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  G1407 
  Pigetto’s World of Pure 
  Transfiguration 
  Or 
  Some Disassembly Required! 
  Written by the GagMen on The GagMen Podcast Ep. 20 
  Illustrations by GagHouse Productions 
  Cover Background by Fat Goblin Games (c)2014 
  This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy 
  of this license, visit http://creativecommons.org/licenses/by/4.0/ 
   
  Table of Contents 
  Introduction ....................................................... 2 
  Summary ............................................................ 2 
  Setting ................................................................ 3 
  Cheerful Falls .................................................. 3 
  Pigetto and Son’s Wonder Works .................. 3 
  Plot ..................................................................... 4 
  Big News on Tiny feet .................................... 4 
  The Lights are on, But... ................................. 5 
  Playing for Keeps! .......................................... 5 
  You Don’t Play Fair! ....................................... 6 
  Can we Play Too? ........................................... 6 
  Conflict ............................................................... 7 
  I’m Gonna Tell Dad! ....................................... 7 
  I don’t care who started it!............................ 8 
  Father Knows Best ......................................... 9 
  Super Happy Fun Ending .................................. 11 
  Characters ........................................................ 12 
  Pigetto.......................................................... 12 
  Flim .............................................................. 12 
  Flam ............................................................. 13 
  Herbert ........................................................ 13 
  Details .............................................................. 14 
  Creature Encounters .................................... 14 
  New Racial Option ....................................... 16 
  Toy Weapons ............................................... 17 
  The Wonder Works (dungeon) .................... 18 
   
  
   
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  Introduction 
  Welcome to the GagMen’s latest adventure, “Pigetto’s 
  world of pure Transfiguration!” This module, like many before it, 
  was created live on the GagMen RPG Podcast, episode 20.  We 
  encourage you to go back and give it a listen, and our process 
  may give you some insights (or a headache)! It was designed 
  with Basic Fantasy RPG rules in mind, but you should find the 
  story and the few creatures and stats available easily convertible 
  into just about any system (though we’re still getting to know the 
  newest D&D rules!). 
  Sadly, the GagMen are only aware of strategies or cheat 
  codes for our own games, though we lack the proper controllers 
  for code input.  Please keep the GagMen out of direct Sunlight, 
  and store in a cool, dark place, preferably decorated with a geek 
  motif.  Please call a doctor if you fantasize about the GagMen longer than four hours in one setting. Do 
  not feed after midnight, or expose to water, as either could result in a grumpy and uncomfortable podcast 
  host. 
   
  Summary 
  The heroes are summoned to a toy factory on the far side of 
  Brattleburg to discover why the workers have disappeared, as they search 
  the abandoned factory, they will discover two forces locked in an epic 
  battle for dominance.  In the midst of battle, the heroes must save a 
  trapped toymaker, and fix a broken family!  Can the heroes fight their 
  way through enchanted portals, a toy army and family issues with only toy 
  weapons? Or will Playtime end with the ultimate time out? 
   
  
   
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  Setting 
  Cheerful Falls 
  Along the edge of Brattleburg lies the 
  hamlet of Cheerful falls.  Home to the 
  legendary Pigetto and Son’s Wonder Works 
  toy Factory, the Falls is one of the most 
  diverse communities in Brattleburg.  Lying 
  outside the traditional 4 quarters of the city, 
  the Wonder Works employ workers of all 
  magical races to help 
  imbue the toys with 
  magical charms.   
   Because of this, 
  the Falls is home to 
  Goblins, Gnomes, Elves, 
  and all other manner 
  of magical folk.  The 
  Toy factory keeps 
  the town focused in 
  a positive, happy 
  direction, so that the 
  town maintains a bright, 
  bubbly atmosphere.   
  The buildings have been skillfully 
  built and maintained to convey cookie cutter 
  cheerfulness. Each house has a white picket 
  fence and perfectly tended yard, and every 
  corner features a large statue of a Wonder 
  Works Toy.   
  While normally a well populated 
  section of the city, the Falls have gone 
  mysteriously quiet over the last few days, 
  with fewer and fewer of the employees 
  returning home from their shifts at the 
  factory.  
  Pigetto and Son’s Wonder Works 
   
  Pigetto’s Toy factory has long been 
  one of Brattleburg’s greatest forces for good.  
  Working tirelessly to unite the races of the 
  city for a common purpose, 
  the Wonder Works brings 
  tourists and customers 
  from all over the world. 
   
  The factory 
  itself, while massive 
  on the inside, 
  actually 
  occupies a small 
  piece of real-estate.  
  The Building is comprised 
  of an entrance, lobby, and a long 
  hallway filled with doors which serve as 
  dimensional gateways.  Each door leads to a 
  different part of the factory housed in a 
  dimension with laws and qualities that aid in 
  the toy making process.   
  Many of these dimensions do not 
  allow weapons, so the group may find their 
  gear transformed after passing through the 
  wrong door.  Other sections of the Factory 
  
   
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  include the main production floor, the 
  warehouse, the office wing, research and 
  development, and the CEO’s living quarters.  
  Plot 
  Big News on Tiny feet 
   
  The 
  word on the streets of 
  Brattleburg is that something is happening in 
  Cheerful Falls.  The community has gone 
  silent, and there has been no word from the 
  Wonder Woks, the toy factory that employs 
  most of the residents.  While rumors are 
  flying with dozens of theories and 
  explanations, no one seems to know what’s 
  happening for sure.   
  During this time, while Party is going 
  about their business, one member of the 
  party will suddenly feel a small tug on their 
  shirt.  Turning around and looking down, the 
  PC will discover a small toy soldier in a Green 
  uniform holding a letter addressed to the 
  group.  The soldier will say nothing, merely 
  hold the letter until the player takes it, and 
  will continue to follow the party diligently 
  until the letter is taken.   
  1d10 
  Cheery Falls Rumor Table 
  1 
  “The mad toy maker has finally snapped 
  and started destroying all his toys.  You 
  can never trust someone that nice.” 
  2 
  “These toy soldiers are just the scouts 
  for an invading army.” 
  3 
  “It is just the beginning!  It is a sign of 
  the end of times!” 
  4 
  “I’ve heard the toy maker could never 
  have children of his own, so now he just 
  talks to the toys.  Like they are people.” 
  5 
  “I always liked his toys.  They always 
  seemed ‘alive’, not like a regular toy.  It 
  was something really special.” 
  6 
  “I used to work in the factory.  It is a 
  really crazy place.  If you didn’t look 
  where you were going, it felt like you 
  could wind up on another planet or 
  sumpthin’.” 
  7 
  “I have heard that everything in the 
  factory is edible.” 
  8 
  “Pigetto is just a silly old man, who 
  thinks he can make children happy with 
  toys.  Kids today don’t need toys; they 
  need to work the field all day.  That is 
  what I did and I turned out fine.” 
  9 
  “Wonder Works is a tiny building, but it 
  is bigger on the inside.” 
  10 
  “Leave me alone!  I hate toys, I hate 
  people, and I hate you!” 
   
  Inside the envelope, the players will 
  find a beautifully embossed invitation that 
  reads: 
  
   
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  “Greetings Adventurers! 
   
  The great Toymaker, Pigetto, officially 
  invites you to the Wonder Works, the 
  legendary Toy Factory of Cheerful Falls! 
   
  Please hurry, as Pigetto requires your 
  presence immediately. 
  Sincerely, 
  The Wonder Works 
  The Lights are on, But... 
  If the Heroes accept the invitation, 
  they will need to make their way to 
  cheerful falls.  The toy factory 
  should be easy enough to find, 
  and if the heroes have any 
  trouble, a passing toy soldier 
  should happily (yet stoically) 
  escort them to the gate. 
   
  The first sign of trouble should be the 
  quietness of the streets, and the sheer absence 
  of people.  While there is the occasional soldier 
  from Brattleburg investigating, the town seems 
  abandoned.   
  The Gates of the factory itself will be 
  open, and the heroes will find many horses and 
  pack ponies tied to the posts outside the 
  entrance, indicating that someone may have 
  arrived before them.  The ropes of the horses 
  will be frayed and worn, and the post covered 
  in horse bites. The front of the building is 
  ornate with wood carvings and sculptures, 
  many of toys and children.  
   A cheerful melody with a distinct music 
  box sound comes from the tower above the 
  entrance.   When describing the scene to your 
  players, be sure to play up the empty entrance 
  and haunting music for the highest 
  amount of creep factor. 
  Playing for Keeps! 
   
  When the heroes enter the 
  factory, they will find a bright, cheery, yet 
  empty reception area. Waiting on top of the 
  reception desk is another toy soldier, this 
  time with an ornate music box and a Blue 
  uniform.  As the party approaches, the 
  soldier will turn the crank, which plays the 
  following message: 
   
  “Welcome Heroes! 
  Thank you for accepting our invitation!  
  This is Flam, head of resources, and I’m sorry to 
  inform you that the invitation was sent by 
  mistake.  Due to some technical issues, Pigetto 
  is unable to host any visitors.  We would 
  humbly ask that you reschedule your visit with 
  the soldier and return once we have anything in 
  order.  Thank you!” 
   
   
   
  
   
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  The heroes may wander the reception 
  area, but will find all doors locked, though the 
  hallway leading out of the reception area into the 
  factory will be open for exploration.   
  At the end of the hallway will be another soldier, 
  again in a Green uniform.  He will hold another 
  note, which reads  
  “Please Follow Me.”  
  You Don’t Play Fair!  
   
  If the heroes return to the lobby, they 
  will find that the blue soldier is no longer alone. 
  A group has formed on top of the desk, and on 
  the floor surrounding it, and all now carry 
  spears. 
  The lead soldier will begin to play the 
  music box once again, this time by turning the 
  crank on the opposite side. 
  “Greetings!   
  I regret to inform you that our previous offer 
  has expired. Please see the soldiers below, who 
  will escort you to a convenient and well-
  populated holding cell.  Thank you!” 
  At this, the toys will attack. 
   
   
  Can we Play Too? 
   
  As the Heroes fight off the soldiers, they 
  should notice that more soldiers continue to 
  pour in from various doors and windows. 
   
  Just as the heroes begin to become 
  overwhelmed, the will hear a small trumpet 
  sound above them.  From a hole in the ceiling, 
  soldiers in red uniforms will descend, and begin 
  to fight off the blue soldiers.  In the mayhem, 
  one of the heroes (feel free to choose at 
  random) will again feel a small tug on their 
  clothing.   
  If the heroes investigate, they will see the green 
  soldier scurrying down the hallway and dart 
  into a now open door.  He will then look back 
  out, obviously to see if the heroes are 
  following.  With no way through the 
  battle, the Heroes should be encouraged 
  to follow the green soldier. 
  Entering through the door, the heroes 
  will feel a strange tingling effect, though it will 
  do no damage.  Inside, the door will close 
  behind them.  There will be no sign of the green 
  soldier; rather a battalion of red soldiers will 
  surround them.  If the heroes attempt to attack 
  the toys, they will find that their weapons do no 
  damage.  The soldiers will pause briefly before 
  forcing the heroes to march at spear point. 
   
  The soldiers will lead the party through 
  a large workshop, down several hallways, and 
  
   
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  through several doors.  They will finally stop at 
  a door that says “Flim: President of Employee 
  relations.”  The soldiers will then partially 
  retreat, forming a barrier around the heroes. 
   
  If no member of the party attempts to 
  open or knock on the door, they will hear voice 
  calls through the door “Well, are you coming in 
  or not?” 
  Conflict 
  I’m Gonna Tell Dad! 
   
  When the 
  heroes enter the 
  room, they will find a 
  good sized office, 
  with a wooden 
  figure sitting behind the desk.  This is Flim, a 
  short, thin being obviously made out of wood 
  and gears. 
   
  “Welcome, my friends.  You’ve been 
  lucky, not many have made this far into the 
  factory.  I’m afraid you’ve stumbled into 
  something of a war zone.  My Name is Flim, I 
  am the elder son of Pigetto.  You are here 
  because my father needs your help.” 
  Flim will explain that he and his brother 
  run the company that their father built.  Flim 
  hires, recruits, trains, and coordinates all of the 
  workers, while Flam takes care of materials and 
  production.  Their Father, Pigetto, focuses on 
  design and research. 
   
  Flim will tell the group that while his 
  focus was always on building a community and 
  helping his workers get along and work as a 
  team, Flam became obsessed with profits and 
  efficiency.  He saw the materials, magic, and 
  funds that the company was spending on 
  workers and the toy enchantments, and urged 
  his father and brother to consider 
  industrializing. 
  Without the workers and the magical 
  charms, the toys would be much easier to 
  produce, and they would be able to expand 
  their customer base. Pigetto and Flim turned 
  Flam down, and he’s been sulking ever since. 
   
  While the two brothers had disagreed 
  for years, Pigetto had always been able to cheer 
  Flam up.  But when Flam discovered the magic 
  controls his Father had used to create and 
  control the dimensional portals used in the 
  factory, he realized he finally had a bargaining 
  chip. 
    
  With the portal 
  control, he was able to 
  reroute every portal, 
  trapping the workers 
  in the factory as 
  hostages.  Flim’s toy 
  army has been 
  attempting to overtake Flam’s base to free 
  them.  Because Flam had no idea how the 
  portal control worked, the portals have become 
  
   
  8 | P a g e  
   
  completely confused, and both brothers have 
  been unable to find their way to Pigetto’s 
  workshop. 
  “My father appears to have some 
  contact with the outside world, however.  The 
  green soldiers are his, and he’s been sending 
  out messages for help.  I can point you in the 
  right direction, but I cannot go with you.  
  Somebody must stay here to lead the fight 
  again Flam.” 
   
  Flim has been ordering his Soldiers to 
  search the factory, desperately trying to find 
  the trapped workers. 
  If asked, Flim will explain 
  that Pigetto created the brothers to 
  help him run the company, so that he 
  could focus on his work.  The perks of 
  not having to interact with adults didn’t 
  hurt either.  Flim will then give the group 
  directions to the nearest 
  portal, warning them that the 
  portal could lead anywhere. 
   
  If the heroes ask why 
  their weapons did not work, 
  Flim will explain that to help 
  keep the peace in the factory, the dimensions 
  that each part of the factory exists in cancels 
  out weapon damage.  Only toys can harm other 
  toys.  He will then point to a bucket, from which 
  the heroes can draw toy weapons to use (find 
  Toy weapons chart under 
  details, pg. 17). 
  I don’t care who 
  started it! 
  The group will 
  leave through a second door, and begin to fight 
  their way through the factory.  Flam has indeed 
  changed the doors, and each door they pass 
  through will be a random room, each with its 
  own encounter (find the room chart under 
  details: Wonder Works pg. 18).  You know your 
  group best, and if everyone seems to be having 
  fun, feel free to continue rolling for rooms.  
  Otherwise, after three rooms, the group will 
  find themselves in Pigetto’s office.  
   
  Pigetto will be ecstatic to see the 
  group, and will welcome them.  He will 
  explain that he believes he can stop Flam and 
  free his workers, but he could not risk being 
  captured by either brother. While Flim is most 
  certainly the least dangerous of the two, Pigetto 
  knew that Flim would lock him in a safe room 
  until Flam was defeated.  And there was no 
  telling what Flam would do.   
   
  Pigetto requests that the group escort 
  him to Flam’s base, which is located in an office 
  overlooking the production floor.  As the magic 
  user who created the portal, Pigetto can control 
  
   
  9 | P a g e  
   
  them, and can lead the heroes in the most 
  direct route. 
  Father Knows Best 
  The heroes will venture back out into 
  the factory, but this time led by Pigetto.  A 
  previously locked door in that room will open to 
  Pigetto’s command, and he will lead them 
  through several halls and doors, occasional 
  meeting Flam’s blue soldiers. 
   
  When the party finally arrives at an 
  office door, they will see that it is Flim’s, the 
  very office they were in not long ago.  Pigetto 
  will fling open the door, and slam his cane onto 
  Flim’s desk. 
  Flim:  “Father!  You’re safe!” 
  Pigetto:  “We don’t have time, Flim.  We are 
  going to end this argument now.  Come with 
  me!” 
  Flim:  “But Father...!” 
  Pigetto: “Flimocrates Cedarwood Wonder, you 
  will come with me to see your brother at once!” 
  Flim: (solemnly) “Yes, Father.” 
   
  The Party, now joined by Flim, will be 
  led into the passageways by Pigetto once again.  
  After a few turns and doors, they will find 
  themselves on the production 
  floor.  A magically locked door 
  will again open to Pigetto’s command, opening 
  the way to Flam’s office. 
  Before entering the room, Pigetto will 
  produce a clockwork key from a chain around 
  his neck.  Seeing it, Flim’s eyes will open wide 
  with shock, and he will turn away quietly. 
  “Listen closely boys.  My Sons are my 
  greatest and most cherished creations.  I 
  designed them to live long, full lives. I’ve also 
  magically protected them to best of my ability.  
  If Flam refuses to hear reason, I’ll need you to 
  turn him off until I can get this all worked out.  
  Insert this key into his left ear and turn until you 
  hear a click.  Don’t fear, I’ll wake him in a couple 
  days and we’ll work things out.”  
  Flam will be seated behind his desk, 
  holding a small box with switches, which is the 
  portal control.  Pigetto and Flim will try to talk 
  to Flam, and convince him that what he is doing 
  is wrong.  Instead, Flam will argue that his plan 
  for the company is the best route; they will 
  make the most profit and get the most 
  toys to the most customers. Flim will 
  shout and argue back about the needs 
  and rights of the workers.  Pigetto will 
  try to interject, but neither brother will 
  listen.  Finally Flam will say: 
  
   
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  “I knew I couldn’t convince you Father.  So it’s 
  time to say goodbye to your friends.  I have a 
  present for you!” 
  Flam will hit a switch on the box, and 
  door will open revealing a horde of stuffed 
  bears flooding into the room, and quickly try to 
  overwhelm the heroes, which they must fight 
  off. 
  As the bears inch nearer, Flam will 
  through open the curtains of the 
  office window, which looks out 
  onto an alien landscape.  In the 
  distance they will see a gigantic, one 
  eyed stuffed bear. 
   
  “Once I have captured your heroes, 
  Father, I will open a portal and release my Bear-
  clops to guard the factory.  No one will ever 
  stop me from running things my way again!” 
   
  Shocked by his son’s plans, Pigetto will 
  lean heavily on his cane and sigh, before looking 
  at the heroes. 
  “You Know what you need to do”  
   
  With that, Flam tackles Flim in an 
  attempt to get the Portal control.  
  Meanwhile the Heroes must face the bear 
  swarm, shut down Flam, and get the 
  controls back to Pigetto before the Bear-clops is 
  able to leave the factory. 
   
  
   
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  Super Happy Fun Ending 
   
  The best ending for this adventure 
  would allow Pigetto to convince Flam to return 
  to business as usual, perhaps with his boys 
  joining him in his workshop. Pigetto will need to 
  regain the portal Control, which will allow him 
  to reset the factory and set everything right. The 
  heroes will find that Flam had trapped the 
  workers, and many lost adventurers, in an 
  unused warehouse.   
  In the end, the true victory will come 
  from leading the people of the village out of the 
  factory.  Perhaps the children of Brattleburg, 
  happy to have the factory up and running will 
  throw a parade. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Characters 
  Pigetto  
  (AC 10, #AT 1, Damage Cane (1D4 subdual), Mv 30’, Sv Fighter 3, HP 18) 
                  Pigetto is an elderly human toy maker with broad knowledge of 
  magical charms who has used a mix of genius and magic to make children 
  happy for most of his life.  While a kind man, Pigetto never felt comfortable 
  dealing with the more social aspects of his job, such as working with his 
  customers or employees.    Never having any children of his own, Pigetto 
  decided to solve both problems with his twin masterpieces. 
                  With the creation of Flim and Flam, Pigetto had everything he ever wanted.  The boys ran the 
  business, he was able to focus on his work, and he was able to be a mentor and Father.  Pigetto’s 
  greatest wish is to improve the lives of others, especially those of children.  When Flam suggested doing 
  away with magical toys and factory workers, Pigetto dismissed it out of hand.  After all, how could 
  machines imbue toys with love? 
   
  Flim 
  (AC 14, #AT 1, Damage fist (1D4 subdual), Mv 40’, Sv Fighter 4, 
  HP 27) 
  A toy man created by Pigetto, Flim serves as the 
  President of Employee Relations for the Wonder Works.  A kind, 
  gentle soul, Flim finds joy in bringing people of different cultures and 
  backgrounds together and helping them to work together as a team.  Flim 
  seemed to inherit his father’s best qualities, including his creativity and love 
  for others.  When his Brother began to fight for the company to go in new directions, Flim felt obligated 
  to defend his workers and fight for their best interests.   When their very safety was endangered, he 
  rallied his toy soldiers to mount a rescue. 
  
   
  13 | P a g e  
   
   
   Flam 
  (AC 14, #AT 1, Damage fist (1D4 subdual), Mv 40’, Sv Fighter 4, HP 29) 
  Pigetto’s second toy son, Flam works as resource manager for the Wonder Works, 
  overseeing the drab details of materials, profits and waste management.  Over the 
  Years, Flam has come to the conclusion that a factory that relied on machinery, free of 
  employees, would be far more efficient and profitable.  Manufacturing a product without 
  magical charms would be even more so.  While Flam has made several attempts to 
  convince his Father and brother of this, he has never been successful.  The last time 
  Flam visited his father, he stumbled upon the control device for the factory portals.  Flam 
  realized that this would finally give him an advantage; with some leverage he might convince Pigetto 
  and Flim to consider his ideas.  Hiding the control in his pocket, Flam began to formulate a plan... 
      
   
  Herbert 
  (AC 11, #AT 1, Damage toy sword (1D2 subdual), Mv 30’, Sv Fighter 1, HP 3) 
  A fuzzy purple bear that was made with the wrong materials and left in the reject 
  bin (see Factory Floor).  Herbert is frustrated that he is purple and furry, unlike all the other 
  bear toys, but he has a strong belief that he has a place in the world and is willing to help 
  the players find their objectives along the way.  If the party never makes it to the Factory 
  Floor, it may be advisable to present Herbert in another location to give the party a little 
  DM advice along the way. 
   
   
   
   
  
   
  14 | P a g e  
   
  Details 
  Creature Encounters 
  Toy Soldiers  
  Armor Class:       14 
  Hit Dice:              2 
  No. of Attacks:    1 spear 
  Damage:              1d6 
  Movement:          40’ 
  No. Appearing:    2d10 
  Save As:               Fighter: 2 
  Morale:                12 
  Treasure Type:     None 
  XP:                       100 
  The clockwork soldiers are used by all sides in this toy conflict, as 
  the two foot tall pawns follow any order given by their leader.  Though they may act like normal people, 
  they are thoughtless automatons that will fight to their very last breath with little cause to retreat, and will 
  protect anyone that they are ordered to protect, even if it is an enemy.  The colors they wear denote who 
  activated them:  Pigetto is green, Flim is red, and Flam is blue. 
  Stuffed Bear Swarm 
  Armor Class:       13 
  Hit Dice:              12 
  No. of Attacks:    1 smother 
  Damage:              1d10 per turn buried 
  Movement:          20’ 
  No. Appearing:    1 mass of bears 
  Save As:               Fighter: 1 
  Morale:                 11 
  Treasure Type:     None 
  XP:                      625 
  A stuffed bear swarm is not one creature as much as a mass of stuffed animals (mostly bears), 
  that will smother anything in its path.  Flam has massed enough bears to attack anything within five-
  hundred square yards, making escape extremely difficult.  Any living thing caught inside the swarm will 
  be smothered and unable to speak, meaning that spoken commands and spells are unavailable.  The most 
  effective way to destroy the swarm is with fire; unfortunately that means harming any characters that are 
  trapped inside.  
  
   
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  Noisy Monkey 
  Armor Class:        13 
  Hit Dice:               2 
  No. of Attacks:     1 bite/1 cymbal clap 
  Damage:               1d4/1d4 
  Movement:           40’ 
  No. Appearing:    1d6 
  Save As:               Fighter: 2 
  Morale:                11 
  Treasure Type:     None 
  XP:                       95 
   
  These noisy monkeys were a favorite children’s toy that annoy nearly every adult around 
  them.  The monkeys will clang together two cymbals constantly, stopping only to laugh at frustrated 
  onlookers.  They roam the learning maze to confuse maze runners, and then chase them as they run away.  
   
  Bear-clops 
  Armor Class:      15 
  Hit Dice:              8 
  No. of Attacks:   1 Snuggle-Crush 
  Damage:              2d8 
  Movement:         20’ 
  No. Appearing:    1 
  Save As:                 Fighter: 8 
  Morale:                   10 
  Treasure Type:     None 
  XP:                            1,350 
  This giant magical toy bear stands over twenty-feet 
  tall, is filled with straw and wool, and has a single 
  button eye.   The Bear-clops was made solely to 
  defend Flam and his new vision of Wonder Works, 
  it will attack anyone that attempts to enter or leave 
  the building without Flam’s consent.  Pigetto made 
  the original design for the bear as a special gift to 
  town that recently underwent a natural disaster, but 
  Flam has turned it into grim guardians that will have to be reckoned with.    
   
  
   
  16 | P a g e  
   
  New Racial Option  
  Magical Toy 
  Description:  Magical Toys are living creatures created using the same simple 
  wood carving and seamstress skills required make any toy, and then brought to life 
  through magical means.  Once they have a life of their own, they just might seek 
  the life of an adventurer.   While each toy is different, they are usually about two 
  feet tall and made of either wood or stuffing.   Magical Toys can make instant 
  connections with some of the most unsavory of creatures, so they are often sought after as diplomats to 
  help negotiations between races.  Inwardly, each toy sees himself for what they are, but from the outside 
  they are perceived as a child’s toy. They could live for several centuries before they can 
  no longer be repaired. 
  Restrictions:  Magical Toys can be any class, but must have a minimum Charisma of 9 
  due to their ‘loveable’ exterior.  They may not employ large weapons due of their small 
  stature, or any weapon of more than four feet in length (specifically, two-handed 
  swords, polearms, and longbows).  Because of their flammable nature they take two 
  times the damage from fire. 
  Special Abilities:  When a magical toy reaches zero hit points, it is so damaged that it can no longer act, 
  though it may still talk.  Afterwards the toy can be reassembled by a master toymaker or Magic User over 
  6th level.  Toys ignore the need to breathe underwater or needing air at all.  They simulate all life 
  functions (i.e. eating, sleeping, breathing), and are still be susceptible to an attack if they fail a saving 
  throw. (for example, eating poison food, breathing a knockout gas, or sleeping through an attack).  Feel 
  free to DM’s fiat in all cases that get too confusing. 
  Saving Throws:  Magic Toys save at +5 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and 
  Spells, and at -3 vs. Dragon Breath. 
   
   
   
   
  
   
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  Toy Weapons 
   
  There are two ways that this can be handled, pick and choose the way that will work 
  best for your group.  The first and simplest method is to simply change the 
  weapon into a toy version of that weapon, but allow the normal damage to be 
  treated as subdual only damage.  Though this is the quickest way to 
  move along quickly, it may lead to complications concerning spells. In 
  the first scenario spells should be left up to the DM’s discretions on 
  what will be effective and fair.   
  The second method is to roll randomly on a list (see below) of 
  new items that will be replacing the characters regular deadly weapons 
  with a much more fun toy.  Once the party leaves Wonder Works their items should return 
  to normal.  If a spell caster casts an offensive spell simply roll on the chart and replace the 
  spell effect with a magical version of the item appearing causing damage and then 
  disappearing.  Clearly the second method is designed for more of a cartoonish feel, so 
  again it depends on how your game needs to feel. 
   
  1D10 
  Weapon 
  Subdual Damage 
  1 
  Pie 
  1D2 
  2 
  Spring-loaded Clothing Iron 
  1D8 
  3 
  A Tiny Umbrella 
  1D4 
  4 
  Oversized Rubber Band  
  1D6 
  5 
  Anvil 
  1D10 
  6 
  Oversized Magnet 
  1D6 
  7 
  Large Hammer with spring-loaded boxing glove 
  1D8 
  8 
  Boomerang 
  1D6 
  9 
  Large Rocket with a fuse 
  2D8 
  10 
  A Big Fish 
  1D6 
   
  
   
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  The Wonder Works (dungeon) 
   
  Room Descriptions 
  Ball Pit Room 
  This room is a perfect thirty by thirty foot square, with a door on the 
  opposite side of the room.  The walls are padded with a stitched cushion, 
  covering every exposed wall.  The floor is completely covered in multi-
  colored balls, each made of a special spongy rubber material and about three 
  inches in diameter, though they spread out as the party steps on them.  Anyone 
  attempting to feel the bottom of the floor will be disappointed; the room is a 
  bottomless pit that has been filled to the top with bouncy balls.  (No, we have 
  no idea how to fill up a bottomless pit.  If the players ask, just say, “magic” 
  and wave your arms like a lunatic.)  
    
  All movement is halved moving through the ball pit room, and players 
  may swim as an option to walking though there is little chance they will 
  drown unless they swallow a ball.  As the party starts moving the balls around, 
  they will hear laughter echoing through the room.   The laughter will continue 
  until the group leaves the room.  By the second round of moving through the 
  room, the balls will start launching into the air and bouncing off the 
  walls.  After the second round, roll 3d6 for the number of balls that hit each 
  party member.  Roll against character's armor class to see if each ball 
  hits.  Each hit will cause one subdual damage.  Any character that falls 
  unconscious can be carried out by another character in the group. 
   
   
   
   
  2 
  Weird   Janitor Closet 
  3 
  Living Quarters 
  4 
  Whack a Mole Trap Room  
  5 
  Box’em Sock’em Room 
  6 
  Bouncy House 
  7 
  Bookkeepers Office 
  8 
  Dress Up Room 
  9 
  Factory Floor 
  10 
  Skee Ball Arcade 
  11 
  Magnetic Brattleball Board 
  12 
  Storage Room 
  13 
  Ball Pit Room 
  14 
  Crazy Clay Room 
  15 
  Monkey Maze 
  16 
  R&D Department 
  2D8 Table for rooms 
  
   
  19 | P a g e  
   
  Bookkeepers Office 
  This is a modest 20 foot circular office with three desks in it.  Each 
  desk is marked ‘receivable’, ‘payable’, and ‘payroll’.  The walls are lined a 
  circular bookshelf filled with tax reports and billing statements.  After 
  reviewing the paperwork it is obvious that Wonder Works deals with every 
  place in the world, and possibly even off world.   
  The drawers of each desk are filled with different office supplies, 
  such as paper, ink, quills, rulers, an abacus, and tax forms for all known kingdoms.  The receivables desk 
  is decorated with little cartoonish looking humanoids with hair that stands on end and is almost as long as 
  the figure is tall.  There is a small bowl of hard candies on the far side of the payroll desk, after further 
  investigation anyone looking will find a box of expensive chocolates stuffed in the very back of a drawer, 
  along with several licorice sticks.  The desk marked payable has a small bobble-headed cat holding a 
  small encouraging sign that says, “I’m with you!” In the drawer of the payable desk is a half-full bottle of 
  whiskey, labeled “Mom’s Good Stuff, Single Malt Whiskey.” 
   
   
  Bouncy House 
             This room is a fifty foot long corridor, approximately fifteen feet wide.  The wall, ceiling, and floor 
  look perfectly normal, but feel and act as if they are inflated balloons.  Any movement in this room is 
  doubled, but every movement is set to a 
  random direction unless a saving throw 
  versus Dexterity is made.  Upon entering 
  the corridor, a group of similarly 
  numbered soldiers from Flam’s army will 
  enter from the other end.  The enemies 
  will suffer the same movement problem. 
   
   
  
   
  20 | P a g e  
   
  Box’em Sock’em Room 
  This doorway walking into a massive stadium sized room.  Once the 
  door behind them is closed it will disappear.  There is a crowd of puppets 
  cheering at the two wooden robots fighting in the ring at the center of the 
  room.  If the party asks how to get out of the arena, they will simply point to 
  the ring.  “The only way out is victory, or on a stretcher,” would be a 
  common statement from the crowd.  If any of the party chooses to enter 
  the ring, they will face a humanoid (in size and shape) toy boxer.  Should 
  more than one enter, a referee marionette will lower to the ring and insist 
  that only one fighter is allowed at a time.   
  Once a challenger has been accepted, they will continue to fight until one of them is broken or 
  unconscious.  Both the toy fighter and P.C. fighter will be wearing oversized gloves that will avoid any lethal 
  damage.  Every hit a character makes on the robot, the dungeon master should roll a d6, on a five or six the robots 
  head will spring up a foot, and the crowd will shout, “You Knocked His Block Off!”  When this occurs a trap door 
  will open at the base of the ring and the party can exit the room.  Should the party member be knocked unconscious 
  first, another may take his place in the ring. 
  Crazy Clay Room 
      
   This room is fifty feet by thirty feet with a locked door on the other side of the room, and 
  the walls are covered in large scale black and white illustrations (cartoons mostly).  In each 
  corner sits a barrel filled with smooth beige clay.  The barrels all have a label that reads, 
  “Use Crazy Clay on your favorite pictures and watch them come to life.”  By placing 
  the clay over a picture on the wall, when pulling the clay back they will see the image 
  on the clay.   
  As soon as the clay is removed from the wall, the image on the clay will be able to walk, talk, and interact 
  with the party.  If asked how to leave the room, the clay creatures will show a picture of a key on a wall.  They party 
  must use the Crazy Clay on the key and then use the clay in the door.  Any created character will refuse to return to 
  the barrel, and they will refuse to let the party go until they play.  If the party attempts to leave the clay creatures 
  will cling to their feet, holding them in place.  The clay will return to its dormant clay state after five rounds of 
  combat, as there won’t be enough ink to maintain a picture after five rounds.  Similarly, if the party decides to stay 
  and play with the clay creatures they will only survive twenty minutes before their picture starts rubbing off. 
   
  
   
  21 | P a g e  
   
  Dress Up Room 
  The room is a gigantic closet filled with the prettiest dresses, shoes, and jewelry available; 
  after entering this room a giant set of hands will proceed to strip the party of clothing and 
  redress them in a random outfit.  Once they are dressed, if they spend any longer than one 
  round in the room the hands will come down and redress them again.  Any attacks on the 
  hands will be ignored and the longer the party stays in the room the more outlandish the 
  costumes should appear. 
   
   
      
   
   
  1D8 
  Outfit 
  Shoes 
  Accessories 
  Colors 
  1 
  Sun Dress 
  Ski Boots 
  Bouquet 
  Malibu Blue 
  2 
  Bikini 
  Fuzzy Slippers 
  Bridal Veil 
  Burgundy 
  3 
  Jogging Suit 
  Sandals 
  Tiara  
  Hot Pink 
  4 
  Negligee 
  Glass Slippers 
  Sunglasses 
  Neon Green 
  5 
  Prom Dress 
  Practical Pumps 
  Sun Hat 
  Indigo 
  6 
  Skiing Outfit 
  Knee-high Boots 
  Scarf 
  Fuchsia 
  7 
  Bridal Gown 
  Sneakers 
  Corsage 
  Teal 
  8 
  Ball Gown 
  Stiletto Heels 
  Headphones 
  Peach 
  
   
  22 | P a g e  
   
  Factory Floor 
  This room is a gigantic warehouse sized factory floor, much as what the party 
  would have expected.  There are conveyor belts running toys down chutes and over to 
  worker stations that are adding to the toys.  The factory floor is over three hundred 
  feet square, with several support beams throughout the floor.  There are four main 
  production lines, two are making only stuffed bears and various animals and the other two are making 
  soldiers.  Of the two lines making soldiers, one is red and the other is blue.  It is a logical assumption that 
  the bulk of the forces fighting over the factory are coming from this floor. 
  Sneaking through the factory is very easy, it is noisy and most of the workers have no interest in 
  any of the party members.  The workers are simple wind-up toys that seem driven to complete their task 
  at hand.  If the party attacks any of the workers, guards from either side will rush to their aid and defend 
  the machinery.   
   Near the end of the conveyor lines, there is a large bin marked, 
  “rejects”.  Inside the bin are damaged, broken, or oddly designed toys of all 
  types.  Oddly, none of the toys in the bin have the ‘spark’ of life, however with 
  a quick inspection of the bin there is a small stuffed furry purple bear will make 
  a muffled call for help.  The purple bear’s name is Herbert, and he was accidentally 
  created with the wrong material.  Herbert will be glad to help the party find Pigetto’s office as thanks for 
  pulling him out of the rejected bin. 
   
   
   
   
   
   
   
   
  
   
  23 | P a g e  
   
  Monkey Maze 
  Walking into this tight space is 
  uncomfortable, with a simple five-foot wide 
  hallway that turns and leaves the characters 
  confused.  It should be fairly obvious that 
  they have walked into a maze.   
  1) The Riddle on the Floor - on the floor, near 
  four different turning points in the maze, a 
  riddle is carved into the floor in the common 
  tongue. 
  “Who makes it has no need of it. Who buys it 
  has no use for it. Who uses it has no 
  knowledge of it. You will find me there.” 
  2) The entrance - Just as described above, but as the players go deeper into the maze they start hearing a 
  clanging noise in the distance and unusual laughter. 
  3) The exit (and silence, the answer to the riddle.) 
  4) Toy Monkey with clanging cymbals (see Noisy Monkey in Details Section) - They will start moving to 
  the center of the maze, the longer the party takes to decide which way to go. 
   
  Living Quarters 
  This is a barracks with row after row of beds, each with matching quilted blankets 
  and a personalized stuffed animal lying on the pillow of each bed.  The room is forty-feet 
  wide and stretches on for over three-hundred feet.  These are obviously the living 
  quarters for the regular workers in the factory, though it should be obvious that 
  no one has been in there for quite some time. 
  If the players have missed going to the factory, then this may be a good 
  opportunity to let them meet Herbert, the fuzzy purple bear (see Herbert in 
  Characters).  Herbert can act as a guide through some of the madness that the characters will be 
  encountering. 
  
   
  24 | P a g e  
   
  Magnetic Brattleball Board 
  The party will step out onto a Brattleball pitch (or other sporting arena), with 
  large metal statues of sports figures set at different locations on the field.  The ground 
  feels much smoother than expected and by simply rapping on the ground they will 
  recognize that it is metal covered.  Once all party members are on the field they will hear 
  a loud whistle sound and the ground will start to rumble and shake.  Each player will 
  have to make a Dexterity save to maintain standing.  The statues will start vibrating around 
  the pitch as a large round ball shoots out from overhead onto the center of the field.   
  For the room to stop shaking, a goal must be scored.  After a goal has been made the party has one turn to 
  make it to the exit door on the other side of the field, before the next play starts and it all begins again.  If the party 
  makes it to the other side of the field, the exit door remains locked while the ball is in play.  
  While the ball is in play anyone attempting to move around the board will be able to do so once they have 
  made their first successful Dexterity save.  There is really no need to annoy the players with constantly making them 
  save versus dexterity every round, since they will be dodging the moving players.  Each round that anyone is on the 
  pitch during the rumbling of the game, the DM should roll one basic to hit roll (based off of their Armor Class) to 
  see if they were struck by a moving statue.  If a character is hit roll 1D6 for subdual damage. 
   
  R&D Department 
  This is large circular room with a domed ceiling and large telescope pointing through an opening in the 
  ceiling. The room is fifty feet in diameter, with laboratory tables spaced five feet apart all around the room.   Each 
  table has a different assortment of lab equipment being used in various stages of experimentations of toys.  Shelves, 
  with different toys with annotations and notes, are set along the walls around the lab. 
  There is a table marked “Fire Resistance”, with an assortment of slightly burned toys.  The table 
  marked “Shock Absorption” has a winch attached to the table with a large heavy stone hanging from the 
  end of it, and several flattened toys lying around the table.  Another table marked as “Cuddliness 
  Testing”, or perhaps cuddliness testing.  A table with a large aquarium filled with different types of 
  fish and toys at the bottom, is marked “Waterproof Testing.”  Ten tables in all surround the giant 
  telescope. 
  Should any character decide to look through the telescope they will be looking down on some version of 
  themselves in the future.  The telescope is actually a probability-scope, and will show different versions of things in 
  the future.  The lab technicians use it to see what toys will do in different situations. 
   
  
   
  25 | P a g e  
   
  Skee Ball Arcade 
  This fifty-foot by twenty-foot room is lined with Skee 
  Ball Tables along either side of the room, while on the far side 
  of the room is the exit door with a slot that says, “Prize Door 
  Opens for 50 tickets.”  The Skee Ball Tables will spit out tickets 
  for playing, and each try only costs one copper.  Any player that 
  tries to break open the table to steal the tickets will be surprised to find it empty; 
  the machine magically creates them after each game.   
  The game of Skee Ball is similar to bowling; instead of trying to knock 
  down pins the player is trying to sink the ball into a hole with a point value.  To 
  play the game using dice, instead of taking the game group down to a Skee Ball 
  Arcade, roll 3D6 and consult the table. 
  If a character wins over 500 tickets a ringing bell will go off and a giant stuffed bear will fall from the 
  ceiling into the characters arms.  Feel free to congratulate them on a job well done. This may be another good 
  moment to introduce Herbert. 
   
   
  Storage Room 
  This musty old storage building houses all the back stock of toys waiting to go out, with 
  stacks of boxes looming over twenty feet high.  The storage area is over three-hundred feet long and 
  fifty-feet wide.  The room is rather noisy, as the sound of voices can be heard all around.  By 
  investigating the area they party will discover this is where Flam has been keeping the people 
  from Cheerful Falls.   
  The hostages are in good spirits and have been surviving all this time using the toys they have found 
  around the storage area to make food and create acceptable shelter.  They have used crates to make effective lean-tos 
  and various makeshift cabins.  Luckily Wonder Works made a toy oven as well as an edible version of ‘Crazy Clay’, 
  which has made rations possible. 
  The abducted citizens of Cheerful Falls will point out that the way the party came in was the only way out 
  of the room they have ever seen.  By checking the door they came in, like all of the other rooms they have been in 
  the door is locked.  Looking around the storage room the party is bound to run into a box marked, “Dimensional 
  Chalk.”  By taking a piece of chalk and drawing a door, the group will find they can turn the handle and exit the 
  storage room into another random room. 
  3D6 
  Tickets Earned 
  9, 10, 11,12 
  0 
  7, 8, 13, 14 
  10 
  6, 7, 15, 16 
  20 
  4, 17 
  50 
  3,18 
  100 
  
   
  26 | P a g e  
   
  Weird Janitor Closet 
       
  This ten by ten room is filled with cleaning supplies, brooms, scrub brushes, and 
  dusting rags.  On a wall to the right there is a metal storage locker, which contains a pair of ‘tap’ 
  shoes size 11, fifteen gold covered chocolate coins, a rubber fish, three marbles, a book of 
  goblin philosophy, a Ouija board, a paper bag filled with stale popcorn, and a sexy picture 
  of a hippo is on the inside of the door of the locker. 
       
  All the cleaning items in the closet are animated and keep the building neat and tidy, but 
  they will become disturbed by the presence of the party.  The brooms and dustpans will spring to life and 
  start swatting the party members, forcing them back out of the room.  The cleaning supplies will stop 
  fighting if there is a mess to clean up, so the more mess created by the party the busier they can keep the 
  cleaners. 
   
  Cleaning Supplies (AC 12, #AT 1, Damage sweep (1D4 subdual), Mv 30’, Sv Fighter 1, MI 12, HP 5) 
   
  Whack a Mole Trap Room  
  The party enters into a darkened room and hears the hum of machinery under their 
  feet.  There are several holes cut into the ceiling with light coming through.  The party will 
  realize that they are now wearing furry mole costumes.   The holes in the ceiling are 
  large three foot diameter cuts, revealing a blinding daylight coming through.  Every 
  few seconds the floor will make whirring sound, just before it springs up.  Any 
  character not under a hole will get crushed (rendered unconscious).  All 
  characters that spring through the hole roll any dice if the number is odd they 
  get hit by a large hammer causing 1D6 damage (subdual damage).  Once all 
  characters are unconscious, they will wake up in the next room (roll on the 
  random room table).     
   
   
   
  
   
  27 | P a g e  
   
   
  Are you ready to 
  play? 
   
  
SOURCE: textdata/thevault/Basic Fantasy/Basic Fantasy Adventures & Settings/GagMen/G1407 Pigetto's World of Pure Transfiguration (GagMen) (BasicF).pdf