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Adventures in Wonderland

A Sourcebook for OGL R oleplaying Games Roleplaying

By Michael J. V arhola, Shane O Connor , Varhola, OConnor Connor,


and the Skirmisher Game Development Group

Adventures in Wonderland
A Sourcebook for OGL R oleplaying Games Roleplaying
Skirmisher Publishing LLC
499 Mystic Parkway Spring Branch, TX 78070 Website: http://www.skirmisher.com Interactive For um: http://www.skirmisher.com/forum Forum: Game Stor e: http://skirmisher.cerizmo.com Store: Email: d20@skirmisher.com Authors: Michael J. Varhola, Shane OConnor, and the Skirmisher Game Development Group Publishers: Robert Mac McLaughlin, Michael J. Varhola, Geoff Weber, and Oliver Cass Editor -in-Chief/Layout and Design: Michael J. Varhola Editor-in-Chief/Layout 4E Rules Consultant: Jim Clunie Ar tists: Peter Newell, Arthur Rackham, Charles Robinson, John Tenniel Artists: PDF Publications Manager: Jessica McDevitt This book is published under Open Game License version 1.0a. Wizards of the Coast is a registered trademark of Wizards of the Coast Inc. and is used with permission. Designation of Open Game Content: Open Game Content may only be used in accordance with the terms of Open Game License version 1.0a, which is found on page 129. All text and tables in this book other than the Introduction, Appendices, Skirmisher product lists, and art are designated as Open Game Content and may be used pursuant to the terms of Open Game License version 1.0a. Designation of Product Identity: Product Identity is not Open Game Content. The following is hereby designated as Product Identity in accordance with section 1(e) of Open Game License version 1.0a: Skirmisher Publishing and any and all associated logos and identifying marks, including all Skirmisher Publishing products and product line names; any and all artwork, designs, depictions, illustrations, maps, likenesses, symbols, and graphic designs presented in the context of this book; and any and all dialogue, incidents, plots, stories, storylines, thematic elements, and concepts contained herein. All contents of this book, regardless of other designation, are copyright 2010 by Skirmisher Publishing LLC. All rights reserved. Reproduction of non-Open Game Content contained in this work by any means without written permission from the publisher is expressly forbidden, except for purposes of review. This book is protected under international treaties and the copyright laws of the United States of America. Mention or reference to any company, product, or other copyrighted or trademarked material in no way constitutes a challenge to the respective copyright or trademark concerned. This book is a work of fiction and any resemblance of its contents to actual people, organizations, places, or events is purely coincidental. First PDF publication: March 2010. SKP E 1011.

Table of Contents
Introduction Chapter 1: W onderland Monsters and NPCs Wonderland
Animal, W onderland (T emplate) Wonderland (Template) Bandersnatch Card P erson Person Caterpillar Cheshire Cat erson Chess P Person Bishop Knight Pawn Rook Christmas P udding Pudding Duchess Piglet F amiliar Familiar Gryphon Hedgehog, W onderland Wonderland Jabberwock King of Hearts Knave of Hearts Mad Hatter Mock T urtle Turtle Queen of Hearts R abbit, W onderland Wonderland

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7 8 9 11 12 13 13 15 16 17 19 20 21 21 22 23 24 24 25 26 27 28

Chapter 2: W onderland Skills Wonderland Chapter 3: W onderland F eats Wonderland Feats Chapter 4: W onderland Spells Wonderland Chapter 5: W onderland Magic Items Wonderland Appendix I: W onderland Gazeteer Wonderland Appendix II: W onderland Adventure Hooks Wonderland Appendix III: R andom W onderland Items Wonderland Open Game License V ersion 1.0.a Version Skirmisher P roducts Products

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Introduction

onderland is a strange, sometimes creepy alternate world that incorporates aspects of a fairytale land, the elements of childrens nightmares, and a demi-plane of chaos. Game masters drawn to it in any way can adapt it and its denizens for any number of purposes, from brief quests into Wonderland, extended campaigns within it, or encounters with native monsters or characters who have somehow ventured out of it. Parties of very low to fairly high level could all be involved on such adventures, depending on the sorts of challenges and encounters a game master devises using the contents of this book.

As the name of this book suggests, it and its contents are based on and inspired by the contents of two Lewis Carroll books, Alices Adventures in Wonderland and Through the Looking Glass, to include the poems that appear within them. While some extrapolation has been necessary to fully flesh out many of the authors creatures, characters, and concepts, a significant amount of effort has been made to be true to his words and preserve his tone and atmosphere.

Visiting W onderland Wonderland


Wonderland can be entered by any of the ways alternate universes are visited, and portals of various sorts are the most common means for doing so. Documented examples of these include holes in the ground, mirrors that act as gateways, and wells, caves, wardrobes, and spaces underneath beds are all other likely possibilities. One area of Wonderland can vary markedly in appearance from another, and conclusions about one section of the plane cannot necessarily be drawn from the others. Portals of the above-mentioned sorts typically lead into very different kinds of areas (leading some people to conclude, albeit incorrectly, that they are actually different worlds). Areas like the homeland of the Queen of Hearts and her subjects appear quite conventional, parts of the land of the chess people are somewhat more bizarre, and Snark Island is actually dismal, rugged, and dangerous. A number of these areas, as well as some of the places through which visitors are known to have entered Wonderland, are described in this books Appendix I: Wonderland Gazeteer, and some of the kinds of adventures characters might have in or around them are suggested in Appendix II: Adventure Hooks. How the denizens of Wonderland react to visitors will depend on a number of things, to include how aggressive or threatening they appear to be. Those that appear innocuous such as children, animals like familiars, and maybe small folk like halflings might

variously be ignored, menaced, or threatened, but probably not attacked outright. There are, in fact, several documented cases of such creatures having visited Wonderland and returned to tell the tale. Frequently changing size is a typical experience of many visitors to and natives of Wonderland alike, and this can certainly have an impact on encounters. One of these is that for every size category larger than usual they are, a character enjoys a +2 bonus on Intimidate checks. Furthermore, if he is two or more sizes larger than creatures he is dealing with, this check is made automatically whether he likes it or not. A character can attempt to avoid this, however, by making an opposed Diplomacy check against their own Intimidate check. One of the other side effects of the alien world of Wonderland is that outsiders do not age when they are in it.

Acknowledgements
As with most such projects, a number of people other than the authors have made some contributions to this book. One of these is Lee Garvin, author of the ENnie-nominated OGL/Pathfinder Animal Players Handbook The Noble Wild, who provided material for both the Wonderland animal template and the Wonderland hedgehog. Another is Trent Troop of Oactavirate Games, who created the version of the Mock Turtle that appears in this book, and which was originally published in his companys Lethal Lexicon Volume 2. Art throughout this work was produced by both the artists who illustrated some of the original editions of Alices Adventures in Wonderland and Through the Looking Glass, along with some inspired by the places and inhabitants of Carrolls strange world.

Chapter 1: W onderland Monsters and NPCs Wonderland

onderland is home to many different sorts of creatures, among them real-world animals, mythological beasts especially those that might be found in heraldry or Empire-style furniture and architecture small native humans, and beings unique to the milieu. Many, but certainly not all, tend to be argumentative, rude, surly, or otherwise unhelpful. All, however, have ranks in Knowledge (local [Wonderland]) equal to 3 plus their HD, so if handled properly they might prove to be useful sources of information.

Animals of all types can be found in Wonderland. All such creatures are physically similar to their realworld counterparts, the major exceptions being that they have near-human intellects and that many have human-like hands and, therefore, the ability to use various sorts of objects. Some also wear various items of clothing. Most Wonderland creatures are pretty much deranged by normal standards, however, and interactions with them might thus be confusing or even disquieting (e.g., they may appear to have characters confused with other people and call them by their names rather than the correct ones). Many act as servants for various Wonderland humans. Mammals that can be found in Wonderland include rabbits and hares, mice, dormice, bats, ferrets, dogs and puppies, guinea pigs, panthers, cats, pigs, seals, and hedgehogs. Reptiles that can be found in Wonderland include lizards, frogs, and snakes. Birds that can be found in Wonderland include dodos, lories and parrots, magpies, canaries, geese, pigeons, ducks, larks, sparrows, flamingoes, and owls. Marine creatures that can be found in Wonderland include crabs, clams, oysters, shrimp, lobsters, fish both semi-anthropomorphic and otherwise sharks, jellyfish, whitings, porpoises, tutles, sole, and eels. Vermin that can be found in Wonderland include caterpillars and snails. Most such creatures have given names (e.g., Bill the Lizard). Mythological beasts, such as griffons, will typically be one size smaller than their typically fantasy-world counterparts. This will typically mean that they have -4 Str and Con and +2 Dex as compared to normal creatures of their sort, normal Wis and Cha for creatures of their type, and -2 normal Human Int. Humans native to Wonderland conform to the characteristics of Humans in other locations in most ways but one: They are only about half the height of normal people and size Small rather than Medium, giving them -2 to Str and +2 to Dex, and +1 on AC and attacks.

These include the Duchess, her Cook, the Mad Hatter, and the King, Queen, and Knave of Hearts. Beings unique to W onderland tend to be the strangWonderland est, most deranged, and most dangerous of all the sorts of creatures that might be encountered here. These include animate puddings, the horrible jabberwocky, card people, and some animals with specialized abilities.

WONDERLAND ANIMAL
The animals and insects of Wonderland often have human-like attitudes and, in some cases, appearances, which can make them seem odd or even disturbing to visitors. (An example of one animal to which this template has been applied is the Wonderland hedgehog that appears in this chapter).

Creating a W onderland Animal Wonderland


Wonderland animal is an inherited template that can be added to any animal or vermin. A Wonderland animal uses all of the base creatures statistics and special abilities except as noted here. Size and T ype: The creatures type changes to magType: ical beast, with the augmented subtype. Do not recalculate the creatures Hit Dice, base attack bonus, or saves. Special Qualities: A Wonderland animal has all the special qualities of the base creature, plus the following special quality: Vestigial Hands (Ex): Unlike most normal animals, many animals in Wonderland have vestigial hands that can be used to grasp objects. While their non-Wonderland cousins still have not grasped the higher concepts involved in using tools, such animals can use tools and weapons with only a -2 awkwardness penalty (provided they are of an appropriate size). Abilities: Roll 3d6-2 for the Wonderland animals Intelligence, -2 to normal Wisdom. Skills: A Wonderland animal gains skill points as a magical beast and has skill points equal to (2 + Int modifier) x (HD + 3). Treat skills from the base crea-

Adventures in W onderland Wonderland


tures list as class skills, as well as all Craft, Perform, and Profession skills. Feats: A Wonderland animal does not gain any feats from this template, but may wish to take the Improved Manipulation feat (see Chapter 3). Challenge Rating: As base creature +0. Perhaps the most reviled creature in all of Wonderland, the bandersnatch is a hideous creature that plagues travelers. Appearing like some mixture of a diseased chimpanzee and insect, a bandersnatch has a crumpled, compact frame set on stumpy little legs. Its gangly arms are longer than it is tall, and are tipped with wicked claws that can easily pierce even the thickest of branches in the woods where it likes to hide. Named for its tendency to snatch individuals and then bander away with them, the bandersnatch is viewed by the inhabitants of Wonderland as a contemptuous but very dangerous creature, and thusly avoided whenever possible. COMBA T COMBAT A bandersnatch is a spiteful creature that enjoys inflicting pain on others. Its lanky, emaciated arms allow it to have a 10-foot reach despite its squashed frame, which combined with its quick speed and climbing ability, allows it to ambush foes with startling proficiency. Typically, a bandersnatch will drop down on unsuspecting creatures, use its greater grab ability to snag one of them, and then whisk it away, trusting its quickness and shunned ability to shake off pursuers. It will typically then dispatch the individual, and leave pieces of him or her for the victims friends to find, before repeating the process. Bellicose Nature (Ex): A bandersnatch is far more ferocious than most aberrations. It has a base attack bonus equal to its natural Hit Dice. Gr eater Grab (Ex): To use this ability, a bandersnatch Greater must hit a Large or smaller creature with its claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A bandersnatch that only uses its claw to grapple an opponent so that it is not considered grappled itself takes only a -10 penalty on grapple checks. Frumious (Ex): A fuming and furious creature, the bandersnatch is able to attack with an otherworldly viciousness. When making a full-attack action, it may make iterative attacks with its claws. Shunned (Su): While not the most dangerous creature in Wonderland, the bandersnatch is perhaps the most reviled; even elemental forces such as magic and nature are loathe to acknowledge the creature. A bandersnatch is constantly under the effects of pass without trace and nondetection (CL 10th).

BANDERSNA TCH BANDERSNATCH


Medium Aberration Hit Dice: 11d8+33 (82 hp) Initiative: +5 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 22, touch 15, flat-footed 17 (+7 natural, +5 Dex) Base Attack/Grapple: +11/+15 Attack: Claw +16 (1d6+4/19-20) Full Attack: 2 claws +16/+11/+6 (1d6+4/19-20) Space/Reach: 5 ft./10 ft. Special Attacks: Greater grab Special Qualities: Bellicose nature, darkvision, frumious, shunned Saves: Fort +8, Ref +8, Will +8 Abilities: Str 18, Dex 21, Con 16, Int 7, Wis 12, Cha 5 Skills: Climb +14, Hide +8, Jump +11, Move Silently +8, Survival +4 Feats: Aura of Chaos*B, Great Fortitude, Improved Critical (claw), Improved Natural Attack (claw), Weapon Focus (claw) Envir onment: Wonderland Environment: Organization: Solitary Challenge Rating: 8 Treasur e: Standard easure: Alignment: Chaotic Evil Advancement: 12-15 HD (Medium); 16-24 HD (Large); 25-33 HD (Huge) Level Adjustment:

Chapter 1: W onderland Monsters and NPCs Wonderland


CARD PERSON
Card people are one of the strange races native to Wonderland. They are, in fact, living playing cards, and each bears an appropriate number of standard symbols, Hearts, Diamonds, Spades, or Clubs. They are the servitors, soldiers, courtiers, and even children of Knaves, Queens, and Kings, Face Cards that conform to the characteristics of Wonderland humans rather than card people. Such beings are organized into a strict hierarchy, with Deuces (2s) at the lower end of the spectrum and Aces (1s) at the upper end. In keeping with the arcane organization of such beings, an Ace can even sometimes veto, or trump, the orders of a Face Card. Furthermore, card people often segregate which symbols perform which duties: Spades are often fighters, rangers, or experts, Clubs tend to become clerics, Hearts tend to be rogues, bards, or aristocrats, and Diamonds are often wizards. COMBA T COMBAT Like other humanoids, Card People typically use weapons in combat. While members of any suit might be found with any sorts of arms, Clubs tend to be armed with maces and other sorts of blunt weapons and Spades with swords. Car d People T raits (Ex): Card people possess the folCard Traits lowing racial traits. 2 Strength, +2 Dexterity. Small size. A Card persons base land speed is 20 feet. A Card person may make Knowledge (local [Wonderland]) checks untrained, and has a racial bonus to such checks equal to 3 plus its HD/level. Because they are made to a great extent of cardboard-like tissue, Card people suffer at 4 penalty on saving throws versus any effects that involve fire (including attempts to avoid catching on fire). Card people take 1d6 additional damage from flaming weapons or attacks like torches or a fireball spell. Card people suffer at -4 penalty on saving throws versus any wind-based effects that might result in them being blown away or the like. Card people have damage reduction 2/slashing. A Card person always has a number of levels equal to the number of symbols it bears, minus 1, with the exception of Aces, which have 10 HD/levels. A Card person can always take Craft or Profession as class skills. A Card person receives a natural Armor Class bonus equal to the number of symbols it bears, which are resistant to damage and provide it with some protection (with the exception of Aces, which receive +11). Automatic Languages: Common. Bonus Languages: Draconic, French, Latin, Sylvan. Favored Class: Fighter. The Card Person sample Warrior presented below had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. The sample Fighter had Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

Adventures in W onderland Wonderland


Car d Person, 1st-Level W ar rior Card War arrior Small Humanoid (Card Person Deuce of Spades) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 Base Attack/Grapple: +1/3 Attack: Greatsword +3 melee (1d10/19-20) Full Attack: Greatsword +3 melee (1d10/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Card person traits Saves: Fort +3, Ref +1, Will 1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Intimidate +2, Knowledge (local [Wonderland]) +4, Profession (gardener) +3 Feats: Weapon Focus (greatsword) Envir onment: Wonderland Environment: Organization: Hand (5-7), Suit (13), Pack (52) Challenge Rating: e: None Treasur easure: Alignment: Usually neutral Advancement: Level Adjustment: When not required for military duties, lower-level Spades often do other sorts of work around the official places of Wonderland (e.g., painting roses and otherwise serving as gardeners in the Queen of Hearts croquet ground). Card Person, 10th-Level Fighter Small Humanoid (Card Person Ace of Clubs) Hit Dice: 10d10+10 (60 hp) Initiative: +6 Speed: 20 ft. (4 squares) Armor Class: 23 (+1 size, +1 Dex, +11 natural), touch 12, flat-footed 22 Base Attack/Grapple: +10/+8 Attack: Greataxe +15 melee (1d10+5/x3) Full Attack: Greataxe +15/+9 melee (1d10+5/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Card person traits Saves: Fort +9, Ref +5, Will +4 Abilities: Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8 Skills: Appraise +0 (+2 weapons), Craft (weaponsmithing) +13, Intimidate +12, Knowledge (local [Wonderland]) +13, Listen +3, Spot +3 Feats: Alertness, Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus (greataxe), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (greataxe), Weapon Specialization (greataxe) Envir onment: Wonderland Environment: Or ganization: Organization: Solitary, Hand (5-7), Suit (13), Pack (52) Challenge Rating: 10 Treasur e: None easure: Alignment: Usually neutral Advancement: Level Adjustment: An Ace of Clubs generally serves as the official executioner of the powers-that-be in Wonderland. It is a dangerous combatant.

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CA TERPILLAR , WONDERLAND CATERPILLAR
Fine Magical Beast Hit Dice: 11d10 (22 hp) Initiative: 1 Speed: 15 ft. (3 squares), climb 15 ft. Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18 Base Attack/Grapple: +11/10 Attack: acid splash +22 ranged (1d3 acid) or acid arrow +22 ranged (2d4 acid) Full Attack: acid splash +22 ranged (1d3 acid) or acid arrow +22 ranged (2d4 acid) Space/Reach: 1/2 ft./0 ft. Special Attacks: Spells Special Qualities: Darkvision 60 ft., disconnected, low-light vision, spell-like abilities, spells, stable Saves: Fort +7, Ref +10, Will +3 Abilities: Str 1, Dex 16, Con 10, Int 19, Wis 10, Cha 15 Skills: Balance +11, Climb +11, Concentration +13, Craft (any one) +16, Gather Information +4, Hide +19, Knowledge (any one) +18, Knowledge (arcana) +17, Knowledge (local [Wonderland]) +17, Listen +0, Profession (any one) +12, Spellcraft +19, Spot +0 Feats: Bake Magic Food and Drink*, Brew Potion, Craft Wondrous Item, Eschew Materials, Weapon FinesseB Envir onment: Wonderland Environment: Organization: Solitary Challenge Rating: 7 Tr easur e: See below easure: Alignment: Usually neutral Advancement: By character class Level Adjustment: Wonderland caterpillars are ancient beings that have used a combination of powerful drugs and magic to both prevent themselves from aging and to provide them with vast knowledge of both their homeland and worlds beyond it. With their consciousnesses always half somewhere else, such creatures generally seem slow, vague, and disconnected. At around three inches tall, they are not much of a physical threat to anyone, and characters who have not been reduced in size are not likely to even notice such diminutive creatures. At first glance, a Wonderland caterpillar might appear to have human-like features, but this is actually because of its ability to use its small legs to form shapes reminiscent of features like a nose, mouth, ears, and the like. While not overly gregarious, such creatures perceive

their role as oracles and will provide information albeit possibly in the form or riddles or in some other obscure or confusing way to those who present themselves properly. They advance in level exactly like sorcerers but use Int as the key ability for their spells and do not receive familiars. A Wonderland caterpillar will usually possess a small horde of magical treasure, to include a hookah of stability, 2d4 potions or other items of magic food or drink, and 1d4-1 random magic items, likely of a minor sort. COMBA T COMBAT Wonderland caterpillars do not willingly engage in combat under any circumstances. Because they are an unparalleled source of information, however, other beings may be willing to help protect them from harm. Diminutive (Ex): Because they are so small, Wonderland caterpillars never receive more than 4 hit points

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Adventures in W onderland Wonderland


for each of their Hit Dice. Disconnected (Su): The magical benefits that the caterpillars derive from their drugs also have a persistent mild narcotic effect that reduces reaction times, inflicting a -4 penalty on initiative rolls and Spot and Listen skill checks. Skills: Wonderland caterpillars receive a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks. A Wonderland caterpillar can take any sort of Knowledge as a class skill. Stable (Su): As a result of their drugs and magic, Wonderland caterpillars receive a +4 enhancement bonus against any effects that would either magically or naturally age or transmute them (e.g,. the spell enlarge person, the natural change into a butterfly). Such creatures receive an unmodified saving throw even against effects of this sort that do not normally allow a saving throw. Spell-Like Abilities: A wonderland caterpillar can cast acid splash at will and acid arrow up to seven times per day (caster level 11th). Spells: A wonderland caterpillar can cast spells as a sorcerer of level equal to its Hit Dice. Most such spells will be of the divination school, although a handful can be of other schools, especially enchantments. A typical spell array follows. Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 + spell level): 0 arcane mark, daze, detect magic, detect poison, ghost sound, mage hand, message, open/ close, read magic; 1st charm person, comprehend languages, detect secret doors, hypnotism, identify; 2nd detect thoughts, invisibility, locate object, see invisd arcane sight, clairaudiibility, touch of idiocy; 3r 3rd ence/clairvoyance, suggestion, tongues; 4th lesser geas, locate creature, scrying; 5th (1) contact other plane, permanency.

CHESHIRE CA T CAT
Small Magical Beast Hit Dice: 2d10+2 (13 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11 (see below) Base Attack/Grapple: +2/2 Attack: Claw +4 melee (1d4) Full Attack: 2 claws +4 melee (1d4) and bite 1 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Low-light vision, darkvision 60 ft., ethereal jaunt, scent Saves: Fort +4, Ref +4, Will +0 Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 10, Cha 11 Skills: Balance +9, Climb +5, Hide +11*, Jump +9, Knowledge (The Planes) +5, Knowledge (Local [Wonderland]) +6, Listen +4, Move Silently +7*, Spot +4 Feats: Stealthy, Weapon FinesseB Envir onment: Wonderland Environment: Organization: Solitary Challenge Rating: 2 Treasur e: None easure: Alignment: Usually chaotic neutral Advancement: Level Adjustment: Cheshire cats are predators and merry tricksters with warped, sometimes even cruel senses of humor. They are often hard to figure out for people unfamiliar with them, lashing their tales, making a purring growl when happy and often smiling broadly even when upset or angry, and chuckling for reasons that might be obscure to others. They enjoy comfort and especially love beds lined with items of silk. Such creatures like to chat and, if treated properly, can be a good source of information about Wonderland.

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Chapter 1: W onderland Monsters and NPCs Wonderland


CHESS PERSON
Living chess pieces native to Wonderland, chess people are always either white or red. Two sorts of such creatures, bishops and pawns, are presented here, and other types include kings, queens, knights, and rooks. Traits Chess people possess the following traits (unless otherwise noted in a particular creatures entry). Precise Movement (Ex): Chess people can move at their base speed even when wearing medium or heavy armor or when carrying a medium or heavy load. Set (Ex): Chess people of the same color who are within 50 feet of their king automatically adjust to each others tactics. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. COMBA T COMBAT Cheshire cats use stealth and their ethereal jaunt ability to sneak up on their prey. This usually includes rats and mice, which they love, especially those that have been well-fed on cheese or seasoned with salt. A Cheshire cat has exceptionally long claws and teeth. They are intelligent creatures, however, and will not attack superior opponents if they can avoid it, preferring to retreat in the face of unfavorable odds. Skills: Cheshire cats have a +4 racial bonus on Climb, Hide, Knowledge (the planes), and Move Silently checks, +5 on Knowledge (local [Wonderland]) checks, and a +8 racial bonus on Balance and Jump checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth the Hide bonus rises to +8. Futhermore, if partially ethereal, its Hide and Move Silently bonuses improve by from +1 (if just its tail is out of phase) to +7 (if only its smile is showing). Ethereal Jaunt (Su): A Cheshire cat can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with the spell ethereal jaunt (caster level 15th). If desired, a Cheshire cat can slow its shift to and from the Ethereal Plane by progressively shifting its body, often making its wide grin the first thing to appear or the last thing to disappear. If partially ethereal, its AC improves by from +1 (if just its tale is out of phase) to +7 (if only its smile is showing).

Bishop
Medium Humanoid (chess person) Hit Dice: 3d8+6 (19 hp) Initiative: +3 Speed: 30 ft. Armor Class: 18 (+3 Dex, +5 breastplate), touch 13, flat-footed 15 Base Attack/Grapple: +2/+3 Attack: Masterwork morningstar +4 (1d8+1) Full Attack: Masterwork morningstar +4 (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +1d6 Special Qualities: Angling advance, precise movement, set Saves: Fort +3, Ref +6, Will +3 Abilities: Str 13, Dex 16, Con 14, Int 10, Wis 15, Cha 13 Skills: Hide +1, Knowledge (local [Wonderland]) +2, Knowledge (nobility and royalty) +2, Listen +4, Move Silently +1, Spot +4 Feats: Dodge, Mobility Envir onment: Wonderland Environment: Or ganization: Organization: Solitary, pair, or board (8 pawns, 2 bishops, 2 knights, 2 rooks, 1 queen, 1 king) Challenge Rating: 3 Tr easur e: Standard easure: Alignment: Usually lawful neutral Advancement: By character class Level Adjustment: +3

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Despite their ecclesiastical title, bishops are the rogues of chess people. While rarely duplicitous, they tend to consider things from every angle, looking for an advantage. Most prefer to work in groups with other chess people, and tend to try and fade to the background when with others, finding that it allows for them to assess people and situations easier. COMBA T COMBAT Bishops act tactically in combat, using their angling advancement ability together with their Mobility feat to quickly assume advantageous positions. They usually try to flank a foe with another chess person (usually a pawn) and move away should their flanking ally be taken out. Angling Advance (Ex): A bishop always treats a diagonal move as being 5 feet. Sneak Attack: When flanking an opponent, or when attacking a flat-footed opponent, a bishop adds +1d6 to their melee attacks, as well as to ranged attacks made against a target within 30 feet. Bishops as Characters Bishop T raits (Ex) Traits Bishops possess the following racial traits. +2 Str, +6 Dex, +4 Con, +4 Wis, +2 Cha A bishops base land speed is 30 ft. Racial Hit Dice: A bishop begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, Will +1. Racial Skills: A bishops humanoid levels give it skill points equal to 6 (2 + Int modifier, minimum 1). Its class skills are Hide, Knowledge (local [Wonderland]), Knowledge (nobility and royalty), Listen, Move Silently, and Spot. Racial Feats: A bishops humanoid levels give it two feats. Weapon and Armor Proficiency: A bishop is automatically proficient with simple weapons, medium and

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light armor, and shields. Special Qualities (see above): Angling advance, sneak attack +1d6. Chess person subtype. Automatic languages: Common. Bonus languages: French, Infernal, Sylvan. Favored Class: Rogue. Level adjustment: +3. COMBA T COMBAT Knights do not hesitate to step into a fight, confident in their ability to find the most advantageous positions. If possible, they will use difficult terrain or obstacles, combined with tumbling around enemies, to give them the advantage. Often, they will serve as a distraction, using Combat Expertise to fortify themselves as they harass enemies, waiting for bishops to set up flanking maneuvers, or buying time until rooks can charge into the fray. Militar y T raining (Ex): A knight has been extenMilitary Training sively schooled in the royal arts of war, and receives an insight bonus to AC equal to half its natural Hit Dice. Spry Steps (Ex): Knights are renowned for their ability adapt to the surrounding terrain. A knight is not impeded by difficult terrain nor by hampering obstacles (i.e., one square of difficult terrain counts as 5 feet of movement, does not stop a charge, etc.). A knight crossing terrain that causes damage still takes appropriate damage, however, and must make any necessary skill checks to overcome hampering obstacles, albeit with a +5 circumstance bonus. Finally, a knight does not take armor check penalties to Balance, Jump, or Tumble skill checks. Skills: Knights recceive a +4 racial bonus to Balance, Jump, and Tumble checks. They use their Strength modifier instead of their Dexterity modifier for Tumble checks. Uncanny Dodge (Ex): As a result of how easily he can move through combat, a knight is able to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a knight ever gains uncanny dodge from another source he automatically gains improved uncanny dodge instead. KNIGHTS AS CHARACTERS Knight T raits (Ex) Traits Knights possess the following racial traits. +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha A knights base land speed is 30 ft. Racial Hit Dice: A knight begins with six levels of humanoid, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +5, Will +2. Racial Skills: A knights humanoid levels give it skill

Knight
Medium Humanoid (chess person) Hit Dice: 6d8+12 (39 hp) Initiative: +1 Speed: 30 ft. Armor Class: 20 (+1 Dex, +3 insight, +6 +1 chainmail), touch 14, flat-footed 20 Base Attack/Grapple: +4/+7 Attack: +1 spear +9 melee (1d8+5/x3) Full Attack: +1 spear +9 melee (1d8+5/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Military training, spry steps, uncanny dodge Saves: Fort +4, Ref +6, Will +3 Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 12 Skills: Balance +12, Diplomacy +3, Gather Information +3, Intimidate +10, Jump +14, Knowledge (local [Wonderland]) +10, Tumble +14 Feats: Combat Expertise, Skill Focus (Tumble), Weapon Focus (spear) Envir onment: Wonderland Environment: Or ganization: Organization: Solitary, pair, or board (8 pawns, 2 bishops, 2 knights, 2 rooks, 1 queen, 1 king) Challenge Rating: 5 Treasur e: Standard easure: Alignment: Usually lawful neutral Advancement: By character class Level Adjustment: +4 While pawns make up the standard infantry of the chess armies, it is the knights who are held up as being the chess peoples true vanguards. They tend to see opportunity where others see obstacles, and as such have a very optimistic outlook. Many knights are brave almost to the point of being foolish, being quick to rush in where angels fear to tread, certain that theyll be able to rush out again if things go poorly.

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steps, and uncanny dodge. Chess person subtype. Automatic languages: Common. Bonus languages: French, Infernal, Sylvan. Favored Class: Ranger. Level adjustment: +4.

Pawn
Medium Humanoid (chess person) Hit Dice: 2d8 (9 hp) Initiative: +5 Speed: 30 ft. Armor Class: 15 (+1 Dex, +4 chain shirt), touch 11, flatfooted 14 Base Attack/Grapple: +1/+2 Attack: Light mace +2 melee (1d6+1) Full Attack: Light mace +2 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Double advance Special Qualities: Precise movement, set Saves: Fort +0, Ref +4, Will +0 Abilities: Str 12, Dex 13, Con 10, Int 11, Wis 10, Cha 9 Skills: Intimidate +3, Knowledge (local [Wonderland]) +5, Listen +2, Spot +2 Feats: Improved Initiative Envir onment: Wonderland Environment: Or ganization: Organization: Solitary, row (8), or board (8 pawns, 2 bishops, 2 knights, 2 rooks, 1 queen, 1 king) Challenge Rating: 1 Treasur e: Standard easure: Alignment: Usually lawful neutral Advancement: By character class Level Adjustment: +0 The lowliest of the chess people, pawns are also the most common. They are the rank-and-file of their respective armies, and know it, following orders issued by chess people of higher rank (i.e., every chess person who is not also a pawn). Some pawns actually manage to gain class levels, although these are highly rare. Still, rumors persist of pawns who have actually managed to advance far enough that they become promoted to another kind of chess person altogether. This tends to be the dream of most pawns. COMBA T COMBAT Pawns have very little advanced knowledge of military

points equal to 9 (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Knowledge (local [Wonderland]), Intimidate, and Tumble. A knight receives a +2 bonus on any Knowledge (local [Wonderland]) skill checks related to the nobility and royalty of Wonderland. +4 racial bonus on Balance, Jump, and Tumble checks. A knight uses its Strength modifier instead of its Dexterity modifier for Tumble checks. Racial Feats: A knights humanoid levels give it three feats. Weapon and Armor Proficiency: A knight is automatically proficient with simple weapons, medium and light armor, and shields. Special Qualities (see above): Military training, spry

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tactics. They usually charge headlong into battle, using their double advance ability at the opening of combat, and wade forward until they are overcome. Stronger pieces tend to use them to create advantageous positions for themselves, sacrificing pawns as necessary. Double Advance (Ex): Once per day, a pawn may make a full attack action after making a move action, or may make a single attack after taking a double move action. PA WNS AS CHARACTERS PAWNS Pawn T raits (Ex) Traits Pawns possess the following racial traits. +2 Str, +2 Dex, -2 Cha A pawns base land speed is 30 ft. Racial Hit Dice: A pawn begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, Will +0. Racial Skills: A pawns humanoid levels give it skill points equal to 5 (2 + Int modifier, minimum 1). Its class skills are Intimidate, Knowledge (local [Wonderland]), Listen, and Spot. A pawn receives a +2 bonus on any Knowledge (local [Wonderland]) skill checks related to the nobility and royalty of Wonderland. Racial Feats: A pawns humanoid levels give it one feat. Weapon and Armor Proficiency: A pawn is automatically proficient with simple weapons, light armor, and shields. Special Qualities (see above): Double advance. Chess person subtype. Automatic languages: Common. Bonus languages: French, Infernal, Sylvan. Favored Class: Fighter. Level adjustment: +0. Attack: +1 warhammer +11 melee (1d8+7/x3) Full Attack: +1 warhammer +11 melee (1d8+7/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Battle ready, castle, damage reduction 5/, fortified form, SR 18 Saves: Fort +6, Ref +6, Will +4 Abilities : Str 19, Dex 12, Con 18, Int 14, Wis 15, Cha 10 Abilities: Skills: Diplomacy +2, Gather Information +2, Intimidate +8, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (local [Wonderland]) +10, Search +2 (+4 to find secret doors or hidden compartments), Survival +2 (+4 to keep from getting lost or avoid natural hazards or while underground) Feats: Improved Bull Rush, Improved InitiativeB, Improved Overrun, Power Attack, Quick DrawB, Weapon Focus (warhammer)B, Weapon Specialization (warhammer)B Envir onment: Wonderland Environment: Or ganization: Organization: Solitary, pair, or board (8 pawns, 2 bishops, 2 knights, 2 rooks, 1 queen, 1 king) Challenge Rating: 7 Tr easur e: Standard easure: Alignment: Usually lawful neutral Advancement: By character class Level Adjustment: +7 The muscle of the chess armies, rooks are the quintessential strong-but-silent type. Preferring to let their actions speak for them, they are fiercely loyal to their

Rook
Medium Humanoid (chess person) Hit Dice: 7d8+28 (59 hp) Initiative: +5 Speed: 30 ft. Armor Class: 21 (+1 Dex, +7 +1 banded mail, +3 +1 heavy steel shield), touch 11, flat-footed 20 Base Attack/Grapple: +5/+9

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compatriots and never fail to back them up, whether in combat or out. Most have very little personal ambition, feeling very self-satisfied with the role they play, and so tend let a lot of things slide. This passivity is not permissiveness, however, and those who push a rook too far will soon be sorry that they did. COMBA T COMBAT When a fight breaks out, a rook tends to act as a shock trooper, supplying reinforcement or backup as needed. When it identifies a trouble spot, it will lend its aid to its fellows either offensively or defensively. Offensive aid will see the rook charging in via Improved Bull Rush or Improved Overrun and then wading into melee. In contrast, defensive aid has the rook moving in via its castle power (since that will also remove another chess person from the fray) and reinforcing its comrades via its fortified form ability. Battle Ready (Ex): A rook has fighter bonus feats equal to a fighter of its natural Hit Dice. If it gains fighter levels, these stack with its natural Hit Dice for determining its total fighter levels. Rooks are also proficient with all martial weapons. Castle (Su): A rook has a mysterious ability that lets it exchange places with another chess person of its color. As a standard action, a rook can swap positions with another chess person of the same color within 40 ft. This is a teleportation effect. Fortified Form (Ex): A rook is meant to serve as a powerful defensive bulwark for its chess army. As a standard action, a rook may grant cover to up to two chess people of its color that it is adjacent to. This bonus is lost if the chess people cease to be adjacent to the rook. ROOKS AS CHARACTERS Rook T raits (Ex) Traits Rooks possess the following racial traits. +8 Str, +2 Dex, +8 Con, +4 Int, +4 Wis A rooks base land speed is 30 ft. Racial Hit Dice: A knight begins with seven levels of humanoid, which provide 7d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +2, Ref +5, Will +2. Racial Skills: A knights humanoid levels give it skill points equal to 10 (2 + Int modifier, minimum 1). Its class skills are all Diplomacy, Gather Information, Intimidate, Knowledge (all skills, taken individually), Search, and Survival. A rook receives a +2 bonus on any Knowledge (local [Wonderland]) skill checks related to the nobility and royalty of Wonderland. Racial Feats: A rooks humanoid levels give it three feats. Weapon and Armor Proficiency: A rook is automatically proficient with simple and martial weapons, light, medium, and heavy armor, and shields. Special Qualities (see above): Battle ready, castle, damage reduction 5/, fortified form, spell resistance equal to 11 + Hit Dice/class levels. Chess person subtype. Automatic languages: Common. Bonus languages: French, Infernal, Sylvan. Favored Class: Fighter. Level adjustment: +7.

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CHRISTMAS PUDDING
Tiny Ooze Hit Dice: 3d10+9 (20 hp) Initiative: +3 Speed: 20 ft. Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 Base Attack/Grapple: +2/-8 Attack: Slam +7 melee (1d4+3) Full Attack: Slam +7 melee (1d4+3) Space/Reach: 2-1/2 ft/.5 ft. Special Attacks: Special Qualities: Elastic body, nutritious, ooze qualities Saves: Fort +3, Ref +4, Will +2 Abilities: Str 7, Dex 16, Con 14, Int 11, Wis 13, Cha 9 Skills: Disguise +3*, Hide +15, Move Silently +7 Feats: Toughness, Weapon Finesse Envir onment: Wonderland Environment: Organization: Solitary Challenge Rating: 2 Treasur e: None easure: Alignment: Neutral Advancement: 4-6 HD (Tiny); 7-9 HD (Small) Level Adjustment: Named for the dessert course for which they are often served, a Christmas pudding is a small, intelligent ooze. Most tend to eschew contact with other creatures, knowing that they are a favored delicacy to most people. Talking to them reveals a dour and taciturn disposition, often with an annoying habit of demanding to be addressed as Mister and correcting even the most minor mistakes. Rather oddly, Christmas puddings tend to assume that all other foodstuffs are sentient like themselves, and have similar attitudes to their own. As such, they tend to have a high opinion of themselves, since few other foods are as adept at avoiding being eaten as they are. COMBA T COMBAT A Christmas pudding tries to stay out of combat when possible, using its stealthy nature to avoid detection or disguising itself as a harmless desert when noticed. If drawn into a fight, however, a Christmas pudding can cause more trouble than most opponents might expect. Its elastic nature lets it lash out with surprising speed and power, leaving enemies smarting from its slam attack. Although an ooze, a Christmas pudding is intelligent, and is subject to mind-affecting effects. It speaks and understands Common. Elastic Body (Ex): Despite its gelatinous appearance, a Christmas puddings body is very springy and stretchable. It has a reach of 5 feet and, despite its size, its slam attack naturally does 1d4 damage. It also uses its Dexterity modifier instead of Strength when calculating the bonus to damage rolls made with its slam attack. Nutritious (Su): Theres a reason why Christmas puddings are among the most favored desserts in all of Wonderland. When slain, a Christmas pudding retains its consistency for 10 minutes, after which it loses cohesion and turns into watery slime unless boiled before this happens. Boiled Christmas pudding remains edible for up to one hour, providing one serving per HD of the creature, and if eaten during this period a serving bestows one of the following random effects on the creature who consumes it (CL equal to the HD of the Christmas pudding): d20 01 - 05 06 10 11 13 14 16 17 18 19 20 Effect resistance virtue bless cure light wounds lesser restoration owls wisdom

Skills: When not moving, a Christmas pudding gains a +8 racial bonus to Disguise checks to appear as an ordinary dessert.

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THE DUCHESS
Wonderland Human Wizard (transmuter) 9; CR 9; Small-size humanoid (Wonderland Human); HD 9d4+9; hp 33; Init +3; Spd 20 ft. (4 squares); AC 14 (+3 Dex, +1 size), touch 14, flat-footed 11; Base Atk +4; Grp -2; Atk dagger +8 melee (1d4-2/19-20) or dagger +8 ranged (1d42/19-20); Full Atk dagger +8 melee (1d4-2/19-20) or dagger +8 ranged (1d4-2/19-20); AL CN. Saving Throws: Fort +4, Ref +6, Will +7. Ability Scores: Str 6 (2), Dex 16 (+3), Con 13 (+1), Int 18 (+4), Wis 12 (+1), Cha 5 (3). Skills: Appraise +4 (+6 alchemy and stonemasonry), Concentration +11, Craft (alchemy) +16, Craft (stonemasonry) +12, Gather Information -1, Knowledge (local [Wonderland]) +16, Knowledge (architecture and engineering) +14, Search +4 (+6 involving secret doors and similar compartments), Smell* +7 [6 cc], Spellcraft +14, Spot +4 [6 cc]. Languages: Common, Draconic, Latin, Sylvan, Terran. Feats: Brew Potion, Craft Wondrous Item, Scribe Scroll, Spell Focus (Transmutation), Spell Mastery, Subtle Magic*, Weapon Finesse. Racial Abilities: As per a Wonderland human. Class Abilities: Summon Familiar (Piglet; +3 Smell*, Alertness [+2 Listen and Spot], Improved Evasion, Share Spells, Empathic Link, Speak with Master, Speak with Animals of Its Kind), Prohibited Schools (Evocation, Necromancy). Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1; save DC 14 + spell level): 0 Detect magic, detect poison, mage hand, read magic; 1st Disguise self, animate rope, enlarge person, feather fall, mage armor, reduce person; 2nd Invisibility, magic mouth, protection from arrows (x2), pyrotechnics, whispering d Deep slumber, dispel magic (x2), shrink wind; 3r 3rd item, slow; 4th Mass enlarge person, Mass reduce person, polymorph (x2); 5th (1) Baleful polymorph (x2). Spellbook: 0 All except Evocation and Necromancy; 1st Disguise self, animate rope, enlarge person, feather fall, mage armor, reduce person, unseen servant; 2nd Invisibility, magic mouth, protection from arrows, pyrotechnics, whispering wind; 3rd Deep slumber, dispel magic, shrink item, slow; 4th Mass enlarge person, Mass reduce person, polymorph, stone shape. 5th Baleful polymorph, fabricate. Equipment/Possessions: Small palace that she has created largely with her magical powers. Tactics: While she is not mean-spirited or likely to do harm to an innocuous creature like a child, the Duchess can be quite dangerous to anyone who attacks her. She is the creator of many of the random potions that are periodically found in Wonderland, particularly in the Hall of Doors, an area she monitors for new visitors. Bio: This small, exceptionally ugly woman is a prominent member of Wonderlands aristocracy. She has an ongoing antagonism with the Queen of Hearts, who periodically imprisons and/or threatens to kill her. Her familiar is a piglet on which she sometimes casts polymorph, temporarily turning it into a human baby. This familiar gives her a heightened sense of smell, which makes her especially sensitive to pepper and other strong, spicy scents. She maintains a household staff that includes a violent human cook and a surly frog footman.

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Tiny Piglet Familiar: CR: ; Tiny magical beast; HD 9; hp 16; Init +2, Spd 30 ft. (6 squares), AC 19 (+5 natural, +2 Dex, +2 size), touch 14, flat-footed 17; Base Atk +4; Grp -6; Atk +8 (1d6-2, bite); Full Atk +8 (1d6-2, bite); Space/Reach: 2 ft./0 ft.; SA ; SQ Share spells, empathic link, deliver touch spells, improved evasion, speak with master, speak with other pigs, scent, lowlight vision; AL CN; SV Fort +5, Ref +5, Will +7; Str 7, Dex 14, Con 15, Int 10, Wis 13, Cha 4. Skills: Appraise +0 (+2 alchemy and stonemasonry), Concentration +12, Craft (alchemy) +12, Craft (stonemasonry) +8, Gather Information -1, Knowledge (local [Wonderland]) +12, Knowledge (architecture and engineering) +10, Search +0 (+2 involving secret doors and similar compartments), Smell +4, Spellcraft +10, Spot +4, Survival +3 Feats: Alertness, Weapon FinesseB

GRYPHON
Medium Magical Beast Hit Dice: 6d10+6 (39 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 60 ft. (average) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 Base Attack/Grapple: +6/+8 Attack: Bite +9 melee (1d8+2) Full Attack: Bite +9 melee (1d8+2) and 2 claws +6 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce, rake 1d4+2 Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +8, Will +5 Abilities: Str 14, Dex 17, Con 12, Int 9, Wis 13, Cha 10 Skills: Jump +0, Knowledge (local [Wonderland]) +4, Listen +4, Perform (dance) + 2, Spot +4 Feats: Iron Will, Multiattack, Weapon Focus (bite) Envir onment: Wonderland Environment: Or ganization: Organization: Solitary, pair, or family (35) Challenge Rating: 3 Treasur e: None easure: Alignment: Often chaotic neutral Advancement: By character class Level Adjustment: +2 (cohort) Wonderlands gryphons are very similar in appearance

to traditional griffons and look much like smaller versions of them, combining the physical characteristics of both lions and eagles and generally being about six feet in length. Neither males nor females are endowed with a mane. A pair of broad wings emerge from the creatures back and have a full span of about 20 feet. A typical gryphon weighs around 336 pounds. Unlike the creatures to which they bear such a resemblance, however, gryphons are much smarter than feral griffons and can speak, generally knowing Common. Many are schooled and quite proud of their educations (although these may seem strange and even idiotic to non-Wonderlanders). They are also much less aggressive than their wild counterparts, exceptionally lazy, and both able and inclined to sit and walk upright, use furniture, and the like. Such creatures are often encountering hanging around with other Wonderland inhabitants (e.g., mock turtles).

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COMBA T COMBAT Gryphons induced to fight at all prefer to pounce on their prey, either diving to the attack or leaping from above. Pounce (Ex): If a gryphon dives upon or charges a foe, it can make a full attack, including two rake attacks. Rake (Ex): Attack bonus +8 melee, damage 1d4+2. Skills: Gryphons have a +4 racial bonus on Jump and Spot checks. TRAINING A GR YPHON GRYPHON While a gryphon requires training before it can bear a rider in combat, if desired it can carry a creature of size Small or smaller. To be trained, a gryphon must have a friendly attitude toward the trainer, which can be achieved through a successful Diplomacy check or other appropriate means. Training a friendly gryphon requires four weeks of work and a DC 25 Handle Animal check. Riding a gryphon in combat requires an exotic saddle. A gryphon can fight while carrying a rider but is not inclined to want to but the rider cannot also attack unless he or she succeeds on a Ride check. Gryphon eggs are typically worth 2,500 gp apiece on the open market, while young are worth twice this much. Professional trainers charge 1,000 gp to rear or train a gryphon. Carrying Capacity: A light load for a gryphon is up to 87 pounds; a medium load, 88174 pounds; and a heavy load, 175282 pounds. No respectable gryphon, however, would willing carry more than a light load, and would almost certainly complain bitterly and even rebel if expected to do more. Special Attacks: Special Qualities: Damage reduction 3/, darkvision 60 ft., defensive roll, low-light vision, scent, vestigial hands Saves: Fort +2, Ref +3, Will +0 Abilities: Str 3, Dex 13, Con 11, Int 10, Wis 10, Cha 11 Skills: Hide +13, Knowledge (Local [Wonderland]) +4, Listen +4, Spot +4 Feats: AlertnessB, Toughness, Take a Beating*B, Weapon FinesseB Envir onment: Wonderland Environment: Organization: Sets Challenge Rating: Treasur e: None easure: Alignment: Usually neutral Advancement: Level Adjustment: Hedgehogs are diminutive, spine-covered woodland rodents. In Wonderland, these little creatures are, among other things, used as balls in croquet games, a practice that generally does not harm them because of their particular feats associated. Such creatures speak Common. COMBA T COMBAT Wonderland hedgehogs are not generally very aggressive and concentrate more on defense than on offense when dealing with antagonists. Defensive Roll (Ex): When threatened, a hedgehog can roll itself into a ball and tuck in its head and feet, leaving no part of its body exposed except for its tough spines. When taking a total defense action, the hedgehog gains an additional +2 natural armor bonus to its AC. This bonus stacks with his previous natural armor as well as the dodge bonus provided by the total defense action. Whats more, if an enemys attack misses the hedgehogs AC, but hits its touch AC, then the hedgehog is knocked a number of squares away from the attacker equal to 1d6 + the attackers Str bonus in a random direction. The hedgehog will not take damage from this flight unless the path takes it over an edge, in which case normal falling rules apply (but will be reduced by its Take a Beating* feat). Vestigial Hands (Ex): A Wonderland hedgehog has vestigial hands that it can use to grasp objects. Such animals can use tools and weapons of the appropriate size with only a 2 penalty.

HEDGEHOG, WONDERLAND
Tiny Magical Beast (Augmented animal) Hit Dice: 1d8 (7 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flat-footed 14 Base Attack/Grapple: +1/12 Attack: Claw +4 melee (1d24) Full Attack: 2 claws +4 melee (1d24) and bite 1 melee (1d34) Space/Reach: 2 ft./0 ft.

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JABBERWOCK
Huge Outsider (Native) Hit Dice: 18d8+144 (288 hp) Initiative: +6 Speed: 50 ft. (10 squares), burrow 30 ft. Armor Class: 32 (+22 natural, +2 Dex, -2 size), touch 10, flat-footed 30 Base Attack/Grapple: +18/+45 Attack: Bite +27 (2d8+11/19-20) Full Attack: Bite +27 melee (2d8+11/19-20) and 2 claws +27 melee (2d6+11) and tail slap +27 melee (2d6+11) Space/Reach: 15 ft./10 ft. Special Attacks: Burble, constrict, fling, improved grab, rend Special Qualities: Darkvision 60 ft., manxome, regenerate 20 Saves: Fort +19, Ref +13, Will +15 Abilities: Str 33, Dex 14, Con 27, Int 3, Wis 19, Cha 14 Skills: Hide -6, Jump +19, Listen +11, Smell* +12, Spot +11, Survival +11 Feats: Blind-FightB, Improved Critical (bite), Improved Initiative, Improved Multiattack, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack, Power Attack Envir onment: Wonderland Environment: Organization: Solitary Challenge Rating: 18 Treasur e: Standard coins; double goods; standard items easure: Alignment: Neutral Advancement: 19-24 HD (Huge); 25-48 HD (Gargantuan); 49-54 HD (Colossal) Level Adjustment: Wonderland is home to a great many strange and terrifying creatures. But the jabberwock towers above them all, being a paragon of sheer physical puissance. Fortunately for the residents of Wonderland, the creature is so rare as to be almost mythical, and no jabberwock has been seen in many years. Some hope that the jabberwock was perhaps a singular creature and, that when it was slain by an ancient hero as commemorated in poetic form that it was gone forever. Others are less optimistic however, in that the title of the poem Jabberwocky, is the plural form of the monsters name. A jabberwock looks like a warped, wingless dragon covered with chitin rather than scales. Its pupil-less eyes seem to focus on nothing and everything all at once, and its sonorous voice seems to echo horribly even in open areas. Massive claws enable it to dig through the earth as easily as a man could walk, and its tail has enough power to uproot trees. COMBA T COMBAT A jabberwock is a physical powerhouse, capable of dealing hideous damage to even a large group of enemies very quickly. It usually begins a fight by burbling, and then moves into melee combat. Very cunning despite its low Intelligence, a jabberwock tends to focus its tail attack on lightly-armored foes, as that allows it to bring its improved grab, constrict, and fling abilities

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to bear against characters who are usually spellcasters. Foes using slashing weapons will be targeted during full-attack actions with a 5-point Power Attack, reducing the points used with that feat by 1 each round until it consistently hits. Finally, against enemies that consistently stay out of its reach while using ranged attacks, the jabberwock will retreat via burrowing. Burble (Su): The warped murmurings of a jabberwock are enough to drive even the stoutest mind starkraving mad. A jabberwock may burble, causing all creatures within 60 ft. to make a DC 25 Will save or suffer from insanity, as the spell. The save DC is Charismabased with a +6 racial bonus to the DC. This is a mindaffecting, compulsion effect. Constrict (Ex): A jabberwock deals 2d6+16 points of damage upon a successful grapple check with its tail. The constricted creature must succeed on a DC 30 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based. Fling (Ex): If a jabberwock is constricting a creature, the monster may instead choose to fling a victim instead of dealing constriction damage to it. A flung creature travels 1d4 x 10 ft., and takes 1d6 points of damage per 10 ft. traveled. Impr oved Grab (Ex): To use this ability, a jabberImproved wock must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict. Manxome (Ex): A jabberwocks body is immensely powerful, overcoming the limitations that bind lesser creatures. It has full hit points per Hit Die, and uses its full Strength bonus for its secondary natural attacks. Additionally, it has a +8 racial bonus to grapple checks. Regeneration (Ex): Slashing attacks deal normal damage to a jabberwock. If a jabberwock loses a limb or body part, the lost portion regrows in 1d8 minutes. The creature can reattach the severed member instantly by holding it to the stump. Rend (Ex): A jabberwock that strikes a creature with both claw attacks latches onto an opponents body and tears its flesh. This automatically deals an extra 4d6+16 points of damage. Skills: A jabberwock receives a +8 racial bonus to Smell* checks.

KING OF HEARTS
Wonderland Human Aristocrat 13; CR 12; Small-size humanoid (Wonderland Human); HD 13d8+13; hp 69; Init +5; Spd 15 ft. (3 squares); AC 26 (+1 size, +1 Dex, +10 +2 full plate, +4 +2 heavy steel shield), touch 12, flat-footed 25; Base Atk +9; Grp +6; Atk +2 longsword +14 melee (1d6+3/19-20); Full Atk +2 longsword +14/ +9 melee (1d6+3/19-20); AL CN. Saving Throws: Fort +7, Ref +7, Will +13. Ability Scores: Str 13 (+1), Dex 13 (+1), Con 12 (+1), Int 8 (-1), Wis 16 (+3), Cha 13 (+1). Skills: Diplomacy +12, Gather Information +13, Handle Animal +9, Intimidate +9, Knowledge (local [Wonderland]) +10, Listen +11, Spot +11. Languages: Common. Feats: Great Fortitude, Great House*, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (longsword). Racial Abilities: As per a Wonderland human. Class Abilities: None. Equipment/Possessions: +2 heavy steel shield, +2 full plate, +2 longsword, 13,000 gp worth of wealth. Bio: Although the titular ruler of Wonderland, and the supreme judge of its court, the King Hearts is almost completely overshadowed by his domineering wife, who is both far more ruthless and intelligent than he is. He is not bloodthirsty like she is, however, and much of his official duties consist of commuting the numerous death sentences she hands down. Tactics: If forced into combat, the King of Hearts is a straightforward, well-equipped, and dangerous opponent. He is also likely to be aided by as many card people are available, and these will use flanking and the aid another action to improve his attacks and deflect those made against him to the greatest extent possible.

KNAVE OF HEARTS
Wonderland Human Rogue 11; CR 11; Small-size humanoid (Wonderland Human); HD 11d6+11; hp 47; Init +4; Spd 20 ft. (4 squares); AC 21 (+2 masterwork leather armor, +4 Dex, +1 size, amulet of natural armor +3, ring of protection +1), touch 16, flat-footed 17; Base Atk +8; Grp +4; Atk +1 short sword +15 melee (1d4+1/1920) or Atk +1 dagger +14 ranged (1d3+1/19-20); Full Atk +1 short sword +14/+9 melee (1d4+1/19-20) or Atk +1 dagger +14/+9 ranged (1d3+1/19-20); AL CN.

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Chapter 1: W onderland Monsters and NPCs Wonderland


Class Abilities: Sneak attack +6d6, evasion, improved uncanny dodge, Skill Mastery (Disable Device, Escape Artist, Hide, Move Silently, Sleight of Hand), trap sense +3, trapfinding. Equipment/Possessions: Amulet of natural armor +3, ring of protection +1, +1 short sword, +1 dagger, masterwork leather armor, 4,840 gp worth of wealth. Bio: A chronic thief, the Knave of Hearts is perpetually in trouble with the law in Wonderland for his larcenous deeds and, one day, the King and Queen of Hearts will likely have his head for it, despite his ostensible role as their lackey. Tactics: The Knave of Hearts is greedy and dishonest but not particularly bloodthirsty. If he can achieve his aims through stealth or the application of non-lethal force, he will certainly do so.

MAD HA T TER HAT


Wonderland Human Expert 9; CR 8; Small-size humanoid (Wonderland Human); HD 9d6+9; hp 40; Init +5; Spd 20 ft. (4 squares); AC 17 (+1 size, +1 Dex, +4 armor, +1 insight), touch 13, flat-footed 16; Base Atk +6; Grp +2; Atk shears +8 melee (1d6/19-20) or cutlery +8 ranged (1d2/19-20); Full shears +8/+3 melee (1d6/1920) or cutlery +8/+3 ranged (1d2/19-20); AL CN. Saving Throws: Fort +4, Ref +4, Will +7 Ability Scores: Str 10 (+0), Dex 12 (+1), Con 13 (+1), Int 16 (+3), Wis 8 (-1), Cha 16 (+3). Skills: Bluff +14, Craft (hatmaking) +15, Diplomacy +19, Disguise +3 (+5 to act in character), Intimidate +5, Knowledge (local [Wonderland])* +15, Knowledge (games)* +14, Listen +10, Search +14, Sense Motive +11, Smell +12, Spot +10, Taste +12. Languages: Common, Abyssal, French, Sylvan. Feats: Iron Will, Uninhibited Mind*, Lucky*, Improved Initiative, Negotiator. Racial Abilities: As per a Wonderland human. Class Abilities: None. Equipment/Possessions: +2 studded leather armor, dusty rose prism ioun stone, butter knife (treat as dagger), masterwork shears, expensive tea set (1,500 gp). Bio: Perhaps the strangest of the strange characters in Wonderland, the Mad Hatter is also one of the most gregarious. He can often be found having a tea party with the March Hare, claiming to be permanently stuck in tea time by Time itself (which could certainly be true in Wonderland). Despite having little talent at it, he loves to sing, ask riddles, and tell tall tales, usually

Saving Throws: Fort +4, Ref +11, Will +3. Ability Scores: Str 10 (+0), Dex 19 (+4), Con 13 (+1), Int 14 (+2), Wis 10 (+0), Cha 8 (-1). Skills: Appraise +15, Bluff +12, Disable Device +15, Diplomacy +3, Disguise -1 (+1 to act in character), Escape Artist +17, Forgery +11, Gather Information +1, Hide +17, Intimidate +1, Jump -6, Knowledge (local [Wonderland]) +15, Listen +14, Move Silently +17, Open Lock +17, Search +4, Sense Motive +9, Sleight of Hand +17, Smell +1, Spot +14, Taste +1, Use Rope +4 (+6 involving bindings). Languages: Common, French, Sylvan. Feats: Sensory Awareness*, Shrewd*, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword). Racial Abilities: As per a Wonderland human.

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blending them together with a near-constant stream of inane babbling. Despite his off-putting behavior, however, he loves having visitors at his tea party, and to those who can stand his odd mannerisms, he can be a great font of information about Wonderland. He also serves as an agent and messenger for various powers in Wonderland, to include the Queen of Hearts and the White King. Tactics: The Mad Hatter has little ability to fight and generally tries to avoid doing so. However, should the Mad Hatter be attacked, his friend the March Hare will quickly set off to round up a pack of card people to come to his aid. This is because the Mad Hatter is one of the Queen of Hearts subjects, and she will not tolerate an attack on one of her own (despite having sentenced him to death several times). And, if has to fight, he will likely resort to a large pair of hatmakers shears that he carries hidden in an inside pocket of his frock coat, and which he will wield in two hands and use to chop at opponents. He is also adept at hurling cutlery like butterknives and forks, snatched up from the table or retrieved from the handful of such items that he typically keeps on his person.

MOCK TURTLE
Medium Monstrous Humanoid (Reptilian) Hit Dice: 4d8+3 (21 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 40 ft. Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +4/+6 Attack: Slam +6 melee (1d3+2) Full Attack: 2 slams +6 melee (1d3+2) and gore +1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Tale of woe, weep Special Qualities: Darkvision 60 ft., amphibious Saves: Fort +4, Ref +5, Will +0 Abilities: Str 14, Dex 12, Con 11, Int 10, Wis 9, Cha 13 Skills: Bluff +6, Knowledge (local [Wonderland]) +7, Listen +3, Swim +15 Feats: Ability focus (tale of woe), toughness Environment: Any land or aquatic Organization: Solitary Challenge Rating: 3 Treasur e: Standard easure: Alignment: Usually chaotic Advancement: By character class Level Adjustment: +2

They had not gone far before they saw the Mock Turtle in the distance, sitting sad and lonely on a little ledge of rock, and, as they came nearer, Alice could hear him sighing as if his heart would break. She pitied him deeply. What is his sorrow? she asked the Gryphon, and the Gryphon answered, very nearly in the same words as before, Its all his fancy, that: he hasnt got no sorrow, you know. Come on! Lewis Carroll, Alice in Wonderland
Mock turtles are curious creatures, being the primary component of mock turtle soup, and are native to few lands though chance often makes them wander through others. They are as much cows as turtles, though not as much turtles as cows. They have a head and hind limbs like a cow, the shell and flippers of a sea turtle and depressed, weary voices, much like those of a person, although sadder. In truth, mock turtles are rarely truly sad. They are instead quite enamored of the idea of being sad and as such play at sorrow in an attempt to bring upon the

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emotion in earnest. They are rarely threatening to other creatures, except as a distraction. Some turn to mischief and misdirect well-meaning persons with all manner of tall stories and nonsensical information. COMBA T COMBAT A mock turtle rarely engages in combat unless it absolutely has to. If accosted, the creature will attempt to flee by the safest means needed or will weep for mercy. Mock turtles tell their tale of woe who all who will listen. Tale of W oe (Su): A mock turtle can, as a standard Woe action, begin telling its particular, nonsensical tale of woe. The story lasts for as long as the mock turtle needs it to, so long as the mock turtle takes no other actions. Any creature within 30 feet must make a Will save each round (DC 15) or become fascinated for as long as the mock turtle speaks and 1d4+1 rounds thereafter. The effect is immediately broken if the target is attacked in any fashion, either by the mock turtle or by another creature. This is a sonic, mind-influencing languagedependant effect. The save DC is Charisma-based. Weep (Su): Three times per day and as an attack action, a mock turtle can weep to protect itself from attackers. Any creature within 10 feet of the mock turtle must make a Will save (DC 13) or be so overwhelmed with pity (in the case of good or neutral creatures) or disgust (in the case of evil characters) as to be unable to willingly attack the creature for 2d4 rounds, during which the mock turtle typically attempts to escape. This is a sonic, mind-influencing effect. The save DC is Charisma-based. Skills: A mock turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on Swim checks, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

THE QUEEN OF HEARTS


Wonderland Human Aristocrat 12; CR 11; Small-size humanoid (Wonderland Human); HD 12d8+12; hp 64; Init +0; Spd 20 ft. (4 squares); AC 23 (+1 size, +12 Robe of Hearts), touch 11, flat-footed 23; Base Atk +9; Grp +4; Atk +11 +1 heavy mace melee (1d6-1); Full Atk +1 heavy mace +11/+6 melee (1d6-1); AL CE. Saving Throws: Fort +7, Ref +6, Will +10. Ability Scores: Str 8 (1), Dex 10 (+0), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 15 (+2). Skills: Bluff +17, Diplomacy +19, Disguise +2 (+4 to act in character), Gather Information +19, Handle Animal +17, Intimidate +19, Knowledge (local [Wonderland]) +18, Listen +17, Spot +17. Languages: Common, Abyssal, French, Sylvan. Feats: Great Fortitude, Great House*, Lightning Reflexes, Berserker*, Weapon Finesse, Weapon Focus (Scepter). Racial Abilities: As per a Wonderland human. Class Abilities: None. Equipment/Possessions: Royal scepter (as per a +1 heavy mace), Robe of Hearts* (+12 armor bonus), palace, croquet ground, 12,000 gp worth of wealth. Bio: Currently the most powerful political figure in Wonderland, the Queen of Hearts is a psychopathic bully who forces people to bend to her whims and continuously has those around her sentenced to death. She controls one of the most powerful military forces in

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Adventures in W onderland Wonderland


Saves: Fort +5, Ref +9, Will +1 Abilities: Str 10, Dex 18, Con 12, Int 15, Wis 11, Cha 16 Skills: Appraise +6, Balance +8, Climb +4, Escape Artist +16, Hide +12, Jump +8, Knowledge (nobility and royalty) +6, Move Silently +8, Tumble +8 Feats: Ability Focus (fascination), Armor Proficiency (light)B, Improved Initiative, RunB Envir onment: Wonderland Environment: Organization: Solitary Challenge Rating: 4 Treasur e: Standard easure: Alignment: Usually Lawful Neutral Advancement: By character class Level Adjustment: Wonderland rabbits are the administrators to the upper-crust of Wonderland society. Practical, methodical, and disciplined to a fault, these creatures are largely responsible for the whimsical world they come from having anything that remotely resembles an infrastructure. Why they take it upon themselves to serve such chaotic monarchs is anybodys guess, as the Wonderland rabbits simply take it as a given that thats what they are supposed to do. These creatures are often encountered outside of Wonderland, carrying out their masters capricious whims. They are chiefly responsible for the influx of outsiders coming to Wonderland, as travelers who see them scurrying back home have a tendency to follow them. Two of the most well-known creatures of this sort are the White Rabbit, who serves the King and Queen of Hearts, and the March Hare, a friend of the Mad Hatter (who lost his supernatural qualities and his position when he acquired a cursed item, a Timepiece of Inertia*). COMBA T COMBAT Wonderland rabbits almost never engage in combat, much preferring to retreat from a fight. While this usually causes enemies to pursue them (due to the Wonderland rabbits fascination ability) they can often lose foes in the rabbit hole to Wonderland. Otherwise, they usually run back to their employers grounds, counting on more martial servants to defend them. Fascination (Su): The sight of a Wonderland rabbit in motion is strangely compelling, even to the most seasoned of travelers. Upon sighting a Wonderland rabbit taking a double move action or run action, creatures must make a Will save (DC 17). Those who fail

Wonderland, a small army of card people. Her favorite pastime is a bizarre local form of croquet. She has an ongoing enmity with the Duchess. Tactics: For the most part, the Queen of Hearts is able to achieve anything she needs as a function of her office and, in cases where force of some sort is necessary, she typically calls upon her pack of lackey card people. If forced to fight personally, however, the irascible woman will fly into a rage and beat enemies with her finely-crafted heavy royal scepter. Unlike a true mace, she is able to use this to inflict nonlethal damage with no penalty to her attacks if she is so inclined.

WONDERLAND RABBIT
Small Magical Beast Hit Dice: 5d10+5 (32 hp) Initiative: +8 Speed: 50 ft. Armor Class: 18, touch 15, flat-footed 13 (+2 leather armor, +4 Dex, +1 natural, +1 dodge) Base Attack/Grapple: +5/+1 Attack: Slam +7 (1d3) Full Attack: 3 slams +7 (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Darkvision 60 ft., fascination, Im late!, low-light vision, rabbit hole

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Chapter 1: W onderland Monsters and NPCs Wonderland


this save are compelled to follow the Wonderland rabbit for 1d4+2 rounds with all possible speed. Regardless of success or failure, creatures subjected to a Wonderland rabbits fascination power are immune to further use of the ability by that same Wonderland rabbit for 24 hours. A Wonderland rabbit is unable to deactivate this power, and most are unaware that they have it at all. This is a mind-affecting effect. The save DC is Charisma-based. Im Late! (Su): A Wonderland rabbit is always under a haste effect (CL 5th). Rabbit Hole (Su): As the emissaries of Wonderlands nobles, a Wonderland rabbit is often found abroad doing their bidding. In accordance with this, they have the ability to create portals to Wonderland in the form of holes in the ground, commonly called rabbit holes. A Wonderland rabbit can create a rabbit hole up to 60 feet away, provided that the square it is created in is unobserved at the time a rabbit hole cannot be created in a space that is within someones sight. Once created, a rabbit hole lasts for 1d6+1 rounds. Entering a rabbit hole transports a character to Wonderland (see the Introduction). Skills: Wonderland rabbits have a +8 racial bonus on Escape Artist checks.

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Chapter 2: W onderland Skills Wonderland

ollowing are a number of skills that might come into play in a Wonderland adventure. Two of these Smell and Taste can be used untrained. Players who think either of these might be useful should consider adding them to their character sheets even if they do not plan on adding any skill points to them so that they will remember to use them in appropriate situations.

Knowledge (local [W onderland]) (Int) [Wonderland])


This is a composite skill that represents an understanding of all things related to Wonderland, to include its culture, history, customs, laws, inhabitants, and the properties of those things. It also reflects the extent to which a creature has been educated in one of Wonderlands schools and the peculiar sorts of areas of knowledge (and their branches) that they impart. These include arithmetic (ambition, distraction, uglification, and derision), mystery (ancient and modern), seaography, drawling, stretching, fainting in coils, French, music, singing, dancing, laughing, grief, and washing. Synergy: Characters with 5 or more ranks in Knowledge (local [Wonderland]) receive a +2 bonus on Knowledge (the planes) skill checks, +2 on Charisma-based skill checks made to influence natives of Wonderland, and +2 on Perform checks for songs, dances, and the like peculiar to Wonderland.

DC 5 10 15 20 25 5 +2 +2

Substance Detect strong scent Identify common scent (apples, oranges) Detect weak scent Identify uncommon scent (Goblin, troglodyte) Identify rare scent (dragon, ghoul, certain poisons) Essence of substance at hand for comparison Attempting to distinguish very similar substances Cumulative for each consecutive smell attempt in a 10-minute period

Knowledge (games) (Int)


This skill represents an understanding of games, their history, rules, mechanics, and the theories and philosophies behind them. Synergy: Characters with 5 or more ranks in Knowledge (games) receive a +2 bonus on Charisma-based skill checks made against card people, shessmen, and other monsters that are essentially sentient game pieces. Characters with 5 or more ranks in Knowledge (games) receive a +2 bonus on skill or ability checks made to resolve actions within a game, determine the winner of a game, etc.

Retry: A character may attempt retries, but increase the DC by 2 for each retry within a 10-minute time period. Special: Gnomes, well known for their keen sense of smell, add a +2 to any Smell checks. Characters with the Scent feat receive a +5 bonus on Smell checks. Creatures with the Scent special quality receive a +8 bonus on Smell checks. Synergy: Characters with 5 or more ranks in this skill receive a +2 synergy bonus on attempts to Appraise perfumes and other commodities valued for their scent. Any character with 5 or more ranks in Smell receives a +2 synergy bonus on Taste* skill checks.

Smell (W is) (Wis)


A creature can use this skill to detect or identify substances or distinguish between similar scents. Although anyone can identify a common odor, training is required to discern the fine nuances between similar substances. Check: Make a Smell check against a DC that reflects the commonness of the substance.

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Taste (W is) (Wis)
This skill can be used to identify substances or distinguish between similar beverages. Check: Make a Taste check against a DC that reflects the commonness of the substance. DC 5 10 15 20 25 30 Substance Common foods Common beverages Uncommon foods Uncommon beverages, common poisons Rare substances, legendary potions, or fabled poisons Alien, unique, or theoretical substances Conver gence T ask (Food T asting): Characters with Convergence Task Tasting): at least 2 ranks of Taste, 1 rank of Smell, and a Constitution of at least 12 can use the Taste skill to identify specific combinations of substances present in food and drink. Individuals with this ability are often employed in the courts of nobles to check meals and beverages for unsavory additives (e.g., drugs, poison, vermin feces, or other forms of contamination). Conver gence T ask Check: Make a Taste check to Convergence Task identify substances in meals. Roll for each meal event regardless of length or size. DC 15 Task Identify specific ingredients in a common meal or beverage (e.g. Christmas pudding, chicken ala king, beef stew, cherry nut cake) (1 minute) Identify specific ingredients in an unusual meal or beverage (e.g., mock turtle soup) (1-6 minutes) Identify specific ingredients in a rare meal or beverage (e.g., elemental pudding) (1-20 minutes) Cross-cultural dish (e.g. non-Wonderlanders tasting a Wonderland dish) Common drug or poison present Rare drug or poison present

Retr y: Yes. However, increase the DC by 2 for each Retry: retry. Using a palette neutralizer (a mild cheese, for instance) will lower the DC increase to 1 for each retry.

20 25

+2 +5 +10

Retr y: Yes. However, increase the DC by 5 for each Retry: failed roll. If poison or a drug is present in the meal or beverage the food tester may make a DC 15 Reflex save to attempt to avoid being affected by the substance. Special: Gnomes and Halflings receive a +2 bonus on Taste or Food Tasting skill checks. In some campaigns, magic potions can be characterized by taste, and this skill is especially useful in those instances, both to laymen and to those with 5 or more ranks in Taste who attempt to analyze potions using the skills Craft (alchemy) or Profession (alchemist)*. Use of the Taste skill does not require swallowing, so at the GMs option it can be used to detect certain poisons without any ill effects. Syner gy: A character with 5 or more ranks in Taste Synergy: receives a +2 synergy bonus on Smell skill checks. Characters with the Food Tasting ability may add a +2 synergy bonus to any Spellcraft, Craft (alchemy), or Profession (alchemist)* skill checks related to identifying ingested substances. Characters with 5 or more ranks in this skill receive +2 on attempts to Appraise foodstuffs and beverages.

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Chapter 2: W onderland Skills Wonderland

33

Chapter 3: W onderland F eats Wonderland Feats

ollowing are a number of new feats used by various Wonderland characters presented in this book. These feat are not necessarily peculiar to this milieu, however, and can be used in other campaign settings as well.

Aura of Chaos [General]


Things tend to go wrong in the presence of creatures with this Feat, which include various types of undead, chaotic outsiders, and priests of deities devoted to disorder. Prerequisite: Moderate chaotic aura (as per Detect Chaos). Benefit: Monsters and characters with an Aura of Chaos increase the chance of other nearby creatures suffering a critical failure (DMG, p. 34) on attacks, skill checks, and ability checks and something really bad happening on a natural roll of 1 or 2. This affects creatures both within a 10-foot radius of the being and those launching attacks against it, whether direct or indirect, from any range (e.g., firing a crossbow). Note that allies as well as enemies of the creature with this Feat are subject to its effects.

Bake Magic F ood and Drink [Item Creation] Food


You may imbue foodstuffs you make with magical properties. Prerequisite: Brew Potion, caster level 4th. Benefit: This feat functions identically to Brew Potion, except that you create food or drink imbued with 4th-level or lower spells that you know, including those that can target one or more creatures. A creature must eat a portion of a food item imbued with a spell that affects multiple targets in order to benefit from it.

ance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the characters (newly improved) Constitution modifier. A berserker can prematurely end her rage. At the end of the rage, the berserker loses the rage modifiers and restrictions and becomes fatigued (2 penalty to Strength, 2 penalty to Dexterity, cannot charge or run) for the duration of the current encounter (unless she happens to be a 17th-level barbarian, at which point this limitation no longer applies). Entering a rage takes no time itself, but a berserker can do it only during her action, not in response to someone elses action. Special: This feat can be taking multiple times and, for each instance that a character has it, she can rage one time per day. A character with the ability to rage multiple times per day can still only do so once per encounter.

Great House [General]


A character with this feat has been born into one of the ruling families of a particular state, is related to kings and other major royalty in multiple nations, and is the holder of a particular aristocratic title (e.g., baron, count, duke, prince). This status is not merit-based and does not necessarily bestow enforceable obligations or responsibilities upon the character. This feat must be the first one taken by a starting character. Prerequisite: Aristocrat level 1st. Benefit: The scion of a great house receives a +3 circumstance bonus on all opposed Charisma-based skill checks (e.g., Gather Information) made to other aristocrats or to other characters who understand who he is. Furthermore, all DCs for Knowledge (nobility and royalty) skill checks pertaining to the character or his family are at 5 (e.g., his family name is recognizable with a DC 10, rather than a DC 15, skill check).

Berserker [General]
A character with this feat is capable of flying into a deadly rage. Benefit: A berserker can rage one time per day in the same way a barbarian does, temporarily gaining a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but taking a 2 penalty to Armor Class. The increase in Constitution increases the berserkers hit points by 2 points per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Bal-

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Adventures in W onderland Wonderland


With the DMs approval, a character with this feat can opt to assume various obligations in return for appropriate benefits (e.g., upon reaching a certain level of experience, a marquis could choose to take over a fortified frontier manor house, formerly held by another member of his family, in exchange for military defense of the surrounding area). Normal: Most aristocrats are from minor houses, for which they receive no marked benefits above and beyond those that would be enjoyed by members of any other character classes. Knowledge (nobility and royalty) skill check DCs pertaining to them or their families are not affected by the relative prominence of their houses. Special: At the DMs option (or the players if appropriate), an aristocrat character can be deemed to be from an obscure house (this can be both a benefit and a detriment and does not use up a feat). Furthermore, all skill check DCs for Knowledge (nobility and royalty) or Knowledge (local [Wonderland]) in a Wonderland setting pertaining to the character or his family made by others are at +5 (e.g., his family name is recognizable with a DC 20, rather than a DC 15, skill check). plus his Cha modifier (if positive), a Lucky character can add 1d6 to the results of any other die roll (e.g., attack, skill check, ability check, damage, initiative) after the roll is made but before its results are known. Special: This Feat can be taken multiple times, increasing the total number of times per day its benefits can be used.

Paranoid [General]
They probably really are out to get the character with this featand he is going to be ready for them! Benefit: A paranoid character gets a +1 bonus to all Reflex saving throws and a +2 circumstance bonus to Sense Motive checks.

Sensory Awareness [General]


A character with this feat is acutely aware of his senses of hearing, touch, smell, sight, and taste. Prerequisite: Int 12 OR Wis 12 OR Cha 12. Benefit: A character with Sensory Awareness receives a +1 bonus on all Listen, Search, Smell*, Spot, and Taste* checks.

Greater Aura of Chaos [General]


Things tend to work out as inexplicably well for creatures with this Feat as they turn out poorly for those around them. Prerequisite: Aura of Chaos, strong chaotic aura (as per Detect Chaos). Benefit: Creatures with a Greater Aura of Chaos have an increased chance of enjoying a critical success (DMG, p. 34) on skill checks and ability checks and something especially good happening on a natural roll of 19 or 20. Additionally, the threat range for attacks made by creatures with this Feat improves by one place (e.g., from 17-20 rather than 18-20 for a scimitar).

Shrewd [General]
A character with this feat has a knack both for gleaning information from written material and for reproducing it. Benefit: A character with this feat receives a +2 bonus on all Decipher Script and Forgery skill checks.

Take a Beating [General]


A character with this Feat can survive an abnormal amount of blunt-force trauma. Pr er equisite: Toughness. Prer erequisite: Benefit: A character who can Take a Beating receives damage resistance 3/ against bludgeoning attacks (e.g., unarmed strikes, maces, and clubs), regardless of whether they inflict lethal or non-lethal damage. This benefit also applies to bluntforce damage from things like falling, tripping, or car accidents.

Improved Manipulation [General]


Prerequisite: Dexterity 13+, hands, prehensile tail, vestigial hands, or trunk. Benefit: The penalty for using your hands, tail, or trunk to perform skills or make attacks with weapons is reduced by 2.

Uninhibited Mind [General]


Your mind is so unrestrained that outside forces have difficulty controlling it. Prerequisites: Chaotic alignment, Iron Will. Benefit: When making Will saves against mind-affecting effects, you roll 4d6 instead of 1d20. This roll has no automatic success or failure.

Lucky [General]
A character with this Feat has better than average luck. Benefit: A number of times per day equal to one

36

Chapter 3: W onderland F eats Wonderland Feats

37

Chapter 4: W onderland Spells Wonderland

pellcasters in Wonderland use many of the same spells as their counterparts in other campaign settings. There are a number of spells, however, peculiar to the milieu (but which could certainly be exported to other ones).

Alter Self, Lesser


Transmutation Level: Bard 1, Sor/Wiz 1 Components: V, S Casting T ime: 1 standard action Time: Range: Personal get: You Tar arget: Duration: 1 hour/level (D) As alter self, except that you cannot change into a different creature. Any changes made must be to features that the caster already has. If a human wizard were to cast this spell, she would be able to increase her bust size, for example, but she would not be able to give herself wings unless she already had them. If she did have wings, however, she would be able to change them from black butterfly wings to red-lined demon wings if she so chose. If this spell is used to create a disguise, the caster receives a +5 bonus on her Disguise skill check.

Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes The transmuted creature becomes dumber. The spell grants a -4 enhancement penalty to Intelligence, subtracting the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell lose bonus spells that would have been granted by the lost Intelligence, and the saving throw DCs for spells they cast while under this spells effect also increase. This spell also causes all skill checks to be made with a -2 modifier, regardless of their key ability score. Arcane Material Component: A few feathers or a pinch of dung from a dodo bird.

Alter Other
Transmutation Level: Bard 3, Sor/Wiz 3 Components: V, S Casting T ime: 1 standard action Time: Range: Touch Tar get: Creature touched arget: Duration: 10 min./level (D) Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions in all ways as lesser alter self, except that it can be used upon another creature, which is entitled to a saving throw to resist its effects.

Dodos Stupidity
Transmutation Level: Brd 2, Clr 2, Sor/Wiz 2 Components: V, S, M/DF Casting T ime: 1 standard action Time: Range: Touch Tar get: Creature touched arget:

39

Adventures in W onderland Wonderland


Dodos Stupidity , Mass Stupidity,
Transmutation Level: Brd 6, Clr 6, Sor/Wiz 6 Range: Close (25 ft. + 5 ft./2 levels) Tar get: One creature/level, no two of which can be arget: more than 30 ft. apart This spell functions just like dodos stupidity, except that it can affect multiple creatures. dividing its weight by 16. This decrease causes the creature to lose two size categories. The target gains a +4 size bonus to Dexterity, a -8 size penalty to Strength (to a minimum of 1), and a +2 bonus on attack rolls and AC due to its reduced size. A humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet. This spell does not change the targets speed. Greater reduce person counters and dispels greater enlarge person. Greater reduce person cannot be made permanent.

Enlarge P erson, Greater Person,


Transmutation Level: Sor/Wiz 4, Strength 4 This spell functions like enlarge person, except as follows: This spell causes instant growth of a humanoid creature, multiplying its height by four and its weight by 16. This increase causes the creature to gain two size categories. The target gains a +8 size bonus to Strength, a -4 size penalty to Dexterity (to a minimum of 1), and a -2 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Huge has a space of 15 feet and a natural reach of 15 feet. This spell does not change the targets speed. Greater enlarge person counters and dispels greater reduce person. Greater enlarge person cannot be made permanent.

Sneeze
Transmutation Level: Brd 0, Sor/Wiz 0 Components: V, S, M Casting T ime: 1 standard action Time: Range: Close (25 ft. + 5 ft./2 levels) Tar get: One creature arget: Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes This spell causes its target to sneeze violently, completely stunning it briefly (i.e., it drops everything held, cannot take actions, suffers a -2 penalty to AC, and loses any Dex bonus to AC). Arcane Material Component: A pinch of pepper.

Fly , Mass Fly,


Transmutation Level: Sor/Wiz 7, Travel 7 Range: Touch Tar get: One creature/level, no two of which can be arget: more than 30 ft. apart This spell functions just like fly, except that it can affect multiple creatures.

Sneezing F it Fit
Transmutation Level: Brd 4, Sor/Wiz 4 Components: V, S, M Casting T ime: 1 standard action Time: Range: Close (25 ft. + 5 ft./2 levels) Tar get: One creature or one creature/level, no two of arget: which can be more than 30 ft. apart Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell functions just like sneeze, except that it can last for an extended duration and/or affect multiple creatures. If cast against a single target, it suffers a -4 penalty on its saving throws; the victim is, however, entitled to a saving throw at the beginning of every round after the spell is cast to see if it is affected that round. Arcane Material Component: A pinch of pepper.

R educe P erson, Greater Person,


Transmutation Level: Sor/Wiz 4 This spell functions like reduce person, except as follows: This spell causes instant diminution of a humanoid creature, quartering its height, length, and width and

40

Chapter 4: W onderland Spells Wonderland

41

Chapter 5: W onderland Magic Items Wonderland

any different sorts of magic items can be found in Wonderland, to include items similar to those that can be found in traditional campaign settings, those that function somewhat differently on the chaot ic demi-plane, and those that are unique to the milieu. Potions in Wonderland are often the traditional flasks of liquid. Some, however, take the form of small cakes or other edible items, and even mushrooms and other naturally-growing items. The Food Items sub-table of Random Wonderland Items can be used to determine such alternate potion forms if desired. Two or more sorts of potions are also sometimes combined into a single draught in Wonderland. In such cases, the caster level is the highest of those associated with the respective potions in question and the price is equal to the highest plus half that of any subsequent potions.

Fan of Diminution: This appears to be a typical small, folding paper fan. Each round that a creature waves the fan on itself, it is reduced in size by one category, to maximum size of Fine. The fan will reduce in size with the character but if abandoned will, after 24 hours, return to its normal size. If used against another creature, the target is entitled to a saving throw (Fortitude DC 16). Moderate transmutation; CL 7th, Craft Wondrous Item; greater reduce person*; Price 28,000 gp. Hookah of Stability: This elaborate water pipe reduces the chances of both magical and natural transmutation in anyone who smokes from it (e.g., the spell enlarge person, a caterpillars change into a butterfly, aging). Smoking it for at least a minute gives a +4 bonus on applicable saving throws or allows a save when one would not otherwise be allowed for 24 hours thereafter. A long-term smoker of this item does not age or receive either the positive or negative adjustments to ability scores associated with doing so (but this effect does not impart immortality and the character will still die at whatever point he otherwise would and can still be killed as usual). The benefits of the hookah also have a mild narcotic effect, however, that reduces reaction times, inflicting a -4 penalty on initiative rolls and Spot and Listen skill checks. Strong conjuration; CL 13th, Craft Wondrous Item; greater restoration; Price 39,000 gp. Pepper-Box of Sneezing: This charged item functions in all ways as would a wand of sneezing fit, the one exception being that it is keyed to a higher-level spell than that normally associated with such as device. Moderate transmutation; CL 9th; Craft Wondrous Item; mass sneezing; Price 30,000 gp.

Potion of Enlarge Person: Most such potions function like those anywhere else, albeit at a higher-than-usual caster level. It is 20% likely that any potion of this sort will be double-strength and increase the drinkers size by two categories (e.g., from Medium to Huge). Moderate transmutation; CL 7th; Brew Potion or Bake Magic Food and Drink*; enlarge person or greater enlarge person*; Price 350 gp (1,400 gp if double strength). Potion of Reduce Person: Most such potions function like those anywhere else, albeit at a higher-than-usual caster level. It is 20% likely that any potion of this sort will be double-strength and decrease the drinkers size by two categories. Moderate transmutation; CL 7th, Brew Potion or Bake Magic Food and Drink*; reduce person or greater reduce person*; Price 350 gp (1,400 gp if double strength).

Potion of Stupidity (Cursed): This sort of potion reduces the Intelligence of its imbiber by 4 points for three minutes (30 rounds). This has several effects, which

43

Adventures in W onderland Wonderland


include reducing the modifiers for Int-based skills and also imposing a -2 penalty on all skill checks, regardless of their key ability score. Such a draught will also cause wizards to forget any bonus spells granted by their former Intelligence and all spells that would not be allowed with their lower level of Intelligence. About one-third of such potions take the form of some baked good, rather than a liquid. This sort of a potion is often combined with other sorts of potions in Wonderland, especially potions of enlarge person. Faint transmutation; CL 3rd (or 4th), Brew Potion (or Bake Magic Food and Drink*); dodos stupidity*; Price 300 gp.

Robe of Hearts: This sumptuous royal robe is fashioned from satin, cloth of gold, ermine, and other rich materials and emblazoned with a dozen large, red hearts, and bestows upon its wearer an armor bonus of +6. If that wearer is both a Wonderland human and has class levels in aristocrat, however, this armor bonus increases to +12. Similar garments corresponding to different card suits and possibly with different benefits could quite possibly exist as well. Strong conjuration; CL 18th, Craft Wondrous Item; mage armor; Price 81,000 gp. Timepiece of Iner tia (Cursed): This powerful cursed Inertia item, which typically takes the form of a pocketwatch that shows days rather than hours, harms its owners place in time. One such item is owned by the unfortunate March Hare. Its effects include: * Its owner cannot be affected by haste, slow, or any other spells that speed up or slow them down. * Duration of spells cast upon the owner of the timepiece is automatically reduced to 0 rounds (i.e., negating them in most cases). Spells with an instantaneous duration are not affected. * Its owner loses all Supernatural (Su) special abilities while in possession of the timepiece. * Its owner does not age and does not receive either the positive or negative adjustments to ability scores for doing so. This effect does not impart immortality, however, and the character will still die at whatever point he otherwise would (and can, of course, be killed as normal). Strong necromancy; CL 17th, Craft Wondrous Item; bestow curse; Price 39,000 gp. Vorpal W eapon: Such a weapon is even more powerWeapon: ful in Wonderland than elsewhere, and rather than threatening to remove an opponents head on a natural role of 20, it does so instead on the normal threat range for a weapon of its sort (e.g., 19-20 for most swords). It also crackles with the energy of its enhanced strength, making a snicker-snack! sound when wielded. A vorpal weapon functions otherwise just as described in the DMG. Strong necromancy and transmutation; CL 18th, Craft Magic Arms and Armor; circle of death, keen edge; Price +5 bonus.

Potion of Lesser Alter Self: Some 50% of potions of this sort are set to produce a specific effect (e.g., giving the drinker a long, serpentine neck). This sort of a potion is often combined with other sorts of potions, especially potions of growth. Faint transmutation; CL 3rd (or 4th), Brew Potion (or Bake Magic Food and Drink*); lesser alter self *; Price 50 gp.

44

Chapter 5: W onderland Magic Items Wonderland

45

Appendix I: W onderland Gazeteer Wonderland

M
Court

uch of Wonderland is conventional in appearance, and consists of woods, meadows, seashores, and the like, and is inhabited by creatures that tend to live in small houses or cottages, most of which have gardens. Other parts are much wilder or stranger, and dangerous forests, dismal islands, and other more hazardous areas are alluded to in reports about the place. Following are several places in or around Wonderland that have been described in the various works of Lewis Carroll.

This regal hall serves as both an audience chamber for the King and Queen of Hearts and the court of justice for the kingdom. It is sumptuously decorated with banners and tapestries displaying the coats-of-arms and history of Wonderland and appointed with ornate, heavy, wooden furnishings of all sorts, to include a table at its very center, upon which evidence relevant to court cases is displayed. It is in this place, in trials by jury, that rogues like the Knave of Hearts are tried for their crimes and that the many death sentences handed down by the queen are confirmed or commuted. A nearby prison (q.v.) is used to hold those variously awaiting trial or convicted of crimes against the state or its citizens.

Hall of Doors
She found herself in a long, low hall, which was lit up by a row of lamps hanging from the roof. There were doors all round the hall, but they were all locked Suddenly, she came upon a little three-legged table, all made of solid glass; there was nothing on it but a tiny golden key, and Alices first idea was that this might belong to one of the doors of the hall; but, alas! either the locks were too large, or the key was too small, but at any rate it would not open any of them. However, on the second time round, she came upon a low curtain she had not noticed before, and behind it was a little door about fifteen inches high: she tried the little golden key in the lock, and to her great delight it fitted! Alice opened the door and found that it led into a small passage, not much larger than a rat-hole: she knelt down and looked along the passage into the loveliest garden you ever saw. This strange place is a maze of intersecting passageways, secret doors, and hidden alcoves. Pieces of furniture, such as end tables, can be periodically be found throughout it. Random items or those the game master wants to party to have can also sometimes be found or even just appear in the hallway (see Appendix III: Random Wonderland Items).

The Hall of Doors is a nexus connecting various worlds. While most of its doors lead to specific locations in Wonderland, some may go to other places altogether. Whether visiting characters are able to open those doors and exactly where they then lead is completely at the discretion of the game master. One means of entering the hall from outside of Wonderland is through temporary or permanent holes of the sort formed by Wonderland rabbits (q.v.). Visitors who drop through one of these will drop a seemingly immeasurable distance into the earth and, during their fall, may note that the sides of the shaft are lined with bookshelves and cabinets. While there might not be anything of use to adventurers on any of these, this can be a good opportunity for the game master to provide characters with any items he wants them to have during their adventures in Wonderland. While the time falling through this portal will be hard for characters to gauge accurately somewhere between 1d6+4 rounds and an hour the game master can nonetheless limit how many useful characters might obtain on the way down (e.g., one clearly useful item and 1d3 of dubious value). The game master can either allow characters to automatically grab a certain number of items or allow this to vary with how well they make Reflex saving throws (once again, refer to Appendix III: Random Wonderland Items). Characters falling through this hole-portal will typically land on a pile of leaves and sticks. Alternately, the game master can require them to make a DC 15 Reflex saving throw to avoid 1d6 points of falling damage. A character that changes its mode of movement while in the hall will be transported to some location or appropriate location in Wonderland. If, for example, a character walking around in the hall who subsequently ends of swimming or flying for whatever reasons, will end up outside of the hall and in a random place. Or, one who somehow ends up swimming or having to make a Balance skill check to avoid slipping in water may end up in the surf along the Seashore (q.v.).

47

Adventures in W onderland Wonderland


Mad Hatter s T ea R oom Tea
There was a table set out under a tree in front of the house, and the March Hare and the Hatter were having tea at it: a Dormouse was sitting between them, fast asleep, and the other two were using it as a cushion resting their elbows on it, and talking over its head. The table was a large one, but the three were all crowded together at one corner of it. No room! No room! they cried out when they saw Alice coming. Theres plenty of room! said Alice indignantly, and she sat down in a large arm-chair at one end of the table. This outdoor team room is used by the Mad Hatter to host parties for his friends, during which they tell nonsensical tales and the like. It is located beside the house of the March Hare (q.v.). his haunts, and the tea room where he holds his absurd parties is located underneath a large tree that grows in front of it.

Prison
To outward appearances, this is nothing more than a small, dismal building with barred windows and a reinforced entryway, but even a brief visit will reveal that it is far more extensive than it appears at a glance. Within it are various sorts of cells, both simple ones used to confine prisoners awaiting trial at the Court (q.v.) and more complex ones that have been designed to effectively jail some of the weirder and stranger denizens of the country. It is manned by a contingent of card people guards.

House of the March Hare


This is a large house on which the chimneys were shaped like ears and the roof was thatched with fur. It is likely that the Mad Hatter, a close friend of the March Hare, has chambers of some sort here, as no other home is known for him. It is, in any event, one of

Queen of Hearts Croquet Ground


Used as the venue for the Queen of Hearts favorite pastime, croquet, this is the loveliest garden you ever saw, characterized by beds of bright flowers, cool fountains, and flower pots of all sizes, some large enough for a person to hide in. This place is often full of courtiers and other citizens of Wonderland, many of

48

Appendix I: W onderland Gazeteer Wonderland


boojum, a subspecies of Snark. Specific places within it include the Valley of the Jubjub Bird.

Underwater School
Located beneath the sea off one of the main stretches of Seashore in Wonderland, this academy is one of the main places where the sorts of knowledge peculiar to the country is imparted to Its instructors include an old conger eel, which comes in periodically to teach the students Drawling.

White R abbits House


The owner of this small, neat, two-story house can be identified by a brass plate on the door engraved with the words W. RABBIT. Its upstairs area includes the White Rabitts dressing chamber, a tidy little room with a table in the window, and on it a fan and two or three pairs of tiny white kid gloves [and] a little bottle that stood near the looking-glass. The day-to-day operations of the house are managed by Mary Ann, the White Rabbits housemaid. This place might show the signs of a battle at some point in the past that damaged its chimney and some of it furnishing and scuffed up some of its walls.

them summoned there by the queen for croquet matches, and staffed by card people gardeners, many of them engaged in bizarre activities (e.g., as one visitor noted, A LARGE rose-tree stood near the entrance of the garden: the roses growing on it were white, but there were three gardeners at it, busily painting them red.). Croquet matches played here use various living creatures as components, to include flamingoes as mallets, hedgehogs as balls, and bent-over card people as hoops.

Queen of Hearts P alace Palace


This large, elaborate palace is surrounded by pleasant gardens and located in proximity to a number of other official structures, including the Court (q.v.) and Prison (q.v.). It is staffed by the Queen of Hearts surly and unhelpful servitors and guardsmen, most of them card people of various classes and levels.

Seashore
Many of the places where the inhabitants of Wonderland live and interact are located near the seashore, characterized by sandy beaches, rocky outcroppings, and white chalky cliffs. Unlike places inhabited by more conventional people or dependent on commerce, however, there appears to be very little in the way of settlements or buildings right on the water.

Snark Island
Located out of sight of land somewhere off the coast of Wonderland, this is a rocky, dangerous, dismal island inhabited by a number of dangerous sorts of monsters. These include the snark, for which it is named, along with the jubjub bird, the bandersnatch (q.v.), and the

49

Appendix II: W onderland Adventure Hooks Wonderland

ollowing are several hooks that suggest the sorts of adventures characters might end up having during a visit Wonderland as well as some involving incursions by Wonderlanders into the characters own world.

Down But Not Out of the R abbit Hole Rabbit


After taking a tumble down a rabbit hole (whether a permanent portal or one of the temporary sorts created by a Wonderland rabbit), the party finds itself in the Hall of Doors. Investigation may reveal which of the doors will return them to their own world, but no means at their disposal will open it, forcing them on an odyssey through the strange new world they have discovered in search of the key or other means of opening it and returning home.

Snarked
Whether from their own world or in Wonderland, the party is dispatched to legendary Snark Island in search of some coveted thing (e.g., a delicious jubjub bird for a critical feast, the magical gland that allows a boojum to disintegrate its foes). Does the place exist at all? If so, is it as unpleasant as the tales about it would suggest? And, perhaps most important of all, is it really the haunt of the lethal bandersnatch? (Note that this adventure hook can serve as a means for introducing a party to Wonderland, as Snark Island apparently exists between worlds and could act as a portal between them.)

Lost and Loving It


A powerful noble in the PCs hometown is sick with worry when his son vanishes and cannot be located. Desperate, he puts out a hefty reward for the safe return of his heir. While searching, the PCs stumble onto Wonderland, where the boy is located. However, the youth is loving the carefree new land he has found and does not want to return home, insisting that he is horribly mistreated there. Is the boy being honest, or is he lying in hopes of being able to stay and play forever?

Step into the P arlor Parlor


The main road through a forest near the PCs home has suddenly become much deadlier as of late. A number of caravans have vanished, and those that made it through are always missing several people, with the survivors spreading stories about horrific monsters that pursued them from the trees. In fact, a bandersnatch has come to the forest and taken control of a local group of ettercaps, leading them on brutal raids against travelers. The PCs may be the only ones who can put a stop to it, but can they figure out how the bandersnatch arrived from Wonderland in the first place?

Cards and Chess and Hedgehogs, oh my!


The Red Queen and the Queen of Hearts have declared war on each other! As chess people and card people rush to muster their forces, the Mad Hatter beseeches the PCs to intervene before open hostilities begin. If they do, they will find that the two queens are willing to settle things over a game of croquet, but only if the PCs join in also, with each queen hinting that they will reward them if they help her win. Now, the PCs have to figure out how to make sure the game ends with both queens egos assuaged, lest the threat of war be renewed.

Invasion!
All sorts of foreign monsters are turning up in Wonderland lately. Gryphons are getting into fights with griffons. Doppelgangers are replacing chess people. Cheshire cats are playing hide-and-seek with were-tigers. It seems that a permanent portal to Wonderland has opened up somewhere and, clearly, this will need to be closed before the inhabitants of Wonderland start to respond to this by emerging into the PCs world in force. But who created this portal, and why?

Whiffling Through the T ulgey W ood Tulgey Wood


An uproar grips the land, as the Knave of Hearts has returned from a recent outing, claiming he saw the legendary jabberwock! Now, the King of Hearts has ordered the PCs to go forth and retrieve a powerful vorpal sword just in case the Knave is being truthful. If they do not, the Queen will surely have them beheaded. But where can such a rare and mighty sword be found?

Magical R econaissance
Hoping to tap into the strange and chaotic power of Wonderland in some way, a powerful spellcaster induces the party to travel to the alien demi-plane to gather information, components, and any number of other potentially useful things.

51

Appendix III: R andom W onderland Items Wonderland

F
d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

ollowing are tables that can be used to randomly determine items that might be found any number of places in Wonderland, to include the shaft leading into the Hall of Doors. Any one of the food items can also be used to determine the form of a magic item that functions just as if it were a potion. And, while mundane versions of some such items might seem worthless at first glance, the game master can allow them to play some role in Wonderland encounters (e.g., a Cheshire cat is much more likely to be much more cooperative than it otherwise would if given a silk handkerchief as a gift).

Table: R andom W onderland Items Wonderland


Item Food (see subtable) Statuette of a griffon Clock Book (see subtable) Pack of playing cards Potion (roll randomly or DMs choice) Key (e.g., to a door in the Hall of Doors) Bunch of feathers Thimble Gloves (e.g., white kid) Hand mirror Rope (1d6x10 feet) Jack-in-the-box Skyrocket (as per the Fireworks effect of Pyrotechnics) Box of matches Jar of ointment Silk handkerchief Food service items (see subtable) Mousetrap Slate and pencil

Subtable: F ood Items Food


1 2 3 4 5 5 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Jar of orange marmalade Dried chamomile Barley sugar candy Vinegar Meat pie Tureen of soup Tart Cake Cookies Box of candy (d10+20 pieces) Fruit (e.g., apple, fig) Vegetable (potato, cucumber) Butter Treacle Bread Jug of milk Mushrooms Pigeon eggs Pot of pepper Flask of brandy

Subtable: Books
1 2 3 4 5 6 7 8 Illustrations by Arthur Rackham Mathematics textbook Lolita by Vladimir Nabakov Poems by Austin Dobson Pair of Lyric Epistles by Peter Pindar A Classical Dictionary of the Vulgar Tongue by Francis Grose Illustrations by John Tenniel Notebook (blank)

Subtable: F ood Service Items Food


1 2 3 4 5 6 7 8 9 10 Dish Kettle Knife Fork Spoon Butterknife Teacup Saucer Cat-shaped cheese mould (50% likely to be 10-100% full) Teapot

53

Open Game License V ersion 1.0.a Version


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Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Adventures in Wonderland: A Sourcebook for OGL Roleplaying Games Copyright 2010 by Skirmisher Publishing LLC.

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SKIRMISHER ELECTRONIC PRODUCTS


Most of Skirmishers books and games are available in PDF format as downloads from various commercial sites, including RPGNow, Paizo, YourGamesNow, the Skirmisher online store (http://www.skirmisher.com/store), and DriveThruRPG (http://rpg.drivethrustuff.com/ index.php?manufacturers_id=2132). Coupons for reduced-price and free versions of several of the for-sale books are available for subscribers to the Skirmisher Update newsletter and registered members of the interactive Skirmisher Forum (http://www.skirmisher.com/forum). Many of these products are also available in discounted bundles through some of the listed retail sites. Note that a number FREE products are also listed here but that many, many others are constantly being made available online. Universal Fantasy Products City Builder: A Guide to Designing Communities (Fantasy Sourcebook); $19.99 (All 11 volumes of this book are also available individually from $1.99-$3.99 each) 4th Edition Dungeons & Dragons Products Dhanurvidya & Varman: The Arms and Armor of India Pathfinder Products The Noble Wild (Pathfinder Edition) (Fantasy Sourcebook); $17.99 Nominated for a 2008 ENnie! OGL Products The Noble Wild (OGL Fantasy Sourcebook); $17.99 Nominated for a 2008 ENnie! Updated Animal Familiars (OGL Sourcebook); $1.99 Experts v.3.5 (OGL Fantasy Sourcebook); $12.99 Nuisances: Directors Cut (OGL Fantasy Sourcebook); $12.99 Edgar Rice Burroughs Mars: Shadows of a Dying World (OGL Sci-Fi Sourcebook); $11.99 Warriors (OGL Fantasy Sourcebook); $9.99 Tests of Skill v.3.5 (OGL Fantasy Sourcebook); $11.99 Coopers Compendium of Corrected Creatures: OGL Monster Stats A-D; $6.99 Coopers Compendium of Corrected Creatures: OGL Monster Stats E-K; $6.99 Coopers Compendium of Corrected Creatures: OGL Monster Stats L-S; $6.99 Coopers Compendium of Corrected Creatures: OGL Monster Stats T-Z; $6.99 Coopers Compendium of Corrected Creatures: Troll Hunter and Owl Companion; FREE -- Mutant Future/BD&D Products Creatures of the Wastelands: Mutational Evolution (Sci-Fi/Fantasy Sourcebook); $5.99 Creatures of the Wastelands: Habitats (Sci-Fi/Fantasy Sourcebook); $1.99 Creatures of the Wastelands: A Menagerie of Mutants and Mutations (Revised Edition) (Sci-Fi/Fantasy Sourcebook); $8.99 Creatures of the Wastelands: Random Encounters (Sci-Fi/Fantasy Sourcebook); $0.00/FREE Cardstock Characters Creatures of the Wastelands: The Thrasher Gang (Downloadable Miniatures); $2.99 Forbidden Monsters of Foree: Wan-Ti Snakemen (Downloadable Miniatures); $7.99 MILFs: Monsters Id Like to F*** (Downloadable Miniatures); $3.99 MILFs II: Monsters Id Like to F*** (Downloadable Miniatures); $3.99 Self-Standing Books and Games Skirmisher Update (electronic quarterly newsletter); FREE A Brief History of Gnolls (Quasi-Academic Essay); $2.99 Chevauchee: Rules for Battles with Medieval Miniatures (Miniatures Rules); $4.99 H.G. WellsLittle Wars (Miniatures Rules/Historic Reprint); $4.99 H.G. WellsFloor Games (Miniatures Rules/Historic Reprint); $4.99 H.G. WellsLittle Orc Wars quick-play rules (Miniatures Rules); $2.99 Murder at Miskatonic (rules-free murder mystery script); $2.95 PowerLunchTM collectible trading business card game (CTBCG) (self-standing game); FREE Quactica (Miniatures Rules); $4.99 Skirmish! (Universal Miniatures Rules); $4.99 Stevenson at Play (Miniatures Rules/Historic Reprint); $4.99 USSMC 7-22: Space Boarding Operations (Futuristic Field Manual); $4.99 Cthulhu Live 3rd Edition Products Cthulhu Live 3rd Edition (core rulebook); $9.99 Cthulhu Live Companion Suite (resources); $9.99 Arcanum Imperii (CL3 Script); $5.99 Green Fairy (CL3 Script); $4.99 House of Pain (CL3 Script); $6.99 Old Man of Damascus (CL3 Script); $4.99 Sight Unseen (CL3 Script); $4.99 WitchFinder (CL3 Script); $5.99

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SKIRMISHER ANAL OG PRODUCTS ANALOG


All of Skirmishers print books and miniatures can be ordered directly from the Skirmisher Game Store (http://www.skirmisher.com/store) and anyone who does so will receive free shipping, bonus items, and information about various special offers, discounts, and giveaways. More information about all our products is available at http://www.skirmisher.com and/or on the Skirmisher Forum (http://www.skirmisher.com/ forum)or by emailing us at sales@skirmisher.com. To order any of these items with a check or money order, mail payment to Skirmisher Publishing LLC, 499 Mystic Parkway, Spring Branch, TX 78070 (please be sure to include full name, street address, city, state, zip code, and email address with all snail-mail orders!). Shipping and handling for all items is $3 for the first and $1 for each one thereafter. Updated inventory and prices can be seen on the Skirmisher Game Store (http://www.skirmisher.com/store), where new products, sale items, and specials like bundled items can be found. Universal Fantasy Products _____ City Builder: A Guide to Designing Communities (Fantasy Sourcebook); $27.95 OGL Products _____ Warriors (OGL Fantasy Sourcebook); $19.95 _____ Tests of Skill (OGL Sourcebook & Adventures); $19.95 _____ Experts v3.5 (OGL Sourcebook); $24.95 Nuisances Products _____ Nuisances: Directors Cut (OGL PDF Sourcebook on CD); $15.95 _____ Decapussywhipper miniature; $19.95 _____ Jester Dragon miniature; $9.95 _____ Peeslag Anti-Paladin miniature; $8.95 _____ Spinnerette miniature; $7.95 _____ Loleda Schoolgirl miniature; $4.95 _____ Loleda Rogue miniature; $4.95 _____ Loleda Nude miniature; $4.95 Self-Standing Books and Games _____ Murder at Miskatonic (rules-free murder mystery script); $2.95 _____ Quactica (Miniatures Rules); $9.95 _____ USSMC FM 7-22: Space Boarding Operations (Futuristic Field Manual); $9.95 H.G. Wells Game Reprints/Miniatures Rules _____ H.G. Wells Little Wars (Miniatures Rules/Historic Reprint); $9.95 _____ H.G. Wells Floor Games (Miniatures Rules/Historic Reprint); $11.95 _____ H.G. Wells Little Orc Wars quick-play rules (Miniatures Rules); $2.95 Cthulhu Live 3rd Edition Products _____ Cthulhu Live 3rd Edition (Cthulhu Mythos LARP Rules); $19.95 _____ Cthulhu Live 3rd Edition Companion CD-ROM (CL3 Supplement); $9.95 _____ Cthulhu Live 3rd Edition and Companion CD-ROM; $24.95 _____ Arcanum Imperii (CL3 Script in PDF format on CD); $5.99 _____ Green Fairy (CL3 Script in PDF format on CD); $4.99 _____ House of Pain (Cthulhu Live 3rd Edition script/scenario in PDF format on CD); $6.99 _____ Old Man of Damascus (CL3 Script Booklet); $4.99 _____ Sight Unseen (CL3 Script in PDF format on CD); $4.99 _____ WitchFinder (CL3 Script in PDF format on CD); $5.99 Orcs of the Triple Death Miniatures All of the following miniatures are hand-painted and come with full OGL stats and free miniatures rules. All are 50% off normal when purchased directly from Skirmisher! _____ Orcs of the Triple Death: Orc Champions (two miniatures); $3.99 _____ Orcs of the Triple Death: Orc Archers (three miniatures); $5.99 _____ Orcs of the Triple Death: Orc Berserkers (three miniatures); $5.99 _____ Orcs of the Triple Death: Orc Halberdiers (three miniatures); $5.99 _____ Orcs of the Triple Death: Orc Swordsmen (three miniatures); $5.99 _____ Orcs of the Triple Death: Orc Taskforce (eight miniatures); $16.99 _____ Orcs of the Triple Death: Orc Army (100 miniatures); $199.95 Quactica Miniatures This line of white metal miniatures consists of 93 figures organized into 26 sets of one to five anthropomorphic animal miniatures each. Races include Ducks; Gobblings, small pigs; Porks, big pigs; and Dwargs, sturdy dogs. More information about the rules and miniatures is available on the Skirmisher Game Store (http://skirmisher.cerizmo.com/categories/559 quactica-rules-miniatures). Anyone who buys two or more sets of figures will receive a free PDF version of the Quactica miniatures rules, and anyone who orders five or more sets will receive a free copy of both the PDF and the hardcopy book version of the rules!

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