INTRODUCTION

 

Dear Friends, Enemies, and Woozies:

 

            Oz has always held a special place in my heart.  I read all of the books when I was young, and was amazed by the depth and excitement they contained.

 

As I grew older, my imagination turned toward role playing.  I went to new worlds with my friends, and became a new person at the drop of dice.

 

For some reason, I became interested in Oz again, and decided to bring Oz into role playing.  The world is very unique, and the monsters can be brought into many different games.  I also love Oz because it is one of the only fairy worlds that has an “American” feel.  L. Frank Baum shattered stereotypes about what should be in fairy tales with Oz, filling his books with adventure as well as silliness and moral lessons.

 

I used FUDGE to create the statistics for the characters for several reasons.  One, I didn’t want to write a game system, and knew that there were many systems available for everyone on the net to use.  Since Project Gutenburg provides the public domain Oz novels free of charge, I decided to use an engine that was available to everyone.  Secondly, FUDGE can easily translate into other systems, and vice versa, allowing characters from Oz to visit other worlds, and your favorite characters to get lost in the Forest of Fighting Trees, foil the dastardly Nome King, and marvel at the splendor of the Emerald City.  Third, the rules light, freeform approach of FUDGE allows for great flexibility in creating bizarre characters, and also works well for whimsical, cinematic settings, as evidenced by the excellent Gatecrasher.

 

Please, feel free to alter anything you want.  Feel free to translate other characters into Oz, whether based on the Oz books, other fairy tales, or you own imagination.  The information in this sourcebook covers the first eight Oz novels (The Wizard of Oz, The Land of Oz, The Road to Oz, Dorothy and the Wizard in Oz, The Emerald City of Oz, The Patchwork Girl of Oz, Tick Tock of Oz, and Ozma of Oz).  I plan to adapt the characters from the other Oz novels, as well as the other fairy lands created by L. Frank Baum and post them on this page.  I would encourage others to post whatever they wish using these guidelines, to spread Oz role playing to as many sites as possible!

 

Thank you!  May your imagination take you on a wonderful journey!

 

Crisis-escalation

 

LEGAL STUFF

 
   ABOUT FUDGE
   FUDGE is a role-playing game written by Steffan O'Sullivan, with
extensive input from the Usenet community of rec.games.design.    The basic rules of FUDGE are available on the internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368.  They may be used with any gaming genre.  While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE.  Every Game Master using FUDGE is encouraged to add or ignore any character traits.  Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice).  If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465,
   Plymouth, NH 03264.
 
  DISCLAIMER
   The following materials based on FUDGE, entitled FUDGE OZ, are
created by Crisis-escalation and made available by Crisis-escalation, and are not authorized or endorsed in any way by Steffan O'Sullivan or any
   publisher of other FUDGE materials.  Neither Steffan O'Sullivan or
any publisher of other FUDGE material is in any way responsible        for the content of these materials.  Original FUDGE materials (c)
   Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved.

 

 

CHAPTER 1:  CHARACTER CREATION

 

 

Players can create Oz characters in two ways:  select a package or do it “from scratch”.  The package method is good for creating things similar to those already discovered in Oz books, while the “from scratch” method can be used to create truly bizarre characters.

 

FROM SCRATCH

      

All characters have the following attributes:

 

       Nimbleness-measures agility and speed.

       Strength-self explanatory, ability to lift.

       Fortitude-Physical endurance and constitution.

       Keenness-perception, intuition.

       Brains-measure of intelligence, knowledge.

       Willpower-strength of will, mental strength.

       Personability-character’s likeability, charisma, looks.

 

            As explained in the FUDGE rules (FR), all characters in Oz have these.  They are rated on the standard Superb to Terrible scale (FR 1.2).  For simplicity’s sake, most characters will have numbers for their attributes, with –3 being Terrible and 3 being Superb.  Legendary levels are reserved for truly incredible abilities, such as Glinda the Good’s Magic.

           

Skills in Oz are narrow and refined.  This fits in well with the world, since a character that may be great at using a sword might be dumbfounded on what to do with an axe.  Many skills that provide the Oz flavor are listed in this chapter, but GM’s and players are encouraged to be creative.  Keep in mind that the general tech level of Oz is the earth in the early 1900’s.  However, people from earth may have skills appropriate to the beginning of the 20th century (ballooning, for example).  See 1.32, FR, for more skills you may want to give your character.

 

            Every character starts out with 5 FUDGE points.  Oz isn’t realistic, so every kind of character is able to carry out almost impossible tasks.  FUDGE points can be used to accomplish Unopposed actions automatically, alter a die roll up or down one level, reduce wounds by one level, spend 2 points for an automatic +4, and spend 4 points for a bizarre coincidence.  Further explanation is in FR 1.36.

 

            Oz characters are designed. Objective character creation is used (FR 1.6). All attributes start at Fair (0), and the character gets three free attribute levels.  A player may lower attributes below fair to get points to spend in order to raise other attributes.  Skills default at Mediocre(-1).  Characters can purchase skills at below mediocre to get skill points to spend elsewhere.  Give the characters 40 levels to spend on skills.  The difficulty of skills is noted in the skill list in this chapter.

 

            There are no free gifts in Oz.  They must be purchased.

 

            Players may use the exchange rates to adjust their characters, as in sections1.63 and 1.64 of the FUDGE rules, reprinted more simply below.

 

1 gift = 1 fault = 2 attribute levels = 6 skill levels

 

1 Scale point = 1 gift and 1 attribute level

 

MAGIC

To make a magic-using character, the character must purchase Magic Potential at the cost of one gift per level.  Animals and Animateds cannot learn magic (since it is against the nature of animals, and Animateds have no interest in such things).  Use the default rules for FUDGE Magic, as described in Chapter 7 of the FUDGE rules.  Black Magic, White Magic, and Yookoohoo magic are the specializations described in this book.  Each level of Magic Potential costs one gift (i.e. Fair White Magic costs 4 gifts).  PC’s can only take White Magic.

            As with anything else is FUDGE Oz, if you don’t like the default magic system, change it so you can create an enjoyable game

 

ANIMATEDS

 

So, you want to play a wooden bear?  Oz makes it easy!  All you have to do is pick the creature’s Size and Material.  The Size scale represents the size of the normal, adult variety of the creature.  A wooden bear would have wood material (+1 Material Scale) and Bear size (+3 Size scale).  Adding these two together makes a total of +4 Scale!  Pretty tough!  However, remember now you must take four faults and sacrifice 4 attribute levels, or figure out how many skill levels you must sacrifice ( 4 faults = 24 skill levels-this bear won’t be able to do a variety of things).

Say you want to play a paper sparrow.  –8 (paper material) + (-6 (bird size))= -14 Scale.  Congratulations!  You get the equivalent of 14 free gifts and 14 free attribute levels!  Sounds good, huh?  Well, keep in mind that you may take Fortitude 3, Strength 3, and Tough Hide (Cardboard 3), but you DDF is still –8 (a kid like Dorothy with Str –1 would still get you Very Hurt on her worst roll, and Incapacitate you most of the time).

Of course, you could always just create a banker’s daughter from Arkansas.  Scale –1, cause she’s still little, giving you one free gift to make her Darn Cute and an extra point for more Personability.

 

The Material Scale

  4-Copper

  3-Iron, Hard Rubber

  2-Tin

  1-Wood, China         

  0-Flesh

-3  Vegetable

-5  Cloth/stuffing

-6  Bread

-7 Thin Rubber

-8 Paper

 

The Size Scale

4 Elephant, Giant (21’)

3 Bear

2 Lion, Tiger, Donkey, Horse

1 Fighting Tree

0 Human (adult)

-1 Munchkin, human child, Nome

-2 Bobcat, Wolf

-3  Cat, little dog

-4 Stork

-5 Owl, Fox, Housecat

-6 Crow

-8 Mouse

 

PACKAGES

 

With Packages, the humble writer has done most of the work for you.  Just spend your 40 skill levels and whatever else you are instructed to.

 

Earth People

    Many people from Earth find their way to Oz.  How do they get there?

            -cyclones

            -ballooning accidents

            -shipwrecks (land in lands bordering Oz)

            -earthquakes

            -just getting lost

Most visitors to Oz are children from the early 1900’s.  They are Scale –1 (so they get one free attribute level and one free gift), but sometimes adults like the hippie-ish Shaggy Man or the Wizard of Oz find their way here too.  The most common gifts of children arriving in Oz are Animal Friend and Darn Cute.

 

Munchkins

 

A little race (about the size of earth children) that live in the East.  They prefer blue, and men wear rounded hats that come to a peak that have hanging bells, coats, and tights.  Women wear dresses and white bonnets.  Munchkins have a scale of –1, so they receive one free attribute level and a free gift.

       

Animateds

 

Animateds are creatures composed of non-living material that are magically alive.

 

How does it come to life?

Wild-Sometimes things just come to life in Oz.  This happened when the Scarecrow was made, and is an easy origin for an animated.

Powder of Life-It’s also easy to say that someone sprinkled the powder of life on the creature to give it life.

 

Scarecrow/Patchwork Dolls/Other Stuffed Creatures Made of Cloth and Stuffing

For the sake of simplicity, all stuffed creatures will be called scarecrows throughout the text.  Blunt damage doesn’t harm scarecrows.  They are easily thrown around though, and GM’s can use this for comedic effect.  Being soft is also useful for characters that need padding.  If the party must jump from a tall building, they can throw the scarecrow from the top of the building and jump to land on the scarecrow, avoiding damage. Also receive default Gift of being immune to pain.  Therefore, no damage penalties from Hurt or Very Hurt.  Scarecrows and other stuffed animateds can hide lots of small items in their bodies, which is often helpful.  The stuffing can also be removed from the animated to cover up members of the party, making it difficult for animals of scale less than –3 to attack them.  However, being incapacitated means that the character will be ripped to shreds, and is incapable of action until someone sews up the scarecrow and restuffs it. Free attribute levels cannot be applied to Strength.  Weirdly enough, while their eyes can blink, scarecrows cannot move their mouths or eat.  They also cannot grow tired or need to sleep. Scarecrows have a scale of –5, and a Major Fault of fire damage doing +2 damage, and become incapacitated when wet until they are dried out.  In total, they receive 5 additional free attribute levels and 3 free gifts (subtracting five gifts for being immune to blunt damage, pain tolerance, hidden compartments, cover up, and not needing sustenance/rest). The scarecrow can magically see, hear, and smell as long as the appropriate organs are painted on its face.  PC’s should ham up the fact that they can speak very well, despite only being  _ (fill in numbers of days) old.  Damaged animateds can be restuffed with almost any material, not just the original material.  The scarecrow was stuffed with dollar bills once, and was as good as ever!

 

Tin Men/Animals

Tin Men are humans or animals with all of their body parts replaced with tin.  Tin parts are considered to be scale 2, and the cost is two attribute levels and one faults.  The character inherits one gift and two faults.  The gift is not requiring rest/food.  The character also receives a faults of  Clanking and requiring oil.  If the character is stuck in the rain, or has been without oiled joints for a while, the character’s tin parts stiffen up and the character cannot move until oiled.

Characters may also choose to be part tin, or replace chopped off limbs with tin parts.  Having a few tin body parts only costs one gift and one fault, but scale is only increased by one.  GM’s that wish to do so can generate more complicated hit tables to determine if a tin or flesh body part is hit.

 

Wooden Creatures

This is a catch-all term for animateds made of wood.  Examples include the Sawhorse, Jack Pumpkinhead, and the Gump (made of mostly wooden sofas).  They are scale one, and lose one attribute level.  They automatically gain the fault of fire doing +1 ODF to them.  They also have the gift of not needing sleep/drink/rest, so they must take an additional fault.  As you can guess, the wooden animated must have eyes so it can see, ears so it can hear, a mouth so it can talk, and a nose so it can smell.  Just carving these on the creature is sufficient.  Remember wood floats, so the wood animateds can too!

 

Mechanical Men

Clockwork men or women, like Tick Tock, are very durable.  They are made of bronze, and have scale +4.  They lose 4 attribute levels, and have four predefined faults.  Three faults are the need to be wound for action, speech, and thinking.  The clockwork person needs to be rewound for one or more of the above when the clockwork person flubs a roll very badly (rolls –3 to –4 on FUDGE dice), or at a dramatic moment when the GM determines it is necessary (usually at the worst possible time!).  Note the clockwork person cannot wind him or herself, since the winding keys are on their back, out of their reach.  The final flaw is that the creatures are in debt to the person that winds them.  They are loyal to another person in the party, and believe themselves to be property of that person.  As long as their owner is not totally unreasonable, they generally go along with some of their suggestions.  The character must make a WILL roll vs. that of their master to disobey a direct command.

 

Animals

 

There are all kinds of animals in Oz.  Animals have human scale thinking capacity, but are often bigger or smaller in scale than humans.  All animals can talk to humans, but also speak in their native animal language automatically.  Animals can’t take skills that they normally wouldn’t know ( a lion could take hunting, but not math or history).  Note that even flies and mosquitoes  (which sing beautifully and don’t bite, since they are treated well in Oz) can talk in Oz.  The GM has the final word on this.  A PC can generally be any kind of animal listed here, but it will be noted if the animal is usually friendly or unfriendly as an NPC.

 

Lions/Tigers

Scale 2

Gift:  Claws/Teeth (+2 ODF)

Fault:  Berserker

Must take 2 Faults, lose 2 Attribute Levels

Common Skills:  hunting, sneaking, intimidation (roaring)

 

Zebra

Scale 2

Loses 2 attribute levels/must take 2 faults

 

Owl

Scale –5

Gifts:  Talons (+2 ODF), night vision, flight

Five free attribute levels/2 free gifts

 

Crow/Jackdaws (unfriendly NPC)

Scale –6

Gift:  Talons/Beak (+2 ODF), flight

Six free attributes/4 free gifts

Note:  Jackdaws as NPCS hoard money and valuables in their nests, which are gigantic (each nest is home to 100 or more Jackdaws).  There are usually thousands of dollars worth of jewelry and bills in the nests.

 

Stork

Scale –4

Gift:  flight

Four free attribute levels/3 free gifts

 

Wildcat (usually evil NPC)

Scale –2

Gift:  Claws (+2 ODF)

 2 free attribute levels/1 free gift

 

Great Wolves (usually evil NPC)

Scale +1

Gift:  Claws (+2 ODF)

Fault:  Berserker

 

Field Mouse

Scale –8

8 free attribute levels/8 free gifts

 

Elephant

Scale  4

Gift:  Tusks (+2 ODF)

Loses 4 attribute levels/takes five faults

Possible fault:  Forgetful

 

Bear

Scale 3

Gift:  Claws/Teeth (+2 ODF)

Loses 3 attribute levels/takes 4 faults

 

Fox

Scale:  -5

Gift:  Teeth (+2 ODF)

Gains 5 free attribute levels/4 free gifts

 

Wolf

Scale:  -2

Gift:  Teeth  (+2 ODF)

Gains 2 free attribute levels/ 1 free gift

 

Kangaroo

Scale:  0

Skills Jumping 3

 

Crab

Gift:  Claws (+2 ODF), Breathes Water

Scale –8

8 free attribute levels/gifts

 

Bunny

Scale -5

Skills Jumping

5 free gifts/attribute levels

 

Mules/Horses (All mules and horses must come from Earth!  The Sawhorse is the only thing close to a horse in Oz.  There are donkeys is Oz, however.)

Scale 2

Loses 2 attribute levels/takes 2 faults

 

Thoroughly Magnified Woggle Bugs (and other magnified bugs of different varieties)

Bugs that have been magnified by some means are human-sized bugs with Scale 0.  Created as any other character, but can have flight (wings), stick to walls,  webs, pinchers/stinger (+2 ODF) , night vision, or other gifts per GM approval.  Mr. H.M. Wogglebug, T.E. is an example.  Players could come up with different names for other varieties of bugs-Wiggle bugs, Dittlebugs, Doodlebugs – of course, the more absurd the name, the better the name!

 

Woozy

            From The Patchwork Girl of Oz:

“The creature was all squares and flat surfaces and edges.  Its head was an exact square, like one of the building-blocks a child plays with; therefore it had no ears, but heard sounds through two openings in the upper corners.  Its nose, being in the center of a square surface, was flat, while the mouth was formed by the opening of the lower edge of the block.  The body of the Woozy was much larger than its head, but was likewise block-shaped--being twice as long as it was wide and high.  The tail was square and stubby and perfectly straight, and the four legs were made in the same way, each being four-sided. The animal was covered with a thick, smooth skin and had no hair at all except at the extreme end of its tail, where there grew exactly three stiff.”

A Woozy is an example of a bizarre Oz animal that could be a p.c.  Woozies share the qualities of Animateds and animals.  Here is the default Woozy Package:

Nim 0

Str   0

For +2

Bra   0

Kee  0

Wil +1

Per   0

Sca   0 (+3 for rubber, -3 for size)

Gifts

Fire Blast from Eyes (+2) (counts as 2 gifts), Tough hide (+2) (counts as 2 gifts)

Faults

Believes growl is intimidating when it is not (actual growl is a –3 attack vs. willpower as other animals do to scare-but the Woozy will insist on doing this attack).

Fire only activates when a silly word the Woozy doesn’t understand is uttered, making it mad.

3 hairs of a Woozy tail is a common spell ingredient-marking Woozies a common target for unscrupulous magic users.

ODF: +2 with fire (note that the fire is independent of scale since it is so powerful).

DDF: +4

This leaves the Woozy with only 36 points to spend on skills, since it still has one gift over its limit.  GM’s may wonder:  this thing is a powerhouse!  Why would anyone want to play a little girl from Kansas if they can play a block shaped fire-breathing monster made of super-hard rubber?  See the chapter on game mastering if you’re not sure how to treat this character fairly in the game.

 

 

       Skills

       

     The following is a list of skills common to Oz and earth people of the early 20th           century.  Of  course, a character may have different skills per the discretion of the GM, the only real limitation being that they must be limited to the technology of the early 20th century and earlier.  Take a look at the FUDGE rules, chapter one, for more information on skills.

           

       Wrestling (M)

       Baseball, Football, Basketball (M)

       Culture (M)

       Brawling (E)

       Diplomacy (H)

       Mathematics (H)

       Rhetoric (H)

       Axe (or other weapon) (E)

       Singing (M)

       Poetry (M)

       Climbing  (E)

       Running (E)

       Jumping (E)

       Oz Knowledge (M)

       Fishing (M)

       Tin Smithing (H)

       Wood chopping (M)

       Cooking (E)

       Oz survival (H)

       Law (VH)

       Dancing (E)

       Hunting (E)

       Tracking (M)

       Intimidation (E)

       Hiding (E)

       Ruling (H)

       Ventriloquist (VH)

        Balloonist (VH)

        Sewing (M)

        Sleight of Hand (VH)

        Puzzles (M)

        Invention (VH)

 

Gifts and Faults

           

            Listed below are some gifts and faults that capture the feel of Oz.  Of course, the GM should feel free to allow creative, quirky, and weird gifts and faults suggested by the player.  See chapter one of the FUDGE rules for more on gifts and faults.

 

Gifts

 

Animal Friend-Only possessed by earth characters.  The character has a little dog, cat, hen, donkey, horse, or other farm animal native to the u.s.a.  The animal has 0’s in all attributes, no skills of note, but does gain any gifts of the animal.  It is loyal to its master, but gets a Will roll vs. its master’s Will if the master is mean or gives a totally unreasonable request. These animals can talk.  Note PC animals are more powerful, because they are Oz natives, adventurers and heroes, not mere sidekicks.

              

Conscience-This removes the automatic Berserker fault from animals at character creation.  For some reason, the animal has a conscience and won’t do bad things they usually do, like a tiger eating babies.

 

Dandy-The character is always dapper and neat in appearance.  This makes the character popular among beings in regal society, offering a +1 bonus to Personability rolls.

 

Darn Cute-The character is so cute, civilized folks don’t want to hurt it.  To attack the Darn Cute character, the attacker must roll its Personability against that of the Darn Cute character.  If the attacker can’t beat the Darn Cute character’s personability, it cannot attack.  Note that this prevents physical violence only:  it won’t stop the Nome King from turning a Darn Cute character into an ornament.

 

Lucky-Character can re-roll FUDGE dice once per chapter, and take the better of the two rolls.

 

Magic Potential-Gives the character affinity to use magic.  Costs are one gift per level of mastery.  PC magicians can only use White Magic.

 

Pause and Reflect-Oz’s very own get out of jail free card.  Once per story, the character can pause and reflect.  This takes five minutes of game time, but after thinking, the character finds an ingenious solution to the party’s current dilemma.  The GM concocts a scheme to get the character out of the mess, take the player aside and tells them the plan.  The player then looks like the hero by executing the brilliant plan.

 

Unfazeable-No matter how bizarre the circumstance, the character takes it in   stride.  This may be because of a lack of brains or raw courage.  The character doesn’t get scared when faced with an intimidating monster.

 

      

Faults

 

Admires self (1 gift)-The character is vain.  This can be an inconvenience, as the character is always looking in mirrors, afraid to get dirty, and constantly talks about its beauty.  The glass cat has this fault.

 

Afraid of- The character is afraid of mice, spiders, blue shoes, or whatever.  The character can only scream and act terrified while it can see the thing it fears.

 

Always helps others- The character feels an obligation to help those in trouble, and acts to help others. Altruism can get you in TONS of trouble in Oz.

 

Always keeps word (1 gift)-The character always keeps their promises.  The Woozy has this fault.

 

Berserker-goes into a rage in battle, attacking everyone until put down if a Willpower roll of +1 is not made after the animal first draws blood.  ANIMALS ONLY!

 

Blood Debt-If this character is ever saved by another from certain death, the character must serve the person that saved its life.

 

Clanking-Only for characters made of metal.  The character clanks when it moves about, making it impossible to sneak around undetected.

 

Clutz-The character flubs up a lot, and trips over its own two feet.  The GM can choose when the character falls flat on its face, or make it happen when the character rolls a –1 or –2 die result when running or doing another Nimbleness activity that requires coordination.  Our good friend the Scarecrow has this fault.

 

Code Against Killing-The character refuses to kill anything, even beetles, flowers, etc.  The Tin Woodsman has this fault.

 

Color Blind-The character can’t make out colors.  Jack Pumpkinhead has this fault.

 

Condescending-The character has a huge ego, and unintentionally belittles people.  This can happen at inopportune times, such as berating a giant for being stupid or telling the Nome King he has no sense of fashion when he’s threatening to turn you into knick-knacks..

 

Cries-The character starts to bawl for 1-6 rounds when something bad happens.  The character can either choose when to cry (but must role-play the situation well), or the storyteller will determine when the character cries (generally once per chapter).  Ojo has this fault.

 

Crooked (1 gift)-The character is literally crooked, constantly in strange contorted postures.  This gives a –2 penalty to Nimbleness.  Dr. Pipt has this fault.

 

Dances Uncontrollably-The character is compelled to dance at the most inappropriate times, at least once per story.  The player must come up with a silly dance that the PLAYER does when the character is supposed too.  For example, doing a crazy dance in the land of the China People could cause some big time injuries and make them become unfriendly towards the party. 

 

Doesn’t act properly for an animal-The animal doesn’t engage in some activity that is normal for that animal, like a cat that refuses to chase mice.  The Glass Cat has this fault.

 

Doesn’t Know-The character doesn’t remember or know much of anything.  The character responds “I don’t know” to almost every question posed to him.

 

Homesick-Possessed by some Earth natives that are in Oz.  The character hasn’t adjusted to the weirdness very well, and sometimes gets sad.  –2 to all actions, the GM determines when this flaw happens.  Generally, it is only one chapter per session, and if the other characters role play to cheer up the player and makes the player crack a smile, the penalty can be lifted.  Adventures can be made around the character’s desire to get home-but it seems that once you visit Oz, you always get back to it somehow, and many people that were once homesick in Oz now call it home (like Dorothy Gale).

 

Lazy-Self explanatory.  The character will avoid anything it considers “work” unless it must do so, work being anything it doesn’t enjoy doing.

 

Only speaks one word per response (1 gift)-the character only speaks one word when spoken to.  The      character only can speak when a question is asked.  Unc Nunkie the munchkin has this fault.

 

Half-Crazy-The character sometimes acts erratically at inappropriate times.  Scraps the Patchwork Girl has this fault.

 

Hungry-The character is always talking about being hungry, and can’t resist food.  This makes the character very susceptible to traps a villain has baited, and can do little to resist.  This can also be an amusing fault for animals, since they may make quips about wanting to eat party members.  The Hungry Tiger has this fault (good thing a tiger that wants to eat babies has a Conscience).

 

Magician Bait-The character has a part that makes them desirable as parts of a magic formula.   Woozy, for example, has  3 hairs in his tail that are common spell ingredients.  Evil magicians and witches will undoubtedly try to kidnap the character and make life difficult for the party.

 

Mispronunciation-The character mangles almost every big word he or she attempts to say.  Dorothy had this problem in the novels.

 

Missing heart, brains, conscience, courage-The character is missing a certain organ, personality trait, or both.  The character should role-play this effect (i.e., always running from danger if it has no courage, always being amoral if no conscience).  The GM should deduct experience points from the story/chapter awards if the character doesn’t act properly.  This fault is usually the basis for a big quest to get the organ or personality trait from a witch or wizard, and can be the basis for a long journey across dangerous parts of Oz to do a certain favor for a witch in exchange for having the fault removed.

 

Motion Sickness-The character gets sick on  boats, sawhorses, gumps, etc.  The character is at –2 on all actions due to the sickness, but instantly recovers when not moving.

 

Obstinate (1 gift)-The character is stubborn.  Characters must roll vs. the character’s Willpower to get it to do simple trivial tasks.  The storyteller determines when the character becomes a little obstinate, generally once a chapter.

 

Overconfident-The character thinks one of his worst abilities is great.  The character will insist on trying to use this ability in order to help out the party.  An example is the Woozy’s incredible confidence in his silly sounding growl.

 

 

Poorly Made-Only animateds can have this fault.  On a badly failed Nimbleness action, the character can break and require repair, making it unable to act.  Jack Pumpkinhead has this fault.

 

Prejudiced (1 gift)-The character believes that anything not the same as that from their region of Oz is bad.  For example, a munchkin from the back woods with this fault would refuse to use a red flying carpet because it is not blue, as is almost everything in munchkin land.  Margolette has this fault.

 

Sings a Silly Song-The character must burst into a self-composed silly song at an inopportune time once per story, for example while hiding from the Nomes in Ev.  The player must actually sing it at the gaming table, and the writer will not be liable for any trauma that results from taking this fault.

 

Speaks Nonsense (1 gift)-The character can only speak in gibberish.  The only way the character may communicate is by passing notes to the storyteller.  Any communication during the game must be made in gibberish.

 

Speaks in Rhymes (1 gift)-The character must speak in rhymes once per chapter.  The storyteller determines when.  The character must speak in the form of a six line rhyme applicable to the situation within one minute, or loses all experience points from the chapter or the storyteller can have something else bad happen.

 

Spoils-This fault can only be taken by animateds with plant parts.  Once per story, the character spoils, and needs a replacement of the plant part that goes rotten or the character is treated as Incapacitated.  Jack Pumpkinhead has this fault.

 

Unlucky (1 gift)-the character is just plain unlucky. The character may have been born on Friday the 13th,  have a wart under their left arm, etc.  The storyteller can randomly cause one bad       mishap to happen per chapter.  This can either mean the storyteller makes the character re-roll a good die roll, or can incorporate the bad luck into the story.  Ojo has this fault.

 

Wanderer-The character can’t stay in one place for long.  The p.c. has a desire to wander, never wanting to stay in one place for more than a chapter.  Being incarcerated is really unpleasant for this character-they receive a –2 to all actions while incarcerated since they are so upset that they cannot wander.

 

Supernormal Powers

 

These powers can only be possessed by characters of certain types, listed with the power description.

           

Cover Up-This supernatural power can be possessed by stuffed characters.  It allows the character to use his stuffing to protect his or her friends from bee attacks, small pecking birds, etc.

           

Fire Blast-The being can shoot fire.  Each point of ODF (Maximum of  3) counts as one Gift.  Woozies, Dragons, and bizarre characters of the players’ designs can have this power.

           

Flight-Only for critters with wings.  Allows flight at Nimbleness speed.

 

Hidden Compartments-Animateds can possess this gift.  It essentially allows them to hide small items inside of themselves (like the Scarecrow hiding eggs or mice inside of his body).

 

Immune to blunt damage-Only sharp weapons can harm the character.  This gift is common for animated made of cloth or rubbery material.  Of course, if the character is light, it can still be thrown by the impact of a punch.  If arrows are shot at the character, they just stick in.  The character also cannot be harmed by falls.

 

Natural weapons-Commonly possessed by animals, can be claws, teeth, talons, etc.  +2 to ODF (+1 for weapon/+1 for sharpness = +2 ODF).

 

Nightvison-The character can see clearly in the dark.  Other characters without this gift are at a –2 penalty.

 

Nine Lives-Only cats (housecats, not lions or tigers) and tailors may have this gift.  The characters can die nine times before they really buy the farm.  It only takes one round for a character with nine lives to come back to life.  This gift is a Major Gift, counting as four gifts.

 

No need for food/drink/rest-Possessed by animateds.  No need to ever eat, drink, sleep, or rest.  The character never gets tired.

 

Pain tolerance-The character doesn’t feel any pain.  This gift is most commonly held by animateds made of a non-flesh material.  The character acts without penalty when Hurt or Very Hurt, but is considered broken (i.e. ripped up, important pieces broken off) when it reaches Incapacitated, requiring repair by a character with the appropriate skill.

 

Stick to Walls-Only for bugs.  The character can adhere to surfaces with their Strength intensity.

 

 

Tough Hide-the creature has an abnormally tough hide.  This costs one gift per point of DDF (Maximum 3).

           

Webs-Only for bugs.  Allows them to spin webs of a strength equal to the Bug’s Fortitude.

 

 

 

CHAPTER 2:  WORLD INFORMATION

 

From The Emerald City of Oz:

No disease of any sort was ever known among the Ozites, and so no one

ever died unless he met with an accident that prevented him from

living.  This happened very seldom, indeed.  There were no poor people

in the Land of Oz, because there was no such thing as money, and all

property of every sort belonged to the Ruler.  The people were her

children, and she cared for them.  Each person was given freely by his

neighbors whatever he required for his use, which is as much as any one

may reasonably desire.  Some tilled the lands and raised great crops

of grain, which was divided equally among the entire population, so

that all had enough.  There were many tailors and dressmakers and

shoemakers and the like, who made things that any who desired them

might wear.  Likewise there were jewelers who made ornaments for the

person, which pleased and beautified the people, and these ornaments

also were free to those who asked for them.  Each man and woman, no

matter what he or she produced for the good of the community, was

supplied by the neighbors with food and clothing and a house and

furniture and ornaments and games.  If by chance the supply ever ran

short, more was taken from the great storehouses of the Ruler, which

were afterward filled up again when there was more of any article than

the people needed.

 

Every one worked half the time and played half the time, and the

people enjoyed the work as much as they did the play, because it is

good to be occupied and to have something to do.  There were no cruel

overseers set to watch them, and no one to rebuke them or to find

fault with them.  So each one was proud to do all he could for his

friends and neighbors, and was glad when they would accept the things

he produced.

 

You will know by what I have here told you, that the Land of Oz was a

remarkable country.  I do not suppose such an arrangement would be

practical with us, but Dorothy assures me that it works finely with

the Oz people.

 

Oz being a fairy country, the people were, of course, fairy people;

but that does not mean that all of them were very unlike the people of

our own world.  There were all sorts of queer characters among them,

but not a single one who was evil, or who possessed a selfish or

violent nature.  They were peaceful, kind hearted, loving and merry,

and every inhabitant adored the beautiful girl who ruled them and

delighted to obey her every command.

 

In spite of all I have said in a general way, there were some parts of

the Land of Oz not quite so pleasant as the farming country and the

Emerald City which was its center.  Far away in the South Country

there lived in the mountains a band of strange people called

Hammer-Heads, because they had no arms and used their flat heads to

pound any one who came near them.  Their necks were like rubber, so

that they could shoot out their heads to quite a distance, and

afterward draw them back again to their shoulders.  The Hammer-Heads

were called the "Wild People," but never harmed any but those who

disturbed them in the mountains where they lived.

 

In some of the dense forests there lived great beasts of every sort;

yet these were for the most part harmless and even sociable, and

conversed agreeably with those who visited their haunts.  The

Kalidahs--beasts with bodies like bears and heads like tigers--had

once been fierce and bloodthirsty, but even they were now nearly

all tamed, although at times one or another of them would get

cross and disagreeable.

 

Not so tame were the Fighting Trees, which had a forest of their own.

If any one approached them these curious trees would bend down their

branches, twine them around the intruders, and hurl them away.

 

But these unpleasant things existed only in a few remote parts of the

Land of Oz.  I suppose every country has some drawbacks, so even this

almost perfect fairyland could not be quite perfect.  Once there had

been wicked witches in the land, too; but now these had all been

destroyed; so, as I said, only peace and happiness reigned in Oz.

 

For some time Ozma had ruled over this fair country, and never was

Ruler more popular or beloved.  She is said to be the most beautiful

girl the world has ever known, and her heart and mind are as lovely as

her person.

 

Life and death in Oz-It is very difficult to die in Oz.  Fortunately, things don’t die easily in Oz.  For example, if a character is ripped into small pieces by a Rak, all of the little pieces will still be alive!  The person can’t be put back together, unless they are a walking puzzle.  This is another big Oz joke.  If characters get damaged in accidents, they are out of commission, but still alive in little pieces. No one ever starves in Oz, but sometimes people get awfully hungry.

 

Gold is the most common metal in Oz, and is used for many purposes since it is so pliable.

 

OzCononomics

The Tin Woodsman comments on OzConomics in The Road to Oz:

"If we used money to buy things with, instead of love and kindness and

the desire to please one another, then we should be no better than the

rest of the world," declared the Tin Woodman.  "Fortunately money is

not known in the Land of Oz at all.  We have no rich, and no poor; for

what one wishes the others all try to give him, in order to make him

happy, and no one in all Oz cares to have more than he can use."

Supposedly, there is no money in Oz.  Since almost everything (guns, files, candy, etc.) literally grow on trees, there is little reason for manufacturing.  However, in The Wizard of Oz, Emerald City residents used pennies, nickels, quarters, dimes, dollar bills-just like in Kansas or Nebraska.  The humble author’s uneducated and baseless opinion is that the Wizard introduced money during his short period of rule, and Ozma eventually eliminated its use in Oz.  People in Oz do work, but only for four hours a day.  Everyone gets what they need (scholars see this aspect of Oz as symbolic of Marxism or populism).

 

Laws-  The one overarching law of Oz is “Behave yourself!”.  However, there are other additional sub laws.  It is illegal for anyone in Oz besides those sanctioned by Ozma to practice magic (you need a license!).  Surrendering to an invading army is also illegal. Treason is illegal. Picking six leaf clovers is also illegal, since they are often used by witches to create charms. The greatest crime in the Emerald City is to chop leaves from the royal palm tree.  Anyone who does this will be killed seven times and imprisoned for life. When arrested, a person is put in a white robe with a peaked top that covers the body except for the eye-holes and taken to prison.  Prison in Oz is filled with books, games, satin furniture, jewel encrusted walls, and a beautiful stained glass ceiling.  The prisoner can choose from a menu with such items as whitefish and  mutton chops.  The prisoner receives a fair trial before Ozma, who is very merciful and fair.  Gambling is also against the law.  Anyone who can’t stop talking, and refuses to answer questions with “yes/no” answers are exiled to Rigamarole town (A Defensive Town of Oz).  Excessive worriers are sent to the Flutterbudget town (the second Defensive Town of Oz).  Fighting is also illegal.  Murder is punishable by death, even when one animal kills another.  The court system in Oz is like in America, with Ozma serving as a judge, Woggle-Bug serving as the Prosecutor, and Ozma appoints a public defender and a jury of peers.  There are said to be no lawyers in Oz, although they sometimes seem necessary.  Just like in the real world, the Law almost always brings sorrow, although Ozma is a just and fair judge.

 

Food-People in Oz don’t eat chickens or eggs, out of great respect and admiration for Billina the hen.  Characters in Oz must eat three meals a day.  For each meal missed, a character must mark off a box on his or her or its wound indicator.  Remember, it’s often easy to find a hospitable stranger or lunchboxes growing on trees in Oz, as it is easy to make food with magic.

 

Gender issues-Oz is dualistic regarding sexual equality.  While it is ruled by women, most people still have the attitude that a woman’s place is in the home, and corny chivalry is the norm in courtship.  Play this up for laughs-but please understand that the author doesn’t condone sexism and encourages sexual equality.  Discuss with players that the sexism is really a joke, and Baum seemed to include it to poke fun at how hypocritical it was in the real world.  Generally, while most men in Oz say that “a girl should be baking cookies, not visiting Hammerhead country!” they NEVER have that attitude toward specific women they know as adventurers, rulers, or someone that DOESN’T want to do those activities.  Of course, there are exceptions, but remember Oz is sarcastic, and uses some “backwards” behaviors to make a statement about how silly these attitudes are in real life.

Ozma also determines where everyone in Oz must live.  The people love being ruled by Ozma. . In reality, the rulers of the four parts of Oz, such as the Tin Woodsman, really only have nominal power, since Ozma’s edicts take precedence over those of her subordinates.

 

 

Music-like the earth of the early 1900’s.  Ragtime and classical are big, and music is listened to on phonographs.  “My Lulu” is a hit song in the civilized country.  The national anthem of Oz is “The Oz Spangled Banner”.  The Royal Coronet Band is the royal band.

 

Language-People in Oz talk in peculiar ways.  One funny thing is the constant use of the word gay(happy) and queer (strange).  Other silly things include newly created animateds constantly saying things like “Gee, this is the first time I saw the sun!” when obviously they should not  know what something is the first time they see it. But when freshly made animateds get too annoying, remind the players that they also don’t know the meaning of danger when a big nasty monster comes their way. It is also common practice for animateds calling each other queer or odd, oblivious to how strange looking they are themselves.  It also seems that Oz characters are always arguing about what is better:  heart, brains, education, courage, conscience, etc. Stupid jokes are also good role playing (a sawhorse mangling words is “a little hoarse”, a bug on a sawhorse is a “horse and buggy”, etc)-award them with Experience Points when the whole party is cracking up. Animals can all speak English, but they all have their own languages.  For example, birds have bird-language, which they can intuitively understand, but monkeys and humans cannot.  Even people magically transformed into animals can intuitively understand the animal language.  Friends are commonly referred to as comrades.

All people in Oz speak the same language, but they often insist on having interpreters to interpret the language of a different part of the country.  Ham this up, having conversations in English, only to have the “interpreter” change what is said.

EXAMPLE:

Scarecrow:  Ask this strange Pumpkin headed lad what he wants.

Interpreter:  What do you want?

Jack Pumpkinhead:  Why, a green bowtie!

Interpreter:  The Pumpkinhead asks why one of your eyes is crossed!

Scarecrow:  Why, how rude!

You get the picture.  Eventually, everyone remembers that everyone in Oz speaks the same language (you can require a Brains roll of difficulty 1 for players that are REALLY sick of this).  Little details like this helps to maintain the whimsy that makes Oz unique.

 

Culture-People in Oz frequently say America must be a queer country, since animals don’t talk, and there are no patchwork girls running around.  The favorite sport of Oz is quoits.

 

Abandoned Houses-It seems that in almost every Oz book, when the party is tired or out of food, they find an abandoned house with nice warm beds and delicious treats.  However, there is almost always a mean resident out picking daisies or something, that returns shortly to cause the party trouble.  However, once in a while let the characters find such a house and don’t cause them any trouble, just to keep them off guard.

 

Places

 

OzOgraphy

Oz is square in shape, surrounded on all sides by a deadly desert (anyone who touches the sand of the deadly desert is immediately turned into sand and killed).  It is bordered on all sides of the deadly deserts by many strange countries.  The countries noted in this text, including Ev, the Domains of the Nomes, Gargoyle Country, and the Ripple Lands are to the West of Oz, past the deadly desert.  It is divided into roughly four portions, with the Emerald  City being in the center of the square.  It has roughly half a million inhabitants.  The flag of Oz has the four portions with their respective colors, and a green star in the middle to represent the Emerald City.

 

It is important to note that much of the lands of Oz are unexplored.  Most of the land of Oz is wilderness with small villages.  It is difficult to say ‘how far’ or ‘how long’ it takes to get from point A to point B;  Mr. H.M. Woggle Bug , T.E. remarks:

 

“Oz geography is quite unique, I must say.  It appears that fixed geometric relationships between destinations in physical space are hardly static;  rather, they are subject to the forces of OzDynamics.  OzDynamics means that certain fixed landmarks stay the same in more urban areas, and the general boundaries of areas remain fixed.  However, the landscape and spatial relationships of objects in a wild, uncivilized country are always subject to dynamic change.  Travelers should note that maps can be useful for finding the general location of a specific landmark;  however, the legends that tell of distance conventions are hardly accurate most of the time.  OzDynamics can cause a new and bizarre people to pop up at any time.  This is due to the fact that Oz is not well explored;  according to my geography students who take geography School Pills regularly, only 15.99993345% of Oz is thoroughly explored, and only 3.3532455% of road maps drawn are thoroughly accurate!  Clearly, OzDynamics makes travel less of a routine, and more of a voyage of discovery.”

 

East-Munchkin land-Everyone here wears blue all the time. Houses are commonly big, round, and blue.  All the plants are blue, including  bread trees (that grow loaves of bread) bun-trees, cake-trees, cream-puff bushes, blue buttercups which yield excellent blue butter and chocolate-caramel plants. 

 

Grim Forest of Munchkinland- The forest is so thick that the sun cannot be seen.  The Yellow Brick Road runs through the forest.  It is infested with Kalidahs, lions, tigers, and bears.  The houses here are a little decrepit, and there are not that many.  There is a huge chasm in the middle of the forest with sharp rocks at the bottom (+5 ODF). Jumping or flying over it seems to be the only way to pass.   There are also lots of pits, which were crossed using fallen trees in the books.  Great for dramatic tension-have a character trapped on a log in a fight with a Kalidah, with a slip meaning a very long fall. In the center of the forest is the home of Dr. Pipt.  At the end of the forest ( if one is moving toward Emerald City) there is a great river that must be navigated to get to the other side.

The strength of the current is 2.

After the river, there is of course the poppy field.  The scarlet poppies are among all of the multi colored flowers that carpet the ground.  Each turn breathing PC’s are in the field, they must roll their Fortitude versus ODF 2.  When they reach incapacitated, they fall asleep until they are discovered and removed from the poppy fields.  It takes 5 rounds to run out of the field.  Using a field of poppies in other places in Oz can add dramatic tension if there is a time limit on the adventure and no one to bail out the party.

 

The yellow brick road, which leads to Emerald City, is of course still in Munchkinland. The bricks are uneven in places, and sometimes missing altogether. Sometimes it warps (roll 4DF:  on –2, road warps).  The party sees all the landscape markers it has past, in reverse order!  Walking backwards for a stretch will solve this problem and put them back on track.  The books are vague on how long the road is-it supposedly takes “several days” walking to reach the Emerald City.

 

Emerald City-

From The Emerald City of Oz:

The Emerald City is built all of beautiful marbles in which are set a

profusion of emeralds, every one exquisitely cut and of very great

size.  There are other jewels used in the decorations inside the

houses and palaces, such as rubies, diamonds, sapphires, amethysts

and turquoises.  But in the streets and upon the outside of the

buildings only emeralds appear, from which circumstance the place is

named the Emerald City of Oz.  It has nine thousand, six hundred and

fifty-four buildings, in which lived fifty-seven thousand three

hundred and eighteen people, up to the time my story opens.

The Emerald City, which is the most splendid as well as the most beautiful city in any fairyland, is surrounded by a high, thick wall of green marble, polished smooth and set with glistening emeralds. There are four gates, one facing the Munchkin Country, one facing the Country of the Winkies, one facing the Country of the Quadlings and one facing the Country of the Gillikins.  The Emerald City lies directly in the center of these important countries of Oz.  The gates had bars of pure gold, and on either

 side of each gateway were built high towers, from which floated gay banners.  Other towers were set at distances along the walls, which were broad enough for four people to walk abreast upon.  Houses are built of green marble, and studded with green emeralds.  The streets have lemonade stands, and people push green carts to move goods (there don’t seem to be any beasts of burden in the city).  Rooms in the main palace are very plush, with perfume fountains, velvet sheets, complete perfectly fitting green wardrobes, fresh flowers, and many silly books with queer pictures.  While scarecrows don’t care about beds and lions prefer leaves, human guests will love staying in the Emerald City.

 An optical illusion wall separates the green country from all of the others.  The only way to get through this infinitely high iron gate is to walk through it with the eyes closed or covered. 

            There is a Forbidden Fountain in front of Ozma’s palace, with a clear warning sign.  It contains Water of Oblivion, which makes it drinkers forget anything they have ever known.  Of course, the people can still talk about what they don’t know, since they don’t forget to talk.  By tricking the Nome King’s army into drinking from the fountain, Ozma was able to prevent the invasion of Oz without any loss of life.

 

South-Quadling Country.  The people here are short and fat (Scale –1).  A mountainous, wild,dangerous place whose inhabitants include the Hammerheads and Fighting Trees.  There is a lot of jungle here, but also fields of daisies and buttercups, vast sandy plains, and palm trees.  The color of this country is red.  Note that while houses, clothes, and fences are read, trees and grass are not. The city of the bizarre China People is also in this country.

 

Trick River-this river starts in Quadling Country and appears to flow into Winkie country.  However, every 2 minutes it may start to flow in the opposite direction (1-3 on 1d6).  There are many trees lining the river edge, so the party can grab onto a tree while the river goes in the wrong direction.  There are also big red fish in the river, so if the party hooks onto one, they can move in the right direction, since the fish don’t change direction.

 

West-Land of the Winkies.  Yellow is the favorite color. The people are short (Scale –1), and prefer yellow. The Tin Woodsman rules the land of the Winkies from his Tin Castle.  The castle has tin gates, tin trees, tin flowers, tin benches, and tin statues of his friends.  Even the beds are made of Tin!   The tin plants grow magically, and the Emperor has a pond of tin fish. The tin is so well polished it is as brilliant as silver.  The castle has silver cloth hangings, fastened with tiny silver axes.  In the center of the castle is a large silver oil can, that has carvings of the Woodsman’s adventures on it.  There is an Imperial Laundry to make clothes (and cloth animateds!) presentable.  No one is allowed to kill anything here, even the yellow lilies, since the Tin Woodsman has such a good heart.  His Tin Coronet band is also excellent.  The birds are clockwork, made by genius Winkie tinsmiths.  In his courtyard are tin statues of all of his friends, including Dorothy, Tick-Tock, Toto, and the Scarecrow, among others.  The Tin Woodsman has an orchestra composed of Winkies, that play on tin instruments.  The anthem of the Empire of the Winkies is “The Shining Emperor Waltz”, composed by Mr. H.M. Wogglebug, T.E.

 

Jack Pumpkinhead’s Pumpkin Farm

Jack lives in a big, hollow pumpkin with a stovepipe running through the stem.  He has a big pumpkin farm, which grows some small and some giant pumpkins,  He also has a small graveyard, where he has buried all of his spoiled heads and marked them with gravestones.

 

 

The Truth Pond-Hidden somewhere is in the Land of the Winkies is the Truth Pond.  Anyone who bathes in the water can have any magical transformation removed, so the character looks how he/she ‘truthfully’ does.  Also, anyone who bathes in the Truth Pond is no longer capable of telling a lie.

 

North-Gillikin Country.  Purple is the color of choice here, with grass and trees being purple.  The purple fades to lavender when one gets closer to the emerald city.

 

 

Other Lands on the Outskirts of Oz

The lands bordering Oz are not quite as hospitable to strangers as Oz itself.  Most people entering Oz from earth by way of the shipwreck, earthquakes, or other disasters often land in these outlands instead of Oz proper.  If there is not a detailed description of the land in this section, there will be a description in Chapter 4:  Monsters and Strange Folk under the entry of the creatures that inhabit the land.

 

Ev

In Ev, the rule of the King is Law.  Therefore, when King Evoldo went to the Nome King for a gift of long life in exchange for making his Queen, 5 daughters, and 5 sons slaves, it was perfectly legal.  Evoldo then threw himself into the sea and killed himself.  The family was imprisoned by the Nome King, but was eventually freed by Ozma and her friends.  Ev is a benevolent monarchy overall, and the Royal Family loves Oz a great deal.  However, there are some malcontents, like Princess Langwidere, and there is no telling if their neighbors in the Nome Kingdom wouldn’t want the finery of the Kingdom of Ev for themselves…More information on Ev and the Kingdom of the Nome King can be found in Ozma of Oz.

 

The Nome King’s Domains-A large kingdom based on mining inhabited by the nomes.  More information on the Nomes, including a description of their domain, can be found in the ‘Bad Guys’ section of Chapter 3.

 

Land of the Mangaboos (Vegetable People)-Naturally, the land is inhabited by the evil and cruel Mangaboos, living vegetable people.  The only way out of the land is by traveling through the Black Pit to the Valley of Voe.

 

Valley of Voe-Borders the Land of the Mangaboos.  The dama fruit grows here, and consequently most beings of this land are invisible.  The people are kind, but there are also mean invisible bears and lions, who love to eat people (use the normal stats for these with the gift of being invisible, which causes characters to be at –3 to hit;  the animals also must be able to see their prey, and cannot track by scent).  Fortunately, the bears and lions are afraid of water here, and Leaves of Voe grow in great quantity (see magic items section).  Talking to invisible people here will let the PC’s know about these survival hints.  Note that fish are visible here, since they do not eat the dama fruit.  The only way to get out of the Valley of Voe is to climb Pyramid Mountain, or return to the land of the Mangaboos.

 

Pyramid Mountain

This huge, corkscrew shaped mountain is the domain of the Gargoyles.  There is a sign clearly stating that the mountain is home to dangerous creatures, and visitors should stay out.  There are steps carved in the rocky walls of the mountain leading to its top.  There is an opening halfway up the mountain, and what is beyond is described in Dorothy and the Wizard in Oz:

 

The opening in the mountain was on the side opposite to the Valley of

Voe, and our travelers looked out upon a strange scene.  Below them

was a vast space, at the bottom of which was a black sea with rolling

billows, through which little tongues of flame constantly shot up.

Just above them, and almost on a level with their platform, were banks

of rolling clouds which constantly shifted position and changed color.

The blues and greys were very beautiful, and Dorothy noticed that on

the cloud banks sat or reclined fleecy, shadowy forms of beautiful

beings who must have been the Cloud Fairies.  Mortals who stand upon

the earth and look up at the sky cannot often distinguish these forms,

but our friends were now so near to the clouds that they observed the

dainty fairies very clearly.

 

The Cloud Fairies ignore the characters.  However, the huge Rocs may not.

The braided man, who makes Assorted Flutters for flags and Superior Grade Rustles for Ladies Gowns makes his home in a cave halfway up the mountains.  The man is Half Crazy, and will ask the characters to take boxes of his fine products (which  of course, are empty).  He refuses to take money, since he couldn’t possibly spend it on anything since he is living in the middle of pyramid mountain.  The man is old, and has long gray hair and a beard braided with different colored ribbons.  He will explain that he once sold holes for Swiss cheese on earth.  When he invented the pot-hole, he thought he would become rich;  however, he looked too far down into a pothole, fell though, and ended up in pyramid mountain.  He also knows the weakness of the gargoyles, and will tell any P.C. that gives him a ribbon for his beard, which he will ask for in trade for his products.

 

Beyond the mountain is the land of the Gargoyles, as described in Dorothy and the Wizard of Oz:

 

"The Country of the Gargoyles is all wooden!" exclaimed Zeb; and so it

was.  The ground was sawdust and the pebbles scattered around were

hard knots from trees, worn smooth in course of time.  There were odd

wooden houses, with carved wooden flowers in the front yards.  The

tree-trunks were of coarse wood, but the leaves of the trees were

shavings.  The patches of grass were splinters of wood, and where

neither grass nor sawdust showed was a solid wooden flooring.  Wooden

birds fluttered among the trees and wooden cows were browsing upon the

wooden grass; but the most amazing things of all were the wooden

people--the creatures known as Gargoyles.

 

CHAPTER 3:  CHARACTERS OF OZ

 

 

NPCS

 

Billina the Hen

This yellow hen met up with Dorothy on her second visit to Oz.  She was instrumental in defeating the Nomes and returning the Royal Family of Ev back to normal after they were turned into ornaments by the Nome King.  She currently lives in the Emerald City, and hatches many chicks.  Billina is highly respected for being able to lay eggs, and therefore no one in Oz ever eats chicken  or eggs.  Billina is fun to play as an old, crotchety, southern grandma type.  The movie Return to Oz shows Billina in a fun light. 

Billina is extremely valuable as a front line of defense against the Nomes, since she lays eggs.  Maybe the Nomes could have someone kidnap her and her chicks so that Oz could be vulnerable to invasion.

Nim +1

Str   0

Bra  +1

For  0

Kee  +1

Wil   +2

Per   +1

Sca  -5

Faults Obstinate

Gifts Lays eggs, Beak/Talons (+2 ODF)

ODF: -3

DDF:  -5

Skills

 

Button Bright

Button Bright is a cute little boy with pudgy cheeks and big blue eyes.  Whenever anyone asks him any question, he always responds “Don’t know.”   Always wears a sailor suit, although he’s never been to sea (he doesn’t even know what it is!).  Fond of asking “Why?”.  Button Bright is a good comic relief device.  If he travels with the PC’s, have everyone describe how wise he is, thinking all of his “Whys” and “Don’t knows” are philosophical genius.

Nim  1

Str    0

Bra  -2

For   1

Kee  -2

Wil   0

Per   2

Sca   -1

Faults Doesn’t Know

Gifts  Darn Cute

ODF: -1

DDF:  0

Skills

 

Cowardly Lion

You know the story, so I won’t rehash how he got courage here.  The Cowardly Lion was awarded the mantle of the King of Beasts after slaying a giant spider, and rules all of the animals of Oz.  He lives in the Emerald City, with the rest of the Royal Menagerie.  The Lion could ask the PC’s to settle disputes between animals in the jungle of Oz, bring rogue animals to justice for the crime of murder, or rescue an NPC from evil animals in the jungle.

Nim   1

Str     2

For    2

Bra    0

Kee   1

Wil   3

Per   1

Sca  2

Gifts Teeth/Claws (+2 ODF)

Faults

ODF:  +6

DDF:  +4

Skills  Jumping 3, Intimidation (roaring) 2, ruling 2

 

Dorothy Gale, Princess of Oz

Dorothy Gale from Kansas has had many bizarre adventures in Oz, and Ozma asked her to live in Oz, with her Aunt Em and Uncle Henry.  Dorothy is well loved by the people of Oz, and greatly feared by their enemies.  She has difficulty pronouncing difficult words.

Nim  1

Str  0

For 2

Bra 1

Kee 2

Wil 3

Per 2

Sca -1

Gifts  Darn Cute

Faults  Mispronunciation

ODF: -1

DDF:  1

Skills

Equipment Alarm Rings

 

Eureka the Pink  Kitten

Eureka is a kitten that Dorothy accidentally brought to Oz.  Eureka is a always hungry, and likes to eat mice and little animals.  She once hid one of the Wizard’s little piglets, and was tried for murder by Ozma.  Eureka didn’t tell that she hid the piglet until the end of the trial, saying that she thought a murder trial would be ‘fun’.  Eureka is usually kept locked up in Dorothy’s room, but she could come out and cause mischief by playing cruel jokes on others.  Malcontents with a grudge against the inhabitants of the Emerald City could use Eureka as a double agent, since she is fond of deceptions and jokes.

Nim  2

Str    0

For   0

Bra   1

Kee  2

Wil   1

Per    -1

Sca  -5

Gifts  Night vision, Claws (+2), Nine Lives

Faults  Hungry, Conceited

ODF:  -3

DDF:  -5

Skills  Tracking 2, Practical Jokes 1

 

Glass Cat (Bungle)

From The Patchwork Girl of Oz:

The cat was made of glass, so clear and
transparent that you could see through it as
easily as through a window. In the top of its
head, however, Was a mass of delicate pink balls
which looked like jewels, and it had a heart made
of a blood-red ruby. The eyes were two large
emeralds, but aside from these colors all the rest
of the animal was clear glass, and it had a spun-

glass tail that was really beautiful.

The Glass Cat was brought to life by Dr. Pipt to test the Powder of Life.  She escaped with Scraps and Ojo, and had many strange adventures in Oz before she became a pet in the Emerald city.  Bungle said “My brains are wonderful; You can see ‘em work”  entirely too much.  Bungles brains were replaced by Ozma with a transparent brain, so now she is less vain and a more agreeable pet.

Nim  2

Str    0

For   1

Bra   1

Kee  1

Wil   1

Per    1

Sca  -1

Gifts  Night vision, Claws +2, Nine Lives

Faults  Vain (now removed), Missing Heart, Doesn’t Act Properly for an Animal (refuses to catch mice because she thinks it is ‘undignified’)

ODF:  +1

DDF:   0

Skills

 

Glinda

A curly red haired, blue eyed, beautiful good witch that rules the south.  She lives in a great palace made of rare marbles.  She also has a court of 100 maids of honor-the most beautiful girls in Oz (Per 3), that attend to her and embroider, sing, and dance.  There are orchards of flower trees and fruit trees.  Glinda works the most powerful magic of Oz, and can serve as a teacher for PC’s learning magic.  She can also strip the power of people who abuse magic.  She is a likely source of missions for the PC’s , since she knows of most things that occur in Oz due to her Magic Book. 

Nim 1

Str   0

For  1

Bra  2

Kee  3

Wil  3

Per  2

Sca 0

Gifts  Magical Aptitude 4

Faults  Obstinate,

ODF: 0

DDF: 1

Skills

Equipment:  Magic Book, Magic Pearl,

Spells:  Eye Like Telescope, Dispel Illusion, Kiss, Teleport, Seal, Dispel Transformation, Forget Magic, Storm Away, Make Tent, Twist Path,

 

Glinda’s Girl Soldiers

Wear uniforms of gay colors, officers carry swords and shields with peacock feathers.  Regular soldiers carry silver-tipped spears with shafts inlaid with mother of pearl.

Standard Soldier

All Attributes 0 but STR and FOR +1, Spear 1, ODF:  +4, DDF:  +1

Officer

All Attributes 0 but Brains +1, Sword 1, Military 1, ODF:  +3, DDF:  +1

Glinda rides in a palanquin with silk curtains that is carried by twelve servants.  She sometimes uses a stork chariot.

 

Guardian of the Gate

This fellow finds out what business people have in the Emerald City, and issues green tinted glasses so visitors are not blinded.  All of the glasses have a small gold lock, which along with a string, ensures visitors cannot remove the glasses.  The guardian of the gate has the only key that can unlock the glasses.  He basically lets in anyone who is smiling (“For how can a creature with such a smile mean harm?”), and interrogates weird looking characters (“Are you a man or a pumpkin?” or  “Is this wooden horse alive?”).

All attributes 0 but Keenness 2.

Equipment:  Box of glasses, only key that can unlock emerald glasses

 

Gump

A bizarre creature with the head of a Gump that was killed and stuffed (a Gump is like a moose), a body of two sofas lashed together, a broom for a tail, and wings made of palm leaves.  It was instrumental in the escape from Jinjur’s army, but decided to be taken apart after this adventure.  The Gump’s head is still living, and is hanging in Ozma’s palace in the Emerald City.  Stats are given for his full form.  The Gump can carry up to eight passengers.  As just a head, he has Scale 1, and –3 Nim, -3 Str, and 2 For.  As only a head, he can’t fly, has no fire fault, can’t move, and still has no need to sleep/eat/drink.

Nim  -2

Str     0

For    2

Bra    0

Kee   0

Wil  +1

Per   +1

Sca  2

Gifts  No need to sleep/eat/drink, flight, pain tolerance

Faults  Fire does +2 ODF, wings spoil, can’t walk

ODF:  +2

DDF:  +4

Skills  None

 

 

Hungry Tiger

The Hungry Tiger is always hungry for little babies and chipmunks. However, because of his Conscience, he doesn’t.  This may be good behavior for a beast, but it is bad behavior for a tiger.  The Hungry Tiger left the forest to adventure with other rejects turned heroes like the Cowardly Lion.  The Hungry Tiger is mostly a humor device, always saying he wants to eat little babies and other cute things but cannot due to his conscience.

Nim  +1

Str    +2

For   +1

Bra   -1

Kee    0

Wil   +1

Per      0

Sca  2

Gifts  Claws/Teeth (+2 ODF), Conscience

Faults  Berserker, Doesn’t act properly for an animal

ODF:  +6

DDF:   +3

Skills

Hunting 2

 

Jack Pumpkinhead

Created by Ozma when she was still the boy Tip, he is a man made of wood with a pumpkin “Lantern Jack” (jack-o-lantern) for a head.  He always wears purple trousers, a red shirt, and a pink vest with white polka dots.  He lives in a house (a huge hollow pumpkin) with his own pumpkinfield outside of the Emerald City.

Nim  0

Str    0

For +2

Bra  -2

Kee -2

Wil   0

Per  +1

Sca  +1

Gifts  No need to eat/sleep/rest, pain tolerance

Faults  Color blind, poorly made, spoils, fire does +1 ODF

ODF:  +1

DDF:  +3

Skills  Carving pumpkins 2, farming 1

 

 

Jellia Jamb-favorite servant of the Emerald City

Jellia is a cute young girl, with a playful mischievous streak.  She serves many roles, one of them being an “interpreter” for the Emerald City (she often tells fibs about what the visiting dignitaries often say).  Jellia is very well loved, and is a favorite servant of the residents of the Emerald City.

 

Jim

Jim is Zeb’s old horse, who used to be a cab puller in Chicago, but who now works with Zeb in Frisco City.  Jim ended up in Oz with Dorothy and Zeb when an earthquake struck.  Zeb is an ornery but loyal friend, and isn’t afraid to kick in order to defend his friends.  He returned to Hugson’s ranch is Frisco city after some bizarre adventures in Oz.

Nim  0

Str    1

Bra  0

For  2

Kee  0

Wil  1

Per  0

Sca  2

Faults

Gifts

ODF:  3

DDF:  4

Skills   Kicking 1, Cab Pulling 2

 

Johnny Dooit

From The Road to Oz:

At this they quickly whirled around to find a funny little man sitting

on a big copper chest, puffing smoke from a long pipe.  His hair was

gray, his whiskers were gray; and these whiskers were so long that he

had wound the ends of them around his waist and tied them in a hard

knot underneath the leather apron that reached from his chin nearly to

his feet, and which was soiled and scratched as if it had been used a

long time.  His nose was broad, and stuck up a little; but his eyes

were twinkling and merry.  The little man's hands and arms were as

hard and tough as the leather in his apron, and Dorothy thought Johnny

Dooit looked as if he had done a lot of hard work in his lifetime.

Johnny Dooit is the greatest inventor in Oz.  He has enchanted tools that allow him to build pretty much anything he can think of.  For example, when posed with the question of how to cross the deadly desert, he built a Sand Boat that could enable the Shaggy Man and his friends to cross the desert safely.

Johnny can serve as a ‘get out of jail’ free card for characters, winning a favor for him after finding him a special tool or component for one of his devices.  He could also be very dangerous if he was kidnapped by someone mean and forced to build evil devices…

Nim 0

Str   2

Bra  3

For  1

Kee  1

Wil   1

Per   0

Sca  0

Faults Sings Silly Songs

Gifts  Teleport (as the spell;  Johnny can teleport himself and his chest to his next ‘job’ instantly)

ODF:  2

DDF:  1

Skills  Inventing 3

Equipment:  Magic Tool Chest (has tools that help Johnny build new inventions in 1d6 rounds)

 

 

Mr. H.M. Wogglebug, T.E.(Highly Magnified and Thoroughly Educated)

From The Land of Oz:

Tip had not yet taken his eyes off this wonderful personage. What he saw was

a great, round, bug like body supported upon two slender legs which ended in

delicate feet -- the toes curling upward. The body of the Woggle-Bug was

rather flat, and judging from what could be seen of it was of a glistening

dark brown color upon the back, while the front was striped with alternate

bands of light brown and white, blending together at the edges. Its arms

were fully as slender as its legs, and upon a rather long neck was perched

its head -- not unlike the head of a man, except that its nose ended in a

curling antenna, or "feeler," and its ears from the upper points bore

antennae that decorated the sides of its head like two miniature, curling

pig tails. It must be admitted that the round, black eyes were rather

bulging in appearance; but the expression upon the Woggle-Bug's face was by

no means unpleasant.

For dress the insect wore a dark-blue swallowtail coat with a yellow silk

lining and a flower in the button-hole; a vest of white duck that stretched

tightly across the wide body; knickerbockers of fawn-colored plush, fastened

at the knees with gilt buckles; and, perched upon its small head, was

jauntily set a tall silk hat.

This Woggle-Bug became giant after Professor Knowitall used a magnifying glass on him.  He became thoroughly educated (his degree) by listening to lectures while a small bug.  He adventured with the Scarecrow, Tip, and the Tin Woodsman.  He was made Public Educator and served as Ozma’s tutor after Jinjur’s Army of Revolt was expelled from the Emerald City.  He is currently the president of the College of Art and Athletic Perfection, which is a good place for the young men of Oz who don’t like to work.  Those who attend the college are no worse off than before! 

Nim  0

Str   -1

For   0

Bra  +2

Kee +2

Wil   0

Per   0

Sca  0

Gifts Pause and Reflect

Faults  Motion Sickness

ODF:  -1

DDF:   0

Skills Culture 3, Rhetoric 3, Law 3, Mathematics 3

 

Ojo

Ojo was just a poor, unlucky boy in Munchin Country until he and Unc Nunkie left their farm to go to the Emerald City. When his Unc Nunkie was turned to marble, he went on a quest that took him all over Oz, got him arrested, and made him a hero.  He now lives with Unc Nunkie in a comfortable cottage outside the Emerald City.

Nim  1

Str    1

For   1

Bra    1

Kee   0

Wil    0

Per     1

Sca    -1

Gifts

Faults  Cries, Unlucky (now removed)

ODF:  0

DDF:  0

Skills 

 

 

Omby Amby and the Army of Oz

Omby Amby was the only private in the Army of Oz.  He was eventually made an officer due to his bravery.  He is the only person in the Army of Oz that actually fights, since most of his superior officers were recruited so that the army would have more ‘dignity’.  The army fought by the Generals commanding their subordinate officers, and down the chain of command until the lower officers commanded Omby Amby to fight.

Nim  +2

Str    +3

Bra   0

For  +2

Kee  0

Wil  +2

Per   +1

Sca  0

Faults

Gifts

ODF:  +4

DDF:  +1

Skills Gun +3

Equipment Gun (+3 ODF when shot;  +1 when used as a club)

 

Officers of the Army of Oz

All attributes 0, Fault:  Afraid to fight (blame it on heart condition, fatigue, unacceptable risk, etc)  Equipment:  Sword +3 ODF (never used)

 

Ozga

A distant cousin of Ozma.  Tick Tock and friends rescued her from the Rose Kingdom, since the Rose Kingdom wanted a king instead of a Queen.  She has fallen in love with Private Files of Oogaboo.

Nim  1

Str    0

Bra  0

For  0

Kee  1

Wil  1

Per  2

Sca  -3

Faults

ODF:  -1

DDF:  -3

Skills

Gifts:  Thorns (+2), Talk to flowers-can ask flowers for directions, and the flowers turn toward the correct way to go.

 

Ozma

The daughter of Pastoria, the original ruler of the Emerald City before the Wizard.  She was transformed by Mombi into a boy named Tip.  Tip escaped Mombi, created Jack Pumpkinhead and the Sawhorse, and had several adventures before being transformed into Ozma again by Mombi.  Tip was very opposed to being transformed into a girl, but Ozma is currently a well-loved ruler.  Ozma rules with kindness, justness, and fairness.  She is also devoutly pacifist, and even refused to attempt to repel the Nome King’s invasion with force, since war made people unhappy.  Ozma doesn’t see Oz as a land for refugees from earth;  she only admits those she believes would be an asset to the land.

Nim  0

Str    0

For   0

Bra +1

Kee +2

Wil  +2

Per  +3

Sca  -1

Gifts  Darn Cute, Fairy Powers:  Fairy Call (a trill whistle that summons other fairies), Thought Reading, Privacy Circle (by walking in a circle and muttering a nonsense phrase, prevents magic ease dropping),

Faults

ODF:  -1

DDF:  -1

Skills  Ruling 3, Diplomacy 3

Equipment  Magic Carpet, Magic Picture, Magic Belt, Silver Wand, Wireless Phone

 

Patchwork Girl (Scraps)

From The Patchwork Girl of Oz:

Ojo examined this curious contrivance with wonder.
The Patchwork Girl was taller than he, when she
stood upright, and her body was plump and rounded
because it had been so neatly stuffed with cotton.
Margolotte had first made the girl's form from the
patchwork quilt and then she had dressed it with a
patchwork skirt and an apron with pockets in it--
using the same gay material throughout. Upon the
feet she had sewn a pair of red leather shoes with
pointed toes. All the fingers and thumbs of the
girl's hands had been carefully formed and stuffed
and stitched at the edges, with gold plates at the
ends to serve as finger-nails.

Brought to life by Dr. Pipt’s Powder of Life, Scraps is a half crazy, but likeable living crazy quilt.  She is very fond of the Scarecrow.

Nim  2

Str   0

For  1

Bra  -2

Kee  -1

Wil   2

Per   1

Sca -5

Gifts  No need to eat/sleep/rest, pain tolerance, invulnerable to blunt damage

Faults  Fire does +2 ODF, wetness Incapacitates, clumsy, half crazy, sings a silly song

ODF:  -5

DDF:  -4

Skills

 

Polychrome, the Rainbow’s Daughter

From The Road to Oz:

A little girl, radiant and beautiful, shapely as a fairy and

exquisitely dressed, was dancing gracefully in the middle of the

lonely road, whirling slowly this way and that, her dainty feet

twinkling in sprightly fashion.  She was clad in flowing, fluffy robes

of soft material that reminded Dorothy of woven cobwebs, only it was

colored in soft tintings of violet, rose, topaz, olive, azure, and

white, mingled together most harmoniously in stripes which melted one

into the other with soft blendings.  Her hair was like spun gold and

flowed around her in a cloud, no strand being fastened or confined by

either pin or ornament or ribbon.

Polychrome is one of the rainbow’s daughters and a sky fairy.  She loves to play on rainbows with her sisters, but often falls off of the rainbow and ends up in Oz.  Although a bit flighty, she has a good heart.  She loves to dance.

Nim  1

Str   0

For  2

Bra  -1

Kee  -1

Wil   2

Per   3

Sca  0

Gifts:  Fairy power-Nomes cannot harm her in any way.  She teleports and reappears a few feet away from her current location, so the attacks of Nomes can never hit her.

Faults  Gets Cold:  Since she is used to living close to the sun, Polychrome needs to move in order to keep warm.  If she is restrained or put in a cold place, she loses one health level a round until unconscious.  She must be warmed up in order to heal this damage.

ODF:  0

DDF:  2

Skills  Dancing 2

 

Queen of the Field Mice

This character is the normal sized field mouse ruler of all of the field mice in Oz.  Generally, she is best used as a way to bail out the pc’s without them realizing it.  If the party is in a jam (like having everyone but a Tin Man asleep in a poppy field) have the Queen be chased by a wildcat or other animal, and let the PC save the queen.  Since she has the Fault of blood debt, she will be obligated to help out the party. The Queen will give the party a whistle with which to contact her. She has thousands of mice at her disposal at any time.  Generally, the mice can accomplish pretty much anything in huge swarms, even defeating large enemies by biting them in the eyes or pulling big characters out of poppy fields.  Note they can only come to the aid of characters in fields (these are FIELD mice, not cave, house, or forest mice).

Nim -1

Str   -1

For   0

Bra   2

Kee  2

Wil   2

Per   2

Sca  -8

Gifts thousands of field mouse followers

Faults Blood debt

ODF:  -9

DDF:  -8

Skills Hiding 2, ruling 2

 

Quox

From Tick Tock of Oz:

        Had Quox been at all bashful, I am sure he would have felt uncomfortable at the astonished stare of every eye in the group--except Tubekins, of course, who was not astonished because he had seen Quox so often.  Betsy thought a "young" dragon must be a small dragon, yet here was one so enormous that the girl decided he must be full grown, if not overgrown.  His body was a lovely sky blue in color, and it was thickly set with glittering silver scales, each one as big as a serving tray.  Around his neck was a pink ribbon with a bow just under his left ear, and below the ribbon appeared a chain of pearls to which was attached a golden locket about as large around as the end of a base drum.  This locket was set with many large and beautiful jewels.

        The head and face of Quox were not especially ugly when you consider that he was a dragon, but his eyes were so large that it took him a long time to wink, and his teeth seemed very sharp and terrible when they showed, which they did whenever the beast s

milled.  Also, his nostrils were quite large and wide, and those who stood near him were liable to smell brimstone, especially when he breathed out fire, as it is the nature of dragons to do.  To the end of his long tail was attached a big electric light.

                Perhaps the most singular thing about the dragon's appearance at this time was the fact that he had a row of seats attached to his back, one seat for each member of the party. These seats were double, with curved backs, so that two could sit in them, and there were twelve of these double seats, all strapped firmly around the dragon's thick body and placed one behind the other in a row that extended from his shoulders nearly to his tail.

A disrespectful young dragon (3056 years old!) that made fun of  the Ancient One (the oldest and wisest dragon), Quox was sent by the Private Citizen to be his Instrument of Vengeance against the Nome King.

Nim  -1

Str    2

Bra   1

For   1

Kee   1

Wil    0

Per   0

Sca  3

ODF:  7

DDF:  4

Gifts:  Claws (+3), Fire (+3)

Fault:  Sleeps Too Soundly-A character must cause Quox damage in order to wake him from slumber.

Equipment-Magic Ribbon-whoever looks at it loses their magic knowledge.  Jeweled Locket-attached to the magic ribbon, this locket opens and six eggs roll out.  These eggs are like “heat seeking missiles”, rolling to hit Nomes.

 

Sawhorse

The sawhorse was brought to life by Ozma while she was tip.  He still serves as Ozma’s royal steed, and now has gold plating on his feet so they don’t wear out.  He regularly pulls a Red Wagon that Ozma and Dorothy ride in.

Nim  +2

Str    +2

For   +2

Bra  -2

Kee -2

Wil  +2

Per    0

Sca 1

Gifts  None

Faults  Obstinate, fire does +1 ODF

ODF:  +3

DDF:  +3

Skills  Running 3

 

Scarecrow

He now lives in a mansion in the country with his own farm, finding city life distasteful.  His house is shaped like a giant ear of corn, five stories (1-reception with a hand organ, 2-banquet room, 3-5 bedrooms), and made of gold, with a statue of the scarecrow on the top of it.  S

Nim  -1

Str   +1

For  +3

Bra  +3

Kee +2

Wil  +1

Per   +1

Sca -5

Gifts  Unfazeable, Pause and Reflect, No need to eat/sleep/rest, pain tolerance, invulnerable to blunt damage, cover up

Faults  Fire does +2 ODF, wetness Incapacitates, clumsy

ODF:  -4

DDF:  -2

Skills  Ruling 2,

 

Shaggy Man (Motto:  Take it easy)

The Shaggy Man is a good natured wanderer from earth.  His clothes are shaggy and full of holes.  He has a long shaggy beard and long shaggy hair.  Everyone with a heart loves him, since he carries the love magnet.  He doesn’t like money, since it makes people vain and mean.  The Shaggy Man loves to wander to no place in particular.

Nim  1

Str    0

For   1

Bra   1

Kee  2

Wil  2

Per  1

Sca  0

Gifts

Faults

ODF:  0

DDF:  1

Skills

Equipment:  Love Magnet, Wireless Phone, Knife

 

Soldier with the Long Whiskers-Body guard of Ozma, Royal Army of Oz

Formerly, this man was the entire Army of Oz.  He was afraid of his loaded gun going off and little girls.  He still serves as a bodyguard to Ozma of Oz, although a larger army has taken his place.

Nim  1

Str    1

For   2

Bra  -1

Kee -1

Wil  -1

Per   0

Sca  0

Gifts

Faults  Afraid of girls, Afraid of gun accidents, forgets where he put gun ammunition

ODF:

DDF:

Skills

 

Tick Tock the Clockwork Man

From Ozma of Oz:

For, standing within the narrow chamber of rock, was the form of a

man--or, at least, it seemed like a man, in the dim light.  He was

only about as tall as Dorothy herself, and his body was round as a

ball and made out of burnished copper.  Also his head and limbs were

copper, and these were jointed or hinged to his body in a peculiar

way, with metal caps over the joints, like the armor worn by knights

in days of old.  He stood perfectly still, and where the light struck

upon his form it glittered as if made of pure gold.

Tick Tock was discovered by Dorothy and Billina in the Land of Ev, hidden in a cave.  He was the slave of the evil King Evoldo of Ev, but he was angered when he couldn’t kill Tick Tock by beating him, as he did to all his servants, so Tick-Tock was imprisoned.  He was found by Dorothy Gale and became a favorite of Ozma.  An internal phonograph enables Tick Tock to talk.

Nim 0

Str  +2

For +2

Bra  +1

Kee  +1

Wil  0

Per   +1

Sca 4

Gifts  No need to eat/drink/rest

Faults Must be wound for Talking, Thinking, and Walking/Movement.  Helpless when he falls on his back-he needs someone to pick him back up (much like a turtle).

ODF:  +6

DDF:  +6

Skills

 

Tin Man (Nic Chopper), Emporer of the Winkies

Nic Chopper used to be an ordinary Munchkin woodchopper, in love with a young Munchkin girl named Nimee Aimee.  Nimee Aimee was a slave of a Witch, and the Witch didn’t want Nic running off with her slave.  The Witch cast a spell that caused Nic to chop his leg off.  He then went to a tinsmith to get a tin leg fastened.  The witch then caused him to cut off all of his body parts one by one while wood chopping. Eventually, Nic was made entirely of Tin.  Nimee was still in love with him (he would be a bright husband, he had no temper, there was no need to wash his clothes, and he would never grow tired dancing), but the Tin Woodsman found he could no longer love her, since he had no heart. You know how he got his heart.  He is now the Emporer of the Winkies, and rules them justly.  He is now nickel plated, so he doesn’t have to be polished as much.  Nim 1

Str   2

For  2

Bra  0

Kee 1

Wil  2

Per  1

Sca  2

Gifts  Doesn’t need to eat/drink/rest, Dandy (gets shined with putz-pomade)

Faults Needs to be oiled, code against killing, cries

ODF:  +7

DDF:  +4

Skills  Axe 3, woodcutting 3, ruling 1,

Equipment  Axe (+3), oilcan

 

Toto

Dorothy’s dog.  He is very loyal to his friends, and loves to bark at foxes, cats, and other sworn enemies of dogs.

Str  2

For 2

Bra 0

Kee 1

Wil  2

Per  0

Sca  -3

Gifts  Teeth +2

Faults

ODF:  +1

DDF:  -1

Skills

Tracking 2

 

Ugly One

The Ugly One is the long lost brother of the Shaggy Man.  He was a former gold prospector in California, until the Nome King kidnapped him and made him a prisoner in the Metal Forest, and cast a spell on him to make him ugly.  He was eventually rescued by the Shaggy Man, and Polychrome freed him from his curse.  The Shaggy Man says “Now, he’s as handsome as he ought to be” while Betsy Bobbins declares him “Quite handsome”.  He is loyal and good, just like the Shaggy Man.

Nim  0

Str   1

For   1

Bra   1

Kee  0

Wil  0

Per  0

Sca  0

Gifts

Faults

ODF:  1

DDF:  1

Skills  Prospecting 1

 

Unc Nunkie

Unc Nunkie is Ojo’s uncle, who says only one word at a time.  He was accidentally turned to marble, but the valiant efforts of Ojo returned him to normal.  He now lives with his nephew in a cottage outside the Emerald City.  He is a humorous device.  Have NPC’s joke that he is very talkative when he answers a series of questions with one word.

Nim -1

Str   -1

Bra   1

For   1

Kee  1

Wil   1

Per    0

Sca    0

Faults  Only says one word at a time

Gifts

ODF:  -1

DDF:   1

Skills

Farming 1

 

Wizard of Oz (Oscar Zoroaster Phadrig Isaac Norman Henkle Emmannuel Ambroise Diggs)

You know most of the story. Found his way into Oz via a balloon mishap.  Originally a circus balloonist from Omaha, Nebraska.  After being exposed as a humbug, he ballooned back to the U.S.  He has since returned to Oz, and is on his way to becoming a true wizard.

Nim  -1

Str    -1

For    0

Bra  +2

Kee +2

Wil  +2

Per    0

Sca   0

Gifts  Magical Aptitude 2

Faults

ODF:  -1

DDF:    0

Skills Ventriloquist 3,Baloonist 2, Sewing 2, Sleight of Hand 3,  Invention 2

Spells:  Make Tent, Wash Dishes, Enchant Food, Enchant Wheels, Teleport Others

Equipment:  Sword (collapses into tiny knives), nine piglets from the tiny island of Teenty Weenty (used in magic tricks), satchel, lantern, 2 revolvers, bubble machine

 

 

Woozy

The Woozy was freed from his prison by Scraps.  It has proven to be a great animal, and now lives with the other animals in the Royal Menagerie. The Woozy eats bees, has very hard skin, and doesn’t need to eat but still gets hungry.  It has no teeth or claws.  The Woozy’s eyes flash fire and it growls when very angry.  The Woozy thinks its growl is fearsome, but in reality it is only a soft “Queek”.  It gets angry when people say “Krizzle Kroo” because he doesn’t know what it means.  The Woozy always keeps promises because he is square.  The Woozy’s stats are in Chapter One.

 

Zeb

Zeb (short for Zebediah) is a second cousin of Dorothy’s, and fell into Oz via an earthquake.  He makes a living by driving his horse Jim on a farm.  He is strong and appreciates the simple things in life.  He returned to Hugson’s ranch is Frisco city after some bizarre adventures in Oz.

Nim  1

Str  2

Bra  0

For  2

Kee 0

Wil  1

Per  0

Sca  -1

Faults

Gifts

ODF:  -1

DDF:  -1

Skills

Horse Driving +2, Farming +1

Equipment:  Buggy whip

 

BAD GUYS

 

 

General Jinjur of the Army of Revolt

Led a war against the city of Oz with an army of girls.  The war was secret, and she often remarked it was a miracle that an army of girls should keep such a secret for so long.  Jinjur decided to conquer Oz because it was ruled by men for long enough-and she wanted to use all of the jewels in the Emerald City for jewelry, and use the royal treasury to buy new gowns. The girls were confident that there would be no casualties, since no one would harm girls, and there wasn’t an ugly face in the whole army. When they conquered the city, they made all of the men do the housework and cooking, and all the women of the city gossipped.She wore a uniform with the silken waist being of emerald green and her skirt of four distinct colors -- blue in front, yellow at the left side, red at the back and purple at the right side. Fastening the waist in front are four buttons -- the top one blue, the next yellow, a third red and the last purple.  The soldiers wore similar uniforms, with the color of their native part of Oz being the front color of the skirt.  The soldiers were armed with two knitting needles each, held in their hair when not in use.

After she was foiled, Jinjur married a man with nine cows and seems very content.  For now…..

Nim  +1

Str      0

For     0

Bra   +2

Kee  +2

Wil  +2

Per   +2

Sca   -1

Gifts  Darn Cute

Faults Afraid of mice

ODF:  +1

DDF:   -1

Skills  Needles 2, Cooking 2, Cleaning 1, Sewing 2

Equipment:  2 knitting needles (+2 ODF)

 

Army of Revolt Soldier

Nim    0

Str      -1

For     -1

Bra   +1

Kee  +1

Wil  +1

Per   +2

Sca   -1

Gifts  Darn Cute

Faults Afraid of mice

ODF:    0

DDF:   -1

Skills  Needles 2, Cooking 2, Cleaning 1, Sewing 2

Equipment:  2 knitting needles (+2 ODF)

 

Mombi the Sorceress

Mombi is responsible for transforming Ozma into Tip. This sorceress agreed to transform Ozma into a boy in exchange for some of the Wizard’s magical knowledge (much of it humbug). She worked with Jinjur for a while, until Glinda took her powers away after transforming Tip back into Ozma.

Nim  -2

Str   -2

For  -1

Bra  +2

Kee  +2

Wil  +2

Per   -2

Sca   0

Gifts  Magical Aptitude (Black Magic) 3

Faults  Obstinate

ODF:  -2

DDF:  -1

Skills

Spells:  Illusion, Eye Like Telescope, Transform to Plant, Turn to Marble, Transform to Shadow, Transform to Ant, Transform to Griffin, Sex Change

 

 Nome King, Roquat of the Rocks, The Metal Monarch, Ruler of the Underground World

From Ozma of Oz:

This important monarch of the Underground World was a little fat man

clothed in gray-brown garments that were the exact color of the rock

throne in which he was seated.  His bushy hair and flowing beard were

also colored like the rocks, and so was his face.  He wore no crown of

any sort, and his only ornament was a broad, jewel-studded belt that

encircled his fat little body.  As for his features, they seemed

kindly and good humored, and his eyes were turned merrily upon his

visitors as Ozma and Dorothy stood before him with their followers

ranged in close order behind them.

The Nome King looks a bit like Santa Claus.  However, he is a devious, evil trickster.  He first had a run in with Ozma and friends when he made slaves of the royal family of Ev.  After Billina the hen guessed what kind of ornaments the royal family and her Oz friends had been transformed into after overhearing the Nome King gloat about his plans, Dorothy took his Magic Belt.  The Nome King is the Darth Vader of Oz.  He is constantly crafting schemes of conquest, and melodramatically reveals his plans to his victims.  The Nome King is crafty, and often uses the law to justify his aberrant behavior.  He likes to smoke tobacco from a pipe, lit with a red-hot coal.  His favorite drink is melted silver.  He tortures, beats, kills, slices up, and feeds dogs with his subordinates that displease him. He uses blackbirds to spy.  The Nome King is surly, and beats on a gong when he needs to be attended to.  He is never satisfied with his vast wealth, and hates surface dwellers that have taken precious metals he believes to be his.  He hates everyone and everyone hates him, so no one ever visits on a peaceful errand.  Ruggedo was deposed as King after being defeated by Quox, exiled from his kingdom by eggs.  Ruggedo paid a surface worlder to sew as many pockets in his clothes as possible, in order to reenter the Kingdom of the Nomes to steal as many gems as possible.  He succeeded, but was caught.  Instead of being angry, Kaliko, the new king, allowed him to take whatever he could carry.  Kaliko even treated Ruggedo to a fine meal with Kaliko’s new friends from Oz.  Ruggedo expressed remorse for his past behavior at the dinner, and vowed to reform.  As readers of the Oz books know, he wasn’t very successful….

Nome curses:  “Nails and nuggets!”, “Picks and puddles!”, “Jumping Jellycakes!”

Nome food:  broiled mushrooms, mineral bread, petroleum butter

 

The Nome King

Nim  +1

Str    +1

Bra  +2

For  +2

Kee  +2

Wil  +3

Per  +2

Sca  -1

Faults  Eggs do ODF 2 each round that they are on the Nome.

Gifts  Travel through earth-all Nomes can magically become one with the earth and travel through it without displacing any earth.  They move through the earth at the same speed as they would normally travel, Magic (Black Magic) 2

ODF:  2

DDF: -1

Skills  Diplomacy 2, Law 2,

Spells:  Transform to Dove, Ugliness, Transform to Fiddle

Equipment  Scepter +2 ODF,

 

All Nomes are short, fat, have long ears, and curly toes.  The Nomes live underground, and make diamonds, gold, silver, and other precious items.  The purposefully make these items hard to get to, since all of these things belong to the Nome King.  Nomes hate surface dwellers, since they steal their precious metals and stones.  The Nome Army follows orders to the letter-unfortunately, they also lack initiative.  They are often defeated when someone else attacks them, and their leaders forget to order them to fight. There are 50000 nomes in the army, and General Blug was their commander, until he called the Nome King a fool. General Guph, who hates happy and good people, led the failed attack on Oz.

Nomes

Nim  0

Str    +1

Bra  -2

For  +1

Kee  -2

Wil   -2

Per   -1

Sca   -1

Faults Eggs do ODF 2 each round that they are on the Nome.

Gifts   Travel through earth (see Nome King entry for description).

ODF:  +2

DDF:   +2

Skills  Weapons +1

Equipment:  Sword +3, Spear +3, Axe +3, Steel Armor +2

 

Kaliko is the Nome King’s chief steward, basically a butler that waits on him (the Nome King often kicks him in the  shins when things aren’t going well).   Kaliko is often the Nome that persuades the others not to rebel, not matter how much the King whips them when they refuse to work.  The Nome King would be very lucky to find another chief steward as loyal and intelligent as Kaliko.

Kaliko was made the new Metal Monarch after Ruggedo was driven out by Quox.  The Nomes listened to Kaliko better than they ever did to the Nome King.  Kaliko made General Guph the new chief steward, and promised not to throw his specter at Guph unless Guph really deserved it.  Kaliko isn’t as stingy as Ruggedo when it came to giving non-Nomes gems.  The new Nome King allowed Queen Ann and the Army of Oogaboo to take some gems from the kingdom, since there were plenty to go around.

 

 The King also has a Chief Counselor, a kind of consultant that never tells the Nome King what he wants to hear and insults the King to his face.  The Long Eared One is a Nome with huge ears that can hear anything that happens in the lands outside of Oz.  His Chief Magician has spells (turn things invisible, twist path).

 

Executioners-The Nome King’s executioners exist to torture and kill the Nome king’s enemies after they are captured.  Pang is the head executioner.

Equipment:  Golden pincers, silver prods, silver chains, golden clamps, golden handcuffs (all inlaid with beautiful precious stones)

 

 

The Nome King’s Rotten Tricks:

 

Slimy Cave:  This is simply a slimy cave, and used to house prisoners of the Nomes.

 

Gold Crucible:  The Nome King tortures his metal visitors in this white hot crucible.

 

Trap Holes:  The King uses holes with retractable tops that are controlled by levers in his throne room to trap “visitors” to his domain, by quickly opening and closing the holes in the dark tunnels.  There are hidden springs in the pits that open the retractable tops when tripped (Keenness roll of difficulty +2 to detect).

 

Magnetic Rubber Wires:  control the bouncing of the Rubber Country, which borders the entrance to the Nome King’s castle.  The rocks and ground here are made of rubber, and when the wires are activated, characters bounce uncontrollably.  There is a wide stream with many rocks that must be crossed if the characters want to reach the Nome King’s caverns.  The water is dry, though, so the characters can just walk through the water without getting wet to avoid being bounced around forever.

 

The Metal Forest

From Tick Tock of Oz:

The next moment, they were all standing upon the edge of the marvelous Metal Forest.  It lay under another mountain and occupied a great, domed cavern the roof of which was higher than a church steeple.  In this space the industrious nomes had built, during many years of labor, the most beautiful forest in the world.  The trees--trunks, branches and leaves--were all of solid gold, while the bushes and underbrush were formed of filigree silver, virgin pure. The trees towered as high as natural live oaks do and were of exquisite workmanship.  On the ground were thickly strewn precious gems of every hue and size, while here and there among the trees were paths pebbled with cut diamonds of the clearest water.  Taken all together, more treasure was gathered in this Metal Forest than is contained in all the rest of the world--if we except the Land of Oz, where perhaps its value is equaled in the famous Emerald City.

The Nome King imprisons some of his enemies in the Metal Forest.  There is also a section of the forest where regular fruit bearing trees grow, so prisoners don’t starve.  The trees grow “Three Course Nuts”, which are like hollow coconuts.  These nuts contain a cup of soup, meat, vegetables, salad, cheese, crackers, nuts, and raisins.  Each three course nut contains exactly the same portions.  “Breakfast Nuts” are similar, but with coffee, oatmeal, and fruit. 

 

 

The Hollow Tube:  The hollow tube drops people that pass through it to the other side of the world.  It was created by a magician (Heirgargo) for his exclusive use, who traveled so fast through the tube that he hit a star so hard that the star exploded.  The Nome King likes to have his Chief Magician turn the top of the tube invisible, and then have the Chief Magician twist the path the King’s enemies are on, so that they fall into the tube.  Characters falling through the Hollow Tube arrive in the land of the Tubekins.  The land of Tubekin is green and pleasant, and has one huge castle (the Hall of State) where the Private Citizen lives and a small group of private castles where the other Tubekins live.  All of the Tubekins look the same, and all are Kings and Queens ruled by the Private Citizen.  The Hollow Tube is private property, so traveling in it is a crime.  Nine days and ten nights of torture is the penalty, although the Private Citizen will often waive this penalty if the Nome King is to blame for the trip through the tube. This beautiful place is one of the chief residences of fairies who minister to the needs of mankind.  So many important fairies lived there that to avoid rivalry they had elected as their Ruler the only important personage in the country who had no duties to mankind to perform and was, in effect, a Private Citizen.

 

 

Tubekins

From Tick Tock of Oz:

But soon they gained courage to look more closely at the Peculiar Person.  As he was a type of all the inhabitants of this extraordinary land whom they afterward met, I will try to tell you what he looked like.  His face was beautiful, but lacked express

ion.  His eyes were large and blue in color, and his teeth finely formed and white as snow.  His hair was black and bushy and seemed inclined to curl at the ends.  So far no one could find any fault with his appearance.  He wore a robe of scarlet which did not cover his arms and extended no lower than his bare knees.  On the bosom of the robe was embroidered a terrible dragon's head, as horrible to look at as the man was beautiful.  His arms and legs were left bare, and the skin of one arm was bright yellow and the skin of the other arm a vivid green.  He had one blue leg and one pink one, while both his feet--which showed through the open sandals he wore--were jet black.

 

Private Citizen (aka the Great Jinjun, Tititihoochoo)

The Private Citizen looks like an average Tubekin, except his eyes were black and had red sparks in them.  His robe is white instead of scarlet.  He is just and fair, and prefers to speak to the member of the party that does a lot of work instead of figureheads that give orders.  He has no heart, but is extremely intelligent and just, so the only beings that need fear him are those that have done wrong.

All Attributes +2

Skills Ruling 2

Fairy Powers:  Teleport (as spell), Conjure Objects (make small object), Invisible Hands (telekinetically handle objects at a distance that could be lifted by the character), Project Voice (voice becomes super loud-heard by people throughout a palace)

 

Queen of Light and her attendants (Sunlight, Moonlight, Daylight, Starlight, Firelight, Electra)  These fairies are the living embodiments of these types of light.  They act as living batteries for the kind of light they represent.  If they were removed from Tubekin and imprisoned and made unhappy, the kind of light they represent would vanish.  Maybe the Nomes or other mean people would steal Sunlight, just because it would make people miserable to have no sunlight.  The PC’s, of course, would have to mount a daring rescue mission.

Attributes zero, except for 3 Personability, and Gift:  Source of Light (the character is the source for the kind of light they represent, but cannot harness the power)

 

 

Princess Langwidere of Ev

This vain and cruel princess has thirty different heads, but only wears one at a time.  The heads are referred to by number.  Each head has different properties. For example, number 17 is a redhead, and has a bad temper.  She loves to acquire new pretty heads, and is very vain (mirrors cover almost every angle of her palace).  She keeps her heads in cabinets, and the only way to open the cabinets is with the blood red ruby key she keeps on her wrist.  She is always looking for new heads for her collection, and will offer to trade one of her current heads for the head of pretty PC’s.  If they refuse, she has her soldiers throw them in her prison tower.  She has no real aspirations for power-she just wants to spend all of her time admiring her beautiful heads.  The true royal family of Ev was restored to power by Ozma after they were rescued from the Nome King.  The princess is currently not in power, but she still wants more pretty heads for her collection…

Nim  0

Str  -1

Bra  1

For  0

Kee  1

Wil  2

Per  +2

Sca  0

Faults Vain, Condescending (towards commoners)

Gifts  Exchangeable heads

ODF: -1

DDF: 0

Skills  None

 

Ev’s Soldiers

The soldiers have low morale, and are unhappy.  There are ten, led by a fat colonel.

All Attributes 0, Brawling 1.

 

Wicked Witch of the West

The baddest of the bad.  She was destroyed by Dorothy in The Wizard of Oz.  She couldn’t come back;  could she?

Nim  -1

Str    -1

For   -1

Bra   +2

Kee  +3

Wil   +3

Per   -3

Sca    0

Gifts  Black Magic 4

Faults  Water does +3 ODF, only one eye

ODF: -1

DDF: -1

Skills

Equipment:  Silver whistle (summons pack of 40 great wolves to do her bidding, or 40 crows, or bee swarm)

Spells:  Eye Like Telescope, Turn Object Invisible

 

Monsters and Bizarre People

 

Bunbury

From The Emerald City of Oz:

The path to Bunbury seemed little traveled, but it was distinct enough

and ran through the trees in a zigzag course until it finally led them

to an open space filled with the queerest houses Dorothy had ever seen.

They were all made of crackers laid out in tiny squares, and were of

many pretty and ornamental shapes, having balconies and porches with

posts of bread-sticks and roofs shingled with wafer-crackers.

There were walks of bread-crusts leading from house to house and

forming streets, and the place seemed to have many inhabitants.

When Dorothy, followed by Billina and Toto, entered the place, they

found people walking the streets or assembled in groups talking

together, or sitting upon the porches and balconies.

And what funny people they were!

Men, women and children were all made of buns and bread.  Some were

thin and others fat; some were white, some light brown and some very

dark of complexion.  A few of the buns, which seemed to form the more

important class of the people, were neatly frosted.  Some had raisins

for eyes and currant buttons on their clothes; others had eyes of

cloves and legs of stick cinnamon, and many wore hats and bonnets

frosted pink and green.

The people of Bunbury have isolated themselves, since they are very afraid of being eaten by other beings.  Their butter is on the inside so it doesn’t run (they do the running themselves).  C. Bunn, Esquire is the patriarch of the Cinnamon Bun family, the most aristocratic family in town.  Other families include the Browns, Whites, and Grahams.  Pop Over and Mr. (Turn Over), the Graham Gems (3 sets of obnoxious twins), Johnny Cake (a stale cake man that is never cross grained), the Sugar Bunns, the Currant Bunns, the Spanish Bunns, French Bunns (very polite), Parker H. Rolls (a bit proud and overbearing), Raisin Bunns,  Crumpets are also citizens.  The main industry of the town is butter mining, and harvesting dough nuts from the dougleander and doughdera trees.  The penalty for eating a citizen is to be baked in the huge ovens of the city.

Standard Bunn

All Attributes 0, Skills by occupation, Scale-6, Gift-Impervious to Blunt Damage Fault-Everyone wants to eat them, Get Stale after too long.

 

 

Bunnies of Bunnybury

This beautiful marble, rabbit-sized city is inhabited by bunnies, and was created by Glinda.  The bunnies are all dressed lavishly, in silk and gem covered outfits of the latest fashion.  They are “civilized” and walk on their hind legs.  Live in a village with a high marble wall.  The is a sign that says “NO ADMITTANCE EXCEPT FOR BUSINESS”, and only those with a letter from Ozma or Glinda are allowed admittance by  Bristle, Keeper of the Wicket.  They also won’t admit animals that like to eat bunnies.  Visitors must submit to being “reduced”, which happens when they near a bunny sized door, and the characters shrink to Scale –5 for the duration of the time that they are in Bunnybury.  The soldiers carry spears, wear shakos on their heads, and wear uniforms of green and gold.  The King constantly blubbers and cries because he doesn’t want to be king but he HAS to be.  He would rather be doing rabbit-like things, and can’t handle being “civilized” in one lifetime.  It is against the law to resign as King.  The King’s right hand man is named Blinkem.  The Whiskered Friskers are the excellent band and dance troupe.  He has a Bodyguard of Royal Pike men (same as the army, but the King’s bodyguard).  There is also a troupe of Royal Jugglers, and the Winsome Waggish Warblers are the royal quartette of singers.

Use Bunny stats in Animal section of character creation, with Fault of Doesn’t act properly for animals (rabbits wearing clothes and living in a city?  Not very rabbit-like behavior).

 

China People

These are people made of china, which live in a china village in Quadling country.  The village is separated from the rest of the country by a tall marble wall.  Their village is composed entirely of china, which makes it very brittle. The people are about the size of dolls, and dress in lavish outfits of many colors adorned with gold and jewels.  They seem to be subsistence farmers, milking cows and such. All of the animals here are made of china as well.  The people are very brittle, and the china people believe that anyone that breaks off an arm of a china person must lose their own.  China people don’t understand that creatures made of flesh cannot be glued back together.  China people cease to be animated once they leave the china village, turning back into inanimate objects.  A notable china person is Joker, the clown, who has been broken so many times that he is crazy.

China Person

All Attributes 0

Sca  -4

Gifts No need to eat/drink/rest

Faults  Cease to be animated when leave china village

ODF:  -4

DDF:  -4

Skills  Varies

 

China Animals

Use stats for normal animals but subtract 4 from scale.  This reflects the small size of the animals and their china bodies.

 

Chiss, the Giant Porcupine and Evil Spirit-cowardly, can shoot quills, unlike an American porcupine.  Lives in the forests of Munchkinland.

Nim 0

Str    0

For +1

Bra  -1

Kee -1

Wil -2

Per  -1

Sca  3

Gifts

Quills +3 that can be shot

ODF:  +6

DDF:  +4

 

Cuttenclips

The Cuttenclips live in a village made entirely of paper that is surrounded by a high marble wall, to prevent drafts.  The air above the village is enchanted by Glinda so it never rains.  The city clearly has a warning of no laughing, sneezing, coughing, or fast moving.  All of the people here, all of the buildings, all of the animals, the plants, and even the water(?) is paper.  The Queen, Miss Cuttenclip, who created the entire village and its people, lives in a real wood house in the center of the village, and was given Enchanted Paper by Glinda, since Glinda admired her paper dolls so much.

Miss Cuttenclip

All attributes 0 but Per +2, Scale –1 Skill:  Paper doll making +3, Equipment:  Scissors and Enchanted Paper

 

Donkeys of Dunkitown

From The Road to Oz:

The other donkeys by this time were sitting up and examining the

strangers with big, glassy eyes.  They made a queer picture, indeed;

for they wore wide, white collars around their necks and the collars

had many scallops and points.  The gentlemen-donkeys wore high

pointed caps set between their great ears, and the lady-donkeys wore

sunbonnets with holes cut in the top for the ears to stick through.

But they had no other clothing except their hairy skins, although many

wore gold and silver bangles on their front wrists and bands of

different metals on their rear ankles.  When they were kicking they

had braced themselves with their front legs, but now they all stood or

sat upright on their hind legs and used the front ones as arms.

Having no fingers or hands the beasts were rather clumsy, as you may

guess; but Dorothy was surprised to observe how many things they could

do with their stiff, heavy hoofs.

They donkeys of Dunkitown are very afraid of their neighbors, the foxes.  They pound sheets of metal with their hooves to scare them away.  The believe that ‘donkey’ means clever, as it is written in Encyclopedia Donkaniara.  They also love to use big words.  Their brick houses are laid out in a haphazard manner, since only stupid beings need streets and house markers, and straight streets are ugly.  Madam de Fayke, Hoofist is a fortune teller that reads the fortunes of donkeys by looking at their hooves.  King Kik-a-bray rules the Donkeys.  The King will bestow the ‘gift’ of a donkey head on anyone who speaks with big words, since they deserve to be as handsome as donkeys.  The donkeys will attempt to feed visitors hay, grass, and oats, not understanding that people eat different food.

Nim 0

Str   1

Bra  1

For  2

Kee 0

Wil  0

Per  0

Sca  2

Faults

Gifts

ODF:  3

DDF:  4

Skills  Kicking 2

 

King Kik-a-bray

Same as above, but has a magic staff that helps him cast the spell Donkey Head and Conjure Food.

 

Dragonettes

Dragonettes are miniature dragons that are found outside of the Gargoyle Country and near Pyramid Mountain.  They are baby dragons (66 years old) that are kept tied to rocks by their mother, who disappears for weeks on hunting trips for elephants, buffalo, and even people!  The dragonettes are stuck up, thinking they have a superior pedigree since they are descended from Atlantean dragons.  They will express their desire to eat trespassers, and are quite rude.  They look like stereotypical green dragons with yellow eyes.

Nim  1

Str    1

Bra   1

For   2

Kee  1

Wil   2

Per    1

Sca    -1

Faults  Stuck up

Gifts   Teeth +2

ODF:  +2

DDF:  +1

Skills  None

 

 

Fighting trees-Found in the South, these are animated trees that get angry with trespassers.

Nim +1

Str   +1

For   0

Bra   -2

Kee  -3

Wil    0

Per   -3

Sca  +1

Gifts  None

Faults Vulnerable to fire (+2 ODF)

ODF:  +2

DDF:  +1

Skills  None

 

 

Flutterbudgets

Insomniacs, exaggerators, people that worry about EVERYTHING.  Flutterbudgets have all of these qualities, and their village is a place where people that are Flutterbudgets are sent.  They worry about their eyes growing shut while asleep, babies being run over while safely inside the house, that amputation may be necessary for a prick on a finger, etc.  People that are very nervous about ifs are sent to this “Defensive Settlement of Oz”.

All attributes 0;  flaw of Worry too much

 

Foxes of Foxwell

From The Road to Oz:

While the travelers were looking with curiosity at this beautiful

arch there suddenly marched out of it a company of soldiers--only the

soldiers were all foxes dressed in uniforms.  They wore green jackets

and yellow pantaloons, and their little round caps and their high

boots were a bright red color.  Also, there was a big red bow tied

about the middle of each long, bushy tail.  Each soldier was armed

with a wooden sword having an edge of sharp teeth set in a row, and

the sight of these teeth at first caused Dorothy to shudder.

King Dox (aka King Renard the Fouth) rules the Foxes of Foxwell.  The foxes are civilized, wearing human clothes and raising fowl to survive.  The foxes naturally eat the fowl, and use the feathers for women’s clothing and bedding.  The foxes are kind to famous visitors, but may be hostile towards bird-like characters or trespassers looking to cause trouble.  The foxes have elaborate homes with gold curtains and other finery.  The foxes enjoy plays, but hate Aesop’s fables (since they almost always depict foxes as evil).

 

Fox

Nim  2

Str   0

Bra  1

For  0

Kee  1

Wil   1

Per   1

Faults

Skills  Sword 2

Scale:  -5

Gift:  Teeth (+2 ODF)

ODF:  -3

DDF:  -5

Equipment:  Sword +2

 

King Dox

Same as above, but 2 Bra and Kee, Magic Potential and Fox Face spell.

 

Fuddles

Live in Fuddlecumjig in Oz.  The Fuddles are beings that are living, three dimensional jigsaw puzzles.  When startled or scared, they just fall to pieces.  Fortunately, the nice people of Oz regularly visit them to put them together again.  The Lord High Chigglewitz (Larry), is a bald-headed fat man dressed in a blue coat with brass buttons, and he is missing a piece in his left leg which makes him limp a little bit.  Grandmother Gnit is a Fuddle that sews mittens.  The Fuddles never match each other, “since they are puzzles to themselves and there would be no fun to it”.

All Attributes 0, skills by occupation, and Major Fault:  Poorly Made (completely fall apart when startled/scared).  A character must make a Keenness roll vs. the Brains of the Fuddle being reassembled.  Assembling a Fuddle takes 4D6 minutes.

 

Gargoyles

From Dorothy and the Wizard in Oz:

The Gargoyles were very small of stature, being less than three feet

in height.  Their bodies were round, their legs short and thick and

their arms extraordinarily long and stout.  Their heads were too big

for their bodies and their faces were decidedly ugly to look upon.

Some had long, curved noses and chins, small eyes and wide, grinning

mouths.  Others had flat noses, protruding eyes, and ears that were

shaped like those of an elephant.  There were many types, indeed,

scarcely two being alike; but all were equally disagreeable in

appearance.  The tops of their heads had no hair, but were carved

into a variety of fantastic shapes, some having a row of points or

balls around the top, others designs resembling flowers or vegetables,

and still others having squares that looked like waffles cut

criss-cross on their heads.  They all wore short wooden wings which

were fastened to their wooden bodies by means of wooden hinges with

wooden screws, and with these wings they flew swiftly and noiselessly

here and there, their legs being of little use to them.

Gargoyles hate visitors.  They attempt to capture them for use in bizarre rites.  The Gargoyles have to sleep, so they take their wings off at night.  The wings allow anyone who puts them on their person to fly while in the domain of the Gargoyles.

Nim  2

Str    1

Bra   -1

For   2

Kee  1

Wil   0

Per   0

Sca  0

Faults Afraid of loud noises, Vulnerable to Fire

Gifts  Flight, Pain Tolerance

ODF:  1

DDF:  2

Skills 

 

 

Giant Spider

Terrorizes the forests of the South.  Virtually held the animal kingdom hostage before the Cowardly Lion killed it and became King of Beasts.  There is a tribe of mean purple spiders in Gillikin Country, who try to imprison people to do their housework.  They are ruled by the spider king.

Nim +1

Str   +2

For  +1

Bra  -2

Kee +1

Wil    0

Per   -3

Sca 4

Gifts  Webs (strength +1), sticks to things, teeth/claws (+2 ODF), night vision

Faults Afraid of White Crabs (crabs can also automatically snip their webs)

ODF:  +8

DDF:  +5

 

Growleywogs

From The Emerald City of Oz:

These Growleywogs were certainly remarkable creatures.  They were of

gigantic size, yet were all bone and skin and muscle, there being no

meat or fat upon their bodies at all.  Their powerful muscles lay just

underneath their skins, like bunches of tough rope, and the weakest

Growleywog was so strong that he could pick up an elephant and toss it

seven miles away.

.To reach their Domain, the Ripple Lands must be crossed.  All people travelling there must roll Fortitude vs. 2, or suffer 2 damage + 4 FUDGE dice damage from seasickness (this damage can never cause a Near Death result, just Incapacitation).  The Growleywogs are motivated by slaves, hate happy people, and would backstab any ally in a second if they thought it would get them more power.  They were part of the Nome Kings attempted invasion of Oz.

 

Typical Growleywogs

Nim  0

Str   +3

Bra   0

For  +2

Kee  0

Wil   0

Per  -3

Sca  1

Faults None

Gifts  None

ODF:  +4

DDF:  +3

Skills

Brawling 2

 

Grand Gallipoot of the Growleywogs

Same as above, but Bra +1 and Fault: mumbles.

 

Hammer Heads

These unpleasant creatures have no arms, wrinkled necks, are quite short, and flat heads.  They can extend their necks to whap creatures with their flat, hard heads.  Not intellectuals, they delight in not letting people pass over hills in Quadling country.

Nim  0

Str   +2

For    0

Bra   -1

Kee  -1

Wil    0

Per   -2

Sca  -1

Gifts  Hard head (+1 ODF), extendible neck

Faults Nor arms

ODF:  +2

DDF:  -1

Skills  Head attack +1

 

Hip-Hopper the Champion

A hopper that lives in the mountain in Quadling Country.  Has only one leg, which looks like a pedestal.  A champion wrestler, first bested by Toto the dog.

Attributes same as Hoppers, but Skill of Wrestling 2

 

Hoppers

Have only one leg, which looks like a pedestal.   Also have long arms. Get around by hopping.  Live in a huge marble cave in a tall mountain in Quadling country. The Horners live in beautiful marble houses, and their cave is carved with exquisite designs. The cave is divided in two halves of equal size by a huge marble fence.  Have an ongoing war with the Horners, who live in the same cave on the opposite side of the marble fence..

Nim  +1

Str     +1

For    +1

Bra      0

Kee     0

Wil   +1

Per      0

Sca     0

Gifts

Jumping +2, “Running” +2 (in a series of fast hops)

ODF:  +1

DDF:  +1

 

Horners

Have a single horn in the center of their head, which is ivory and six inches long.  The people are short and round, wear snow-white robes, and no shoes.  Their hair is three colors:  red (which hangs over their eyes), and a yellow circle of hair around a green topknot .  Their chief wears a shiny star in his hair. The chief has 19 daughters, who are brought up by a code designed by the village’s decorated bachelor.  The daughters are not allowed to play, and must act polite, demure, and proper. Have an ongoing war with the Hoppers. The war started when a Horner made a joke that Hoppers have less understanding  because of their one leg (if you stand on your legs they’re under you-so they’re your understanding-get it?).  Dicksey is the name of the troublemaking Horner that told the joke that started the war. Their side of the cave is just dull gray rock instead of marble, and their houses are made of the same material.  However, the Horners mine radium, a beautiful frosted silver metal, which they use to make the inside of their homes beautiful.  Radium also acts as a medicine (when a character carries a piece of radium, the character cannot contract any kind of disease).  There is also a dark well in the radium mines, which has water that may be a component needed for a charm.. 

Nim -1

Str    0

For   0

Bra  0

Kee +1

Wil   0

Per   0

Sca  0

Gifts

Horn +2

ODF:  +2

DDF:    0

 

Iron Giant

Another Smith + Tinker creation, this giant pounds the ground to make roads.  Unfortunately, he is being used by the Nome King to guard the entrance to his lair in Ev.  The giant pounds the ground at regular intervals, so if someone beats his Nimbleness score, the character passes safely out of the way of his hammer.  Only the Nome King has the key to shut down this behemoth.

Nim  -1

Str    +2

For  +2

Bra  -2

Kee -2

Wil  0

Per  -2

Sca  7

Gifts

ODF: +12

DDF: +9

Equipment Hammer (+3)

 

Kalidahs-dreadful creatures with the bodies of bears and the heads of tigers, with long claws.  Encountered in the forests of munchkin country.

Nim +1

Str   +1

For  +1

Bra  -2

Kee +1

Wil   0

Per  -3

Sca   3

Gifts

Claws +3

ODF: +4

DDF: +4

 

Laziest Man in Oz-Lives in Quadling Country.  Is round, and hates to work.  He can be persuaded to help out the party if they offer him something that enables him to be more lazy, like a square meal tablet (then he doesn’t have to do the hard work of chewing!).

All stats zero, Fault of Lazy.

 

Loons Of Loonville

The creatures they beheld were round and ball-like, round in body, round in legs and arms, round in hands and feet, and round of head. The only exception to the roundness was a slight hollow on the top of each head, making it saucer-shaped instead of dome-shaped.  They wore no clothes on their puffy bodies, nor had they any hair.  Their skins were all of a light gray color, and their eyes were mere purple spots.

The Loons live in Loonville, really a clearing in the woods of Gillikin country that forms a dome due to the branches interweaving together above a clearing in a purple forest.  King Bal Loon (get it?) is their monarch.  The Loons are very cautious of strangers, preferring to capture, try, and perforate them as soon as possible, since the Loons are so vulnerable. Til, a female loon that wore a big rubber skirt and a feather in her hair, was the Loon mender.  The “warts” on the Loons are places where the mending string was tied in a knot.  Punctured Loons must be mended and blown up again.  Loons will try to attack pc’s by attempting to “puncture” them with thorns (+1).  Loons’ social standing is measured by how pumped up they are, the most pumped up being of the highest station.  Of course, King Bol determines how pumped up Loons should be.

Loon

Nim +1

Str     0

For    0

Bra    0

Kee   0

Wil  +1

Per    0

Sca  -7

Gifts

Invulnerable to Brawling-like Stuffed Animateds, the only thing that can damage them is to be punctured. 

Jumping +3

Faults

However, the Loons are much more vulnerable to punctures than Stuffed Animateds.  Any damage from puncture causes automatic Incapacitation, and the Loon is helpless until it is mended and blown up again.

ODF: -7

DDF: -7

 

Mangaboos

The Mangaboos are living vegetable people. There are six suns above their domain, which cause everything in their land to change colors.  Gravity is also weak here, so if a character falls off of a building or is thrown, the character slows down and lands without incurring any damage.  Characters with scale below can literally walk on air here, walking vertically as though they are climbing on invisible staircases.  Characters with smaller scale can generally climb higher. The Mangaboos live in glass houses, which oddly grow by themselves in their land.  Mountains, rock, and the bridges of the Mangaboo country are also glass. The Mangaboos are very angered when someone breaks any of the glass buildings or bridges in their town, since it takes a very long time for the glass structures to grow.  The people are very handsome, are the size of an earth child, and dress in green robes.  Their leader has a glittering star on the hair on his forehead.  Sorcerers of the Mangaboos wear yellow robes and are covered with thorns.  They have no hearts and can neither smile nor frown.  Mangaboos grow on bushes, the seeds of which are dead Managaboos.  They have a sort of caste system, where a sorcerer grows on a sorcerer bush, royalty from a royal bush, and so on.  The Mangaboos are not fond of outsiders, and would kill any trespassers that they do not deem useful.  Useful characters may find that the Mangaboos with to plant them in order to grow more useful people. If the characters are found to be neither useful or welcome, the Mangaboos will attempt to feed them to the carnivorous Twining Vines, and drive all animals into the bottomless Black Pit. The Black Pit is actually a cave that leads to the other side of the glass mountains that surround the kingdom of these vegetable people (being afraid of the dark, the Mangaboos don’t realize sentencing characters to the black pit allows them to escape).  When a Mangaboo gets old and begins to sprout, the Mangaboo must be buried to ensure that the people survive.  The Mangaboos were ruled by an evil prince, until Dorothy and the Wizard picked the Royal Princess.  The wizard also killed the evil sorcerer Glick.  The royal princess currently rules the Mangaboos, but only time will tell if the Prince will have his revenge and if the seeds of Glick will grow up to become evil…

Typical Mangaboo

Nim 1

Str  0

Bra  0

For  0

Kee -1

Wil  0

Per  0

Sca  -4

Faults

Gifts

ODF:  -1

DDF:  -4

Skills  varies depending on occupation

Equipment:  Thorn branch (+3 weapon)

 

Mangaboo sorcerer

Nim 1

Str  0

Bra  0

For  0

Kee -1

Wil  2

Per  0

Sca  -4

Faults

Gifts  Magical aptitude (Black Magic) 2, thorns +2

ODF:  -2

DDF:  -4

Spells:  Stop breath, twinkling bells

 

Twining Vines

Nim 1

Str  2

Bra  -3

For  2

Kee -2

Wil  0

Per  0

Sca  2

Faults Teeth +2

Gifts

ODF:  +4

DDF:  +4

 

Miss Foolish Owl and Mr. Wise Donkey, Advisors – Munchkinland

These two are ‘advisors’ that characters can seek out to find an answer to a question.  The Donkey is very wise, and will answer the questions of the characters that look ‘dignified’ in highly technical language that would make Mr. H.M. Wogglebug, T.E. blush.  The owl will answer questions in poetry so horrible Scraps the Patchwork girl would find it offensive.

Stats:  per normal animals, but both have Brains and Keenness of  2, and the Owl has a fault of sings silly songs.

 

 

Mister Yoop

"MISTER YOOP--HIS CAVE

The Largest Untamed Giant in Captivity.

Height, 21 Feet.--(And yet he has but 2 feet.)

Weight, 1640 Pounds.--(But he waits all the time.)

Age, 400 Years 'and Up'--(as they say in the Department Store advertisements).

Temper, Fierce and Ferocious.--(Except when asleep.)

Appetite, Ravenous.--(Prefers Meat People and Orange Marmalade.)

STRANGERS APPROACHING THIS CAVE DO SO AT THEIR OWN PERIL!

P.S.--DON'T FEED THE GIANT YOURSELF."

Lives in the mountains of Quadling country, in a cage. He was captured by Quadlings after he ate too many of their horses, and when he knocked down some of their houses while angry. Likes to eat people and animals.  Has survived for six years on a diet of eight ants and one monkey.  His arms are long enough to block the mountain pass where the characters will have to get by.  He’s not too smart, and can’t tell animateds from people, and could be tricked into grabbing an animated, and will get angry and throw it away when he discovers they cannot be eaten.  Mr. Yoop is no gentleman.

Nim  -1

Str    +2

For  +2

Bra  -2

Kee -2

Wil  0

Per  -2

Sca  4

Gifts  None

ODF: +6

DDF: +6

 

Mrs. Yoop

Lives in a big purple castle on the top of a mountain in Gillikin country.  The castle is huge, and has two giant doors, and one window.  She is an Artist in Transformations, or Yookoohoo, the cleverest type of magic user in Oz.  Mrs. Yoop has no great love of Mr. Yoop, since he would often kick her in the shins when she did not wait on him.  She enjoys transforming creatures for her own amusement.  She casts the spell on her doors so unwitting parties can walk in, but not out.  Her Magic Apron allows the wearer to command the doors to open.

Mrs. Yoop

Nim  -1

Str    +1

For  +1

Bra  +1

Kee  0

Wil  +2

Per  -2

Sca  4

Gifts  Magic (Yokohoo) +3

ODF: +5

DDF: +5

 

 

Musicker

From The Road to Oz:

Tiddle-widdle-iddle, oom pom-pom,

    Oom pom-pom; oom pom-pom!

came the music to their ears, more distinctly as they drew nearer the

house.  Presently, they saw a little fat man sitting on a bench before

the door.  He wore a red, braided jacket that reached to his waist, a

blue waistcoat, and white trousers with gold stripes down the sides.

On his bald head was perched a little, round, red cap held in place by

a rubber elastic underneath his chin.  His face was round, his eyes a

faded blue, and he wore white cotton gloves.  The man leaned on a

stout gold-headed cane, bending forward on his seat to watch his

visitors approach.

Singularly enough, the musical sounds they had heard seemed to come

from the inside of the fat man himself; for he was playing no

instrument nor was any to be seen near him.

Quote:

My lungs are full of reeds like those

In organs, therefore I suppose,

If I breathe in or out my nose,

    The reeds are bound to play.

So as I breathe to live, you know,

I squeeze out music as I go;

I'm very sorry this is so--

    Forgive my piping, pray!

The Musicker, also known as Allegro de Capa, plays music as long as he breathes.  He lives by himself, since no one can stand his annoying music for long.  An interesting adventure could be to go an a quest in order to find a cure for the poor Mr. Capo’s condition, so people could enjoy the music he makes again, since constant familiarity breeds contempt.  Alternatively, Mr. Capa could have important information, and the players would have to stretch to their breaking point to hear what he has to say.

Musicker

All stats 0, but Fortitude –1, Skill of music at 2, Fault of Cannot Stop Making Loud Music.   Characters must make a Will roll at difficulty of –3, adding 1 to the difficulty each round to avoid becoming annoyed with Mr. Capa and running away.

 

 

Phanphasms

Phanphasms are Erbs, Erbs being the most powerful and merciless of all evil spirits

They live on Mountain Phantastico near Ev, which is surrounded by a gully with lava.  Poisonous salamanders and fire serpents live in the lava.  There is a single stone bridge that crosses the lava gully, guarded by a scarlet alligator (which breathes  flames).  Their homes on the top of the mountain appear to be huts made of stacked stones, but in reality, there are beautiful buildings and palaces, obscured by illusions.  The First and Foremost rules the Phanphasms, and were part of the Nome Kings force that attempted to invade Oz.  They don’t wish for power or magic:  their greatest pleasure is destroying happy creatures and spreading misery.  Their favorite form is that of a bear with different animal heads (tiger, owl, etc), but can change into any kind of animal or being.

Typical Phanphasm

Nim  0

Str   1

Bra   2

For   1

Kee  1

Wil   2

Per   0

Sca   2

Faults

Gifts  Can Change into any kind of creature

ODF:  3

DDF:  3

Skills  Club 1

Equipment Club (+2 ODF=5 ODF)

 

Queen Ann of Oogaboo and her army

Queen Ann rules the tiny kingdom of Ooogaboo.  Bored with the small kingdom, she assembled an army composed of all of the able bodied men of Oogaboo to conquer Oz.  Although she has a chip on her shoulder, Queen Ann really only wants to use force as a last resort, since it is just easier to conquer lands by putting a flag on them and declaring them conquered.  After a long adventure in the Nome Kingdom, Queen Ann grew tired of conquest and decided to return to Oogaboo.  Ozma was king enough to teleport her and her army back home.

 

The Army

The army is composed of four Generals, four Colonels, four Majors, four Captains, and one Private (first Private Files, and then Tick Tock).As the reader may suspect, the officers in the army don’t fight, since they are gentlemen.  However, they are very brave in commanding Private Files to fight (everyone has a different kind of bravery, and how could anyone be brave in every area?).

Private Files, General Cone, General Apple,  Major Stockings, Colonel Plum, Colonel Cheese,

Equipment:  Swords (+2), Muskets

 

Poisonous Salamanders

Nim  1

Str    0

Bra   -2

For   +1

Kee   0

Wil   0

Per  -3

Sca  -8

Faults None

Gifts  Poison (1 ODF/Round until victim beats 1 with a Fortitude roll)

ODF:  -8

DDF:  -7

Skills  None

 

Fire Serpents

Nim  +1

Str    +1

Bra   -2

For    0

Kee   0

Wil    0

Per   -3

Sca  -5

Faults None

Gifts   Breathe Fire (-4 ODF)

ODF:  -4

DDF:  -5

Skills

 

Scarlet Alligator

Nim  0

Str   +1

Bra  -1

For  +1

Kee +1

Wil   0

Per  -1

Sca  0

Faults

Gifts  Fire Breath (2 ODF), Teeth (+2 ODF)

ODF:  +3

DDF:  +1

Skills  Brawling 2

 

Rigamaroles

The Rigamaroles are normal people that cannot answer a question with “yes” or “no”.  Here is what a Rigamarole said when the Wizard asked him if she was in Rigamarole Town (excerpted from The Emerald City of Oz):

Sir," replied the boy, "if you have traveled very much you will have

noticed that every town differs from every other town in one way or

another and so by observing the methods of the people and the way they

live as well as the style of their dwelling places it ought not to be

a difficult thing to make up your mind without the trouble of asking

questions whether the town bears the appearance of the one you

intended to visit or whether perhaps having taken a different road

from the one you should have taken you have made an error in your way

and arrived at some point where--"

The Rigamaroles also don’t stop talking (much like many college professors and ministers).  Anyone who speaks like a Rigamarole is sent here, so the village is really a prison colony for people who can’t stop droning.

All attributes 0, Fault of Never stops talking

 

Rocs

Rocs are huge predatory birds that dwell near Pyramid Mountian.  Rocs are usually hungry and mean.

Nim  1

Str   1

Bra  -2

For  0

Kee 1

Wil  -1

Per  -3

Sca  2

Faults

Gifts  Beak +2, Flight

ODF:  5

DDF:  2

Skills

Tracking 1

 

Roses of the Rose Kingdom and the Royal Gardener

The Rose Kingdom is the inside of a huge greenhouse.  The roses are the size of a human child, and have the faces of people. The roses have arms and legs. The Royal Gardener of the Rose Kingdom is a funny little man that dresses in a rose colored costume that has ribbons at the knees and elbows.  He has a deeply lined face, twinkling eyes, and wears ribbons in his hair.  It is against the law to be a stranger in the Rose Kingdom, as is breaking the glass of the greenhouse.  The penalty for both is death, according to the little book the Royal Gardener carries.  The Gardener currently rules the kingdom, waiting for a King Rose to blossom.  The roses of the Kingdom only want a King, so they exiled Ozga from their Kingdom after she was picked by Betsy Bobbins

 

Typical Rose

Attributes 0

Sca  -4

Faults Admires Self

Gifts  Thorns +2, :  Talk to flowers-can ask flowers for directions, and the flowers turn toward the correct way to go.

ODF:  +2

DDF:  -4

 

Royal Gardener

Equipment:  Pitchfork, watering pot, book of laws.

Nim  1

Str    0

Bra  1

For  0

Kee 0

Wil  1

Per  1

Sca  0

Faults

Gifts

ODF:  +2

DDF:   0

Skills:  Gardening 2, Pitchfork 1

Equipment:  Watering pot (+1), Pitchfork (+2), book of laws

 

Scoodlers

From The Road to Oz:

They moved forward a little faster to see what the dog was barking at,

and found perched upon a point of rock by the roadside a curious

creature.  It had the form of a man, middle-sized and rather slender

and graceful; but as it sat silent and motionless upon the peak they

could see that its face was black as ink, and it wore a black cloth

costume made like a union suit and fitting tight to its skin.  Its

hands were black, too, and its toes curled down, like a bird's.  The

creature was black all over except its hair, which was fine, and

yellow, banged in front across the black forehead and cut close at the

sides.  The eyes, which were fixed steadily upon the barking dog, were

small and sparkling and looked like the eyes of a weasel.

The thing gave a jump and turned half around, sitting in the same

place but with the other side of its body facing them.  Instead of

being black, it was now pure white, with a face like that of a clown

in a circus and hair of a brilliant purple.  The creature could bend

either way, and its white toes now curled the same way the black ones

on the other side had done.

The Queen

For the Queen of the Scoodlers proved to be much more dreadful in

appearance than any of her people.  One side of her was fiery red,

with jet-black hair and green eyes and the other side of her was

bright yellow, with crimson hair and black eyes.  She wore a short

skirt of red and yellow and her hair, instead of being banged, was a

tangle of short curls upon which rested a circular crown of

silver--much dented and twisted because the Queen had thrown her head

at so many things so many times.  Her form was lean and bony and both

her faces were deeply wrinkled.

Scoodlers are mean.  They love to turn people and pretty creatures into soup (when faced with the Shaggy Man’s love magnet, they said “We love you-in soup!”).  They can remove their heads from their bodies and throw them as weapons.  The scoodlers can move their bodies towards their heads, as long as their heads can see their bodies;  otherwise, they stumble about helpless.  They can walk “both ways”, forewords and backwards, and their feet are shaped like the letter ‘T’.  They live in a mountain in small huts made of rocks.  The center of the Scoodler village is dominated by a huge soup kettle with lots of wood beneath it.  The Scoodlers are ruled by an evil Queen.  The queen will ask if the characters think she is beautiful;  if they say no, they will be made into soup.  If they say yes, she will thank them and make them into soup.  Captured characters will be taken to a hut that contains other ingredients for making soup:  carrots, potatoes, etc.  There will be a single guard to prevent their escape.

Scoodlers

Nim  2

Str    0

Bra  -1

For   0

Kee  1

Wil   0

Per   -2

Sca  0

Faults  Must be able to see attached head or flail about helplessly

Gifts  Detachable head;  damage 1 when thrown

ODF:  0

DDF:  0

Skills:  Head throwing 2

 

Tottenhots

Twilight had fallen by the time they came to the trees, beneath which were the black, circular objects they had marked from a distance. Dozens of them were scattered around and Dorothy bent near one which was about as tall as she was to examine it more closely.  As she did so the top flew open and out popped a dusky creature, rising its length into the air and then plumping down upon the ground just beside the little girl.  Another and another popped out of the circular, pot-like dwelling, while from all

 the other black objects came popping more creatures--very like jumping-jacks when their boxes are unhooked--until fully a hundred stood gathered around our little group of travelers.

        By this time Dorothy had discovered they were people, tiny and curiously formed, but still people.  Their skins were dusky and their hair stood straight up, like wires, and was brilliant scarlet in color. Their bodies were bare except for skins fastened around their waists and they wore bracelets on their ankles and wrists, and necklaces, and great pendant earrings. Toto crouched beside his mistress and wailed as if he did not like these strange creatures a bit.  Scraps began to mutter something about "hoppity, poppity, jumpity, dump!" but no one paid any attention to her.  Ojo kept close to the Scarecrow and the Sc

arecrow kept close to Dorothy; but the little girl turned to the queer creatures and said:

        "Who are you?"

        They answered this question all together, in a sort of chanting chorus, the words being as follows:” We’re the jolly Tottenhots;

         We do not like the day,

         But in the night 'tis our delight

         To gambol, skip and play.

         We hate the sun and from it run,

         The moon is cool and clear,

         So on this spot each Tottenhot

         Waits for it to appear.

         We're ev'ry one chock full of fun,

         And full of mischief, too;

         But if you're gay and with us play

         We'll do no harm to you."

The Tottenhots are very mischievous, throwing around smaller opponents and sitting on heavier ones.  However, they are cowardly and cry if hurt too much, and then disappear into their holes again.  They complain that they’re only fooling around, and really only want to play all night.  The party could strike a bargain, allowing the Tottenhots to play while the party stays in their underground homes.  Live in the deserts of Quadling country.

Nim +2

Str    +1

For    0

Bra  +1

Kee +1

Wil  -2

Per  -1

Sca  -3

Gifts

Jumping +2

ODF:  -2

DDF:  -3

 

Trapper Plants-Huge plants that trap creatures inside their huge leaves.  They can be made to leave people alone by whistling a pleasant tune.  The players actually have to whistle a tune for the storyteller.  If he enjoys it, the plants let the party go.  If not, the party needs to figure something else out.

Nim   0

Str   +2

For    0

Bra   -3

Kee  -2

Wil  -2

Per   -2

Sca +1

Gifts

Large leaves that entrap people (+1 wrestling)

Faults

Vulnerable to whistling-if a good tune is whistled, the plants let their victims go.

ODF:  +4

DDF:  +1

 

Utencils of Utencia

A race of violent, nationalistic silverware.  They live in Utencia, which is basically a Kingdom of cupboards, tables, and other kitchen containers.  It is inhabited by kettles, saucepans,  flatirons, corkscrews (Mr. Pop, a crooked lawyer), Prince Carver (a mean carving knife), sieves, High Priest Colander (the holiest thing in the kingdom-get it?), Sir Jabber (a can opener with a prying disposition), Judge Sifter,  Mr. Paprika (a pepperbox that are highly seasoned but need common sense), King Kleaver, who smokes a pipe is says “Fat and gristle!” when angry. The Spoon Brigade is the military of Utencia, composed of 60 spoons (carry muskets and swords), which is led by Captain Dipp.

 

Spoon Brigade

Nim  1

Str    1

Bra   0

For   1

Kee   0

Wil    0

Per    -1

Sca  -5

Faults None

Gifts  None

ODF:  -4

DDF:  -4

Skills  Axe 1, Musket 1

Equipment Sword (+2 ODF= -2 ODF), Musket ( -2 ODF)

 

King Kleaver

Nim  -1

Str    +2

Bra   -1

For   +2

Kee    0

Wil    0

Per   -1

Sca  -3

Faults

Gifts  Sharp Edge (+3 ODF = +2 ODF total)

ODF:  +2

DDF:  -1

Skills  Slicing +2

 

Victor Columbia Edison, the Living Phonograph-accidentally give life by the crooked magician.  Of course, the phonograph talks and is a dreadful annoyance.

Nim  +1

Str     0

Bra    0

For   0

Kee   0

Wil   0

Per   -2

Sca  -3

Faults Noisy and annoying

Gifts  Pain Tolerance

ODF:  -3

DDF:  -3

Skills  Music –2 (plays it, but annoying)

 

Wheelers

From Ozma of Oz:

It had the form of a man, except that it walked, or rather rolled,

upon all fours, and its legs were the same length as its arms, giving

them the appearance of the four legs of a beast.  Yet it was no beast

that Dorothy had discovered, for the person was clothed most

gorgeously in embroidered garments of many colors, and wore a straw

hat perched jauntily upon the side of its head.  But it differed from

human beings in this respect, that instead of hands and feet there

grew at the end of its arms and legs round wheels, and by means of

these wheels it rolled very swiftly over the level ground.  Afterward

Dorothy found that these odd wheels were of the same hard substance

that our finger-nails and toe-nails are composed of, and she also

learned that creatures of this strange race were born in this queer

fashion.

These creatures are found in the land of Ev.  They live on a coast near a forest with Lunch-Pail trees.  These are trees that grow lunchpails full of food (commonly ham sandwiches, apples, cake and cheese).  The wheelers will threaten to execute anyone that takes a pail.  The wheelers write warnings in the sand (“BEWARE THE WHEELERS”) because they are not very good fighters, and are afraid of their enemies.

Nim 1

Str  0

Bra -1

For 1

Kee -2

Wil -1

Per -2

Sca 1

Faults Can’t travel up hills, can’t travel on very rough terrain

Gifts

ODF: 1

DDF: 1

Skills Ramming 1, Intimidation 1

 

Whimsies

From The Emerald City of Oz:

These Whimsies were curious people who lived in a retired country of

their own.  They had large, strong bodies, but heads so small that

they were no bigger than door-knobs.  Of course, such tiny heads could

not contain any great amount of brains, and the Whimsies were so

ashamed of their personal appearance and lack of commonsense that

they wore big heads made of pasteboard, which they fastened over their

own little heads.  On these pasteboard heads they sewed sheep's wool

for hair, and the wool was colored many tints--pink, green and

lavender being the favorite colors.  The faces of these false heads

were painted in many ridiculous ways, according to the whims of the

owners, and these big, burly creatures looked so whimsical and absurd

in their queer masks that they were called "Whimsies."  They foolishly

imagined that no one would suspect the little heads that were inside

the imitation ones, not knowing that it is folly to try to appear

otherwise than as nature has made us.

The Chief of the Whimsies had as little wisdom as the others, and had

been chosen chief merely because none among them was any wiser or more

capable of ruling.  The Whimsies were evil spirits and could not be

killed.  They were hated and feared by every one and were known as

terrible fighters because they were so strong and muscular and had not

sense enough to know when they were defeated.

The Chief's false head had blue hair, a turned-up nose, and a mouth

that stretched half across the face.  Big green eyes had been painted

upon it, but in the center of the chin were two small holes made in

the pasteboard, so that the Chief could see through them with his own

tiny eyes; for when the big head was fastened upon his shoulders the

eyes in his own natural head were on a level with the false chin.

These dumb galoots live  near Ev and love to fight.  They are not bright at all, and are too dumb to know when they are beat.  Whenever the Chief asks an intelligent question, his people get angry and beat him or throw him in water.

Typical Whimsy

Nim 0

Str  +3

Bra  -3

For  +2

Kee  -3

Wil   0

Per   -2

Sca  0

Faults

Gifts

ODF:  +3

DDF:  +2

Skills  Brawling 1

 

Whimsy Chief

Same as above, except Bra and Kee –2, and Faults of Dances Uncontrollably and Sings a Silly Song.

 

Winged Monkeys

Excerpted from The Wizard of Oz

"Once," began the leader, "we were a free people, living happily

in the great forest, flying from tree to tree, eating nuts and fruit,

and doing just as we pleased without calling anybody master.  Perhaps

some of us were rather too full of mischief at times, flying down to

pull the tails of the animals that had no wings, chasing birds, and

throwing nuts at the people who walked in the forest.  But we were

careless and happy and full of fun, and enjoyed every minute of the day.

This was many years ago, long before Oz came out of the clouds to rule

over this land.

 

    "There lived here then, away at the North, a beautiful princess,

who was also a powerful sorceress.  All her magic was used to help

the people, and she was never known to hurt anyone who was good.

Her name was Gayelette, and she lived in a handsome palace built

from great blocks of ruby.  Everyone loved her, but her greatest

sorrow was that she could find no one to love in return, since all

the men were much too stupid and ugly to mate with one so beautiful

and wise.  At last, however, she found a boy who was handsome and

manly and wise beyond his years.  Gayelette made up her mind that

when he grew to be a man she would make him her husband, so she

took him to her ruby palace and used all her magic powers to

make him as strong and good and lovely as any woman could wish.

When he grew to manhood, Quelala, as he was called, was said to

be the best and wisest man in all the land, while his manly beauty

was so great that Gayelette loved him dearly, and hastened to make

everything ready for the wedding.

 

    "My grandfather was at that time the King of the Winged Monkeys

which lived in the forest near Gayelette's palace, and the old fellow

loved a joke better than a good dinner.  One day, just before the wedding,

my grandfather was flying out with his band when he saw Quelala walking

beside the river.  He was dressed in a rich costume of pink silk and

purple velvet, and my grandfather thought he would see what he could do.

At his word the band flew down and seized Quelala, carried him in their

arms until they were over the middle of the river, and then dropped him

into the water.

 

    "`Swim out, my fine fellow,' cried my grandfather, `and see if

the water has spotted your clothes.'  Quelala was much too wise

not to swim, and he was not in the least spoiled by all his good

fortune.  He laughed, when he came to the top of the water, and

swam in to shore.  But when Gayelette came running out to him she

found his silks and velvet all ruined by the river.

 

    "The princess was angry, and she knew, of course, who did it.

She had all the Winged Monkeys brought before her, and she said at

first that their wings should be tied and they should be treated

as they had treated Quelala, and dropped in the river.  But my

grandfather pleaded hard, for he knew the Monkeys would drown in

the river with their wings tied, and Quelala said a kind word for

them also; so that Gayelette finally spared them, on condition

that the Winged Monkeys should ever after do three times the

bidding of the owner of the Golden Cap.  This Cap had been made

for a wedding present to Quelala, and it is said to have cost the

princess half her kingdom.  Of course my grandfather and all the

other Monkeys at once agreed to the condition, and that is how it

happens that we are three times the slaves of the owner of the

Golden Cap, whosoever he may be."

 

    "And what became of them?" asked Dorothy, who had been greatly

interested in the story.

 

    "Quelala being the first owner of the Golden Cap," replied

the Monkey, "he was the first to lay his wishes upon us.  As his

bride could not bear the sight of us, he called us all to him in

the forest after he had married her and ordered us always to keep

where she could never again set eyes on a Winged Monkey, which we

were glad to do, for we were all afraid of her.

 

    "This was all we ever had to do until the Golden Cap fell into

the hands of the Wicked Witch of the West, who made us enslave the

Winkies, and afterward drive Oz himself out of the Land of the

West.  Now the Golden Cap is yours, and three times you have the

right to lay your wishes upon us."

 

Typical Winged Monkey

Nim  +1

Str    +1

For   +1

Bra    0

Kee  +1

Wil   -2

Per   -1

Sca   -1

Gifts  Flight

Skills

ODF:  0

DDF:  0

 

Winged Monkey Leader

Nim  +2

Str    +2

For   +2

Bra    +1

Kee  +2

Wil   -2

Per   -1

Sca    0

Gifts  Flight

Skills Ruling 1,

ODF:  +1

DDF:  +1

 

CHAPTER 4:  MAGIC AND EQUIPMENT

 

 

All right, you all know that Oz originally had four witches:  the Northern and Southern witches were good, and the Eastern and Western were evil.  The former wicked witch of the East was killed by Dorothy’s house.  Witches in Oz can be good (use White Magic) or bad (use Black Magic), and there are no witches or magicians in “civilized” country (like Kansas in the civilized United States).  However, Oz isn’t civilized and magic is real here.  Witches wear white, and a non-Ozite can be mistaken for a witch just like Dorothy Gale was.  As we all know, water does +3 ODF versus evil witches (however, not Wizards or Sorcerers, or Wizardesses or Sorceresses).  Keep in mind Good magic IS more powerful than Evil.  All good magic users get a +1 to all spell use.  However, Good magic users will not use transformation or illusions, since they try to make things as they are not.

 

Less powerful magic wielders are known as Wizards (Wizardess if female), and the least powerful are Sorcerers (or Sorceress if female).  Fairies, like Ozma, don’t cast spells (or use herbs and potions), but use lots of magic items.

 

Bad magic is marked with a (B).  Only NPC villains can have these spells.

 

The following magic spells are examples of some magic effects produced in the Oz books.  No, there are no fireballs-magic is more whimsical and less “fireball coming on line!” in Oz.  Keep in mind good magic users cannot use illusionary or transformative spells.  Other magic effects are possible-use these descriptions are guidelines, along with the FUDGE Magic rules in Chapter 7 of the FUDGE rules.

 

Spells

 

Dispel Illusion-Removes an illusion created by another magic user.  Utter a few magic words and make a gesture of the player’s choice.

Difficulty:  1

 

Dispel Transformation-By winding a golden thread around the transformed magic user, the transformed magic user is transformed back into its original form.  The character cannot transform as long as the thread is around its neck.

Difficulty:  2

 

Donkey Head(B)-The victim’s head is turned into a donkey head.  Personability drops by 3, but the character has their normal Personability when among donkeys.

Difficulty:  0

 

Eye Like a Telescope-Enables the spell user to see far beyond normal.  The user can see anything within the section of Oz the user is currently in.

Difficulty:  -1

 

Fault Removal-Allows the magic user to remove a fault from a character.  This can be used once per character, and the spell may only be used once per adventure.

Difficulty:  3

 

Forget Magic-By cooking a powerful draught and forcing the magic user to drink it, the magic user forgets all the magic s/he ever knew.  All spell knowledge vanishes until the magic user learns it again.

Difficulty:  3

 

Fox Face(B)-Transforms the victim’s head into a fox head, making personability 3 points lower.  However, foxes may still find the person attractive (normal personability towards foxes).

Difficulty:  0

 

Enchant Food-Enchants an amount of food in a container (lunch-pail, picnic basket) so it will last for a whole story.  Any food that is eaten simply reappears in the container.

Difficulty:  -1

 

Enchant Wheels-With a gesture and magic word of the player’s choice, this spell enchants the wheels of a vehicle to move on their own accord and move until the vehicle has found the nearest road, then the spell expires.

Difficulty:  0

 

Illusions(B)-Allows the magic user to create illusions, as far away as the magic user can see.  Common illusions include fire, little girls in the middle of a dangerous combat, or disguising oneself to look like others. The illusions seem real, but can be seen through if a Will roll vs. difficulty 1 is made.

Difficulty:  1

 

Kiss-The user kisses the recipient of the spell on the forehead.  There is then a round shining mark on the character’s forehead that was kissed.  Any character trying to harm the character with the mark must roll their Will versus the Will of the spell caster.

Difficulty:  2

 

Make Tent-By laying handkerchiefs down on the ground, waving the left hand, and saying

"Tents of canvas, white as snow,

Let me see how fast you grow!"

The magic user can create full sized tents, complete with beds and furniture.

Difficulty:  -1

 

Seal-the magic user can seal any entrance air and light tight.  There must already be a door or barrier in place for this to work.  This is mainly used to prevent the escape of tiny enemies or those turned into shadows.

Difficulty:  1

 

Sex Change(B)-Transforms the target character into the opposite sex. The complete ritual is described in The Land of Oz:

The first act of the Witch was to make the boy drink a potion which quickly

sent him into a deep and dreamless sleep. Then the Tin Woodman and the

Woggle-Bug bore him gently to the couch, placed him upon the soft cushions,

and drew the gossamer hangings to shut him from all earthly view.

The Witch squatted upon the ground and kindled a tiny fire of dried herbs,

which she drew from her bosom. When the blaze shot up and burned clearly old

Mombi scattered a handful of magical powder over the fire, which straightway

gave off a rich violet vapor, filling all the tent with its fragrance and

forcing the Saw-Horse to sneeze -- although he had been warned to keep

quiet.

Then, while the others watched her curiously, the hag chanted a rhythmical

verse in words which no one understood, and bent her lean body seven times

back and forth over the fire. And now the incantation seemed complete, for

the Witch stood upright and cried the one word "Yeowa!" in a loud voice.

The vapor floated away; the atmosphere became, clear again; a whiff of fresh

air filled the tent, and the pink curtains of the couch trembled slightly,

as if stirred from within.

Glinda walked to the canopy and parted the silken hangings. Then she bent

over the cushions, reached out her hand, and from the couch arose the form

of a young girl, fresh and beautiful as a May morning. Her eyes sparkled as

two diamonds, and her lips were tinted like a tourmaline. All adown her back

floated tresses of ruddy gold, with a slender jeweled circlet confining them

at the brow. Her robes of silken gauze floated around her like a cloud, and

dainty satin slippers shod her feet.

Difficulty:  2

 

Stop Breath (B)-This spell cuts off air circulation to a target’s mouth.  The spell takes five minutes to cast, and the target loses one health level per round until the spell is dispelled or the caster loses concentration.

Difficulty:  1

 

Storm Away-This spell prevents storms from occurring in an area the size of a small village.

Difficulty:  1

 

 

Transform to Dove (B)-By uttering  "Adi, edi, idi, odi, udi, oo-i-oo!  Idu, ido, idi, ide, ida, woo!", the magic user can transform a target into a dove.

Difficulty:  1

 

Transform Object (Y)-Allows the magic user to transform inanimate objects into other inanimate objects, like pebbles to butter.

Difficulty:  1

 

Transform to Ant(B)-Change into an ant, turn back any time.

Difficulty:  1

 

Transform to Griffin(B)-Change into a griffin, turn back any time.

Difficulty:  1

 

Transform to Plant(B)-Allows to user to transform into a plant. The character can turn back at any time.

Difficulty:  1

 

Transform to Shadow(B)-Turns the character into a shadow until they wish to be substantial.

Difficulty:  1

 

Turn to marble(B)-The potion is made by boiling equal parts milk and vinegar, along with some magic herbs, over a fire.  It must be allowed to cool overnight, or it will not work.  If the potion is drunk, the character turns to marble but cannot move or speak (treat marble body as +4 scale for damage purposes).  This is a favorite of old Mombi’s.

Difficulty:  2

 

Ugliness(B)-The spell lowers the victim’s Personability to –3.  The spell can only be broken by a kiss of a Fairies.

Difficulty:  2

 

Unpetrify-Reverses petrification.  The character makes a magic pass and says a magic word, both determined by the P.C.

Difficulty:  2

 

Turn object invisible(B)-Turns object invisible. 

Difficulty:  0

 

Twinkling bells-This spell allows the caster to make the sound of bells ringing with a simple gesture.

Difficulty:  -2

 

Twist Path-(B)Allows the magic user to distort a path in Oz the magic user has seen.  Targets on the path must make a Keenness roll vs. the Willpower of the magic user to avoid getting lost.

Difficulty:  2

 

Wash Dishes-This spell, with a single magic word, washes and neatly stacks any amount of dishes.

Difficulty:  -2

 

 Weapon Possession(B)-This spell allows the user to make a character use their own weapon against themselves.  This is the spell largely responsible for Nick Chopper becoming the Tin Woodsman, Emporer of the Winkies.

Difficulty:  2

 

Teleport-The user must whirl on their left heel three times, and  can then teleport anywhere in Oz.

Difficulty:  2

 

Teleport Others-Allows the user to teleport a character to Earth, Oz, or any other Faerie Land.

Difficulty:  3

 

Yookoohoo Magic

Yookoohoo Magic limitations-Yookoohoo’s cannot return anything that they transform back into its original shape.

 

Conjure Object (Y)-Allows the magic user to create simple tools, such as ladders, forks, etc. out of thin air.

Difficulty:  0

 

Door Lock (Y)-Magic user can make it impossible to exit a door or impossible to enter it.  One or the other, not both.

Difficulty:  1

 

Thought Reading (Y)

Difficulty:  1

 

Transform to Animal (Y)-The spell allows the magic user to transform a character into an animal.

Difficulty:  2

 

Transform Animal (Y)-Allows the magic user to transform an animal into an inanimate object , i.e. mouse to biscuit.

Difficulty:  1

 

Magic items

Below are examples of some of the Magic Items of Oz that have appeared in the novels.  Use these as guidelines for creating other Ozzy magic items.

 

Alarm Rings-one ring is put on the left hand, and one on the right.  When there is danger, the wearer twists the rings, and a bell in Glinda’s palace rings, alerting her that the wearer needs assistance.

 

Dama Fruit – Found in the valley of Voe.  These delicious peaches turn anything that eat them invisible.  If an invisible creature is killed, it immediately turns visible again.

 

DR. NIKIDIK'S CELEBRATED WISHING PILLS.

Directions for Use: Swallow one pill; count seventeen by twos; then make a

Wish.-The Wish will immediately be granted. CAUTION: Keep in a Dry and Dark Place." 

How do you do it?  As our intelligent friend the saw-horse saw, you start with one half, and then you can easily count to 17 by twos (.5, 1, 3, 5…17).  Mathematics, Pause and Reflect, or old fashioned banging the head against the wall can get the party the solution to this dilemma.  Better yet, send the players on a quest to find a wise creature that knows the answer to this riddle!  There are three silver pills in a dose, and characters that have no need to eat cannot use the pills.  Yep, they grant any wish.  If the character’s wish for all the money in the world, it lands on top of them and suffocates them.  If they wish to become the strongest being in the world, opening a door will cause a building to fall over.  Et cetera.  These are best used for minor things, and warn the PC’s of the danger of getting greedy…..

 

Enchanted Paper-Anything cut out of this paper comes alive.

 

For Flesh Wounds Shrub-Heals three levels per dose.  Works only on humans and animals, not animateds.

 

Gargoyle Wings-Small wooden gargoyle wings that allow anyone who wears them to fly.

 

Golden Cap-This golden cap has a circle of diamonds and rubies in its brim.  Its wearer can use it to call on the winged monkeys to do the wearer’s bidding 3 times.  Each person can only use the cap 3 times, no matter what.  In The Wizard of Oz, the Wicked Witch of the west demonstrates how to use the cap:

 

So the Wicked Witch took the Golden Cap from her cupboard and

placed it upon her head.  Then she stood upon her left foot and

said slowly:

"Ep-pe, pep-pe, kak-ke!"

Next she stood upon her right foot and said:

"Hil-lo, hol-lo, hel-lo!"

 After this she stood upon both feet and cried in a loud voice:

"Ziz-zy, zuz-zy, zik!"

 

Leaves of Voe-These leaves allow beings that rub the leaves on their feet to walk on water.  They only can be found in the Valley of Voe.

 

Liquid of Petrification-A few drops turns anything it touches into marble.  It works both on inanimate objects and living things.  The only known antidote is composed of:  a drop of oil from a living man, a six leaf clover, the left wing of a yellow butterfly, three hairs from a Woozy’s tail, and a flask of water from a dark well.

 

Love Magnet-Only works on beings with hearts.  The being must also see the love magnet.  The Love Magnet makes everyone that sees it love the character in possession of the magnet.  The Shaggy Man stole it from a young girl who attracted so many suitors they fought over her, which made her unhappy.

 

Magic Belt-Formerly the Nome King’s.  It can transform creatures into small items:  such as bric-a-brac (ornaments), scorpions, and eggs.   It also provides a +3 to the user’s DDF.  The belt also allows the user to open doors into to lair of the Nomes, and to stop the Iron Giant from pounding the ground in front of the Nomes’ lair. It can also be used to teleport others or inanimate objects.  However, its transformative powers do not work on wood.  Gestures and magic words are required for its activation.  Dorothy took the belt from the Nome King, and then gave it to Ozma.  The belt can also be used to teleport characters from Oz to Earth, Earth to Oz, or between Oz and other Fairy Lands.

 

Magic Book/Great Book of Records-Anything that ever happens in Oz is recorded in this book magically, so Glinda is always well informed.  The entries are brief, since even a magic book cannot hold every detail of every situation.  It is locked with 5 padlocks, the keys to which Glinda keeps in her bosom.

 

Magic Carpet-Given to Ozma by Glinda, this carpet allows passage across the deadly desert that separates Oz on all sides.  It unrolls in front and rolls up in back as it is trod upon. 

 

Magic Pearl-used by Glinda.  The pearl is pure white, on a gold chain.  When it is hung around someone’s neck, it turns black when the character speaks a falsehood.

Magic Picture-Currently in the possession of Ozma.  Allows the user to see anything happening anywhere, in fairy lands or on Earth.  The user just needs to wish that they could see wherever to the mirror.

 

Magic Slate-used by the good witch of the north.  To use it, the witch must take off her hat, and balance it on the tip of her nose.  Then the witch must count to three in a solemn voice.  The hat turns into a slate, which will answer a question posed by the player in one sentence.  The item may be used once per chapter.

 

Magic Tents-Tiny miniature tents that grew to full size and shrunk again when the user wished.

 

Powder of Life-Created by Dr. Pipt.  This powder takes 6 years to make, and the brewer must stir 4 pots for the duration (two with his hands, two with his feet).  Mombi demonstrates how to use the powder after sprinkling it on an object in The Land of Oz:

Then, putting the pepper-box back into the basket, Mombi lifted her left

hand, with its little finger pointed upward, and said:

"Weaugh!"

Then she lifted her right hand, with the thumb pointed upward, and said:

"Teaugh!"

Then she lifted both hands, with all the fingers and thumbs spread out, and

cried:

"Peaugh!"

 

 

Powder of Perpetual Youth-Mombi created this powder.  Unfortunately, it isn’t magic at all-it is no good and works no magic at all.  This could be a good wild goose chase for the party.

 

Silver Shoes-What Dorothy REALLY got from the witch.  Just like in the movie, tap the heels together three times, say where you want to go, take three steps, and you are there.  The wearer can go to any fairy land or earth, without limitation.

 

Silver Wand

Can change the color of anything, Create Tent, Wash Dishes, Enchant Food, green jewel at the end acts as a flashlight, can hear things far away, turn self and others invisible,

 

Weapons

Oz isn’t a big gun, big sword kind of game.  Weapons are used in Oz, but really aren’t the focus of the story, or described in much detail in the books.  This list may be the shortest list of weapons ever to appear in a role playing game.

 

Knife (+2 ODF)

Axe (+3 ODF)

Spear (+3 ODF)

Sword (+3 ODF)

Stick (+1 ODF)

Gun (Musket) ODF:  3 (1 shot, 1 round to reload)

Bows and arrows:  (+2 ODF)

Revolver:  2 ODF (6 shots)

 

Equipment

Many of these items are mundane, or bizarre scientific/magical devices.  Use these as guidelines for assigning difficulties for PC’s wishing to invent something in Oz using the Invention Skill.

 

Bubble Machine-Invented by the Wizard.  This marvelous machine blows huge soap bubbles that magically take anyone inside of them where they want to go.  The bubble disappears after the rider has safely landed in his/her destination.

Invention Difficulty:  3

 

Sand Ship-Invented by Johnny Dooit, this ship had 2 long, ski-like rudders underneath it that allowed the ship to sail across the Deadly Desert. 

Invention Difficulty:  2

 

School Pills-invented by the Wizard, algebra, geography, Latin, spelling, geography, sugar coated.  They allow the use of a skill at +2 for a period of one hour.

Invention Difficulty:  1

 

 

Square Meals-Tiny, square shaped tablet invented by Professor Woggle Bug.  Contains soup, fish, roasted meat, salad, apple dumplings, ice cream, and chocolate drops.  A six course meal!

Invention Difficulty:  0

 

 

Handcuffs-STR 2.

Invention Difficulty:  -1

 

Tin Armor-Worn commonly by servants of the Tin Woodsman in Winkie Country.  The armor comes complete with the silly hat the Tin Woodsman wears.  The armor provides +2 to DDF.  However, the armor is made of many tiny plates of tin and clanks, making it hard to sneak around in the armor.  Also, it reduces Nimbleness by 2.

Invention Difficulty:  -1

 

Wireless Phone-An invention of the Wizard.  This small device allows its users to correspond over any distance in Oz and the surrounding fairy lands.  The phone turns on when the user says hello, and turns off when it leaves the user’s hand.

Invention Difficulty:  1

 

CHAPTER 5:  GAMEMASTERING

 

 

Role-playing in Oz?  Sounds as exciting as a week long Smurfs marathon.

 

WRONG!

 

Let’s clear up some preconceptions about Oz:

 

  1. Oz is all about singing and dancing and no action.

 

An absurd notion!  The Oz books are filled with violence and action.  It seems that the Tin Woodsman and Cowardly Lion were always chopping up nasty creatures in the written version of The Wizard of Oz.  Likewise, there are many nasty natives within the wild lands of Oz.  The land bordering Oz are populated by Nomes, evil Vegetables, and the menagerie of nasties that banded together to attack Oz just because they didn’t like nice people in The Emerald City of Oz.  Just like in D&D, the Oz stories are filled with princesses that need rescuing, attempted invasions, nasty monsters with big teeth, and magic wielding heroes, along with talking animals, clockwork men, and creatures so bizarre they cannot be described in one sentence. 

 

  1. How can Oz be fun if you can’t die, people in Oz are nice, and there is no money?

 

You can die in Oz, as described in Chapter 2.  MOST people in Oz are nice, but there are many kingdoms in the wild that are hostile to outsiders.  Powergaming munchkins ( I hope munchkins actually play munchkins in Oz!) can be enticed by promises of magic items from Glenda or Ozma for a job well done, along with fame.  The kind of joking and bizarre happenings may even appeal to some munchkins.  After all, the PC’s are encouraged to do things that can put ‘godly’ characters in some games to shame!

 

  1. You are promoting min-maxing/disadvantages don’t balance advantages/play balance is slanted too much towards players

 

“Play balance?”  No matter how tough the characters are, there will be something in Oz tougher. Or a bigger army.  Or bizarre scientific laws that play havoc on the expectations of the PCs.  In Oz, bizarre occurrences and creatures are practically the norm, although everyone in Oz always seems to be surprised by new creatures.

Min/maxing?  Play on those flaws in creative ways-

For example, if a player picks guns +3 as a skill and balances it with needlepoint –3, have the players get lost in a forest and come upon a tribe of huge, nasty giants with big teeth that LOVE needlepoint.  The only way to avoid being strung up and covered with feathers and beaten severely is to crochet a beautiful dishrag.  This kind of encounter will encourage PC’s to choose disadvantages carefully, since they should fully expect the GM to integrate this important part of character background into the adventure. Insane?  Not in Oz.  The bizarreness of Oz lends itself to a GM doing ‘whatever’ to maintain play balance.  Sure, this kind of freeform play isn’t for everyone, but it can work well in Oz, since so much weird stuff happens.

 

Adventure types

 

Rescue-Ozma may be kidnapped.  The royal family of Ev may be turned to stone by the Nome king.  This plot may be trite, but the bizarre creatures and happenings in Oz can make a routine plot seem fresh and new.  One recurring adventure in the Oz books is rescuing a person from the domains of the Nome King, and getting past all of his traps and his royal army.

 

Exploration-Oz isn’t very well explored, by Ozma’s own admission.  The characters could volunteer to map out some more of Oz, even though the landscape warps regularly. 

 

Quest-Quests can involve finding sorcerers to remove faults, finding cures for magical maladies of friends, bringing a renegade magician to justice, or almost anything else the GM can imagine!  Remember, in Oz, ‘getting there’ and the scenery is half the excitement!

 

Survival-The unexplored wild lands of Oz are home to many frightening creatures.  Becoming lost can often turn into a fight just to survive.  For people that don’t think Oz can land itself to these kinds of stories, check out the first half of Dorothy and the Wizard of Oz.  Their adventure could be made into a great action flick, or a great role playing adventure!  Think a ‘cute’ version of a D+D romp through a hostile, unexplored land.

 

Protection-There are all kinds of fragile peoples in Oz that may need bodyguards.  The citizens of Bunbury may be discovered by very hungry monsters.  The cuttenclips could be threatened by a rainstorm.  A big bull or kalidah could be loose in the lands of the china people.  All of these people could use some protection and assistance.  A adventure of a grand scale would be protecting the Emerald City from a siege by mean foreigners, or even mean renegade kingdoms from inside Oz, such as when brave adventurers expelled the invasion of Jinjur or Oogaboo.

           

Courtroom Drama-Not joking!  Oz has many bizarre laws, as outlined in Chapter 2, and the GM can surely come up with more laws that can be violated without the PC’s even knowing that they did any wrong.  Although Ozma is fair, she is stubborn and follows the law to the letter.

 

Diplomacy-Characters can serve as Royal Diplomats of Oz.  There are many bizarre countries that border Oz, and not all of them are friendly.  Oz always wants to be on good terms with its neighbors, which can be a rough job if your neighbors are Nomes, Gargoyles, and Wheelers!

 

Parties-Parties provide great role playing opportunities, and allows the GM to introduce the characters to many denizens of Oz.  However, having many important heroes of Oz in one place can be a tempting target for a villain seeking revenge, or an opportunity for a despot to try to take over the Tin Woodsman’s palace while he is gone.

 

The ‘Feel’ of Oz

 

Oz is really just a fantasy world with American influence.  Instead of elves, there are fairy characters modeled after things that children look upon with wonder.  Oz is said to be a symbolic story about socialism, populism, or even heaven and hell by different scholars.  There are certain  threads running through Oz stories.

 

  1. Silliness!  Slapstick, puns, silly solutions to problems, weird conversations, and wonder at ‘ordinary’ things from the land of the USA should be rewarded with FUDGE points.  Faults played up to extremes should also be rewarded.  FUN is what Oz should be all about.  The only way to really grasp Oz humor and silliness is to read the books.  They are free online, and help a GM get a feel for the world and genre.

 

  1. Action!  There is lots of fighting in Oz books, as there are chases, magic, and    heroes solving problems in creative ways in the nick of time.  In short, all of the exciting action elements that everyone loves about role playing are an integral part of Oz adventures.  A GM should learn to say ‘yes!’ when a character tries a brilliant action that is cinematic, benefits the story, and makes people say ‘HOODY-HOO!’

 

  1. Wonder!  Oz is truly a bizarre land, filled with strange people and customs.  The GM should use rich descriptions to stress how alien Oz really is.  Once again, Oz books and movies help to create this feel. 

 

  1. Bizarreness!  The main rule in Oz is:  the most entertaining and silly, not the most logical, should succeed.  Instead of worrying about battle tactics, PC’s should be made aware that they will be rewarded more for finding solutions through problems by thinking up silly and whimsical solutions to problems, and doing clever role playing.  Preying upon the ignorance and prejudices of villains works better in Oz than a fist to the face in many cases (although sometimes a good whack helps…).  Strive for action and creativity, and reward PC’s for using their heads as well as their fists.

Another thing to keep in mind about Oz is that the geography isn’t fixed.  New places pop up regularly, and sometimes it takes longer to get somewhere than the time it took before.  The adventure should drive the terrain, not the terrain driving the adventure.  Oz changes a lot throughout the Oz books, and the GM should feel free to change landmarks, creature locations, etc to his whim.  The GM shouldn’t do anything drastic, such as moving the emerald city into Gilliken Country and the Nome King’s kingdom to the middle of the deadly desert, but variations within the wilderness of the fairy lands is allowed and encouraged.  Make new creatures, bizarre places, and make Oz your own!

 

A Darker Oz

 

Several interpretations of Oz, such as Caliber Comics’ Dark Oz and Disney’s Return to Oz show a land in ruin, conquered by the Nome King, with the traditional ‘good’ characters warped to evil or imprisoned.  Imagine the possibilities of a Tin Woodsman who is unfeeling and uncaring and rules his people with a heart of tin;  or a Fearless Lion King who wants to wipe out all non-animals;  or a rotting, depraved Jack Pumpkinhead who has his wooden fingers sharpened to razor tips.  The Nome King and jackbooted Growleywogs keep order in the Emerald City, stripped of all its gems.  Horrorshow Wheelers torture kind creatures in the countryside like extras from A Clockwork Orange.  A corrupt Hungry Tiger stalks the cities, eating babies since he has no Conscience.  Johnny Dooit builds hulking clockwork tanks in readiness to conquer Ev.    Adding horror and evil dictators to Oz is all right;  Oz is your game, and feel free to do what you want.

 

 

ADVENTURE:  THE CROOKED SORCERER OF OZ

 

 

Dr. Pipt, the wizard creator of the Powder of Life, is hungry for revenge.  The cruel crooked wizard has decided to make Scraps the Patchwork Girl and all her friends in Oz pay for causing him to waste his last batch of Powder of Life that he spent six years stirring with both hands and feet.  To gain his revenge on Oz, he has enlisted several evil creatures in his plot to turn the Emerald City and all of its peoples to stone.

 

Unfortunately, a Fuddle named Jigsedic overheard his plan while walking about lost in Munchkinland.  The angry Dr. Pipt scattered him into pieces with magic, and gave the pieces to Jackdaws to scatter across dangerous lands in the South.  Unknown to Dr. Pipt, a field mouse saw the fate of Jigsedic, and reported this criminal use of magic to Ozma. 

 

PART ONE:  AUDIENCE WITH OZMA

 

            All of the characters are individually found by field mice.  The mice beg them to go to the Emerald City, since Ozma needs their help.  The mice guide the characters to the Emerald City.  If the characters ask why Ozma has chosen them, the mice say that Glenda’s Magic Book has revealed a great evil will soon come to Oz, and that the P.C.’s are the only ones that can prevent it from occurring.

            Ozma has gathered the characters together to ask for their help.  Most of her friends, such as the Scarecrow, the Tin Man, and the Cowardly Lion are in Rinkitink, a land outside of Oz, at a party.  Ozma is attended to by Jellia Jamb, and Mr. H.M. Wogglebug, T.E.  Stress the splendor of the Emerald City, and the finery that surrounds the characters.  Play off on the contrast between Ozma’s firm and caring attitude versus the well-meaning pretension of the Woggle-Bug.  Ozma will explain to the characters that the queen of the field mice sent a messenger to tell her that one of her field mouse scout, Whitey, told her that he saw a ‘crooked, evil wizard’ rend a man into tiny pieces, and gave the poor man to Jackdaws, which dropped his pieces all over the wilds of the Quadling Country.  Ozma will plead with the P.C.’s to help, since most of her friends are far away and unable to help.  She will also mention the Glenda’s book said that they are the ONLY ones that can stop a great evil from falling upon Oz.  Mr. Woggle-Bug will, with particular pretension and intelligence, explain to the characters that since they are relatively unknown in Oz, that they will be able to pass through Oz without being as conspicuous as the more well known heroes.  Whitey, the wide-eyed young field mouse scout that saw the Jackdaws drop the pieces of the man over the Quadling country will take the characters to find the poor man.  Time is of the essence, and Ozma will give the characters a magic picnic basket that will provide them with all of the food that they need for 3 days, 3 nights, 3 hours, and 3 minutes.  The characters should be ready to strike out on the unknown with Whitey as their guide.

 

PART 2:  FORKS, SPOONS, AND KNIVES-OH MY!

 

            The characters follow Whisper through the pretty grasslands of Oz, until they reach the forest of the Fighting Trees.  Stress the fact that the forest is dark at night, with winds whistling loudly.  Snaps of braches are often heard, along with strange animal sounds.  The trees are so thick it is difficult to see the sun.  Have one character accidentally snap a branch.  Then the Fighting Trees come to life, angry that the characters have injured one of their friends.  The trees jostle the characters about, bruising them a little without intending to seriously hurt them.  Make it appear all is lost, the trees numerous, sneering, and threatening to tear the characters to pieces.

            At the last possible moment, the characters hear “Onward, soldiers!”, and the trees around them grimace in pain.  The characters don’t see any reason for this.  The trees then say that they surrender and promise to “be nice”.  Then, from behind the trees emerges the Spoon Brigade (there will be six spoons per character).  Captain Dipp will inform them that they have been saved by the nation of Utencia, and will march the characters out of the forest.  After leaving the forest, Captain Dipp will inform that characters that they are ‘Prisoners of War’, and that they must be taken to King Kleaver for trial.  If a fight breaks out and the P.C.’s win and ask for the location of the pieces of the man that they are looking for, the frightened spoons will inform them that King Kleaver has them.

            When they arrive at King Kleaver’s Kettle, as prisoners or after defeating the spoons, the King will curse “Fat and Gristle!” at Dipp for being defeated or bringing such absurd prisoners before him.  Play up on all the silly inhabitants and the silly jokes about them that are described under Utencia.  King Kleaver will explain he loves to carve meat, and that he wishes to carve up the P.C.’s.  The pieces of the ‘broken man’ are sitting next to him, along with cut up ham, chicken, and other meat.  Silly role playing or brute force should allow the characters to escape.  Remember, learn to say yes, and allow not necessarily the best plan to succeed, but the most entertaining and silly plan to succeed in the character’s escape and recovery of the pieces of the ‘broken man’.

 

CHAPTER 3:  A DELICIOUS TOWN

 

            After escaping Utencia, Whitey takes the characters to Bunbury.  The mouse explains the rest of the ‘broken man’ may be found here.

            When the characters arrive in Bunbury, the residents flee in horror.  The full streets full of people immediately become vacant.  Only a young Cinnamon Bun remains in the street (about age five).  He is very polite, and doesn’t understand what everyone is “ ‘fraid of”.  The kid answers any questions the characters have, and says that some big “scary monsters” have been eating the residents of Bunbury recently.  The characters will surely want to help, and the dignitaries of Bunbury offer the characters whatever they want in order to hunt down the monsters (which will probably be the pieces of the “broken man”). 

            After the discussion, the characters see a group of Kalidah (one per player), dressed up as turn of the century dandies (well dressed gentlemen, in tails, with exquisite watches, cufflinks, and top hats) that try to explain that they are not monsters, but gentleman connoisseurs, and food critics for “The Gourmet Jungle Monster” food picture magazine.  This should serve to be a silly debate, and creative role playing.  As usual, the most entertaining and silly solution, as opposed to the smartest and best solution, should be successful.  Kicking ass, of course, can also be good.  After first being attacked, the Kalidahs are stunned at the affront that the characters have performed upon their persons.  The Kalidah speak of calling the police, but after discussing it amongst themselves, realize that there is no police in Bunbury, the forest, or even Oz.   They then decide to handle things the “old fashioned way” and act the way vicious Kalidah act.

            After the thwarting of the Food Critics, the characters get the rest of the pieces of “the Broken Man”.  Whitey notices that the pieces are like a big, 3-d puzzle.  The characters will then realize that they should put the poor fellow back together again.

 

CHAPTER 4:  THWARTING THE CROOKED WIZARD

 

            After being put back together, Jigsedic the Fuddle is hysterical, talking about the “crooked wizard” and “his birds”.  Jigsedic is extremely upset by being broken apart by Dr. Pipt, and will be a mess until the players calm him down.

            Jigsedic will explain that he saw Dr. Pipt making a deal with General Guph of the Nomes.  General Guph offered to give Jigsedic 99 fine gems to finance his scheme to get revenge on the people of the Emerald City.  Dr. Pipt is mad that he wasted the powder of life he spent six years stirring with both hands and both legs on such absurd creatures as Scraps the Patchwork Girl and Victor Columbia Edison.

            Pipt has offered the gems to 99 Jackdaws, which will carry tiny flasks of a potion that turns people into marble and break the flasks into the Emerald City Fountain, which provides water to all the people of the Emerald City.  All who drink the water will then turn to marble.  The Jackdaws will eagerly accept, since they will each receive a pretty gem.  Jigsedic knows where Pipt’s home is, and will show the characters the way.  It is a long trek to his home in Munchkinland, and the GM can make it quick or an adventure in itself.

            Pipt’s tiny cottage is guarded by two of Guph’s nomes.  They are tossing silver horseshoes, and complaining about how long things are talking since it will still be fifteen minutes before the magic potion is ready.  They also complain about how the Jackdaws will ‘sell their own eggs’ for any shiny trinkets.  They will try to stop the characters with their weapons if they try to enter.

            The inside of the cottage is filled with roosting Jackdaws. Pipt is stirring the huge cauldron of petrification potion, and three Nomes ready the flasks to be filled.  Guph barks out orders.  When the characters are spotted, he orders the Nomes and Jackdaws to attack.  If the players were listening outside, they know that they can persuade the Jackdaws to fight for them with an offer of shiny trinkets.  This would be fun, explaining how the mighty Nome general and crooked magician were humbled by common birds.  Slugging it out is also an option, but remember:  the most zany and entertaining, not necessarily the best, plan should prevail.  When seriously outmatched or nearing defeat, Pipt will say some silly magic words, and he and Guph will disappear.

            Ozma will be delighted at the success of the characters, and a parade through Oz and a holiday celebration will be in order.  Her famous friends will be back from Rinkitink, and will love to meet the characters and hear about their odd adventures. 

 

NPCS

 

Dr. Pipt, the Crooked Magician-the only person who knows how to make the Powder of Life.  Dr. Pipt, has a grudge.  He spent six years stirring pots with both arms and both legs to create the Powder of Life, and it was all ruined by Scraps, the Patchwork Girl.  Her clumsiness caused him to waste his Powder of Life on the annoying Victor Columbia Edison, and Scraps, who he made to be his wife’s Margolette’s servant, ran off and is now a favorite of Ozma of Oz.  Although Ozma returned his wife to normal, she stripped him of his ability to do magic!  Unfortunately for her, Ozma isn’t as clever as she thought.  Although he cannot use magic any longer, Dr. Pipt has a huge barrel of Petrification Potion in his basement.  In order to get revenge on Ozma, Scraps, and the others, he planned a fiendish plot with the help of General Guph of the Nomes.

Role playing:  You are cruel and deceitful.  You will do anything to get revenge on Scraps and Ozma.  The only person you truly care about is your wife, Margolette, who isn’t as cruel as you.

Nim  2

Str    0

Bra   2

For   1

Kee  2

Wil   2

Per   -1

Sca   0

Faults Crooked (although the Wizard turned you into a normal man, your anger has twisted you into becoming crooked again-the accounts for your low personability)

Gifts

ODF:  0

DDF:  1

Skills

Contortion 2, Potion Throwing 2

Equipment:  Vials of the Potion of Petrification

 

General Guph

Guph is the General of the Nomes.  He is hungry for revenge against Oz, since they defeated the Nomes and wiped their memories clean the last time.  After Guph forgot everything, he wandered back to the Nome Kingdom and read his Journal of Battle Plans.  He was furious the people of Oz got the best of him.  The General is now looking for more creative ways of destroying the people of Oz, and will stop at nothing to conquer the Emerald City and return the riches of Oz back to the Nomes!

Nim  +2

Str    +2

Bra   +1

For  +2

Kee  +1

Wil   +1

Per    0

Sca   -1

Faults Eggs do ODF 2 each round that they are on the Nome.

Gifts   Travel through earth (see Nome King entry for description).

ODF:  +4

DDF:   +3

Skills  Weapons +1

Equipment:  Sword +3, Spear +3, Axe +3, Steel Armor +2

 

SAMPLE CHARACTERS

 

Here are a few sample beginning level characters generated with the guidelines given in Chapter One.  Players should feel free to use them if they don’t want to take the time to create their own characters.

 

Jimmy McNichols, newsboy from Chicago

Nim  1

Str    0

Bra   0

For   2

Kee  1

Wil  1

Per   0

Sca  -1

Faults None

Gifts  Darn Cute, Animal Friend (Spot, his mutt of a dog)

ODF:  -1

DDF:   1

Skills  Paper Selling 3, Slingshot 2, Hiding 2, Wrestling 2, Baseball 2

Equipment

Slingshot (1 damage)

Jimmy is an orphan from Chicago that made his living selling newspapers.  For fun, he and his dog spot stowed away on a ship.  The ship sunk in the ocean, but Jimmy and spot managed to survive by climbing on a crate of shoes.  Jimmy ended up in the Land of the Wheelers, but scared them away by using his slingshot.  He wandered into Ev, and the Royal Family of Ev contacted Ozma about the boy.  Ozma found the boy charming, and decided Oz had plenty of charming little girls, but needed more boys.  Jimmy responds “I ain’t cute!” whenever anyone pinches his cheeks.  He now hands out the Ozmopoloton for free on the corners of the Emerald City.

 

Theodore Ernest Bear, Attorney at Law

Nim 1

Str   0

Bra  3

For  1

Kee  3

Wil   2

Per    1

Sca  -8

Faults

Gifts  immune to blunt damage, pain tolerance, hidden compartments, cover up, and not needing sustenance/rest, unfazeable, secret compartments

ODF:  -8

DDF:  -7

Skills:  Law 3, History 2, Languages 2, Oz knowledge 2, Cricket Playing 2, Mathematics 2

Equipment:  Oz Law Book, top hat, current copy of Ozmopoloton Magazine

One day, a teddy bear came to life.  No one knows why.  The bear belonged to a rich child in the Emerald City, the daughter of a Royal Gardener.  The bear wanted to find meaning in his life, and wandered about the Emerald City.  He eventually ended up in Ozma’s palace, and Ozma and her advisors thought carefully about what to have to bear do as an occupation.  Ozma thought that since there were no lawyers in Oz, that fine be a fine occupation for the bear, since there have been many trials in Oz, and Mr. H.M. Woggle Bug, T.E. was too busy running the college to be a lawyer any longer.  Now, Theodore Ernest Bear is Oz’s official attorney at law.

 

Click-Clack, the Mechanical Soldier

Nim  2

Str    2

Bra  -1

For    2

Kee  -1

Wil   -1

Per    0

Sca  4

Faults Protects Master, Must be wound for Thinking, Talking, and Action

Gifts

ODF:  6

DDF:  6

Skills

Sword 2, Guns 2, Military Strategy 2, Diplomacy 1, Running 1, Wrestling 2, Jumping 2

Equipment

Sword, Pistol

Manufactured by Smith and Tinker to be the ultimate soldier, you battle to protect your owner without mercy.  You must choose which player is your owner, and protect the character as long as you are wound.

 

Ms. T.E. DiggleBug, S.A. (Ms. Thoroughly Enlarged Digglebug, Superbly Athletic)

Nim  3

Str    2

Bra   0

For   2

Kee  1

Wil   0

Per   1

Sca  0

Faults

Gifts  Stick to Walls

ODF:  2

DDF:  2

Skills

Running 3, Jumping 3,  Basketball 3, Boxing 1

Equipment

School Pills (1 of each:  Language, Mathematics, Geography)

College life appealed to you, even when you were a tiny Digglebug.  You lived in the gym, and watched the members of the college master athletics.  One day, Mr. H.M. Woggle Bug, T.E. saw you running across the floor, jumping over dust mites.  Deciding you had immense potential to excel in athletics, he had Glenda the Good magnify you.  You are happy, go lucky, and love adventure.

 

The Great Rejinki, Humbug Wizard

Nim 0

Str   0

Bra   0

For   0

Kee  2

Wil  2

Per  2

Sca  0

Faults

Gifts  Magic Aptitude (no spells learned yet), Animal Companion (snake used in sleight of hand)

ODF:

DDF:

Skills

Sleight of Hand 2, Sword 1, Snake Charming 2, Cooking 2, Flute Playing 1

Equipment

Flute, Sword, Snake

The Great Rejinki was formerly a small time snake charmer at a sideshow.   of that changed when you got lost on the road to a new carnival.  You ended up in Oz, and showed your tricks to the Wizard.  He was greatly impressed, and took you on as an apprentice.  Soon, after you learn of Oz, you will begin to learn REAL magic!

 

Annette, the Clumsy Antelope

Nim -2

Str    1

Bra   1

For   3

Kee  2

Wil   1

Per    1

Sca  2

Faults  Clumsy

Gifts

ODF:  3

DDF:  5

Skills

Running 3, Foraging 3

Annette never fit in.  Antelopes were supposed to be graceful.  You always tripped over your own hooves.  This got you in trouble when you mistakenly went into a cave full of hungry Kalidahs.  Luckily, the Cowardly Lion was nearby, and he saved you.  Realizing that you had a good heart, he invited you to live with the other ‘reject animals’, who were the only type suited for city life.  You are a favorite of the children of Oz, but you often break vases in Ozma’s palace.  Good thing Ozma is so good natured!

 

Lance, the Rolling, Flying, Surly Cheetah

Nim  1

Str    2

Bra   1

For   2

Kee  2

Wil   2

Per   -1

Sca  3

Faults Vulnerable to Fire, Doesn’t Behave Properly for an Animal, Surly

Gifts  Flight

ODF:  5

DDF:  5

Skills

Rolling 3, Tracking 2

Emergencies stink!  You were once a mighty cheetah, until you were killed and your head was stuffed and hung on a wall.  When Dorothy gale needed emergency transportation during an aborted conquest of Oz by a rival kingdom, you were glued together.  Your head was glued on the front of a chariot, doll arms glued to your sides so you could turn the wheels, and a beanie glued to your head so you can fly!  What a revolting development!  You are very surly, but care about your friends deep down.

 

OZPENDIX

 

 

Source Material

 

BOOKS

Lucky you!  All of the Oz novels by L. Frank Baum are public domain.  Check out the Gutenburg project on the web in order to find the full texts of the novels.  A whole world of source material (over 20 novels!) available free of charge.  They are also available at libraries and bookstores.

 

Michael O. Riley Oz and Beyond,

            An excellent discussion of the fairy world created by L. Frank Baum.  This book is a great overview of Oz, the lands surrounding, and the characters.  Get it from Amazon.com (or elsewhere)-it is a great investment, and contains detailed maps of Oz.

 

Oz comics-Several companies have published comics based on Oz.  My favorites are the black and white Oz comics published by Caliber Comics.  This is another darker look at Oz, and may help GM’s not used to whimsy develop more of a feel for action oriented stories in Oz. 

 

INTERNET

The International Wizard of Oz club has a presence on the net and sells Oz books, Oz newsletters, and sponsors Oz conventions.

 

There are many Oz sites all over the web-too many to list here.

 

MOVIES

 

Return to Oz-Definitely a darker version of Oz.  The movie looks incredible, even though it was panned by critics.  GM’s that want to give Oz a darker feel should definitely check this movie out.

 

Oz Silent Films-There were four Oz films directed by L. Frank Baum himself.  They are:  His Majesty the Scarecrow of Oz, the Patchwork Girl of Oz, the Magic Cloak of Oz, and the Wizard of Oz.  They are interesting to watch just to get a feel for the ‘retro fantasy’ of the beginning of last century that Oz is set during.

 

 

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