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
  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)
   
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  8
  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
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  9
  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
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  10
  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
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  11
  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
  ♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠♣♦♥♠
  
  12
  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 - Players Guide.pdf