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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.
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Lead Writer & Developer: Andrew Kolb
RPG Developer: Daniel D. Fox
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Proofreader: Jennifer Ford-Rose
Sensitivity Readers: Carmen Maren & Julie Hurdiss
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.
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
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Factions........................................... 3
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Content & Safe Play....................... 3 Crime & Punishment...................... 8 Doughans...................................... 24
RUNNING OZ.............................5
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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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Objectionists................................. 40 Wogglegologists............................. 64 M6 - Fine Fettle........................... 112
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Orks.............................................. 42 Zuminati....................................... 66 M8 - Munchkin Mountains......... 116
Patchwork Girl.............................. 46
Phanfasms..................................... 47
E1 - Emerald Citadel..................... 74
E2 - Lake Quad............................. 76
Q - Underground (Q Line).......... 122
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
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RESOURCES........ 167 Creatures (Quadling).................. 187 Year of the .................................. 199
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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.
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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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.
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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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
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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
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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.
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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
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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
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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
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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.
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;
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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
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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.
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.
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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 &
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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
QUADLING DISTRICT
The most sociable District in Oz. Known for its
entertainment and diverse neighborhoods. Red is
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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
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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
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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
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7
LODGING &
LIVING EXPENSES
The World
5 GP / WEEK
Simple living, shared room, limited menu
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10 GP / WEEK
Modest living, private room, limited menu
25 GP / WEEK
Comfortable living, private room with better
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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.
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
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”
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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
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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),
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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.
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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
9
SEARCHING IN A
NEIGHBORHOOD
The World
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:
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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
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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.
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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
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
Bed
Secret
2F Storage
2 Study - Wine
2 - Gold
1
4
Storage
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)
1,000 GP
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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
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
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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.)
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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
RESEARCH (Rare/Dangerous)
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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)
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)
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
13
Chapter 2
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The Cast
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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.
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
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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)
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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
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
16
ANIMALS (LARGE, HERBIVORES)
HD 6 HP 50 ARMOR 13
SPEED 30´
SAVE +4, +3, 0
Weakness Confusion
ATTACK
- Bite 1D4
- Trample 2D6+4
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- 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
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- Advantage on fleeing if another herbivore
is within 10´
- Advantage on hearing- and smelling-based
checks
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
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
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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
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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
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,
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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,
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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
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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
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
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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
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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
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
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
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
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
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
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
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
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
fil
FUDDLES (ASSASSINS)
HD 6 HP 40 ARMOR 10
SPEED 60´
The Cast
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
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
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
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
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
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
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
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
FLAWS
- Blindly follows authority
OTHER PROFICIENCIES
- Hunting
- Negotiating and persuasion
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
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
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
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
SPECIAL SPECIAL
- Advantage on attacks against unarmored - FEINT
targets As a reaction, plays dead and gets
- Advantage on hearing-based checks
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
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
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
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.
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.
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
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.
- 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
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
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
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.
- 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
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.
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
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
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
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
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
- 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.
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.
- 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
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
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
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
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
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
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
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.
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
- 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
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
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.
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
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).
- 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
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
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
67
Chapter 3
e
The Land
fil
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.
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.
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,
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.
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
e
W7 G1 G2
W4 W2 M5
M2
E2 M9
W9
fil
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)
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, 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
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
fil
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
The Land
Q5 Fuddleville pg. 132
Q6 South Watch pg. 134
- Can transfer to Q Line pg. 122
Sa
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
fil
- 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
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
fil
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
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)
fil
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
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,
e
• Not much visible beyond a few feet Ballad Bonin, Tarpon, Percoformpha
fil
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
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
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
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
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
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)
- 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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