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5E RPG ADVENTURES

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Table of Contents ...... 3 Introduction ...... 5 Campaign in Brief ...... 5 Campaign Traits ...... 6 Customizations ...... 9 Faerie & Your Game ...... 9 Timeline ...... 10 Chapter 1: Life in Faerie ...... 11 New Backgrounds ...... 11 Adventure Hooks ...... 12 Overworld Domains ...... 12 Island Domains ...... 67 Skyland Domains ...... 84 Underworld Domains ...... 91 Chapter 2: Species ...... 103 Anutherite ...... 106 Blankfolk ...... 108 Catfolk ...... 110 Dragonborn ...... 113 Dwarf ...... 115 Elf ...... 117 Equus ...... 119 Fairy ...... 122 ...... 124 Half-Elf ...... 127 Halfling ...... 129 Human ...... 133 Ippo ...... 136 Mangaboo ...... 137 Mofolk ...... 138 Monkeyfolk ...... 140 Ozbeast ...... 141 Powderborn ...... 147 Tiefling ...... 149 Twi ...... 150 SampleWoggle-Bug ...... file...... 151

Chapter 3: Classes ...... 153 4 | P a g e

Existing Classes in Faerie ...... 154 Artificer Specializations ...... 155 Bard Colleges ...... 162 Druid Circles ...... 164 Fighter Archetypes ...... 165 Monk Ways ...... 168 Ranger Conclaves ...... 169 Rogue Archetypes ...... 171 Sorcerer Origins ...... 174 Chapter 4: Spells ...... 175 Components ...... 175 Spells by Level ...... 175 New Spells ...... 178 Chapter 5: Equipment ...... 212 Wealth and Money ...... 212 Armor ...... 212 Miscellaneous Equipment ...... 213 Weapons ...... 215 Chapter 6: Magic Items ...... 218 Inventions ...... 218 Consumables ...... 228 Rings ...... 237 Wands ...... 237 Weapons ...... 238 Wondrous Magic Items ...... 240 Chapter 7: Pantheon ...... 254 Deities ...... 254 Chapter 8: Monsters ...... 257 Existing Monsters ...... 257 New Monsters ...... 258 Open Game License Version 1.0a ...... 288 Open Game Content ...... 290

Please Note: Baum's works are a product of his time and therefore contain some elements that are not appropriate for modern audiences. Whenever possible, we've removed those elements while attempting to stay true to the spirit of Baum's work. No offense is intended to modern readers.

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Oz Adventures is a role-playing game set in L. Frank Baum's world of Oz. It's the original American fairy realm, and a great opportunity to mix steampunk sensibilities with fairy magic.

of Oz, who started out as a mere huckster but has learned CAMPAIGN IN BRIEF magic under her tutelage. Oz is a fairy-land, a place where anything can happen. It Ozma's benevolent dictatorship has led to tours of Oz, in has no proper name. It's been called Nonestica by fans, but which she sends her friends to visit the far corners of the we call it Faerie in this book. It is a land where concepts land and bring them under her rule. come to life and powerful magic can override natural laws. Under Ozma's rule, no one goes hungry because food Despite the influence of magic on Faerie, it follows its own grows on literal trees. Labor is divided amongst the people, internal logic. Much of how Faerie works is determined by but only because they want to work, not because they have the (sometimes arbitrary) rules that created a particular to. Gems are everywhere, so currency has little meaning species or place. (although despite her best efforts, it is still valued by some Despite their peculiarities, all kinds of variance are citizens). Additionally, few die of natural causes and some welcome in Faerie, and this extends to beings of different are even immortal. There is no winter, just summer, spring, species and gender. Different realms react differently of and fall. course, with Monkey Isle being one of the foremost lands But all is not well in Oz. Humanoids stop aging when aghast at the very idea of humanoids speaking a language at they wish. Without anyone dying off, Oz will eventually all, while other places like Oz being very accommodating have a population problem. of anything that talks. Ozma has outlawed magic, but casters pop up Oz dominates Faerie through its magic. There is more everywhere, discovering ancient magic and using it to their wishing magic in Oz than all the other Faerie nations own ends. Oz is an ancient, fairy-settled land, and its magic combined. The Empress, sometimes referred to as a Queen cannot be easily suppressed. and sometimes as a Princess, is Ozma. She was originally Outside of Oz, Nonestica churns much like other fantasy concealed as a boy named Tip, but was restored to her true realms, with wars, death, and little magic. Ozma has shown form. Ozma rules from the and her treasure signs she is no longer content to simply let Oz be. After the trove of magical artifacts is considerable. Ozma herself is 's attack she closed its borders so that Oz formidable, but it is her friends that make Oz a force to be became invisible to the outside world. But she then sent reckoned with. Captain Salt and the out to conquer lands in the The four countries that constitute Oz are ruled by her name of Oz, by sea and by air. Both envoys bring promise friends and allies: the , Emperor of the of settlers and supplies, but outside Oz the reception isn't Winkies. The , former Emperor of the Yin, acts always as warm as within the desert confines. If the as her advisor. The is King of the Beasts, retaliation by the would-be conquered nation of Stratovania acts as an envoy to many of the speaking ozbeasts of Oz. is any indication, Ozma's power has limits. But perhaps the most famous of her allies are two It is into this world that the players enter Faerie. The spellcasters, The and . island domains have begun allying with each other as a Glinda is the most powerful sorceress in Oz and defense against Ozma's ambition. The skylands are uniting potentially all of Faerie. Her magic has saved Oz again and under Straotvania. The Nome King still has plans for the again from enemies, including witches and Oz's overworld, no matter how many times his memory is archenemy, the Nome King. Glinda's student is the Wizard wiped. And the other domains around Oz will do what is necessary to defend themselves from a magical tyrant.

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moving between domains within Oz is not nearly as CAMPAIGN TRAITS eventful. They are often separated by dark woods, so There are several elements that distinguish Faerie from wanderers are liable to become lost at night. One way other realms, some more fantastical than others. As the around this are roads. Since each of Oz's realms are color- most magical of the Faerie nations, Oz is tremendously coded, there are accompanying brick roads. The most influential on its neighbors. famous is the , but there are others that may appear or disappear. While on a road, creatures are safer than off in the wilderness and can pass freely between domains. Oz is at the very center of Faerie and that is reflected in The fluid nature of Faerie allows for a game master to how the other domains engage with it. Oz has powerful insert new domains as they see fit. We've added a few magic, with wishes so common that all it takes is Ozma, ourselves, as explained in Customizations below. Glinda, or with access to the appropriate magic item to solve any problem. Oz's power is alternately feared and coveted as a result. Oz is surrounded by a poisonous desert that gives off Most governments throughout Faerie are monarchies, with noxious fumes capable of dropping even the hardiest bird. the occasional elected official acting in a similar capacity. Creatures that can reach elevations above 20,000 feet can Even beasts follow monarchies: the Cowardly Lion is King avoid this, but few birds can fly that high. Instead, creatures of Beasts in his forest, and Gugu is the King in Gugu teleport to Oz or dig underneath the desert; the Nome Forest. Given that few beings age, monarchies are firmly King's tunnel that led his initial invasion is still there, and entrenched, with marriage a rare opportunity to strengthen has been used by fairy beavers to span the distance. Other relationships with other nearby regions. In Oz itself, halflings are the dominant species, with a magic also allows covering the desert (see Chapter 4: dizzying variety of humanoid, beast, and constructs Spells) In addition to the desert, Ozma magically closed its rounding out the population. To distinguish between the two, halflings native to Oz are called ozites and other borders (see the sequester domain spell in Chapter 4: beings who live in Oz are called ozians. To harm either is Spells). The spell makes Oz appear deserted, making everyone within invisible to anyone arriving. The fairy to cross Ozma. Outside of Oz, humans are the dominant beavers' foray into Oz made it clear that actually walking species with considerably less diversity. Only the isles have through the spell can be disorienting as the spell turns as much as variety in sentient species as Oz. everyone invisible, confusing anyone who approaches. In Faerie, beasts of all types can live together even if And yet, that spell can be circumvented by magic or guile. their prime counterparts do not normally share an ecosystem or biome. Many different beasts are found in forests, regardless of their natural homes on the Prime plane. Faerie's domains have long periods of stability interrupted In Oz, beasts can speak and have rights recognized by by shifts in new domains appearing. Roads lead to the same Ozma. There are a beings who are capable of speech on destinations, islands can be found in the same places, and their own without the benefit of Oz's magic, but they are nations know where their neighbors lie. But despite this few. Ozbeasts are noted for following their own brutal stability, new domains pop up regularly. These mini- rules, which differs from ozians in regard to killing living domains crop up most frequently in Oz, but can appear creatures. It's understood that ozbeast predators can eat anywhere, including the sea (in the shape of islands), in the prey animals, that prey animals should avoid predators, and sky (as skylands), and underground. New species and that bigger creatures dominate the smaller ones. Creatures villages crop up fully-formed, often around a theme, pun, like the Cowardly Lion and Hungry Tiger are noteworthy or similar concept. This is one of the reasons Ozma makes because they transcend these rules to be more civilized it a point of having her friends and allies regularly tour her which directly contradict the rules of the beasts (the Lion domain. Oz's borders are fixed but it regularly spawns new, dislikes killing but defends his friends, the Tiger likes to eat small domains. humanoid babies but refuses to do so). Rarely, there is a more drastic transformation in the Constructs also have rights and are recognized under domains. The last time this happened, known, as the Great Ozma as living beings. Generally speaking, if something Reversal, Oz's four main domains flipped positions, as did has a mouth, it can speak; if it has eyes, it can see; if it has the outer domains surrounding Oz. For the denizens of ears, it can hear; and if it has a recognizable head, it can Faerie, the creation of new domains are a natural part of think. Even inanimate objects have this potential, if only their world, an undiscovered part of the country that was waiting to be awakened to life. There are a few other places simply lying there all along, undiscovered. Only the where this holds true: Santa recognizes living toys in the immortals know that the Great Reversal happened at all. Forest of Burzee, the Junk King welcomes lost toys in SampleCrossing domains varies in difficulty. The Junkum, and Queen Dolly has severalfile toys under her is death to any being that touches it. For the most part, employ in . P a g e | 7

It is not uncommon for travelers to find lodging in any Oz, Ev, and 's fertile lands create valuable trade goods place they can hole up at night. In Faerie, no place is safe in for other nearby countries. However, given that food like the dark, and many travelers have survived sleeping in the sandwiches grow on trees, they act much like plants and woods only through the grace of other fey beings who only stay fresh for a few days, limiting the food supply protect them while they sleep. There are a wide variety of somewhat from solving hunger throughout Faerie. things that will eat foolish travelers, including bug-bears, In Oz, farmers regularly host any travelers making their chiss, gigabeasts, kalidahs, leafcatchers, tooth ogres, raks, a way through their land. It is not uncommon for visitors to wide range of giant spiders and aggressive trees, tuxix, knock on an open door, find no one at home while the weenix, wolves, and zebrhirastiffes (see the Oz Bestiary for farmer's family is at work in the fields, and eat any details about these creatures). prepared dishes. The visitors then leave some sort of payment in return. Celebrities are well-known of course, and in Oz are likely to be feted with whatever means available to the hosts. The topic of death is a frequent question in Oz because in Countries outside of Oz are not nearly as hospitable. In later books, there are references to death not being Ev, for example, strange visitors may be met with fear at permanent. This is contradicted by the death of several best and open hostility at worst. characters, most notably the Wicked Witches of the East and West. Several beasts die in combat against our heroes (the Woodman beheaded 40 wolves, the Scarecrow twisted the necks of 40 crows). Oz ostensibly does not have currency. As per Ozma's To clarify the difference, we created the mofolk species edicts, there is no need for money because everyone shares (see Chapter 2: Species), who are demonstrably and nobody works unless they want to. But since everyone indestructible (their inability to die even when wants to work, they give their goods freely. dismembered is a key part of the stories taking place in Oz is rich in gems, which the people are only happy to Mo). There is concern that mortal beings who are not mine because of their beauty. This makes Oz a target for native to Faerie can be harmed, but what that harm might domains that use currency, who see its riches as an look like is not something they are willing to test. Of opportunity to enrich their own nations. course, outside of Oz, all bets are off. Despite Ozma's claims, there are greedy ozians who For immortal humanoids, their indestructibility is accept currency. The dollar is nominally the basic currency, attributed to their Mo lineage. Creatures who demonstrate although the nomes (who are widespread throughout that they cannot be killed (or brag about it) have Faerie) have gone a long way in creating a baseline regeneration. But it is otherwise assumed everything else currency that the other domains recognize. In a few can die, beasts and other humanoids included. Certainly, domains, a single magic item can upend the country's entire many of the beasts eat other creatures, and Ozma even had currency by doling out reliable riches. the wizard Glegg executed.

Oz is an absolute monarchy, ruled by Queen Ozma, but In Faerie, most beings age, grow old, and die. However, only occasionally enforced. Oz's wild lands are evidence immortals and creatures in Oz do not. Any creature with that Ozma's reach has limits. She has outlawed all magic the ozian tag stops aging whenever it likes, and resumes but it is regularly abused in secret, and Oz's laws end at aging when it wishes. There is a caveat however: ozians Oz's borders. who choose not to age and then leave Faerie rapidly age to Within Oz, there are many smaller domains that have their "true" age, resuming their ozian age only upon their owns Kings, Queens, Princes and Princesses. These returning (and thus, ancient beings could die within domains occasionally pay fealty to Queen Ozma, but others seconds outside of Faerie). Outside of Oz, but still within do not recognize her unless she personally intervenes. Most Faerie, all beings age normally. domains are content to stay within her rule, but occasionally they strike outward, emboldened by the lack of enforcement. Oz has its own ambitions however. Captain Salt, as Throughout Oz, Ev, and Mo, food grows on trees. This Royal Explorer, regularly claims islands in Nonestica for prevents most of the people from having to work very hard Oz's rule. What that entails is murky, as Ozma has no to eat. In some countries, farmers collect food from the military: it consists of just one person, known as The Royal trees on their land. Generally speaking, no one should go Army. Ozma respects existing governments and was hungry, but in the wilder lands this is still a possibility. As dedicated to the restoration of the Ev, but that might be a result, civilized engagement with food is similar to because she was focused on stability along Oz's nearest Samplemodern day peoples—most folks are horrified by the border. The Wizard's ozoplanes, ledfile by the Tin Woodman, spectacle of slaughtering animals for food, and are not attempted to claim Stratovania for Oz and it resulted in a entirely sure where their food comes from. counter-invasion.