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CREDITS
The characters, world, and situations of OZ: A Fantasy
Role-Playing Setting are a work of fiction. This game was
designed, developed, and produced by a multicultural
team of diverse identities, beliefs, and orientations.

OZ: A Fantasy Role-Playing Setting

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Lead Writer & Developer: Andrew Kolb
RPG Developer: Daniel D. Fox

Editor: Katie Gould

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Proofreader: Jennifer Ford-Rose
Sensitivity Readers: Carmen Maren & Julie Hurdiss

Cartography, Cover & Interior Illustrator:


Andrew Kolb
Art Director: Holly Swayne
Graphic Designer: Sierra S. Stanton & Andrew Kolb

Production Editor: Dave Shaw


Production Manager: Julie Skalla
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Marketing & Communications: Alyson McNaghten
& Kathy Hillard

RPG Brand Manager: Daniela Bone OZ: A Fantasy Role-Playing Setting copyright © 2022 by
Andrew Kolb. All rights reserved. No part of this book may
Sales Operations: Lynne McAdoo
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be used or reproduced in any manner whatsoever without
written permission except in the case of reprints in the
Executive Creative Director, RPG: Daniel D. Fox context of reviews.

Chief Developent Officer: Fred Nelson Andrews McMeel Publishing


a division of Andrews McMeel Universal
1130 Walnut Street, Kansas City, Missouri 64106
President and Publisher: Kirsty Melville
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www.andrewsmcmeel.com
Playtesters: Andrew Sale, Beth Kipp, Chloe Skowron,
Chris Minielly, Jonathan Cutrell, Katie Zembashi, ISBN: 978-1-5248-8146-7
Lauren Rubin, Luke Gaul, Patrick Hill, Sara Wong,
Trevor Best Library of Congress Control Number: 2022934961

ATTENTION: SCHOOLS AND BUSINESSES


Andrews McMeel books are available at quantity discounts
with bulk purchase for educational, business, or sales
promotional use. For information, please e-mail the
Andrews McMeel Publishing Special Sales Department:
[email protected].
TABLE OF CONTENTS
THE WORLD............ 1 Mayors............................................ 7 Clockwork Denizens..................... 21

WHAT’S GOING ON..................2 Civil Servants & Watcherfolk.......... 7 Cottabuses.................................... 22

Personalities.................................... 2 Guilds............................................. 7 Cowardly Lion.............................. 22

Citizens of Oz................................. 7 Cuttenclips.................................... 23

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Factions........................................... 3

Timeline of Oz................................ 3 Animals........................................... 7 Daughters of the Rainbow............. 23

Themes & Expansion...................... 3 Accessibility in Oz........................... 7 Dorothy Gale & Toto.................... 24

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Content & Safe Play....................... 3 Crime & Punishment...................... 8 Doughans...................................... 24

HOW IT WORKS........................4 Currency......................................... 8 Dragons........................................ 25

The Rulers of Oz............................. 4 Lodging & Living Expenses............. 8 Dragonettes................................... 25

The Relics of Oz............................. 4 Radium & Resources....................... 8 Fighting Trees................................ 26

Example Setup................................ 4 ADVANCED RULES & Fuddles......................................... 26


MECHANICS...............................9
Further Setup.................................. 4

Example Further Setup.................... 4

RUNNING OZ.............................5
e Exploring the Wild Regions............ 9

Fame & TOTO............................... 9


Gargoyles...................................... 26

Giants........................................... 27

Glinda........................................... 28
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Infamy............................................ 9
Pointcrawl Versus Localcrawl........... 5 Goozzle-Goblins........................... 29
Searching in a Neighborhood........ 10
Pointcrawl Travel............................. 5 Gump........................................... 29
Chase Sequences........................... 10
Localcrawl Travel............................. 5 Hammer-Heads............................ 29
Mapmaking................................... 11
Pointcrawl Exploration.................... 5 Hi-Po-Gy-Rafs.............................. 29
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Intermissions................................. 12
Localcrawl Exploration.................... 5 Hoppers........................................ 30
THE CAST.............. 15 Horners......................................... 30
THE WONDROUS
LAND OF OZ..............................6 A-B Sea Serpent............................ 16 Humans........................................ 30
Built by Fairies................................ 6 Animals......................................... 16 Hungry Tiger................................ 31
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The Deadly Desert.......................... 6 Awgwas......................................... 18 Jack Pumpkinhead........................ 32


The Yellow Brick Wall and Roads.... 6 Billina........................................... 18 Jackdaws (Swarm)......................... 33
Landscape & Climate...................... 6 Bunnyfolk..................................... 19 Jinjur............................................. 33
Time, Aging, & Death in Oz.......... 6 Button-Bright............................... 19 Kalidahs........................................ 34
Magic in Oz.................................... 6 Cap’n Bill Weedles........................ 20 Li-Mon-Eags................................. 34
Ozma & the Emerald Citadel.......... 7 Chiss............................................. 20 Locasta.......................................... 35
The Four Districts........................... 7 Choggenmuggers.......................... 21 Loons............................................ 36
Witches, Wizards, & Wardens......... 7 Civilians........................................ 21 Middlings...................................... 36
Mist Maidens................................ 36 Watcherfolk................................... 61 M2 - The Archives...................... 104

Mombi.......................................... 37 Wheelers....................................... 62 M3 - Bricks.................................. 106

Nomes........................................... 38 Winged Monkeys.......................... 63 M4 - East Munchkin (EMU)....... 108

Nome King................................... 39 Wogglebugs................................... 64 M5 - Wogglebug University......... 110

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Objectionists................................. 40 Wogglegologists............................. 64 M6 - Fine Fettle........................... 112

Olive Knights................................ 41 Zoop............................................. 66 M7 - Hyup.................................. 114

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Orks.............................................. 42 Zuminati....................................... 66 M8 - Munchkin Mountains......... 116

Oscar Diggs................................... 42 THE LAND............. 69 Farmhouse Ruins......................... 118

The Outfit.................................... 43 QUICK AREA REFERENCE.....70 Unicorn Grove............................ 119

Ozma............................................ 44 COMPLETE MAPS OF OZ....... 71 M9 - Sapphire Castle................... 120

OZUltra........................................ 45 EMERALD CENTER.................72 Quadling District.....................122

Patchwork Girl.............................. 46

Phanfasms..................................... 47

Polychrome................................... 48 e E - Overground (E Line)................ 72

E1 - Emerald Citadel..................... 74

E2 - Lake Quad............................. 76
Q - Underground (Q Line).......... 122

Q1 - Garden of Wild Beasts......... 124

Q2 - Little Utensia....................... 126


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Porcelain Folk............................... 49 GILLIKIN DISTRICT...............78 Q3 - Toasting............................... 128

The Rak........................................ 50 G - Underground (G Line)............ 78 Q4 - The Warren......................... 130

Rattlesnakes (Giant)...................... 51 G1 - Emerald View........................ 80 Q5 - Fuddleville........................... 132

Rattlesnakes (Swarm).................... 51 G2 - North Watch......................... 82 Q6 - South Watch........................ 134


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Sand Elementals............................ 51 G3 - Pumperdink Plaza.................. 84 Q7 - Old Mill.............................. 136

Sawhorses...................................... 52 G4 - Loonville............................... 86 Q8 - Forest of Fighting Trees....... 138

Scarecrow...................................... 52 G5 - Great Library Ruins............... 88 Hopper & Horner Mountain...... 140

Seedlings....................................... 53 G6 - Feathertown........................... 90 Porcelain Village.......................... 141


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Shaggy Man.................................. 54 G7 - Gugu Park............................. 92 Q9 - Ruby Palace......................... 142

Thists............................................ 54 G8 - Forest of Winged Monkeys.... 94 WINKIE DISTRICT................144

Tik-Tok......................................... 55 Mombi’s Farm............................... 96 W - Underground (W Line)........ 144

Tinners.......................................... 56 Diamond Palace............................ 97 W1 - Thi..................................... 146

Tin Woodman............................... 58 G9 - Amethyst Tower..................... 98 W2 - West Bank.......................... 148

Unicorns....................................... 59 MUNCHKIN DISTRICT.........100 W3 - Pokes.................................. 150

Utensians...................................... 59 M - Underground (M Line)......... 100 W4 - The Black Branches............ 152

Verdella......................................... 60 M1 - Judicial Quarter.................. 102 W5 - Tinkerton........................... 154


W6 - Junction.............................. 156 Bring Me .................................... 185 Rumors....................................... 196

W7 - Repository.......................... 158 Ceremonies................................. 185 Secrets (Environmental).............. 197

W8 - The Great Farmlands.......... 160 Character Traits........................... 185 Secrets (Individual)...................... 197

Sun Top Mountain...................... 162 Conversation Starters.................. 186 Street Quirks............................... 198

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Truth Pond.................................. 163 Creatures (Gillikin)..................... 186 What’s Wrong Here?................... 198

W9 - Tin Keep............................. 164 Creatures (Munchkin)................. 186 Where is it?................................. 199

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RESOURCES........ 167 Creatures (Quadling).................. 187 Year of the .................................. 199

THE RELICS OF OZ...............168 Creatures (Winkie)...................... 187 EXTERNAL &


COMPLEMENTARY
MAPS & THEIR FEATURES...172 Crowds........................................ 187 RESOURCES............................200

Bank........................................... 172 Exhibits....................................... 188 ABOUT THE AUTHOR..........200

Factory........................................ 173 Locations (General, Common).... 188 THANKS..................................200

Olive Knight Lodge..................... 175

OZUltra Laboratory.................... 176


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Mansion...................................... 174 Locations (General, Secretive)..... 189

Locations (Gillikin)..................... 189

Locations (Munchkin)................. 189


SKETCHBOOK.......................201
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Parade......................................... 177 Locations (Quadling).................. 190

Station (Overground).................. 178 Locations (Winkie)..................... 190

Station (Underground)................ 179 Lodging Events........................... 190

Watcherfolk Station..................... 180 Loot............................................ 191


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Wogglegology Center.................. 181 Magical Occurrences................... 192

RANDOM TABLES..................182 NPCs (General, Common)......... 193

Adventures (Emerald Citadel)..... 182 NPCs (General, Secretive)........... 193

Adventures (General).................. 182 NPCs (Gillikin).......................... 193


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Adventures (Guilds, Secretive)..... 182 NPCs (Munchkin)...................... 193

Adventures (Objectionists).......... 183 NPCs (Quadling)........................ 194

Adventures (Olive Knights)......... 183 NPCs (Winkie)........................... 194

Adventures (The Outfit).............. 183 Objects (General, Common)....... 194

Adventures (OZUltra)................. 183 Objects (General, Secretive)........ 194

Adventures (Wogglegologists)...... 184 Personalities................................ 195

Adventures (Zuminati)................ 184 Plot Hooks.................................. 195

Animals....................................... 184 Relics of Oz................................. 195


Chapter 1

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The World

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any have heard of Oz as a land beyond the rainbow and
forever out of reach. A whimsical place where talking
animals, metal men, and witches on brooms are commonplace. They believe it
to be nothing more than an ideal setting for a bedtime story; the sort of place
one thinks about as they fall sleep at night and dream of a better tomorrow.

But what if it wasn’t a dreamland? What if Oz was real?

Then the stories could be true. The tale of a young girl leading a group of

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strangers might have really happened. How they did the bidding of a liar to
rid the land of a tyrant with nothing more than a bucket of water. Perhaps that
group of adventurers, the girl and her friends, are still out there. Maybe it’s not
just a fable to bolster confidence in children when they’ve had a bad day. If it’s
all real, then what became of the Lion and his fears? What did Scarecrow do
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with his newly discovered brilliance? What if a bucket of water wasn’t the end
for the Wicked Witch of the West? What then?

This is where you, the Gamemaster, come in. Oz may be real, but this is still
your Oz. Only you know which of the stories are real and what are tangled
in the webs of deceit. What really happened to the Wicked Witch of the East
after a house fell on her? How does a group of misfits make it over the rainbow?
Does the Yellow Brick Road only reveal itself to those in great need? Is it Oz
that needs help, and the player characters are welcomed in with open arms?
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Either way, be they trespassers or honored guests, your players are entering
a world unlike any other. A world full of community, monkeys with wings,
and endless layers of secrets. In Oz, a Lion might be a coward, or a hen might
topple a mountain. It’s wise to remember that appearances can be deceiving.
Sometimes the only way to tell a gold bar from a yellow brick is to take a
closer look.
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It’s time to take a closer look at Oz.


The World

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WHAT’S
MOMBI HUNGRY TIGER
The beldam who kidnapped and secretly raised Best friend of Cowardly Lion and second

GOING ON
Princess Ozma. Once a powerful sorceress, she highest authority in the forests of Oz. His

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was stripped of her magic by Ozma and seeks to insatiable hunger is legendary and can make him
reclaim her inherent abilities. unpredictable around anyone small enough to
Welcome and well met! You, kind reader, become a meal.
DOROTHY & TOTO
are about to embark on a wondrous journey.
Two of the most famous outsiders in Oz. BILLINA
While the following shares many elements with
Dorothy is a celebrity across the land and uses her Golden talking hen that traveled with Dorothy
the books, plays, and films that have had the
knowledge of its people to help whomever she can. on her second trip to Oz. She holds the title of
opportunity to document adventures in the great
She is arguably more beloved than even Ozma. Queen of the Chickens. Her confidence and
land of Oz, there is still so much to discover.
talkative nature regularly get her into trouble.
SCARECROW
To begin, the following is a quick reference of key
Living scarecrow and briefly the ruler of Oz after JINJUR
individuals and major factions in Oz.

OZMA
PERSONALITIES
The half-human, half-Fairy Princess of Oz. She
e Oscar Diggs. Any paper or books he can stuff into
his body expands his intelligence, so he seeks a
deeper and more complex supply of information.

TIN WOODMAN
Once a Munchkin, his cursed axe slowly made
Munchkin general who once overthrew Scarecrow
as the King of Oz and recruited Mombi to defend
her position of power. Jinjur wishes to reclaim the
throne by any means possible.

BUTTON-BRIGHT
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was once hidden away and raised by a beldam him into the tin man he is today. He seeks revenge Easily bewildered boy who traveled to Oz using a
named Mombi. Now the Princess has returned to against the magic-wielder responsible for his fate rare Ozian artifact (the Magic Umbrella). Having
rule with an unwavering certainty. She believes the and will do anything to ensure no one else falls to come from wealth, he spends his time seeking out
use of magic must be controlled and limited to a the same curse. the richest and most opulent experiences while
select few for the safety of all Ozians. avoiding any sort of responsibility.
COWARDLY LION
OSCAR DIGGS Authority in the northern and southern forests of CAP’N BILL
He once held the title of King of Oz (preferring Oz. His personality oscillates between gentle and Retired sailor who mistakenly traveled to Oz with
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the title of Wizard), but now the deposed snake uncontrollable, depending on how much courage Button-Bright and Trot, his best friend’s daughter.
oil salesman wishes to regain his political power. he’s imbibed. He wishes to leave Oz and return home, but not
While he wields almost no innate magic, he is before he finds the missing Trot.
charismatic and skilled at gaining public favor. JACK PUMPKINHEAD
Constructed by Ozma and brought to life by SHAGGY MAN
GLINDA Mombi, Jack is a living Pumpkin and the only one A nomad who carries almost no possessions and
The most powerful sorceress in Oz. She is one of of his kind. The seeds in his head grant sentience wears rags of the finest materials. He regularly
the few approved by Ozma to openly use magic, to vegetation and improves the intelligence of enters and leaves Oz but doesn’t know how he
and some say it’s because she is more powerful
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any living creature that consumes them. He isn’t does it. Looking for his brother, Woolly Man.
than the Princess. The Good Lich of the South. aware of any of this, nor does he know he gains
influence over those that eat the seeds. POLYCHROME
LOCASTA Fairy and older half-sister of Ozma. She dearly
Ever since a house fell on the Wicked Lich of TIK-TOK loves Ozma but has trouble connecting with
the East, Locasta holds the title as second most Copper clockwork person and the first of mortals and the residents of Oz. Polychrome is
powerful sorceress in Oz (under Glinda). She is their kind. They are logical and work with Tin more comfortable among the other Sky Fairies in
reclusive and does her best to keep out of politics. Woodman to create tin clockwork people. their Rainbow Realm.
The Good Lich of the North.
PATCHWORK GIRL NOME KING
VERDELLA Living human-sized doll made of fabric and An invader of Oz with the goal of overthrowing
Thought to be killed at the hands of Dorothy fasteners. Inside her stitched body is an endless Ozma and reclaiming the gemstones stolen from
using a bucket of water, Verdella is now the third expanse where she stores the trinkets and treasures his subterranean domain. He, like his subjects, is
most powerful sorceress in the land. She seeks she collects. made of rock and thrives underground.
revenge on those who tried to kill her and fears
outsiders might try to kill her again. The Wicked
Lich of the West.

2
FACTIONS TIMELINE OF OZ THEMES & EXPANSION
NOMES The text included in this book is written with Inspired by the original books, the land of Oz was

The World
Ruled by the Nome King, the Nomes are invading the following timeline in mind. Dates are designed with a few key themes in mind. First
Oz to recover the gemstones that make up many intentionally vague, and none of this is expected impressions are important, but a theme that can
of Oz’s political structures. to be taken as entirely accurate. History is written be explored is the inaccuracy of quick judgments
by the victors. and assumptions. Additionally, the book explores
WHEELERS a black-and-white worldview versus shades of gray.
Thrill-seeking gangs of wheeled beings that LONG, LONG AGO What makes someone wicked and what makes
invaded Oz and terrorize its citizens. Some prowl - Queen of the Sky Fairies (Queen Lurline) leaves them wonderful? Is it a universal truth? Can they
the streets and others lurk at the edges of the city. the Rainbow Realm. change? Can such a binary outlook allow for

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- Queen Lurline shapes the land beneath the personalities to exist in between? All questions to
OBJECTIONISTS clouds into what is now known as Oz and explore and consider when changing or expanding
Those who oppose the ruling class and restrictions protects it while communities develop into a upon what’s included here.
on magic. They seek to dethrone and democratize. prosperous kingdom.
The Objectionists are internally divided between
LONG AGO
CONTENT & SAFE PLAY

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passive and active methods to achieve their goals.
- Queen Lurline falls in love with a human king,
King Pastoria. While Oz is whimsical and wondrous, it also has
ZUMINATI
- Queen Lurline and King Pastoria have a the potential to explore mature topics. Assassins
Secret cabal that dabbles in dark and chaotic
daughter and name her Ozma. guilds, gang conflicts, and mind-controlling
magic. Rumors claim the Zuminati have
- Baby Ozma is kidnapped by the sorceress scientists might not match the assumptions
infiltrated many positions of power in Oz.
Mombi. players have for the content in this setting.
OLIVE KNIGHTS - Mombi transforms Ozma into a boy, names him
Tip, and raises him as her own son. To ensure the comfort, safety, and enjoyment
Ancient order of warriors who use a mix of
of all involved, consider discussing themes and
combat and technology to control magic. Their - King Pastoria dies and Queen Lurline returns to
the Rainbow Realm. potential scenarios with the group before play.
desire for order makes them longtime enemies of
It needn't reveal any major surprises the GM
the Zuminati.

PROJECT OZULTRA
Secret program developing mass magic-control
through experimentation and testing on civilians.e SOME TIME AGO
- Oscar Diggs arrives in Oz by hot-air balloon and
takes over as King of Oz.
- Dorothy Gale and Toto are brought to Oz by a
tornado; meet Scarecrow, Tin Woodman, and
might have, but it will ensure that everyone is in
agreement regarding the sort of adventures that
lie ahead.

Should something come up as a concern, omit it


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WOGGLEGOLOGY Cowardly Lion; and (allegedly) kill Verdella, the from the setting. Nothing is worth keeping if it
Combination of religion and business gaining Wicked Lich of the West. will negatively impact a player, and there should
popularity across Oz. It claims to unlock the secret - Oscar Diggs tries (but fails) to flee Oz and be enough content in this book to replace it with
to better health and personal growth through a appoints Scarecrow to replace him as King. something else.
paid-to-progress program.
MORE RECENTLY
THE OUTFIT - General Jinjur leads the Army of Revolt and
Organized criminals run by a select number of overthrows Scarecrow as King.
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families. Some are the top-ranking powers in their - Jinjur becomes Queen of Oz.
neighborhoods, while others work covertly for - Ozma (then known as Tip) creates Jack
other organizations. Pumpkinhead and escapes Mombi.
- Mombi helps Queen Jinjur defend her rule
GUILDS (SECRETIVE) against Glinda.
Guilds exist for every profession in Oz, including - Glinda transforms Tip back into Ozma and
the illegal ones. Assassins, Bounty Hunters, Sages, unlocks Ozma’s Fairy magic.
and Thieves are the most prominent and treat - Ozma strips Mombi of her magic, takes the title
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their profession like any other business. of Princess of Oz, and decrees that all magic is to
be restricted.
WATCHERFOLK
All-purpose civil servants in Oz responsible for MEANWHILE
public safety, fire watch, crime prevention, and - Word spreads that Oz is restricting magic, and
community welfare. this draws the attention of old enemies.

PHANFASMS
Invasive species of arcane creatures that are
drawn to magic and have no natural predators.
Confrontational and dangerous.

GARGOYLES
Wooden creatures with wooden wings that have
come to Oz in search of more wood.

3
HOW IT THE RELICS OF OZ
More detailed information about the Relics of Oz
EXAMPLE SETUP
Ozma resides in the Emerald Citadel with
WORKS
The World

can be found in Chapter 4 starting on page 167, her Magic Belt and Magic Picture, but she is
but the following is a quick synopsis of each rare concerned because the Broomstick was recently
and magical item. stolen from storage.
Oz is designed to be an urban Pointcrawl setting.
The neighborhoods in the city, as well as the
THE BROOMSTICK To the north, Scarecrow happily governs as
outer regions of each District, are broken down
Indestructible flying broom. Wizard after being appointed by Ozma. He
into abstract quadrants that the players can move
possesses the Love Magnet and is using its power
between. If an area is adjacent or connected to CRYSTAL BALL to influence others toward the goal of finding the
another, the players can spend a bit of time and

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Scrying device that doesn’t require any previous long-lost Great Book of Records.
move there. It’s a big, open environment to explore. knowledge of the subject to work.
To the east, Jinjur has usurped Dorothy Gale as
The book contains no singular story, and while GOLDEN CAP ruling Witch and now possesses both Dorothy’s
there are lots of choices to be made by the Whoever wears the cap can issue three commands Oz Key (proof of rulership) and the Broomstick
Gamemaster (GM), much of the adventures and

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that must be obeyed by the Winged Monkeys. that she claims she discovered in Locasta’s attic.
tomfoolery will come from player choices.
GREAT BOOK OF RECORDS To the west, Cap’n Bill is trying to convince
With that said, there is some quick preparation Continuously updating tome that tracks Shaggy Man to take over as Wizard. Cap’n Bill
suggested for the GM to complete before an everything that happens in Oz. is well liked, but he doesn’t know what to do
adventure in Oz can begin. It’s as simple as
with all the responsibility or how to work the
filling four key roles and assigning items to these LOVE MAGNET Golden Cap. Shaggy Man has agreed to become
individuals. Whoever wears the magnet is adored by anyone the governing Wizard, but only after he finds the
who sees it. Not romantic. missing Love Magnet.
THE RULERS OF OZ MAGIC BELT To the south, Glinda has been absent while she
Grants its wearer protection from danger and a
Oz is broken up into five domains: four Districts
(including their Outer Regions) and the Emerald
Center. Ozma rules all five (the entirety of Oz)
from the Center in her Emerald Citadel and
focuses on harmony between Districts. Day-to- e
day details and local concerns of each District fall
single wish per day.

MAGIC CARPET
Rug that unrolls and rolls to always be just ahead
and behind the user. Protects anyone on it from
looks for the Great Book of Records. This has left
an opening for the Nome King to take over and rule
with the Magic Fan until he finds his Ornamitts (or
until Glinda returns), whichever happens first.
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to her Wardens (often bearing the title of “Witch” dangers underneath and can safely travel over the FURTHER SETUP
or “Wizard”). All five rulers (Ozma and the four Deadly Desert.
While not crucial to prepare before the first
Wardens) typically possess at least one Relic of Oz adventure, consider planning key roles in some of
(more on that in a moment.) MAGIC FAN
Fan capable of creating winds powerful enough to the factions as well. This could be rolled randomly,
blow away an entire army. planned strategically, or a combination of the two.
The identity of each Warden is up to the GM.
You decide who leads, how they rule, and how Having a specific character sit at the head of the
the general population views them as a leader. MAGIC PICTURE
OZUltra program may steer early interactions.
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You also determine how Ozma views these four Constantly changing painting that can show any
part of Oz (with some privacy-based limitations). Also consider any overlap. What does someone
Wardens and how they feel about each other. The do when they’re both District Warden AND a
book provides twenty suggestions for the rulers high-ranking Olive Knight? What enemies does
MAGIC UMBRELLA
(the Personalities listed after Ozma on page 2) one have when they’re rising through the ranks of
Indestructible umbrella that can carry someone to
but a Warden could also be a unique character of the Outfit and are suddenly put in a position of
anywhere they say.
your own design; this variety is what makes every political power?
journey to Oz special.
ORNAMITTS
Pair of gloves that turn any creature into a trinket,
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Once the four Wardens have been determined,


choose which of the Relics they and Ozma possess.
knick-knack, antique, or heirloom with a single FURTHER SETUP
Some of the Personalities want specific Relics, and
touch. Only works as a set. EXAMPLE
others might be so powerful that they have no Now that Jinjur has become the Witch of the
OZ KEY
interest in such magical trinkets. Consider whether East, she is using her resources to bolster the
Key that opens any lock with a keyhole made in Oz.
it’s more interesting for a ruler to already have what Objectionists’ latest endeavors.
they seek or to be actively looking for it. Placing POWDER OF LIFE
the Relic that one ruler wants into the hands of Sand enchanted by a magic matchbox that grants Tin Woodman is helping the Olive Knights but
another could also create all manner of intrigue. true sentience to inanimate figures. has no idea that they’ve been developing the
OZUltra program under the guidance of Mombi
The more interconnected you make the rulers of THE SLIPPERS and Verdella.
Oz, the more political the game will likely become. Their appearance changes depending on who
Invasions, espionage, and all sorts of warfare can wears them, but little is understood beyond that. Glinda needs the Book of Records to locate
happen as a result of discovering a new Relic. Their power is still unknown. Locasta, who was captured by the Zuminati
(under Oscar Diggs’s orders).

Billina took over the Outfit for a lark.

4
RUNNING OZ POINTCRAWL TRAVEL
There are a number of ways to travel around Oz
POINTCRAWL
EXPLORATION

The World
The Wondrous Land of Oz is designed to work as and most are suited to a Pointcrawl. The time
Like travel, exploring in a Pointcrawl is best
a Pointcrawl, and it’s worth defining this structure required to get between points, and the frequency
suited to generalities. When the players are loosely
and how it can be used as the foundation for a of encounters, depends on the journey and the
looking for an interesting location or trying
role-playing game. Being able to move between destination.
to find leads within a neighborhood or Outer
this and other structures will help the pacing and Region, this is the best structure to use.
overall flow of gameplay. NEIGHBORHOODS
Not all neighborhoods and regions are the same
NEIGHBORHOODS
size (see the map of Oz in Chapter 3 on page
Getting to know a neighborhood requires 1 week.

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POINTCRAWL VERSUS 7). While some areas are larger and some are
Dedicating this time will typically lead to making
smaller, the guidelines assume the average distance
LOCALCRAWL between neighborhood edges is 3 miles.
a connection with someone local and grants an
advantage when navigating that area. It might
A Pointcrawl adventure focuses on general events even lead to unearthing secret information. Roll
and abstracts a number of locations into points to It takes 1 hour to travel between neighborhoods if
an encounter once for the week.

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travel between. This could refer to neighborhoods walking, using a cart, riding a Sawhorse, or testing
in a city, landmarks in a ruin, or unique spots in out one of the new autonomous carts. Roll an
THE WILD REGIONS
the wilderness. What’s important to remember encounter once every in-game hour.
Some corners of Oz, like the Outer Regions,
is that description in a Pointcrawl is done with Great Library Ruins, and Lake Quad, work a little
generalities. Describing the architecture of a UNDERGROUND STOPS
differently than the rest of Oz. Exploration and
neighborhood or what the general landscape looks Oz boasts a network of underground trains
travel are one and the same and takes 30 minutes.
like is more appropriate than explaining each connecting various neighborhoods.
Roll an encounter once every in-game 30 minutes.
individual detail. It is the macro form of gameplay,
It takes 30 minutes to travel between
where routine and repeat actions (like travel) can See EXPLORING THE WILD REGIONS on
Underground stops. Roll an encounter once every
be glossed over. page 9 for more details.
stop after departure.
Sometimes a Pointcrawl setting doesn’t provide
enough detail and so another structure is
required. When in a dungeon, it might be called
a Dungeoncrawl, or an Urbancrawl when in
e
the streets of a city, but for an all-encompassing
OVERGROUND STOPS
While new and only stopping in a few
neighborhoods, the Overground monorail loops
all the way around Oz and stops in each of the
four Districts.
LOCALCRAWL
EXPLORATION
Similar to Localcrawl travel, exploring is best suited
pl
term, this will be referred to as a Localcrawl. A to scenarios where detail and specificity are the goal.
Pointcrawl transitions into a Localcrawl when
It takes 30 minutes to travel between Overground
players are interacting with a very specific area STREETS & ROOMS
stops. Roll an encounter once every stop after
(typically when a player character’s movement It takes 10 minutes to safely explore a specific
departure.
requires strategy). This could mean chasing street or room. Roll an encounter once every in-
someone down a busy street, exploring an game 30 minutes.
THE WILD REGIONS
underground tomb, or investigating a mansion for Some corners of Oz, like the Outer Regions,
clues. This is the micro form of gameplay, where See SEARCHING IN A NEIGHBORHOOD on
Great Library Ruins, and Lake Quad, work a little
page 10 for more detail.
m
describing each storefront or the natural features of differently than the rest of Oz.
a cave is important to the task at hand.
Travel and exploration are one and the same, and
take 30 minutes. Roll an encounter once every
in-game 30 minutes.

LOCALCRAWL TRAVEL
Sa

Using maps from Chapter 4 or created by the


GM, Localcrawl travel is best suited to moving in
a space where accuracy and intentionality are key.

STREET TO STREET
It takes 10 minutes to travel through specific
streets if walking, using a cart, riding a Sawhorse,
or driving an autonomous cart. Roll an encounter
once every in-game 30 minutes.

ROOM TO ROOM
It takes 10 minutes to travel through rooms,
whether the structure is in ruins, located in a
neighborhood, or in the Outer Regions. Roll an
encounter once every in-game 30 minutes.

5
The World

e
THE THE YELLOW BRICK TIME, AGING

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WALL AND ROADS & DEATH IN OZ
WONDROUS Encircling the entirety of Oz is a great brick wall. There are 24 hours in a day, 7 days in a week,

LAND OF OZ
The yellow bricks hold the Deadly Desert at bay 4 weeks in a month, and 12 months in a year.
and are made of the same material as the Yellow
Brick Roads. The land was long-ago enchanted by the Fairy
Oz is a diverse and magical land. It’s full of rare Queen Lurline, and so time behaves uniquely
creatures and unique communities and is as Every street and alleyway are laid with the in Oz. The enchantment means Ozians age very
beautiful as it is complex. bricks. What started as a novel feature of the slowly (to the point of nearing immortality).
Munchkin District quickly expanded into a core Residents of Oz can still die, but it’s rarely from

BUILT BY FAIRIES
While the details are lost to history, some still
know of Lurline, the Sky Fairy and Queen of
Oz. The Queen nurtured the land and protected
e infrastructure of the land. The roads are well
maintained, but this doesn’t make them immune
to natural interference or sabotage. Each District
is responsible for their own road maintenance and
for expanding them into the outer regions.
old age.

If someone not native to Oz dies, they stay dead


for a time before waking up far, far away with the
strong impression that the whole adventure was
a dream. They can still return to Oz, but doing
pl
it from danger while its inhabitants flourished. so will become more and more difficult as the
During this time, Lurline fell in love with a
human and gave birth to Ozma, and it’s this time
LANDSCAPE & CLIMATE memories fade.

that is regarded by many as the Golden Era of Oz. Everything about Oz is like a painting. The
Since then, Ozma’s father passed away, Lurline farmlands are in good health, the mountains are
perfectly snow-capped, and there’s even a beauty
MAGIC IN OZ
returned to the Rainbow Realm (the distant land
of Sky Fairies), and Ozma took to the throne after to the dangerous forests. Magic is both everywhere and extremely rare in
being lost for many years. Oz. Sure, there are talking animals and walking
The weather is similarly picturesque. Clear utensils, but that’s not really magical to the locals;
m

skies are blue with perfect clouds rolling across, it’s just life. Magic like fireballs and weather
THE DEADLY DESERT thunderstorms gather just before dramatic events, control and changing into different shapes—that
and there’s always the most vivid rainbow after will impress a resident of Oz. That’s the sort of
Surrounding all of Oz is the Deadly Desert, a any sort of rain. The temperature is comfortably magic reserved for those claiming the title of
wasteland of shifting dunes and dangerous Sand warm during the day and comfortably cool in the Witch, Wizard, or Warden.
Elementals. Some say the environment confuses evening. While it’s much colder when scaling the
and disorients, ensuring all who explore it get mountains, it’s never unbearable. When all is well It’s also the sort of magic that will quickly get the
turned around and wind up back in Oz. Others in Oz, the environment will reflect that. attention of Ozma, ruler of Oz. While she herself
Sa

claim a noxious gas seeps up from beneath the is naturally adept at some magic, she believes
surface to making the area deadly. spellcasting and conjuring is best left to those
meant to be in power. Unless given permission by
the proper authorities, performing magic is strictly
forbidden.

This isn’t to say permission is never granted. There


are many magical people, creatures, and items
across Oz, but they are a novelty. So, too, are any
outsiders who enter Oz and casually perform even
the most mundane cantrip.

6
OZMA & THE EMERALD MAYORS ROLE IN OZ GOVERNS
CITADEL Under the District Warden is the Mayor. They

The World
act as liaisons between their Warden and the
At the heart of Oz lies the Emerald Citadel. It
community. Locals seeking an audience with
was originally constructed at the request of Oscar
their Warden will first need to connect with the
Diggs, once the King and Wizard of Oz. After his
Mayor, and that requires making any number Monarch All of Oz
departure and the return of Princess Ozma, the
of connections throughout the political system.
royal heir to the throne, the citadel was expanded
Because Mayors are an extension of the Warden’s
and fortified. Now the structure shines as the
will, an act against the Mayor is equal to an act
capital, joining all four Districts in harmony.
against the Warden.

e
Wardens & Mayors Districts
THE FOUR DISTRICTS Mayors are also responsible for communication
between the District Warden and two main
Surrounding the Emerald Citadel lies the four groups: the Watcherfolk and the Guilds.
Districts of Oz: Gillikin to the north, Munchkin
Individuals &

fil
to the east, Quadling to the south, and Winkie to Mayors can be elected by a District-wide vote or Watcherfolk & Guilds Businesses
the west. While each is diverse and self-sufficient, by the Warden’s appointment. This is determined
there are some defining traits: by the Warden.

GILLIKIN DISTRICT
The most affluent District of Oz. Known for its CIVIL SERVANTS Civilians (All Ancestries) Self
rich residential areas, public park, and expansive
forests. Purple is the favored color of Gillikins.
& WATCHERFOLK
Each community is served by a variety of
MUNCHKIN DISTRICT civil servants. The most visible of these are CITIZENS OF OZ
The most scholarly District of Oz with its university the Watcherfolk (typically abbreviated to Oz recognizes all creatures, peoples, and entities

law. Blue is the favored color of Munchkins.

QUADLING DISTRICT
The most sociable District in Oz. Known for its
entertainment and diverse neighborhoods. Red is
e
and neighborhoods dedicated to health, history, and “Watchers”). They are the branch responsible for
keeping an eye out for public safety, fire watch,
crime resolution, and community welfare. Day
Watchers and Night Watchers are trained in
conflict mitigation and minor combat, though
each individual Watcher plays to their strengths.
born in Oz as citizens of Oz.

ANIMALS
Animals are capable of speech in Oz. While this
pl
is liberating for some, many have nothing to say
the favored color of Quadlings. Watchers typically travel in pairs and work with a
or nothing worth hearing. Some animals walk
partner that exhibits complementary skills.
WINKIE DISTRICT on all fours, others walk on twos, and some that
The most industrious District in Oz with its would naturally walk on four legs elsewhere walk
Watcherfolk apply or are recruited for their posts,
farmlands, warehouses, and dedication to tinwork. on two legs in Oz. The animals have no opinion
but high-ranking positions are appointed by the
Yellow is the favored color of Winkies. on this and neither do the rest of the locals. A frog
Warden or Mayor.
walking on twos and wearing a waistcoat is not
viewed any differently than a frog that sits on all
WITCHES, WIZARDS GUILDS
m
fours in a pond. Both can and do exist in Oz.

& WARDENS While civil servants and the Watcherfolk are An animal’s size is typically consistent with what
responsible for the individuals under the Warden you’d expect. Squirrels are small and elephants are
While Ozma rules over all of Oz, most of her
and Mayor, Guilds are responsible for the large, and their clothes and suitcases are crafted
time is spent in the Emerald Citadel. Because of
businesses. Every trade, from candy-making to at an appropriate scale. This means that Oz’s
this, there are four rulers that govern each district
smuggling, has a Guild and requires membership infrastructure is designed to meet many needs.
beneath her. This role is traditionally given the
to pursue that trade (professionally) in Oz. Not all
title of Witch, Wizard, or Warden, depending on
are officially recognized in Oz (especially the most If the morality of eating animals, and the food
Sa

how they identify.


illegal practices), but if it leads to payment in any chain in general, poses a concern, consider limiting
It’s common for a community to add to this title way, then there’s a Guild that will want to ensure meat consumption to fish and making aquatic life
based on public perception. A favored ruler may their dues are paid. the only creatures that don’t speak. Consult your
be called the Wonderful Witch of the North or the players and listen to them if there’s any concern.
Any conflict (failure to produce membership,
Warrior Wizard of the East. Or they may be referred
breaking Guild rules, not paying dues, etc.) is
to as a Wart or the Wicked Warden of the South.
Other choice nicknames and adjectives include: handled internally unless the issue spills over into ACCESSIBILITY IN OZ
Watcherfolk jurisdiction. The death of a tinsmith
Walnut, Warm, Weak, Welcoming, Whirlwind, With such a diverse population, Oz pushes to
would be reviewed by the Tinsmiths Guild unless
Whispering, Willow, Windbag, Winning, Wise, be as accessible as possible. Buildings typically
evidence points to murder. Then the Watchers, or
Witty, Wolf, Woolly, Worried, Worst, Worthless, have ramps, doors, and stairs of varying sizes,
possibly even the Mayor, will get involved.
Wounded, Wrinkled, and Wrong. as well as signage at multiple eye levels. The
most contemporary spaces even offer the newly
There is no formal record documenting how each
Ozma appoints each Warden, but accomplishing developed elevator. While slow and not yet
Guild works, and all are unique. Some have a
certain tasks or obtaining specific items can implemented in all public buildings, it is a reminder
single Guildmaster, others have a committee, etc.
overrule this. Each Warden lives in the designated of Oz’s push for innovation and inclusion.
Tower, Castle, Palace, or Keep.

7
LODGING &
LIVING EXPENSES
The World

Most lodgings offer a room and hot meals at a


weekly rate. Payment is collected up front and
covers the week (whether staying the full week or
not). Living in Oz will range in cost and quality:

5 GP / WEEK
Simple living, shared room, limited menu

e
10 GP / WEEK
Modest living, private room, limited menu

25 GP / WEEK
Comfortable living, private room with better

fil
food, ample drink, and access to resident assistant

50 GP / WEEK
Lavish living, private quarters with multiple
rooms and personal menu, ample drink, and
CRIME & PUNISHMENT After the courage has been accepted or denied,
the two then box. A verdict is determined by a access to resident assistant
Players will inevitably get their characters into knockout or by the judge if both parties are still
some sort of trouble, and when that happens, the standing at the end of the final round (number An expensive neighborhood may only offer
Ozian justice system is sure to get involved. of rounds is decided by the judge based on the comfortable and lavish accommodations, or
severity of the crime). The judge declares a verdict perhaps the seedy tavern is limited to simple
There are a few standard options for determining based on form and manners during the combat. living. Either way, the longer a group or individual
guilt and innocence. While the accused typically
gets to pick their means of judgment, the system
is not incorruptible.

COMPURGATION
e In specific circumstances, a champion is allowed
to step in on behalf of one or both parties. If one
party is allowed a champion, then both are allowed.

TRIAL BY COTTABUS
stays at one location, the more tangled up in the
community they will become.

For more on lodging-based encounters, see the


LODGING EVENTS table on page 190.
pl
The accused must find a number of volunteers A trained Cottabus (page 22) is brought before the
(anywhere between four and forty, depending on accuser and accused to ask questions of each side.
the severity of the case) to listen to the accused’s The judge may determine a set number of questions
oath of innocence and swear they believe the or a set amount of time, both based on the severity
statement. The time allowance for collecting the of the crime. If the Cottabus knows the answer to
volunteers is up to the court, but the accused may a question and either party lies, the Cottabus will
not leave the District limits during the window of notify everyone of this and then share the truth.
recruitment. Both judge and jury are used in Trial by Cottabus.
m

CRUENTATION WERGRÜN
Limited to crimes involving bodily harm. The Also called “Wergreen” and the “Emerald Scales of RADIUM & RESOURCES
accused is brought before the victim and are Justice.” If the accused can produce enough Green Oz is rich in natural resources: ample fresh water,
observed while they place a hand on the victim (be Pennies (GP) to outweigh the crime (heavier than abundant trees, fertile soil for crops, and the rare
they offended, injured, or dead). If the injury is the dead body, the stolen object, etc.), then they metal called Radium.
exacerbated (wound begins bleeding, pain returns, are deemed to have paid their debt to the accuser
etc.), then the accused is found guilty. Results with and set free. Radium looks like a mixture of silver and a frozen
multiple victims or accused must be unanimous.
Sa

lake and is extremely easy to work with. Another


A single pound is equal to 50 GP. key trait of the metal is its gentle glow. Even a
JUDEX LAPIS
large deposit will only glow bright enough to
Similar to cruentation but appropriate for all
illuminate 5 feet around, but it’s still enough to
crimes. The accused is required to place a hand on a CURRENCY aid in nocturnal tasks.
stone statue of justice (typically carved to resemble
Before Oscar Diggs drifted into Oz on a hot-air
Ozma looking to the sky and holding scales). If
balloon, the Ozians had little need for money. But Most importantly, Radium has a neutralizing
the statue weeps, the accused is found guilty. In
once a coin is out of the purse, it’s hard to put it effect on magic. A Radium lock cannot be
the most dramatic cases, what the statue weeps is
back in. magically opened, a Radium dagger cuts through
related to the crime (blood, salt water, syrup, etc.). magical armor, and so on. If it weren’t for its
The land of Oz runs on a simple system centered rarity, Radium would be the default material for
TRIAL BY COMBAT
around emerald-colored coins called Green most objects.
Unarmed combat. Both the accuser and accused
Pennies (GP for short). One gold piece exchanges
are allowed a dram of courage (a green liquid that
to one Green Penny, and so there’s no major profit It’s worth noting that while the Radium of Oz
grants advantage on attack rolls for the duration
or loss from trading common non-Ozian goods shares a name with the chemical element on
of the trial), but doing so will negatively affect
with the locals. Earth, the fictional metal is not radioactive or
public perception. toxic in any way. Real Radium can be dangerous.

8
FAME & TOTO INFAMY
A group of adventurers are bound to make waves As a group’s TOTO increases, they are more likely

The World
and get noticed for their antics. This sort of to be recognized or have their reputation precede
notoriety spreads between neighborhood, as word them. When appropriate, the GM rolls 1D10. If
travels fast along the Yellow Brick Roads. the result is equal to or under the party’s TOTO
for their current neighborhood or region, then the
This fame can be the result any significant event non-player character is aware of some of the group’s
(be it positive, negative, or somewhere in between) notable shenanigans. How the NPC regards the
and is measured on a scale of 1 through 10 in adventurers is to be determined by the GM.

ADVANCED
what’s called a “Tomfoolery Total” or “TOTO”

e
for short. EXAMPLE

RULES &
The party’s Bard is trying to get a deal while
When a major event involving the party happens buying an enchanted (and very illegal) accordion
in an area, their TOTO increases by 1. What in The Black Branches. Having helped a number
MECHANICS constitutes a major event is up to the GM and of folks in Winkie District, the Bard is hoping

fil
might change over time. the merchant will consider that when pricing the
instrument.
While the following is not necessary when News travels quickly in Oz. When a group’s
running a game set in Oz, elements have been TOTO reaches 3, 6, and 9 in a neighborhood The group’s TOTO in The Black Branches is
included throughout the book that reference these or Wild Region, the TOTO of all adjacent only 2, but there’s still a chance the merchant
extra mechanics. neighborhoods or regions increases by 1. If this recognizes them. The GM rolls a ‘2’ on a 1D10,
boost triggers another wave of increases, then and so the merchant has indeed heard of the
word continues to spread. Note that word doesn’t
EXPLORING THE WILD travel back on itself, and a location’s TOTO can
group. The merchant might agree to the discount
or, since they know the party is in the adventuring
REGIONS only increase by 1 from any single event. business, first ask a favor before making the sale.
The Wild Regions include Lake Quad (E2), the Maybe knowing the group is making lots of
Great Library Ruins (G5), the Forest of Winged
Monkeys (G8), Munchkin Mountains (M8),

e
the Forest of Fighting Trees (Q8), and the Great
Farmlands (W8). All are difficult to explore, and
thus adventuring works as follows:
EXAMPLE
The adventurers, gaining some notoriety, are
asked to marshal a parade in Fuddleville. During
the event, they successful stop an assassination
attempt against the District Witch. The conflict
is resolved and the group’s TOTO in Fuddleville
money will drive up the price. So is the risk of
bartering and dropping names.
pl
goes up from 5 to 6. Word spreads quickly to Fine
The first Area the group encounters is Area 0. If
Fettle, The Warren, South Watch, and the Forest
the party wishes to explore, then one member
of Fighting Trees. The TOTO in each of those
of the party rolls 1D4. The next Area they come
locations increases by 1. The adventurers already
across is determined by the dice roll.
had TOTO: 2 in the Forest of Fighting Trees
before the parade, and because it now went up to
Every time the party wishes to press on, add an
3, the TOTO in Ruby Palace and Old Mill also
additional 1D4 to the roll and add the total to
increases. Both the Palace and Old Mill are now at
m
determine the next Area they come across.
TOTO: 1 so no further increase happens.
If the leader of the expedition is adept at
Some locations and events will be limited to
navigation, then they may reroll one die from
the party until they’ve reached a certain level of
the total pool of dice and take the higher of the
notoriety. If a location or person of power won’t
two numbers. This advantage may be granted to
see the adventurers until they’ve accomplished a
additional dice if the group has another form of
handful of significant acts, this will be represented
aid (directions were given, they received a map, a
as “TOTO: 3” in the following material. The GM
guide was hired, etc.). It is up to the GM whether
Sa

should communicate this limitation to the players.


or not multiple aids grant multiple advantages.
Something like, “Bring me the tiger’s tail and I
When trying to reach a specific Area that the will grant you an audience with the Warden,” or
group has already visited or knows, the cumulative “I’m sorry, but I’ve never heard of you, so you’ll
roll must be equal to or greater than the number have to book a reservation somewhere else,”
associated with that Area before they can reach is both diegetic and direct for the players to
their destination. understand.

If they wish to flee or get back to the nearest


neighborhood, whoever is navigating rolls 1D4
to determine the number of hours it takes to get
back to the nearest neighborhood. If the leader is
skilled at navigating the geography or they have
another resource (a guide, a map, etc.), then roll
2D4 and take the lower of the two numbers.

9
SEARCHING IN A
NEIGHBORHOOD
The World

Use the following procedure when the party is


searching a neighborhood, street, or building for a
specific object or subject.

SEARCHING FOR A FIXED TARGET CHASE SEQUENCES EXAMPLE


The group is fleeing an angry gang of Wheelers and
Start with a Pointcrawl. When searching for a fixed
target, each player rolls 1D6 every time the group The Yellow Brick Roads are perfect for a good needs to lose them before morning. The party (+1,
chase sequence. Following a Winged Monkey +4, +2, +1) is on foot and most are slower than the

e
enters a new neighborhood or takes time exploring
the one they’re in. Those skilled in investigation roll or fleeing an enraged Giant is likely to come up Wheelers (+4). If the group rolls three successes
2D6. For every ‘6’ rolled, the group finds a lead that while spending time in Oz. before three failures, they will get away safely.
points them in a specific direction (a neighborhood,
The basic mechanic works the same whether on The party of four decides the order of action.
street, building, etc.).
foot, using a vehicle, or riding an animal (with Then it begins:

fil
Repeat this process until the group finds their fixed their permission).
target or clues dry up. Each round of rolling takes PLAYER 1 (1D4+1): 2
Each player takes turns rolling dice against the WHEELERS (1D4+4): 7
10 in-game minutes. If more detail is required,
GM until the win or lose conditions are met Outcome:
proceed to a Localcrawl.
(more on that in a bit). The GM and the first Party Failure (0/1), Wheelers up to 1D6
With a Localcrawl, draw a Local Map (for more player (turn order can be rolled like initiative or
details, see MAPMAKING on the following page) chosen by the group) each roll 1D4 and add any PLAYER 2 (1D4+4): 7
and add known landmarks or details. If the group appropriate bonuses. Whoever wins then rolls WHEELERS (1D6+4): 6
needs directions, then have them roll D6s to find 1D6 the next round. The winner of the second Outcome:
a lead (same mechanic as above). Once the players round (between the GM and Player 2) can either Party Success (1/1), Party up to 1D6
have a lead (his hideout is above the bakery, the upgrade the dice for their own side or downgrade
wedding is happening somewhere on Lilac Street,
etc.), they move around the map and the GM rolls
encounters as they travel between their current
position and the target. e their opponent’s die (no higher than 1D12, no
lower than 1D4). This process of increasing
and decreasing continues until the win or lose
conditions are met.
PLAYER 3 (1D6+2): 6
WHEELERS (1D6+4): 5
Outcome:
Party Success (2/1), Wheelers down to 1D4
pl
SEARCHING FOR A MOVING TARGET Set the win conditions based on difficulty and PLAYER 4 (1D6+1): 5
Start with a Pointcrawl. When searching for a group size (guaranteeing each player rolls at least WHEELERS (1D4+4): 5
moving target, each player rolls 1D12 every time once). As an example, an easy challenge might be Outcome:
the group enters a new neighborhood or takes for the players to win three rounds before losing Tie (2/1), No dice change
time exploring the one they’re in. Those skilled in five rounds, a moderate challenge might be the
first side to win a roll using a D12, and a hard PLAYER 1 (1D6+1): 5
investigation roll 2D12. If a ‘12’ is rolled, the players
challenge would be to start with D8s and win five WHEELERS (1D4+4): 7
see their target or find concrete proof that they were
rounds without being downgraded to a D4. Outcome:
here recently. The next time the Party rolls (either to
Party Failure (2/2), Wheelers up to 1D6
m

keep track of the target or find another clue), they use


If riding an animal, use any bonus associated with
D10s (trying to get a roll of ‘10’) instead of D12s.
the animal. No bonus is given to vehicles. PLAYER 2 (1D6+4): 8
This process continues, reducing the dice from D12s
WHEELERS (1D6+4): 6
all the way to D4s, until the Party finds their target.
Final Outcome:
Party Escapes!
Each attempt at searching takes 10 minutes.

If stuck, the players can spend 30 in-game minutes


to look for a lead.
Sa

If more detail is required, proceed to a Localcrawl.

With a Localcrawl, draw a Local Map (for more


details, see MAPMAKING on the following
page) and add known landmarks or details. Have
the players roll D12s to find their target (same
mechanic as above). Once they’ve spotted their
target, they traverse the map and the GM rolls
encounters as they travel between their current
position and the moving target.

Another option when chasing a moving target


that they can see is to use the following CHASE
SEQUENCE mechanic.

10
MAPMAKING 4. For every D4 inside the building perimeter,
extend lines out from the die equal to the roll.
LOCAL MAP: STREETS
Mapping a street typically comes up when
Many locations and landmarks have been mapped These will be the interior walls. the group is looking for something, following

The World
(see Chapters 3 and 4), but there are times when someone, being chased, etc. The following can be
more detail is required. The author has found 3 accomplished quickly and offers lots of variety:
that mapping buildings and streets are the most 2F
2
common, but the following can be used for other 1. Determine the goal of the scenario and distill
structures (like ruins) and paths (like a network of it down to one word (e.g., SEARCHING,
tunnels or sewers, for example). HIDING, FLEEING, etc.).
2 2
2. Using mostly straight lines, write out the first
LOCAL MAP: BUILDINGS 1 letter of the word for main roads. Also using

e
Simple shops need an area for the customers 4 only straight lines, draw the second letter at
1
the same size over the first letter but rotated
and a separate area only accessible by employees.
anywhere from 10 to 90°.
Some may have an upper/lower level with another 1F
business or a residential area. The following
process is for complex structures.

fil
5. For every D4 outside of the perimeter,
1. Draw a rectangle large enough to serve as the draw an addition to the building. They
building’s perimeter. Create an irregular shape might repeat on multiple floors or represent
if you’re feeling adventurous. balconies and hidden rooms.

2F
2

3. Drawing within the confines of the first two

2. Determine how many levels there are to this


e
location (either above or below ground). Roll
1D4 if unsure. For each new floor, repeat
1F
letters, draw the next letter at half the size and
continue to use straight lines. This will create
side streets. Repeat this with the next letter,
but draw the letter rotated. Allow the lines to
extend past the lines from the larger letters.
pl
the same shape (for mundane buildings) or
a mix of larger and smaller shapes (for the 6. Add doors and staircases where appropriate.
architecturally inclined).

2F
2F
m

1F
1F
4. Continue this process of drawing main and
side streets until the word is complete or until
the map is sufficiently large enough. The
Note main areas and include important occasional curved road or altering the shape
3. Grab a number of D4s appropriate for the of a letter to suit the map is encouraged.
Sa

features in the room. If you want player


scale of the building. The larger the building, characters to spend longer in a space, then
the more D4s. Roll these onto the map. add 1D4 unique elements (usually something
incongruent like the only object damaged,
something missing, the biggest or smallest of
3
2F the collection, etc.).
2

Bed
Secret
2F Storage
2 Study - Wine
2 - Gold
1
4
Storage

1 Side Grand Hall Dining


Hall - lots of paintings Room
- 3 Marble statues
1F NOTE: If the group reaches the edge of the map
Sitting Room Water Front Hall Kitchen Water as drawn, extend the major roads and start the
Closet Closet
- Burned book
- Six glasses process again using a new word.
1F

11
INTERMISSIONS MAKING & MENDING
Permanent or consumable goods. Weapons, tools, potions, etc. Maybe
When a group has free time in Oz, they’re likely to look for things to do. If the
repairing a ripped dress or fixing the tire on a cart.
The World

adventurers want to split up and spend time on their own, then this calls for
an intermission and is generally measured in weeks. SPEED QUALITY COST
1 1 Month Single use Quality × 2 GP (small)
With any activity attempted during an intermission, there are three key factors
or 20 GP (big)
to consider: Speed, Quality, and Cost.
2 2 Weeks Functional but delicate Quality × 5 GP (small)
SPEED (2D8 uses) or 50 GP (big)
How long is this going to take? Note that the week of the intermission is

e
included in the suggested time frames. If the resulting Speed is less than a week, 3 1 Week Functional and durable Quality × 10 GP (small)
the Player may choose from spending the rest of their time relaxing or helping a or 100 GP (big)
fellow adventurer with their own endeavors.
4 1 Hour Master craftsmanship Quality × 50 GP (small)
(grants mechanical bonus) or 500 GP (big)
QUALITY

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One person’s trash is another person’s treasure, so don’t hesitate to tweak
the values to suit the needs of the player. It can also lead to a lot of great PARTYING
adventuring if an object that was expected to be junk turns out to actually be a Hosting a social event or looking for fun. Can be a little dangerous or
highly prized artifact. totally safe. Alone or in the company of others.
SPEED QUALITY COST
COST
Mileage will vary but the provided prices can be simplified to cheap, fair, 1 Event lasts a week (DC20 save or Empty and boring 1 GP
expensive, and exorbitant. exhausted for a week after intermission)

The GM can reference the table or roll 3D4 to determine the Speed, Quality, 2 Event lasts a day (DC15 save or Busy or fun, but 10 GP
and Cost of the activity. Players may also roll a single skill check per activity to exhausted for a day after intermission) not both

e
increase or decrease a value by 1 (Difficulty Challenge 10 for easy stuff, DC15
for a moderate challenge, and DC20 if they’re pushing their luck). Share the
results with the players before they make a decision, and if they choose not to
follow through, then this still uses up their intermission as they try, and fail, to
enact their plans.
3

4
Event lasts a night (DC15 save or
exhausted for a day after intermission)

Event burns white hot for an hour


and then it’s over (likely to increase
TOTO by 1)
Busy and fun

Busy, fun, and


players make a new
local connection
100 GP

1,000 GP
pl
If two or more adventurers decide to spend an intermission together, they may
each make an appropriate roll to alter the experience (either adjusting multiple
PROMOTION
factors or one factor multiple times). The Speed, Quality, and Costs are Self-promotion or maybe supporting a friend. Individual or for the group.
shared, and if a DC roll is required, then everyone involved must roll. Posters or perhaps posting notices around influential locations.
EXAMPLE SPEED QUALITY COST
The Wizard wants to do some research on a mysterious creature the group 1 2 Weeks Negative exposure (DC15 save or next social 1 GP
encountered in the Munchkin Mountains. GM rolls 3-1-2 and so determines interaction is unfavorable)
m

the results:
Speed: 1, Quality: 2, Cost: 3. 2 1 Week Mediocre exposure (DC15 roll for 2 favorable 10 GP
social encounters)
Referencing the RESEARCH (Common/Safe) table, it will take a month to
complete the research, the information will be reliable but incomplete, and 3 1 Day Good exposure (2D4 favorable social 100 GP
the process will cost 100 GP. Before the Wizard decides, they roll for better encounters)
research and, with an ‘18,’ increases the Quality by 1. New results:
4 1 Hour Phenomenal exposure (2D4 favorable social 1,000 GP
Speed: 1, Quality: 3, Cost: 3.
encounters and a lead)
Sa

The information will be reliable and offer a lead, but it’s going to be a month
before the necessary book comes in. The Wizard still doesn’t think it’s worth RECRUITMENT
the time and cost for the knowledge and so abandons their attempt. Hiring help, rallying for a cause, or maybe sharing religion. Fliers and small
events work but can also be door-to-door or imparting personal experiences.
SPEED QUALITY COST
1 2 Weeks Connect with 1D8 people, but no Quality × 1 GP
lasting connections

2 1 Weeks Connect with 2D8 people and make 1 Quality × 5 GP


connection for a week

3 1 Day Connect with 3D8 people and make 1 Quality × 10 GP


permanent connection

4 1 Hour Connect with 4D8 people and make 2 Quality × 25 GP


permanent connections

12
RELAXING RISK-TAKING
Just getting away from it all. Not thinking about Witches or Wizards or Gambling, underground boxing, or maybe something more dangerous.

The World
Yellow Brick Roads, just resting and recovering. There might even be some extra money in it if all goes well.
SPEED QUALITY COST SPEED QUALITY COST
1 1 Week Unfulfilled rest (no bonus) Quality × 10 GP 1 1 Week Bad outcome (HP drop for 1 week, lose triple 1 GP
Cost, secret exposed, etc.)
2 1 Week Mediocre rest (advantage on 1 skill for Quality × 20 GP
1 week) 2 1 Week Bad outcome (HP drop for 2D4 days, lose 10 GP
double Cost, raised suspicion, etc.)
3 1 Week Restorative rest (advantage on 1 ability Quality × 50 GP

e
for 1 week) 3 1 Week Good outcome (HP boost for 2D4 days, gain 100 GP
double Cost in profit, hear a rumor, etc.)
4 1 Week Exhilarating rest (advantage on either Quality × 100 GP
2 saves or attack rolls for 2D4 days) 4 1 Week Good outcome (HP boost for 1 week, gain 1,000 GP
10 × Cost in profit, discover a secret, etc.)

fil
RESEARCH (Common/Safe)
Nobody can know everything, but everyone can learn something. Especially THIEVING
if it’s already known by someone else. Books are good, but so is talking to a A city the size of Oz is sure to be home to at least something of value.
local or scholar on the subject. Maybe the prize itself isn’t valuable but could be sold to an interested party.
SPEED QUALITY COST SPEED QUALITY COST

1 1 Month Not reliable 1 GP 1 1 Month 50 GP (DC10 save or miss 10 GP and call in a


to prepare the prize) favor
2 2 Weeks Reliable but incomplete 10 GP
2 2 Weeks 100 GP worth of loot 50 GP and call in a
3 1 Week Reliable and offers a lead 100 GP to prepare (DC10 save or miss the favor (DC10 save or
prize) get caught)
4 1 Day

RESEARCH (Rare/Dangerous)
e
Reliable and additional knowledge uncovered 1,000 GP

Just because it isn’t known doesn’t mean it’s not knowable; it just means it
probably shouldn’t be known. Maybe it’s closely guarded by a dangerous cabal.
3

4
1 Week
to prepare

1 Day of
1,000 GP worth of loot
(DC15 save or miss the
prize)

10,000 GP worth of loot


100 GP to prepare
(DC10 save or leave
evidence)

100 GP to prepare
pl
SPEED QUALITY COST preparation and not what they were (DC15 to frame
expecting (DC20 or miss someone else)
1 1 Month Not reliable (DC10 save or noticed by 1 GP
the prize)
interested parties)

2 2 Weeks Reliable but incomplete (DC10 save or noticed 10 GP TRAINING


by interested parties) Trying to improve a skill? Want to learn how to ride a Sawhorse?
The only way to improve is to practice because practice makes progress.
3 1 Week Reliable and offers a lead (DC15 save or 100 GP
m

noticed by interested parties) SPEED QUALITY COST

4 1 Day Reliable and additional knowledge uncovered 1,000 GP 1 1 Month Novice (5% closer to goal) Quality × 20 GP
(DC20 save or noticed by interested parties) 2 2 Weeks Assistant (10% closer to goal) Quality × 50 GP

3 1 Week Mentor (15% closer to goal) Quality × 75 GP


RETAIL
Novelty purchases. Food and necessary supplies don’t count here. Just the 4 1 Day Expert (25% closer to goal) Quality × 125 GP
fun, unique, and interesting stuff.
Sa

SPEED QUALITY COST WORKING


1 2 Weeks Single use Quality × 2 GP (small) If the group isn’t getting work, then someone has to keep food on the table.
These truly are the salad days. The only legitimate way to make money
or 20 GP (big)
during an intermission.
2 1 Week Functional but delicate Quality × 5 GP (small) SPEED QUALITY PROFIT
(2D8 uses) or 50 GP (big)
1 1 Month Terrible (DC15 save or exhausted for Quality × 10 GP
3 1 Day Functional and durable Quality × 10 GP (small) contract following 1D6 days after intermission)
or 100 GP (big)
2 2 Week Mediocre (DC10 save or exhausted for Quality × 20 GP
4 1 Hour Master craftsmanship Quality × 50 GP (small) contract following 1D6 days after intermission)
(grants mechanical bonus) or 500 GP (big)
3 1 Week Good and comes with a perk during Quality × 100 GP
contract the contract

4 1 Day Great and comes with a perk for 1 Quality × 250 GP


contract month after the contract

13
Chapter 2

e
The Cast

fil
z is a highly social place. Getting to know its inhabitants is as
important for survival as understanding the various districts
and neighborhoods.

Descriptions and motives have been included for many of the non-player
characters (NPCs), creatures, and factions that can be found around Oz.
With this comes a few caveats. For one, no group is a monolith, and so the
descriptions/traits/skills are a starting point and not an absolute. A faction of
very serious Winged Monkeys could break off from the rest of the flock, or

e
a Loon might loathe wrestling. This contrast of character can make Oz feel
more alive and nuanced.

The major Personalities of Oz are marked with k for quick reference. They
include a brief list of traits (under the “Wicked & Wonderful Leader” header)
pl
that Ozians will likely discuss when said Personality is in (or pursuing) political
power. Some consider these to be positive qualities, others think the opposite.

Note that the terms “Gillikin,” “Munchkin,” “Quadling,” and “Winkie”


refer to the District with which an Ozian most associates and does not reflect
ancestry. The only defining feature will likely be a garment or accessory that
highlights the District’s color. The best way to pick a Munchkin out of the
crowd in Winkie District is to find someone wearing blue.
m

Regarding factions, the stat blocks assume human ancestry, but that needn’t be
the case. Tik-Tok could be the leader of the Outfit, or a mouse could be a high-
ranking Olive Knight. In this case, mix and match skills and traits as desired.

The author has written and used these statistics with the fifth edition of the
world’s oldest role-playing game system in mind. The information does not
perfectly adhere to that system, so there’s flexibility to adjust. With that said,
there are a few notes toward understanding the following stat blocks:
Sa

- Only three save bonuses are provided (Excellent, Mediocre, and Poor). For any
given check or roll, use the bonus that makes the most sense for the creature
and whether they’d be great, fine, or bad at that check. If in doubt, no bonus.
- Add the first two numbers for the to-hit bonus (if this makes sense for the
Gamemaster’s system).
- Above all else, use common sense. Changing a few numbers will not
fundamentally ruin the game, so long as it’s consistent.
A–B–SEA SERPENT ANIMALS
Massive amphibious serpent. Scale patterns There are countless types of animals in Oz (but
on its segmented body resemble a string of only one duck). Use the provided stat block
alphabet blocks. Naturally drawn to verbose and that best fits the animal and tweak accordingly.
multilingual prey. Particularly violent around While these are generalized numbers, each
spelling and grammatical errors. Unable to animal is unique and all lifestyles are embraced.
fully leave the water, and its tail has never been Some talk; others hate conversation. Some wear
seen. Scales from the serpent boost literacy and clothes; others find it humiliating. Whether or
language comprehension. not humans and animals eat each other is up to
the GM and, honestly, opens up a whole can of

e
worms. Perhaps a pescatarian, vegetarian, or vegan
HD 12 HP 125 ARMOR 17 diet is just the way of life in Oz.
SPEED 20´ (Land), 60´ (Swim)
SAVE +8, +5, +2
Immunity Mind-altering magic ANIMALS (LARGE, CARNIVORES)
Resistance Single element (see SPECIAL)

fil
Weakness Radium weapons HD 6 HP 46 ARMOR 12
ATTACK SPEED 30´
- Scold 60´ radius, Intelligence save or SAVE +5, +2, 0
take 3D12 mental damage (half damage Resistance Fear (when close to another
if pass) carnivore)
The Cast

- Bite (2 attacks) each 2D12+8


ATTACK
- Elemental Spit (3 attacks) each 3D10+4 - Bite 1D6+5 and Claw (2 attacks) each
- Wave of Element 3D12 plus 3D12 1D8+5
elemental damage, save or be pushed back - Pounce 1D8+2 plus additional 1D4 for
60´ (can use every other round) every 5´ it moves this round before it

e
- Blast Elemental Water 100´ line, 1D10
plus 2D12 elemental damage
- Summon Fog Fills an area the size of a
lake, lasts until wind or magic removes it
attacks (up to 3D4), save or fall prone

SPECIAL
- Advantage on attacks if another carnivore
is within 10´
pl
SPECIAL - Advantage on hearing- and smelling-based
- Can use its reaction (once/round) to checks
change the scales on its body to spell a
unique word relating to a single element
(gains resistance and relevant attack
damage becomes that element)
- Advantage on attacks against targets or
objects at least 50% underwater
- Gets 3 points per round to spend at the
m

end of an enemy’s turn (1 action per


turn):
- Single Bite (cost 1)
- Submerge or Breach Surface (cost 2)
- Spit Elemental Water (cost 2) 1D6
plus 1D12 elemental
- Save Any Fail Take 10 damage (cost 3)
Sa

16
ANIMALS (LARGE, HERBIVORES)
HD 6 HP 50 ARMOR 13
SPEED 30´
SAVE +4, +3, 0
Weakness Confusion
ATTACK
- Bite 1D4
- Trample 2D6+4

e
- Ram 1D6+3 plus additional 1D4 for
every 5´ it moves this round before it
attacks (up to 6D4), save or be thrown
back 30´

SPECIAL

fil
- Advantage on fleeing if another herbivore
is within 10´
- Advantage on hearing- and smelling-based
checks

ANIMALS (SMALL) ANIMALS (SMALL, SWARM)

The Cast
HD 2 HP 5 ARMOR 8 HD 2 / pool HP 5 / pool ARMOR 10
SPEED 40´ SPEED 40´
SAVE +3, 0, -1 SAVE X+3, X+1, X
Immunity One status effect/condition (see Immunity Conditions affecting a single

e SPECIAL)
Weakness Fear
ATTACK
- Bite (2 attacks) each 1D4
target, One status effect/condition (see
SPECIAL)
Resistance Slashing, Piercing damage
Weakness Area-effect magic, Fear
pl
- Scratch 1D4 ATTACK
- Bite XD4+X
- Summon Swarm Same species (once/day)
- Coat Save (DC12+X) or be immobilized,
SPECIAL can save every round
- Attacks ignore unnatural/non-magic armor - Move Target Once coated, up to 30´
(if unsure, assume target Armor is 10)
- Advantage on stealth and hiding SPECIAL
- POOLS
- Can exist in the same space as other
m

creatures - X equals number of pools (maximum


10, minimum 1)
- Each animal species is immune to one
- Can combine or divide pools as a
ANIMALS (MEDIUM) type of status effect/condition
reaction (once/round)
- Damage or healing to one pool
HD 3 HP 18 ARMOR 12 doesn’t carry over to the next pool
SPEED 30´ - Loss of one pool is permanent and
SAVE +3, +1, -1 reduces the value of X
- Can exist in the same space with other
Sa

Resistance Fear (when near another animal)


Weakness Confusion creatures
- Each animal species is immune to one
ATTACK type of status effect/condition
- Bite 1D4+3
- Melee Attack (2 attacks) each 1D4+1
- Pounce/Ram 1D6+3 plus additional 1D4
for every 5´ it moves this round before it
attacks (up to 3D4), save or be knocked
prone (Pounce) or thrown back 10´ (Ram)

SPECIAL
- Advantage on attacks and fleeing if
another animal of the same species is
within 10´
- Advantage on hearing- and smelling-based
checks

17
BILLINA k HD 6 HP 25 ARMOR 10
The second most famous animal to travel with SPEED 20´, 40´ (Fly)
Dorothy to Oz. Billina was raised on the Gale SAVE +4, +2, 0
Farm and was an authority among the animals. If Immunity Charm
the rooster was late or the sheep wouldn’t come Resistance Mind-altering magic
in for sheering, Billina made sure the issue was Weakness Wind
swiftly resolved.
ATTACK
Living in Oz, Billina serves as the Queen of the - Peck (2 attacks) each 1D4
Chickens and is recognized as their ruler (under - Scratch 1D4

e
Ozma, of course). Her family is far reaching across - Crow 60´ radius, save or be deafened for
the land, and it’s nearly impossible to run across 1D6 rounds
a henhouse without some connection to Billina. - Summon Swarm 1 pool each, Chickens
Those in Billina’s favor often use this resource for (every other round)
quickly relaying information or discovering secrets

fil
that would rather remain hidden. SPECIAL
- Gets 3 points per round to spend at the
end of an enemy’s turn (1 action per
“Lucky for you we’re here in Oz. turn):
Back on the farm, I could only say, - Peck (cost 1)
‘Bok bok,’ and you would’ve missed - Move (cost 1) 30´
The Cast

- Insult (cost 2) 1D8+4 mental damage


out on my expert opinions!” or save for half
- Summon Swarm (cost 3)
PERSONALITY TRAITS
- Brash and talkative - Save Any Fail Take 10 damage (cost 3)
- Sarcastic and stern
AWGWAS

e
Ancient creatures without conscience that loathe
Fairies. Invisible unless you’ve already seen one
and able to influence minds toward bad deeds.
- Unafraid of those larger than herself
- Wants to relax and do what she wants

IDEALS
- Communication: there’d be far less trouble
pl
Drawn to crowds to feed on conflict. in the world if everyone would just open up
and say what’s on their mind
HD 6 HP 40 ARMOR 13 BONDS
SPEED 30´ - Loves Dorothy
SAVE +5, +2, 0 - Thinks Cowardly Lion and Hungry Tiger
Immunity Fear are all posture and no pounce
Resistance Mind-altering magic, Undead, - Respects Ozma
Poison - Indifferent toward Glinda, Locasta, Verdella,
m

Weakness Light/Holy damage and Mombi


ATTACK - Thinks Patchwork Girl is very funny
- Slash (2 attacks) each 1D8+5 plus 1D4 - Thinks Cap’n Bill is a buffoon
undead damage (undead damage can only - Believes Button-Bright would benefit from
be healed magically) stern parenting
- Bite 1D6+2 and save or must instigate - Not afraid of the Nome King
conflict for 2D4 hours
FLAWS
- Cast Spell
Sa

- Never subtle and frequently insensitive


- Blind 1 target (can save every round)
- Bad Luck 1 hour (extra 1D4 damage OTHER PROFICIENCIES
when target is hit plus disadvantage - Influential among most small animals
on 1 ability) - Intimidation and persuasion
- Shadow Teleport Up to 100´
between shadows or natural/magical WICKED & WONDERFUL LEADER
darkness - An animal
- Confident
SPECIAL
- Honest
- UNSETTLING FACE
React to 1 melee attack per round and - Not Ozian
lower enemy’s attack roll by 1D6
- Advantage on checks to subconsciously
influence illegal or immoral activities
- Invisible to anyone until the Awgwa dies
or you’ve seen an Awgwa before

18
PERSONALITY TRAITS
BUTTON-BRIGHT k - Slow to understand but very confident
While he and Dorothy were both unintentionally - Prone to strong emotions
whisked away to Oz, the two couldn’t be more - Elitist and enjoys fine things
dissimilar. Where Dorothy’s modest upbringing - Short attention span
influenced her values, Button-Bright only recalls - Hates responsibility
wealth and opulence. His parents often boasted - Wants to experience the most lavish things
that he was the brightest boy in the city, and it left that Oz has to offer
a lasting impression. Though he is still young and
easily influenced, Button-Bright has found a way IDEALS
into the most affluent and fashionable spots in Oz. - Luxury: if it doesn’t taste good, sound pretty,

e
or look nice, then it isn’t worth having
The boy is constantly confused, but somehow his around
blend of silence and question-asking is interpreted BONDS
as brilliance. It’s not uncommon for Button-Bright - Admires Dorothy and Ozma for their
to meet a question with a question, only for others maturity and leadership

fil
to jump to conclusions that make him sound very - Thinks Tin Woodman and Tik-Tok are very
wise. Most in Oz are easily duped by this behavior, neat and wants to learn more about them
but not Cap’n Bill. The two met after Button- - Knows Shaggy Man secretly wears rich rags
Bright found the Magic Umbrella (a Relic of Oz) - Wishes Cap’n Bill would stop checking in
and transported both of them, along with the on him
sailor’s surrogate daughter (Trot), to Oz. Button- - Worried for Trot and wants to find her

The Cast
Bright believes he can take care of himself, but that
doesn’t stop Cap’n Bill from taking on a parental FLAWS
BUNNYFOLK role. Though Button-Bright may hide it, he is just
as concerned with finding Trot as Cap’n Bill. It’s
- Overconfident

Roughly the size of human children, Bunnyfolk one of the rare points upon which they both agree. OTHER PROFICIENCIES
are one of the rare groups of animals that

and ornamentation, even a Bunnyfolk of modest


e
exclusively live in the city. Drawn to fine materials

income will be dressed in splendid silks, suits, and


accessories. Some, with their speed, keen sense
“Wow! So you have no idea how to
get home? I wonder if Ozma could
help with that? Had you considered
- Convincing others he’s a very important
child
- Knowing the value of something
- Getting his way
- Influencing those in power
pl
of smell, and deceptively adorable appearance,
have taken up bounty hunting. An Ozian whose
speaking with her?” WICKED & WONDERFUL LEADER
- Not Ozian
demeanor changes when a Bunny enters the room
is, without a doubt, hiding something. - Passionate
- Unpredictable
NAMES - Young
Wag, Shchetka, Fee de Marbourg, Ukho, Seryy,
Chestnut, Amami, Bristle, Boloto, Kashemir
HD 6 HP 20 ARMOR 10
m

For Civilian Bunnyfolk, see CIVILIANS (pg. 21) SPEED 30´


SAVE +7, 0, -1
Weakness Mind-altering magic
BUNNYFOLK ATTACK
(BOUNTY HUNTERS)
- Bite 1D4-1
- Launch Firework 50´ range and 1 round
HD 5 HP 30 ARMOR 13 to prepare, 2D12 and fills 30´ cube with
SPEED 45´ smoke
Sa

SAVE +5, +2, 0 - Throw Firecrackers 1D4 and smoke fills


Resistance Poison, Trap damage 10´ cube
ATTACK - Summon Help 1D6 Civilians or 1D4
Watcherfolk in 1D4 rounds
- Dagger (3 attacks) each 1D4+5
- Kick 1D8+2 and pushed back 30´ (save SPECIAL
for half distance and damage) - Advantage on persuasion
- Electric Glove 1D12 and save or be
paralyzed for 1 round
- Radium Cuffs Save (auto fail if
paralyzed) or bind either legs or arms
together

SPECIAL
- Triple advantage on tracking a target
- Advantage on finding and disarming traps

19
CAP’N BILL WEEDLES k CHISS
THE CAPTAIN • SAILOR BILL Evil spirits that resemble giant porcupines.
Violent and ill-tempered. Quills are like arrows
Life at sea is nothing like living in Oz. The ocean
and make excellent weapons. A Chiss can’t grow
is unpredictable, sure, but there are still limits to
new quills, so it goes to great lengths to collect
what it can do. Cap’n Bill just wants to get back
arrows and the natural quills it releases.
home safely with Trot, his surrogate daughter and
ward. The two were swept up in an adventure
after Trot wanted to picnic with her friend, HD 4 HP 40 ARMOR 14
Button-Bright, and the three were taken away to SPEED 30´, 45´ (Roll)
the weird and worrying land of Oz. Cap’n Bill

e
SAVE +4, +1, 0
would prefer if this was all a bad dream. Immunity Dark magic, Non-magic
projectiles
And what a dream it is. Trot went missing and Resistance Piercing damage, Poison
her friend, Button-Bright, avoids the Captain Weakness Light/Holy magic
as much as possible. Bill is trying to do the

fil
right thing, but these children are making it ATTACK
impossible. Before arriving in Oz, he went on a - Bite 1D4+1 (damage can’t be healed until
wound is run under fresh water)
number of adventures, met Mermaids, was briefly
transformed into a grasshopper, and helped Trot - Rolling Ram 1D4+4 plus additional 1D4
for every 5´ it rolls this round before it
conquer an island, but he’s the last person to bring
attacks (up to 9D4)
The Cast

any of this up. Who wants to hear about fanciful


and frivolous stories like that? - Shoot Quills 4D4+4 (only twice until
quills are recovered)
“Yer not baffled by all o’ this? SPECIAL
The walkin’ clocks and the talkin’ - Projectiles shot at a Chiss become part of
dinner rolls? Should I be impressed
or concerned?”
PERSONALITY TRAITS
- Surly and ill-tempered e its coat and adds any unique properties to
its Shoot Quills
pl
- Tough exterior protecting a gentle core HD 8+X HP HD × 6 ARMOR 13+X
- Not afraid to take on a challenge SPEED 30´
- Wants to find Trot and leave Oz SAVE X+5, X+3, 0
Resistance Fear, Poison
IDEALS
- Family: even if you’re not related by blood, ATTACK
it still runs thicker than seawater - Blow Smoke Obscuring fog in 30´
radius, Cap’n Bill can see through it
BONDS
- Poison Sword (3 attacks) each 1D8+X
m
- Looking for Trot, his ward and the daughter (save against current poison, see SPECIAL)
of his first mate
- Radium Dagger 1D4 and Kick 1D6+3
- Feels responsible for the safety and well-being
of Button-Bright - Throwing Knife 1D4+3
- Worries Dorothy is too independent for
SPECIAL
her age
- Cap’n Bill learns over time, X = number
- Doesn’t think Ozma should be responsible
of times Bill has seen the player characters
for the entire land of Oz
fight (with, against, or as an observer)
Sa

FLAWS - POISONS
- Overwhelmed by guilt and responsibility - Blindness 1D4 rounds
OTHER PROFICIENCIES - Paralysis Single limb for 1 minute
- Skilled sailor - Numbing Half speed for 1 minute
- Knowledgeable on weather patterns and - Weaken Disadvantage on attacks for
aquatic creatures 1D4 rounds
- Gets 3 points per round to spend at the
WICKED & WONDERFUL LEADER end of an enemy’s turn (1 action per
- Assertive turn):
- Humble - Single Poison Sword Attack (cost 1)
- Mature - Move (cost 1) 30´
- Not Ozian - Parry (cost 1) during a melee attack
(roll 1D6+X and add to armor)
- Change Sword Poison (cost 2)
- Save Any Fail Take 10 damage (cost 3)

20
CIVILIANS
The noncombative folks of Oz. Can be farmers,
nobles, the Mayor, civil servants, and everything
in between. Ancestry is flexible, though a Civilian
Bunnyfolk may be faster than a Thist, or a human
might punch harder than a Cuttenclip. Follow
your instincts.

HD 1 HP 3 ARMOR 10

e
SPEED 30´
SAVE +1, 0, -2
ATTACK
- Punch 1 damage
- Use Something 1D4

fil
- Call for Help Roll 1D8, 1–5: no
help, 6–7: 1D4 Civilians, 8: 1D4+1
Watcherfolk (once/day)

SPECIAL
- Always knows somebody helpful; roll
CLOCKWORK

The Cast
1D4 to sort out how removed the
CHOGGENMUGGERS connection is (the further removed, the
less likely the connection is to help)
DENIZENS
Giant plated mammals. Durable scales can be used Made from a mix of tin and copper and filled with
for armor while both claws and teeth can be used intricate clockwork mechanisms, these constructs
range in size, strength, and sentience. Some are
to make weapons effective against reptiles and

loves the taste of Dragon meat above all else.

HD 17 HP 200 ARMOR 14
e
Dragons. Stomach is often full of valuables and it constructed to serve a single function while others
are scholars and acclaimed critical thinkers. Most
hold Tik-Tok and Tin Woodman in high regard
for their work and tireless fighting for the rights of
all Clockwork Denizen.
pl
SPEED 40´ (Any rock surface, Burrow)
NAMES
SAVE +10, +6, +2
Fusee, Abacus, Pivot, Morse, Alloy, Mainspring,
Immunity Earth magic
Volvelle, Winder, Breguet, Yupana
Resistance Non-magic/non-Radium
weapons
Weakness Axes, Radium weapons (Radium HD 6 HP 40 ARMOR 12 (Base)
Axe does triple damage) SPEED 30´
SAVE +4, +3, 0
m
ATTACK
Immunity Mind-altering magic
- Bite 3D12+10 plus 1D12 acid
Resistance Cold, Force, Fire, Non-magic/
- Claw (3 attacks) each 2D12+6 non-Radium weapons
- Inhale 50´ cone, sucked 30´ closer or save Weakness Electricity, Radium weapons
for half
- Tongue Lashing (Inside mouth) 3D6+2 ATTACK
plus 3D6 acid - Punch (2 attacks) each 1D8+4 and save
or be thrown back 20´
- Spit Out 60´ and 6D6 damage or save
- Restrain +10 STR
Sa

for half
- Head Shake Save or 3D12 (automatically - Grab (+10 STR) and Throw 30´ plus
fail if inside mouth) 3D6 damage
- Disarm Contest against target with +6
SPECIAL to either speed or strength, can use that
- Advantage on attacks against reptiles, weapon for future attacks
crocodilians, and Dragons
- Gets 3 points per round to spend at the SPECIAL
end of an enemy’s turn (1 action per - ANALYZING
turn): Armor increases by +1 every round
- Single Claw (cost 1) - Any electricity damage resets armor
- Move (cost 1) 30´ - Can learn languages after seeing two
- Burrow (cost 2) 30´, doesn’t provoke pages’ worth of translated text
attack and leaves a tunnel behind - Can replicate most noncombat actions
- Inhale (cost 3) after being shown it only once
- Save Any Fail Take 10 damage (cost 3) - Never tire, sleep, or need food

21
COWARDLY LION k HD 12 HP 60 (Phase 1), 60 (Phase 2)
THE KING OF THE FORESTS ARMOR 16
While he would never admit to it, Cowardly Lion SPEED 45´
wields as much influence with the animals of SAVE +8, +4, 0
Oz as Ozma herself. The story of how he helped
Dorothy Gale defeat Verdella (the Wicked Lich of PHASE 1
the West) is the stuff of legends! Resistance Saves against magic, Poison
Weakness Fear
What the stories don’t mention, and it’s something ATTACK
Cowardly Lion would never share, is that he now

e
- Evade +3 to Armor until next turn
heavily relies on the courage given to him by the - Claws (2 attacks) each 1D8+8
Wizard (Oscar Diggs). Most days the Lion is a
gentle giant that couldn’t hurt a fly. But too often - Shove (+10 STR) pushed back 20´
there are times when Cowardly Lion needs a drop - Summoning Roar Every other round,
of courage and the canteen never seems to run out. 1D4+1 Large Animals (Lions, Tigers, or

fil
Bears)
If Cowardly Lion has too much courage then he SPECIAL
loses nearly all speech and reason. Courageous - Triple advantage on interactions with
Lion is focused and confident and everything that other animals
Cowardly Lion is not. With this comes violence - Can flee a conflict without provoking
The Cast

and anger and fear. Neither state feels they can attack
exist without the other, and there’s no denying - Triple advantage on hiding
that a glass half-full is also half-empty.
- Gets 3 points per round to spend at the
“Please don’t ask me to help. end of an enemy’s turn (1 action per
turn):
I don’t have much courage in me,
COTTABUSES
Part rabbit, part beaver, entirely inquisitive
e
creature. Endlessly pesters intelligent creatures
and without it, I’m nothing more
than a kitten in a cage.”
PERSONALITY TRAITS
- Strict pacifist or aggressive hunter
- Single Claw (cost 1)
- Move (cost 1) 30´
- Save Any Fail Take 10 damage (cost 3)

PHASE CHANGE
pl
with questions and will often travel long distances
- After losing all Phase 1 HP, Cowardly
to find answers. Perfect memories and excellent - Kind or vindictive Lion immediately drinks from his
resources for local knowledge. - Optimistic or extremely pessimistic canteen full of courage and transitions
- Easily befriends most animals into Phase 2
HD 2 HP 15 ARMOR 12 - Loves art and beauty - All ongoing effects end when entering
SPEED 45´ - Wants to be rid of the bottle of courage Phase 2
SAVE +5, +1, -1 - Damage or healing doesn’t carry over
IDEALS between Phases, and recovers to Phase
Immunity Mind-altering magic
- Appearance: you are what others perceive 1 after 1D6 days
m

Resistance Mental magic you to be


Weakness Radium/silvered weapons
PHASE 2
BONDS
ATTACK Immunity Fear and Mind-altering magic
- Loves Hungry Tiger
- Bite 1D4+1 and Tail Slap 1D6+1 Resistance Non-magic weapons, Poison
- Respects Ozma, Glinda, and Locasta
- Scratch (3 attacks) each 1D4-1 - Friends with Dorothy, Jack Pumpkinhead, ATTACK
- Ask Question 1D12+5 mental damage Scarecrow, Tin Woodman, and Shaggy Man - Claws (3 attacks) each 1D8+8
for wrong answer or silence - Afraid of Verdella - Slash Up to 4 targets beside Lion, 2D8+8
Sa

SPECIAL - Finds Billina very funny or save for half


- Advantage on attacks against wood - Bite 1D8+4 and Toss (save or be thrown
FLAWS
30´ and 3D6 damage)
- Quadruple advantage on checks against - Heavily relies on his courage when presented
deception with a challenge - Roar 60´ radius, 1D12 and save or be
deafened for 1 minute, animals also treat
OTHER PROFICIENCIES Roar as Fear spell
- Has connections in both the north and
south forest as their King of the Forests SPECIAL
- All melee attacks by Lion and against
- Excellent tracker and singer
Lion roll with advantage
WICKED & WONDERFUL LEADER - Gets 3 points per round to spend at the
- An animal end of an enemy’s turn (1 action per
- Commanding turn):
- Powerful - Single Claw (cost 1)
- Unpredictable - Move (cost 1) 30´
- Save Any Fail Take 10 damage (cost 3)

22
DAUGHTERS OF THE HD 18 HP 140 ARMOR 14
RAINBOW SPEED 60´ (Hover, Fly)
SAVE +10, +7, +3
THE SKY FAIRIES
Immunity Blindness, Mind-altering magic,
Older sisters of Polychrome and half sister of Light magic
Princess Ozma. They are the least connected to Resistance Saves against magic,
Oz and its inhabitants. Where Polychrome is Non-magic/non-Radium/non-iron weapons
interested and confused by humans, animals, and Weakness Radium/iron weapons
the other denizens, the Daughters are indifferent
to anything outside of the Rainbow Realm. They ATTACK

e
literally and figuratively see Oz as beneath them. - Scepter (2 attacks) each 1D6+3 plus 5D8
Powerful and arrogant and easily offended. light damage
- Light Beam 100´ line or 50´ cone, 6D8
light damage or save for half
CUTTENCLIPS NAMES - Cast Spell
Sunlight, Moonlight, Starlight,

fil
Small paper people. Descended from the - Heal 4D8
Daylight, Electra,
first families made by a human named Miss and Firelight - Confuse 1 target for 1 minute (can
Cuttenclip. Most adore fashion and, with their save every round)
short attention spans, change styles regularly. - Charm 1 target for 1 hour (can save)
Their paper influences many aspects of a - Blinding Light Fills a room, blinded
Cuttenclip, and those cut from rare tomes and for 1 minute (can save every round)

The Cast
secret scrolls will be affected by the information. - Seeing Spots Daughter moves 10´
whenever directly looked at, closing
NAMES eyes or peripheral vision negates this
Crimp, Dot, Kirie, Emboss, Lotte, Petal, Batik, and spell ends when Daughter takes
Pleat, Shears, Koerten, Papel Picado, Appliqué, targeted damage
Snip, Confetti, Daisy

For Civilian Cuttenclips, see CIVILIANS (pg. 21)

CUTTENCLIPS (SAGES)
e - Refraction Daughter creates duplicate
10´ away while turning invisible,
can’t do melee attacks and duplicate
remains until she’s discovered

SPECIAL
pl
- Doesn’t provoke attacks when flying away
from target (if already flying)
HD 5 HP 25 ARMOR 10 - Light damage is doubled if in the
SPEED 25´ corresponding Daughter’s environment
SAVE +7, 0, -1 (during the day for Sunlight, at night for
Immunity Fire or Water, 1 element (see Moonlight or Starlight, near electric lights
SPECIAL) for Electra, etc.)
Resistance Bludgeoning - Gets 3 points per round to spend at the
Weakness Wind, Fire, or Water (see end of an enemy’s turn (1 action per
m

SPECIAL) turn):
- Single Scepter Attack (cost 1)
ATTACK
- Move (cost 1) 60´
- Paper Cut 1D4 plus save or blind with
pain for 1 round - Teleport (cost 2) 60´
- Light Flash (cost 2) 30´ radius, 3D8
- Cast Spell light damage or save for half
- Elemental Ball 6D6 or save for half - Save Any Fail Take 10 damage (cost 3)
- Elemental Breath 30´ cone, 3D6 or - If slain, a Daughter will resurrect in the
Sa

save for half Rainbow Realm in 1D4 days unless the


- Heal 2D10+7 power of her true name is used against her
- Shield 1 target for 3 rounds (to be determined by the GM)
- Compel Truth 1 target, answer
honestly or save to evade
- Dispel Magic 10 points to use,
subtract dispelled spell level (1
for level 0 spells) from 10 until 0,
recharges each day

SPECIAL
- Protected from either water or fire and
one additional element with magic runes
- At least one spell permanently written on
their bodies
- Advantage on fleeing and hiding

23
DOROTHY GALE k DOUGHANS
& TOTO Sentient baked goods. Doughans come in all
shapes and sizes, from muffin to naan, gingerbread
DOTTY • HERO OF OZ to concha. Frosting or glazing denotes status and is
There are many debates over who is more famous a quick way to assess a Doughan’s wealth. Known
in the Wondrous Land of Oz: Princess Ozma as bakers, chefs, and cooks, but some use this as
or Dorothy Gale. The latter is responsible for a cover for thievery. No one would suspect the
vanquishing two witches in just a few days, unassuming catering company of larceny.
and this was without any magic at all. Sure,
NAMES
she had the Slippers, but she didn’t know their

e
Lavish, Panettone, Shortcrust, Galette, Sour Sue,
potential until after the hard work was done. She’s
Llonguet, Crumbs, Roti, Crusty Tom, Choux
nothing if not resourceful.
For Civilian Doughans, see CIVILIANS (page 21)
Dorothy has had countless adventures in Oz, and
her time in this magical land has left its

fil
mark. Neither she nor her dog have aged much,
and she’s established a reputation as someone to
DOUGHANS (THIEVES)
find when there’s a problem to solve. Whether
it’s trouble at the Emerald Citadel, a District- HD 7 HP 40 ARMOR 10, 14 (Glazed)
wide mystery, or a conflict in an Outer Region, SPEED 40´
Dorothy and Toto are on the case. SAVE +6, +3, 0
The Cast

Resistance Falling damage


“Oh, Toto, I hope we can help these
kind folks with their troubles!” ATTACK
- Dagger 1D4+6
PERSONALITY TRAITS - Throwing Knife (2 attacks, once unless
- Kind and gentle
- Unwaveringly optimistic
- Excellent listener
- Empathetic and compassionate
- Easily makes friends
e HD 8 (Dorothy), 3 (Toto) HP 50, 15
ARMOR 12, 10
knives are recovered) each 1D4+6
- Smoke Bomb 30´ radius, no visibility
and save or take 1D8 poison damage

SPECIAL
- One successful fire-based attack melts
pl
- Wants to help as many Ozians as possible SPEED 30´ glazing and lowers Armor to 10
IDEALS SAVE +5, +3, +1 - Advantage on all thieving-based rolls
- Family: any place can be a home if it’s built Resistance Mind-altering spells, Saves - Triple advantage on thieving or attacks
and filled with love against magic (including damage) if target isn’t focused
on them
BONDS ATTACK
Dorothy: 1 attack - Can flee a conflict without provoking
- Respects Ozma, Glinda, and Locasta attack
- Fearful of Verdella - Discover Weakness Knows a target’s
m
weaknesses or grants advantage for one
- Loves Scarecrow, Tin Woodman, Cowardly type of attack (magic, arrows, cold, etc.)
Lion, Billina, Tik-Tok, Jack Pumpkinhead, against the target for the remainder of
Hungry Tiger, Patchwork Girl, and Shaggy encounter
Man
- Shaming Smack 1D4-1 and disadvantage
- Friends with Cap’n Bill and Button-Bright on attacks for 1 round
- Thinks Oscar Diggs is mostly harmless
- Call for help Once (Roll 1D8, 1–2:
- Polite with Polychrome no help, 3–4: 1D6 Civilians, 5–6: 1D6
Watcherfolk, 7–8: 1D6 Large Animals)
FLAWS
Sa

- Unwilling to accept failure - Environmental Danger Causes 200 total


damage against single target or multiple
OTHER PROFICIENCIES targets (building collapses, trees fall, etc.;
- Very good luck and often stumbles into the once/month)
solution Toto: 1 attack
- Knows something about almost everything - Bite 1D4
in Oz - Discover Secret Find trapdoor, see the
invisible, sniff out poison, etc. (Dorothy
WICKED & WONDERFUL LEADER immediately understands)
- Gentle
- Inquisitive SPECIAL
- Relatable - Attacks against Dorothy and Toto roll at
disadvantage
- Not Ozian
- Dorothy rerolls any dice if the result is ‘1’
- Advantage on any checks a detective
would use

24
DRAGONS DRAGONETTES
The oldest and first creatures in all of Oz. Live Young Dragons. Lean with glowing eyes. More
underground and only surface once every 100 restless than their elders and occasionally break
years to feed. Passive and unconcerned with most tradition and surface before the 100 years of
events due to their nearly indestructible hides. fasting are up. Playful and inquisitive but rarely
They fear Choggenmuggers, as their teeth and turn down a chance to eat. Upon death, a
claws easily pierce a Dragon’s hide. Upon Dragonette reveals a secret only they know.
death, a Dragon speaks only the truth.
HD 11 HP 90 ARMOR 15

e
HD 15 HP 200 ARMOR 18 SPEED 40´ (Any rock surface, Burrow,
SPEED 40´ (Any rock surface, Burrow, Swim)
Swim) SAVE +6, +4, 0
SAVE +9, +6, +2 Immunity Earth magic
Immunity Earth magic Resistance Non-magic/non-Radium
Resistance Non-magic/non-Radium weapons

fil
weapons Weakness Radium weapons,
Weakness Radium weapons, Choggenmugger teeth/claws
Choggenmugger teeth/claws
ATTACK
ATTACK - Bite 1D10+6 plus 1D12 fire and Slam
- Bite 3D10+9 plus 2D12 fire and Slam 1D10+6

The Cast
2D10+9 - Claw (2 attacks) each 1D10+6
- Claw (3 attacks) each 3D8+6 - Glare Save or be paralyzed for as long
- Stomp 60´ radius, 1D6 cracks appear in as the Dragonette is watching (can save
the ground, save or fall prone and fall into every round)
20´ deep crack if fail by more than 10 - Breathe Fire 30´ cone (3D12 damage or
- Breathe Fire 50´ cone (5D12 damage or
save for half )
- Tail Sweep 360° spin, save or take 6D12
damage and be thrown back 60´ e save for half )
- Tail Whip 20´ reach 2D12 damage and
be thrown back 20´

SPECIAL
pl
SPECIAL - STONE SENSE
- STONE SENSE Can sense any movement on the same
Can sense any movement on the same natural rock surface in a 250´ radius
natural rock surface in 500´ radius - Gets 3 points per round to spend at the
- Gets 3 points per round to spend at the end of an enemy’s turn (1 action per
end of an enemy’s turn (1 action per turn):
turn): - Single Claw (cost 1)
- Single Claw (cost 1) - Move (cost 1) 30´
- Move (cost 1) 30´ - Burrow (cost 2) 30´, doesn’t provoke
m

- Burrow (cost 2) 30´, doesn’t provoke attack and leaves no trace behind
attack and leaves no trace behind - Flaming Spit (cost 2) 2D6
- Flaming Spit (cost 2) 3D6 - Save Any Fail Take 10 damage (cost 3)
- Save Any Fail Take 10 damage (cost 3)
VARIANTS
VARIANTS Evolution is a known occurrence in the
Evolution is a known occurrence in the long history of Dragons. The following are
long history of Dragons. There are a just a few of recorded mutations.
Sa

number of well-documented phenomena - ALBINO No pigment, completely blind,


and, in rare cases, multiple mutations. weak to sound magic but can’t be deceived
- ALBINO No pigment, completely blind, - FLYING Winged but can’t swim
weak to sound magic but can’t be deceived - SCALELESS Armor is 12 and no
- FLYING Winged but can’t swim resistances, speed is doubled
- SCALELESS Armor is 12 and no - TWO-HEADED Double the breath and
resistances, speed is doubled bite attacks, susceptible to confusion
- TWO-HEADED Double the breath and - VEGETARIAN Only eats mushrooms
bite attacks, susceptible to confusion and gemstones, inflicts poison damage
- VEGETARIAN Only eats mushrooms instead of fire
and gemstones, inflicts poison damage - WATER-BREATHING Can only swim
instead of fire and can’t breathe air, breath boils water
- WATER-BREATHING Can only swim for a moment, weak against electricity
and can’t breathe air, breath boils water
for a moment, weak against electricity

25
FUDDLES
Puzzle people. All shapes and sizes, but only as
wide as thick cardboard. Fuddles are unable to
put themselves back together if they fall apart but
aren’t inconvenienced by missing pieces. Most love
games and can rarely pass up a good riddle, test,
or puzzle. Some use their thin and mutable forms
to take on dangerous and illicit work like thievery
and assassination.

e
NAMES
Petersen, Quixotic, Scrambles, Fermat, Konig,
Collatz, Basel, Ramsey, Jumble, Wheezily

For Civilian Fuddles, see CIVILIANS (pg. 21)

fil
FUDDLES (ASSASSINS)
HD 6 HP 40 ARMOR 10
SPEED 60´
The Cast

SAVE +5, +2, -1


Immunity Confusion
Resistance Cold, Mind-altering magic
Weakness Wind, Force

e ATTACK
- Poison Dirk (2 attacks) each 1D6+5
plus save against single poison type (see
SPECIAL)
- Poison Dart 1 damage and DC20 save
against poison (1 week later paralyzed and
GARGOYLES
Inquisitive creatures made of wood. Not native
pl
to Oz. Mouths don’t open, so communication
FIGHTING TREES 1 week after that, death, once/encounter)
- Hand Crossbow (2 attacks) each 1D6+5 is done through a wide range of hand gestures.
Sentient trees charged with protecting the Removable wings flap with well-oiled hinges.
southern forest of Oz. Confrontational at the best SPECIAL They seek the best trees and wood for growing
of times. Live by strict rules and refuse any sort of - Advantage on hiding and carving more Gargoyles.
persuasion or kindness. - Triple advantage on attacks (including
damage) if target isn’t focused on them
HD 5 HP 20 ARMOR 12
HD 7 HP 50 ARMOR 11 - Can flee a conflict without provoking SPEED 30´ (Land, Fly)
m

attack
SPEED 5´ SAVE +4, +2, 0
SAVE +5, +2, 0 - POISONS Resistance Bludgeoning, Cold, Water,
Immunity Mind-altering magic, - Blindness 1D4 rounds Saves against magic (except hearing magic)
Bludgeoning - Paralysis Single limb for 1 minute Weakness Hearing-based magic, Fire, Axes
Resistance Cold, Water, Poison - Numbing Half speed for 1 minute
ATTACK
Weakness Fire, Axes - Weaken Disadvantage on attacks for
- Claw (2 attacks) each 1D4+2
1D4 rounds
ATTACK - Lift (+6 STR) and Drop 30´ for 3D6
- Cure for Poison Dart exists and to be
Sa

- Branch Whip (2 attacks, 30´ reach) each


determined by the GM - Sawdust 30´ cone, save or be blinded for
1D4+5
1 round
- Rotten Apple (Ranged, 2 attacks) each
- Warp Wood Alter 5´ cube of wood
1D4+2 and save or be blinded for 1
within 60´ (spikes, hole, barricade, etc.)
round
- Rejuvenate See SPECIAL
- Insult Single target, 1D10+2 mental
damage or save for half
SPECIAL
- Grab (+10 STR) and Squeeze 1D8+5 - Completely silent when moving
- Grab (+10 STR) and Toss 40´ for 4D6 - Advantage of fleeing and hiding
SPECIAL - REJUVENATION
Can react once/round by touching wood
- GROUND SENSE
to absorb and regain HP comparable to
Can sense any movement on the same
the size of the resource (weapon handle
natural surface in 100´ radius
regains 1D8+1, table regains 2D8+2,
- Triple advantage on blending in with tree regains to full, etc.); resource is then
other trees when motionless brittle and crumbles

26
GARGOYLES (LANGUAGE)
The number of gestures that make up the language of the Gargoyles is far more thorough than what is
included here, but this is a start. Some of these gestures have been documented, and anyone who speaks
Ozian Sign Language (OSL) will immediately understand.

x2

e
fil
FAIR FALSE FAR FEAR
(Equal)

GIANTS

The Cast
Great hulking creatures with three eyes that love
nothing more than to fight. No one knows their
origin and there are only a handful in all of Oz.
Their eyes continue looking even after the Giant

e x2
dies and can be used for powerful divining magic.

HD 12 HP 100 ARMOR 14
SPEED 50´
SAVE +10, +3, 0
pl
FIGHT FIND FIRE FIX Resistance Illusion and Deception, Non-
(Discover, Locate) (Flame, Burning) (Repair) magic weapons
Weakness Light, Blindness
ATTACK
x2 - Pound (2 attacks) each 2D10+10
- Kick 2D10+10 and thrown back 60´
- Slap Up to 4 targets beside Giant,
m

3D8+10 and be thrown back 40´ or save


for half damage and distance
- Hurl Ground 100´, 3D10+10

SPECIAL
- Gets 3 points per round to spend at the
end of an enemy’s turn (1 action per
turn):
FLEE FOE FOLLOW FOOD
- Single Pound (cost 1)
Sa

(Escape) (Chase)
- Move (cost 1) 30´
- Finger Flick (cost 2) 2D10
- Ground Slam (cost 3) 20´ radius
3D8 and fall prone or save for half
damage and stay standing
- Save Any Fail Take 10 damage (cost 3)

VARIANT
While each Giant is unique, there are
rumors of one that stands apart from the
rest.
- TAFFY Only one in existence. Made of
taffy and only has two eyes. Weak against
fire and cold but normal weapons don’t
cause damage and are likely to get stuck
FOOL FREE FRIEND FUN in its body
(Trick)

27
GLINDA k HD 18 HP 150 (Phase 1), 65 (Phase 2) PHASE CHANGE
THE GOOD LICH OF THE SOUTH ARMOR 15 - After losing all Phase 1 HP, Glinda’s
SPEED 50´ (Land, Fly) appearance cracks and shatters to reveal
Glinda’s strength is known across Oz. She is a ruby skeleton and transitions into
arguably the most powerful sorceress in the land SAVE +10, +6, +4
Phase 2
and is equally famous for her poise and grace. Immunity Poison, Mind-altering magic,
- All ongoing effects end when entering
Glinda has a spotless reputation and only engages Undead magic, Red weapons Phase 2
when appropriate, especially when it requires the Resistance Magic, Saves against magic, Cold, - Damage or healing doesn’t carry over
use of magic. Non-magic/non-Radium weapons between Phases, and recovers to Phase 1
after 1D6 days
Her deliberation and patience mean she’s rarely PHASE 1

e
the first to speak or act, and this is intentional. Weakness Green weapons, Water PHASE 2
One of Glinda’s greatest skills is listening and ATTACK Weakness Green weapons, Holy/Light magic
learning before drawing any conclusions. - Scepter (3 attacks) each 1D6+4 ATTACK
“I hear your concern and - Summon Guards (Once/day, use - Claws (3 attacks) each 1D6+6 (save or

fil
WATCHERFOLK page 61) paralyzed for 1 round)
understand what you are asking. - Summon Rak Arrives in 1D6 rounds (once/ - Anti-Magic Touch Up to 2 targets, all
Unfortunately, I do not think my day) magical effects or resistances end and they
involvement would be wise or, to be - Cast Spell Typical spells up to level 7 plus cannot cast spells or use magic items, lasts
1D4 hours or save for half
candid, at all necessary.” the following:
- Bubble Single target, nothing in or out - Ruby Touch Turn target into gemstone
The Cast

PERSONALITY TRAITS except Radium or red objects. sculpture, first fail turns legs to ruby, second
turns torso, third turns head, roll each turn
- Calm and collected - Magic Armor +3 to Armor for 5 rounds and a save reverses one effect until free
- Polite and patient - Evaporate Liquids 10´ cube (immune to the spell once free)
- Respectful in any disagreement - Understand 4 targets save or - Cast Spell Typical spells up to level 7 plus
- Unwavering confidence disadvantage on attacks against Glinda the following:
- Wants to be aware of all goings-on in Oz
using the Great Book of Records

IDEALS
- Courtesy: treating each other as we wish to e for 1 round
- Charm 4 targets for 1 minute (can save
every round)
- Command 4 targets for 1 minute (can
save every round)
- Destroy Lights 10´ cube
- Blind 1 target for 1 minute (can save
every round)
- Produce Greater Fireball 10D6 to 30´
area or save for half
pl
be treated is the only way to behave - Hold 4 targets for 1 minute (can save - Hold 4 targets for 1 minute (can save
BONDS every round) every round)
- Trusts Ozma - Bind DC20, fail and bind legs and arms - Bind DC20, fail and bind legs and arms
together (save every round) together (save every round)
- Respects Locasta and Verdella
- Teleport Self, 50´ - Killing Kindness 1 target save or lose
- Believes Oscar Diggs is a fool
- Friendly to Dorothy, SPECIAL half of total HP
Patchwork Girl, and Jinjur - Wears necklace with a large pearl that changes - Change Weather To suit her needs
- Pities Mombi to black when it hears a lie - Manipulate Plants 60´ radius
m

- Advantage on charisma checks - Teleport Self 50´


FLAWS
- Cannot be swayed once - Gets 3 points per round to spend at the end SPECIAL
she’s made a decision of an enemy’s turn (1 action per turn): - Advantage on all magic checks
- Single Scepter Attack (cost 1)
OTHER - Gets 3 points per round to spend at the end
- Move (cost 1) 50´ of an enemy’s turn (1 action per turn):
PROFICIENCIES
- Teleport (cost 2) 50´ - Single Claw Attack (cost 1)
- Adept at all magic
- Wave of Kindness (cost 2) 10´ radius, - Move (cost 1) 50´
- Excellent diplomat 3D6 burning love or save for half
Sa

and negotiator - Teleport (cost 2) 50´


- Save Any Fail Take 10 damage (cost 3)
- Wave of Kindness (cost 2) 10´ radius,
WICKED & WONDERFUL 3D6 burning love or save for half
LEADER - Ruby Touch (cost 3)
- Confident
- Save Any Fail Take 10 damage (cost 3)
- Independent
- If slain and her phylactery (to be determined
- Powerful by the GM) is still intact, Glinda will
- Patient resurrect somewhere in the Forest of Fighting
Trees in 1D6 days

28
GUMP
Large antlered herbivores that travel in small
herds. Gentle but not very intelligent. Head can
continue living if severed from the body. If a
severed head is attached to something of similar
size to the original body, the head will be able to
control it. Gump are not aware of this ability.

GOOZZLE-GOBLINS HD 7 HP 55 ARMOR 12

e
Impish and vile creatures covered in hair. They SPEED 30´
loathe Fairies, humans, and authority. Not SAVE +6, +2, -1
particularly dangerous on their own, but can’t be Weakness Mind-altering magic
killed unless their tongue is removed. Drawn to
ATTACK
desserts, candies, and public speaking.
- Bellow 30´ radius, save or be deafened for

fil
1 minute
HD 2 HP 10 ARMOR 12 - Bite 1D4
SPEED 30´ - Trample 2D6+6
SAVE +4, 0, -1
- Ram 1D6+6 plus additional 1D4 for
Resistance Poison every 5´ it moves this round before it
Weakness Mind-altering magic attacks (up to 6D4), save or be thrown

The Cast
back 30´
ATTACK
- Claws (2 attacks) each 1D4+4 SPECIAL
- Bite 1D8+4 - If decapitated before HP hits 0, the head
- Throw Rock 1D4-1 will continue to live and can control

- Shake Fur 30´ radius, 1D8 poison


damage or save for half

SPECIAL
- If dropped to 0 HP, will get up with 1 HP
e anything it is affixed to of medium or
large size (GM use discretion)
pl
on its next turn until tongue is cut out
- FOR EVERY GOBLIN YOU SEE
1D4 more goblins appear for every goblin
present at the start of the encounter
(once/group/encounter)

HAMMER-HEADS
m

Small aggressive creatures with no arms, telescopic HIP-PO-GY-RAFS


necks, and dense skulls. They travel in packs and
Mix between a hippopotamus and a giraffe.
use their neck and head for both foraging and
Gentle and generally pleasant but will typically
defense. Disagreeable for the sake of argument.
ask for something in exchange for any favor or
kindness.
HD 3 HP 15 ARMOR 12
SPEED 30´
HD 9 HP 60 ARMOR 10
Sa

SAVE +4, +1, -1


SPEED 30´
Immunity Fear
SAVE +6, +2, 0
Weakness Mind-altering magic
Resistance Falling damage
ATTACK
ATTACK
- Head Butt 15´ reach, 1D8+4
- Bite (10–25´ away and no closer) 1D12+6
- Ram 1D6+4 plus additional 1D4 for
every 5´ it moves this round before it - Stomp 2D10+6
attacks (up to 4D4), save or be thrown - Head Spin 25´ radius 360° spin, 3D12
back 30´ and be pushed back 30´ or save for half
- Head Spin 360° spin up to 15´ radius and no push back
(depending on neck extension), 2D6 or
save for half SPECIAL
- Advantage on fleeing if another
SPECIAL Hip-Po-Gy-Raf is within 30´
- Advantage on Head Butts if another - Advantage on hearing- and sight-based
Hammer-Head is within 5´ checks

29
HOPPERS HORNERS
Small humanoids that thrive in darkness with Small humanoids that thrive in darkness with a
a single leg for mobility. Jovial in nature, and single horn emerging from their forehead. Jolly
they love exploring subterranean environments. in nature, and they love exploring subterranean
Prolonged exposure to Radium deposits have environments. Prolonged exposure to Radium
made most Hoppers resistant to the effects of deposits have made most Horners resistant to the
magic. Nearly identical to the Horners yet they effects of magic. Nearly identical to the Hoppers
hate each other. yet they hate each other.
NAMES NAMES

e
Hip, Hurdle, Steeple, Beamon, Hogsback, Rail, Lur, Shofar, Prong, Oliphant, Bugle, Sringa,
Gambol, Quad, Kersee, Dombro, Cator, Vastus, Wazza, Cornett, Dord, Rino, Buccina, Kerat,
Skip, Oxer, Crus Cornu, Spur, Nyele

For Civilian Hoppers, see CIVILIANS (pg. 21) For Civilian Horners, see CIVILIANS (pg. 21)

fil
HOPPERS (MINERS) HORNERS (MINERS)
HD 4 HP 20 ARMOR 10 HD 4 HP 20 ARMOR 10
SPEED 30´ SPEED 30´
The Cast

SAVE +5, +1, -1 SAVE +5, +1, -1


Immunity Falling prone Immunity Confusion
Resistance Poison, All magic Resistance Poison, All magic
Weakness Blindness Weakness Blindness
ATTACK
- Pickaxe 1D6+1
- Kick 1D6+5 plus save or be thrown back
30´
- Shake Soot 30´ radius, obscures vision
e ATTACK
- Pickaxe 1D6+1
- Ram 1D6+5 plus additional 1D4 for
every 5´ it moves this round before it
attacks (up to 2D4)
pl
and save or take 1D8 poison damage - Shake Soot 30´ radius, obscures vision
- Cause Collapse Find flaw in rock or and save or take 1D8 poison damage
stone and cause 30´ square to shift or - Cause Collapse Find flaw in rock or
collapse (once/day) stone and cause 30´ square to shift or
collapse (once/day)
SPECIAL
- Advantage on checks in the dark SPECIAL
- STONE SENSE - Advantage on checks in the dark
Can sense any movement on the same - WATER SENSE
m

natural rock surface in 100´ radius Can use its horn to know the location of
any natural water source within a 200´
radius
Sa

HUMANS
Like all ancestries, a human in Oz will identify as
a Gillikin, Munchkin, Quadling, or Winkie based
on a number of factors (longest place of residence,
childhood home, etc.). All are Ozian. Humans in
Oz are no more surprised by talking bunnies or
sentient silverware than they are by the sun rising
and setting.
NAMES
Henry, Lahr, Burke, Em, Jack Hail, Neill, Arthur,
Betsy Bobbin, Judy, Zeb, Ruth, Morgan, Bolger,
Margaret, Clara

For stats, see CIVILIANS (pg. 21)

30
HUNGRY TIGER k HD 12 HP 120 ARMOR 14
REGENT OF THE FORESTS SPEED 45´
Hungry Tiger doesn’t mind being the second SAVE +7, +5, +3
most famous big cat in Oz. In fact, he prefers Immunity Poison
it. Cowardly Lion gets all of the attention and Weakness Smell-based magic
everything that goes along with killing a sorceress, ATTACK
but Hungry Tiger gets all the same rewards - Claws (3 attacks) each 1D8+7
without any of the risk. Both cats pulled Ozma’s - Slash Up to 4 targets beside Tiger, 2D8+7
chariot during her coronation, both are known in or save for half
the forests of Oz for their power and beauty, and

e
- Pounce 1D8+7 plus 1D4 for every 5´ it
both can freely visit the Emerald Citadel without moves this round before it attacks (up to
questioning, but Hungry Tiger didn’t have to lift a 3D4) and save or fall prone
claw to make it happen. - Bite 1D8+5 and Consume (save or have
nonmetal weapon damaged/destroyed or
Hungry Tiger acts as the second-in-command nonmetal/nonmagic Armor permanently

fil
to Cowardly Lion and is aware of the latter’s lowered by 2)
dependency on courage. It pains Hungry Tiger, - Eat Regain HP comparable to the size of
but he would never go against the wishes of the resource (nonmetal weapon handle
the King of the Forests. Instead, he sits back, regains 1D4, platter of food regains 2D6,
pays attention, and attempts to satiate his own whole deer regains 3D8, etc.)
- Spit 1D6 acid damage

The Cast
unending hunger.
- Summoning Roar Every other round,
“If only I didn’t have such an 1D4 Large Animals (Lions, Tigers, or
appetite. Then I wouldn’t be Bears)
thinking about eating you all right SPECIAL
now. Please forgive me”
PERSONALITY TRAITS

e
- Always looking for a quick, easy, or lavish
meal
- Friendly but impatient
- Triple advantage on interactions with
other animals
- Advantage on attacks against unarmored
targets or targets carrying food
- Advantage on smelling-based checks
pl
- Gets 3 points per round to spend at the
- Elitist and enjoys fine things
end of an enemy’s turn (1 action per
- Quietly looks down on others turn):
- Wants to know what others can do for him - Single Claw (cost 1)
- Feels constant guilt for all of the above - Move (cost 1) 30´
IDEALS - Eat (cost 2)
- Trust: believing that others will do what - Save Any Fail Take 10 damage (cost 3)
you ask of them means less is expected of
m

yourself

BONDS
- Loves Cowardly Lion
- Respects Ozma, Glinda, and Locasta
- Friends with Dorothy and Oscar Diggs
- Thinks Button-Bright is entitled but has
excellent taste
Sa

- Respects Billina’s confidence

FLAWS
- Blindly follows authority

OTHER PROFICIENCIES
- Hunting
- Negotiating and persuasion

WICKED & WONDERFUL LEADER


- An animal
- Eager
- Humble
- Indulgent

31
JACK PUMPKINHEAD k
JACK • ADVISOR TO OZMA
Good ole Jack Pumpkinhead. He’s reliable, a little
goofy, and as innocent as he is tall. Jack began as
an object created by Ozma, until Mombi used the
Powder of Life to animate him. Mombi was trying
to scare Ozma (then Tip), and Tip was upset at
the prank. Jack just wanted everyone to get along,
but he didn’t have any say in the matter.

e
An extension of Jack’s animation is the power of
his pumpkin seeds. While the number of seeds
in his head directly correlates to his intelligence,
they also grant sentience to vegetation. Plant one
of Jack’s pumpkin seeds into an apple, flower, or

fil
old oak tree, and it will grow limbs and come to
life. If a “meat-person” or other living non-plant
creature eats one of the seeds, the results are quite
different. Ingesting a seed will grant the consumer
a short intelligence boost and make their HD 9 HP 25 (Phase 1), 60 (Phase 2) PHASE CHANGE
ARMOR 14 - After losing all Phase 1 HP, Jack
The Cast

thoughts/actions suggestible to Jack’s influence.


He’s not entirely aware of this, but the more seeds SPEED 40´ Pumpkinhead’s head splits open to wrap
SAVE +7, +3, -1 himself in vines, creating a towering plant
one ingests, the more influence he has on them. giant and transitions into Phase 2
Immunity Sleep, Plant magic, Mind-altering
“I don’t understand, magic, Light magic recovers HP - All ongoing effects end when entering a new
Phase
but I trust you completely!”
PERSONALITY TRAITS
- Enthusiastic and motivated
- Inquisitive but forgetful
- Cautious but clumsy
e PHASE 1
Resistance Earth, Water
Weakness Fire, Bludgeoning, Axes
ATTACK
- Damage or healing doesn’t carry over
between Phases, and recovers to Phase 1 after
1D6 days

PHASE 2
pl
- Slap (3 attacks) each 1D4+3 Resistance Earth, Water, Non-magic/non-
- Enjoys writing and drawing
- Leaf Blade (Ranged, 2 attacks) each 1D4+3 Radium weapons
- Always happy to lend a hand and destroyed on impact Weakness Fire, Axes, Electricity
- Wants to make friends and see the world
- Leech Soil Heal 2D8
ATTACK
IDEALS - Cast Spell (Advantage or auto success on - Sprout Seedlings Every other round, 1D4+2
- Friendship: the true mark of a life well lived targets who have consumed Seedlings, Small Seedlings (page 53)
is the relationships made along the way depending on quantity consumed)
- Seed Control Summon 2D4 allies (once/day,
- Charm 2 targets for 1 minute (can save use CIVILIANS page 21)
BONDS
m
every round)
- Made by Ozma - Slam (2 attacks) each 2D8+7 (save or be
- Command 2 targets for 1 minute (can pushed back 10´)
- Brought to life by Mombi save every round)
- Good friend of Scarecrow - Stomp 4D8+7 and all within 30´ radius save
- Hold 2 targets for 1 minute (can save
or fall prone
- Loves anyone he meets every round)
- Bind DC15, fail and bind either legs or - Arm Sweep 180° spin, 8D8 damage and be
FLAWS arms together (save every round) pushed back 30´ or save for half damage and
- Extremely gullible distance
SPECIAL - Leech Soil Heal 2D8
Sa

OTHER PROFICIENCIES - Doesn’t breathe, eat, sleep, or suffer


- Excellent knowledge of clay, rock, and soil - Hurl Earth 4D12+7
exhaustion
- Can communicate with plants - Extra 1D8 to attacks and healing if in direct SPECIAL
- Building construction and engineering sunlight - Extra 1D8 to attacks and healing if in direct
- Gets 3 points per round to spend at the end sunlight
WICKED & WONDERFUL LEADER
- Approachable
of an enemy’s turn (1 action per turn): - Maximum damage when attacking objects
- One-of-a-kind - Unsettling Face (cost 1) react to 1 melee - Gets 3 points per round to spend at the end
attack per round (lower enemy’s attack of an enemy’s turn (1 action per turn):
- Open-minded roll by 1D4)
- Tall - Single Slam (cost 1)
- Single Punch (cost 1) - Move (cost 1) 40´
- Move (cost 1) 40´ - Leech Soil (cost 2) heal 2D8
- Leech Soil (cost 2) heal 2D8 - Save Any Fail Take 10 damage (cost 3)
- Save Any Fail Take 10 damage (cost 3)
- If slain and any seeds remain, Jack
- Advantage on Unsettling Face rolls Pumpkinhead will sprout from one in 1D6
days

32
JACKDAWS (SWARM) JINJUR k
Small crows that travel in flocks. Very little scares THE GENERAL • FORMER QUEEN OF OZ
them, and they are highly intelligent. A single • THE LEADER OF REVOLT
Jackdaw will often speak for the flock, and all are
General Jinjur, the first of her name, was once a
fiercely loyal to each other. Typically know local
powerful leader hailing from Munchkin District.
gossip, the best places to find resources, or the
She instigated a revolt and successfully (though
location of shiny objects.
briefly) overthrew Scarecrow as ruler of Oz. Once
Glinda got involved, Jinjur sought the help of
HD 3 / pool HP 12 / pool ARMOR 12 Mombi, a competing sorceress. The two fought
off Glinda for a time, but when Ozma’s true

e
SPEED 50´ (Fly)
SAVE X+3, X+1, X identity was discovered, it led to Jinjur abdicating
Immunity Conditions affecting a single the throne.
target
Resistance Slashing, Piercing damage While Jinjur doesn’t hold the same public power
Weakness Area-effect magic she once did, she still maintains many of her

fil
resistance and underground connections. She
ATTACK may present as an understanding and upstanding
- Peck XD4+X citizen, but she’s also aware of how important
- Coat Save (DC12+X) or be immobilized, appearances are in Oz.
can save every round
- Lift (+2X STR) 30´ and Drop 3D6 “No more will they cast us aside,

The Cast
damage (auto success if coated) forgetting our very existence. Today
- Caw 10X´ radius, hearing-based magic is we make them remember!”
halved and disadvantage on hearing-based
checks HD 9 HP 80 ARMOR 16
PERSONALITY TRAITS
SPEED 30´
- Confident and assertive
SPECIAL
- Advantage on attacks against insects
- POOLS
- X equals number of pools (maximum
10, minimum 1)
e - Secretive and calculated
- Able to see the world in shades of gray
- Never makes the same mistake twice
- Wants Oz to be ruled by those she feels are
SAVE +6, +4, +1
Immunity Fear
Resistance Mind-altering magic
ATTACK
- Military Sword (2 attacks) each 1D6+6
pl
the best fit
- Can combine or divide pools as a (if both attacks hit a single target, then
reaction (once/round) IDEALS save or be disarmed)
- Damage or healing to one pool - Nation: Oz deserves to grow in power and - Disarm Contest against target with +6
doesn’t carry over to the next pool be ruled by the powerful to either speed or strength, can use that
- Loss of one pool is permanent and weapon for future attacks
reduces the value of X BONDS
- Call for Reinforcements Summon 2D4
- Recognizes Ozma as a good monarch with allies (once/day, use WATCHERFOLK
room for improvement pg. 61)
- Respects Glinda and Locasta
m

- Join the Cause 1D4 enemies or bystanders


- Avoids any mention or contact with Mombi (not including the player characters)
- Sees Verdella as a reminder of her own become allies of Jinjur (once/encounter)
failure - Rally All allies that can hear Jinjur roll
- Intrigued by Polychrome advantage on attacks until Jinjur’s next
- Thinks Tin Woodman, Scarecrow, and turn
Oscar Diggs are buffoons
SPECIAL
FLAWS - Advantage on attacks if an ally is within
Sa

- Underestimates others 10´


- Gets 3 points per round to spend at the
OTHER PROFICIENCIES end of an enemy’s turn (1 action per
- Inspiration and leadership turn):
- Has numerous underground contacts - Single Sword Attack (cost 1)
around Oz
- Move (cost 1) 30´
WICKED & WONDERFUL LEADER - Parry (cost 1) during a melee attack,
- Assertive roll 1D8 and add to Armor
- Calculated - Inspire the Fallen (cost 2) ally who
- Passionate dropped to 0 gets up with 1 HP
(depending on most recent injury)
- Proactive
- Catch Projectile (cost 3) during a
ranged attack, roll 2D8 and if higher
than the damage, catch the projectile
in midair
- Save Any Fail Take 10 damage (cost 3)

33
KALIDAHS LI-MON-EAGS
Aggressive apex predators. Part tiger and part bear. Goat-sized chimeras. Part lion, part monkey, and
Feared by most Ozians and dangerous whether part eagle. The golden ball at the end of their
alone or in packs. A Kalidah fears very little but is tail is highly prized among collectors. Scavengers
uncomfortable around magic. by nature, but occasionally hunt smaller prey,
particularly when bolstered by numbers. Playful
after a meal but rarely stay full for long.
HD 8 HP 70 ARMOR 14
SPEED 45´
SAVE +6, +3, +1 HD 3 HP 16 ARMOR 12

e
Weakness Fear, Illusion, Mind-altering SPEED 45´ (Land, Fly)
magic SAVE +3, +1, 0
Resistance Wind
ATTACK
Weakness Lightning
- Claws (2 attacks) each 1D8+6
- Slash Up to 3 targets beside Kalidah, ATTACK

fil
2D8+6 or save for half - Claws (1D4+2 attacks) each 1D4+1
- Pounce 1D8+6 plus 1D4 for every 5´ it - Tail Slam 1D8+1
moves this round before it attacks (up to - Drop Rock 1D6+4
3D4) and save or fall prone
- Flying Pounce 1D6+2 plus additional
- Bite 1D8+3 and Toss (save or be thrown 1D4 for every 5´ it moves this round
30´)
The Cast

before it attacks (up to 3D4), save or fall


- Grab (+10 STR) and Toss 30´ for 3D6 prone

SPECIAL SPECIAL
- Advantage on attacks against unarmored - FEINT
targets As a reaction, plays dead and gets
- Advantage on hearing-based checks

e advantage on next action


- Doesn’t provoke attacks when flying away
from target (if already flying)
- Advantage on attacks if within 10´ of
another Li-Mon-Eag
pl
m
Sa

34
LOCASTA k HD 13 HP 100 (Phase 1), 50 (Phase 2) PHASE CHANGE
THE GOOD LICH OF THE NORTH ARMOR 14 - After losing all Phase 1 HP, Locasta’s
SPEED 40´ (Land, Fly) appearance shimmers and blows away
Next to Glinda, Locasta is the second most like glitter to reveal an indigo skeleton
powerful sorceress in Oz, but she would never SAVE +7, +5, +3
and transitions into Phase 2
share this fact. Locasta keeps her skills a secret Immunity Poison, Mind-altering magic,
- All ongoing effects end when entering
when possible, as she believes no good comes from Undead magic, Blue and purple weapons Phase 2
relying on magic. She gets by just fine without all Resistance Magic, Saves against magic, Cold, - Damage or healing doesn’t carry over
that hocus pocus, thank you very much. Non-magic/non-Radium weapons between Phases, and recovers to Phase 1
after 1D6 days
Preferring to spend her time in relative isolation, PHASE 1

e
Locasta is most content with solitary activities: Weakness Yellow weapons, Water PHASE 2
knitting, reading, embroidery, cooking, etc. ATTACK Weakness Yellow weapons, Holy/Light magic
She’s happy to help those in a pinch but will be - Staff (3 attacks) each 1D6+3 ATTACK
adamant in finding a non-magical solution before - Summon Flock Every other round, 1D4+1 - Claws (3 attacks) each 1D6+5 (save or limb
anything else.

fil
Orks (page 42) is paralyzed for 1 round)
“I might know a spell for that, but - Summon Herd Every other round, 1D4+1 - Skeletal Kiss Turn target into gemstone
Rams (Medium Animals, page 17) sculpture, first fail turns location of kiss a mix
wouldn’t you rather try a nice cup of of sapphire and amethyst, second fail spreads
- Cast Spell Typical spells up to level 5 plus
soup first? Just as effective and far the following:
to half body, third fail is total transformation,
roll each turn and save reverses one effect
more delicious.” - Magic Armor +3 to Armor for 4 rounds until free (immune to the spell once free)

The Cast
- Magic Kiss +10 to Armor for 1 day, - Cast Spell Typical spells up to level 5 plus
PERSONALITY TRAITS week, or month (not to self ) the following:
- Introverted and reclusive
- Evaporate Liquids 10´ cube - Dazzle 2 targets blinded for 1 minute
- Gentle and patient
- Charm 4 targets for 1 minute (can save (can save every round)
- Doesn’t want to offend anyone every round) - Conjure 1D10 Boulders, each 6D6 or
- Wants to be left alone

IDEALS
- Independence: relying too much on others
causes a loss of self e - Divination Roll 3D20 and assign to
anyone (as their next rolls)
- Conjure 1D10 Stones, each 2D6
damage or save for half
- Teleport Self 50´
save for half
- Divination Roll 5D20 and assign to
anyone (as their next rolls)
- Push Back 20´ radius, pushed 50´ or
save for half
pl
BONDS - Heal 3 targets, each 2D8+5 - Mass Heal all allies, 1D8+5
- Respects Glinda and Verdella - Teleport Self 50´
- Pities Mombi SPECIAL
- Swap Teleport any number of creatures,
- Respects Jinjur - Advantage on social checks
save if unwilling (DC is 20 minus
- Finds Billina very funny - Gets 3 points per round to spend at the end number of attempted creatures)
of an enemy’s turn (1 action per turn):
FLAWS - Single Staff Attack (cost 1) SPECIAL
- Doesn’t like to get involved - Move (cost 1) 40´ - Advantage on all magic checks
m

- Teleport (cost 2) 40´ - Gets 3 points per round to spend at the end
OTHER PROFICIENCIES
- Divination (cost 2) single D20 of an enemy’s turn (1 action per turn):
- Very good at most magic
- Save Any Fail Take 10 damage (cost 3) - Single Claw Attack (cost 1)
- Knows lots of non-magical
remedies and tricks - Move (cost 1) 40´
- Teleport (cost 2) 40´
WICKED & WONDERFUL LEADER - Divination (cost 2) Single D20
- Gentle - Save Any Fail Take 10 damage (cost 3)
- Inquisitive - If slain and her phylactery (spell book
Sa

- Mature powerfully glamoured to look like a cookbook)


- Private is intact, Locasta will resurrect somewhere in
the Forest of Winged Monkeys in 1D6 days

35
MIDDLINGS
Subterranean mud people. Some live on the
surface near water and are excellent at working
with earthen materials. Others prefer the
underground caverns made by the Dragons. They
don’t understand why folks love gemstones and
metals, but they do value delicate craftsmanship.
Watercolors are particularly appreciated.
NAMES

e
Sculp, Peat, Clay, Turbid, Judd, Silt, Hew, Murk,
Loam, Mudge

HD 4 HP 40 ARMOR 12
SPEED 30´ (Land, Burrow), 60´ (Mud)

fil
SAVE +4, +2, 0
Immunity Earth magic recovers HP
Resistance Fire
Weakness Water
ATTACK
The Cast

- Muddy Slap (2 attacks) each 1D8+4 and


handprint of mud left on body
- Hurl Mud 1D8+4, targets legs stuck
together, arm stuck to side, or mouth
stuck shut for 1 minute (remove with
water or DC12 check)

LOONS
Balloon people. Generally jovial but certainly
e - Warp Earth Alter 10´ cube of soil/mud
within 60´ (spikes, cuffs, pits, etc.)
- Rejuvenate See SPECIAL

SPECIAL
pl
not pushovers, as their inflated rubber bodies are - Burrowing in dirt or mud doesn’t provoke
tougher than most expect. Many enjoy wrestling attack and leaves no trace behind MIST MAIDENS
as a pastime and business venture, as it pays to be - REJUVENATION Ethereal nymphs of mist and cloud. Unable to be
a big personality full of hot air. Can react once/round by absorbing mud/ harmed or inflict harm on others, though they
soil/dirt/etc. to regain 1D8+2 HP
can manipulate mist and fog to malicious results.
NAMES
Temperamental in nature, but they long for
Gum, Bal, Cuplump, Sho, Caucho, Mer, Resilin,
stimulating conversations about anything happening
Elasto, Carom, Pomp
outside of the northern forest. Rumor has it nets
m

and traps using silver can capture a Mist Maiden,


For Civilian Loons, see CIVILIANS (pg. 21)
but most consider this to be a reprehensible idea.

LOONS (WRESTLERS) HD N/A HP N/A ARMOR N/A


SPEED 40´ (Hover, Fly), 60´ (Mist)
SAVE +10, +5, 0
HD 4 HP 30 ARMOR 13
Immunity All damage
SPEED 30´
Weakness Silver traps and containers
Sa

SAVE +4, +1, 0


Immunity Bludgeoning ATTACK
Weakness Piercing - Throw Voice Up to 30´
ATTACK - Mist Illusion DC20 against deceptive
- Clothesline 1D8+4 (save or knocked shadows: a figure running, a bridge where
prone) and Elbow (if prone) 1D6+4 there is none, etc.
- Grab (+8 STR) and Suplex 1D12+4 or - Drop Temperature Chill an area the size
Toss 30´ for 3D6 of a house
- Bounce Up to 3 adjacent targets, thrown SPECIAL
back 30´ and each take 3D6 or save for - Triple advantage on any physical checks
half distance and damage while in mist
SPECIAL - Can mimic any voice it’s already heard
- If dropped to 0 HP using a piercing - MIST SENSE
or slashing weapon the Loon explodes Can sense any movement in mist within
causing 6D8 in 60´ radius (save for half ) 100´ radius

36
MOMBI k
MISS • MISS MOMBI • THE BELDAM
Mombi’s fall from power is known across Oz. The
sorceress claimed her skills were unmatched but
was quietly dethroned by Locasta as the Witch
of the North. Angry and embarrassed, Mombi
lashed out and kidnapped Ozma, the newly born
child and future ruler of Oz. She disguised the
Princess and raised her as a servant boy named
Tip for many years. Ozma, along with Jack

e
Pumpkinhead, escaped Mombi after threat of
petrification.

Mombi tried and failed to recapture Ozma while


helping Jinjur’s army take the Emerald Citadel

fil
from Scarecrow. As punishment, Ozma tapped
into her newly discovered Fairy powers and
cursed Mombi with anti-magic. While Mombi
was never magically gifted like the sorceresses of
Oz, her curse means she cannot use any scrolls,

The Cast
wands, or enchanted objects. Spells cast on
Mombi simply fail and, curiously, she can extend
this effect to others.

“Curse you! You have no idea what


you’re meddling with, and that shall
be your downfall!”
PERSONALITY TRAITS
- Bitter and abrasive
- Fit to outbursts of intense emotions
e
pl
- Unkind and petty
- Vindictive and secretive HD 10 HP 90 ARMOR 12
- Immensely sad SPEED 30´
- Wants to lift her curse SAVE +6, +4, +1
Immunity All magic
IDEALS
ATTACK
- Power: it doesn’t matter if others look up to
me with fear or respect; all that matters is - Cane (2 attacks) each 1D4+4
m

that they’re beneath me - Radium Dagger (2 attacks) each 8


damage
BONDS
- Anti-Magic Touch Up to 2 targets, all
- Loathes Glinda, Locasta, and Verdella magical effects or resistances end and they
- Believes she can mend her cannot cast spells or use magic items, lasts
relationship with Ozma 2D4 rounds (save for half )
- Will work with Jinjur if necessary
- Respects Shaggy Man SPECIAL
- FEINT
- Helped create Jack Pumpkinhead
Sa

As a reaction, pretends to be dead and


- Fearful of Polychrome and Fairies gets advantage on next action
FLAWS - ANTI-MAGIC
- Deeply insecure Any magic within 10´ of Mombi is
weakened (to be determined by the GM)
OTHER PROFICIENCIES - Maximum damage when attacking with
- Knows Ozma and the inner Radium weapons
workings of the Emerald Citadel - If HP reduces to 0, gets up with 1D8
- Lots of connections to covert organizations HP and advantage on fleeing (once/
- Excellent cook encounter)

WICKED & WONDERFUL LEADER


- Independent
- Mature
- Patient
- Persistent

37
NOMES NOMES (ADVISORS) NOMES (MASONS)
Sentient rock creatures that follow the orders The most magically adept of the Nomes. They The workers of the Nome Kingdom. They dig the
of the Nome King. Most are passive and advise the Nome King and oversee most expansion, tunnels, build the infrastructure, and are typically
skittish but will quickly retaliate if met with construction, and work done by the Masons. the first to make contact with anyone during
hostility. Excellent at traversing and navigating Nome expansion. Slightly bigger than Advisors,
subterranean spaces. They love any art involving but their pointed heads aren’t as tall.
HD 5 HP 15 ARMOR 12
earth-based materials. They fear chickens,
SPEED 30´ (Any rock surface, Burrow)
knowing that eggs are poisonous to Nomes.
SAVE +6, +1, 0 HD 3 HP 20 ARMOR 14
HIERARCHY Immunity Blindness, Earth magic SPEED 30´ (Any rock surface, Burrow)

e
1. Nome King Resistance Non-magic/non-Radium SAVE +5, +2, +1
2. Advisors weapons, Fire, Cold Immunity Blindness, Earth magic
3. Masons Weakness Bright lights, Hearing-based Resistance Non-magic/non-Radium
magic, Chickens act as a Fear spell, weapons, Fire, Cold
PERSONALITY TRAITS Swallowing an egg instantly kills the Nome Weakness Bright lights, Hearing-based
- Gruff and indifferent magic, Chickens act as a Fear spell,

fil
- Hardworking and focused ATTACK
Swallowing an egg instantly kills the Nome
- Ram 1D4 plus additional 1D4 for every
IDEALS 5´ it moves this round before it attacks ATTACK
- Craftsmanship: hard work and dedication (up to 3D4), save or be thrown back 5´ - Ram 1D4+5 plus additional 1D4 for every
pay off - Punch (2 attacks) each 1D4 5´ it moves this round before it attacks (up
to 3D4), save or be thrown back 5´
- Harden Halves all damage for 1 round
The Cast

BONDS
(compounds with resistances) - Punch (2 attacks) each 1D4+5
- Loyal to the Nome King
- Cast Spell - Hurl Boulder 30´, 2D6+1
FLAWS - Crag Shield Four 10´ blocks of stone - Harden Halves all damage for 1 round
- Indifferent to how they affect the “upstairs” erupt (2×2, 4×1, 1×4) until another (compounds with resistances)
people spell is cast
OTHER PROFICIENCIES
- Digging and navigating underground
- Sculpting and stonework
- Working with gemstones and precious e - Stone Spike 10´ long 6D4 or save
for half
- Pillar 5´ wide and up to 20´ tall, flat
surface
- Chasm 5´ wide, 15´ long, 30´ deep,
- Exploit Flaw Permanently weaken any
stone object (pillar cracks, attack damage
decreases, etc.)
- Mold Stone Alter 5´ cube of stone within
30´ (spikes, manacles, wall, etc.)
- Rejuvenate Absorb stone to regain
pl
metals
save or fall in and take 3D6 damage 1D8+2 HP
- Excellent knowledge of clay, rock, soil,
precious gems, and metals - Collapse Cause 30´ radius of stone
wall or ceiling to collapse, 6D6 or SPECIAL
NAMES save for half (once/day, 2 rounds to - Indistinguishable from stalagmite or
Kaliko, Gabbro, Blug, Dunite, Rubble, Crinkle, cast) stalactite when motionless
Mig, Igneous, Boron, Quartz, Tavertine, Guph, - Rejuvenate Absorb stone and regain - Burrowing in rock doesn’t provoke attack
Pang, Mortar, Tuff, Chert, Basalt, Hornfels, 1D8+2 HP and leaves no trace behind
Breccia, Gravel SPECIAL - STONE SENSE
m
Can sense any movement on the same
- Indistinguishable from stalagmite or natural rock surface in 100´ radius
stalactite when motionless
- Shatters into pieces when slain
- Burrowing in rock doesn’t provoke attack
and leaves no trace behind - If slain (by any means other than egg),
will resurrect around their largest
- STONE SENSE remaining fragment with 1 HP in 1D4
Can sense any movement on the same days unless the Nome King is vanquished
natural rock surface in 100´ radius
- REJUVENATION
Sa

Can react once/round by absorbing stone


to regain 1D8+2 HP
- Shatters into pieces when slain
- If slain (by any means other than egg),
will resurrect around their largest
remaining fragment with 1 HP in 1D4
days unless the Nome King is vanquished

38
HD 13 HP 50 (Phase 1), 140 (P2), 50 (P3) SPECIAL
ARMOR 16 - Maximum damage when attacking objects
SPEED 60´ (Any rock surface, Burrow) - STONE SENSE
SAVE +8, +6, +2 Can sense any movement on the same natural
Immunity Blindness, Earth magic rock surface in 250´ radius
Resistance Non-magic/non-Radium weapons, - Gets 3 points per round to spend at the end
Fire, Cold of an enemy’s turn (1 action per turn):
Weakness Bright lights, Hearing-based magic, - Single Punch (cost 1)
Chickens act as a Fear spell, Swallowing an egg
NOME KING k deals damage equaling 50% of total HP for
- Move (cost 1) 60´
- Rejuvenate (cost 2) absorb stone to

e
ROQUAT OF THE ROCKS • RUGGEDO • current Phase regain 2D8+6 HP
THE METAL MONARCH - Save Any Fail Take 10 damage (cost 3)
While not from Oz, the Nome King knows the PHASE 1
wondrous land nearly as well as his own kingdom ATTACK PHASE CHANGE
beyond the Deadly Desert. Despite many failed - Punch (2 attacks) each 1D4+8 - After losing all Phase 2 HP, the Nome

fil
attempts to take the Emerald Citadel, he persists King’s giant form cracks and crumbles to
- Harden Halves all damage for 1D4 rounds reveal a regal human-sized figure made of
and proves that a leader made of rocks can be as (compounds with resistances) stone and transitions into Phase 3
stubborn as a boulder.
- Mold Stone Alter 20´ cube of stone within - All ongoing effects end when entering
60´ (pillar, absorbing pit, barricade, etc.) Phase 3
It’s just so frustrating to have his far-reaching
- Summon Minions Every other round, - Damage or healing doesn’t carry over

The Cast
caverns robbed of their gemstones. His gems! 1D4+2 Nome Masons between Phases, and recovers to Phase 2
He is the ruler of everything beneath the surface. after 1D6 days
Even if Ozma claims the Ozian underground to SPECIAL
be hers, it’s his! Those are his emeralds making - STONE SENSE PHASE 3
up the citadel. His amethysts and sapphires and Can sense any movement on the same natural
rock surface in 250´ radius ATTACK
puppets, and his Radium being turned into
mundane items! He only wants what’s his to be
rightfully returned.

“Your rings and necklaces, those


e
rubies. It’s his tin that they use for their silly
- Burrowing in rock doesn’t provoke attack and
leaves no trace behind
- Gets 3 points per round to spend at the end
of an enemy’s turn (1 action per turn):
- Single Punch (cost 1)
- Stone Sword (4 attacks) each 1D8+8
- Harden Halves all damage for 1D4 rounds
(compounds with resistances)
- Cast Spell
- Crag Shield Four 10´ blocks of stone
pl
baubles and trinkets, where do you - Move (cost 1) 60´ erupt (2×2, 4×1, 1×4) until another spell
think all that beauty comes from?” - Burrow (cost 2) 30´ is cast
- Rejuvenate (cost 2) absorb stone to - Stone Spikes Up to 3, each 10´ long
PERSONALITY TRAITS regain 2D8+6 HP 6D4 or save for half
- Disagreeable and petty - Save Any Fail Take 10 damage (cost 3) - Pillar 5´ wide and up to 20´ tall, flat
- Stubborn surface
- Loves gemstones and beautiful precious PHASE CHANGE - Chasm 5´ wide, 15´ long, 30´ deep, save
metals or fall in
- After losing all Phase 1 HP, the Nome
m

- Wants to overthrow Ozma and find the King dissolves into the ground and - Collapse Cause 30´ radius of stone wall
Magic Belt reemerges as a towering stone behemoth or ceiling to collapse, 6D6 or save for
- Wants his Ornamitts back and transitions into Phase 2 half (once/day, 2 rounds to cast)
- All ongoing effects end when entering
IDEALS Phase 2 SPECIAL
- Power: he who comes from emeralds should - Damage or healing doesn’t carry over - Advantage on charisma-based checks
sit on the emerald throne between Phases, and recovers to Phase 1 - Burrowing in rock doesn’t provoke attack and
after 1D6 days leaves no trace behind
BONDS
Sa

- STONE SENSE
- Ozma must be replaced PHASE 2 Can sense any movement on the same natural
- Believes Dorothy is a master criminal rock surface in 250´ radius
- Thinks Scarecrow was a terrible ruler ATTACK
- Gets 3 points per round to spend at the end
- Terrified of Billina - Punch (2 attacks) each 2D12+8 (save or be of an enemy’s turn (1 action per turn):
pushed back 10´)
- Single Sword Attack (cost 1)
FLAWS - Stomp 4D12+8 and all within 30´ radius
- Quick to anger but slow to react save or fall prone - Move (cost 1) 60´
- Burrow (cost 2) 30´
- Arm Sweep 180° spin, 8D12 damage and
OTHER PROFICIENCIES be pushed back 30´ or save for half damage - Rejuvenate (cost 2) absorb stone to
- Navigating underground and distance regain 2D8+6 HP
- Causing mischief and trouble - Hurl Nome (2 attacks, if available) each - Save Any Fail Take 10 damage (cost 3)
2D12+8 and half damage to Nome on impact
WICKED & WONDERFUL LEADER
- Confident - Hurl Boulder 4D12+8
- Experienced leader - Earthquake Chasms form, rocks tumble and
- Not Ozian fall, chaos everywhere (once/day)
- Passionate

39
OBJECTIONISTS OBJECTIONISTS OBJECTIONISTS
Activist organization protesting and opposing (ELECTED OFFICIALS) (ELECTORS, PEACEFUL)
the ruling class and Ozma’s restrictions on magic. The top-ranking officials within the Objectionists. Ozians on the street who believe kindness and
They believe that magic should be a right of every Responsible for overseeing high-level plans and generosity triumph over hate and greed. They
Ozian and that the crown should be replaced with coordinating with others involved in the cause elect the Officials, and those who get elected tend
a democratic system. (including other Officials). Some suggest the to be the ones who make major breakthroughs
leader of Oz should keep their identity hidden for the organization. Some keep their affiliation a
While many protests and rallies are peaceful in and be elected solely on their political platform. secret, and others form their identity around it.
nature, there are a number of splinter groups Others fear this is a recipe for disaster.
that believe force is the only language that will be

e
understood. HD 3 HP 15 ARMOR 14
HD 3 HP 15 ARMOR 12 SPEED 30´
All groups (be they peaceful or hostile) put SPEED 30´ SAVE +2, 0, -1
great emphasis on the democratic process. Each SAVE +6, 0, -1 Resistance Charm
voice must be heard, and positions of power Resistance Mind-altering magic
ATTACK

fil
are decided by vote, unlike the arbitrary system ATTACK - Sign Push Save or be pushed back 10´,
of appointment implemented throughout the - Draw Attention Roll 1D8, 1–2: no no damage
rest of Oz. If there’s one thing that unites all support, 3–6: 1D4+4 Civilians (page 21), - Call for Help Roll 1D8, 1–5: no help,
Objectionists, it’s a deep belief that an elected 7/8: 1D4 Electors (every other round) 6–7: 1D4+1 Civilians (page 21), 7–8:
government is a representative government. - Inspire Single ally rolls triple advantage 1D4 Electors (every other round)
for 1 round - Sing 20´ radius, hearing-based magic is
The Cast

Important symbols of the Objectionists include - Rallying Cry Attacks by ally that can halved and disadvantage on hearing-based
an “O” with petals around it and a red “O” with a hear Elected Official roll with advantage checks
line through it. Sometimes these are combined. until Official’s next turn
SPECIAL
HIERARCHY SPECIAL - Advantage on hiding or fleeing in crowds
1. Elected Officials
2. Electors (Hostile and Peaceful)

PERSONALITY TRAITS
- Passionate and proactive
- Willing to speak their voice and go against
e - Any allies within 10´ of the Elected
Official roll a single roll per turn with
advantage
pl
established power structures
- Believe that what came before doesn’t
determine what comes next

IDEALS OBJECTIONISTS
- Equality: only when everyone is heard can (ELECTORS, HOSTILE)
positive change for the community truly The ground-level members that elect an Official
begin to take action. Willing to incite violence and
m

BONDS believe that change is only possible through


- Fiercely dedicated to each other conflict. Some keep their affiliation a secret
- Willing to debate and push back against to protect loved ones and others believe they
their leaders shouldn’t need to hide.
- Have heard whispers of the Zuminati and if
they’re true, want to overthrow them as well HD 3 HP 15 ARMOR 12
- Loathe the Olive Knights SPEED 30´
- Believe Ozma needs to be dethroned SAVE +2, 0, -1
Sa

Resistance Fear
FLAWS
- Divided on how to make lasting change: ATTACK
through peaceful protest or hostile takeover - Punch 1 damage
OTHER PROFICIENCIES - Use Something 1D4+2
- Destabilizing power structures - Flaming Bottle 30´ range, 10´ area
- Gathering community knowledge covered in flame for 1 minute, 1D12 fire
damage or save for half
- Call for Help Roll 1D8, 1–5: no help,
6–7: 1D4+1 Civilians (page 21), 7–8:
1D4 Electors (Every other round)

SPECIAL
- Advantage on attacks against objects

40
OLIVE KNIGHTS OLIVE KNIGHTS (SQUIRES)
(GUARDIANS) Novices in the order. Squires serve as assistants to
Those that prefer a hands-on approach over the Tellars or as noncombatant aids to a Guardian.
balancing books. They train more than they study Generally plucky.
and are the deadliest on the field of battle.
HD 3 HP 15 ARMOR 12
HD 6 HP 60 ARMOR 15, 17 (Shield) SPEED 30´
OLIVE KNIGHTS SPEED 30´ SAVE +4, +1, 0
The Olive Knights are so old and ingrained in the SAVE +6, +4, +2 Resistance Charm, Fear

e
history of Oz that they predate Oscar, Ozma, and Resistance Saves against magic
ATTACK
perhaps even King Pastoria’s rule. The Knights ATTACK - Smoke Bomb 20´ radius
uphold order and execute the will of the highest - Radium Dagger (3 attacks) each 1D4+4 - Observe Opponent Add 1D6 to single
power. With Ozma as the ruling monarch, this ally attacks for 1 round
means managing the rampant and dangerous use - Anti-Magic Strike Roll 1D10, target
loses spell slot for spell level equal to the - Support Add 1D10 to single ally check

fil
of magic across the land. Most think the Knights roll (or nearest below, if unavailable),
are long gone or simply a bogeyman to scare can save to reduce roll by 2 (minimum - Toss Weapon Supply ally a spare
children at bedtime, but this couldn’t be further level 1)
SPECIAL
from the truth. - Forgetful Strike Target forgets the spell - Advantage on medicine checks
they last used for 1D4+1 minutes
Working in the shadows and taking action only - Disarm Contest against target with +6

The Cast
when necessary, the Knights prefer a passive to either speed or strength, can use that
approach by infiltrating banks and using money
to influence a community. Those that denounce
weapon for future attacks
- Use Weapon (only one)
OLIVE KNIGHTS (TELLARS)
magic may be taxed less or receive a loan that - Radium Bow & Stun Arrow 1D8+6 The highest rank within the order. Trained in
never requires repayment. This generally proves plus 1D8 electric damage (save or be combat but more skilled in finance, a Tellar’s role
to be effective, but sometimes a more direct
approach is necessary.

e
The Olive Knights are skilled combatants and are as
dangerous with a sword as they are with a pen and
paralyzed for 1 round)
- Stun Baton 1D6+6 plus 1D8 electric
damage (save or be paralyzed for 1
round)
- Magnetized Shield 3D4 plus save or
will often oscillate between cunning strategist and
benign bookkeeper.

HD 8 HP 50 ARMOR 15
SPEED 30´
pl
spreadsheet. Physical threats are sorted out quickly metal on target is pulled to the shield
SAVE +7, +4, +1
and the Knights have developed a number of - Radium Sword (2 attacks) each
Immunity Mind-altering magic
defenses and countermeasures against spellcasters. 1D6+6 (attempt to disarm if both
attacks hit) Resistance Saves against magic
Important symbols of the Olive Knights include - Radium Club 1D12+6 (save or ATTACK
marked coins and red arithmetic signs. pushed back 15´) - Radium Dagger (3 attacks) each 1D4+4
HIERARCHY SPECIAL - Stun Baton 1D6+4 plus 1D8 electric
1. Tellars - SPELLCASTER IDENTIFIED damage (save or be paralyzed for 1 round)
m

2. Guardians Can use reaction to attack a spellcaster the - Anti-Magic Strike Roll 1D10, target
first time they use magic (once/day) loses spell slot for spell level equal to the
3. Squires roll (or nearest below, if unavailable),
VARIANT can save to reduce roll by 2 (minimum
PERSONALITY TRAITS
Each Guardian will specialize in a different level 1)
- Passionately loyal and follow rules
type of combat to hone their unique skills - Forgetful Strike Target forgets the spell
- Devout abstainers from magic
- SPEED they last used for 1D4+1 minutes
IDEALS - Advantage on speed-based checks and - Balance Books Summon 2D4 allies
- Order: the books only balance when initiative (Olive Knight Guardians, once/day)
Sa

everything is neatly checked and kept in - Can use reaction to attempt to - Collect Debt 1 NPC (not including
immaculate condition Disarm or Forgetful Strike the player characters, can be any Civil
- RANGE Servant, Watcherfolk, or Civilian)
BONDS revealed to be working for The Olive
- Faithful to Ozma and her will - Advantage on sight-based checks and Knights (once/day)
- Fellow Knights are as close as siblings tracking
- Sworn enemies of the Zuminati - Advantage on attacks with bows SPECIAL
- Disadvantage on strikes - Any allies within 5´ of Tellar attack with
- Dismissive of the Objectionists
advantage
- STRENGTH
FLAWS - Carry and use two weapons (or shield - Gets 3 points per round to spend at the
- Fanatical in their beliefs end of an enemy’s turn (1 action per turn):
and weapon) and attack with each
- Unwilling to compromise in almost every - Can’t do strikes - Single Dagger Attack (cost 1)
circumstance - Move (cost 1) 60´
- Advantage on strength-based checks
- Focus (cost 3) all allies attack 1 target
OTHER PROFICIENCIES
with advantage for 1 round
- Excellent bankers and mathematicians
- Save Any Fail Take 10 damage (cost 3)
- Assessing the value of goods

41
ORKS OSCAR DIGGS k
Birdlike creatures with two sets of wings, two pairs FORMER KING OF OZ • THE MAGICIAN •
of legs, and tails like a rudder. They migrate to Oz THE HUMBUG
each year but their reason for the trip is a mystery.
Nobody can tell a story like Oscar Diggs. This is a
Orks are inquisitive yet clumsy, but they can fly
man who drifted into Oz on a hot air balloon and
for days without tiring.
talked his way into the position of Wizard of all
Oz. The snake oil salesman was content to fill the
HD 4 HP 20 ARMOR 13 void left by the absent monarchy and introduced
SPEED 45´ (Land, Fly) the land to all sorts of new technologies and ideas.
The Emerald Citadel, that was his idea! The

e
SAVE +5, +1, -1
Immunity Exhaustion, Wind Ozians’ approach to money was so archaic that
Resistance Falling damage the modern system is almost entirely thanks to his
Weakness Electricity brilliant ideas. Oscar still has as much sway in any
Ozian bank as a Mayor, Warden, or Ozma herself.
ATTACK

fil
- Peck 1D4+1 and Scratch (2 attacks) each While Oscar’s life has been anything but difficult
1D4+1
since losing the role of King, he still wishes to
- Gust 30´ line, pushed back 30´ or save regain some of that power. Never had he felt
for half
so needed as when the Ozians thought the
- Whirlwind 30´ radius, lifted 20´ for 2D6 first Wizard of Oz had the solution to all their
or save for half
The Cast

problems. If only he could get some of that back,


- Lift (+8 STR) and Drop 40´ for 4D6 he would do great things!
SPECIAL “Why with my wit and your
- Advantage on initiative rolls wealth, I think we could really
- Doesn’t provoke attacks when flying away make waves around here!”
from target (if already flying)

e PERSONALITY TRAITS
- Kind and chatty
- Always looking to make a deal
- Never gives away anything for free
HD 7 HP 50 ARMOR 12
SPEED 30´
SAVE +8, +2, 0
Immunity Illusion-based magic
Resistance Mind-altering magic, Saves
against magic
pl
- Isn’t above working outside of the law Weakness Bribes, Deals
- Wants to regain power and popularity ATTACK
IDEALS - Collapsible Sword (2 attacks) each
1D8+2
- Spectacle: if you wow them, then you’ve
won them. - Throw Voice DC20 to tell it’s a deception
- Misdirect 20´ radius, DC20 save or lose
BONDS reaction until next turn
m
- Secretly jealous of Ozma’s and Dorothy’s
- Flourish Self, next 1D4 actions roll with
fame and power advantage
- Admires Cap’n Bill’s resourcefulness and
Tik-Tok’s technological skills - Audience Plant 1 NPC (not including
the player characters, can be any Civil
- Adores Cowardly Lion and Hungry Tiger Servant, Watcherfolk, or Civilian)
revealed to be working with Oscar Diggs
FLAWS (once/day)
- Never satisfied with what he has
- Produce Piglets Every other round, 1
pool of Animals (Small, Swarm page 17)
Sa

OTHER PROFICIENCIES
- Sales and deception - Cast Spell
- Performance and misdirection - Invisibility (1 hour) plus Grand
- Creating elaborate and spectacular ideas Illusion The bigger the spectacle,
- Ventriloquism the shorter it lasts—totally harmless
(once/day)
WICKED & WONDERFUL LEADER
SPECIAL
- Flashy
- Perfectly mimic any voice or animal call
- Not Ozian
- Old - Triple Advantage on sleight of hand
- Persuasive - Gets 3 points per round to spend at the
end of an enemy’s turn (1 action per turn):
- Single Sword Attack (cost 1)
- Move (cost 1) 30´
- Disengage (cost 2)
- Save Any Fail Take 10 damage (cost 3)

42
THE OUTFIT THE OUTFIT (BOSSES) THE OUTFIT (SOLDIERS)
THE ORGANIZATION • THE FAMILIES • The head of an individual family. Takes a cut of The lowest members of the family and where
THE OFFYA all jobs and projects. Sometimes chosen by vote everyone starts, even children of the Boss. The
Organized crime controlled by a few key families of a small selection of Underbosses (large groups most active in their community and are easily
across the land of Oz. The families are in a draw attention). Final say in all family matters recognized. Can recommend Associates to their
constant power struggle with each other, but it all and responsible for communicating with other Underboss. High percentage of each job they
happens under the table and behind closed doors. families and being aware of their ongoing plans. complete goes to the Boss.
Big picture stuff.
HIERARCHY
1. Bosses HD 2 HP 18 ARMOR 13

e
2. Underbosses HD 8 HP 65 ARMOR 14 SPEED 30´
SPEED 30´ SAVE +3, +1, 0
3. Soldiers
SAVE +6, +3, +1 Resistance Intimidation, Fear
4. Associates
Immunity Intimidation, Fear Weakness Mental damage
PERSONALITY TRAITS Resistance Mind-altering magic
ATTACK
Weakness Mental damage

fil
- Ambitious
- Copper Knuckles (2 attacks) each
- Self-made and hardworking ATTACK 1D4+3
- Appearances and respectability are - Radium Knuckles (3 attacks) each 1D4+6 - Crowbar 1D8+3
important
- Stun Baton 1D6+6 plus 1D8 electric - Menace 1 target, save or attacks roll at
- Nostalgic for simpler times
damage (save or be paralyzed for 1 round) disadvantage for 1D4 round
- Wants to be a part of, and protect, their

The Cast
families - Call for Reinforcements Summon 2D4
allies (Outfit Soldiers, once/day) SPECIAL
IDEALS - Advantage on intimidation
- Working for Me 1D4+2 NPCs (not
- Family: it’s the glue keeping everyone including the player characters), can be - Maximum damage attacking objects
together and the only thing on which any Civil Servant, Watcherfolk
anyone can truly depend

BONDS

families
- Will work for any leader or organization if
e
- No true allegiances to anyone outside of the
(page 61), or Civilian (page 21) revealed
to be working for the Boss (once/day)

SPECIAL
- Any allies within 10´ of Boss attack with
advantage
THE OUTFIT (UNDERBOSSES)
Work underneath the Boss and responsible for
managing jobs and day-to-day business. Paid
directly by the Boss using income acquired
pl
the payment is right - LEAVE US by the Soldiers. First in line, along with other
- Loyal to everyone within the family Can clear any sized room of everyone
Underbosses, to be nominated for the role of Boss
- Respectful of equals and superiors, even in except enemies and allies (once/day)
rival families if the position becomes available.
- Gets 3 points per round to spend at the
- Active members in the community end of an enemy’s turn (1 action per turn):
- Single Knuckle Attack (cost 1) HD 5 HP 35 ARMOR 13
FLAWS
- Move (cost 1) 30´ SPEED 30´
- Competitive to the point of self-sabotage
- Unnerve (cost 2) 1 target, save or SAVE +3, +2, +1
- Some see it all as a game and have a little
m
attacks roll at disadvantage for 1D4+2 Resistance Intimidation, Fear, Mind-
too much fun
rounds altering magic
OTHER PROFICIENCIES - Target (cost 3) all allies attack 1 target Weakness Mental damage
- Theft, arson, extortion, bribery, laundering with advantage for 1 round
ATTACK
- Infiltrating systems and groups - Save Any Fail Take 10 damage (cost 3)
- Copper Knuckles (2 attacks) each 1D4+3
- Stun Baton 1D6+3 plus 1D8 electric
damage (save or be paralyzed for 1 round)
- Menace 1 target, save or attacks roll at
Sa

THE OUTFIT (ASSOCIATES) disadvantage for 1D4+1 rounds


Works for the family or provides a resource that - Working for the Boss 1 NPC (not
can’t be fulfilled internally. Not a part of the including the player characters), can be
family but can be brought in as soldiers if they any Civil Servant, Watcherfolk
prove themselves. Typically hired through an (page 61), or Civilian (page 21) revealed
Underboss after proving their value to the family. to be working with the Outfit (once/day)

SPECIAL
For stats, see CIVILIANS (page 21)
- Advantage on intimidation
- Any allies within 5´ of Underboss
attack with advantage
- CLEAR OUT
Can use reaction to have all allies
flee at once (once/day, either double
speed or doesn’t provoke attack but
not both)

43
OZMA
THE PRINCESS OF OZ • CHILD QUEEN •
OZMA TIPPERATUS THE FIRST
The Princess of Oz. Daughter of King Pastoria
(human, deceased) and Queen Lurline (Fairy,
alive). The Queen returned to her Rainbow Realm
after Ozma was kidnapped and raised by the
sorceress Mombi. The Princess was enchanted to
live under the guise of a servant boy named Tip.
It was during her time living as Tip that Oscar

e
Diggs arrived in Oz and claimed the throne as the
Wonderful Wizard of Oz. Her time living in fear
under the jealous and cruel Mombi has deeply
impacted Ozma’s outlook toward rulership.

fil
Distrustful of most magic users, Ozma’s first act
was to use her newly manifested Fairy powers to
strip Mombi of her magic. Her second act was HD 14 HP 40 (Phase 1), 90 (Phase 2) PHASE 2
to decree that magic use was prohibited unless ARMOR 15 Weakness Radium/iron weapons, Water,
granted royal permission. Some say she has a secret SPEED 40´ (Fly, Phase 2) Darkness
order of Knights to enact her will and punish those SAVE +10, +5, +1
The Cast

ATTACK
that defy her. Others suggest she is researching Immunity Blindness, Mind-altering magic,
- Anti-Magic Touch Up to 2 targets, all
mass magic-control. Whether they’re rumors or all Light magic
magical effects or resistances end and they
true, it’s common knowledge that Ozma intends Resistance Saves against magic, Non-magic/ cannot cast spells or use magic items, lasts
to never see a family separated or harmed by non-Radium/non-iron weapons 4D4 rounds (save for half )
reckless magic again.

“Fireballs and shock waves have no


place in a civilized land. I have a
duty to keep my people safe.” e PHASE 1
Weakness Radium/iron weapons
ATTACK
- Radium Staff (3 attacks) each 11 damage
- Light Beam 100´ line or 50´ cone, 4D8
light damage and blinded for 1 round or save
for half and no blindness
- Reflect All magic targeting Ozma reflects
back on the caster for 2D4 rounds
- Cast Spell
pl
PERSONALITY TRAITS - Anti-Magic Touch Up to 2 targets, all
magical effects or resistances end and they - Heal 3D8
- Lonely and seeks friendship wherever
possible
cannot cast spells or use magic items, lasts - Command 4 targets for 1 minute (can
4D4 rounds (save for half ) save every round)
- Doesn’t respond well to criticism or
opposition - Summon Guards (Watcherfolk page 61 or - Afterimage Save or impression of
Olive Knight Guardians page 41, once/day) Ozma obscures vision for 1D4 rounds
- Loves hearing positive stories of her land (disadvantage on all targeted attacks, can
- Cast Spell
- Worries deeply for her people save every round)
- Wants Oz to be at peace - Expel Up to 10 creatures to anywhere in
- Blur All single-target attacks roll with
m
Oz (once/day)
disadvantage against Ozma for 1D4
IDEALS - Banish Up to 10 creatures to anywhere rounds
- Control: it is my duty to create boundaries outside of Oz (once/season)
- Blinding Light Fills a room, blinded for
so that the people of Oz know they are safe
SPECIAL 1 minute (can save every round)
BONDS - Maximum damage when attacking with
SPECIAL
- Pities Mombi Radium weapons
- Light damage is doubled while Ozma is in
- Loves Glinda, Locasta, and Polychrome - Gets 3 points per round to spend at the end sunlight
- Created Jack Pumpkinhead of an enemy’s turn (1 action per turn):
- Doesn’t provoke attacks when flying away
Sa

- Friends with Dorothy but jealous that she is - Single Staff Attack (cost 1) from target (if already flying)
so adored by the Ozians - Move (cost 1) 40´ - Gets 3 points per round to spend at the end
- Single Anti-Magic Touch (cost 2) of an enemy’s turn (1 action per turn):
FLAWS
- Coordinate (cost 3) all allies attack 1 - Burst of Light (cost 1) 2D6 light
- Distrustful of those who are popular and
target with advantage for 1 round damage, save for half
make friends easily
- Save Any Fail Take 10 damage (cost 3) - Move (cost 1) 40´
OTHER PROFICIENCIES - Fly (cost 2) 40´
- High-level planning PHASE CHANGE - Single Anti-Magic Touch (cost 2)
- Knowing all that goes on in Oz - After losing all Phase 1 HP, Ozma begins
to glow like a star, gains flight, and - Coordinate (cost 3) all allies attack 1
WICKED & WONDERFUL LEADER transitions into Phase 2 target with advantage for 1 round
- Decisive - All ongoing effects end when entering - Save Any Fail Take 10 damage (cost 3)
- Gentle Phase 2 - If slain, Ozma will resurrect in the Rainbow
- Proactive - Damage or healing doesn’t carry over Realm in 1D4 days unless the power of
between Phases, and recovers to Phase 1 her true name is used against her (to be
- Young determined by the GM)
after 1D6 days

44
OZULTRA OZULTRA (RESEARCHERS) OZULTRA (TEST SUBJECTS)
PROJECT OZULTRA • THE PROGRAM • The minds behind the OZULTRA project. Some Some chose to get involved and believe in the
OPERATION ZEN develop new methods of testing, others report to cause, others were taken against their will. Either
Secret program researching mass magic- those in power and secure funding, and a select way, the effects aren’t immediately noticeable.
suppression through trained individuals. If few act as handlers to control the test subjects. All Knowing you have an inherent influence over
successful, the subject becomes a sort of beacon are dedicated to the study. others affects everyone differently, and most tend
that negates magic within an area. Through to get overwhelmed with this power. The result is
numbers and strategy, the end goal is a blanket individuals dependent on their handlers.
HD 2 HP 15 ARMOR 10
of control across all of Oz. Progress has been SPEED 30´
slow but continues through chemical and social

e
SAVE +6, 0, -1 HD 4 HP 20 ARMOR 12
experimenting. Who is behind the project is a Resistance Charm, Fear, Confusion, Poison SPEED 30´
heavily guarded secret. SAVE +4, 0, -1
ATTACK
HIERARCHY Immunity Single-target magic
- Clipboard 1D4-1
1. Researchers Resistance Area-effect magic
- Throw Chemicals 15´ range, 2D4 acid

fil
2. Test Subjects damage ATTACK
- Study Opponent Add 1D6 to single ally’s - Anti-Magic Punch (2 attacks) each 1D4
PERSONALITY TRAITS and save or can’t cast/receive magic for 1
- RESEARCHERS attacks for 1 round
round
- Arrogant and confident - Support Add 1D10 to single ally roll
- Anti-Magic Touch 1 target, all magical
- Believe their work is more important than - First Aid 5´ range, Heal 1D6 effects or resistances end and they cannot

The Cast
anything else in Oz cast spells or use magic items, lasts 10
SPECIAL rounds (save for half )
- Want to succeed at their research
- Triple advantage on medical checks
- TEST SUBJECTS SPECIAL
- Range from mellow with violent outbursts - Advantage on hiding in crowds
to perpetually relaxed

IDEALS
- RESEARCHERS
- Control: the masses don’t know what’s good
for them e - ANTI-MAGIC
Any magic within 60´ of Test Subject is
weakened (to be determined by the GM)
- Maximum damage when attacking with
Radium weapons
pl
- TEST SUBJECTS VARIANTS
- Obedience: following orders is all that there is Test subjects are categorized by various
grades of success
BONDS - GRADE A
- RESEARCHERS
- Immune to all magic
- Dedicated to Ozma and her - Double anti-magic range and
decree to restrict magic completely nullifies magic
- Possibly tenuous relationship - Total reliance on handler (use
with the Olive Knights
m
OZUltra Researcher)
- TEST SUBJECTS - GRADE B
- Reliant on the directions of - Use default test subject stats
their handlers
- Mostly reliant on handler (use
FLAWS OZUltra Researcher)
- RESEARCHERS - GRADE C
- Believe their work is more - Roll all attacks at disadvantage
important than anything else - Anti-magic range is halved
Sa

- TEST SUBJECTS - Can’t be controlled by handler


- Unable to make decisions

OTHER PROFICIENCIES
- RESEARCHERS
- Research and development
- Trial and error
experimentation
- TEST SUBJECTS
- Following orders
- Blind obedience

45
PATCHWORK GIRL k
SCRAPS
There’s no one out there quite as colorful, vibrant,
and gentle as Patchwork Girl. Starting off as an
adult-sized doll sewn from scraps, she was granted
life by the Powder of Life with the intention of
becoming a sorcerer’s assistant. Now, after years
spent tending to the needs of others, she’s found
independence and loves the freedom.

e
With this comes a mutual separation between her
and Scarecrow. While they remain close, it was the
right decision.

Patchwork Girl now roams the land searching

fil
HD 14 HP 150 ARMOR 13
for new experiences and trinkets to collect. The
SPEED 40´
latter she stores in the endless void accessible
SAVE +10, +6, +1
by the zippers, buttons, and clasps on her dress.
Immunity Bludgeoning, Sleep, Exhaustion
Meticulously organized, Patchwork Girl needs
Resistance Piercing
only open the appropriate fastener, reach in, and
Weakness Wind
The Cast

she can retrieve any item she’s tucked away.


ATTACK
“Oh, what’s that? Do you need it? - Punch (2 attacks) each 1 damage
May I have it? I’ll trade you!” - Comforting Hug Save or sleep for 2D4
rounds (can be woken up)
PERSONALITY TRAITS
- Friendly and energetic
- Quick to offer input or lend a hand
- Resourceful and independent
- Adventurous and a risk-taker e
- Wants to travel, experience new things, and
- Pull Thread Save or garment/seam
unravels (don’t be weird)
- Quick Stitch Save or two fabrics sewn
together
- Access Void Produce weapon or object
pl
larger than expected
collect rare treasures
- Use Weapon/Object GM’s discretion
IDEALS - Open Pocket 10´ radius, save or small
- Community: the strongest and most objects and weapons get sucked in
beautiful quilt is the one sewn using the - Throw Notions 40´ cube covered in
most fabrics pins, tacks, etc. and roll 1D8 for every 5´
moving through it
BONDS
- Dazzle Save vs. Confusion to all who can
- Still loves Scarecrow
m
see Patchwork Girl (only works once)
- Friend of Dorothy and Ozma
- Admires Glinda and Locasta SPECIAL
- Interested in Jack Pumpkinhead - Doesn’t breathe, eat, sleep, or suffer
- Thinks Billina is very funny exhaustion
- Fearful of Mombi - Any water attack will cause colors to bleed
and prevent Dazzle
FLAWS - Advantage on Pull Thread and Quick
- Easily distracted Stitch against magical garments
Sa

OTHER PROFICIENCIES - If slain, hundreds of random objects will


begin spilling out of Patchwork Girl’s
- Excellent crafter and mender wounds and seams (damage and danger to
- Medicines and surgery be determined by the GM)
WICKED & WONDERFUL LEADER
- Intelligent
- Optimistic
- One-of-a-kind
- Resourceful

46
PHANFASMS (LARGE) PHANFASMS (SMALL)
HD 8 HP 55 (Phase 1), 20 (Phase 2) HD 3 HP 15 (Phase 1), 8 (Phase 2)
ARMOR 15 (P1), 12 (P2) ARMOR 13 (P1), 10 (P2)
SPEED 30´ (P1), 30´ (P2, Any surface) SPEED 30´ (P1), 30´ (P2, Any surface)
SAVE +8, +5, +1 SAVE +5, +2, 0
Immunity Mind-altering magic Immunity Mind-altering magic
Resistance Non-magic weapons, Saves Resistance Non-magic weapons, Saves
against magic against magic
Weakness Radium weapons Weakness Radium weapons

e
PHASE 1 PHASE 1
ATTACK ATTACK
- Bite 1D10+5 plus 1D10 elemental - Bite 1D6+2 plus 1D4 elemental damage
PHANFASMS damage

fil
- Claws (2 attacks) each 1D4 plus 1D4
Magical spirits born of hatred and malice. - Claws (2 attacks) each 1D8+1 plus 1D10 elemental damage
Pitch-black forms with piercing yellow eyes and elemental damage - 2 Elemental Darts Both hit for 1D6
all manner of animal, bird, and reptile heads. - 2D4 Elemental Darts All hit for 1D10 - Mimic Copy any form of similar size by
Invasive and hungry for magic. Packs have been - Elemental Breath 30´ cone, 3D10 or stepping into their shadow, retains yellow
known to ally themselves with the most violent save for half eyes

The Cast
and aggressive leaders, only to betray them at - Mimic Copy any form of similar size by - Create Object No larger than small
the most opportune moment. Popular targets for stepping into their shadow, retains yellow creature
magical research and black-market trading. eyes
- Create Object No larger than medium SPECIAL
HIERARCHY - Advantage on attacks if within 10´ of a
creature
1. Large Phanfasms
2. Small Phanfasms

PERSONALITY TRAITS
- Hostile and disloyal
- Ravenous and predatory
e - Grant Wish Use discretion

SPECIAL
- Any wish granted or object created under
duress takes a perverse or twisted form
with negative consequences
Large Phanfasm
- Any object created under duress takes a
perverse or twisted form with negative
consequences
pl
PHASE CHANGE
- Enjoy toying with their victims - After losing all Phase 1 HP, a
- Never satisfied Phanfasm’s exterior cracks to reveal
PHASE CHANGE
- Can be convinced to follow a non-Phanfasm - After losing all Phase 1 HP, a their glowing arcane core and
if they show enough power Phanfasm’s exterior cracks to reveal transitions into Phase 2
- Manipulative if they see an opportunity to their glowing arcane core and - All ongoing effects end when entering
be exploited transitions into Phase 2 Phase 2
- All ongoing effects end when entering - Damage or healing doesn’t carry over
IDEALS Phase 2 between Phases, and recovers to Phase
- Fear: there’s nothing quite like seeing a mix 1 after 1D6 days
m
- Damage or healing doesn’t carry over
of confusion and terror staring back from a between Phases, and recovers to Phase
victim’s eyes 1 after 1D6 days PHASE 2
BONDS ATTACK
- Betrayed the Nome King during a previous PHASE 2
- Bite 1D6+2 plus 1D8 elemental damage
attempt to invade Oz ATTACK - Claws (2 attacks) each 1D4 plus 1D8
- Hate Ozma and Glinda for frequently - Bite 1D10+5 plus 1D12 elemental elemental damage
thwarting their attacks damage - 2 Elemental Darts Both hit for 1D8
Sa

FLAWS - Claws (2 attacks) each 1D8+1 plus 1D10 - Mimic Copy any form of similar size by
elemental damage
- Distrustful of others, including fellow stepping into their shadow, retains yellow
Phanfasms - 2D4 Elemental Darts All hit for 1D12 eyes and glowing cracks
- Shapeshift Copy any form of similar size - Explode 10´ radius, 3D6 elemental
OTHER PROFICIENCIES by stepping into their shadow, retains damage (save for half )
- Hunting and tracking yellow eyes and glowing cracks
- Magical knowledge - Explode 30´ radius, 4D12 elemental SPECIAL
- Deception damage (save for half, only once) - Advantage on attacks if within 10´ of a
Large Phanfasm
NAMES SPECIAL - DRAWN TO MAGIC
First and Foremost, Paradigm, Clear and Present, - DRAWN TO MAGIC Can use reaction to move closer to magic
Asymmetry, Divide and Conquer, Backbone, Can use reaction to move closer to magic (spellcaster, magic object, etc.) without
Defeat in Detail, Lancer, Bob and Weave, Theater, (spellcaster, magic object, etc.) without provoking attack
Phalanx, High and Mighty, Echelon, Carronade, provoking attack - Exploding leaves no remains except
Bait and Bleed, Herringbone, Once and Always, - Exploding leaves no remains except shimmering embers and scorch marks
Motitus, Shock and Awe, Fire and Forget shimmering embers and scorch marks

47
POLYCHROME k
POLLY • POLYCHROMATA OF THE
RAINBOW REALM
Fairy princess and older half sister to Princess
Ozma. She lives with her older sisters and fellow
Daughters of the Rainbow in the Rainbow Realm
of the Sky Fairies. Polychrome rarely leaves this
Fairy Realm but typically does so to visit or help
her younger half-human sister, Ozma.

e
The two get along as well as they can, but the
land of Oz is so strange to Polychrome that she
has trouble with most non-Fairy experiences. She
tries her best, but the differences between her
home and the land beneath the sky can lead to HD 15 HP 80 (Phase 1), 80 (Phase 2) PHASE CHANGE

fil
a lot of culture shock. While Polychrome is not ARMOR 16 - After losing all Phase 1 HP, Polychrome’s
immune to frustration, she’s quick to overcome SPEED 50´ (Land, Fly) inner light burns through her form as she
any hardship. SAVE +10, +6, +2 becomes pure light and transitions into
Phase 2
Immunity Blindness, Mind-altering magic,
“Oh, won’t you please dance with Light magic
- All ongoing effects end when entering
Phase 2
me? It will keep you warm and
The Cast

Resistance Saves against magic, Non-magic/ - Damage or healing doesn’t carry over
stave off any dreadful boredom non-Radium/non-iron weapons between Phases, and recovers to Phase 1
that might try to creep in.” after 1D6 days
PHASE 1
PERSONALITY TRAITS Weakness Radium/iron weapons PHASE 2
- Enthusiastic and cheerful
- Rapidly moves through feelings
- Imaginative and inquisitive
e
- Makes friends quickly but forgets them just
as easily
ATTACK
- Wand (2 attacks) each 1D4+2 plus 4D8 light
damage
- Light Beam 100´ line or 50´ cone, 4D8
light damage or save for half
Weakness Radium/iron weapons, Water,
Darkness
ATTACK
- Blinding Touch (2 attacks) each 8D8 and
save against blindness
pl
- Always dancing to keep warm - Rainbow Blight 4D10 light damage and - Light Beam 100´ line or 50´ cone, 8D8
- Wants to prove she is a good sister to Ozma target has triple disadvantage for next round, light damage and blinded for 1 round or save
then disadvantage the round after that, back for half and no blindness
IDEALS to normal on the third round
- Cast Spell
- Perseverance: the only way to find out what - Cast Spell
will happen is to try - Blinding Light Fills a building, blinded
- Red Target is paralyzed for 1 minute (can for 1 minute (can save every round)
BONDS save every round) - Heat Object 6D8 to holder unless it
- Loves her sisters (the Daughters of the - Orange Increase target’s Armor by +3 for can be dropped and bursts into flames if
m
Rainbow) but she loves her half sister, 1 minute flammable
Ozma, the most - Yellow Fills a room with blinding light, - Evaporate Liquids 10´ cube
- Polite with Dorothy, Shaggy Man, and blinded for 1 min (can save every round) - Teleport Self, 50´
Button-Bright - Green Unlock non-magic/non-Radium/
non-iron lock/fastener SPECIAL
FLAWS
- Blue Teleport self 50´ - Save against blindness (for 1 round) each turn
- Prone to anger when frustrated that begins looking at Polychrome without
- Indigo Heal target for 3D8
eye protection
OTHER PROFICIENCIES - Violet Turn target into small animal (can
- Flying save, DC15 and difference between roll - Light damage is doubled while Polychrome is
Sa

and 15 is number of rounds target stays in sunlight


- Burning bright
- Traveling between the Sky Fairy Realm and
this way) - Doesn’t provoke attacks when flying away
from target (if already flying)
Oz SPECIAL
- Traveling by rainbow - Gets 3 points per round to spend at the end
- Maximum damage when attacking with of an enemy’s turn (1 action per turn):
- Communicating with Fairies magic weapons
- Single Blinding Light Attack (cost 1)
- Gets 3 points per round to spend at the end
WICKED & WONDERFUL LEADER - Move (cost 1) 50´
of an enemy’s turn (1 action per turn):
- Detached - Teleport (cost 2) 50´
- Single Wand Attack (cost 1)
- Enthusiastic - Rainbow Flash (cost 2) 30´ radius, 3D8
- Move (cost 1) 50´
- Not Ozian light damage or save for half
- Teleport (cost 2) 50´
- Optimistic - Save Any Fail Take 10 damage (cost 3)
- Rainbow Flash (cost 2) 30´ radius, 3D8
light damage or save for half - If slain, Polychrome will resurrect in the
Rainbow Realm in 1D4 days unless the
- Save Any Fail Take 10 damage (cost 3) power of her true name is used against her
(to be determined by the GM)

48
PORCELAIN FOLK PORCELAIN FOLK PORCELAIN FOLK
Sentient ceramic sculptures of varying creatures (PORCELAIN PRINCESS) (TOWNSFOLK)
and ancestries native to Oz. With no need to eat Ruler of the Porcelain Village and the first of the Citizens of the Porcelain Village. Some resemble
and requiring only a little rest, most spend their Porcelain folk. She takes great responsibility in other native Ozians but have no knowledge of
time supporting the arts. These small figures protecting the townsfolk and if anyone knows the them. The clumsiest display mended cracks from
contain dangerous spectral cores that some believe secret to their spectral essence, it would be her. previous injuries and mishaps.
to be connected to those that die in Oz.
HIERARCHY HD 4 HP 10 (Phase 1), 25 (Phase 2) HD 3 HP 5 (Phase 1), 15 (Phase 2)
1. Porcelain Princess ARMOR 12 ARMOR 12

e
2. Townsfolk SPEED 30´ (Phase 1), 40´ (Phase 2, Fly) SPEED 30´ (Phase 1), 40´ (Phase 2, Fly)
SAVE +4, 0, -1 SAVE +3, -1, -2
NAMES
Bartlam, Bybee, Elgin, Gladding, Shimpo, Lenox,
PHASE 1 PHASE 1
Graff, Wheatley, Uhl, Hagen, Kenton, Hadley,
Resistance Charm Weakness Bludgeoning
Niloak, Corn, Tile, Frankoma

fil
Weakness Bludgeoning
ATTACK
ATTACK - Punch 1 damage
- Scepter 1D8 (only once before it shatters) - Mundane Object 1D4-1
- Slap 1 damage
SPECIAL
- Summon Guards 1D4+2 Porcelain
- Indistinguishable from porcelain figure

The Cast
Townsfolk (every other round)
when motionless
- Rally All allies that can hear the Princess
roll advantage on attacks until the
Princess’ next turn PHASE CHANGE
- After losing all Phase 1 HP, a
SPECIAL Porcelain Folk’s exterior cracks

e - Indistinguishable from porcelain figure


when motionless

PHASE CHANGE
- After losing all Phase 1 HP, Porcelain
enough to release its spectral core and
transitions into Phase 2
- All ongoing effects end when entering
Phase 2
- Damage or healing doesn’t carry over
pl
between Phases, and only returns to
Princess’s exterior cracks enough Phase 1 after its porcelain body is
to release her spectral core and mended
transitions into Phase 2
- All ongoing effects end when entering PHASE 2
Phase 2
Immunity Non-magic/non-Radium
- Damage or healing doesn’t carry over
between Phases, and only returns to weapons
Phase 1 after its porcelain body is Weakness Radium weapons, Light/Holy
mended magic
m

ATTACK
PHASE 2
- Spectral Touch (2 attacks) each 1D6
Immunity Non-magic/non-Radium undead (can’t be healed until 1D4 days
weapons have passed)
Weakness Radium weapons, Light/Holy
- Spectral Drain 1D6 (can’t be healed until
magic
1D4 days have passed)
ATTACK - Cast Spell
Sa

- Spectral Touch (2 attacks) each 1D8 - Invisibility Self, 1D4 rounds


undead (can’t be healed until 1D4 days
- Meddle Machinery or magic object
have passed)
fails to work for 1 minute
- Spectral Drain 1D12 (can’t be healed - Bad Luck Target rolls disadvantage
until 1D4 days have passed) for 1D4 hours (save for half )
- Cast Spell
SPECIAL
- Invisibility Self, 2D4 rounds
- Can move through objects and creatures
- Meddle Machinery or magic object without hindrance (but still provokes
fails to work for 2D4 minutes attack if appropriate)
- Bad Luck Target rolls disadvantage
for 2D4 hours (save for half )

SPECIAL
- Can move through objects and creatures
without hindrance (but still provokes
attack if appropriate)

49
THE RAK HD 3 HP 100 (Phase 1), 75 (P2), 50 (P3) PHASE 2
Terribly violent creature that can fly, swim, and ARMOR 18 (Phase 1), 16 (P2), 14 (P3) SPEED 60´ (Land, Swim)
sprint great distances with ease. The Rak can SAVE +9, +6, +3
devastate a neighborhood in a matter of minutes if ATTACK
Immunity Poison
not distracted or placated quickly. Exhales noxious Resistance Water, Fire, Saves against magic - Smoke Blast 30´ radius, obscures vision and
smoke that it blows from its furnace-like stomach. 3D6 poison or save for half
Weakness Radium weapons
It can heal most wounds, but the process is painful - Claw (2 attacks) each 2D6+6 and Bite
and the Rak is extremely vulnerable at this time. PHASE 1 2D10+6
SPEED 80´ (Land, Swim, Fly) - Tail Lash 30´ reach 2D12 damage and be
thrown back 30´

e
ATTACK
- Tail Sweep 360° spin, save or take 4D12
- Smoke Stream 60´ line, obscures vision and damage and be thrown back 40´
3D6 poison or save for half
- Blinding Scales 40´ cube, can save every
- Wing Blast 60´ cone, pushed back 60´ or round
save for half

fil
- Claw (2 attacks) each 2D6+6 and Bite SPECIAL
2D10+6 - Doesn’t provoke attacks when swimming
- Tail Lash 30´ reach 2D12 damage and be away from target (if already swimming)
thrown back 30´ - Gets 3 points per round to spend at the end
of an enemy’s turn (1 action per turn):
- Lift (+12 STR) and Drop 60´ for 6D6
- Single Claw Attack (cost 1)
The Cast

SPECIAL - Move (cost 1) 60´


- Doesn’t provoke attacks when flying away - Swim (cost 2) 60´
from target (if already flying) - Spit Sludge (cost 2) 40´ range, 2D12
- Gets 3 points per round to spend at the end poison or save for half
of an enemy’s turn (1 action per turn): - Save Any Fail Take 10 damage (cost 3)

e - Single Claw Attack (cost 1)


- Move (cost 1) 60´
- Fly/Swim (cost 2) 60´
- Spit Sludge (cost 2) 40´ range, 2D12
poison or save for half
PHASE CHANGE
- After losing all Phase 2 HP, the Rak
will shed its tail and scales to reveal
vulnerable amphibious skin and
pl
transition into Phase 3
- Save Any Fail Take 10 damage (cost 3)
- All ongoing effects end when entering
Phase 2
PHASE CHANGE - Damage or healing doesn’t carry over
- After losing all Phase 1 HP, the Rak between Phases, and recovers to Phase 2
will shed its wings and leathery hide to after 1D6 days
reveal more vulnerable fish scales and
transitions into Phase 2
- All ongoing effects end when entering PHASE 3
Phase 2 SPEED 50´ (Land, Swim)
m

- Damage or healing doesn’t carry over ATTACK


between Phases, and recovers to Phase 1
after 1D6 days - Exude Smoke 30´ radius, obscures vision
and 3D6 poison or save for half
- Claw (2 attacks) each 2D6+6 and Bite
2D10+6
- Leap Up to 50´ (doesn’t provoke attack),
3D12 or save for half
Sa

SPECIAL
- Gets 3 points per round to spend at the end
of an enemy’s turn (1 action per turn):
- Single Claw Attack (cost 1)
- Move (cost 1) 60´
- Swim (cost 2) 60´
- Sludge Breath (cost 2) 40´ cone, 2D12
poison or save for half
- Save Any Fail Take 10 damage (cost 3)
- If slain, the Rak will curse or reward the
enemy that dealt the final blow (to be
determined by the GM)

50
RATTLESNAKES (SWARM)
Poisonous snakes with musical rattles at the end
of their tales. One rattlesnake warning will set
off the entire group (called a “rumba”) and will
attack as one. Their rattles are highly prized for
entertainment and pacifying toys.

HD 3 / pool HP 10 / pool ARMOR 10


SPEED 30´

e
SAVE X+3, X+1, X
Immunity Conditions that affect a single
target
Resistance Slashing, Piercing, Poison,
Hearing-based magic

fil
Weakness Area-effect magic, Cold
ATTACK
- Bite XD4+X plus XD6 poison damage
(save for half poison)
- Coat Save (DC12+X) or be immobilized,
can save every round

The Cast
- Constrict (Once coated) XD6
- Rattle 10X´ radius, hearing-based magic
is halved and disadvantage on hearing- SAND ELEMENTALS
based checks
The very essence of sand. They want nothing but

e SPECIAL
- POOLS
- X equals number of pools (maximum
10, minimum 1)
- Can combine or divide pools as a
to erode everything into fine grains. Something
about the yellow bricks deters them, but they
cannot understand or communicate why.

HD 5 / pool HP 20 / pool ARMOR 11


pl
reaction (once/round) SPEED 10´, 45´ (Sand)
- Damage or healing to one pool SAVE X+5, X+2, X
doesn’t carry over to the next pool Immunity Slashing/Piercing from non-
RATTLESNAKES (GIANT) - Loss of one pool is permanent and magic weapons
reduces the value of X Resistance Mental damage, Mind-altering
Rare mutation of a regular Rattlesnake. Giant - Can exist in the same space with other magic, Slashing, Piercing
snake with a musical rattle at the end of its tail. Its creatures Weakness Water, Wind, Yellow Bricks act
hypnotizing rattle has many healing properties.
- Moves half speed for 1 round after hit as Fear spell
m
by cold
ATTACK
HD 8 HP 60 ARMOR 13 - GROUND SENSE
Can sense any movement on the same - Slam XD10+X (save or be pushed back
SPEED 50´ 5X´)
SAVE +6, +3, 0 natural surface in 100´ radius
- Punch (2 attacks) each XD6+X
Immunity Hearing-based magic
Resistance Poison - Sand Torrent (Target must be on sand)
Weakness Cold lift up 10X´ in the air and take XD6
damage or save for half
ATTACK - Pull Under (+4X STR, Elemental must
Sa

- Bite 1D10+3 plus 4D6 poison damage be on sand) and Smother XD10 each
(save for half poison) round until save
- Spit Venom 1D8+6 poison damage
SPECIAL
- Constrict Up to 3 targets, 3D12 and - POOLS
restrained or save for half and no restraint
(save each round) - X equals number of pools (maximum
10, minimum 1)
- Rattle 60´ radius, save or disadvantage on
all rolls, fall asleep for 1 minute on second - Can combine or divide pools as a
fail (can be woken up) reaction (once/round)
- Damage or healing to one pool
SPECIAL doesn’t carry over to the next pool
- Moves half speed for 1 round after hit - Loss of one pool is permanent and
by cold reduces the value of X
- GROUND SENSE - SAND SENSE
Can sense any movement on the same Can sense any movement on sand in 250´
natural surface in 500´ radius radius

51
SAWHORSES SCARECROW k
Living wooden sawhorses. The first Sawhorse FORMER KING OF OZ
was granted locomotion and sentience with the
No one knows how an ineffective scarecrow came
Powder of Life, and since then, their numbers
to life, but what he’s done with his time in Oz is
have significantly multiplied. Sawhorses never tire,
known by most. He traveled with Dorothy and
but no leg joints mean they travel only slightly
helped dethrone Verdella as the Witch of the West,
quicker than the average walking speed. Require
he became the ruler of Oz after Oscar Diggs was
regular wood treatment to avoid splintering, and
disgraced as an ineffective Wizard, and he briefly
hooves are often reinforced with metal.
acted as advisor to Ozma when she returned to the
Emerald Citadel. All with just a head full of straw.

e
HD 5 HP 30 ARMOR 12
SPEED 35´ (Any terrain except sand) But what Scarecrow has discovered, and would
SAVE +4, +1, 0 never reveal to others, is that his head isn’t just HD 12 HP 110 ARMOR 13
Immunity Sleep, Poison, Exhaustion padding and packing. Scarecrow learns the SPEED 30´
Resistance Cold, Water, Piercing, knowledge of whatever he can fit inside his burlap

fil
SAVE +10, +4, 0
Bludgeoning body. Scrolls, pages from books, even shredded up Immunity Sleep, Exhaustion, Bludgeoning
Weakness Fire, Axes documents will fill Scarecrow’s brain with whatever and falling damage
is written. The more he can stuff in, the smarter Resistance Piercing damage, Mind-altering
ATTACK
he becomes, and this has led to a professional magic
- Bite 1D4
relationship with the Wogglebugs. He hires them Weakness Fire (damage and seeing it acts as
- Trample 2D6+4
The Cast

to both shrink down existing texts and transcribe Fear spell), Falling prone, Wind
- Kick (2 attacks, if target is behind) each other material as small as possible.
2D8+4 ATTACK
“Please allow me to get some fresh - Walking Stick (3 attacks) each 1D6+4
SPECIAL stuffing and think on this. I have my - Scrutinize Knows a target’s weaknesses
- Doesn’t breathe, eat, sleep, or suffer
best thoughts after hitting the hay.” or grants advantage for one type of attack
exhaustion

e PERSONALITY TRAITS
- Gentle, helpful, and kind
- Silly and clumsy
- Encyclopedic knowledge of what he’s
(magic, axes, fire, etc.) against the target
for the remainder of encounter
- Release Wogglebugs 2D6 allies appear
from inside Scarecrow’s body (use
Wogglebugs page 64, once/day)
pl
- Cast Spell
studied
- Wants to collect more and more sources of - Heal 3D6
knowledge - Read Thoughts 1D4 targets, can save
- Read Body Language 1D4 targets,
IDEALS disadvantage on physical attacks for
- Knowledge: growth and power are a direct 1D4 rounds, can save
result of those who know something - Compel Truth 30´ radius, can save
overcoming those who don’t
- Mass Influence 1D10+10 targets,
m

BONDS can save


- Adores Patchwork Girl - Send Message 1 target, any distance
- Respects Ozma, Glinda, and Locasta SPECIAL
- Dear friends with Tin Woodman and - Doesn’t breathe, eat, sleep, or suffer
regularly debates logic versus emotion exhaustion
- Friends with Dorothy, Jack Pumpkinhead,
- Can’t be surprised
Cowardly Lion, and Shaggy Man
- Afraid of Verdella and Jinjur - PLANNED FOR THIS
Sa

Always has an escape plan, no matter how


- Doesn’t think Cap’n Bill and Button-Bright improbable
are very resourceful
- Gets 3 points per round to spend at the
- Professional relationship with the end of an enemy’s turn (1 action per turn):
Wogglebugs
- Single Walking Stick (cost 1)
FLAWS - Move (cost 1) 30´
- Masks insecurities with silliness - Parry (cost 1) during a melee attack
(roll 1D6 and add to Armor)
OTHER PROFICIENCIES
- Give Advice (cost 2) 60´ during an
- Can identify most crops and weather
enemy attack (roll 1D6 and add to
patterns
ally’s armor)
WICKED & WONDERFUL LEADER - Cast spell (cost is spell level+1, level 0
- Funny spell cost is 1)
- Honest - Save Any Fail Take 10 damage (cost 3)
- Intelligent - If slain and the body isn’t burned,
Scarecrow will reanimate in 1D6 days
- One-of-a-kind

52
SEEDLINGS SEEDLINGS (LARGE) SEEDLINGS (SMALL)
Vegetation granted sentience and locomotion by Typically trees but any vegetation of significant The most commonly appearing Seedlings. Fruits,
one (or many) of Jack Pumpkinhead’s pumpkin size can be categorized as a large Seedling. An vegetables, individually potted plants, etc. Jack
seeds. Only one seed is needed for the effects to entire hedge maze, the ivy that covers a mansion’s Pumpkinhead’s seeds often lead to accelerated
take root, but the more seeds present, the more exterior, or an algae bloom would all fall under growth, so these Seedlings tend to stand out. The
intelligent (and humanoid) the seedling will be. If this category. While it only takes one seed to matter that encases the pumpkin seed tends to
all seeds are removed, then the plant returns to its animate the plant life, large Seedlings often have be harder and, in the case of edible sources, more
inanimate state. two or three seeds covered in dense vegetation. delicious than the rest of the plant. Anyone in
The knots aren’t always obvious but can be easily the culinary trade that knows this will pay a high
Consuming a seed (or any part of the seedling) identified when looking for them. price for a consistent source of Seedlings.

e
grants a temporary boost to intelligence, but
they will be permanently susceptible to Jack
HD 5 HP 50 ARMOR 10 HD 2 HP 10 ARMOR 8
Pumpkinhead’s influence. The more one
SPEED 30´ SPEED 30´
consumes, the more intelligent and susceptible
SAVE +5, +3, 0 SAVE +3, 0, -1
they become.
Immunity Plant magic, Light magic Immunity Plant magic, Light magic

fil
recovers HP recovers HP
Resistance Earth, Water, Mind-altering Resistance Earth, Water, Mind-altering
magic magic
Weakness Fire, Axes Weakness Fire, Axes
ATTACK ATTACK

The Cast
- Slam (2 attacks) each 1D10+5 - Slam 1D6+3
- Plant Attack (4 attacks) each 1D6+3 - Plant Attack (2 attacks) each 1D4
- Root Whip (2 attacks) 80´ range, each - Stem Whip 30´ range, 1D8
1D12+3 - Leech Soil Heal 1D6

e - Leech Soil Heal 4D8


- Spores 30´ radius, one effect (see
SPECIAL, can save)
- Spit Sap 80´ range, 2D10 acid plus save
or have legs stuck together, arm stuck to
side, or mouth stuck shut for 1 minute
- Spit Juice 20´ range, 1D6 acid plus save
or have legs stuck together, arm stuck to
side, or mouth stuck shut for 1 minute
(water will dissolve it)

SPECIAL
pl
(water will dissolve it) - Extra 1D4 to attacks and healing if in
direct sunlight
SPECIAL - Advantage on attacks if within 10´ of a
- Extra 1D8 to attacks and healing if in Large Seedling
direct sunlight - Any pumpkin seeds removed from the
- Advantage on attacks if within 30´ of Jack seedling and planted in soil sprouts a
Pumpkinhead sentient jack-o’-lantern in 1D4 days
- Any pumpkin seeds removed from the
m
seedling and planted in soil sprouts a
sentient jack-o’-lantern in 1D4 days
- SPORES
- Blindness 1D4 rounds
- Paralysis Single limb for 1 minute
- Numbing Half speed for 1 minute
- Weaken Disadvantage on attacks for
1D4 rounds
Sa

53
SHAGGY MAN k HD 9 HP 80 ARMOR 12
Very little is known about Shaggy Man. Sure, SPEED 50´
he’s an elderly man covered in vibrant rags who SAVE +6, +3, 0
wanders about Oz without any possessions, but Immunity Illusions
who is he really? Resistance Mind-altering magic, Magic
based on current rags
Shaggy Man doesn’t share much, nor does he
ATTACK
discuss his friendship with Princess Ozma. She
- Walking Cane (2 attacks) each 1D6+3
is the reason his rags are made of the finest silks,
satins, and velvets. - Throw Apple (Ranged, 2 attacks) each

e
1D4+3
For a time, Shaggy Man possessed one of the - Change Rags Resistance to magic based
Relics of Oz: the Love Magnet. With it, he on details of the rags (pattern, color, etc.)
befriended the Sky Fairies and Ozma’s half sister, - Deep Pockets Produce weapon or object
Polychrome. Shaggy Man then lived among the larger than expected

fil
Fairies for a time and, as a result, is able to easily - Use Weapon/Object GM’s discretion
travel between realms and enter places normally - Call for Help Roll 1D8, 1–5: no help,
locked and guarded. He is one of the few who can 6–7: 1D4 Civilians (page 21), 8: 1D4
come and go between Oz and other lands without Watcherfolk (page 61) (once/day)
trouble, though he’s not quite sure how he does - Cast Spell
it. With this skill, he hopes to free his brother, - Open Lock Doesn’t work on iron or
The Cast

Woolly Man, from the clutches of the Nomes. Radium


- Wander Move between realms, up to
“What a beautiful day! I think 6 targets (once/week)
I’ll go for a stroll and see where - Confuse 1 target for 1 minute (can
my feet take me.” save every round) THISTS
PERSONALITY TRAITS
- Quiet and private
- Kind and polite
- Nomadic spirit and easily gets restless
e SPECIAL
- Rerolls any dice rolls of ‘1’
- Gets 3 points per round to spend at the
end of an enemy’s turn (1 action per turn):
Humanoid plant-creatures resembling thistles.
Prickly in both appearance and demeanor, many
value outward appearances and conspicuous
wealth. A Thist’s mouth and stomach are lined
with gold, and they can eat almost anything
pl
- Doesn’t care for possessions - Single Walking Cane (cost 1) without trouble.
- Refuses payment or help - Single Apple (cost 1)
- Move (cost 1) 50´ NAMES
- Looking for the Love Magnet Hete-Ci, Poni-Ti, Way-Lee, Stem, Yushan, Ochro,
- Wants to save his brother from the Nomes - Change Rags (cost 2)
Remo-Ti, Mohavense, Zoni-Air, Fontinale, Brevi-
- Dazzling Coat (cost 3) all targeted
IDEALS spells reflect for 1 round Si, Sissimu, Occi, Coco-Lorum, Mosum
- Freedom: if it’s not hurting anyone else, - Save Any Fail Take 10 damage (cost 3)
then everyone should be free to live how HD 4 HP 20 ARMOR 12
m
they wish to live
SPEED 30´
BONDS SAVE +3, +1, -1
- Wants to rescue his brother from the Nomes Immunity Plant magic, Light magic
- Eternally grateful for Ozma’s kindness recovers HP
- Friends with Dorothy, Button-Bright, and Resistance Poison, Earth, Water, Mind-
Patchwork Girl altering magic
- As close with Polychrome as anyone can Weakness Fire, Slashing
claim to be ATTACK
Sa

FLAWS - Punch (2 attacks) each 1D4+1


- Has trouble staying in one place - Bite 1D6+1 plus 1D12 acid damage
for very long - Spit Seed (3 attacks, ranged) each 1D4+1
OTHER PROFICIENCIES - Eat Regain HP comparable to the size of
- Professional-grade singer the resource (crossbow bolt regains 1D4,
tray of appetizers regains 2D6, entire meal
WICKED & WONDERFUL LEADER regains 3D8, etc.)
- Independent - Leech Soil Heal 2D6
- Mature - Cutting Words 1D8+3 mental damage
- Open-minded - Mock Disadvantage on attacks for 2D4
- Patient rounds (save for half )

SPECIAL
- Extra 1D6 to attacks and healing if in
direct sunlight

54
TIK-TOK k HD 12 HP 80 (Phase 1), 40 (Phase 2) PHASE CHANGE
Tik-Tok is truly one of a kind in Oz. Their copper ARMOR 14 (Base) - After losing all Phase 1 HP, Tik-Tok’s
finish and clockwork mechanisms weren’t crafted SPEED 30´ (Walk), 45´ (Roll) casing starts to shoot sparks as they
by any of the great Ozian inventors, but Tik-Tok SAVE +6, +4, +1 begin to short-circuit and transition into
Phase 2
doesn’t care. Tik-Tok calls Oz home, and they will Immunity Mind-altering magic
- All ongoing effects end when entering
do everything they can to improve their home. Resistance Non-magic/non-Radium slashing Phase 2
and piercing, Saves against magics - Damage or healing doesn’t carry over
Part of this improvement is the development of between Phases, and recovers to Phase 1
the Clockwork Denizens. With Tin Woodman’s PHASE 1 after 1D6 days
aid in improving upon the early (and emotionless) Weakness Radium bludgeoning

e
designs, Tik-Tok has created an expanding PHASE 2
ATTACK
group of clockwork-based robots that can serve Weakness Radium bludgeoning, Electricity
- Punch (2 attacks) each 1D6+4
a number of functions as well as exist in their
own right. If Tik-Tok had ever gotten close to an - Spinning Punch 360° spin, 1D10+4 damage ATTACK
emotion, it would be something akin to pride for and be thrown back 10´ (save for half - Electric Punch (3 attacks) each 1D6+4 plus

fil
this progress. damage and no push back) 2D6 electric damage (save or be paralyzed
- Ram 1D10+4 plus additional 1D4 for every for 1 round)
“I ac-knowl-edge your re-quest 5´ they roll this round before they attack (up - Electric Spin 360° spin, 1D10+4 damage
and will do the ne-ces-sar-y to 4D4) plus 2D6 electric damage and be thrown
back 10´ or save for half damage and no
cal-cu-la-tions be-fore - Summon Aid 1D4 Clockwork Denizens
push back
(page 21, every other round)
de-liv-er-ing my an-swer.”

The Cast
- Discharge Every other round, 60´ radius,
SPECIAL 4D12 electric damage and be paralyzed (1
PERSONALITY TRAITS - ANALYZING round, save for half and no paralysis)
- Calm and calculated Armor increases by +2 every round - Animate Machine By touch, lasts 1D6
- Meticulous - Any electricity damage resets Armor rounds
- Sees the value in protecting the Clockwork
Denizens and those that are helpful
- Wants to consistently improve upon the
Denizen designs

IDEALS
e - Gets 3 points per round to spend at the end
of an enemy’s turn (1 action per turn):
- Single Punch (cost 1)
- Move (cost 1) 30´
- Roll (cost 2) 30´ and doesn’t provoke
- Core Explosion 120´ radius, 12D8 fire
damage and pushed back 60´ (save for half,
only once)

SPECIAL
- ANALYZING
pl
- Logic: there is no room in Tik-Tok’s core for attack
emotions Armor increases by +1 every round
- Disarm (cost 2) contest against target
with +8 to either speed or strength and - Any electricity damage resets Armor
BONDS
weapon flies away 30´ - Gets 3 points per round to spend at the end
- Recalls being found by Dorothy and Billina of an enemy’s turn (1 action per turn):
- Save Any Fail Take 10 damage (cost 3)
- Recalls being harmed by the Nome King - Single Electric Punch (cost 1)
- Doesn’t breathe, eat, sleep, or suffer
- Recalls being saved by Shaggy Man while he exhaustion - Move (cost 1) 30´
looked for his brother
- Turnkey on Tik-Tok’s back needs to be - Electric Roll (cost 2) 1D6 to anyone
- Understands the benefits of allowing Tin
m
rotated daily or they lose functionality along 30´ line and doesn’t provoke attack
Woodman to contribute to the development
of the Clockwork Denizens - Disarm (cost 2) contest against target
with +8 to either speed or strength and
FLAWS weapon flies away 30´
- Entirely lacks emotions - Save Any Fail Take 10 damage (cost 3)
- If slain and their core hasn’t exploded,
OTHER PROFICIENCIES Tik-Tok will reboot in 1D6 days
- Excellent craftsperson
Sa

WICKED & WONDERFUL LEADER


- Focused
- Logical
- Not Ozian
- One-of-a-kind

55
TINNERS TINNERS (COCKPIT)
Customizable machines controlled by an operator
with countless applications. Designed by the HD 8 HP 50 ARMOR 17
Winkies but used across Oz. Can be organized in SPEED 0´
an assembly line with one function or fitted to be SAVE +6, +4, -2
multipurpose.
TINNERS (ARM, MOVER) Immunity Poison, Mental damage, Mind-
altering spells
Their interchangeable parts mean an individual Resistance Fire, Non-magic/non-Radium
tinsmith can own one cockpit and swap out the HD 3 HP 30 ARMOR 12 weapons, Sound-based magic
arms and legs to accomplish a range of tasks. SPEED 5´ (Crawl, Climb) Weakness Electricity, Cold

e
SAVE +5, 0, -1
ATTACK
SAMPLE TINNERS: Immunity Poison, Mental damage, Mind-
- Control Parts 1 attack by each segment
CONVEYORS altering spells
controlled by the Cockpit (up to 3 parts)
A single cockpit with track legs and two Mover Resistance Fire, Non-magic/non-Radium
arms, these Tinners are sturdy and meant for weapons SPECIAL

fil
moving large objects around. Often used in Weakness Electricity, Cold - Can control any functional Tinner
warehouses and factories. arm or leg whether joined or
ATTACK separated
- Slam 2D10+5, save or be thrown back
DUSTERS 20´
A single cockpit with precision legs and two - Magnetize 30´ range, save or all metal in
The Cast

spraying arms. Good for both painting, watering, area is pulled to the clamp
and fumigation.
- Clamp (+10 STR) and Crush 3D12+5
WELDERS SPECIAL
Two back-to-back cockpits on double-wide - Can continue functioning if severed

pair of movers). Often brought to construction


sites or used in tandem with Conveyors.

TINNERS (ARM, FASTENER)


e
reinforced legs with four arms (pair of fasteners, from a Tinner cockpit for up to 30´
- Magnetism and function ceases when
arm or cockpit is destroyed
pl
HD 3 HP 30 ARMOR 12
SPEED 5´ (Crawl)
SAVE +4, 0, -2
Immunity Poison, Mental damage, Mind-
altering spells
Resistance Fire, Non-magic/non-Radium TINNERS (ARM, SPRAYER)
m
weapons
Weakness Electricity, Cold
HD 3 HP 30 ARMOR 12
ATTACK SPEED 5´ (Crawl)
- Slam 1D10+4, save or be thrown back SAVE +4, 0, -1
10´ Immunity Poison, Mental damage, Mind-
- Rivet 120´, 1D8 plus 1D8 fire damage altering spells
- Torch 20´ cone of fire, 3D6 fire or save Resistance Fire, Non-magic/non-Radium
for half weapons
Sa

- Weld Any two metal surfaces together, Weakness Electricity, Cold


deal 10HP to break and can combine to
stack HP ATTACK
- Slam 1D8+4
SPECIAL - Spray 30´ cone, 3D10+4 poison or save
- Can continue functioning if severed for half
from a Tinner cockpit for up to 30´
- Stream 60´ line, 3D10 and save or be
- Function ceases when arm or cockpit pushed back 30´
is destroyed
- Mist 30´ radius, obscures vision and 4D6
poison while in the cloud

SPECIAL
- Can continue functioning if severed
from a Tinner cockpit for up to 30´
- Function ceases when arm or cockpit
is destroyed

56
TINNERS (LEGS, PRECISION) TINNERS (LEGS, REINFORCED) TINNERS (LEGS, TRACK)
HD 10 HP 60 ARMOR 14 HD 10 HP 100 ARMOR 14 HD 10 HP 60 ARMOR 14
SPEED 30´ (Any surface) SPEED 10´ SPEED 30´ (Roll)
SAVE +7, +3, -1 SAVE +8, 0, -2 SAVE +5, +4, -3
Immunity Poison, Mental damage, Mind- Immunity Poison, Mental damage, Mind- Immunity Poison, Mental damage, Mind-
altering spells altering spells altering spells
Resistance Fire, Non-magic/non-Radium Resistance Fire, Cold, Non-magic/non- Resistance Fire, Non-magic/non-Radium
weapons Radium weapons weapons
Weakness Electricity, Cold Weakness Electricity Weakness Electricity, Cold

e
ATTACK ATTACK ATTACK
- Stomp 2D12+3 - Nil - Ram Up to 3 adjacent targets, 2D12+5
- Kick 1D12+3 and save or be pushed plus 1D12 for every 5´ of movement it
back 30´ SPECIAL moves this round before the attack (up
- Can continue functioning if severed to 2D12)

fil
- Clamp (+10 STR) and Throw 60´ from a Tinner cockpit for up to 30´ - Burnout 30´ radius, obscures vision
SPECIAL - Function ceases when legs or cockpit
is destroyed SPECIAL
- Can continue functioning if severed
- Critical miss with non-magic/non- - Can continue functioning if severed
from a Tinner cockpit for up to 30´
Radium weapon breaks the weapon from a Tinner cockpit for up to 30´
- Function ceases when legs or cockpit
into 1D4+1 pieces - Function ceases when legs or cockpit

The Cast
is destroyed
is destroyed

e
pl
m
Sa

57
TIN WOODMAN k
TIN MAN • NICK CHOPPER
Tin Woodman wasn’t always made of tin, and he
wasn’t always named Tin Woodman. Long ago,
Niccolo “Nick” Chopper of Munchkin District
fell in love with Nimmee Amee, an employee
of the ruling Witch of the East. The sorceress
cursed Nick’s axe when she discovered Amee and
Chopper planned to move away and be married.
Every time Nicholas swung the axe, he lopped off

e
part of his body that was then replaced with tin
in a matter of hours. After losing the last of his
human form, he fled in shame and rusted in place
during a terrible storm. Years later, Dorothy found
and rescued him with a simple oil can.

fil
Tin Woodman helped Dorothy defeat Verdella
and usurp her as the Warden of the West. Taking
over as the new Wizard of Winkie District, he
helped the local tinsmiths refurbish the old keep.
The Cast

Tin Woodman guards the cursed axe and


continues to search for Nimmee Amee as her
whereabouts are unknown.

“It would be an honor to help such


noble and well-meaning folk.”
PERSONALITY TRAITS
- Compassionate and empathetic
- Gentle and introspective
e HD 14 HP 75 (Phase 1), 75 (Phase 2)
ARMOR 18 (P1), 15 (P2)
SPEED 30´ (P1), 60´ (P2)
SAVE +8, +6, +2
Immunity Non-magic piercing and slashing
PHASE CHANGE
- After losing all Phase 1 HP, Tin
Woodman drops his greataxe and sheds
outer armor and transitions into Phase 2
- All ongoing effects end when entering
pl
Phase 2
- Persistent and dedicated Resistance Saves against magic
- Damage or healing doesn’t carry over
- Avoids violence whenever possible Weakness Radium bludgeoning damage, between Phases, and recovers to Phase 1
- Easily feels every emotion Charm after 1D6 days
- Wants to destroy his axe
PHASE 1 PHASE 2
IDEALS
- Compassion: everyone is a hero in their own ATTACK ATTACK
story, and it’s only through listening and - Greataxe (2 attacks) each 1D12+8 - Cursed Axe (4 attacks) each 1D8+8 and if
m
sharing those feelings that progress is made - Punch 1D8+8 plus Bash 2D8 (thrown back 3 attacks hit the same target, then limb is
20´ plus 2D6 fall damage or save for half severed (replaced with tin in 2D12 hours)
BONDS damage and pushed 10´)
- Misses his one true love, Nimmee Amee - Throwing Axe (2 attacks) each 1D6+6
- Axe Spin 360° spin, 1D12+8 damage and be - Throw Oil Can 20´ radius becomes slick
- Respects Ozma, Glinda, and Locasta
thrown back 20´ or save for half damage and
- Dear friends with Scarecrow and regularly no push back - Summon Aid 1D4 Clockwork Denizens
debates emotion versus logic (page 21, every other round)
- Summon Aid 1D4 Clockwork Denizens
- Admires Tik-Tok’s craftspersonship
(page 21, every other round) SPECIAL
- Friends with Dorothy, Jack Pumpkinhead,
Sa

Cowardly Lion, and Shaggy Man SPECIAL - Moves half speed for 1 round after hit by
- Afraid of Verdella water or cold (can stack)
- Moves half speed for 1 round after hit by
water or cold (can stack) - Advantage on speed-based checks
FLAWS
- Advantage on strength-based checks - Doesn’t provoke attacks when moving
- Can be easily manipulated through his
empathy and sympathy - Gets 3 points per round to spend at the end - Gets 3 points per round to spend at the end
of an enemy’s turn (1 action per turn): of an enemy’s turn (1 action per turn):
OTHER PROFICIENCIES - Single Punch (cost 1)
- Single Punch (cost 1)
- Woodcutting - Move (cost 1) 60´
- Move (cost 1) 30´
- Tinsmithing - Oil Can (cost 2) negate 1 level of water/
- Oil Can (cost 2) negate 1 level of water/
- Tracking weather patterns in Oz cold effect (grant +10´ to speed and 1
cold effect (grant +10´ to speed and 1
extra attack next round if not slowed by extra attack next round if not slowed)
WICKED & WONDERFUL LEADER
water or cold) - Call Back Axes (cost 2) does 1D6+6 to
- Compassionate
- Save Any Fail Take 10 damage (cost 3) anything between throwing axes and Tin
- Gentle Woodman
- Patient - Save Any Fail Take 10 damage (cost 3)
- Persistent

58
UTENSIANS
Sentient kitchen utensils. All shapes and sizes,
from corianders to knives, meat tenderizers to
rolling pins. There’s an unspoken hierarchy
whereby the more niche the utensil, the higher
their status. A dessert spoon would be regarded
more highly than a ladle, but not as high as a
grapefruit spoon. The nuances are tricky to pin
down by anyone other than a Utensian and aren’t
openly discussed in polite society.

e
NAMES
Chopfork, Loaf, Saute, Braise, Mincemeat,
Ramekin, Dishdash, Char, Liddle, Serrate, Mallet,
Whiskers, Pin, Mixer Match, Parchment

fil
For Civilian Utensians, see CIVILIANS (page 21)

UTENSIANS
UNICORNS (WEAPON MASTERS)

The Cast
Reclusive creatures born of old magic. They guard
the Sterling Apples that offer a week’s worth of HD 6 HP 35 ARMOR 12
nourishment. While passive in nature, they’re SPEED 30´
known to show unbridled fury if they, their home, SAVE +5, +2, 0
or the apples are threatened. Resistance Non-magic piercing and

HD 10 HP 100 ARMOR 12
SPEED 30´, 1,000´ (Unobserved)
SAVE +10, +5, 0 e slashing damage, Cold, Heat
ATTACK
- Favored Weapon (3 attacks) each 1D8+5
- Throwing Disc (2 attacks) each 1D4+2
pl
Immunity Mind-altering magic - Impromptu Weapon Can be anything,
Resistance Non-magic/non-Radium the bigger it is, the more D6s you roll
weapons, Saves against magic - Disarm Contest against target with +5
Weakness Iron weapons to either speed or strength, can use that
weapon for future attacks
ATTACK
- Skewer 1D6+5 plus additional 1D6 for SPECIAL
every 5´ it moves this round before it - Maximum damage with any weapon (not
attacks (up to 6D6) impromptu weapons)
m
- Horn Slash (2 attacks) each 1D6+5 - Can use reaction to parry a single melee
- Horn Disarm Contest against target with attack (roll 1D6 and add to Armor)
+10 to either speed or strength, weapon
flies away 30´ VARIANTS
- Trample 2D6+4 Utensians come in a few different materials
- GLASS
- Kick (2 attacks, if target is behind) each
2D8+4 - Weak against Bludgeoning
- Cast Spell - METAL
Sa

- Heal 4D10 - Weak against Electricity


- Teleport 100´ (save if unwilling) - WOODEN
- Protection +8 to Armor for 4 rounds - Weak against Acid
- Prophecy Roll 4D20 and target must
use those four rolls next, in order
- Remove Curse Target is healed but
permanently loses 2HD

SPECIAL
- Advantage on perception
- Can teleport up to 1,000´ if unobserved
(walk behind tree, obscuring fog, etc.)
- INESCAPABLE TRUTH
After slaying a Unicorn, anyone who looks
into the killer’s eyes will unquestionably
know they’ve killed a Unicorn

59
VERDELLA k
THE WICKED LICH OF THE WEST
Many believe Verdella died when Dorothy threw
a bucket of water on her. This simply isn’t true.
While she may be the weakest of Oz’s sorceresses,
she simply couldn’t resign herself to such a
mundane fate.

Knowing her appearance will quickly cause a


scene amongst Ozians, Verdella now disguises

e
herself with vibrant colors, patterns, and
sometimes an eye patch. No one would suspect
the three-braided crone and the former Witch of
the West were one in the same.

fil
While water still burns her skin, nothing burns
as hot as Verdella’s hatred for outsiders. The
HD 14 HP 90 (Phase 1), 30 (Phase 2) PHASE CHANGE
humbug, Oscar Diggs, claimed the throne in
ARMOR 13 - After losing all Phase 1 HP, Verdella’s
Ozma’s absence. Dorothy the interloper nearly appearance melts away to reveal an
SPEED 30´ (Land, Fly)
killed Verdella and took away her control of emerald skeleton and transitions into
SAVE +8, +4, +1
The Cast

Winkie District. There’s no doubt an outsider is Phase 2


Immunity Poison, Mind-altering magic,
behind Oz’s current and future trouble. - All ongoing effects end when entering
Undead magic, Green weapons Phase 2
“Aha! Don’t think I’ve forgotten what Resistance Saves against magic, Cold, Non- - Damage or healing doesn’t carry over
magic/non-Radium weapons
you did! Nothing gets past me.” between Phases, and recovers to Phase 1
after 1D6 days
PERSONALITY TRAITS
- Angry and confrontational
- Impatient
- Uncompromising
- Poor communicator
e PHASE 1
Weakness Red weapons, Water
ATTACK
- Umbrella (3 attacks) each 1D6+1
PHASE 2
Weakness Red weapons, Holy/Light magic
ATTACK
pl
- Discover Weakness Knows a target’s - Claws (3 attacks) each 1D6+4 (save or limb
- Wants revenge and to rule Oz weaknesses or grants advantage for one type is paralyzed for 1 round)
of attack (magic, axes, fire, etc.) against the - Cast Spell Typical spells up to level 4 plus
IDEALS target for the remainder of encounter
- Nation: while Oz may not love me, there’s the following:
no place like home - Summon Pack Every other round, 1D4+1 - Destroy Lights 10´ cube
wolves (Medium Animals, page 17) - Blind 1 target for 1 minute (can save
BONDS - Summon Flock Every other round, 1 pool every round)
- Hates Dorothy, Oscar Diggs, Cap’n Bill, each, Jackdaws (page 33) - Throw Greater Fireball 8D6 to 30´ area
and Button-Bright
m
- Summon Swarm Every other round, 1 pool or save for half
- Pities Scarecrow, Tin Woodman, and each, Bees (Small Animal Swarm, page 17) - Enlarge Any wolves increase from
Cowardly Lion medium to large
- Begrudgingly respects Glinda and Locasta - Cast Spell Typical spells up to level 4 plus
the following: - Duplicate Jackdaw or Bee pools increase
- Pities Mombi by +2
- Magic Armor +3 to Armor for 3 rounds
FLAWS - Evaporate Liquids 10´ cube SPECIAL
- Hatred of those not from Oz - Confuse 1 target for 1 minute (can save - Advantage on all magic rolls
every round)
OTHER PROFICIENCIES - Gets 3 points per round to spend at the end
Sa

- Bad Luck 1 target takes extra 1D4 and of an enemy’s turn (1 action per turn):
- Instilling fear in others disadvantage on 1 ability for 1 hour
- Assuming control - Single Claw Attack (cost 1)
- Throw Fireballs (3 attacks) each 3D6 or
- Throw Greater Fireball (cost 1)
WICKED & WONDERFUL LEADER save for half
- Move (cost 1) 30´
- Assertive - Teleport Self 60´
- Teleport (Cost 2) 60´
- Confident SPECIAL - Save Any Fail Take 10 damage (cost 3)
- Passionate - Advantage on deception - If slain and her phylactery (orb of swirling
- Resilient red smoke) is still intact, Verdella will emerge
- Gets 3 points per round to spend at the end
of an enemy’s turn (1 action per turn): from Lake Quad in 1D6 days
- Single Umbrella Attack (cost 1)
- Throw Single Fireball (cost 1)
- Move (cost 1) 30´
- Teleport (Cost 2) 60´
- Save Any Fail Take 10 damage (cost 3)

60
WATCHERFOLK WATCHERFOLK
WATCHERS • THE EYES • LOOKIE-LOOS (STEWARDS)

Civil servants responsible for all manner of Those who patrol the neighborhoods and regions
responsibilities across Oz. Public safety, fire watch, of Oz. They’re trained to deescalate conflict and
crime resolution, and community welfare fall at organize civilians when teamwork is needed
the feet of the Watcherfolk. (bucket brigade during a fire, flood prevention,
emergency evacuations, etc.).
HIERARCHY
1. Overseers
2. Stewards HD 4 HP 20 ARMOR 14

e
3. Trainees SPEED 30´
SAVE +4, +1, -1
Resistance Mind-altering magic, Saves
against magic, Fire, Lightning
WATCHERFOLK ATTACK

fil
(OVERSEERS)
- Baton (2 attacks) each 1D6+4
The highest-ranking Watchers. Overseers are - Cuffs Contest against target with +4 to
liaisons that are responsible for groups of Stewards either speed or strength, success binds
and have the most direct contact with the Mayor either legs or arms together
and sometimes even the Warden. - Disarm Contest against target with +4
to either speed or strength, can use that
WATCHERFOLK

The Cast
weapon for future attacks
HD 5 HP 30 ARMOR 16 (TRAINEE)
- Backup Bell 1D8, 1–5: no help, 6–8:
SPEED 30´ 1D4+1 Watcherfolk (every other round) Their uniforms clearly state their status, but
SAVE +5, +2, -1
many civilians will mistake them for full-
Resistance Mind-altering magic, Saves SPECIAL fledged Watchers. Lots of training but very little
against magic, Fire, Lightning
ATTACK
- Baton (2 attacks) each 1D6+5
- Cuffs Contest against target with +5 to
either speed or strength, success binds
e - Advantage on checks involving crowds

VARIANTS
Each Steward will specialize in a different
facet of civil service and bring their unique
skills to the job
experience on the Yellow Brick Roads.

HD 2 HP 12 ARMOR 12
SPEED 30´
pl
SAVE +2, 0, -1
either legs or arms together - COMMUNICATION Resistance Fear, Charm, Fire, Lightning
- Disarm Contest against target with +5 - Advantage on speaking-based checks
to either speed or strength, can use that ATTACK
weapon for future attacks - Can use reaction to use Backup Bell
- Baton 1D4-1
- INTELLECT
- Rally All allies that can hear the Overseer - Disarm Contest against target with +2
roll advantage on attacks and actions until - Advantage on investigative and to either speed or strength, can use that
the Overseer’s next turn insight checks weapon for future attacks
- Organize All allies that can hear the - Can use reaction to attempt to cuff
- Support Add 1D6 to single ally check
m
Overseer immediately move up to 20´ or disarm
(don’t provoke attack, every other round) - PHYSICALITY - Backup Bell Roll 1D8, 1–6: no help, 7–8:
1D4 Watcherfolk (every other round)
- Backup Bell Roll 1D8, 1–2: no help, 3–8: - Advantage on strength-based checks
1D4+2 Watcherfolk (every other round) - Double any strength and attack SPECIAL
bonuses - Advantage on checks involving crowds
SPECIAL
- Advantage on checks involving crowds

VARIANTS
Sa

Each Overseer will specialize in a different


facet of civil service and bring their unique
skills to the job
- COMMUNICATION
- Advantage on speaking-based checks
- Can use reaction to use Backup Bell
- INTELLECT
- Advantage on investigative and
insight checks
- Can use reaction to attempt to cuff
or disarm
- PHYSICALITY
- Advantage on strength-based checks
- Double any strength and attack
bonuses

61
WHEELERS HD 3 HP 16 ARMOR 14
Some say they’re horrifying creatures that invaded SPEED 45´
the outer regions and neighborhoods of Oz. Others SAVE +4, +2, -2
say they’re whimsical beings with wheels instead Immunity Falling damage
of hands and feet. They travel in packs, and these Resistance Fear, Charm, Fire
gangs are known for their confrontational attitudes Weakness Confusion
and unpredictable behavior.
ATTACK
- Headbutt 1D8+4
PERSONALITY TRAITS
- Ram 1D6+4 plus additional 1D4 for
- Chaotic and aggressive

e
every 5´ it moves this round before it
- Uncontrollable energy attacks (up to 6D4), Wheeler takes 1D6
- Fun-loving and daring damage
- Can be convinced to work for someone if - Burn Rubber (1D4 attacks) each 1D6+4
impressed or adequately threatened plus 1D6 fire damage
- Wants to cruise the steepest inclines, jump - Burnout 20´ area obscured in smoke

fil
the widest gaps, and hit the fastest speeds, (dust if rural), no visibility
no matter the cost - Terrorize (2 attacks) each 1D8+2 (save or
disadvantage on attacks for 1 round)
IDEALS
- Fun: why do anything seriously when it can SPECIAL
be done recklessly? - Advantage on attacks if within 10´ of
The Cast

BONDS another Wheeler


- A gang of Wheelers is dedicated to each VARIANTS
other until death Wheelers have evolved to suit their
- Respect between Wheeler gangs but no environment with unique traits
inherent honor or duty

FLAWS

e
- If it’s dangerous, it’s worth trying at least
once

OTHER PROFICIENCIES
- ALL-TERRAIN
- Speed not affected by terrain
- No damage to self when ramming
- CRUISERS
- Doesn’t provoke attacks when moving
pl
- Tracking long distances on road
- Intimidation and terrorizing - PENNY FARTHINGS
- Only 1 Burn Rubber attack (1D20+4)
NAMES - Disadvantage on saves against falling
Spoon, Ward, Pulley, Haberton, Bee, Longo,
Chov, Saddle, Crank, Sprague, Canins,
Knox, Axle, Phinney, Vos, Salvo,
Kemp, Rover, Bevel, Delmont
m
Sa

62
WINGED MONKEYS
FLYING MONKEYS • THE BONDED
Playful yet dangerous, the Winged Monkeys have
a long history with magic and power in Oz. Long
ago, the ruling King of the Winged Monkeys
played a prank on a wealthy man strolling
through their forest. The man was betrothed to
a powerful sorceress and the Witch of the North.
As punishment for ruining her fiancé’s clothes
on their wedding day, she cursed the Winged

e
Monkeys and bound their servitude into an Ozian
Relic: the Golden Cap. The Monkeys must obey
three commands by whoever wears the cap.

Generations have passed since the cap was made,

fil
and only a handful of Winged Monkeys know
the details of its power. Most live their lives in the
forests, happily pranking or threatening travelers
WINGED MONKEYS WINGED MONKEYS
without giving it a second thought. But once (KING) (VASSALS)
the Cap is placed on a head and the command is The leader of the Winged Monkeys and Followers of the King. Each have a claim to a
made, the Monkeys must do as they’re told. descendant of the first King. Knows all about the part of the northern forest. Few know about the

The Cast
curse of the Golden Cap. Golden Cap but instinctively loath the sight of it.
HIERARCHY
1. King HD 7 HP 35 ARMOR 15 HD 3 HP 16 ARMOR 12
2. Vassals SPEED 30´, 45´ (Fly) SPEED 40´, 60´ (Fly)
PERSONALITY TRAITS
- Temperamental

e
- Secretive of their true feelings and intentions
- Outwardly playful and genial until
threatened
SAVE +5, +3, +1
Immunity Mind-altering magic
Resistance Wind
Weakness Water, Electricity
ATTACK
SAVE +5, +1, -2
Resistance Mind-altering magic, Wind
Weakness Water, Electricity
ATTACK
- Scratch (2 attacks) each 1D6+1
pl
- Scratch (2 attacks) each 1D6+3 - Throw Nuts 60´, 1D4+1
IDEALS
- Freedom: a Winged Monkey will never - Taunt 1 target, attacks roll at disadvantage - Screech 5´ radius, save or be deafened for
for 4 rounds or save for half 1 minute (doesn’t affect other Monkeys)
experience true freedom until the Golden
Cap is destroyed - Summon Minions 1D4+1 Winged - Lift (+5 STR) and Drop 30´ for 3D6
Monkeys (every other round)
BONDS - Lift Higher +5 to help ally lift target 10´
- Rally All Winged Monkeys that can hear higher, add 1D6 to Drop
- Bound to serve whoever wears the Golden the King roll advantage on attacks until
Cap the King’s next turn - Monkey See Save or target copies
m

- Distrustful of Wardens and magic-users Monkey’s actions and movement (1


SPECIAL round, additional save if action would
FLAWS harm target)
- Any allies within 10´ of the King attack
- Rarely pass up the chance to tell a joke or with advantage SPECIAL
pull a prank
- Doesn’t provoke attacks when flying away - Doesn’t provoke attacks when flying away
OTHER PROFICIENCIES from target (if already flying) from target (if already flying)
- Tracking and foraging - FOR EVERY MONKEY YOU SEE
- Trickery and mockery 1D4 more Monkeys appear for every
Sa

- Flying long distances Monkey present at the start of the


encounter (once/group/day)
NAMES
Askey, Zeppo, Borge, Randle, Ritz, Barnett, VARIANTS
Curly, Bergen, Formby, Pigmeat, Unwin, Vernon, Winged Monkeys come in all shapes and
Skelton, Quillan, Costello, Roberti, Kelton, Tati, sizes with their own unique traits.
Blanc, Rooney - HOWLERS
- Screech radius is 60´
- Advantage on charisma-based checks
- MANDRILL
- Extra 20´/2D6 to lift
- Advantage on strength-based checks
- SQUIRREL MONKEYS
- 4 nut attacks
- Advantage on speed-based checks

63
WOGGLEGOLOGISTS PERSONALITY TRAITS
- PROFESSOR WOGGLEBUG
BELIEVERS • THE INVESTED - Charismatic yet arrogant
Part religion, part business, all scam. - Optimistic and confident
Wogglegology is led by Professor Wogglebug, the - Excellent salesman
first Wogglebug to discover his species’ ability to - Driven by power and fame
change size. He travels the land sharing the secrets - STUDENTS
of Wogglegology: a four-level program that leads
- Devout to the ways of Wogglegology
to a happier, healthier, and more successful life.
- Always happy to talk about Wogglegology
The system is built on the Professor’s patented - Believe that there’s a better way of living

e
suite of chewable tablets. Each level offers a new - Strong feelings and opinions on what’s
and more advanced tier of growth through a important to them
mixture of reading and the daily tablet regiment. - Quick to answer questions
Keeping up with the literature and prescriptions - Want to move up to the next level
can be expensive, so its most dedicated followers

fil
IDEALS
are currently the wealthy and elite.
- PROFESSOR WOGGLEBUG
Woggle Level I focuses on nutrition and removing - Fame: the quickest way to success is through
notoriety
internal toxins. Wogglegologists only consume
- STUDENTS
WOGGLEBUGS tablets that provide a day’s worth of nourishment.
- Progress: not moving forward is just as
The Cast

Intelligent bugs able to change in size from tiny Woggle Level II builds on Level I and focuses on problematic as moving backward
to that of a child. They can also change the size releasing material needs, thus removing the toxins BONDS
of anything they hold but are secretive about this of consumerism. Satisfaction-nurturing tablets are - PROFESSOR WOGGLEBUG
ability. Naturally curious, Wogglebugs often pursue added to the daily routine and Wogglegologists
careers requiring years of study and research. Not - Thinks his followers are fools
relinquish all belongings (typically donating
necessarily followers of Wogglegology.
NAMES

e
Passalidae, Click, Anobii, Trogo, Bost, Nenuphar,
Cara, Silvan, Chrysome, Lema, Oedemerid, Leaf,
money from sales to the Wogglegology Center).

Woggle Level III focuses on severing toxic social


relationships. Confidence-nurturing tablets are
added to the daily routine, and Wogglegologists
- Trusts only himself with the truth of his
tablets
- STUDENTS
- Protective of fellow Wogglegologists and
support each other
pl
Hister, Rove, Grandis
typically disconnect from everyone outside of - Enthusiastic to help others join or grow
Wogglegology. - Dismissive of those not pursuing growth
HD 1 (Small), 5 (Big) HP 5 (S), 20 (Big) - Typically in debt to the Wogglegology
ARMOR 11, (Small) 13 (Big) Woggle Level IV is exceedingly rare, and the strain Center
SPEED 60´ (Small), 80´ (Big) of the first three levels can lead to unexpected
FLAWS
SAVE +5, +1, -1 results (reports of unlocking latent magic or death
Resistance Mind-altering magic, Saves - PROFESSOR WOGGLEBUG
are the most common). Either way, almost all
against magic Level IV students disappear from the public eye. - Power hungry and never satisfied
m

Weakness Bludgeoning, Cold - Distrustful of others


- STUDENTS
ATTACK HIERARCHY
SMALL - Unwilling to listen to the perspective of
1. Professor Wogglebug
others
- Poison Bite 1 damage (save against one 2. Students (Woggle Level IV)
effect, see SPECIAL) 3. Students (Woggle Level III) OTHER PROFICIENCIES
BIG 4. Students (Woggle Level II) - PROFESSOR WOGGLEBUG
- Pinch (2 attacks) each 1D4-1 5. Students (Woggle Level I) - Persuasion and influence
- Twisting Words 1D6+5 mental damage,
Sa

- STUDENTS
save for half
- Finding other Wogglegologists
- Confusing Conundrum Single target - Memorization and recall
confused, can save every round
- Identifying poisons and toxins
SPECIAL
- Can use reaction to change size (once/
round)
- Targeted attacks against the Wogglebug
roll with disadvantage when small
- POISONS
- Blindness 1D4 rounds
- Paralysis Single limb for 1 minute
- Numbing Half speed for 1 minute
- Weaken Disadvantage on attacks for
1D4 rounds

64
WOGGLEGOLOGISTS
(STUDENTS)
Members of the Wogglegology community.
While the title and structure mimic the school in
Munchkin District, Students of Wogglegology are
not necessarily students that attend Wogglebug
University. Some suggest this obfuscation is
WOGGLEGOLOGISTS intentional.
(PROFESSOR WOGGLEBUG)
H.M. Wogglebug, T.E., the creator of

e
HD 1 HP 5 ARMOR 10
Wogglegology, spent years living in the Great
SPEED 30´
Library Ruins of Gillikin District and learned
SAVE +2, 0, -2
many secrets. Now he’s built a university and has
Resistance Poison
expanded his empire to further spread knowledge
and amass resources. The Professor is arrogant, ATTACK

fil
insensitive, and an enthusiastic socialite. - Punch 1 damage
- Use Something 1D4
HD 1 (Small), 7 (Big) - Call for Help Roll 1D8, 1–4: no
HP 5 / 20 (Phase 1), 70 (Phase 2) help, 5–6: 1D4 Civilians (page 21) or
Wogglegologist Students, 7–8: 1D4
ARMOR 11 / 15 (Small / Big, P1), 13 (P2) Watcherfolk (page 61) (once/day)

The Cast
SPEED 60´ / 30´ (Small / Big, P1), 60´ (P2)
SAVE +6, +1, -1 SPECIAL
Resistance Mind-altering magic, Saves against - STUBBORN DEFIANCE
magic, Non-magic/non-Radium weapons If dropped to 0HP, will get up with 1HP
Weakness Bludgeoning, Cold PHASE CHANGE on their next turn unless impossible to do

PHASE 1
ATTACK
SMALL
- Poison Bite 1 damage (save against one
e - After losing all Phase 1 HP, Professor
Wogglebug rapidly moults as he
magnifies into a colossal Wogglebug and
transitions into Phase 2
- All ongoing effects end when entering
Phase 2
so (once/day)

VARIANTS
Despite what the Students would say, there’s
almost no discernible difference between
the levels, except for Level IV
pl
effect, see SPECIAL) - Damage or healing doesn’t carry over - WOGGLE LEVEL IV Sometimes
between Phases, and recovers to Phase 1
BIG the strain of the earlier levels unlocks
after 1D6 days
- Pinch (3 attacks) each 1D4+1 untold power; can cast a single spell with
perfection (max damage, always a success,
- Twisting Words 1D8+6 mental damage, save PHASE 2 perfect clarity, etc.)
for half
- Confusing Conundrum Single target ATTACK
confused, can save every round - Slam (2 attacks) each 3D8+6
- Beckon Followers Summon 2D4 allies - Kick 2D8+6 and thrown back 30´ (save for
m

(Wogglegology Students, once/day) half distance)


- Highly Magnify or Minimize Increase or - Hurl Environment 3D10+1
decrease the size of 1 target or object (can - Poison Breath 20´ radius (save against one
stack), save if unwilling effect, see SPECIAL, twice/day)
SPECIAL SPECIAL
- Advantage on intelligence-based checks - Deals maximum damage to structures and
- Targeted attacks against Professor Wogglebug objects
Sa

roll with disadvantage when small - Any Wogglegologists within 10´ of the
- POISONS Professor roll a single roll per turn with
advantage
- Blindness 1D4 rounds
- Paralysis Single limb for 1 minute - POISONS
- Numbing Half speed for 1 minute - Blindness 1D4 rounds
- Weaken Disadvantage on attacks for - Paralysis Single limb for 1 minute
1D4 rounds - Numbing Half speed for 1 minute
- Gets 3 points per round to spend at the end - Weaken Disadvantage on attacks for
of an enemy’s turn (1 action per turn): 1D4 rounds
- Single Pinch (cost 1, Big only) - Gets 3 points per round to spend at the end
- Move (cost 1) 30´ of an enemy’s turn (1 action per turn):
- Change Size (cost 1) 60´ - Single Slam (cost 1)
- Save Any Fail Take 10 damage (cost 3) - Move (cost 1) 30´
- Hurl Terrain (cost 2) 1D10+1
- Save Any Fail Take 10 damage (cost 3)

65
ZUMINATI BONDS
- Ensure no accurate information leaks to the
THE ORACLES • OMNISCIENT ZEALOTS rest of Oz
The Zuminati have been around for as long as - Distrustful of members of the same rank
Oz has existed, but only a handful of secrets - Withhold information from each other
have leaked in that time. Anyone who has heard - Fighting against the Olive Knights’ desire
of them is likely to brush it off as folktale or be for order and elimination of magic
ignored. This is by design. - Willing to manipulate Objectionists to sow
discord and distract the populace
The true purpose of the Zuminati has been - Will resist the OZUltra program if they
obscured by years of disinformation. Some claim learn of it

e
they simply want to control Oz. Others suggest FLAWS
they intend to use their power to bring about the - So busy looking over their shoulder that
land’s destruction. No matter their intentions, they don’t see what’s in front of them
they have a debt to pay off. The first family made
a pact with an ancient power and are continuing OTHER PROFICIENCIES

fil
to pay the price for their wealth, influence, and - Deception, misdirection, and obfuscation
prosperity. The nature of the boon, as well as the - Secrecy and betrayal
price that must be paid, is tightly locked away
from everyone but the descendants of that first
family (who call themselves the “Terzo”).
The Cast

The Terzo secretly run the Zuminati while hiding


among the top ranks of the order. The Upper
Order commands their branch of the Lower
Order who, in turn, is responsible for a group of
Disinformation Agents. Every level deceives the

e level below, and yet think they themselves are not


being duped.

Important symbols of the Zuminati include


the eye with a “Z” in the pupil, that same eye
pl
ZOOP contained in an upside-down pyramid, and the
numbers 1, 3, and 13.
Large apelike creature with a long, bushy tail.
Solitary due to their territorial and violent nature. HIERARCHY
Zoop footprints are said to hold many secrets if
read by the right soothsayer.
1. The Terzo
2. Upper Order
ZUMINATI
(DISINFORMATION AGENTS)
3. Lower Order
4. Disinformation Agents Merely aids to the Zuminati. Some are
HD 10 HP 120 ARMOR 13
m
manipulated, some are mind-controlled sleeper
SPEED 60´ PERSONALITY TRAITS agents, and some are willing participants. They’re
SAVE +8, +4, 0 - Believe order and structure are chains the first to take the fall if something goes wrong.
Immunity Fear holding everyone back Easily dismissed and removed when they’re no
Resistance Saves against magic - Resist anything that diminishes Oz’s reliance longer useful. Often told that they’re one job away
ATTACK on magic from admission into the society (this is wrong).
- Bite 2D12+8 - Trust no one and question everything
- Kick (2 attacks) each 3D12+8 and be - All believe they are one level away from the Types of agents include:
pushed back 60´ (save for half distance top - AGENTS OF INFLUENCE Positions of power
Sa

and damage) - Lower ranks want more power and upper to manipulate others
ranks want to retain it - CONFUSION AGENTS Produce or disperse
- Grab (+12 STR) and Punt 100´ 2D12+8
plus 10D6 falling damage - Wants to study the Phanfasms and harness false information to the masses
their power
- Hurl Environment 1D12+6 - DEEP COVER AGENTS Sleeper agents who
are left dormant for a single purpose
- Stomp 20´ radius, save or be thrown back IDEALS
20´ and fall over - Deception: knowledge is power and lies - DOUBLE AGENTS Superficially members of
diminish that power the Outfit, Objectionists, or Olive Knights
SPECIAL - FREELANCE AGENTS Aware of what’s going
- Gets 3 points per round to spend at the on and are only interested in getting paid
end of an enemy’s turn (1 action per turn):
- PROVOCATION AGENTS Incite conflict to
- Bite (cost 1) destabilize order
- Move (cost 1) 30´ - SPOON-FEEDER AGENTS Provide false or
- Climb (cost 2) 30´ outdated information to people of influence or
- Hurl Environment (cost 3) to rival groups
- Save Any Fail Take 10 damage (cost 3)
For stats, see CIVILIANS (page 21) or any faction

66
ZUMINATI (TERZO)
Descendants of the first family that made a deal
for untold power. There is always three: parents
and child, parent and two children, parent and
child and child’s spouse, etc. No more, no less,
and extreme measures are taken to maintain this.
They keep up the ruse that they are equal to those
in the Upper Order.

e
HD 13 HP 80 ARMOR 10
SPEED 30´
SAVE +10, +3, +1
Immunity Mind-altering magic
Resistance Saves against magic
Weakness Radium weapons

fil
ZUMINATI (UPPER ORDER)
ATTACK
- Magic Dagger (3 attacks) each 1D4+10 The members that govern all of the Lower Order
and Disinformation Agents. These members are
- Deplete Ally Touch a fellow Zuminati
difficult to concretely connect to any Zuminati
member and kill them in exchange for full
health and +13 to next spell activity. Lower members think there is only

The Cast
one family in the Upper Order (this is wrong).
- Leeching Touch Heal for tenfold target’s
ZUMINATI (LOWER ORDER) spellcasting modifier (e.g., +3 = 30 HP Typically wealthy or influential families that are
stolen, can save for half ) involved in most major events in Oz. They believe
The Lower Order bridges the gap between the they are the top level of the society (this is wrong).
Upper Order’s plans and the Disinformation - Steal Magic Roll 1D12, target loses spell
slot for spell level equal to the roll (or

e
Agents’ actions. Intermediaries and easily replaced
if they cease to be useful. They correspond with
just one member of the Upper Order and believe
that member, and their family, are the sole leaders
of the Zuminati (this is wrong).
nearest rounded down, if unavailable),
can save to reduce roll by half (minimum
level 1)
- Summon Help Summon 1D8 allies
(Zuminati Upper Order, once/day)
HD 8 HP 50 ARMOR 10
SPEED 30´
SAVE +5, +3, +1
Resistance Mind-altering magic
Weakness Radium weapons
pl
- Cast Spell (see SPECIAL)
HD 3 HP 20 ARMOR 10 - Armor +6 to Armor for 3 rounds ATTACK
SPEED 30´ - Command 3 targets for 1 minute - Magic Dagger (2 attacks) each 1D4+3
SAVE +3, +2, -1 (can save every round) - Steal Magic Roll 1D6, target loses spell
Weakness Radium weapons - Elemental Blast 8D6 (save for half ) slot for spell level equal to the roll (or
- Bind DC15, fail and bind either legs nearest rounded down, if unavailable),
ATTACK or arms together (save every round) can save to reduce roll by half (minimum
- Dagger (2 attacks) each 1D4+2 level 1)
- Third Eye See through any magic (3
- Steal Magic Roll 1D4, target loses spell - Summon Help Summon 1D4 allies
m
rounds)
slot for spell level equal to the roll (or (Zuminati Lower Order, once/day)
- Darkness 100´ area
nearest rounded down, if unavailable), - Cast Spell (see SPECIAL)
can save to reduce roll by half (minimum - Haste Movement doubles and doesn’t
level 1) provoke attacks (3 rounds) - Armor +5 to Armor for 3 rounds
- Teleport Self 50´ - Charm 1 target for 1 minute (can
- Summon Help Summon 1D4 allies
(Civilians page 21, once/day) save every round)
SPECIAL - Elemental Cone 30´ 4D6 (save for
- Cast Spell (see SPECIAL) - Advantage on mind-altering magic half )
- Armor +3 to Armor for 3 rounds - Advantage on fleeing and hiding - Magic Darts 2D4 total, all hit for
Sa

- Confuse 1 target for 1 minute (can 1D6


- Advantage on sight-based checks
save every round) - Bind DC15, fail and bind either legs
- 3 Elemental Balls 30´ range 2D6 - USE STOLEN MAGIC
Add stolen spell slot to 2 components or arms together (save every round)
- Magic Darts 1D4 total, all hit for of spell (attack roll, spell DC, duration, - Darkness 100´ area
1D6 bonus, number of targets, etc.) - Haste Movement doubles and doesn’t
- Darkness 100´ area - Gets 3 points per round to spend at the provoke attacks (3 rounds)
- Haste Movement doubles and doesn’t end of an enemy’s turn (1 action per
provoke attacks (3 rounds) turn): SPECIAL
- Advantage on fleeing and hiding
- Single Magic Dagger Attack (cost 1)
SPECIAL - Advantage on sight-based checks
- Advantage on sight-based checks - Move (cost 1) 30´
- USE STOLEN MAGIC
- USE STOLEN MAGIC - Teleport (cost 2) 50´
Add stolen spell slot to 2 components
Add stolen spell slot to 2 components - Leeching Touch (cost 2) of spell (attack roll, spell DC,
of spell (attack roll, spell DC, - Steal Magic (cost 3) duration, bonus, number of targets,
duration, bonus, number of targets, - Save Any Fail Take 10 damage (cost 3) etc.)
etc.)

67
Chapter 3

e
The Land

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he Land of Oz is a character in its own right. The neighborhoods
are as impacted by power and influence as the communities
within. It can be whimsical and inviting while at the same time concealing
dark secrets and mysteries. Getting to know Oz is like getting to know a
celebrity; there’s a very real risk that expectations will not match reality.

The following pages outline the transportation, neighborhoods, and outer


regions of each District. Most Ozians will be aware of the other districts
and the greater layout of Oz, but many haven’t strayed far beyond their own

e
community. Each developed neighborhood will have enough to serve basic
needs of living (a tavern, a grocer, a neutral temple, etc.). For anything beyond
that, locals will likely suggest a specific area (the local bakery is adequate, but
nothing compares to the ones in Toasting!). If there’s a need for a quick name,
consider using the area to define it (e.g., East Munchkin Grocers, The Black
pl
Branches Inn, etc.)

Oz has roughly four million inhabitants spread across the land. Travel time
has been calculated for the average neighborhood size (nine square miles, or
roughly that of Little Utensia in Quadling District). While the areas may
drastically differ in size, the travel time remains the same, as it all evens out
over the course of an adventure.

Each spread includes a number of random tables to use as a starting point.


m

The GUILD or SECRET ORGANIZATIONS tables might evolve over time


as neighborhoods change and the player characters start to shake things up.
Allow for change and flexibility to give weight to player choices.

Also included in most neighborhoods is the NEWS table (Navigation, Events,


Worldlings, and Secrets). NEWS gets more difficult to uncover moving across
and down the table. This means the first item in NAVIGATION will be
immediately available to the player characters, but all remaining NEWS can
Sa

be revealed at the GM’s discretion. Perhaps the first SECRET is discovered


after spending a week in the area, or maybe it’s only exposed once a good
rapport has been built with the third WORLDLING. When in doubt, sharing
information is a quick way to engage the players.

For more information on how to navigate the Outer Regions, Lake Quad, and the
Great Library Ruins, see EXPLORING THE WILD REGIONS on page 9.
QUICK AREA MUNCHKIN DISTRICT Q5 FUDDLEVILLE page 132
Entertainment neighborhood featuring gambling,

REFERENCE M UNDERGROUND (M LINE) page 100


Underground train that loops around Munchkin
District.
live shows, and buffets.

Q6 SOUTH WATCH page 134


Below is a brief overview of each area in Oz. It’s a Southern garrison where Watcherfolk are trained.
big city-state with a lot going on. This really only M1 JUDICIAL QUARTER page 102
scratches the surface. Legal hub of Oz. Most important cases end up Q7 OLD MILL page 136
here. Full of law firms, courthouses, and jails. Industrial area. Paper, fabric, and food mills.
EMERALD CENTER
M2 THE ARCHIVES page 104 Q8 FOREST OF FIGHTING TREES page 138

e
E OVERGROUND (E LINE) page 72 Neighborhood full of history, libraries, and major Dense and wild forest protecting hidden
Above-ground monorail train that circles Oz. newspapers. communities. Home of the Fighting Trees.
Stops in all four Districts.
M3 BRICKS page 106 Q9 RUBY PALACE page 142
E1 EMERALD CITADEL page 74 Grimy neighborhood where clay is mined and Home of the Warden of the South and where all

fil
Heart of Oz. Home of Princess Ozma and where made into the Yellow Bricks. Hard-working area. regional affairs affecting Quadling District are
all national affairs are discussed and handled. discussed and handled.
M4 EAST MUNCHKIN (EMU) page 108
E2 LAKE QUAD page 76 Upscale artist neighborhood. Very trendy and WINKIE DISTRICT
Great green lake surrounding the Emerald Citadel therefore increasingly expensive.
where magic items are hidden. W UNDERGROUND (W LINE) page 144
M5 WOGGLEBUG UNIVERSITY page 110 Underground train with stops in Winkie, Gillikin,
GILLIKIN DISTRICT Largest educational institution in Oz. Campus and Quadling Districts.
filled with classrooms and student houses.
G UNDERGROUND (G LINE) page 78 W1 THI page 146
Underground train with stops in Gillikin, Winkie, M6 FINE FETTLE page 112 Upper-class neighborhood that loves showing off
and Munchkin Districts.

G1 EMERALD VIEW page 80


Elite and wealthiest neighborhood.

G2 NORTH WATCH page 82


e Medicinal and religious district. Large-scale
sanatoriums and independent healers as well as
temples and places of worship.

M7 HYUP page 114


Mountaintop destination emphasizing snow
their wealth. Home of the autonomous cart.

W2 WEST BANK page 148


Financial district. The headquarters for banks are
located here. Illegal businesses find creative ways
to keep their Green Pennies safe as well.
pl
Northern garrison where skilled Watcherfolk are sports and entertainment. Skiing is most popular.
stationed. W3 POKES page 150
M8 MUNCHKIN MOUNTAINS page 116 Slow-paced neighborhood. For folks that take
G3 PUMPERDINK PLAZA page 84 Rocky mountains dotted with fields of wildflowers relaxing and precision very seriously.
Diverse markets serving all budgets and luxury and poppies. Home of the Unicorns.
experiences for the rich and powerful. W4 THE BLACK BRANCHES page 152
M9 SAPPHIRE CASTLE page 120 Dark and secretive area with a sordid reputation.
G4 LOONVILLE page 86 Home of the Warden of the East and where all Most upstanding citizens avoid speaking of this
m
The Land

Arena entertainment with an emphasis on regional affairs affecting Munchkin District are neighborhood.
wrestling. discussed and handled.
W5 TINKERTON page 154
G5 GREAT LIBRARY RUINS page 88 QUADLING DISTRICT Master tinsmiths, clockmakers, and mechanics
The ruins of a once great library. Now a congregate here. Home of the Oz mint.
playground for Wheelers. Q UNDERGROUND (Q LINE) page 122
Underground train with stops in Quadling and W6 JUNCTION page 156
G6 FEATHERTOWN page 90 Munchkin Districts. Utilities. Water and sewage treatment, food
Sa

Bohemian neighborhood for artists and creative refineries, limited electricity, etc.
personalities of all types. Q1 GARDEN OF WILD BEASTS page 124
Public botanical garden full of diverse plants, W7 REPOSITORY page 158
G7 GUGU PARK page 92 water features, and stone sculptures. Warehouse district. Most of the food and supplies
Maintained nature preserve with well-worn trails shipped across Oz are stored here at some point.
and green spaces. Q2 LITTLE UTENSIA page 126
High concentration of metalworkers (excluding W8 THE GREAT FARMLANDS page 160
G8 FOREST OF WINGED MONKEYS tinsmiths). Atmosphere is muggy and loud. Vast farmlands. Most of Oz’s crops are grown
page 94 here. Always changing and difficult to navigate.
Dense and wild forest full of ancient ruins. Home Q3 TOASTING page 128
of the Winged Monkeys. The epicenter of dining in Oz. If it’s cooked, W9 TIN KEEP page 164
baked, or fried, it can be found here. Home of the Warden of the West and where
G9 AMETHYST TOWER page 98 all regional affairs affecting Winkie District are
Home of the Warden of the North and where Q4 THE WARREN page 130 discussed and handled.
all regional affairs affecting Gillikin District are Known for fresh produce and bespoke clothing.
discussed and handled. Rolling hills above and a tunnel network below.

70
G9 G8

G6
G7

W8 G5
G3 G4

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W7 G1 G2
W4 W2 M5
M2
E2 M9
W9

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W6 M1 M7
W5 W3 E1 M3 M4
W1
Q1
M6 M8
Q2
Q3
Q4
Q5
Q7

Q6

e Q9
Q8
pl
G9 G8

G7 G6
m

The Land
G5
G3 G4
W8
G
W7 G1 G2
W2 M5
W4 M2
E E2 M M9
W9
Sa

E1 M1
W6 M7
W3 W1 M3 M4
W5
W
Q1
M6 M8
Q2
Q3
Q Q4
Q5
Q7

Q6

Q8
Q9

71
E Overground (E Line)
This revolutionary monorail speeds between D20 ENCOUNTER
opulent terminals suspended high in the sky 1-2 No Encounter
by ornate pillars, elevators, and escalators. 3-8 Area Effect
9-11 Creature (Roll CREATURE and MOOD or STATUS)
12-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (fireworks, instrumental music begins
20 playing, pockets fill with Green Pennies, or Roll MAGICAL
OCCURRENCES pg. 192)

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D12 AREA EFFECT
1 Change in environment (temperature drop or rise, flooding, etc.)
2 Transit danger (lights go out, tunnel collapse, creature attack, robbery,
fire, etc.)
3 Construction delay (tunnel work, track repair, faulty car, etc.)
4 Crowd (busker, public brawl, celebration, etc.)
5 Merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (stack of tickets, wallet, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by Ozma or representative
Nothing highlights the modernity
G3 G4
and opulence of Oz quite like
the Overground. While the D12 CREATURE D12 NPC
Underground may be just as M5 1 1D4 Animals 1 1D6 Loons
m
The Land

efficient, this line stands apart W3


in every way. The cars are 2 2D4 Animals 2 1D6 Thists
M4
immaculately maintained, staff 3 Jackdaws (Swarm) 3 1D6 Doughans
are friendly and helpful, and
there’s always enough seating. The 4 1D4 Orks 4 1D6 Fuddles
Q2
experience is akin to a moving five- 5 1D8 Orks 5 1D6 Utensians
star hotel. Q6 Q5
6 1D6 Li-Mon-Eags 6 1D6 Bunnyfolk
But the bouquets of flowers and 7 1D8 Gargoyles 7 1D6 Cuttenclips
Sa

complimentary beverages come at STOPS (LOOP) 8 1D12 Gargoyles 8 1D6 Middlings


a cost. Only the most successful
G3 Pumperdink Plaza pg. 84 9 1D8 Winged Monkeys 9 1D6 Clockwork Denizens
Ozians can travel on the E Line
with any sort of regularity. With 10 1D12 Winged Monkeys 10 1D6 Wogglebugs
G4 Loonville pg. 86
this comes an air of superiority and
11 1D6 Phanfasms 11 1D6 Humans
camaraderie between those that use
M5 Wogglebug University pg. 110
it. It’s not uncommon for business 12 Rak 12 Roll 2D12 (1 of each)
deals and clandestine agreements M4 East Munchkin (EMU) pg. 108
to be made during a morning
commute. Q5 Fuddleville pg. 132
OVERGROUND TICKETS
SECRETS Q6 South Watch pg. 134
• 30 minutes travel time between stops
- Private cars and seating are a hot Q2 Little Utensia pg. 126
spot for illegal business • 10 GP per stop including 1 transfer
W3 Pokes pg. 150

72
E Overground (E Line)
FIRST IMPRESSIONS NAMES
• Cars and stations are clean, new, and Cargil Scutter, Ortega, Dumas, Safra,
lavishly decorated Buttercourt, Rous Henkel, Spritzer,
• Floral arrangements everywhere Liesel Quartz, Wolfgang, Onsi, Hyatt,

e
• Green-tinted windows Barter, Wentworth, Yeston, Marshall

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G4 Loonville pg. 86
- Can transfer to G Line pg. 78

G
G3 Pumperdink Plaza pg. 84
- Can transfer to G Line pg. 78
- Can transfer to W Line pg. 144

W
e E
W3 Pokes pg. 150
M
M5 Wogglebug University pg. 110
- Can transfer to G Line pg. 78
- Can transfer to M Line pg. 100
pl
M4 East Munchkin (EMU) pg. 108

Q2 Little Utensia pg. 126


Q
m

The Land
Q5 Fuddleville pg. 132
Q6 South Watch pg. 134
- Can transfer to Q Line pg. 122
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Artist 1 Wogglegologists
2 Energetic / Lethargic 2 Young / Elderly 2 Entertainment (Gambling) 2 Objectionists
3 Confused / Certain 3 Merchant / Customer 3 Real Estate 3 OZUltra
4 Helpful / Incompetent 4 Entering / Leaving 4 Investing 4 The Outfit
5 Compliant / Stubborn 5 Bully / Bullied 5 Banking (Manager) 5 Olive Knights
6 Playful / Serious 6 Early / Late 6 Professor 6 Zuminati
7 Confident / Frightened 7 Searching / Hiding 7 Lawyer
8 Calm / Rowdy 8 Healed / Injured 8 Judge
9 Cautious / Impulsive 9 Wealthy / Poor 9 Healer
10 Friendly / Confrontational 10 Law / Criminal 10 Socialite

73
E1 The Emerald Citadel
Both an icon and a public office, the
Emerald Citadel acts as a political and social FIRST IMPRESSIONS
hub for the four districts of Oz. • Vibrant grass surrounds a green wall
• Shimmering emerald spires loom over
faceted domed structures

e
• Folks wearing green glass spectacles

A. OUTER WALL H. PRIVATE VIVARIUM

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- 60´ tall and 10´ thick - Faceted dome roof
- Gatehouses in cardinal directions - Locked and guarded
have a bell to summon attendant - Plants include Six-Leafed Clover,
- Complimentary green glass Jewel Orchids, Blue Oranges,
spectacles provided on entry Lucky Heart Succulents, Ancient
Olive Trees, etc.
B. SECURITY
- Fake Forbidden Fountain: clear
- Alert and friendly staff warning signs that anyone
- Routine checks and sweeps drinking the Water of Oblivion
will lose their memory
- Holding cell with Radium bars

e C. DISTRICT TOWERS
- Each corner blends two districts:
- NW: Winkie / Gillikin
- NE: Gillikin / Munchkin
- SE: Munchkin / Quadling
I. OZMA’S TOWER
- 1F: Receptionist
- 2F: Security
- 3F: Meeting room
- 4F: 2 apartments
pl
- SW: Quadling / Winkie - 5F: Security
- 1F: Offices & cubicles - 6F: Ozma’s study
- 2F: Observation deck - 7F: Ozma’s library
If Oz were an heirloom ring, then - 3F: Private offices - 8F: Ozma’s quarters (spa,
G2
the Emerald Citadel would shine - 4F: 2 apartments bedroom with talking blue
as its brilliant center stone. And all bearskin rug, office with desk and
- Each apartment has bedroom, self-writing quill, secret safe)
thanks to Oscar Diggs. He was the
E2 E2 sitting room, and lavatory
m
The Land

one who had the marble structure J. CAFÉ & KITCHEN


covered in Emeralds. Now, with - Accessible by stairs and elevator
W2 E1 M1 - Varied menu and friendly staff
Ozma returned to her throne, the D. GRAND HALL
Citadel acts as both her home and E2 E2 - Lavish seating and artwork on wall K. GALLERY
political office. - Rotating exhibit of Ozian artists
- Mounted Gump head chats with
visitors and knows many secrets L. CLERICAL STORAGE
Representatives from all four Q1
districts work out of the offices E. THRONE ROOM - Stores documents used by the
with the intention of creating a District staff
- Heavily guarded
Sa

harmonious land. When everyone WHAT’S NEARBY - Banners hang from marble
- Lots of classified and restricted
is willing to cooperate, great things material
E2 Lake Quad pg. 76 columns
can happen! - Four-tiered dais with throne M. DISTRICT STORAGE
G2 North Watch pg. 82 - Secret switches trigger fireball - One for each District
The building also offers many
traps that erupt from the floor - Warehouse-sized and dimly lit
public areas for the community
M1 Judicial Quarter pg. 102 - Rows of shelving with documents,
to enjoy while wearing the F. PUBLIC GREENS
complimentary green glass confiscated objects, etc.
Q1 Garden of Wild Beasts pg. 124 - Faceted dome roof
spectacles. - Used for croquet, quoits, etc. N. ARCHIVES
W2 West Bank pg. 148 - Magically warded so no air can get
G. PUBLIC GARDENS
SECRETS - Faceted dome roof
in and damage the documents

- Water of Oblivion (water from the - Stone path and koi pond O. FORBIDDEN FOUNTAIN
Forbidden Fountain) wipes the - Radium gate and lock
memory of anyone who drinks it - Plants include Zig Zag Cactus,
Dolphin Succulents, Goldfish - Spouts the Water of Oblivion (see
Plant, Zygopetalum Orchids, etc. SECRETS)

74
E1 The Emerald Citadel
1F

B B

L 8F

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C D C
A
7F
B B

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F G
6F
E

I 5F

J K
4F

3F
B
e H B
4F

3F
pl
C C
L
2F 2F
B B
m

The Land
C I

M M

M M
Sa

B1 B

THE CITADEL B2 B3 GENERAL


- Ozma will only grant an - Carpeted floors muffle
audience to those with sound in hallways, tile
TOTO: 5 in at least one everywhere else
area within each District - Gemstone lighting hangs
or TOTO: 9 in one area
N O from tall, vaulted ceilings
- Permanent blindness from - Large, old paintings hang
the emerald architecture on emerald and wood walls
occurs after 3D6 minutes
of exposure unless wearing - Arched doorways and
green glass spectacles stained-glass doors

75
E2 Lake Quad
This lake surrounds the Emerald Citadel, D20 ENCOUNTER
reflecting its brilliant green glow, and splits 1-2 No Encounter
off into four great rivers. 3-8 Area Effect
9-13 Creature (Roll CREATURE and MOOD or STATUS)
14-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, torrent of erupting water,
20 fish or frogs and lily pads fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

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D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, temperature drop or rise,
earthquake, etc.)
2 Urban danger (infrastructure collapse, debris falls into the lake, pipe
burst, boat sinking, etc.)
3 Construction (pipe work, bridge repair, improvements to the
boardwalk, etc.)
4 Crowd (merchant sale, diving class, celebration, etc.)

e 5
6
7
8
Caravan, merchant, or prominent figure (Roll GUILD)
Player Characters are recognized (Roll NPC and MOOD or STATUS)
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
pl
9 Find something (fishing equipment, purse, or Roll LOOT pg. 191)
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg.196)
All rivers flow from the great and 11 1D4+1 Watcherfolk on patrol
abundant Lake Quad. Its fresh G1 G2
12 Appearance by Ozma or representative
water sustains much of the life in
Oz and its current helps generate a E2
W2
m
D12 CREATURE D12 NPC
The Land

modest amount of power. It truly


is one of the greatest resources used E2 E1 E2 M1 1 1D4 Animals (Small) 1 1D6 Loons / Fuddles
by Ozians.
W1
2 2D4 Animals (Small) 2 1D6 Doughans
But it also holds a dark and guarded E2
3 2 Animals (Medium/Large) 3 1D6 Thists
secret. In the deepest depths of the
lake lies a pit of unnatural darkness. 4 2D4 Animals (Med./Large) 4 1D6 Bunnyfolk
Q1
The curtain of darkness blocks all 5 2D4 Phanfasms (Small) 5 1D6 Utensians
light and magic from ever touching
Sa

6 2D4 Phanfasms (Small) 6 1D6 Middlings


the hoard of magical items at the WHAT’S NEARBY
bottom. It’s an undeniable treasure 7 2 Phanfasms 7 1D6 Clockwork Denizens
E1 Emerald Citadel pg. 74 (1 Small + 1 Large)
trove of the most powerful and 8 1D6 Wogglebugs
dangerous objects, weapons, and 8 1D4 Phanfasms (Large)
G1 Emerald View pg. 80 9 1 Human + Middling
armor that Oz has ever seen.
9 2 Phanfasms (Large) 10 1 Human + Wogglebug
G2 North Watch pg. 82
10 A–B–Sea Serpent
SECRETS 11 1D6 Humans
M1 Judicial Quarter pg. 102 11 A–B–Sea Serpent 12 1D8 Humans
- Magic items at the bottom of the
lake 12 Rak
Q1 Garden of Wild Beasts pg. 124
- Submerged tunnels and caves used
by various secret organizations W1 Thi pg. 146
for meetings, disposal, and
transportation
W2 West Bank pg. 148

76
E2 Lake Quad
FIRST IMPRESSIONS NAMES
• Shimmering green reflections from the Sylvia Deep, Hass, Eugenie, Pickerel,
Emerald Citadel Yves, Armand, Helmet Berge, Selachii,
• Movement beneath the surface Lung, Zale, Silent Carson, Chatters,

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• Not much visible beyond a few feet Ballad Bonin, Tarpon, Percoformpha

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AREAS 4. TUNNELS 9. BUBBLE CRACKS 14. CAGE GARDEN
A great labyrinth of tunnels. Some The ground reveals thousands of Covered in rust and coral. This
0. EDGE OF THE LAKE easily lead to the surface and others openings like paper cuts. Each artificial reef hides many creatures
The sand and rock banks quickly lead to the most surprising of places. release a steady stream of obscuring and can be difficult to navigate.
dip into gently rippling waters. The bubbles. Some are locked but many are open
green of the Citadel mixes with 5. SCAVENGED SHIPWRECKS and the width between the bars
the cerulean waters but quickly Five great ships rest in disarray on 10. OYSTER BED varies depending on the size of the
turn dark just a few feet below the the lake floor. The easier the access, Bed of Fairy Oysters. Three types cage.
surface. the less there is to find as divers of pearls granted to those that are
have explored and plundered. worthy: 15. METAL HATCH
1. KELP GARDEN BLUE: Pearl of Strength Very old but in good shape. Some
The greens of this underwater
garden are made all the more
vibrant by the glow of the Emerald
Citadel. It’s both dense and lush
and can be dangerous for the
e
6. CREATURE NEST
Plant life lines the opening of this
tunnel. Many foraged treasures
line the tunnel for protection and
decoration.
PINK: Pearl of Protection
WHITE: Pearl of Wisdom

11. CAVE TOAD


The cave’s mouth glows blue.
say it leads to tunnels that extend
all around Oz, others think it’s the
lid to a container. Maybe a safe or
maybe a prison. Big wheel and the
locking cylinders are Radium.
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inexperienced swimmer or diver. Tunnel emerges into a dry opening.
7. GREAT STATUE Giant reclusive toad sometimes 16. THE PIT
2. SMALL REEF The face’s features have eroded with enjoys company. Cannot be killed The deepest part of the lake. All
Tucked away from the major time, but the size of the figure— and knows much about Oz. light, whether magical or natural,
currents of the lake is this beautiful female with spear and shield—is disappears here. Nor can anything
reef. Most vibrant and active at still impressive. 12. INTACT SHIPWRECK that rests in this pit be found by any
night, this is a popular spot for This ship rests alone. In excellent means other than physical touch;
many locals. 8. SUBMERGED ARCHES condition, save for the giant hole in neither scrying nor any other magic
Three arches encompass a great
m
its hull. Sails flow with the currents.

The Land
will help. This is where the rarest
3. BONE GRAVEYARD flat path, and all are carved with and most dangerous magical items
Devoid of natural flora or fauna. intricate visuals of Mermaids, 13. THE TEMPLE are left to be forgotten. The songs
Bones of aquatic creatures and ill- thunderstorms, and Fairies. The Stairs, place of worship, and second that come from the shadows are
prepared explorers, but underneath most stubborn jewels are still affixed floor accommodations rest on wordless yet hopeful.
the white are all manner of items to the stonework. crooked ground. The single spire
intended to be forgotten. clearly points at 30°.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Fishing 1 Objectionists
2 Energetic / Lethargic 2 Young / Elderly 2 Fishing 2 Wogglegologists
3 Confused / Certain 3 Merchant / Customer 3 Scavenging 3 The Outfit
4 Helpful / Incompetent 4 Entering / Leaving 4 Scavenging 4 OZUltra
5 Compliant / Stubborn 5 Bully / Bullied 5 Scavenging 5 Olive Knights
6 Playful / Serious 6 Early / Late 6 Archaeology 6 Zuminati
7 Confident / Frightened 7 Searching / Hiding 7 Archaeology
8 Calm / Rowdy 8 Healed / Injured 8 Biology
9 Cautious / Impulsive 9 Wealthy / Poor 9 Biology
10 Friendly / Confrontational 10 Law / Criminal 10 Guide (Tourism)

77
G Underground (G Line)
The modern staircases, tunnels, and D20 ENCOUNTER
passenger cars of this metro line are covered 1-2 No Encounter
in striking advertisements and promotions. 3-8 Area Effect
9-11 Creature (Roll CREATURE and MOOD or STATUS)
12-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, the view through the windows
20 changes to the sky, everyone’s feet are stuck to the floor until the
next stop, or Roll MAGICAL OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (temperature drop or rise, flooding, etc.)
2 Transit danger (lights go out, tunnel collapse, creature attack, robbery,
fire, etc.)
3 Construction delay (tunnel work, track repair, faulty car, etc.)
4 Crowd (busker, public brawl, celebration, etc.)
5 Merchant or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (stack of tickets, purse, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
It’s difficult to feel alone while
on the G Line. Between the
advertisements featuring smiling D12 CREATURE D12 NPC
G3 G4
faces and the wrestling posters
1 1D4 Animals 1 1D6 Loons
m
The Land

promoting the next match, there’s


always a face or two staring out at 2 2D4 Animals 2 1D6 Thists
M5
commuters. 3 1D4 Nomes 3 1D6 Doughans
W3 4 1D4+2 Nomes 4 1D6 Fuddles
Some see the announcements as an
exciting preview with the shopping 5 2D6+2 Nomes 5 1D6 Utensians
of Pumperdink Plaza and the arenas
6 2D8+2 Nomes 6 1D6 Bunnyfolk
in Loonville, but others have a
different perspective. The ads act as 7 1D4 Awgwas 7 1D6 Cuttenclips
Sa

reminders of unattainable wealth STOPS 8 2 Phanfasms 8 1D6 Middlings


and luxury. It’s common to see (1 Small + 1 Large)
W3 Pokes pg. 150 9 1D6 Clockwork Denizens
these posters defaced with unsavory
sentiments. The vandalism doesn’t 9 1D4 Phanfasms (Small) 10 1D6 Wogglebugs
G3 Pumperdink Plaza pg. 84
last for long, but it still leaves its 10 Dragonette 11 1D6 Humans
mark.
G4 Loonville pg. 86 11 Dragonette 12 Roll 2D12 (1 of each)
12 Dragon / Choggenmugger
SECRETS M5 Wogglebug University pg. 110

- Much of the graffiti is a means of


communicating secret messages UNDERGROUND TICKETS
• 30 minutes travel time between stops
• 1 GP per stop including 1 transfer

78
G Underground (G Line)
FIRST IMPRESSIONS NAMES
• Stations are full of high-end Rosser, Burnette, Miro Gold, Hotfeld,
advertisements (sometimes vandalized) Ogle, Ann Winter, Iribe, Verner, Wana,
• Cars clean but show signs of repair Emannuelle, Sachi, Bosse, Harper Jr.,

e
• Popular spot for busking Mrs. Peanut, Lanvin

fil
G4 Loonville pg. 86
- Access to E Line pg. 72

G
G3 Pumperdink Plaza pg. 84
- Access to E Line pg. 72
- Can transfer to W Line pg. 144

W
e E M
M5 Wogglebug University pg. 110
- Access to E Line pg. 72
- Can transfer to M Line pg. 100
pl
W3 Pokes pg. 150
- Can transfer to W Line pg. 144

Q
m

The Land
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Maintenance 1 Wogglegologists
2 Energetic / Lethargic 2 Young / Elderly 2 Security 2 Objectionists
3 Confused / Certain 3 Merchant / Customer 3 Student 3 OZUltra
4 Helpful / Incompetent 4 Entering / Leaving 4 Student 4 The Outfit
5 Compliant / Stubborn 5 Bully / Bullied 5 Professor 5 Olive Knights
6 Playful / Serious 6 Early / Late 6 Banking 6 Zuminati
7 Confident / Frightened 7 Searching / Hiding 7 Physician
8 Calm / Rowdy 8 Healed / Injured 8 Artist
9 Cautious / Impulsive 9 Wealthy / Poor 9 Entertainment (Wrestling)
10 Friendly / Confrontational 10 Law / Criminal 10 Hospitality

79
G1 Emerald View
Winding roads, immaculately manicured D20 ENCOUNTER
public spaces, and tall fences all hint at the 1-2 No Encounter
affluence of Oz’s richest community. 3-8 Area Effect
9-11 Creature (Roll CREATURE and MOOD or STATUS)
12-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, all glass in the area turns
20 green, precious gems fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, sinkhole, etc.)
2 Urban danger (architecture collapse, debris falls from above, robbery,
building fire, etc.)
3 Construction delay (road work, building repair, demolition, etc.)
4 Crowd (merchant sale, public brawl, celebration, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (fancy hat, wallet, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
If you haven’t lived in Emerald
G3
View, then you just can’t understand
what it’s like. There’s something D12 CREATURE D12 NPC
special about the air, always having
1 1D4 Animals (Small) 1 1D6 Loons
m
The Land

the Citadel on the horizon, and the


security of knowing you’re living 2 1D4 Animals (Med./Large) 2 1D6 Thists
E1
G1 G2
among like-minded folk. Once 3 Jackdaws (Swarm) 3 1D6 Doughans
you’ve lived this way, it’s hard to
accept anything else. E2 4 1D8 Orks 4 1D6 Fuddles
W2
5 1D4 Goozzle-Goblins 5 1D6 Utensians
And most needn’t. Families in
6 1D8 Winged Monkeys 6 1D6 Bunnyfolk
Emerald View are some of the oldest
and wealthiest in all of Oz. They 7 1D4 Nomes 7 1D6 Cuttenclips
Sa

were the first to adopt the current WHAT’S NEARBY 8 1D6+2 Nomes 8 1D6 Clockwork Denizens
system of currency and made the
E2 Lake Quad pg. 76 9 1D8+2 Nomes 9 1D6 Wogglebugs
most of it. It’s a neighborhood
literally built by generational 10 Rattlesnake (Giant) 10 1D6 Humans
G2 North Watch pg. 82
wealth. The locals would never
11 Dragonette 11 1D6 Humans
admit to this.
G3 Pumperdink Plaza pg. 84
12 A–B–Sea Serpent / Rak 12 Roll 2D12 (1 of each)

SECRETS W2 West Bank pg. 148

- Zuminati headquarters
- Nome invasion

80
G1 Emerald View
FIRST IMPRESSIONS NAMES
• Large homes on larger properties Bloom, Emily Onassi, Rosina, Hughes,
• Individual fences and gated streets Prem, Kay Goldman, Truman, Merv,
• Perfect yards, outfits, and smiles Nil, Radha Buyers, Gunter, Opal,

e
• Judgment hidden behind kindness Carine Mond, Vera, Glenys Glint

fil
NAVIGATION
COMMUNITY HILL MANSION ROAD COUNTRY CLUB ABANDONED MANSION
Emerald Hill. Well maintained Clover Step Drive. The wealthiest One of the few commercial Yoop Castle. Rumors say a
with locally funded staff. Great area, but it’s all understated. Tall lakefront properties. Public sorceress once lived there. Looks
view of the Emerald Citadel with fences and gates protect mediocre- restaurant but events and the like a haunted house and no one
paths, benches and gazebos. looking homes with nice-looking second floor are for members only. dares hop over the high fence.
yards. Inside is a different story. TOTO: 8+ Jackdaws nest in the broken roof.

EVENTS
GOLF TOURNAMENTS CROQUET MATCHES GARDEN PARTIES TRUTH OR DARE NIGHTS
Miniature golf. Rub shoulders
with the rich and powerful while
donating to a good cause.
TOTO: 4+

WORLDLINGS
e
Daily. For those who needn’t
work. Perfectly manicured
pitches. Dress code in effect.
TOTO: 3+
Birthday parties. Fundraising
events. Just an excuse to get
together and show off.
TOTO: 5+
Elite event. Reveal dark secrets or
take on dares to break countless
Ozian laws. Rotating hosts.
TOTO: 7+
pl
HEAD-CHANGING WATER TYCOON RIVAL NEIGHBORS PUNCTUAL PHYSICIAN
SOCIALITE Utensian (Dessert Fork). Pirouni. Humans (the Hatters) and Thists Wogglebug. Midge. Always on
Human. Lady Langwidere. Swaps Very old and has seen a lot. (the Bolsos). Steal priceless rock time and good with children.
heads to suit the social event. Friendly to most and generous (Luck Stone) from each other. Poached from Wogglegology
Claims it’s simply magical makeup with his wealth. Wishes he could Host posh events and invite the by the Zuminati to heal the
but it’s so much more. Feels she is undo many of his past mistakes. rival family to show off the stone members of the Upper Order.
above Ozma and her rules. Loathes the Zuminati. and boast about how secure it is. Loves her job.
m

The Land
SECRETS
ORK MISHAP SECRET MARKET DOUBLE-DEALING THIEF ZUMINATI CATACOMBS
Doughan (Croissant). Nid. Black-market goods. Buyers don’t Bunnyfolk. Wag. Lush lifestyle Tunnels upon tunnels filled with
Ork swallowed precious gems question anything. Illegal and paid for by a life of crime. Never the dead. All draped in cloth
from her hat and flew away. secretly a research base for the steals from other Bunnyfolk or with circled “Z”s over their eyes.
Desperately needs the jewels back OZUltra program to do field the Outfit. They love gemstones. The Upper Order are all laid to
to pay off a debt. tests. Knows of the Zuminati. rest here.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Maintenance 1 OZUltra
2 Energetic / Lethargic 2 Young / Elderly 2 Security 2 Zuminati
3 Confused / Certain 3 Merchant / Customer 3 Judge 3 Zuminati
4 Helpful / Incompetent 4 Entering / Leaving 4 Professor 4 Zuminati
5 Compliant / Stubborn 5 Bully / Bullied 5 Banking 5 Zuminati
6 Playful / Serious 6 Early / Late 6 Physician 6 Zuminati
7 Confident / Frightened 7 Searching / Hiding 7 Civil Servant
8 Calm / Rowdy 8 Healed / Injured 8 Tycoon (Arts / News)
9 Cautious / Impulsive 9 Wealthy / Poor 9 Tycoon (Natural Resources)
10 Friendly / Confrontational 10 Law / Criminal 10 Tycoon (Entertainment)

81
G2 North Watch
This garrison is as much a tourist destination D20 ENCOUNTER
as it is a base for some of Oz’s most skilled 1-2 No Encounter
and dedicated Watcherfolk. 3-8 Area Effect
9-11 Creature (Roll CREATURE and MOOD or STATUS)
12-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, trumpets blare, tiny toy
20 figures of Watcherfolk fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, windstorm, etc.)
2 Urban danger (architecture collapse, debris falls from above, robbery,
building fire, etc.)
3 Construction delay (road work, building repair, demolition, etc.)
4 Crowd (merchant sale, public brawl, celebration, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (Watcherfolk badge, purse, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
North Watch has, on many
occasions, stood as the last line G7
of defense. It’s defended against G4 D12 CREATURE D12 NPC
manipulated Winged Monkeys, the
G3 1 1D4 Animals (Small) 1 1D6 Doughans / Fuddles
m
The Land

attempted coup lead by General


Jinjur, and against countless other 2 1D4 Animals (Med./Large) 2 1D6 Utensians
G1 E1
G2
threats. Now it mostly serves as a 3 Jackdaws (Swarm) 3 1D6 Bunnyfolk
tourist destination for those wanting E2
to brush up on some of the history E2 4 Rattlesnakes (Swarm) 4 1D6 Thists
M1
of Oz. Many important political 5 1D8 Orks 5 1D6 Loons
artifacts are kept under constant E1
6 1D4 Goozzle-Goblins 6 1D6 Wogglebugs
protection for interested parties to
walk by and marvel at. It’s a subtle 7 1D8 Nomes 7 1D6 Clockwork Denizens
Sa

display of Ozma’s power and the WHAT’S NEARBY 8 1D4 Awgwas 8 1 Human + Utensian
greater power of Oz in general. E1 Emerald Citadel pg. 74 9 1D8+2 Winged Monkeys 9 1 Human + Clockwork
Behind the scenes is a very active Denizen
E2 Lake Quad pg. 76 10 Rattlesnake (Giant)
force that protects untold wealth 10 1D6 Humans
11 Dragonette
and dedicatedly trains for potential
G1 Emerald View pg. 80 11 1D6 Humans
threats. The overall effect is like 12 A–B–Sea Serpent / Rak
gold leaf foil on a well-tempered 12 1D8 Humans
G3 Pumperdink Plaza pg. 84
sword.
G4 Loonville pg. 86
SECRETS
G7 Gugu Park pg. 90
- OZUltra testing site
M1 Judicial Quarter pg. 102

82
G2 North Watch
FIRST IMPRESSIONS NAMES
• Stone towers and divider walls guarded Tall Knox, Raven, Hellvi, Gustavus,
by formally dressed Watcherfolk Eugene, Oro, Bellona, Morden,
• Manicured greenery Alexandria, Brodski, Ensign, Laran,

e
• A sense of unspoken rules everywhere Mentu, Savoy, Patton Goer, Armet

fil
NAVIGATION
TOURISM BASE ACTIVE BASE BOARDWALK CLEANING COMPANY
The Tower of Oz. Large historic North Fort. Heavily guarded with Excellent views of the Emerald Nanda’s. Cleans most of the
fortress no longer used for gates and barricades everywhere. Citadel (E1). Lots of food and buildings in North Watch as
security. Functions as a tourist Full of weapon stores, training green glasses vendors. Cycling well as many private homes in
destination but still heavily facilities, and living quarters. and picnics permitted. Emerald View (G1).
guarded by active Watcherfolk. Guards are friendly but stern.

EVENTS
PRIZED JEWELS TOUR LAKE QUAD MONSTER GHOST WALKS CATACOMB TOURS
Ozma’s coronation jewels, gown,
and various political documents
are kept on display. Guarded, but
they’re likely replicas anyway.
e
SIGHTINGS
Folks line the shores to catch
a glimpse of the nonexistent
monster. The bravest fans drop
bait into the lake from boats.
Nightly. All rather tongue-in-
cheek but stories include the
Lady in Red, Dripping Dudley,
and the Unforgiving Knight.
Walking tours. Underground
tombs that never got used. Filled
chambers and shelves behind
locked doors. Lots of beautiful
stonework.
pl
WORLDLINGS
HIGH-CLEARANCE WATCHERFOLK STUBBORN INNKEEPER SURPLUS SALESMAN
MECHANIC COMMANDER Utensian (Can Opener). Doughan (Biscuit). Tack. Sells
Human. Switch. Works on Human. Omby Amby. Long beard Geumsog. Served as a Watcherfolk surplus and decommissioned
Watcherfolk equipment and and intimidating appearance, but and follows strict rules. Argues Watcherfolk equipment. For the
handy with Tinners. Under gentle disposition. Would die for easily. Never forgets a face. right price, he can even get active
constant surveillance. Oz and Ozma. uniforms.
m

The Land
SECRETS
RADIUM RESERVES STOLEN CUSHIONS LIVING SEWERS OZULTRA TESTING
Common knowledge but not Seat cushions from the Tower of Whispers can be heard coming FACILITY
formally recognized or discussed. Oz are going missing and no one from the storm drains. The Sewer Underground and far away from
Somewhere in North Watch is can explain it. Kept under wraps can hear screams coming from the catacombs are pristine labs
a heavily fortified and guarded because of the breach in security. somewhere in the tunnels and is and holding cells containing
store of pure Radium. worried. numerous experiments.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Maintenance 1 Zuminati
2 Energetic / Lethargic 2 Young / Elderly 2 Security 2 Olive Knights
3 Confused / Certain 3 Merchant / Customer 3 Security 3 Objectionists
4 Helpful / Incompetent 4 Entering / Leaving 4 Gardening / Landscaping 4 OZUltra
5 Compliant / Stubborn 5 Bully / Bullied 5 Guide (Tourism) 5 OZUltra
6 Playful / Serious 6 Early / Late 6 Watcherfolk (In-Training) 6 OZUltra
7 Confident / Frightened 7 Searching / Hiding 7 Watcherfolk (Tourism)
8 Calm / Rowdy 8 Healed / Injured 8 Jeweler / Appraisal
9 Cautious / Impulsive 9 Wealthy / Poor 9 Historian
10 Friendly / Confrontational 10 Law / Criminal 10 Hospitality / Entertainment

83
G3 Pumperdink Plaza
This vibrant and endless market can D20 ENCOUNTER
accommodate everything from a modest 1-2 No Encounter
budget to a luxury retail experience. 3-8 Area Effect
9-11 Creature (Roll CREATURE and MOOD or STATUS)
12-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (perfume explosion, color drains from
20 objects, silk ribbons fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, sinkhole, etc.)
2 Urban danger (architecture collapse, debris falls from above, robbery,
building fire, etc.)
3 Construction delay (road work, building repair, demolition, etc.)
4 Crowd (merchant sale, public brawl, celebration, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (bag of clothes, wallet, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
Pumperdink Plaza is arguably the
most colorful and striking part G7
of Oz. Elite retail towers of glass G4 D12 CREATURE D12 NPC
and chrome break up the vibrant
1 1D4 Animals (Small) 1 1D6 Loons
m
The Land

vendor stalls that line the endless


market streets. The mix of visual 2 1D4 Animals (Med./Large) 2 1D6 Thists
G3
splendor and fragrant wares can be 3 Jackdaws (Swarm) 3 1D6 Doughans
overwhelming to the senses. W2 G2
4 1D8 Winged Monkeys 4 1D6 Fuddles
The markets offer goods ranging 5 2 Nomes 5 1D6 Utensians
from affordable to exorbitant, but G1
6 1D4+2 Nomes 6 1D6 Bunnyfolk
the asking price always reflects
the value. For the elite, there are 7 2D4+2 Nomes 7 1D6 Cuttenclips
Sa

numerous businesses that offer WHAT’S NEARBY 8 2D4+2 Nomes 8 1D6 Clockwork Denizens
discreet and personal shopping
G1 Emerald View pg. 80 9 1D4 Awgwas 9 1D6 Wogglebugs
experiences.
G2 North Watch pg. 82 10 1D4 Phanfasms (Small) 10 1D6 Humans
No matter the target market, optics
are crucial. Nothing is more likely G4 Loonville pg. 86 11 2 Phanfasms 11 1D6 Humans
(1 Small + 1 Large) 12 Roll 2D12 (1 of each)
to sink a business than bad press or G7 Gugu Park pg. 92
upsetting the wrong customer. 12 Dragonette
W2 West Bank pg. 148

SECRETS
- Nome invasion E E LINE PG.72 
- Objectionist secret base
G G LINE PG. 78 

W W LINE PG. 144 

84
G3 Pumperdink Plaza
FIRST IMPRESSIONS NAMES
• Crowded streets and market stalls Hamdan, Canary Barrick, Pitt, Merva,
• Vibrant buildings and vendors Kal, Grafton, Pushpin, Julian Cromwell,
adorned with flags and banners Olav Rottenberg, Agamani, Havih, Dib,

e
• Smells of foods and spices all around Marquise, Cameo, Jasper Jinks

fil
NAVIGATION
FLORAL MARKET STREET SHOPPING CENTER SECONDHAND SUPPLIER RETAIL TOWER
Sencha Street, aka Green Street. West Plaza Shopping Center. Six- Martzi’s Second Sight. Pink, Elegant Elephant. Endless floors
Busiest of all market streets. story ring of niche businesses and orange, and gold warehouse offering high-end products and
Rooftop gardens and green spaces merchants. Open to all. packed with secondhand goods. services. Top floor is invite-only.
that hang over awnings and tents. Always happy to trade. TOTO: 5+ (Top Floor)

EVENTS
RACKET SPORTS BICYCLE RACES BOAT PARTIES ELITE MARKET
Open courts for tennis and Monthly races start loop around The smaller the boat, the more Gold Door Club. Invite-only club
badminton used at all hours of
the day. Regular competitions
held as well.

e
the entirety of Pumperdink Plaza.
Road traffic is closed to all but
the cyclists. Compete for prizes
and glory.
elite the party. The docks are
guarded at all hours to protect
the boats and rescue those who
topple overboard.
TOTO: range from 2–8+
with a private market open 24
hours. Must present the gold
card engraved to look like a set
of doors.
TOTO: 7+
pl
WORLDLINGS
STREET CLEANER SOCIALITE PROPERTY SCION PERSONAL TRAINER
Utensian, Knuckle. Sweeps, Loon. Zoy. Always surrounded by Human. Pompadore. Next in line Bunnyfolk. Milijana. High-
detangles banners and flag onlookers and security. Wherever to run real estate empire, Pompus energy and optimistic trainer to
strings, washes building facades. she goes, success is sure to follow. Estates. Was an Objectionist the wealthy and famous. Secretly
Sees a lot but says very little. Prized heirloom necklace is but now wants to disappear and a bounty hunter from The
missing but won’t tell anyone. pursue culinary arts. Warren (Q4).
m

The Land
SECRETS
STOLEN SIGNAGE APPRAISAL SCAM MAGIC TENNIS OBJECTIONIST BASE
The gold letters from the sign Famed appraiser. Page Battleby. Called “Enlightennis.” Location Located underneath the West
of Flair keep getting stolen. Undervalues rare goods so their always changes and players are Plaza Shopping Center. They’re
Might be Nomes or disgruntled partner can purchase and sell on allowed to use magic during currently in conflict with
employees. the black market. matches. Non-lethal. invading Nomes.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Vendor (Flowers / Spices) 1 Zuminati
2 Energetic / Lethargic 2 Young / Elderly 2 Vendor (Fruits & Nuts) 2 Wogglegologists
3 Confused / Certain 3 Merchant / Customer 3 Security (Retail / Private) 3 Objectionists
4 Helpful / Incompetent 4 Entering / Leaving 4 Looming / Weaving 4 Objectionists
5 Compliant / Stubborn 5 Bully / Bullied 5 Dying / Sewing 5 Objectionists
6 Playful / Serious 6 Early / Late 6 Artist / Art Supplies 6 Objectionists
7 Confident / Frightened 7 Searching / Hiding 7 Appraising
8 Calm / Rowdy 8 Healed / Injured 8 Retail (Product / Leisure)
9 Cautious / Impulsive 9 Wealthy / Poor 9 Retail (Personal / Luxury)
10 Friendly / Confrontational 10 Law / Criminal 10 Hospitality / Entertainment

85
G4 Loonville
The large, domed stadium sits at the center D20 ENCOUNTER
of this community built around wrestling 1-2 No Encounter
and high-spectacle events. 3-8 Area Effect
9-11 Creature (Roll CREATURE and MOOD or STATUS)
12-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, everyone breaks out in applause,
20 blood or sweat or tears fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, windstorm, etc.)
2 Urban danger (architecture collapse, debris falls from above, robbery,
building fire, etc.)
3 Construction delay (road work, building repair, demolition, etc.)
4 Crowd (merchant sale, public brawl, celebration, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (event tickets, purse, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
No matter where you are in
Loonville, wrestling is present. G6
Whether it’s a promotional poster D12 CREATURE D12 NPC
on the wall celebrating past and
G7 G5 1 1D4 Animals (Small) 1 1D6 Doughans / Thists
m
The Land

future matches or the great domed


roof of the arena rising up from the 2 1D4 Animals (Med./Large) 2 1D6 Utensians / Bunnyfolk
G4
horizon, you can’t escape it. 3 1D4 Orks 3 1D6 Fuddles / Wogglebugs
G3
If conversation isn’t about the 4 1D4 Cottabuses 4 1D6 Clockwork Denizens
match that just happened, it’s likely G2
5 1D4 Goozzle-Goblins 5 1D6 Humans
about the next one coming up. M3
6 1D8 Winged Monkeys 6 1D6 Humans
There always seems to be an event
planned, and while some say it’s 7 1D8 Winged Monkeys 7 1 Loon + Thist
Sa

to keep spirits up and meet the WHAT’S NEARBY 8 1D4 Awgwas 8 1 Loon + Fuddle
demands of the fans, others suggest
G2 North Watch pg. 82 9 1D4 Wheelers 9 1 Loon + 1 Human
it’s all a distraction from more
important matters. G3 Pumperdink Plaza pg. 84 10 1D6+2 Wheelers 10 1D6 Loons
G5 Great Library Ruins pg. 88 11 1D8 Wheelers 11 1D6 Loons
SECRETS G6 Feathertown pg. 90 12 Dragonette 12 1D8 Loons
- Outfit presence G7 Gugu Park pg. 92
- OZUltra presence
M2 The Archives pg. 104
- Wheeler gangs
E E LINE PG. 72 

G G LINE PG. 78 

W W LINE PG. 144 

86
G4 Loonville
FIRST IMPRESSIONS NAMES
• Impressively large domed stadium Keibler, Fabulous Asuka, Jabber, Marv,
• Rounded corners on arched buildings Natalya, Sprawl, Miceli, Gorilla Grab,
• Fliers and signs for the next big event Sid Wilkens, Del Rey, Takhti, Koji,

e
• Sharp objects frowned upon Dusty Roads, Ichiro, The Bounce

fil
NAVIGATION
EVENT STADIUM TAVERN STREET GYM COMMUNITY CENTER
Loonville Entertainment Center. Basket Street. Filled with taverns Lita’s Gym. Welcoming to pros South-side Community Center.
Giant domed building with where stadium events are relayed and amateurs alike. Coaches and Public courts, pool, and social
multiple entrances and many to patrons. Betting on matches is equipment for boxing, wrestling, spaces. Many all-ages events
smaller arenas inside. common. gymnastics, and more. hosted here as well.

EVENTS
STAGE WRESTLING PRE-EVENT EVENTS STREET RACES UNDERGROUND MATCHES
The main event. Knockout Streets around the stadium fill up Happens whenever there’s a Not strictly legal. Where
matches, battle royals, tag team,
caged matches, all for the fans.
Tickets sold everywhere.

WORLDLINGS
e
with fans sharing food, buying
merchandise to support their
favorite wrestler, and more. Can
get rowdy but generally safe.
stadium event and the streets are
empty. Carts, sawhorses, on foot,
etc. Almost always for money.
amateurs improve and the pros
work on new moves. Small,
intimate, and slightly dangerous.
pl
FOOT TRAFFIC RUBBER BEAR BOXER PROMOTIONS MOGUL OZULTRA RESEARCHER
WATCHERFOLK Bear. Para Bruin. Captured by Loon. King Bal. The man behind Loon. Billie Bee. Researches
Loon. Valentina Bounca. Popular a group of bandits long ago and the events. Big personality and nutrition and exercise for athletes
among locals for directing foot trained to box. Now free and a wrestler himself. Aggressive by day and uses her findings to
traffic after stadium events. Great happy to work for honey. Serious businessman and rumors claim further the OZUltra Project.
at her job. Sees a lot. and suspicious of others. he has ties to organized crime. Cheerful and social.

SECRETS
m

The Land
SECRET STADIUM STOLEN GIANT EYE OUTFIT UNDERBOSS OZULTRA ARCHIVES
ENTRANCE Doughan (Cookie). Butter Twist. Fuddle. Sotto. Inherited a family Ticket machine. Buying the right
Unguarded service tunnel great Found the eye in Repository heirloom (golden horse-head series of tickets grants access to
for sneaking in to watch events (W7) and worries the Giant is broach) and expected to rise to countless crates of old research.
for free. Currently occupied by still looking for it. Won’t tell rank of Boss. Needs competing Out of date but still very
Wheelers. anyone for fear of punishment. Underboss out of the way first. incriminating.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Maintenance 1 OZUltra
2 Energetic / Lethargic 2 Young / Elderly 2 Chef / Cook 2 OZUltra
3 Confused / Certain 3 Merchant / Customer 3 Security 3 The Outfit
4 Helpful / Incompetent 4 Entering / Leaving 4 Promoting 4 The Outfit
5 Compliant / Stubborn 5 Bully / Bullied 5 Managing 5 The Outfit
6 Playful / Serious 6 Early / Late 6 Wrestling (Amateur) 6 The Outfit
7 Confident / Frightened 7 Searching / Hiding 7 Wrestling (Lightweight)
8 Calm / Rowdy 8 Healed / Injured 8 Wrestling (Heavyweight)
9 Cautious / Impulsive 9 Wealthy / Poor 9 Hospitality
10 Friendly / Confrontational 10 Law / Criminal 10 Hospitality

87
G5 Great Library Ruins
Once an impressive library the size of a D20 ENCOUNTER
neighborhood, it is now a ruin of rubble 1-2 No Encounter
where only remnants of wisdom remain. 3-8 Area Effect
9-13 Creature (Roll CREATURE and MOOD or STATUS)
13-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, moss suddenly grows, blank pages
20
fall from above, or Roll MAGICAL OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, flash flood, windstorm, etc.)
2 Urban danger (architecture collapse, debris falls from above, sudden
sinkhole, earthquake, etc.)
3 Construction (road work, building repair, demolition, etc.)
4 Abandoned supplies (climbing, camping, archaeological, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
10
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (bloody book, wallet, or Roll LOOT pg. 191)
Proposition (rambling and incoherent, sell or show a secret, lure into
pl
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
Few speak of the ruins, let alone
what happened to them. The Great D12 CREATURE D12 NPC
Library was appropriately named G6
1 1D4 Animals (Small) 1 1D6 Doughans / Fuddles
and was once the single greatest
2 2
m
1D4 Animals (Med./Large) 1D6 Utensians / Bunnyfolk
The Land

resource for any known knowledge G8


in Oz. In a time when outside
E1
G5 3 1D4 Cottabuses 3 1D6 Thists / Loons
visitors were frequent, this was a
4 1D8+2 Winged Monkeys 4 1D6 Cuttenclips
common reason for their visit. Some G4
even made the trip to donate books 5 2 Wheelers 5 1D6 Clockwork Denizens
and scrolls to the collection. 6 4 Wheelers 6 1D6 Wogglebugs
M5
But that was then. Now the Great 7 1D4 Wheelers 7 1D6 Wogglebugs
Library is in ruins. The edges have
Sa

8 1D6+2 Wheelers 8 1 Human + Wogglebug


been looted to the point that all WHAT’S NEARBY 9 1D8 Wheelers 9 1 Human + Wogglebug
anyone finds is dust and debris.
G4 Loonville pg. 86
Those brave enough to venture 10 1D12+2 Wheelers 10 1D6 Humans
deeper may just find something left 11 Choggenmugger 11 1D6 Humans
G6 Feathertown pg. 90
on the shelf.
12 Dragonette 12 1D8 Humans
G8 Forest of Winged Monkeys
SECRETS pg. 94

- Wheeler gangs M5 Wogglebug University pg. 110

88
G5 Great Library Ruins
FIRST IMPRESSIONS NAMES
• Mixture of stone and overgrowth Eratos, Cornel, Barbaro, Miki Ricks,
• Trees and roots everywhere Riffat, Antoinette, Nussy, Gutten,
• Ground is uneven except where Rosemary, Murphy, Borges, Larkin,

e
narrow paths have been tamped down Jessamyn, Marj Elmendorf, Fremont

fil
AREAS 4. SINKHOLE 8. RETURNS 13. REFERENCE SECTION
Rubble has been cleared out and the Stone vault surrounded by debris. Roof held up by three great
0. EDGE OF THE RUINS sides are mostly dirt and grass. Like Complex mechanism allows deposits trees. Floor has 1 in 6 chance of
The Yellow Brick Road stands in a giant empty swimming pool. of all sizes, but you can’t see inside. collapsing, but cabinets are filled
contrast to the dull stone and green Nearby: Catalogs, Technical Many books still in there. with information on where to find
growth of the ruins. Fragments of Manuals, Anatomy Inside: Titles of all type and value any book. Alphabetized.
buildings and civilization lie beyond Nearby: Games and Rules,
and the structures look more intact 5. THE READING ROOM 9. LIBRARIAN QUARTERS Geography, Philosophy
farther in. All that remains are the walls, shreds Simple barracks. Some private
Nearby: Nothing but scraps of rug, and dye-stained benches. rooms but mostly rusted beds 14. PERIODICALS
Hidden storage used by librarians bolted in a row. Many hidden Damaged by the elements but the
1. FLOODED BASEMENT
Lush greenery surrounds the area.
Filled with water and a few pages
float on the surface
Nearby: Dictionaries, Thesauruses,
e
under the stone benches.
Nearby: Early Readers, Picture
Books, Mystery, Adventure

6. EXPOSED TUNNELS
alcoves if you know where to look.
Nearby: Diaries, Journals

10. LEANING STACKS


Two great buildings toppled over
building has protected the contents
inside. Filled with clippings.
Nearby: Newspapers documenting
years of Oz’s history
pl
Almanacs The ground has collapsed to expose and are leaning against each other 15. ACQUISITIONS
tunnels and hallways underneath. creating a pair of large ramps. Inside Heavily fortified vault guarding the
2. STRAIGHTAWAY Portraits hung with Radium nails is mostly looted. books not yet ready for circulation.
Ruined buildings line either side of line the deepest and darkest halls. Nearby: Architecture, Botany Size of a small house.
this once great Yellow Brick Road. Nearby: Biographies, Romance, Inside: Titles of all type and value
Clear visibility into the distance. Humor, Do-It-Yourself Guides 11. EMPTY TOWER
Nearby: Languages, Cookbooks, Door is off its hinges. Nothing 16. THE GUARDED SECTION
Art Collections 7. HELP DESK inside but a spiral staircase and four Staircases lead up to a grand hall
m
A great long bench in ruin with floors of emptiness. Secret attic with domed roof. Radium doors on

The Land
3. THE HILL rusted metal letters spelling out hides loot and a makeshift bed. all four sides, and windows are only
Tunnels built into a grass-covered “HELP DESK.” Nearby: Crime, Horror, Poetry a couple inches wide. Inside looks
hill. Some dead-end and some go Nearby: Catalogs of Index Cards, untouched.
through to the other side. Library Cards, and Records of 12. QUIET ZONE Inside: Uncertain Tomes, Spoken
Nearby: Short Story Collections Withdrawals and Returns Magical silence hangs over the area. Books, Atlases of the Unexplored,
Plants thrive here. Chained Scrolls, etc.
Nearby: Historical Fiction, Essays
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Archaeology 1 Objectionists
2 Energetic / Lethargic 2 Young / Elderly 2 Archaeology 2 The Outfit
3 Confused / Certain 3 Merchant / Customer 3 Archaeology 3 OZUltra
4 Helpful / Incompetent 4 Entering / Leaving 4 Historian 4 OZUltra
5 Compliant / Stubborn 5 Bully / Bullied 5 Cartography 5 Wogglegologists
6 Playful / Serious 6 Early / Late 6 Survival / Camping 6 Wogglegologists
7 Confident / Frightened 7 Searching / Hiding 7 Climbing / Exploring
8 Calm / Rowdy 8 Healed / Injured 8 Hunting
9 Cautious / Impulsive 9 Wealthy / Poor 9 Looting
10 Friendly / Confrontational 10 Law / Criminal 10 Looting

89
G6 Feathertown
Up-and-coming artists flock to the D20 ENCOUNTER
bohemian and affordable lifestyle that this 1-2 No Encounter
tight-knit community encourages. 3-8 Area Effect
9-11 Creature (Roll CREATURE and MOOD or STATUS)
12-15 Non-Player Character (Roll NPC and MOOD or STATUS)

e
16-17 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, object shouts “no good” for thirty
18-20 seconds, jars of paint water fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, windstorm, etc.)
2 Urban danger (architecture collapse, debris falls from above, robbery,
building fire, etc.)
3 Construction delay (road work, building repair, demolition, etc.)
4 Crowd (merchant sale, public brawl, celebration, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (abandoned artwork, purse, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
While some may view its proximity
to the Forest of Winged Monkeys
to be a problem, most of the folks D12 CREATURE D12 NPC
in Feathertown see it as an asset. G8
1 1D4 Animals (Small) 1 1D6 Loons
m
The Land

Sure, there’s slightly higher risk of


encountering a belligerent creature 2 1D4 Animals (Med./Large) 2 1D6 Thists
G7 E1
G6
or trickster monkey, but who could 3 1D4 Cottabuses 3 1D6 Doughans
argue with the affordable housing?
4 1D8+2 Winged Monkeys 4 1D6 Fuddles
The freedom that the locals G5
5 1D6 Wheelers 5 1D6 Utensians
encourage has naturally led to an G4
6 1D6+2 Wheelers 6 1D6 Bunnyfolk
influx of all types of artists, and
the impact on the neighborhood 7 1D8+2 Wheelers 7 1D6 Cuttenclips
Sa

couldn’t be more obvious. WHAT’S NEARBY 8 1D4 Awgwas 8 1D6 Middlings


Experimental dining experiences,
G4 Loonville pg. 86 9 1D4 Phanfasms (Small) 9 1D6 Clockwork Denizens
impromptu concerts at all hours
of the day (and night), and ever- 10 1D4 Phanfasms (Large) 10 1D6 Wogglebugs
G5 Great Library Ruins pg. 88
changing murals are common
11 Choggenmugger 11 1D6 Humans
experiences while walking down the
G7 Gugu Park pg. 92
street. It’s a community of artists 12 Dragonette 12 Roll 2D12 (1 of each)
that are in it for the artistry. G8 Forest of Winged Monkeys
pg. 94
SECRETS
- High magical activity
- Wheeler gangs
- Phanfasm infestation
W W LINE PG. 144 

90
G6 Feathertown
FIRST IMPRESSIONS NAMES
• Brightly colored buildings of all Shirin, Mr. Prisma, Louise, Horsehair,
shapes, sizes, and architectural styles Vito Pastel, Sofonisba, Hatano, Daily,
• Art installations everywhere Stad, Tino Fan, Klint, Bridget, Claude,

e
• Individuality is prized above all else Vanna Veneer, Melville

fil
NAVIGATION
WING ART INSTALLATION GRAFFITI ALLEYS SHARING RESTAURANT LOCAL TAVERN
Paint Pot Pinion. Large wings Imagery often compliments Fly the Co-Op. No owners. Pay The Roost. Top floor above cheap
made of wire and mesh where what’s in the area and helps with what you can, share what you studio space. Hard to find but
artists fasten their empty paint navigation. Doors hidden among can, and lend a hand. Ever- frequented by most locals. Great
containers. the complex artwork. rotating menu. view of the neighborhood.

EVENTS
ART WALKS ARTIST ‘FUNERALS’ BALCONY PERFORMANCES UNDERGROUND SHOWS
Flight Nights. Events with Impromptu parades to celebrate Musicians perform from Invite-only for the connected.
sporadic scheduling. Artists sell
their work, perform, open their
studios, etc. Relaxed atmosphere.

WORLDLINGS e
an artist before they move out
of Feathertown. Music and
costumes and love.
balconies, porches, and rooftops
to modest groups of fans. Only
promoted by word of mouth.
Performance art and sometimes
art reveals.
TOTO: 2+
pl
CONNECTED TATTOOIST INSPIRED AUTHOR BRAIDED INVENTOR MAGIC SHOPKEEPER
Cuttenclip. Permanent Pepper. Human. Elle Balm. Wants to Human. The Braided Man. Can Wogglebug. Prez. Owns the
Affordable rates and is connected write a series of stories set in Oz make holes appear anywhere. music store, Fine Tune. Speaks
to most in the area. Friendly but but needs adventurers to recount Reclusive. Likes pyramids. with the dead and gets advice
very high standards for artistry. their stories to her. Will pay what from deceased musicians.
she can.

SECRETS
m

The Land
PHANFASM ATTACKS WIZARD TRADER DOUBLE AGENT ROAD SANCTUARY ENTRANCE
Bed & Breakfast. The Northern Human. Doctor Nikidik. Claims WORKER Empty fountain with sculptures
Nook. Windows and doors to know where stolen magic goes. Doughan (Bun). Garlic Parm. An of many winged creatures. Opens
reinforced against regular Has many recipes and procedures openly peaceful Objectionist but to underground sanctuary for
Phanfasm attacks due to powerful of dubious efficacy. they're secretly working as a paid folks on the run.
magic helm in the basement. informant for the Outfit.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Maintenance 1 The Outfit
2 Energetic / Lethargic 2 Young / Elderly 2 Artist Supplies 2 Olive Knights
3 Confused / Certain 3 Merchant / Customer 3 Art Instructor 3 Zuminati
4 Helpful / Incompetent 4 Entering / Leaving 4 Artist (Painting) 4 OZUltra
5 Compliant / Stubborn 5 Bully / Bullied 5 Artist (Sculptural) 5 Objectionists
6 Playful / Serious 6 Early / Late 6 Artist (Performative) 6 Objectionists
7 Confident / Frightened 7 Searching / Hiding 7 Artist (Experimental)
8 Calm / Rowdy 8 Healed / Injured 8 Journalist / Critic
9 Cautious / Impulsive 9 Wealthy / Poor 9 Entertainment
10 Friendly / Confrontational 10 Law / Criminal 10 Hospitality

91
G7 Gugu Park
This community park and natural area D20 ENCOUNTER
boasts trails around groves, green spaces, and 1-2 No Encounter
a small lake at the edge of the forest. 3-8 Area Effect
9-12 Creature (Roll CREATURE and MOOD or STATUS)
13-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, paths start to twist and rewrite
20 themselves, wooden stakes fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, sinkhole, etc.)
2 Urban danger (architecture collapse, debris falls from above, robbery,
building fire, etc.)
3 Construction delay (road work, path repair, tree trimming, etc.)
4 Crowd (merchant sale, public brawl, celebration, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (hiking gear, wallet, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
Welcome to Gugu Park! Gugu,
G9
respected philanthropist,
conversationalist, and leopard, D12 CREATURE D12 NPC
wanted the park to highlight the
G8 G8 1 1D4 Animals (Small) 1 1D6 Doughans / Fuddles
m
The Land

importance of preserving Oz’s


natural spaces. The trails and 2 1D4 Animals (Med./Large) 2 1D6 Utensians
E1
G7 G6
lake are maintained for public 3 1D4 Cottabuses 3 1D6 Bunnyfolk
and wildlife safety, but there’s no G4
landscaping or gardening beyond 4 1D8+2 Winged Monkeys 4 1D6 Thists
W7 G2
that. Everything else is as cared for 5 1D6+2 Nomes 5 1D6 Loons
by nature. G3
6 1D8+2 Nomes 6 1D6 Clockwork Denizens
For many, this is the closest 7 1D12 Seedlings (Small) 7 1D6 Wogglebugs
Sa

they’ll ever get to going beyond WHAT’S NEARBY 8 1D6 Seedlings (Large) 8 1 Human + Thist
the bustling energy of Oz’s urban
G2 North Watch pg. 82 9 1D6+2 Wheelers 9 1 Human + Bunnyfolk
neighborhoods. It offers both the
untamed landscape of the outer 10 1D8+2 Wheelers 10 1 Human + Loon
G3 Pumperdink Plaza pg. 84
regions and the safety and security
11 Choggenmugger 11 1D6 Humans
of regular ranger patrols. It’s the best
G4 Loonville pg. 86
of both worlds. 12 Dragonette 12 1D8 Humans
G6 Feathertown pg. 90
SECRETS
G8 Forest of Winged Monkeys
- Nome invasion pg. 94
- Wheeler gangs
- Seedling outbreak G9 Amethyst Tower pg. 98

W7 Repository pg. 158

92
G7 Gugu Park
FIRST IMPRESSIONS NAMES
• Well-maintained trails and paths Shelton, Mesa Verde, Lumpini, Hike,
• Open green spaces mixed with small Katmai, Guell, Carisbad, Hyde Lassen,
water features and thickets Puisto, Teton, Jachwi, Old Smokey,

e
• Wooden navigational signs Towpath, Condor, Remi Umpqua

fil
NAVIGATION
TRAILS SIGNPOST ELDER STATUES LOOKOUT POINT LAKE AT THE EDGE OF
Fifteen feet tall. Signs point in The Councilors and Gugu. Stone Hill slopes up to look over the THE FOREST
all different directions. Each trail and covered in moss. Unicorn, park and the northern forest. Crystal clear. Regular haunt of
color coded and named after a bear, and ape surround Gugu the Clear view of the Emerald Winged Monkeys. Some say
different type of animal. Leopard, founder of the park. Citadel and the Amethyst Tower. secrets float up with the bubbles.

EVENTS
HIKING ECO TOURS PARK CLEAN-UP DAYS STAGE PERFORMANCES
Dozens of trails. Quieter in the Learn about creature habitats and Walk the trails, fields, and around Theater in the Park. Classic
mornings but you run the risk
of being the first to discover
any debauchery from the night
before.

WORLDLINGS
e
the effects of invasive species,
and discuss the various flora
and natural formations of Oz.
Educational and entertaining!
the lake cleaning up debris and
lost objects. Repeatedly request
that any valuables found be
reported to the park rangers.
performances by students and
professionals alike. Comedies
during the day and tragedies after
sundown.
pl
TRAIL INSPECTOR RUNNERS PARK RANGER TOUR GUIDE
Thist. Bindweed. Walks the Humans. Xiàng Yòu & Xiàng Zu. Human. Grizzly Gene. Loathes Wogglebug. Phasma Dea. Can
trails daily and typically the first Love jogging the trails and wear littering and disobeying the rules. identify the creature behind most
to notice anything suspicious. vibrant colors to keep safe. Bubbly Intimidating presence but cares tracks, habitats, and scents. Loves
Sheepish and startles easily. but oblivious. deeply for animal welfare. to learn. Objectionist.

SECRETS
m

The Land
HIDDEN CLUBHOUSE JACKDAW TREASURE INDEBTED RANGER SKELETON TRIO AT THE
Structure built into the hill. Most HOARD Loon. Michinoku. Not sure what BOTTOM OF THE LAKE
don’t know about the tunnel Full of valuables and shiny attacked him, but he was saved All look human and weighed
accessible through the hatch objects stolen from hikers and by a cloaked figure. Desperately down with rocks. Valuables and
under the stone table located park-goers by Jackdaws. Hard wants to find them and thank weapons down there as well.
inside. Currently inaccessible due to find up in the trees, but the them. All he has to go on was the Strange symbols carved on the
to Wheelers. sound of treasure carries through green cloak and their cinnamon hand bones and inside of the
the wind. charcoal perfume. skull. They faintly glow.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Maintenance (Greenery) 1 Wogglegologists
2 Energetic / Lethargic 2 Young / Elderly 2 Maintenance (Rockery) 2 Objectionists
3 Confused / Certain 3 Merchant / Customer 3 Maintenance (Paths) 3 OZUltra
4 Helpful / Incompetent 4 Entering / Leaving 4 Mechanic 4 The Outfit
5 Compliant / Stubborn 5 Bully / Bullied 5 Pest Control 5 Olive Knights
6 Playful / Serious 6 Early / Late 6 Safety Inspection 6 Zuminati
7 Confident / Frightened 7 Searching / Hiding 7 Tourism / Education
8 Calm / Rowdy 8 Healed / Injured 8 Park Ranger
9 Cautious / Impulsive 9 Wealthy / Poor 9 Park Ranger
10 Friendly / Confrontational 10 Law / Criminal 10 Research and Development

93
G8 Forest of Winged Monkeys
This dense and tropical forest is littered with D20 ENCOUNTER
stone ruins that many creatures call home, 1-2 No Encounter
including Winged Monkeys and Dragons. 3-8 Area Effect
9-15 Creature (Roll CREATURE and MOOD or STATUS)
16-17 Non-Player Character (Roll NPC and MOOD or STATUS)

e
18-19 Secret Agent (Roll SECRET ORG. and GUILD for alias)
Magical Occurrence (explosion, objects turn banana yellow,
20 tropical flower petals fall from above, or Roll MAGICAL
OCCURRENCES pg. 192)

fil
D12 AREA EFFECT
1 Change in environment (fog, thunderstorm, temperature drop, etc.)
2 Rural danger (earthquake, earth cracks open, mudslide, etc.)
3 Area cordoned off and access is denied (land survey, opening into
Dragon tunnels, construction in progress, crime scene, etc.)
4 Abandoned supplies (camping, archeology, cartography, etc.)
5 Caravan, merchant, or prominent figure (Roll GUILD)
6 Player Characters are recognized (Roll NPC and MOOD or STATUS)

e 7
8
9
Overhear a conversation about life, love, or work (Roll GUILD)
Overhear a conversation about politics (Ozma, Warden, Mayor, etc.)
Find something (golden cup, purse, or Roll LOOT pg. 191)
pl
10 Proposition (rambling and incoherent, sell or show a secret, lure into
an ambush, or Roll RUMORS pg. 196)
11 1D4+1 Watcherfolk on patrol
12 Appearance by the District Warden, Mayor, or representative
The forest is so dense with
vegetation that it could qualify as
a jungle. Crisscrossing vines and D12 CREATURE D12 NPC
knotting plants are both a common G8
1 1D4 Animals (Small) 1 1D6 Doughans / Fuddles
m
The Land

sight and a hint at the complexity


of the area. Flora quickly grows 2 1D4 Animals (Med./Large) 2 1D6 Utensians / Bunnyfolk
G8 E1
G9 G8
over paths, and so navigation 3 1D6 Cottabuses 3 1D6 Thists
can be difficult for even the most W8 M8
experienced survivalist. Tour guides G8 4 2D6 Kalidahs / Gump 4 1D6 Loons
rarely venture very deep, yet they 5 2D6 Wheelers 5 1D6 Humans
still run the risk of getting lost for G7 G5
G6
6 1D6 Winged Monkeys 6 1D6 Clockwork Denizens
a number of days.
7 1D12 Winged Monkeys 7 1D6 Wogglebugs
Sa

Underneath the dense network of WHAT’S NEARBY 8 2D12 Winged Monkeys 8 1 Human + Clockwork
trees and ruins is an equally dense Denizen
G5 Great Library Ruins pg. 88 9 1D4+2 Nomes
maze of tunnels; this is the home
of the Dragons and Dragonettes. 9 1 Middling + Human
G6 Feathertown pg. 90 10 1D6 Phanfasms
Middlings that prefer the darkness 10 1D6 Middlings
11 1D4 Dragonettes /
thrive in the underground caverns
G7 Gugu Park pg. 92 Choggenmugger 11 1D6 Middlings
and know little of those that live in
Oz. The Dragons and Middlings 12 1D6 Mist Maidens / Rak 12 1D8 Middlings
G9 Amethyst Tower pg. 98
cohabit peacefully and prefer it to
the raucous of urban life. M8 Munchkin Mountains pg. 116

SECRETS W8 The Great Farmlands pg. 160

- Ruins used by many organizations


- Objectionist meeting site

94
G8 Forest of Winged Monkeys
FIRST IMPRESSIONS NAMES
• Warm, humid, and dense with bugs Sieg, Morton, Chim, Trail Livingstone,
• Ample foliage and hanging moss Barth, Regal Lou, Cocoa, Bingo,
• Dark from the forest canopy Tanner, Marcel, Inquisitive Indy,

e
• A constant sense of being watched Grapes, Pipsqueak, Zaius, Percy Faucet

fil
AREAS 5. TREE HOUSE 11. CLEARING RUNWAY 16. WATERFALL
One large room with thatched roof Well-maintained stretch of forest Impressive in both height and
0. EDGE OF THE FOREST and rope ladder. Spikes everywhere. cleared so young Winged Monkeys width. Very loud. Drinkable water
The Yellow Brick Road stands in Possibly abandoned or the resident can practice flying. flows downstream. Tunnel opening
contrast to the dull stone and green is hiding. hidden behind the deluge.
growth of the ruins. Fragments of 12. FRUIT GROVE
buildings and civilization fight to 6. WATERING HOLE The smell of fresh fruit is 17. UNKNOWN RUINS
stay above the forest floor. Freshwater pond flows to a number overwhelming. Mostly mangoes, Their purpose has been eroded
of streams. Lots of tracks and signs bananas, and dragon fruit. Protected with time. Stone structures carved
1. WEB OF VINES of life nearby. by the Winged Monkeys. with intricate patterns. Access to
Vines crisscross above and hang underground tunnels. Some spiked
down like a ropes course. Exposed
roots and drooping branches make
for endlessly climbable terrain.

2. TINY STATUES e
7. MOMBI’S FARM
Once the home of Mombi and
prison of Ozma (then known as
Tip). Crops are overgrown. Bones
of animals everywhere.
13. DIAMOND PALACE
Home of the only true duck in Oz.
The palace supplies its owner with
anything they need (food, comfort,
security, entertainment, etc.)
pits and dart traps still functioning.

18. BONE GRAVEYARD


Charred trees ring a pit of bones.
Some hide things here. At night the
pl
Covered in moss. Cat-sized statues See pg. 96 for map See pg. 97 for map skulls sing muffled stories.
carved from stone. Most features
lost but look to resemble monkeys 8. LAZY RIVER 14. ABANDONED RIVERBOAT 19. SHRINE OF OFFERING
and lizards. Some are hollow. Narrow river with dense canopy Landlocked and raised 5´ off the Three domes each house three
overhead. Branches and logs ground by plants. Supplies and gear monkey statues. Full of riches and
3. SHRINE OF OFFERING casually float downstream. still inside. No signs of life. fruit rinds. Good fortune comes to
Great stone dome covered in plants. those that leave an offering.
Inside is a gold monkey statue with 9. TUNNEL ENTRANCE 15. MUDSLIDES
cupped hands. Fruit rinds and even Cracks in the ground lead to the Mist falls on the uneven ground. 20. MONKEY TEMPLE
m

The Land
a few jewels around. Stinks of bad unnavigable tunnels where Dragons Slippery and dangerous or fun and Stone structures built into giant
luck and danger. and Middlings thrive. Dangerous. silly, depending on your disposition. trees. Both intricately carved.
Common Winged Monkey Underground tunnels and rope
4. CRUMBLING PILLARS 10. VALLEY OF MIST playground. bridges in the air.
Dozens of stone pillars covered in Home of the Mist Maidens. Fog and
ivy. Some look ready to collapse. mist obscure all defining features Beyond the Temple lies the Yellow
and fill the mind with visions. Brick Wall and Deadly Desert.
Sa

D10 MOOD D10 STATUS D10 GUILD D6 SECRET ORG.


1 Polite / Rude 1 Busy / Bored 1 Guide (Spiritual) 1 Olive Knights
2 Energetic / Lethargic 2 Young / Elderly 2 Guide (Tourism) 2 OZUltra
3 Confused / Certain 3 Merchant / Customer 3 Biology / Botany 3 Zuminati
4 Helpful / Incompetent 4 Entering / Leaving 4 Logging 4 Objectionists
5 Compliant / Stubborn 5 Bully / Bullied 5 Archaeology / Historian 5 Objectionists
6 Playful / Serious 6 Early / Late 6 Cartography 6 Objectionists
7 Confident / Frightened 7 Searching / Hiding 7 Survival / Camping
8 Calm / Rowdy 8 Healed / Injured 8 Climbing / Exploring
9 Cautious / Impulsive 9 Wealthy / Poor 9 Hunting
10 Friendly / Confrontational 10 Law / Criminal 10 Looting

95
MOMBI’S FARM
Mombi’s farm was an impressive sight until her
farmhand, Tip (secretly Ozma), escaped. After years of
neglect and mismanagement, the farm is barely visible
under the overgrown crops and towering weeds. There
are lots of interesting fruits, vegetables, and herbs

e
available, but navigating the vegetation is the first hurdle.
L

fil
K
G. FARMHOUSE
- Kitchen, living room, and
GENERAL bedroom
- Surrounded by dense - Lots of secret nooks that hide
forest and eyes watch from ineffective talismans and charms
the shadows
- Pot on the stove has an abandoned
- None of the crops will (but still useful) potion of
grow elsewhere in Oz petrification J
- Smells like a tea shop I F

A. SOUTHERN FIELDS
- Lavender for calming and sleep e
H. WELL
- Functional and safe
- Enchanted to scold anyone but
Mombi when they use it

I. STABLE
H
G
pl
- Mugwort for divination or put in
shoes to fight fatigue - Stalls for up to four Sawhorses
- Root of burdock used for - Supply room with lock that
defensive magic (chewed but not doubles as a makeshift prison
eaten) or offensive magic (eaten E
but not chewed) J. OUTHOUSE
- Wooden, old, but in good shape
B. WESTERN FIELDS - Rose-shaped hole carved in the
- Witch herbs (unnamed, and their door
uses and effects have never been
m
The Land

documented) K. COW PASTURE


- Pumpkin and squash patch - Simple wood fence
- Snap peas that make a harmless - Solitary four-horned cow roams
bang when thrown at hard surfaces and grazes (content and a poor
memory)
C. CENTRAL FIELDS B C D
- Mundane mix of fruits and L. TREE LINE
vegetables (carrots and turnips, - Fire-resistant oak trees
Sa

raspberries and strawberries, etc.) - Axe-resistant ash trees


D. SAGE FIELDS - Poisonous thorn trees
- Wards against bad luck when used
as kindling
- Offers good luck in tea A
- Enhances existing benefits if eaten

E. GRAIN FIELDS
- Rows alternate between wheat,
corn, and hungry grass (causes
insatiable hunger for 12 hours)

F. BARN
- Faded red paint
- Empty hayloft
- Full of old farm tools

96

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