Adventures in Wonderland

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AA Sour

Sour cebook
cebook ffor
Sourcebook
Sourcebook ffor
or
or
OGL RRolepla
OGL oleplaying
Rolepla
oleplaying
ying Games
Games

By Michael O. Varhola, Shane O'Connor, and


the Skirmisher Game Development Group
By Michael O. Varhola, Shane O'Connor, and
the Skirmisher Game Development Group
Skirmisher Publishing LLC
499 Mystic Parkway
Spring Branch, TX 78070

http://skirmisher.com
http://d-Infinity.net

Authors:Michael O. Varhola, Shane O’Connor, and the Skirmisher Game Development Group
Artists: Peter Newell, Arthur Rackham, Charles Robinson, John Tenniel

This book is published under Open Game License ver- bols, and graphic designs presented in the context of
sion 1.0a. “Wizards of the Coast” is a registered trade- this book; and any and all dialogue, incidents, plots,
mark of Wizards of the Coast Inc. and is used with stories, storylines, thematic elements, and concepts
permission. contained herein.
Designation of Open Game Content: Open Game All contents of this book, regardless of other desig-
Content may only be used in accordance with the terms nation, are copyright 2020 by Skirmisher Publishing
of Open Game License version 1.0a, which is found on LLC. All rights reserved. Reproduction of non-Open
57 All text and tables in this book other than the
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Introduction, Appendices, Skirmisher product lists, and without written permission from the publisher is ex-
art are designated as Open Game Content and may be pressly forbidden, except for purposes of review.
used pursuant to the terms of Open Game License ver- This book is protected under international treaties
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First PDF publication: March 2010; revised December 2020.
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2
Table of Contents
Introduction 5

Chapter 1: Wonderland Monsters and NPCs


Wonderland 7
Animal, W onderland (T
Wonderland emplate)
(Template) 7
Bandersnatch 8
Card P erson
Person 9
Caterpillar 11
Cheshire Cat 12
Chess P erson
Person 13
Bishop 13
King 15
Knight 16
Pawn 17
Queen (T emplate)
(Template) 18
Sample Queen (Augmented P Pawn
awn F
Fighter
ighter 9) 18
Rook 19
Christmas P Pudding
udding 21
Duchess 22
Piglet FFamiliar
amiliar 23
Gryphon 23
Hedgehog, W Wonderland
onderland 24
Jabberwock 25
King of Hearts 26
Knave of Hearts 26
“Mad” Hatter 27
Mock T Turtle
urtle 28
Queen of Hearts 29
R abbit, W
Wonderland
onderland 30

Chapter 2: W
Wonderland
onderland Skills 33

Chapter 3: W
Wonderland
onderland F
Feats
eats 37

Chapter 4: W
Wonderland
onderland Spells 41

Chapter 5: W
Wonderland
onderland Magic Items 45

Appendix I: W
Wonderland
onderland Gazeteer 49

Appendix II: W
Wonderland
onderland Adventure Hooks 53

Appendix III: R
Random
andom W
Wonderland
onderland Items 55

Open Game License V


Version
ersion 1.0.a 57
Introduction

W
onderland 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 any
way can adapt it and its denizens for any number of purposes, from brief quests into Wonderland,
extended campaigns within it, or encounters with native monsters or characters who have somehow ventured
out of it. Parties of very low to fairly high level could all be involved on such adventures, depending on the sorts
of challenges and encounters a game master devises using the contents of this book.

As the name of this book suggests, it and its contents variously be ignored, menaced, or threatened, but prob-
are based on and inspired by the contents of two Lewis ably not attacked outright. There are, in fact, several
Carroll books, Alice’s Adventures in Wonderland and documented cases of such creatures having visited
Through the Looking Glass, to include the poems that Wonderland and returned to tell the tale.
appear within them. While some extrapolation has been Frequently changing size is a typical experience of
necessary to fully flesh out many of the author’s crea- many visitors to and natives of Wonderland alike, and
tures, characters, and concepts, a significant amount this can certainly have an impact on encounters. One
of effort has been made to be true to his words and of these is that for every size category larger than usual
preserve his tone and atmosphere. they are, a character enjoys a +2 bonus on Intimidate
checks. Furthermore, if he is two or more sizes larger
Visiting Wonderland
Wonderland than creatures he is dealing with, this check is made
Wonderland can be entered by any of the ways alter- automatically whether he likes it or not. A character
nate universes are visited, and portals of various sorts can attempt to avoid this, however, by making an op-
are the most common means for doing so. Document- posed Diplomacy check against their own Intimidate
ed examples of these include holes in the ground, mir- check.
rors that act as gateways, and wells, caves, wardrobes, One of the other side effects of the alien world of
and spaces underneath beds are all other likely possi- Wonderland is that outsiders do not age when they are
bilities. in it.
One area of Wonderland can vary markedly in ap-
pearance from another, and conclusions about one sec- Acknowledgements
tion of the plane cannot necessarily be drawn from the As with most such projects, a number of people other
others. Portals of the above-mentioned sorts typically than the authors have made some contributions to this
lead into very different kinds of areas (leading some book.
people to conclude, albeit incorrectly, that they are One of these is Lee Garvin, author of the ENnie-nom-
actually different worlds). Areas like the homeland of inated OGL/Pathfinder “Animal Player’s Handbook” The
the Queen of Hearts and her subjects appear quite con- Noble Wild, who provided material for both the Won-
ventional, parts of the land of the chess people are some- derland animal template and the Wonderland hedgehog.
what more bizarre, and Snark Island is actually dis- Another is Trent Troop of Octavirate Entertainment,
mal, rugged, and dangerous. who created the version of the Mock Turtle that ap-
A number of these areas, as well as some of the pears in this book, and which was originally published
places through which visitors are known to have en- in his company’s Lethal Lexicon Volume 2.
tered Wonderland, are described in this book’s Appen- Art throughout this work was produced by both the
dix I: Wonderland Gazeteer, and some of the kinds of artists who illustrated some of the original editions of
adventures characters might have in or around them Alice’s Adventures in Wonderland and Through the
are suggested in Appendix II: Adventure Hooks. Looking Glass, along with some inspired by the places
How the denizens of Wonderland react to visitors and inhabitants of Carroll’s strange world.
will depend on a number of things, to include how
aggressive or threatening they appear to be. Those that
appear innocuous — such as children, animals like
familiars, and maybe small folk like halflings — might

5
Chapter 1: Wonderland Monsters and NPCs
Wonderland

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

Animals of all types can be found in Wonderland. These include the Duchess, her Cook, the “Mad” Hat-
All such creatures are physically similar to their real- ter, and the King, Queen, and Knave of Hearts.
world counterparts, the major exceptions being that Beings unique to W onderland tend to be the strang-
Wonderland
they have near-human intellects and that many have est, most deranged, and most dangerous of all the sorts
human-like hands and, therefore, the ability to use of creatures that might be encountered here. These
various sorts of objects. Some also wear various items include animate puddings, the horrible jabberwocky,
of clothing. Most Wonderland creatures are pretty much card people, and some animals with specialized abilities.
deranged 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- WONDERLAND ANIMAL
fused with other people and call them by their names The animals and insects of Wonderland often have
rather than the correct ones). Many act as servants for human-like attitudes and, in some cases, appearanc-
various Wonderland humans. es, which can make them seem odd or even disturb-
Mammals that can be found in Wonderland include ing to visitors. (An example of one animal to which
rabbits and hares, mice, dormice, bats, ferrets, dogs this template has been applied is the Wonderland
and puppies, guinea pigs, panthers, cats, pigs, seals, hedgehog that appears in this chapter).
and hedgehogs.
Reptiles that can be found in Wonderland include Creating a Wonderland Animal
Wonderland
lizards, frogs, and snakes. “Wonderland animal” is an inherited template that can
Birds that can be found in Wonderland include do- be added to any animal or vermin. A Wonderland an-
dos, lories and parrots, magpies, canaries, geese, pi- imal uses all of the base creature’s statistics and spe-
geons, ducks, larks, sparrows, flamingoes, and owls. cial abilities except as noted here.
Marine creatures that can be found in Wonderland Size and T ype: The creature’s type changes to mag-
Type:
include crabs, clams, oysters, shrimp, lobsters, fish — ical beast, with the augmented subtype. Do not recal-
both semi-anthropomorphic and otherwise — sharks, culate the creature’s Hit Dice, base attack bonus, or saves.
jellyfish, whitings, porpoises, tutles, sole, and eels. Special Qualities: A Wonderland animal has all the
Vermin that can be found in Wonderland include special qualities of the base creature, plus the follow-
caterpillars and snails. ing special quality:
Most such creatures have given names (e.g., Bill Vestigial Hands (Ex): Unlike most normal ani-
the Lizard). mals, many animals in Wonderland have vesti-
Mythological beasts, such as griffons, will typical- gial hands that can be used to grasp objects. While
ly be one size smaller than their typically fantasy-world their non-Wonderland cousins still have not
counterparts. This will typically mean that they have grasped the higher concepts involved in using
-4 Str and Con and +2 Dex as compared to normal tools, such animals can use tools and weapons
creatures of their sort, normal Wis and Cha for crea- with only a -2 awkwardness penalty (provided
tures of their type, and -2 normal Human Int. they are of an appropriate size).
Humans native to Wonderland conform to the char- Abilities: Roll 3d6-2 for the Wonderland animal’s
acteristics of Humans in other locations in most ways Intelligence, -2 to normal Wisdom.
but one: They are only about half the height of normal Skills: A Wonderland animal gains skill points as a
people and size Small rather than Medium, giving them magical beast and has skill points equal to (2 + Int
-2 to Str and +2 to Dex, and +1 on AC and attacks. modifier) x (HD + 3). Treat skills from the base crea-

7
Adventures in Wonderland
Wonderland
ture’s list as class skills, as well as all Craft, Perform, Perhaps the most reviled creature in all of Wonder-
and Profession skills. land, the bandersnatch is a hideous creature that
Feats: A Wonderland animal does not gain any feats plagues travelers. Appearing like some mixture of a
from this template, but may wish to take the Improved diseased chimpanzee and insect, a bandersnatch has
Manipulation feat (see Chapter 3). a crumpled, compact frame set on stumpy little legs.
Challenge Rating: As base creature +0. Its gangly arms are longer than it is tall, and are tipped
with 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 then
bander away with them, the bandersnatch is viewed
by the inhabitants of Wonderland as a contemptuous
but very dangerous creature, and thusly avoided when-
ever possible.

COMBA
COMBAT T
A bandersnatch is a spiteful creature that enjoys in-
flicting pain on others. Its lanky, emaciated arms allow
it to have a 10-foot reach despite its squashed frame,
which combined with its quick speed and climbing
BANDERSNA TCH
BANDERSNATCH ability, allows it to ambush foes with startling profi-
Medium Aberration ciency. Typically, a bandersnatch will drop down on
Hit Dice: 11d8+33 (82 hp) unsuspecting creatures, use its greater grab ability to
Initiative: +5 snag one of them, and then whisk it away, trusting its
Speed: 40 ft. (8 squares), climb 40 ft. quickness and shunned ability to shake off pursuers. It
Armor Class: 22, touch 15, flat-footed 17 will typically then dispatch the individual, and leave
(+7 natural, +5 Dex) pieces of him or her for the victim’s friends to find,
Base Attack/Grapple: +11/+15 before repeating the process.
Attack: Claw +16 (1d6+4/19-20) Bellicose Nature (Ex): A bandersnatch is far more
Full Attack: 2 claws +16/+11/+6 (1d6+4/19-20) ferocious than most aberrations. It has a base attack
Space/Reach: 5 ft./10 ft. bonus equal to its natural Hit Dice.
Special Attacks: Greater grab Greater Grab (Ex): To use this ability, a bandersnatch
Greater
Special Qualities: Bellicose nature, darkvision, must hit a Large or smaller creature with its claw at-
frumious, shunned tack. It can then attempt to start a grapple as a free
Saves: Fort +8, Ref +8, Will +8 action without provoking an attack of opportunity. A
Abilities: Str 18, Dex 21, Con 16, Int 7, Wis 12, Cha 5 bandersnatch that only uses its claw to grapple an op-
Skills: Climb +14, Hide +8, Jump +11, Knowledge (local ponent so that it is not considered grappled itself takes
[Wonderland])B +12, Move Silently +8, Survival +4 only a -10 penalty on grapple checks.
Feats: Aura of Chaos*B, Great Fortitude, Improved Frumious (Ex): A fuming and furious creature, the
Critical (claw), Improved Natural Attack (claw), bandersnatch is able to attack with an otherworldly vi-
Weapon Focus (claw) ciousness. When making a full-attack action, it may
Envir onment: Wonderland
Environment: make iterative attacks with its claws.
Organization: Solitary Shunned (Su): While not the most dangerous crea-
Challenge Rating: 8 ture in Wonderland, the bandersnatch is perhaps the
Treasur
easure:e: Standard most reviled; even elemental forces such as magic and
Alignment: Chaotic Evil nature are loathe to acknowledge the creature. A band-
Advancement: 12-15 HD (Medium); 16-24 HD (Large); ersnatch is constantly under the effects of pass without
25-33 HD (Huge) trace and nondetection (CL 10th).
Level Adjustment: —

8
Chapter 1: Wonderland Monsters and NPCs
Wonderland
CARD PERSON — A Card person can always take Craft or Profes-
Card people are one of the strange races native to Won- sion as class skills.
derland. They are, in fact, living playing cards, and — A Card person receives a natural Armor Class
each bears an appropriate number of standard sym- bonus equal to the number of symbols it bears, which
bols, Hearts, Diamonds, Spades, or Clubs. They are are resistant to damage and provide it with some pro-
the servitors, soldiers, courtiers, and even children of tection (with the exception of Aces, which receive +11).
Knaves, Queens, and Kings, “Face Cards” that con- — Automatic Languages: Common. Bonus Languag-
form to the characteristics of Wonderland humans rath- es: Draconic, French, Latin, Sylvan.
er than card people. — Favored Class: Fighter.
Such beings are organized into a strict hierarchy,
with Deuces (2s) at the lower end of the spectrum and The Card Person sample Warrior presented below had
Aces (1s) at the upper end. In keeping with the arcane the following ability scores before racial adjustments:
organization of such beings, an Ace can even some- Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. The sam-
times veto, or “trump,” the orders of a Face Card. Fur- ple Fighter had Str 15, Dex 13, Con 14, Int 10, Wis 12,
thermore, card people often segregate which symbols Cha 8.
perform which duties: Spades are often fighters, rang-
ers, or experts, Clubs tend to become clerics, Hearts
tend to be rogues, bards, or aristocrats, and Diamonds
are often wizards.

COMBA
COMBAT T
Like other humanoids, Card People typically use weap-
ons in combat. While members of any suit might be
found with any sorts of arms, Clubs tend to be armed
with maces and other sorts of blunt weapons and
Spades with swords.

Car
Cardd People T raits (Ex): Card people possess the fol-
Traits
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 to
such 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 on
saving 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 throws
versus any wind-based effects that might result in them
being blown away or the like.
— Card people have damage reduction 2/slashing.
— A Card person always has a number of levels
equal to the number of symbols it bears, minus 1, with
the exception of Aces, which have 10 HD/levels.

9
Adventures in Wonderland
Wonderland
Car
Cardd Person, 1st-Level W ar
War rior
arrior Feats: Weapon Focus (greatsword)
Small Humanoid (Card Person — Deuce of Spades) Environment: Wonderland
Environment:
Hit Dice: 1d8+1 (5 hp) Organization: Hand (5-7), Suit (13), Pack (52)
Initiative: +1 Challenge Rating: ½
Speed: 20 ft. (4 squares) Treasur e: None
easure:
Armor Class: 14 (+1 size, +1 Dex, +2 natural), Alignment: Usually neutral
touch 12, flat-footed 13 Advancement: —
Base Attack/Grapple: +1/–3 Level Adjustment: —
Attack: Greatsword +3 melee (1d10/19-20)
Full Attack: Greatsword +3 melee (1d10/19-20) When not required for military duties, lower-level
Space/Reach: 5 ft./5 ft. Spades often do other sorts of work around the official
Special Attacks: — places of Wonderland (e.g., painting roses and other-
Special Qualities: Card person traits wise serving as gardeners in the Queen of Hearts’ cro-
Saves: Fort +3, Ref +1, Will –1 quet ground).
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Intimidate +2, Knowledge (local [Wonderland])B +4, Card Person, 10th-Level Fighter
Profession (gardener) +3 Small Humanoid (Card Person — Ace of Clubs)
Hit Dice: 10d10+10 (60 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 23 (+1 size, +1 Dex, +11 natural),
touch 12, flat-footed 22
Base Attack/Grapple: +10/+8
Attack: Greataxe +15 melee (1d10+5/x3)
Full Attack: Greataxe +15/+9 melee (1d10+5/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Card person traits
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Skills: Appraise +0 (+2 weapons), Craft (weaponsmithing) +13,
Intimidate +12, Knowledge (local [Wonderland])B +13,
Listen +3, Spot +3
Feats: Alertness, Cleave, Combat Reflexes, Great Cleave,
Greater Weapon Focus (greataxe), Improved Initiative,
Improved Sunder, Power Attack, Weapon Focus
(greataxe), Weapon Specialization (greataxe)
Envir onment: Wonderland
Environment:
Or ganization:
Organization: Solitary, Hand (5-7), Suit (13), Pack (52)
Challenge Rating: 10
Treasur
easure:e: None
Alignment: Usually neutral
Advancement: —
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.

10
Chapter 1: Wonderland Monsters and NPCs
Wonderland
CA TERPILLAR , WONDERLAND
CATERPILLAR
Fine Magical Beast
Hit Dice: 11d10 (22 hp)
Initiative: –1
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple: +11/–10
Attack: acid splash +22 ranged (1d3 acid) or
acid arrow +22 ranged (2d4 acid)
Full Attack: acid splash +22 ranged (1d3 acid) or
acid arrow +22 ranged (2d4 acid)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., disconnected,
low-light vision, spell-like abilities, spells, stable
Saves: Fort +7, Ref +10, Will +3
Abilities: Str 1, Dex 16, Con 10, Int 19, Wis 10, Cha 15
Skills: Balance +11, Climb +11, Concentration +13, Craft
(any one) +16, Gather Information +4, Hide +19,
Knowledge (any one) +18, Knowledge (arcana) +17,
Knowledge (local [Wonderland])B +17, Listen +0,
Profession (any one) +12, Spellcraft +19, Spot +0
Feats: Bake Magic Food and Drink*, Brew Potion, Craft
Wondrous Item, Eschew Materials, Weapon FinesseB
Envir onment: Wonderland
Environment:
Organization: Solitary
Challenge Rating: 7
Tr easur e: See below
easure:
Alignment: Usually neutral
Advancement: By character class their role as oracles and will provide information —
Level Adjustment: — albeit possibly in the form or riddles or in some other
obscure or confusing way — to those who present them-
Wonderland caterpillars are ancient beings that have selves properly. They advance in level exactly like sor-
used a combination of powerful drugs and magic to cerers but use Int as the key ability for their spells and
both prevent themselves from aging and to provide them do not receive familiars.
with vast knowledge of both their homeland and worlds A Wonderland caterpillar will usually possess a
beyond it. With their consciousnesses always half some- small horde of magical treasure, to include a hookah of
where else, such creatures generally seem slow, vague, stability, 2d4 potions or other items of magic food or
and disconnected. drink, and 1d4-1 random magic items, likely of a mi-
At around three inches tall, they are not much of a nor sort.
physical threat to anyone, and characters who have
not been reduced in size are not likely to even notice COMBA
COMBAT T
such diminutive creatures. At first glance, a Wonder- Wonderland caterpillars do not willingly engage in com-
land caterpillar might appear to have human-like fea- bat under any circumstances. Because they are an
tures, but this is actually because of its ability to use its unparalleled source of information, however, other be-
small legs to form shapes reminiscent of features like a ings may be willing to help protect them from harm.
nose, mouth, ears, and the like. Diminutive (Ex): Because they are so small, Won-
While not overly gregarious, such creatures perceive derland caterpillars never receive more than 4 hit points

11
Adventures in Wonderland
Wonderland
for each of their Hit Dice. CHESHIRE CA
CATT
Disconnected (Su): The magical benefits that the Small Magical Beast
caterpillars derive from their drugs also have a persis- Hit Dice: 2d10+2 (13 hp)
tent mild narcotic effect that reduces reaction times, Initiative: +1
inflicting a -4 penalty on initiative rolls and Spot and Speed: 30 ft. (6 squares)
Listen skill checks. Armor Class: 12 (+1 size, +1 Dex), touch 12,
Skills: Wonderland caterpillars receive a +8 racial flat-footed 11 (see below)
bonus on Balance and Climb checks. They use their Base Attack/Grapple: +2/–2
Dexterity modifier instead of their Strength modifier Attack: Claw +4 melee (1d4)
for Climb checks. A Wonderland caterpillar can take Full Attack: 2 claws +4 melee (1d4) and
any sort of Knowledge as a class skill. bite –1 melee (1d6)
Stable (Su): As a result of their drugs and magic, Space/Reach: 5 ft./5 ft.
Wonderland caterpillars receive a +4 enhancement Special Attacks: —
bonus against any effects that would either magically Special Qualities: Low-light vision, darkvision 60 ft.,
or naturally age or transmute them (e.g,. the spell en- ethereal jaunt, scent
large person, the natural change into a butterfly). Such Saves: Fort +4, Ref +4, Will +0
creatures receive an unmodified saving throw even Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 10, Cha 11
against effects of this sort that do not normally allow a Skills: Balance +9, Climb +5, Hide +11*, Jump +9,
saving throw. Knowledge (The Planes) +5, Knowledge
Spell-Like Abilities: A wonderland caterpillar can (Local [Wonderland])B +6, Listen +4, Move Silently +7*,
cast acid splash at will and acid arrow up to seven Spot +4
times per day (caster level 11th). Feats: Stealthy, Weapon FinesseB
Spells: A wonderland caterpillar can cast spells as Envir onment: Wonderland
Environment:
a sorcerer of level equal to its Hit Dice. Most such spells Organization: Solitary
will be of the divination school, although a handful Challenge Rating: 2
can be of other schools, especially enchantments. A Treasur
easure:e: None
typical spell array follows. Alignment: Usually chaotic neutral
Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 + Advancement: —
spell level): 0 — arcane mark, daze, detect magic, Level Adjustment: —
detect poison, ghost sound, mage hand, message, open/
close, read magic; 1st — charm person, comprehend Cheshire cats are predators and merry tricksters with
languages, detect secret doors, hypnotism, identify; 2nd warped, sometimes even cruel senses of humor. They
— detect thoughts, invisibility, locate object, see invis- are often hard to figure out for people unfamiliar with
ibility, touch of idiocy; 3r d — arcane sight, clairaudi-
3rd them, lashing their tales, making a purring growl when
ence/clairvoyance, suggestion, tongues; 4th — lesser happy and often smiling broadly even when upset or
geas, locate creature, scrying; 5th (1) — contact other angry, and chuckling for reasons that might be obscure
plane, permanency. to others. They enjoy comfort and especially
love beds lined with items
of silk. Such crea-
tures like to chat
and, if treated
properly, can be a
good source of in-
formation about
Wonderland.

12
Chapter 1: Wonderland Monsters and NPCs
Wonderland
CHESS PERSON
Living chess pieces native to Wonderland, chess peo-
ple are always either white or red. Two sorts of such
creatures, bishops and pawns, are presented here, and
other types include kings, queens, knights, and rooks.

Traits
Chess people possess the following traits (unless oth-
erwise noted in a particular creature’s entry).
· Precise Movement (Ex): Chess people can move at
their base speed even when wearing medium or heavy
armor or when carrying a medium or heavy load.
· Set (Ex): Chess people of the same color who are
within 50 feet of their king automatically adjust to each
other’s tactics. If one is aware of a particular danger,
they all are. If one in a group is not flat-footed, none of
them are.
COMBA
COMBAT T
Cheshire cats use stealth and their ethereal jaunt abil-
ity to sneak up on their prey. This usually includes rats Bishop
and mice, which they love, especially those that have Medium Humanoid (chess person)
been well-fed on cheese or seasoned with salt. A Hit Dice: 3d8+6 (19 hp)
Cheshire cat has exceptionally long claws and teeth. Initiative: +3
They are intelligent creatures, however, and will not Speed: 30 ft.
attack superior opponents if they can avoid it, prefer- Armor Class: 18 (+3 Dex, +5 breastplate), touch 13,
ring to retreat in the face of unfavorable odds. flat-footed 15
Skills: Cheshire cats have a +4 racial bonus on Base Attack/Grapple: +2/+3
Climb, Hide, Knowledge (the planes), and Move Si- Attack: Masterwork morningstar +4 (1d8+1)
lently checks, +5 on Knowledge (local [Wonderland]) Full Attack: Masterwork morningstar +4 (1d8+1)
checks, and a +8 racial bonus on Balance and Jump Space/Reach: 5 ft./5 ft.
checks. They use their Dexterity modifier instead of Special Attacks: Sneak attack +1d6
their Strength modifier for Climb and Jump checks. Special Qualities: Angling advance,
*In areas of tall grass or heavy undergrowth the Hide precise movement, set
bonus rises to +8. Futhermore, if partially ethereal, its Saves: Fort +3, Ref +6, Will +3
Hide and Move Silently bonuses improve by from +1 (if Abilities: Str 13, Dex 16, Con 14, Int 10, Wis 15, Cha 13
just its tail is out of phase) to +7 (if only its smile is Skills: Hide +1, Knowledge (local [Wonderland])B +2,
showing). Knowledge (nobility and royalty) +2, Listen +4,
Ethereal Jaunt (Su): A Cheshire cat can shift from Move Silently +1, Spot +4
the Ethereal Plane to the Material Plane as a free ac- Feats: Dodge, Mobility
tion, and shift back again as a move action (or during a Envir onment: Wonderland
Environment:
move action). The ability is otherwise identical with Or ganization:
Organization: Solitary, pair, or board (8 pawns,
the spell ethereal jaunt (caster level 15th). 2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)
If desired, a Cheshire cat can slow its shift to and Challenge Rating: 3
from the Ethereal Plane by progressively shifting its Tr easur e: Standard
easure:
body, often making its wide grin the first thing to ap- Alignment: Usually lawful neutral
pear or the last thing to disappear. If partially ethereal, Advancement: By character class
its AC improves by from +1 (if just its tale is out of Level Adjustment: +3
phase) to +7 (if only its smile is showing).

13
Adventures in Wonderland
Wonderland
Despite their ecclesiastical title, bishops are the rogues BISHOPS AS CHARACTERS
of chess people. While rarely duplicitous, they tend to Bishop T raits (Ex)
Traits
consider things from every angle, looking for an ad- Bishops possess the following racial traits.
vantage. Most prefer to work in groups with other chess · +2 Str, +6 Dex, +4 Con, +4 Wis, +2 Cha
people, and tend to try and fade to the background · A bishop’s base land speed is 30 ft.
when with others, finding that it allows for them to · Racial Hit Dice: A bishop begins with three levels of
assess people and situations easier. humanoid, which provide 3d8 Hit Dice, a base attack
bonus of +2, and base saving throw bonuses of Fort +1,
COMBA
COMBAT T Ref +3, Will +1.
Bishops act tactically in combat, using their angling · Racial Skills: A bishop’s humanoid levels give it skill
advancement ability together with their Mobility feat to points equal to 6 × (2 + Int modifier, minimum 1). Its
quickly assume advantageous positions. They usually class skills are Hide, Knowledge (local [Wonderland]),
try to flank a foe with another chess person (usually a pawn) Knowledge (nobility and royalty), Listen, Move Silent-
and move away should their flanking ally be taken out. ly, and Spot.
Angling Advance (Ex): A bishop always treats a di- · Racial Feats: A bishop’s humanoid levels give it two
agonal move as being 5 feet. feats.
Sneak Attack: When flanking an opponent, or when · Weapon and Armor Proficiency: A bishop is auto-
attacking a flat-footed opponent, a bishop adds +1d6 to matically proficient with simple weapons, medium and
their melee attacks, as well as to ranged attacks made light armor, and shields.
against a target within 30 feet. · Special Qualities (see above): Angling advance,

14
Chapter 1: Wonderland Monsters and NPCs
Wonderland
sneak attack +1d6.
· Chess person subtype.
· Automatic languages: Common. Bonus languages:
French, Infernal, Sylvan.
· Favored Class: Rogue.
· Level adjustment: +3.

King
Medium Humanoid (chess person)
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 17 (+7 masterwork half-plate), touch 10,
flat-footed 17
Base Attack/Grapple: +3/+3 COMBA
COMBAT T
Attack: Masterwork scepter +4 (1d8) While kings are generally capable leaders and can be
Full Attack: Masterwork scepter +4 (1d8) somewhat dangerous in close quarters, they are slow-
Space/Reach: 5 ft./5 ft. moving, have an appearance of infirmity, and can be
Special Attacks: Smite killed relatively easily.
Special Qualities: Angling advance, impaired senses, Angling Advance (Ex): Like a bishop, a king always
majesty, royal guard treats a diagonal move as being 5 feet.
Saves: Fort +7, Ref +6, Will +7 Smite (Ex): Once per day, a king can make an at-
Abilities: Str 10, Dex 11, Con 12, Int 16, Wis 17, Cha 18 tack modified by his positive Charisma bonus, if any,
Skills: Diplomacy +13, Gather Information +6, to smite an opponent, inflicting one additional hit point
Intimidate +11, Knowledge (local [Wonderland])B +14, of damage per total Hit Dice.
Listen -1, Perform (oratory) +11, Profession Royal Guard (Ex): If a king is adjacent to a rook, he
(sovereign) +10, Sense Motive +10, Spot -1 is entitled to make a Reflex saving throw to avoid any
Feats: Great Fortitude, Great House*B, LeadershipB, attack made against him, with a DC equal to the num-
Lightning Reflexes ber rolled for the attack.
Envir onment: Wonderland
Environment: Impaired Senses (Ex): A king is hard of hearing and
Or ganization:
Organization: Solitary, pair, or board (8 pawns, has bad eyes, receiving a -4 penalty on all Listen and
2 bishops, 2 knights, 2 rooks, 1 queen, 1 king) Spot skill checks.
Challenge Rating: 4 Skills: A king receives a bonus of +4 to the skill
Treasur
easure: e: Double standard modifier for Knowledge (local [Wonderland]) that it
Alignment: Usually lawful neutral would normally receive as a native of Wonderland. Its
Advancement: By character class class skills are Diplomacy, Intimidate, Perform (orato-
Level Adjustment: +3 ry), Profession (sovereign), and Sense Motive.
Feats: A king receives two bonus feats, Great House*
Kings are the sovereigns of the chess people of Won- and a special form of Leadership that gives him a war-
derland and, without one, a chess person army cannot band consisting of eight pawns, two bishops, two
be fielded. knights, two rooks, and a queen.
Only one king may exist per color of chess person Majesty (Ex): A king has good saving throws in all
faction in Wonderland and, when one no longer exists, categories.
a new one may be crowned in a formal ritual. If a king
is defeated in battle, however, there may be an indefi-
nite period before he is replaced, during which a queen
will reign in his place.

15
Adventures in Wonderland
Wonderland
Knight Militar
Military y Training (Ex): A knight has been exten-
Training
Medium Humanoid (chess person) sively schooled in the royal arts of war, and receives
Hit Dice: 6d8+12 (39 hp) an insight bonus to AC equal to half its natural Hit Dice.
Initiative: +1 Spry Steps (Ex): Knights are renowned for their abil-
Speed: 30 ft. ity adapt to the surrounding terrain. A knight is not
Armor Class: 20 (+1 Dex, +3 insight, +6 +1 chainmail), impeded by difficult terrain nor by hampering obsta-
touch 14, flat-footed 20 cles (i.e., one square of difficult terrain counts as 5 feet
Base Attack/Grapple: +4/+7 of movement, does not stop a charge, etc.). A knight
Attack: +1 spear +9 melee (1d8+5/x3) crossing terrain that causes damage still takes appro-
Full Attack: +1 spear +9 melee (1d8+5/x3) priate damage, however, and must make any neces-
Space/Reach: 5 ft./5 ft. sary skill checks to overcome hampering obstacles, al-
Special Attacks: — beit with a +5 circumstance bonus. Finally, a knight
Special Qualities: Military training, spry steps, does not take armor check penalties to Balance, Jump,
uncanny dodge or Tumble skill checks.
Saves: Fort +4, Ref +6, Will +3 Skills: Knights recceive a +4 racial bonus to Bal-
Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 12 ance, Jump, and Tumble checks. They use their
Skills: Balance +12, Diplomacy +3, Gather Strength modifier instead of their Dexterity modifier
Information +3, Intimidate +10, Jump +14, for Tumble checks.
Knowledge (local [Wonderland])B +10, Tumble +14 Uncanny Dodge (Ex): As a result of how easily he
Feats: Combat Expertise, Skill Focus (Tumble), can move through combat, a knight is able to react to
Weapon Focus (spear) danger before his senses would normally allow him to
Envir onment: Wonderland
Environment: do so. He retains his Dexterity bonus to AC (if any)
Or ganization:
Organization: Solitary, pair, or board (8 pawns, even if he is caught flat-footed or struck by an invisible
2 bishops, 2 knights, 2 rooks, 1 queen, 1 king) attacker. However, he still loses his Dexterity bonus to
Challenge Rating: 5 AC if immobilized. If a knight ever gains uncanny dodge
Treasur e: Standard
easure: from another source he automatically gains improved
Alignment: Usually lawful neutral uncanny dodge instead.
Advancement: By character class
Level Adjustment: +4 KNIGHTS AS CHARACTERS
Knight T raits (Ex)
Traits
While pawns make up the standard infantry of the chess Knights possess the following racial traits.
armies, it is the knights who are held up as being the · +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
chess peoples’ true vanguards. They tend to see op- · A knight’s base land speed is 30 ft.
portunity where others see obstacles, and as such have · Racial Hit Dice: A knight begins with six levels of
a very optimistic outlook. Many knights are brave al- humanoid, which provide 6d8 Hit Dice, a base attack
most to the point of being foolish, being quick to rush bonus of +4, and base saving throw bonuses of Fort +2,
in where angels fear to tread, certain that they’ll be Ref +5, Will +2.
able to rush out again if things go poorly. · Racial Skills: A knight’s humanoid levels give it skill
points equal to 9 × (2 + Int modifier, minimum 1). Its
COMBA
COMBAT T class skills are Balance, Jump, Knowledge (local [Won-
Knights do not hesitate to step into a fight, confident in derland]), Intimidate, and Tumble.
their ability to find the most advantageous positions. If · A knight receives a +2 bonus on any Knowledge (lo-
possible, they will use difficult terrain or obstacles, cal [Wonderland]) skill checks related to the nobility
combined with tumbling around enemies, to give them and royalty of Wonderland.
the advantage. Often, they will serve as a distraction, · +4 racial bonus on Balance, Jump, and Tumble
using Combat Expertise to fortify themselves as they checks. A knight uses its Strength modifier instead of
harass enemies, waiting for bishops to set up flanking ma- its Dexterity modifier for Tumble checks.
neuvers, or buying time until rooks can charge into the fray. · Racial Feats: A knight’s humanoid levels give it three feats.

16
Chapter 1: Wonderland Monsters and NPCs
Wonderland
Pawn
Medium Humanoid (chess person)
Hit Dice: 2d8 (9 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 15 (+1 Dex, +4 chain shirt), touch 11,
flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Light mace +2 melee (1d6+1)
Full Attack: Light mace +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Double advance
Special Qualities: Precise movement, set
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 12, Dex 13, Con 10, Int 11, Wis 10, Cha 9
Skills: Intimidate +3, Knowledge (local [Wonderland])B +5,
Listen +2, Spot +2
Feats: Improved Initiative
Envir onment: Wonderland
Environment:
Or ganization:
Organization: Solitary, row (8), or board (8 pawns,
2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)
Challenge Rating: 1
Tr easur e: Standard
easure:
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

The lowliest of the chess people, pawns are also the


most common. They are the rank-and-file of their re-
spective armies, and know it, following orders issued
by chess people of higher rank (i.e., every chess per-
son who is not also a pawn). Some pawns actually
manage to gain class levels, although these are highly
· Weapon and Armor Proficiency: A knight is auto- rare. Still, rumors persist of pawns who have actually
matically proficient with simple weapons, medium and managed to advance far enough that they become pro-
light armor, and shields. moted to another kind of chess person altogether. This
· Special Qualities (see above): Military training, spry tends to be the dream of most pawns.
steps, and uncanny dodge.
· Chess person subtype. COMBA
COMBAT T
· Automatic languages: Common. Bonus languages: Pawns have very little advanced knowledge of military
French, Infernal, Sylvan. tactics. They usually charge headlong into battle, us-
· Favored Class: Ranger. ing their double advance ability at the opening of com-
· Level adjustment: +4. bat, and wade forward until they are overcome. Stron-
ger pieces tend to use them to create advantageous
positions for themselves, sacrificing pawns as neces-
sary.
Double Advance (Ex): Once per day, a pawn may
make a full attack action after making a move action,

17
Adventures in Wonderland
Wonderland
or may make a single attack after taking a double move noted here. The gender of the creature to which this
action. template is applied changes to female if it is not al-
ready.
PA WNS AS CHARACTERS
PAWNS Size and T ype: The creature acquires the chess per-
Type:
Pawn T raits (Ex)
Traits son subtype if it does not have it already. Its size does
Pawns possess the following racial traits. not change.
· +2 Str, +2 Dex, -2 Cha Speed: Same as the base creature.
· A pawn’s base land speed is 30 ft. Hit Dice: If the creature to which this template is
· Racial Hit Dice: A pawn begins with two levels of applied does not already have at least 11 total Hit Dice,
humanoid, which provide 2d8 Hit Dice, a base attack add however many fighter levels are necessary to bring
bonus of +1, and base saving throw bonuses of Fort +0, her up to that level. Then, recalculate the queen’s Hit
Ref +3, Will +0. Dice, base attack bonus, or saves as appropriate.
· Racial Skills: A pawn’s humanoid levels give it skill Special Qualities: A chess person queen has all the
points equal to 5 × (2 + Int modifier, minimum 1). Its special qualities of the base creature, to which are add-
class skills are Intimidate, Knowledge (local [Wonder- ed the following:
land]), Listen, and Spot. Angling Advance (Ex): Like a bishop, a queen
· A pawn receives a +2 bonus on any Knowledge (lo- always treats a diagonal move as being 5 feet.
cal [Wonderland]) skill checks related to the nobility Battle Ready (Ex): A queen gains fighter bo-
and royalty of Wonderland. nus feats equal to a fighter of its total Hit Dice,
· Racial Feats: A pawn’s humanoid levels give it one regardless of how many levels it actually has as a
feat. fighter. If it gains fighter levels, these stack with
· Weapon and Armor Proficiency: A pawn is automat- its natural Hit Dice for determining its total fight-
ically proficient with simple weapons, light armor, and
shields.
· Special Qualities (see above): Double advance.
· Chess person subtype.
· Automatic languages: Common. Bonus languages:
French, Infernal, Sylvan.
· Favored Class: Fighter.
· Level adjustment: +0.

Queen
Queens are the battlefield commanders of the chess
people of Wonderland and are fearsome combatants
capable 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 one
queen may exist per color of chess person faction in
Wonderland and, when one no longer exists, a new
one is coronated in a formal ritual (which may be pre-
ceded by a brief battlefield commission if necessity
demands).

Creating a Chess Person Queen


“Chess person queen” is an inherited template that
can be added to any humanoid. A queen uses all of the
base creature’s statistics and special abilities except as

18
Chapter 1: Wonderland Monsters and NPCs
Wonderland
er levels. A chess person queen is also proficient Organization: Solitary or board (8 pawns, 2 bishops,
with all armor and shields and all martial weapons. 2 knights, 2 rooks, 1 queen, 1 king)
Instantaneous Advance (Su): As a standard Challenge Rating: 12
action, a queen can appear in any square adja- Tr easure: Standard
easure:
cent to another creature within line of sight and Alignment: Lawful neutral
60 ft. This is a teleportation effect. The queen will Advancement: By character class
receive a +2 flanking bonus on any melee attacks Level Adjustment: +0
it makes against the creature in that square dur-
ing the round it uses this ability.
Smite (Ex): Once per day plus once per point R ook
of Charisma bonus (minimum 1) a queen can Medium Humanoid (chess person)
make a normal attack to smite an opponent, in- Hit Dice: 7d8+28 (59 hp)
flicting one additional hit point of damage per to- Initiative: +5
tal Hit Dice. Speed: 30 ft.
Skills: A chess person queen gains skill points for Armor Class: 21 (+1 Dex, +7 +1 banded mail,
any fighter levels she gains. Also, her bonus skill points +3 +1 heavy steel shield), touch 11, flat-footed 20
in Knowledge (local [Wonderland]) are increased to a Base Attack/Grapple: +5/+9
number equal to her total HD plus 3, if they are not Attack: +1 warhammer +11 melee (1d8+7/x3)
already at this amount. Full Attack: +1 warhammer +11 melee (1d8+7/x3)
Challenge Rating: As per the creature’s recalculat- Space/Reach: 5 ft./5 ft.
ed HD +2. Special Attacks: —
Special Qualities: Battle ready, castle,
Sample Queen damage reduction 5/—, fortified form, SR 18
(augmented pawn fighter 9) Saves: Fort +6, Ref +6, Will +4
Medium Humanoid (chess person) Abilities
Abilities:: Str 19, Dex 12, Con 18, Int 14, Wis 15, Cha 10
Hit Dice: 2d8 plus 9d10 (58 hp) Skills: Diplomacy +2, Gather Information +2,
Initiative: +5 Intimidate +8, Knowledge (architecture and
Speed: 30 ft. engineering) +10, Knowledge (dungeoneering) +10,
Armor Class: 22 (+1 Dex, +11 +3 full plate), touch 11, Knowledge (geography) +10, Knowledge (local
flatfooted 21 [Wonderland])B +10, Search +2 (+4 to find secret doors
Base Attack/Grapple: +10/+11 or hidden compartments), Survival +2 (+4 to keep
Attack: +2 halberd +15 melee (1d10+5/19-20/x3) from getting lost or avoid natural hazards or while
Full Attack: +2 halberd +15/+10 melee underground)
(1d10+5/19-20/x3) Feats: Improved Bull Rush, Improved InitiativeB,
Space/Reach: 5 ft./5 ft. Improved Overrun, Power Attack, Quick DrawB,
Special Attacks: Double advance, smite Weapon Focus (warhammer)B,
Special Qualities: Angling advance, battle ready, Weapon Specialization (warhammer)B
instantaneous advance, precise movement, set Envir onment: Wonderland
Environment:
Saves: Fort +0, Ref +4, Will +0 Or ganization:
Organization: Solitary, pair, or board (8 pawns,
Abilities: Str 13, Dex 13, Con 10, Int 11, Wis 10, Cha 10 2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)
Skills: Climb +10, Intimidate +13, Knowledge (local Challenge Rating: 7
[Wonderland])B +14, Listen +2, Spot +2 Tr easure: Standard
easure:
Feats: Dodge, Greater Weapon Focus (halberd), Alignment: Usually lawful neutral
Improved Critical (halberd), Improved Initiative, Advancement: By character class
Mobility, Power Attack, Quick Draw, Spring Attack, Level Adjustment: +7
Weapon Focus (halberd), Weapon Specialization
(halberd) The muscle of the chess armies, rooks are the quintes-
Envir onment: Wonderland
Environment: sential strong-but-silent type. Preferring to let their ac-

19
Adventures in Wonderland
Wonderland
tions speak for them, they are fiercely loyal to their · Racial Skills: A knight’s humanoid levels give it skill
compatriots and never fail to back them up, whether in points equal to 10 × (2 + Int modifier, minimum 1). Its
combat or out. Most have very little personal ambition, class skills are all Diplomacy, Gather Information, In-
feeling very self-satisfied with the role they play, and timidate, Knowledge (all skills, taken individually),
so tend let a lot of things slide. This passivity is not Search, and Survival.
permissiveness, however, and those who push a rook · A rook receives a +2 bonus on any Knowledge (local
too far will soon be sorry that they did. [Wonderland]) skill checks related to the nobility and
royalty of Wonderland.
COMBA
COMBAT T · Racial Feats: A rook’s humanoid levels give it three feats.
When a fight breaks out, a rook tends to act as a shock · Weapon and Armor Proficiency: A rook is automati-
trooper, supplying reinforcement or backup as need- cally proficient with simple and martial weapons, light,
ed. When it identifies a trouble spot, it will lend its aid medium, and heavy armor, and shields.
to its fellows either offensively or defensively. Offen- · Special Qualities (see above): Battle ready, castle,
sive aid will see the rook charging in via Improved damage reduction 5/—, fortified form, spell resistance
Bull Rush or Improved Overrun and then wading into equal to 11 + Hit Dice/class levels.
melee. In contrast, defensive aid has the rook moving · Chess person subtype.
in via its castle power (since that will also remove an- · Automatic languages: Common. Bonus languages:
other chess person from the fray) and reinforcing its French, Infernal, Sylvan.
comrades via its fortified form ability. · Favored Class: Fighter.
Battle Ready (Ex): A rook has fighter bonus feats · Level adjustment: +7.
equal 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 proficient
with all martial weapons.
Castle (Su): A rook has a mysterious ability that lets
it exchange places with another chess person of its
color. As a standard action, a rook can swap positions
with another chess person of the same color within 40
ft. This is a teleportation effect.
Fortified Form (Ex): A rook is meant to serve as a
powerful defensive bulwark for its chess army. As a
standard action, a rook may grant cover to up to two
chess people of its color that it is adjacent to (granting
them a +4 AC bonus against ranged attacks and a +2
bonus on Reflex saving throws, preventing attacks of
opportunity against them, and allowing them to make
Hide checks). This benefit is lost if a covered chess
person ceases to be adjacent to the rook.

ROOKS AS CHARACTERS
Rook T raits (Ex)
Traits
Rooks possess the following racial traits.
· +8 Str, +2 Dex, +8 Con, +4 Int, +4 Wis
· A rook’s base land speed is 30 ft.
· Racial Hit Dice: A knight begins with seven levels of
humanoid, which provide 7d8 Hit Dice, a base attack
bonus of +5, and base saving throw bonuses of Fort +2,
Ref +5, Will +2.

20
Chapter 1: Wonderland Monsters and NPCs
Wonderland
CHRISTMAS PUDDING Its elastic nature lets it lash out with surprising speed
Tiny Ooze and power, leaving enemies smarting from its slam at-
Hit Dice: 3d10+9 (20 hp) tack.
Initiative: +3 Although an ooze, a Christmas pudding is intelli-
Speed: 20 ft. gent, and is subject to mind-affecting effects. It speaks
Armor Class: 15 (+2 size, +3 Dex), touch 15, and understands Common.
flat-footed 12 Elastic Body (Ex): Despite its gelatinous appearance,
Base Attack/Grapple: +2/-8 a Christmas pudding’s body is very springy and stretch-
Attack: Slam +7 melee (1d4+3) able. It has a reach of 5 feet and, despite its size, its
Full Attack: Slam +7 melee (1d4+3) slam attack naturally does 1d4 damage. It also uses its
Space/Reach: 2-1/2 ft/.5 ft. Dexterity modifier instead of Strength when calculat-
Special Attacks: — ing the bonus to damage rolls made with its slam at-
Special Qualities: Elastic body, nutritious, tack.
ooze qualities Nutritious (Su): There’s a reason why Christmas
Saves: Fort +3, Ref +4, Will +2 puddings are among the most favored desserts in all of
Abilities: Str 7, Dex 16, Con 14, Int 11, Wis 13, Cha 9 Wonderland. When slain, a Christmas pudding retains
Skills: Disguise +3*, Hide +15, Knowledge (local its consistency for 10 minutes, after which it loses co-
[Wonderland])B +6, Move Silently +7 hesion and turns into watery slime unless boiled be-
Feats: Toughness, Weapon Finesse fore this happens. Boiled Christmas pudding remains
Envir onment: Wonderland
Environment: edible for up to one hour, providing one serving per HD
Organization: Solitary of the creature, and if eaten during this period a serv-
Challenge Rating: 2 ing bestows one of the following random effects on the
Treasur
easure:e: None creature who consumes it (CL equal to the HD of the
Alignment: Neutral Christmas pudding):
Advancement: 4-6 HD (Tiny); 7-9 HD (Small)
Level Adjustment: — d20 Effect
01 - 05 resistance
Named for the dessert course for which they are often 06 – 10 virtue
served, a Christmas pudding is a small, intelligent ooze. 11 – 13 bless
Most tend to eschew contact with other creatures, 14 – 16 cure light wounds
knowing that they are a favored delicacy to most peo- 17 – 18 lesser restoration
ple. Talking to them reveals a dour and taciturn dispo- 19 – 20 owl’s wisdom
sition, often with an annoying habit of demanding to
be addressed as “Mister” and correcting even the most
minor mistakes.
Rather oddly, Christmas puddings tend to assume
that all other foodstuffs are sentient like themselves,
and have similar attitudes to their own. As such, they
tend to have a high opinion of themselves, since few Skills: When not moving, a Christmas pudding gains
other foods are as adept at avoiding being eaten as they a +8 racial bonus to Disguise checks to appear as an
are. ordinary dessert.

COMBA
COMBAT T
A Christmas pudding tries to stay out of combat when
possible, using its stealthy nature to avoid detection or
disguising itself as a harmless desert when noticed. If
drawn into a fight, however, a Christmas pudding can
cause more trouble than most opponents might expect.

21
Adventures in Wonderland
Wonderland
THE DUCHESS Feats: Brew Potion, Craft Wondrous Item, Scribe
Wonderland Human Wizard (transmuter) 9; CR 9; Scroll, Spell Focus (Transmutation), Spell Mastery,
Small-size humanoid (Wonderland Human); HD 9d4+9; Subtle Magic*, Weapon Finesse.
hp 33; Init +3; Spd 20 ft. (4 squares); AC 14 (+3 Dex, +1 Racial Abilities: As per a Wonderland human.
size), touch 14, flat-footed 11; Base Atk +4; Grp -2; Atk Class Abilities: Summon Familiar (Piglet; +3 Smell*,
dagger +8 melee (1d4-2/19-20) or dagger +8 ranged (1d4- Alertness [+2 Listen and Spot], Improved Evasion, Share
2/19-20); Full Atk dagger +8 melee (1d4-2/19-20) or Spells, Empathic Link, Speak with Master, Speak with
dagger +8 ranged (1d4-2/19-20); AL CN. Animals of Its Kind), Prohibited Schools (Evocation,
Saving Throws: Fort +4, Ref +6, Will +7. Necromancy).
Ability Scores: Str 6 (–2), Dex 16 (+3), Con 13 (+1), Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;
Int 18 (+4), Wis 12 (+1), save DC 14 + spell level): 0 — Detect magic, detect
Cha 5 (–3). poison, mage hand, read magic; 1st — Disguise self,
Skills: Appraise +4 (+6 alchemy and stonemason- animate rope, enlarge person, feather fall, mage ar-
ry), Concentration +11, Craft (alchemy) +16, Craft (stone- mor, reduce person; 2nd — Invisibility, magic mouth,
masonry) +12, Gather Information -1, Knowledge (local protection from arrows (x2), pyrotechnics, whispering
[Wonderland])B +16, Knowledge (architecture and en- wind; 3r d — Deep slumber, dispel magic (x2), shrink
3rd
gineering) +14, Search +4 (+6 involving secret doors item, slow; 4th — Mass enlarge person, Mass reduce
and similar compartments), Smell* +7 [6 cc], Spellcraft person, polymorph (x2); 5th (1) — Baleful polymorph
+14, Spot +4 [6 cc]. Languages: Common, Draconic, (x2).
Latin, Sylvan, Terran. Spellbook: 0 — All except Evocation and Necro-
mancy; 1st — Disguise self, animate rope, enlarge per-
son, feather fall, mage armor, reduce person, unseen
servant; 2nd — Invisibility, magic mouth, protection
from arrows, pyrotechnics, whispering wind; 3rd —
Deep slumber, dispel magic, shrink item, slow; 4th —
Mass enlarge person, Mass reduce person, polymor-
ph, stone shape. 5th — Baleful polymorph, fabricate.
Equipment/Possessions: Small palace that she has
created largely with her magical powers.
Tactics: While she is not mean-spirited or likely to
do harm to an innocuous creature like a child, the Duch-
ess can be quite dangerous to anyone who attacks her.
She is the creator of many of the random potions that
are periodically found in Wonderland, particularly in
the Hall of Doors, an area she monitors for new visi-
tors.
Bio: This small, exceptionally ugly woman is a
prominent member of Wonderland’s aristocracy. She
has an ongoing antagonism with the Queen of Hearts,
who periodically imprisons and/or threatens to kill her.
Her familiar is a piglet on which she sometimes casts
polymorph, temporarily turning it into a human baby.
This familiar gives her a heightened sense of smell,
which makes her especially sensitive to pepper and
other strong, spicy scents. She maintains a household
staff that includes a violent human cook and a surly
frog footman.

22
Chapter 1: Wonderland Monsters and NPCs
Wonderland
Tiny Piglet Familiar: CR: —; Tiny magical beast;
HD 9; hp 16; Init +2, Spd 30 ft. (6 squares), AC 19 (+5
natural, +2 Dex, +2 size), touch 14, flat-footed 17; Base
Atk +4; Grp -6; Atk +8 (1d6-2, bite); Full Atk +8 (1d6-2,
bite); Space/Reach: 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: 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 and
similar compartments), Smell +4, Spellcraft +10, Spot
+4, Survival +3
Feats: Alertness, Weapon FinesseB

GRYPHON
Medium Magical Beast
Hit Dice: 6d10+6 (39 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 60 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13,
flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Bite +9 melee (1d8+2)
Full Attack: Bite +9 melee (1d8+2) and 2 claws +6 to traditional griffons and look much like smaller ver-
melee (1d3+1) sions of them, combining the physical characteristics
Space/Reach: 5 ft./5 ft. of both lions and eagles and generally being about six
Special Attacks: Pounce, rake 1d4+2 feet in length.
Special Qualities: Darkvision 60 ft., low-light vision, Neither males nor females are endowed with a
scent mane. A pair of broad wings emerge from the crea-
Saves: Fort +6, Ref +8, Will +5 ture’s back and have a full span of about 20 feet. A
Abilities: Str 14, Dex 17, Con 12, Int 9, Wis 13, Cha 10 typical gryphon weighs around 336 pounds.
Skills: Jump +0, Knowledge (local [Wonderland])B +4, Unlike the creatures to which they bear such a re-
Listen +4, Perform (dance) + 2, Spot +4 semblance, however, gryphons are much smarter than
Feats: Iron Will, Multiattack, Weapon Focus (bite) “feral” griffons and can speak, generally knowing Com-
Envir onment: Wonderland
Environment: mon. Many are schooled and quite proud of their edu-
Or ganization:
Organization: Solitary, pair, or family (3–5) cations (although these may seem strange and even
Challenge Rating: 3 idiotic to non-Wonderlanders). They are also much less
Treasur
easure:e: None aggressive than their wild counterparts, exceptionally
Alignment: Often chaotic neutral lazy, and both able and inclined to sit and walk up-
Advancement: By character class right, use furniture, and the like.
Level Adjustment: +2 (cohort) Such creatures are often encountering hanging
around with other Wonderland inhabitants (e.g., mock
Wonderland’s gryphons are very similar in appearance turtles).

23
Adventures in Wonderland
Wonderland
COMBA
COMBAT T Special Attacks: —
Gryphons induced to fight at all prefer to pounce on Special Qualities: Damage reduction 3/—,
their prey, either diving to the attack or leaping from darkvision 60 ft., defensive roll, low-light vision,
above. scent, vestigial hands
Pounce (Ex): If a gryphon dives upon or charges a Saves: Fort +2, Ref +3, Will +0
foe, it can make a full attack, including two rake at- Abilities: Str 3, Dex 13, Con 11, Int 10, Wis 10, Cha 11
tacks. Skills: Hide +13, Knowledge (Local [Wonderland])B +4,
Rake (Ex): Attack bonus +8 melee, damage 1d4+2. Listen +4, Spot +4
Skills: Gryphons have a +4 racial bonus on Jump Feats: AlertnessB, Toughness, Take a Beating*B,
and Spot checks. Weapon FinesseB
Envir onment: Wonderland
Environment:
TRAINING A GR YPHON
GRYPHON Organization: Sets
While a gryphon requires training before it can bear a Challenge Rating: ½
rider in combat, if desired it can carry a creature of Treasur e: None
easure:
size Small or smaller. Alignment: Usually neutral
To be trained, a gryphon must have a friendly atti- Advancement: —
tude toward the trainer, which can be achieved through Level Adjustment: —
a successful Diplomacy check or other appropriate
means. Training a friendly gryphon requires four weeks Hedgehogs are diminutive, spine-covered woodland
of work and a DC 25 Handle Animal check. rodents. In Wonderland, these little creatures are, among
Riding a gryphon in combat requires an exotic sad- other things, used as balls in croquet games, a practice
dle. A gryphon can fight while carrying a rider — but that generally does not harm them because of their
is not inclined to want to — but the rider cannot also particular feats associated. Such creatures speak Common.
attack unless he or she succeeds on a Ride check.
Gryphon eggs are typically worth 2,500 gp apiece COMBA
COMBAT T
on the open market, while young are worth twice this Wonderland hedgehogs are not generally very aggres-
much. Professional trainers charge 1,000 gp to rear or sive and concentrate more on defense than on offense
train a gryphon. when dealing with antagonists.
Carrying Capacity: A light load for a gryphon is up Defensive Roll (Ex): When threatened, a hedgehog
to 87 pounds; a medium load, 88–174 pounds; and a can roll itself into a ball and tuck in its head and feet,
heavy load, 175–282 pounds. No respectable gryphon, leaving no part of its body exposed except for its tough
however, would willing carry more than a light load, spines. When taking a total defense action, the hedge-
and would almost certainly complain bitterly and even hog gains an additional +2 natural armor bonus to its
rebel if expected to do more. AC. This bonus stacks with his previous natural armor
as well as the dodge bonus provided by the total de-
fense action.
HEDGEHOG, WONDERLAND What’s more, if an enemy’s attack misses the hedge-
Tiny Magical Beast (Augmented animal) hog’s AC, but hits its touch AC, then the hedgehog is
Hit Dice: 1d8 (7 hp) knocked a number of squares away from the attacker
Initiative: +1 equal to 1d6 + the attacker’s Str bonus in a random
Speed: 30 ft. (6 squares) direction. The hedgehog will not take damage from
Armor Class: 15 (+2 size, +1 Dex, +2 natural), this flight unless the path takes it over an edge, in which
touch 13, flat-footed 14 case normal falling rules apply (but will be reduced by
Base Attack/Grapple: +1/–12 its Take a Beating* feat).
Attack: Claw +4 melee (1d2–4) Vestigial Hands (Ex): A Wonderland hedgehog has
Full Attack: 2 claws +4 melee (1d2–4) and vestigial hands that it can use to grasp objects. Such
bite –1 melee (1d3–4) animals can use tools and weapons of the appropriate
Space/Reach: 2 ½ ft./0 ft. size with only a –2 penalty.

24
Chapter 1: Wonderland Monsters and NPCs
Wonderland
JABBERWOCK everything all at once, and its sonorous voice seems to
Huge Outsider (Native) echo horribly even in open areas. Massive claws en-
Hit Dice: 18d8+144 (288 hp) able it to dig through the earth as easily as a man could
Initiative: +6 walk, and its tail has enough power to uproot trees.
Speed: 50 ft. (10 squares), burrow 30 ft.
Armor Class: 32 (+22 natural, +2 Dex, -2 size), COMBA
COMBAT T
touch 10, flat-footed 30 A jabberwock is a physical powerhouse, capable of
Base Attack/Grapple: +18/+45 dealing hideous damage to even a large group of ene-
Attack: Bite +27 (2d8+11/19-20) mies very quickly. It usually begins a fight by burbling,
Full Attack: Bite +27 melee (2d8+11/19-20) and 2 claws and then moves into melee combat. Very cunning de-
+27 melee (2d6+11) and tail slap +27 melee (2d6+11) spite its low Intelligence, a jabberwock tends to focus
Space/Reach: 15 ft./10 ft. its tail attack on lightly-armored foes, as that allows it
Special Attacks: Burble, constrict, fling, improved grab,
rend
Special Qualities: Darkvision 60 ft., manxome,
regenerate 20
Saves: Fort +19, Ref +13, Will +15
Abilities: Str 33, Dex 14, Con 27, Int 3, Wis 19, Cha 14
Skills: Hide -6, Jump +19, Listen +11, Knowledge
(Local [Wonderland])B +17,Smell* +12, Spot +11,
Survival +11
Feats: Blind-FightB, Improved Critical (bite), Improved
Initiative, Improved Multiattack, Improved Natural
Attack (bite), Improved Natural Attack (claw),
Multiattack, Power Attack
Envir onment: Wonderland
Environment:
Organization: Solitary
Challenge Rating: 18
Treasur
easure:e: Standard coins; double goods; standard items
Alignment: Neutral
Advancement: 19-24 HD (Huge); 25-48 HD (Gargantuan);
49-54 HD (Colossal)
Level Adjustment: —

Wonderland is home to a great many strange and terri-


fying creatures. But the jabberwock towers above them
all, being a paragon of sheer physical puissance. For-
tunately for the residents of Wonderland, the creature
is so rare as to be almost mythical, and no jabberwock
has been seen in many years. Some hope that the jab-
berwock was perhaps a singular creature and, that
when it was slain by an ancient hero — as commemo-
rated in poetic form — that it was gone forever. Others
are less optimistic however, in that the title of the poem
“Jabberwocky,” is the plural form of the monster’s name.
A jabberwock looks like a warped dragon, equipped
with vestigial wings and covered with chitin rather than
scales. Its pupil-less eyes seem to focus on nothing and

25
Adventures in Wonderland
Wonderland
to bring its improved grab, constrict, and fling abilities KING OF HEARTS
to bear against characters who are usually spellcast- Wonderland Human Aristocrat 13; CR 12; Small-size
ers. Foes using slashing weapons will be targeted dur- humanoid (Wonderland Human); HD 13d8+13; hp 69;
ing full-attack actions with a 5-point Power Attack, re- Init +5; Spd 15 ft. (3 squares); AC 26 (+1 size, +1 Dex,
ducing the points used with that feat by 1 each round +10 +2 full plate, +4 +2 heavy steel shield), touch 12,
until it consistently hits. Finally, against enemies that flat-footed 25; Base Atk +9; Grp +6; Atk +2 longsword
consistently stay out of its reach while using ranged +14 melee (1d6+3/19-20); Full Atk +2 longsword +14/
attacks, the jabberwock will retreat via burrowing. +9 melee (1d6+3/19-20); AL CN.
Burble (Su): The warped murmurings of a jabber- Saving Throws: Fort +7, Ref +7, Will +13.
wock are enough to drive even the stoutest mind stark- Ability Scores: Str 13 (+1), Dex 13 (+1), Con 12 (+1),
raving mad. A jabberwock may burble, causing all crea- Int 8 (-1), Wis 16 (+3),
tures within 60 ft. to make a DC 25 Will save or suffer Cha 13 (+1).
from insanity, as the spell. The save DC is Charisma- Skills: Diplomacy +12, Gather Information +13, Han-
based with a +6 racial bonus to the DC. This is a mind- dle Animal +9, Intimidate +9, Knowledge (local
affecting, compulsion effect. [Wonderland])B +10, Listen +11, Spot +11.
Constrict (Ex): A jabberwock deals 2d6+16 points Languages: Common.
of damage upon a successful grapple check with its Feats: Great Fortitude, Great House*, Improved Ini-
tail. The constricted creature must succeed on a DC 30 tiative, Iron Will, Lightning Reflexes, Weapon Focus
Fortitude save or lose consciousness for as long as it (longsword).
remains in the coils and for 2d4 rounds thereafter. The Racial Abilities: As per a Wonderland human.
save DC is Strength-based. Class Abilities: None.
Fling (Ex): If a jabberwock is constricting a crea- Equipment/Possessions: +2 heavy steel shield, +2
ture, the monster may instead choose to fling a victim full plate, +2 longsword, 13,000 gp worth of wealth.
instead of dealing constriction damage to it. A flung Bio: Although the titular ruler of Wonderland, and
creature travels 1d4 x 10 ft., and takes 1d6 points of the supreme judge of its court, the King Hearts is al-
damage per 10 ft. traveled. most completely overshadowed by his domineering
Impr oved Grab (Ex): To use this ability, a jabber-
Improved wife, who is both far more ruthless and intelligent than
wock must hit with its tail slap attack. It can then at- he is. He is not bloodthirsty like she is, however, and
tempt to start a grapple as a free action without provok- much of his official duties consist of commuting the
ing an attack of opportunity. If it succeeds on the grap- numerous death sentences she hands down.
ple check, it can constrict. Tactics: If forced into combat, the King of Hearts is a
Manxome (Ex): A jabberwock’s body is immensely straightforward, well-equipped, and dangerous oppo-
powerful, overcoming the limitations that bind lesser nent. He is also likely to be aided by as many card
creatures. It has full hit points per Hit Die, and uses its people are available, and these will use flanking and
full Strength bonus for its secondary natural attacks. the aid another action to improve his attacks and de-
Additionally, it has a +8 racial bonus to grapple checks. flect those made against him to the greatest extent pos-
Regeneration (Ex): Slashing attacks deal normal sible.
damage to a jabberwock. If a jabberwock loses a limb
or body part, the lost portion regrows in 1d8 minutes. KNAVE OF HEARTS
The creature can reattach the severed member instantly Wonderland Human Rogue 11; CR 11; Small-size hu-
by holding it to the stump. manoid (Wonderland Human); HD 11d6+11; hp 47; Init
Rend (Ex): A jabberwock that strikes a creature with +4; Spd 20 ft. (4 squares); AC 21 (+2 masterwork leath-
both claw attacks latches onto an opponent’s body and er armor, +4 Dex, +1 size, amulet of natural armor +3,
tears its flesh. This automatically deals an extra 4d6+16 ring of protection +1), touch 16, flat-footed 17; Base Atk
points of damage. +8; Grp +4; Atk +1 short sword +15 melee (1d4+1/19-
Skills: A jabberwock receives a +8 racial bonus to 20) or Atk +1 dagger +14 ranged (1d3+1/19-20); Full
Smell* checks. Atk +1 short sword +14/+9 melee (1d4+1/19-20) or Atk
+1 dagger +14/+9 ranged (1d3+1/19-20); AL CN.

26
Chapter 1: Wonderland Monsters and NPCs
Wonderland
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: Amulet of natural armor
+3, ring of protection +1, +1 short sword, +1 dagger,
masterwork leather armor, 4,840 gp worth of wealth.
Bio: A chronic thief, the Knave of Hearts is perpetu-
ally in trouble with the law in Wonderland for his lar-
cenous deeds — and, one day, the King and Queen of
Hearts will likely have his head for it, despite his os-
tensible role as their lackey.
Tactics: The Knave of Hearts is greedy and dishon-
est but not particularly bloodthirsty. If he can achieve
his aims through stealth or the application of non-le-
thal force, he will certainly do so.

“MAD” HA
HATT TER
Wonderland 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 +8
ranged (1d2/19-20); Full shears +8/+3 melee (1d6/19-
20) or cutlery +8/+3 ranged (1d2/19-20); AL CN.
Saving Throws: Fort +4, Ref +4, Will +7
Ability Scores: Str 10 (+0), Dex 12 (+1), Con 13 (+1),
Int 16 (+3), Wis 8 (-1), Cha 16 (+3).
Skills: Bluff +14, Craft (hatmaking) +15, Diplomacy
+19, Disguise +3 (+5 to act in character), Intimidate +5,
Knowledge (local [Wonderland])B +15, Knowledge
Saving Throws: Fort +4, Ref +11, Will +3. (games)* +14, Listen +10, Search +14, Sense Motive
Ability Scores: Str 10 (+0), Dex 19 (+4), Con 13 (+1), +11, Smell +12, Spot +10, Taste +12. Languages: Com-
Int 14 (+2), Wis 10 (+0), mon, Abyssal, French, Sylvan.
Cha 8 (-1). Feats: Iron Will, Uninhibited Mind*, Lucky*, Im-
Skills: Appraise +15, Bluff +12, Disable Device +15, proved Initiative, Negotiator.
Diplomacy +3, Disguise -1 (+1 to act in character), Es- Racial Abilities: As per a Wonderland human.
cape Artist +17, Forgery +11, Gather Information +1, Class Abilities: None.
Hide +17, Intimidate +1, Jump -6, Knowledge (local Equipment/Possessions: +2 studded leather armor,
[Wonderland])B +15, Listen +14, Move Silently +17, dusty rose prism ioun stone, butter knife (treat as dag-
Open Lock +17, Search +4, Sense Motive +9, Sleight of ger), masterwork shears, expensive tea set (1,500 gp).
Hand +17, Smell +1, Spot +14, Taste +1, Use Rope +4 Bio: Perhaps the strangest of the strange characters
(+6 involving bindings). Languages: Common, French, in Wonderland, the Mad Hatter is also one of the most
Sylvan. gregarious. He can often be found having a tea party
Feats: Sensory Awareness*, Shrewd*, Two-Weap- with the March Hare, claiming to be permanently stuck
on Fighting, Weapon Finesse, Weapon Focus (short in tea time by Time itself (which could certainly be
sword). true in Wonderland). Despite having little talent at it,
Racial Abilities: As per a Wonderland human. he loves to sing, ask riddles, and tell tall tales, usually

27
Adventures in Wonderland
Wonderland
blending them together with a near-constant stream of MOCK TURTLE
inane babbling. Despite his off-putting behavior, how- Medium Monstrous Humanoid (Reptilian)
ever, he loves having visitors at his tea party, and to Hit Dice: 4d8+3 (21 hp)
those who can stand his odd mannerisms, he can be a Initiative: +1
great font of information about Wonderland. He also Speed: 30 ft. (6 squares), swim 40 ft.
serves as an agent and messenger for various powers Armor Class: 15 (+1 Dex, +4 natural), touch 11,
in Wonderland, to include the Queen of Hearts and the flat-footed 14
White King. Base Attack/Grapple: +4/+6
Tactics: The Mad Hatter has little ability to fight and Attack: Slam +6 melee (1d3+2)
generally tries to avoid doing so. However, should the Full Attack: 2 slams +6 melee (1d3+2) and
Mad Hatter be attacked, his friend the March Hare will gore +1 melee (1d6+1)
quickly set off to round up a pack of card people to Space/Reach: 5 ft./5 ft.
come to his aid. This is because the Mad Hatter is one Special Attacks: Tale of woe, weep
of the Queen of Hearts’ subjects, and she will not toler- Special Qualities: Darkvision 60 ft., amphibious
ate an attack on one of her own (despite having sen- Saves: Fort +4, Ref +5, Will +0
tenced him to death several times). And, if has to fight, Abilities: Str 14, Dex 12, Con 11, Int 10, Wis 9, Cha 13
he will likely resort to a large pair of hatmaker’s shears Skills: Bluff +6, Knowledge (local [Wonderland])B +7,
that he carries hidden in an inside pocket of his frock Listen +3, Swim +15
coat, and which he will wield in two hands and use to Feats: Ability focus (tale of woe), toughness
chop at opponents. He is also adept at hurling cutlery Environment: Any land or aquatic
like butterknives and forks, snatched up from the table Organization: Solitary
or retrieved from the handful of such items that he typ- Challenge Rating: 3
ically keeps on his person. Treasur
easure:e: Standard
Alignment: Usually chaotic
Advancement: By character class
Level Adjustment: +2

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

Mock turtles are curious creatures, being the primary


component of mock turtle soup, and are native to few
lands though chance often makes them wander through
others. They are as much cows as turtles, though not
as much turtles as cows. They have a head and hind
limbs like a cow, the shell and flippers of a sea turtle
and depressed, weary voices, much like those of a per-
son, although sadder.
In truth, mock turtles are rarely truly sad. They are
instead quite enamored of the idea of being sad and as
such play at sorrow in an attempt to bring upon the

28
Chapter 1: Wonderland Monsters and NPCs
Wonderland
emotion in earnest. They are rarely threatening to oth- dependant effect. The save DC is Charisma-based.
er creatures, except as a distraction. Some turn to mis- Weep (Su): Three times per day and as an attack
chief and misdirect well-meaning persons with all action, a mock turtle can weep to protect itself from
manner of tall stories and nonsensical information. attackers. Any creature within 10 feet of the mock tur-
tle must make a Will save (DC 13) or be so overwhelmed
COMBA
COMBAT T with pity (in the case of good or neutral creatures) or
A mock turtle rarely engages in combat unless it abso- disgust (in the case of evil characters) as to be unable
lutely has to. If accosted, the creature will attempt to to willingly attack the creature for 2d4 rounds, during
flee by the safest means needed or will weep for mer- which the mock turtle typically attempts to escape. This
cy. Mock turtles tell their tale of woe who all who will is a sonic, mind-influencing effect. The save DC is
listen. Charisma-based.
Tale of W
Woeoe (Su): A mock turtle can, as a standard Skills: A mock turtle has a +8 racial bonus on any
action, begin telling its particular, nonsensical tale of Swim check to perform some special action or avoid a
woe. The story lasts for as long as the mock turtle needs hazard. It can always choose to take 10 on Swim
it to, so long as the mock turtle takes no other actions. checks, even if distracted or endangered. It can use
Any creature within 30 feet must make a Will save the run action while swimming, provided it swims in a
each round (DC 15) or become fascinated for as long as straight line.
the mock turtle speaks and 1d4+1 rounds thereafter.
The effect is immediately broken if the target is attacked
in any fashion, either by the mock turtle or by another THE QUEEN OF HEARTS
creature. This is a sonic, mind-influencing language- Wonderland Human Aristocrat 12; CR 11; Small-size
humanoid (Wonderland Human); HD 12d8+12; hp 64;
Init +0; Spd 20 ft. (4 squares); AC 23 (+1 size, +12 Robe
of Hearts), touch 11, flat-footed 23; Base Atk +9; Grp
+4; Atk +11 +1 heavy mace melee (1d6-1); Full Atk +1
heavy mace +11/+6 melee (1d6-1); AL CE.
Saving Throws: Fort +7, Ref +6, Will +10.
Ability Scores: Str 8 (–1), Dex 10 (+0), Con 12 (+1),
Int 16 (+3), Wis 14 (+2),
Cha 15 (+2).
Skills: Bluff +17, Diplomacy +19, Disguise +2 (+4 to
act in character), Gather Information +19, Handle Ani-
mal +17, Intimidate +19, Knowledge (local
[Wonderland])B +18, Listen +17, Spot +17. Languages:
Common, Abyssal, French, Sylvan.
Feats: Great Fortitude, Great House*, Lightning Re-
flexes, Berserker*, Weapon Finesse, Weapon Focus
(Scepter).
Racial Abilities: As per a Wonderland human.
Class Abilities: None.
Equipment/Possessions: Royal scepter (as per a +1
heavy mace), Robe of Hearts* (+12 armor bonus), pal-
ace, croquet ground, 12,000 gp worth of wealth.
Bio: Currently the most powerful political figure in
Wonderland, the Queen of Hearts is a psychopathic
bully who forces people to bend to her whims and con-
tinuously has those around her sentenced to death. She
controls one of the most powerful military forces in

29
Adventures in Wonderland
Wonderland
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 10, Dex 18, Con 12, Int 15, Wis 11, Cha 16
Skills: Appraise +6, Balance +8, Climb +4, Escape
Artist +16, Hide +12, Jump +8, Knowledge (local
[Wonderland])B +10, Knowledge (nobility and
royalty) +6, Move Silently +8, Tumble +8
Feats: Ability Focus (fascination), Armor Proficiency
(light)B, Improved Initiative, RunB
Envir onment: Wonderland
Environment:
Organization: Solitary
Challenge Rating: 4
Treasur e: Standard
easure:
Alignment: Usually Lawful Neutral
Advancement: By character class
Level Adjustment: —

Wonderland rabbits are the administrators to the up-


per-crust of Wonderland society. Practical, methodical,
and disciplined to a fault, these creatures are largely
responsible for the whimsical world they come from
Wonderland, a small army of card people. Her favorite having anything that remotely resembles an infrastruc-
pastime is a bizarre local form of croquet. She has an ture. Why they take it upon themselves to serve such
ongoing enmity with the Duchess. chaotic monarchs is anybody’s guess, as the Wonder-
Tactics: For the most part, the Queen of Hearts is land rabbits simply take it as a given that that’s what
able to achieve anything she needs as a function of her they are supposed to do.
office — and, in cases where force of some sort is nec- These creatures are often encountered outside of
essary, she typically calls upon her pack of lackey card Wonderland, carrying out their masters’ capricious
people. If forced to fight personally, however, the iras- whims. They are chiefly responsible for the influx of
cible woman will fly into a rage and beat enemies with outsiders coming to Wonderland, as travelers who see
her finely-crafted heavy royal scepter. Unlike a true them scurrying back home have a tendency to follow them.
mace, she is able to use this to inflict nonlethal dam- Two of the most well-known creatures of this sort
age with no penalty to her attacks if she is so inclined. are the White Rabbit, who serves the King and Queen
of Hearts, and the March Hare, a friend of the Mad Hatter
(who lost his supernatural qualities and his position when
WONDERLAND RABBIT he acquired a cursed item, a Timepiece of Inertia*).
Small Magical Beast
Hit Dice: 5d10+5 (32 hp) COMBA
COMBAT T
Initiative: +8 Wonderland rabbits almost never engage in combat,
Speed: 50 ft. much preferring to retreat from a fight. While this usu-
Armor Class: 18, touch 15, flat-footed 13 (+2 leather ally causes enemies to pursue them (due to the Won-
armor, +4 Dex, +1 natural, +1 dodge) derland rabbit’s fascination ability) they can often lose
Base Attack/Grapple: +5/+1 foes in the rabbit hole to Wonderland. Otherwise, they
Attack: Slam +7 (1d3) usually run back to their employers’ grounds, counting
Full Attack: 3 slams +7 (1d3) on more martial servants to defend them.
Space/Reach: 5 ft./5 ft. Fascination (Su): The sight of a Wonderland rabbit
Special Attacks: — in motion is strangely compelling, even to the most
Special Qualities: Darkvision 60 ft., fascination, I’m seasoned of travelers. Upon sighting a Wonderland rab-
late!, low-light vision, rabbit hole bit taking a double move action or run action, crea-

30
Chapter 1: Wonderland Monsters and NPCs
Wonderland
tures must make a Will save (DC 17). Those who fail
this 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 rabbit
for 24 hours. A Wonderland rabbit is unable to deacti-
vate this power, and most are unaware that they have
it at all. This is a mind-affecting effect. The save DC is
Charisma-based.
I’m Late! (Su): A Wonderland rabbit is always un-
der a haste effect (CL 5th).
Rabbit Hole (Su): As the emissaries of Wonderland’s
nobles, a Wonderland rabbit is often found abroad do-
ing their bidding. In accordance with this, they have
the ability to create portals to Wonderland in the form
of holes in the ground, commonly called “rabbit holes.”
A Wonderland rabbit can create a rabbit hole up to 60
feet away, provided that the square it is created in is
unobserved at the time — a rabbit hole cannot be creat-
ed in a space that is within someone’s sight. Once cre-
ated, a rabbit hole lasts for 1d6+1 rounds. Entering a
rabbit hole transports a character to Wonderland (see
the Introduction).
Skills: Wonderland rabbits have a +8 racial bonus
on Escape
Artist
checks.

31
Chapter 2: Wonderland Skills
Wonderland

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

Knowledge (local [Wonderland]) (Int)


[Wonderland]) DC Substance
This is a composite skill that represents an understand- 5 Detect strong scent
ing of all things related to Wonderland, to include its 10 Identify common scent (apples, oranges)
culture, history, customs, laws, inhabitants, and the 15 Detect weak scent
properties of those things. It also reflects the extent to 20 Identify uncommon scent (Goblin, troglodyte)
which a creature has been educated in one of Wonder- 25 Identify rare scent (dragon, ghoul, certain poisons)
land’s schools and the peculiar sorts of areas of knowl- –5 Essence of substance at hand for comparison
edge (and their branches) that they impart. These in-
clude arithmetic (ambition, distraction, uglification, and +2 Attempting to distinguish very similar substances
derision), mystery (ancient and modern), seaography, +2 Cumulative for each consecutive smell attempt
drawling, stretching, fainting in coils, French, music, in a 10-minute period
singing, dancing, laughing, grief, and washing.
Synergy: Characters with 5 or more ranks in Knowl- Retry: A character may attempt retries, but increase
edge (local [Wonderland]) receive a +2 bonus on Knowl- the DC by 2 for each retry within a 10-minute time period.
edge (the planes) skill checks, +2 on Charisma-based Special: Gnomes, well known for their keen sense
skill checks made to influence natives of Wonderland, of smell, add a +2 to any Smell checks. Characters
and +2 on Perform checks for songs, dances, and the with the Scent feat receive a +5 bonus on Smell checks.
like peculiar to Wonderland. Creatures with the Scent special quality receive a +8
bonus on Smell checks.
Knowledge (games) (Int) Synergy: Characters with 5 or more ranks in this
This skill represents an understanding of games, their skill receive a +2 synergy bonus on attempts to Ap-
history, rules, mechanics, and the theories and philos- praise perfumes and other commodities valued for their
ophies behind them. scent. Any character with 5 or more ranks in Smell
Synergy: Characters with 5 or more ranks in Knowl- receives a +2 synergy bonus on Taste* skill checks.
edge (games) receive a +2 bonus on Charisma-based
skill checks made against card people, shessmen, and
other monsters that are essentially sentient game pieces.
Characters with 5 or more ranks in Knowledge
(games) receive a +2 bonus on skill or ability checks
made to resolve actions within a game, determine the
winner of a game, etc.

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

33
Adventures in Wonderland
Wonderland
Taste (W is)
(Wis) Conver gence T
Convergence ask (Food T
Task asting): Characters with
Tasting):
This skill can be used to identify substances or distin- at least 2 ranks of Taste, 1 rank of Smell, and a Consti-
guish between similar beverages. tution of at least 12 can use the Taste skill to identify
Check: Make a Taste check against a DC that re- specific combinations of substances present in food and
flects the commonness of the substance. drink. Individuals with this ability are often employed
in the courts of nobles to check meals and beverages
DC Substance for unsavory additives (e.g., drugs, poison, vermin
5 Common foods feces, or other forms of contamination).
10 Common beverages Conver gence T
Convergence ask Check: Make a Taste check to
Task
15 Uncommon foods identify substances in meals. Roll for each meal event
20 Uncommon beverages, common poisons regardless of length or size.
25 Rare substances, legendary potions, or fabled
poisons DC Task
30 Alien, unique, or theoretical substances 15 Identify specific ingredients in a common meal
or beverage (e.g. Christmas pudding, chicken
Retr y: Yes. However, increase the DC by 2 for each
Retry: ala king, beef stew, cherry nut cake) (1 minute)
retry. Using a palette neutralizer (a mild cheese, for 20 Identify specific ingredients in an unusual meal
instance) will lower the DC increase to 1 for each retry. or beverage (e.g., mock turtle soup) (1-6 minutes)
25 Identify specific ingredients in a rare meal or
beverage (e.g., elemental pudding) (1-20 minutes)

+2 Cross-cultural dish (e.g. non-Wonderlanders


tasting a Wonderland dish)
+5 Common drug or poison present
+10 Rare drug or poison present

Retr y: Yes. However, increase the DC by 5 for each


Retry:
failed roll. If poison or a drug is present in the meal or
beverage the food tester may make a DC 15 Reflex save
to attempt to avoid being affected by the substance.
Special: Gnomes and Halflings receive a +2 bonus
on Taste or Food Tasting skill checks. In some cam-
paigns, magic potions can be characterized by taste,
and this skill is especially useful
in those instances, both to laymen and to those with 5
or more ranks in Taste who attempt to analyze potions
using the skills Craft (alchemy) or Profession (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.
Syner gy: A character with 5 or more ranks in Taste
Synergy:
receives a +2 synergy bonus on Smell skill checks.
Characters with the Food Tasting ability may add a +2
synergy bonus to any Spellcraft, Craft (alchemy), or
Profession (alchemist)* skill checks related to identify-
ing ingested substances. Characters with 5 or more
ranks in this skill receive +2 on attempts to Appraise
foodstuffs and beverages.

34
Chapter 2: Wonderland Skills
Wonderland

35
Chapter 3: Wonderland F
Wonderland eats
Feats

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

Aura of Chaos [General] ance, Escape Artist, Intimidate, and Ride), the Con-
Things tend to go wrong in the presence of creatures centration skill, or any abilities that require patience or
with this Feat, which include various types of undead, concentration, nor can she cast spells or activate mag-
chaotic outsiders, and priests of deities devoted to dis- ic items that require a command word, a spell trigger
order. (such as a wand), or spell completion (such as a scroll)
Prerequisite: Moderate chaotic aura (as per Detect to function. She can use any feat he has except Com-
Chaos). bat Expertise, item creation feats, and metamagic feats.
Benefit: Monsters and characters with an Aura of A fit of rage lasts for a number of rounds equal to 3 +
Chaos increase the chance of other nearby creatures the character’s (newly improved) Constitution modifi-
suffering a critical failure (DMG, p. 34) on attacks, skill er. A berserker can prematurely end her rage. At the
checks, and ability checks and something really bad end of the rage, the berserker loses the rage modifiers
happening on a natural roll of 1 or 2. This affects crea- and restrictions and becomes fatigued (–2 penalty to
tures both within a 10-foot radius of the being and those Strength, –2 penalty to Dexterity, cannot charge or run)
launching attacks against it, whether direct or indirect, for the duration of the current encounter (unless she
from any range (e.g., firing a crossbow). Note that al- happens to be a 17th-level barbarian, at which point
lies as well as enemies of the creature with this Feat this limitation no longer applies).
are subject to its effects. Entering a rage takes no time itself, but a berserker
can do it only during her action, not in response to
Bake Magic Food and Drink [Item Creation]
Food someone else’s action.
You may imbue foodstuffs you make with magical prop- Special: This feat can be taking multiple times and,
erties. for each instance that a character has it, she can rage
Prerequisite: Brew Potion, caster level 4th. one time per day. A character with the ability to rage
Benefit: This feat functions identically to Brew Po- multiple times per day can still only do so once per
tion, except that you create food or drink imbued with encounter.
4th-level or lower spells that you know, including those
that can target one or more creatures. A creature must Great House [General]
eat a portion of a food item imbued with a spell that A character with this feat has been born into one of the
affects multiple targets in order to benefit from it. ruling families of a particular state, is related to kings
and other major royalty in multiple nations, and is the
Berserker [General] holder of a particular aristocratic title (e.g., baron, count,
A character with this feat is capable of flying into a duke, prince). This status is not merit-based and does
deadly rage. not necessarily bestow enforceable obligations or re-
Benefit: A berserker can rage one time per day in sponsibilities upon the character. This feat must be the
the same way a barbarian does, temporarily gaining a first one taken by a starting character.
+4 bonus to Strength, a +4 bonus to Constitution, and a Prerequisite: Aristocrat level 1st.
+2 morale bonus on Will saves, but taking a –2 penalty Benefit: The scion of a great house receives a +3
to Armor Class. The increase in Constitution increases circumstance bonus on all opposed Charisma-based
the berserker’s hit points by 2 points per level, but these skill checks (e.g., Gather Information) made to other
hit points go away at the end of the rage when her aristocrats or to other characters who understand who
Constitution score drops back to normal. (These extra he is. Furthermore, all DCs for Knowledge (nobility and
hit points are not lost first the way temporary hit points are.) royalty) skill checks pertaining to the character or his
While raging, a berserker cannot use any Charisma-, family are at –5 (e.g., his family name is recognizable
Dexterity-, or Intelligence-based skills (except for Bal- with a DC 10, rather than a DC 15, skill check).

37
Adventures in Wonderland
Wonderland
With the DM’s approval, a character with this feat plus his Cha modifier (if positive), a Lucky character
can opt to assume various obligations in return for ap- can add 1d6 to the results of any other die roll (e.g.,
propriate benefits (e.g., upon reaching a certain level attack, skill check, ability check, damage, initiative)
of experience, a marquis could choose to take over a after the roll is made but before its results are known.
fortified frontier manor house, formerly held by anoth- Special: This Feat can be taken multiple times, in-
er member of his family, in exchange for military de- creasing the total number of times per day its benefits
fense of the surrounding area). can be used.
Normal: Most aristocrats are from minor houses, for
which they receive no marked benefits above and be- Paranoid [General]
yond those that would be enjoyed by members of any “They” probably really are out to get the character with
other character classes. Knowledge (nobility and roy- this feat—and he is going to be ready for them!
alty) skill check DCs pertaining to them or their fami- Benefit: A paranoid character gets a +1 bonus to all
lies are not affected by the relative prominence of their Reflex saving throws and a +2 circumstance bonus to
houses. Sense Motive checks.
Special: At the DM’s option (or the player’s if appro-
priate), an aristocrat character can be deemed to be Sensory Awareness [General]
from an obscure house (this can be both a benefit and a A character with this feat is acutely aware of his sens-
detriment and does not use up a feat). Furthermore, all es of hearing, touch, smell, sight, and taste.
skill check DCs for Knowledge (nobility and royalty) — Prerequisite: Int 12 OR Wis 12 OR Cha 12.
or Knowledge (local [Wonderland]) in a Wonderland Benefit: A character with Sensory Awareness re-
setting — pertaining to the character or his family made ceives a +1 bonus on all Listen, Search, Smell*, Spot,
by others are at +5 (e.g., his family name is recogniz- and Taste* checks.
able with a DC 20, rather than a DC 15, skill check).
Shrewd [General]
Greater Aura of Chaos [General] A character with this feat has a knack both for gleaning
Things tend to work out as inexplicably well for crea- information from written material and for reproducing it.
tures with this Feat as they turn out poorly for those Benefit: A character with this feat receives a +2 bo-
around them. nus on all Decipher Script and Forgery skill checks.
Prerequisite: Aura of Chaos, strong chaotic aura (as
per Detect Chaos). Take a Beating [General]
Benefit: Creatures with a Greater Aura of Chaos have A character with this Feat can survive an abnormal
an increased chance of enjoying a critical success amount of blunt-force trauma.
(DMG, p. 34) on skill checks and ability checks and Prer
Prer equisite: Toughness.
erequisite:
something especially good happening on a natural roll Benefit: A character who can Take a Beating re-
of 19 or 20. Additionally, the threat range for attacks ceives damage resistance 3/— against bludgeoning at-
made by creatures with this Feat improves by one place tacks (e.g., unarmed strikes, maces, and clubs), regard-
(e.g., from 17-20 rather than 18-20 for a scimitar). less of whether they inflict lethal or non-lethal dam-
age. This benefit also applies to bluntforce damage from
Improved Manipulation [General] things like falling, tripping, or car accidents.
Prerequisite: Dexterity 13+, hands, prehensile tail,
vestigial hands, or trunk. Uninhibited Mind [General]
Benefit: The penalty for using your hands, tail, or Your mind is so unrestrained that outside forces have
trunk to perform skills or make attacks with weapons difficulty controlling it.
is reduced by 2. Prerequisites: Chaotic alignment, Iron Will.
Benefit: When making Will saves against mind-af-
Lucky [General] fecting effects, you roll 4d6 instead of 1d20. This roll
A character with this Feat has better than average luck. has no automatic success or failure.
Benefit: A number of times per day equal to one

38
Chapter 3: Wonderland F
Wonderland eats
Feats

39
Chapter 4: Wonderland Spells
Wonderland

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

Alter Self, Lesser Duration: 1 min./level


Transmutation Saving Throw: Will negates
Level: Bard 1, Sor/Wiz 1 Spell Resistance: Yes
Components: V, S
Casting T ime: 1 standard action
Time: The transmuted creature becomes dumber. The spell
Range: Personal grants a -4 enhancement penalty to Intelligence, sub-
Tar get: You
arget: tracting the usual benefits to Intelligence-based skill
Duration: 1 hour/level (D) checks and other uses of the Intelligence modifier.
Wizards (and other spellcasters who rely on Intelli-
As alter self, except that you cannot change into a dif- gence) affected by this spell lose bonus spells that would
ferent creature. Any changes made must be to features have been granted by the lost Intelligence, and the sav-
that the caster already has. If a human wizard were to ing throw DCs for spells they cast while under this spell’s
cast this spell, she would be able to increase her bust effect also increase. This spell also causes all skill
size, for example, but she would not be able to give checks to be made with a -2 modifier, regardless of
herself wings unless she already had them. If she did their key ability score.
have wings, however, she would be able to change them Arcane Material Component: A few feathers or a
from black butterfly wings to red-lined demon wings if pinch of dung from a dodo bird.
she so chose. If this spell is used to create a disguise,
the caster receives a +5 bonus on her Disguise skill
check.

Alter Other
Transmutation
Level: Bard 3, Sor/Wiz 3
Components: V, S
Casting T ime: 1 standard action
Time:
Range: Touch
Tar get: Creature touched
arget:
Duration: 10 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell functions in all ways as lesser alter self, ex-


cept that it can be used upon another creature, which
is entitled to a saving throw to resist its effects.

Dodo’s Stupidity
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting T ime: 1 standard action
Time:
Range: Touch
Tar get: Creature touched
arget:

41
Adventures in Wonderland
Wonderland
Dodo’s Stupidity
Stupidity,, Mass dividing its weight by 16. This decrease causes the
Transmutation creature to lose two size categories. The target gains a
Level: Brd 6, Clr 6, Sor/Wiz 6 +4 size bonus to Dexterity, a -8 size penalty to Strength
Range: Close (25 ft. + 5 ft./2 levels) (to a minimum of 1), and a +2 bonus on attack rolls and
Tar get: One creature/level, no two of which can be
arget: AC due to its reduced size.
more than 30 ft. apart A humanoid creature whose size decreases to Tiny
has a space of 2-1/2 feet and a natural reach of 0 feet.
This spell functions just like dodo’s stupidity, except This spell does not change the target’s speed.
that it can affect multiple creatures. Greater reduce person counters and dispels greater
enlarge person.
Enlarge Person, Greater
Person, Greater reduce person cannot be made permanent.
Transmutation
Level: Sor/Wiz 4, Strength 4 Sneeze
Transmutation
This spell functions like enlarge person, except as fol- Level: Brd 0, Sor/Wiz 0
lows: Components: V, S, M
This spell causes instant growth of a humanoid crea- Casting T ime: 1 standard action
Time:
ture, multiplying its height by four and its weight by Range: Close (25 ft. + 5 ft./2 levels)
16. This increase causes the creature to gain two size Tar get: One creature
arget:
categories. The target gains a +8 size bonus to Strength, Duration: 1 round
a -4 size penalty to Dexterity (to a minimum of 1), and Saving Throw: Will negates
a -2 penalty on attack rolls and AC due to its increased Spell Resistance: Yes
size.
A humanoid creature whose size increases to Huge This spell causes its target to sneeze violently, com-
has a space of 15 feet and a natural reach of 15 feet. pletely stunning it briefly (i.e., it drops everything held,
This spell does not change the target’s speed. cannot take actions, suffers a -2 penalty to AC, and
Greater enlarge person counters and dispels greater loses any Dex bonus to AC).
reduce person. Arcane Material Component: A pinch of pepper.
Greater enlarge person cannot be made permanent.
Sneezing Fit
Fit
Fly
Fly,, Mass Transmutation
Transmutation Level: Brd 4, Sor/Wiz 4
Level: Sor/Wiz 7, Travel 7 Components: V, S, M
Range: Touch Casting T ime: 1 standard action
Time:
Tar get: One creature/level, no two of which can be
arget: Range: Close (25 ft. + 5 ft./2 levels)
more than 30 ft. apart Tar get: One creature or one creature/level, no two of
arget:
which can be more than 30 ft. apart
This spell functions just like fly, except that it can af- Duration: 1 round/level
fect multiple creatures. Saving Throw: Will negates
Spell Resistance: Yes
R educe Person, Greater
Person,
Transmutation This spell functions just like sneeze, except that it can
Level: Sor/Wiz 4 last for an extended duration and/or affect multiple
creatures. If cast against a single target, it suffers a -4
This spell functions like reduce person, except as fol- penalty on its saving throws; the victim is, however,
lows: entitled to a saving throw at the beginning of every
This spell causes instant diminution of a humanoid round after the spell is cast to see if it is affected that round.
creature, quartering its height, length, and width and Arcane Material Component: A pinch of pepper.

42
Chapter 4: Wonderland Spells
Wonderland

43
Chapter 5: Wonderland Magic Items
Wonderland

M
any different sorts of magic items can be found in Wonderland, to include items similar to those that
can be found in traditional campaign settings, those that function somewhat differently on the chaot
ic demi-plane, and those that are unique to the milieu.
Potions in Wonderland are often the traditional flasks of liquid. Some, however, take the form of small cakes or
other edible items, and even mushrooms and other naturally-growing items. The Food Items sub-table of 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 to
the highest plus half that of any subsequent potions.

Fan of Diminution: This appears to be a typical small, Potion of Enlarge Person: Most such potions function
folding paper fan. Each round that a creature waves like those anywhere else, albeit at a higher-than-usual
the fan on itself, it is reduced in size by one category, caster level. It is 20% likely that any potion of this sort
to maximum size of Fine. The fan will reduce in size will be double-strength and increase the drinker’s size
with the character but if abandoned will, after 24 hours, by two categories (e.g., from Medium to Huge).
return to its normal size. If used against another crea- Moderate transmutation; CL 7th; Brew Potion or Bake
ture, the target is entitled to a saving throw (Fortitude Magic Food and Drink*; enlarge person or greater en-
DC 16). large person*; Price 350 gp (1,400 gp if double strength).
Moderate transmutation; CL 7th, Craft Wondrous
Item; greater reduce person*; Price 28,000 gp. Potion of Reduce Person: Most such potions function
like those anywhere else, albeit at a higher-than-usual
Hookah of Stability: This elaborate water pipe reduc- caster level. It is 20% likely that any potion of this sort
es the chances of both magical and natural transmuta- will be double-strength and decrease the drinker’s size
tion in anyone who smokes from it (e.g., the spell en- by two categories.
large person, a caterpillar’s change into a butterfly, ag- Moderate transmutation; CL 7th, Brew Potion or Bake
ing). Smoking it for at least a minute gives a +4 bonus Magic Food and Drink*; reduce person or greater re-
on applicable saving throws or allows a save when one duce person*; Price 350 gp (1,400 gp if double strength).
would not otherwise be allowed for 24 hours thereaf-
ter. A long-term smoker of this item does not age or
receive either the positive or negative adjustments to
ability scores associated with doing so (but this effect
does not impart immortality and the character will still
die at whatever point he otherwise would and can still
be killed as usual).
The benefits of the hookah also have a mild narcotic
effect, however, that reduces reaction times, inflicting
a -4 penalty on initiative rolls and Spot and Listen skill
checks.
Strong conjuration; CL 13th, Craft Wondrous Item;
greater restoration; Price 39,000 gp.

Pepper-Box of Sneezing: This charged item functions


in all ways as would a wand of sneezing fit, the one
exception being that it is keyed to a higher-level spell
than that normally associated with such as device. Potion of Stupidity (Cursed): This sort of potion re-
Moderate transmutation; CL 9th; Craft Wondrous duces the Intelligence of its imbiber by 4 points for three
Item; mass sneezing; Price 30,000 gp. minutes (30 rounds). This has several effects, which

45
Adventures in Wonderland
Wonderland
include reducing the modifiers for Int-based skills and Robe of Hearts: This sumptuous royal robe is fash-
also imposing a -2 penalty on all skill checks, regard- ioned from satin, cloth of gold, ermine, and other rich
less of their key ability score. Such a draught will also materials and emblazoned with a dozen large, red
cause wizards to forget any bonus spells granted by hearts, and bestows upon its wearer an armor bonus of
their former Intelligence and all spells that would not +6. If that wearer is both a Wonderland human and has
be allowed with their lower level of Intelligence. class levels in aristocrat, however, this armor bonus
About one-third of such potions take the form of some increases to +12.
baked good, rather than a liquid. This sort of a potion is Similar garments corresponding to different card suits
often combined with other sorts of potions in Wonder- and possibly with different benefits could quite possi-
land, especially potions of enlarge person. bly exist as well.
Faint transmutation; CL 3rd (or 4th), Brew Potion (or Strong conjuration; CL 18th, Craft Wondrous Item;
Bake Magic Food and Drink*); dodo’s stupidity*; Price mage armor; Price 81,000 gp.
300 gp.
Timepiece of Iner tia (Cursed): This powerful cursed
Inertia
Potion of Lesser Alter Self: Some 50% of potions of item, which typically takes the form of a pocketwatch
this sort are set to produce a specific effect (e.g., giving that shows days rather than hours, harms its owner’s
the drinker a long, serpentine neck). This sort of a po- place in time. One such item is owned by the unfortu-
tion is often combined with other sorts of potions, es- nate March Hare. Its effects include:
pecially potions of growth. * Its owner cannot be affected by haste, slow, or any
Faint transmutation; CL 3rd (or 4th), Brew Potion (or other spells that speed up or slow them down.
Bake Magic Food and Drink*); lesser alter self *; Price * Duration of spells cast upon the owner of the time-
50 gp. piece is automatically reduced to 0 rounds (i.e., negat-
ing them in most cases). Spells with an instantaneous
duration 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 either
the positive or negative adjustments to ability scores
for doing so. This effect does not impart immortality,
however, and the character will still die at whatever
point he otherwise would (and can, of course, be killed
as normal).
Strong necromancy; CL 17th, Craft Wondrous Item;
bestow curse; Price 39,000 gp.

Vorpal W eapon: Such a weapon is even more power-


Weapon:
ful in Wonderland than elsewhere, and rather than
threatening to remove an opponent’s head on a natural
role of 20, it does so instead on the normal threat range
for a weapon of its sort (e.g., 19-20 for most swords). It
also crackles with the energy of its enhanced strength,
making a “snicker-snack!” sound when wielded. A
vorpal weapon functions otherwise just as described
in the DMG.
Strong necromancy and transmutation; CL 18th, Craft
Magic Arms and Armor; circle of death, keen edge;
Price +5 bonus.

46
Chapter 5: Wonderland Magic Items
Wonderland

47
Appendix I: Wonderland Gazeteer
Wonderland

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

Court The Hall of Doors is a nexus connecting various


This regal hall serves as both an audience chamber for worlds. While most of its doors lead to specific loca-
the King and Queen of Hearts and the court of justice tions in Wonderland, some may go to other places alto-
for the kingdom. It is sumptuously decorated with ban- gether. Whether visiting characters are able to open
ners and tapestries displaying the coats-of-arms and those doors and exactly where they then lead is com-
history of Wonderland and appointed with ornate, pletely at the discretion of the game master.
heavy, wooden furnishings of all sorts, to include a ta- One means of entering the hall from outside of Won-
ble at its very center, upon which evidence relevant to derland is through temporary or permanent holes of
court cases is displayed. It is in this place, in trials by the sort formed by Wonderland rabbits (q.v.). Visitors
jury, that rogues like the Knave of Hearts are tried for who drop through one of these will drop a seemingly
their crimes and that the many death sentences hand- immeasurable distance into the earth and, during their
ed down by the queen are confirmed or commuted. fall, may note that the sides of the shaft are lined with
A nearby prison (q.v.) is used to hold those variously bookshelves and cabinets. While there might not be
awaiting trial or convicted of crimes against the state anything of use to adventurers on any of these, this can
or its citizens. be a good opportunity for the game master to provide
characters with any items he wants them to have dur-
Hall of Doors ing their adventures in Wonderland.
“She found herself in a long, low hall, which was lit While the time falling through this portal will be hard
up by a row of lamps hanging from the roof. There for characters to gauge accurately — somewhere be-
were doors all round the hall, but they were all locked tween 1d6+4 rounds and an hour — the game master
… Suddenly, she came upon a little three-legged table, can nonetheless limit how many useful characters might
all made of solid glass; there was nothing on it but a obtain on the way down (e.g., one clearly useful item
tiny golden key, and Alice’s first idea was that this might and 1d3 of dubious value). The game master can ei-
belong to one of the doors of the hall; but, alas! either ther allow characters to automatically grab a certain
the locks were too large, or the key was too small, but number of items or allow this to vary with how well
at any rate it would not open any of them. However, on they make Reflex saving throws (once again, refer to
the second time round, she came upon a low curtain Appendix III: Random Wonderland Items).
she had not noticed before, and behind it was a little Characters falling through this hole-portal will typi-
door about fifteen inches high: she tried the little gold- cally land on a pile of leaves and sticks. Alternately,
en key in the lock, and to her great delight it fitted! the game master can require them to make a DC 15
Alice opened the door and found that it led into a small Reflex saving throw to avoid 1d6 points of falling damage.
passage, not much larger than a rat-hole: she knelt A character that changes its mode of movement while
down and looked along the passage into the loveliest in the hall will be transported to some location or ap-
garden you ever saw.” propriate location in Wonderland. If, for example, a
This strange place is a maze of intersecting passage- character walking around in the hall who subsequent-
ways, secret doors, and hidden alcoves. Pieces of fur- ly ends of swimming or flying for whatever reasons,
niture, such as end tables, can be periodically be found will end up outside of the hall and in a random place.
throughout it. Random items — or those the game mas- Or, one who somehow ends up swimming or having to
ter wants to party to have — can also sometimes be make a Balance skill check to avoid slipping in water
found or even just appear in the hallway (see Appen- may end up in the surf along the Seashore (q.v.).
dix III: Random Wonderland Items).

49
Adventures in Wonderland
Wonderland
“Mad” Hatter ’s Tea R oom
Tea his haunts, and the tea room where he holds his ab-
“There was a table set out under a tree in front of the surd parties is located underneath a large tree that
house, and the March Hare and the Hatter were hav- grows in front of it.
ing tea at it: a Dormouse was sitting between them, fast
asleep, and the other two were Prison
using it as a cushion resting their elbows on it, and To outward appearances, this is nothing more than a
talking over its head. … The table was a large one, but small, dismal building with barred windows and a re-
the three were all crowded together at one corner of it. inforced entryway, but even a brief visit will reveal that
“No room! No room!” they cried out when they saw it is far more extensive than it appears at a glance.
Alice coming. “There’s plenty of room!” said Alice in- Within it are various sorts of cells, both simple ones
dignantly, and she sat used to confine prisoners awaiting trial at the Court
down in a large arm-chair at one end of the table.” (q.v.) and more complex ones that have been designed
This outdoor team room is used by the “Mad” Hat- to effectively jail some of the weirder and stranger den-
ter to host parties for his friends, during which they tell izens of the country. It is manned by a contingent of
nonsensical tales and the like. It is located beside the card people guards.
house of the March Hare (q.v.).
Queen of Hearts’ Croquet Ground
House of the March Hare Used as the venue for the Queen of Hearts favorite pas-
This is a large house on which “the chimneys were time, croquet, this is “the loveliest garden you ever
shaped like ears and the roof was thatched with fur.” It saw,” characterized by “beds of bright flowers,” “cool
is likely that the “Mad” Hatter, a close friend of the fountains,” and flower pots of all sizes, some large
March Hare, has chambers of some sort here, as no enough for a person to hide in. This place is often full
other home is known for him. It is, in any event, one of of courtiers and other citizens of Wonderland, many of

50
Appendix I: Wonderland Gazeteer
Wonderland
boojum, a subspecies of Snark. Specific places within
it include the Valley of the Jubjub Bird.

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

White R abbit’s House


The owner of this small, neat, two-story house can be
identified by a brass plate on the door engraved with
the words “W. RABBIT.” Its upstairs area includes the
them summoned there by the queen for croquet match- White Rabitt’s dressing chamber, “a tidy little room with
es, and staffed by card people gardeners, many of them a table in the window, and on it … a fan and two or
engaged in bizarre activities (e.g., as one visitor noted, three pairs
“A LARGE rose-tree stood near the entrance of the gar- of tiny white kid gloves [and] a little bottle that stood
den: the roses growing on it were white, but there were near the looking-glass.” The day-to-day operations of
three gardeners at it, busily painting them red.”). the house are managed by Mary Ann, the White Rab-
Croquet matches played here use various living crea- bit’s housemaid. This place might show the signs of a
tures as components, to include flamingoes as mallets, battle at some point in the past that damaged its chim-
hedgehogs as balls, and bent-over card people as hoops. ney and some of it furnishing and scuffed up some of
its walls.
Queen of Hearts’ Palace
Palace
This large, elaborate palace is surrounded by pleasant
gardens and located in proximity to a number of other
official structures, including the Court (q.v.) and Prison
(q.v.). It is staffed by the Queen of Hearts’ surly and
unhelpful servitors and guardsmen, most of them card
people of various classes and levels.

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

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

51
Appendix II: Wonderland Adventure Hooks
Wonderland

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

Down — But Not Out — of the R abbit Hole


Rabbit Snarked
After taking a tumble down a rabbit hole (whether a Whether from their own world or in Wonderland, the
permanent portal or one of the temporary sorts created party is dispatched to legendary Snark Island in search
by a Wonderland rabbit), the party finds itself in the of some coveted thing (e.g., a delicious jubjub bird for
Hall of Doors. Investigation may reveal which of the a critical feast, the magical gland that allows a boojum
doors will return them to their own world, but no means to disintegrate its foes). Does the place exist at all? If
at their disposal will open it, forcing them on an odys- so, is it as unpleasant as the tales about it would sug-
sey through the strange new world they have discov- gest? And, perhaps most important of all, is it really
ered in search of the key or other means of opening it the haunt of the lethal bandersnatch? (Note that this
and returning home. adventure hook can serve as a means for introducing a
party to Wonderland, as Snark Island apparently exists
Lost and Loving It between worlds and could act as a portal between them.)
A powerful noble in the PC’s hometown is sick with
worry when his son vanishes and cannot be located. Step into the Parlor
Parlor
Desperate, he puts out a hefty reward for the safe re- The main road through a forest near the PC’s home has
turn of his heir. While searching, the PCs stumble onto suddenly become much deadlier as of late. A number
Wonderland, where the boy is located. However, the of caravans have vanished, and those that made it
youth is loving the carefree new land he has found and through are always missing several people, with the
does not want to return home, insisting that he is horri- survivors spreading stories about horrific monsters that
bly mistreated there. Is the boy being honest, or is he pursued them from the trees. In fact, a bandersnatch
lying in hopes of being able to stay and play forever? has come to the forest and taken control of a local group
of ettercaps, leading them on brutal raids against trav-
Cards and Chess and Hedgehogs, oh my! elers. The PCs may be the only ones who can put a
The Red Queen and the Queen of Hearts have declared stop to it, but can they figure out how the bandersnatch
war on each other! As chess people and card people arrived from Wonderland in the first place?
rush to muster their forces, the Mad Hatter beseeches
the PCs to intervene before open hostilities begin. If Invasion!
they do, they will find that the two queens are willing All sorts of foreign monsters are turning up in Wonder-
to settle things over a game of croquet, but only if the land lately. Gryphons are getting into fights with grif-
PCs join in also, with each queen hinting that they will fons. Doppelgangers are replacing chess people.
reward them if they help her win. Now, the PCs have Cheshire cats are playing hide-and-seek with were-ti-
to figure out how to make sure the game ends with gers. It seems that a permanent portal to Wonderland
both queens’ egos assuaged, lest the threat of war be has opened up somewhere and, clearly, this will need
renewed. to be closed before the inhabitants of Wonderland start
to respond to this by emerging into the PCs’ world in
Whiffling Through the Tulgey W
Tulgey ood
Wood force. But who created this portal, and why?
An uproar grips the land, as the Knave of Hearts has
returned from a recent outing, claiming he saw the Magical R econaissance
legendary jabberwock! Now, the King of Hearts has or- Hoping to tap into the strange and chaotic power of
dered the PCs to go forth and retrieve a powerful vor- Wonderland in some way, a powerful spellcaster in-
pal sword just in case the Knave is being truthful. If duces the party to travel to the alien demi-plane to gather
they do not, the Queen will surely have them behead- information, components, and any number of other
ed. But where can such a rare and mighty sword be found? potentially useful things.

53
Appendix III: R andom Wonderland Items
Wonderland

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

Table: R andom Wonderland Items


Wonderland Subtable: Food Items
Food
d20 Item 1 Jar of orange marmalade
1 Food (see subtable) 2 Dried chamomile
2 Statuette of a griffon 3 Barley sugar candy
3 Clock 4 Vinegar
4 Book (see subtable) 5 Meat pie
5 Pack of playing cards 5 Tureen of soup
6 Potion (roll randomly or DM’s choice) 7 Tart
7 Key (e.g., to a door in the Hall of Doors) 8 Cake
8 Bunch of feathers 9 Cookies
9 Thimble 10 Box of candy (d10+20 pieces)
10 Gloves (e.g., white kid) 11 Fruit (e.g., apple, fig)
11 Hand mirror 12 Vegetable (potato, cucumber)
12 Rope (1d6x10 feet) 13 Butter
13 Jack-in-the-box 14 Treacle
14 Skyrocket (as per the “Fireworks” effect of 15 Bread
Pyrotechnics) 16 Jug of milk
15 Box of matches 17 Mushrooms
16 Jar of ointment 18 Pigeon eggs
17 Silk handkerchief 19 Pot of pepper
18 Food service items (see subtable) 20 Flask of brandy
19 Mousetrap
20 Slate and pencil
Subtable: Books
1 Illustrations by Arthur Rackham
Subtable: Food Service Items
Food 2 Mathematics textbook
1 Dish 3 Lolita by Vladimir Nabakov
2 Kettle 4 Poems by Austin Dobson
3 Knife 5 Pair of Lyric Epistles by Peter Pindar
4 Fork 6 A Classical Dictionary of the Vulgar Tongue by
5 Spoon Francis Grose
6 Butterknife 7 Illustrations by John Tenniel
7 Teacup 8 Notebook (blank)
8 Saucer
9 Cat-shaped cheese mould
(50% likely to be 10-100% full)
10 Teapot

55
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W elcome
elcome to
to W
incorporates
Wonderland,
onderland, aa strange,
Wonderland,
incorporates aspects of
and
aspects
and aa demi-plane
demi-plane of
strange,
of aa fairytale
of chaos!
chaos!
fairytale
sometimes
sometimes creepy
land,
creepy alternate
alternate world
world that
that
land, the elements of children’s nightmares,
the elements of children’s nightmares,

This
This OGL
OGL sourcebook
sourcebook is
is inspired
inspired by
by the
the works
works of
of Lewis
Lewis Carroll,
Carroll, including his Alice’s
including his Alice’s
Adventures in W onderland
Adventures in Wonderland Through the Looking Glass
Wonderland and Through the Looking Glass and a number of poems.
and and a number of poems. It
It
includes:
includes:

** More
More than
than 20
20 monsters
monsters and
and NPCs
NPCs native
native to
to
W onderland.
Wonderland.

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

** A
A W
Wonderland
onderland Gazeteer
Wonderland Gazeteer

** W
Wonderland
onderland Adventure
Wonderland Adventure Hooks
Hooks

** T
Tables
ables for
Tables for selecting
selecting RRandom
andom
W onderland Items
Wonderland Items

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