This
massive Christmas mega-adventure clocks in at 119 pages, 1 page front cover, 2
pages of editorial, 1 page ToC, 6 pages of SRD, 2 pages of advertisement,
leaving us with 107 pages of content, making this the single largest Christmas
module I have ever read and played.
This review
was moved up in my reviewing queue as a prioritized review at the request of my
patreons.
Before we
dive into the main meat, let us talk about a couple of peculiarities: One: The
layout in full-color is gorgeous and sports a ribbon on the right side of the
page, which denotes the act/part of the adventure you’re currently in. This
makes navigation more convenient, so that would be one plus. Another plus would
be that we get a total of 4 pages of player-friendly maps for the battle/exploration-relevant
sections, all in full-color – big kudos for their inclusion. It should also be
noted that the adventure makes use of the PHENOMENAL skill challenge rules
provided in the Skill Challenge Handbook.
You don’t
have perhaps the single most important crunch-book I know, the thing that
should be CORE? Well…you should get it. But even if you don’t, you won’t need
it to run this adventure. Skill Challenges are easy enough to grasp so you
won’t be puzzled by their inclusion. The appendix also explains the system, so
you can run it easily. It should btw. also be noted that two new, nice occult
rituals can be found herein, though I’ll comment on these when they become
relevant.
It should
also be noted that the adventure is set in the picturesque town of Hollyglen,
which not only comes fully mapped and with proper settlement stats, but which
features its own little summary in the appendix.
All right,
and this is as far as I can go without going DEEP into SPOILER Territory. Only
naughty folks would peek now, right? From here on out, only folks intending to
GM the module should read on.
…
..
.
All righty,
only GMs around? Great! So, the adventure very much is cognizant of various
tropes associated with Krampus and Kringle – within the context of this
adventure, Krampus is nothing short of a demi-god, one nasty fellow who was
eventually vanquished by none other than Nicholas Krindl, fabled mortal herald
of Odin. The Yuletide celebration is hence the commemoration of this epic
victory. The PCs have arrived in the sleepy and picturesque town of Hollyglen,
where they meet Melilion Parinda, local wizard, who, in the tradition of
clueless folks in any dimension, is currently doing some hasty last-minute
shopping. She invites the PCs to stay at her place, as a blizzard is
approaching and all rooms at inns etc. are occupied. There is just one
condition: The PCs should chaperone her son and his friends, while the adults
attend a fancy gala. Thing is, her son Wesley is 13. (As an aside: The mansion
is provided with detailed, nice full-color maps – as noted before, including a
player-friendly version.) Beyond room descriptions, the respective events also
come with proper read-aloud text, making the adventure, as a whole, really
friendly towards GMs that are less confident in improvising captivating prose.
Yeah, he
reacts as positive to babysitters as you’d expect. The young man and his
friends do as I would have done in that age: He seeks to prank the PCs and make
their life miserable. As an apprentice to the sorcerous arts, and with fellow
kids that are similarly not ordinary, the PCs will have their hands full in a
massive multi-phase skill-challenge. Now here’s the thing: The kids rank among
the most well-rounded kid characters I have seen in pretty much any roleplaying
game supplement: There are multiple reasons for that: For one, the kids come
with full intrigue-style write-ups for social influences – and succeeding in
gaining the trust of the kids will provide tangible benefits for the PCs during
the adventure. This whole section only works because, well, the kids are proper
characters, not annoying cardboard cutouts; the PCs may very well want to
befriend them. (As an aside: If the full, social write-ups don’t suffice: The
kids come with full-blown NPC-write-ups and detailed stories in the appendix.
The adventure really goes above and beyond here.)
Now, know
how I mentioned an occult ritual? Wesley tries to cast whisk away on the evening winds, one ritual, to send the PCs to the
gala, embarrassing them and gaining a bit of independence. Alas, he makes a
crucial mistake: The ritual’s second page is missing, and so he ends up casting
a bastardized version of the ritual, using summon
the bonded soul as the second half. The results are unexpected. You see, a
certain demi-god like entity was *just* in the process of rekindling his divine
power. The ritual interrupted that and ended up calling KRAMPUS. Yeah, the CR
21 Krampus. He is NOT amused.
Krampus
walks all over the kids and PCs. He doesn’t kill anyone, but he will defeat
them. Soundly. Wesley does have a wish
that Krampus owes him…and so the entity tricks Wesley – he spares the kids and
PCs, but banishes them to the Krampus Night demiplane, ripped from Krindl when
he stole his legendary Crook! Oh, and
guess what? Not only did Krampus effortlessly best the PCs. He also has the
power of regression – he transforms the PCs into kids! (Here, you can make
great use of Childhood Adventures – though, once again, the module has all
relevant stats and rules for kid-PCs!)
Turned into
children, the PCs and their wards find themselves in the nightmare manor, a
horrid reflection of the Parinda manor (separate maps provided). In case you’re
wondering: Yes, we get full-blown planar traits! Oh, and the challenges within
the manor? They are really, REALLY amazing: Toy slags. A woodgolem made from
toys…speaking of which: If the PCs have been good to the kids, they will help
the kiddyfied PCs. Cool: The “request aid from kids”-component of the manor’s
explanation actually sports proper rules! There are haunts that seek to enforce
a polymorph via ribbons, clothes, etc. What about pied piping presents that may lead towards the hungry gullets of
mimics? There are trompe l’oeils and redcap carolers (including a delightfully
twisted variant of Deck the Halls…)…and the PCs may manage to find one of
Krindl’s gnomes, who can fill them in on some particulars: The PCs will need to
get the crook from Krampus – without
it, the entity makes all the rules here…
At one
point during the exploration, the PCs will have caused enough ruckus to attract
Rethspalton, the mighty rodent king – and he is preparing a siege! The PCs
won’t have long, but they will have some time…and this is perhaps one of the
definite highlights in the module. Preparing for the siege is amazing:
Fortifying doors, making traps – it’s AMAZING and one of the coolest mini-games
I’ve seen in a long while: The PCs can, room by room, convert objects into raw
materials! The module even comes with icons that you can place on the map,
sample traps, etc. The rules here are amazing and the siege actually requires
these tricks – the PCs will have to withstand no less than 5 waves of
assailants and yes, e.g. the rodent king is a lavishly-crafted and potent foe.
Once the
PCs have managed to withstand the hordes (or just before they fall to them),
the friendly gnome will manage to activate the yuletide express figurine – all aboard the magical railway! The
demiplane is Krampus’ domain, who has completely corrupted the Krindlworks…but there
is hope: While the PCs have no real chance against the entity, Saint Nick may!
Thus, the train is en route towards what remains of the Krindlworks…but once
more, the foes are not sleeping: The (fully mapped) train will be attacked by
deadly elementals…and if these fail to derail it (yes, badass fights on a
winter train!!), Krampus will intervene and crash the train…which would be a
good time to note that, even if PCs die here, they respawn, as they accumulate
negative levels and Wisdom damage – there is no true death here, only the
looming transformation into an allip at Wisdom 0. This also means that enemies
slain by the PCs are not really dead – if they are smart and use nonlethal
means of conflict resolution, they will possibly have an advantage. The module
notes checkpoints, which are particularly helpful to avoid frustration when
running this for a younger audience – but more on my discussion of that in the
conclusion below.
You see, in
Act III, the PCs make their way from the crashed train through the Krampus
wilds, and there are quite a few neat optional encounters to increase the
challenge; personally, I’d also advocate sending all foes really slain by the
PCs after them once more: If they were just tied up, they probably are far
away, but the respawning dynamics for NPCs are open enough to allow for that…
(Adds an unobtrusive reward for behaving heroically…)
Making
their way through the snow-blasted wilds, the PCs will have to contend with
horrid Yuletide treants and a winter hag guarding the remains of the proud
Krindlworks. It is also here that the PCs can encounter Chillsy. Chillsy is
amazing. He is an awakened ice golem kineticist. He’s singing his own
theme-song while fighting! To give you an excerpt: “Chillsy, the ice golem, is
an overwhelming soul, with a kinetic blade and infusions bold and my
cryokinetic cold..:” Come on, that is amazing! Exploring the Krindlworks, the
PCs will have to contend with all manner of potent, animated gingerbread foes
(led by a gingerbread witch!), a creepy poppet witch (still one of my favorites
from Paranormal Adventures; as always, all relevant rules provided)…and
remember Nightmare Before Christmas BBBEG? Well, there is a representation of
the Oogie Bogeyman! (worm that walks bogeyman – really cool!) This thing, as
well as a potent orang-pedak, constitute a couple of the dangerous unique
creatures that the PCs MUST defeat – for they hold parts of Krindl’s power,
who, similarly turned into a child, is imprisoned here.
Once the
PCs have managed to defeat the horrible lieutenants of Krampus and reassembled
the crook, it’ll be time to face off
against the entity once more – with a weakened, but still potent Krindl in
their corner, they may actually have a chance against the shadowy vestige of
the powerful Krampus – the boss fight is amazing: It sports a total of 3
phases, changes terrain and even has a phase, where the PCs fight on their own,
caught within their minds – it is glorious and cinematic! Defeating the vestige
returns ownership of the demiplane to Krindl and allows the PCs to spend,
concealed by the mighty magic of Krindl, one day as kids…or, you know, the
change could be permanent, requiring further quests…or, well, if they were
defeated and you’re going for a horror-ending, the module even sports a “bad
ending” of sorts, which could yield further adventures as well. (Fyi: The
fully-powered stats of Krindl are epic: CR22/MR 6; Rudolph has an effective
druid level of 20…)
Conclusion:
Editing and
formatting are top-notch, I noticed no undue accumulation of hiccups. Layout
deserves special mention: It is GLORIOUS, full-color and really beautiful; the
ribbon for chapters on the side is a nice comfort-plus. The module comes with a
ton of original full-color artworks. The pdf is fully bookmarked with nested bookmarks.
Yuletide
Terror is absolutely amazing. It makes use of all the diverse tools that PFRPG
offers: Combat, skills, mini-games, social interaction – this is one of the
most versatile modules I have read in a long while. This mega-adventures
provides a level of quality you usually only get to see in Kickstarters.
Alexander Augunas is a great author of crunch, but if this is any indication,
he is similarly gifted when it comes to penning adventures; I frankly can’t
believe that this is Alex’ first adventure, at least it’s the first one I got
to read. Yuletide Terror is thoroughly impressive, from front to back – even if
you do not have all the books used here, the module provides what you need,
requiring none of them.
Now, there
is bound to be the question regarding compatibility for kids: You see, here
things depend WHOLLY on the GM and what the GM chooses to emphasize. I’d
compare this to one of the darker 80’s kid’s movies. There are definitely some
creepy elements here, so in general, I’d recommend that kids should be at least
8, with 10 being probably a kind of sweet spot. Then again, it’s impossible to
make proper blanket statements here; heck, some adults can’t stand anything
remotely spooky. A good benchmark would imho be labyrinth, nightmare before
Christmas and last unicorn – if these work for your kids, then this adventure
should as well.
Now, don’t
get me wrong: While this *can* be run as a kid-friendly module, it is one that
will challenge and entertain adults just as well; in fact, one could consider
this a horror adventure, at least to a point; if you properly emphasize the
macabre aspects here and there, then this can become pretty dark pretty
fast…but ultimately, how you choose to run this mega-adventure is left up to
your own tastes. Both playstyles perfectly work.
Anyway,
that’s not the primary achievement of the module: The sheer diversity of
challenges encountered, the great pacing and high-concept environments, the
lovingly-made NPCS – when the structure, the crunch underlying this module, is
analyzed, you’ll realize quickly how good this actually is. We have believable,
sympathetic characters, we have an epic threat that requires heroes and a
satisfying conclusion-array. The module is interesting from both a narrative,
and a structural perspective. Furthermore, and that is a huge plus, at least
for me, it is bereft of cynicism. Even if you emphasize the darker aspects when
running this, the module very much breathes a sense of wonder and whimsy that
is impossible to dislike.
This is not
a cynic’s hatred for the holidays made module; instead, this is a lovingly
crafted love-letter to all things Christmas-related, as seen through the lens
of roleplaying storytelling. Yuletide terror is not only the most massive
Christmas adventure I know, it also is, by far, the best. This is a masterpiece
that breathes passion, care and is, frankly, fun. Heck, I’d go so far as to say
that, even if you hate all things Christmas-related, you may still want to get
this. Why? Well, you could still strip off the dressing and have an amazing
adventure.
Yeah, at
this point you probably won’t be surprised by my final rating: 5 stars + seal
of approval. Oh, and yes, this is a candidate for my Top Ten of 2017. Even
beyond the holiday angle, this is a module that will be hard to beat.
You can get this masterpiece here on OBS!
Endzeitgeist
out.