Merry Hexmas! There's a blog bandwagon up, and I've feeling extra hex-y this holiday season, especially for some Rankin/Bass Christmas cheer (or lack thereof in this case). It's a community project, so go check out the other blogposts too (I've linked quite a few here, but not all). If you link up one of your hexes next to mine, message me on Bluesky and I'll update my hex connections!
- North: Jinglebell Barrens
- North-east: Talking Wishing Well
- North-west: Snomes
- South: Orcish Toy Factory
- South-east: The Sleeping Slopes
- South-west: The Silver Steppe
Entering this Hex: All points of interest can be seen. An icy river cuts across this landscape of snowy hills.
A. Sadtown. A sooty, bleak town with a blazing bonfire in the center
B. Blues Rock Prison. A towering jailhouse, encrusted with translucent ice pillars.
C. Gingerbread House. A small cottage by the frozen river.
Sadtown
The road into town is lined with spears hoisting pickelhaube helmets. Townfolk look forlorn and without hope, barely regarding strangers. Soldiers, dressed sharply, look on aimlessly as they patrol the town. Only Corporeal Grim will interrogate strangers (the party).
Once a joyous village, Miser Master began to enforce his "Law of No Cheer," forcing townsfolk to give up their toys and frivolity to focus on work. Strangely Germanic.
Locales
- Bonfire - crackling golden red flame burns in the center of town. A pile of toys burn, as their holiday magic igniting in golden hues. Children look on with sadness. Corporeal Grim monitors the square, making sure no "fun" is a foot.
- Burning toys - Ever since the Miser Master has implemented his ban on holiday cheer, townsfolk have been forced to sacrifice their toys.
- Ritual - arcane runes are carved into the cobblestones ringing the bonfire, only visible on close inspection. Burning toys in the ritual circle channels their Christmas cheer into Miser Master's Snow Globe, powering it.
- Town Hall - an imposing gothic structure. Inside, Miser Master, lord of Sadtown, holds court. Townsfolk grovel, while a dozen elite soldiers look on with steely eyes. Miser Master gripes his Snow Globe as couturiers beseech him. He has grown cruel and megalomaniac with power.
- Who is in court?
- A salesman from the Babbling Baboon argues his products aren't toys, they are "toy-like objects." (They also don't have Christmas cheer)
- Representatives from the Trademark Megacorp Factory presuade Miser for the law to allow their candy canes, fresh from the Candy Cane Forest. Their slick presentation, ability to suck-up to higher-ups, and generous bribes are convincing.
- A captured Elf (from the Ironwork's Tiny Bronco crew) is being sentenced to imprisonment in the Blues Rock Prison.
- A scout reports on conditions at the Orcish Toy Factory. Miser Master muses on launching a raid.
- A villager pleads to keep his souvenirs from his vacation at the Mooncap Manor.
- Miser Master berates a scout, winded and doubled over panting for failing to capture this rumored "Gingerbread Man."
- Quest: Miser Master pays bounties for any captured toy-making elf (500 gp) or any toys (50 gp per 1 slot).
- Orphan Asylum - Children huddle at the windows at the approach of newcomers. They sit on the floor, playing with sticks, stones, and rat bones. A stout young woman, Miss Jess, takes care of the orphans as best she can. A portion of the orphanage is cordoned off for the "sick ones."
- Children's toys - while most of the children have naught, some have real toys. They are extremely secretive with these, but have a glitter of wonder about them.
- "Sick Area" - hidden away behind curtains, an injured elf lies in a sickbed. Miss Jess nurses Christopher Klautz back to health while evading the wrathful eye of Miser Master. Klautz pays back the favor with toys for the children, made with his elf magic.
- Quest: Find a way to provide for the children (food, toys, cash) or a way to heal Christopher. No rewards (except thanks).
Dramatis Personae
- Corporeal Grim - the only competent soldier in the town. A keening eye, an wagging finger, and a well-pressed suit. His curly mustache is a popular style in town.
- Wants: Order, neatness. Someone else competent to work with.
- Fears: Being perceived as foolish.
- Mannerism: Indifferent to suffering, mild mannered.
- Miser Master - an old, large man with an almost skeletal face, ruler of Sadtown. He enforces his "Law of No Cheer" with an iron fist. Secretly, this sorcerer siphons Christmas magic by ritually sacrificing toys. He rarely leaves his throne in the Town Hall.
- Wants: Power, his ego stroked. To be the happiest person because everyone else is miserable.
- Fears: A rebellion or up rising. For his grasp on power to slip.
- Mannerism: Grouchy, ranting, megalomaniac.
- Miss Jess - A young, red-haired woman, who runs the orphanage by herself. Dressed simply by necessity, she gives more than she has. Seen as a saint by the villagers, though barely tolerated by Miser Master.
- Wants: the children to have toys again. To fall in love with Christopher.
- Fears: Christopher being found out. The orphans to be abandoned.
- Mannerism: A patient, understanding school teacher.
- Christopher Klautz - a (tall) elf who injured himself falling off a rooftop. His bright-white hair sets him apart from the townsfolk. His presence is known to only Miss Jess and her kids.
- Wants: To make the children happy. To run away with Miss Jess.
- Fears: Being separated from Miss Jess.
- Mannerism: Overly enthusiastic, but full of cheer.
Snow Globe - a twisted pine staff with an orb filled with falling snow atop it. The pine bark is etched with gold. Powered by Christmas magic, enhanced by Miser Master's ritual.
- Once per day, the wielder can Scry anywhere is it currently snowing.
- The wielder can shake the staff to cause a mini-earthquake (DEX save or take d6 damage). Magnitude can be enhanced via Christmas magic.
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Blues Rock Prison
A fortress encrusted in clear, icy pillars. There's only two ways in: through the warden's well-watched front door or over the bone chilling frozen waterfall that springs from the center of the prison. The prison holds many of Miser Master's foes: elves, toymakers, small people he mistook for elves, etc. They toil away breaking ice. Some plan to use the waterfall, which runs from the prison's courtyard before crashing down outside, to make a daring escape.
Warden Icehole guards the prison, on Miser Master's payroll. Too big for his britches, he likes to brag and give tours around the facilities. His lack of care is somewhat justified -- he's hired 6 Yetis to guard the prisoners. He's found they can be well trained if incentivized with reindeer haunches.
Hardrock "Brass Bells" Verdi has a plan to escape though. Hardrock, his tattoo artist Jo, and a few other of the fellas have figured out they can break out if they can somehow 1) break down the portcullis blocking the waterfall, 2) surf out on an ice float, and 3) survive the fall. All while managing to avoid the Yetis.
Without outside assistance, the plan will fail.
- Jo will be caught chiseling away at the portcullis and devoured by Yetis.
- The ice float will work, but it will be so cold, the crew will get pneumonia as they chisel it.
- During the escape, the Yetis will catch half the crew. The other half will not survive the fall to the bottom of the waterfall.
Other interesting prisoners:
- A Jack-in-the-box: Sentient, longs to return to the Ilse of Misfit Toys.
- A Ceraphalophore: Named Berilark, he holds in head in his hands while he sighs sad poetry. Arrested for "strange behavior," he's not quite sure what's happened to himself.
- A swearing penguin.
- A Baker. She's afraid of his creation, the Gingerbread man, has gotten free. She knows the Man's weakness: he can't cross running water (and will ask for a ride & be easily captured).
- A big pile of snow. Previously a Snowman, his heart grew too warm.
- A dozen kids. All really quite cold, they promise they aren't elves and promise to they'll be good this year.
Gingerbread House
A frozen river trickles by a candied cottage. The otherwise plain cottage is decorated with giant gumdrops and candycanes. Outside, a young man (?) cheerfully carries firewood.
The Gingerbread Man (Stats for Carin) 4 HP 8 STR 18 DEX 10 WIL Rolling Pin (d6)
- You can't catch me! - The Gingerbread Man can move 90' per round.
- Nimble - characters making ranged attacks against the Gingerbread Man must make DEX saves to deal damage successfully.
- Crumbly - Whenever the Gingerbread Man takes STR damage, he loses a limb at random.
The Gingerbread Man, the final creation of the imprisoned Baker, is an immature delinquent. He will laugh and run and run. If ignored, he will grow frustrated and start to launch drive-by attacks with his rolling pin. Around his neck is a Gingerbread Cog, stolen out of boredom.
He cannot cross the river, though will gladly accept a ride on someone's back to cross. The ice is thin and water freezing, making crossing extremely dangerous.
Gingerbread Limb - Eating part of the gingerbread man imbues the effects of Haste on the eater for d6 turns.
Gingerbread Cog - A stolen part from the Weather Advancement Institute's Gingerbread Mecha. Needed to repair Knee #3.
Rolling Pin (d6) - While functional as a club, using this pin to bake creates sentient pastries.
Inside the cottage -A stove loaded with gingerbread limbs, unbaked and poorly made. The stove's fuel is empty. Amongst crayon drawings of happy gingerbread families, there is a blueprint for putting all the gingerbread pieces together to form a gingerbread man.

