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