TEXT: 1
  The Crown of Alice
  A Savage tale of Wonderland
  Written by Kevin Anderson and Lanse Tryon
  Interior Artwork: Page 5 Kelli Gilliland  (except the Knight),
  all others Sir John Tenniel  
  Special Thanks: Dave Blewer, Martin Skiggs, Dan Tunbridge, Simon Scott, 
  Bob Harding
  Dedications: 
  Caroline, Connor, Kira, Kyle and Cerys (aka The Andersons),
  Jessica Tryon for her patience and occasional mirth, 
  Tim Puryear for the definitative portrayal of Stan at Reapercon '06
  Copyright
  This document and all information contained herein that is not public domain or copyrighted by Pinnacle 
  Entertainment Group is copyright © 2006 Kevin Anderson and Lanse Tryon. “Savage Worlds” is property of 
  Pinnacle Entertainment Group, and used without permission.  The books “Alice’s Adventures in Wonderland” and 
  “Alice Through the Looking Glass” and all artwork by Sir John Tenniel used are public domain. Permission is 
  granted to print, photocopy, and freely distribute for personal use only.
  
  2
  Partial Map of Wonderland
  
  3
  Wonderland
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Introduction
  The Crown of Alice is an adventure for Savage 
  Worlds set in the realms of Wonderland as featured in 
  the two books Alice's Adventures in Wonderland and 
  Through the Looking Glass and What Alice Found There. 
  It is recommended that the GM be familiar with the 
  two stories, which are available online for no cost.
  Alice's Adventures in Wonderland:
  http://www.gutenberg.org/etext/11
  Through the Looking Glass and What Alice Found 
  There:
  http://www.gutenberg.org/etext/12
  This adventure consists of seven chapters 
  which outline the story, statistics for all 
  creatures and characters that may be 
  encountered and six pregenerated player 
  characters.
  After Alice Left
   Wonderland
  The books recording Alice's ad-
  ventures do not tell the whole tale, 
  and who can blame them? They 
  record only the highlights of her 
  journeys, glossing over the minor 
  events and seemingly inconsequen-
  tial conversations she had with the 
  less interesting people of the land. 
  However these less 'important' en-
  counters had a marked effect on 
  Wonderland. Alice's tales of her 
  world inspired the denizens of Wonder-
  land and great leaps were made in technology, social, 
  and almost every other aspect of life. Three cities 
  sprung up, named after the three Victorian virtues of 
  Faith, Hope, and Charity, ruled by the Red Queen, 
  Queen of Hearts and the White King, respectively. 
  Some time long after Alice left Wonderland, changes 
  started occurring in that magical realm, and not for the 
  better.
  The King of Hearts withdrew from public life and 
  his partner, the Queen of Hearts, became even more 
  heartless and her realm became a darker place. Soldier 
  cards patrol the roads and visit towns to tax the people. 
  Beheadings are ordered and, unlike in more peaceful 
  times, carried out.
  Both the Red and White Kings were no longer seen. 
  Stories were spread that the White King had 
  died, slain by a traitorous attack by Rose-
  wood. Other tales told that the sleep-
  ing Red King, whose dreams 
  were so important, has 
  been taken to a place of 
  safety as assassins of 
  Whitefield were seek-
  ing him. The Red Queen 
  seizing her chance ral-
  lied the once defeated 
  forces of Rosewood and 
  attacked 
  Whitefield. 
  Taken by surprise the 
  white forces had no 
  time to react and with 
  the inept leadership of 
  the White Queen soon 
  fell to the attack. Tech-
  nically the two houses 
  are now at peace with 
  the House of Rosewood 
  in supremacy, however 
  there are still hostilities 
  albeit little direct com-
  bat with both side using 
  terrorism and guerilla 
  combat. 
  Geography of Wonderland
  Wonderland is split into two areas separated by the 
  vast, and rumored to be impassable, Mountains of Divi-
  sion. The mountain range runs north to south, dividing 
  
  4
  the land into two roughly equal halves. The Western 
  area is the Monarchy of Hearts while the Eastern is the 
  Scarlet Monarchy.
  Essentially, Wonderland is a large island bounded on 
  three sides by forest and on the fourth (the northern 
  coast) by the Endless Sea. The Mountains of Division 
  extend quite some distance into the sea, and south 
  almost as far as the edge of the land. Hills surround the 
  mountains and give way to the flatter landscape. The 
  Hills of Gloom to the south of the Mountains are very 
  heavily wooded, and they are indeed very gloomy and 
  depressing. These hills mark the southern boundary of 
  Wonderland, and any who venture too far south find 
  themselves somehow turned about and journeying 
  north. Tall trees with overhanging boughs cover the 
  eastern and western edges of Wonderland. The direc-
  tion reversal effect noted earlier takes place if one 
  travels too far into these forests.
  The Monarchy of Hearts is predominantly wooded, 
  with settlements, farmland and other notable features 
  existing as islands within the sea of trees. In contrast, 
  the Scarlet Monarchy is a vast expanse of plains and 
  hills (divided into a chess board pattern by streams and 
  brooks) with copses, farmland and other features scat-
  tered throughout.
  The only common route between the two Monar-
  chies is through the Hills of Gloom. The journey is 
  fraught with danger, as the hills are home to some of 
  the more ferocious and wild of Wonderland's creatures. 
  Both Monarchies have acted together to provide safe 
  passage through the hills.  A trail known as the Guarded 
  Way winds through the hills, guarded by regular guard 
  posts charged with aiding legitimate travelers. These 
  guard posts have burning beacons atop them and mark 
  out the safe path. It is possible that the journey could 
  be accomplished via the Endless Sea, but such a trip 
  involves a long detour around the Mountains of Division, 
  which protrude far into the sea.
  The Monarchy of Hearts 
  As its title implies, the Monarchy is ruled over by 
  the Queen of Hearts (a Card).  She has a husband (the 
  King of Hearts, unsurprisingly) but he has withdrawn 
  from royal life since Alice left. For all intents and 
  purposes, the realm is a dictatorship.
  The western realm has only one major city - Hope, 
  though many other small towns and villages lie scat-
  tered throughout the woods.  The most famous of which 
  is the Village of Animals where the White Rabbit lives. 
  The smaller villages have cleared the surrounding woods 
  and farm the land, producing crops and raising such 
  animals as cows, sheep and pigs. Excess foodstuffs are 
  taken to the larger villages and towns to be sold or 
  bartered.
  The people of the Monarchy of Hearts are predom-
  inantly anthropomorphic animals (Anthros), Cards and 
  Humans, with a smattering of Chess Pieces, Living Plants 
  and Tweedle. Villages tend to consist of just one of 
  these races, while the towns, and particularly Hope, are 
  more of a mixture.
  The Monarchy of Hearts is technologically and so-
  cially very similar to Great Britain in the 1890s 
  (Victorian period), having been influenced by Alice's 
  Real World experiences. 
  The Scarlet Monarchy
  The eastern realm is ruled over by the Red Queen 
  (a Chess Piece) who, like the Queen of Hearts in the 
  west, is a virtual dictator. The Red Queen's partner 
  (the Red King) has been asleep and dreaming as long as 
  any can remember so there is no one to curb her control.
  The Monarchy's main city is named Faith, and it is 
  here that the Red Queen resides. A second city, Hope, 
  lies in what is essentially an enclave of the defeated 
  House of Whitefield (the white chess pieces). Other 
  towns and villages are scattered through the forest.  
  These, like their counterparts in the west, live a prima-
  rily agrarian life.
  The people of the Scarlet Monarchy are predomi-
  nantly Chess Pieces, with those of the House of White-
  field mainly gathered about Hope.  There is quite a large 
  population of human, Tweedle, and a few Anthros and 
  Cards. Again, villages tend to be single-race and the 
  towns more of a mixture.
  The Scarlet Monarchy is technologically and socially 
  similar to that of medieval Great Britain -- not neces-
  sarily the reality of that period, but the idealized image 
  painted by the Victorian people.
  
  5
  The Races of Wonderland
  Anthropomorphic 
  Animals, or Anthros
   'Anthros', or 
  Anthropomorphic 
  Animals, are a varied 
  race of Animals in 
  vaguely human form. The 
  physical shape and size of 
  an Anthro may vary wildly, 
  although no Anthro is as 
  small as its Animal namesake. 
  For instance, a rabbit Anthro 
  may be almost completely 
  human save for a rabbit head 
  and fur over its body, or almost 
  completely rabbit-shaped but with human-like hands. 
  Either of these forms may be between three and six 
  foot tall.
  Cards
  Cards 
  are living play-
  ing 
  cards 
  averaging 
  some 4' tall and about 4" 
  wide. Their skin and muscle 
  structure is reminiscent of that 
  found in flat fish such as Manta 
  rays. All cards of an extended 
  'family' (or pack) have identical 
  markings upon their posterior sides. 
  The anterior sides bear markings 
  more familiar to those of the real 
  world as playing cards.
  Chess Pieces 
  Chess Pieces look like gi-
  ant anthropomorphic Chess 
  Pieces. They are a construct 
  race with vaguely human fea-
  tures in what is otherwise a 
  'traditional' 
  Chess 
  Piece 
  shape. All Chess Pieces are 
  either colored red or white, 
  and this division splits the race 
  as a whole.  Rare individuals can 
  rise above this. Chess Pieces have 
  a very logical way of thinking - most 
  are great tacticians but have trouble making intuitive 
  leaps or 'thinking outside the box.'
  Living Plants
  Living Plants appear quite 
  delicate and fragile, tottering 
  around on their thin rootlike 
  legs, their slender bodies 
  swaying from side to side 
  and their leaves curling in 
  all directions. However, 
  the truth is far from 
  their appearance.  The 
  fibrous nature of their plant 
  bodies is surprisingly tough 
  and plants have long since 
  evolved to stand up to quite 
  amazing forces (try and crush 
  a grass blade by standing upon it!). 
  That said, the Living Plants are slow and not physically 
  strong.  Exceptional members, as always, prove this 
  generalization wrong.
  Tweedle
  The Tweedle (both singular and 
  plural use the same word) look like 
  nothing less than man-sized chil-
  dren suffering from obesity. 
  Their bodies are massive with 
  both muscle and fat and their 
  heads seem overly large due 
  to the almost complete ab-
  sence of a neck. Their complex-
  ion is almost universally a sickly 
  pale, and their hair is almost always 
  thin.
  Tweedle are always born as 
  one of identical twins and grow 
  up as rambunctious and noisy children. When working 
  together the twin Tweedle excel at whatever they do. 
  However such occurrences are rare as more than any-
  thing else the twins argue and bicker, particularly when 
  there is loot involved!
  Humans
  Humans are a minority race within Wonderland, with 
  the Monarchy of Hearts being dominated by cards and 
  Anthros and the Scarlet Monarchy being dominated by 
  Chess Pieces. Rumors abound that all humans within 
  Wonderland hail from the Real World and none are 
  indigenous.
  
  6
  Gourmancy
  Magic in Wonderland is often contained within 
  edible items. For instance, in Alice's initial foray she 
  found food and drink that caused her size to 
  dramatically increase and decrease when consumed. 
  Gourmancy (practiced by Gourmancers) is an Arcane 
  Background that allows magically imbued items to be 
  cooked and combined to contain and manipulate magical 
  power. The process by which the ingredients are 
  combined and cooked is known as a 'Recipe', which is 
  analagous to 'Spells' or 'Powers' in other Arcane 
  Backgrounds.  Gourmantic powers always have food-
  related trappings, such as eating, drinking, throwing 
  pepper-cakes, etc.
  For the purpose of this adventure, Gourmancers, 
  other magic-wielding characters or Non-Player 
  Characters will use the rules for Arcane Background 
  (Magic) as detailed in the Savage Worlds rules.
  
  7
  The Crown of Alice
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  Background Story
  After Alice's rather abrupt departure from Won-
  derland, during which she had achieved the Eighth 
  Square and been crowned a Queen, her royal regalia was 
  left behind.
  The Lice
  Amongst the seemingly myriad and strange crea-
  tures that inhabiting Wonderland is a race of intelli-
  gent, man-sized lice that dwell in a series of tunnels 
  burrowed beneath the foothills of the Mountains of 
  Division in the Monarchy of Hearts. Most of the time 
  the Lice are content to keep themselves to themselves, 
  but then rumors reached them that "the Crown of a 
  Lice" had been abandoned in the Eighth Square. Many of 
  the lice lost their lives in the resulting quest as they 
  sought to obtain what they viewed as their crown, but 
  obtain it they did. The crown was placed reverently 
  within a shrine in the foothills of the Mountains of 
  Division.
  Interest in the Crown Rises
  For reasons that will not be divulged here (but will 
  be in the full campaign setting - Wonderland No More) 
  interest in Alice's Crown increased within Wonderland 
  and important parties began to seek it for their own 
  purposes. In the Monarchy of Hearts the main player in 
  the hunt was, obviously, the Queen of Hearts who has 
  set her network of spies to seek knowledge of the Crown.
  Mary Anne
  Mary Anne, a Cat Anthro and the White Rab-
  bit's housekeeper, is one of the Queen of 
  Hearts' spies of particular note. Mary Anne 
  was essentially forced into the role of a spy, 
  looking out for her master who is 
  wanted by the Queen, and is seeking 
  a way to escape from her enforced 
  role.
  Mary Anne's search for the Crown 
  is particularly thorough as she believes 
  the Crown could either buy her a better position with 
  the Queen of Hearts or, better yet, give her the power 
  to overthrow the Queen and take her place! To this end 
  Mary Anne employs a number of contacts, charging 
  them to seek out the Crown and paying them with the 
  savings of her missing master. 
  The Chess Pieces
  Some time ago a squad of Chess Pieces in the Red 
  Queen's army displeased her royal majesty and was 
  dismissed from duty. This dismissal was the worst 
  punishment for the Chess Pieces, as their lives were 
  strictly regimented and ordered. The squad stayed 
  together and formed a mercenary band named 'The 
  Endgame', hiring their service to whoever needed their 
  abilities.
  While escorting a merchant to the city of Hope, a 
  member of The Endgame fell into part of a small louse 
  nest while pursuing a horse spooked by an overhead 
  Jub-Jub Bird.  The remainder of the band rescued the 
  hapless Pawn and in the process took an elderly louse 
  prisoner. In exchange for his life the louse told the 
  Chess Pieces of a fantastic treasure, the Crown, and 
  where it could be found. 
  Realizing what the lice had recovered and its im-
  mense value to their ex-employer, the band made plans 
  to obtain the crown, take it to the Red Queen and 
  thereby regain their old position within her armies. 
  Once their contract with the merchant was completed, 
  the band headed into the mountains where they found 
  the shrine and removed the crown.
  With the Crown in their possession The Endgame 
  made plans to make their way as quickly as possible back 
  to the Scarlet Monarchy via the Hall of Doors.
  The Mouse Family 
  The Clockmouse and The Wainscotmouse 
  have spent a great deal of time and effort 
  trying to free the third member of their family, 
  The Dormouse, from his imprisonment with the 
  Mad Hatter and March Hare in the eternal tea party. 
  Mary Anne duped the two Mouse Anthros into help-
  
  8
  ing her by promising to free The Dormouse when she 
  possessed the Crown, and the two have become her 
  agents.
  The two mice saw the Chess Pieces with the Crown 
  and trailed them, hoping to steal the crown away. Things 
  went badly wrong after the Chess Pieces used a Tree 
  with a Door in it to get to the Hall of Doors. The pair 
  emerged in the hall amidst a fight between the Chess 
  Pieces and a hand of Cards. Both were injured and 
  knocked unconscious.
  The lead Chess Piece opened the Wainscotmouse's 
  gut with a sword, and then The Endgame fled though a 
  door.  They forced the the Clockmouse to come with 
  them as well, intending to interrogate him later. The 
  Cards did not pursue as per their orders (the Hall of 
  Doors is unpredictable, passing through a door and then 
  back through it no longer guarantees returning to the 
  Hall). 
  While the Cards questioned a wounded and captive 
  Pawn, the mortally wounded Wainscotmouse managed to 
  drag himself away and leave through another door which 
  exits near to the Village of Animals.
  Enter the heroes…
  The heroes are all 'workers' for Morpheus Re-
  search, a company in the Real World that has connec-
  tions with Wonderland.  They do not know this however, 
  and it should not be mentioned to them. Suffice to say 
  they fall asleep in the Real World and travel to Wonder-
  land in their dreams where they take on forms appropri-
  ate to Wonderland natives.
  As the heroes enter the tale the Chess Pieces are 
  slowly making their way across the Monarchy of Hearts, 
  trying to stay hidden from the Queen of Hearts' forces.
  The Crown of Alice
  Eventually the heroes will obtain the Crown of Alice 
  and being role-players with an item of power they will 
  try to use it. Unfortunately the Crown, although being 
  very powerful, may only be used by someone who has 
  achieved the Eighth Square or is a blood relative of 
  Alice - none of the heroes are either. This also makes 
  the Crown useless to Mary Anne save as a bargaining 
  chip for her freedom.
  In Media Res
  In Media Res is a Latin phrase that means some-
  thing like 'into the middle of a sequence of events'. 
  Each of the following chapters begins with the heroes 
  in the area of the first encounter. Miles may have been 
  covered in many days of travel between scenarios, 
  certainly enough for all wounds to be healed and power 
  points regained, but the details of that travel are not 
  relevant to the scenario unless deemed so by the refe-
  ree - the journey is not important, only what happens at 
  the destination.
  Adventure Overview
  Chapter 1 - The Hall of Doors
  The heroes awaken in Wonderland in the Hall of 
  Doors with no idea why they are there.  They encounter 
  the same Cards who attacked the Chess Pieces, find a 
  map fragment on a dead Pawn and also the dying Wain-
  scotmouse who implicates Mary Anne.
  Chapter 2 - The Village of Animals
  Seeking Mary Anne the heroes travel to the Village 
  of Animals. The cunning housekeeper denies all knowl-
  edge of any Crown but suggests the heroes seek the 
  advice of The Caterpillar.
  Chapter 3 - Resting Place of the Crown
  Following the map found on the dead Pawn the 
  heroes seek out the resting place of the Crown within 
  the foothills of the Mountains of Division. After placat-
  ing the enraged Lice the heroes understand what has 
  occurred and where the Crown is now.
  Chapter 4 - The Gryphon
  Following a rather wild lead from the map fragment 
  the heroes seek the Gryphon on the beach in the Realm 
  of Hearts. The Gryphon knows nothing of the map or 
  the Crown but offers to reconnoiter in exchange for 
  the heroes gathering some food for him. The Gryphon's 
  reconnaissance may aid them in finding the location on 
  the map.
  Chapter 5 - The Caterpillar
  The heroes may be seeking The Caterpillar for one 
  of two reasons - seeking information about the Crown 
  and it whereabouts or trying to find out what to do with 
  it. If sought late in the scenario the heroes find The 
  Caterpillar in hiding from the Queen of Hearts' forces.
  The Tree with a Door
  Deep within the woods near the March 
  Hare’s house is a somewhat unique tree (although 
  rumors persist that there are others) with a 
  curved, wooden door set into its wide trunk, the 
  door is not locked and opens onto the Hall of 
  Doors.
  
  9
  Chapter 6 - Pursuing the Crown
  The heroes catch up with the Chess Pieces at the 
  Guarded Way just as they are attacked by Jabberkin. 
  They obtain the Crown and become the Realms' most 
  sought-after after individuals! 
  Chapter 7 - Time to Deal with the Crown
  Armed with the knowledge that the Crown must be 
  destroyed and who can do such a thing, the heroes' 
  journey to the Mad Hatter's cottage to negotiate with 
  Time.
  Note that these chapters are not necessarily run in 
  the order listed.  Start with Chapter 1, end with Chap-
  ter 7, and the chapters in between are run as necessary.
  Morpheus Firearms
  All firearms carried by the opposition in this sce-
  nario have been provided to them by Morpheus Re-
  search, a company that exists in the Real World. If one 
  examines the guns, one finds a symbol of two crossed 
  arms on each. 
  Wonderland's reality is far stronger than that of 
  the Real World and will eventually exert itself upon 
  these weapons.
    Each time a Morpheus weapon is fired there is a 
  chance that the gun will change into its Wonderland 
  counterpart. If a 1 is rolled on the firer's Shooting roll 
  (regardless of the wild die), the gun does not fire but 
  twists and warps into a version of the gun appropriate 
  to the 1890s.  This takes about three minutes, during 
  which the gun is unusable.
  Encounters 
  The following encounters 
  are not specific to any part of the 
  scenario and may be used as the 
  referee desires:
  The Toves
  Have the heroes at-
  tempt Notice rolls while 
  traveling. If any are success-
  ful they hear the sound of 
  gyring ahead, which warns 
  them of the Toves ahead. There 
  are 8 Toves gyring and gimbling 
  in the wabe while awaiting their next 
  meal.  They will attack the heroes without provocation.  
  If the Toves notice the heroes and are not noticed 
  themselves, they will burrow, and attack the party from 
  below.
  � 
  Toves (8)
  Queen of Hearts’ Patrol
  A patrol of Cards approaches the heroes and begin 
  to question them about their business - where are they 
  going? Why are they going there? How long have they 
  been in the Monarchy of Hearts?
  The questioning will continue for some time and the 
  heroes may well get worried, but the patrol is just 
  routine, sent out by the Queen of Hearts to keep an eye 
  on her realm. The patrol will not instigate any attack but 
  will fight back if attacked.
  A patrol consists of:
  � 
  Card, 6 of Clubs (2 per hero)
  � 
  Card, 3 of Clubs
  'Twas brillig, and the slithy toves
  Did gyre and gimble in the wabe;
  Extract from The Jabberwock
  by Lewis Carroll
  Morpheus and Wonderland Firearms
  Two types of firearms produced by Mor-
  pheus Research may be found in this scenario - 
  hand guns and rifles. The difference in firearm 
  technology between the Real World and Wonder-
  land is not hugely different so although a Real 
  World weapons twists into a Wonderland equiva-
  lent it requires a Common Knowledge roll with a 
  penalty of -2 to actually notice a difference 
  except cosmetic ones.
   
   
   
  Revolver  
  Wonderland 
  Real World
  Range:  
   
  8/16/32 
  12/24/48
  Damage: 
   
  2d6 
   
  2d6
  Rate of Fire: 
  1 
   
  1
  Weight: 
   
  3lb 
   
  3lb
  Notes: 
   
  6 shots  
  AP 1, 6 Shots
  Rifle 
   
  Wonderland 
  Realworld
  Range: 
   
  20/40/80 
  24/48/96
  Damage: 
   
  2d8 
   
  2D8
  Rate of Fire: 
  1 
   
  1
  Weight: 
   
  10lb 
   
  10lb
  
  10
  Chapter 1
  The Hall of Doors
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  Overview
  The heroes awaken in Wonderland in the Hall of 
  Doors and are immediately attacked by a hand of Cards 
  who are already somewhat riled by the earlier and 
  equally sudden arrival of the band of Chess Pieces with 
  the Crown of Alice.
  Overcoming the Cards, the heroes find a deceased 
  member of the Chess Piece band and a trail of blood 
  leading to one of the doors. Exiting via that door a dying 
  mouse is found, who gives them a cryptic clue to what is 
  going on.
  The Hall of Doors
  Abrupt Arrivals
  The Heroes awake in the Hall of Doors, but before 
  they have time to look around they hear a cry of 
  "There's more of them" and a hand of Club Cards 
  attacks them. The Cards have been charged with keep-
  ing anyone not working with the Queen of Hearts out of 
  the Hall of Doors, and fear of their queen will force 
  them to fight to the death.
  � 
  Card, 3 of Clubs (2 per hero)
  � 
  Card, 6 of Clubs (1): use Card, 6 of Clubs 
  but make a Wild Card.
  What's in the Hall?
  Aside from the doors and wall hangings mentioned 
  in the nearby description, the Hall is devoid of any 
  furnishings. A little way down the Hall from the heroes 
  is the body of a Red Pawn. A Notice roll or a thorough 
  search of the Hall finds a trail of blood leading to one 
  of the doors.
  The Red Pawn
  Several blows from edged weapons have killed the 
  Pawn; a good guess would be the Cards' halberds. 
  Searching its body finds a torn and tattered fragment 
  of parchment, depicting an area of the Mountains of 
  Division almost directly east of Hope.  An arrow points 
  from a word "Crown?" to a point in the mountains that 
  is labeled "Gryphon?"
  The Blood Trail
  A successful Tracking roll indicates that a small 
  creature, probably an Anthro, dragged itself along the 
  floor. The trail leads to a 3' high door of dark, almost 
  black, wood.
  Beyond the Door
  The door opens onto a wooded area lit by sunlight 
  filtering down through the canopy overhead. A success-
  ful Tracking or Notice roll follows the blood trail 
  through the dense undergrowth.
  Emerging from a particularly thick region of vegeta-
  tion the heroes are suddenly confronted by a gigantic 
  mouse, easily 10' at the shoulder. The creature gives a 
  squeal of rage and charges. The mouse is actually de-
  The Hall of Doors
  The Hall of Doors is a large hallway with a 
  red-tiled floor and wood-paneled walls.  Oil 
  lamps hung from the ceiling light the area. 
  Doors of all shapes and sizes are arrayed 
  around the hallway with curtains and wall hang-
  ings interspersed amongst them. Many of the 
  doors in the hall all lead to other (real) places, 
  although the keys to most are long lost or for-
  gotten.
  The Wood of Giant Animals 
  This is an area of woodland curving around 
  the Village of Animals and surrounding it on 
  three sides. The wood is normally a pleasant 
  place with leafy glades and meandering paths. 
  The main trail through the wood is clearly 
  marked. Many other trails are dead ends or lead 
  to clearings, and have been created by the 
  Giant Animals themselves. Most of these Ani-
  mals are harmless and indeed friendly; however 
  caution is required as even a puppy can be 
  dangerous when it is ten foot tall!
  
  11
  fending the wounded Wainscotmouse, which it recog-
  nizes as distant kin.  The Wainscotmouse iscurled up in 
  a, who is curled up in a hollow beyond it.
  � 
  Mouse, Gigantic (1): An enor-mouse!
  The Wainscotmouse
  The Wainscotmouse Anthro is in a bad way; his small 
  body is pierced and cut many times. He lies in a slight 
  hollow that is caked with his blood. When a hero at-
  tempts to administer aid he stirs and opens his eyes, 
  and weakly grasping the hero's arm he whispers 
  "Crown…they took the crown…Mary Anne..." before col-
  lapsing - dead.
  What Next
  Once the gigantic mouse has been encountered, it 
  does not take a genius to figure out that the heroes are 
  in the area known as The Wood of Giant Animals near 
  the Village of Animals.
  A successful Knowledge (Wonderland) roll remem-
  bers that Mary Anne is the name of the White Rabbit's 
  housekeeper and that he lived in the Village of Animals 
  (see Chapter 2). Alternatively the heroes may try and 
  find the location marked on the Red Pawn's map (see 
  Chapter 3).
  
  12
  Chapter 2
  The Village of Animals
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Overview
  As noted in the background story the White Rab-
  bit's housekeeper, a Cat Anthro named Mary Anne, is an 
  unwitting spy for the Queen of Hearts who is also 
  seeking the Crown of Alice for her own purposes. This 
  leave Mary Anne in a precarious position which she has 
  so far managed by cunning, guile and spending large 
  amounts of her employer’s (once) hidden savings.
  Other agents of the Queen of Hearts often stop by 
  the house to enquire of the White Rabbit, as the Queen 
  is very keen to speak with him.
  Mary Anne
  Locating Mary Anne
  Mary Anne may easily be found by enquiring of any 
  of the elder villagers, who seem to magically appear at 
  gates or garden fences as the heroes enter the village, 
  or by asking of any of the villagers in the inn. All will 
  relate that Mary Anne works for the White Rabbit and 
  lives in his house at one end of the village.
  The White Rabbit's House
  The house is easy to find.  It is a two story dwelling 
  set in an immaculately kept garden. As the heroes 
  approach it, an Owl Anthro leaning on the gate of a 
  house opposite nods at them and bids them good day.
  If the heroes stop to speak with the Owl, he will 
  introduce himself as Jon Brown and enquire of the 
  heroes' health and what they are about. If necessary, 
  Jon will explain that there have been some 'unsavory 
  types' about the village of late.  Many of these have 
  called at the White Rabbit's home, and he is concerned 
  about the well-being of the housemaid. 
  Further conversation will reveal that Jon is noctur-
  nal by nature, and since the death of his wife (from 
  natural causes a year ago) spends much of his time at 
  night just watching the world go by from his bedroom 
  window. During these night-time vigils, he has seen 
  several hands of cards stop at the house late at night 
  and also recently a group of Tweedle. 
  Speaking with Mary Anne
  Mary Anne is smart and cunning, a combination that 
  makes her very difficult to catch out. Her answers to 
  some obvious questions the heroes may ask are listed 
  below:
  Crown 
  Mary Anne knows nothing about any crown or why 
  she would be linked with one. After a few moments she 
  will suggest that perhaps it is one of the crowns belong-
  ing to the three Queens in Wonderland (Hearts, Red 
  and White). If the heroes do not think of Alice's crown 
  she may mention it. If pressed on the matter Mary 
  Anne will suggest that the heroes visit The Caterpillar, 
  well-known as a seller of knowledge in the Fungal Forest.
  The Wainscotmouse
   Mary Anne knows the mouse in question but has 
  only ever passed the time of day with him, as he was the 
  White Rabbit's friend. As her employer is often away 
  for extended periods of time perhaps the mouse had a 
  message for her to pass onto the White Rabbit?
  Visitors
  If the heroes bring up the subject of late night 
  visitors, Mary Anne falls quiet and bites her lip nerv-
  ously before muttering a reply indicating that there 
  have been no late night visitors and that a certain Owl 
  should mind his own business. While stating this, Mary 
  Anne will shake her head and make rolling motions with 
  her eyes. Later Mary Anne will ask if the heroes want 
  to see the gardens while again making rolling eye motions.
  The Village of Animals
  The Village of Animals is a small village near 
  the Hall of Doors and consists of perhaps a 
  couple of dozen neat houses. All of those who 
  live here are Anthros of one type or another. 
  The village is most renowned for being where 
  Alice first visited after entering Wonderland.
  
  13
  Walking in the Gardens
  While showing the heroes various flowers and plants 
  and loudly relating what each one is, Mary Anne will 
  whisper that agents of the Queen of Hearts do call at 
  the house periodically seeking the White Rabbit who 
  she believes may be in some sort of trouble. Sometimes 
  these agents do not believe that Mary Anne does not 
  know when her employer will return and insist on staying 
  at the house for a few days. At this very moment she 
  has five Tweedle as guests, which is why she was eva-
  sive earlier.
  Of course Mary Anne has no qualms about other 
  agents of the Queen staying at the house, being a spy 
  herself. However the presence of the Tweedle now, 
  while she is trying to gain the Crown of Alice for 
  herself, has made her nervous and she thinks that the 
  heroes may be able to get them to leave. Plus, of course, 
  being so honest with the heroes makes the rest of her 
  lies more believable.
  The Tweedle
  Mary Anne will strive to avoid any conflict within 
  the house or being associated with her, as she still has 
  her relationship with the Queen to consider. As already 
  told five Tweedle, all members of the Queen of Hearts' 
  army, are now staying at the White Rabbit's house. The 
  Tweedle are here to watch out for the White Rabbit 
  and will stay for a further 3 days and then quietly leave 
  in the small hours if the heroes do nothing to disturb 
  them.
  � 
  Tweedle (5)
  Once the Heroes Leave
  Once the heroes leave Mary Anne will also depart 
  the village, not wanting to be around if the heroes 
  return with more awkward questions. Also, she needs to 
  contact both her own agents and those of her Queen: 
  Her agents to see if she can find out what the mice had 
  been up to and the Queen's agents to let them know the 
  Crown of Alice has been found and that a group (giving 
  the heroes descriptions) is actively seeking it.
  What Next
  The only real destination given by this Chapter is 
  The Caterpillar; any villager in the Village of Animals will 
  be able to relate that he lives within the Fungal Forest.
  Once the heroes have visited Mary Anne and she 
  has spoken with the Queen of Hearts' agents, the group 
  will be actively sought by patrols sent out by the Queen. 
  The number, and when the heroes encounter a patrol 
  are up to the referee.
  
  14
  Chapter 3
  Resting Place of the Crown
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Overview
  The heroes seek within the Mountains of Division 
  guided by a map fragment, and eventually find the place 
  where the Crown once rested. Their search is hampered 
  by the area’s louse community, which is not at all happy 
  with the theft of the crown from them.
  Locating the Shrine
  The shrine is located in a cave in 
  the foothills of the Mountains of Divi-
  sion east of Hope. The surrounding 
  terrain is such that it is difficult to 
  see until one is almost on top of it. The 
  only feature that marks the cave is a 
  nearby outcrop of rock that vaguely 
  resembles the Gryphon.
  Locating the shrine requires a 
  raise on a Notice roll and a successful 
  Smarts roll to see an oddly shaped 
  outcrop of rock and realize that from 
  a certain angle it looks like the gryph-
  on. Both of these rolls have a +2 bonus 
  if the heroes have directions from the 
  Gryphon. The rolls may be attempted 
  once per day of searching. Draw a card 
  for each day spent searching.  If it is 
  a Club the heroes run into a patrol of 
  Louse Anthros.
  � 
  Louse Patrol (3 per hero): use standard 
  Louse Warrior statistics.
  The Shrine
  The cave mouth quickly narrows down to a roughly 
  circular tunnel about 3’ in diameter that runs for some 
  30’ before opening up once more. The inner cave is 20’ 
  across and 12’ high and is empty save for a low pillar 
  with a somewhat moldy cushion atop it and the dried 
  carcasses of four insects.
  Investigation of the cushion finds a circular inden-
  tation atop it like that left by a heavy crown resting 
  there. The insects (lice) bear puncture and slash marks 
  upon their carapaces.
  Shortly after the heroes enter the room the four 
  lice lurch to their feet! Once honor guards for the 
  Crown of A Lice and later slain by the Chess Pieces, 
  these Lice have remained in spirit and undead form to 
  revenge the theft upon any non-lice who enter the 
  shrine.
  � 
  Undead Lice (4): use stand-
  ard Louse Warrior but add the Un-
  dead ability.
  Lice Attack
  At some point during the heroes in-
  vestigation of the shrine the Louse col-
  ony will realize they are there and gather 
  en mass. If the heroes are still within 
  the shrine the Lice will send one or two 
  elite warriors in through the tunnel to 
  harass and threaten them. Eventually the 
  heroes will have to face the assembled 
  colony.
  Emphasize the sheer number of Lice 
  facing them, do not let on that only a 
  small number are actually warriors.
  Parley
  If the heroes seek to speak peace-
  fully 
  with 
  the 
  Lice 
  their 
  priest 
  (accompanied by the elite warriors) will 
  come forward. The priest will accuse the heroes of 
  being in league with those who stole their crown but will 
  The Mountains of Division
  The Mountains of Division sit arrayed in a 
  vast inverted V between the two Monarchies. 
  The mountains rise up out of the sea, peak half 
  way down the land mass and then descending to 
  the south. Likewise they rise up from the Mon-
  archy of Hearts and then descend to the Mon-
  archy of the White Queen.
  Diagram of a louse,
  by Robert Hooke, 1667
  
  15
  give them the benefit of the doubt. To prove their 
  innocence the heroes must pit their champion against 
  the lice’s champion in mortal combat.
  Mortal Combat
  The fight takes place in a 10’ deep pit with sheer, 
  smooth sides and a diameter of 15’. Neither champion 
  may use any magic, however this does not exclude spells 
  cast on them before combat begins. Each champion may 
  take only one weapon into the pit. Non-louse combatants 
  may wear armor.
  If the heroes’ champion wins the combat they are 
  judged innocent on any involvement with the theft, and 
  the louse priest will relate the tale of the Crown of a 
  Lice. Once the tale has been told the Priest will ask if 
  the heroes will pursue the Crown. If the heroes agree 
  the Priest will cast a ritual to locate the Crown.  After 
  being in a trance for a few minutes, he proclaims that 
  the Crown is heading towards the Guarded Way.
  If the louse champion wins, the remaining heroes 
  will be attacked without mercy and probably slain.
  The Louse Colony
  � 
  Louse Warriors (20) 
  � 
  Lice (50): use standard Louse Warrior sta-
  tistics but lower Fighting to d4, remove 
  Throwing and make Parry 4.
   
   Elite Louse Warriors (5): use standard Louse 
  Warrior statistics but make them Wild Cards.
   
   Louse Priest (1)
   
   Louse Champion (1)
  What Next?
  If the heroes decide to pursue the Crown see 
  Chapter 6.
  
  16
  Chapter 4
  The Gryphon
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Note:
  It is entirely possible that the heroes will never 
  think of following the lead to the Gryphon. In fact, this 
  whole chapter is nothing but a red herring! 
  Overview
  Pursuing the rather wild lead of the picture of the 
  Gryphon on the map fragment found upon the dead Red 
  Pawn, the heroes seek the Gryphon on the beach in the 
  Realm of Hearts.
  The Gryphon cannot help with the map but offers to 
  fly over the area in exchange for the heroes gathering 
  some food for him. The hunt is complicated by some 
  unexpected and vicious beasts and a rather overeager 
  gamekeeper.
  Returning to the beach the heroes interrupt a big 
  game hunter whose goal is to have the Gryphon’s head 
  on his wall!
  Seeking the Gryphon
  Arriving at the beach, the heroes are greeted by a 
  wide expanse of dunes. Successful Notice rolls whilst 
  exploring the dunes hear a sharp crack or crunching, 
  and the Gryphon is soon found. Failure results in several 
  frustrating hours of seeking before finding the crea-
  ture.
  The Gryphon
  The Gryphon is sitting upon his haunches in a hollow 
  in sand dunes. A small heap of bloody chunks of meat lie 
  before him. As the heroes first catch sight of him, the 
  Gryphon snaps up a chunk of meat in its beak and cuts 
  the hunk in half.  Neither meat nor bone offers much 
  resistance to his beak.
  The Gryphon continues feeding until the heroes 
  make their presence known. When the Gryphon becomes 
  aware of the heroes he quickly scoops sand over the 
  hunks of meat, whilst noisily clearing his throat. Anyone 
  succeeding at a Smarts roll thinks that the Gryphon 
  seems embarrassed.
  What the Gryphon knows about the various sub-
  jects the heroes may raise is listed here:
  The Crown
  The Gryphon knows nothing specific about any 
  crowns; he has seen both the King and Queen of Hearts 
  wearing crowns but that is all.
  His Name and the Map
  The Gryphon has no idea why his name would be on 
  the map, he has never paid any particular attention to 
  the area of Wonderland on the map except when hunting.
  Why is he Embarrassed?
  The Gryphon blusters that he is not embarrassed 
  after all why should he be? However after further 
  probing (and perhaps Persuasion rolls) he finally admits 
  that the heroes have come to him during one of his 
  twice yearly molting sessions.  During these times he is 
  ravenously hungry, and must devour his own body weight 
  of meat every day for a week.
  Mutual Help
  As any conversations lapse the Gryphon will click his 
  beak a few times, unfurl his wings and then close them 
  The Gryphon
  The Gryphon is a combination of an eagle 
  and a lion, and viewed as a mythical creature in 
  the Real World. He can often be found remi-
  niscing with the Mock Turtle on the beach.
  The Beach
  The Beach is a lonely stretch of sand bor-
  dering the Endless Sea. Sometimes one may 
  find the Mock Turtle here lamenting on past 
  times with his ‘friend’ the Gryphon, but other-
  wise there is nothing really of note. Very few 
  inhabitants of the Monarchy have ever ven-
  tured far out on the Endless Sea, but there are 
  rumors that one can sail from the Monarchy of 
  Hearts to the Scarlet Monarchy.
  
  17
  again before speaking “Whilst we have been talking a 
  though has occurred to me. Perhaps we could aid each 
  other? I could fly over the area on your map and see 
  what I can see, and in return you could hunt down some 
  food for me… say, three or four deer?”
  If the heroes press for why the Gryphon wants this 
  food use the information under ‘Why is he Embar-
  rassed?’ above. The Gryphon wants deer, as this is his 
  favorite meat.  However, he has trouble catching them 
  as they frequent the denser parts of the woods.
  Assuming the heroes agree, the 
  Gryphon directs them to the woods 
  just south west of the beach, says he 
  will return in a few hours and then 
  takes to the wing, buffeting sand 
  over the heroes as he leaves.
  Hunting
  The heroes must succeed at a 
  Tracking roll to find the spoor of 
  deer within the woods.  Each attempt 
  takes an hour. Once the deer tracks have 
  been found it is a reasonably easy task to 
  follow them.
  The Boars
  The wood is home to both the deer that the 
  heroes seek and also several packs of wild boars. Each 
  hour of searching, draw a card.  If the card is a Spade, 
  a boar pack attacks.
  � 
  Wild Boar (2 per hero)
  Catching the Deer
  Once the deer have been found they must be caught 
  which is easier said than done. The deer are very fleet 
  of foot and will panic and run at the slightest hint of 
  trouble. A successful Tracking or Survival roll will get 
  the heroes within 40’ of the deer after that any sudden 
  movement will startle the deer who will flee.
  � 
  Wild Deer (2d4)
  Over-Zealous Game Keeper
  Shortly after the heroes manage to bring down 
  several deer, they are tracked down by one of the 
  Queen of Hearts’ gamekeepers. The Weasel Anthro has 
  8 Cards with him and 6 dogs. A Notice roll will hear the 
  dogs whining and give the heroes time to conceal either 
  themselves or the deer. 
  Given the slightest excuse, the gamekeeper will 
  charge the heroes with poaching in the Royal Forest. 
  Any hero who succeeds at a General Knowledge roll will 
  realize that they are too far north to be in the Royal 
  Forest. However the gamekeeper will be adamant and 
  some convincing arguments will be required to convince 
  him otherwise.
  � 
  [WC] Game Keeper (1): Weasel Anthro.
  � 
  Card, 3 of Spades (8)
  � 
  Dogs (6): use the statistics for Dog/Wolf 
  in the Savage Worlds 
  rule book.
  Big Game Hunter
  The heroes return with the deer and see the wel-
  come sight of the Gryphon sweeping down towards 
  them. Suddenly a loud retort echoes out and the 
  Gryphon rolls to one side in a steep dive.
  Behind the heroes is an elderly Ace of Hearts, 
  somewhat overweight and clad in hunting clothes and a 
  pith helmet. Behind the Ace are a dozen Club cards and 
  a few Spades. The Ace has just exchanged a fired 
  blunderbuss with a loaded one carried by one of the 
  Spades.
  The Ace of Hearts is a big game hunter and is intent 
  on adding the Gryphon’s head to those on his wall of 
  conquests. He is both blustering and arrogant and will 
  demand that the heroes stand aside or help him in his 
  endeavor. It is left up to the referee to resolve the 
  situation but it is likely to end in combat. The Gryphon 
  will not land while the Ace is in the area.
   
   Ace of Hearts (1): use Card, Ace of Hearts.
  � 
  Card, 3 of Clubs (12)
  
  18
  � 
  Card, 3 of Spades (6): Three of them 
  carry a loaded Blunderbuss and sufficient 
  ammunition to load them twice more each. 
  The Gryphon’s Knowledge
  The Gryphon will relate that he did spy something 
  that links him to the fragment of map the heroes have. 
  In the foothills of the Mountains of Division directly 
  east of Hope he spied an outcrop of rock that from one 
  angle bore an uncanny resemblance to him.
  What Next?
  The Gryphon’s knowledge is of little use unless the 
  heroes intend to seek the area on the map fragment as 
  detailed in Chapter 3.
  
  19
  Chapter 5
  The Caterpillar
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Overview
  The heroes may be seeking The Caterpillar for one 
  of two reasons – seeking information about the Crown 
  and its whereabouts, or trying to find out what to do 
  with it. How and where The Caterpillar is located and his 
  situation depends upon when the heroes are seeking 
  him. 
  At some point during the scenario the Queen of 
  Hearts makes her move against The Caterpillar – if he 
  will not work for her then he will work for no one. The 
  Queen sends a large force of Cards into the Fungal 
  Forest to capture or kill The Caterpillar. Miraculously 
  The Caterpillar escapes, but is forced into hiding. If 
  the heroes visit The Caterpillar after retrieving the 
  Crown, these events have occurred.
  Before Retrieving the Crown
  The Watcher
  As the heroes travel through the Fungal Forest, 
  have them make Notice rolls.  Those who succeed get 
  the feeling they are being watched. If anyone achieves 
  a raise on the Notice roll they know they are being 
  watched and that the watcher is above them.
  A single beetle is flying overhead, employed by The 
  Caterpillar to keep an eye on those approaching his area. 
  He is flying at a height of 15 game inches in case any 
  hero wants to take a shot at him. As soon as the beetle 
  realizes that it has been seen it flies away to warn his 
  employer.
  � 
  Watching Beetle (1): use the standard 
  Beetle statistics.
  The Guards
  Lately the role of an information broker has become 
  hazardous. Several times The Caterpillar has refused 
  offers from various people to work exclusively for 
  them, preferring to remain neutral.  In the process he 
  has made several enemies. Thus The Caterpillar has had 
  to employ guards to protect himself.
  As luck would have it (or perhaps not!) the heroes 
  encounter a trio of guards who are keen to supplement 
  their pay. The three beetles, Ronnie, Johnny and Lonnie, 
  emerge from the undergrowth in front of the heroes 
  and demand to know their business. They will resort to 
  violence as a last resort but are quite willing to make 
  threats. The three insist that it costs £100 per person 
  to pass and see The Boss (their name for The Caterpil-
  lar) and will not let the heroes pass unless they pay.  
  The heroes may trick their way past, pay up or choose 
  to teach the beetles a lesson.
   
   Ronnie and Johnny: Use standard Beetles but 
  make them Wild Cards.
   
   Lonnie: use Louse Priest.
  The Caterpillar
  The Caterpillar’s reaction to the heroes depends 
  upon how they dealt with the watcher and the guards:
  Watcher was chased off and combat ensued with 
  the guards
  Alerted by the noise The Caterpillar is surrounded 
  by another 6 beetles, the situation will be tense and the 
  heroes will have some explaining to do.
  Watcher was chased off and the guards passed 
  peacefully
  The Caterpillar is aware of the heroes but not too 
  concerned, his 6 beetle guards are relaxed and nearby.
  The Fungal Forest
  The Fungal Forest is a large damp area of 
  the woods. The moist environment is ideal for 
  fungi of all types (particularly giant ones) to 
  grow. The Fungal Forest is renowned for being 
  home to The Caterpillar, a font of all knowledge.
  The Caterpillar
  The Caterpillar is a knowledge broker who 
  lives amongst the fungi within the Fungal For-
  est; he is known to be a smoker of exotic weeds 
  using his Arabic style Hookah.
  
  20
  Watcher was ignored and combat ensued with the 
  guards
  The Caterpillar is aware of the heroes and also of 
  their encounter with his crooked guards. He will be 
  grateful that the heroes dealt with the miscreants and 
  will not charge them for his answers.
  Watcher was ignored and the guards passed 
  peacefully
  The Caterpillar is aware of the heroes but not too 
  concerned, his 6 beetle guards are relaxed and nearby.
  The Caterpillar’s knowledge concerning the Crown is 
  detailed later in The Caterpillar’s Knowledge. 
  � 
  Guards (6): Use standard Beetles.
  Payment
  The Caterpillar is willing to answer any 
  question (to the best of his ability!) 
  but charges £10 per question.
  After Retrieving 
  the Crown
  Ambush
  Returning to the Fungal 
  Forest the heroes encounter 
  no guards! However, a success-
  ful Notice roll finds a dead 
  beetle, its carapace shattered 
  by heavy blows from bladed weap-
  ons.
  Upon reaching the toadstool upon which 
  The Caterpillar normally resides, the heroes find the 
  area devoid of all life – no caterpillar and no guards. A 
  successful Notice roll and Smarts roll alerts them that 
  perhaps the forest floor is a bit too ‘tidy’ – such heroes 
  gain +2 on the roll to avoid surprise below.
  The Hidden Cards
  The Queen of Hearts’ forces left a large hand of 
  Cards behind to watch for The Caterpillar returning or 
  for any seeking him. They have orders to capture such 
  people alive if possible. Some of the Cards are lying flat 
  on the forest floor hidden under a thin layer of soil and 
  vegetation, and at an opportune moment they will spring 
  up. Any hero failing a Notice roll is surprised and cannot 
  act for one round.
  Alerted by either combat or talking, the hidden 
  Cards’ reinforcements will coming running from deeper 
  in the forest and arrive in 4+ 1d6 rounds.
  � 
  Hidden Cards (10): Use Card, 3 of Clubs.
  � 
  Reinforcements (20): Use Card, 3 of Clubs.
  The Listener
  The Caterpillar also left behind a hidden ‘force’ but 
  in his case it is a lone beetle who is buried deeper 
  underground than the Cards. This beetle will burrow to 
  the surface once any combat is over and once he is 
  convinced that the heroes are not seeking The Caterpil-
  lar for the Queen.
  The beetle will explain only that the Cards attacked 
  The Caterpillar who is now in hiding, but will offer to 
  lead the heroes to him. Hopefully the heroes accept.
  The Journey
  The Caterpillar is hiding un-
  derground in a small, natural 
  cavern the only access is via 
  a pair of tunnels which have 
  both been filled in with 
  soil. Hence the only way 
  to get to The Caterpillar 
  is by burrowing through 
  the ground.
  The beetle will begin 
  to dig into the ground, 
  tunneling at a rapid pace, 
  after a few feet he stops 
  and urges the heroes to follow 
  him. The tunnel is a tight fit for 
  anyone of human size and impossible for 
  Tweedle who will have to stay behind – throw a few more 
  Cards at the Tweedle if they get bored!
  After long minutes of crawling in the beetle’s wake 
  the heroes emerge in a small cave lit dimly by glowing 
  fungus with The Caterpillar curled around a flat rock in 
  the center. Four large beetles stand about the cave 
  nervously looking around. Two other beetles are lying 
  against one wall groaning softly whilst holding their 
  wounds.
  The Caterpillar
  The Caterpillar is very nervous and worried that 
  events are out of his control, and he does not like it. 
  During the ensuing conversation he smokes incessantly 
  and soon the chamber is full of thick, cloying smoke. 
  The Caterpillar will still answer questions but he no 
  
  21
  longer required payment in currency, now he needs 
  favors and aid.
   
   Large Beetles (4): Use standard beetles but 
  make them Wild Cards.
  Payment
  Following is a list of aid the heroes may offer or be 
  asked for:
  Weapons to better arm his guards.
  One weapon per beetle.
  Delivery of a sealed letter to an insect burrow in the 
  Wood of Giant Animals
  The letter calls in a favour owed by the beetles in 
  the burrow and is not detailed in this scenario.
  Magical aid to heal his two wounded guards
  One has a single wound another other has two 
  wounds.
  The Caterpillar’s Knowledge
  This section covers only knowledge related to this 
  scenario, other questions will have to be answered by 
  the referee. The Caterpillar does not know everything; 
  there is nothing magical about his information, he just 
  has a very wide network of contacts.
  What is the Crown? 
  It is the Crown that Alice received when she was 
  crowned a Queen at the Eighth Square.
  Why is the Crown Important?
  Alice is regarded as a powerful force within Won-
  derland, some say she is a god; any item closely associ-
  ated with her must have power in its own right. Alice’s 
  Crown, being a symbol of majesty, is almost certainly 
  very powerful. 
  Who Has the Crown?
  A mercenary band of Chess Pieces, calling them-
  selves The Endgame.
  Where is the Crown?
  Being taken towards the Scarlet Monarchy. Those 
  who carry it will be traveling soon via the Guarded Way 
  and are moving slowly, hiding so as to not attract atten-
  tion.
  What to Do with the Crown?
  The Crown cannot be allowed to fall into any of the 
  current Queens’ hands.  Time is the only one trustwor-
  thy and powerful enough to deal with the Crown until it 
  is needed.
  Where is Time?
  You might try the Mad Hatter’s cottage; the two 
  were close friends once.
  
  22
  Chapter 6
  Pursuing the Crown
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Overview
  Armed only with the knowledge that The Endgame 
  are heading towards the Scarlet Monarchy via the 
  Guarded Way, the heroes give chase. They meet up with 
  a rear guard left by the Chess Pieces but finally catch 
  up with the main band just as they are ambushed by 
  Jabberkin.
  During the fight with the Jabberkin The Endgame’s 
  leader, a Red Rook, shrinks himself and attempts to 
  escape with the Crown only to be grabbed by a Tove and 
  taken into its burrow. Once the fight is over the heroes 
  follow either the Rook’s tiny footprints or his cries for 
  help to the Tove’s burrow, where they must also shrink 
  themselves and venture within to retrieve the Crown.
  Just as the heroes emerge victorious from the Tove 
  burrow a party of Cards sent by the Queen of Hearts 
  arrives at the scene, sent to pursue The Endgame and 
  retrieve the Crown for her majesty.
  Ambush
  The 
  fleeing 
  Chess Piece mer-
  cenaries 
  have 
  been delayed 
  in the Monar-
  chy of Hearts 
  by the necessity 
  of resting to al-
  low 
  their 
  wounded members to heal, and of 
  moving slowly to avoid being seen. 
  Reaching the Guarded Way, their 
  Rook commander realised that they 
  would still have to move slowly until they reached the 
  guard posts manned by the Scarlet Monarchy forces, 
  and that they were almost certainly being pursued now.
  The Rook commanded one of his two Knights, his 
  Bishop and 8 Pawns to stay behind near the mouth of 
  the Guarded Way to form a rear guard skirmish group. 
  Their orders are to harass any armed group who enter 
  the Guarded Way using mainly missile fire or possibly 
  hit and run tactics. If at all possible they are not to 
  engage the enemy.
  Guess what the heroes are going to run into?
  Be sure to make good use of the Pawns’ crossbows, 
  the Bishop’s powers and the Knight’s maneuverability in 
  their attacks against the heroes. If either the Knight 
  or Bishop or four of the Pawns are slain the rest will 
  attempt to flee towards the Scarlet Monarchy to rejoin 
  their commander.
   
   Red Knight (1): use Chess Piece, Knight.
   
   Red Bishop (1): use Chess Piece, Bishop.
  � 
  Red Pawns (8): use Chess Piece, Pawn.
  The Endgame
  The Guarded Way climbs upwards towards the brow 
  of a hill and the heroes clearly hear shouts, screams and 
  The Guarded Way
  The Guarded Way is the only ‘safe’ pas-
  sage through the Hills of Gloom. “Safe” is a 
  relative term, as the guard posts are some 
  distance apart.  Besides, the guards within 
  tend to only aid those from their own realm. 
  However, none can refuse entry to travel-
  ers, so if all else fails beleaguered travelers 
  should seek refuge.
  The Hills of Gloom
  The Hills of Gloom lie at the southern 
  end of Wonderland. They are so named be-
  cause the dense tree coverage that blocks 
  much of the light. The Hills of Gloom are the 
  only proven route between the Monarchy of 
  Hearts and that of the Red Queen. The hills 
  are home to many fearsome beasts, and 
  travelers between the Monarchies generally 
  use the Guarded Way for protection. It is 
  rumored that the fearsome and legendary 
  Jabberwock lairs within the Hills of Gloom.
  
  23
  guttural roars from ahead. Cresting the hill they can 
  see the road ahead quite clearly. The remainder of The 
  Endgame have been ambushed by a pack of 8 Jabberkin 
  and are fighting for their lives.
  Smarts heroes sit back and watch and then move in 
  after the fighting is over – in this case the Red Rook will 
  be missing (see later), the Knight will have 1 wound and 
  only 6 Pawns will still be alive. If they decide to join in 
  the Chess Pieces will ignore them until the Jabberkin 
  are slain and then turn against them.
   
   Red Rook (1): use Chess Piece, Rook.
   
   Red Knight (1): use Chess Piece, Knight.
  � 
  Pawn (16): use Chess Piece, Pawn.
   
   Jabberkin (1): use standard Jabberkin but make 
  a Wild Card and increase Fighting to D10 and 
  Parry to 7.
  � 
  Jabberkin (7): use standard Jabberkin.
  The Rook Escapes
  When the fight is going against the Chess Pieces or 
  when the Rook has taken a wound, the commander will 
  act to escape with the Crown. Pulling a hunk of mush-
  room from a belt pouch he crams much of it in his 
  mouth, chews and swallows. If a hero is fighting the 
  Rook one of the Pawns will use a special edge ‘En Passant’ 
  to switch places with the Rook and allow him to escape. 
  A Notice roll will see the Rook vanish; a raise will 
  actually see him shrink.
  Aftermath
  Once the dust settles and the wounded/dead 
  searched, there is no sign of the Crown or the Red Rook. 
  A hero may have seen what happened and gain a +2 
  bonus while searching for the Rook. A Notice roll in the 
  area of the battle find tiny footprints where the Rook 
  was last seen, chunks of dark grey mushroom are scat-
  tered around the area; there are a dozen chunks.
  A Notice roll hears faint moaning from just off the 
  path. Investigation reveals a badly wounded Mouse 
  Anthro – the Clockmouse.
  The Clockmouse
  The Clockmouse tried to escape from The Endgame 
  while they fought the Jabberkin. Unfortunately, he was 
  caught a glancing blow by one of the combatants, and 
  hurled into the undergrowth where he fainted. The 
  Clockmouse is badly wounded and can do little save gasp 
  “…crown too powerful, don’t let her get it...” before 
  passing out again. 
  If he is healed the Clockmouse can explain who he 
  was working for – Mary Anne – and that he and his 
  companion had intended to acquire the Crown and then 
  take it to The Caterpillar to see what should be done 
  with it.
  If necessary the Clockmouse did come round soon 
  enough to see a tiny Red Rook picked up by a Tove which 
  then ran into a nearby burrow.
  Light Grey Mushroom
  Each chunk will cause anyone who eats it to 
  rapidly shrink.  A single chunk will reduce a 
  hero’s height by 50% and each is cumulative. 
  As an example if a 6’ tall Fox Anthro eats two 
  chunks he will be reduced to a height of 18” 
  (50% of 6’ is 3’, and 50% of 3’ is 18”). 
  For each 50% reduction in size a hero has 
  their Strength reduced by 1 die type to a 
  minimum of D4 and their Toughness reduced 
  by 1.
  Dark Grey Mushroom
  Each chunk will cause anyone who eats it to 
  rapidly grow.  A single chunk will increase a 
  hero’s height by 20% and each is cumulative. 
  As an example if a 6’ tall Fox Anthro eats two 
  chunks he will end up 24’ tall (20% of 6’ is 12’ 
  and 200% of 12’ is 24’). 
  For each 100% increase in size a hero has 
  their Strength increased by 1 die type to a 
  maximum of D12 and their and Toughness 
  increased by 1.
  Both types of mushroom affect the eater and 
  all their carried belongings and the effects 
  are permanent!
  En Passant
  Originally a combat manoeuvre to outflank 
  an enemy in these times of change some enter-
  prising pawns have developed the flexibility of 
  the move. This is an Action that allows a Pawn 
  to  swap places with any willing ally within 3 
  inches. This exchange of places does not count 
  as withdrawing from combat so foes do not 
  gain a free attack.
  This edge may only be taken by Pawns who 
  have achieved Seasoned rank. For this sce-
  nario assume that any surviving Pawn has this 
  edge when it is required (see The Rook Es-
  capes below).
  
  24
  Following the Rook’s Trail
  A successful Tracking roll will follow the tiny foot-
  prints into the wilds off of the trail where they 
  abruptly muddle amongst animal prints, then stop. How-
  ever, the animal footprints continue from that point. 
  Following the animal prints leads to the opening of a 
  burrow, an opening that is about 20” (real measurement) 
  across and too small for the heroes to enter!
  To enter the burrow the heroes need to shrink 
  themselves, luckily they have the mushroom chunks 
  dropped by the Rook. What size they shrink to is up to 
  the heroes but will have an effect on them once within 
  the burrow.
  Tove Burrow
  The burrow consists of a single tunnel which slopes 
  quite sharply downwards and leads to an underground 
  chamber which is the Tove family’s home. A second, 
  shorter tunnel leads off of this chamber to a smaller 
  room that is used by the Toves to store food.
  The Family Chamber
  This chamber is home to the four Toves that live 
  here, they will regard any who enter as either a poten-
  tial thread or prey and rush to attack. Depending upon 
  the heroes’ size the Toves and the fight will be more or 
  less challenging. Use the following table to calculate the 
  effects: 
  � 
  Toves (4): use the standard statistics but 
  adjust as outlined above.
  Larder
  Lying amidst a dozen or so dead rabbits is the Red 
  Rook, he is quite dead. Stuffed inside his jerkin is The 
  Crown of Alice. Searching his body will also find a dozen 
  chunks of pale, grey mushroom in a pocket.
  The Queen’s Men
  As the heroes emerge from the Tove burrow a 
  successful Notice roll will hear the sound of voices from 
  back on the Guarded Way. Investigation reveals a large 
  force of Cards looking over the remains of The End-
  game. If the heroes are still shrunk they may sneak 
  away without any problems. If they are normal sized, 
  then Stealth rolls will be required.
   
   Commander (1): Use Card, 6 of Clubs but make 
  a Wild Card.
   
   Sub-Commanders (2): Use Card, 3 of Clubs but 
  make Wild Cards.
  � 
  Soldiers (24): Use Card, 3 of Clubs.
  Heroes Height
  Fighting/
  Shooting Penalty 
  for Heroes
  Tove Statistics
  6’
  -4
  Strength D8, 
  Toughness 5
  3’
  -2
  Strength D10, 
  Toughness 6
  18”
  0
  Strength D12, 
  Toughness 7
  9”
  +2
  Strength D12+1, 
  Toughness 8
  4 ½“
  +4
  Strength D12+2, 
  Toughness 9
  
  25
  Chapter 7
  Time to Deal with the Crown
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Overview
  Following The Caterpillar’s advice, the heroes make 
  their way to the Mad Hatter’s cottage to try and 
  convince Time to do what must be done to the Crown. En 
  route they have to avoid patrols sent by the Queen of 
  Hearts, the White Queen, the Red Queen and Mary 
  Anne!
  Hunted
  Word has rapidly spread that the Crown of Alice 
  has been found.  Many people are now seeking the party 
  and the crown for their own gain. During their journey 
  to the Mad Hatter’s cottage the heroes will have to do 
  their best to avoid forces sent by all of the aforemen-
  tioned.
  Queen of Hearts
   
   Card, 6 of Clubs (1): use standard statistics 
  but make a Wild Card.
  � 
  Card, 3 of Clubs (3 per hero):
  The Red Queen
   
   Red Knight (1): use Chess Piece, Knight.
  � 
  Red Pawn (3 per hero): use Chess Piece, 
  Pawn.
  The White Queen
   
   White Bishop (1): use Chess Piece, Bishop.
  � 
  White Pawn (3 per hero): use Chess Piece, 
  Pawn.
  Mary Anne
   
   Tweedle Commander (1): use standard statis-
  tics but make a Wild Card.
  � 
  Tweedle (2 per hero)
  Approaching the Mad 
  Hatter’s Cottage
  As the heroes are nearing the Mad Hatter’s Cottage 
  they will be ambushed by forces belonging to a new 
  player in the hunt for the Crown – the Daffodil Man. 
  Details of this individual and his role in Wonderland will 
  be related in  he full campaign setting (Wonderland No 
  More).  For now, it suffices to say he has his own agenda 
  for the Crown. 
  The Daffodil Man’s forces consist of six cards all 
  with strange markings on their backs and seven sword 
  symbols on their fronts. Any hero succeeding in a Knowl-
  edge (Wonderland) roll will not recognize the patterns 
  as belonging to any known family of Cards in Wonderland.
  Three Tarot cards will step into plain sight while 
  their companions remain hidden (Notice roll against a 
  target number of 8 to spot them) aiming their rifles at 
  the heroes. The leader will call out “In the name of the 
  Daffodil Man hand over the Crown”. These Cards know 
  the heroes have the Crown and are perfectly willing to 
  take it from their dead bodies, likewise they are willing 
  to fight to the death to gain the artifact.
   
   Seven of Swords (6): use Card, Seven of Swords.
  The Mad Hatter’s Cottage
  The small cottage belonging to the Mad Hatter sits 
  in a clearing in the woods. Approaching the dwelling loud 
  voices can be heard bellowing out a nursery rhyme that 
  seems familiar yet somehow wrong.
  Knocking at the door will gain no answer as those 
  within are making far too much noise however the door 
  is unlocked. The room beyond is chaotic, being mainly 
  filled by a long dining table liberally covered in tea pots, 
  tea cups, saucers, milk jugs, sugar bowls and plates 
  laden with cakes and sandwiches. Places are set for 
  twenty or so but only two seats are being used.
  The Mad Hatter and March Hare sit opposite each 
  other, and the Dormouse lounges against a milk jug on 
  the table between them. The three of them are singing 
  and congratulating each other. A Notice roll sees that 
  the trio now and then raise their tea cups in toast 
  towards an empty chair at the head of the table. 
  Speaking with the Trio
  The trio are happy to see the heroes, inviting them 
  to join in the tea party. Any conversation with them 
  
  26
  should be a trial – the Dormouse tends to lapse into 
  sleep while the Hatter and Hare are both like excitable 
  six year-olds! Some possible questions the heroes may 
  have are listed below with the trio’s answers:
  What are the trio 
  celebrating? 
  Freedom, for many years 
  they had been trapped by 
  Time at 6 o’clock in the 
  evening having tea eternally.
  Why did Time trap them? 
  The Queen of Hearts ac-
  cused the Mad Hatter of 
  ‘killing Time’ while he was re-
  citing the poem Twinkle, Twin-
  kle Little Bat. Time took 
  offence and caught them up in 
  the eternal tea party.
  Where is Time? 
  In the chair at the head of 
  the table, as he so graciously 
  relented and let the trio go 
  they thought it best to invite him to their celebratory 
  tea party.
  Will Time Deal with the Crown? 
  Who knows? But as Who isn’t here maybe the he-
  roes should ask time.
  Dealing with Time
  Time in Wonderland is a living being, albeit one who 
  does not readily interact with the rest of the world. 
  Physically Time is both invisible and immaterial; a raise 
  on a Notice roll will see a faint distortion, similar to a 
  heat haze. Only the most powerful magic can actually 
  affect Time.
  Speaking at Time gives no results, or at least none 
  that the heroes can discern. In fact very little the 
  heroes do can get any reaction from him. How then are 
  the heroes to get Time to do anything with the Crown?
  The Hatter’s Advice
  After the heroes have spent some time trying to 
  get a response from Time and once they have mentioned 
  the Crown the Hatter will suggest that they just put 
  the Crown in front of him. Sometimes when they put a 
  cake, sandwich or cup of tea in front of him it disap-
  pears. The Hatter demonstrates by placing a sandwich 
  on a plate in front of Time - after a few seconds the 
  sandwich vanishes. Successful Notice rolls see that the 
  sandwich actually decays to nothing as it is rapidly aged.
  Placing the Crown in Front of Time
  Nothing much happens! 
  After about ten minutes 
  there is a very faint 
  discoloration of the 
  metal but nothing 
  further 
  occurs. 
  The Hatter plucks 
  the Crown from the 
  table and stares at 
  it 
  suspiciously, 
  “It’s magic, isn’t 
  it?” he finally asks. 
  “Ah magic!” mut-
  ters the Dormouse 
  and promptly falls 
  asleep. The Hatter 
  does not know what 
  difference 
  being 
  magic makes; he 
  just 
  thought 
  it 
  sounded an important thing to say.
  “Maybe he’s not strong enough to do what he does 
  to the sandwich to the crown” suggests the Hare. 
  “Rubbish” replies the Hatter, “He was strong enough to 
  keep us at tea time for a good long time. Long time. 
  Time. Long time. Get it?” he punctuates his bad pun with 
  a well aimed cup cake that strikes the hare.
  As a food fight breaks out between the Hatter and 
  Hare the heroes are left alone to try and figure out 
  what to do with Time and the Crown. If the heroes 
  cannot work out a plan the referee should drop some 
  hints with a few Smarts rolls. Basically the heroes’ 
  thoughts should be along these lines:
  � 
  Time was powerful enough to keep the trio 
  eternally at 6 PM but cannot affect the 
  Crown
  � 
  What was different when Time trapped the 
  trio?
  � 
  He thought the Hatter was trying to kill 
  him so he was mad / angry / upset.
  � 
  By making Time angry the heroes could 
  make him more powerful and capable of 
  dealing with the Crown.
  
  27
  If any of the heroes come up with these ideas or 
  something similar award them a benny or two.
  Making Time Mad
  There are a couple of ways to get time mad one 
  more dangerous than the other:
  Killing Time 
  Singing the rhyme Twinkle, Twinkle Little Bat badly 
  will do the job as Time will recall when the Hatter did 
  this. To achieve this one hero must sing the rhyme 
  almost perfectly before a second sings it off key and 
  out of rhythm. The first singer must succeed in a 
  General Knowledge roll to know how the rhyme should be 
  sung and a Smarts roll to get it right. The second singer 
  needs no roll at all!
  It is recommended that the referee make the players 
  role-play the singing, perhaps awarding a bonus to the 
  roll if performed well.
  Beating Time
  Physically attacking Time or at least trying to. Each 
  attack should be resolved against a Parry of 8 and a 
  Toughness of 12, Time has no statistics but cannot be 
  shaken and a total of 3 wounds are required before he 
  is beaten. At the end of each round roll 1D6 per com-
  batant: 
  1-2: the hero’s weapon ages rapidly and decays into 
  dust.
  3-4: the hero is hit a glancing blow and takes a 
  level of Fatigue as he is moved through time and 
  suffers from lack of food and water.
  5-6: the hero is solidly hit by Time, he ages rapidly 
  – reduce Strength, Agility and Vigor by 1 die type 
  each.
  When Time is Mad
  The heat haze effect around the chair becomes 
  clearer, looking more like a miniature tornado spinning 
  in the seat. A rushing sound fills the air. The wooden 
  chair and end of the table abruptly explode into a cloud 
  of wood dust that rapidly vanishes. 
  When the Crown is near the enraged Time, it is 
  swept up into the air and madly spun around. There are 
  several loud, metallic snaps and the Crown breaks into 
  three parts which whirl around each other. The whirling 
  becomes faster and faster until the fragments begin to 
  blur. Then all stops. The three fragments hang in midair 
  for a second before exploding into gold dust and vanish-
  ing. With an audible pop the tornado, heat haze also 
  vanishes as Time calms down.
  As the noise subsides a new one can be heard, bells 
  insistently ringing.
  The Queen’s Move
  “Wow!” states the Hatter as all becomes still in the 
  room. Suddenly the door bursts inwards and Cards begin 
  to pour into the room. A deep voiced Ace of Hearts 
  begins speaking “The Mad Hatter, the March Hare and 
  the Dormouse and any and all folk frequenting with 
  them are hereby under arrest by order of her Royal 
  Majesty the Queen of Hearts.”
  While the Ace speaks something is happening to the 
  heroes, they find they are unable to move and seem to 
  be slowly fading. As they disappear from Wonderland 
  their last sight is that of the March Hare and Dormouse 
  being, manhandled by burly 9 of Club Cards.  Of the Mad 
  Hatter there is no sign, although none saw him move.
  Awakening
  Read the following aloud to the players. The sce-
  nario is over so do not let them do anything to interfere.
  “Slowly you awaken with the strident bells of the 
  wake-up call still ringing in your ears. Blearily your eyes 
  focus on the equipment arrayed by your bed side. Sit-
  ting up you slowly disengage the wires connecting you to 
  the machinery. You may be getting paid for sleeping but 
  you can’t help feeling that it is the hardest work you 
  have ever done. Rising to your feet you plod past the 
  crossed arm symbol on the wall with the company name 
  below it – Morpheus Research.”
  Twinkle, twinkle Little Bat
  Twinkle, twinkle, little bat!
  How I wonder what you're at!
  Up above the world you fly,
  Like a tea-tray in the sky.
  Twinkle, twinkle, little bat!
  How I wonder what you're at!
  
  28
  Statistics
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Here you will find all the statistics for the 
  creatures encountered in The crown of Alice. Any 
  creatuire marked by the Cheshire Cat’s head ( 
  ) is a 
  Wild Card.
  Beetles
  These statistics can be used for any 'generic' 
  beetle of around 4' long. This variety is intelligent, 
  capable of speech and may use weapons and tools - 
  they are essentially insect Anthros.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d6, Stealth d6, Shooting d6
  Charisma: +0; Pace: 8; Parry: 5; Toughness: 8
  Special Abilities:
  • Armor +2: Tough carapace.
  • Bite: Str+3
  • Burrowing: A beetle can dig through loose earth and 
  soil at Pace 6.
  • Fleet Footed: Beetles can scurry quickly; they have 
  a Pace 8, and roll a d8 for running.
  Gear: Revolver (Range 8/16/32, Damage 2d6, RoF 1, 3, 
  6 shots)
  Boar
  Massive, feral pigs, with razor-sharp tusks; they 
  are notoriously short-tempered.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6,
  Strength d8, Vigor d10
  Skills: Fighting d6, Notice d6, Stealth d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 7
  Special Abilities:
  • Berserk: When a boar is wounded, it goes berserk. 
  It gains +2 to all Fighting and Strength rolls and its 
  Toughness, but Parry is reduced by 2. 
  • Charge: If a boar can charge at least 6" before 
  attacking, it adds +4 to damage.
  • Tusks: Str+1.
    Card, Ace of Hearts
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d10
  Skills: Fighting d6, Intimidation d8, Knowledge 
  (Leadership) d8, Shooting d10
  Charisma: +0; Pace: 6, Parry: 5, Toughness: 7 
  Special Abilities: 
  • Luck of the Draw: if the Card draws the Ace of 
  Hearts for initiative it counts as a Joker.
  Gear: Blunderbuss (Range 10/20/40, Damage 2d10, RoF 
  1)
  Card, 3 of Clubs
  The Club Cards are the mainstay of the Queen of 
  Hearts' forces and as such are the suit most often 
  encountered. 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d4, Shooting d6
  Charisma: +0; Pace: 6, Parry: 5, Toughness: 5 
  Special Abilities: 
  • Luck of the Draw: if the Card draws the 3 of Clubs 
  for initiative it counts as a Joker.
  Gear: Halberd (Str+3, Reach +1, 2 Hands), Revolver 
  (Range 12/24/48, Damage 2d6, RoF 1, 3, AP 1, 6 shots)
  Card, 6 of Clubs
  The Club Cards are the mainstay of the Queen of 
  Hearts' forces and as such are the suit most often 
  encountered. 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Notice d6, Shooting d8
  Charisma: +0; Pace: 6, Parry: 6, Toughness: 6 
  Special Abilities: 
  • Luck of the Draw: if the Card draws the 6 of Clubs 
  for initiative it counts as a Joker.
  Gear: Halberd (Str+3, Reach +1, 2 Hands), Revolver 
  (Range 12/24/48, Damage 2d6, RoF 1, 3, AP 1, 6 shots)
  Card, 3 of Spades
  The Spade Cards are the workers of the Queen 
  of Heart's realm. From artisans to raw labor the 
  Spade Cards do it all.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  
  29
  Strength d6, Vigor d6
  Skills: Boating d4, Fighting d4, Healing d6, Notice d6, 
  Repair d6, Shooting d4, Tracking d6
  Charisma: +0; Pace: 6, Parry: 4, Toughness: 5 
  Special Abilities:
  • Luck of the Draw: if the Card draws the 3 of 
  Spades for initiative it counts as a Joker.
  Gear:  Suitable tools. If armed normally with clubs 
  (Str+1).
    Card, 7 of Swords
  The Tarot Cards are only loyal to the mysterious 
  Daffodil Man, aside from their different markings 
  they are identical to 'normal' Cards.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Notice d6, Shooting d8
  Charisma: +0; Pace: 6, Parry: 6, Toughness: 6 
  Edges: Trademark Weapon (Katana)
  Special Abilities
  • Luck of the Draw: if the Card draws the 7 of Clubs 
  for initiative it counts as a Joker.
  Gear: Katana (Str+4), Revolver (Range 12/24/48, Dam-
  age 2d6, RoF 1, 3, AP 1, 6 shots), Rifle (Range 24/48/96, 
  Damage 2d8, 1, RoF 10, AP 2, 1 shot)
    Chess Piece, Bishop
  Attributes: Agility d8, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Belief d10, Fighting d6, Knowledge (Battle) d8, 
  Notice d6, Shooting d6
  Charisma: +2 (towards Chess Pieces); Pace: 6; Parry: 5; 
  Toughness: 7 (2)
  Edges: Command, Hold the Line, Arcane Background 
  (Miracles - Spirit of Conflict), Rapid Recharge
  Hindrances: Weakness (Fire)
  Powers: armor, bolt, boost/lower trait, quickness.
  Power Points: 20
  Special Abilities:
  • Construct: +2 to recover from Shaken, no additional 
  damage from called shots, half damage from piercing 
  attacks, no Wound Modifiers, not affected by dis-
  ease or poison.
  Gear: Chain Hauberk, Staff (Parry +1, Reach 1), Sling 
  (Range 4/8/16, Damage Str+1)
    Chess Piece - Knight
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Knowledge (Battle) d10, Notice d8, 
  Shooting d8
  Charisma: +2 (towards Chess Pieces); Pace: 8; Parry: 
  7; Toughness: 9 (3)
  Edges: Fleet Footed, Improved Trademark Weapon 
  (Halberd), First Strike, Command, Hold the Line, Level 
  headed, Sweep
  Hindrances: Weakness (Fire)
  Special Abilities:
  • Construct: +2 to recover from Shaken, no additional 
  damage from called shots, piercing attacks do half 
  damage, never suffer from Wound Modifiers, do not 
  suffer from disease or poison.
  Gear: Plate Armor and Pot Helm, Halberd (Str+3, reach 
  +1), possibly Crossbow (15/30/60, 2d6, ROF 1, 12 ammo) 
  or rifle (20/40/80, 2d8, ROF 1, 6 shots, 12 ammo)
  Chess Piece - Pawn
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Battle) d6, Notice d6, 
  Shooting d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Weakness (Fire)
  Special Abilities:
  • Construct: +2 to recover from Shaken, no additional 
  damage from called shots, half damage from piercing 
  attacks, no Wound Modifiers, not affected by dis-
  ease or poison.
  Gear: Leather Armor and Cap, Small Shield, Sword 
  (Str+2), possibly Crossbow (15/30/60, 2d6, 12 ammo)
    Chess Piece - Rook
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d8, Vigor d10
  Skills: Fighting d10, Knowledge (Battle) d10, Notice d8, 
  Shooting d8
  Charisma: +4 (towards Chess Pieces); Pace: 6; Parry: 7; 
  Toughness: 11 (3)
  Edges: Hardy, Command, Hold the Line, Brawny, Combat 
  Reflexes, Frenzy, Strong Willed
  Hindrances: Weakness (Fire)
  Special Abilities:
  • Construct: +2 to recover from Shaken, no additional 
  damage from called shots, half damage from piercing 
  attacks, no Wound Modifiers, not affected by dis-
  ease or poison.
  • Size +1
  Gear: Plate Armor and Pot Helm, Halberd (Str+3, reach 
  +1), possibly Crossbow (15/30/60, 2d6, ROF 1, 12 ammo) 
  or rifle (20/40/80, 2d8, ROF 1, 6 shots, 12 ammo)
  
  30
  Deer
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d6, Notice d6
  Charisma: +0; Pace: 8; Parry: 5; Toughness: 6
  Special Abilities:
  • Fleet Footed: Rolls D10 for running.
  • Hooves: Str+2
    Game Keeper, Weasel Anthro
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor 10
  Skills: Fighting d8, Notice d10, Stealth d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 8 (1)
  Edges: Natural Weaponry (Teeth, Str+2), First Strike, 
  Fleet Footed, Nerves of Steel
  Gear: Leather, Sword (Str+2), Bow (Str+1), 12 Arrows
  Jabberkin
  Jabberkin are the offspring of the Jabberwock 
  spawned from what else no one knows! They are much 
  smaller than their parent and lack the wings, but have 
  all of its terrible temper and violence.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Intimidation d6, Notice d8, Stealth 
  d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 12
  Special Abilities:
  • Armor +2: Scaly skin.
  • Bite: Str+2.
  • Eye Fire: The Jabberkin may (instead of attacking) 
  stare with its flaming eyes at a single opponent 
  within sight. The victim suffers 2d6 fire damage and 
  must check to see if they catch fire.
  • Grab: Instead of biting the Jabberkin may make a 
  grab attack, which is treated like a Grapple attack 
  but gains a +2 bonus.
  • Hardy: Second Shaken does not cause a wound.
  • Size +3.
    Louse Champion 
  The Lice  are a type of Beetle but are worthy of 
  their own entry here. The Lice encountered in this 
  scenario are intelligent and essentially a type of 
  Anthro. They move about on their rear four legs and 
  use tools and weapons with their forelegs.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d10
  Skills: Fighting d10, Notice d8, Stealth d6, Shooting 
  d10
  Charisma: +0; Pace: 8; Parry: 7; Toughness: 8 (1)
  Edges: Improved Nerves of Steel, 
  Special Abilities:
  • Armor +1: Tough carapace.
  • Burrow: (3"): A Louse can burrow into the ground 
  and reappear on the following action anywhere within 
  3".
  • Hardy: A second shaken result does not cause a 
  wound.
  • Mandibles: Str+3
  • Fleet Footed: Lice can scurry quickly; they have a 
  Pace 8, and roll a d8 for running.
  Gear: Spear (3/6/12, Str+2, ROF 1), Knife (Str+1)
    Louse Priest
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d8, Vigor d8
  Skills: Faith d10, Fighting d6, Notice d6, Stealth d6, 
  Shooting d6
  Charisma: +0; Pace: 8; Parry: 5; Toughness: 7 (1)
  Special Abilities:
  • Arcane Background (Miracles): bolt, fly, healing, 
  speed. (20 Power Points.)
  • Armor +1: Tough carapace.
  • Burrowing: A louse can dig through loose earth and 
  soil at Pace 6.
  • Burrow: (3"): A Louse can burrow into the ground 
  and reappear on the following action anywhere within 
  3".
  • Hardy: A second shaken result does not cause a 
  wound.
  • Mandibles: Str+3
  • Fleet Footed: Lice can scurry quickly; they have a 
  Pace 8, and roll a d8 for running.
  Gear: Spear (3/6/12, Str+2, ROF 1), Knife (Str+1)
  Louse Warrior
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d6, Stealth d6, Shooting d6
  Charisma: +0; Pace: 8; Parry: 5; Toughness: 7 (1)
  Special Abilities:
  • Armor +1: Tough carapace.
  • Burrow: (3"): A Louse can burrow into the ground 
  and reappear on the following action anywhere within 
  3".
  • Hardy: A second shaken result does not cause a 
  wound.
  • Mandibles: Str+3
  
  31
  •••• Fleet Footed: Lice can scurry quickly; they have a 
  Pace 8, and roll a d8 for running.
  Gear: Spear (3/6/12, Str+2, ROF 1), Knife (Str+1)
    Mouse, Gigantic
  Attributes: Agility d8, Smarts d4 (A), Spirit d6, 
  Strength d10, Vigor d10
  Skills: Fighting d6, Notice d8
  Charisma: +0; Pace: 10; Parry: 5; Toughness: 12
  Special Abilities:
  • Bite: Str+1.
  • Size: +5 (small elephant).
  • Hardy: a second Shaken result does not cause a 
  wound.
  • Large: Opponents have a +2 bonus to hit.
  Toves, Slithy
  Toves are odd creatures, superficially resembling 
  badgers.  Toves are 4-legged and black and white in 
  color. Their long snouts are twisted and reminiscent of 
  a corkscrew. They are often described as being 
  'Slithy' a word meaning lithe and slimy; which is fitting 
  as their bodies are compact and lean and their smooth 
  fur is coated in an oily resin excreted from their 
  bodies.
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d6
  Charisma: +0; Pace: 8; Parry: 5; Toughness: 5
  Special Abilities: 
  • Burrow: (5"): Toves can burrow into the ground and 
  reappear on the following action anywhere within 5".
  • Claw: Str+3.
  • Hardy: Toves do not suffer wounds from being 
  Shaken twice.
  • Small: Toughness -1.
  • Snout Attack: Str+2. If a Tove hits with a raise it 
  has impaled its foe, on the following round the Tove 
  automatically inflicts a further Str+4 damage as it 
  pulls its corkscrew shaped snout from the wound.
  Tweedle
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d8, Intimidation d6, Notice d6, Shoot-
  ing d6
  Charisma: -1; Pace: 5; Parry: 6; Toughness: 8 (1)
  Gear: Leather, Sword (Strength +2).
  
  32
  Wonderland No More:  The Crown of Alice - Pregenerated Characters
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Grolps
  Race: Frog Anthro; Rank: Novice; Experience Points: 10
  Attributes:
  Agility d6  
   
  Charisma: 0
  Smarts d6  
   
  Pace: 6
  Spirit d8  
   
  Parry: 5
  Strength d6 
   
  Toughness: 5
  Vigor d6
  Skills: 
  Belief d8
  Climbing d6
  Healing d6
  Knowledge (Gardening) d6
  Knowledge (Wonderland) d6
  Fighting d6
  Notice d6
  Edges:
  � 
  Arcane Background (Miracles – Spirit of Conflict): as Savage World rules AB (Miracles).
  � 
  bolt, healing, quickness (15 Power Point)
  � 
  Leap: Can leap his normal Pace horizontally and half that distance vertically. If he runs, half of run-
  ning die can be added to leaping distance (racial edge).
  � 
  More Power Points: as Savage World rules.
  � 
  Tongue Strike: Natural weaponry Str+2 damage (racial edge).
  Hindrances:
  � 
  Heroic: as Savage World rules.
  � 
  Quirk: Flicks tongue out when concentrating (racial hindrance).
  Weapons:
  Tongue Strike (Str+2)
  Hand Rake (Str+1, Reach +1)
  Gear:
  Hand Rake, Tears of the Tove X 3 (healing potions, each heals one wound)
   
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  33
  Wonderland No More:  The Crown of Alice - Pregenerated Characters
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Sallah
  Race: Pawn (White); Rank: Novice; Experience Points: 10
  Attributes: 
   
   
  Agility d6  
   
  Charisma: 0
  Smarts d8  
   
  Pace: 5
  Spirit d6  
   
  Parry: 5
  Strength d6 
   
  Toughness: 5
  Vigor d6
  Skills: 
  Cooking d8
  Fighting d6
  Knowledge (Tactics) d6
  Knowledge (Wonderland) d6
  Notice d6
  Persuasion d6
  Repair d6
  Streetwise d6
  Edges:
  � 
  Arcane Background (Gourmancy): Use Cooking skill to cast powers otherwise as AB (Magic).
  � 
  armor, burst, entangle (15 power points)
  � 
  Construct: (racial edge)
  � 
  Chess Pieces add +2 when attempting to recover from being Shaken.
  � 
  Chess Pieces do not suffer additional damage from called shots.
  � 
  Arrows, bullets, and other piercing attacks do half damage, as Chess Pieces have no vital organs.
  � 
  Chess Pieces never suffer from Wound Modifiers. 
  � 
  Chess Pieces do not suffer from disease or poison.
  � 
  More Power Points: as Savage World rules.
  � 
  Tactical: Begin play with D6 in Knowledge (Battle) (racial edge).
  Hindrances:
  � 
  Weakness (Fire): Fire-based attacks do double damage (racial hindrance).
  � 
  Non-Living: As constructs normal healing does not work on Chess Pieces use Repair skill in place of 
  Healing for all appropriate rolls.  In addition, arcane forms of healing suffer a -2 modifier when used 
  on Chess Pieces (racial hindrance).
  � 
  Curious: as Savage World rules.
  Weapons:
  Dagger (Str+1)
  Gear:
  Dagger, Luxury cooking gear
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  34
  Wonderland No More:  The Crown of Alice - Pregenerated Characters
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Gunflower Stan
  Race:  Living Plant; Rank: Novice; Experience Points: 10
  Attributes: 
   
   
  Agility d10  
   
  Charisma: 0
  Smarts d6  
   
  Pace: 4
  Spirit d6  
   
  Parry: 6
  Strength d6 
   
  Toughness: 4
  Vigor d6
  Skills: 
  Fighting d10
  Intimidation d6
  Knowledge (Firearms) d6
  Knowledge (Wonderland) d4
  Notice d6
  Shooting d10
  Stealth d8
  Edges:
  � 
  Genus Advantage: A sunflower’s mere presence is cheery and supportive.  They gain the Common 
  Bond Edge (racial edge).
  � 
  Lucky: as Savage World rules.
  � 
  Plant: (racial Edge)
  � 
  Immune to diseases and poisons affecting animals, but they are susceptible to diseases and poi-
  sons that affect plants.
  � 
  Have no need for food but require sunlight in its place (1 hour of sunlight per pound of food).
  � 
  Due to their fibrous nature, they take half damage from piercing and crushing attacks.
  � 
  World Wise: Start with D6 in Smarts (racial edge).
  Hindrances:
  � 
  Mobile... mostly: Pace is 4 and running die is D4 (racial hindrance).
  � 
  Small: Slender and light -1 Toughness (racial hindrance).
  � 
  Big Mouth: as Savage World rules.
  � 
  Tasty Body: Your particular breed is well known for its delicious taste and its magical properties. 
  Many people are keen to cook and eat you, and may think you are being rather selfish for thinking 
  otherwise.
  � 
  Curious: as Savage World rules.
  Weapons:
  Dagger (Str+1)
  Shotgun (Damage: 1-3D6, Range: 12/24/48, RoF 1-2)
  Gear:
  Shotgun, Dagger, 50 Shotgun shells, Knapsack
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  35
  Wonderland No More:  The Crown of Alice - Pregenerated Characters
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Percival
  Race: Weasel Anthro; Rank: Novice; Experience Points: 10
  Attributes: 
   
   
  Agility d8  
   
  Charisma: 0
  Smarts d6  
   
  Pace: 6
  Spirit d8  
   
  Parry: 6 (7 with rapier)
  Strength d6 
   
  Toughness: 6 (1)
  Vigor d6
  Skills: 
  Climbing d8
  Fighting d8
  Knowledge (Wonderland) d4
  Notice d6
  Stealth d8
  Taunt d6
  Tracking d6
  Edges:
  � 
  Agile: Agility starts at D6 (racial edge).
  � 
  Alertness: as Savage World rules.
  � 
  Claws and Teeth: Natural weaponry Str+2 damage (racial edge).
  � 
  Frenzy: as Savage World rules.
  Hindrances:
  � 
  Arrogant: as Savage World rules.
  � 
  Quirk: Will never admit to doing anything wrong (racial hindrance).
  Weapons:
  Claws and Teeth (Str+2)
  Rapier (Str+1, +1 Parry)
  Armor:
  Ornate Coat (+1, torso and arms)
  Gear:
  Rapier, Knapsack, 50' Rope, Grappling Hook, Ornate Coat, Court Attire
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  36
  Wonderland No More:  The Crown of Alice - Pregenerated Characters
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Tweedle Bob
  Race: Tweedle; Rank: Novice; Experience Points: 10
  Attributes: 
   
   
  Agility d6  
   
  Charisma: 0
  Smarts d10 
   
  Pace: 5
  Spirit d4  
   
  Parry: 5 (6 with shield)
  Strength d8 
   
  Toughness: 6
  Vigor d6
  Skills: 
  Fighting d6
  Knowledge (Wonderland) d10
  Notice d10
  Persuasion d6
  Repair d10
  Streetwise d6
  Edges:
  � 
  Combat Reflexes: as Savage World rules.
  � 
  Contrary: When ever twin Tweedle are acting together on a task (including combat) each draws a 
  card (or their initiative card if in combat). The individual Tweedle gain a bonus/penalty depending 
  upon the color of the card they drew – red +1 bonus, black –1 penalty.  In combat this ‘bonus’ is added 
  to the normal gang-up bonus. (racial edge).
  � 
  Jack of All Trades: as Savage World rules.
  � 
  Large: Size +1, Toughness +1 (racial edge).
  � 
  Strong: Begin play with D8 Strength (racial edge).
  Hindrances:
  � 
  Bad Liar: Intimidation, Persuasion, and Taunt rolls in which anything more than a “slight bending of 
  the truth” is involved have a -2 modifier applied to the roll.
  � 
  Lumbering: Slow and ungainly - Pace of 5, running die is still D6 (racial hindrance).
  � 
  Mean: as Savage World rules (racial hindrance).
  � 
  Phobia – Blackbirds (Minor): as Savage World rules (racial hindrance).
  � 
  Stubborn: as Savage World rules.
  Weapons:
  Sword (Str+3)
  Armor:
  Large Shield (+1 Parry, +2 Toughness vs. Ranged)
  Gear:
  Sword, Lantern, Oil (5 pints), Large Shield
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  37
  Wonderland No More:  The Crown of Alice - Pregenerated Characters
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  Tweedle Dan
  Race: Tweedle; Rank: Novice; Experience Points: 10
  Attributes: 
   
   
  Agility d6  
   
  Charisma: 0
  Smarts d4  
   
  Pace: 5
  Spirit d12  
   
  Parry: 5 (6 with shield)
  Strength d8 
   
   
  Toughness: 6
  Vigor d6
  Skills: 
  Fighting d8
  Intimidation d10
  Knowledge (Wonderland) d4
  Persuasion d10
  Streetwise d6
  Taunt d4
  Edges:
  � 
  Contrary: When ever twin Tweedle are acting together on a task (including combat) each draws a 
  card (or their initiative card if in combat). The individual Tweedle gain a bonus/penalty depending 
  upon the color of the card they drew – red +1 bonus, black –1 penalty.  In combat this ‘bonus’ is added 
  to the normal gang-up bonus (racial edge).
  � 
  Large: Size +1, Toughness +1 (racial edge).
  � 
  Strong: Begin play with D8 Strength (racial edge).
  � 
  Strong Willed: as Savage World rules.
  � 
  Sweep: as Savage World rules.
  Hindrances:
  � 
  Delusional (Minor): Knows everything, as Savage World rules.
  � 
  Lumbering: Slow and ungainly - Pace of 5, running die is still D6 (racial hindrance).
  � 
  Mean: as Savage World rules (racial hindrance).
  � 
  Phobia – Blackbirds (Minor): as Savage World rules (racial hindrance).
  � 
  Stubborn: as Savage World rules.
  Weapons:
  Umbrella (Str+3)
  Armor:
  Chain Hauberk (+3, torso, arms and legs)
  Gear:
  Umbrella, Chain Hauberk
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
SOURCE: textdata/thevault/Triple Ace Games/Wonderland No More/Savage Worlds - Wonderland No More - The Crown of Alice.pdf