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Table Of Contents Creating Spells ...................................................................................................................... 20
Help/Hinder ........................................................................................................................... 20

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Apportation ........................................................................................................................... 20
Transmutation ....................................................................................................................... 20
Introduction........................................................................................................... 4 Transformation ...................................................................................................................... 21
What Is Roleplaying?...................................................................................................................... 4
Duration ................................................................................................................................ 21
What Do You Need To Play? .......................................................................................................... 4
Scope .................................................................................................................................... 21
How Do You Win? .......................................................................................................................... 4

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Ritual .................................................................................................................................... 21
Chapter 1: Overview............................................................................................. 5 Magic In A Fight ................................................................................................................... 22
Magical Items And Powers ................................................................................................... 22
The History Of Oz .......................................................................................................................... 5
Items And Powers For Starting Characters .................................................................. 22
Life In Oz........................................................................................................................................ 5
Creating Magical Items In Play ................................................................................... 22
Part I: The Rules Of The Game........................................................................... 7 Power ........................................................................................................................... 22
Lesser Magics ............................................................................................................... 23
Chapter 2: Creating Your Character ........................................................... 7 Scope ............................................................................................................................ 23
Character Traits...................................................................................................................... 7 Ritual ............................................................................................................................ 23
Size................................................................................................................................ 7 Item Limitations ........................................................................................................... 23
Basic Skills.................................................................................................................... 8 Love Magnet ......................................................................................................................... 23
Skill Traits..................................................................................................................... 8 Silver Shoes .......................................................................................................................... 23

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Special Traits................................................................................................................. 8 Golden Cap ........................................................................................................................... 23
Friends And Oz Points ................................................................................................ 10
Equipment ............................................................................................................................ 10
Chapter 5: For The Narrator ....................................................................... 24
Character Creation Examples .............................................................................................. 10 Telling The Story .................................................................................................................. 24
Character Templates ............................................................................................................. 11 Playing The Characters ......................................................................................................... 24
Child In Oz .................................................................................................................. 11 Using The Rules .................................................................................................................... 24

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Crafted Person ............................................................................................................. 11
Large Animal ............................................................................................................... 11
Noble ........................................................................................................................... 12
Scholar ........................................................................................................................ 12
Small Animal .............................................................................................................. 12
Soldier ......................................................................................................................... 12
Wanderer ..................................................................................................................... 13

Chapter 3: Game Rules ............................................................................... 13


Guiding Character Creation .................................................................................................. 24
Choosing Friends .................................................................................................................. 24
Modifying Templates ............................................................................................................ 24
Balancing The Game, Part 1 ................................................................................................. 25
Preparing For Play ................................................................................................................ 25
Plotting The Journey ............................................................................................................. 25
Preparing For Extended Play ................................................................................................ 26
Starting The Game ................................................................................................................ 26
Creating The Supporting Cast ............................................................................................... 26
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How To Play The Game ....................................................................................................... 13 Balancing The Game, Part 2 ................................................................................................. 27
Rolling Dice ......................................................................................................................... 13 Creating New Lands ............................................................................................................. 27
Bonuses And Penalties ......................................................................................................... 14 Running The Game ............................................................................................................... 28
Skill Contests ....................................................................................................................... 14 Using Descriptions ............................................................................................................... 28
Simple Contests ................................................................................................................... 15 Improvising Consistently ..................................................................................................... 29
Extended Tests ..................................................................................................................... 15 Making Up Rules .................................................................................................................. 29
Oz Points .............................................................................................................................. 15 Assessing Bonuses And Penalties ........................................................................................ 29
Getting Into Fights ............................................................................................................... 16 Making Failure Interesting ................................................................................................... 29
Who Goes First? .................................................................................................................. 16 Running Fights ..................................................................................................................... 30
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What To Do .......................................................................................................................... 16 Gaining And Spending Oz Points ......................................................................................... 30


Distance And Combat .......................................................................................................... 18 Character Growth And Development ................................................................................... 31
Extended Tests In Combat ................................................................................................... 18 Having Fun As A Narrator..................................................................................................... 31
Getting Better ....................................................................................................................... 18
Part II: The Land Of Oz ..................................................................................... 32
Chapter 4: The Magic Of Oz ...................................................................... 19 Chapter 6: The Emerald City ..................................................................... 32
Magical Characters .............................................................................................................. 19
Princess Ozma ...................................................................................................................... 32
New Traits ............................................................................................................................ 19
Ozma’s Counselors ............................................................................................................... 32

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Ozma’s Bodyguard ................................................................................................................ 33 Part III: Adventures ............................................................................................ 62
Ozma’s Friends ..................................................................................................................... 34

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Civil Servants ........................................................................................................................ 34 Chapter 11: The Jaded City Of Oz ............................................................. 62
Adventuring In The Emerald City ........................................................................................ 35 Overview And Preparation .................................................................................................... 62
Running The Adventure ........................................................................................................ 62
Chapter 7: The Gillikin Country ................................................................. 35 Scene 1: The Melting Day Parade ......................................................................................... 63
Flathead Mountain ................................................................................................................ 35 Scence 2: Yellow Brick Blues ............................................................................................... 63

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Loonville ............................................................................................................................... 38 Scene 3: The Sad Story Of Horbull ...................................................................................... 65
Mist Valley ............................................................................................................................ 38 Scene 4: The Wicked Witch Hunt Of The West .................................................................... 67
Skeezer Lake ......................................................................................................................... 39 Scene 5: Whale Away! ........................................................................................................... 69
Winged Monkeys .................................................................................................................. 40 Scene 6: The Jaded City ........................................................................................................ 70
Yoop Castle ........................................................................................................................... 41 Scene 7: Return To The Emerald City .................................................................................. 72
Chapter 8: The Munchkin Country ............................................................ 42 Map Of Oz ............................................................................................................ 74
Field Of Poppies ................................................................................................................... 42
Invisible Country .................................................................................................................. 43 Character Sheets ................................................................................................. 75
Kalidahs ................................................................................................................................ 43 Quick Reference Tables ......................................................................................76
Miss Foolish Owl And Mr. Wise Donkey ............................................................................. 44
Mount Munch ........................................................................................................................ 45

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Royal Athletic College Of Oz ............................................................................................... 46

Chapter 9: The Quadling Country .............................................................. 47


Bunbury ................................................................................................................................. 47
Bunnybury ............................................................................................................................. 47
China Country ....................................................................................................................... 48

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Cuttenclip Village ................................................................................................................. 48
Dark Forest ............................................................................................................................ 49
Fighting Trees ....................................................................................................................... 49
Flutterbudget Center ............................................................................................................. 50
Fuddlecumjig ........................................................................................................................ 50
Glinda’s Palace ...................................................................................................................... 51
Hammerheads ....................................................................................................................... 51
Hopper Country .................................................................................................................... 52
Horner Country ..................................................................................................................... 52
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Jinxland ................................................................................................................................. 53
Mr. Yoop ................................................................................................................................ 54
Rigmarole Town .................................................................................................................... 55
Tottenhots .............................................................................................................................. 55
Utensia .................................................................................................................................. 56

Chapter 10: The Winkie Country ............................................................... 57


Bear Center ........................................................................................................................... 57
Herku ..................................................................................................................................... 57
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Oogaboo ................................................................................................................................ 58
Thi ......................................................................................................................................... 59
Tin Castle .............................................................................................................................. 60
Truth Pond.............................................................................................................................. 61
Yip Country ........................................................................................................................... 61

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Introduction The Narrator will probably have a few more pieces of paper, depending on how

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much she needs to have written down for the story she prepared. Some Narrators
prefer to keep their notes hidden, and might want some books or folders to prop up
Imagination has brought mankind through the Dark Ages to its as a screen.
present state of civilization. Imagination led Columbus to discover
America. Imagination led Franklin to discover electricity. Imagi-
How Do You Win?

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nation has given us the steam engine, the telephone, the talking-
machine and the automobile, for these things had to be dreamed A roleplaying game is not competitive, but cooperative. The object of the game
of before they became realities. So I believe that dreams—day is to tell an exciting Oz story starring the characters that you have created. Although
dreams, you know, with your eyes wide open and your brain-ma- the Narrator is responsible for putting challenges, obstacles and enemies in your
chinery whizzing—are likely to lead to the betterment of the world. path, you are not playing against her.
The imaginative child will become the imaginative man or woman
most apt to create, to invent, and therefore to foster civilization. You can also play another session with the same characters, making new stories
to add to their legend.
—The Lost Princess of Oz

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What Is Roleplaying?
When we were kids, we all played some kind of pretending games. Maybe we
tied a towel around our necks and pretended to be superheroes. Maybe we gave each

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explored our backyards through the eyes of Dorothy, the Scarecrow, and the Tin
Woodman, imagining new corners of Oz for us to discover.
The Adventures in Oz roleplaying game is an evolution of those games. Each
player controls a character to participate in the story. One person serves as the Nar-
rator, who directs the story and determines the outcome of the players’ actions. The
Narrator will also be called on to play the parts of all of the other characters in the
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story, whether it’s a friendly Munchkin farmer or the wicked Nome King.
In order to help the Narrator do that, the game has rules. Characters have Basic
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thinks a character’s action is risky or exciting, they may call for a dice roll to deter-
mine the results.

What Do You Need To Play?


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Each player should have a sheet of paper with their character’s information writ-
ten down, as well as a pencil or two to add or change things on this sheet as play
progresses. Also, there should be enough six-sided dice available that each player
has two.

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Chapter 1: Overview After the Wizard had been ruling for some time, a tornado brought Dorothy Gale

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of Kansas and her farmhouse to Oz, the house landing on and killing the Wicked
Witch of the East. At the Wizard’s request, Dorothy destroyed the Wicked Witch
“I’ll sing a song of Ozland, where wondrous creatures dwell of the West with a bucket of water. When the Wizard refused to grant her desire
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Where magic is a science and where no one shows surprise the country in another balloon. Dorothy’s companion, the famous live Scarecrow,

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If some amazing thing takes place before his very eyes.” served as ruler of the Emerald City for a little while, until the revolt of girls led by
General Jinjur. Having been driven out of the city, the Scarecrow went to appeal for
— Shaggy Man,
Glinda for help. She informed him that Pastoria’s daughter was still alive, and forced
The Patchwork Girl of Oz Mombi to restore her true form. Ever since then, Ozma has ruled the Land of Oz.

The History Of Oz Life In Oz


 ,QDQFLHQWWLPHVWKH)DLU\4XHHQ/XUOLQHÀHZRYHU2]DQGHQFKDQWHGLWHQGLQJ “If we used money to buy things with, instead of love and kindness
death and aging in the country, and left behind one of her fairies to rule the land. For and the desire to please one another, then we should be no better
some time, a series of kings and queens named Oz and Ozma, respectively, reigned than the rest of the world,” declared the Tin Woodman. “Fortu-

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over the country. This age ended when four Wicked Witches, one for each compass nately money is not known in the Land of Oz at all. We have no
direction, joined together to conquer Oz. It was Mombi, the Wicked Witch of the rich, and no poor; for what one wishes the others all try to give
North, who captured and enchanted the current king, and later his son and heir Pas- him, in order to make him happy, and no one in all Oz cares to
toria. The Wicked Witches remained in charge until two Good Witches conquered have more than he can use.”

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the North and South. The one from the south was the famous Glinda, who was more
of a sorceress than a witch, but took the title of Good Witch of South for the sake of
symmetry. In the Gillikin Country, the Good Witch of the North ruled, but Mombi
remained a formidable threat.
It was when the country was in this precarious balance, with two Good Witches
and two Wicked ones ruling the four segments individually, that Oscar Zoroaster
Diggs arrived in the magical land from the United States in a circus balloon. As he
—The Road to Oz
The fairy enchantment that allows the people of Oz to live forever has changed
very little about life for them, and that’s the way they like it. They appreciate that
they are free from the ravages of aging and disease. They take comfort in the fact
that tomorrow will be much like today, and that this year strongly resembles all the
other years that came before it.
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their royal family. He convinced people that he was a wizard by means of simple Not everyone is like this, though. Some people become bored with the routine
tricks, and became known as Oz the Great and Terrible, or the Wizard of Oz. He of life and explore the wonders of Oz. Even those who don’t travel still enjoy hear-
had the Emerald City built in the green area where the quadrants met, on top of the ing the tales of the wanderers. A tradition of hospitality has evolved so that travelers
ruins of Pastoria’s old castle. The Wizard safeguarded his own hold on the throne by can generally rely on a warm meal and safe rest for the night anywhere they happen
bringing Pastoria’s baby daughter Ozma to Mombi, who transformed the young prin- to be. In trade, they offer stories and perhaps a few chores. This has the added ben-
cess into a boy named Tippetarius. The Wizard also confronted the Wicked Witch H¿WRISURWHFWLQJWUDYHOHUVIURPWKHGDQJHUVWKDWSURZOWKHQLJKW
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of the West at one point, only to be driven out of the Winkie Country by the Winged Wise wanderers will ask their host for any stories they have heard from other
Monkeys. Eventually, fearing the real magical power of the Witches, he came to travelers. That way, they can prepare for any dangers or hazards that might await
spend all of his time hiding in the Emerald City. He became a mysterious and re- them. It’s also possible for them to catch word of some new adventure to pursue, or
FOXVLYH¿JXUHUDUHO\WDONLQJWRDQ\RQHDQGXVLQJWULFNVDQGGLVJXLVHVRQWKHUDUH gain a clue to something that they are already seeking.
occasions when he did.

5
There is no money in the Land of Oz, The Gillikin Country

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for there has been no need of it. Mem-
bers of a given community tend to help The Gillikin Country occupies the northern quarter of the Land of Oz. Mombi,
each other without regard for compen- the Wicked Witch of the North, still lives there, though she has been stripped of her
sation. Exchange between communities magical and political power. A Good Witch wanders the land to help those in need.
is limited by the unusual nature of many The color of the Gillikins is purple. The people live in purple homes, wear purple

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of the peoples of Oz. For example, the clothes, and have purple potatoes for dinner.
China People (page 48) are well suited
to life behind their porcelain wall, but The Munchkin Country
are remarkably delicate compared to
those outside of it. Without material The eastern quadrant of Oz is known as the Munchkin Country. The Wicked
wealth to pursue, it’s easy to think that Witch of the East ruled it until Dorothy’s house crushed her when it landed. It was
the people of Oz would be lazy and un- the original home of the Scarecrow, Tin Woodman and Cowardly Lion. Blue is the
ambitious. But that would be ignoring favored color of the Munchkins and Blue Forests are known to grow there.
a very important part of human nature:
Pride. Any individual Ozite is proud of The Quadling Country

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what he is able to accomplish. A crafts-
man or artist takes pride in their work; To the south lies the Quadling Country. Glinda the Good, also known as the
a farmer takes pride in their harvest, and so on. Good Witch of the South, rules this section of Oz. The Quadling Country is home
to some of the strangest communities in Oz. Glinda has been mentioned as creating
Civic pride is also very important. While each person is fully capable of ruling

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himself, they often nominate Kings and Queens to be symbols of their communities.
Royalty is given the best lifestyle that the community can provide, though this can
vary depending on the size and available resources of the community. In Oogaboo,
Queen Ann Soforth lives in a castle and has plenty to eat, but she and her sister Sallye
end up doing most of the housework. The Tin Woodman, however, is the Emperor
of the Winkies and rules fully one quarter of the Land of Oz. He lives in a majestic
Tin Castle and his staff keeps his tin body and castle well polished.
or helping to create some of these (such as the Cuttenclip Village and Bunnybury),
but she may be connected to a number of others. The Quadlings prefer the color red
above all others.

The Winkie Country


The Wicked Witch of the West once ruled the Winkies until Dorothy melted her.
Since then, they have chosen the Tin Woodman to serve as their Emperor. He rules
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the Winkies from a glorious Tin Castle. The Tin Woodman allows no cruelty of any
The Emerald City kind in his realm, no matter how small. The Winkie color is yellow.
The Emerald City is the capital of the Land of Oz. The Royal Palace is home
to Princess Ozma and some of the most unusual people in all of Oz. She values all
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city is green, using green marble as a building material and gold and emeralds for
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decorative purposes.

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