A Memorable Holiday Plot in The World of Cartyrion | World Anvil

A Memorable Holiday

This holiday-themed one-shot adventure is set in the world of Cartyrion, but it could be dropped into any campaign or world setting by changing the names of the towns involved.

The four pre-generated characters provided will appear quite weak from the viewpoint of a typical fantasy TTRPG party. They are artisans, not warriors, but together they have all the skills and talents needed to successfully complete the adventure. Their use, rather than using pre-existing adventuring player characters, is strongly recommended.

The adventure is presented in as generic a manner as possible, but "spoilers" are provided to assist Gamemasters using Pathfinder 2nd Edition rules. Other game systems could be used as well, but Gamemasters are on their own for determining ability check targets, adjusting NPC stats, etc.

Pre-generated Player Characters

The Hinklemadge Family of Gnomes have been an institution in the City of Endmere for a long time. The family has produced skilled artisans and craftsfolk for over a thousand years. Not restricted to a single craft either, they have produced masters in almost every field from fine fashion to engineering. But Endmere is getting quite crowded, and it is difficult for even a highly skilled craftsperson to establish a name and reputation.

Four this reason, four siblings: Ringle, Tingle, Wingle, and Zingle have decided to take the Hinklemadge skill and name into the frontier. The four have decided to set out for the remote village of Feybridge Crossing, a town they've heard is starting to grow as more folk move into the Feywood and away from the chaos of the Kingdoms and the Free Cities. Living on the frontier should bring them plenty of opportunity to experiment with their crafts, and is sure to be exciting.

You are the Hinklemadge Siblings, and this is your Adventure.

Please note that genders, preferences, and pronouns have not been assigned to any characters. They have no impact on game mechanics, so players are free to decide on these details themselves.

Ringle Hinklemadge

If you choose Ringle, you are the firstborn of the Hinklemadge siblings. At 70 years old, you are just coming into the prime of your adult years.

You are an accomplished woodworker, specializing in finely detailed carving and shaping of intricate pieces. You have mastered the production of furniture and cabinetry, but your greatest joy comes from the opportunity to decorate pieces with ornately crafted scrollwork and carvings. Woodcarvings of animals and even "portraits" of people are within your capabilities.

You, like most of the Hinklemadge gnomes - and all of your siblings - have been touched by the magic of Cartyrion in a special way, leaving you the ability to perform simple feats of Prestidigitation at will. You use this ability daily; the minor adjustments to items you can make with it allow you to add color and polish to your creations, and it's a great way to clean up wood shavings.

You have strapped on a shortsword for the journey "just in case". You can wield it well enough to defend yourself, but you don't plan on seeking out trouble, and you really hope trouble doesn't seek you out. The same goes for the dagger on your belt, which is much more likely to slice into a roast dinner than an enemy.
Pathfinder 2e Character Stats
Ringle Hinklemadge Artisan 1
Unique NG Small HumanoidGnome
The firstborn of the Hinklemadge siblings. At 70 years old, Ringle is just coming into the prime of young adult years.

Ringle is an accomplished woodworker, specializing in finely detailed carving and shaping of intricate pieces. He has mastered the production of furniture and cabinetry, and enjoys decorating pieces with ornately crafted scrollwork and carvings. Woodcarvings of animals and even "portraits" of people are a specialty.
Perception +6, Darkvision
Languages Common, Dwarvish, Elvish, Gnomish
Skills Acrobatics(T)+5, Crafting(E)+7, Diplomacy(T)+5, Medicine(T)+4, Performance(T)+5, Survival(T)+4, Woodcrafting Lore(T)+5; All other skills are Untrained.
STR -1 , DEX +2 , CON +2 , INT +2 , WIS +1 , CHA +2
Items Shortsword, Dagger, Backpack, Bedroll, Candles (5), Chalk (10 pieces), Flint&Steel, Rations(5 days), Soap, Waterskin (full), Woodcarver's Tools
AC 15
Saving Throws Fort +7, Ref +7, Will +4
HP16
Speed 25 ft
Melee Unarmed Strike: +5 / +1 / -3 [Agile, Fineisse, Nonlethal] Damage: 1d4-1 Bludgeoning
Short Sword: +5 / +1 / -3 [Agile, Finesse] Damage: 1d6-1 Piercing (Versatile S)
Dagger: +5 / +1 / -3 [Agile, Finesse] Damage: 1d4-1 Piercing (Versatile S)
Ranged Dagger: +5 / +1 / -3 [Agile, Finesse, Range 10ft] Damage: 1d4-1 Piercing (Versatile S)
Spells Prestidigitation - 1st Level Cantrip cast as an Innate Spell Spell Attack+5; Spell DC 15

Tingle Hinklemadge

If you choose Tingle, you are the second eldest siblings. At 66 years old, you are just past the age that Gnomes consider to be "adult" - ready to be on your own.

Your craft specialty is technically jewelry craft, but it is not the sparkle of gems or glitter of gold that excite you. It is the ability to shape incredibly intricate and delicate things - mostly out of metals, but sometimes of hardwood as well. Some of the family's "engineer bug" must have rubbed off on you since your greatest fascination is with tiny, carefully crafted gears, ratchets, and springs. Useful things like clocks, or silly things like mechanical toys... these are what you love to craft the most.

Like others in your family, you have an innate magical gift. In your case, you can cause up to four tiny balls of light to appear in the air. You can choose their color and brightness; you can position them precisely or make them dance around. You find them quite helpful to illuminate your work area when doing exceptionally intricate shaping or adjustment.

You have no illusions about your martial skills with the shortsword and dagger you're wearing for protection. You hope you never have to use them! At least you know which end to hold and which end to jab at an enemy.
Pathfinder 2e Character Stats
Tingle Hinklemadge Artisan 1
Unique NG Small HumanoidGnome
The second eldest of the Hinklemadge siblings. At 66 years old, Tingle is just past the age that Gnomes consider to be "adult".

Tingle's specialty is technically jewelry craft, but it is not the sparkle of gems or glitter of gold that excites. It is the ability to shape incredibly intricate and delicate things - mostly out of metals, but sometimes of hardwood as well. Some of the family's engineering heritage must have rubbed off as well since your greatest fascination is with tiny, carefully crafted gears, ratchets, and springs. Tingle loves to create useful things like clocks, or silly things like mechanical toys.
Perception +6, Darkvision
Languages Common, Dwarvish, Elvish, Gnomish
Skills Acrobatics(T)+5, Crafting(E)+6, Deception(T)=5, Diplomacy(T)+5, Society(T)+4, Jewelcraft Lore(T)+5; All other skills are Untrained.
STR +0 , DEX +2 , CON +2 , INT +1 , WIS +1 , CHA +2
Items Shortsword, Dagger, Backpack, Bedroll, Candles (5), Chalk (10 pieces), Flint&Steel, Rations(5 days), Soap, Waterskin (full), Jeweler's Tools
AC 15
Saving Throws Fort +7, Ref +7, Will +4
HP16
Speed 25 ft
Melee Unarmed Strike: +5 / +1 / -3 [Agile, Fineisse, Nonlethal] Damage: 1d4 Bludgeoning
Short Sword: +5 / +1 / -3 [Agile, Finesse] Damage: 1d6 Piercing (Versatile S)
Dagger: +5 / +1 / -3 [Agile, Finesse] Damage: 1d4 Piercing (Versatile S)
Ranged Dagger: +5 / +1 / -3 [Agile, Finesse, Range 10ft] Damage: 1d4 Piercing (Versatile S)
Spells Dancing Lights - 1st Level Cantrip cast as an Innate Spell Spell Attack+5; Spell DC 15

Wingle Hinklemadge

If you choose Wingle, you are the third of the siblings. At 61 years old, you are barely considered an adult by Gnome standards. Your family tried to talk you out of this adventure so you could "mature just a bit more", but you were having none of it. Your affinity for children contributes to this, but you can't bear to see a child in distress.

You are the fabric expert of the family. You can weave cloth of linen, cotton, and silk, but your specialty is designing, crafting, and embellishing fine clothing. But while some of the Endmere Elite have already begun to express interest in your designs, you really don't like dealing with that "Society Upper Crust". In fact it was your idea for you and your siblings to get as far away from Endmere as possible. Your greatest happiness comes not from crafting fine clothing not for people, but for dolls. Seeing a child - especially one of poor or mediocre means - playing and imagining the high life is far more rewarding than seeing people actually live it.

You share an innate magical gift with your sibling Tingle - the ability to create and control little dancing globes of light. Color, brightness and position are yours to control. You use this gift to illuminate your close stitching work, but also when showing it off in a fancy manner.

Like your siblings, you have armed yourself with shortsword and dagger for protection on the road. You hope that, if you need to use them, four gnomes flailing about wildly with blades will be enough to scare off a wild animal or unskilled bandit. Hopefully you won't kill each other accidentally!
Pathfinder 2e Character Stats
Wingle Hinklemadge Artisan 1
Unique NG Small HumanoidGnome
The third eldest of the Hinklemadge siblings. At 61 years old, Wingle is barely considered an adult by Gnome standards, having just reached the 'age of maturity'.

Wingle is the fabric expert of the family. Weaving cloth of linen, cotton, and silk are known skills, but Wingle's love is designing, crafting, and embellishing fine clothing. Dealing with the "upper crust" folk that desire such things, however, is not among favorite activities. (It was Wingle's idea to get as far away from Endmere and its high class posturing as possible.)

Wingle's greatest happiness comes not from crafting fine clothing for people, but for dolls. Seeing a child - especially one of poor or mediocre means - playing and imagining the high life is far more rewarding than dealing with people actually trying to live that way.
Perception +6, Darkvision
Languages Common, Dwarvish, Elvish, Gnomish
Skills Acrobatics(T)+6, Crafting(E)+7, Diplomacy(T)+5, Performance(T)+5, Stealth(T)+6, Textile Lore(T)+5; All other skills are Untrained.
STR -1 , DEX +3 , CON +1 , INT +2 , WIS +1 , CHA +2
Items Shortsword, Dagger, Backpack, Bedroll, Candles (5), Chalk (10 pieces), Flint&Steel, Rations(5 days), Soap, Waterskin (full), Tailoring Tools
AC 16
Saving Throws Fort +6, Ref +8, Will +4
HP15
Speed 25 ft
Melee Unarmed Strike: +6/ +2 / -2 [Agile, Fineisse, Nonlethal] Damage: 1d4-1 Bludgeoning
Short Sword: +6 / +2 / -2 [Agile, Finesse] Damage: 1d6-1 Piercing (Versatile S)
Dagger: +6 / +2 / -2 [Agile, Finesse] Damage: 1d4-1 Piercing (Versatile S)
Ranged Dagger: +6 / +2 / -2 [Agile, Finesse, Range 10ft] Damage: 1d4-1 Piercing (Versatile S)
Spells Dancing Lights - 1st Level Cantrip cast as an Innate Spell Spell Attack+5; Spell DC 15

Zingle Hinklemadge

If you choose Zingle, you are the youngest of the Hinklemadge family. At 56 years old, you are not even considered a full adult yet! Your parents and the rest of the family tried really hard to talk you out of this adventure - you're just too young! They relented only when your elder siblings promised to keep an eye on you.

Your preferred creation medium is mud: pottery and ceramics. Whether it's a simple bowl or an ornate vase, you take great pride in creating beautiful yet functional designs, whether it be in inexpensive stoneware or precious porcelain. And you see no reason why the frontier folk won't want pretty but useful things surrounding them! People on the frontier deserve of Hinklemadge quaility as much as the stuffed shirts of Endmere.

Your magical gift is shared with your eldest sibling, Ringle. But you've honed your use of Prestidigitation to achieve things that amaze even the trained magic wielders of the world. You've learned to use your innate ability to help finish your crafted work, smoothing rough edges, and even repairing small cracks in both glazing and in the ceramics themselves. Furthermore, you can add color to your pieces in ways that no known glazes can achieve.

Perhaps it's your youthful exhuberance and feeling of invulnerability, but while your siblings have expressed concern about troubles along the road, you look forward to leaping into battle with shortsword and dagger slashing. Your elders have warned you that this elation will rapidly disappear when real danger shows its face, but in your mind, there's only one way to find out!
Pathfinder 2e Character Stats
Zingle Hinklemadge Artisan 1
Unique NG Small HumanoidGnome
The youngest of the Hinklemadge siblings. At 56 years old, Zingle is technically not even considered an adult yet by Gnome standards. Only after assurances that the rest of the siblings would keep an eye on Zingle did the Hinckemadge parents even agree to allow Zingle to embark on this adventure.

Zingle is a pottery artisan, designing and 'throwing' everything from simple stoneware bowls to intricate porcelain figurines. Some of Zingle's success stems from judicious use of innate magical abilities.
Perception +6, Darkvision
Languages Common, Dwarvish, Elvish, Gnomish
Skills Acrobatics(T)+5, Crafting(E)+7, Diplomacy(T)+5, Medicine(T)+4, Performance(T)+5, Survival(T)+4, Pottery Lore(T)+5; All other skills are Untrained.
STR +1 , DEX +1 , CON +2 , INT +1 , WIS +1 , CHA +2
Items Shortsword, Dagger, Backpack, Bedroll, Candles (5), Chalk (10 pieces), Flint&Steel, Rations(5 days), Soap, Waterskin (full), Potter's Tools
AC 14
Saving Throws Fort +7, Ref +6, Will +4
HP16
Speed 25 ft
Melee Unarmed Strike: +4/ +0 / -4 [Agile, Finesse, Nonlethal] Damage: 1d4 Bludgeoning
Short Sword: +4 / +0 / -4 [Agile, Finesse] Damage: 1d6 Piercing (Versatile S)
Dagger: +4 / +0 / -4 [Agile, Finesse] Damage: 1d4 Piercing (Versatile S)
Ranged Dagger: +4 / +0 / -4 [Agile, Finesse, Range 10ft] Damage: 1d4 Piercing (Versatile S)
Spells Prestidigitation - 1st Level Cantrip cast as an Innate Spell Spell Attack+5; Spell DC 15

 

Something Bad Happened Here

The four of you are on your way to the village of Feybridge Crossing - a small, mostly Human village deep in the Feywood. You've heard that there are opportunities there for artisans, especially artisans that don't mind the frontier life and the occasional excitement that could bring. You've also heard that the village really knows how to celebrate the Yule holidays, so you're trying to get there in time for the festivities.

You are traveling on a road through the Feywood. It is getting late in the day, but there are still a few hours before sunset. You estimate you are maybe a day or two away from your destination when you come across the scene of a recent calamity. At a small clearing alongside the road that is obviously used as an overnight camp for travellers, you see signs of a struggle. A small tent stands empty. A kafay (coffee) pot lies toppled into the now-cold campfire. But the most distressing sign are the two children's toys: a fabric doll and a carved wooden horse on a wheeled platform with a pull-string. These are discarded on the ground near where tracks show a wagon was hauled off into the forest away from the road. Your estimate is that whatever happened here occurred last night or early this morning.

Let the party decide what to do. Looking for tracks or attempting to determine what sorts of creatures and folk were involved - and how many - should provide them with some clues (but not too many!) Do not discourage them from associating the discarded toys with the potential for children in danger, but as this is not truly the case, don't actually suggest this either.
Pathfinder 2e Gamemaster Hints
A Investigation (DC12) check will allow the party to find one set of human-sized footprints (bootprints, actually), and what appear to be several sets of some other kind of print - definitely not human, but not a wild animal either. If an Investigation (DC15) check is passed, the investigator can determine that the extra prints belong to at least four or five goblins.

No check is necessary to identify where the wagon was led off into the forest, nor to follow the trail of broken undergrowth that marks its path deeper into the woods.
 

 

The Settlement in the Forest

If the party is using any sort of caution at all in following the clear path of the wagon through the forest, they will detect the presence of a settlement ahead long before they actually see it.

As you make your way through the forest, following the path of wheel tracks and broken foliage left by the wagon that was driven through the undergrowth, you begin to hear the sounds and detect the scents of some sort of camp or settlement ahead. Cooking aromas are carried on the breeze - not just roasted meats either... the distinct aromas of spices can't be missed. You hear occasional shouts and bursts of laughter. You also hear many high pitched squeals and shrieks, but can't tell whether they are sounds of joy or the wails of somebody being tortured.

If anyone in the party speaks Goblin, they will be able to identify this as being the predominant language heard in the shouts. Let the party decide on how they wish to handle their final approach to the settlement.

There are several ways it can go. If you are running this for a party in an existing campaign, they may feel they're strong enough to simply storm the village and free the merchant. They may or may not attempt to stealthily scout the situation before choosing a course of action. Or they could simply march in as if they were entering any other village along a road. If you are using the supplied Gnome characters, the players should realize they are not strong enough for a direct assault.

Depending on their approach, provide one of the following descriptions, then proceed directly to the overall description of the camp.
Sneaking a Better Look...
As you pick your way closer, using trees and shrubs for cover, you finally see the settlement ahead. Definitely goblins! There are a few standing around the edges of the encampment with spears. They could be guards, but they're more intent on watching the antics of the Goblin children racing around. Most of the children seem to be either waving around or closely clutching some sort of toy or doll.
Just Barging In...
As you march toward the edge of the settlement, your presence is detected by two Goblins holding spears. They had been focusing their attention on the children racing around the camp until they heard your approach. They quickly move to block your path, holding their spears at the ready - but not in any particularly agressive or threatening way. One asks another, "Are they invited to holiday party, too?"
The Rest of the Scene...
The settlement consists of six crude huts constructed of logs and branches placed around a large central fire. Other logs are placed to provide seats around the large central firepit. Two roasting deer carcasses on spits, and several large, dented metal pots placed at the edge of the fire are being tended to by four goblin cooks. Several others male and female adults are sitting in front of the huts or on one of the logs placed near the fire. At the edge of the firepit, there is a large wooden platter that has a number of small roasted birds and animals on it - some with parts already torn away.

One of the several Goblins seated on a wooden barrel by the fire is larger than the others - a big taller and most definitely fatter. He wears an antlered hat or cowl of furry animal hide and appears to be the one in charge. He holds a wooden drinking cup in one hand, and a half-gnawed roasted leg of something in the other. A lone human stands before him, apparently pleading with him. This human is well and warmly dressed, and is not restrained in any way. He does not appear to be harmed, nor is he closely guarded. The wagon you've been tracking is between two of the huts on the far side of the settlement. Many crates and barrels have been unloaded from it, and several have been broken into.

All in all, you make out approximately thirty adult Goblins, and a good number of children as well.

Show the party the picture of the pleading human. Describe him as slightly heavy-set, with snow-white hair and well-trimmed beard. His clothing is a rich red, trimmed with white fur. His boots are polished black. Use any other Santa Claus/Father Christmas comparisons you would like.

Initially, it will be difficult for the party to hear clearly what the human is saying, but they will catch snippets in the common tongue. They'll hear the human utter phrases like, "...have to let me go. They're counting on me!", "...the children!". Between bites of meat and gulps of whatever is in the cup, the Goblin chieftain will reply - in common - things like, "...our turn for good holiday things!", "...this your village now!"

If the party openly approaches the settlement peacefully, and state they intend no aggression, they will be admitted to the village. One of the guards will add, "Gonna be good party! New friend bringed lots of presents!"  

The Situation

Once the adventurers gets into the village, and assuming that any combat is resolved and there are people left alive on both sides, it is likely that the party will demand - or at least suggest - that the merchant be freed. During the course of the "negotiations" that follow, the adventurers should discern the following information:

  • This Goblin settlement has some trading contact with the village of Feybridge Crossing less than a two-day journey away. They trade animal skins for metal tools, knives, cooking implements, and the like. During their contact, the Goblins have seen the festive way that the Humans in the village celebrate Yule with special feasts and gift-giving.

  • They also noticed that this trader, who gives his name as Nick Gringle, arrives just before the holiday every year with a wagon full of goodies. He distributes toys to the village children. He brings kafay (coffee) and cooking spices that make the feasts even more special.

  • The Goblins feel "left out", and decided that this year, it would be their turn to have a memorable holiday celebration. So they kept an eye out for the arrival of Nick, and kidnapped him and his wagon when he appeared on the road headed for Feybridge Crossing. The toys that Nick was transporting have been distributed to the Goblin children (and some adults). The cooking spices are being used - sometimes correctly but more often excessively and in odd combinations - in the foods being prepared right now.

  • The Goblins have every intention of letting Nick go after the Yule celebration, but they are having such a good time that they are starting to think that Nick has been supplying holiday cheer in Feybridge Crossing long enough, and from now on he should plan on bringing his wagon to the Goblins each year instead.

  • The Goblin chief, named Sturburg, will be quite forthcoming in explaining all this. He will also be quite hospitable, inviting the party to enjoy the 'wonderful food things' that are laid out by the fire. For his part, Nick will be more exasperated than angry. He wants to be upset, but the sight of children - even Goblin children - having such fun is softening his spirit. He is, however, anxiously hopeful that the adventurers can help extricate him from this situation - preferably while there are still some goodies on his wagon to bring to Feybridge Crossing. He will explain that he was born there. While he now makes his living - a quite good living - trading further north, he always comes home for the Yule holiday to visit with family and old friends. And when he does, he brings things to make the holiday special.

    Sturburg should make clear to the adventurers that he has never seen his Goblins as happy as they have been since Nick came to visit - and he would like to keep them that way. At the same time, he doesn't want to start any sort of open hostilities with the nearby Humans, so if the party could help figure out how to resolve this with winners all around, he too would be grateful.

    The Gamemaster should also make it obvious that as much as the Goblins seem to enjoy experimenting with the foods, spices, etc., it's the toys that have them fascinated the most. The simpler ones - fabric dolls and wood-carved animal figures - have been given out to the Goblin children, there are some more intricate pieces that the adults are fascinated by as well.

    Disaster! And Opportunity!

    As Sturburg finishes his explaining things as he sees them, he reaches behind himself for a mechanical toy that he claimed for his own: a horizontal set of windmill blades that turn some gears and a shaft which in turn spins a carousel of four unicorns. The whole thing is painted in rich colors. He blows on the windmill blades to demonstrate how the carousel turns. "Goblins like moving things, but never thought of this!" he adds.

    As the chief proudly holds his new cherished possession up for the party members to see, a young Goblin boy child suddenly come racing through the assembled group, bumping the chief and knocking the carousel to the ground. Several pieces break, and the toy no longer works. At the same time, a loud sob swings the attention of the adventurers to a small Goblin child holding a stuffed fabric doll in her hands - the body in one hand, and the torn-off porcelain head in the other. "Grazzy killed her!", the little Goblin child wails.

    This is an opportunity for the party members to make use of their crafting skills! They could offer to repair the broken toys, and if they are successful in doing so, the goblin chief will be far more receptive to any helpful suggestions they might offer.

    Pathfinder 2e Gamemaster Hints
    The carousel toy can be repaired, and the doll's head restored to its body, with successful Crafting (DC15) Checks by the Hinklemadge sibling with the appropriate skills. Zingle's Prestidigitation will repair the chipped and cracked porcelain of the doll's head. One adventurer can Aid during the Crafting checks, granting the appropriate bonus to the check roll.
     

     

    Resolving the Problem the Unpleasant Way

    One way the adventurers could attempt to resolve the standoff and secure Nick's freedom would be to use intimidation skills to convince Sturburg to release Nick. They might threaten the goblin chief with thier own attack. More likely, though, is a warning that the nearby humans won't be happy when they find out what happened to Nick - and their holiday. This will almost certainly not work, though, unless they are extremely lucky with their die rolls.

    Pathfinder 2e Gamemaster Hints
    Sturburg is pretty sure of himself, being backed up currently by a village full of Goblins. But a successful Intimidation (DC19) skill check will get Sturburg thinking nervously about the Humans, but it will take continued effort and a second - and consecutive - check of the same type to get him to reluctantly agree to release the trader.
     


    If this approach is taken, and the adventurers succeed, the Goblin chief will reluctantly release Nick, but he will not release the wagon or any of the goods. He will mutter, "Human rich... can get another wagon." before dismissing the adventurers and merchant with a hand wave. Then, muttering again about "ruined holiday... no fun", he will start shouting orders in Goblin to break up the celebration going on.

    The party can take this as a "win" and escort Nick out of the village, or they can try to further improve the situation they're leaving behind.

    Resolving the Problem the Pleasant Way

    Another - and more favorable - approach would be for the adventurers to attempt to use diplomacy/persuasion skills. They can try this immediately, or could switch to these tactics after the Intimidation attempt fails - or even after it succeeds but leads to unhappy Goblins.

    In this approach, they might suggest that Nick will be happy to give them a good holiday each year as well, but Nick will not be overly eager to agree to this. Separate diplomacy/persuasion checks will be required to get him to agree to this.

    But if the adventurers have succeeded in repairing the chief's new toy, Nick will offer a counter-suggestion: that the adventurers work for him as toymakers. Living in either the Goblin settlement or nearby Feybridge Crossing, they would make toys, and Nick would see that they're delivered to children in both locations. Perhaps he could even expand his reach and provide toys for the children of other villages as well.
      Pathfinder 2e Gamemaster Hints
    If the party has repaired the toys, and if they agree with Nick's suggestion, no skill checks are required. Everybody ends up happy, and the best possible outcome of the adventure has been achieved! Congratulate the players (and give them each a Christmas Cookie!)

    If they have not repaired the toys, but come up with this suggestion themselves, Nick and Sturburg will both look warily at the group and ask them to prove their skills by fixing the toys!. As long as they make a good enough effort to do so, proceed as if they had done so in the first place. Congratulate the players (and give them each a Christmas Cookie!)

    If the party is trying the diplomatic approach, but has not succeeded in demonstrating their abilities regarding the toys (either refusing to do so, or critically failing an attempt), a Diplomacy (DC14) skill check is needed to get Sturburg to agree, and second one (same DC) is needed to get Nick to go along as well. As long as the party didn't critically fail an attempt to repair a toy, their efforts gain them a +2 bonus on these checks - Nick will make some comment about practice making perfect. If these two checks succeed, congratulate the party for successfully solving the Adventure (but no cookie this time!)
     


    If this attempt succeeds, Sturburg agrees to let Nick go immediately, and directs his Goblins to pack up whatever hasn't been distributed yet. He will also invite the group to stay the night to enjoy their Yule celebration (which they either accept or graciously decline without penalty.)

    Nick will be down a few toys and a few gift bags of groceries this year, but there will still be enough for Feybridge Crossing to enjoy the holidays as well. It will be a good holiday time for all involved.

    NPC Descriptions and Statblocks

    Nick Gringle

    Nick is a Human merchant, aged 58 years. He was born in Feybridge Crossing, but he has made his fortune plying the sometimes dangerous trade route between Laketon (a large town about two weeks north of where the adventure takes place) and the City of Endmere much farther to the north.

    As a merchant who deals extensively with folks in the Endmere, the home city of the Gnome adventurers, he will have heard of the Hinklemadge Family and will know of their skills in pretty much any artisan craft they try their hands at. This is why he is willing to consider an amicable solution to the current dilemma involving the "hiring" of the Gnomes as his new toymakers/crafters.

    Nick should be played as exasperated, but not belligerent. He's very kind hearted and fair - the type that always looks for silver linings in dark clouds. He understands what Sturburg intended, and he's frustrated that he can't get the Goblin to see that this situation just makes Nick's own family and friends sad, worried, and ultimately disappointed.

    Pathfinder 2e Nick Gringle the Merchant Statblock
    Nick Gringle Merchant 5
    Unique NG Medium HumanoidHuman
    Nick is a Human merchant, aged 58 years. He was born in Feybridge Crossing, but he has made his fortune plying the sometimes dangerous trade route between Laketon (a large town about two weeks north of where the adventure takes place) and the City of Endmere much farther to the north.
    Languages Common, Dwarvish, Elven, Gnomish, Goblin, Sylvan
    Skills Crafting+12, Diplomacy+16, Performance+12, Society+10, Mercantile Lore+10
    STR +0 , DEX +1 , CON +0 , INT +3 , WIS +2 , CHA +5
    AC 20
    Saving Throws Fort +11, Ref +12, Will +13
    HP42
    Speed 25ft
    Melee Unarmed Strike: +9 / +5 / +1 [Agile, Fineisse, Nonlethal] Damage: 1d4 Bludgeoning
    Dagger: +9 / +5 / +1 [Agile, Finesse] Damage: 1d4 Piercing (Versatile S)
    Ranged Dagger: +9 / +5 / +1 [Agile, Finesse, Range 10ft] Damage: 1d4 Piercing (Versatile S)
    As a merchant who deals extensively with folks in Endmere, the home city of the Gnome adventurers, he will have heard of the Hinklemadge Family and will know of their skills in pretty much any artisan craft they try their hands at. This is why he is willing to consider an amicable solution to the current dilemma involving the "hiring" of the Gnomes as his new toymakers/crafters.   Nick should be played as exasperated, but not belligerent. He's very kind hearted and fair - the type that always looks for silver linings in dark clouds. He understands what Sturburg intended, and he's frustrated that he can't get the Goblin to see that this situation just makes Nick's own family and friends sad, worried, and ultimately disappointed.

    Goblin Chief Sturburg

    Sturburg is a 32 year old Goblin (middle aged for that race) who has been in charge of this small settlement for about six years. Goblins in Cartyrion are not inherently evil, but they are often misunderstood by other Folk of the world. Their efforts to gain acceptance and recognition often lead them to being dismissed as pests. They are quite capable of - and used to - living "comfortably" in conditions that Human-folk might consider squalid, but that doesn't mean they don't wish to enjoy greater comfort!

    Sturburg has visited Human towns before, including Feybridge Crossing. He's seen their Yule celebration and he's a little bit jealous. He wasn't thinking maliciously when he sent out his scouts to kidnap Nick... he simply wasn't thinking at all! He just wanted to see his people happy -- as happy as the Humans in Feybridge Crossing had been when Nick brought all his goodies there.

    Sturburg should be played as thoughtful, but not strategic, concerned for his people, and stubborn once he's made up his mind.

    Pathfinder 2e Goblin Chief Sturburg Statblock
    Chief Goblin Sturburg Creature 1
    Unique CN Small HumanoidGoblin
    Sturburg is a 32 year old Goblin (middle aged for that race) who has been in charge of this small settlement for about six years. Goblins in Cartyrion are not inherently evil, but they are often misunderstood by other Folk of the world. Their efforts to gain acceptance and recognition often lead them to being dismissed as pests. They are quite capable of - and used to - living "comfortably" in conditions that Human-folk might consider squalid, but that doesn't mean they don't wish to enjoy greater comfort!

    Sturburg has visited Human towns before, including Feybridge Crossing. He's seen their Yule celebration and he's a little bit jealous. He wasn't thinking maliciously when he sent out his scouts to kidnap Nick... he simply wasn't thinking at all! He just wanted to see his people happy -- as happy as the Humans in Feybridge Crossing had been when Nick brought all his goodies there.
    Perception +5; Darkvision
    Languages Common, Goblin
    Skills Acrobatics+6, Athletics+6, Diplomacy+4, Intimidation+5, Nature+5, Society+3, Stealth+6
    STR +3 , DEX +3 , CON +2 , INT +0 , WIS +0 , CHA +2
    Items Dogslicer, Leather Armor, Carousel Toy
    AC 17
    Saving Throws Fort +7, Ref +8, Will +5
    HP18
    Speed 25ft
    Melee Unarmed Strike: +8 / +3 / -2 [Agile, Finesse, Nonlethal] Damage: 1d4 Bludgeoning
    Dogslicer: +8 / +3 / -2 [Agile, Backstabber, Finesse] Damage: 1d6 Slashing
    Sturburg should be played as thoughtful, but not strategic, concerned for his people, and stubborn once he's made up his mind.

    Goblin Adult (Guard, etc)

    Goblins are not inherently evil or cruel in the world of Cartyrion. They are not "Human-eating savages". They're just Folk like any other - Elves, Dwarves, Halfling or Human - who try very hard to be accepted by others as equal and worth having around. Unfortunately, they usually aren't successful at this, and are often considered pests. Many of the inhabitants of this Goblin village have been to Human towns and villages; some have even lived in them for a time. But they're more comfortable here, among others that appreciate them. They trust their village leader, Sturburg, and will do what he tells them to do.

    If the party interacts with anonymous individuals (or extensively with the "guards" at the village edge), they should be played as simple folk. They do their jobs... they try very hard not to disappoint anyone, especially not their leader! If they do get "violent", it's more likely because of over-enthusiasm rather than cruelty.

    Pathfinder 2e Goblin Villager Statblock
    Goblin Villager Creature 0
    Common CN (varies) Small HumanoidGoblin
    Adult Goblin villagers are like any other village Folk on Cartyrion - they want to live their lives as comfortably as possible... ensure their basic needs are provided... raise their children... Goblins, like every other race on Cartyrion, are not inherently "evil"; individuals can range across all alignments.
    Perception +2; Darkvision
    Languages Common, Goblin
    Skills Acrobatics+5, Athletics+2, Nature+1, Stealth+5
    STR +0 , DEX +3 , CON +1 , INT +0 , WIS -1 , CHA +1
    Items (Dogslicer and Shortbow) or Spear, Leather Armor
    AC 16
    Saving Throws Fort +5, Ref +7, Will +3
    HP6
    Speed 25ft
    Melee Unarmed Strike: +2 / -2 / -6 [Agile, Finesse, Nonlethal] Damage: 1d4 Bludgeoning
    Dogslicer: +2 / -2 / -6 [Agile, Backstabber, Finesse] Damage: 1d6 Slashing
    Spear: +2 / -3 / -8 Damage: 1d6 Piercing
    Ranged Shortbow:: +2 / -2 / -6 [Deadly d10, Range 60ft, Reload 0] Damage: 1d6 Piercing
    Spear: +2 / -3 / -8 [Range 10ft] Damage: 1d6 Piercing

    Final Note for Gamemasters

    The given names of the Gnome player characters were taken from the names of elves seen in the 1970 Rankin/Bass stop-action holiday classic "Santa Claus is Comin to Town". The name of the goblin chief was inspired by another character in the same feature: the miserable village mayor Herr Burgermeister Meisterburger. The Gnome's surname is a tribute to another children's holiday classic: the 1969 Rankin/Bass animated Frosty the Snowman, in which the evil magician's name is Professor Hinkle.

    If the Players can recognize and cite all of these references, it should be worth an Inspiration Point (D&D) or a Hero Point (Pathfinder), or whatever is equivalent to allow them second chances on bad rolls that occur during play.

    Comments

    Please Login in order to comment!
    Dec 3, 2022 07:16

    Wow, not only characters, but encounters in 3 different systems. great job RPGDinosaurBob! I appreciate any callback to the Rankin/Bass classics and once I made it to the end fully support the rewarding of players who recognize the easter egg.

    Feel free to stop by some of my WorldEmber articles if you want. My favorites are The Book of the Unquiet Dead, Outpost of the Moons, and The Emerald Hills. Feedback is always appreciated.
    Dec 5, 2022 14:46 by Bob O'Brien

    Thanks! (I'm still getting the last of the statblocks translated into PF1 and D&D from the "original" PF2., but they'll all be there soon. This project has forced me to build a rudimentary 'translator' for statblocks. It isn't perfect, but it's doiing the job.

    Check out my latest efforts:
    Laurels & Loot is a new, lightweight TTRPG rules system that hearkens back to the early days.
    The Forgotten Academy is a mega-dungeon being created for the #Dungeon23 Challenge
    Jan 13, 2023 13:58 by Bob O'Brien

    In light of the recent developments regarding WotC and their intentions related to the Open Gaming License (OGL) v1.0a - under which this adventure was originally published - I have removed all references to game rules and statblocks related to the TTRPG product published by WotC. The Paizo Pathfinder 2E gamemaster materials remain.

    Check out my latest efforts:
    Laurels & Loot is a new, lightweight TTRPG rules system that hearkens back to the early days.
    The Forgotten Academy is a mega-dungeon being created for the #Dungeon23 Challenge
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