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Sourcebook
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ying Games
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By Michael J. V
arhola, Shane O
Connor
Varhola,
OConnor
Connor,,
and the Skirmisher Game Development Group

By Michael J. V
arhola, Shane O
Connor
Varhola,
OConnor
Connor,,
and the Skirmisher Game Development Group

Adventures in Wonderland
A Sourcebook for OGL R
oleplaying Games
Roleplaying
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Authors: Michael J. Varhola, Shane OConnor, and the Skirmisher Game Development Group
Publishers: Robert Mac McLaughlin, Michael J. Varhola, Geoff Weber, and Oliver Cass
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-in-Chief/Layout and Design: Michael J. Varhola
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tists: Peter Newell, Arthur Rackham, Charles Robinson, John Tenniel
Artists:
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Table of Contents
Introduction

Chapter 1: W
onderland Monsters and NPCs
Wonderland

Animal, W
onderland (T
emplate)
Wonderland
(Template)
Bandersnatch
Card P
erson
Person
Caterpillar
Cheshire Cat
erson
Chess P
Person
Bishop
King
Knight
Pawn
Queen (T
emplate)
(Template)
Sample Queen (Augmented P
awn F
ighter 9)
Pawn
Fighter
Rook
Christmas P
udding
Pudding
Duchess
Piglet F
amiliar
Familiar
Gryphon
Hedgehog, W
onderland
Wonderland
Jabberwock
King of Hearts
Knave of Hearts
Mad Hatter
Mock T
urtle
Turtle
Queen of Hearts
R abbit, W
onderland
Wonderland

7
8
9
11
12
13
13
15
16
17
18
18
19
21
22
23
23
24
25
26
26
27
28
29
30

Chapter 2: W
onderland Skills
Wonderland

33

Chapter 3: W
onderland F
eats
Wonderland
Feats

37

Chapter 4: W
onderland Spells
Wonderland

41

Chapter 5: W
Wonderland
onderland Magic Items

45

Appendix I: W
onderland Gazeteer
Wonderland

49

Appendix II: W
onderland Adventure Hooks
Wonderland

53

Appendix III: R andom W


onderland Items
Wonderland

55

Open Game License V


ersion 1.0.a
Version

57

Skirmisher P
roducts
Products

59

Introduction

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

As the name of this book suggests, it and its contents


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

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

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

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

Chapter 1: W
onderland Monsters and NPCs
Wonderland

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

Animals of all types can be found in Wonderland.


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

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

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

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

Adventures in W
onderland
Wonderland
tures list as class skills, as well as all Craft, Perform,
and Profession skills.
Feats: A Wonderland animal does not gain any feats
from this template, but may wish to take the Improved
Manipulation feat (see Chapter 3).
Challenge Rating: As base creature +0.

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

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

Chapter 1: W
onderland Monsters and NPCs
Wonderland
CARD PERSON
Card people are one of the strange races native to Wonderland. They are, in fact, living playing cards, and
each bears an appropriate number of standard symbols, Hearts, Diamonds, Spades, or Clubs. They are
the servitors, soldiers, courtiers, and even children of
Knaves, Queens, and Kings, Face Cards that conform to the characteristics of Wonderland humans rather than card people.
Such beings are organized into a strict hierarchy,
with Deuces (2s) at the lower end of the spectrum and
Aces (1s) at the upper end. In keeping with the arcane
organization of such beings, an Ace can even sometimes veto, or trump, the orders of a Face Card. Furthermore, card people often segregate which symbols
perform which duties: Spades are often fighters, rangers, or experts, Clubs tend to become clerics, Hearts
tend to be rogues, bards, or aristocrats, and Diamonds
are often wizards.

A Card person can always take Craft or Profession as class skills.


A Card person receives a natural Armor Class
bonus equal to the number of symbols it bears, which
are resistant to damage and provide it with some protection (with the exception of Aces, which receive +11).
Automatic Languages: Common. Bonus Languages: Draconic, French, Latin, Sylvan.
Favored Class: Fighter.
The Card Person sample Warrior presented below had
the following ability scores before racial adjustments:
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. The sample Fighter had Str 15, Dex 13, Con 14, Int 10, Wis 12,
Cha 8.

COMBA
T
COMBAT
Like other humanoids, Card People typically use weapons in combat. While members of any suit might be
found with any sorts of arms, Clubs tend to be armed
with maces and other sorts of blunt weapons and
Spades with swords.
Car
d People T
raits (Ex): Card people possess the folCard
Traits
lowing racial traits.
2 Strength, +2 Dexterity.
Small size.
A Card persons base land speed is 20 feet.
A Card person may make Knowledge (local [Wonderland]) checks untrained, and has a racial bonus to
such checks equal to 3 plus its HD/level.
Because they are made to a great extent of cardboard-like tissue, Card people suffer at 4 penalty on
saving throws versus any effects that involve fire (including attempts to avoid catching on fire).
Card people take 1d6 additional damage from flaming weapons or attacks like torches or a fireball spell.
Card people suffer at -4 penalty on saving throws
versus any wind-based effects that might result in them
being blown away or the like.
Card people have damage reduction 2/slashing.
A Card person always has a number of levels
equal to the number of symbols it bears, minus 1, with
the exception of Aces, which have 10 HD/levels.

Adventures in W
onderland
Wonderland
Car
d Person, 1st-Level W
ar
rior
Card
War
arrior
Small Humanoid (Card Person Deuce of Spades)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural),
touch 12, flat-footed 13
Base Attack/Grapple: +1/3
Attack: Greatsword +3 melee (1d10/19-20)
Full Attack: Greatsword +3 melee (1d10/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Card person traits
Saves: Fort +3, Ref +1, Will 1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: Intimidate +2, Knowledge (local [Wonderland])B +4,
Profession (gardener) +3

Feats: Weapon Focus (greatsword)


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

10

Chapter 1: W
onderland 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
Level Adjustment:
Wonderland caterpillars are ancient beings that have
used a combination of powerful drugs and magic to
both prevent themselves from aging and to provide them
with vast knowledge of both their homeland and worlds
beyond it. With their consciousnesses always half somewhere else, such creatures generally seem slow, vague,
and disconnected.
At around three inches tall, they are not much of a
physical threat to anyone, and characters who have
not been reduced in size are not likely to even notice
such diminutive creatures. At first glance, a Wonderland caterpillar might appear to have human-like features, but this is actually because of its ability to use its
small legs to form shapes reminiscent of features like a
nose, mouth, ears, and the like.
While not overly gregarious, such creatures perceive

their role as oracles and will provide information


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

11

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

12

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

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

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

13

Adventures in W
onderland
Wonderland
Despite their ecclesiastical title, bishops are the rogues
of chess people. While rarely duplicitous, they tend to
consider things from every angle, looking for an advantage. Most prefer to work in groups with other chess
people, and tend to try and fade to the background
when with others, finding that it allows for them to
assess people and situations easier.
COMBA
T
COMBAT
Bishops act tactically in combat, using their angling
advancement ability together with their Mobility feat to
quickly assume advantageous positions. They usually
try to flank a foe with another chess person (usually a pawn)
and move away should their flanking ally be taken out.
Angling Advance (Ex): A bishop always treats a diagonal move as being 5 feet.
Sneak Attack: When flanking an opponent, or when
attacking a flat-footed opponent, a bishop adds +1d6 to
their melee attacks, as well as to ranged attacks made
against a target within 30 feet.

14

BISHOPS AS CHARACTERS
Bishop T
raits (Ex)
Traits
Bishops possess the following racial traits.
+2 Str, +6 Dex, +4 Con, +4 Wis, +2 Cha
A bishops base land speed is 30 ft.
Racial Hit Dice: A bishop begins with three levels of
humanoid, which provide 3d8 Hit Dice, a base attack
bonus of +2, and base saving throw bonuses of Fort +1,
Ref +3, Will +1.
Racial Skills: A bishops humanoid levels give it skill
points equal to 6 (2 + Int modifier, minimum 1). Its
class skills are Hide, Knowledge (local [Wonderland]),
Knowledge (nobility and royalty), Listen, Move Silently, and Spot.
Racial Feats: A bishops humanoid levels give it two
feats.
Weapon and Armor Proficiency: A bishop is automatically proficient with simple weapons, medium and
light armor, and shields.
Special Qualities (see above): Angling advance,

Chapter 1: W
onderland 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
Attack: Masterwork scepter +4 (1d8)
Full Attack: Masterwork scepter +4 (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite
Special Qualities: Angling advance, impaired senses,
majesty, royal guard
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 10, Dex 11, Con 12, Int 16, Wis 17, Cha 18
Skills: Diplomacy +13, Gather Information +6,
Intimidate +11, Knowledge (local [Wonderland])B +14,
Listen -1, Perform (oratory) +11, Profession
(sovereign) +10, Sense Motive +10, Spot -1
Feats: Great Fortitude, Great House*B, LeadershipB,
Lightning Reflexes
Envir
onment: Wonderland
Environment:
Or
ganization:
Organization: Solitary, pair, or board (8 pawns,
2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)
Challenge Rating: 4
e: Double standard
Treasur
easure:
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +3
Kings are the sovereigns of the chess people of Wonderland and, without one, a chess person army cannot
be fielded.
Only one king may exist per color of chess person
faction in Wonderland and, when one no longer exists,
a new one may be crowned in a formal ritual. If a king
is defeated in battle, however, there may be an indefinite period before he is replaced, during which a queen
will reign in his place.

COMBA
T
COMBAT
While kings are generally capable leaders and can be
somewhat dangerous in close quarters, they are slowmoving, have an appearance of infirmity, and can be
killed relatively easily.
Angling Advance (Ex): Like a bishop, a king always
treats a diagonal move as being 5 feet.
Smite (Ex): Once per day, a king can make an attack modified by his positive Charisma bonus, if any,
to smite an opponent, inflicting one additional hit point
of damage per total Hit Dice.
Royal Guard (Ex): If a king is adjacent to a rook, he
is entitled to make a Reflex saving throw to avoid any
attack made against him, with a DC equal to the number rolled for the attack.
Impaired Senses (Ex): A king is hard of hearing and
has bad eyes, receiving a -4 penalty on all Listen and
Spot skill checks.
Skills: A king receives a bonus of +4 to the skill
modifier for Knowledge (local [Wonderland]) that it
would normally receive as a native of Wonderland. Its
class skills are Diplomacy, Intimidate, Perform (oratory), Profession (sovereign), and Sense Motive.
Feats: A king receives two bonus feats, Great House*
and a special form of Leadership that gives him a warband consisting of eight pawns, two bishops, two
knights, two rooks, and a queen.
Majesty (Ex): A king has good saving throws in all
categories.

15

Adventures in W
onderland
Wonderland
Knight
Medium Humanoid (chess person)
Hit Dice: 6d8+12 (39 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 20 (+1 Dex, +3 insight, +6 +1 chainmail),
touch 14, flat-footed 20
Base Attack/Grapple: +4/+7
Attack: +1 spear +9 melee (1d8+5/x3)
Full Attack: +1 spear +9 melee (1d8+5/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Military training, spry steps,
uncanny dodge
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 12
Skills: Balance +12, Diplomacy +3, Gather
Information +3, Intimidate +10, Jump +14,
Knowledge (local [Wonderland])B +10, Tumble +14
Feats: Combat Expertise, Skill Focus (Tumble),
Weapon Focus (spear)
Envir
onment: Wonderland
Environment:
Or
ganization:
Organization: Solitary, pair, or board (8 pawns,
2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)
Challenge Rating: 5
Treasur
e: Standard
easure:
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +4
While pawns make up the standard infantry of the chess
armies, it is the knights who are held up as being the
chess peoples true vanguards. They tend to see opportunity where others see obstacles, and as such have
a very optimistic outlook. Many knights are brave almost to the point of being foolish, being quick to rush
in where angels fear to tread, certain that theyll be
able to rush out again if things go poorly.
COMBA
T
COMBAT
Knights do not hesitate to step into a fight, confident in
their ability to find the most advantageous positions. If
possible, they will use difficult terrain or obstacles,
combined with tumbling around enemies, to give them
the advantage. Often, they will serve as a distraction,
using Combat Expertise to fortify themselves as they
harass enemies, waiting for bishops to set up flanking maneuvers, or buying time until rooks can charge into the fray.

16

Militar
y T
raining (Ex): A knight has been extenMilitary
Training
sively schooled in the royal arts of war, and receives
an insight bonus to AC equal to half its natural Hit Dice.
Spry Steps (Ex): Knights are renowned for their ability adapt to the surrounding terrain. A knight is not
impeded by difficult terrain nor by hampering obstacles (i.e., one square of difficult terrain counts as 5 feet
of movement, does not stop a charge, etc.). A knight
crossing terrain that causes damage still takes appropriate damage, however, and must make any necessary skill checks to overcome hampering obstacles, albeit with a +5 circumstance bonus. Finally, a knight
does not take armor check penalties to Balance, Jump,
or Tumble skill checks.
Skills: Knights recceive a +4 racial bonus to Balance, Jump, and Tumble checks. They use their
Strength modifier instead of their Dexterity modifier
for Tumble checks.
Uncanny Dodge (Ex): As a result of how easily he
can move through combat, a knight is able to react to
danger before his senses would normally allow him to
do so. He retains his Dexterity bonus to AC (if any)
even if he is caught flat-footed or struck by an invisible
attacker. However, he still loses his Dexterity bonus to
AC if immobilized. If a knight ever gains uncanny dodge
from another source he automatically gains improved
uncanny dodge instead.
KNIGHTS AS CHARACTERS
Knight T
raits (Ex)
Traits
Knights possess the following racial traits.
+6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha
A knights base land speed is 30 ft.
Racial Hit Dice: A knight begins with six levels of
humanoid, which provide 6d8 Hit Dice, a base attack
bonus of +4, and base saving throw bonuses of Fort +2,
Ref +5, Will +2.
Racial Skills: A knights humanoid levels give it skill
points equal to 9 (2 + Int modifier, minimum 1). Its
class skills are Balance, Jump, Knowledge (local [Wonderland]), Intimidate, and Tumble.
A knight receives a +2 bonus on any Knowledge (local [Wonderland]) skill checks related to the nobility
and royalty of Wonderland.
+4 racial bonus on Balance, Jump, and Tumble
checks. A knight uses its Strength modifier instead of
its Dexterity modifier for Tumble checks.
Racial Feats: A knights humanoid levels give it three feats.

Chapter 1: W
onderland 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

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

The lowliest of the chess people, pawns are also the


most common. They are the rank-and-file of their respective armies, and know it, following orders issued
by chess people of higher rank (i.e., every chess person who is not also a pawn). Some pawns actually
manage to gain class levels, although these are highly
rare. Still, rumors persist of pawns who have actually
managed to advance far enough that they become promoted to another kind of chess person altogether. This
tends to be the dream of most pawns.
COMBA
T
COMBAT
Pawns have very little advanced knowledge of military
tactics. They usually charge headlong into battle, using their double advance ability at the opening of combat, and wade forward until they are overcome. Stronger pieces tend to use them to create advantageous
positions for themselves, sacrificing pawns as necessary.
Double Advance (Ex): Once per day, a pawn may
make a full attack action after making a move action,

17

Adventures in W
onderland
Wonderland
or may make a single attack after taking a double move
action.
PA
WNS AS CHARACTERS
PAWNS
Pawn T
raits (Ex)
Traits
Pawns possess the following racial traits.
+2 Str, +2 Dex, -2 Cha
A pawns base land speed is 30 ft.
Racial Hit Dice: A pawn begins with two levels of
humanoid, which provide 2d8 Hit Dice, a base attack
bonus of +1, and base saving throw bonuses of Fort +0,
Ref +3, Will +0.
Racial Skills: A pawns humanoid levels give it skill
points equal to 5 (2 + Int modifier, minimum 1). Its
class skills are Intimidate, Knowledge (local [Wonderland]), Listen, and Spot.
A pawn receives a +2 bonus on any Knowledge (local [Wonderland]) skill checks related to the nobility
and royalty of Wonderland.
Racial Feats: A pawns humanoid levels give it one
feat.
Weapon and Armor Proficiency: A pawn is automatically proficient with simple weapons, light armor, and
shields.
Special Qualities (see above): Double advance.
Chess person subtype.
Automatic languages: Common. Bonus languages:
French, Infernal, Sylvan.
Favored Class: Fighter.
Level adjustment: +0.

Queen
Queens are the battlefield commanders of the chess
people of Wonderland and are fearsome combatants
capable of quickly destroying any but the strongest combatants. Such characters have many of the powers associated 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 preceded 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 creatures statistics and special abilities except as

18

noted here. The gender of the creature to which this


template is applied changes to female if it is not already.
Size and T
ype: The creature acquires the chess perType:
son subtype if it does not have it already. Its size does
not change.
Speed: Same as the base creature.
Hit Dice: If the creature to which this template is
applied does not already have at least 11 total Hit Dice,
add however many fighter levels are necessary to bring
her up to that level. Then, recalculate the queens Hit
Dice, base attack bonus, or saves as appropriate.
Special Qualities: A chess person queen has all the
special qualities of the base creature, to which are added the following:
Angling Advance (Ex): Like a bishop, a queen
always treats a diagonal move as being 5 feet.
Battle Ready (Ex): A queen gains fighter bonus feats equal to a fighter of its total Hit Dice,
regardless of how many levels it actually has as a
fighter. If it gains fighter levels, these stack with
its natural Hit Dice for determining its total fight-

Chapter 1: W
onderland Monsters and NPCs
Wonderland
er levels. A chess person queen is also proficient
with all armor and shields and all martial weapons.
Instantaneous Advance (Su): As a standard
action, a queen can appear in any square adjacent to another creature within line of sight and
60 ft. This is a teleportation effect. The queen will
receive a +2 flanking bonus on any melee attacks
it makes against the creature in that square during the round it uses this ability.
Smite (Ex): Once per day plus once per point
of Charisma bonus (minimum 1) a queen can
make a normal attack to smite an opponent, inflicting one additional hit point of damage per total Hit Dice.
Skills: A chess person queen gains skill points for
any fighter levels she gains. Also, her bonus skill points
in Knowledge (local [Wonderland]) are increased to a
number equal to her total HD plus 3, if they are not
already at this amount.
Challenge Rating: As per the creatures recalculated HD +2.

Sample Queen
(augmented pawn fighter 9)
Medium Humanoid (chess person)
Hit Dice: 2d8 plus 9d10 (58 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 22 (+1 Dex, +11 +3 full plate), touch 11,
flatfooted 21
Base Attack/Grapple: +10/+11
Attack: +2 halberd +15 melee (1d10+5/19-20/x3)
Full Attack: +2 halberd +15/+10 melee
(1d10+5/19-20/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Double advance, smite
Special Qualities: Angling advance, battle ready,
instantaneous advance, precise movement, set
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 10, Int 11, Wis 10, Cha 10
Skills: Climb +10, Intimidate +13, Knowledge (local
[Wonderland])B +14, Listen +2, Spot +2
Feats: Dodge, Greater Weapon Focus (halberd),
Improved Critical (halberd), Improved Initiative,
Mobility, Power Attack, Quick Draw, Spring Attack,
Weapon Focus (halberd), Weapon Specialization
(halberd)
Envir
onment: Wonderland
Environment:

Organization: Solitary or board (8 pawns, 2 bishops,


2 knights, 2 rooks, 1 queen, 1 king)
Challenge Rating: 12
Tr easur
e: Standard
easure:
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: +0

R ook
Medium Humanoid (chess person)
Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 21 (+1 Dex, +7 +1 banded mail,
+3 +1 heavy steel shield), touch 11, flat-footed 20
Base Attack/Grapple: +5/+9
Attack: +1 warhammer +11 melee (1d8+7/x3)
Full Attack: +1 warhammer +11 melee (1d8+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Battle ready, castle,
damage reduction 5/, fortified form, SR 18
Saves: Fort +6, Ref +6, Will +4
Abilities
Abilities:: Str 19, Dex 12, Con 18, Int 14, Wis 15, Cha 10
Skills: Diplomacy +2, Gather Information +2,
Intimidate +8, Knowledge (architecture and
engineering) +10, Knowledge (dungeoneering) +10,
Knowledge (geography) +10, Knowledge (local
[Wonderland])B +10, Search +2 (+4 to find secret doors
or hidden compartments), Survival +2 (+4 to keep
from getting lost or avoid natural hazards or while
underground)
Feats: Improved Bull Rush, Improved InitiativeB,
Improved Overrun, Power Attack, Quick DrawB,
Weapon Focus (warhammer)B,
Weapon Specialization (warhammer)B
Envir
onment: Wonderland
Environment:
Or
ganization:
Organization: Solitary, pair, or board (8 pawns,
2 bishops, 2 knights, 2 rooks, 1 queen, 1 king)
Challenge Rating: 7
Tr easur
e: Standard
easure:
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +7
The muscle of the chess armies, rooks are the quintessential strong-but-silent type. Preferring to let their ac-

19

Adventures in W
onderland
Wonderland
tions speak for them, they are fiercely loyal to their
compatriots and never fail to back them up, whether in
combat or out. Most have very little personal ambition,
feeling very self-satisfied with the role they play, and
so tend let a lot of things slide. This passivity is not
permissiveness, however, and those who push a rook
too far will soon be sorry that they did.
COMBA
T
COMBAT
When a fight breaks out, a rook tends to act as a shock
trooper, supplying reinforcement or backup as needed. When it identifies a trouble spot, it will lend its aid
to its fellows either offensively or defensively. Offensive aid will see the rook charging in via Improved
Bull Rush or Improved Overrun and then wading into
melee. In contrast, defensive aid has the rook moving
in via its castle power (since that will also remove another chess person from the fray) and reinforcing its
comrades via its fortified form ability.
Battle Ready (Ex): A rook has fighter bonus feats
equal to a fighter of its natural Hit Dice. If it gains fighter levels, these stack with its natural Hit Dice for determining its total fighter levels. Rooks are also proficient
with all martial weapons.
Castle (Su): A rook has a mysterious ability that lets
it exchange places with another chess person of its
color. As a standard action, a rook can swap positions
with another chess person of the same color within 40
ft. This is a teleportation effect.
Fortified Form (Ex): A rook is meant to serve as a
powerful defensive bulwark for its chess army. As a
standard action, a rook may grant cover to up to two
chess people of its color that it is adjacent to (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 rooks base land speed is 30 ft.
Racial Hit Dice: A knight begins with seven levels of
humanoid, which provide 7d8 Hit Dice, a base attack
bonus of +5, and base saving throw bonuses of Fort +2,
Ref +5, Will +2.

20

Racial Skills: A knights humanoid levels give it skill


points equal to 10 (2 + Int modifier, minimum 1). Its
class skills are all Diplomacy, Gather Information, Intimidate, Knowledge (all skills, taken individually),
Search, and Survival.
A rook receives a +2 bonus on any Knowledge (local
[Wonderland]) skill checks related to the nobility and
royalty of Wonderland.
Racial Feats: A rooks humanoid levels give it three feats.
Weapon and Armor Proficiency: A rook is automatically proficient with simple and martial weapons, light,
medium, and heavy armor, and shields.
Special Qualities (see above): Battle ready, castle,
damage reduction 5/, fortified form, spell resistance
equal to 11 + Hit Dice/class levels.
Chess person subtype.
Automatic languages: Common. Bonus languages:
French, Infernal, Sylvan.
Favored Class: Fighter.
Level adjustment: +7.

Chapter 1: W
onderland Monsters and NPCs
Wonderland
CHRISTMAS PUDDING
Tiny Ooze
Hit Dice: 3d10+9 (20 hp)
Initiative: +3
Speed: 20 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15,
flat-footed 12
Base Attack/Grapple: +2/-8
Attack: Slam +7 melee (1d4+3)
Full Attack: Slam +7 melee (1d4+3)
Space/Reach: 2-1/2 ft/.5 ft.
Special Attacks:
Special Qualities: Elastic body, nutritious,
ooze qualities
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 7, Dex 16, Con 14, Int 11, Wis 13, Cha 9
Skills: Disguise +3*, Hide +15, Knowledge (local
[Wonderland])B +6, Move Silently +7
Feats: Toughness, Weapon Finesse
Envir
onment: Wonderland
Environment:
Organization: Solitary
Challenge Rating: 2
Treasur
e: None
easure:
Alignment: Neutral
Advancement: 4-6 HD (Tiny); 7-9 HD (Small)
Level Adjustment:
Named for the dessert course for which they are often
served, a Christmas pudding is a small, intelligent ooze.
Most tend to eschew contact with other creatures,
knowing that they are a favored delicacy to most people. Talking to them reveals a dour and taciturn disposition, often with an annoying habit of demanding to
be addressed as Mister and correcting even the most
minor mistakes.
Rather oddly, Christmas puddings tend to assume
that all other foodstuffs are sentient like themselves,
and have similar attitudes to their own. As such, they
tend to have a high opinion of themselves, since few
other foods are as adept at avoiding being eaten as they
are.

Its elastic nature lets it lash out with surprising speed


and power, leaving enemies smarting from its slam attack.
Although an ooze, a Christmas pudding is intelligent, and is subject to mind-affecting effects. It speaks
and understands Common.
Elastic Body (Ex): Despite its gelatinous appearance,
a Christmas puddings body is very springy and stretchable. It has a reach of 5 feet and, despite its size, its
slam attack naturally does 1d4 damage. It also uses its
Dexterity modifier instead of Strength when calculating the bonus to damage rolls made with its slam attack.
Nutritious (Su): Theres a reason why Christmas
puddings are among the most favored desserts in all of
Wonderland. When slain, a Christmas pudding retains
its consistency for 10 minutes, after which it loses cohesion and turns into watery slime unless boiled before this happens. Boiled Christmas pudding remains
edible for up to one hour, providing one serving per HD
of the creature, and if eaten during this period a serving bestows one of the following random effects on the
creature who consumes it (CL equal to the HD of the
Christmas pudding):
d20
01 - 05
06 10
11 13
14 16
17 18
19 20

Effect
resistance
virtue
bless
cure light wounds
lesser restoration
owls wisdom

Skills: When not moving, a Christmas pudding gains


a +8 racial bonus to Disguise checks to appear as an
ordinary dessert.

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

21

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onderland
Wonderland
THE DUCHESS
Wonderland Human Wizard (transmuter) 9; CR 9;
Small-size humanoid (Wonderland Human); HD 9d4+9;
hp 33; Init +3; Spd 20 ft. (4 squares); AC 14 (+3 Dex, +1
size), touch 14, flat-footed 11; Base Atk +4; Grp -2; Atk
dagger +8 melee (1d4-2/19-20) or dagger +8 ranged (1d42/19-20); Full Atk dagger +8 melee (1d4-2/19-20) or
dagger +8 ranged (1d4-2/19-20); AL CN.
Saving Throws: Fort +4, Ref +6, Will +7.
Ability Scores: Str 6 (2), Dex 16 (+3), Con 13 (+1),
Int 18 (+4), Wis 12 (+1),
Cha 5 (3).
Skills: Appraise +4 (+6 alchemy and stonemasonry), Concentration +11, Craft (alchemy) +16, Craft (stonemasonry) +12, Gather Information -1, Knowledge (local
[Wonderland])B +16, Knowledge (architecture and engineering) +14, Search +4 (+6 involving secret doors
and similar compartments), Smell* +7 [6 cc], Spellcraft
+14, Spot +4 [6 cc]. Languages: Common, Draconic,
Latin, Sylvan, Terran.

22

Feats: Brew Potion, Craft Wondrous Item, Scribe


Scroll, Spell Focus (Transmutation), Spell Mastery,
Subtle Magic*, Weapon Finesse.
Racial Abilities: As per a Wonderland human.
Class Abilities: Summon Familiar (Piglet; +3 Smell*,
Alertness [+2 Listen and Spot], Improved Evasion, Share
Spells, Empathic Link, Speak with Master, Speak with
Animals of Its Kind), Prohibited Schools (Evocation,
Necromancy).
Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;
save DC 14 + spell level): 0 Detect magic, detect
poison, mage hand, read magic; 1st Disguise self,
animate rope, enlarge person, feather fall, mage armor, reduce person; 2nd Invisibility, magic mouth,
protection from arrows (x2), pyrotechnics, whispering
d Deep slumber, dispel magic (x2), shrink
wind; 3r
3rd
item, slow; 4th Mass enlarge person, Mass reduce
person, polymorph (x2); 5th (1) Baleful polymorph
(x2).
Spellbook: 0 All except Evocation and Necromancy; 1st Disguise self, animate rope, enlarge person, feather fall, mage armor, reduce person, unseen
servant; 2nd Invisibility, magic mouth, protection
from arrows, pyrotechnics, whispering wind; 3rd
Deep slumber, dispel magic, shrink item, slow; 4th
Mass enlarge person, Mass reduce person, polymorph, stone shape. 5th Baleful polymorph, fabricate.
Equipment/Possessions: Small palace that she has
created largely with her magical powers.
Tactics: While she is not mean-spirited or likely to
do harm to an innocuous creature like a child, the Duchess can be quite dangerous to anyone who attacks her.
She is the creator of many of the random potions that
are periodically found in Wonderland, particularly in
the Hall of Doors, an area she monitors for new visitors.
Bio: This small, exceptionally ugly woman is a
prominent member of Wonderlands aristocracy. She
has an ongoing antagonism with the Queen of Hearts,
who periodically imprisons and/or threatens to kill her.
Her familiar is a piglet on which she sometimes casts
polymorph, temporarily turning it into a human baby.
This familiar gives her a heightened sense of smell,
which makes her especially sensitive to pepper and
other strong, spicy scents. She maintains a household
staff that includes a violent human cook and a surly
frog footman.

Chapter 1: W
onderland 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: 2 ft./0 ft.; SA ; SQ Share spells,
empathic link, deliver touch spells, improved evasion,
speak with master, speak with other pigs, scent, lowlight vision; AL CN; SV Fort +5, Ref +5, Will +7; Str 7,
Dex 14, Con 15, Int 10, Wis 13, Cha 4.
Skills: Appraise +0 (+2 alchemy and stonemasonry), Concentration +12, Craft (alchemy) +12, Craft (stonemasonry) +8, Gather Information -1, Knowledge (local
[Wonderland]) +12, Knowledge (architecture and engineering) +10, Search +0 (+2 involving secret doors and
similar compartments), Smell +4, Spellcraft +10, Spot
+4, Survival +3
Feats: Alertness, Weapon FinesseB

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

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

23

Adventures in W
onderland
Wonderland
COMBA
T
COMBAT
Gryphons induced to fight at all prefer to pounce on
their prey, either diving to the attack or leaping from
above.
Pounce (Ex): If a gryphon dives upon or charges a
foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d4+2.
Skills: Gryphons have a +4 racial bonus on Jump
and Spot checks.
TRAINING A GR
YPHON
GRYPHON
While a gryphon requires training before it can bear a
rider in combat, if desired it can carry a creature of
size Small or smaller.
To be trained, a gryphon must have a friendly attitude toward the trainer, which can be achieved through
a successful Diplomacy check or other appropriate
means. Training a friendly gryphon requires four weeks
of work and a DC 25 Handle Animal check.
Riding a gryphon in combat requires an exotic saddle. A gryphon can fight while carrying a rider but
is not inclined to want to but the rider cannot also
attack unless he or she succeeds on a Ride check.
Gryphon eggs are typically worth 2,500 gp apiece
on the open market, while young are worth twice this
much. Professional trainers charge 1,000 gp to rear or
train a gryphon.
Carrying Capacity: A light load for a gryphon is up
to 87 pounds; a medium load, 88174 pounds; and a
heavy load, 175282 pounds. No respectable gryphon,
however, would willing carry more than a light load,
and would almost certainly complain bitterly and even
rebel if expected to do more.

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

24

Special Attacks:
Special Qualities: Damage reduction 3/,
darkvision 60 ft., defensive roll, low-light vision,
scent, vestigial hands
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 3, Dex 13, Con 11, Int 10, Wis 10, Cha 11
Skills: Hide +13, Knowledge (Local [Wonderland])B +4,
Listen +4, Spot +4
Feats: AlertnessB, Toughness, Take a Beating*B,
Weapon FinesseB
Envir
onment: Wonderland
Environment:
Organization: Sets
Challenge Rating:
Treasur
e: None
easure:
Alignment: Usually neutral
Advancement:
Level Adjustment:
Hedgehogs are diminutive, spine-covered woodland
rodents. In Wonderland, these little creatures are, among
other things, used as balls in croquet games, a practice
that generally does not harm them because of their
particular feats associated. Such creatures speak Common.
COMBA
T
COMBAT
Wonderland hedgehogs are not generally very aggressive and concentrate more on defense than on offense
when dealing with antagonists.
Defensive Roll (Ex): When threatened, a hedgehog
can roll itself into a ball and tuck in its head and feet,
leaving no part of its body exposed except for its tough
spines. When taking a total defense action, the hedgehog gains an additional +2 natural armor bonus to its
AC. This bonus stacks with his previous natural armor
as well as the dodge bonus provided by the total defense action.
Whats more, if an enemys attack misses the hedgehogs AC, but hits its touch AC, then the hedgehog is
knocked a number of squares away from the attacker
equal to 1d6 + the attackers Str bonus in a random
direction. The hedgehog will not take damage from
this flight unless the path takes it over an edge, in which
case normal falling rules apply (but will be reduced by
its Take a Beating* feat).
Vestigial Hands (Ex): A Wonderland hedgehog has
vestigial hands that it can use to grasp objects. Such
animals can use tools and weapons of the appropriate
size with only a 2 penalty.

Chapter 1: W
onderland Monsters and NPCs
Wonderland
JABBERWOCK
Huge Outsider (Native)
Hit Dice: 18d8+144 (288 hp)
Initiative: +6
Speed: 50 ft. (10 squares), burrow 30 ft.
Armor Class: 32 (+22 natural, +2 Dex, -2 size),
touch 10, flat-footed 30
Base Attack/Grapple: +18/+45
Attack: Bite +27 (2d8+11/19-20)
Full Attack: Bite +27 melee (2d8+11/19-20) and 2 claws
+27 melee (2d6+11) and tail slap +27 melee (2d6+11)
Space/Reach: 15 ft./10 ft.
Special Attacks: Burble, constrict, fling, improved grab,
rend
Special Qualities: Darkvision 60 ft., manxome,
regenerate 20
Saves: Fort +19, Ref +13, Will +15
Abilities: Str 33, Dex 14, Con 27, Int 3, Wis 19, Cha 14
Skills: Hide -6, Jump +19, Listen +11, 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
e: Standard coins; double goods; standard items
easure:
Alignment: Neutral
Advancement: 19-24 HD (Huge); 25-48 HD (Gargantuan);
49-54 HD (Colossal)
Level Adjustment:

everything all at once, and its sonorous voice seems to


echo horribly even in open areas. Massive claws enable it to dig through the earth as easily as a man could
walk, and its tail has enough power to uproot trees.
COMBA
T
COMBAT
A jabberwock is a physical powerhouse, capable of
dealing hideous damage to even a large group of enemies very quickly. It usually begins a fight by burbling,
and then moves into melee combat. Very cunning despite its low Intelligence, a jabberwock tends to focus
its tail attack on lightly-armored foes, as that allows it

Wonderland is home to a great many strange and terrifying creatures. But the jabberwock towers above them
all, being a paragon of sheer physical puissance. Fortunately for the residents of Wonderland, the creature
is so rare as to be almost mythical, and no jabberwock
has been seen in many years. Some hope that the jabberwock was perhaps a singular creature and, that
when it was slain by an ancient hero as commemorated in poetic form that it was gone forever. Others
are less optimistic however, in that the title of the poem
Jabberwocky, is the plural form of the monsters name.
A jabberwock looks like a warped 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 W
onderland
Wonderland
to bring its improved grab, constrict, and fling abilities
to bear against characters who are usually spellcasters. Foes using slashing weapons will be targeted during full-attack actions with a 5-point Power Attack, reducing the points used with that feat by 1 each round
until it consistently hits. Finally, against enemies that
consistently stay out of its reach while using ranged
attacks, the jabberwock will retreat via burrowing.
Burble (Su): The warped murmurings of a jabberwock are enough to drive even the stoutest mind starkraving mad. A jabberwock may burble, causing all creatures within 60 ft. to make a DC 25 Will save or suffer
from insanity, as the spell. The save DC is Charismabased with a +6 racial bonus to the DC. This is a mindaffecting, compulsion effect.
Constrict (Ex): A jabberwock deals 2d6+16 points
of damage upon a successful grapple check with its
tail. The constricted creature must succeed on a DC 30
Fortitude save or lose consciousness for as long as it
remains in the coils and for 2d4 rounds thereafter. The
save DC is Strength-based.
Fling (Ex): If a jabberwock is constricting a creature, the monster may instead choose to fling a victim
instead of dealing constriction damage to it. A flung
creature travels 1d4 x 10 ft., and takes 1d6 points of
damage per 10 ft. traveled.
Impr
oved Grab (Ex): To use this ability, a jabberImproved
wock must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Manxome (Ex): A jabberwocks body is immensely
powerful, overcoming the limitations that bind lesser
creatures. It has full hit points per Hit Die, and uses its
full Strength bonus for its secondary natural attacks.
Additionally, it has a +8 racial bonus to grapple checks.
Regeneration (Ex): Slashing attacks deal normal
damage to a jabberwock. If a jabberwock loses a limb
or body part, the lost portion regrows in 1d8 minutes.
The creature can reattach the severed member instantly
by holding it to the stump.
Rend (Ex): A jabberwock that strikes a creature with
both claw attacks latches onto an opponents body and
tears its flesh. This automatically deals an extra 4d6+16
points of damage.
Skills: A jabberwock receives a +8 racial bonus to
Smell* checks.

26

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

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

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

MAD HA
T TER
HAT

Saving Throws: Fort +4, Ref +11, Will +3.


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

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

27

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

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

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

28

Chapter 1: W
onderland Monsters and NPCs
Wonderland
emotion in earnest. They are rarely threatening to other creatures, except as a distraction. Some turn to mischief and misdirect well-meaning persons with all
manner of tall stories and nonsensical information.
COMBA
T
COMBAT
A mock turtle rarely engages in combat unless it absolutely has to. If accosted, the creature will attempt to
flee by the safest means needed or will weep for mercy. Mock turtles tell their tale of woe who all who will
listen.
Tale of W
oe (Su): A mock turtle can, as a standard
Woe
action, begin telling its particular, nonsensical tale of
woe. The story lasts for as long as the mock turtle needs
it to, so long as the mock turtle takes no other actions.
Any creature within 30 feet must make a Will save
each round (DC 15) or become fascinated for as long as
the mock turtle speaks and 1d4+1 rounds thereafter.
The effect is immediately broken if the target is attacked
in any fashion, either by the mock turtle or by another
creature. This is a sonic, mind-influencing language-

dependant effect. The save DC is Charisma-based.


Weep (Su): Three times per day and as an attack
action, a mock turtle can weep to protect itself from
attackers. Any creature within 10 feet of the mock turtle must make a Will save (DC 13) or be so overwhelmed
with pity (in the case of good or neutral creatures) or
disgust (in the case of evil characters) as to be unable
to willingly attack the creature for 2d4 rounds, during
which the mock turtle typically attempts to escape. This
is a sonic, mind-influencing effect. The save DC is
Charisma-based.
Skills: A mock turtle has a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on Swim
checks, even if distracted or endangered. It can use
the run action while swimming, provided it swims in a
straight line.

THE QUEEN OF HEARTS


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

29

Adventures in W
onderland
Wonderland
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 10, Dex 18, Con 12, Int 15, Wis 11, Cha 16
Skills: Appraise +6, Balance +8, Climb +4, Escape
Artist +16, Hide +12, Jump +8, Knowledge (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 RABBIT

Wonderland rabbits are the administrators to the upper-crust of Wonderland society. Practical, methodical,
and disciplined to a fault, these creatures are largely
responsible for the whimsical world they come from
having anything that remotely resembles an infrastructure. Why they take it upon themselves to serve such
chaotic monarchs is anybodys guess, as the Wonderland rabbits simply take it as a given that thats what
they are supposed to do.
These creatures are often encountered outside of
Wonderland, carrying out their masters capricious
whims. They are chiefly responsible for the influx of
outsiders coming to Wonderland, as travelers who see
them scurrying back home have a tendency to follow them.
Two of the most well-known creatures of this sort
are the White Rabbit, who serves the King and Queen
of Hearts, and the March Hare, a friend of the Mad Hatter
(who lost his supernatural qualities and his position when
he acquired a cursed item, a Timepiece of Inertia*).

Small Magical Beast


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

COMBA
T
COMBAT
Wonderland rabbits almost never engage in combat,
much preferring to retreat from a fight. While this usually causes enemies to pursue them (due to the Wonderland rabbits fascination ability) they can often lose
foes in the rabbit hole to Wonderland. Otherwise, they
usually run back to their employers grounds, counting
on more martial servants to defend them.
Fascination (Su): The sight of a Wonderland rabbit
in motion is strangely compelling, even to the most
seasoned of travelers. Upon sighting a Wonderland rabbit taking a double move action or run action, crea-

Wonderland, a small army of card people. Her favorite


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

30

Chapter 1: W
onderland Monsters and NPCs
Wonderland
tures must make a Will save (DC 17). Those who fail
this save are compelled to follow the Wonderland rabbit for 1d4+2 rounds with all possible speed. Regardless of success or failure, creatures subjected to a Wonderland rabbits fascination power are immune to further use of the ability by that same Wonderland rabbit
for 24 hours. A Wonderland rabbit is unable to deactivate this power, and most are unaware that they have
it at all. This is a mind-affecting effect. The save DC is
Charisma-based.
Im Late! (Su): A Wonderland rabbit is always under a haste effect (CL 5th).
Rabbit Hole (Su): As the emissaries of Wonderlands
nobles, a Wonderland rabbit is often found abroad doing their bidding. In accordance with this, they have
the ability to create portals to Wonderland in the form
of holes in the ground, commonly called rabbit holes.
A Wonderland rabbit can create a rabbit hole up to 60
feet away, provided that the square it is created in is
unobserved at the time a rabbit hole cannot be created in a space that is within someones sight. Once created, a rabbit hole lasts for 1d6+1 rounds. Entering a
rabbit hole transports a character to Wonderland (see
the Introduction).
Skills: Wonderland rabbits have a +8 racial bonus
on Escape
Artist
checks.

31

Chapter 2: W
onderland Skills
Wonderland

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

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

Knowledge (games) (Int)


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

DC
5
10
15
20
25
5

Substance
Detect strong scent
Identify common scent (apples, oranges)
Detect weak scent
Identify uncommon scent (Goblin, troglodyte)
Identify rare scent (dragon, ghoul, certain poisons)
Essence of substance at hand for comparison

+2
+2

Attempting to distinguish very similar substances


Cumulative for each consecutive smell attempt
in a 10-minute period

Retry: A character may attempt retries, but increase


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

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

33

Adventures in W
onderland
Wonderland
Taste (W
is)
(Wis)
This skill can be used to identify substances or distinguish between similar beverages.
Check: Make a Taste check against a DC that reflects the commonness of the substance.
DC
5
10
15
20
25
30

Substance
Common foods
Common beverages
Uncommon foods
Uncommon beverages, common poisons
Rare substances, legendary potions, or fabled
poisons
Alien, unique, or theoretical substances

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

Conver
gence T
ask (Food T
asting): Characters with
Convergence
Task
Tasting):
at least 2 ranks of Taste, 1 rank of Smell, and a Constitution of at least 12 can use the Taste skill to identify
specific combinations of substances present in food and
drink. Individuals with this ability are often employed
in the courts of nobles to check meals and beverages
for unsavory additives (e.g., drugs, poison, vermin
feces, or other forms of contamination).
Conver
gence T
ask Check: Make a Taste check to
Convergence
Task
identify substances in meals. Roll for each meal event
regardless of length or size.
DC
15

20
25

+2
+5
+10

Task
Identify specific ingredients in a common meal
or beverage (e.g. Christmas pudding, chicken
ala king, beef stew, cherry nut cake) (1 minute)
Identify specific ingredients in an unusual meal
or beverage (e.g., mock turtle soup) (1-6 minutes)
Identify specific ingredients in a rare meal or
beverage (e.g., elemental pudding) (1-20 minutes)
Cross-cultural dish (e.g. non-Wonderlanders
tasting a Wonderland dish)
Common drug or poison present
Rare drug or poison present

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

34

Chapter 2: W
onderland Skills
Wonderland

35

Chapter 3: W
onderland F
eats
Wonderland
Feats

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

Aura of Chaos [General]


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

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

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

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

Great House [General]


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

37

Adventures in W
onderland
Wonderland
With the DMs approval, a character with this feat
can opt to assume various obligations in return for appropriate benefits (e.g., upon reaching a certain level
of experience, a marquis could choose to take over a
fortified frontier manor house, formerly held by another member of his family, in exchange for military defense of the surrounding area).
Normal: Most aristocrats are from minor houses, for
which they receive no marked benefits above and beyond those that would be enjoyed by members of any
other character classes. Knowledge (nobility and royalty) skill check DCs pertaining to them or their families are not affected by the relative prominence of their
houses.
Special: At the DMs option (or the players if appropriate), an aristocrat character can be deemed to be
from an obscure house (this can be both a benefit and a
detriment and does not use up a feat). Furthermore, all
skill check DCs for Knowledge (nobility and royalty)
or Knowledge (local [Wonderland]) in a Wonderland
setting pertaining to the character or his family made
by others are at +5 (e.g., his family name is recognizable with a DC 20, rather than a DC 15, skill check).

Greater Aura of Chaos [General]


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

Improved Manipulation [General]


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

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

38

plus his Cha modifier (if positive), a Lucky character


can add 1d6 to the results of any other die roll (e.g.,
attack, skill check, ability check, damage, initiative)
after the roll is made but before its results are known.
Special: This Feat can be taken multiple times, increasing the total number of times per day its benefits
can be used.

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

Sensory Awareness [General]


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

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

Take a Beating [General]


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

Uninhibited Mind [General]


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

Chapter 3: W
onderland F
eats
Wonderland
Feats

39

Chapter 4: W
onderland Spells
Wonderland

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

Alter Self, Lesser


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

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

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

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

41

Adventures in W
onderland
Wonderland
Dodos Stupidity
Stupidity,, Mass

Enlarge P
erson, Greater
Person,

dividing its weight by 16. This decrease causes the


creature to lose two size categories. The target gains a
+4 size bonus to Dexterity, a -8 size penalty to Strength
(to a minimum of 1), and a +2 bonus on attack rolls and
AC due to its reduced size.
A humanoid creature whose size decreases to Tiny
has a space of 2-1/2 feet and a natural reach of 0 feet.
This spell does not change the targets speed.
Greater reduce person counters and dispels greater
enlarge person.
Greater reduce person cannot be made permanent.

Transmutation
Level: Sor/Wiz 4, Strength 4

Sneeze

Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Tar
get: One creature/level, no two of which can be
arget:
more than 30 ft. apart
This spell functions just like dodos stupidity, except
that it can affect multiple creatures.

This spell functions like enlarge person, except as follows:


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

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

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

42

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

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

Chapter 4: W
onderland Spells
Wonderland

43

Chapter 5: W
onderland Magic Items
Wonderland

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

Fan of Diminution: This appears to be a typical small,


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

Potion of Enlarge Person: Most such potions function


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

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

45

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

Potion of Lesser Alter Self: Some 50% of potions of


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

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

46

Chapter 5: W
onderland Magic Items
Wonderland

47

Appendix I: W
onderland Gazeteer
Wonderland

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

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

The Hall of Doors is a nexus connecting various


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

49

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

House of the March Hare


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

50

his haunts, and the tea room where he holds his absurd parties is located underneath a large tree that
grows in front of it.

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

Queen of Hearts Croquet Ground


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

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

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

White R abbits House

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

Queen of Hearts P
alace
Palace

The owner of this small, neat, two-story house can be


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

This large, elaborate palace is surrounded by pleasant


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

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

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

51

Appendix II: W
onderland Adventure Hooks
Wonderland

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

Down But Not Out of the R


abbit Hole
Rabbit

Snarked

After taking a tumble down a rabbit hole (whether a


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

Whether from their own world or in Wonderland, the


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

Lost and Loving It


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

Cards and Chess and Hedgehogs, oh my!


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

Whiffling Through the T


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

Step into the P


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

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

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

53

Appendix III: R andom W


onderland Items
Wonderland

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

Table: R andom W
onderland Items
Wonderland

Subtable: F
ood Items
Food

d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14

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

15
16
17
18
19
20

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

Subtable: F
ood Service Items
Food
1
2
3
4
5
6
7
8
9
10

Dish
Kettle
Knife
Fork
Spoon
Butterknife
Teacup
Saucer
Cat-shaped cheese mould
(50% likely to be 10-100% full)
Teapot

Jar of orange marmalade


Dried chamomile
Barley sugar candy
Vinegar
Meat pie
Tureen of soup
Tart
Cake
Cookies
Box of candy (d10+20 pieces)
Fruit (e.g., apple, fig)
Vegetable (potato, cucumber)
Butter
Treacle
Bread
Jug of milk
Mushrooms
Pigeon eggs
Pot of pepper
Flask of brandy

Subtable: Books
1
2
3
4
5
6
7
8

Illustrations by Arthur Rackham


Mathematics textbook
Lolita by Vladimir Nabakov
Poems by Austin Dobson
Pair of Lyric Epistles by Peter Pindar
A Classical Dictionary of the Vulgar Tongue by
Francis Grose
Illustrations by John Tenniel
Notebook (blank)

55

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ersion 1.0.a
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15. COPYRIGHT NOTICE: Open Game License v 1.0a Copyright 2000, Wizards of the Coast Inc. System Reference Document Copyright 20002003, Wizards of the Coast Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, and James Wyatt, based on
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Noble Wild Copyright 2009, Skirmisher Publishing LLC; author Lee Garvin. Adventures in Wonderland: A Sourcebook
for OGL Roleplaying Games Copyright 2010, Skirmisher Publishing LLC; authors Michael J. Varhola and Shane OConnor.

elcome
Wonderland,
Wonderland,
elcome to
to W
onderland, aa strange,
strange,
incorporates
aspects
incorporates aspects of
of aa fairytale
fairytale
and
and aa demi-plane
demi-plane of
of chaos!
chaos!

sometimes
sometimes creepy
creepy alternate
alternate world
world that
that
land,
the
elements
of
childrens
land, the elements of childrens nightmares,
nightmares,

This
This OGL
OGL sourcebook
sourcebook is
is inspired
inspired by
by the
the works
works of
of Lewis
Lewis Carroll,
Carroll, including
including his
his Alices
Alices
Adventures
in
W
onderland
and
Through
the
Looking
Glass
and
a
number
of
Wonderland and Through the Looking Glass and a number of poems.
Adventures in Wonderland
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
Wonderland
Feats,
Wonderland
Feats,
Chapters of
of W
onderland Skills,
Skills, F
eats, Spells,
Spells,
and
Magic
Items.
and Magic Items.
** A
Wonderland
Wonderland
A W
onderland Gazeteer
Gazeteer
** W
Wonderland
Wonderland
onderland Adventure
Adventure Hooks
Hooks
** T
Tables
Tables
ables for
for selecting
selecting R
Random
andom
W
onderland
Items
Wonderland Items

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Publishing
Skirmisher P
Publishing
ublishing LLC
LLC
www
www.skirmisher
.skirmisher.com
www.skirmisher
.skirmisher.com
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