adventures in wonderland.pdf

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By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. Varhola, Shane O arhola, Shane O arhola, Shane O arhola, Shane O arhola, Shane O’Connor ’Connor ’Connor ’Connor ’Connor, and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. Varhola, Shane O arhola, Shane O arhola, Shane O arhola, Shane O arhola, Shane O’Connor ’Connor ’Connor ’Connor ’Connor, and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group By Michael J. V By Michael J. V By Michael J. V By Michael J. V By Michael J. Varhola, Shane O arhola, Shane O arhola, Shane O arhola, Shane O arhola, Shane O’Connor ’Connor ’Connor ’Connor ’Connor, and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group and the Skirmisher Game Development Group A Sour A Sour A Sour A Sour A Sourcebook f cebook f cebook f cebook f cebook for or or or or OGL R OGL R OGL R OGL R OGL Rolepla olepla olepla olepla oleplaying Games ying Games ying Games ying Games ying Games A Sour A Sour A Sour A Sour A Sourcebook f cebook f cebook f cebook f cebook for or or or or OGL R OGL R OGL R OGL R OGL Rolepla olepla olepla olepla oleplaying Games ying Games ying Games ying Games ying Games A Sour A Sour A Sour A Sour A Sourcebook f cebook f cebook f cebook f cebook for or or or or OGL R OGL R OGL R OGL R OGL Rolepla olepla olepla olepla oleplaying Games ying Games ying Games ying Games ying Games A Sour A Sour A Sour A Sour A Sourcebook f cebook f cebook f cebook f cebook for or or or or OGL R OGL R OGL R OGL R OGL Rolepla olepla olepla olepla oleplaying Games ying Games ying Games ying Games ying Games A Sour A Sour A Sour A Sour A Sourcebook f cebook f cebook f cebook f cebook for or or or or OGL R OGL R OGL R OGL R OGL Rolepla olepla olepla olepla oleplaying Games ying Games ying Games ying Games ying Games

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Page 1: Adventures in Wonderland.pdf

By Michael J. VBy Michael J. VBy Michael J. VBy Michael J. VBy Michael J. Varhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane O’Connor’Connor’Connor’Connor’Connor,,,,,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

By Michael J. VBy Michael J. VBy Michael J. VBy Michael J. VBy Michael J. Varhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane O’Connor’Connor’Connor’Connor’Connor,,,,,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

By Michael J. VBy Michael J. VBy Michael J. VBy Michael J. VBy Michael J. Varhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane O’Connor’Connor’Connor’Connor’Connor,,,,,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

A SourA SourA SourA SourA Sourcebook fcebook fcebook fcebook fcebook forororororOGL ROGL ROGL ROGL ROGL Roleplaoleplaoleplaoleplaoleplaying Gamesying Gamesying Gamesying Gamesying Games

A SourA SourA SourA SourA Sourcebook fcebook fcebook fcebook fcebook forororororOGL ROGL ROGL ROGL ROGL Roleplaoleplaoleplaoleplaoleplaying Gamesying Gamesying Gamesying Gamesying Games

A SourA SourA SourA SourA Sourcebook fcebook fcebook fcebook fcebook forororororOGL ROGL ROGL ROGL ROGL Roleplaoleplaoleplaoleplaoleplaying Gamesying Gamesying Gamesying Gamesying Games

A SourA SourA SourA SourA Sourcebook fcebook fcebook fcebook fcebook forororororOGL ROGL ROGL ROGL ROGL Roleplaoleplaoleplaoleplaoleplaying Gamesying Gamesying Gamesying Gamesying Games

A SourA SourA SourA SourA Sourcebook fcebook fcebook fcebook fcebook forororororOGL ROGL ROGL ROGL ROGL Roleplaoleplaoleplaoleplaoleplaying Gamesying Gamesying Gamesying Gamesying Games

Page 2: Adventures in Wonderland.pdf

By Michael J. VBy Michael J. VBy Michael J. VBy Michael J. VBy Michael J. Varhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane O’Connor’Connor’Connor’Connor’Connor,,,,,

and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

Page 3: Adventures in Wonderland.pdf

Skirmisher Publishing LLCSkirmisher Publishing LLCSkirmisher Publishing LLCSkirmisher Publishing LLCSkirmisher Publishing LLC499 Mystic Parkway499 Mystic Parkway499 Mystic Parkway499 Mystic Parkway499 Mystic Parkway

Spring Branch, TX 78070Spring Branch, TX 78070Spring Branch, TX 78070Spring Branch, TX 78070Spring Branch, TX 78070

WWWWWebsite:ebsite:ebsite:ebsite:ebsite: http://www.skirmisher.comInteractive ForInteractive ForInteractive ForInteractive ForInteractive Forum:um:um:um:um: http://www.skirmisher.com/forum

Game StorGame StorGame StorGame StorGame Store: e: e: e: e: http://skirmisher.cerizmo.comEmail:Email:Email:Email:Email: [email protected]

Authors:Authors:Authors:Authors:Authors: Michael J. Varhola, Shane O’Connor, and the Skirmisher Game Development Group

Publishers:Publishers:Publishers:Publishers:Publishers: Robert “Mac” McLaughlin, Michael J. Varhola, Geoff Weber, and Oliver Cass

EditorEditorEditorEditorEditor-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design: Michael J. Varhola

ArArArArArtists:tists:tists:tists:tists: Peter Newell, Arthur Rackham, Charles Robinson, John Tenniel

PDF Publications Manager:PDF Publications Manager:PDF Publications Manager:PDF Publications Manager:PDF Publications Manager: Jessica McDevitt

AAAAAdvdvdvdvdventurenturenturenturentures in Wes in Wes in Wes in Wes in WonderonderonderonderonderlandlandlandlandlandA Sourcebook for OGL RA Sourcebook for OGL RA Sourcebook for OGL RA Sourcebook for OGL RA Sourcebook for OGL Roleplaying Gamesoleplaying Gamesoleplaying Gamesoleplaying Gamesoleplaying Games

This book is published under Open Game License ver-sion 1.0a. “Wizards of the Coast” is a registered trade-mark of Wizards of the Coast Inc. and is used withpermission.

Designation of Open Game Content: Designation of Open Game Content: Designation of Open Game Content: Designation of Open Game Content: Designation of Open Game Content: Open GameContent may only be used in accordance with the termsof Open Game License version 1.0a, which is found onpage 129. All text and tables in this book other than theIntroduction, Appendices, Skirmisher product lists, andart are designated as Open Game Content and may beused pursuant to the terms of Open Game License ver-sion 1.0a.

Designation of Product Identity: Designation of Product Identity: Designation of Product Identity: Designation of Product Identity: Designation of Product Identity: Product Identityis not Open Game Content. The following is herebydesignated as Product Identity in accordance with sec-tion 1(e) of Open Game License version 1.0a: Skirmish-er Publishing and any and all associated logos and iden-tifying marks, including all Skirmisher Publishing prod-ucts and product line names; any and all artwork, de-signs, depictions, illustrations, maps, likenesses, sym-

bols, and graphic designs presented in the context ofthis book; and any and all dialogue, incidents, plots,stories, storylines, thematic elements, and conceptscontained herein.

All contents of this book, regardless of other desig-nation, are copyright 2010 by Skirmisher PublishingLLC. All rights reserved. Reproduction of non-OpenGame Content contained in this work by any meanswithout written permission from the publisher is ex-pressly forbidden, except for purposes of review.

This book is protected under international treatiesand the copyright laws of the United States of Ameri-ca. Mention or reference to any company, product, orother copyrighted or trademarked material in no wayconstitutes a challenge to the respective copyright ortrademark concerned. This book is a work of fictionand any resemblance of its contents to actual people,organizations, places, or events is purely coincidental.

First revised PDF publication: March 2010. SKP E 1011.

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TTTTTable of Contentsable of Contentsable of Contentsable of Contentsable of Contents

IntroductionIntroductionIntroductionIntroductionIntroduction 55555

Chapter 1: WChapter 1: WChapter 1: WChapter 1: WChapter 1: Wonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCs 77777Animal, WAnimal, WAnimal, WAnimal, WAnimal, Wonderland (Tonderland (Tonderland (Tonderland (Tonderland (Template)emplate)emplate)emplate)emplate) 77777

BandersnatchBandersnatchBandersnatchBandersnatchBandersnatch 88888

Card PCard PCard PCard PCard Personersonersonersonerson 99999

CaterpillarCaterpillarCaterpillarCaterpillarCaterpillar 1 11 11 11 11 1

Cheshire CatCheshire CatCheshire CatCheshire CatCheshire Cat 1 21 21 21 21 2

Chess PChess PChess PChess PChess Personersonersonersonerson 1 31 31 31 31 3

BishopBishopBishopBishopBishop 1 31 31 31 31 3

KingKingKingKingKing 1 51 51 51 51 5

KnightKnightKnightKnightKnight 1 61 61 61 61 6

PPPPPawnawnawnawnawn 1 71 71 71 71 7

Queen (TQueen (TQueen (TQueen (TQueen (Template)emplate)emplate)emplate)emplate) 1 81 81 81 81 8

Sample Queen (Augmented PSample Queen (Augmented PSample Queen (Augmented PSample Queen (Augmented PSample Queen (Augmented Pawn Fawn Fawn Fawn Fawn Fighter 9)ighter 9)ighter 9)ighter 9)ighter 9) 1 81 81 81 81 8

RRRRR ookookookookook 1 91 91 91 91 9

Christmas PChristmas PChristmas PChristmas PChristmas Puddinguddinguddinguddingudding 2 12 12 12 12 1

DuchessDuchessDuchessDuchessDuchess 2 22 22 22 22 2

PPPPPiglet Figlet Figlet Figlet Figlet Familiaramiliaramiliaramiliaramiliar 2 32 32 32 32 3

GryphonGryphonGryphonGryphonGryphon 2 32 32 32 32 3

Hedgehog, WHedgehog, WHedgehog, WHedgehog, WHedgehog, Wonderlandonderlandonderlandonderlandonderland 2 42 42 42 42 4

JabberwockJabberwockJabberwockJabberwockJabberwock 2 52 52 52 52 5

King of HeartsKing of HeartsKing of HeartsKing of HeartsKing of Hearts 2 62 62 62 62 6

Knave of HeartsKnave of HeartsKnave of HeartsKnave of HeartsKnave of Hearts 2 62 62 62 62 6

“Mad” Hatter“Mad” Hatter“Mad” Hatter“Mad” Hatter“Mad” Hatter 2 72 72 72 72 7

Mock TMock TMock TMock TMock Turtleurtleurtleurtleurtle 2 82 82 82 82 8

Queen of HeartsQueen of HeartsQueen of HeartsQueen of HeartsQueen of Hearts 2 92 92 92 92 9

RRRRR abbit, Wabbit, Wabbit, Wabbit, Wabbit, Wonderlandonderlandonderlandonderlandonderland 3 03 03 03 03 0

Chapter 2: WChapter 2: WChapter 2: WChapter 2: WChapter 2: Wonderland Skillsonderland Skillsonderland Skillsonderland Skillsonderland Skills 3333333333

Chapter 3: WChapter 3: WChapter 3: WChapter 3: WChapter 3: Wonderland Fonderland Fonderland Fonderland Fonderland Featseatseatseatseats 3737373737

Chapter 4: WChapter 4: WChapter 4: WChapter 4: WChapter 4: Wonderland Spellsonderland Spellsonderland Spellsonderland Spellsonderland Spells 4 14 14 14 14 1

Chapter 5: WChapter 5: WChapter 5: WChapter 5: WChapter 5: Wonderland Magic Itemsonderland Magic Itemsonderland Magic Itemsonderland Magic Itemsonderland Magic Items 4 54 54 54 54 5

Appendix I: WAppendix I: WAppendix I: WAppendix I: WAppendix I: Wonderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteer 4949494949

Appendix II: WAppendix II: WAppendix II: WAppendix II: WAppendix II: Wonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooks 5353535353

Appendix III: RAppendix III: RAppendix III: RAppendix III: RAppendix III: Random Wandom Wandom Wandom Wandom Wonderland Itemsonderland Itemsonderland Itemsonderland Itemsonderland Items 5 55 55 55 55 5

Open Game License VOpen Game License VOpen Game License VOpen Game License VOpen Game License Version 1.0.aersion 1.0.aersion 1.0.aersion 1.0.aersion 1.0.a 5757575757

Skirmisher PSkirmisher PSkirmisher PSkirmisher PSkirmisher Productsroductsroductsroductsroducts 5959595959

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IntroductionIntroductionIntroductionIntroductionIntroduction

55555

As the name of this book suggests, it and its contentsare based on and inspired by the contents of two LewisCarroll books, Alice’s Adventures in Wonderland andThrough the Looking Glass, to include the poems thatappear within them. While some extrapolation has beennecessary to fully flesh out many of the author’s crea-tures, characters, and concepts, a significant amountof effort has been made to be true to his words andpreserve his tone and atmosphere.

VVVVVisiting Wisiting Wisiting Wisiting Wisiting WonderlandonderlandonderlandonderlandonderlandWonderland can be entered by any of the ways alter-nate universes are visited, and portals of various sortsare the most common means for doing so. Document-ed examples of these include holes in the ground, mir-rors that act as gateways, and wells, caves, wardrobes,and spaces underneath beds are all other likely possi-bilities.

One area of Wonderland can vary markedly in ap-pearance from another, and conclusions about one sec-tion of the plane cannot necessarily be drawn from theothers. Portals of the above-mentioned sorts typicallylead into very different kinds of areas (leading somepeople to conclude, albeit incorrectly, that they areactually different worlds). Areas like the homeland ofthe Queen of Hearts and her subjects appear quite con-ventional, parts of the land of the chess people are some-what more bizarre, and Snark Island is actually dis-mal, rugged, and dangerous.

A number of these areas, as well as some of theplaces through which visitors are known to have en-tered Wonderland, are described in this book’s Appen-dix I: Wonderland Gazeteer, and some of the kinds ofadventures characters might have in or around themare suggested in Appendix II: Adventure Hooks.

How the denizens of Wonderland react to visitorswill depend on a number of things, to include howaggressive or threatening they appear to be. Those thatappear innocuous — such as children, animals likefamiliars, and maybe small folk like halflings — might

WWWWWonderland is a strange, sometimes creepy alternate world that incorporates aspects of a fairytale land,the elements of children’s nightmares, and a demi-plane of chaos. Game masters drawn to it in anyway 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 venturedout of it. Parties of very low to fairly high level could all be involved on such adventures, depending on the sortsof challenges and encounters a game master devises using the contents of this book.

variously be ignored, menaced, or threatened, but prob-ably not attacked outright. There are, in fact, severaldocumented cases of such creatures having visitedWonderland and returned to tell the tale.

Frequently changing size is a typical experience ofmany visitors to and natives of Wonderland alike, andthis can certainly have an impact on encounters. Oneof these is that for every size category larger than usualthey are, a character enjoys a +2 bonus on Intimidatechecks. Furthermore, if he is two or more sizes largerthan creatures he is dealing with, this check is madeautomatically whether he likes it or not. A charactercan attempt to avoid this, however, by making an op-posed Diplomacy check against their own Intimidatecheck.

One of the other side effects of the alien world ofWonderland is that outsiders do not age when they arein it.

AcknowledgementsAcknowledgementsAcknowledgementsAcknowledgementsAcknowledgementsAs with most such projects, a number of people otherthan the authors have made some contributions to thisbook.

One of these is Lee Garvin, author of the ENnie-nom-inated OGL/Pathfinder “Animal Player’s Handbook” TheNoble Wild, who provided material for both the Won-derland animal template and the Wonderland hedgehog.

Another is Trent Troop of Octavirate Entertainment,who created the version of the Mock Turtle that ap-pears in this book, and which was originally publishedin his company’s Lethal Lexicon Volume 2.

Art throughout this work was produced by both theartists who illustrated some of the original editions ofAlice’s Adventures in Wonderland and Through theLooking Glass, along with some inspired by the placesand inhabitants of Carroll’s strange world.

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Chapter 1: WChapter 1: WChapter 1: WChapter 1: WChapter 1: Wonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCs

WONDERLAND ANIMALWONDERLAND ANIMALWONDERLAND ANIMALWONDERLAND ANIMALWONDERLAND ANIMALThe animals and insects of Wonderland often havehuman-like attitudes and, in some cases, appearanc-es, which can make them seem odd or even disturb-ing to visitors. (An example of one animal to whichthis template has been applied is the Wonderlandhedgehog that appears in this chapter).

Creating a WCreating a WCreating a WCreating a WCreating a Wonderland Animalonderland Animalonderland Animalonderland Animalonderland Animal“Wonderland animal” is an inherited template that canbe added to any animal or vermin. A Wonderland an-imal uses all of the base creature’s statistics and spe-cial abilities except as noted here.

Size and TSize and TSize and TSize and TSize and Type: ype: ype: ype: ype: The creature’s type changes to mag-ical beast, with the augmented subtype. Do not recal-culate the creature’s Hit Dice, base attack bonus, or saves.

Special Qualities: Special Qualities: Special Qualities: Special Qualities: Special Qualities: A Wonderland animal has all thespecial qualities of the base creature, plus the follow-ing special quality:

VVVVVestigial Hands (Ex):estigial Hands (Ex):estigial Hands (Ex):estigial Hands (Ex):estigial Hands (Ex): Unlike most normal ani-mals, many animals in Wonderland have vesti-gial hands that can be used to grasp objects. Whiletheir non-Wonderland cousins still have notgrasped the higher concepts involved in usingtools, such animals can use tools and weaponswith only a -2 awkwardness penalty (providedthey are of an appropriate size).

Abilities: Abilities: Abilities: Abilities: Abilities: Roll 3d6-2 for the Wonderland animal’sIntelligence, -2 to normal Wisdom.

Skills: Skills: Skills: Skills: Skills: A Wonderland animal gains skill points as amagical beast and has skill points equal to (2 + Intmodifier) x (HD + 3). Treat skills from the base crea-

77777

Animals Animals Animals Animals Animals of all types can be found in Wonderland.All such creatures are physically similar to their real-world counterparts, the major exceptions being thatthey have near-human intellects and that many havehuman-like hands and, therefore, the ability to usevarious sorts of objects. Some also wear various itemsof clothing. Most Wonderland creatures are pretty muchderanged by normal standards, however, and interac-tions with them might thus be confusing or even dis-quieting (e.g., they may appear to have characters con-fused with other people and call them by their namesrather than the correct ones). Many act as servants forvarious Wonderland humans.

Mammals that can be found in Wonderland includerabbits and hares, mice, dormice, bats, ferrets, dogsand puppies, guinea pigs, panthers, cats, pigs, seals,and hedgehogs.

Reptiles that can be found in Wonderland includelizards, frogs, and snakes.

Birds that can be found in Wonderland include do-dos, lories and parrots, magpies, canaries, geese, pi-geons, ducks, larks, sparrows, flamingoes, and owls.

Marine creatures that can be found in Wonderlandinclude 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 includecaterpillars and snails.

Most such creatures have given names (e.g., Billthe Lizard).

Mythological beasts,Mythological beasts,Mythological beasts,Mythological beasts,Mythological beasts, such as griffons, will typical-ly be one size smaller than their typically fantasy-worldcounterparts. This will typically mean that they have-4 Str and Con and +2 Dex as compared to normalcreatures of their sort, normal Wis and Cha for crea-tures of their type, and -2 normal Human Int.

HumansHumansHumansHumansHumans native to Wonderland conform to the char-acteristics of Humans in other locations in most waysbut one: They are only about half the height of normalpeople and size Small rather than Medium, giving them-2 to Str and +2 to Dex, and +1 on AC and attacks.

WWWWWonderland is home to many different sorts of creatures, among them real-world animals, mythologicalbeasts — 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.

These include the Duchess, her Cook, the “Mad” Hat-ter, and the King, Queen, and Knave of Hearts.

Beings unique to WBeings unique to WBeings unique to WBeings unique to WBeings unique to Wonderland onderland onderland onderland onderland tend to be the strang-est, most deranged, and most dangerous of all the sortsof creatures that might be encountered here. Theseinclude animate puddings, the horrible jabberwocky,card people, and some animals with specialized abilities.

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Adventures in WAdventures in WAdventures in WAdventures in WAdventures in Wonderlandonderlandonderlandonderlandonderland

BANDERSNABANDERSNABANDERSNABANDERSNABANDERSNATCHTCHTCHTCHTCHMedium AberrationMedium AberrationMedium AberrationMedium AberrationMedium AberrationHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 11d8+33 (82 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +5Speed:Speed:Speed:Speed:Speed: 40 ft. (8 squares), climb 40 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 22, touch 15, flat-footed 17

(+7 natural, +5 Dex)Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +11/+15Attack:Attack:Attack:Attack:Attack: Claw +16 (1d6+4/19-20)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 claws +16/+11/+6 (1d6+4/19-20)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Greater grabSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Bellicose nature, darkvision,

frumious, shunnedSaves:Saves:Saves:Saves:Saves: Fort +8, Ref +8, Will +8Abilities:Abilities:Abilities:Abilities:Abilities: Str 18, Dex 21, Con 16, Int 7, Wis 12, Cha 5Skills:Skills:Skills:Skills:Skills: Climb +14, Hide +8, Jump +11, Knowledge (local

[Wonderland])B +12, Move Silently +8, Survival +4Feats:Feats:Feats:Feats:Feats: Aura of Chaos*B, Great Fortitude, Improved

Critical (claw), Improved Natural Attack (claw),Weapon Focus (claw)

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 8TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Chaotic EvilAdvancement:Advancement:Advancement:Advancement:Advancement: 12-15 HD (Medium); 16-24 HD (Large);

25-33 HD (Huge)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Perhaps the most reviled creature in all of Wonder-land, the bandersnatch is a hideous creature thatplagues travelers. Appearing like some mixture of adiseased chimpanzee and insect, a bandersnatch hasa crumpled, compact frame set on stumpy little legs.Its gangly arms are longer than it is tall, and are tippedwith wicked claws that can easily pierce even the thick-est of branches in the woods where it likes to hide.Named for its tendency to snatch individuals and thenbander away with them, the bandersnatch is viewedby the inhabitants of Wonderland as a contemptuousbut very dangerous creature, and thusly avoided when-ever possible.

COMBACOMBACOMBACOMBACOMBATTTTTA bandersnatch is a spiteful creature that enjoys in-flicting pain on others. Its lanky, emaciated arms allowit to have a 10-foot reach despite its squashed frame,which combined with its quick speed and climbingability, allows it to ambush foes with startling profi-ciency. Typically, a bandersnatch will drop down onunsuspecting creatures, use its greater grab ability tosnag one of them, and then whisk it away, trusting itsquickness and shunned ability to shake off pursuers. Itwill typically then dispatch the individual, and leavepieces of him or her for the victim’s friends to find,before repeating the process.

Bellicose Nature (Ex):Bellicose Nature (Ex):Bellicose Nature (Ex):Bellicose Nature (Ex):Bellicose Nature (Ex): A bandersnatch is far moreferocious than most aberrations. It has a base attackbonus equal to its natural Hit Dice.

GrGrGrGrGreater Grab (Ex): eater Grab (Ex): eater Grab (Ex): eater Grab (Ex): eater Grab (Ex): To use this ability, a bandersnatchmust hit a Large or smaller creature with its claw at-tack. It can then attempt to start a grapple as a freeaction without provoking an attack of opportunity. Abandersnatch that only uses its claw to grapple an op-ponent so that it is not considered grappled itself takesonly a -10 penalty on grapple checks.

Frumious (Ex): Frumious (Ex): Frumious (Ex): Frumious (Ex): Frumious (Ex): A fuming and furious creature, thebandersnatch is able to attack with an otherworldly vi-ciousness. When making a full-attack action, it maymake iterative attacks with its claws.

Shunned (Su): Shunned (Su): Shunned (Su): Shunned (Su): Shunned (Su): While not the most dangerous crea-ture in Wonderland, the bandersnatch is perhaps themost reviled; even elemental forces such as magic andnature are loathe to acknowledge the creature. A band-ersnatch is constantly under the effects of pass withouttrace and nondetection (CL 10th).

ture’s list as class skills, as well as all Craft, Perform,and Profession skills.

Feats: Feats: Feats: Feats: Feats: A Wonderland animal does not gain any featsfrom this template, but may wish to take the ImprovedManipulation feat (see Chapter 3).

Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: As base creature +0.

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CARD PERSONCARD PERSONCARD PERSONCARD PERSONCARD PERSONCard people are one of the strange races native to Won-derland. They are, in fact, living playing cards, andeach bears an appropriate number of standard sym-bols, Hearts, Diamonds, Spades, or Clubs. They arethe servitors, soldiers, courtiers, and even children ofKnaves, Queens, and Kings, “Face Cards” that con-form to the characteristics of Wonderland humans rath-er than card people.

Such beings are organized into a strict hierarchy,with Deuces (2s) at the lower end of the spectrum andAces (1s) at the upper end. In keeping with the arcaneorganization of such beings, an Ace can even some-times veto, or “trump,” the orders of a Face Card. Fur-thermore, card people often segregate which symbolsperform which duties: Spades are often fighters, rang-ers, or experts, Clubs tend to become clerics, Heartstend to be rogues, bards, or aristocrats, and Diamondsare often wizards.

COMBACOMBACOMBACOMBACOMBATTTTTLike other humanoids, Card People typically use weap-ons in combat. While members of any suit might befound with any sorts of arms, Clubs tend to be armedwith maces and other sorts of blunt weapons andSpades with swords.

CarCarCarCarCard People Td People Td People Td People Td People Traits (Ex):raits (Ex):raits (Ex):raits (Ex):raits (Ex): Card people possess the fol-lowing racial traits.

— –2 Strength, +2 Dexterity.— Small size.— A Card person’s base land speed is 20 feet.— A Card person may make Knowledge (local [Won-

derland]) checks untrained, and has a racial bonus tosuch checks equal to 3 plus its HD/level.

— Because they are made to a great extent of card-board-like tissue, Card people suffer at –4 penalty onsaving throws versus any effects that involve fire (in-cluding attempts to avoid catching on fire).

— Card people take 1d6 additional damage from flam-ing weapons or attacks like torches or a fireball spell.

— Card people suffer at -4 penalty on saving throwsversus any wind-based effects that might result in thembeing 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, withthe exception of Aces, which have 10 HD/levels.

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— A Card person can always take Craft or Profes-sion as class skills.

— A Card person receives a natural Armor Classbonus equal to the number of symbols it bears, whichare resistant to damage and provide it with some pro-tection (with the exception of Aces, which receive +11).

— Automatic Languages: Common. Bonus Languag-es: Draconic, French, Latin, Sylvan.

— Favored Class: Fighter.

The Card Person sample Warrior presented below hadthe following ability scores before racial adjustments:Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. The sam-ple Fighter had Str 15, Dex 13, Con 14, Int 10, Wis 12,Cha 8.

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CarCarCarCarCard Person, 1st-Level Wd Person, 1st-Level Wd Person, 1st-Level Wd Person, 1st-Level Wd Person, 1st-Level WarararararriorriorriorriorriorSmall Humanoid (Card Person — Deuce of Spades)Small Humanoid (Card Person — Deuce of Spades)Small Humanoid (Card Person — Deuce of Spades)Small Humanoid (Card Person — Deuce of Spades)Small Humanoid (Card Person — Deuce of Spades)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+1 (5 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+1 size, +1 Dex, +2 natural),

touch 12, flat-footed 13Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/–3Attack:Attack:Attack:Attack:Attack: Greatsword +3 melee (1d10/19-20)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Greatsword +3 melee (1d10/19-20)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Card person traitsSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +1, Will –1Abilities:Abilities:Abilities:Abilities:Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8Skills:Skills:Skills:Skills:Skills: Intimidate +2, Knowledge (local [Wonderland])B +4,

Profession (gardener) +3

Feats:Feats:Feats:Feats:Feats: Weapon Focus (greatsword)EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: Hand (5-7), Suit (13), Pack (52)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: ½TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Usually neutralAdvancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

When not required for military duties, lower-levelSpades often do other sorts of work around the officialplaces of Wonderland (e.g., painting roses and other-wise serving as gardeners in the Queen of Hearts’ cro-quet ground).

Card Person, 10th-Level FighterCard Person, 10th-Level FighterCard Person, 10th-Level FighterCard Person, 10th-Level FighterCard Person, 10th-Level FighterSmall Humanoid (Card Person — Ace of Clubs)Small Humanoid (Card Person — Ace of Clubs)Small Humanoid (Card Person — Ace of Clubs)Small Humanoid (Card Person — Ace of Clubs)Small Humanoid (Card Person — Ace of Clubs)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 10d10+10 (60 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +6Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 23 (+1 size, +1 Dex, +11 natural),

touch 12, flat-footed 22Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +10/+8Attack:Attack:Attack:Attack:Attack: Greataxe +15 melee (1d10+5/x3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Greataxe +15/+9 melee (1d10+5/x3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Card person traitsSaves:Saves:Saves:Saves:Saves: Fort +9, Ref +5, Will +4Abilities:Abilities:Abilities:Abilities:Abilities: Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8Skills:Skills:Skills:Skills:Skills: Appraise +0 (+2 weapons), Craft (weaponsmithing) +13,

Intimidate +12, Knowledge (local [Wonderland])B +13,Listen +3, Spot +3

Feats:Feats:Feats:Feats:Feats: Alertness, Cleave, Combat Reflexes, Great Cleave,Greater Weapon Focus (greataxe), Improved Initiative,Improved Sunder, Power Attack, Weapon Focus(greataxe), Weapon Specialization (greataxe)

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, Hand (5-7), Suit (13), Pack (52)Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: 10TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Usually neutralAdvancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

An Ace of Clubs generally serves as the official execu-tioner of the powers-that-be in Wonderland. It is a dan-gerous combatant.

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CACACACACATERPILLARTERPILLARTERPILLARTERPILLARTERPILLAR , WONDERLAND, WONDERLAND, WONDERLAND, WONDERLAND, WONDERLANDFine Magical BeastFine Magical BeastFine Magical BeastFine Magical BeastFine Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 11d10 (22 hp)Initiative:Initiative:Initiative:Initiative:Initiative: –1Speed:Speed:Speed:Speed:Speed: 15 ft. (3 squares), climb 15 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +11/–10Attack:Attack:Attack:Attack:Attack: acid splash +22 ranged (1d3 acid) or

acid arrow +22 ranged (2d4 acid)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: acid splash +22 ranged (1d3 acid) or

acid arrow +22 ranged (2d4 acid)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 1/2 ft./0 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: SpellsSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Darkvision 60 ft., disconnected,

low-light vision, spell-like abilities, spells, stableSaves:Saves:Saves:Saves:Saves: Fort +7, Ref +10, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 1, Dex 16, Con 10, Int 19, Wis 10, Cha 15Skills:Skills:Skills:Skills: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])B +17, Listen +0,Profession (any one) +12, Spellcraft +19, Spot +0

Feats:Feats:Feats:Feats:Feats: Bake Magic Food and Drink*, Brew Potion, CraftWondrous Item, Eschew Materials, Weapon FinesseB

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 7TTTTTrrrrreasureasureasureasureasure:e:e:e:e: See belowAlignment:Alignment:Alignment:Alignment:Alignment: Usually neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Wonderland caterpillars are ancient beings that haveused a combination of powerful drugs and magic toboth prevent themselves from aging and to provide themwith vast knowledge of both their homeland and worldsbeyond it. With their consciousnesses always half some-where else, such creatures generally seem slow, vague,and disconnected.

At around three inches tall, they are not much of aphysical threat to anyone, and characters who havenot been reduced in size are not likely to even noticesuch diminutive creatures. At first glance, a Wonder-land caterpillar might appear to have human-like fea-tures, but this is actually because of its ability to use itssmall legs to form shapes reminiscent of features like anose, 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 otherobscure or confusing way — to those who present them-selves properly. They advance in level exactly like sor-cerers but use Int as the key ability for their spells anddo not receive familiars.

A Wonderland caterpillar will usually possess asmall horde of magical treasure, to include a hookah ofstability, 2d4 potions or other items of magic food ordrink, and 1d4-1 random magic items, likely of a mi-nor sort.

COMBACOMBACOMBACOMBACOMBATTTTTWonderland caterpillars do not willingly engage in com-bat under any circumstances. Because they are anunparalleled source of information, however, other be-ings may be willing to help protect them from harm.

Diminutive (Ex):Diminutive (Ex):Diminutive (Ex):Diminutive (Ex):Diminutive (Ex): Because they are so small, Won-derland caterpillars never receive more than 4 hit points

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CHESHIRE CACHESHIRE CACHESHIRE CACHESHIRE CACHESHIRE CATTTTTSmall Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d10+2 (13 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 12 (+1 size, +1 Dex), touch 12,

flat-footed 11 (see below)Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/–2Attack:Attack:Attack:Attack:Attack: Claw +4 melee (1d4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 claws +4 melee (1d4) and

bite –1 melee (1d6)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Low-light vision, darkvision 60 ft.,

ethereal jaunt, scentSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +4, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 10, Cha 11Skills:Skills:Skills:Skills:Skills: Balance +9, Climb +5, Hide +11*, Jump +9,

Knowledge (The Planes) +5, Knowledge(Local [Wonderland])B +6, Listen +4, Move Silently +7*,Spot +4

Feats:Feats:Feats:Feats:Feats: Stealthy, Weapon FinesseB

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Usually chaotic neutralAdvancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Cheshire cats are predators and merry tricksters withwarped, sometimes even cruel senses of humor. Theyare often hard to figure out for people unfamiliar withthem, lashing their tales, making a purring growl whenhappy and often smiling broadly even when upset orangry, and chuckling for reasons that might be obscure

to others. They enjoy comfort and especiallylove beds lined with items

of silk. Such crea-tures like to chatand, if treatedproperly, can be agood source of in-formation aboutWonderland.

for each of their Hit Dice.Disconnected (Su):Disconnected (Su):Disconnected (Su):Disconnected (Su):Disconnected (Su): The magical benefits that the

caterpillars derive from their drugs also have a persis-tent mild narcotic effect that reduces reaction times,inflicting a -4 penalty on initiative rolls and Spot andListen skill checks.

Skills:Skills:Skills:Skills:Skills: Wonderland caterpillars receive a +8 racialbonus on Balance and Climb checks. They use theirDexterity modifier instead of their Strength modifierfor Climb checks. A Wonderland caterpillar can takeany sort of Knowledge as a class skill.

Stable (Su):Stable (Su):Stable (Su):Stable (Su):Stable (Su): As a result of their drugs and magic,Wonderland caterpillars receive a +4 enhancementbonus against any effects that would either magicallyor naturally age or transmute them (e.g,. the spell en-large person, the natural change into a butterfly). Suchcreatures receive an unmodified saving throw evenagainst effects of this sort that do not normally allow asaving throw.

Spell-Like Abilities:Spell-Like Abilities:Spell-Like Abilities:Spell-Like Abilities:Spell-Like Abilities: A wonderland caterpillar cancast acid splash at will and acid arrow up to seventimes per day (caster level 11th).

Spells:Spells:Spells:Spells:Spells: A wonderland caterpillar can cast spells asa sorcerer of level equal to its Hit Dice. Most such spellswill be of the divination school, although a handfulcan be of other schools, especially enchantments. Atypical spell array follows.

Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +spell level): 0 spell level): 0 spell level): 0 spell level): 0 spell level): 0 — arcane mark, daze, detect magic,detect poison, ghost sound, mage hand, message, open/close, read magic; 1st 1st 1st 1st 1st — charm person, comprehendlanguages, detect secret doors, hypnotism, identify; 2nd2nd2nd2nd2nd————— detect thoughts, invisibility, locate object, see invis-ibility, touch of idiocy; 3r3r3r3r3rd —d —d —d —d — arcane sight, clairaudi-ence/clairvoyance, suggestion, tongues; 4th —4th —4th —4th —4th — lessergeas, locate creature, scrying; 5th (1) — 5th (1) — 5th (1) — 5th (1) — 5th (1) — contact otherplane, permanency.

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COMBACOMBACOMBACOMBACOMBATTTTTCheshire cats use stealth and their ethereal jaunt abil-ity to sneak up on their prey. This usually includes ratsand mice, which they love, especially those that havebeen well-fed on cheese or seasoned with salt. ACheshire cat has exceptionally long claws and teeth.They are intelligent creatures, however, and will notattack superior opponents if they can avoid it, prefer-ring to retreat in the face of unfavorable odds.

Skills:Skills:Skills:Skills:Skills: Cheshire cats have a +4 racial bonus onClimb, Hide, Knowledge (the planes), and Move Si-lently checks, +5 on Knowledge (local [Wonderland])checks, and a +8 racial bonus on Balance and Jumpchecks. They use their Dexterity modifier instead oftheir Strength modifier for Climb and Jump checks.

*In areas of tall grass or heavy undergrowth the Hidebonus rises to +8. Futhermore, if partially ethereal, itsHide and Move Silently bonuses improve by from +1 (ifjust its tail is out of phase) to +7 (if only its smile isshowing).

Ethereal Jaunt (Su):Ethereal Jaunt (Su):Ethereal Jaunt (Su):Ethereal Jaunt (Su):Ethereal Jaunt (Su): A Cheshire cat can shift fromthe Ethereal Plane to the Material Plane as a free ac-tion, and shift back again as a move action (or during amove action). The ability is otherwise identical withthe spell ethereal jaunt (caster level 15th).

If desired, a Cheshire cat can slow its shift to andfrom the Ethereal Plane by progressively shifting itsbody, often making its wide grin the first thing to ap-pear or the last thing to disappear. If partially ethereal,its AC improves by from +1 (if just its tale is out ofphase) to +7 (if only its smile is showing).

CHESS PERSONCHESS PERSONCHESS PERSONCHESS PERSONCHESS PERSONLiving chess pieces native to Wonderland, chess peo-ple are always either white or red. Two sorts of suchcreatures, bishops and pawns, are presented here, andother types include kings, queens, knights, and rooks.

TTTTTraitsraitsraitsraitsraitsChess people possess the following traits (unless oth-erwise noted in a particular creature’s entry).· Precise Movement (Ex):· Precise Movement (Ex):· Precise Movement (Ex):· Precise Movement (Ex):· Precise Movement (Ex): Chess people can move attheir base speed even when wearing medium or heavyarmor or when carrying a medium or heavy load.· Set (Ex):· Set (Ex):· Set (Ex):· Set (Ex):· Set (Ex): Chess people of the same color who arewithin 50 feet of their king automatically adjust to eachother’s tactics. If one is aware of a particular danger,they all are. If one in a group is not flat-footed, none ofthem are.

BishopBishopBishopBishopBishopMedium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d8+6 (19 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 18 (+3 Dex, +5 breastplate), touch 13,

flat-footed 15Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/+3Attack:Attack:Attack:Attack:Attack: Masterwork morningstar +4 (1d8+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Masterwork morningstar +4 (1d8+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Sneak attack +1d6Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Angling advance,

precise movement, setSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +6, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 13, Dex 16, Con 14, Int 10, Wis 15, Cha 13Skills:Skills:Skills:Skills:Skills: Hide +1, Knowledge (local [Wonderland])B +2,

Knowledge (nobility and royalty) +2, Listen +4,Move Silently +1, Spot +4

Feats:Feats:Feats:Feats:Feats: Dodge, MobilityEnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, pair, or board (8 pawns,

2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 3TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Usually lawful neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +3

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Despite their ecclesiastical title, bishops are the roguesof chess people. While rarely duplicitous, they tend toconsider things from every angle, looking for an ad-vantage. Most prefer to work in groups with other chesspeople, and tend to try and fade to the backgroundwhen with others, finding that it allows for them toassess people and situations easier.

COMBACOMBACOMBACOMBACOMBATTTTTBishops act tactically in combat, using their anglingadvancement ability together with their Mobility feat toquickly assume advantageous positions. They usuallytry to flank a foe with another chess person (usually a pawn)and move away should their flanking ally be taken out.

Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex): A bishop always treats a di-agonal move as being 5 feet.

Sneak Attack:Sneak Attack:Sneak Attack:Sneak Attack:Sneak Attack: When flanking an opponent, or whenattacking a flat-footed opponent, a bishop adds +1d6 totheir melee attacks, as well as to ranged attacks madeagainst a target within 30 feet.

BISHOPS AS CHARACTERSBISHOPS AS CHARACTERSBISHOPS AS CHARACTERSBISHOPS AS CHARACTERSBISHOPS AS CHARACTERSBishop TBishop TBishop TBishop TBishop Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Bishops possess the following racial traits.· +2 Str, +6 Dex, +4 Con, +4 Wis, +2 Cha· A bishop’s base land speed is 30 ft.· Racial Hit Dice: A bishop begins with three levels ofhumanoid, which provide 3d8 Hit Dice, a base attackbonus of +2, and base saving throw bonuses of Fort +1,Ref +3, Will +1.· Racial Skills: A bishop’s humanoid levels give it skillpoints equal to 6 × (2 + Int modifier, minimum 1). Itsclass skills are Hide, Knowledge (local [Wonderland]),Knowledge (nobility and royalty), Listen, Move Silent-ly, and Spot.· Racial Feats: A bishop’s humanoid levels give it twofeats.· Weapon and Armor Proficiency: A bishop is auto-matically proficient with simple weapons, medium andlight armor, and shields.· Special Qualities (see above): Angling advance,

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sneak attack +1d6.· Chess person subtype.· Automatic languages: Common. Bonus languages:French, Infernal, Sylvan.· Favored Class: Rogue.· Level adjustment: +3.

KingKingKingKingKingMedium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 4d8+4 (22 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +0Speed:Speed:Speed:Speed:Speed: 5 ft. (1 square)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 17 (+7 masterwork half-plate), touch 10,

flat-footed 17Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +3/+3Attack:Attack:Attack:Attack:Attack: Masterwork scepter +4 (1d8)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Masterwork scepter +4 (1d8)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: SmiteSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Angling advance, impaired senses,

majesty, royal guardSaves:Saves:Saves:Saves:Saves: Fort +7, Ref +6, Will +7Abilities:Abilities:Abilities:Abilities:Abilities: Str 10, Dex 11, Con 12, Int 16, Wis 17, Cha 18Skills:Skills:Skills:Skills:Skills: Diplomacy +13, Gather Information +6,

Intimidate +11, Knowledge (local [Wonderland])B +14,Listen -1, Perform (oratory) +11, Profession(sovereign) +10, Sense Motive +10, Spot -1

Feats:Feats:Feats:Feats:Feats: Great Fortitude, Great House*B, LeadershipB,Lightning ReflexesEnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, pair, or board (8 pawns,

2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 4TTTTTrrrrreasureasureasureasureasure:e:e:e:e: Double standardAlignment:Alignment:Alignment:Alignment:Alignment: Usually lawful neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +3

Kings are the sovereigns of the chess people of Won-derland and, without one, a chess person army cannotbe fielded.

Only one king may exist per color of chess personfaction in Wonderland and, when one no longer exists,a new one may be crowned in a formal ritual. If a kingis defeated in battle, however, there may be an indefi-nite period before he is replaced, during which a queenwill reign in his place.

COMBACOMBACOMBACOMBACOMBATTTTTWhile kings are generally capable leaders and can besomewhat dangerous in close quarters, they are slow-moving, have an appearance of infirmity, and can bekilled relatively easily.

Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex): Like a bishop, a king alwaystreats a diagonal move as being 5 feet.

Smite (Ex):Smite (Ex):Smite (Ex):Smite (Ex):Smite (Ex): Once per day, a king can make an at-tack modified by his positive Charisma bonus, if any,to smite an opponent, inflicting one additional hit pointof damage per total Hit Dice.

Royal Guard (Ex):Royal Guard (Ex):Royal Guard (Ex):Royal Guard (Ex):Royal Guard (Ex): If a king is adjacent to a rook, heis entitled to make a Reflex saving throw to avoid anyattack made against him, with a DC equal to the num-ber rolled for the attack.

Impaired Senses (Ex):Impaired Senses (Ex):Impaired Senses (Ex):Impaired Senses (Ex):Impaired Senses (Ex): A king is hard of hearing andhas bad eyes, receiving a -4 penalty on all Listen andSpot skill checks.

Skills:Skills:Skills:Skills:Skills: A king receives a bonus of +4 to the skillmodifier for Knowledge (local [Wonderland]) that itwould normally receive as a native of Wonderland. Itsclass skills are Diplomacy, Intimidate, Perform (orato-ry), Profession (sovereign), and Sense Motive.

Feats:Feats:Feats:Feats:Feats: A king receives two bonus feats, Great House*and a special form of Leadership that gives him a war-band consisting of eight pawns, two bishops, twoknights, two rooks, and a queen.

Majesty (Ex):Majesty (Ex):Majesty (Ex):Majesty (Ex):Majesty (Ex): A king has good saving throws in allcategories.

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KnightKnightKnightKnightKnightMedium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 6d8+12 (39 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 20 (+1 Dex, +3 insight, +6 +1 chainmail),

touch 14, flat-footed 20Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +4/+7Attack:Attack:Attack:Attack:Attack: +1 spear +9 melee (1d8+5/x3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: +1 spear +9 melee (1d8+5/x3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Military training, spry steps,

uncanny dodgeSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +6, Will +3Abilities:Abilities:Abilities:Abilities:Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 12Skills:Skills:Skills:Skills:Skills: Balance +12, Diplomacy +3, Gather

Information +3, Intimidate +10, Jump +14,Knowledge (local [Wonderland])B +10, Tumble +14

Feats:Feats:Feats:Feats:Feats: Combat Expertise, Skill Focus (Tumble),Weapon Focus (spear)

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, pair, or board (8 pawns,

2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 5TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Usually lawful neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +4

While pawns make up the standard infantry of the chessarmies, it is the knights who are held up as being thechess peoples’ true vanguards. They tend to see op-portunity where others see obstacles, and as such havea very optimistic outlook. Many knights are brave al-most to the point of being foolish, being quick to rushin where angels fear to tread, certain that they’ll beable to rush out again if things go poorly.

COMBACOMBACOMBACOMBACOMBATTTTTKnights do not hesitate to step into a fight, confident intheir ability to find the most advantageous positions. Ifpossible, they will use difficult terrain or obstacles,combined with tumbling around enemies, to give themthe advantage. Often, they will serve as a distraction,using Combat Expertise to fortify themselves as theyharass enemies, waiting for bishops to set up flanking ma-neuvers, or buying time until rooks can charge into the fray.

MilitarMilitarMilitarMilitarMilitary Ty Ty Ty Ty Training (Ex):raining (Ex):raining (Ex):raining (Ex):raining (Ex): A knight has been exten-sively schooled in the royal arts of war, and receivesan insight bonus to AC equal to half its natural Hit Dice.

Spry Steps (Ex):Spry Steps (Ex):Spry Steps (Ex):Spry Steps (Ex):Spry Steps (Ex): Knights are renowned for their abil-ity adapt to the surrounding terrain. A knight is notimpeded by difficult terrain nor by hampering obsta-cles (i.e., one square of difficult terrain counts as 5 feetof movement, does not stop a charge, etc.). A knightcrossing terrain that causes damage still takes appro-priate damage, however, and must make any neces-sary skill checks to overcome hampering obstacles, al-beit with a +5 circumstance bonus. Finally, a knightdoes not take armor check penalties to Balance, Jump,or Tumble skill checks.

Skills:Skills:Skills:Skills:Skills: Knights recceive a +4 racial bonus to Bal-ance, Jump, and Tumble checks. They use theirStrength modifier instead of their Dexterity modifierfor Tumble checks.

Uncanny Dodge (Ex): Uncanny Dodge (Ex): Uncanny Dodge (Ex): Uncanny Dodge (Ex): Uncanny Dodge (Ex): As a result of how easily hecan move through combat, a knight is able to react todanger before his senses would normally allow him todo so. He retains his Dexterity bonus to AC (if any)even if he is caught flat-footed or struck by an invisibleattacker. However, he still loses his Dexterity bonus toAC if immobilized. If a knight ever gains uncanny dodgefrom another source he automatically gains improveduncanny dodge instead.

KNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKnight TKnight TKnight TKnight TKnight Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Knights possess the following racial traits.· +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha· A knight’s base land speed is 30 ft.· Racial Hit Dice: A knight begins with six levels ofhumanoid, which provide 6d8 Hit Dice, a base attackbonus of +4, and base saving throw bonuses of Fort +2,Ref +5, Will +2.· Racial Skills: A knight’s humanoid levels give it skillpoints equal to 9 × (2 + Int modifier, minimum 1). Itsclass skills are Balance, Jump, Knowledge (local [Won-derland]), Intimidate, and Tumble.· A knight receives a +2 bonus on any Knowledge (lo-cal [Wonderland]) skill checks related to the nobilityand royalty of Wonderland.· +4 racial bonus on Balance, Jump, and Tumblechecks. A knight uses its Strength modifier instead ofits Dexterity modifier for Tumble checks.· Racial Feats: A knight’s humanoid levels give it three feats.

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· Weapon and Armor Proficiency: A knight is auto-matically proficient with simple weapons, medium andlight armor, and shields.· Special Qualities (see above): Military training, sprysteps, and uncanny dodge.· Chess person subtype.· Automatic languages: Common. Bonus languages:French, Infernal, Sylvan.· Favored Class: Ranger.· Level adjustment: +4.

PPPPPawnawnawnawnawnMedium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8 (9 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +5Speed:Speed:Speed:Speed:Speed: 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+1 Dex, +4 chain shirt), touch 11,

flat-footed 14Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/+2Attack:Attack:Attack:Attack:Attack: Light mace +2 melee (1d6+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Light mace +2 melee (1d6+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Double advanceSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Precise movement, setSaves:Saves:Saves:Saves:Saves: Fort +0, Ref +4, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 12, Dex 13, Con 10, Int 11, Wis 10, Cha 9Skills:Skills:Skills:Skills:Skills: Intimidate +3, Knowledge (local [Wonderland])B +5,

Listen +2, Spot +2Feats:Feats:Feats:Feats:Feats: Improved InitiativeEnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, row (8), or board (8 pawns,

2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Usually lawful neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +0

The lowliest of the chess people, pawns are also themost common. They are the rank-and-file of their re-spective armies, and know it, following orders issuedby chess people of higher rank (i.e., every chess per-son who is not also a pawn). Some pawns actuallymanage to gain class levels, although these are highlyrare. Still, rumors persist of pawns who have actuallymanaged to advance far enough that they become pro-moted to another kind of chess person altogether. Thistends to be the dream of most pawns.

COMBACOMBACOMBACOMBACOMBATTTTTPawns have very little advanced knowledge of militarytactics. They usually charge headlong into battle, us-ing their double advance ability at the opening of com-bat, and wade forward until they are overcome. Stron-ger pieces tend to use them to create advantageouspositions for themselves, sacrificing pawns as neces-sary.

Double Advance (Ex):Double Advance (Ex):Double Advance (Ex):Double Advance (Ex):Double Advance (Ex): Once per day, a pawn maymake a full attack action after making a move action,

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or may make a single attack after taking a double moveaction.

PAPAPAPAPAWNS AS CHARACTERSWNS AS CHARACTERSWNS AS CHARACTERSWNS AS CHARACTERSWNS AS CHARACTERSPawn TPawn TPawn TPawn TPawn Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Pawns possess the following racial traits.· +2 Str, +2 Dex, -2 Cha· A pawn’s base land speed is 30 ft.· Racial Hit Dice: A pawn begins with two levels ofhumanoid, which provide 2d8 Hit Dice, a base attackbonus of +1, and base saving throw bonuses of Fort +0,Ref +3, Will +0.· Racial Skills: A pawn’s humanoid levels give it skillpoints equal to 5 × (2 + Int modifier, minimum 1). Itsclass skills are Intimidate, Knowledge (local [Wonder-land]), Listen, and Spot.· A pawn receives a +2 bonus on any Knowledge (lo-cal [Wonderland]) skill checks related to the nobilityand royalty of Wonderland.· Racial Feats: A pawn’s humanoid levels give it onefeat.· Weapon and Armor Proficiency: A pawn is automat-ically proficient with simple weapons, light armor, andshields.· Special Qualities (see above): Double advance.· Chess person subtype.· Automatic languages: Common. Bonus languages:French, Infernal, Sylvan.· Favored Class: Fighter.· Level adjustment: +0.

QueenQueenQueenQueenQueenQueens are the battlefield commanders of the chesspeople of Wonderland and are fearsome combatantscapable of quickly destroying any but the strongest com-batants. Such characters have many of the powers as-sociated with other sorts of chess people. Only onequeen may exist per color of chess person faction inWonderland and, when one no longer exists, a newone is coronated in a formal ritual (which may be pre-ceded by a brief battlefield commission if necessitydemands).

Creating a Chess Person QueenCreating a Chess Person QueenCreating a Chess Person QueenCreating a Chess Person QueenCreating a Chess Person Queen“Chess person queen” is an inherited template thatcan be added to any humanoid. A queen uses all of thebase creature’s statistics and special abilities except as

noted here. The gender of the creature to which thistemplate is applied changes to female if it is not al-ready.

Size and TSize and TSize and TSize and TSize and Type: ype: ype: ype: ype: The creature acquires the chess per-son subtype if it does not have it already. Its size doesnot change.

Speed:Speed:Speed:Speed:Speed: Same as the base creature.Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: If the creature to which this template is

applied does not already have at least 11 total Hit Dice,add however many fighter levels are necessary to bringher up to that level. Then, recalculate the queen’s HitDice, base attack bonus, or saves as appropriate.

Special Qualities: Special Qualities: Special Qualities: Special Qualities: Special Qualities: A chess person queen has all thespecial qualities of the base creature, to which are add-ed the following:

Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex): Like a bishop, a queenalways treats a diagonal move as being 5 feet.

Battle Ready (Ex):Battle Ready (Ex):Battle Ready (Ex):Battle Ready (Ex):Battle Ready (Ex): A queen gains fighter bo-nus feats equal to a fighter of its total Hit Dice,regardless of how many levels it actually has as afighter. If it gains fighter levels, these stack withits natural Hit Dice for determining its total fight-

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RRRRR ookookookookookMedium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 7d8+28 (59 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +5Speed:Speed:Speed:Speed:Speed: 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 21 (+1 Dex, +7 +1 banded mail,

+3 +1 heavy steel shield), touch 11, flat-footed 20Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +5/+9Attack:Attack:Attack:Attack:Attack: +1 warhammer +11 melee (1d8+7/x3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: +1 warhammer +11 melee (1d8+7/x3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Battle ready, castle,

damage reduction 5/—, fortified form, SR 18Saves:Saves:Saves:Saves:Saves: Fort +6, Ref +6, Will +4AbilitiesAbilitiesAbilitiesAbilitiesAbilities::::: Str 19, Dex 12, Con 18, Int 14, Wis 15, Cha 10Skills:Skills:Skills:Skills:Skills: Diplomacy +2, Gather Information +2,

Intimidate +8, Knowledge (architecture andengineering) +10, Knowledge (dungeoneering) +10,Knowledge (geography) +10, Knowledge (local[Wonderland])B +10, Search +2 (+4 to find secret doorsor hidden compartments), Survival +2 (+4 to keepfrom getting lost or avoid natural hazards or whileunderground)

Feats:Feats:Feats:Feats:Feats: Improved Bull Rush, Improved InitiativeB,Improved Overrun, Power Attack, Quick DrawB,Weapon Focus (warhammer)B,Weapon Specialization (warhammer)B

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, pair, or board (8 pawns,

2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 7TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Usually lawful neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +7

The muscle of the chess armies, rooks are the quintes-sential strong-but-silent type. Preferring to let their ac-

er levels. A chess person queen is also proficientwith all armor and shields and all martial weapons.

Instantaneous Advance (Su):Instantaneous Advance (Su):Instantaneous Advance (Su):Instantaneous Advance (Su):Instantaneous Advance (Su): As a standardaction, a queen can appear in any square adja-cent to another creature within line of sight and60 ft. This is a teleportation effect. The queen willreceive a +2 flanking bonus on any melee attacksit makes against the creature in that square dur-ing the round it uses this ability.

Smite (Ex):Smite (Ex):Smite (Ex):Smite (Ex):Smite (Ex): Once per day plus once per pointof Charisma bonus (minimum 1) a queen canmake a normal attack to smite an opponent, in-flicting one additional hit point of damage per to-tal Hit Dice.

Skills: Skills: Skills: Skills: Skills: A chess person queen gains skill points forany fighter levels she gains. Also, her bonus skill pointsin Knowledge (local [Wonderland]) are increased to anumber equal to her total HD plus 3, if they are notalready at this amount.

Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: As per the creature’s recalculat-ed HD +2.

Sample QueenSample QueenSample QueenSample QueenSample Queen(augmented pawn fighter 9)(augmented pawn fighter 9)(augmented pawn fighter 9)(augmented pawn fighter 9)(augmented pawn fighter 9)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8 plus 9d10 (58 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +5Speed:Speed:Speed:Speed:Speed: 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 22 (+1 Dex, +11 +3 full plate), touch 11,

flatfooted 21Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +10/+11Attack:Attack:Attack:Attack:Attack: +2 halberd +15 melee (1d10+5/19-20/x3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: +2 halberd +15/+10 melee

(1d10+5/19-20/x3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Double advance, smiteSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Angling advance, battle ready,

instantaneous advance, precise movement, setSaves:Saves:Saves:Saves:Saves: Fort +0, Ref +4, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 13, Dex 13, Con 10, Int 11, Wis 10, Cha 10Skills:Skills:Skills:Skills:Skills: Climb +10, Intimidate +13, Knowledge (local

[Wonderland])B +14, Listen +2, Spot +2Feats:Feats:Feats:Feats:Feats: Dodge, Greater Weapon Focus (halberd),

Improved Critical (halberd), Improved Initiative,Mobility, Power Attack, Quick Draw, Spring Attack,Weapon Focus (halberd), Weapon Specialization(halberd)

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: Wonderland

Organization:Organization:Organization:Organization:Organization: Solitary or board (8 pawns, 2 bishops,2 knights, 2 rooks, 1 queen, 1 king)

Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 12TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Lawful neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +0

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tions speak for them, they are fiercely loyal to theircompatriots and never fail to back them up, whether incombat or out. Most have very little personal ambition,feeling very self-satisfied with the role they play, andso tend let a lot of things slide. This passivity is notpermissiveness, however, and those who push a rooktoo far will soon be sorry that they did.

COMBACOMBACOMBACOMBACOMBATTTTTWhen a fight breaks out, a rook tends to act as a shocktrooper, supplying reinforcement or backup as need-ed. When it identifies a trouble spot, it will lend its aidto its fellows either offensively or defensively. Offen-sive aid will see the rook charging in via ImprovedBull Rush or Improved Overrun and then wading intomelee. In contrast, defensive aid has the rook movingin via its castle power (since that will also remove an-other chess person from the fray) and reinforcing itscomrades via its fortified form ability.

Battle Ready (Ex):Battle Ready (Ex):Battle Ready (Ex):Battle Ready (Ex):Battle Ready (Ex): A rook has fighter bonus featsequal to a fighter of its natural Hit Dice. If it gains fight-er levels, these stack with its natural Hit Dice for deter-mining its total fighter levels. Rooks are also proficientwith all martial weapons.

Castle (Su): Castle (Su): Castle (Su): Castle (Su): Castle (Su): A rook has a mysterious ability that letsit exchange places with another chess person of itscolor. As a standard action, a rook can swap positionswith another chess person of the same color within 40ft. This is a teleportation effect.

Fortified Form (Ex): Fortified Form (Ex): Fortified Form (Ex): Fortified Form (Ex): Fortified Form (Ex): A rook is meant to serve as apowerful defensive bulwark for its chess army. As astandard action, a rook may grant cover to up to twochess people of its color that it is adjacent to (grantingthem a +4 AC bonus against ranged attacks and a +2bonus on Reflex saving throws, preventing attacks ofopportunity against them, and allowing them to makeHide checks). This benefit is lost if a covered chessperson ceases to be adjacent to the rook.

ROOKS AS CHARACTERSROOKS AS CHARACTERSROOKS AS CHARACTERSROOKS AS CHARACTERSROOKS AS CHARACTERSRook TRook TRook TRook TRook Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Rooks possess the following racial traits.· +8 Str, +2 Dex, +8 Con, +4 Int, +4 Wis· A rook’s base land speed is 30 ft.· Racial Hit Dice: A knight begins with seven levels ofhumanoid, which provide 7d8 Hit Dice, a base attackbonus of +5, and base saving throw bonuses of Fort +2,Ref +5, Will +2.

· Racial Skills: A knight’s humanoid levels give it skillpoints equal to 10 × (2 + Int modifier, minimum 1). Itsclass skills are all Diplomacy, Gather Information, In-timidate, 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 androyalty of Wonderland.· Racial Feats: A rook’s humanoid levels give it three feats.· Weapon and Armor Proficiency: A rook is automati-cally 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 resistanceequal 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 PUDDINGCHRISTMAS PUDDINGCHRISTMAS PUDDINGCHRISTMAS PUDDINGCHRISTMAS PUDDINGTTTTTiny Oozeiny Oozeiny Oozeiny Oozeiny OozeHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d10+9 (20 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+2 size, +3 Dex), touch 15,

flat-footed 12Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/-8Attack:Attack:Attack:Attack:Attack: Slam +7 melee (1d4+3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Slam +7 melee (1d4+3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2-1/2 ft/.5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Elastic body, nutritious,

ooze qualitiesSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +4, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 7, Dex 16, Con 14, Int 11, Wis 13, Cha 9Skills:Skills:Skills:Skills:Skills: Disguise +3*, Hide +15, Knowledge (local

[Wonderland])B +6, Move Silently +7Feats:Feats:Feats:Feats:Feats: Toughness, Weapon FinesseEnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: NeutralAdvancement:Advancement:Advancement:Advancement:Advancement: 4-6 HD (Tiny); 7-9 HD (Small)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Named for the dessert course for which they are oftenserved, 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 peo-ple. Talking to them reveals a dour and taciturn dispo-sition, often with an annoying habit of demanding tobe addressed as “Mister” and correcting even the mostminor mistakes.

Rather oddly, Christmas puddings tend to assumethat all other foodstuffs are sentient like themselves,and have similar attitudes to their own. As such, theytend to have a high opinion of themselves, since fewother foods are as adept at avoiding being eaten as theyare.

COMBACOMBACOMBACOMBACOMBATTTTTA Christmas pudding tries to stay out of combat whenpossible, using its stealthy nature to avoid detection ordisguising itself as a harmless desert when noticed. Ifdrawn into a fight, however, a Christmas pudding cancause more trouble than most opponents might expect.

Its elastic nature lets it lash out with surprising speedand power, leaving enemies smarting from its slam at-tack.

Although an ooze, a Christmas pudding is intelli-gent, and is subject to mind-affecting effects. It speaksand understands Common.

Elastic Body (Ex):Elastic Body (Ex):Elastic Body (Ex):Elastic Body (Ex):Elastic Body (Ex): Despite its gelatinous appearance,a Christmas pudding’s body is very springy and stretch-able. It has a reach of 5 feet and, despite its size, itsslam attack naturally does 1d4 damage. It also uses itsDexterity modifier instead of Strength when calculat-ing the bonus to damage rolls made with its slam at-tack.

Nutritious (Su): Nutritious (Su): Nutritious (Su): Nutritious (Su): Nutritious (Su): There’s a reason why Christmaspuddings are among the most favored desserts in all ofWonderland. When slain, a Christmas pudding retainsits consistency for 10 minutes, after which it loses co-hesion and turns into watery slime unless boiled be-fore this happens. Boiled Christmas pudding remainsedible for up to one hour, providing one serving per HDof the creature, and if eaten during this period a serv-ing bestows one of the following random effects on thecreature who consumes it (CL equal to the HD of theChristmas pudding):

d20d20d20d20d20 EffectEffectEffectEffectEffect01 - 05 resistance06 – 10 virtue11 – 13 bless14 – 16 cure light wounds17 – 18 lesser restoration19 – 20 owl’s wisdom

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

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THE DUCHESSTHE DUCHESSTHE DUCHESSTHE DUCHESSTHE DUCHESSWonderland 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, +1size), touch 14, flat-footed 11; Base Atk +4; Grp -2; Atkdagger +8 melee (1d4-2/19-20) or dagger +8 ranged (1d4-2/19-20); Full Atk dagger +8 melee (1d4-2/19-20) ordagger +8 ranged (1d4-2/19-20); AL CN.

Saving Throws:Saving Throws:Saving Throws:Saving Throws:Saving Throws: Fort +4, Ref +6, Will +7.Ability Scores:Ability Scores:Ability Scores:Ability Scores:Ability Scores: Str 6 (–2), Dex 16 (+3), Con 13 (+1),

Int 18 (+4), Wis 12 (+1),Cha 5 (–3).

Skills:Skills:Skills:Skills:Skills: Appraise +4 (+6 alchemy and stonemason-ry), Concentration +11, Craft (alchemy) +16, Craft (stone-masonry) +12, Gather Information -1, Knowledge (local[Wonderland])B +16, Knowledge (architecture and en-gineering) +14, Search +4 (+6 involving secret doorsand similar compartments), Smell* +7 [6 cc], Spellcraft+14, Spot +4 [6 cc]. Languages:Languages:Languages:Languages:Languages: Common, Draconic,Latin, Sylvan, Terran.

Feats:Feats:Feats:Feats:Feats: Brew Potion, Craft Wondrous Item, ScribeScroll, Spell Focus (Transmutation), Spell Mastery,Subtle Magic*, Weapon Finesse.

Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities: As per a Wonderland human.Class Abilities:Class Abilities:Class Abilities:Class Abilities:Class Abilities: Summon Familiar (Piglet; +3 Smell*,

Alertness [+2 Listen and Spot], Improved Evasion, ShareSpells, Empathic Link, Speak with Master, Speak withAnimals of Its Kind), Prohibited Schools (Evocation,Necromancy).

Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;save DC 14 + spell level): 0 save DC 14 + spell level): 0 save DC 14 + spell level): 0 save DC 14 + spell level): 0 save DC 14 + spell level): 0 — Detect magic, detectpoison, mage hand, read magic; 1st 1st 1st 1st 1st — Disguise self,animate rope, enlarge person, feather fall, mage ar-mor, reduce person; 2nd —2nd —2nd —2nd —2nd — Invisibility, magic mouth,protection from arrows (x2), pyrotechnics, whisperingwind; 3r3r3r3r3rd —d —d —d —d — Deep slumber, dispel magic (x2), shrinkitem, slow; 4th —4th —4th —4th —4th — Mass enlarge person, Mass reduceperson, polymorph (x2); 5th (1) — 5th (1) — 5th (1) — 5th (1) — 5th (1) — Baleful polymorph(x2).

Spellbook: 0 — Spellbook: 0 — Spellbook: 0 — Spellbook: 0 — Spellbook: 0 — All except Evocation and Necro-mancy; 1st — 1st — 1st — 1st — 1st — Disguise self, animate rope, enlarge per-son, feather fall, mage armor, reduce person, unseenservant; 2nd —2nd —2nd —2nd —2nd — Invisibility, magic mouth, protectionfrom arrows, pyrotechnics, whispering wind; 3rd —3rd —3rd —3rd —3rd —Deep slumber, dispel magic, shrink item, slow; 4th —4th —4th —4th —4th —Mass enlarge person, Mass reduce person, polymor-ph, stone shape. 5th — 5th — 5th — 5th — 5th — Baleful polymorph, fabricate.

Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions: Small palace that she hascreated largely with her magical powers.

TTTTTactics:actics:actics:actics:actics: While she is not mean-spirited or likely todo harm to an innocuous creature like a child, the Duch-ess can be quite dangerous to anyone who attacks her.She is the creator of many of the random potions thatare periodically found in Wonderland, particularly inthe Hall of Doors, an area she monitors for new visi-tors.

Bio:Bio:Bio:Bio:Bio: This small, exceptionally ugly woman is aprominent member of Wonderland’s aristocracy. Shehas 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 castspolymorph, temporarily turning it into a human baby.This familiar gives her a heightened sense of smell,which makes her especially sensitive to pepper andother strong, spicy scents. She maintains a householdstaff that includes a violent human cook and a surlyfrog footman.

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TTTTTiny Piglet Familiar: iny Piglet Familiar: iny Piglet Familiar: iny Piglet Familiar: iny Piglet Familiar: CR: —; Tiny magical beast;HD 9; hp 16; Init +2, Spd 30 ft. (6 squares), AC 19 (+5natural, +2 Dex, +2 size), touch 14, flat-footed 17; BaseAtk +4; Grp -6; Atk +8 (1d6-2, bite); Full Atk +8 (1d6-2,bite); Space/Reach: 2½ ft./0 ft.; SA —; SQ Share spells,empathic link, deliver touch spells, improved evasion,speak with master, speak with other pigs, scent, low-light vision; AL CN; SV Fort +5, Ref +5, Will +7; Str 7,Dex 14, Con 15, Int 10, Wis 13, Cha 4.

Skills:Skills:Skills:Skills:Skills: Appraise +0 (+2 alchemy and stonemason-ry), Concentration +12, Craft (alchemy) +12, Craft (stone-masonry) +8, Gather Information -1, Knowledge (local[Wonderland]) +12, Knowledge (architecture and engi-neering) +10, Search +0 (+2 involving secret doors andsimilar compartments), Smell +4, Spellcraft +10, Spot+4, Survival +3

Feats:Feats:Feats:Feats:Feats: Alertness, Weapon FinesseB

GRYPHONGRYPHONGRYPHONGRYPHONGRYPHONMedium Magical BeastHit Dice: Hit Dice: Hit Dice: Hit Dice: Hit Dice: 6d10+6 (39 hp)Initiative: Initiative: Initiative: Initiative: Initiative: +3Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares), fly 60 ft. (average)Armor Class: Armor Class: Armor Class: Armor Class: Armor Class: 18 (+3 Dex, +5 natural), touch 13,

flat-footed 15Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +6/+8Attack:Attack:Attack:Attack:Attack: Bite +9 melee (1d8+2)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +9 melee (1d8+2) and 2 claws +6

melee (1d3+1)Space/Reach: Space/Reach: Space/Reach: Space/Reach: Space/Reach: 5 ft./5 ft.Special Attacks: Special Attacks: Special Attacks: Special Attacks: Special Attacks: Pounce, rake 1d4+2Special Qualities: Special Qualities: Special Qualities: Special Qualities: Special Qualities: Darkvision 60 ft., low-light vision,

scentSaves:Saves:Saves:Saves:Saves: Fort +6, Ref +8, Will +5Abilities:Abilities:Abilities:Abilities:Abilities: Str 14, Dex 17, Con 12, Int 9, Wis 13, Cha 10Skills: Skills: Skills: Skills: Skills: Jump +0, Knowledge (local [Wonderland])B +4,

Listen +4, Perform (dance) + 2, Spot +4Feats:Feats:Feats:Feats:Feats: Iron Will, Multiattack, Weapon Focus (bite)EnvirEnvirEnvirEnvirEnvironment: onment: onment: onment: onment: WonderlandOrOrOrOrOrganization: ganization: ganization: ganization: ganization: Solitary, pair, or family (3–5)Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: 3TTTTTrrrrreasureasureasureasureasure: e: e: e: e: NoneAlignment: Alignment: Alignment: Alignment: Alignment: Often chaotic neutralAdvancement: Advancement: Advancement: Advancement: Advancement: By character classLevel Adjustment: Level Adjustment: Level Adjustment: Level Adjustment: Level Adjustment: +2 (cohort)

Wonderland’s gryphons are very similar in appearance

to traditional griffons and look much like smaller ver-sions of them, combining the physical characteristicsof both lions and eagles and generally being about sixfeet in length.

Neither males nor females are endowed with amane. A pair of broad wings emerge from the crea-ture’s back and have a full span of about 20 feet. Atypical gryphon weighs around 336 pounds.

Unlike the creatures to which they bear such a re-semblance, however, gryphons are much smarter than“feral” griffons and can speak, generally knowing Com-mon. Many are schooled and quite proud of their edu-cations (although these may seem strange and evenidiotic to non-Wonderlanders). They are also much lessaggressive than their wild counterparts, exceptionallylazy, and both able and inclined to sit and walk up-right, use furniture, and the like.

Such creatures are often encountering hangingaround with other Wonderland inhabitants (e.g., mockturtles).

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COMBACOMBACOMBACOMBACOMBATTTTTGryphons induced to fight at all prefer to pounce ontheir prey, either diving to the attack or leaping fromabove.

Pounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex):Pounce (Ex): If a gryphon dives upon or charges afoe, it can make a full attack, including two rake at-tacks.

Rake (Ex): Rake (Ex): Rake (Ex): Rake (Ex): Rake (Ex): Attack bonus +8 melee, damage 1d4+2.Skills: Skills: Skills: Skills: Skills: Gryphons have a +4 racial bonus on Jump

and Spot checks.

TRAINING A GRTRAINING A GRTRAINING A GRTRAINING A GRTRAINING A GRYPHONYPHONYPHONYPHONYPHONWhile a gryphon requires training before it can bear arider in combat, if desired it can carry a creature ofsize Small or smaller.

To be trained, a gryphon must have a friendly atti-tude toward the trainer, which can be achieved througha successful Diplomacy check or other appropriatemeans. Training a friendly gryphon requires four weeksof work and a DC 25 Handle Animal check.

Riding a gryphon in combat requires an exotic sad-dle. A gryphon can fight while carrying a rider — butis not inclined to want to — but the rider cannot alsoattack unless he or she succeeds on a Ride check.

Gryphon eggs are typically worth 2,500 gp apieceon the open market, while young are worth twice thismuch. Professional trainers charge 1,000 gp to rear ortrain a gryphon.

Carrying Capacity:Carrying Capacity:Carrying Capacity:Carrying Capacity:Carrying Capacity: A light load for a gryphon is upto 87 pounds; a medium load, 88–174 pounds; and aheavy load, 175–282 pounds. No respectable gryphon,however, would willing carry more than a light load,and would almost certainly complain bitterly and evenrebel if expected to do more.

HEDGEHOG, WONDERLANDHEDGEHOG, WONDERLANDHEDGEHOG, WONDERLANDHEDGEHOG, WONDERLANDHEDGEHOG, WONDERLANDTTTTTiny Magical Beast (Augmented animal)iny Magical Beast (Augmented animal)iny Magical Beast (Augmented animal)iny Magical Beast (Augmented animal)iny Magical Beast (Augmented animal)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8 (7 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+2 size, +1 Dex, +2 natural),

touch 13, flat-footed 14Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/–12Attack:Attack:Attack:Attack:Attack: Claw +4 melee (1d2–4)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 claws +4 melee (1d2–4) and

bite –1 melee (1d3–4)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2 ½ ft./0 ft.

Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Damage reduction 3/—,

darkvision 60 ft., defensive roll, low-light vision,scent, vestigial hands

Saves:Saves:Saves:Saves:Saves: Fort +2, Ref +3, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 3, Dex 13, Con 11, Int 10, Wis 10, Cha 11Skills:Skills:Skills:Skills:Skills: Hide +13, Knowledge (Local [Wonderland])B +4,

Listen +4, Spot +4Feats:Feats:Feats:Feats:Feats: AlertnessB, Toughness, Take a Beating*B,

Weapon FinesseB

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SetsChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: ½TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Usually neutralAdvancement:Advancement:Advancement:Advancement:Advancement: —Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Hedgehogs are diminutive, spine-covered woodlandrodents. In Wonderland, these little creatures are, amongother things, used as balls in croquet games, a practicethat generally does not harm them because of theirparticular feats associated. Such creatures speak Common.

COMBACOMBACOMBACOMBACOMBATTTTTWonderland hedgehogs are not generally very aggres-sive and concentrate more on defense than on offensewhen dealing with antagonists.

Defensive Roll (Ex):Defensive Roll (Ex):Defensive Roll (Ex):Defensive Roll (Ex):Defensive Roll (Ex): When threatened, a hedgehogcan roll itself into a ball and tuck in its head and feet,leaving no part of its body exposed except for its toughspines. When taking a total defense action, the hedge-hog gains an additional +2 natural armor bonus to itsAC. This bonus stacks with his previous natural armoras well as the dodge bonus provided by the total de-fense action.

What’s more, if an enemy’s attack misses the hedge-hog’s AC, but hits its touch AC, then the hedgehog isknocked a number of squares away from the attackerequal to 1d6 + the attacker’s Str bonus in a randomdirection. The hedgehog will not take damage fromthis flight unless the path takes it over an edge, in whichcase normal falling rules apply (but will be reduced byits Take a Beating* feat).

VVVVVestigial Hands (Ex):estigial Hands (Ex):estigial Hands (Ex):estigial Hands (Ex):estigial Hands (Ex): A Wonderland hedgehog hasvestigial hands that it can use to grasp objects. Suchanimals can use tools and weapons of the appropriatesize with only a –2 penalty.

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JABBERWOCKJABBERWOCKJABBERWOCKJABBERWOCKJABBERWOCKHuge Outsider (Native)Huge Outsider (Native)Huge Outsider (Native)Huge Outsider (Native)Huge Outsider (Native)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 18d8+144 (288 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +6Speed:Speed:Speed:Speed:Speed: 50 ft. (10 squares), burrow 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 32 (+22 natural, +2 Dex, -2 size),

touch 10, flat-footed 30Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +18/+45Attack:Attack:Attack:Attack:Attack: Bite +27 (2d8+11/19-20)Full Attack:Full Attack:Full Attack:Full Attack: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:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 15 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Burble, constrict, fling, improved grab,

rendSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Darkvision 60 ft., manxome,

regenerate 20Saves:Saves:Saves:Saves:Saves: Fort +19, Ref +13, Will +15Abilities:Abilities:Abilities:Abilities:Abilities: Str 33, Dex 14, Con 27, Int 3, Wis 19, Cha 14Skills:Skills:Skills:Skills:Skills: Hide -6, Jump +19, Listen +11, Knowledge

(Local [Wonderland])B +17,Smell* +12, Spot +11,Survival +11

Feats:Feats:Feats:Feats:Feats: Blind-FightB, Improved Critical (bite), ImprovedInitiative, Improved Multiattack, Improved NaturalAttack (bite), Improved Natural Attack (claw),Multiattack, Power Attack

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 18TTTTTrrrrreasureasureasureasureasure:e:e:e:e: Standard coins; double goods; standard itemsAlignment:Alignment:Alignment:Alignment:Alignment: NeutralAdvancement:Advancement:Advancement:Advancement:Advancement: 19-24 HD (Huge); 25-48 HD (Gargantuan);49-54 HD (Colossal)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Wonderland is home to a great many strange and terri-fying creatures. But the jabberwock towers above themall, being a paragon of sheer physical puissance. For-tunately for the residents of Wonderland, the creatureis so rare as to be almost mythical, and no jabberwockhas been seen in many years. Some hope that the jab-berwock was perhaps a singular creature and, thatwhen it was slain by an ancient hero — as commemo-rated in poetic form — that it was gone forever. Othersare less optimistic however, in that the title of the poem“Jabberwocky,” is the plural form of the monster’s name.

A jabberwock looks like a warped dragon, equippedwith vestigial wings and covered with chitin rather thanscales. Its pupil-less eyes seem to focus on nothing and

everything all at once, and its sonorous voice seems toecho horribly even in open areas. Massive claws en-able it to dig through the earth as easily as a man couldwalk, and its tail has enough power to uproot trees.

COMBACOMBACOMBACOMBACOMBATTTTTA jabberwock is a physical powerhouse, capable ofdealing hideous damage to even a large group of ene-mies very quickly. It usually begins a fight by burbling,and then moves into melee combat. Very cunning de-spite its low Intelligence, a jabberwock tends to focusits tail attack on lightly-armored foes, as that allows it

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to bring its improved grab, constrict, and fling abilitiesto bear against characters who are usually spellcast-ers. Foes using slashing weapons will be targeted dur-ing full-attack actions with a 5-point Power Attack, re-ducing the points used with that feat by 1 each rounduntil it consistently hits. Finally, against enemies thatconsistently stay out of its reach while using rangedattacks, the jabberwock will retreat via burrowing.

Burble (Su):Burble (Su):Burble (Su):Burble (Su):Burble (Su): The warped murmurings of a jabber-wock are enough to drive even the stoutest mind stark-raving mad. A jabberwock may burble, causing all crea-tures within 60 ft. to make a DC 25 Will save or sufferfrom insanity, as the spell. The save DC is Charisma-based with a +6 racial bonus to the DC. This is a mind-affecting, compulsion effect.

Constrict (Ex): Constrict (Ex): Constrict (Ex): Constrict (Ex): Constrict (Ex): A jabberwock deals 2d6+16 pointsof damage upon a successful grapple check with itstail. The constricted creature must succeed on a DC 30Fortitude save or lose consciousness for as long as itremains in the coils and for 2d4 rounds thereafter. Thesave DC is Strength-based.

Fling (Ex): Fling (Ex): Fling (Ex): Fling (Ex): Fling (Ex): If a jabberwock is constricting a crea-ture, the monster may instead choose to fling a victiminstead of dealing constriction damage to it. A flungcreature travels 1d4 x 10 ft., and takes 1d6 points ofdamage per 10 ft. traveled.

ImprImprImprImprImproved Grab (Ex): oved Grab (Ex): oved Grab (Ex): oved Grab (Ex): oved Grab (Ex): To use this ability, a jabber-wock must hit with its tail slap attack. It can then at-tempt to start a grapple as a free action without provok-ing an attack of opportunity. If it succeeds on the grap-ple check, it can constrict.

Manxome (Ex): Manxome (Ex): Manxome (Ex): Manxome (Ex): Manxome (Ex): A jabberwock’s body is immenselypowerful, overcoming the limitations that bind lessercreatures. It has full hit points per Hit Die, and uses itsfull Strength bonus for its secondary natural attacks.Additionally, it has a +8 racial bonus to grapple checks.

Regeneration (Ex):Regeneration (Ex):Regeneration (Ex):Regeneration (Ex):Regeneration (Ex): Slashing attacks deal normaldamage to a jabberwock. If a jabberwock loses a limbor body part, the lost portion regrows in 1d8 minutes.The creature can reattach the severed member instantlyby holding it to the stump.

Rend (Ex):Rend (Ex):Rend (Ex):Rend (Ex):Rend (Ex): A jabberwock that strikes a creature withboth claw attacks latches onto an opponent’s body andtears its flesh. This automatically deals an extra 4d6+16points of damage.

Skills: Skills: Skills: Skills: Skills: A jabberwock receives a +8 racial bonus toSmell* checks.

KING OF HEARTSKING OF HEARTSKING OF HEARTSKING OF HEARTSKING OF HEARTSWonderland Human Aristocrat 13; CR 12; Small-sizehumanoid (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:Saving Throws:Saving Throws:Saving Throws:Saving Throws: Fort +7, Ref +7, Will +13.Ability Scores:Ability Scores:Ability Scores:Ability Scores:Ability Scores: Str 13 (+1), Dex 13 (+1), Con 12 (+1),

Int 8 (-1), Wis 16 (+3),Cha 13 (+1).

Skills:Skills:Skills:Skills:Skills: Diplomacy +12, Gather Information +13, Han-dle Animal +9, Intimidate +9, Knowledge (local[Wonderland])B +10, Listen +11, Spot +11.

Languages:Languages:Languages:Languages:Languages: Common.Feats:Feats:Feats:Feats:Feats: Great Fortitude, Great House*, Improved Ini-

tiative, Iron Will, Lightning Reflexes, Weapon Focus(longsword).

Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities: As per a Wonderland human.Class Abilities:Class Abilities:Class Abilities:Class Abilities:Class Abilities: None.Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions: +2 heavy steel shield, +2

full plate, +2 longsword, 13,000 gp worth of wealth.Bio:Bio:Bio:Bio:Bio: Although the titular ruler of Wonderland, and

the supreme judge of its court, the King Hearts is al-most completely overshadowed by his domineeringwife, who is both far more ruthless and intelligent thanhe is. He is not bloodthirsty like she is, however, andmuch of his official duties consist of commuting thenumerous death sentences she hands down.

TTTTTactics:actics:actics:actics:actics: If forced into combat, the King of Hearts is astraightforward, well-equipped, and dangerous oppo-nent. He is also likely to be aided by as many cardpeople are available, and these will use flanking andthe aid another action to improve his attacks and de-flect those made against him to the greatest extent pos-sible.

KNAVE OF HEARTSKNAVE OF HEARTSKNAVE OF HEARTSKNAVE OF HEARTSKNAVE OF HEARTSWonderland Human Rogue 11; CR 11; Small-size hu-manoid (Wonderland Human); HD 11d6+11; hp 47; Init+4; Spd 20 ft. (4 squares); AC 21 (+2 masterwork leath-er 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+1/19-20) or Atk +1 dagger +14 ranged (1d3+1/19-20); FullAtk +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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“MAD” HA“MAD” HA“MAD” HA“MAD” HA“MAD” HATTTTTTERTERTERTERTERWonderland Human Expert 9; CR 8; Small-size human-oid (Wonderland Human); HD 9d6+9; hp 40; Init +5;Spd 20 ft. (4 squares); AC 17 (+1 size, +1 Dex, +4 ar-mor, +1 insight), touch 13, flat-footed 16; Base Atk +6;Grp +2; Atk shears +8 melee (1d6/19-20) or cutlery +8ranged (1d2/19-20); Full shears +8/+3 melee (1d6/19-20) or cutlery +8/+3 ranged (1d2/19-20); AL CN.

Saving Throws:Saving Throws:Saving Throws:Saving Throws:Saving Throws: Fort +4, Ref +4, Will +7Ability Scores: Ability Scores: Ability Scores: Ability Scores: Ability Scores: Str 10 (+0), Dex 12 (+1), Con 13 (+1),

Int 16 (+3), Wis 8 (-1), Cha 16 (+3).Skills:Skills:Skills:Skills:Skills: Bluff +14, Craft (hatmaking) +15, Diplomacy

+19, Disguise +3 (+5 to act in character), Intimidate +5,Knowledge (local [Wonderland])B +15, Knowledge(games)* +14, Listen +10, Search +14, Sense Motive+11, Smell +12, Spot +10, Taste +12. Languages:Languages:Languages:Languages:Languages: Com-mon, Abyssal, French, Sylvan.

Feats: Feats: Feats: Feats: Feats: Iron Will, Uninhibited Mind*, Lucky*, Im-proved Initiative, Negotiator.

Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities: As per a Wonderland human.Class Abilities:Class Abilities:Class Abilities:Class Abilities:Class Abilities: None.Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions: +2 studded leather armor,

dusty rose prism ioun stone, butter knife (treat as dag-ger), masterwork shears, expensive tea set (1,500 gp).

Bio:Bio:Bio:Bio:Bio: Perhaps the strangest of the strange charactersin Wonderland, the Mad Hatter is also one of the mostgregarious. He can often be found having a tea partywith the March Hare, claiming to be permanently stuckin tea time by Time itself (which could certainly betrue in Wonderland). Despite having little talent at it,he loves to sing, ask riddles, and tell tall tales, usually

Class Abilities:Class Abilities:Class Abilities:Class Abilities:Class Abilities: Sneak attack +6d6, evasion, im-proved uncanny dodge, Skill Mastery (Disable Device,Escape Artist, Hide, Move Silently, Sleight of Hand),trap sense +3, trapfinding.

Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions: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:Bio:Bio:Bio:Bio: A chronic thief, the Knave of Hearts is perpetu-ally in trouble with the law in Wonderland for his lar-cenous deeds — and, one day, the King and Queen ofHearts will likely have his head for it, despite his os-tensible role as their lackey.

TTTTTactics:actics:actics:actics:actics: The Knave of Hearts is greedy and dishon-est but not particularly bloodthirsty. If he can achievehis aims through stealth or the application of non-le-thal force, he will certainly do so.

Saving Throws:Saving Throws:Saving Throws:Saving Throws:Saving Throws: Fort +4, Ref +11, Will +3.Ability Scores:Ability Scores:Ability Scores:Ability Scores:Ability Scores: Str 10 (+0), Dex 19 (+4), Con 13 (+1),

Int 14 (+2), Wis 10 (+0),Cha 8 (-1).

Skills:Skills:Skills:Skills:Skills: Appraise +15, Bluff +12, Disable Device +15,Diplomacy +3, Disguise -1 (+1 to act in character), Es-cape Artist +17, Forgery +11, Gather Information +1,Hide +17, Intimidate +1, Jump -6, Knowledge (local[Wonderland])B +15, Listen +14, Move Silently +17,Open Lock +17, Search +4, Sense Motive +9, Sleight ofHand +17, Smell +1, Spot +14, Taste +1, Use Rope +4(+6 involving bindings). Languages:Languages:Languages:Languages:Languages: Common, French,Sylvan.

Feats:Feats:Feats:Feats:Feats: Sensory Awareness*, Shrewd*, Two-Weap-on Fighting, Weapon Finesse, Weapon Focus (shortsword).

Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities: As per a Wonderland human.

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blending them together with a near-constant stream ofinane babbling. Despite his off-putting behavior, how-ever, he loves having visitors at his tea party, and tothose who can stand his odd mannerisms, he can be agreat font of information about Wonderland. He alsoserves as an agent and messenger for various powersin Wonderland, to include the Queen of Hearts and theWhite King.

TTTTTactics:actics:actics:actics:actics: The Mad Hatter has little ability to fight andgenerally tries to avoid doing so. However, should theMad Hatter be attacked, his friend the March Hare willquickly set off to round up a pack of card people tocome to his aid. This is because the Mad Hatter is oneof the Queen of Hearts’ subjects, and she will not toler-ate an attack on one of her own (despite having sen-tenced him to death several times). And, if has to fight,he will likely resort to a large pair of hatmaker’s shearsthat he carries hidden in an inside pocket of his frockcoat, and which he will wield in two hands and use tochop at opponents. He is also adept at hurling cutlerylike butterknives and forks, snatched up from the tableor retrieved from the handful of such items that he typ-ically keeps on his person.

MOCK TURTLEMOCK TURTLEMOCK TURTLEMOCK TURTLEMOCK TURTLEMedium Monstrous Humanoid (Reptilian)Medium Monstrous Humanoid (Reptilian)Medium Monstrous Humanoid (Reptilian)Medium Monstrous Humanoid (Reptilian)Medium Monstrous Humanoid (Reptilian)Hit Dice: Hit Dice: Hit Dice: Hit Dice: Hit Dice: 4d8+3 (21 hp)Initiative: Initiative: Initiative: Initiative: Initiative: +1Speed: Speed: Speed: Speed: Speed: 30 ft. (6 squares), swim 40 ft.Armor Class: Armor Class: Armor Class: Armor Class: Armor Class: 15 (+1 Dex, +4 natural), touch 11,

flat-footed 14Base Attack/Grapple: Base Attack/Grapple: Base Attack/Grapple: Base Attack/Grapple: Base Attack/Grapple: +4/+6Attack: Attack: Attack: Attack: Attack: Slam +6 melee (1d3+2)Full Attack: Full Attack: Full Attack: Full Attack: Full Attack: 2 slams +6 melee (1d3+2) and

gore +1 melee (1d6+1)Space/Reach: Space/Reach: Space/Reach: Space/Reach: Space/Reach: 5 ft./5 ft.Special Attacks: Special Attacks: Special Attacks: Special Attacks: Special Attacks: Tale of woe, weepSpecial Qualities: Special Qualities: Special Qualities: Special Qualities: Special Qualities: Darkvision 60 ft., amphibiousSaves: Saves: Saves: Saves: Saves: Fort +4, Ref +5, Will +0Abilities: Abilities: Abilities: Abilities: Abilities: Str 14, Dex 12, Con 11, Int 10, Wis 9, Cha 13Skills: Skills: Skills: Skills: Skills: Bluff +6, Knowledge (local [Wonderland])B +7,

Listen +3, Swim +15Feats: Feats: Feats: Feats: Feats: Ability focus (tale of woe), toughnessEnvironment: Environment: Environment: Environment: Environment: Any land or aquaticOrganization: Organization: Organization: Organization: Organization: SolitaryChallenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: Challenge Rating: 3TTTTTrrrrreasureasureasureasureasure: e: e: e: e: StandardAlignment: Alignment: Alignment: Alignment: Alignment: Usually chaoticAdvancement: Advancement: Advancement: Advancement: Advancement: By character classLevel Adjustment: Level Adjustment: Level Adjustment: Level Adjustment: Level Adjustment: +2

“They had not gone far before they saw the Mock Tur-tle in the distance, sitting sad and lonely on a littleledge of rock, and, as they came nearer, Alice couldhear him sighing as if his heart would break. She pit-ied him deeply. ‘What is his sorrow?’ she asked theGryphon, and the Gryphon answered, very nearly inthe same words as before, ‘It’s all his fancy, that: hehasn’t got no sorrow, you know. Come on!’” — LewisCarroll, Alice in Wonderland

Mock turtles are curious creatures, being the primarycomponent of mock turtle soup, and are native to fewlands though chance often makes them wander throughothers. They are as much cows as turtles, though notas much turtles as cows. They have a head and hindlimbs like a cow, the shell and flippers of a sea turtleand depressed, weary voices, much like those of a per-son, although sadder.

In truth, mock turtles are rarely truly sad. They areinstead quite enamored of the idea of being sad and assuch play at sorrow in an attempt to bring upon the

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THE QUEEN OF HEARTSTHE QUEEN OF HEARTSTHE QUEEN OF HEARTSTHE QUEEN OF HEARTSTHE QUEEN OF HEARTSWonderland Human Aristocrat 12; CR 11; Small-sizehumanoid (Wonderland Human); HD 12d8+12; hp 64;Init +0; Spd 20 ft. (4 squares); AC 23 (+1 size, +12 Robeof Hearts), touch 11, flat-footed 23; Base Atk +9; Grp+4; Atk +11 +1 heavy mace melee (1d6-1); Full Atk +1heavy mace +11/+6 melee (1d6-1); AL CE.

Saving Throws:Saving Throws:Saving Throws:Saving Throws:Saving Throws: Fort +7, Ref +6, Will +10.Ability Scores:Ability Scores:Ability Scores:Ability Scores:Ability Scores: Str 8 (–1), Dex 10 (+0), Con 12 (+1),

Int 16 (+3), Wis 14 (+2),Cha 15 (+2).

Skills:Skills:Skills:Skills:Skills: Bluff +17, Diplomacy +19, Disguise +2 (+4 toact in character), Gather Information +19, Handle Ani-mal +17, Intimidate +19, Knowledge (local[Wonderland])B +18, Listen +17, Spot +17. Languages:Languages:Languages:Languages:Languages:Common, Abyssal, French, Sylvan.

Feats:Feats:Feats:Feats:Feats: Great Fortitude, Great House*, Lightning Re-flexes, Berserker*, Weapon Finesse, Weapon Focus(Scepter).

Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities: As per a Wonderland human.Class Abilities:Class Abilities:Class Abilities:Class Abilities:Class Abilities: None.Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions: Royal scepter (as per a +1

heavy mace), Robe of Hearts* (+12 armor bonus), pal-ace, croquet ground, 12,000 gp worth of wealth.

Bio:Bio:Bio:Bio:Bio: Currently the most powerful political figure inWonderland, the Queen of Hearts is a psychopathicbully who forces people to bend to her whims and con-tinuously has those around her sentenced to death. Shecontrols one of the most powerful military forces in

emotion in earnest. They are rarely threatening to oth-er creatures, except as a distraction. Some turn to mis-chief and misdirect well-meaning persons with allmanner of tall stories and nonsensical information.

COMBACOMBACOMBACOMBACOMBATTTTTA mock turtle rarely engages in combat unless it abso-lutely has to. If accosted, the creature will attempt toflee by the safest means needed or will weep for mer-cy. Mock turtles tell their tale of woe who all who willlisten.

TTTTTale of Wale of Wale of Wale of Wale of Woe (Su): oe (Su): oe (Su): oe (Su): oe (Su): A mock turtle can, as a standardaction, begin telling its particular, nonsensical tale ofwoe. The story lasts for as long as the mock turtle needsit to, so long as the mock turtle takes no other actions.Any creature within 30 feet must make a Will saveeach round (DC 15) or become fascinated for as long asthe mock turtle speaks and 1d4+1 rounds thereafter.The effect is immediately broken if the target is attackedin any fashion, either by the mock turtle or by anothercreature. This is a sonic, mind-influencing language-

dependant effect. The save DC is Charisma-based.WWWWWeep (Su): eep (Su): eep (Su): eep (Su): eep (Su): Three times per day and as an attack

action, a mock turtle can weep to protect itself fromattackers. Any creature within 10 feet of the mock tur-tle must make a Will save (DC 13) or be so overwhelmedwith pity (in the case of good or neutral creatures) ordisgust (in the case of evil characters) as to be unableto willingly attack the creature for 2d4 rounds, duringwhich the mock turtle typically attempts to escape. Thisis a sonic, mind-influencing effect. The save DC isCharisma-based.

Skills: Skills: Skills: Skills: Skills: A mock turtle has a +8 racial bonus on anySwim check to perform some special action or avoid ahazard. It can always choose to take 10 on Swimchecks, even if distracted or endangered. It can usethe run action while swimming, provided it swims in astraight line.

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WONDERLAND RABBITWONDERLAND RABBITWONDERLAND RABBITWONDERLAND RABBITWONDERLAND RABBITSmall Magical BeastSmall Magical BeastSmall Magical BeastSmall Magical BeastSmall Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 5d10+5 (32 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +8Speed:Speed:Speed:Speed:Speed: 50 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 18, touch 15, flat-footed 13 (+2 leather

armor, +4 Dex, +1 natural, +1 dodge)Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +5/+1Attack:Attack:Attack:Attack:Attack: Slam +7 (1d3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 3 slams +7 (1d3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: —Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Darkvision 60 ft., fascination, I’mlate!, low-light vision, rabbit hole

Saves:Saves:Saves:Saves:Saves: Fort +5, Ref +9, Will +1Abilities:Abilities:Abilities:Abilities:Abilities: Str 10, Dex 18, Con 12, Int 15, Wis 11, Cha 16Skills:Skills:Skills:Skills:Skills: Appraise +6, Balance +8, Climb +4, Escape

Artist +16, Hide +12, Jump +8, Knowledge (local[Wonderland])B +10, Knowledge (nobility androyalty) +6, Move Silently +8, Tumble +8

Feats:Feats:Feats:Feats:Feats: Ability Focus (fascination), Armor Proficiency(light)B, Improved Initiative, RunB

EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 4TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Usually Lawful NeutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: —

Wonderland rabbits are the administrators to the up-per-crust of Wonderland society. Practical, methodical,and disciplined to a fault, these creatures are largelyresponsible for the whimsical world they come fromhaving anything that remotely resembles an infrastruc-ture. Why they take it upon themselves to serve suchchaotic monarchs is anybody’s guess, as the Wonder-land rabbits simply take it as a given that that’s whatthey are supposed to do.

These creatures are often encountered outside ofWonderland, carrying out their masters’ capriciouswhims. They are chiefly responsible for the influx ofoutsiders coming to Wonderland, as travelers who seethem scurrying back home have a tendency to follow them.

Two of the most well-known creatures of this sortare the White Rabbit, who serves the King and Queenof Hearts, and the March Hare, a friend of the Mad Hatter(who lost his supernatural qualities and his position whenhe acquired a cursed item, a Timepiece of Inertia*).

COMBACOMBACOMBACOMBACOMBATTTTTWonderland rabbits almost never engage in combat,much preferring to retreat from a fight. While this usu-ally causes enemies to pursue them (due to the Won-derland rabbit’s fascination ability) they can often losefoes in the rabbit hole to Wonderland. Otherwise, theyusually run back to their employers’ grounds, countingon more martial servants to defend them.

Fascination (Su):Fascination (Su):Fascination (Su):Fascination (Su):Fascination (Su): The sight of a Wonderland rabbitin motion is strangely compelling, even to the mostseasoned of travelers. Upon sighting a Wonderland rab-bit taking a double move action or run action, crea-

Wonderland, a small army of card people. Her favoritepastime is a bizarre local form of croquet. She has anongoing enmity with the Duchess.

TTTTTactics:actics:actics:actics:actics: For the most part, the Queen of Hearts isable to achieve anything she needs as a function of heroffice — and, in cases where force of some sort is nec-essary, she typically calls upon her pack of lackey cardpeople. If forced to fight personally, however, the iras-cible woman will fly into a rage and beat enemies withher finely-crafted heavy royal scepter. Unlike a truemace, she is able to use this to inflict nonlethal dam-age with no penalty to her attacks if she is so inclined.

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tures must make a Will save (DC 17). Those who failthis save are compelled to follow the Wonderland rab-bit for 1d4+2 rounds with all possible speed. Regard-less of success or failure, creatures subjected to a Won-derland rabbit’s fascination power are immune to fur-ther use of the ability by that same Wonderland rabbitfor 24 hours. A Wonderland rabbit is unable to deacti-vate this power, and most are unaware that they haveit at all. This is a mind-affecting effect. The save DC isCharisma-based.

I’m Late! (Su): I’m Late! (Su): I’m Late! (Su): I’m Late! (Su): I’m Late! (Su): A Wonderland rabbit is always un-der a haste effect (CL 5th).

Rabbit Hole (Su): Rabbit Hole (Su): Rabbit Hole (Su): Rabbit Hole (Su): Rabbit Hole (Su): As the emissaries of Wonderland’snobles, a Wonderland rabbit is often found abroad do-ing their bidding. In accordance with this, they havethe ability to create portals to Wonderland in the formof holes in the ground, commonly called “rabbit holes.”A Wonderland rabbit can create a rabbit hole up to 60feet away, provided that the square it is created in isunobserved at the time — a rabbit hole cannot be creat-ed in a space that is within someone’s sight. Once cre-ated, a rabbit hole lasts for 1d6+1 rounds. Entering arabbit hole transports a character to Wonderland (seethe Introduction).

Skills: Skills: Skills: Skills: Skills: Wonderland rabbits have a +8 racial bonuson EscapeArtistchecks.

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Knowledge (local [WKnowledge (local [WKnowledge (local [WKnowledge (local [WKnowledge (local [Wonderland]) (Int)onderland]) (Int)onderland]) (Int)onderland]) (Int)onderland]) (Int)This is a composite skill that represents an understand-ing of all things related to Wonderland, to include itsculture, history, customs, laws, inhabitants, and theproperties of those things. It also reflects the extent towhich a creature has been educated in one of Wonder-land’s schools and the peculiar sorts of areas of knowl-edge (and their branches) that they impart. These in-clude arithmetic (ambition, distraction, uglification, andderision), mystery (ancient and modern), seaography,drawling, stretching, fainting in coils, French, music,singing, dancing, laughing, grief, and washing.

Synergy:Synergy:Synergy:Synergy:Synergy: Characters with 5 or more ranks in Knowl-edge (local [Wonderland]) receive a +2 bonus on Knowl-edge (the planes) skill checks, +2 on Charisma-basedskill checks made to influence natives of Wonderland,and +2 on Perform checks for songs, dances, and thelike peculiar to Wonderland.

Knowledge (games) (Int)Knowledge (games) (Int)Knowledge (games) (Int)Knowledge (games) (Int)Knowledge (games) (Int)This skill represents an understanding of games, theirhistory, rules, mechanics, and the theories and philos-ophies behind them.

Synergy:Synergy:Synergy:Synergy:Synergy: Characters with 5 or more ranks in Knowl-edge (games) receive a +2 bonus on Charisma-basedskill checks made against card people, shessmen, andother monsters that are essentially sentient game pieces.

Characters with 5 or more ranks in Knowledge(games) receive a +2 bonus on skill or ability checksmade to resolve actions within a game, determine thewinner of a game, etc.

Smell (WSmell (WSmell (WSmell (WSmell (Wis)is)is)is)is)A creature can use this skill to detect or identify sub-stances or distinguish between similar scents. Althoughanyone can identify a common odor, training is requiredto discern the fine nuances between similar substances.

Check:Check:Check:Check:Check: Make a Smell check against a DC that re-flects the commonness of the substance.

FFFFFollowing 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 shouldconsider 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.

DCDCDCDCDC SubstanceSubstanceSubstanceSubstanceSubstance5 Detect strong scent10 Identify common scent (apples, oranges)15 Detect weak scent20 Identify uncommon scent (Goblin, troglodyte)25 Identify rare scent (dragon, ghoul, certain poisons)–5 Essence of substance at hand for comparison

+2 Attempting to distinguish very similar substances+2 Cumulative for each consecutive smell attempt

in a 10-minute period

Retry:Retry:Retry:Retry:Retry: A character may attempt retries, but increasethe DC by 2 for each retry within a 10-minute time period.

Special:Special:Special:Special:Special: Gnomes, well known for their keen senseof smell, add a +2 to any Smell checks. Characterswith the Scent feat receive a +5 bonus on Smell checks.Creatures with the Scent special quality receive a +8bonus on Smell checks.

Synergy:Synergy:Synergy:Synergy:Synergy: Characters with 5 or more ranks in thisskill receive a +2 synergy bonus on attempts to Ap-praise perfumes and other commodities valued for theirscent. Any character with 5 or more ranks in Smellreceives a +2 synergy bonus on Taste* skill checks.

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TTTTTaste (Waste (Waste (Waste (Waste (Wis)is)is)is)is)This skill can be used to identify substances or distin-guish between similar beverages.

Check:Check:Check:Check:Check: Make a Taste check against a DC that re-flects the commonness of the substance.

DCDCDCDCDC SubstanceSubstanceSubstanceSubstanceSubstance5 Common foods10 Common beverages15 Uncommon foods20 Uncommon beverages, common poisons25 Rare substances, legendary potions, or fabled

poisons30 Alien, unique, or theoretical substances

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

ConverConverConverConverConvergence Tgence Tgence Tgence Tgence Task (Food Task (Food Task (Food Task (Food Task (Food Tasting):asting):asting):asting):asting): Characters withat least 2 ranks of Taste, 1 rank of Smell, and a Consti-tution of at least 12 can use the Taste skill to identifyspecific combinations of substances present in food anddrink. Individuals with this ability are often employedin the courts of nobles to check meals and beveragesfor unsavory additives (e.g., drugs, poison, verminfeces, or other forms of contamination).

ConverConverConverConverConvergence Tgence Tgence Tgence Tgence Task Check:ask Check:ask Check:ask Check:ask Check: Make a Taste check toidentify substances in meals. Roll for each meal eventregardless of length or size.

DCDCDCDCDC TTTTTaskaskaskaskask15 Identify specific ingredients in a common meal

or beverage (e.g. Christmas pudding, chickenala king, beef stew, cherry nut cake) (1 minute)

20 Identify specific ingredients in an unusual mealor beverage (e.g., mock turtle soup) (1-6 minutes)

25 Identify specific ingredients in a rare meal orbeverage (e.g., elemental pudding) (1-20 minutes)

+2 Cross-cultural dish (e.g. non-Wonderlanderstasting a Wonderland dish)

+5 Common drug or poison present+10 Rare drug or poison present

RetrRetrRetrRetrRetry:y:y:y:y: Yes. However, increase the DC by 5 for eachfailed roll. If poison or a drug is present in the meal orbeverage the food tester may make a DC 15 Reflex saveto attempt to avoid being affected by the substance.

Special:Special:Special:Special:Special: Gnomes and Halflings receive a +2 bonuson Taste or Food Tasting skill checks. In some cam-paigns, magic potions can be characterized by taste,and this skill is especially usefulin those instances, both to laymen and to those with 5or more ranks in Taste who attempt to analyze potionsusing the skills Craft (alchemy) or Profession (alche-mist)*. Use of the Taste skill does not require swallow-ing, so at the GM’s option it can be used to detect cer-tain poisons without any ill effects.

SynerSynerSynerSynerSynergy:gy:gy:gy:gy: A character with 5 or more ranks in Tastereceives a +2 synergy bonus on Smell skill checks.Characters with the Food Tasting ability may add a +2synergy bonus to any Spellcraft, Craft (alchemy), orProfession (alchemist)* skill checks related to identify-ing ingested substances. Characters with 5 or moreranks in this skill receive +2 on attempts to Appraisefoodstuffs and beverages.

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Aura of Chaos [General]Aura of Chaos [General]Aura of Chaos [General]Aura of Chaos [General]Aura of Chaos [General]Things tend to go wrong in the presence of creatureswith this Feat, which include various types of undead,chaotic outsiders, and priests of deities devoted to dis-order.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Moderate chaotic aura (as per DetectChaos).

Benefit:Benefit:Benefit:Benefit:Benefit: Monsters and characters with an Aura ofChaos increase the chance of other nearby creaturessuffering a critical failure (DMG, p. 34) on attacks, skillchecks, and ability checks and something really badhappening on a natural roll of 1 or 2. This affects crea-tures both within a 10-foot radius of the being and thoselaunching attacks against it, whether direct or indirect,from any range (e.g., firing a crossbow). Note that al-lies as well as enemies of the creature with this Featare subject to its effects.

Bake Magic FBake Magic FBake Magic FBake Magic FBake Magic Food and Drink [Item Creation]ood and Drink [Item Creation]ood and Drink [Item Creation]ood and Drink [Item Creation]ood and Drink [Item Creation]You may imbue foodstuffs you make with magical prop-erties.

Prerequisite: Prerequisite: Prerequisite: Prerequisite: Prerequisite: Brew Potion, caster level 4th.Benefit:Benefit:Benefit:Benefit:Benefit: This feat functions identically to Brew Po-

tion, except that you create food or drink imbued with4th-level or lower spells that you know, including thosethat can target one or more creatures. A creature musteat a portion of a food item imbued with a spell thataffects multiple targets in order to benefit from it.

Berserker [General]Berserker [General]Berserker [General]Berserker [General]Berserker [General]A character with this feat is capable of flying into adeadly rage.

Benefit:Benefit:Benefit:Benefit:Benefit: A berserker can rage one time per day inthe 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 penaltyto Armor Class. The increase in Constitution increasesthe berserker’s hit points by 2 points per level, but thesehit points go away at the end of the rage when herConstitution score drops back to normal. (These extrahit 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-

FFFFFollowing are a number of new feats used by various Wonderland characters presented in this book. Thesefeat are not necessarily peculiar to this milieu, however, and can be used in other campaign settings aswell.

ance, Escape Artist, Intimidate, and Ride), the Con-centration skill, or any abilities that require patience orconcentration, nor can she cast spells or activate mag-ic 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 Com-bat Expertise, item creation feats, and metamagic feats.

A fit of rage lasts for a number of rounds equal to 3 +the character’s (newly improved) Constitution modifi-er. A berserker can prematurely end her rage. At theend of the rage, the berserker loses the rage modifiersand restrictions and becomes fatigued (–2 penalty toStrength, –2 penalty to Dexterity, cannot charge or run)for the duration of the current encounter (unless shehappens to be a 17th-level barbarian, at which pointthis limitation no longer applies).

Entering a rage takes no time itself, but a berserkercan do it only during her action, not in response tosomeone else’s action.

Special:Special:Special:Special:Special: This feat can be taking multiple times and,for each instance that a character has it, she can rageone time per day. A character with the ability to ragemultiple times per day can still only do so once perencounter.

Great House [General]Great House [General]Great House [General]Great House [General]Great House [General]A character with this feat has been born into one of theruling families of a particular state, is related to kingsand other major royalty in multiple nations, and is theholder of a particular aristocratic title (e.g., baron, count,duke, prince). This status is not merit-based and doesnot necessarily bestow enforceable obligations or re-sponsibilities upon the character. This feat must be thefirst one taken by a starting character.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Aristocrat level 1st.Benefit:Benefit:Benefit:Benefit:Benefit: The scion of a great house receives a +3

circumstance bonus on all opposed Charisma-basedskill checks (e.g., Gather Information) made to otheraristocrats or to other characters who understand whohe is. Furthermore, all DCs for Knowledge (nobility androyalty) skill checks pertaining to the character or hisfamily are at –5 (e.g., his family name is recognizablewith a DC 10, rather than a DC 15, skill check).

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With the DM’s approval, a character with this featcan opt to assume various obligations in return for ap-propriate benefits (e.g., upon reaching a certain levelof experience, a marquis could choose to take over afortified frontier manor house, formerly held by anoth-er member of his family, in exchange for military de-fense of the surrounding area).

Normal:Normal:Normal:Normal:Normal: Most aristocrats are from minor houses, forwhich they receive no marked benefits above and be-yond those that would be enjoyed by members of anyother character classes. Knowledge (nobility and roy-alty) skill check DCs pertaining to them or their fami-lies are not affected by the relative prominence of theirhouses.

Special:Special:Special:Special:Special: At the DM’s option (or the player’s if appro-priate), an aristocrat character can be deemed to befrom an obscure house (this can be both a benefit and adetriment and does not use up a feat). Furthermore, allskill check DCs for Knowledge (nobility and royalty) —or Knowledge (local [Wonderland]) in a Wonderlandsetting — pertaining to the character or his family madeby others are at +5 (e.g., his family name is recogniz-able with a DC 20, rather than a DC 15, skill check).

Greater Aura of Chaos [General]Greater Aura of Chaos [General]Greater Aura of Chaos [General]Greater Aura of Chaos [General]Greater Aura of Chaos [General]Things tend to work out as inexplicably well for crea-tures with this Feat as they turn out poorly for thosearound them.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Aura of Chaos, strong chaotic aura (asper Detect Chaos).

Benefit:Benefit:Benefit:Benefit:Benefit: Creatures with a Greater Aura of Chaos havean increased chance of enjoying a critical success(DMG, p. 34) on skill checks and ability checks andsomething especially good happening on a natural rollof 19 or 20. Additionally, the threat range for attacksmade by creatures with this Feat improves by one place(e.g., from 17-20 rather than 18-20 for a scimitar).

Improved Manipulation [General]Improved Manipulation [General]Improved Manipulation [General]Improved Manipulation [General]Improved Manipulation [General]Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Dexterity 13+, hands, prehensile tail,

vestigial hands, or trunk.Benefit:Benefit:Benefit:Benefit:Benefit: The penalty for using your hands, tail, or

trunk to perform skills or make attacks with weaponsis reduced by 2.

Lucky [General]Lucky [General]Lucky [General]Lucky [General]Lucky [General]A character with this Feat has better than average luck.

Benefit: Benefit: Benefit: Benefit: Benefit: A number of times per day equal to one

plus his Cha modifier (if positive), a Lucky charactercan 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: Special: Special: Special: Special: This Feat can be taken multiple times, in-creasing the total number of times per day its benefitscan be used.

PPPPParanoid [General]aranoid [General]aranoid [General]aranoid [General]aranoid [General]“They” probably really are out to get the character withthis feat—and he is going to be ready for them!

Benefit: Benefit: Benefit: Benefit: Benefit: A paranoid character gets a +1 bonus to allReflex saving throws and a +2 circumstance bonus toSense Motive checks.

Sensory Awareness [General]Sensory Awareness [General]Sensory Awareness [General]Sensory Awareness [General]Sensory Awareness [General]A character with this feat is acutely aware of his sens-es of hearing, touch, smell, sight, and taste.

Prerequisite:Prerequisite:Prerequisite:Prerequisite:Prerequisite: Int 12 OR Wis 12 OR Cha 12.Benefit:Benefit:Benefit:Benefit:Benefit: A character with Sensory Awareness re-

ceives a +1 bonus on all Listen, Search, Smell*, Spot,and Taste* checks.

Shrewd [General]Shrewd [General]Shrewd [General]Shrewd [General]Shrewd [General]A character with this feat has a knack both for gleaninginformation from written material and for reproducing it.

Benefit:Benefit:Benefit:Benefit:Benefit: A character with this feat receives a +2 bo-nus on all Decipher Script and Forgery skill checks.

TTTTTake a Beating [General]ake a Beating [General]ake a Beating [General]ake a Beating [General]ake a Beating [General]A character with this Feat can survive an abnormalamount of blunt-force trauma.

PrPrPrPrPrerererererequisite: equisite: equisite: equisite: equisite: Toughness.Benefit: Benefit: Benefit: Benefit: Benefit: A character who can Take a Beating re-

ceives damage resistance 3/— against bludgeoning at-tacks (e.g., unarmed strikes, maces, and clubs), regard-less of whether they inflict lethal or non-lethal dam-age. This benefit also applies to bluntforce damage fromthings like falling, tripping, or car accidents.

Uninhibited Mind [General]Uninhibited Mind [General]Uninhibited Mind [General]Uninhibited Mind [General]Uninhibited Mind [General]Your mind is so unrestrained that outside forces havedifficulty controlling it.

Prerequisites:Prerequisites:Prerequisites:Prerequisites:Prerequisites: Chaotic alignment, Iron Will.Benefit:Benefit:Benefit:Benefit:Benefit: When making Will saves against mind-af-

fecting effects, you roll 4d6 instead of 1d20. This rollhas no automatic success or failure.

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Chapter 4: WChapter 4: WChapter 4: WChapter 4: WChapter 4: Wonderland Spellsonderland Spellsonderland Spellsonderland Spellsonderland Spells

Alter Self, LesserAlter Self, LesserAlter Self, LesserAlter Self, LesserAlter Self, LesserTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Bard 1, Sor/Wiz 1Components:Components:Components:Components:Components: V, SCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 standard actionRange:Range:Range:Range:Range: PersonalTTTTTarararararget:get:get:get:get: YouDuration:Duration:Duration:Duration:Duration: 1 hour/level (D)

As alter self, except that you cannot change into a dif-ferent creature. Any changes made must be to featuresthat the caster already has. If a human wizard were tocast this spell, she would be able to increase her bustsize, for example, but she would not be able to giveherself wings unless she already had them. If she didhave wings, however, she would be able to change themfrom black butterfly wings to red-lined demon wings ifshe so chose. If this spell is used to create a disguise,the caster receives a +5 bonus on her Disguise skillcheck.

Alter OtherAlter OtherAlter OtherAlter OtherAlter OtherTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Bard 3, Sor/Wiz 3Components:Components:Components:Components:Components: V, SCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 standard actionRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touchedDuration:Duration:Duration:Duration:Duration: 10 min./level (D)Saving Throw:Saving Throw:Saving Throw:Saving Throw:Saving Throw: Fortitude negatesSpell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes

This spell functions in all ways as lesser alter self, ex-cept that it can be used upon another creature, whichis entitled to a saving throw to resist its effects.

Dodo’s StupidityDodo’s StupidityDodo’s StupidityDodo’s StupidityDodo’s StupidityTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Brd 2, Clr 2, Sor/Wiz 2Components:Components:Components:Components:Components: V, S, M/DFCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 standard actionRange:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: Creature touched

SSSSSpellcasters 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 toother ones).

Duration:Duration:Duration:Duration:Duration: 1 min./levelSaving Throw: Saving Throw: Saving Throw: Saving Throw: Saving Throw: Will negatesSpell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes

The transmuted creature becomes dumber. The spellgrants a -4 enhancement penalty to Intelligence, sub-tracting the usual benefits to Intelligence-based skillchecks and other uses of the Intelligence modifier.Wizards (and other spellcasters who rely on Intelli-gence) affected by this spell lose bonus spells that wouldhave been granted by the lost Intelligence, and the sav-ing throw DCs for spells they cast while under this spell’seffect also increase. This spell also causes all skillchecks to be made with a -2 modifier, regardless oftheir key ability score.

Arcane Material Component: A few feathers or apinch of dung from a dodo bird.

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Dodo’s StupidityDodo’s StupidityDodo’s StupidityDodo’s StupidityDodo’s Stupidity, Mass, Mass, Mass, Mass, MassTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Brd 6, Clr 6, Sor/Wiz 6Range:Range:Range:Range:Range: Close (25 ft. + 5 ft./2 levels)TTTTTarararararget:get:get:get:get: One creature/level, no two of which can bemore than 30 ft. apart

This spell functions just like dodo’s stupidity, exceptthat it can affect multiple creatures.

Enlarge PEnlarge PEnlarge PEnlarge PEnlarge Person, Greatererson, Greatererson, Greatererson, Greatererson, GreaterTTTTTransmutationransmutationransmutationransmutationransmutationLevel: Level: Level: Level: Level: Sor/Wiz 4, Strength 4

This spell functions like enlarge person, except as fol-lows:

This spell causes instant growth of a humanoid crea-ture, multiplying its height by four and its weight by16. This increase causes the creature to gain two sizecategories. The target gains a +8 size bonus to Strength,a -4 size penalty to Dexterity (to a minimum of 1), anda -2 penalty on attack rolls and AC due to its increasedsize.

A humanoid creature whose size increases to Hugehas a space of 15 feet and a natural reach of 15 feet.This spell does not change the target’s speed.

Greater enlarge person counters and dispels greaterreduce person.

Greater enlarge person cannot be made permanent.

FlyFlyFlyFlyFly, Mass, Mass, Mass, Mass, MassTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Sor/Wiz 7, Travel 7Range:Range:Range:Range:Range: TouchTTTTTarararararget:get:get:get:get: One creature/level, no two of which can bemore than 30 ft. apart

This spell functions just like fly, except that it can af-fect multiple creatures.

RRRRReduce Peduce Peduce Peduce Peduce Person, Greatererson, Greatererson, Greatererson, Greatererson, GreaterTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Sor/Wiz 4

This spell functions like reduce person, except as fol-lows:

This spell causes instant diminution of a humanoidcreature, quartering its height, length, and width and

dividing its weight by 16. This decrease causes thecreature 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 andAC due to its reduced size.

A humanoid creature whose size decreases to Tinyhas a space of 2-1/2 feet and a natural reach of 0 feet.This spell does not change the target’s speed.

Greater reduce person counters and dispels greaterenlarge person.

Greater reduce person cannot be made permanent.

SneezeSneezeSneezeSneezeSneezeTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Brd 0, Sor/Wiz 0Components:Components:Components:Components:Components: V, S, MCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 standard actionRange:Range:Range:Range:Range: Close (25 ft. + 5 ft./2 levels)TTTTTarararararget:get:get:get:get: One creatureDuration:Duration:Duration:Duration:Duration: 1 roundSaving Throw: Saving Throw: Saving Throw: Saving Throw: Saving Throw: Will negatesSpell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes

This spell causes its target to sneeze violently, com-pletely stunning it briefly (i.e., it drops everything held,cannot take actions, suffers a -2 penalty to AC, andloses any Dex bonus to AC).

Arcane Material Component: A pinch of pepper.

Sneezing FSneezing FSneezing FSneezing FSneezing FitititititTTTTTransmutationransmutationransmutationransmutationransmutationLevel:Level:Level:Level:Level: Brd 4, Sor/Wiz 4Components:Components:Components:Components:Components: V, S, MCasting TCasting TCasting TCasting TCasting Time:ime:ime:ime:ime: 1 standard actionRange:Range:Range:Range:Range: Close (25 ft. + 5 ft./2 levels)TTTTTarararararget:get:get:get:get: One creature or one creature/level, no two ofwhich can be more than 30 ft. apartDuration:Duration:Duration:Duration:Duration: 1 round/levelSaving Throw: Saving Throw: Saving Throw: Saving Throw: Saving Throw: Will negatesSpell Resistance:Spell Resistance:Spell Resistance:Spell Resistance:Spell Resistance: Yes

This spell functions just like sneeze, except that it canlast for an extended duration and/or affect multiplecreatures. If cast against a single target, it suffers a -4penalty on its saving throws; the victim is, however,entitled to a saving throw at the beginning of everyround after the spell is cast to see if it is affected that round.

Arcane Material Component: A pinch of pepper.

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Chapter 5: WChapter 5: WChapter 5: WChapter 5: WChapter 5: Wonderland Magic Itemsonderland Magic Itemsonderland Magic Itemsonderland Magic Itemsonderland Magic Items

Fan of DiminutionFan of DiminutionFan of DiminutionFan of DiminutionFan of Diminution: : : : : This appears to be a typical small,folding paper fan. Each round that a creature wavesthe fan on itself, it is reduced in size by one category,to maximum size of Fine. The fan will reduce in sizewith the character but if abandoned will, after 24 hours,return to its normal size. If used against another crea-ture, the target is entitled to a saving throw (FortitudeDC 16).

Moderate transmutation; CL 7th, Craft WondrousItem; greater reduce person*; Price 28,000 gp.

Hookah of StabilityHookah of StabilityHookah of StabilityHookah of StabilityHookah of Stability: : : : : This elaborate water pipe reduc-es the chances of both magical and natural transmuta-tion in anyone who smokes from it (e.g., the spell en-large person, a caterpillar’s change into a butterfly, ag-ing). Smoking it for at least a minute gives a +4 bonuson applicable saving throws or allows a save when onewould not otherwise be allowed for 24 hours thereaf-ter. A long-term smoker of this item does not age orreceive either the positive or negative adjustments toability scores associated with doing so (but this effectdoes not impart immortality and the character will stilldie at whatever point he otherwise would and can stillbe killed as usual).

The benefits of the hookah also have a mild narcoticeffect, however, that reduces reaction times, inflictinga -4 penalty on initiative rolls and Spot and Listen skillchecks.

Strong conjuration; CL 13th, Craft Wondrous Item;greater restoration; Price 39,000 gp.

Pepper-Box of SneezingPepper-Box of SneezingPepper-Box of SneezingPepper-Box of SneezingPepper-Box of Sneezing::::: This charged item functionsin all ways as would a wand of sneezing fit, the oneexception being that it is keyed to a higher-level spellthan that normally associated with such as device.

Moderate transmutation; CL 9th; Craft WondrousItem; mass sneezing; Price 30,000 gp.

MMMMMany different sorts of magic items can be found in Wonderland, to include items similar to those thatcan be found in traditional campaign settings, those that function somewhat differently on the chaotic 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 orother edible items, and even mushrooms and other naturally-growing items. The Food Items sub-table of Ran-dom 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 tothe highest plus half that of any subsequent potions.

Potion of Enlarge PersonPotion of Enlarge PersonPotion of Enlarge PersonPotion of Enlarge PersonPotion of Enlarge Person::::: Most such potions functionlike those anywhere else, albeit at a higher-than-usualcaster level. It is 20% likely that any potion of this sortwill be double-strength and increase the drinker’s sizeby two categories (e.g., from Medium to Huge).

Moderate transmutation; CL 7th; Brew Potion or BakeMagic Food and Drink*; enlarge person or greater en-large person*; Price 350 gp (1,400 gp if double strength).

Potion of Reduce PersonPotion of Reduce PersonPotion of Reduce PersonPotion of Reduce PersonPotion of Reduce Person::::: Most such potions functionlike those anywhere else, albeit at a higher-than-usualcaster level. It is 20% likely that any potion of this sortwill be double-strength and decrease the drinker’s sizeby two categories.

Moderate transmutation; CL 7th, Brew Potion or BakeMagic Food and Drink*; reduce person or greater re-duce person*; Price 350 gp (1,400 gp if double strength).

Potion of StupidityPotion of StupidityPotion of StupidityPotion of StupidityPotion of Stupidity (Cursed): (Cursed): (Cursed): (Cursed): (Cursed): This sort of potion re-duces the Intelligence of its imbiber by 4 points for threeminutes (30 rounds). This has several effects, which

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include reducing the modifiers for Int-based skills andalso imposing a -2 penalty on all skill checks, regard-less of their key ability score. Such a draught will alsocause wizards to forget any bonus spells granted bytheir former Intelligence and all spells that would notbe allowed with their lower level of Intelligence.

About one-third of such potions take the form of somebaked good, rather than a liquid. This sort of a potion isoften combined with other sorts of potions in Wonder-land, especially potions of enlarge person.

Faint transmutation; CL 3rd (or 4th), Brew Potion (orBake Magic Food and Drink*); dodo’s stupidity*; Price300 gp.

Potion of Lesser Alter SelfPotion of Lesser Alter SelfPotion of Lesser Alter SelfPotion of Lesser Alter SelfPotion of Lesser Alter Self: : : : : Some 50% of potions ofthis sort are set to produce a specific effect (e.g., givingthe drinker a long, serpentine neck). This sort of a po-tion is often combined with other sorts of potions, es-pecially potions of growth.

Faint transmutation; CL 3rd (or 4th), Brew Potion (orBake Magic Food and Drink*); lesser alter self *; Price50 gp.

Robe of HeartsRobe of HeartsRobe of HeartsRobe of HeartsRobe of Hearts: : : : : This sumptuous royal robe is fash-ioned from satin, cloth of gold, ermine, and other richmaterials and emblazoned with a dozen large, redhearts, and bestows upon its wearer an armor bonus of+6. If that wearer is both a Wonderland human and hasclass levels in aristocrat, however, this armor bonusincreases to +12.

Similar garments corresponding to different card suitsand possibly with different benefits could quite possi-bly exist as well.

Strong conjuration; CL 18th, Craft Wondrous Item;mage armor; Price 81,000 gp.

TTTTTimepiece of Inerimepiece of Inerimepiece of Inerimepiece of Inerimepiece of Inertiatiatiatiatia (Cursed): (Cursed): (Cursed): (Cursed): (Cursed): This powerful curseditem, which typically takes the form of a pocketwatchthat shows days rather than hours, harms its owner’splace in time. One such item is owned by the unfortu-nate March Hare. Its effects include:

* Its owner cannot be affected by haste, slow, or anyother spells that speed up or slow them down.

* Duration of spells cast upon the owner of the time-piece is automatically reduced to 0 rounds (i.e., negat-ing them in most cases). Spells with an instantaneousduration are not affected.

* Its owner loses all Supernatural (Su) special abili-ties while in possession of the timepiece.

* Its owner does not age and does not receive eitherthe positive or negative adjustments to ability scoresfor doing so. This effect does not impart immortality,however, and the character will still die at whateverpoint he otherwise would (and can, of course, be killedas normal).

Strong necromancy; CL 17th, Craft Wondrous Item;bestow curse; Price 39,000 gp.

VVVVVorpalorpalorpalorpalorpal W W W W Weapon: eapon: eapon: eapon: eapon: Such a weapon is even more power-ful in Wonderland than elsewhere, and rather thanthreatening to remove an opponent’s head on a naturalrole of 20, it does so instead on the normal threat rangefor a weapon of its sort (e.g., 19-20 for most swords). Italso crackles with the energy of its enhanced strength,making a “snicker-snack!” sound when wielded. Avorpal weapon functions otherwise just as describedin the DMG.

Strong necromancy and transmutation; CL 18th, CraftMagic Arms and Armor; circle of death, keen edge;Price +5 bonus.

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CourtCourtCourtCourtCourtThis regal hall serves as both an audience chamber forthe King and Queen of Hearts and the court of justicefor the kingdom. It is sumptuously decorated with ban-ners and tapestries displaying the coats-of-arms andhistory of Wonderland and appointed with ornate,heavy, wooden furnishings of all sorts, to include a ta-ble at its very center, upon which evidence relevant tocourt cases is displayed. It is in this place, in trials byjury, that rogues like the Knave of Hearts are tried fortheir crimes and that the many death sentences hand-ed down by the queen are confirmed or commuted.

A nearby prison (q.v.) is used to hold those variouslyawaiting trial or convicted of crimes against the stateor its citizens.

Hall of DoorsHall of DoorsHall of DoorsHall of DoorsHall of Doors“She found herself in a long, low hall, which was litup by a row of lamps hanging from the roof. Therewere 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 atiny golden key, and Alice’s first idea was that this mightbelong to one of the doors of the hall; but, alas! eitherthe locks were too large, or the key was too small, butat any rate it would not open any of them. However, onthe second time round, she came upon a low curtainshe had not noticed before, and behind it was a littledoor about fifteen inches high: she tried the little gold-en key in the lock, and to her great delight it fitted!Alice opened the door and found that it led into a smallpassage, not much larger than a rat-hole: she kneltdown and looked along the passage into the loveliestgarden you ever saw.”

This strange place is a maze of intersecting passage-ways, secret doors, and hidden alcoves. Pieces of fur-niture, such as end tables, can be periodically be foundthroughout it. Random items — or those the game mas-ter wants to party to have — can also sometimes befound or even just appear in the hallway (see Appen-dix III: Random Wonderland Items).

MMMMMuch of Wonderland is conventional in appearance, and consists of woods, meadows, seashores, andthe like, and is inhabited by creatures that tend to live in small houses or cottages, most of whichhave 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 aroundWonderland that have been described in the various works of Lewis Carroll.

The Hall of Doors is a nexus connecting variousworlds. While most of its doors lead to specific loca-tions in Wonderland, some may go to other places alto-gether. Whether visiting characters are able to openthose doors and exactly where they then lead is com-pletely at the discretion of the game master.

One means of entering the hall from outside of Won-derland is through temporary or permanent holes ofthe sort formed by Wonderland rabbits (q.v.). Visitorswho drop through one of these will drop a seeminglyimmeasurable distance into the earth and, during theirfall, may note that the sides of the shaft are lined withbookshelves and cabinets. While there might not beanything of use to adventurers on any of these, this canbe a good opportunity for the game master to providecharacters with any items he wants them to have dur-ing their adventures in Wonderland.

While the time falling through this portal will be hardfor characters to gauge accurately — somewhere be-tween 1d6+4 rounds and an hour — the game mastercan nonetheless limit how many useful characters mightobtain on the way down (e.g., one clearly useful itemand 1d3 of dubious value). The game master can ei-ther allow characters to automatically grab a certainnumber of items or allow this to vary with how wellthey make Reflex saving throws (once again, refer toAppendix III: Random Wonderland Items).

Characters falling through this hole-portal will typi-cally land on a pile of leaves and sticks. Alternately,the game master can require them to make a DC 15Reflex saving throw to avoid 1d6 points of falling damage.

A character that changes its mode of movement whilein the hall will be transported to some location or ap-propriate location in Wonderland. If, for example, acharacter walking around in the hall who subsequent-ly 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 tomake a Balance skill check to avoid slipping in watermay end up in the surf along the Seashore (q.v.).

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“Mad” Hatter“Mad” Hatter“Mad” Hatter“Mad” Hatter“Mad” Hatter ’s T’s T’s T’s T’s Tea Rea Rea Rea Rea Roomoomoomoomoom“There was a table set out under a tree in front of thehouse, and the March Hare and the Hatter were hav-ing tea at it: a Dormouse was sitting between them, fastasleep, and the other two wereusing it as a cushion resting their elbows on it, andtalking over its head. … The table was a large one, butthe three were all crowded together at one corner of it.“No room! No room!” they cried out when they sawAlice coming. “There’s plenty of room!” said Alice in-dignantly, and she satdown in a large arm-chair at one end of the table.”

This outdoor team room is used by the “Mad” Hat-ter to host parties for his friends, during which they tellnonsensical tales and the like. It is located beside thehouse of the March Hare (q.v.).

House of the March HareHouse of the March HareHouse of the March HareHouse of the March HareHouse of the March HareThis is a large house on which “the chimneys wereshaped like ears and the roof was thatched with fur.” Itis likely that the “Mad” Hatter, a close friend of theMarch Hare, has chambers of some sort here, as noother home is known for him. It is, in any event, one of

his haunts, and the tea room where he holds his ab-surd parties is located underneath a large tree thatgrows in front of it.

PPPPPrisonrisonrisonrisonrisonTo outward appearances, this is nothing more than asmall, dismal building with barred windows and a re-inforced entryway, but even a brief visit will reveal thatit is far more extensive than it appears at a glance.Within it are various sorts of cells, both simple onesused to confine prisoners awaiting trial at the Court(q.v.) and more complex ones that have been designedto effectively jail some of the weirder and stranger den-izens of the country. It is manned by a contingent ofcard people guards.

Queen of Hearts’ Croquet GroundQueen of Hearts’ Croquet GroundQueen of Hearts’ Croquet GroundQueen of Hearts’ Croquet GroundQueen of Hearts’ Croquet GroundUsed as the venue for the Queen of Hearts favorite pas-time, croquet, this is “the loveliest garden you eversaw,” characterized by “beds of bright flowers,” “coolfountains,” and flower pots of all sizes, some largeenough for a person to hide in. This place is often fullof courtiers and other citizens of Wonderland, many of

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them summoned there by the queen for croquet match-es, and staffed by card people gardeners, many of themengaged in bizarre activities (e.g., as one visitor noted,“A LARGE rose-tree stood near the entrance of the gar-den: the roses growing on it were white, but there werethree gardeners at it, busily painting them red.”).

Croquet matches played here use various living crea-tures as components, to include flamingoes as mallets,hedgehogs as balls, and bent-over card people as hoops.

Queen of Hearts’ PQueen of Hearts’ PQueen of Hearts’ PQueen of Hearts’ PQueen of Hearts’ PalacealacealacealacealaceThis large, elaborate palace is surrounded by pleasantgardens and located in proximity to a number of otherofficial structures, including the Court (q.v.) and Prison(q.v.). It is staffed by the Queen of Hearts’ surly andunhelpful servitors and guardsmen, most of them cardpeople of various classes and levels.

SeashoreSeashoreSeashoreSeashoreSeashoreMany of the places where the inhabitants of Wonder-land live and interact are located near the seashore,characterized by sandy beaches, rocky outcroppings,and white chalky cliffs. Unlike places inhabited by moreconventional people or dependent on commerce, how-ever, there appears to be very little in the way of settle-ments or buildings right on the water.

Snark IslandSnark IslandSnark IslandSnark IslandSnark IslandLocated out of sight of land somewhere off the coast ofWonderland, this is a rocky, dangerous, dismal islandinhabited by a number of dangerous sorts of monsters.These include the snark, for which it is named, alongwith the jubjub bird, the bandersnatch (q.v.), and the

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

Underwater SchoolUnderwater SchoolUnderwater SchoolUnderwater SchoolUnderwater SchoolLocated beneath the sea off one of the main stretchesof Seashore in Wonderland, this academy is one of themain places where the sorts of knowledge peculiar tothe country is imparted toIts instructors include an old conger eel, which comesin periodically to teach the students Drawling.

White RWhite RWhite RWhite RWhite R abbit’s Houseabbit’s Houseabbit’s Houseabbit’s Houseabbit’s HouseThe owner of this small, neat, two-story house can beidentified by a brass plate on the door engraved withthe words “W. RABBIT.” Its upstairs area includes theWhite Rabitt’s dressing chamber, “a tidy little room witha table in the window, and on it … a fan and two orthree pairsof tiny white kid gloves [and] a little bottle that stoodnear the looking-glass.” The day-to-day operations ofthe house are managed by Mary Ann, the White Rab-bit’s housemaid. This place might show the signs of abattle at some point in the past that damaged its chim-ney and some of it furnishing and scuffed up some ofits walls.

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Appendix II: WAppendix II: WAppendix II: WAppendix II: WAppendix II: Wonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooks

5353535353

Down — But Not Out — of the RDown — But Not Out — of the RDown — But Not Out — of the RDown — But Not Out — of the RDown — But Not Out — of the Rabbit Holeabbit Holeabbit Holeabbit Holeabbit HoleAfter taking a tumble down a rabbit hole (whether apermanent portal or one of the temporary sorts createdby a Wonderland rabbit), the party finds itself in theHall of Doors. Investigation may reveal which of thedoors will return them to their own world, but no meansat their disposal will open it, forcing them on an odys-sey through the strange new world they have discov-ered in search of the key or other means of opening itand returning home.

Lost and Loving ItLost and Loving ItLost and Loving ItLost and Loving ItLost and Loving ItA powerful noble in the PC’s hometown is sick withworry when his son vanishes and cannot be located.Desperate, he puts out a hefty reward for the safe re-turn of his heir. While searching, the PCs stumble ontoWonderland, where the boy is located. However, theyouth is loving the carefree new land he has found anddoes not want to return home, insisting that he is horri-bly mistreated there. Is the boy being honest, or is helying in hopes of being able to stay and play forever?

Cards and Chess and Hedgehogs, oh my!Cards and Chess and Hedgehogs, oh my!Cards and Chess and Hedgehogs, oh my!Cards and Chess and Hedgehogs, oh my!Cards and Chess and Hedgehogs, oh my!The Red Queen and the Queen of Hearts have declaredwar on each other! As chess people and card peoplerush to muster their forces, the Mad Hatter beseechesthe PCs to intervene before open hostilities begin. Ifthey do, they will find that the two queens are willingto settle things over a game of croquet, but only if thePCs join in also, with each queen hinting that they willreward them if they help her win. Now, the PCs haveto figure out how to make sure the game ends withboth queens’ egos assuaged, lest the threat of war berenewed.

Whiffling Through the TWhiffling Through the TWhiffling Through the TWhiffling Through the TWhiffling Through the Tulgey Wulgey Wulgey Wulgey Wulgey WoodoodoodoodoodAn uproar grips the land, as the Knave of Hearts hasreturned from a recent outing, claiming he saw thelegendary jabberwock! Now, the King of Hearts has or-dered the PCs to go forth and retrieve a powerful vor-pal sword just in case the Knave is being truthful. Ifthey do not, the Queen will surely have them behead-ed. But where can such a rare and mighty sword be found?

FFFFFollowing are several hooks that suggest the sorts of adventures characters might end up having during avisit Wonderland — as well as some involving incursions by Wonderlanders into the character’s ownworld.

SnarkedSnarkedSnarkedSnarkedSnarkedWhether from their own world or in Wonderland, theparty is dispatched to legendary Snark Island in searchof some coveted thing (e.g., a delicious jubjub bird fora critical feast, the magical gland that allows a boojumto disintegrate its foes). Does the place exist at all? Ifso, is it as unpleasant as the tales about it would sug-gest? And, perhaps most important of all, is it reallythe haunt of the lethal bandersnatch? (Note that thisadventure hook can serve as a means for introducing aparty to Wonderland, as Snark Island apparently existsbetween worlds and could act as a portal between them.)

Step into the PStep into the PStep into the PStep into the PStep into the ParlorarlorarlorarlorarlorThe main road through a forest near the PC’s home hassuddenly become much deadlier as of late. A numberof caravans have vanished, and those that made itthrough are always missing several people, with thesurvivors spreading stories about horrific monsters thatpursued them from the trees. In fact, a bandersnatchhas come to the forest and taken control of a local groupof ettercaps, leading them on brutal raids against trav-elers. The PCs may be the only ones who can put astop to it, but can they figure out how the bandersnatcharrived from Wonderland in the first place?

Invasion!Invasion!Invasion!Invasion!Invasion!All sorts of foreign monsters are turning up in Wonder-land lately. Gryphons are getting into fights with grif-fons. Doppelgangers are replacing chess people.Cheshire cats are playing hide-and-seek with were-ti-gers. It seems that a permanent portal to Wonderlandhas opened up somewhere and, clearly, this will needto be closed before the inhabitants of Wonderland startto respond to this by emerging into the PCs’ world inforce. But who created this portal, and why?

Magical RMagical RMagical RMagical RMagical ReconaissanceeconaissanceeconaissanceeconaissanceeconaissanceHoping to tap into the strange and chaotic power ofWonderland in some way, a powerful spellcaster in-duces the party to travel to the alien demi-plane to gatherinformation, components, and any number of otherpotentially useful things.

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Page 56: Adventures in Wonderland.pdf

Appendix III: RAppendix III: RAppendix III: RAppendix III: RAppendix III: Random Wandom Wandom Wandom Wandom Wonderland Itemsonderland Itemsonderland Itemsonderland Itemsonderland Items

5555555555

TTTTTable: Rable: Rable: Rable: Rable: R andom Wandom Wandom Wandom Wandom Wonderland Itemsonderland Itemsonderland Itemsonderland Itemsonderland Itemsd20d20d20d20d20 ItemItemItemItemItem1 Food (see subtable)2 Statuette of a griffon3 Clock4 Book (see subtable)5 Pack of playing cards6 Potion (roll randomly or DM’s choice)7 Key (e.g., to a door in the Hall of Doors)8 Bunch of feathers9 Thimble10 Gloves (e.g., white kid)11 Hand mirror12 Rope (1d6x10 feet)13 Jack-in-the-box14 Skyrocket (as per the “Fireworks” effect of

Pyrotechnics)15 Box of matches16 Jar of ointment17 Silk handkerchief18 Food service items (see subtable)19 Mousetrap20 Slate and pencil

Subtable: FSubtable: FSubtable: FSubtable: FSubtable: Food Service Itemsood Service Itemsood Service Itemsood Service Itemsood Service Items1 Dish2 Kettle3 Knife4 Fork5 Spoon6 Butterknife7 Teacup8 Saucer9 Cat-shaped cheese mould

(50% likely to be 10-100% full)10 Teapot

Subtable: FSubtable: FSubtable: FSubtable: FSubtable: Food Itemsood Itemsood Itemsood Itemsood Items1 Jar of orange marmalade2 Dried chamomile3 Barley sugar candy4 Vinegar5 Meat pie5 Tureen of soup7 Tart8 Cake9 Cookies10 Box of candy (d10+20 pieces)11 Fruit (e.g., apple, fig)12 Vegetable (potato, cucumber)13 Butter14 Treacle15 Bread16 Jug of milk17 Mushrooms18 Pigeon eggs19 Pot of pepper20 Flask of brandy

Subtable: BooksSubtable: BooksSubtable: BooksSubtable: BooksSubtable: Books1 Illustrations by Arthur Rackham2 Mathematics textbook3 Lolita by Vladimir Nabakov4 Poems by Austin Dobson5 Pair of Lyric Epistles by Peter Pindar6 A Classical Dictionary of the Vulgar Tongue by

Francis Grose7 Illustrations by John Tenniel8 Notebook (blank)

FFFFFollowing are tables that can be used to randomly determine items that might be found any number ofplaces in Wonderland, to include the shaft leading into the Hall of Doors. Any one of the food items canalso 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 toplay some role in Wonderland encounters (e.g., a Cheshire cat is much more likely to be much more cooperativethan it otherwise would if given a silk handkerchief as a gift).

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Page 58: Adventures in Wonderland.pdf

The following text is the property of Wizards of the Coast,Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wiz-ards”). All Rights Reserved.

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Page 59: Adventures in Wonderland.pdf
Page 60: Adventures in Wonderland.pdf

WWWWWelcome to Welcome to Welcome to Welcome to Welcome to Wonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world that

incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares, and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos!

This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his Alice’sAlice’sAlice’sAlice’sAlice’sAdventures in WAdventures in WAdventures in WAdventures in WAdventures in Wonderlandonderlandonderlandonderlandonderland and and and and and Through the Looking GlassThrough the Looking GlassThrough the Looking GlassThrough the Looking GlassThrough the Looking Glass and a number of poems. It and a number of poems. It and a number of poems. It and a number of poems. It and a number of poems. Itincludes:includes:includes:includes:includes:

* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native toWWWWWonderland.onderland.onderland.onderland.onderland.

* Chapters of W* Chapters of W* Chapters of W* Chapters of W* Chapters of Wonderland Skills, Fonderland Skills, Fonderland Skills, Fonderland Skills, Fonderland Skills, Feats, Spells,eats, Spells,eats, Spells,eats, Spells,eats, Spells,and Magic Items.and Magic Items.and Magic Items.and Magic Items.and Magic Items.

* A W* A W* A W* A W* A Wonderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteer

* W* W* W* W* Wonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooks

* T* T* T* T* Tables for selecting Rables for selecting Rables for selecting Rables for selecting Rables for selecting R andomandomandomandomandomWWWWWonderland Itemsonderland Itemsonderland Itemsonderland Itemsonderland Items

WWWWWelcome to Welcome to Welcome to Welcome to Welcome to Wonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world that

incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares, and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos!

This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his Alice’sAlice’sAlice’sAlice’sAlice’sAdventures in WAdventures in WAdventures in WAdventures in WAdventures in Wonderlandonderlandonderlandonderlandonderland and and and and and Through the Looking GlassThrough the Looking GlassThrough the Looking GlassThrough the Looking GlassThrough the Looking Glass and a number of poems. It and a number of poems. It and a number of poems. It and a number of poems. It and a number of poems. Itincludes:includes:includes:includes:includes:

* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native toWWWWWonderland.onderland.onderland.onderland.onderland.

* Chapters of W* Chapters of W* Chapters of W* Chapters of W* Chapters of Wonderland Skills, Fonderland Skills, Fonderland Skills, Fonderland Skills, Fonderland Skills, Feats, Spells,eats, Spells,eats, Spells,eats, Spells,eats, Spells,and Magic Items.and Magic Items.and Magic Items.and Magic Items.and Magic Items.

* A W* A W* A W* A W* A Wonderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteer

* W* W* W* W* Wonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooks

* T* T* T* T* Tables for selecting Rables for selecting Rables for selecting Rables for selecting Rables for selecting R andomandomandomandomandomWWWWWonderland Itemsonderland Itemsonderland Itemsonderland Itemsonderland Items

WWWWWelcome to Welcome to Welcome to Welcome to Welcome to Wonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world thatonderland, a strange, sometimes creepy alternate world that

incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares,incorporates aspects of a fairytale land, the elements of children’s nightmares, and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos! and a demi-plane of chaos!

This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his This OGL sourcebook is inspired by the works of Lewis Carroll, including his Alice’sAlice’sAlice’sAlice’sAlice’sAdventures in WAdventures in WAdventures in WAdventures in WAdventures in Wonderlandonderlandonderlandonderlandonderland and and and and and Through the Looking GlassThrough the Looking GlassThrough the Looking GlassThrough the Looking GlassThrough the Looking Glass and a number of poems. It and a number of poems. It and a number of poems. It and a number of poems. It and a number of poems. Itincludes:includes:includes:includes:includes:

* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native to* More than 20 monsters and NPCs native toWWWWWonderland.onderland.onderland.onderland.onderland.

* Chapters of W* Chapters of W* Chapters of W* Chapters of W* Chapters of Wonderland Skills, Fonderland Skills, Fonderland Skills, Fonderland Skills, Fonderland Skills, Feats, Spells,eats, Spells,eats, Spells,eats, Spells,eats, Spells,and Magic Items.and Magic Items.and Magic Items.and Magic Items.and Magic Items.

* A W* A W* A W* A W* A Wonderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteer

* W* W* W* W* Wonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooks

* T* T* T* T* Tables for selecting Rables for selecting Rables for selecting Rables for selecting Rables for selecting R andomandomandomandomandomWWWWWonderland Itemsonderland Itemsonderland Itemsonderland Itemsonderland Items

Skirmisher PSkirmisher PSkirmisher PSkirmisher PSkirmisher Publishing LLCublishing LLCublishing LLCublishing LLCublishing LLCwwwwwwwwwwwwwww.skirmisher.skirmisher.skirmisher.skirmisher.skirmisher.com.com.com.com.comSKP E 1011SKP E 1011SKP E 1011SKP E 1011SKP E 1011 $7.99 $7.99 $7.99 $7.99 $7.99

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