Here's an attempt at statting up some of the toys Alice picks up, as I keep saying I really need help here so I haven't been able to figure out curses.
Vorpal Knife
This long, slender, slightly curved knife looks unremarkable, like something from the kitchen of a merchant family. The only slightly remarkable thing about is the numerous spots of red on its blade, like old blood, which you just can't seem to get off...
May be thrown as a +1 Keen Returning Dagger or used in the melee as a +1 Keen Shortsword.
Jackbomb
This jack-in-the-box is distinguishable only by its macabre coloration of black and red. Is that a fuse growing out of its head?
The jackbomb is a Grenade weapon that explodes two rounds after being thrown, dealing 2D8 fire damage to all in a 6-foot radius.
Croquet Mallet
This short staff is carved in the shape of some kind of exotic bird. When you grasp it, small arcs of electricity jump across its surface from time to time.
+2 Electrified Club, can be used to fire a single Magic Missile as cast by a 5th level Wizard.
Playing Cards
May be thrown like +2 Daggers.
Dead Time Watch
This pocketwatch has had its glass case smashed and its face broken in several sections so that you can clearly see the gears turning within it. Despite this, it still ticks on.
Can be activated once every 5 minutes to freeze time (as per the Time Stop spell) in a 3-mile wide radius of the user. Time remains frozen for roughly 20 seconds and only the one who activated the watch is unaffected.
American McGee's Alice
Sorry, I didn't know about the no bumping rule, i apologise. I actually have some useful input for this topic though, so can people please comment?
First up, instead of making Wonderland a single domain, why not make it a cluster? So far, I can divide it up into three components, each with a Darklord; Village of the Doomed+Vale of Tears+Fortress of Doors+Queen's Palace (Queen of Hearts, Looking Glass Land (one of the Chess Royals), Beyond Looking Glass Land+Land of Fire and Brimstone (The Mad Hatter). Alice could be a sort of 'Overlord'; she can go anywhere in the cluster, but just like a true Darklord cannot leave the cluster itself.
Secondly, the Mad Hatter. Someone suggested making him an Artificer (from Eberron). Now, I've taken a look at that class and the spell list is definately fitting, but the actual class itself is not. I'd make him a Sorcerer who can only cast spells from the Artificer spell list (some one suggest level?). To fit in with his clockworking experiments, I thought give him the unique ability to create Tick-Tocks, Clockworks and Clockwork Prosthetics (see below for explanation). His curse in this case is that he cannot truly achieve the precision he wants; the only purely clockwork things he can make are Tick-Tocks, who are only as smart as a Homunculous at best, and he has to convert living creatures into Clockworks, and living creatures are by definition imprecise. This extends to himself, as he can never become a purely mechanical creature either. Other than the facts his self-experiments have turned him into a Living Construct, he wields a Greatclub (walking stick) and is a Sorcerer, I can't stat him up. Suggestions?
Tick-Tocks are basically clockwork homunculi; think 3.5 ed mechanical versions of the Min'ikins from CoTN: The Created. As well as clockwork homumculi, the Mad Hatter can also create perfect mechanical versions of normal (not magical) animals. This lets him make Tick-Tock horses for his Clockwork Soldiers to ride, for example. Unique Tick-Tocks (ones not built to mimic an animal) can only be Small size at most. An example is the Nightmare Spider; this Small Construct can disguise itself as part of the scenery (the doll-face design on its back), can slash with its bladed limbs to inflict 1D4 Slashing Damage and it has a bite attack that injects poison that mimics the Hallucinations Madness Effect if the victim is affected by it.
Clockworks are his greater experiments; he can transform living creatures into fantasy cyborgs equipped with clockwork components. A basic template will work for this, but this is the best I can do, so could someone advise?
Type changes to Living Construct
Gain +4 Strength, +4 Constitution, +6 OR
Gain Darksight 60 feet, Blindsight 30 feet
Gain 1 of the following augmented movement abilities; Burrow at base speed, +10 bonus to Jump checks, Fly at base speed with Average or worse maneuverability, +10 to base movement.
Gain Slam Attack inflicting damage determined by size
Clockwork Prosthetics are mechanical limbs and such like built from clockwork. He might be persuaded to equip a PC with them (if you want him to, remember he is completely insane) but remember that a creature with 50% of its body replaced by Clockwork Prostethics becomes a Clockwork. A creature that becomes a Clockwork due to Prosthetics simply changes its Type to Living Construct. I can't figure out anything about these other than the fact they all increase OR, so advice? Some types I can figure out are Clockwork Wings (grants flight), Clockwork Arms (increase strength), Clockwork Drill Module (replaces hand, natural weapon- piercing damage-, grants tunnelling) and Implanted Weapons.
First up, instead of making Wonderland a single domain, why not make it a cluster? So far, I can divide it up into three components, each with a Darklord; Village of the Doomed+Vale of Tears+Fortress of Doors+Queen's Palace (Queen of Hearts, Looking Glass Land (one of the Chess Royals), Beyond Looking Glass Land+Land of Fire and Brimstone (The Mad Hatter). Alice could be a sort of 'Overlord'; she can go anywhere in the cluster, but just like a true Darklord cannot leave the cluster itself.
Secondly, the Mad Hatter. Someone suggested making him an Artificer (from Eberron). Now, I've taken a look at that class and the spell list is definately fitting, but the actual class itself is not. I'd make him a Sorcerer who can only cast spells from the Artificer spell list (some one suggest level?). To fit in with his clockworking experiments, I thought give him the unique ability to create Tick-Tocks, Clockworks and Clockwork Prosthetics (see below for explanation). His curse in this case is that he cannot truly achieve the precision he wants; the only purely clockwork things he can make are Tick-Tocks, who are only as smart as a Homunculous at best, and he has to convert living creatures into Clockworks, and living creatures are by definition imprecise. This extends to himself, as he can never become a purely mechanical creature either. Other than the facts his self-experiments have turned him into a Living Construct, he wields a Greatclub (walking stick) and is a Sorcerer, I can't stat him up. Suggestions?
Tick-Tocks are basically clockwork homunculi; think 3.5 ed mechanical versions of the Min'ikins from CoTN: The Created. As well as clockwork homumculi, the Mad Hatter can also create perfect mechanical versions of normal (not magical) animals. This lets him make Tick-Tock horses for his Clockwork Soldiers to ride, for example. Unique Tick-Tocks (ones not built to mimic an animal) can only be Small size at most. An example is the Nightmare Spider; this Small Construct can disguise itself as part of the scenery (the doll-face design on its back), can slash with its bladed limbs to inflict 1D4 Slashing Damage and it has a bite attack that injects poison that mimics the Hallucinations Madness Effect if the victim is affected by it.
Clockworks are his greater experiments; he can transform living creatures into fantasy cyborgs equipped with clockwork components. A basic template will work for this, but this is the best I can do, so could someone advise?
Type changes to Living Construct
Gain +4 Strength, +4 Constitution, +6 OR
Gain Darksight 60 feet, Blindsight 30 feet
Gain 1 of the following augmented movement abilities; Burrow at base speed, +10 bonus to Jump checks, Fly at base speed with Average or worse maneuverability, +10 to base movement.
Gain Slam Attack inflicting damage determined by size
Clockwork Prosthetics are mechanical limbs and such like built from clockwork. He might be persuaded to equip a PC with them (if you want him to, remember he is completely insane) but remember that a creature with 50% of its body replaced by Clockwork Prostethics becomes a Clockwork. A creature that becomes a Clockwork due to Prosthetics simply changes its Type to Living Construct. I can't figure out anything about these other than the fact they all increase OR, so advice? Some types I can figure out are Clockwork Wings (grants flight), Clockwork Arms (increase strength), Clockwork Drill Module (replaces hand, natural weapon- piercing damage-, grants tunnelling) and Implanted Weapons.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."
"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
- Jack of Tears
- Evil Genius

- Posts: 306
- Joined: Fri Mar 11, 2005 4:25 pm
re
I wouldn't make this a cluster, but simply one large domain with multiple small duchies ruled by the damned figures prominent in the game.
Myself, I've long thought the domain would be best contained within a book, similar to the Tome of Terror. If you really like the idea of having multiple "lords", you could make each of the personalities "lord" of a chapter. Either the players are trapped within the book and move from chapter to chapter through their adventures, or they fall into the chapter they turn to.
Myself, I've long thought the domain would be best contained within a book, similar to the Tome of Terror. If you really like the idea of having multiple "lords", you could make each of the personalities "lord" of a chapter. Either the players are trapped within the book and move from chapter to chapter through their adventures, or they fall into the chapter they turn to.
