TEXT: “Latest 
  News. 
  The 
  Exploring 
  Party 
  have 
  made another tour in 
  the Pantry, and have 
  found five new lumps of 
  white sugar, large and in 
  fine condition. In coming 
  back ... they found a lake 
  of treacle. The banks of 
  the lake were blue and 
  white, and looked like 
  China. While tasting the 
  treacle, they had a sad 
  accident: two of their 
  party were engulped....”
  A WAsp in A Wig
  This short scenario draws upon the 
  purported “lost chapter” from Alice’s 
  adventures in the Looking-glass Lands, of 
  which the text can be found here:
  http://www.alice-in-wonderland.net/
  alice4.html
  introduction
  It had seemed such a simple thing 
  when you offered to help the distressed 
  Wasp you encountered in the woods 
  to recover his missing wig. Tracking 
  down the Wasp Exploring Party, one 
  of whom had “borrowed” the Wasp’s 
  wig, seemed an easy task. Now as 
  you gaze over the Lake of Treacle, the 
  goal of the Exploring Party, the whole 
  quest seems so much harder.
  the LAke of treAcLe
  The Lake of Treacle is in the Pantry: 
  an underground wilderness that strongly 
  resembles a gargantuan kitchen and 
  pantry (and quite possibly even more 
  house beyond, if only one could open the 
  collosal door in the distance).
  The Pantry can either be reached via the 
  Hall of Doors, or via caverns underneath 
  the Mountains of Division. 
  The lake itself 
  is composed of a 
  thick and viscous 
  liquid—almost 
  solid but not quite. 
  Anyone venturing 
  in soon becomes 
  stuck and can only 
  be freed by a raise 
  on a Strength roll 
  or by removing 
  any apparel on 
  the stuck limb. 
  Insects 
  buzz 
  around the lake 
  and are not averse 
  to supplementing 
  their sweet diet 
  with blood when they can. Two bread-
  and-butterfly swarms attack the heroes as 
  they contemplate how to proceed. 
  Successful Notice or Tracking rolls 
  reveal groove-like marks upon the shore. 
  Following the tracks leads across the 
  blue-and-white China Banks, through the 
  Tabletop Woods, and finally to a mouse 
  hole at the base of the Plaster Cliffs.
  the Mouse hoLe
  Within the cave-like hole is an 
  enormous mouse that attacks intruders.
  The hole is empty aside from a mound 
  of torn giant rags and oversized chunks of 
  cheese, though on this side of the Plaster 
  Cliffs, large wooden laths are accessible. 
  Inventive heroes can break off sections of 
  the laths, or cut down trees in the Tabletop 
  Woods, then bind them together with 
  rags to make a raft. This takes an hour to 
  build with a successful Repair check; on a 
  failure, it just takes another hour to get it 
  to work right, but in that time the heroes 
  are accosted by another enormous mouse 
  that comes to investigate the noise.
  crossing the LAke
  The heroes may pole themselves across 
  the lake on a raft, though the going will 
  be slow.
  Midway across the lake, the treacle 
  abruptly rises up in several syrupy 
  mounds, as the raft is attacked by two 
  muchnesses and one much-of-a-muchness 
  hiding underneath the treacle.
  While crossing the lake, the heroes may 
  notice several lumps floating in it, one for 
  each successful Notice roll (or two for a 
  raise). These are giant sugar lumps, which 
  a Common Knowledge roll will reveal as 
  being valuable to the Exploring Party. 
  On the far side of the lake the treacle 
  oozes through a crack in the China Banks 
  into a thin stream. There are signs that 
  the Exploration Party camped here, then 
  followed the stream. The stream winds 
  through another section of the Tabletop 
  Woods for some distance before slowly 
  dropping (so slowly that it can be safely 
  ridden) in a treacle fall to the bottom of 
  Wonderland’s largest treacle well.
  the WeLL
  Three Not-So-Little Girls (Elsie, Lacie, 
  and Tillie) have lived in the well for some 
  time in the hope that the treacle will cure 
  their ills. Elsie saw the Exploring Party 
  arrive on its raft and—disliking wasps—
  immediately caught them in a bottle that 
  rests on the far side of the well. There are 
  six Wasps in the bottle, one of which is 
  still wearing a battered wig.
  At the edge of the treacle pool is a small 
  collection of broken wood and rags—the 
  remains of the Exploring Party’s raft. As 
  the heroes pole towards it, a tremor can 
  be felt through the treacle. 
  Anyone making a successful Notice 
  check spots a huge hand, holding an 
  equally huge bottle, sweeping towards 
  the heroes. To avoid being swept up in 
  the bottle requires a successful Agility roll; 
  those who fail are caught in the bottle as 
  it is righted. 
  Climbing out of the bottle before Elsie 
  pushes the cork in requires a raise on 
  a Climbing roll, as the glass is slippery; 
  a basic success allows the hero to still 
  escape, but only if he’s willing to take a 
  fall in the process (d6+5 damage).
  A Sticky SituAtion
  by Mr. Kevin L. Anderson, with Illustrations by Mr. Jordan Peacock.
  Being A Short tAle of A WonderlAnd gone Wrong
  WWW.tripleAcegAmeS.com
  AT011
  © 2009-2011 Triple Ace Games. Ace Tales and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All 
  rights reserved. Used with permission. © 2009-2011. All Rights Reserved.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and 
  all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation 
  or warranty as to the quality, viability, or suitability for purpose of this product.
  
  iMprisoned
  There are a few ways the heroes might 
  attempt to free the captives: 
  Removing the Cork: These are too 
  heavy to push out from inside a bottle 
  while it is upright; if a bottle is tipped 
  over, it requires a total of three successful 
  Strength checks (a raise counts for two) 
  in a single round to remove. Multiple 
  persons may assist, each making their 
  own Strength rolls to add to the total 
  successes.
  Tipping a Bottle: From the inside, this 
  requires two successful Strength checks; 
  from the outside, a single successful 
  Strength check is required.
  Breaking a bottle: Roll damage (with 
  no Aces) against the bottle’s Toughness 
  of 12; the bottle is cracked on a Shaken 
  result, or broken with a wound. Two 
  cracked results also break it.
  Bribing the Girls: Elsie, Lacie, and 
  Tillie are particularly fond of sugar lumps 
  despite living on a diet of treacle. For a 
  sugar lump each they will release the 
  “horrid insects” in one of the bottles.
  Attacking the Girls: This is suicide; 
  the heroes are like bugs to the girls, 
  unable to inflict damage. The girls have 
  Fighting d4 but do not get a Wild Die, and 
  have a penalty of –6 to hit the heroes; a 
  single hit will kill a hero outright!
  freedoM
  Escaping the well involves a daunting 
  climb out, requiring three successful 
  Climbing checks (failure on the second 
  roll results in a 2d6 damage fall; failure 
  on the third results in a 4d6 damage fall). 
  Alternatively, if the heroes have freed the 
  Wasps, they offer to fly the heroes out.
  reWArds
  sugAr LuMps
  The Wasp Exploration Party will 
  arrange to pay £0.50 for each giant sugar 
  lump recovered. 
  treAcLe
  Treacle from the Lake of Treacle itself 
  is too sullied from dead insects and 
  passings of muchnesses to be of use.
  However, treacle from the bottom 
  of the well retains healing properties. 
  Each unit of treacle counts as a Magic 
  Foodstuff. 
  Although 
  the 
  weight 
  is 
  negligible, no one can normally carry 
  more Magic Foodstuffs than his Spirit 
  die value (e.g., d8 Spirit means you can 
  carry up to 8 units of Magic Foodstuffs). 
  Carrying more results in the treacle 
  losing its magical properties, or various 
  other magical mishaps.
  Consuming a jar of purified treacle 
  grants a +2 bonus to Vigor rolls for 24 
  hours; multiple jars do not “stack” the 
  bonus, but only extend the duration (up 
  to a maximum of one week).
  Wig
  The Wasp Exploration Party will gladly 
  return the wig (claiming that it was “all 
  just a misunderstanding”). If the yellow 
  wig is returned to the original Wasp, he’ll 
  share some wasp nectar with them (one 
  jar per hero, worth £0.50 each).
  STATISTICS
  sWArM, BreAd-And-
  ButterfLy
  Its wings are thin slices of bread and 
  butter, its body is a crust, and its head is 
  a lump of sugar.
  Special Abilities
  Buttery: The swarm drips butter, 
  making surfaces slippery. Anyone in the 
  swarm template must take an Agility test 
  at the start of his action, before moving 
  or attacking; failure means that the 
  victim slips, falls prone, and is Shaken.
  Edible: Slain bread-and-butterflies are 
  edible as-is (best when fresh), but the 
  butter is useful for cooking. Enough 
  butter can be gathered from a swarm to 
  serve as one unit of Magic Ingredients 
  for Gourmancy.
  Flight: Pace of 6”.
  enorMous Mouse
  Attributes: Agility d8, Smarts d4 (A), Spirit 
  d6, Strength d10, Vigor d10
  Skills: Fighting d6, Notice d8
  Pace: 10; Parry: 5; Toughness: 12
  Special Abilities
  Bite: Str+d4.
  Hardy: A second Shaken result does 
  not cause a wound.
  Large: Opponents have a +2 bonus to 
  hit. 
  Size +5: The size of a small elephant.
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  Muchness
  A muchness is a large creature with an 
  indistinct form that lurks beneath other 
  things: lakes, mounds of leaves, moss, 
  etc. Its true shape is never seen, as it is 
  always covered in something else and 
  completely dissolves within seconds of 
  dying.
  A Wild Card version of this creature is 
  known as a “much of a muchness.”
  Attributes: Agility d6, Smarts d6 (A), Spirit 
  d8, Strength d10, Vigor d10
  Skills: Fighting d8, Notice d10, Stealth 
  d12
  Pace: 8; Parry: 6; Toughness: 9 (2)
  Special Abilities
  Aquatic: Swimming Pace of 8.
  Armor +2: It is covered by a thick layer 
  of whatever it’s hiding under (treacle).
  Engulp: With a raise on its Fighting 
  roll, it swallows the victim whole. Those 
  swallowed take 1d6 crushing damage 
  each round against base Toughness 
  (bypassing Armor). A victim can try to 
  cut her way free with claws, a dagger 
  or other short implement by making an 
  Agility roll at –2 (instead of Fighting); 
  damage bypasses Armor, so the effective 
  Toughness is only 7. If a wound is 
  inflicted (even if soaked), the victim has 
  sliced a hole big enough to slip free.
  Formless: Immune to extra damage 
  from called shots; it has no vital organs.
  Large: Opponents get a +2 to all attack 
  rolls against this creature.
  Size +4.
  Slam: Str+d6.
  Unstable: –4 Toughness.
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  A
  C
  E
  out noW!
  
SOURCE: textdata/thevault/Triple Ace Games/Wonderland No More/Savage Worlds - Wonderland No More - A Sticky Situation.pdf