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    By Michael J. VBy Michael J. VBy Michael J. VBy Michael J. VBy Michael J. Varhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane Oarhola, Shane OConnorConnorConnorConnorConnor,,,,,

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

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

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

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

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

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

    Authors:Authors:Authors:Authors:Authors: Michael J. Varhola, Shane OConnor, and the Skirmisher Game Development Group

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

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

    4E Rules Consultant:4E Rules Consultant:4E Rules Consultant:4E Rules Consultant:4E Rules Consultant: Jim Clunie

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

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

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

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

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

    Designation of Product Identity:Designation of Product Identity:Designation of Product Identity:Designation of Product Identity:Designation of Product Identity: Product Identityis not Open Game Content. The following is herebydesignated as Product Identity in accordance with sec-tion 1(e) of Open Game License version 1.0a: Skirmish-

    er Publishing and any and all associated logos and iden-tifying marks, including all Skirmisher Publishing prod-ucts and product line names; any and all artwork, de-signs, depictions, illustrations, maps, likenesses, sym-

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

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

    This book is protected under international treatiesand the copyright laws of the United States of Ameri-ca. Mention or reference to any company, product, orother copyrighted or trademarked material in no wayconstitutes a challenge to the respective copyright ortrademark concerned. This book is a work of fiction

    and any resemblance of its contents to actual people,organizations, places, or events is purely coincidental.First PDF publication: March 2010. SKP E 1011.

    22222

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    TTTTTable of Contentsable of Contentsable of Contentsable of Contentsable of Contents

    IntroductionIntroductionIntroductionIntroductionIntroduction 55555

    Chapter 1: WChapter 1: WChapter 1: WChapter 1: WChapter 1: Wonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCsonderland Monsters and NPCs 77777

    Anim al , WAn im al , WAnim al , WAn im al , WAn im al , Wonderland (Tonderland (Tonderland (Tonderland (Tonderland (Template)emplate)emplate)emplate)emplate) 77777BandersnatchBandersnatchBandersnatchBandersnatchBandersnatch 88888

    Card PCard PCard PCard PCard Personersonersonersonerson 99999

    CaterpillarCaterpillarCaterpillarCaterpillarCaterpillar 1 11 11 11 11 1

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

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

    BishopBishopBishopBishopBishop 1 31 31 31 31 3

    KnightKnightKnightKnightKnight 1 51 51 51 51 5

    PPPPPawnawnawnawnawn 1 61 61 61 61 6

    RRRRRoo kookoo kookook 1 71 71 71 71 7

    Christmas PChristmas PChristmas PChristmas PChristmas Puddinguddinguddinguddingudding 1 91 91 91 91 9

    DuchessDuchessDuchessDuchessDuchess 2 02 02 02 02 0PPPPPiglet Figlet Figlet Figlet Figlet Familiaramiliaramiliaramiliaramiliar 2 12 12 12 12 1

    GryphonGryphonGryphonGryphonGryphon 2 12 12 12 12 1

    Hedgehog, WHedgehog, WHedgehog, WHedgehog, WHedgehog, Wonderlandonderlandonderlandonderlandonderland 2 22 22 22 22 2

    JabberwockJabberwockJabberwockJabberwockJabberwock 2 32 32 32 32 3

    King of HeartsKing of HeartsKing of HeartsKing of HeartsKing of Hearts 2 42 42 42 42 4

    Knave of HeartsKnave of HeartsKnave of HeartsKnave of HeartsKnave of Hearts 2 42 42 42 42 4

    Mad HatterMad HatterMad HatterMad HatterMad Hatter 2 52 52 52 52 5

    Mock TMock TMock TMock TMock Turtleurtleurtleurtleurtle 2 62 62 62 62 6

    Queen of HeartsQueen of HeartsQueen of HeartsQueen of HeartsQueen of Hearts 2 72 72 72 72 7

    RRRRRabbit, Wabbit, Wabbit, Wabbit, Wabbit, Wonderlandonderlandonderlandonderlandonderland 2 82 82 82 82 8

    Chapter 2: WChapter 2: WChapter 2: WChapter 2: WChapter 2: Wonderland Skillsonderland Skillsonderland Skillsonderland Skillsonderland Skills 3131313131

    Chapter 3: WChapter 3: WChapter 3: WChapter 3: WChapter 3: Wonderland Fonderland Fonderland Fonderland Fonderland Featseatseatseatseats 353535353 5

    Chapter 4: WChapter 4: WChapter 4: WChapter 4: WChapter 4: Wonderland Spellsonderland Spellsonderland Spellsonderland Spellsonderland Spells 3939393939

    Chapter 5: WChapter 5: WChapter 5: WChapter 5: WChapter 5: Wonderland Magic Itemsonderland Magic Itemsonderland Magic Itemsonderland Magic Itemsonderland Magic Items 4343434343

    Appendix I: WAppendix I: WAppendix I: WAppendix I: WAppendix I: Wonderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteeronderland Gazeteer 4747474747

    Appendix II: WAppendix II: WAppendix II: WAppendix II: WAppendix II: Wonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooksonderland Adventure Hooks 515 15 15 15 1

    Appendix III: RAppendix III: RAppendix III: RAppendix III: RAppendix III: Random Wandom Wandom Wandom Wandom Wonderland Itemsonderland Itemsonderland Itemsonderland Itemsonderland Items 5353535353

    Open Game License VOpen Game License VOpen Game License VOpen Game License VOpen Game License Version 1.0.aersion 1.0.aersion 1.0.aersion 1.0.aersion 1.0.a 5 55 55 55 55 5

    Skirmisher PSkirmisher PSkirmisher PSkirmisher PSkirmisher Productsroductsroductsroductsroducts 5757575757

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    IntroductionIntroductionIntroductionIntroductionIntroduction

    55555

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

    preserve his tone and atmosphere.

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

    bilities.One area of Wonderland can vary markedly in ap-

    pearance from another, and conclusions about one sec-tion of the plane cannot necessarily be drawn from the

    others. Portals of the above-mentioned sorts typicallylead into very different kinds of areas (leading somepeople to conclude, albeit incorrectly, that they areactually different worlds). Areas like the homeland ofthe Queen of Hearts and her subjects appear quite con-ventional, parts of the land of the chess people are some-what more bizarre, and Snark Island is actually dis-mal, rugged, and dangerous.

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

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

    WWWWWonderland is a strange, sometimes creepy alternate world that incorporates aspects of a fairytale land,the elements of childrens nightmares, and a demi-plane of chaos. Game masters drawn to it in anyway can adapt it and its denizens for any number of purposes, from brief quests into Wonderland,

    extended campaigns within it, or encounters with native monsters or characters who have somehow venturedout of it. Parties of very low to fairly high level could all be involved on such adventures, depending on the sortsof challenges and encounters a game master devises using the contents of this book.

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

    Frequently changing size is a typical experience ofmany visitors to and natives of Wonderland alike, andthis can certainly have an impact on encounters. Oneof these is that for every size category larger than usual

    they are, a character enjoys a +2 bonus on Intimidatechecks. Furthermore, if he is two or more sizes largerthan creatures he is dealing with, this check is madeautomatically whether he likes it or not. A charactercan attempt to avoid this, however, by making an op-posed Diplomacy check against their own Intimidatecheck.

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

    Acknowled gementsAcknowledg em entsAcknowled gementsAcknowledg em entsAck nowle dgem en tsAs with most such projects, a number of people other

    than the authors have made some contributions to thisbook.

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

    Another is Trent Troop of Oactavirate Games, whocreated the version of the Mock Turtle that appears inthis book, and which was originally published in hiscompanys Lethal Lexicon Volume 2.

    Art throughout this work was produced by both theartists who illustrated some of the original editions ofAlices Adventures in Wonderlandand Through theLooking Glass, along with some inspired by the placesand inhabitants of Carrolls strange world.

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

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

    Creating a WCreating a WCreating a WCreating a WCreating a Wonderland Animalonderland Animalonderland Animalonderland Animalonderland AnimalWonderland animal is an inherited template that can

    be added to any animal or vermin. A Wonderland an-imal uses all of the base creatures statistics and spe-cial abilities except as noted here.

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

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

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

    Abilities:Abilities:Abilities:Abilities:Abilities: Roll 3d6-2 for the Wonderland animalsIntelligence, -2 to normal Wisdom.

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

    77777

    AnimalsAnimalsAnimalsAnimalsAnimals of all types can be found in Wonderland.All such creatures are physically similar to their real-world counterparts, the major exceptions being thatthey have near-human intellects and that many havehuman-like hands and, therefore, the ability to usevarious sorts of objects. Some also wear various itemsof clothing. Most Wonderland creatures are pretty muchderanged by normal standards, however, and interac-tions with them might thus be confusing or even dis-

    quieting (e.g., they may appear to have characters con-fused with other people and call them by their namesrather than the correct ones). Many act as servants forvarious Wonderland humans.

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

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

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

    Marine creatures that can be found in Wonderlandinclude crabs, clams, oysters, shrimp, lobsters, fish

    both semi-anthropomorphic and otherwise sharks,jellyfish, whitings, porpoises, tutles, sole, and eels.

    Vermin that can be found in Wonderland includecaterpillars and snails.

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

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

    HumansHumansHumansHumansHumans native to Wonderland conform to the char-acteristics of Humans in other locations in most ways

    but one: They are only about half the height of normalpeople and size Small rather than Medium, giving them-2 to Str and +2 to Dex, and +1 on AC and attacks.

    WWWWWonderland is home to many different sorts of creatures, among them real-world animals, mythologicalbeasts especially those that might be found in heraldry or Empire-style furniture and architecture small native humans, and beings unique to the milieu. Many, but certainly not all, tend to be

    argumentative, rude, surly, or otherwise unhelpful. All, however, have ranks in Knowledge (local [Wonderland])equal to 3 plus their HD, so if handled properly they might prove to be useful sources of information.

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

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

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    88888

    Adventures in WAdventures in WAdventures in WAdventures in WAdventures in Wonderlandonderlandonderlandonderlandonderland

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

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

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

    Move Silently +8, Survival +4Feats:Feats:Feats:Feats:Feats: Aura of Chaos*B, Great Fortitude, Improved

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

    EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: Wonderland

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

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

    Perhaps the most reviled creature in all of Wonder-land, the bandersnatch is a hideous creature thatplagues travelers. Appearing like some mixture of a

    diseased chimpanzee and insect, a bandersnatch hasa crumpled, compact frame set on stumpy little legs.Its gangly arms are longer than it is tall, and are tippedwith wicked claws that can easily pierce even the thick-est of branches in the woods where it likes to hide.Named for its tendency to snatch individuals and then

    bander away with them, the bandersnatch is viewedby the inhabitants of Wonderland as a contemptuousbut very dangerous creature, and thusly avoided when-ever possible.

    COMBACOMBACOMBACOMBACOMBATTTTTA bandersnatch is a spiteful creature that enjoys in-

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

    before repeating the process.Bellicose Nature (Ex):Bellicose Nature (Ex):Bellicose Nature (Ex):Bellicose Nature (Ex):Bellicose Nature (Ex): A bandersnatch is far more

    ferocious than most aberrations. It has a base attack

    bonus equal to its natural Hit Dice.GrGrGrGrGreater Grab (Ex):eater Grab (Ex):eater Grab (Ex):eater Grab (Ex):eater Grab (Ex): To use this ability, a bandersnatch

    must hit a Large or smaller creature with its claw at-tack. It can then attempt to start a grapple as a freeaction without provoking an attack of opportunity. A

    bandersnatch that only uses its claw to grapple an op-ponent so that it is not considered grappled itself takesonly a -10 penalty on grapple checks.

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

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

    tures list as class skills, as well as all Craft, Perform,and Profession skills.

    Feats:Feats:Feats:Feats:Feats: A Wonderland animal does not gain any feats

    from this template, but may wish to take the ImprovedManipulation feat (see Chapter 3).Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: As base creature +0.

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    99999

    CARD PERSONCARD PERSONCARD PERSONCARD PERSONCARD PERSONCard people are one of the strange races native to Won-derland. They are, in fact, living playing cards, and

    each bears an appropriate number of standard sym-bols, Hearts, Diamonds, Spades, or Clubs. They arethe servitors, soldiers, courtiers, and even children ofKnaves, Queens, and Kings, Face Cards that con-form to the characteristics of Wonderland humans rath-er than card people.

    Such beings are organized into a strict hierarchy,with Deuces (2s) at the lower end of the spectrum andAces (1s) at the upper end. In keeping with the arcaneorganization of such beings, an Ace can even some-times veto, or trump, the orders of a Face Card. Fur-thermore, card people often segregate which symbolsperform which duties: Spades are often fighters, rang-

    ers, or experts, Clubs tend to become clerics, Heartstend to be rogues, bards, or aristocrats, and Diamondsare often wizards.

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

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

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

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

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

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

    Card people suffer at -4 penalty on saving throwsversus 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, withthe exception of Aces, which have 10 HD/levels.

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

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

    A Card person receives a natural Armor Class

    bonus equal to the number of symbols it bears, whichare resistant to damage and provide it with some pro-tection (with the exception of Aces, which receive +11).

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

    Favored Class: Fighter.

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

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    1010101010

    Adventures in WAdventures in WAdventures in WAdventures in WAdventures in Wonderlandonderlandonderlandonderlandonderland

    CarCarCarCarCard Person, 1st-Level Wd Person, 1st-Level Wd Person, 1st-Level Wd Person, 1st-Level Wd Person, 1st-Level WarararararriorriorriorriorriorSmall Humanoid (Card Person Deuce of Spades)Small Humanoid (Card Person Deuce of Spades)Small Humanoid (Card Person Deuce of Spades)Small Humanoid (Card Person Deuce of Spades)Small Humanoid (Card Person Deuce of Spades)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 1d8+1 (5 hp)

    Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 20 ft. (4 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 14 (+1 size, +1 Dex, +2 natural),

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

    Profession (gardener) +3

    Feats:Feats:Feats:Feats:Feats: Weapon Focus (greatsword)EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: Hand (5-7), Suit (13), Pack (52)

    Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Usually neutralAdvancement:Advancement:Advancement:Advancement:Advancement: Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:

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

    Card Person, 10th-Level FighterCard Person, 10th-Level FighterCard Person, 10th-Level FighterCard Person, 10th-Level FighterCard Person, 10th-Level Fighter

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

    touch 12, flat-footed 22Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +10/+8Attack:Attack:Attack:Attack:Attack: Greataxe +15 melee (1d10+5/x3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Greataxe +15/+9 melee (1d10+5/x3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Card person traitsSaves:Saves:Saves:Saves:Saves: Fort +9, Ref +5, Will +4

    Abilities:Abilities:Abilities:Abilities:Abilities: Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8Skills:Skills:Skills:Skills:Skills: Appraise +0 (+2 weapons), Craft (weaponsmithing) +13,

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

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

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

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

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    CACACACACATERPILLARTERPILLARTERPILLARTERPILLARTERPILLAR, WO NDER LAND, WO ND ERLAND, WO NDER LAND, WO ND ERLAND, WOND ERLA NDFine Magical BeastFine Magical BeastFine Magical BeastFine Magical BeastFine Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 11d10 (22 hp)

    Initiative:Initiative:Initiative:Initiative:Initiative: 1Speed:Speed:Speed:Speed:Speed: 15 ft. (3 squares), climb 15 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +11/10Attack:Attack:Attack:Attack:Attack: acid splash +22 ranged (1d3 acid) or

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

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

    low-light vision, spell-like abilities, spells, stableSaves:Saves:Saves:Saves:Saves: Fort +7, Ref +10, Will +3

    Abilities:Abilities:Abilities:Abilities:Abilities: Str 1, Dex 16, Con 10, Int 19, Wis 10, Cha 15Skills:Skills:Skills:Skills:Skills: Balance +11, Climb +11, Concentration +13, Craft

    (any one) +16, Gather Information +4, Hide +19,Knowledge (any one) +18, Knowledge (arcana) +17,Knowledge (local [Wonderland]) +17, Listen +0,Profession (any one) +12, Spellcraft +19, Spot +0

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

    EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 7TTTTTrrrrreasureasureasureasureasure:e:e:e:e: See belowAlignment:Alignment:Alignment:Alignment:Alignment: Usually neutral

    Advancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:

    Wonderland caterpillars are ancient beings that haveused a combination of powerful drugs and magic to

    both prevent themselves from aging and to provide themwith vast knowledge of both their homeland and worlds

    beyond it. With their consciousnesses always half some-where else, such creatures generally seem slow, vague,and disconnected.

    At around three inches tall, they are not much of aphysical threat to anyone, and characters who havenot been reduced in size are not likely to even noticesuch diminutive creatures. At first glance, a Wonder-land caterpillar might appear to have human-like fea-tures, but this is actually because of its ability to use itssmall legs to form shapes reminiscent of features like anose, mouth, ears, and the like.

    While not overly gregarious, such creatures perceive

    their role as oracles and will provide information albeit possibly in the form or riddles or in some otherobscure or confusing way to those who present them-selves properly. They advance in level exactly like sor-cerers but use Int as the key ability for their spells anddo not receive familiars.

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

    COMBACOMBACOMBACOMBACOMBATTTTTWonderland caterpillars do not willingly engage in com-

    bat under any circumstances. Because they are anunparalleled source of information, however, other be-ings may be willing to help protect them from harm.

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

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    CHESHIRE CACHESHIRE CACHESHIRE CACHESHIRE CACHESHIRE CATTTTTSmall Magical BeastHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d10+2 (13 hp)

    Initiative:Initiative:Initiative:Initiative:Initiative: +1Speed:Speed:Speed:Speed:Speed: 30 ft. (6 squares)Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 12 (+1 size, +1 Dex), touch 12,

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

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

    ethereal jaunt, scentSaves:Saves:Saves:Saves:Saves: Fort +4, Ref +4, Will +0

    Abilities:Abilities:Abilities:Abilities:Abilities: Str 10, Dex 13, Con 12, Int 10, Wis 10, Cha 11Skills:Skills:Skills:Skills:Skills: Balance +9, Climb +5, Hide +11*, Jump +9,

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

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

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

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

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

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

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

    caterpillars derive from their drugs also have a persis-

    tent mild narcotic effect that reduces reaction times,inflicting a -4 penalty on initiative rolls and Spot andListen skill checks.

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

    Stable (Su):Stable (Su):Stable (Su):Stable (Su):Stable (Su): As a result of their drugs and magic,Wonderland caterpillars receive a +4 enhancement

    bonus against any effects that would either magicallyor naturally age or transmute them (e.g,. the spell en-large person, the natural change into a butterfly). Such

    creatures receive an unmodified saving throw evenagainst effects of this sort that do not normally allow asaving throw.

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

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

    Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +Sorcerer Spells Known (6/7/7/7/7/4; save DC 14 +spell level): 0spell level): 0spell level): 0spell level): 0spell level): 0 arcane mark, daze, detect magic,

    detect poison, ghost sound, mage hand, message, open/close, read magic; 1st1st1st1st1st charm person, comprehendlanguages, detect secret doors, hypnotism, identify; 2nd2nd2nd2nd2nd detect thoughts, invisibility, locate object, see invis-ibility, touch of idiocy; 3r3r3r3r3rd d d d d arcane sight, clairaudi-ence/clairvoyance, suggestion, tongues;4th 4th 4th 4th 4th lesser

    geas, locate creature, scrying; 5th (1) 5th (1) 5th (1) 5th (1) 5th (1) contact otherplane,permanency.

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    COMBACOMBACOMBACOMBACOMBATTTTTCheshire cats use stealth and their ethereal jaunt abil-ity to sneak up on their prey. This usually includes ratsand mice, which they love, especially those that have

    been well-fed on cheese or seasoned with salt. ACheshire cat has exceptionally long claws and teeth.They are intelligent creatures, however, and will notattack superior opponents if they can avoid it, prefer-ring to retreat in the face of unfavorable odds.

    Skills:Skills:Skills:Skills:Skills: Cheshire cats have a +4 racial bonus onClimb, Hide, Knowledge (the planes), and Move Si-lently checks, +5 on Knowledge (local [Wonderland])

    checks, and a +8 racial bonus on Balance and Jumpchecks. They use their Dexterity modifier instead oftheir Strength modifier for Climb and Jump checks.

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

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

    If desired, a Cheshire cat can slow its shift to andfrom the Ethereal Plane by progressively shifting its

    body, often making its wide grin the first thing to ap-pear or the last thing to disappear. If partially ethereal,its AC improves by from +1 (if just its tale is out ofphase) to +7 (if only its smile is showing).

    CHESS PERSONCHESS PERSONCHESS PERSONCHESS PERSONCHESS PERSONLiving chess pieces native to Wonderland, chess peo-ple are always either white or red. Two sorts of such

    creatures, bishops and pawns, are presented here, andother types include kings, queens, knights, and rooks.

    TTTTTraitsraitsraitsraitsraitsChess people possess the following traits (unless oth-erwise noted in a particular creatures entry). Precise Movement (Ex): Precise Movement (Ex): Precise Movement (Ex): Precise Movement (Ex): Precise Movement (Ex): Chess people can move attheir base speed even when wearing medium or heavyarmor or when carrying a medium or heavy load. Set (Ex): Set (Ex): Set (Ex): Set (Ex): Set (Ex): Chess people of the same color who arewithin 50 feet of their king automatically adjust to eachothers 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.

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

    flat-footed 15Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +2/+3Attack:Attack:Attack:Attack:Attack: Masterwork morningstar +4 (1d8+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Masterwork morningstar +4 (1d8+1)

    Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Sneak attack +1d6Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Angling advance,

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

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

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

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

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    Despite their ecclesiastical title, bishops are the roguesof chess people. While rarely duplicitous, they tend toconsider things from every angle, looking for an ad-

    vantage. Most prefer to work in groups with other chesspeople, and tend to try and fade to the backgroundwhen with others, finding that it allows for them toassess people and situations easier.

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

    Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex):Angling Advance (Ex): A bishop always treats a di-

    agonal move as being 5 feet.Sneak Attack:Sneak Attack:Sneak Attack:Sneak Attack:Sneak Attack: When flanking an opponent, or when

    attacking a flat-footed opponent, a bishop adds +1d6 totheir melee attacks, as well as to ranged attacks made

    against a target within 30 feet.

    Bishops as CharactersBishops as CharactersBishops as CharactersBishops as CharactersBishops as Characters

    Bishop TBishop TBishop TBishop TBishop Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Bishops possess the following racial traits. +2 Str, +6 Dex, +4 Con, +4 Wis, +2 Cha A bishops base land speed is 30 ft. Racial Hit Dice: A bishop begins with three levels ofhumanoid, 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 skillpoints equal to 6 (2 + Int modifier, minimum 1). Itsclass skills are Hide, Knowledge (local [Wonderland]),Knowledge (nobility and royalty), Listen, Move Silent-ly, and Spot.

    Racial Feats: A bishops humanoid levels give it twofeats. Weapon and Armor Proficiency: A bishop is auto-matically proficient with simple weapons, medium and

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    light armor, and shields. Special Qualities (see above): Angling advance,sneak attack +1d6.

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

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

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

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

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

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

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

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

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

    COMBACOMBACOMBACOMBACOMBATTTTTKnights do not hesitate to step into a fight, confident intheir ability to find the most advantageous positions. If

    possible, they will use difficult terrain or obstacles,combined with tumbling around enemies, to give themthe advantage. Often, they will serve as a distraction,using Combat Expertise to fortify themselves as theyharass enemies, waiting for bishops to set up flankingmaneuvers, or buying time until rooks can charge intothe fray.

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

    Spry Steps (Ex):Spry Steps (Ex):Spry Steps (Ex):Spry Steps (Ex):Spry Steps (Ex): Knights are renowned for their abil-ity adapt to the surrounding terrain. A knight is notimpeded by difficult terrain nor by hampering obsta-

    cles (i.e., one square of difficult terrain counts as 5 feetof movement, does not stop a charge, etc.). A knightcrossing terrain that causes damage still takes appro-priate damage, however, and must make any neces-sary skill checks to overcome hampering obstacles, al-

    beit with a +5 circumstance bonus. Finally, a knightdoes not take armor check penalties to Balance, Jump,or Tumble skill checks.

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

    Uncanny Dodge (Ex):Uncanny Dodge (Ex):Uncanny Dodge (Ex):Uncanny Dodge (Ex):Uncanny Dodge (Ex): As a result of how easily he

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

    KNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKNIGHTS AS CHARACTERSKnight TKnight TKnight TKnight TKnight Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Knights possess the following racial traits. +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +2 Cha A knights base land speed is 30 ft. Racial Hit Dice: A knight begins with six levels ofhumanoid, 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

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    points equal to 9 (2 + Int modifier, minimum 1). Itsclass skills are Balance, Jump, Knowledge (local [Won-derland]), Intimidate, and Tumble. A knight receives a +2 bonus on any Knowledge (lo-cal [Wonderland]) skill checks related to the nobilityand royalty of Wonderland. +4 racial bonus on Balance, Jump, and Tumblechecks. A knight uses its Strength modifier instead ofits Dexterity modifier for Tumble checks. Racial Feats: A knights humanoid levels give it threefeats. Weapon and Armor Proficiency: A knight is auto-matically proficient with simple weapons, medium andlight armor, and shields. Special Qualities (see above): Military training, spry

    PPPPPawnawnawnawnawnMedium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Medium Humanoid (chess person)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 2d8 (9 hp)Initiative:Initiative:Initiative:Initiative:Initiative: +5Speed:Speed:Speed:Speed:Speed: 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+1 Dex, +4 chain shirt), touch 11, flat-footed 14Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/+2

    Attack:Attack:Attack:Attack:Attack: Light mace +2 melee (1d6+1)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Light mace +2 melee (1d6+1)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Double advanceSpecial Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Precise movement, setSaves:Saves:Saves:Saves:Saves: Fort +0, Ref +4, Will +0Abilities:Abilities:Abilities:Abilities:Abilities: Str 12, Dex 13, Con 10, Int 11, Wis 10, Cha 9Skills:Skills:Skills:Skills:Skills: Intimidate +3, Knowledge (local [Wonderland])+5, Listen +2, Spot +2Feats:Feats:Feats:Feats:Feats: Improved InitiativeEnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, row (8), or board (8 pawns, 2

    bishops, 2 knights, 2 rooks, 1 queen, 1 king)

    Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 1TTTTTrrrrreasureasureasureasureasure:e:e:e:e: StandardAlignment:Alignment:Alignment:Alignment:Alignment: Usually lawful neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +0

    The lowliest of the chess people, pawns are also themost common. They are the rank-and-file of their re-spective armies, and know it, following orders issued

    by chess people of higher rank (i.e., every chess per-son who is not also a pawn). Some pawns actuallymanage to gain class levels, although these are highlyrare. Still, rumors persist of pawns who have actuallymanaged to advance far enough that they become pro-moted to another kind of chess person altogether. Thistends to be the dream of most pawns.

    COMBACOMBACOMBACOMBACOMBATTTTTPawns have very little advanced knowledge of military

    steps, and uncanny dodge. Chess person subtype. Automatic languages: Common. Bonus languages:

    French, Infernal, Sylvan. Favored Class: Ranger. Level adjustment: +4.

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    tactics. They usually charge headlong into battle, us-ing their double advance ability at the opening of com-

    bat, and wade forward until they are overcome. Stron-

    ger pieces tend to use them to create advantageouspositions for themselves, sacrificing pawns as neces-sary.

    Double Advance (Ex):Double Advance (Ex):Double Advance (Ex):Double Advance (Ex):Double Advance (Ex): Once per day, a pawn maymake a full attack action after making a move action,or may make a single attack after taking a double moveaction.

    PAPAPAPAPAWNS AS CHARACTERSWNS AS CHARACTERSWNS AS CHARACTERSWNS AS CHARACTERSWNS AS CHARACTERSPawn TPawn TPawn TPawn TPawn Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Pawns possess the following racial traits. +2 Str, +2 Dex, -2 Cha A pawns base land speed is 30 ft.

    Racial Hit Dice: A pawn begins with two levels ofhumanoid, 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 skillpoints equal to 5 (2 + Int modifier, minimum 1). Itsclass skills are Intimidate, Knowledge (local [Wonder-land]), Listen, and Spot. A pawn receives a +2 bonus on any Knowledge (lo-cal [Wonderland]) skill checks related to the nobilityand royalty of Wonderland. Racial Feats: A pawns humanoid levels give it onefeat.

    Weapon and Armor Proficiency: A pawn is automat-ically proficient with simple weapons, light armor, andshields. Special Qualities (see above): Double advance. Chess person subtype. Automatic languages: Common. Bonus languages:French, Infernal, Sylvan. Favored Class: Fighter. Level adjustment: +0.

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

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

    +3 +1 heavy steel shield), touch 11, flat-footed 20Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +5/+9

    Attack:Attack:Attack:Attack:Attack: +1 warhammer+11 melee (1d8+7/x3)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: +1 warhammer+11 melee (1d8+7/x3)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 5 ft./5 ft.

    Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Special Qualities:Special Qualities:Special Qualities:Special Qualities:Special Qualities: Battle ready, castle,damage reduction 5/, fortified form, SR 18

    Saves:Saves:Saves:Saves:Saves: Fort +6, Ref +6, Will +4AbilitiesAbilitiesAbilitiesAbilitiesAbilities::::: Str 19, Dex 12, Con 18, Int 14, Wis 15, Cha 10Skills:Skills:Skills:Skills:Skills: Diplomacy +2, Gather Information +2,

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

    underground)

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

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

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

    The muscle of the chess armies, rooks are the quintes-sential strong-but-silent type. Preferring to let their ac-tions speak for them, they are fiercely loyal to their

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    compatriots and never fail to back them up, whether incombat or out. Most have very little personal ambition,feeling very self-satisfied with the role they play, and

    so tend let a lot of things slide. This passivity is notpermissiveness, however, and those who push a rooktoo far will soon be sorry that they did.

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

    other chess person from the fray) and reinforcing itscomrades via its fortified form ability.

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

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

    Fortified Form (Ex):Fortified Form (Ex):Fortified Form (Ex):Fortified Form (Ex):Fortified Form (Ex): A rook is meant to serve as a

    powerful defensive bulwark for its chess army. As astandard action, a rook may grant cover to up to twochess people of its color that it is adjacent to. This bo-nus is lost if the chess people cease to be adjacent tothe rook.

    ROOKS AS CHARACTERSROOKS AS CHARACTERSROOKS AS CHARACTERSROOKS AS CHARACTERSROOKS AS CHARACTERSRook TRook TRook TRook TRook Traits (Ex)raits (Ex)raits (Ex)raits (Ex)raits (Ex)Rooks possess the following racial traits. +8 Str, +2 Dex, +8 Con, +4 Int, +4 Wis A rooks base land speed is 30 ft. Racial Hit Dice: A knight begins with seven levels ofhumanoid, which provide 7d8 Hit Dice, a base attack

    bonus of +5, and base saving throw bonuses of Fort +2,Ref +5, Will +2. Racial Skills: A knights humanoid levels give it skillpoints equal to 10 (2 + Int modifier, minimum 1). Itsclass skills are all Diplomacy, Gather Information, In-timidate, Knowledge (all skills, taken individually),

    Search, and Survival. A rook receives a +2 bonus on any Knowledge (local[Wonderland]) skill checks related to the nobility and

    royalty of Wonderland. Racial Feats: A rooks humanoid levels give it threefeats. Weapon and Armor Proficiency: A rook is automati-cally proficient with simple and martial weapons, light,medium, and heavy armor, and shields. Special Qualities (see above): Battle ready, castle,damage reduction 5/, fortified form, spell resistanceequal to 11 + Hit Dice/class levels. Chess person subtype. Automatic languages: Common. Bonus languages:French, Infernal, Sylvan. Favored Class: Fighter.

    Level adjustment: +7.

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    CHRISTMAS PUDDINGCHRISTMAS PUDDINGCHRISTMAS PUDDINGCHRISTMAS PUDDINGCHRISTMAS PUDDINGTTTTTiny Oozeiny Oozeiny Oozeiny Oozeiny OozeHit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 3d10+9 (20 hp)

    Initiative:Initiative:Initiative:Initiative:Initiative: +3Speed:Speed:Speed:Speed:Speed: 20 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 15 (+2 size, +3 Dex), touch 15,

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

    ooze qualitiesSaves:Saves:Saves:Saves:Saves: Fort +3, Ref +4, Will +2Abilities:Abilities:Abilities:Abilities:Abilities: Str 7, Dex 16, Con 14, Int 11, Wis 13, Cha 9

    Skills:Skills:Skills:Skills:Skills: Disguise +3*, Hide +15, Move Silently +7Feats:Feats:Feats:Feats:Feats: Toughness, Weapon FinesseEnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 2TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: NeutralAdvancement:Advancement:Advancement:Advancement:Advancement: 4-6 HD (Tiny); 7-9 HD (Small)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:

    Named for the dessert course for which they are oftenserved, a Christmas pudding is a small, intelligent ooze.Most tend to eschew contact with other creatures,

    knowing that they are a favored delicacy to most peo-ple. Talking to them reveals a dour and taciturn dispo-sition, often with an annoying habit of demanding to

    be addressed as Mister and correcting even the mostminor mistakes.

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

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

    and power, leaving enemies smarting from its slam at-tack.

    Although an ooze, a Christmas pudding is intelli-

    gent, and is subject to mind-affecting effects. It speaksand understands Common.Elastic Body (Ex):Elastic Body (Ex):Elastic Body (Ex):Elastic Body (Ex):Elastic Body (Ex): Despite its gelatinous appearance,

    a Christmas puddings body is very springy and stretch-able. It has a reach of 5 feet and, despite its size, itsslam attack naturally does 1d4 damage. It also uses itsDexterity modifier instead of Strength when calculat-ing the bonus to damage rolls made with its slam at-tack.

    Nutritious (Su):Nutritious (Su):Nutritious (Su):Nutritious (Su):Nutritious (Su): Theres a reason why Christmaspuddings are among the most favored desserts in all ofWonderland. When slain, a Christmas pudding retainsits consistency for 10 minutes, after which it loses co-

    hesion and turns into watery slime unless boiled be-fore this happens. Boiled Christmas pudding remainsedible for up to one hour, providing one serving per HDof the creature, and if eaten during this period a serv-ing bestows one of the following random effects on thecreature who consumes it (CL equal to the HD of theChristmas pudding):

    d20d20d20d20d20 EffectEffectEffectEffectEffect01 - 05 resistance06 10 virtue11 13 bless14 16 cure light wounds

    17 18 lesser restoration19 20 owls wisdom

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

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    THE DUCHESSTHE DUCHESSTHE DUCHESSTHE DUCHESSTHE DUCHESSWonderland Human Wizard (transmuter) 9; CR 9;Small-size humanoid (Wonderland Human); HD 9d4+9;

    hp 33; Init +3; Spd 20 ft. (4 squares); AC 14 (+3 Dex, +1size), touch 14, flat-footed 11; Base Atk +4; Grp -2; Atkdagger +8 melee (1d4-2/19-20) or dagger +8 ranged (1d4-2/19-20); Full Atk dagger +8 melee (1d4-2/19-20) ordagger +8 ranged (1d4-2/19-20); AL CN.

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

    Int 18 (+4), Wis 12 (+1),Cha 5 (3).

    Skills:Skills:Skills:Skills:Skills: Appraise +4 (+6 alchemy and stonemason-ry), Concentration +11, Craft (alchemy) +16, Craft (stone-masonry) +12, Gather Information -1, Knowledge (local[Wonderland]) +16, Knowledge (architecture and engi-

    neering) +14, Search +4 (+6 involving secret doors andsimilar compartments), Smell* +7 [6 cc], Spellcraft +14,Spot +4 [6 cc]. Languages:Languages:Languages:Languages:Languages: Common, Draconic, Latin,Sylvan, Terran.

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

    Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities:Racial Abilities: As per a Wonderland human.Class Abilities:Class Abilities:Class Abilities:Class Abilities:Class Abilities: Summon Familiar (Piglet; +3 Smell*,Alertness [+2 Listen and Spot], Improved Evasion, ShareSpells, Empathic Link, Speak with Master, Speak withAnimals of Its Kind), Prohibited Schools (Evocation,Necromancy).

    Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;Wizard Spells Prepared (4/5+1/5+1/4+1/3+1/1+1;save DC 14 + spell level): 0save DC 14 + spell level): 0save DC 14 + spell level): 0save DC 14 + spell level): 0save DC 14 + spell level): 0 Detect magic, detect

    poison, mage hand, read magic; 1st1st1st1st1st Disguise self,animate rope, enlarge person, feather fall, mage ar-mor, reduce person; 2nd 2nd 2nd 2nd 2nd Invisibility, magic mouth,

    protection from arrows(x2),pyrotechnics, whisperingwind; 3r3r3r3r3rd d d d d Deep slumber, dispel magic(x2), shrink

    item, slow;4th 4th 4th 4th 4th Mass enlarge person, Mass reduceperson, polymorph (x2); 5th (1) 5th (1) 5th (1) 5th (1) 5th (1) Baleful polymorph(x2).

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

    ph, stone shape. 5th 5th 5th 5th 5th Baleful polymorph, fabricate.Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions:Equipment/Possessions: Small palace that she has

    created largely with her magical powers.

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

    Bio:Bio:Bio:Bio:Bio: This small, exceptionally ugly woman is aprominent member of Wonderlands aristocracy. Shehas an ongoing antagonism with the Queen of Hearts,who periodically imprisons and/or threatens to kill her.Her familiar is a piglet on which she sometimes 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 andother strong, spicy scents. She maintains a householdstaff that includes a violent human cook and a surlyfrog footman.

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    TTTTTiny Piglet Familiar:iny Piglet Familiar:iny Piglet Familiar:iny Piglet Familiar:iny Piglet Familiar: CR: ; Tiny magical beast;HD 9; hp 16; Init +2, Spd 30 ft. (6 squares), AC 19 (+5natural, +2 Dex, +2 size), touch 14, flat-footed 17; 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, low-light vision; AL CN; SV Fort +5, Ref +5, Will +7; Str 7,Dex 14, Con 15, Int 10, Wis 13, Cha 4.

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

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

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

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

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

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

    Listen +4, Perform (dance) + 2, Spot +4Feats:Feats:Feats:Feats:Feats: Iron Will, Multiattack, Weapon Focus (bite)EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrOrOrOrOrganization:ganization:ganization:ganization:ganization: Solitary, pair, or family (35)Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 3TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Often chaotic neutralAdvancement:Advancement:Advancement:Advancement:Advancement: By character classLevel Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment: +2 (cohort)

    Wonderlands gryphons are very similar in appearance

    to traditional griffons and look much like smaller ver-

    sions of them, combining the physical characteristicsof both lions and eagles and generally being about sixfeet in length.

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

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

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

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

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

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

    and Spot checks.

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

    To be trained, a gryphon must have a friendly atti-

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

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

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

    Carrying Capacity:Carrying Capacity:Carrying Capacity:Carrying Capacity:Carrying Capacity: A light load for a gryphon is up

    to 87 pounds; a medium load, 88174 pounds; and aheavy load, 175282 pounds. No respectable gryphon,however, would willing carry more than a light load,and would almost certainly complain bitterly and evenrebel if expected to do more.

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

    touch 13, flat-footed 14Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +1/12Attack:Attack:Attack:Attack:Attack: Claw +4 melee (1d24)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: 2 claws +4 melee (1d24) and

    bite 1 melee (1d34)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 2 ft./0 ft.

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

    darkvision 60 ft., defensive roll, low-light vision,

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

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

    Weapon FinesseB

    EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SetsChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: TTTTTrrrrreasureasureasureasureasure:e:e:e:e: NoneAlignment:Alignment:Alignment:Alignment:Alignment: Usually neutralAdvancement:Advancement:Advancement:Advancement:Advancement:

    Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:

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

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

    Defensive Roll (Ex):Defensive Roll (Ex):Defensive Roll (Ex):Defensive Roll (Ex):Defensive Roll (Ex): When threatened, a hedgehog

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

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

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

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

    JABBERWOCKJABBERWOCKJABBERWOCKJABBERWOCKJABBERWOCKHuge Outsider (Native)Huge Outsider (Native)Huge Outsider (Native)Huge Outsider (Native)Huge Outsider (Native)Hit Dice:Hit Dice:Hit Dice:Hit Dice:Hit Dice: 18d8+144 (288 hp)

    Initiative:Initiative:Initiative:Initiative:Initiative: +6Speed:Speed:Speed:Speed:Speed: 50 ft. (10 squares), burrow 30 ft.Armor Class:Armor Class:Armor Class:Armor Class:Armor Class: 32 (+22 natural, +2 Dex, -2 size),

    touch 10, flat-footed 30Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple:Base Attack/Grapple: +18/+45Attack:Attack:Attack:Attack:Attack: Bite +27 (2d8+11/19-20)Full Attack:Full Attack:Full Attack:Full Attack:Full Attack: Bite +27 melee (2d8+11/19-20) and 2 claws

    +27 melee (2d6+11) and tail slap +27 melee (2d6+11)Space/Reach:Space/Reach:Space/Reach:Space/Reach:Space/Reach: 15 ft./10 ft.Special Attacks:Special Attacks:Special Attacks:Special Attacks:Special Attacks: Burble, constrict, fling, improved grab,

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

    regenerate 20

    Saves:Saves:Saves:Saves:Saves: Fort +19, Ref +13, Will +15Abilities:Abilities:Abilities:Abilities:Abilities: Str 33, Dex 14, Con 27, Int 3, Wis 19, Cha 14Skills:Skills:Skills:Skills:Skills: Hide -6, Jump +19, Listen +11, Smell* +12,

    Spot +11, Survival +11Feats:Feats:Feats:Feats:Feats: Blind-FightB, Improved Critical (bite), Improved

    Initiative, Improved Multiattack, Improved NaturalAttack (bite), Improved Natural Attack (claw),Multiattack, Power Attack

    EnvirEnvirEnvirEnvirEnvironment:onment:onment:onment:onment: WonderlandOrganization:Organization:Organization:Organization:Organization: SolitaryChallenge Rating:Challenge Rating:Challenge Rating:Challenge Rating:Challenge Rating: 18TTTTTrrrrreasureasureasureasureasure:e:e:e:e: Standard coins; double goods; standard itemsAlignment:Alignment:Alignment:Alignment:Alignment: Neutral

    Advancement:Advancement:Advancement:Advancement:Advancement: 19-24 HD (Huge); 25-48 HD (Gargantuan);49-54 HD (Colossal)Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:Level Adjustment:

    Wonderland is home to a great many strange and terri-fying creatures. But the jabberwock towers above themall, being a paragon of sheer physical puissance. For-tunately for the residents of Wonderland, the creatureis so rare as to be almost mythical, and no jabberwockhas been seen in many years. Some hope that the jab-

    berwock was perhaps a singular creature and, thatwhen it was slain by an ancient hero as commemo-rated in poetic form that it was gone forever. Othersare less optimistic however, in that the title of the poemJabberwocky, is the plural form of the monsters name.

    A jabberwock looks like a warped, wingless dragoncovered with chitin rather than scales. Its pupil-lesseyes seem to focus on nothing and everything all atonce, and its sonorous voice seems to echo horribly

    even in open areas. Massive claws enable it to digthrough the earth as easily as a man could walk, andits tail has enough power to uproot trees.

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

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    Adventures in WAdventures in WAdventures in WAdventures in WAdventures in Wonderlandonderlandonderlandonderlandonderland

    to bear against characters who are usually spellcast-ers. Foes using slashing weapons will be targeted dur-ing full-attack actions with a 5-point Power Attack, re-

    ducing the points used with that feat by 1 each rounduntil it consistently hits. Finally, against enemies thatconsistently stay out of its reach while using rangedattacks, the jabberwock will retreat via burrowing.

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

    based with a +6 racial bonus to the