are closest to them, and are seen no 
  more.  Depending upon the side chosen by the PCs, 
  this either makes the chamber safe for them or more 
  dangerous.
  The furniture in this room is enormous, offering 
  many dark places to hide.  Climbing any given piece 
  of furniture ranges in DC from DC 10 to 15 (judge 
  determines, or roll 1d6+9).  The doors appear from this 
  direction like stylized mouse holes showing only dark-
  ness beyond.  Any who enters passes into the connect-
  ed room, just beyond the now-open door in the new 
  chamber.  If the five-foot-thick wooden floor is burned 
  or hacked through (requiring at least 120 points of 
  damage), beneath is a 10 foot drop to another wooden 
  floor, and beneath that is packed earth.
  Some characters may wish to climb into the giant tree.  
  
  20
  It takes a DC 15 Climb check to reach the branches, 
  but thereafter, only a DC 10 check is required to reach 
  the next 10 feet.  Should a character fall, for every 10 
  feet fallen where the tree has branches, he may attempt 
  a DC 10 Reflex save to arrest his fall (taking damage 
  only for the actual distance fallen).  The tree is 120 feet 
  high.
  It is, of course, inhabited.  Dozens of golden angels 
  flitter among the branches, ready to expel intruders.  
  Whenever they strike a character, that person must 
  make a Reflex save or Climb check (whichever is bet-
  ter), with a DC equal to 10 plus the damage done, or 
  fall from the tree.  A typical encounter is with 1d5-1 
  angels, and occurs with a 1 in 3 chance per 10 feet 
  climbed in the branches.  Characters reaching the top 
  discover a glowing golden angel fully twelve feet tall 
  atop the tree.  A character who reaches this lofty pin-
  nacle is blessed by the angel, and gains three boons:  
  (1) he is no longer attacked by the other angels in the 
  tree, (2) he gains the ability to reroll a single die three 
  times during the adventure, and (3) he permanently 
  gains 1 point of Luck.  The glowing golden angel is 
  immune to anything that the PCs are able to do, and 
  if attacked will strike with a ray of light that automati-
  cally hits and does 1d16 damage.
  Ratfields (25):  Init +3; Atk bite +1 melee (1d3 plus 
  disease) or claw +3 melee (1d4) or spear +2 melee 
  (1d8); AC 12; HD 2d8; hp 9 each; MV 30’ or climb 
  10’; Act 1d20; SP infravision 120’, disease; SV Fort 
  +4, Ref +2, Will +0; AL C.
  King George:  Init +1; Atk bite +2 melee (1d5 plus 
  disease) or claw +5 melee (1d4) or spear +3 melee 
  (1d8); AC 14; HD 5d8; hp 14; MV 30’ or climb 10’; 
  Act 1d20; SP infravision 120’, disease; SV Fort +6, 
  Ref +1, Will +6; AL C.
  McCrackers (15):  Init +0; Atk bite +2 melee (1d6) 
  or bayonet +4 melee (1d8 affixed or 1d4); AC 12; 
  HD 3d6; hp 10 each; MV 30’; Act 1d20; SP Dam-
  age resistance 5, fire vulnerability; SV Fort +8, Ref 
  +0, Will +2; AL L.
  Prince John:  Init +4; Atk saber +5 melee (1d8+2); 
  AC 12; HD 7d10; hp 46; MV 30’; Act 2d20; SV 
  Fort +3, Ref +2, Will +8; AL L.
  Ratfields and McCrackers
  
  21
  Golden angels (36):  Init +3; Atk hand +2 melee 
  (1d3) or halo +0 ranged (1d3); AC 15; HD 1d8; hp 
  6 each; MV 30’ or fly 30’; SP knock from tree; SV 
  Fort +0, Ref +5; Will +3; AL L.
  2.  Pudding and Fruitcake:  This room is 70 feet long 
  and 30 feet wide, with an extension in one direction that 
  gives  way to an enormous fireplace fully 50 feet long and 
  10 feet deep.  Burning within are the embers of an enor-
  mous log, as well as other coals and bits of fuel.  A long, 
  wide table fills much of the hall, with the remains of a 
  yuletide feast left sitting upon it.  Near the fireplace, on a 
  stone lip extending 5 feet into the room, is a plate contain-
  ing several cookies and a large glass of milk.  Stockings 
  hang over the mantle, marked by strange runes that you 
  cannot read.
  There is enough food left on the table to feed at least 
  20 characters, but some of the items are very strange.  
  There is a half-eaten pudding, for example, which 
  seems to change colors when no one is looking.  One 
  covered platter holds a smaller covered platter, which 
  holds another covered platter, and so on, until the final 
  tiny platter contains nothing more than a half-eaten 
  strawberry.  Anyone who examines the platters closely 
  will note tiny footprints in each.  Likewise, there is a 
  roast of succulent meat that, although possessing two 
  legs, seems to have no bones within it.  
  There is also a figgy pudding in a silver bowl 5 feet 
  in diameter.  If disturbed, or if the characters spend 
  several minutes in this room, the figgy pudding attacks.   
  In addition to attacking with pseudopods, it can shoot 
  a glob of pudding up to 15’ or a stream of figs up to 
  30’.  Anyone struck by a pudding glob must make a 
  DC 15 Reflex save or be stuck in place until a DC 10 
  Strength check (using an Action Die) succeeds.  Any-
  one struck by the figs must make a DC 15 Fort save or 
  be knocked prone.  The figgy pudding has a high alco-
  hol content, and takes double damage from fire (auto-
  matically being set alight for 1d6 additional points of 
  damage per round, but doing 1d6 additional damage 
  with its own attacks during this time).  If defeated, it is 
  delicious.  The first character who dares to eat it gains a 
  permanent bonus of +1d4 hit points.
  Anyone picking through the remains of the meal has 
  a 1 in 5 chance of discovering an ancient petrified 
  fruitcake on a wooden platter among the rest of the 
  food.  A mithral dagger lies on the platter near it, and 
  it is sharp enough to cut the fruitcake.  This is the same 
  ancient fruitcake that was encountered in The Thing in 
  the Chimney, returned again (as fruitcakes always do) 
  unless it was eaten by a PC in that adventure (in which 
  case it will not be found here).  Even if destroyed previ-
  ously, it somehow returns.  Fruitcake is very difficult to 
  get rid of. See page 3 for details.
  There are five cookies on the plate.  They, and the milk, 
  have been left as offerings for the Cinder Claws.  Each 
  cookie, if eaten, heals 1 die of damage and confers 1 
  point of Stamina for the duration of the adventure.  
  Drinking 1/3rd of the milk confers 1 point of Strength 
  for the duration of the adventure; up to three charac-
  ters may so benefit, a character can gain +3 Strength, 
  etc.  However, each character who consumes any part 
  of the offerings must roll 1d3, and that character per-
  manently loses the result in points of Luck.  
  There are a number of stockings equal to the number 
  of players present.  They are currently empty.  If the 
  characters use comprehend languages, a thief’s Read 
  Languages ability (DC 15), or some other means, the 
  runes on the stockings can be discovered to spell out 
  the players’ (not characters’) names.
  Figgy pudding:  Init (always last); Atk pseudopod +4 
  melee (1d4) or glob +4 ranged (1d3 plus sticking) or 
  figs +4 ranged (1d5 plus knock prone); AC 10; HD 
  3d8; hp 11; SP half damage from slicing and piercing 
  weapons, stick with glob, knock prone with figs; SV 
  Fort +6, Ref –8, Will –6; AL N.
  3. The Empara: This is a large, octagonal room fully 90 
  feet across, with four doors.  The polished wooden walls 
  rise 10 feet before the ceiling begins to narrow, meeting in 
  an opening far, far overhead, beneath a 30-foot diameter 
  fire pit in the middle of the chamber.  A bonfire blazes in 
  the pit, sending sparks and smoke to the hole far above.  
  The walls are liberally decked with boughs of holly and fes-
  tooned with tangles of ivy, up to where they begin to slant 
  up towards the smoke hole.  Behind the scent of greenery 
  and woodsmoke, you can detect something sweet-smelling 
  that makes your stomachs rumble.
  After the players have been in this chamber for a few 
  rounds, read or paraphrase the following:
  
  22
  Suddenly one of the doors opens, and you catch a momen-
  tary glimpse of a fantastic land beyond – almost a won-
  derland of snowy splendor.  Twelve beings wrapped in red 
  cloaks lined with green fur enter the room, laughing and 
  jesting with each other.  At first they do not see you, but 
  when they do, horror appears on their delicate faces.  Six 
  are men and six women, creatures only 5 feet high, with 
  golden skin and silver eyes.  The men hold long hooked 
  poles, striped red and white, which are quickly revealed to 
  be potential weapons.  They are clearly terrified of you, but 
  they smell of them makes your mouths water, as though 
  they were made of the very essence of delicious food.
  These creatures are the empara, and the language that 
  they speak is a form of the angelic (celestial) tongue.  
  They know humans as pala’ku – horrible monsters 
  which devour their kind.  If the PCs can communicate, 
  they can avert combat, but only by leaving immediate-
  ly.  If they enter this room again, the empara, already 
  rattled by their first appearance, will attack immedi-
  ately.
  The male empara are armed with six-foot long hard 
  candy canes, which they can use as staffs.  In addition, 
  with any successful hit, a male empara can attempt one 
  of the following:
  •	
  Trip:  The target must succeed on a DC 10 Reflex 
  save or be knocked prone.
  •	
  Pull:  The target must succeed on a DC 10 
  Strength check or be moved 5 feet in any direction 
  chosen by the empara.  This ability may be used 
  to force characters into the central hearth for 1d6 
  damage and a DC 10 Reflex save to avoid being set 
  alight.
  •	
  Disarm:  The target must succeed on a DC 10 Re-
  flex save or be disarmed.  His weapon flies 1d6+5 
  feet away.
  The female empara do not attack directly, but sing.  
  So long as a single female empara is singing, any PC 
  within 5 feet of the walls (including those attempting 
  to move through the doors) must succeed in a DC 10 
  Reflex save or be held by the ivy on the walls for one 
  round.  If the roll is 5 or less, the character is held in 
  place, and must succeed on a DC 10 Reflex save (using 
  an Action Die) to break free.  Finally, if the roll is a 
  natural “1”, the character is fully entangled, and can 
  take no action except attempting to break free with a 
  DC 15 Strength check.
  When an empara is killed, its soul oozes out of the 
  wound into a puddle of amber golden liquid that 
  smells and tastes like ambrosia.  PCs must make a DC 
  5 Will check or immediately drop everything in a mad 
  scramble to lap up the soul before it evaporates in 1 
  round.  Multiple characters trying to lap up the same 
  soul contest by rolling the highest d20 + Luck modifier 
  to determine who succeeds.  A character who laps up 
  an empara soul gains a permanent increase of 1d4 hp.  
  Lawful characters, however, also permanently lose 1 
  point of Luck, and clerics gain +5 disapproval if Lawful 
  and +2 if Neutral per empara soul consumed.
  The cloaks worn by the empara are very warm, al-
  though short, and will fetch up to 25 gp each.  PCs 
  wielding the candy canes of the male empara may 
  attempt Mighty Deeds to accomplish the same maneu-
  vers that the empara naturally perform.
  Empara males (6):  Init +4; Atk candy cane +3 
  melee (1d4 plus special); AC 10; HD 2d8; hp 9 each; 
  SP candy cane maneuvers, ambrosial soul; SV Fort 
  +3, Ref +5, Will +2; AL L.
  Empara females (6):  Init +6; Atk none; AC 12; HD 
  2d6; hp 7 each; SP singing, ambrosial soul; SV Fort 
  +2, Ref +7, Will +3; AL L.
  4. The Hall of Ice:   The door opens onto a frigid hall, 
  some 30 feet wide and 80 feet long, the entire length 
  covered and lit by softly glowing ice, which shimmers with 
  colors like the aurora borealis.  The floor is polished, slick 
  and bright.  The walls are mirror-like, showing distorted 
  reflections and images of all in this room.  The ceiling 
  is covered with jagged spears and stalactites of ice, some 
  larger than a man, a good 30 feet overhead.  There is a 
  door in the center of the far wall.
  Characters moving at more than half speed in this 
  room must make a Reflex save (DC 10 if walking or 
  DC 15 if running) to avoid falling down.  The cold 
  is so great that each round spent within the room 
  requires a DC 5 Fort save to avoid taking 1 point of 
  damage from Strength, Stamina, or Agility (determine 
  randomly).  Other than that, there are no hazards here.  
  The ice creaks ominously as characters cross the hall, 
  however, implying a threat that does not materialize.
  
  23
  5. Grendel’s Christmas:  This room is 30 feet by 70 feet 
  in size, lit by a huge log burning in a stone fireplace along 
  one of the long walls.  There is a door in the center or 
  each short wall, as well as the wall without the fireplace.  
  Despite the fierce-looking flames, it is cold and dimly lit 
  here, and the heavy log walls are cold.  A band of ten 
  rough-looking men sleep near to the fireplace, huddled 
  in wool blankets and furs.  They have weapons near to 
  hand – hand axes, short swords, and shields – but they are 
  snoring now.
  The sleeping men are in dread of the dark ogre-troll 
  Grendel, which comes from time to time into their 
  hall to eat humans.  Although they do not speak any 
  language known to the PCs, they call themselves the 
  Skagaart, and their leader is named Bulwarg.   
  The PCs can pass through this room without wak-
  ing anyone with a successful Sneak check (DC 5) for 
  Thieves, or a DC 10 Agility check for others.  There is 
  a 50% chance that Grendel will break through a door 
  each time the PCs are in this room, until the monster is 
  slain.  In this case, it takes only a round for the groggy 
  warriors to become fully alert.  If discovered in this 
  room, the PCs’ immediate actions determine whether 
  they are considered friends or foes.
  Grendel is immensely strong, gaining a +6 bonus to 
  any Strength check.  The monster reduces all damage 
  by 5 points, regardless of the source, and regenerates 
  1d5 hp at the end of every round so long as he lives.  
  He appears as a 10-foot tall, misshapen man-like figure, 
  hairless and noisome-smelling.  He rolls critical hits 
  as a giant (G/1d4).  Despite his height, he is almost 
  skeletally thin.
  When Grendel is defeated, a loud crack! is heard, and 
  the walls begin warming at once.  The fire blazes up, 
  shedding far more heat and light, and the Skagaart give 
  a ragged cheer.  In this world, at least, the worst of the 
  winter is over.  The PCs may well find friends and al-
  lies here throughout the adventure, and are offered ale 
  and smoked meats any time they return to this room.  
  A smiling Skagaart warrior (Bulwarg if he lives) gives 
  the PCs a jeweled golden cup worth 500 gp for its 
  workmanship and materials.  When given as a gift, any 
  poison placed in the cup is partially neutralized, grant-
  ing a +4 to any related saving throw.  When stolen or 
  taken as spoils, any liquid placed into the cup becomes 
  a poison (Fort DC 15, 1d3 Strength damage if success-
  ful, 2d3 Stamina damage per minute over the next 1d5 
  minutes if not), but only when drank from the cup.
  Grendel:  Init +0; Atk claw +8 melee (2d4+6) or bite 
  +6 melee (1d6+6); AC 14; HD 8d10; hp 43; MV 
  30’; Act 1d24; SP infravision, crit on 20-24, regen-
  eration, damage reduction 5; SV Fort +8, Ref +5, 
  Will +6; AL C.
  Bulwarg:  Init +4; Atk Handaxe +4 melee (1d6+2); 
  AC 12; HD 4d12; hp 16; MV 30’; Act 1d20; SP 
  battle madness; SV Fort +4; Ref +3; Will +2; AL 
  N.  When wounded, Bulwarg gains +5 hp, and a +2 
  bonus to attacks, damage, and saves.  1 turn after the 
  battle ends, he loses these bonuses (possibly reducing 
  him to 0 hp, in which case he dies).
  Skagaart (9):  Init +2; Atk Handaxe or short sword 
  +3 melee (1d6+2); AC 12; HD 2d12; hp 21, 12, 7, 
  13, 8, 19, 14, 20, 12; MV 30’; Act 1d20; SV Fort 
  +3; Ref +2; Will +0; AL N.
  
  24
  6. Silver Bells:  This room is 30 feet square, with an 
  ornately carved wooden door in the center of each wall.  
  Wooden steps are fitted into the rough walls, going around 
  and upward to where a bell pull is attached to about 25 
  silver bells hanging from the ceiling.  The bells seem to 
  glow softly, reflecting the gentle moonlight coming in from 
  slits in the upper walls, some 50 feet overhead.  
  There are six spaces where steps are missing on the way 
  upwards to the bells, with each gap becoming progres-
  sively larger as the height increases.  These gaps are1 
  foot across at 10 feet up, 2 feet across at 15 feet up, 3 
  feet across at 20 feet up, 4 feet across at 25 feet up, 5 
  feet across at 30 feet up, and 6 feet across at 40 feet up. 
  Once the PCs enter this room, all doors lead directly to 
  the door in the opposite wall until the bells have been 
  rung.  Once the PCs have rung the bells once, they 
  need not do so upon subsequent trips through this area 
  (although they may continue to do so, as this is not 
  obvious unless one tries to exit the room).
  Climbing the stairs requires six Agility checks to get 
  over the gaps:  the DCs are 1, 4, 6, 9, 12, and 15 
  respectively.  Failure indicates a fall, with damage of 
  1d6 per 10 feet as per the standard DCC rules.  Any 
  damage die that comes up “6” indicates a broken bone 
  (dealing 1d4 points of Agility loss).  Note that the first 
  check cannot be failed unless the PC has a penalty due 
  to low Agility.
  The walls are made of rough mortared stone, and 
  climbing requires two successful DC 8 checks for a 
  thief; two failures in a row indicate a fall from 1d5 x 10 
  feet.  The judge should not suggest this option if the 
  players do not think of it.
  Ringing a single bell has no effect, so hitting a bell with 
  an arrow or other missile weapon (AC 12) has no ef-
  fect.  Players may come up with other methods to pull 
  the bell cord, though, such as cantrip.  Attacks that 
  destroy the bell pull may well trap the characters in this 
  chamber forever, unless they can somehow repair or 
  replace it.  Attacks that destroy the bells sever the room 
  from the Nexus of Yule, and passing through the doors 
  will deposit the PCs on a far plane or in some other 
  place of the judge’s choosing.
  When the bell cord is pulled, the silver bells play the 
  Carol of the Bells.  The first time this is played, Lawful 
  characters heal 3 dice of healing, but Chaotic char-
  acters take 2d12 points of damage.  An enterprising 
  judge may well have a sound clip ready.
  7. The Wrong Manger:  This area smells strongly of 
  animal sweat and dung, although there is another smell 
  beneath that, of precious resins and incense.  The air is 
  warm and dry, as though you were in a desert country, 
  and you can see pieces of the night through knot-holes and 
  gaps in the boards forming what appears to be a stone-
  flagged barn with straw strewn liberally about the floor.  
  You can see three cows, half a dozen sheep with thick 
  woolly coats, a goat, and a donkey.  They glance your way 
  with seeming disinterest.
  In this world, all of these domestic animals are carni-
  vores, and will attack if approached.  Unless the PCs 
  are cautious, the animals will probably attack with 
  surprise (although not all will necessarily attack in the 
  surprise round).  A Neutral cleric can Turn these ani-
  mals with a successful check.  A cow can only attempt 
  to trample prone foes.
  Around the corner are the remains of a little boy, 
  mostly picked clean.  A pair of small hand drums lies 
  nearby, along with a flyer suggesting drum lessons as 
  a way to stay warm and indoors this winter.  Hidden 
  within the hay are three small chests, one of which 
  contains 5 20-lb ingots of gold (worth 150 gp each), 
  one containing frankincense, and the final containing 
  myrrh.  
  Carnivorous cows (3):  Init –2; Atk butt +2 melee 
  (1d6) or bite +0 melee (1d3) or trample +4  melee 
  (2d6); AC 13; HD 3d8; hp 18, 9, 6; SV Fort +5, Ref 
  –3, Will –4; AL N.
  Flesh-eating sheep (6):  Init –2; Atk butt +0 melee 
  (1d3) or bite +0 melee (1d3); AC 14; HD 2d8; hp 7, 
  7, 7, 7, 12, 8; SV Fort +3, Ref +2, Will –4; AL N.
  Hungry goat:  Init +4; Atk butt +3 melee (1d5) or 
  bite +2 melee (1d4); AC 12; HD 2d8; hp 6; SV Fort 
  +4, Ref +4, Will +4; AL N.
  Predatory donkey:  Init +0; Atk kick +3 melee (2d4) 
  or bite +0 melee (1d3); AC 12; HD 2d8+4; hp 15; 
  SV Fort +5, Ref +1, Will +8; AL N.
  
  25
  8. The Yuletide Throne:  When you pass through this 
  door, you find yourself in a vast cold hall, fully 60 feet 
  wide and more than 120 feet long.  The doors behind 
  you have become massive wooden double doors, gilded in 
  gold and silver.  A dozen great evergreen trees, each with 
  a bole 5 feet in diameter and festooned with tinsel and 
  flickering candles, flank the hall like pillars.  Two eight-
  foot tall snowmen flank the doors as if they were guards, 
  and two more flank the raised dais at the end of the hall 
  – itself forty feet wide and thirty feet deep – upon which 
  a creature like a horrible bearded spider, dressed in fur-
  trimmed red garments, squats.  This being is easily 15 feet 
  tall were it to rise.  Between the tree-pillars, you can see a 
  dozen green-clad elves standing ready, each armed with a 
  wooden spear.  The frost-rimed walls are 50 feet high, and 
  the star-topped trees reach another 30 feet or so beyond 
  that.  There is no ceiling – the coruscating colors of the 
  Northern Lights illuminate this place.
  Attempting to pass back out the double doors only 
  leads back to this place.  If the PCs take no hostile ac-
  tions immediately, one of the closest elves steps forward 
  and proclaims in a loud voice:  “Behold the Cinder 
  Claws, First and Foremost of the Spirits of Yule.  Go for-
  ward, mortal creatures, and make your obeisance!”
  The PCs may then go forward and speak with the 
  Cinder Claws, attempt to fight their way out, or take 
  some other action of their choosing.  Whether or not 
  the Cinder Claws really is the oldest or most powerful 
  of the Spirits of Yule is up to the individual judge to 
  decide, but he is angered by any suggestion that he is 
  not.  The Cinder Claws speaks with a creaking, hissing 
  voice, that occasionally booms loudly, and intersperses 
  his talk with jolly laughter.  
  “Mortal children, I have allowed you entry into the Nexus 
  of Yule, that you may come before Me in the center of My 
  web.  Is it not delightful?  Ho ho ho!  It intersects worlds 
  beyond count, and snares people beyond number, and 
  all their celebrations bring power to Me!”  The creature 
  frowns.  “Yet not to Me alone, for others now traverse the 
  Nexus, who would remake Yule into their own image, and 
  who would steal My food from My web.  And it is but one 
  time of year, Ho ho ho!, when the sun wanes, that I feed.  
  I would change these things.  To do so, I need agents upon 
  many worlds.  Will you stand as My agents upon your own 
  world?  There are many gifts you may receive in return.  
  Will you join with Me and keep Yuletide in your hearts all 
  the year?”
  Questions and Answers
  The judge may use the following as a guideline to an-
  swering questions or objections raised by the PCs:
  But you are a monster!
  Judge not by appearances, children, for the web of worlds 
  is vaster than you know.  Were you not monsters in the eyes 
  of the empara of the golden world?  Did they not call you 
  pala’ku, which is ghoul in their tongue?  How can you say 
  that the creature Grendel was not like unto you, and the 
  Skaagart not like unto the empara in his nostrils?
  How would we serve you?
  Many ways, some obvious and others obscure.  Be My 
  instruments in the world.  Strike down false spirits who 
  would usurp My position and My authority.  Be My con-
  duit to your world in the summer months, when elsewise I 
  would be barred.  Carry My gifts to places I cannot go.
  What gifts would we receive in return?
  Ho, ho, ho!  That would be telling!  I cannot abide those 
  who would seek to open My gifts before their time.  
   
  If the PCs have also played The Thing in the Chimney, 
  he will add:  But (some of) you have had a taste of My 
  generosity already, have you not?
  Why us?
  Why not you?  Ho ho ho!  It is within My power to see 
  the sleeping, and know the waking, to look into the hearts 
  of all people and know the good and evil that they have 
  done, Ho ho ho!  And even that they have thought to do.  
  Your actions have impressed Me.  Your desire to better 
  yourselves makes you juicy and sweet.  Ho ho ho!  You 
  would do well for yourselves as My agents.
  What happens if we refuse?
  You will awaken in your beds, and live what remains of 
  your lives for good or ill.  Never again shall I summon you 
  forth, unless you stand against My agents, and never again 
  shall you receive ought from Me, save the enmity of spiders 
  and a certain susceptibility to the cold.  Ho ho ho!  But 
  why should you refuse?  I am a better friend than I am a 
  foe, and even My indifference is not good to bear.
  What happens if we accept?
  
  26
  Doors shall open for you that would otherwise remain for-
  ever closed.  Ho ho ho!  You shall keep the Yuletide in your 
  heats all the year round.  More than that I will not say.  
  Ho ho ho!  I despise those who wish to peek beneath the 
  wrapping, and, if you become My agents, you will discover 
  what gifts I bring soon enough!  And if you do not, Ho ho 
  ho!, it is my wish that you forever wonder what you have 
  given away.  For I am a generous Master, but not a kindly 
  one!
  When the Cinder Claws wills it (and immediately if 
  combat breaks out) clouds start to form, and in 2d5 
  rounds it begins to snow.  Once it is snowing, each PC 
  must make a DC 10 Fort save each round or fall into 
  an enchanted sleep from which they cannot be roused.  
  No creature will harm a sleeping PC here.  When all of 
  the PCs have succumbed, they wake up in their own 
  beds, wherever they began this adventure.
  Combat
  If combat breaks out, the giant snowmen can scratch 
  with their branch arms or hurl snowballs up to 30 feet 
  away, which cause 1d5 points of damage due to sheer 
  cold.  If the target does not make a DC 10 Fort save, 
  he also suffers 1d3 point of Stamina damage due to 
  cold.  When a snowman is slain, its three snowballs 
  burst into a spray of cold that causes 1d3 points of 
  temporary Agility damage unless a DC 10 Fort save 
  succeeds.  The snowmen are abnormally vulnerable to 
  fire, taking four times the normal damage from heat-
  based attacks.  A snowman who dies due to fire dam-
  age does not burst into a spray of cold, either.  These 
  snowmen do not have hats as do their lesser kin in The 
  Thing in the Chimney.
  Snowmen (4):  Init +0; Atk scratch +0 melee (1d5) 
  or snowball +3 ranged (1d5 cold plus possible Stam-
  ina damage); AC 8; HD 6d8; hp 25 each; MV 20’; 
  Act 2d20; SP snowballs, burst, fire vulnerability; SV 
  Fort +4, Ref –4, Will +8; AL C.
  The elf guards wear leather armour under green 
  surcoats trimmed with white fur.  Each wears a green 
  felt hat, like those described above.  Each has a bronze 
  shortsword and bears a bronze-tipped spear.  These soft 
  bronze weapons are rendered useless on a critical hit.
  Elf guards (12):  Init +3; Atk spear +2 melee (1d8) 
  or short sword +2 melee (1d6) or spear +3 ranged 
  (1d8); AC 14; HD 1d8; hp 5 each; MV 30’; Act 
  1d20; SP infravision 60’, immune to sleep and pa-
  ralysis; SV Fort +1, Ref +2, Will +2; AL C.
  The Cinder Claws has a poisonous bite (Fort DC 10 
  or 1d8 damage each round until magically healed), 
  and can cast the following spells with a +6 bonus to 
  his spell checks:  chill touch, frost hands (as flaming 
  hands, but cold-based), magic missile (icicle manifesta-
  tion), and shatter.  If defeated, the Cinder Claws shoots 
  around the room like a balloon whose air is being 
  let out, as his body sags and empties of his spiritual 
  substance.  This takes 1d3 rounds, after which all of 
  the PCs immediately appear in their bedchambers 
  (asleep or awake, as they were when the Cinder Claws 
  was defeated).  No gifts are left (see Concluding the 
  Adventure, below).
  The Cinder Claws:  Init +6; Atk claw +6 melee 
  (1d3) or bite +2 melee (1d6 plus poison); AC 18; 
  HD 10d10; hp 60; MV 40’; Act 2d20; SP spells, poi-
  son; SV Fort +8, Ref +8, Will +15; AL C.
  Concluding the Adventure
  How the adventure concludes depends upon how the 
  PCs deal with the Cinder Claws.  If combat doesn’t 
  occur, or if the Cinder Claws is not defeated, they all 
  awaken in the same place they fell asleep.  Characters 
  who agree to become agents of the Cinder Claws find 
  brightly-wrapped presents in their rooms.  Characters 
  who do not agree to become agents seem to be left 
  alone, as the Cinder Claws promised, but have a hid-
  den surprise lurking nearby.  The judge should ask all 
  the players what their characters do before adjudicating 
  what occurs.
  Characters who gain gifts have the gift tailored to their 
  class.  Some suggestions are given below, but the judge 
  is encouraged to adjust these gifts to match the desires 
  of the character involved, or invent wholly new gifts.  
  Additionally, someone will gain a scroll of patron 
  bond, that allows bonding to the Cinder Claws with a 
  minimum result of “12”.  Note that it is still possible 
  to gain patron taint if a natural “1” is rolled, but the 
  spell will also succeed at its minimum value.  The scroll 
  can be used seven times before turning to ice and melt-
  ing away.  The scroll will go to the character the judge 
  deems most appropriate – an elf before a wizard, and 
  
  27
  a Chaotic character before a Neutral or Lawful.  If no 
  wizard or elf accepts the Cinder Claws’ offer, the scroll 
  will be given to another character.  Remember that, in 
  Dungeon Crawl Classics, any character can attempt a 
  spell check rolling 1d10, and the scroll cannot fail.
  Depending upon alignment and deity, a cleric agreeing 
  to be bonded to the Cinder Claws may encounter on-
  going Disapproval, or even a total loss of abilities until 
  a new deity accepts the cleric.
  Appropriate gifts might include:
  •	
  For a cleric, the horn of plenty, which can cast 
  food of the gods three times a week with a +8 bo-
  nus to the spell check, or the sacrificial dagger, an 
  obsidian blade that can be used to sacrifice sentient 
  beings to remove Disapproval – each Hit Die of 
  creatures so sacrificed removes 1 point of Disap-
  proval.
  •	
  For a thief, the phantom cloak, which adds a +5 
  bonus to Hide in Shadows checks, or the slayer’s 
  talon, a dagger that does 1d12 base damage on a 
  backstab, and adds a +2 bonus to critical hit rolls.
  •	
  For a warrior or dwarf, a suit of light chain that 
  adds +5 to AC, but has a check penalty of only –2, 
  has no Speed penalty, and uses a d8 Fumble die.  
  Alternatively, the ring of Gawain, which adds a +2 
  bonus to Initiative, and makes any weapon wielded 
  by the wearer act as though it were magical against 
  creatures which are not hit normally by mundane 
  weapons.  The weapons do not add to attack rolls 
  or damage, but are otherwise treated as if they had 
  a bonus equal to the user’s level.
  •	
  For a wizard or elf, the orb of decay, a putrid 
  greenish-gray orb 2 inches in diameter, which 
  can add a +2 bonus to any spell check three times 
  a week, but a sentient creature within 100’, se-
  lected by the caster, permanently loses 2 points 
  of Strength, Agility, or Stamina (equal chance of 
  each) due to sudden rotting and decay.  The chosen 
  victim gains a DC 20 Will save to force the damage 
  back onto the caster.
  •	
  For a halfling, 5 uses of lucky pipeweed, which, 
  when smokes, grants the halfling 2d5 points of 
  temporary Luck that must be used within 24 hours 
  of be lost.
  Characters that don’t accept the Cinder Claws’ offer 
  have either a fist-sized poisonous spider or a venom-
  ous snake hiding in their bedchambers (equal chance 
  of each).  If the character doesn’t take precautions, 
  these creatures attack by surprise.  Because the PCs are 
  probably separated when they awaken, they will need 
  to deal with these threats individually.
  Poisonous spider:  Init +1; Atk bite +0 melee (1 plus 
  poison); AC 12; HD 1d4; hp 3; MV 30’ or climb 
  30’; Act 1d20; SP poison (Fort DC 12, 1d4 hp if 
  successful or 3d4 hp + 1 Strength if failed); SV Fort 
  +1, Ref +4, Will +0; AL N.  
  Venomous snake:  Init +5; Atk bite +2 melee (1 plus 
  poison); AC 16; HD 1d6; hp 4; MV 30’; Act 1d20; 
  SP poison (Fort DC 16, 1d3 Stamina if successful, 
  2d6 Stamina if failed); SV Fort +2, Ref +6, Will +0; 
  AL N.
  
  28
  The Nexus of Yule (Player’s Map)
  
  29
  appendix:  The Cinder Claws  
  The Cinder Claws is a Yuletide Spirit.  He claims to be the oldest and most powerful of such spirits, but who is to 
  know for certain?  From his dwelling in a frozen wasteland in the far north (or on another plane) he comes forth 
  each year at the winter solstice to bring questionable gifts to worry an already troubled world.  What the Cinder 
  Claws’ goals are is difficult to discern.  His gifts, even to those who oppose him, are not always bad.   Sometimes 
  they are wonderful.  He is a force for Chaos though, an old evil spider who crouches in the center of a frozen web.
  Those who would bond with the Cinder Claws must do so during the winter months in an area where evergreen 
  trees, holly, mistletoe and similar plants which remain green in winter are either growing or have been brought in 
  for decoration.
    
   
  Invoke Patron check results:  
  12-13
  Your plight has amused the Cinder Claws.  For the next 1d5 rounds, you can climb walls with a +5 
  bonus at your full speed, and your bite has a toxin equal to tarantula venom (see p. 446 of the core rule-
  book).
  14-17
  The Cinder Claws helps to shield you from harm.  For the next turn, you are surrounded by a blizzard 
  of blowing snow and ice, with a radius 30’ from your person.  Within the blizzard, no creature can be 
  targeted with a ranged attack, and melee weapons have a 50% miss chance.  Creatures vulnerable to cold 
  take 1d6 damage per round.  There is a smell of eggnog and peppermint so long as the blizzard lasts.
  18-19
  The Cinder Claws sends you material aid – twelve elven guards come from the nearest chimney, hole, 
  doorway, or other aperture that could connect to the Nexus of Yule.  They fight or otherwise serve for 
  up to 2 turns before returning to the Cinder Claws’ realm.  Dead elves melt as though they were made 
  of snow.  Elf guards (12):  Init +3; Atk spear +2 melee (1d8) or short sword +2 melee (1d6) or spear +3 
  ranged (1d8); AC 14; HD 1d8; hp 5 each; MV 30’; Act 1d20; SP infravision 60’, immune to sleep and 
  paralysis; SV Fort +1, Ref +2, Will +2; AL C.
  20-23
  The ground within 100’ of where you stand becomes covered in slippery ice, and all surfaces within that 
  radius are covered with rime.  Any creature that attempts to move at more than half speed must make a 
  Reflex save (DC 10) or fall prone.  Any creature that attacks, or is struck by a successful attack, must also 
  make a Reflex save (DC 15) or fall prone.  You are immune to this effect.  Moreover, all creatures within 
  this radius take 1d6 damage at the beginning of each round due to the cold.  You and your allies are im-
  mune to this damage.  The ice and frost last for 1d3 + CL turns.
  24-27
  As 20-23, above, but your allies are also immune to the slippery conditions.  Also, you may make a 
  single ranged attack (using your Action Die) each round, attempting to strike any opponent within 100’ 
  with a ray of frost (+6 to hit, 3d6 damage, Fort DC 15 for half).
  28-29
  As 24-27, above, but the target of a successful ray attack must also succeed in a DC 20 Reflex save or 
  any one non-magical metallic armor, shield, or weapon in the target’s possession is shattered due to the 
  extreme cold.  You get to choose what is shattered on a failed save.  In addition, the ray is now +8 to hit, 
  does 3d8 damage, and required a DC 20 Fort save for half.
  30-31
  Choose one target each round for the next 4d14 rounds.  The target must succeed in a DC 20 Fort or 
  Will save, or be transformed (with all its non-magical equipment) into non-magical, non-animate snow.  
  Magical effects, such as a reversed turn to stone spell, can restore the targets, but damage to their form 
  due to melting, collapse, or reshaping the snow is retained when they are restored to flesh.
  32+
  The Cinder Claws instantaneously transport you and up to CL allies to his home in the far north.  From 
  there, he can move you to nearly any place in the cosmos, so long as it has a fireplace, doorway, or some 
  other connection that can be reached through the Nexus of Yule.  There is only a 50% chance that the 
  Cinder Claws will send you where you ask to go.
  
  30
  Patron Taint:  The Cinder Claws
  When patron taint is indicated for the Cinder Claws, roll 1d6 on the table below.  When a caster has acquired all 
  six taints at all levels of effect, there is no need to continue rolling any more.
    
   
  Roll
  Result
  1
  Spidery Form:  The caster gains some portion of the Cinder Claws’ own spidery form.  When this 
  taint is first acquired, the caster grows six additional eyes upon his forehead, like shiny black buttons.  
  When this taint is rolled a second time, the caster gains the ability to climb walls and other surfaces at 
  his normal movement rate with a +5 bonus to checks, but also permanently loses 1 point of Personal-
  ity. If rolled a third time, the caster gains a poisonous bite (Fort DC 12, 2d6 damage on a failed save) 
  and permanently loses 1d3 points of Personality.
  2
  Sweet Temptation:  The caster finds sweets irresistible, and must succeed in a Will save or consume 
  any sugary confection he is offered.  When this taint is first rolled, the DC is 10.  When this taint is 
  rolled a second time, the DC raises to 15.  Finally, when this taint is rolled a third time, the DC raises 
  to 20.  Each time this taint is rolled, the character’s overall weight begins to gradually rise until he has 
  gained 5d10 pounds.
  3
  Delivery Service:  The character must deliver a wrapped gift for the Cinder Claws.  He must not open 
  the gift, or pry as to what is inside, and he must not be observed leaving it for the intended target.  
  When this taint is first rolled, the recipient is 2d10 miles from the character.  When this taint is rolled 
  a second time, the recipient is 4d20 miles away, and the gift is somewhat bulky or difficult to conceal.  
  When this taint is rolled a third time, the recipient is 8d30 miles away, and the gift is bulky, difficult to 
  conceal, or dangerous to carry (either because of what it is, or because of what else is seeking it).
  4
  Beard and Belly:  When this taint is first rolled, the character grows a beard, or, if he already has a 
  beard, it grows to twice its normal length.  If cut, it grows back almost instantly.  If rolled a second 
  time, his belly becomes an obvious pot that jiggles like jelly.  If rolled a third time, all of his hair turns 
  snow white.
  5
  Frost and Fire:  The caster resists damage from cold sources, but takes more damage from heat and 
  fire.  When this is first rolled, the caster subtracts 1d6 from any cold damage, but adds 1d6 to heat 
  or fire damage.  When this is rolled a second time, the amount is 2d6.  When rolled a third time, it is 
  3d6.
  6
  Lord of Elves:  Elves (including PC elves) find the caster difficult to disobey.  When he gives an order 
  to an elf, the caster may (but does not have to) require the elf to make a Will save in order to disobey.  
  If the elf makes the Will save, he is immune to this effect for the next 24 hours.  When this taint is 
  first rolled, the DC is 10.  When it is rolled a second time, the DC is 15.  When rolled a third time, 
  the DC is 20.  Elves which make their save are aware that some power of this nature was used against 
  them, and may react accordingly.
  Patron Spells:  The Cinder Claws
  The Cinder Claws grants three unique spells, as follows.  These spells are not detailed in this product, but can be 
  devised by the judge as needed.
  •	
  Level 1:  Summon the Scions of Yule
  •	
  Level 2:  Create Fortified Eggnog
  •	
  Level 3:  Travel the Nexus of Yule
  
  31
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/
  or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted mate-
  rial including derivative works and translations (including 
  into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distrib-
  ute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and 
  is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representa-
  tions; names and descriptions of characters, spells, enchant-
  ments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equip-
  ment, magical or supernatural abilities or effects, logos, 
  symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically 
  excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the as-
  sociated products contributed to the Open Game License by 
  the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and other-
  wise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agree-
  ment.
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game 
  Content that you Use. No terms may be added to or sub-
  tracted from this License except as described by the License 
  itself. No other terms or conditions may be applied to any 
  Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License.
  Spellburn:  The Cinder Claws
  When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented therein to create an 
  event specific to your home campaign.  
   
   
  Roll Spellburn Result
  1
  You become aware of a sprig of ethereal mistletoe hanging over your head.  While you can move, it is dif-
  ficult.  This is expressed as Strength or Agility loss.  Until you are kissed, the mistletoe does not begin to 
  fade, and you cannot begin to heal the spellburn damage.
  2
  You can feel exactly as if you have consumed an enormous turkey dinner, followed by too much eggnog, 
  cookies, and candies.  This is expressed as Strength, Agility, or Stamina loss.  Only when the spellburn is 
  fully healed does the heartburn also end.
  3
  Ho ho ho!  As a gift, the Cinder Claws gives you up to 10 points of spellburn for free!  However, you are 
  required to give a gift of equal value to the Cinder Claws within 10 days.  It need not be spellburn, but if 
  the gift is not of equal value, the Cinder Claws will take double the points from wherever he wills.  The 
  judge is the final arbiter on what is of equal value.
  4
  You gain insight into the Cinder Claws’ “Naughty or Nice” list.  Crushing guilt over your failings, or 
  euphoria over your successes make you unable to focus completely upon the world around you.  Take the 
  spellburn damage from Personality.
   
  
  32
  4. Grant and Consideration: In consideration for agreeing
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact 
  terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights con-
  veyed by this License.
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distribut-
  ing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to compat-
  ibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Con-
  tent except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You
  must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License.
  10 Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may not market or
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the 
  Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply 
  with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, 
  or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13 Termination: This License will terminate automatically if 
  You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the 
  Coast, Inc.
  System Rules Document Copyright 2000 Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and 
  Dave Arneson.
  DCC RPG, copyright © 2012 Goodman Games, all rights 
  reserved, visit www.goodman-games.com or contact info@ 
  goodman-games.com
  The Thing in the Chimney by Daniel J. Bishop, illustrated 
  by bygrinstow, copyright © 2012, all rights reserved.
  HT 01-The Perils of Cinder Claws © 2013, Purple Duck 
  Games; Author Daniel J. Bishop
  This product is based on the Dungeon Crawl Classics Role 
  Playing Game, published by Goodman Games. This prod-
  uct is published under license. Dungeon Crawl Classics and 
  DCC RPG are trademarks of Goodman Games. All rights 
  reserved. For additional information, visit www.goodman-
  games.com or contact info@goodman-games.com.
  Open Game Content: All text is considered Open Game 
  Content. 
  
SOURCE: textdata/thevault/Dungeon Crawl Classics RPG (osr)/Adventures/DCC - HT01 The Perils of Cinder Claws.pdf