To start, with it being the holiday season and I rereading Hogfather by Terry Pratchett, likely one of the best twisted takes on Christmas of all time, I am going to start with an adventure based on The Nutcracker and the Mouse King by E. T. A. Hoffmann. This story is the original inspiration for Pyotr Ilyich Tchaikovsky’s The Nutcracker and like many original versions of fairy tales the original version is stranger and a little bit darker. In my version of the story, Clara the protagonist from Tchaikovsky’s Nutcracker is kidnapped by the mouse king, and the players and the nutcracker need to launch a rescue mission.
This adventure also expands on the Worldshaper church by elaborating on the holiday of Yule specifically the celebrations associated with the holiday in Bergherz which is typical for the religion on the continent. This adventure also introduces Master Thistledown who I plan to use again in future adventures.
BACKGROUND
As winter’s embrace envelops the kingdom of Bergherz, the snow-covered town of Sliberberg awakens to the festive spirit of Yuletime. The town is adorned with shimmering fairy lights, festive decorations, and the scent of freshly fallen snow. The castle itself is a vision of holiday splendor, its towers, and battlements outlined with twinkling lights that reflect off the pristine white landscape. The city awaits the 3-day festival of fun and merriment that yule brings and King Fredrick extends his gracious invitation to the players, his esteemed vassals, and the nobility of the region to partake in the festival and grand celebrations at Castle Sliberberg. Amidst the joyous festivities, a somber note taints the air. Clara Winterhaven, daughter of the Count and Countess of Winterhaven, has been acting peculiarly. Whispers circulate through the upper cities of her strange dreams, the peculiar gifts to mice, and the enchanting nutcracker bestowed upon her by her godfather, Master Thistledown. Unknown to all, Clara has borne witness to the enchanted nutcracker coming to life, battling the malevolent Mouse King and his horde of mice. Her dreams have become a portal to the Land of Dolls, where a war for the very essence of the season rages on.
The adventure begins
The adventure begins in the upper ward of Sliberberg. A large crowd of men and fey alike has gathered in the town hall square. The crowd has gathered to witness the crowning of this year’s lord of Misrule, a commoner who is elevated to the honorary position of lord of ceremonies for the city Yuletide festival, an event that signals the start of the Yuletide fair. The players are right up front of the crowd. Then a fanfare sounds and the ceremony begins.Read the following.
Amidst the vibrant glow of festive lights and the harmonious hum of joyous chatter, the town square in Sliberberg transforms into a stage of anticipation. King Fredrick, draped in regal attire, and Panthor Silverhoof, the spirited master of ceremonies, ascend a grand stage set before the town hall. A hush descends upon the gathered crowd as the two figures take center stage.
King Fredrick: “Lords and ladies, citizens of Sliberberg, welcome to the grand culmination of our Yule Festival—the crowning of the Lord of Misrule! In the spirit of revelry and merriment, we shall embrace the chaos and laughter that ensues when a commoner ascends to this most esteemed role.”
The king’s voice resonates with warmth and regality, capturing the attention of every onlooker gathered in the square. Panthor Silverhoof: “Indeed, dear subjects, and what an honor it is to share this stage with our beloved monarch, King Fredrick! Without further ado, let the selection process commence. We shall choose from among you, our spirited townsfolk, a Lord of Misrule who shall guide us through the final days of our festival with their unique charm and whimsy.” Fredrick points to a random person in the crowd. Use the following table or create your npc.
- Seraphina Frostwhisper:
- A lively and carefree bard with silver hair and infectious laughter. Seraphina is known for her spirited tales and love of spontaneous musical performances.
- Crispin Emberjoy:
- A mischievous gnome illusionist with a penchant for whimsical pranks. Crispin’s quick wit and flair for creating illusions make him a delightful choice for the role.
- Isolde Merryweather:
- An eccentric inventor and tinkerer with a knack for crafting enchanting gadgets. Isolde’s colorful attire and enthusiasm for unconventional celebrations make her a standout candidate.
- Thorne Bramblebreeze:
- A gentle and nature-loving druid known for fostering a sense of unity with the natural world. Thorne brings a touch of the Feywild to the festivities with floral crowns and lively animal companions.
- Quinn Silverbellows:
- A boisterous and good-natured blacksmith with a passion for forging festive ornaments and decorations. Quinn’s infectious laughter and hearty demeanor make him a beloved figure in the community.
- Lilith Moonshadow:
- A mysterious and enchanting rogue with a penchant for shadow play and illusions. Lilith’s elegant movements and enigmatic aura add an air of intrigue to the celebration.
- Oscar Evergleam:
- A jovial and gregarious halfling chef renowned for creating delectable Yule treats. Oscar’s culinary skills and boundless energy promise to infuse the festival with delectable delights and laughter.
- Zephyr Windwhisper:
- A free-spirited and whimsical air genasi with the ability to manipulate breezes and create playful gusts of wind. Zephyr’s ethereal presence and airy laughter embody the spirit of light-hearted chaos. King Fredrick and Panthor Silverhoof stand at the center stage, their regal and mischievous presences blending in a harmonious da Whoever is chosen there is palpable excitement in the air and in their eyes as they make their way to the stage. Read the following
The air in the town square crackles with excitement as the chosen Lord of Misrule steps forward, ready to receive the symbolic crown and staff that mark the beginning of their festive reign. King Fredrick: “Lords and ladies, citizens of Sliberberg, let the moment of revelry commence! Behold our chosen one, whose spirit shall guide us through the laughter-filled days ahead. With holly-crowned majesty, let us now crown our esteemed Lord of Misrule!” As King Fredrick raises a wooden crown adorned with holly and evergreen, the crowd watches with bated breath, eager to witness the transition of a commoner into the whimsical embodiment of Yule merriment. Panthor Silverhoof: “In the spirit of joy and chaos, we place upon your head this crown of mirth and mischief. Wear it proudly, our Lord of Misrule, as a beacon of laughter and celebration!” The chosen Lord of Misrule bows slightly, their eyes reflecting the anticipation of the festive responsibilities they are about to undertake.s the crown is placed upon the head of the Lord of Misrule and the staff is handed over, the crowd erupts into cheers, and the atmosphere becomes charged with the promise of joyous revelry.
The parade of merriment
After crowing the lord of misrule a joyous procession through the streets to the fairgrounds begins. Fredrick, the Lord of Misrule, and a lively entourage of performers and bards lead the way for the procession, that will wind its way to the festive fairgrounds just beyond the city walls. Revelers don eccentric fool-inspired costumes, their garments adorned with bells that chime in harmony with the lively tunes played by a merry band of bards. As the parade sets off read the following.
Read Aloud Description: The sound of drumrolls fills the square as the parade kicks off with King Fredrick, resplendent in royal attire, leading the way. The Lord of Misrule follows closely, staff twirling in the air, and a troupe of jesters capers about, their costumes a riot of vibrant hues. A playful menagerie of fey creatures dances alongside, adding a touch of enchantment to the procession. Musicians strike up cheerful melodies, and performers twirl and tumble, casting spells of joy upon all who witness the spectacle. Bells jingle, laughter echoes, and the entire town is caught in the infectious rhythm of the Yule Parade!” The crowd, now caught up in the festive spirit, joins the procession with glee. Families and friends link arms, and children run ahead, eager to be part of the whimsical caravan. The parade weaves its way through the city streets, bringing joy to every corner of Sliberberg, as the Lord of Misrule grins mischievously, setting the tone for a celebration that promises to be remembered for years to come.
Encourage your players to join in the parade and act like a joyous fool. Encourage them to describe how their character participates in the revelry. Do they sing? Dance? Juggle?
The Yule Festival grounds

The Sliberberg Fairgrounds, a sprawling expanse just beyond the city walls, come alive with the vibrant energy of the Yule Festival. A tapestry of colorful tents and stalls dot the open field, each promising a unique experience for the revelers. The air is infused with the promise of the fragrant aroma of sizzling treats, the joyous melodies of minstrels, and the laughter of both young and old. When the parade reaches the fairground read the following
The fairgrounds, sprawling and inviting, welcome the parade with open arms. Stalls adorned with festive decorations beckon, promising delights both sweet and savory. Laughter and cheers ripple through the crowd as the parade weaves its way deeper into the heart of the festivities. The revelry continues, and the fairgrounds transform into a canvas of merriment, ready to unfold the enchanting chapters of Yule celebrations yet to come. The fairgrounds, a canvas for the magic of the season, unfold before the spectators, offering a myriad of attractions and amusements. The Yule Parade, having brought its infectious spirit to this lively canvas, invites all to partake in the joyous revelry that awaits beneath the winter sky.
Encourage the players to explore the fairground and partake in the sights and attractions. Here is some suggestions for attractions.
Sliberberg Fairgrounds Attractions
- Archery Tournament:
- Attraction Description: Test your precision and marksmanship at the Archery Tournament. Competitors aim at targets with bows and arrows, vying for the title of Sliberberg’s Grand Marksman.
- Check: Dexterity (Archery) check.
- Competition Rule: Highest total points after three rounds wins.
- Fey Fortune Teller Tent:
- Attraction Description: Step into the mystical tent of the Fey Fortune Teller and discover what fate has in store for you. An eccentric seer awaits to share glimpses of the future.
- Check: Wisdom (Insight) check.
- Fortune-Telling Rule: Success reveals a cryptic message about the character’s future.
- Snowman Building Contest:
- Attraction Description: A designated area for friendly competition in snowman building. Participants can let their creativity shine as they fashion the most whimsical snowman.
- Check: Dexterity (Sleight of Hand) check for detailed snowman features.
- Competition Rule: Judges assess overall creativity, detail, and aesthetic.
- Yule Feast Pavilion:
- Attraction Description: A grand pavilion where festival-goers can indulge in a delectable spread of Yule delicacies. Culinary delights include roasted chestnuts, spiced cider, and holiday sweets.
- Check: No check required; feast for the senses.
- Dancing Lights Garden:
- Attraction Description: A mesmerizing display of enchanted lights that dance and twinkle in synchronized patterns. Patrons can stroll through this radiant garden, experiencing the magic.
- Check: No check required; enjoy the enchanting ambiance.
- Feats of Strength:
- Attraction Description: A competition of raw strength where participants can showcase their might. Test your prowess in activities like arm wrestling and tug-of-war.
- Check: Strength check for each specific activity.
- Competition Rule: Winners are determined by the outcome of individual strength contests.
- Craftsmen’s Bazaar:
- Attraction Description: A bustling marketplace where skilled craftsmen showcase and sell their wares. Patrons can find unique trinkets, handmade ornaments, and enchanted items.
- Yule Bard’s Stage:
- Attraction Description: A raised stage where bards and minstrels perform festive tunes, spreading the spirit of Yule through music and song.
- Ice Skating Rink:
- Attraction Description: A frozen pond transformed into an enchanting ice skating rink. Festival-goers can glide across the ice and partake in the joy of winter skating.
- Check: Dexterity (Acrobatics) check for impressive maneuvers.
- Competition Rule: Judges assess skill and creativity in a friendly skating competition.
Read the following as the player finishes exploring the Yule festival. “As you revel in the vibrant festivities of the Sliberberg Fairgrounds, a messenger approaches, bearing an official seal and a regal invitation. The missive, emblazoned with the sigil of King Fredrick, conveys a message of honor and importance. ‘Noble champions,’ the messenger addresses you, ‘King Fredrick sent me to find you. The time has come for you to make your way to the castle, the feast is about to begin.’”
The Feast of the first day of yule
Amidst the towering stone walls adorned with festive tapestries, you find yourself in the heart of Castle Sliberberg’s grand hall. A symphony of warmth and light envelops the space, as crackling hearths cast dancing shadows across long banquet tables laden with sumptuous Yuletime delicacies. Elaborate decorations of holly, evergreen, and silver baubles festoon the hall, creating an atmosphere of enchantment. The air is filled with the harmonious melodies of minstrels playing traditional Yuletime tunes, and laughter mingles with the aroma of spiced mulled wine and roasting meats. Duke Fredrick, resplendent in his regal Yuletime attire, raises a toast to the gathered nobles, invoking blessings for the season and the camaraderie shared within these walls. Have the players describe their character’s reactions to the festive surroundings. Are they sampling the delectable treats, engaging in lively conversation, or perhaps partaking in a jovial dance? Have them take the opportunity to interact with other nobles present in the great hall. Engage in small talk, discuss the recent happenings in your respective lands, or share anecdotes of Yuletimes past. For extra engagement Have the players Share a Yuletime tradition or custom specific to your character or region. Whether it’s a special toast, a unique dish, or a customary dance, embrace the opportunity to infuse the celebration with your character’s personal touch.
INTRODUCTION TO THE WINTERHAVEN
Amidst the lively Yuletime feast, King Fredrick rises from his regal seat, a goblet of mulled wine in hand. With a warm smile, he beckons you to follow as he gracefully navigates the crowded hall. Your steps echo on the polished stone floor as you approach a noble family seated at a resplendent table adorned with winter blooms and flickering candles. Duke Fredrick gestures towards the Count and Countess of Winterhaven, introducing you to the esteemed guests from the picturesque region of Winterhaven.
Roleplaying the Winterhavens: Count Elias Winterhaven, a tall and dignified figure, extends a genial welcome. He shares tales of Winterhaven’s prosperity and the joys of celebrating Yuletime in their snowy domain. Countess Isabella, with her emerald-green eyes, exudes grace and charm. She is an eloquent conversationalist, discussing cultural events in Winterhaven and expressing her delight at being part of the Duke’s celebration.
Insight Check on Lady Winterhaven: To discern Lady Isabella Winterhaven’s hidden concerns, you may roll an Insight check. The difficulty is moderate (DC 15). A successful check reveals a subtle unease in her eyes, hinting that something troubles her beneath the surface.
Isabella’s Revelation:
As you engage in polite conversation with the Winterhavens, you notice a momentary lapse in Lady Isabella’s composure. Seizing the opportunity, you delicately inquire if everything is well. With a thoughtful gaze, she confides in you.
Isabella: My apologies if I seem preoccupied. It’s Clara, our daughter. She has been acting peculiarly since receiving a toy nutcracker from her godfather, Master Thistledown as an early yule gift. Clara speaks of dreams and fantastical tales. She has also been feeding her dolls and sweets to the mice.
After engaing with the winterhavens read the following
With Lady Isabella’s revelation lingering in the air, the night unfolds in a tapestry of joy and festivity. The great hall resounds with laughter, music, and the clinking of goblets. Duke Fredrick, keen on ensuring the merriment prevails, calls for more lively entertainment. Minstrels play upbeat tunes, and a group of skilled dancers takes the floor, captivating the audience with their agile movements.
FRANTIC SEARCH AT DAWN
Encounter with Lady Isabella Winterhaven
As the morning sun bathes the snow-covered streets of Sliberberg in a golden glow, you find yourselves en route to another day of Yuletime festivities. However, the joyous atmosphere is shattered when you encounter Lady Isabella Winterhaven frantically navigating the bustling corridors of the upper city. Her eyes, once filled with grace, now reflect worry and desperation. She approaches various members of the court, inquiring urgently if they have seen her daughter.
Upon noticing your presence, Lady Isabella rushes towards you, her breaths quick and uneven.
Isabella: Thank the stars you’re here! Clara is gone, vanished without a trace. We awoke this morning to find her chamber empty, and there was no sign of where she might have gone. Please, we must find her. She has been acting so strangely since receiving that Nutcracker, and now… now I fear the worst. Will you help us find our daughter?
THE INVESTIGATION UNFOLDS
With Lady Isabella’s desperate plea ringing in their ears, the players embark on an investigation to unravel the mystery behind Clara’s disappearance. The castle, once filled with the echoes of merriment, now becomes a labyrinth of potential clues and hidden secrets.
Search Clara’s room
As you enter Clara Winterhaven’s chamber, a sense of enchantment and whimsy permeates the air. The room is adorned with delicate fabrics in shades of lavender and silver, with a canopy bed that looks like a winter wonderland of its own. Stuffed animals, dolls, and books line the shelves, creating an ambiance of youthful innocence. However, a closer inspection reveals subtle signs that the room is not as it should be.
While Clara’s room looks normal on the surface there are things admist. The players can uncover the following clues.
- Medium Investigation Check (DC 15):
- : A careful survey of the room reveals knocked-over toys, faint footprints on the carpet, and a few drops of blood on the carpet, suggesting a minor but noticeable struggle.
- Thorough Search (Medium Investigation Check, DC 5):
- Mouse Hole Discovery: A thorough search of a room uncovers a mouse hole tucked away in one corner of the room.
- Missing Nutcracker: The absence of Clara’s nutcracker stands out, as it seems to have vanished alongside her mysterious disappearance.
- Look into the mouse hole
- Any character who looks into the mouse hole can see a reflection of red in the shadows. The player will also see the red thing move out of the light, casting a very human-looking shadow
- Any character who looks into the mouse hole can see a reflection of red in the shadows. The player will also see the red thing move out of the light, casting a very human-looking shadow
- Hard Perception Check (DC 20):
- Tiny Footprints: Examining the mouse hole closely, you notice tiny footprints leading into it. The prints resemble those made by minuscule slippered feet, adding an element of the fantastical to the mystery.
- Discarded Pink Slipper: A closer examination of the area surrounding the mouse hole reveals a tiny, discarded pink slipper, providing a peculiar and magical dimension to the unfolding mystery.
Questioning the Manor Staff
With the clues from Clara’s room in mind, you turn your attention to the palace staff, seeking answers to the mystery that has unfolded within Winterhaven’s mansion. As you traverse the opulent halls, you encounter various members of the staff, each engaged in their respective duties.
Approaching a somber-looking maid dusting a nearby tapestry, you inquire about Clara’s activities the previous night.
Maid: Oh, good morning. Yes, Milady Clara. She didn’t leave her room at all last night. We didn’t hear anything unusual, but she’s not in her chamber this morning, you say? That’s troubling. We’ve been dealing with a mouse problem lately, but she couldn’t have gone far. We’d never let a noble child wander off in these conditions.
A footman passing by overhears the conversation and chimes in.
Footman: Aye, the mice have been a nuisance. We’ve set traps and called for the exterminators, but the little critters persist. Just last week, we found chewed-up bits of clothing and nibbled snacks in the kitchen. Nasty business, that. But the young mistress, she’s been kept safe in her room.
Master Thistledown’s Workshop
Venturing into the quaint westward of Sliberberg, you come across a whimsical workshop that can only belong to Master Thistledown, the rock gnome artificer and magician. The air is tinged with the scent of alchemical concoctions and the soft hum of magical energy. As you approach, you find that Master Thistledown is not present. Instead, a sign hangs from his door, bearing a cryptic message: “Out for a Spell. Back when your need for me is most dire.” After a brief wait, the gnome returns, a sly smile playing on his lips.
Roleplaying Master Thistledown:
Master Thistledown greets the players with a theatrical bow, his silvery beard bobbing with each exaggerated movement. His eyes sparkle with a mischievous glint. When asked questions about himself, the Winterhavens, or the nutcracker, Thistledown acts coy, deflecting direct answers with whimsical comments and playful gestures. With a sly smile, Master Thistledown presents the players with a tin box. He suggests taking it to Clara’s room and opening it. Thistledown hands each player a box of tin soldiers, remarking cryptically that they’ll “need them for the journey ahead. If the players try to linger after that read the following
As you try to linger at Master Thistledown’s workshop, hoping to extract more information from the elusive gnome, he glances at you with a raised eyebrow, his sly smile undeterred. The twinkle in his eyes remains, but a sense of urgency lingers in his voice.
Master Thistledown: Ah, my inquisitive friends, time is of the essence. A young girl’s fate hangs in the balance, and Märchenweltgrenze is not a realm for idle chatter. You have a quest ahead, and I have preparations to attend to. Good day to you.
With that, Master Thistledown turns towards his workshop door, and to your surprise, the door folds downward when he turns the knob. As he steps through, the door vanishes seamlessly into the floor. A further examination of the workshop reveals an inexplicable sight—windows that were there moments ago are now absent, and a solid brick wall stands behind the once-open door.
CLARA’S ROOM Again
Guided by the cryptic advice of Master Thistledown, the players will likely return to Clara’s room with the tin and the box of toy soldiers. When the players open the tin read the following
With a determined resolve, you open the tin, unleashing a faint shimmering mist that envelops you. As the mist surrounds your form, an ethereal sensation courses through your body. The room around you takes on colossal proportions, and the once-giant furniture now dwarfs your shrunken selves. The world transforms into a vast landscape of textures and patterns, where every fiber of the carpet feels like a towering tree, and the room’s corners become formidable cliffs.
As the players get their bearing a sound comes from nearby. it is coming from the box of tin soldiers. If they investigate read the following.

with a gentle creak, the lid of the box begins to rise. Ten miniature figures, fashioned from gleaming tin, emerge from the confines of the box. Each tin soldier is armed with a halberd and carries a crossbow slung across its back.
With remarkable precision, the tin soldiers form a perfect rank in front of you. Their joints click softly as they salute in unison, their tinny faces stern and resolute. A sense of camaraderie emanates from these diminutive warriors as they begin to march purposefully in the direction of the mousehole.
The tiny footsteps echo like a determined drumbeat, and the tin soldiers, animated by some unseen magic, move with synchronized grace. As they approach the mousehole, their tiny stature belies a resolute determination. With a final salute, they march into the portal, disappearing into the unknown depths beyond.
Encountering the Wounded Nutcracker
As you traverse the enchanted landscape beyond the mousehole, the world unfolds into a realm of miniature wonders. Soon, you encounter a figure standing valiantly amidst the tiny terrain—the Nutcracker. Wounded and battle-worn, he raises his gaze to meet yours, gratitude evident in his eyes.
The Nutcracker’s Tale:
The Nutcracker extends a respectful nod as you approach, his voice resonating with a sense of urgency.
Nutcracker: Greetings, brave adventurers. I am the Nutcracker, once a guardian of this realm. Clara, the young noble you seek, has fallen prey to the treacherous 7-headed Mouse King and his minions. They attacked her, wielding enchanted bites that shrunk her down to this diminutive size.
The Nutcracker’s wooden visage reflects a mix of determination and concern as he recounts the perilous encounter.
Nutcracker: I attempted a lone rescue, but the Mouse King’s forces overwhelmed me. I fought valiantly, but my wounds forced a retreat. Now, with your arrival and the aid of the tin soldiers, we may stand a chance to free Clara from the clutches of the malevolent Mouse King. His lair lies deeper within Märchenweltgrenze, guarded by his seven cunning heads.
With a solemn glance, the Nutcracker motions towards a path that leads further into the miniature realm.
Nutcracker: Join me, and together, we shall face the perils of the Land of Dolls. The fate of Clara Winterhaven rests in our hands, and the magical threads that bind her to the Mouse King must be unraveled. Are you ready, brave companions, to embark on this perilous quest and rescue the young noble from her tiny prison?
The Mouse King’s Lair:
As you venture deeper into the heart of Märchenweltgrenze, the atmosphere undergoes a transformative shift, revealing the demi plane that houses the lair of the 7-headed Mouse King. The lair manifests as a sprawling mouse warren, a maze-like domain of miniature tunnels and chambers. The general features of the lair unfold as follows:
Ceilings and Tunnels: The ceilings of the mouse warren are relatively low, creating a sense of intimacy as you navigate the maze of tunnels. The height rarely exceeds four feet, requiring a slight stoop for taller individuals. The tunnels wind and twist, creating a labyrinthine network that sprawls in all directions.
Light Sources: Dim bioluminescent moss and fungi cling to the walls, providing a soft, ambient glow throughout the warren. This gentle illumination casts shadows that dance across the tiny passageways, creating an otherworldly and enchanting ambiance. The light is sufficient for navigation but lends an ethereal quality to the surroundings.
Squeezed Combat Rule
The mouse king lair is filled with tight corridors where squeezing through or crawling is the only way through. When engaged in combat within tight spaces, such as narrow tunnels or cramped chambers where characters need to squeeze through, the following rule is in effect:
- Attack Rolls, Ability Checks, and Saving Throws: Any attack roll, ability check, or saving throw made by a player character while in a tight space is made with disadvantage.
- Movement Restrictions: Movement within tight spaces is halved for all characters. Characters with a speed of 30 feet, for example, can only move 15 feet in a round while in a cramped environment.
- Limited Maneuverability: Characters in a squeezed space have disadvantage on Dexterity saving throws and Dexterity-based skill checks that require agility or nimbleness.
- Opportunity Attacks: Opponents have advantage on opportunity attacks against characters in a squeezed space, as the confined area makes it harder to evade attacks.
- Ranged Attacks: Characters using ranged weapons or spells that require a clear line of sight have disadvantage on attack rolls when targeting creatures in tight spaces, reflecting the difficulty of aiming accurately in confined areas.
- Spellcasting Difficulties: Casting spells with somatic components becomes more challenging. Characters casting spells with somatic components while in a tight space must succeed on a Dexterity saving throw (DC determined by the DM) or lose the spell.
Exceptions:
- Characters with the ability Evasion or similar features that allow them to navigate tight spaces more effectively are exempt from these rules.
- Certain spells or abilities that explicitly negate the effects of being in a confined space may provide advantage on the rolls instead.
The Winding Tunnels
As you venture deeper into the mouse warren, they find themselves in a network of narrow tunnels connecting eight small chambers. The confined spaces limit visibility and mobility, creating an advantageous environment for the nimble giant mice. The Nutcracker and the tin soldiers stand ready, their halberds gleaming in the dim light, while the scurrying sounds of the approaching giant mice echo through the tunnels.
Enemies: 8 Giant Mice
Allies: Nutcracker, 10 Tin Soldiers
Environmental Features:
- Confined Tunnels: The tunnels are narrow, allowing only one medium-sized creature to squeeze through at a time. This creates chokepoints and limits the tactical options for both the players and the giant mice.
- Dim Light: The ambient glow of bioluminescent moss provides dim light throughout the tunnels and chambers.
Enemy Tactics: The giant mice utilize their nimble escape ability to dart in and out of sight, taking advantage of the cramped spaces to avoid attacks. They coordinate pack tactics to surround and overwhelm individual targets. The confined tunnels make it challenging for the players to face the mice head-on, necessitating strategic use of the environment.
Scaling the Encounter:
- Level 5-6: Reduce the number of giant mice to 6. Consider lowering the HP of the giant mice by 5-10 points.
- Level 7-8: Keep the original number of giant mice. Consider giving the giant mice an additional point of AC.
- Level 9: Add 2 more giant mice. Consider increasing the damage of the giant mice’s bite attack by 2-4 points.
The Maze of Passages
Then you enter a chamber filled with dozens of small passages in the walls, creating an intricate maze. The scurrying sounds of giant mice echo through the chamber, and the ambient glow of bioluminescent moss creates an eerie atmosphere. The Nutcracker and the tin soldiers, vigilant but wary, brace themselves for potential ambushes from the nimble mice.
Enemies: 12 Giant Mice
Allies: Nutcracker, 10 Tin Soldiers
Environmental Features:
- Maze of Passages: The chamber is filled with small passages in the walls, allowing the giant mice to freely move and ambush the players. These passages create both vertical and horizontal dimensions, complicating the tactical situation.
- Dim Light: The ambient glow of bioluminescent moss provides dim light throughout the chamber.
Enemy Tactics: The giant mice use their nimble escape ability to navigate the maze, appearing suddenly from different passages to ambush the players and their allies. They coordinate attacks from multiple directions, taking advantage of the confined space to create chaos. The maze provides cover for the giant mice, making it challenging for ranged attackers.
Scaling the Encounter:
- Level 5-6: Reduce the number of giant mice to 9. Consider giving the giant mice advantage on Dexterity saving throws in the maze.
- Level 7-8: Keep the original number of giant mice. Consider giving the giant mice an additional point of AC.
- Level 9: Add 3 more giant mice. Consider introducing a Giant Mouse Alpha with increased HP and a more potent bite attack.
The Cart Puzzle
You find themselves in a chamber with a series of narrow tunnels and small carts scattered about. The objective becomes clear: arrange the carts strategically to create a path through the tunnels. However, the scurrying sounds of giant mice echo, and four of them lie in wait, ready to ambush the players as they attempt to solve the puzzle.
Enemies: 4 Giant Mice
Allies: Nutcracker, 10 Tin Soldiers
Environmental Features:
- Narrow Tunnels: The tunnels are even narrower than usual, allowing only small creatures to pass through. The players must crawl to reach the carts and arrange them.
- Small Carts: The chamber contains small carts that the players can push and position to create a path. Pushing a cart requires an Athletics check (DC 12). Each cart can be pushed a distance of 10 feet per successful check.
Puzzle Mechanics:
- Path Creation: To create a path through the tunnels, the players need to push the carts strategically. The carts can be pushed horizontally or vertically but not diagonally.
- Ambush Points: Each time a player successfully pushes a cart, one of the giant mice reveals itself and attacks. The giant mice use pack tactics to coordinate their ambushes.
Enemy Tactics: The giant mice, hiding among the tunnels, ambush the players as they work on the puzzle. They coordinate attacks, taking advantage of the confined spaces and the distraction caused by the puzzle-solving. The Nutcracker and tin soldiers provide support, engaging the mice to create openings for the players.
Scaling the Encounter:
- Level 5-6: Reduce the number of giant mice to 3. Consider lowering the DC of the Athletics check to 10.
- Level 7-8: Keep the original number of giant mice. Consider adding a Giant Mouse Alpha with increased HP and a more potent bite attack.
- Level 9: Add 2 more giant mice. Introduce additional carts to increase the complexity of the puzzle.
Ambush in the Narrow Hallway
As you progress through the mouse warren, you find themselves in an especially narrow hallway with barely enough room to maneuver. Suddenly, the walls seem to come alive as waves of giant mice burst forth to ambush the party. The Nutcracker and tin soldiers ready themselves for the onslaught.
Enemies: 15 Giant Mice (3 waves)
Allies: Nutcracker, 10 Tin Soldiers
Environmental Features:
- Narrow Hallway: The hallway is exceptionally cramped, limiting movement and making it challenging for the players to spread out.
- Dim Light: The ambient glow of bioluminescent moss provides dim light throughout the hallway.
Wave Mechanics:
- Initiative Waves: The giant mice attack in waves, with each wave consisting of 5 mice. The players and their allies act on the same initiative count each round, while the mice attack in separate waves.
- Reinforcements: If a wave of mice is defeated, a new wave emerges from the walls at the end of the next round.
Enemy Tactics: The giant mice utilize nimble escape and pack tactics to swarm the players and their allies. Waves of mice burst out of the walls, overwhelming the party with relentless attacks. The confined space hinders the players’ ability to effectively counter the ambush.
Scaling the Encounter:
- Level 5-6: Reduce the number of giant mice per wave to 4. Consider reducing the number of waves to 2.
- Level 7-8: Keep the original number of giant mice. Introduce a Giant Mouse Alpha leading the first wave.
- Level 9: Keep the original number of giant mice. Introduce a second Giant Mouse Alpha leading the second wave. Consider adding a third wave.
Battle with the 7-Headed Mouse King

As you press deeper into the mouse warren, you reach a chamber dominated by the ominous presence of the 7-Headed Mouse King. The chamber is filled with narrow tunnels, including one leading to an overhead bridge. The giant mice, minions of the Mouse King, surround their leader, ready to defend their ruler at all costs. Suspended from an improvised cage, Clara, the innocent victim of the Mouse King’s malevolence, watches the battle unfold with terror in her eyes.
Enemies:
- 7-Headed Mouse King:
- Large beast, chaotic evil
- Armor Class: 16 (natural armor)
- Hit Points: 120 (16d10 + 32)
- Speed: 30 ft.
- Multiattack: The Mouse King can make up to 7 attacks: one with its bite and six with its swarming mice.
- Bite: Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
- Swarming Mice: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Giant Mice (Reinforcements): 8 Giant Mice
Allies: Nutcracker, 10 Tin Soldiers
Environmental Features:
- Narrow Tunnels and Overhead Bridge: The chamber is filled with narrow tunnels, complicating movement and providing strategic opportunities. An overhead bridge allows creatures to move above the fray, offering both advantages and vulnerabilities.
- Dim Light: The ambient glow of bioluminescent moss provides dim light throughout the chamber.
Enemy Tactics: The 7-Headed Mouse King attacks with ferocity, using its multiple heads to bite and its swarming mice to overwhelm adversaries. He will initially focus his attacks on the Nutcracker. The giant mice reinforce the Mouse King, attacking in coordinated waves. The narrow tunnels create chokepoints, allowing the Mouse King to control the battlefield. The overhead bridge provides a tactical advantage for both the players and their enemies.
Clara’s lament
Despite the player’s best efforts, the nutcracker is mortally wounded in the fight. Once Clara is free from the cage she rushes over to the dying nutcracker weeping. Read the following.
As the echoes of battle subside, a solemn hush falls over the chamber. The 7-Headed Mouse King lies defeated but at a great cost. The Nutcracker, battered and mortally wounded, stands at the threshold of his final moments. Clara, with tears streaming down her face, rushes to his side, her heart heavy with grief.
The Nutcracker’s voice, though weakened, carries a poignant weight. “Do you remember, Clara,” he whispers, “the promise we made amidst the enchanting melodies of the Siúcra Pluma’s domain?” Clara nods, her strength waning but her spirit resilient.
“Did you mean it,” he asks, his eyes searching hers, “that you would love me forever?” In a feeble yet resolute voice, Clara manages to utter a tearful “yes.” A flicker of what appears to be a smile graces the Nutcracker’s lips as the ebb of life takes its final toll.
As the Nutcracker’s body surrenders to the inevitable, Clara weeps openly, cradling his still form. The tin soldiers, once unwavering in their duty, now stand in disarray, their metallic frames reflecting profound despair. With one last salute to their fallen leader, the tin soldiers gently lift the Nutcracker’s lifeless body, solemnly commencing a march back through the winding warren.
Roleplay Encounter: A Grieving Journey
As the you make their way back through the winding tunnels of the mouse warren, a heavy silence envelops the group. Clara, inconsolable and weighed down by grief, has to be half-carried through the narrow passageways. Her tear-streaked face bears the undeniable mark of profound loss, and her sobs echo through the dimly lit chambers.
Amid this sorrowful procession, Clara manages to gather the strength to share a poignant tale. Her voice, though quivering, recounts a time spent in the ethereal realm of the Fey queen Siúcra Pluma, where living dolls danced in perpetual joy. To the players’ surprise, Clara reveals that what felt like two months in that enchanting land transpired in the span of a single night.
Roleplaying Clara:
- Despair and Grief: Clara is deeply in mourning, and her grief is palpable. She may not respond to comforting words immediately.
- Tale of the Sugar Plum Fairy: As Clara shares her story, she describes a magical realm filled with living dolls and the mesmerizing allure of the Sugar Plum Fairy’s domain.
- Temporal Disparity: Clara expresses the disorienting experience of time distortion in the land of the Sugar Plum Fairy, where what felt like a prolonged stay was but a fleeting night.
- Seeking Solace: Clara may find solace in the players’ presence, but her pain is not easily assuaged. Gentle and empathetic gestures might gradually help ease her sorrow.
BACK TO REALITY
Exiting the mousehole, you feel a curious sensation as the magic of the Land of Dolls releases its hold on you. Slowly, imperceptibly at first, you begin to grow back to your normal size. The surroundings expand, and the once narrow tunnels now accommodate your full stature. Lady Winterhaven, who witnessed the entire process, rushes forward with a mix of relief and joy evident on her face. Without hesitation, she envelops her daughter, Clara, in a tight, tearful embrace.
As the warmth of the reunion unfolds around you, Clara, still visibly shaken, begins to cry again. She speaks of the ordeal with a trembling voice, expressing the sheer terror of the harrowing journey through the Feywild-infused mouse warren. Yet, amidst her account of fear and danger, there’s a noticeable absence of mention regarding the Nutcracker and the tin soldiers. It’s as if those memories remain locked away, perhaps too painful to revisit in this moment of both relief and lingering sorrow.
The second day of yule feast
We next skip ahead to the feast that happens later that evening. Read the following
Later that night, Sliberberg Castle is adorned in the glow of festive lights, and the great hall echoes with the joyous sounds of a celebratory feast. Nobles and guests alike partake in the merriment, yet amidst the laughter and clinking of goblets, a subdued atmosphere envelops the Winterhaven family. The Winterhavens, including Lady Isabella and the seemingly crestfallen Clara, are present at the grand gathering.
Clara, despite the lively ambiance, carries a visible weight of melancholy. Her eyes, once filled with the innocence of youth, now betray a somber gaze. Her interactions are marked by a quiet reserve, a stark contrast to the vibrant revelry around her. Lady Isabella, ever watchful, tries to mask her concern but cannot help casting worried glances at her daughter.
The moment is interrupted by the slightly frail cough. The players find that Master Thistledown is attending the feast and he has brought a plus one. The fairy sitting on his shoulder is a mere one and a half feet tall. Adorned in a floral crown and a pink dress reminiscent of a princess doll, she exudes an innocent charm. The fairy introduces herself as Siúcra Pluma. If asked Fredrick invited him to the castle after he presented the monarch with an enchanted suit of armor. He also reveals that Siúcra Pluma is his ward and adoptive granddaughter. He now clears his throat as if to speak. The Winterhavens also wander over and make smalltalk with the ecentric mage. After about 5 minutes read the following.
Master Thistledown’s eyes twinkle with an impish delight as he prepares to make a surprising introduction.“Ah, my dear friends!” Master Thistledown exclaims, his voice carrying a playful cadence. “ Allow me to introduce you to another of my godchildren, the O’ Hewlenins were unfortunately late in arriving at the festivities.” With a flourish, Master Thistledown signals to a young man standing nearby, his features strikingly resembling a human version of the Nutcracker. The resemblance is uncanny. “This, my dear friends,” Master Thistledown announces with a theatrical bow, “is young Percival O’ Hewlenins, a charming lad and the latest addition to my godchildren’s list. As Percival steps forward, Clara’s eyes widen in surprise and joy. The young man leans in and whispers something in Clara’s ear, causing her face to light up with a radiant smile. The two exchange a few more words, and then, hand in hand, they stroll away from the bustling great hall.
If asked about anything that had happened over the last two days simply smiles and gives cryptic answers that hint that Percival was suffering from a curse, Siúcra Pluma giggles and flies off to join the pair. Master Thistledown then gives you a bag of toy soldiers as a reward for helping his goddaughter
APPENDEXS
Encounters at the Yule festival
Encounter with Panthor Silverhoof at the Yule Festival
As players meander through the bustling Yule Festival in Sliberberg’s market ward, the air is filled with laughter, music, and the enchanting aroma of winter treats. Amidst the festivities, a vibrant satyr named Panthor Silverhoof, adorned in festive attire and carrying a holly-covered staff, approaches the players with a warm and infectious grin.
Panthor Silverhoof: Panthor’s fur, a rich blend of earthy browns and greens, seems to shimmer in the festival lights. His mischievous eyes twinkle with merriment, and the jingling bells adorning his clothing add a playful melody to his every step.
Interaction: As Panthor recognizes the players, he gracefully sidles up to them, staff in hand, and executes a flourishing bow.
“Ah, lords and ladyships! What a joy it is to find you amidst the revelry! Panthor Silverhoof, at your service and the master of ceremonies for this splendid Yule Festival. The mirth is contagious, is it not? I couldn’t help but seek your esteemed company in such jubilant times.”
Panthor takes a moment to glance around at the lively festival, a joyful glint in his eyes.
“And might I say, you all have the air of individuals who appreciate the finer arts. Have you considered gracing the hallowed halls of the Hillside Amphitheater with your presence? A tale or two told on our stage would undoubtedly add to the richness of our cultural tapestry. Picture it—a performance that echoes through the ages, immortalized in the hearts of Sliberberg’s denizens.”
Possible Player Responses:
- Expressing Interest:
- Enthusiastically agree to consider attending the Hillside Amphitheater and inquire about the upcoming performances.
- Diplomatic Response:
- Politely acknowledge Panthor’s invitation, expressing the need to check their schedule but expressing genuine interest.
- Curiosity:
- Express curiosity about the current shows at the Hillside Amphitheater and inquire about the types of performances featured.
- Playful Banter:
- Engage in playful banter with Panthor, expressing delight at the festival’s ambiance and subtly deflecting the invitation.
- Decline Gracefully:
- Politely decline the invitation, citing other festival activities or prior engagements.
Regardless of their response, Panthor remains in high spirits, sharing anecdotes about the festival, praising the players’ noble stature, and extending warm wishes for a joyous Yule celebration. As the encounter concludes, Panthor dances away into the lively crowd, leaving a trail of laughter and goodwill in his wake.
Encounter with Whimsy Glade at the Yule Festival
Amidst the lively Yule Festival in Sliberberg, the players encounter a whimsical and unexpected entity named Whimsy Glade. As they navigate the bustling market ward, a seemingly ordinary neighborhood pops into existence, complete with cozy houses, blooming gardens, and the delightful sounds of laughter and merriment.
Whimsy Glade: Appearing like a quaint and charming suburban neighborhood, Whimsy Glade exudes an air of animated enthusiasm. Signs, windows, and even mailboxes come to life with vibrant text, each expressing the joyful personality of the sentient village. Whimsy Glade uses its various elements to communicate, creating an engaging and lively presence.
Interaction: The players find themselves in the heart of Whimsy Glade, where the houses seem to giggle and the lampposts sway playfully. Text on signs and windows sparkles with an effervescent energy as Whimsy Glade addresses the adventurers.
“Oh my stars! Welcome to Whimsy Glade, darlings! Isn’t this just the most fabulous little village you ever did see? Teehee! I’m positively quaking with excitement to be here amid your charming festivities!”
Whimsy Glade’s exuberance is infectious, and the neighborhood itself seems to join in the revelry, with animated flowers nodding in agreement and friendly picket fences dancing.
Possible Player Responses:
- Embrace the Whimsy:
- Engage with Whimsy Glade’s playful energy, expressing delight at the magical village’s appearance and inquiring about its experiences in Sliberberg.
- Curiosity:
- Express curiosity about Whimsy Glade’s origin, abilities, and the reason for its visit to the Yule Festival.
- Polite Interaction:
- Politely acknowledge Whimsy Glade’s presence, asking about its unique abilities and any interesting happenings within the magical village.
- Play Along:
- Play along with the whimsical nature of Whimsy Glade, adopting a lighthearted tone and sharing in its animated enthusiasm.
- Concerned Inquiry:
- Express concern about the potential impact of Whimsy Glade’s presence on the festival and the reactions of the townsfolk.
Whimsy Glade responds to the players with giddy delight, sharing stories of its adventures, the quirky residents of the village, and its sheer joy at being part of the Yule Festival. As the encounter unfolds, players may find themselves entangled in the whimsical charm of this sentient neighborhood, leaving them with a unique and enchanting memory of their time at the festival.
Creatures
Giant Mouse (CR 2):
Small beast, neutral
Armor Class: 12 (natural armor)
Hit Points: 45 (6d6 + 24)
Speed: 30 ft.
STR 14 (+2)
DEX 16 (+3)
CON 18 (+4)
INT 2 (-4)
WIS 12 (+1)
CHA 6 (-2)
Skills: Perception +3
Senses: Darkvision 60 ft., Passive Perception 13
Languages: —
Challenge: 2 (450 XP)
Keen Smell: The giant mouse has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics: The giant mouse has advantage on an attack roll against a creature if at least one of the giant mouse’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Nimble Escape: The giant mouse can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Nimble Dash: The giant mouse can use its bonus action to take the Dash action.
Swarming Bites (Recharge 5-6): The giant mouse calls upon its fellow mice, gaining advantage on its next Bite attack. If the attack hits, it deals an additional 2d6 piercing damage, representing a swarm of bites.
Nutcracker Medium humanoid (construct), neutral good
Armor Class 18 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 11 (+0)
CHA 10 (+0)
Skills Athletics +5
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 3 (700 XP)
Actions Multiattack. The Nutcracker makes two melee attacks: one with its wooden sword and one with its biting jaw.
Wooden Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Reactions Parry. The Nutcracker adds 2 to its AC against one melee attack that would hit it. To do so, the Nutcracker must see the attacker and be wielding a melee weapon.
Tin Soldier (CR 1/2):
Small construct, lawful good
Armor Class: 18 (plate armor)
Hit Points: 22 (5d6 + 5)
Speed: 20 ft.
STR 16 (+3)
DEX 12 (+1)
CON 12 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 8 (-1)
Skills: Perception +2
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 12
Languages: —
Challenge: 1/2 (100 XP)
Immutable Form: The tin soldier is immune to any spell or effect that would alter its form.
Magic Resistance: The tin soldier has advantage on saving throws against spells and other magical effects.
Brave: The tin soldier has advantage on saving throws against being frightened.
Actions
Halberd: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Magic items
Bag of Toy Soldiers
Wondrous Item (bag), Rare (requires attunement)
This whimsical bag is adorned with colorful embroidery and depicts scenes of toy soldiers marching in formation. When you attune to the Bag of Toy Soldiers, you gain the ability to summon living toy soldiers from within the bag.
Summon Toy Soldiers. As an action, you can reach into the bag and summon a squad of toy soldiers. The squad consists of four toy soldiers, each transforming into a Medium-sized living construct for 1 hour. The living constructs are friendly to you and your allies and follow your verbal commands.

