Hello Holiday Friends and Gamers,
This is an adventure for One-Shot Party: The Simplest RPG.
The players are toys that wake up in an abandoned Santa’s workshop. It’s up to them to save Santa and the holiday season.
Starting – The shop
The Group starts in an old-fashioned woodworking workshop. There’s paint, tools, wood, and lots of cobwebs.
There’s also a large design table with a fresh pad of paper.
There are two doors. One leads to the outside and the other leads to a small bachelor’s apartment.
Anything they draw on the piece of paper becomes real.
There’s also a large filing cabinet that has letters from every child in the world along with a list.
There are tunnels that lead to all three buildings. Search of 8 to find them.
This is a spartan apartment with cot against the wall and a small kitchen. The kitchen has a large pantry cabinet, a counter, and a wood stove. There are some pots and pans in the cabinet. There’s one set of plates and utensils.
Search 4: They find a hidden panel in the wall with a diary. The diary says: “We think we’ve figured it out. The clock is the key.” Followed by either gibberish or code. (Mind 9 to figure out it’s instructions for winding the clocktower.)
Enemies: Polar Bear
Outside the small building is a land of snow and ice bathed in complete darkness. The only light being the dim reflections of the Aurora on the snow.
There are two other buildings. A large Clocktower, and a Stable. There’s also a lake.
When the characters leave a building there’s a chance they are seen by a hungry polar bear. Unless they are actively sneaking, flip a coin to decide.
Enemies: Feral Reindeer
These stables are both well kept and well built. There are eight pens with 7 reindeer. They are well fed, clean, and very friendly. There’s also a large red sled that seems equally as well taken care of.
The empty pen shows signs of a struggle. Scratch marks and hoof prints.
The feral reindeer is hiding in a dark corner takes a flip of 5 to see them.
If they don’t see them, the reindeer attacks as they leave.
Enemies: The Kraken
The frozen lake has one lonely but devoted gardian. The Kraken is there to protect the pole and stop the toys from escaping.
It is quite gentle with them but firm.
The clocktower radiates power. It has an ornate brass door with clocks and time imagery carved into it. The words, “You must stop to go” are carved in wood over the door.
The clock face seems to glow from the outside. It chimes every 15 minutes.
Inside there’s just a staircase going up nearly 100 metres or just over 300 feet.
At the top there is a room filled with gears but with a small platform. The platform has a couch and two large levers.
One lever Stops the clock and one will make it go forward or backward. (This actually stops time or moves it.)
The entire area was built by Saint Nick an ancient wizard. It’s self sustaining. Before he could use it, however, he was attacked by Anti-Clause and his last action was to cast a spell that would animate a group of toys to finish his mission.
|Polar Bear||Feral Reindeer||Kraken||Anti-Clause|
|Abilities||Bite 1||Gore 1||Squeeze 1||Laser Eyes 2|