Professional Documents
Culture Documents
onlenls
Introduction 2 Weapons and Armor 29
Chapter I: C ha racter Archetypes 4 AC Bonuses 32
The Bully 5 Really Special Equipment 32
The Dreamer 7 Imagination 33
The Jock 9 Incantations 36
The Nerd 10 Combat 38
T he Normal Kid II Despair 39
T he O utcast 14 C ha p ler 4: Oh Brave New Wurld 40
T he Popular Kid 15 Lay of the Land 40
Chapter 2: Sk ills and Fea ts 10 Laws of the Land 42
Skills 18 Encounters 44
Feats 23 Places of Note 44
Origin Feats 23 Humans 48
New Feats 24 Animals 54
Chapter 3: Facing th e Darkness 28 Fantastic Creatures 57.
Starting Equipment 28 Ap pend ix: Telli ng Ta les 61
Focuses 28
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Iy captured were damned to populate this other place, the Lands deal with the children varies. Some enjoy the chil-
Grimm Lands, for eternity. The Grimm brothers are long dre n, exulting in their laughter and joy. Most, however.
since dead and dust, and Melusine may or may not have have far darker desires. They may crave the succulent flesh
shuffled offa mortal coil. Regardless, their legacy lives on. of a plump child to feed their inhuman desires. Or perhaps
Of all people, it is only children who see the doors to the they simply enjoy dealing out sugary spoonfuls of horrific
Grimm Lands, and of them, only the most imaginative can pain, reveling in the shrieks of the frightened and desperate
make their way through. Oftentimes, a child slips through captive. The children unlucky enough to find themselves in
by accident, the Lands themselves groping hungrily for the Grimm Lands are sure to find that they have a very
new victims. When a much-coveted morsel of human ity deadly and treacherous path to tread if they ever hope to
slips into the Gri mm Lands, all of its creatures compete for leave it sane, much less alive. These are their stories ...
the child's attention. How the denizens of the Grimm and there might not be a happy ending.
' ..
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•
Chapter One:
nrac er
Grimm assumes the player characters, boys and girls, iconic of heroes and anti-heroes will do. Some children a rc
arc a ll c hildren between 8 and 12 years of age. Children are bullies, others nerds, most arc normal, whi le a few arc
always more receptive to the fantastic: they fabricate all dreamers. Archetypes not only define a character 's capa-
sorts o f we ird and unu sual explanations for how the world bilities via game mechanics, they also provide use ful
works. T his ab ility, unfortunately for them, allow s them to guidel ines for roleplay ing.
slip into the Grimm Lands. Archetypes modify yo ur abi lity scores as a race might,
Thi s chapter presents all the necessa ry information to but a lso provide w hat would normal ly be your class ga me
gen erate the boys and girls trapped in the Grimm Lan ds. rule information (base attack bonus , saves, Hit Dice, skill
The game uses the d20 System, but there a re severa l va ria- points, ski ll se lec tion, and spec ia l abi lities). A rchetypes
tions essential to the flavor o f the game. For ins tance. rac es also determine a character 's number of imagi nati on po ints,
and classes have been bundled into single entities called the numeric reflection of a chi ld's capacity to manip ulate
archetypes. Spells have become more an adventure reward reality in the Grimm Lands.
than a class abi lity. and the use of imagination points is a Children sow the seeds for cliquish behavior carl yon,
new mechanic tha t allows players to influence the story so that it flowers, for better or worse, as they grow older.
unfold ing around them. Once you're part of a group, it is very hard to separate
yourse lf from it, m uch less change your identi ty. Th ere fore,
pe s in Grimm may not m ulticlass.
?e111~ ~tilrted Having selected your archetype, assign your ski ll points
and selec t your feats. Boys and girl s rece ive a creation feat
Ad ults lac k the imagination to cross over into the land in add itio n to their normal allotment for charac ter leve l. A
o f dark fa iry tales, so the experience is exclus ive to c hil- creation feat provides a furt her opportunity to stereotype
dren. Those who get pulled in have no correlating cha rac- you r character into a refreshingly one-di mensional figure,
teristics, except for be ing in the wrong place at the wrong or, should you wish, allow you to create a wacky combina-
time. Some are dreamers w ith overactive imagination s, tion to roleplay.
some a re callous bullies with nary a new thought in their Finally. round out your character by se lecting his start-
heads. ing belongings (see page 28) and coming up with his name,
First, generate your characte r's abilities. Roll 2d8 for ge nder, age, appearance, personality qu irks. and any ot her
your character 's Strength score, an d then generate the val- descripti ve elements you wo uld like. As these characters
ues for your other ab ilities as normal, placing them whe r- are a ll children, most have a solid understanding of right
eve r yo u w ish . Yo ur St re ng th sco re ma y never be an d wron g, but lac k a deeper understand ing of ethical con-
exc hanged for any other; kids arc just plain smalle r and siderat ions. Consequently, Grimm does not use an a lign-
weaker than adu lts. Granted, you may end up w ith some ment system.
amazi ng ly tough, savvy, or inte llige nt l O-year-o lds. but
keep in mind that Grimm uses a different set of sca les than
most d20 RPGs . In the Grimm Lands, the kids arc in their
Children us 8lmull (reatnre.s
element, and their natural gifts and talents are heightened All children a re Small crea tures . and as such
to a level appropriate fo r a fantastic talc . they receive a + I size bo nus to AC a nd a ttack
O nce you generate your character's abil ities, select an rolls. Un like the standard size rules in the PHB,
archetype. Archetypes act as both your character class and s ize in the G rimm Land s does no t affect carryi ng
race. They are bal d-faced stereotypes; this is a ga me of capacities. All ch ildren in G rimm have a move-
we ll-known stories and fam iliar fi gures, so only the most ment rate of 30.
\Veapon Proficiencies: Grimm does not use weapon or
armor proficiencies. Any kid can pick up an axe and start
hacki ng apart bad guys. Likewise, anyone can pick up a
shield or don a suit of armor, j ust so long as it fits.
es o
Tm gonna pound you into next week, shrimp!
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Base
Class Attack Fort Ref Will Defense
Level Bonus Save Save Save Bonus Sp eci al
1st +1 +2 +0 +0 +2 Braw ler, smite weakling I/day, taunt
2nd +2 +3 +0 +0 +2 intimidating
3rd +3 +3 +1 +1 +3 Smite weakling 2/day
4th +4 +4 +1 +1 +3 Pile-on
5th +5 +4 +1 +1 +3 Smite weak ling 3/day
6th +6/+1 +5 +2 -
+" +4 Protector
Abilities : Bullies rely on terror, coe rcion, and intimida- Smite Weakling (Ex) : A bull y may attempt to smite a
tion to retain their place at the top of the pecking order- weakling with one normal melee attack. He adds his
none of their threats mean anything if they lack the means Charisma bonus (if any) to his attack roll and deals I extra
to back them up. Since so much of his effectiveness relies point of damage per level. A weakling for these purposes is
on tricking, taunting, and the maltreatment of kids around any target with a Strength score lower than that of the bully.
him, his Charisma is far more important than any other If the bully accidentally smites an illegitimate target, the
attribute. Strength and Constitution are also vital, as they smite attack has no effect and the ability is used up for that
substantiate the physical threat. day.
A bility Sco re Mod ifi ers: +2 Co nstitutio n, +2 Taunt (Ex): A bully knows how to quickly ascertain a
Charisma, - 2 Dexterity and ~2 Wi sdom person's doubts. weaknesses, and misgivings. and may
llit Die: d1 2 exploit them to his advantage. He uses them to provoke a
Imagination Points at 1st level: Id3 + Wis modifier reaction from his target. sliding expertly under his skin,
Imagination Points a t Each Add itional Level: I + provoking feelings of fear. anger, or alienation. As a stan-
Wi s modifier dard action, once per day per level, the bully may attempt
Flaw: The bull y's key wea kness is that he is only com- to taunt a foe with an Intelligence of 3 or higher. The foe
fortable when he has the upper hand , henc e the classic must be able to hear the bully clearly and must understand
aphorism that most bullies back down when you stand up his language. Having suffered a torrent ofj ibes, insults, and
to them. Whenever the bully drops to less than half of his abuse. the target must make a Will save or suffer one of the
hit points, he loses co nfi dence and suffers a -4 morale effects listed below. The DC is 10 + Y, the bull y's level +
penalty to Will saves or attack rolls (player's cho ice). Cha modifier. If the target succeeds. it is immune to the
When reduced to less than one quarter of his hit points, he bu lly's taunting for the rest of that day. Creatures that have
must attempt a Will Save (DC 15) or be panicked. A pan- at least fo ur more Hit Dice than the bully are immune to
icked bully must drop anything he holds and flee at top this effect. This ability may be used more than once per day
speed from the source of his fear, as well as any other dan- per level, but doing so costs I imagination point per use.
gers he encounters. along a random path. During this time. Hesitation: A bully with 4 or more ranks in Trick may
he cannot take any other actions. In add ition, he suffers a use his taunts to instill do ubt in his target 's mind. The tar-
- 2 penalty on all savi ng throws, skill checks, and ability get's place in the initiative order is reduced to half its orig-
check s. If cornered, the bully cowers and does not attack, inal number. Creatures may still adjust their initiative nor-
typically using the total defense action in combat. Even if mally through the readying and delaying special actions.
his saving thro w is successful, for as long as he is below Doubt: A bully with 5 or more ranks in Trick may
one quarter hit points. the bully must anempt this save ridicule a target to such an extent that the creature loses
every time he takes additional damage. confidence in its fi ghting prowess. The target becomes
fatigued. meaning that it can neither run nor charge and
takes a - 2 penalty to Strength and Dexterity. Unlike normal
arche"!ype ~kil1.s fatigue. the effects of this taunting only last for one round
The bully's archetype skills (and the key ability for each per level of the bully.
skill) are Booby Trap (Int), Industrial Arts (Dex). Ride Worry: A bull y with 6 or more ranks in Trick may
(Dex), and Trick (Cha), threaten and intimi date a target creature. It is shaken for
Skill Points at 1st Level: (2 + In t Mod ifier) x 4. one round per level of the bully, taking a - 2 penalty on
Skill Points at Ea ch Additio na l Level: 2 + Int attack rolls, saving throws, skill checks and ability checks.
Modifier. Anger: A bully with 7 or more ranks in Trick may infu-
riate a target with his taunts. The target flies into a blind
rage. singling out the bully as his so le opponent. The crea-
(ll'Che"!ype feutnre.s ture immediately attacks the bully in melee to the exclusion
of all other actio ns. If it cannot attack the bully in melee, it
All of the following arc features of the bully archetype .
must immediately move to do so. Only if the creature can-
Brawl er: Bullies are well-practi ced in the art of brawl-
not gai n access to the bully will it resort to ranged attacks.
ing. At Ist level, a bully gains Improved Unarmed Strike or
supernatural abiliti es. or spells and spell -like abili ties. This
Improved Grapple as a bonus feat.
effect persists until the creature has successfully hit the
bully with at least aile melee attack.
>-= _.
Dreamer
Ba se
C lass Atta ck fo r t R cf Will Defense
Level Bonus Saw Save Saw Bonus S p ecia l
1st +0 +0 +2 +2 +2 Aware, happy thoughts, rapid recovery
2nd +1 +0 +3 +3 +2 Observant o
3rd +2 +1 +3 +3 +3 Bonus focus ~
4th +3 +1 +4 +4 +3 Believe
5th +3 +1 +4 +4 +3 I think I can
6th +4 +2 +5 +5 +4 Avatar
,
~ .. .~ "" .., .." ".. i / ..i .•
ock
Base
Class Att a ck Fori Ref Will Defe nse
Level Bonus Save Save Save Bo n us Special
l st
2nd
+1
+2
-
+'
+3
+2
+3
+0
+0
+3
+4
Heroic surge IIday, trained, weaponry
Past that akward phase o
3rd +3 +3 +3 +1 +4 Hero ic surge 2/day ~••
4th +4 +4 +4 +1 +4 Fearless
5th +5 +4 +4 +1 +5 Heroic surge 3/day
6th +6/+ I +5 +5 +2 +5 Team spirit
encourage others to do their best. All "aid anot her" actions intellect to help a lost group of kids find their way through
involving the jock, regardless of whether the jock performs the weird world of Grimm.
the aid another act ion or receives the benefits of an aid
another action, confer a +4 bonus instead of the standard +2.
yume R.f!le Inforrnallon
Nerds have the following game statis-
~3fe ~kill.s
archetypes to emerge in youth, he
studies hard, lacks all fashion sense.
is sociall y inept, and has unpopu lar hob- The nerd's archetype skills (and the key ability for
bies. Most of these guys and girls focus on each skill) are Boy Scout StutT (Wis), Home Ec (Int),
math and the sciences, and a few find interest in the out- Kno wledge (science) (lnt), Magic Intuition ( Int), and
doors (either so they can get that Boy Scout badge, or the Puzzles (1m).
better to comp lete their insect collection). Nerds tend to be Sk ill Points at Ist Level: (2 + Int modifier) x 4.
chatty and more than a little pedanti c. As kids seldom like Sk ill Points at Each Add itiona l Level: 2 + Int modifier.
a condescend ing tone, especially from a peer, nerds often
fi nd themsel ves the targets o f bullies and the occasiona l (!rche'!ypc f'eutnrc.'l
joc k. O n the other hand, nerds possess the know ledge and All of the following are archetype feat ures of the nerd.
Normal K.kl
Base a:l
C lass
L evel
A tta ck
Bonus
Fo r t
Save
Ref
Sa ve
Will
Save
Defense
Bonus Special -N"
v
Ontcast
Class
Base
Attack Fort Ref Will Defense 9
--
Level
1st
Bonus
+0
Save
+0
Save
+2
Save
+0
Bonus
+4
Special
Forgettable, q uick, sneak attack + l d4
-..,"'.
~
5th
6th
+3
+4
+1
+2
+4
+5
+1
+2
+6
+7
Sneak attack + 3d4
Hide in plain sight
ct
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lose the friendshi p of the Great and Awful Forest, your ani- Streng th), and gains damage reduction l Ozsilver, You must
Ql
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mal ally departs. spend 2 imagin ation points for each ro und spent in hybrid
Knight: A noble bestows the title of knight upon you for form. Finally, regard less of your form, you can always :::r •
your unfailing courage in the face of danger and for ser-
vices pcrfonncd for the sake of the Grimm Lands. Along
communicate with wolves and gain a +4 bonus to Animal
Empathy or Socialize checks when doing so. j::'
with the prestige and status of your new position, the lord Prince/Princess: A King or Queen of the G rimm Lands t.•
who bestows the title also gives you an amulet: the secret ado pts you , endowing you with the mant le of rulership.
of your power. The amulet can look like anything you One day, you stand to inherent your adopted parent 's lands.
\'.."ant. but typically. it carries the personal symbol of the Until then, you are free to seek your fortu ne. If you are a
King or Queen who gave it you. At will and as a free prince, you ga in a talking light warhorse and a talking +2
action, you may become a brave knight, growing to defending sword. If you are a princess, you gai n a talking
Medi um size and receiving a +2 to Strength, a +2 to light warhorse horse and a talking + 2 merciful shortbow.
Constitution , and a - I penalty on attack rolls and AC due The weapon and horse are very knowledgeable about the
to your increased size. A set of mag ical armor of pure force Grimm Lands and qui te experience d adventurers, but never
(with helm) surrounds yo u and a magical shield appears on agree on anything. If asked for advi ce, one of them (deter-
your ann (replacing any currently worn armor, hel m, and mined at random) will give the right answer or a wise sug-
shield), giving you a + Ia de flect ion bonus to your armo r gestion, while the other will give an incorrect answer or an
class. Finally, an enchanted sword appears in your hand, unwise suggestion. Both will vociferously declare their cor-
usable by you alone. The sword is a +3 holy cold iron rectness in the matter.
sword. You must spend 2 imagi nation points each round
that you remain a knight . I
e n 15
art (vill'ie.s)
This skill allows you create, perform, and understand a
vari ety of art forms. Like the Knowledge skill, Art encom-
passes a nu mber o f unrelated ski lls . Art represents a study
While there arc a few ex panded skills in Grimm, for the of some part icular aspect, incl udi ng the creation of that art
most part the skills you' ll find here are streaml ined and form. Each of the five categories of the Al1 skill includes a
condensed from the normal d20 System sk ill list, the better variety of method s or tech niques.
to expedite play and capture the fantastic, yet childlike feci Acting (comedy, dramatic, monologue)
of fairy tales. For instance, Notice comb ines the Listen . Dance (ba llroo m, jazz, popular)
Search, and Spot skills, while Athletics covers Climb, Fine Arts (painting, pencils, sculpture)
Jump. and Swim, yet Nimbleness is an entirely new skill Music (compose, instrument, sing)
altogether. The manner in which characters gain skill Writing (academic prose, poetry, light prose)
poi nts, and the mechanics behind skill checks, remain the C hec k: Answering a question regarding a particul ar art
same. T he symbols on the fol lowing chart are as follows: form has a DC o f J 0 (for easy questions), 15 (for basic
0: C lass Skill questions), or 20 to 30 (for tough questions) . For every 5
x: Cross-class Skill points by which your check result exceeds the DC, you
recall another p iece of useful information,
You can use the Art skill to make new art. This is a use-
~kill Descriptions ful skill in the Grimm Lands, as art is a product of the
imagination and can sometimes create things useful to a
lost boyar girl. Creating a new piece o f art requires one
hour and the appropriate materials: paints for fine art s. an
(lnimill 6npill5' (()ill instrument for composing music, or a pencil for writing.
Use this skill to change the attitudes of animals yo u The DC of your Art check determines the quality of the
encounter in the G rimm Lands. wo rk: Crude DC 10, Average DC 20, Excellent DC 25 ,
C hec k: As often as not, the "peopl e" a kid encounters Masterpiece DC 30.
in the Grimm Lands are animals, too. Thi s skill allows yo u Some applications of art forms are based more on per-
to call on that inner bond that little girl s have w ith puppies forrnance than creation. In these cases, the Art skill (acting,
and kittens, or little boys w ith snakes and snails, to make dance, and certain fOnTIS of music) functions similarly to
fri ends w ith these strange creatures, whether they a re nor- the Perform skill: By succeeding at an Art c heck, you can
mal animals or talking ones. If the animal has the talking impress an audience with your talent and skill. Consult the
template, thi s skill may be used instead of Diplomacy to following tabl e for detai ls.
interact with it. If the animal docs not have the talking tem-
plate, this skill functi ons like the ranger's wi ld empathy A r t Pe rformance DC s
ability as described in the PHS . DC Results
Syne rgy : If you have 5 or more ranks in Boy Scout 10 Routine performance. You ga in a +0 bonus
Stuff, you gai n a +2 bonus on Animal Empathy checks. If to future Charisma-based c hecks w ith
you have 5 or more ranks in Socialize, yo u gain a +2 bo nus me mbers of the aud ience.
on An imal Empathy checks w ith talking animal s. 15 Enjoyable performance. You gai n a + I
bonus to fut ure Charisma-based checks
w ith me mbers of the audience.
lahle 2.1: ~kills
S kill Attribute BlIlly Dreamer Jock Normal Nerd Outsider Popular
An imal Empathy Cha x 0 x 0 x x 0
Art (acting) Cha x 0 x x x x 0
Art (dance) Oex x x x x x x 0
Art (fine arts) Wis x 0 x x x x x
Art (music) Wi s x 0 x x x 0 0
A rt (writ ing ) Int x 0 x x x x x
Athletics Str or Dex x x 0 0 x x x
Booby Trap Int 0 x x x x 0 x
Boy Scout Stuff W is x x x x 0 0 x
Home Ec Int x x x 0 0 x x
Industrial Arts Oex 0 x x 0 x 0 x
Know ledge lIlT x 0 0 0 x x 0
(athletic games)
Knowledge
-
(fairytales)
Int x 0 x x 0 x x
Knowledge Int x x x x 0 x x
(science)
Magie Intuition Int x x x x 0 x x
N imbleness Dex x x 0 0 x o x
Notice Wis x 0 0 0 x x o
Open Loc k Dcx x x x x x o x
Puzzles Int x 0 x x 0 x x
Ride Oex 0 0 x 0 x o o
Sneak Oex x x x 0 x o x
Socialize C ha x x x 0 x x o
Sleight of Hand Dex x x x x x o x
Trick C ha 0 x x 0 x x o
20 Great performance. You gain a +2 bonus to strength, or coordination. Athleti cs is used in place of
future Charisma-based checks with mem- Balance, Climb, Jump, and Swim checks from the d20
bers of the audience. System. The OM m ay specify whe the r Stre ngth or
25 Memorable performance, You gain a +4 Dexterity should be used as the key ab ility, depending on
bonus to future Charisma-based checks circumstances.
with members of the audience . Many situations requiring this skill cause characters to
30 Extraord inary performance, You gain a +8 lose their Dexterity bonus aga inst attacks (balancing on a
bonus to future Charisma-based checks narrow log, swimming in murky water, or climbing a wa ll,
with members of the audience. for instance); however, because kids in the Grimm lands
are so wily, they may retain their Dexterity bonus to AC if
Bonuses to Charisma-based checks last fo r a number of they beat the required Athlet ics DC by 5 or more.
hours equal to the character 's key ability modifier for the Chase/Flee: You may also use the Athletics skill to run
Art skill used. races, cover long distan ces quickly, or run away from a
Actio n: Varies. Creating art is slower than performing monster. Athletics allows characters to push themselves
art . See above for det ails on creating art. Performing art faster than they can normally move. Depending on the
takes anywhere from a round to upwards of a day, depend- result of your Ath letics check, you gain a set bonus to your
ing on the particular fonn. speed. Each round you do nothing other than chase/flee,
Try Aga in: Yes. You may attempt a retry, but it does not you may attempt an Athletics chec k and consu lt the table
negate previous failures, and an audience unimpressed in below.
the past is likely to be prejudiced against fu ture perfor-
mances (inc rease the DC by 5 for each previous failure) . If DC Result
yo u are creating art, a failed attempt ruins the materials 15 Speed increases by 5 feet (+ 1 square)
used for the first piece, and you must procure more of them 20 Speed inc reases by 10 feel (+2 squares)
before attempting the project anew. 25 Speed increases by 15 feet (+3 squares)
30 Speed increases by 20 feet (+4 squares)
1i;lhteticj (~tr or Dex. C!fmor (Peck
PCna!!J Each consecutive round you chase/flee, you suffer a cumu-
lative - 2 penalty to your Athletics check. Terrain can affec t
Use this skill to climb Rapunzcl's tresses, jump over a movement by increasing the cost of each square by a cer-
laughing stream, or balance on the edge of the world. tain value. Refer to the PHB for terrain details on character
C heck: You make an Athletics check whenever called movement.
to perform a physical task, whether it is based on speed,
Contests : Invariably, children en counter situations
where they must compete physically against othe rs,
Such contests could include a foot race, a discus
throw, or even climbing a wall. To faci litate
the results of suc h contests, the two
athletes make opposed Athletics
checks each round of the contest.
Some contes ts may requi re just
one round (a 6-second inter-
val). while others take sever-
al minutes. For a simp le
contest, use the following
mechanic: the wi nner of
the opposed roll gains
an advantage point. The
losers all lose a point . If
there is a tie for the winn ing
roll, nei ther co ntestant
gains or loses a point. At :_:::'!iU.~
the end of the contes t,
the individual with the
hi~hest . number of ilil"
points wins.
a
Illia I
The GM may create h/~
more detai led rules for I'i
specific contests, such
as setting specific DCs for an
archery contest, allowing a spe- . ~
cific distance of rope to be climbed \.~
wi th each opposed Athletics check, ~ ~
etc. ~~~
Synergy: If you have 5 or more ranks
in Know ledge (athlet ic games) or
Nimbleness, you gain a +2 bonus to Athletics checks.
Home &: (Infl
Boo5' Trnp (Infl Use Home Ec to cook , sew, clean, or perform any other
You may use this skill to set, fi nd, and disable traps. chore that kids in fairy tales are forced to do on pain of
Check: Your GM makes your Booby Trap checks death.
whenever you want to set up or disable a trap. For DCs, Check: Make a Home Ec check whenever you need to
results, and special features, refer to the Disable Device perform an undesirable chore. The complex ity of the task
skill in the PHB. Note: all children in Grimm can locate determines the DC of the check. Consult the following
traps regardless of the DC to fi nd the trap, and regardless table for details incl uding DCs and types of Home Ec
of whether or not it is magical. checks . If you fail by 4 or less, you simply don't fin ish in
Synergy: If you have 5 or more ranks in Boy Scout time, either because it was too hard a task or because you
Stuff, you gain a +2 bonus on Booby Trap checks in natur- got bored and distracted; however, you have partially com-
a) settings. pleted the task. If you fail by 5 or more, you make some
huge mistake and ruin whatever you were working on,
B5 ~Ol1t ~tl1fF (Wi5) probably angering your taskmaster.
In the case of the nerd, Boy Scout Stuff is hard-learned,
eagerly studied stuff to earn those merit badges; in the case DC Dlfflculrv• Exa mple
of the outcast, it's just stuff you pick up from wandering 5 Easy Sew a button, mop the floor
around the woods for hours on end. Use Boy Scout Stuff to 10 Simple Make dinner for 4
fi nd your way out of the haunted forest, to fo rage for food, 15 Difficult Clean the privies in a barracks
and to bandage a wound. 20 Backbreaking Wash a giant's underclothes
Check: You use Boy Scout Stuff any time you would 25+ Impossible Spin flax into gold
use Survival or Heal.
Synergy: If you have 5 or more ranks in Boy Scout Action: A Home Ec check usually requires between one
Stuff. you gain a +2 bonus on Animal Empathy checks and hour and one day, but the GM has the final say in the dura-
a +2 bonus on Booby Trap checks in natural settings. If you tion of the task.
have 5 or more ranks in Knowledge (science), you gain a Try Aga in: Yes. but you must start all over again.
+2 bonus to Boy Scout Stuff.
Indn slr-tul (!rt5 (Dex)
Use thi s skill to make something or perform some
( handy task. like building cabinets, choppi ng wood. or fi x- Fairy Tales. unchanged characters.
ing wagon wheels. Thi s skill is often useful for getting into 15 Uncommon; minor tales in Grimm :'1
a stranger 's good graces. Fairy Tales , such as the Bille Light; guesses
Check: You mu st have the necessary equipment on about which good characters have become
hand to per form the check (an axe to chop wood, a brush to evil, and vice versa.
groom a horse. etc.). T he co mplexity of the task dctennines 20 Obsc ure; remembering the exact diff erences
the DC of the check. Consult the follow ing table for detail s. between the original folk version of a fairy
tale, the Grimm s Fairy Tales version, and the
DC Difficulty Example modem movie ve rsion; educa ted guesses
5 Easy Paint a fe nce regarding precise twists and alterations to the
10 Simple Chop wood fairy tales as seen in the Grimm Lands
15 Difficult Fix a wagon wheel (Cinderella's penchant for a cat-o-nine tales.
20 Backbreaking Build a birdhouse .. . for a Humpty Du mpty's rot ten nature, etc .).
bird the size of a ho rse 25 Extremely obscure; known only by a few of
25+ Impossible Remove a pine tree from the Gri mm Lands denizens, and even they
under the toenail of a giant probably don 't understand the information's
significance.
If yo u succeed in the task, you achi eve your goa l. If you
arc attempting to aid a stranger. you receive a +2 circum- Science: All o f the sciences fall under this sk ill. Such
stance bonus to all subsequent Charisma-based checks for areas of knowledge covered include biology, chemistry,
every 4 points by which you beat the DC of the task. physics, and computer programming . Characters with
Failure by 4 or less means that you co mp leted the task, but ranks in this skill are famil iar with both the theory and
slopp ily. Fai lure by 5 or more resu lts in an utter mess and prac tice of most sciences.
complete failure. Syner gy: If you have 5 or more ranks in Knowledge
Action: An Industrial Arts check usually requires (athletic games). you gain a +2 bonus to Athletics when
between one hour and one day, but the GM has the final say playing organized sports. If yo u have 5 or more ranks in
in the dura tion of the task. Knowledge (fairy tales), you gain a +2 bonus to Magic
Try Again: Varies. If you are tryi ng to impress a Intuition checks. If you have 5 or more ranks in Knowledge
stranger, you may not retry this skill on the same task. (science) , you gain a +2 bonus to Boy Scout Stuff'.
though you may attempt a new task . If you are working to
achieve some othe r end, you may start again from scratch. M~ic Inlntllon (lnft
Use Magic Intuition to learn spells and to determ ine the
I\go,..de~e lIn:tl De s of the ones you cast.
Like the Art skill, Knowledge encompasses a number of C heck: Full details on this skill arc in the section enti-
unre lated areas of expertise. Knowledge represents a study tled Spe lls in Chapter 3. In instances where Spe lleraft
of some body of lore, possibly an academic or even scien- would be appropriate, use Magic Intu ition instead.
tific discipline. Answering a quest ion within your field of Syne r gy: If you have 5 or more ranks in Knowledge
study has a DC of 10 (fo r really easy questions), 15 (for (fairy tales), you receive a +2 bonus to Magic Intui tion
bas ic questions), or 20 to 30 (for rea lly tough questions). checks.
The fiel ds of study for Grimm include:
Athletic Games: Th is knowledge encompasses every-
thing one would want to know about sports, incl uding such
Nimblene.s.s (Dex, (trmor (Peck
things as rules, strategic plays, viable strategies, and eti- P enn!!>')
quette. Co mmon athletic games include soccer, football, Use this skill to avo id attacks of opportunity and to
baseball, and hockey. Some sports enjoy a greater follow- replace your AC when you are actively avoiding attacks.
ing in different cultures; for instance, cricket is rarely if This skill also repl aces the Escape Artist skill.
ever played in the United States, and American-style foot- C heck: Th is skill has two uses: avoidance and defense.
ball is rarely if eve r played in the United Kingdom. If the Avoidance: Use this skill to move through threatened or
sport in question is not common to the character's cult ure, occupied areas at Y2 speed without provoking attacks of
the DC increases by 5 to 10. Characters may also usc this opportunity. Because Grimm is a fast-paced game of nim-
skill to quickly learn the rules for a new con test. game. or ble heroes, Nimbleness ignores the complicated modifiers
sport. imposed by Tu mb le under the d20 System. DC 15 gets you
Fairv Tales: Ki ds usc this skill to recall detai ls about through all threatened spaces in a move, DC 25 gets you
tradit ional fairy tales and make guesses about the warped through occupied spaces. and you may ignore all terrain
versio ns fo und in the Grimm Lands. Ran ks in th is modifiers. However, just because the heroes are nimble
Knowledge skill reflect understanding and familiarity with doesn 't mean thc bad guys aren't wily; enemies may make
the innumerable nursery rhymes and fai ry tales of yo ur cul- trained or untrained opposed Nimbleness checks to either
ture. Such information incl udes legends, personalities. take attacks of opportunity on characters or to prevent them
inhabitants, laws. customs and traditions in fai ry tales. DCs fro m mo ving through occup ied squa res.
to uncover information about fairy tales from forei gn cul- Defense : You may also use Nimbleness to aid in your
tures are increased by 5 to 10. Some exam ple DCs follow, de fense . As a full-round action, you may active ly defend
against your opponent while moving no more than half
DC Type of Information Known speed. You substitute the result of your Nimbleness check
10 Common; any major story in Gr imms for yo ur AC for that rou nd. You may combine this skill
attempt w ith a Trick check to create a di version for your not familiar with riddles and do not have any on hand, the
fri ends. charac ters involved ma y simulate the concept by making
Speci al: A kid with 5 ranks in Nimbleness can move opposed Puzzle checks, resolving them in much the same
through spaces occupied by or threatened by c reatures that way as athletic co ntests (see above) . The vic tor is the one
are two size categories larger than himself witho ut provok- wi th the greatest num ber of advantage points.
ing attacks of opportunity or havi ng to make a Nimb leness Thinking Games: Thinking games include all manner of
check . If the kid also has the Dance Like a Butterfly feat, strategi c board games, including the more co mmon c hess
he may move through spaces occupied by c reatures that are and ch eckers, but al so co vering go, othello, collectable ,
'~ ~
one size category larger than himself without provoking card games. and tabletop war games. Characters in the
attacks of opportunity or making a Nimbleness c hec k. Grimm Lands must play all sorts of games to bypass threats o
••
Syne rgy: If you have 5 or more ranks in Nimbleness, or opponents. ofte n with themselves as the pieces. To facil -
you recei ve a +2 bonus to Athletics checks. itate the game w ithin a game, and how this skill is used,
refer to Chapter 6.
Nolice (Wi.s)
You may use this skill to notice someone sneaking up on ~leiqht pr Hilnd [Dex, Cfmor (peck
you. discover hidden objects or places. or pick out impor- Pel1'il!!>'J
tant dctai Is. Use this skill to palm an unattended object. pick some-
C hec k: Use Notice checks to one 's pocket . or conceal an obj ect on your person.
oppose Sneak checks. as well as C hec k : Sec PHB.
when searching for secret Sy ne r gy: If you have 5 or
doors , hidden obj ec ts, or more ranks in Trick. you ga in a
traps. See the Listen, Search +2 bonus on Sleight of Hand
and Spot descriptions in the checks .
PHB for details.
nenk (Dex,
p llz zle.s lInt} rmor Check
Use this spell to get enil!!>')'
hints for solving riddles,
Use this skill to
figu ring out puzzles, or
creep past a sleeping
playing chess.
giant or to hide from
C h eck : While the joy
a searching witch .
of in-game riddl es, puz-
Check: You
zles, and problems is letting
may make Sneak
the players fi gure them out. checks to oppose
there are times that the pl ayers
others' Notice
may need help from their alter
checks . Use the
egos, the kids .
sa me ru les as
Puzzles and riddles: A suc-
those presented
cessful use of the Puzzles skill
under Move
rr.ay provide hints to the play-
Sile ntly vs. Liste n and
ers. The base DC is 10 for a H ide vs. Spot in the
simple riddle or puzzle, 15 for
PHB; however, as
word games of a sta ndard dif-
with Nimblene ss ,
ficulty, and 20 or higher for
Grimm has no time
intri cate or e xotic
for boring and com-
ridd les or puzzl es
pli cated mod ifiers.
that employ num-
Kids and c reatures
bers, pic ture s. or
may Sneak as part
some other compl i-
of most move actions
cation . If the check
or standard actions, but
succ eeds. your G M pro-
may never attack or run
vides a hint to its so lu-
while sneaki ng . The GM ma y impose +2 or - 2 circum-
tion . How we ll you beat the puzzle 's DC determ ines the
stance modifiers for special factors, but other specifi c
quality of the hint. If the check fail s. you must succeed at a
penalty rules from the PHB should be ignored.
DC 10 \Visdom check or draw a false conclus ion about the Specia l: In the Grim m Lands, size does not affect a
puzzle or riddle. character ' s abil ity to sneak .
Riddling Contest: Characters may enter ridd ling con-
tests, where each attempts to stump the other. Ridd ling con-
tests last for a speci fi ed period, such as 5 rounds or 5 min- ~((JDl
utes. These should be played out if at all possible, but Use this skill to interact with NPCs.
opposed Puzzle checks may force NPCs to hesitate. may C heck : You may make a Socialize check \vhenever you
allow players more out-of-game time to think of a riddle or would make a Diplomacy, Gather Information, or Sense
come up with a n answ er, etc. If the players or the GM are Mot ive check. Socialize rolls are opposed by a target's
Socialize chec k. Refer to the PHS for DCs and uses for choice and + 1 imagination point.
these respec tive ski lls. S pecia l: You may only take this feat at 1st level.
Synergy: If you have 5 or more ranks in Socialize, you
ga in a +2 bonus to An imal Empathy checks when speaking
with talking animals. Li kewise, if you have 5 or more ranks
Orphon [0x:!9inJ
in Anima l Empathy. you gain a +2 bonus to Socialize You never knew your parents, and you lived in an
checks when speaking with talking animals. If you have 5 orphanage.
or more rank s in Socialize. you gain a +2 bonus to Trick Benefit: You gai n a +2 bonus to Sneak checks and + 1
checks. hit point.
Special: You may only take this feat at 1st level.
lrick (00)
Usc this skill to can a soldier of the Queen of Hearts. to
RJsh ~ [Or2.9inJ
bluff you r way past the troll unde r the bridge, or to create You come from a well -off family.
a diversion to Sneak away from the wicked step-mother. Benefit: You gain a +2 bonus to Social ize checks and
C heck: You may make a Trick check whenever you begin play with a pennanent gizmo se lected by the GM
wo uld make a Bluff Disguise. Forgery or Intimidate check. (see Equipment for details on Gizmos). Your gizmo mim-
Trick rolls arc opposed by a target's Trick check. Refer to ics the effects of any wondrous item from the DMG worth
the PHB for DCs and uses for these respective skills. You 2,000 gp or less.
may only use Trick against opponents wh o have an Specia l: You may only take this feat at 1st level.
Intell igence o f 3 or higher.
Synergy: If you have 5 or more ranks in Trick. you gain Far-m ~ [0x:!9inJ
a +2 bonu s on Socialize checks and a +2 to bonus to Sleight You grew up in the country.
of Hand checks. If you have 5 or more rank s in Notice, you Benefit: You ga in a +2 bonus on Boy Scout StutT
gai n a +2 bonus on opposed checks to see through anoth- chec ks and begin play with either a slingshot or a hatchet.
er's Trick check. S pecial: You may only take th is feat at 1st level.
O~n Feats
or skill check. You can save your "allowance" from week
to week to a maximum o f +20. When you use your
allowance, you do not have to use all of it; you can break
up the bonuses as you like. Each time you use your
Q!y ~ [0x:!9in) allowance, you reduce the total acc rued all owance by the
You have spe nt most of your life in the city, where quick amount of the modifier you used. You ma y spend your
feet and a quicker tongue arc necessary for survival. allowance as a free action, but must declare that you are
Benefit: You ga in a +2 bonus to initiative and Socialize doing so before you roll the die .
checks. The bonus to initiative stacks with Improved Special: If you have the Rich Kid creat ion feat. you start
Initiative. with a +2 bonus, and each week you gain an additional +2,
Special: You may only take this feat at Ist level. instead of the normal + I.
I'm 'fel1i~! per day, and is ineffective against targets with Wisdom
scores of 15+.
You arc a tlagrant tattletale. whic h serves you well in
the Grimm Lands. Inedible
Ben efit: Whenever you perceive someone or something
doing something naughty, you may spend an imagination You lack a certain culinary appeal to the monsters of the
point as a free action to wail, "I ' m telling! " Your irnagina- Grimm Lands.
tion creates some illusion of an entity of authority that Benefit: Creatures arc not incl ined to eat you. Hungry
would punish such behavior. The target suffers a - 2 mora le opponents only consider devou ring you if they are at the
penalty to attack s, saves, and skill checks for I round, after bri nk o f starvation. Even if the creature does swallow you,
which time it may utter something like " I don 't care," or it must attempt a Fortitude save (DC to + Y2 your level +
"Go ahead, I dare you!" as a free action to end the effect. you r Con modifier). If it fails, it disgorges you to a prone
This ability can only be used on any specific creature once position Id4 squares away and is nau seated for Id6 rounds.
by exclud ing creatures immu ne to sneak attac ks.
Jtldo "[brow Sp ecia l: If yoo selected City Kid as yoor Origin fea t,
You can throw op ponents away from you. the DC to resist your low blow increases by +2 .
Prereq uisite: Athletics 5+ rank s, Martial Arts
Benefit: If a creature no more than tw o size categories
larger than you attempts to grapple you. you may make a {gc0' Q
-~
Reflex save or Nimbleness check against a DC equal to Lady luck favors you with her good fortunes. ".
..,
your opponent's grapple check. If you succeed. you throw Benefit: Gain a + 1 luck bonus to all saving throws.
....J
your opponent over you to land pro ne in an adjacent ~.
square.
Special: For every 2 points of imagi nati on you spend,
Mnrtinl arts @Il.
You trained 10 an exotic style of hand-to-hand figh ting
you may throw your opponent I square further, to a max i- ~
in the real world. ~
mum of 4 total squares.
Prerequlslte: Athletics 3+ rank s \ft
Benefits: You may app ly yo ur I'l
~cc Biter Dexterity modifie r instead of you r
:>
0..
You know how to use a Strength modifier to attack and damage
rolls when maki ng un armed attacks. If you do ril
bigger oppone nt 's size ~
against him . not have the Improved ~ t<
Prereq u isite: Street Unanncd Strike feat, how-
Fighter, base attack ever, your unarmed
bonus +4 attacks still provoke
Benefit: When attacks of op portunity
lightin g an opponent from ann ed oppo-
larger than you. yo u nents, and still only
gain a + I circumstance do nonlethal dam-
bonus to attack rolls and age. Marti al arts
AC for each size cate- may not be used with
gory it is larger than brass knuck les.
you. You do not pro- Specia l: If you have the
voke attacks of opportu- Exchange Student fea t
nity whe n trying to and the Martial Arts feat,
make a trip attac k your unanned attacks do
against larger opponents, damage as if you were
and you make these checks one size category large r.
using your Dexterity instead
of your Strength. Mntm~
You overcome the child ish
~h!!y prU\W S S impulses of youth.
The life of a knight comes Prerequisites: Level 4+
as second nature to you . Benefit: You no longer suffer from
Prerequisite: Noble Spirit, the effec ts of your archetype's flaw,
Str 15+ No r mal: All archetypes have a
Benefi t: When wielding a flaw.
knightly weapon. such as a
sword, ball and chain, or lance, Nnfmc's friend
yo u gain a +2 insight bonus to
An imals of all kinds view you
attac k ro ll s. Additionally, you
as the pin nacle of charm and
may use weapons as if they I
grace.
arc one size category Prerequisites: Wis
small er than thcy arc. 13+, Animal Empathy 4+
ranks
fg,,,, Blow Benefit: You receive a
You fight dirty to ensure +4 insight bonus to checks to
your victory. improve any non-talking animal 's attitude. A non-talking ani-
Ben efit: Once per day per level when using an unarmed mal's starting attitude towards your character is never worse
attack, you may fight dirty and attempt to hit your oppo- than Indifferent. You may use Animal Empathy to teach an
nent in a vital spot. You must declare that you are using this an imal tricks as per the Handle Animal skill in the PHS.
abi lity before you make you r attack roll (th us, a failed Speci al: If you have the Farm Kid Origin feat, the
attack roll rui ns the attempt), If yo u hit, you do damage bonus to checks to improve an anima l's attitude increases
norma lly. and your foc must make a Fortitude sav ing throw to +8.
(DC 10 + Y, your level + your Str modifier). A defender
who fails his sav ing throw is stunned for onc ro und . Only
targe ts with discern ible anatomies are viable targets, there-
Noble ~piri t ~tr-~iilnt
You arc at your best when protecting someone else. You don't need anyone's help and arc quite comfortab le
Prereq uisites: Promising, Che 13+ on your own.
Benefit: Whenever you fight in the defense of another Benefit: You gain a +2 morale bonus to all despair
indi vidual who is under attack. you rece ive a +2 circum- checks made while you arc alone. In addition. by expend-
stance bonus to attack rolls, savi ng throws, and AC. The ing one imagination point, you may designate an adjacent
person you defend must have a base attack bonus less than opponent as fla nked even if he is not. giving you a +2
yours and must be in some sort of immediate physical or bonus to hit and denying the opponent his Dexterity modi-
mental danger. The bonus ends once the person you arc fier (if any) to AC.
defendi ng is no longer threatened. Special: If you have the Orphan creation feat, you a re
immune to despair checks while alone.
p zmk
You think you a re tougher than you are. ~rcerer·.s CPprenl1ce
Benefit : You have a high opinion of You have a natu ral inclination
yo urself, whi ch is evident in yo ur smart when it comes to learn ing magic.
mout h and your attitude. You gain a Prerequisite: Int 15+
+4 co mpetence bonus against spells Benefit: You receive a +4
and effects with the compulsion bonus to Magic Intu ition checks
descriptor. In addition, you gain a to learn new incanta tio ns.
+2 com petence bon us to Tri ck Sp ecial: Magic is explained
checks made to intimidate a target. in full detail in Chapter 3.
ar ness
cd abi lity to sum mon fire, it provides a +2 compe tence small er than the character's, then the weapon is li ght for
bonus to Trick chec ks. that character. If the weapon's size category is the same as
First Aid Kit: Five times per day. the fi rst aid kit may a character 's, then the weapon is one-handed for that char-
provide the benefits of a cure minor wounds to whomever acter. If the weapon 's size category is cnc step larger than
you treat with it. One per week, it may provide the bene fits a character's, then the weapon is two-handed tor that char-
of a cu re light wounds spell as cast by a 5th-level caster. acter. If the weapon's size category is two or more steps
Fl ash ligh t : The flashlight on ly fu nctions for 5 rounds larger than a character 's ow n, the weapon is too large for
each day; however, a nyt hing caught in its 15 n. long, 5 ft. the character to usc.
wide beam is seen as it truly is. as if all viewers were under Increased weapon size: Larger and smaller versions of
the effects of true seeing and detect magic spells. \..'capons may be created (for instance, a Large ogre could
Additionally, using the beam when looking for something use a troll axe one-handed, but if he wanted a two-handed
gives the wei lde r a +5 bonus to Notice checks. Creatures weapon he'd need a Hu ge trol laxe). Simpl y use the follow-
active ly trying to evade the beam must be hit w ith a ra nged ing damage die progression for increased or decreased
to uch attack. Th e 5 rounds need not be co nsecutive. weapon sizes:
Invisible friend: You gai n a permanent unseen ser-
\"Unt. If destroyed. it returns on the following day.
Old Damage New Damage
Id2 Id3
Leather Jacket: You are immune to critical hits.
:\la~ic Marker or C r a yon s: You may draw an exit on
Id3 Id4
a surface. You do not know where the exi t goes, but it may Id4 Id6
be better than w hat yo u face . Id6 Id8
Shin Guards: These ac t as shill gua rds of protection Id8 or 2d4 2d6
+ I , giving you a + I deflection bonus to AC. IdlO 2d8
Idl20r2d6 3d6
Sunglasses: You gain darkvi sion out to 60 ft.
2d8 or 3d6 3d8
Stuffed Animal: Once per day as a full-round act ion.
you may summon a ce lest ial an imal for I rd/level. The ani-
mal. regard less of the shape of the stuffed anima l. uses the
Weapon De.scripI1om;
stats for a celestial dog at levels 1-2, a ce lestial riding dog \Vhile most of the weapons presented in Table 3.1 are
at level s 3-4. and a celestial black bear at levels 5-6. self-explanatory, some require further description.
Um b r ella : Upon opening thc umbrella. you gain the Brass K nuc k les: Brass
benefi t of z feuther fall spell. knuckles a re the traditional
weapon of the bully, striking
fear in his targets and awe
Large
Grcatelub IdlO x2 B 15
Longspcar* Id8 x3 P 9
Herosword 2d6 19-20/x2 S 15
Poleann* 2d4 19-20/x2 P/S /B 15
Spear" Id8 x3 P 20 ft. 5
Trollaxe Idl2 x3 S 20
~1issile Weapons
lilly
Stick s and stones Id3 x2 B 5 ft. .5
Small
Lawn dart Id4 x2 P 20 ft. .5
Slingshot' Id4 x2 B 50 ft.
Medium
Crossbow, light Id8 19-20/x2 P 80 ft. 6
Shortbow Id6 x3 P 60 ft. 2
Large
Crossbow, heavy Id l O 19-20/x2 P 120 ft. 9
Long bow Id8 x3 P 110 ft. 3
lUble 3.2: rmor
AC Max C heck Speed S peed We ig h t
Armor Bonu s Dex Bonu s Penalty (3 0 ft.) (20 ft. )
Light Armor (Body Bonus)
Cardboard' +1 +2 - I 20 ft. 15 ft. 2 Ibs.
Leather jerk in +2 +6 0 30 ft. 20 ft. 10 Ibs.
Football pads +2 +4 -2 30 ft. 20 ft. 12 Ibs.
Bandit's annor +3 +5 -2 30 ft. 20 ft. 20 Ibs.
Heavy winter coat +3 +2 -3 20 ft. 15 ft. 7 Ibs.
feet away with it, but you can't use it against an adjacent damage against creatures two sizes larger than the wielder,
foe. A longspcar may also be used as a heavy lance. etc. They require two hands to use.
Polearm: Poleanns have a specia l place in the realm of
fairy tales. They are those oddly shaped blades on sticks that
•
castl e guards and empty suits of armor are always holding.
Because there are so many shapes and sizes possible for the rtmm C 130nases
weapon, poleanns in Grimm are all of them at once. As
such, a polcarm wielder may choose one of the following Grimm uses several new types of AC bonuses. First of
special abil ities for his weapon at any given time: all, all characters receive a defense bonus from their arche-
Reach: You can strike opponents 10 feet away with the type levels. This bonus applies only if the character does
polearm, but you can't use it against an adjacent foe. not wear armo r on his body, use a shield, or wear a helmet.
Set to Receive: If you use a ready action to set the It represents a kid's natural ability to simp ly get out of the
poleann against a charge. you deal double damage on a way of stuff with skill and luck. and relying on physical
successful hi t against the charging creature. protection takes away that fa ith in yourself and the luck
Disarm : You get a +2 bonus on opposed attack rolls that watches over you. A character's defense bonus is
made to disarm an opponent (including the roll to avoid always working, even when fl at-footed, and applies to all
being disarmed if such an attempt fail s). attacks, even touch attacks.
Trip: Because of the polearm's curved blade, you can lf a character chooses to use equipment rather than re ly-
use it to make trip attac ks. If you are tripped during your ing on his defense bonus, he has severa l options. A sample
own trip attempt, you can drop the poleann to avoid being list is given in Table 3.2: Armor, but is by no means com-
tripped. prehensive. An equipment bonus is comprised of three sep-
Slingshot : In myth and story, sli ngs (and their modem arate sub-bonuses that stack: body, shield, and helmet. The
version. slingshots) represent the ability of the underdog to bonuses from all three combine to create an equipment
triumph over larger foes. Slingshots do double damage bonus. This bonus does not protect against touch attac ks.
against creatures one size larger than the wielder, triple So, a character 's AC is determined using one of thc two
following equations. Miscellaneous refers to things like e:.nclmnfed Wenpon.s a nd {irmor
dodge bonuses, deflection bonuses from incantations and
One, two! One, lH'O ! And through QI";/through
items. and size bonuses:
The vorpal blade went snicker-snack!
to + defense bonus + Dex bo nus + mi scellaneous He left i l dead, and with its head
He went galumphing back.
or -s-Jabberwocky by Lewis Caro ll
10 + equipment bo nus (body + shield + helmet) + Spear and Magic Heeeeeeelllllm et '
Dex bon us + m iscellan eous - Elmer Fudd
~nini~ <1fmor Magic weaponry and armor are a staple in the fantasy
genre. All warriors yearn for the sword that warns of dan-
Kids usually don't begin play with armor, and must ger. the bow that always strikes true, or the impenetrable
either find it during play or be given it by benefactors. shield. In the imaginations of the kids trapped in the
Their archetype-granted defense bonuses should keep them Grimm Lands. these visions are clearer, the desire stronger,
out of trouble until then. As the GM , it is easy to control and the need greater. Rather than the normal statistical
what sorts of arrnor get into the players' hands. simply bonus to hit and damage, however, enchanted weapons in
because most of it will be sized for adults, and therefore Grimm should be tailored specifically for your adventures.
won't fit the pe s. However. some characters may wish to They are often the goal of an adventure. or the tools that arc
h.a ve armor to begin play. If a cha racter wishes. he may sac- needed to succeed at a quest. A shield might allow a kid to
ri fice everything in his starting equipment package, and hop up on it and levitate, wh ile a swo rd might whi stle
inste~d arrive in the Grimm Lands confusedly holding or annoying tunes constantly, dri ving away the sensitive-
wean ng a leather jerkin. a metal cap, or holding a barrel lid . eared bat-like creatures of a dark bog you must pass
through. An enchanted weapon rarely stays with the char-
<1fmor De.scriplion.s acters for long, just long enough to be useful before being
Ar mo r Check Penalty: Armor check penalties for lost, de stroyed. or given back to its ri ghtful owner.
armor and shields apply to the follow ing skills: Athletics,
Nimbleness, Sleight of lland, and Sneak. Ifth e armor worn Crax Ilems
is equipment for a particular sport, such as hockey pad s, Whil e the monsters in Grimm can easily outnumber
halve the armor check pe nalty when playing that sport. The . '
oversize, and overpower the kids. many of the foes have
armor check penalty for helmets does not apply to the obscure fragi lities and weaknesses that the kids can take
aforementioned skills however; it appl ies only to Notice advantage of. The items that can be used to exploit those
checks, and is an independent penalty from normal armor weaknesses are called crux items. Crux item s are de signed
check penalties. with two factors in mind: rarity of the item. and obscurity
Arcane Spell Failu re: Because kids in Grimm use of the weakness. Everyone ma y know that the secret to
incantations rather than spells, they never suffer arcane defeating the giant killer wasps o f the Gringyre Mountains
spell failure chances due to armor. The residents of Grimm is to lasso them with rope made from 100 ear hairs from a
are not so lucky, however; NPCs with spellcasting class giant. but who has a rope like that? Likewise, an acidic
levels suffer a 100% arcane spell failure chance when ooze that terrori zes the countrys ide ma y be destroyed by
weari ng any sort of armor. Bad guys can wear armor, or something as common as dairy products, but until it attack s
cast spells, but not both. a milkmaid. no one would know that.
~al!Y ~pecial
fnry Wnnd5
While standard d20 System wands may exist in Grimm,
they arc significant enough in the fairy tale genre to
'" aipment deserve to be more than just a stick that cas ts a single spell.
In the hands of witches or fairy godmothe rs, they can be a
source of power, without which the ally or foe cannot cast
Grimm is a game about wonder, whether it manifests as spells. In the hands of children. however, they take on
a form of amusement or horror. No tale of horrific mon- another role entirely.
sters, fantastic creatures, and puzzling riddles would be For kids, fairy wands are the imagination batteries of
complete without the occasional magic vorpal sword, fairy Grimm . Each wand has an imagination point rating. Simply
godmother 's magic wand, or carriage sha ped from a pump- by concentrating, a character can spend up to that number
kin. Really spec ial equipment, as it is called in Grimm, o f imagination points, storing them in the wand. Those
manifests in a variety of ways, but they almost always fit points. may be recalled later as a standa rd action by gestur-
into a tale in some way or another. As the GM , you should mg With the wand and speaking the command word. When
look to Grimm 's Fail)' Tales as a resource for all sorts of used to power incantations. a fairy wand is considered to be
fantastic goodies with whi ch you might tempt or aid your a use-activated item. and is simply gestured with as part of
players. From a pair of glass slippers to a magical bird with the casting. Most fairy wands have imagination point rat-
feathers of actual gold, you should feel free to come up ings between one and three; none shou ld ever exceed five .
with all sorts of strangeness to awaken the children in you r The command words range from silly (requiring a new
players. The following are some of the most common items r~yme each time the wand is used) to disturbing (bei ng
that characters in Grimm encounter. tn ggered by megalomaniacal lau ghter).
yizmos Im~inillion points
Gizmos are the Grimm version of wondrous items. They By the time a person reaches adulthood, he has proba-
can be simply variants on anything bly outgrown his imagination. perhaps due to
~oun.d on the wondrous items ~~ --- ~~~ the frenetic pace of modem ~i~e. or as a
list In the DMG (a stop- ~ ~ ~~~ byprod uct of added responsibility To a
watch of speed, a . /:=:::-.. '~. ." '~ ;~\, child, however, imagination is a daily
weighttifung belt of / ~ -::. ~-- ~". '" . : ~ _ ' ~~ _ ~ \l\ part of li fe, used to help him cope, ere-
~ia1l1 strength. and the ~ ~ v-' , m . __ ~\. r ate. and c~lcbrate. C hildr~n who enter
like), or could be .~- '/I " ,~ th e G rimm Lands d iscover that
spell-storing items ~ _. r ( - \\ ~) \ )1 imagination has real power there,
t~a~ are usabl e a ~~# ) ,', rr; J~ ):11~ '~ ~ g iving the.m the. abil ity to edit the
I ~ mlted number of ---. - . c .. ~ ~ 1; " ' ~)'J! f, story 111 which they have sud-
times per day (an ::::---. / ~ /j " -';:.r dcnly fou nd themsel ves.
eraser that cast s ~ ~ ~ ~ ~) Thc first step is coming
erase, a cell phone up with the idea, the
that casts message, new perspective on
etc.). Those arc the reality; after that, a
useful but unintcr- child simply needs
esting gizmos. to beli eve in it
The ones that enough to make it
really get the play- so.
crs" attentions, howev-
er, are the zany and inex- C.ilini~
p licab le items that ca use '[ Im~tnillion
things to happen j ust because.
Cakes that say "eat rnc" and As child ren
cause the eater to shrin k, spend time in the
wardrobes that transport you to G rimm Lands,
other places, and clock- their imagination is
work ow ls arc just a few fostered . The easi-
examp les of the gizmos est way to gain
found in fairy tales, fic- more imagination
tion, and mythology. points is by
They do n' t need to advanc ing in yo ur
have game mechan- arc hetype. Eac h
ics or specific rules child gains a ran-
applied . . . or at least. dom number o f
. ": ', <" ....- • • • '
none that arc set in stone. ';"!Jl3 »1I1atton pomts .' ,;.
They simply do what you. the at Ilil'Tevel, plus the ' .
GM , want them to do, and arc charac ter's \Visdom modi-
used more as plot devices and fi er. Every level thereafter, the child
story as pects than as treasure or tools. gai ns a set amount of imaginati on, with
dreamers ga ining the most. Sometimes your
GM may award bonus imagi nation points for exception-
• al play. The bonus points man ifest in two ways: as inspira.
-
•
--
,
-
rave
The Grimm Lands are a dichotomy of the fam iliar and could be that the environment itself can sense that kids ,
alien, a blending of ethics and amorality. It is a place where with the ir imaginations, can change the landscape of their
old women eat children, where woodcutters cut open own volition. Or perhaps it can taste the othenvorldl iness
wolves to free a child and her grandmother, and where on the bottom of the kids ' feet. Whatever the cause, the
troll s live under every bridge, ambushing the unwary ... or kids' surroundings are as often adversaries as the denizens
is it? The Grimm Lands and its denizens have changed over that dwell there.
their centuries of imprisonment and stagnation, making it
very difficult to tell who has retained his origina l stripes,
good or bad, and who has shucked his previous perspective
for a deviant direction. This chapter attempts to capture the
The fund
spirit of the Grimm Lands by examining the lay ofthc land, Most of Grimm Lands civilization. if one could call it
its masters, and the laws and rules governing it. that, consists of a stretch of land cordoned off into discrete
sections, appearing not unlike a giant checkerboard. Within
each square is a castle, a village, some stands of trees, the
occasio nal pond or lake, and a few hills bordering on
offhe mountains. Ruling over these squares are petty Kings and
Queens who lord over the ir subjects, if subjects they have,
and pursue their own interests. Th e mo narchs who rule
e Grimm Lands are di fficul t to de fi ne in any one ha ve a variety of motivations and personality quirks. Some
sense, shifting and changing as they do. The land itself is a monarchs grapple with depression, while other kings are
large square, surrounded on all sides by the sea. It has the spoiled and juvenile, having inherited the ir thrones too
same variations and geological features as man y other early. Some are simply raving lunatics.
lands, replete with mountains. sprawling fore sts, and patch- Not all kingdoms are wealthy or even populated. Many
work fields. What differentiates the Grimm Lands from the mona rchs employ only a small staff to oversee the regular
real world, at least in this capac ity, is that everything here operations wh ile they venture forth to hunt the Grimm
is exaggerated. Th e mountains that loom ove rhead or sep- Land 's rarest prey (ch ildren, that is). Others are deserted
arate villages are impossibly tall and impassible. The shells, overtaken by the encroaching Great and Awful
forests are dark , lush thickets, virtual ly impenet rable Forest.
except by the narrow trails weaving amongst the boles of Just as each square has its ruler, so too do most squares
ancient trees and passing rich green meadows and ominous have their ruled. Almost every square features one village
dark dells. Rivers are wide and tumultuous, and even the and surrounding fields, where peasants toil for crops. The
mundane, rolli ng hills seem near to bursting with their villages can be safe havens, making them the closest things
everydayness. to normalcy in the Grimm Lands, or can be abodes of trai-
However, along with the intensity of the geography torous desperados who wo uld sell a kid's skin, teeth, and
comes instability. Tree lines shift and move, such that any bones for a day's victua ls and some ale to forget their woes.
minor copse of trees or friendly woods might suddenly The re are two meth ods for expeditious tran sport
expel you into the Great and Awful Forest. Mountains pick through the Checkered Kingdoms . The first, and most
up and move while the common folk sleep at night. Even common, is on the Riotous River, a great serpentine stretch
the sun and moon are winsome force s that may range from of water meandering through the Grimm Lands, changing
indifference to pleasure at the suffering of those below. All direction whenever it likes, capsizing small crafts with
things in the Grimm Lands, beneath the vivid landscape, capri ce. The river always flow s to (or from, depend ing on
are alive ... and many nurse a loathing for children. It the mood of the waters) the Loomslag Peaks, where it van-
ishes into (or sources from) a dark cave. Inside the cave. dwarves. These industrious fellows dig in the mountains'
the waters darken, polluted by the River Styx as they j oin wake for lost bits of treasure left in the ruins of the villages
its passage. As with the myth, anyone who even puts the tip and castles that didn't move out of the way quickly enough.
of her finger into the waters when within that cave loses all The Great and Awful Forest stands in sharp contrast to
memories of her former life. the somewhat ordered environment of the Checkered
The Riotous River can be crossed on one of the many Kingdoms. The wood covers about half of all the Grimm
bridges spanning the turbulent waters. Lurking under most Lands and is home to all manners of creatures wishing to
of these bridges are trolls, who exact payment for crossing. retain their anonymity. All along the forest's boundaries are
The surest and least expensive passage over the river is small commun ities of woodcutters, herbalists, and trappers,
across the London Bridge. which is in a constant state of all of whom live in constant fear of the monsters living
decay and always on the verge of falling down . A disgrun- within the arboreal nightmare. These communities are
tled fanner's wife purchased the bridge from the gigantic hom e to the freaks and exiles from the Checkered
troll that once hid beneath it, ensuring safe passage for Kingdoms, like Peter and his wife-eating pumpkin, the
those who pay a piddling fee. Wh il e the fanner 's wife, homeless Old Woman who collects the feet of children in
known only as the bridge lady, charges very little for pas- memory of her stolen house (her previous abode, shaped
sage, she more than makes up for her losses in the sheer like a shoe, was innocently absconded by a giant who
numbers of users. thought it nothing more than footwear, with most of her
The bridge's entropic state was very troublesome to her children mashed into toe jelly beneath his calloused feet),
for many years, making it nearly impassible; lately, how- and eve n Hans the Hedgehog, who lives in the forest but
ever, passersby have noticed swarms of enslaved, blind emerges to trade his pigs for nubi le young wives.
mice doing maintenance on the bridge, constantl y dripping Despite the Great and Awful Forest's lawlessness, lend-
blood on its surface from their hacked-off tails. They clam- ing to its foreboding facade, there is a definite presence of
ber everywhere, testing the bridge's co nstruction by feel, leadership from within. Mother Goose and her enslaved
rerying a steel cord here, tightening a rivet there, and mount fly out from the depths of the forest, bearing mes-
replacing the stones that fall into the rushing, turgid waters sages to distant kings and queens. Her master is the Rotten
below. The story goes that the mice were tricked into slav- King, once called Humpty Dumpty, now the self-pro-
ery by tbe pied piper, who led them to the bridge lady; once claimed master of the Great and Awful Forest. Surrounded
she had them in cages, she promptly cu t otT their tails with by his court of sycophants and lovers, he announces his
a carving knife and blinded them by stabbing their eyes mad decrees from a thro ne built out of a crumbl ing wa ll.
with needles. Ownership of thei r tail s seems to give her In addition to the Rotten King, the Great and Awful
power over them, and their blindness prevents them from Forest is home to all sorts of nasty denizens, including
finding their tails hanging in her closet. Ever since that wo lves, witches, Hansel and Gretel and their poisonous
bloody day, the bridge has remained passable, but barely. gingerbread house, and sometimes even the Devil himself.
The other, more exclusive, method of travel is through There are also talki ng and upright animals, exiles and out-
the Giant Beanstalk. Years ago, when Jack escaped the casts, and the occasional tree sprite. Wandering through the
giant's castle and chopped the beanstalk down (gargantuan woods is foolhardy, but the stalwart may find it a place of
pursuer and all), he sent miles of ten to twenty-foot thick grand adventure.
magical beanstalk plummeting to the earth. The humon-
gous stalk crushed thousands of trees and the cottages of
dozens of villages when it came to a thundering rest on the
ground. It still lies where it fell, serving as the basis for a Encircling the Grimm Lands is the ocean, a vast
new ecosystem. Varieties of small animals, fairies, and
expanse of perfect blue, with cresting caps of white, wheel -
even some humans have made their homes in and around
ing seagulls, and the occasional spout of water bursting
the miles-long fallen plant. from a leviathan's blowhole. Islands dot the oceans, small
A trio of ingen ious gno mes devised a way to carve out
tropical paradises each more beautiful than the last. Despite
the center of the stalk to create a new home after the
the beauty of the archipelagos, galleo ns of evil intent
beanstalk made short work of their former abode. In time,
blacken the coves and straits, children and monsters
and with the aid of other fairy creatures, they were able to
chained to their oars, ragged Jolly Rogers snapping from
construct an extensive passage connecting every part of the
their masts. The sea itself contains all manner of creatures,
Grimm Lands to any other. The gno mes, now custodians of
from fish that grant wishes, to chatty lobsters and walrus-
this grand high way, require travelers to perform some mun-
es, to the most etiquette-observant of sharks. who always
dane service, like cleaning a hearth, sweeping a room, or
accompany their meals of human flesh with the best blood-
repairing a wagon wheel. Their brusque manners and busi-
red wine. Even the seagulls chatter and torture, flipping
nesslike efficiency belie kind hearts; their charity and mode
crabs to their backs and letting the sun bake them, killing
of safe transportation has offered reprieve to many a dis-
them slowly. In all, there is no respite in the ocean blue.
traught child from the real world.
At the very edges of the horizon, one can just make out
\Vhile the beanstalk creates a path through the king-
the swirling mists of the Edge. The Grimm Lands are a flat
doms, it cannot provide passage through the Loomslag
world, the waters of the ocean pouring over the sides to
Peaks. This massive range of mountains moves from place
spill down into the void below. Old crusty pirates tell of the
to place, crushing any who happen to find themselves in its
horrible things living at the edges of the world, a place
lumbering path . The beanstalk always curls to a halt or
where the stars come to life, where awful monsters with
doubles back on itself when the Loornslag Peaks interpose
twitching tentacles rip apart the unwary sailor. They even
themselves in its path, but picks up again on the other side.
speak of things composed of color alone, descending from
One common sight within these mountain peaks, aside
the shadows of space to feast upon the minds of those too
from ice queens, yetis, and frost gho uls, are small camps of
,
l ,'
f .
bold, What lies beyond the fabled edge of the world, no one prisingly common knowledge. Just about anyone, should
can say. However, most believe that trying to escape the he be desperate enough or fooli sh enough, can fi nd the
Grimm Lands by sailing over the edge is futile , , , though Underworld. You see, it wants you to corne into it. It wants
other worlds may be reached that way. they are undoubted- you, period. It is the Grimm Lands in the extreme. Its cas-
ly only more hellish and terrifying, tles and caves are more deadly and confusing, its alien
While pirate ships aplenty travel the seas, odd vessels in skies more threatening to sanity, its cornucopia of inhabi-
the shapes of pots and pans and even hats bear mad pas- tants more de sperate and damned. The Underworld is a
sengers about. Occasionally, seaside villages exile the place of temptation that exists only to lead kids astray and
more wicked members of their com mun ities to a life at sea. entrap them in the perpetual gloom of an illusory realm.
Being trapped in a shoe, hat, or crock-pot for months at a
time with two other lunatics is almost enough to drive a
madman sane. 13u!Y10n
How many miles to Baby lon ?
The Cele.s11ul 13odie.s Threescore miles and ten.
Can I get there by candlelight?
Crossing the sky over the Grimm Lands are two celes- Yes. and back again.
tial bodies: the Sun and the Moon. Instead of the normal Ify our heels are nimble and light,
heavenly bodies, these not-so-distant orbs are sentient You may ge t there by candlelight
beings themselves, and neither of them are terribly friend- - How Many Miles to Babylon ?
ly. The Sun is a distant being, causing droughts and steal-
ing warmth at whim, barely noticing the denizens below Though the Grimm Lands can be an exciting place to
that rely on it for life and sustenance. explore, most trapped children eventually begin to yearn
His opposite is the Moon, a raving lunatic who may for home. If they do not, it seems a certainty that the con-
loom in close to peer at travelers with a squinting, twitch- stant threats o f the world around them. and the murderous
ing eye be fo re spinning away, laughing as it bobs in the assaults of the enemies they invariably make in their explo-
night sky. The Moon enjoys driving the inhabitants of the rat ions and escapes, will eventually hunt them down and
Gri mm Lands mad, but even more so, it enjoys betray ing kill them. Getting back home is no small task; it is. after all,
hidden prey to their hunters by casting its beams on thei r the ultimate goal of any Grimm campaign.
hiding places. From time to time, it pulls a hapless person Kids in Grimm inevitab ly get sucked into quests, are
up with it and strands him in the night sky, With only the hunted by innumerable threats, and are forced to use their
Moon's hideous chortling for company, these living con- imaginat ions in ways they never dreamed possible. In these
stellations rapid ly become moon-touched, joining the explorations, they may catch wind of an old nursery rhyme,
moon in its insan ity. Once this state has been achieved, the one speaking of a fabled land called Babylon, This place,
Moon lets the prisoner go, encouraging him to spread the be it a nation or a city. stands as the key to their escape.
shrieks of his delirium throughout this already twisted Babylon should be the ultimate goal of the children; it
world. stands as the door to their world. How to achieve it, its
The Sun and the Moon are not alone in their lofty perch- nature, and the possible denizens of such a place are up to
es. Many other creatures dwell in the skies above the the GM. who may even decide it does not exist, except in
Grimm Lands. Castles on clouds. once the abodes of giants the kids' imaginations themselves.
and princesses, now drift along on ragged strips of mist and
air, their floors rotted out, threatening to drop any visitors
to the gro und miles below. Giant bats wing to and fro in the
night, whi le murders of crows and unkindnesses of ravens
alternate between spying for the Rotten King and savaging
unwary travelers.
aws of
lhe Underworld
Beneath the surface o f the Grimm Lands is a preposter- The Grimm Lands are a shifting tapestry of colors,
ous world home to capering demons. exiled and enchanted sounds, and experiences. It rarely keeps the same form
princes, lost children, and the ever-fearsome Dragon. from day to day, with whole kingdoms erased by the
Despite its many dangers, the Underworld is a place of Loomslag Peaks. the Riotous River changing its course and
secrets, a place where one could fi nd escape from the directi on of fl ow, and cleansing storms scouring the land of
Grimm Lands by braving great danger. To reach the its inhabitants. Even the Sun and Moon take to the sky at
Underworld, one has to find the right kind of doorway, unusual times, often quarrelling in the firma ment together.
Some doors may lie in the bottoms of wells, others in secret Even though it seems the Grimm Lands are chaotic and
rooms in castles. Finding such passageways is only the unstable, there are a few rules regarding its form.
beginning; one must know how to open them. as well. A 1. No thin g is permanent: There is no constant in the
passageway beh ind a bed may obvious ly be one o f those Grimm Lands. Kings and Queens rise and fall. Boundaries
entryways, constantly leak ing the flickering light of hell - always shift. The Grimm Lands are in a constant state of
flames and odor of brimstone, but if you don't know to change. And no one, ab solutely no one, ever lives happily
knock three times on the headboard you 'll never get ever after.
through. That said, such secrets and tricks of entry are sur- 2. Sanity is madness: Some form of madness afflicts
'F=ti • ~, f~'Ar~~
~ , : ''1;': ,
everyone and everything. Folk of the Grimm Lands view word. If you swear to slay a dragon and someone e lse kills
sane children as the ones who are mad. it before you, you do not die. If you do not try to fight the
3. Imagination can only change things: It can never dragon at a ll, or try to get someone else to do the deed, you
remove something or someone from existence. die.
4. One w ay out: Though many doors lead into the Damnation: W hen you die, your soul is reserved for the
Grimm Lands, only one leads hom e. Un derworld. This may seem a small price to pay now, but
whi le you live you are one of the damned, and people sense
this about you. A ll NPC attitudes worsen by two steps, and
Qtrests. Oaths. and NPCs with re ligious affi liations refuse to deal with you .
Pain: Wracking waves of pai n course through you~
body for the duration of the penalty, giving you a -4 penal-
l3reaki~ oen- Word ty to all attack rolls, ski ll checks, and saving throws.
Transformation: You transform into an animal. Whether
or not you reta in your intellect, much less remain able to
One of the less obvious but important differences speak, is adjudicated by the G M. The more innocuous the
between the Grimm Lands and the real world is that, in the animal, the more likely you are to retain your faculties and
Grimm Lands, promises arc binding. There arc serio us be able to co mmunicate. A kid turned into a bat, cat, or
repercussions to those who do not follow through w ith frog, for instance, is likely to retain his human voice; a kid
vows that they've made. Simply saying you are going to do turned into a dog or horse is likely to retain his intellect, but
something, even directly to another person, does not carry not his ability to speak; and a kid transformed into a bear
any penalty. An oath must carry the penalty inside of it, and or a lion will not even remember that he was once human,
by sta ting the oath, you must also accept the penalty for and becomes a w ild animal. This punishment lasts until the
failure. Hence, " I swear I'll get him someday" is not an character meets a certain condition as defined by the oath.
oath for these purposes . " I swear I'll ge t him or I' ll cut off Examples include a kiss from a prince or princess, immer-
my left hand," however, is a binding oath. sion in the snot of a dragon, or something else of the sort.
To avoid the repercussions of not fulfil ling an oath, a Diseased: You gain a horrific and sickening disease, as
character must endeavor to meet all the criteria stated in the defined by the oath. The disease is never lethal , but has
oath itself. There is no hiding fro m an oath, nor any way to some sort of spectacular visual effect, such as suppurating
hide or obscure the fact that one has been successfully sores, bursting blisters, weeping eyes, or inflamed rashes.
completed. Oaths are never official if made under duress or For as long as the character has the disease, he suffers a - 10
direct threat ofhann, such as "S wear to serve me or I'll kill circumstance penalty to all Charisma checks.
you!" Nor mayan adversary enforce an oat h if the oath Blindness/Deafness: The character loses sight or hear-
maker's loved ones are under duress, if doing so is the only ing for one year.
way to prevent an evil act or other such blackmail, if the
~mpfal1ons
oath maker or his loved ones are imprisoned, or if he is
under the effects of mind-altering magic. The oath is a tool
to ensure trust and cooperation between equals, not a way
to force prisoners and those at your mercy to behave as you
wish them to. However, as is often the tactic of the Devil or One of the greatest dangers in the Grimm Lands is that
of falling prey to te mptation. Kids that give in to their basic
the Rotten King, conscious oaths may be ex tracted by
desires without thought for the co nsequences place them-
trickery. Oath makers may say the damning words without
selves in grave jeopardy. Worse, ma ny tem ptations do not
thinki ng, may make a promise regard ing things they are not
enti rely informed of, or may even swear an oath to an allow you to pause and give thought to your actions,
instead ensnaring you with their mental control and forc ing
enemy in disguise. For instance, if the Devi l disgui ses him-
you to give in. Many beings in the Grimm Lands prefer
se lf as King Wenceslas and convinces a kid to swear " I w ill
such subtle methods of ensnaring their vic tims , and thus
serve you to the end of my days, on pai n of death," the oa th
the land abounds with tasty-looking app les, delicious-
binds the kid to the Devil. If, on the other hand, a wiser kid
smelling treat s, shiny piles of gold, beautiful garments, and
in the same situation were to swear " I wi ll serve King
other irresistible delights.
Wenceslas to the end of my days, on pain of death," that
Various items, people, and places have temptation lev-
oath wo uld be binding . . . but it would bind the kid to the
els. Thi s level rep resents how enticing something is. When
person mentioned, the true King Wenceslas , rath er than the
Devil in disgu ise. a player character (or sometimes an NPC) encounters a
temptati on , she must ma ke a Will save, using its temptation
level as the DC. Tempting things can (but do not have to)
Ob, The pain have a target assoc iated with them, which means that they
tempt only the co rresponding target. Valid targets include
Any sort of punishment imagi nable can be linked to an children, wolves, witches, little girls, little boys, nobles,
J
oath. Characters could gain leprosy, die, go blind, lose a peasants, animals, spirits, hungry people, thirsty people, or
lim b, or anything else nasty. Some punishments are perma- even particular character archetypes . Generally, if you are
nent, such as in the case of death, while others have a finite not part of the target group, then you suffer no temptation.
duration. Punishments are either permanent or last for one Tempta tion levels are represen ted as fo llows. An
year, unless the natu re of the promise is insigni ficant. Some adorable puppy with a temptation level of 14 and a target
example punishments follow. of kids would be listed as puppy (Temptatio n DC 14: kids).
Death: The oath taker dies upon breaking his oath. This Some things may tem pt different sets of creatures, while
occurs if the person himse lf is responsible for breaking his others tempt all creatures but have a particular impact on
{
specific target s; finally, a temptation may tempt on ly one The second type of encounter is, simply, people. Th ese
normal target type but have a particular draw on an even are the humans, both good and evil , that populate the
narrower subdivision of that target type. For instance. a Grimm Lands. These characters include the Woodcutter.
group of kids may accompany a prince on a mission to find
a magic crown. On the way there, they come across the
Devil disguised as a storyteller, spinning tales of daring and
the Mad-Hatter, any of a handful of witches, any of the
kings of the land, or even other kids trapped in the Grimm
Lands. These characters may be allies. adventure hoo ks.
9
~
high adventure to delay them from their quest . These tales threats. rival s. or anything else you can imagine. ..,
~I
are tempti ng to not only kids. but also those of the adven- Fairy tales are chock full of talking animals, walking
turing mindset, like knights and princes. They would be animals. simple beasts of burden. and decorat ive woodland 0'C!1
li sted as tales (Temptation DC 12: kids, adventurers). Later creat ures. They may function as guides, opponents. or :l
on, the kids and the prince find the crown. This item is adviso rs. capable of far more than their mundane counter-
tempting to any intelligent being, but particularly so to parts. The Three Bears, the Frog Prince. and Hans the
those of noble blood, who suffer a -4 penalty on their Will Hedgehog are examples of fairy talc animals.
saves to resist the temptation (Temptation DC 20: all, The final category is fantastic creatures. These are mon-
nobles -4). Subsequently, on the way home, the party may sters, fey, and friendl y folk that no lon ger exist in the real
come ac ross a pa ir of reall y cool sunglasses left behind by world. They are the true natives of the Grimm Lands. Such
a witch as bait. The sunglasses wou ld loo k grea t on any creatures include the Dragon, spirits. dwarves, giants. red-
kid. but are particul arly suited to those who concern them- caps. and more. Though fairies have romantic connota-
selves with the latest fashions; therefore, they are listed as tions. the fey folk of Grimm can be male volent creatures
sunglasses (Temptation DC 16: kids, popular kids - 2). who hunger desperately for the yummy imagination in a
When a character succ umbs to temptation. she does child's heart.
what is appropriate for the situation. If it is food. she eats
it. If it is a treasure. she takes it. If it is a person, she talks
to him. If it is a door. she opens it. Once a character resists
temptation. she is forever after immune to its effects. It
p OFNOlt
might still look inviting, but not overpoweringly so .
Temptations may be designed as if they were traps, as In Grimm, a place can be just as dangerous as a person
per the DMG. Most temptations have a magica l effect, so or monster. Some locations ensnare travelers, luring them
pick the spell that most closely mimic s the effect and use inside the walls of a raucous inn to impriso n them in bliss
its level to determine the temptati on 's C R. Exam ples of foreve r after. Others seem innocent, like a fantasy cast le
common effects include bestow curse, geas/qu est, alarm , with brigh t blue shingles, white stones , and creeping vines,
and touch of idiocy. Other temptations may have storyli ne but soon revea l themselves as not only alive, but very, very
impacts (taking the pie gets the baker mad at the party, hungry. Pl aces ofNotc usua lly cannot be fought in a tradi -
which forces them to clean the mi ll to make up for it, which tional manner; they may be explored, avoided, or escaped
allows them to find a trapdoor to a hidden cave, etc .) or from. or perhaps the chi ldren must remove a magic key-
even directly and indirectly damaging results (pretty jewel- stone to bring the place tumbling down .
ry could have contact poison. or someone who picks up a
p.iln.sfOrmi~ Well.s
coo l-looking an imal bone could attract a pack of wolves to
the party). The latter can be designed using the same
mechanics as a mechanical trap, as per the DMG, or sim- Temptation DC 15: thirsty peopl e, girls
ply assigned a CR based on the fight or danger that results Wells are important places in fairy tales. as they link the
in succumbing to the temptation. In any case, because chthonic elements of the Underworld to the hard reality of
Grimm does not use XP. these CRs do not affect in-game the surface world. Wells are places to make wishes, to
rewards for resist ing the temptation. they simply allow you dream. and to receive advice from the wisdom o f the deep.
to tailor the temptati ons to a level appropriate for the party. Some wells are places of great magical power. ne xuses of
the magical currents running through the land ; more than a
few of these have been corrupted by the nightmares and
bitterness of the ch ildren ensnared by them. These well s
connlers may have various effects on those who drink from them.
but the most common is transformati on. A character drink-
ing from one of these wells must attempt a DC 15 Fortitude
Though most players are familiar with the general ele-
save, or be affected in accordance with the table bel ow. The
ments o f popular fairy tales. such knowledge will not "give
creature that the character becomes (or appea rs to become)
away" any of the game to them. The inhabitants of the
is up to the GM , or may be determined randoml y.
Grimm Lands are sufficiently warped that any prior knowl-
edge on the players' parts will only serve to heighten the
R oll Result
players' confusion and highlight the disturbing nature of
01-30 Disguise self
the realm in which their characters are trapped.
31-60 Alter self
Encounters fall into four categories. The first are places
61- 75 Polymorph
of note. Many places in the Grimm Lands are powerful and
76-90 Baleful p olymorph
aware, noticing when inquisitive children breach their
91 -100 Flesh to stone
boundaries. Rapunzel's Tower, Transforming Wells, and
the Great and Awful Forest are given as examples. These
A transformed character remains so until a remove
should play the role of not only locations, but antagon ists
curse or dispel magic is cast upon the victim, or another
as we ll.
I
condition of the GM's choosing is met. Restoring a charac-
ter from this change could be a quest in itself, requiring the
II children to undertake all manners of quests in order to have
I the curse lifted. Use the rules governing the appropriate
-
• • spells to determine the exact changes to the transformed
child.
R..i!pnnzel'5 lOwer
Temptation DC 10: male'
Everyone knows the story of Rapunze l w ith the long
hair, how her father trad ed her for a bushel of rampions,
and how Old Gothel, the w itch, shut her away in the tower
heights for years until she escaped at the cost of her lover's
, eyes. What most do not know is that the tower was aware,
an d that during the imprisonment of the girl, it felt pity. The
I tower tried to entertain the poor girl, encouraging the birds
nesting in its eaves to sing to her and convincing the Sun to
shine in her window for a few minutes longer each day.
I Yet, all its efforts were for naught, as the girl fled at the first
, opportunity.
The tower. crushed by abandonment, became bitter and
jealous. Spiders infested the tower over the next few years,
seizing greater and greater amounts of the structure for
• their own. With the witch long gone and birds all sucked
dry by the spiders, the tower turned to the arachnids for
company. In time, the spiders and the tower achieved a
i symbiotic relationship: the tower lured animals and people
into it, while the spiders devoured them.
Years later, Rapunzel returned to the tower, older and
wiser, to thank it for the efforts she had earlier ignored. The
tower was asleep at the time, and so was none the wiser as
the spiders gleefully set upon her. By the time the tower
awoke, Rapunzel was nothing more than a poison-filled,
bloodless husk ... but the spiders knew that keepi ng the
tower happy was paramount, and as such a swarm of them
inhabited her body and animated it for their own uses. The
tower, knowing only that its beloved Rapunzel once more
walked its stairs and sang from its window, was none the
wiser.
One hundred years have passed since Rapunzel's return,
and her body is far gone and desiccated. Yet her long locks
, of ropey, wispy hair hang from the tower window once
,I again. Many princes and knights have tried to climb the
I carcass's golden locks, only to find themselves in the arms
of an awful corpse riddled with spiders. And all the tower
r knows is that, finally, its dear Rapunzel is happy.
~~v~~nel
Hit Dice: 4d8+4 (22 hpj
Initiative: +3
Speed: 30 ft. (6 squares)
Ar mo r CIass: 15 (+3 Dex, +2 natural), touch 13, flatfoot-
ed 12
Base Att ack/G rapple: +3/+3
Attack: Claw +5 melee ( ld4+ 1)
Full Attack: 2 claws +5 melee ( ld4+1) and bite +0 melee
(ld6 and poison)
Space/Reach : 5 ft.l5 ft.
Special Attacks: Poison, sneak attack +2d6
Special Qualities: Hair, vermin
Saves: Fort +5, Ref +4, Will + I
Abili ties: Str 12, Dex 16, Con 12, Int - , Wis 11, Cha 9 Attack: Branch +9 melee (Id6+4)
Skills: Sneak + 10, Trick +7* Full Attack: 4 branches +9 melee (ld6+4)
Feats: Improved Feint, Martial (natural weapons) Space/Reach: 10 ft.110 ft.
Environ men t: Rapunzel's Tower Special Attac ks: Improved grab, swallow whole
Organization: Solitary (unique) Special Q ualities: Plant traits, vulnerability to fire
Cha llenge Rating: 3 Saves: Fort +8, Ref -2, Will +2
Abilities: Str 18, Dex 4, Con 16, Int I I, Wis 13, Cha I I
The long wispy golden hair ends at the crown ofa des- Skills: Boy Scout Stuff +6, Trick +5
iccated husk of a girl, her body mummified and animated Fea ts: Blind-fight, Cleave, Power Attack
by the swarms of tiny spiders crawling in and out of her Environment: The Great and Awful Forest
various orifices. Her dress, mostly moldered, hangs in rib- Or ganization: Solitary, pair, or stand (1-6)
bons from her skeletal frame. Completing the monstrous Challenge Rating: 5
picture is the host of larger arachnids boiling out of her
mal1/, dropping to the floor to be crushed by her shujJIing This looming tree has gray bark and blood-red leaves,
steps. with ochre-colored sap leaking from various cuts and rents
in its bark. Midway up the trunk, a great maw opens, the
jagged vertical crease revealing bits of clothing and flesh
(2mbat amidst the cracked and splitting wood.
Rapunzel waits for a fool to fin ish ing climb ing her
tresses and to come through her window. When the would-
be savior crosses the sill of her window, she embraces him (2mbat
in a caricature of a grateful maiden. As mentioned, malevolent trees prefer to attack the
Poiso n (Ex): If Rapu nzel bites an opponent, the spiders unwary, posing as normal trees until someone walks
in her mo uth inject a stream of virulent poison (inj ury, DC beneath their bough s. The malevolent tree attacks with a
12, initial damage Id6 Strength, secondary damage 1d6 bran ch, tryi ng to snatch the child up and stuff it in its mouth
Strength). before any notice. As malevolent trees are not mobile, they
Hair (Ex): Rapunzel's hair is quite strong, capab le of rely on the foo lish and unwary to come within reach before
bearing 400 pounds of weight before breaking. revealing their true natures.
Sk ills: Rapunzel's corpse disguises the spiders inside, Improved Grab (Ex): A malevolent tree that hits a tar-
giving the collective entity a +8 racial bonus to Trick get with a branch deals no rmal damage and may attempt to
checks made to disguise its true nature. start a grapple as a free action wi tho ut provoking an attack
of opportuni ty. If it wins the grapple check, it establishes a
hold and can transfer the victim to its maw as a move
The r ea l' and (l-wfal ac tion.
Swallow Whole (Ex): A malevolent tree that begins the
Fores ro und wit h an opponent in its mouth auto matically deals
Id1 2+6 points of damage, and ca n atte mpt to swallow the
As mentioned in the previous chapter, the Great and victim by making a successful grapple check (see expand-
Awful Forest is a place of malevo lence, concealing all ed swallow whole ru les in Chapter 3).
manner of nasty creatures. In most cases, the forest exudes
sensations of fear and dread. The concealing qualities of
the fores t hide many terr ible things, incl uding Hansel and
Gretel's Gingerbread House and Sleeping Beauty 's coffin.
~leepi~ Beaays Bower
Even the trees themselves have been known to come alive, Temptation DC 16: males, princes -4
snatching unwary kids and stuffing them into suddenly It is unclear whether this slumbering maiden is actually
gaping, thorn-rimmed maws. Sleeping Beauty, or perhaps Snow White (of the Seven
Malevolent trees are more common in the Great and Dwarves fame), or some other unfortunate lass.
Awful-Forest than most suspect. The trees lurking closer to Regardl ess, her tru e love nev er carne to wake her, and she
the edges of the vast forest are careful not to attract too lies waiting deep within the Great and Awful Forest, sleep-
much attention, for they loathe the woods man's axe; most- ing in her glass coffin, preserved forever more. Many were
satisfy the ir unholy hunger on the occasional bird or squir- the suitors who attempted to brave the an imated rose bush-
rel rather than risk attacking humans. Malevolent trees es, vicious wolves, and impassible earth elementals that
deeper in the woods are more aggressive, grabbing at trav- guarded the hidden shrine in which she lay. However, she
elers and creatures as their hu ngers demand . is not simply sleeping ... she is quite dead.
The vengeful blood and bitter spirits of the would-be
resc uers have soaked into the soi l around the shrine over
Malevolent Fee the centu ries, imbuing a large mass of the neighboring
plant life with a dark sentience. This devious entity, still .
Lar ge Plant burning wi th a hat red of the maiden that killed its former
Hit Dice: 7d8+21 (52 hpj selves, and reveling in watching others even more foo lish
Initiative: - 3 than they, has killed the sleeping beauty. She is now noth-
Speed: 0 ft. (0 squares) ing more than a beautiful lure in a deadly trap.
Ar mor Class : 14 (- I size, - 3 Dex, +8 natural), touch 4, The root system of the plant long ago worked its way up
fl at-footed 16 through the bottom of the maiden 's co ffin and penetrated
Base Attack/G r apple: +5/+ 13 her flesh, spreading throughout her body and claiming it
--
I
,
for its own. The sides of the box and the cushions beneath not escape, he is subject to the same Constitution damage
conceal the invadi ng growth from most eyes, which are as the sleepers, above, but with an ultimate fare worse than
almost always drawn to the radiant beauty above them. death: he is animated by the plants' roots as a zombie, sub-
Any males who fail their temptation save must kiss the servient to the evil vegetation's wil l. Such unfortunates are
lovely young woman, hoping to wake her and make her most often directed to perform chores, like spreading
their own. In so doing, the kisser releases a cloud of spores corpse parts among the plant's roots to act as fertilizer, or
that have nested in the sleeping maiden's lips . These spread to act as lures, drawing hapless adventurers into the plant's
in a to-ft. radius around the coffin, forcing anyone in the domain.
area to make a DC 16 Fortitude save or fall asleep for Id8
hours. The roots of the plant arise from the cracks in the
flagstone of the shrine, burrowing into these new victims
and feeding on them. The burrowing of the roots causes 2
points of Constitution da mage each hour, maki ng the dura-
tion of the sleep effect a life-and-death matter. Any who Some of the most fearsome actions perpetrated in fairy
awake during this slow but fatal process can free them- tales are those done by humans. Stepmothers and Queens
selves and their allies without a struggle. co mmission hunters to kill their own children, husbands
Meanwh ile, the kisser, having set off the trap, must impri son their wives in giant gourds, and fathers sell their
undergo a separate ordeal. As soo n as the spores erupt, a children for petty baubles or out of fear. More and worse
second attack then erupts from the maiden 's mouth (those exa mples abound throughout nursery rhymes and fairy
adventuring princes tend to be strapping young men who tales, and one can be assured that in the twisted realm of the
can resist the spores, after all), a root tendril that snakes Grimm Lands, the worst of humanity can be found.
upward and grabs the kisser by the tongue, automatically
engaging him in a grapple. The tendril has AC 15, 18 hp,
and a grapple check of + 12. Every round that the tendril
Vtltnln Crentore me
has a hold on the victim's tongue (i.e., sustains the grap- While the PCs use an archetype system for ease of play
ple), it pumps a minor poison into his system (injury, and game feel, all other humans use the normal d20 class
Fortitude DC 16, initial damage Id2 Dexterity, secondary progression. Most humans the kids meet, for instance, will
damage Id2 Dexterity). The victim, assuming he is still be Ist-level commoners, while the baker or candlestick
awake, can resist by attacking the tendril or by trying to maker might be experts, and the local duke an aristocrat.
escape the grapple. This latter course of action is not with- Most friendly spellcasters are simple shamans and wise
out its penalties, however; if the victim wins the grapple women, using the adept NPC class. True villains, however,
check, he may pull away from the plant, but his tongue is arc far more dangerous, and may have class levels in any
left behind. If the victim succu mbs to the poison and does class or prestige class the GM desi res.
For quick and easy human antagonists, a new monster
•
•
~tepmo1her.s , and other ity as a slender hand does a glove. Dressing in his forme r
wife's clothing, he claimed to be the King 's new wife.
Seeing his ex-wife in his daugh ter, he grew resentful and
Malevolent Matron.s tried to kill her. forcing her back into the arms of the lech -
Witches, while not matching the brutality of the Wolf, erous seven dwarves. He would give anything to see his
are some of the most ubiquitous evil-doers in the Grimm daughter 's head on a plate. Unfortunately for his subjects,
Lands. They may be adepts or sorcerers, druids or necro- he sees his daughter in all women now, so any head will do.
mancers. They may be young and comely maidens or lI is opinion of himself is so high that he truly be lieves
hideous crones, hiding their natu res under the guise of a himself to be the most beautiful woman in all the land.
simple peasant life or flaunting their arcane powers with When faced with a real woman of beauty, he grows jealous
wanton abando n. and violent and employs whatever witchery he has learned.
Next to witches, evil stepmothers are perhaps the most
reviled characters in fairy tales. They replace the virtuous
and loving mother with a spiteful hag that resents the con-
(J>mbnt
nections between the daughter and the father, and does The evil queen prefers to let his lackeys, like the hunts-
everything in her power to sever them. What the tales do man, do the dirty work. When forced to act, he uses guile
not tell, however, is the father 's role in this . .. in some and deception rather than fighting.
case s, the supposedly noble man murdered his first wife so Ma gic Mirror (Su): The evil queen owns a magic mir-
he could marry the new one. Further, how noble and good ror, whi ch is itself a prison for a part icularly nasty demon.
a man can he be if he ignores the harsh treatment that the Through its lies and false images, it has eroded the queen 's
stepmother inflicts upon the innocent child? In the end, the mind. Once per day, the mirror may cast serving as a IOth-
husband is merely a pawn, like everyone else in the evil level caster, focusing on who mever it believes is the faire st
stepmother 's life. of them all.
Evi l matrons occupy many positions in the Gri mm Poison (Ex): The evil queen employs all sorts of nasty
Lands. Some are commoners, while others are witches in poisons and elixirs. He injects such poisons in food like
secret, and a few are evil queens with untold powers at their apples, pears, or other sweet treats (ingested, Fortitude DC
finge rtips. When designing your witch or evil stepmo ther, II , initial damage I Con, secondary damage target falls
it may help to connec t her to a particular fairy tale, such as unconscious until the victim meets some pre-determined
Old Mother Gothel in Rapunze!. The following is one ver- condition). The evi l queen coats his d irk with a more viru-
sion of the ev il queen and stepmother from the tale of Snow lent poison (injury, Fortitude DC 14, initial and secondary
White. damage Id6 Con).
Vulnerability: The evil queen sees only a false reflect- quite chaste, and he soon found to his dismay that she
ed image on the surface of his ma gic mirror. If someone could not abide to be touched. On one romantic night upon
ever reveals his true and ghastly appearance to him, he the high balcony, the prince's hands wandered too far, and
flees, leaving a trail of womanly tears . the exasperated Cinderella pushed him over the balcony's
Typical Spells Prepared (4/3/2; save DC 13 + spell edge and fled into the night. She wandered into the Great
level): (}-daze, detect magic, guidance, touch offatigue; and Awful Forest, where she encountered none other than
I st-eharm person, disguise self, hold portal; 2nd- the Rotten King, Humpty Dumpty. He courted her and, see-
s
eagle splendor, hideous laughter. ing as how he was neither human nor at all interested in
Possessions: ring ofprotection + J, dagger, makeup kit. physical intimacy, his overtures quickly met with success.
vial of poison for dagger, vial of poison for fruit. While uninterested in human women, he explained, his
plans for domination required that he have a queen. He
offered Cinderella the status and high lifestyle she had
Onderella come to adore, without the previously requ ired givi ng up of
her body's purity. Thus, the ir platonic romance began. As
-tth-Level Human Female Aristocrat an engagement gift, Humpty Dumpty presented her with
:\ledium Humanoid her three stepsisters to do with as she wished.
llit Dice: 4d8+4 (22 hpj Cindere lla is now an icon in the Rotten King's court.
Initiative; +2 She always makes sure to appear radiantly beautiful when
Speed: 30 ft. (6 squares) in public, dressing only in the most gorgeous gowns and
Ar mor Class: 12 (+2 Dex), touch 12, flat-footed 10 piling her golden hair atop her head with ringlets framing
Base Attack/Grapple: +3/+3 her exquisite features. She is glamorous. but with a cruel
Attack: Cat-o'-nine tails +3 melee (ld6 nonlethal plus 1 streak just beneath the surface of her demeanor. The
lethal, plus fear) shrieks from her stepsisters as they scrub the kitchen floor
Full Attack: Cat-o'-nine tails +3 melee (l d6 nonlethal under her supervision are testimony enough to her
plus 1 lethal, plus fear) own corruption.
Space/Reach: 5 ft.l5 ft.
Special Attacks: Sadist
Special Qualities: Vulnerabi lity (2mbut
Saves: Fort +2, Ref +3, WiJI +4 Cinderella is an understated and sur-
Abilities: Str II, Dcx 15, Con 13, Int 12, prisingly effective combatant. When
Wis 10, Cha 21 faced with foes, she gingerly lifts her
Skills: Animal Empathy + 10 (+12 with skirt and assails them with her scourge,
Intelligent Animals), Home Ec +9,
her delight in their pain slowly surfacing
Notice +5, Socialize +13 in a wicked grin.
Feats: En durance, Skill Focus Car-et-Nine Talis (Su): When wield-
(llome Ec), Spoiled
ed by Cinderella, her spec ial scourge
Environment: Humpty deals both lethal and nonlethal damage.
Dumpty's Court Its wounds persevere, and are more
Organization: Solitary or with painful each time they are reopened; the
attendant stepsister slaves nonlethal damage that the cat-o'-nine
C hallenge Rating: 3 tail s deals on the first hit is merely Id6,
but it increases by Id6 each time it hits
A picture of perfect beauty, this that opponent again in combat. For
young woman wears a low-cut ball '. ~ instance. a foe hit by the scourge
gown studded with pearls, sapphires, t~ three times in a combat would
and other precious stones. On her tak e Id6 nonlethal damage
feet are exquisite glass slippers from the first hit, 2d6 the
that sparkle in the light. The second, and 3d6 on the
unusual thing about the other- th ird hit. The scourge
wise delightful image before o nly ever inflicts one
you is the '»"ell-used leather point of lethal damage per
scourge in her right hand. hit. In addi tion, anyone hit
by the scourge must make
While glad that a a DC 15 Will save or be
channing prince res- shaken for I round.
cued her from her Sadist (Ex):
mundane life under C inderella loves
her evi l stepmo the r, to hurt people; it
Cinderella soon found is her greatest
tha t livin g happily joy. The
ever after comes with m ore pam
a price. Her love .... '1-.- ~:;~~% she inflicts,
for th e noble ~=:' the more
prince that mar- -- ~ her evil joy in
ried her was
the fight. For every 5 points of nonlethal damage she iron cages dangling from sturdy chains attached to thick
inflicts in combat, she gains a cumulative + 1 morale bonus branches. Most of the cages hang betw een 10 and 20 feet
to attacks, saves, and AC. She is fragile. however, such that from the ground. They feed their prisoners once a day and
for every 5 po ints of damage dealt to Cinderella, she leave them ex posed to the elements in all manner o f weath-
receives a cumulative - I penalty to attacks, saves, and AC . e r. Most die from exposure within a few months, but that is
Vulnerability: Cinderella cannot abide a tender touch . fine with Peep and Blue; they care not whether their
If a human succeeds at a melee touch attac k with an intent charges live or die, so long as they don 't go anywhere.
of a subtle caress or a gentle hug rather than an out-and-out Children make up most of the flock, altho ugh there are also
attack, she must make a Will save with a DC equal to 10 + talking animals and even-some adults trapped there. The
Y2: the toucher's HD + the toucher's Charisma modifier. If pair harvests their flock from ti me to time, selling individ-
she fails the save, she drops her whip in confusion and sur- ual captives to other denizens of the Grimm Land s in
renders, becoming a servile and whining waif. exchange for food and other necessities.
C: ,
Full Attack: + 1 merciful woodaxe + 10/+5 melee wanting to help himsel f in the process, has given the boy a
( l d8+5+ ld6) or slingshot +9/+4 ranged ( ld4+3) or purpose: he is his champion, his right-hand man, and his
slingshot +7/+7/+4 ranged ( l d4+3) special operative on many a quest and mission. If someone
Space/Reach: 5 ft.l5 ft. were to bring Jack bac k to himself and reacquai nt him with
Special Attacks: Luck his identity as a hero, however. he could be a valuable ally
Special Qualities: Lost, spell resistance 16 against his former master.
Saves: Fort +8, Ref +8, WiIl -2 As a lingering effect of Jack 's thinly stre tched identity,
Abilities: Str 16, Dex 16, Con 16, lnt 13, Wis 4, Cha 7 he is very susceptible to suggestion, sutTering a -4 penalty
Skills: Athletics + 13, Nimbleness +7, Steal +8. Trick + 11 to all Will saves against spells and etTects with the mind-
Feats: Dodge, Endurances. Improved Initiative, atTecting descriptor. Further, his spell resistance never
Manyshorv, Mobi lity, Rapid Shctv. Spring Attack, applies to such spells.
Track B
E nvironment: Humpty Dumpty's Court
Organization: Solitary Mother
Challenge Rating: 6 Medium Villain Human )
*v_These a re virtual feats granted by class abilities Hit Dice: 3d8 (13 hpj
"e-c-These are bonus feats granted as class abilities Initiative: + 1
Speed : 30 ft. (6 squares)
This young man wears simple peasant clothing and a Armor Class: II (+1 Dcx), touch II , flat-foo ted 10
jaunty green hat. looking like an overgroltm Peter Pan or Base Attack/Grapple: +2/+2
an underage Robin Hood. He has an oblivious and happy Attack: Riding crop +2 melee (ld4) or heavy crossbow +5
gaze. devoid of all thought and care. Jack lounges at his ranged (I d I0)
s
master feet. Full Attack: Riding crop +2 melee (ld4) or heavy cross-
bow +5 ranged (ldlO)
Of Humpty Dumpty's servants , Jac k is the Rotten Space/Reach: 5 ft.l5 ft.
Kin g 's favorite. Jack 's madness ste ms from all he has done Special Attacks: Spell-like abilities
in the Grimm Lands, with so many tales and nursery Special Qualities: Mount
rhymes attributed to his name that he no longer remembers Saves: Fort + I, Ref +4, Will +5
who he is supposed to be . Instead, he all ows the lecherous Abilities: Str 11 , Dcx 17, Con 11, Int 14, Wis 18, Cha 14
king to manipulate him and give him a purpose ; it 's just Skills: Knowledge (fairytales) + 11, Notice +6, Puzzles +4,
easier that way. A young girl named Jill , lovelorn and des- Ride +11 , Trick +8
perat e, wanders the countryside of the Grimm Lands, hop - Feats: Mounted Archery, Mounted Combat, Rapid Reload
ing again st hope that her Jack will someday remember him- Environment: Any Land or Air
se lf and return to her. Organization: Solitary
C hallengc Rating: 5 (3 without mount)
~e~~:n ~:fe~~:~hat
her, a tactic she learned well from the Big Bad Wolf.
Blood Drain (Ex): Little Red Riding Hood can suck
blood from a living victim with her fangs by mak ing a suc- can be added to
cessful grapple check. If she pins the foe, she drains blood, any animal (referred to hereafter as the base creature) . An
dealing I d4 points of Constitution drain each round she upright animal uses all the base creature's statistics and
maintains the pin . On eac h round of draining, she gains 5 special abilities except as noted here.
temporary hit points. Movement: An upright animal is bipedal. Its movement
Dominate (S u) : Little Red Riding Hood can crush an speed on two legs is 10 feet less than that of a normal ver-
opponent's will j ust by looking into his or her eyes. This is sion of the base creature. It can descend to all fours for pur-
similar to a gaze attack, except she must use a standard poses of balance, but this does not increase its speed.
action, and those merely looking at her are not affected. Att acks: Upright animals' fo relimbs/wings/etc.
Anyone she targets must succeed on a Will save or fall become workable arms with opposable thumbs, allowing
instantly under her infl uence as though by a dominate per- them to hold weapons, shields, and other objects just like a
son spell (caster level 12th, DC 16). The ability has a range normal humanoid.
of 30 feet. Special Qualities: Upright animals gain the ability to
Create S paw n (Su): A humano id or monstrous speak and read English fl uently.
humanoid slain by Little Red Riding Hood 's blood drain Abilities: Increase from the base creature as follows:
attack rises as a vam pire spawn (see the Vampire Spawn +3d6 Intelligence, + 1d3 Charisma.
entry in the MM) Id4 days after burial. C h allen ge Rating: + I
Improved G r ab (Ex): To use this abi lity, Little Red
Riding Hood must hit a target wit h a slam attac k. If she
succeeds, she may start a grapple as a free action without
1329 13ad Wolr
provoking an attack of opportunity. Large Up right Animal
Fast Healin g (Ex): Little Red Riding Hood heals 5 llit Dice: 9d8+27 (67 hpj
points of damage each roun d so long as she has at least I Initiative: +2
hit point. Speed: 50 ft. ( 10 squares)
Resistances (Ex): Little Red Riding Hood has resis- Ar mor C lass: 14 (-I size, +2 Dex, +3 natural), touch II ,
tance to cold 10 and electricity 10. flat-footed 12
Vulnerability (E x): Unlike other vampires, Little Red Base Attack/G r apple: +6/+ 17
Riding Hood ignores hol y symbols, garlic, and her own Attack: Bite + 14 melee ( ld8+10119-20)
reflection. However. she may not cross running water, and Full Attack: Bite + 13 melee ( ld8+10/19-20) and 2 claws
the dappled darkness of the Great and Awful Forest is the +8 melee ( ld6+5119-20)
only place dim enough to protect her from even the noon- Space/Reach: 10 ft./IO ft.
day sun, so she never leaves it. Also, if she loses her grip Special Attacks: Improved grab, swallow whole, trip
on her basket and is separated from it for more than 3 Special Qualities: Low-light vision, fast healing 5, scent
9
-:::-
-..,"'.
~
g
:;
Saves: Fort +9, Ref +8, Will +4 more. Only people from the real world taste like normal,
Abilities: Str 28, Dex 15, Con 17, lnt 18, Wis 12, Cha 16 red, juicy meat, and the predator's all-consuming hunger
Skills: Animal Empathy +5, Athletics + 191+14, Notice longs for such treats. Whenever he comes upon a human
+13, Socialize + 17. Sneak + 14, Trick +17, Woodslore from the real world, there is always an inner struggle
+ 12 between his desire to return home and the mou thwatcrin g
Feats: Champion (natural) , Combatant (na tural), Scrapper smell of tender meat. The hunger often wins out, but
(natural), Run, Track" shrewd visitors may mani pulate him by plying him with
Envirunment: Any Land promises of a way home.
Organization: Solitary or with a pack of 2-12 normal The Wolf needs to feed. Therefore, as often as not, he is
wolves on the prowl for his next meal. He hunts through the forest,
Challenge Rating: 7 looking for easy prey, which ends up being some poor talk-
ing rabbit or enchanted deer. Of course, such imaginary
The Big Bad Woifis much larger than a normal beast of victims never satiate his hunger; they merely fend ofTstar-
his kind, measuring over ten feet fro m nose to tail. He is a vation. For all his strength and ferocity, he tends to avoid
burly, brutish beast, with massive muscu latu re and a mouth becoming involved in a straight-up fight whenever he can.
f ull ofyellow, gnas hing teeth. He prefers trickery and ambush to challenges and dogfights,
and he takes the path of least resistance to his next meal.
The Wolf was one of the first monsters the Brothers Therefore, if a delicious child were to ofTer him another,
Grimm sent to the Grimm Lands. Wolves have of course more available or tempting opti on, then the child could per-
long been a threat to fanners and woodsmen. but a talking, suade him to spare her life . .. at least until after dinner.
whip-smart, trickster of a wolf is dangerous and deadly on
a whole other order of magnitude. He can use human tools
wit h his forepaws, although he seldom bothers to do so.
(J>mbut
When he dresses in baggy clothing, or hides himself under When the children encou nter the Wolf in a hungry state,
bedclothes, he can even pass for human. Numerous scars it is likely the encounter centers on combat. In a straight-
crisscross the B ig Bad w otf''s belly. These d isfigurements forward ambush situation, he strikes hard and fast, snatch-
mark where its captives have been fortunate enough to ing the weakest chi ld first and then carrying him ofT into
escape even after he eats them, something that frustrates the woods. He devours this first catch with one gulp, stor-
him to no end. ing the hapless child in his stomach while he maneuvers for
He was once a sco urge of all the countryside, but in this his next surprise attack. If he has more time or patience, the
realm of magical creatures and wily children, he is often Wolf uses trickery, luring children to him with cries for
frustrated in his predations. Worse, other fairy tales taste so help. He can also disguise himself as an elderly man or
sickly sweet that the Wolf can barely stomach them any woman to lure children off the beaten path and into his
clutches.
- --
Improved Gra b (Ex): To use this ability, the Big Bad Skills: Notice +9, Sneak +8, Trick + 10
Wolf must hit with his bite attack. He may then attempt to Feats: Lightning Reflexes, Skill Focus (Trick)
start a grapple as a free action without provoking an attack Environment : Any bog or marsh
of opportunity. Organization: Solitary
Swallow Whole (Ex): If the Wolf starts his turn wi th an Challenge Rating: 2
opponent held in his mouth, he can attempt a grapple
check. If he succeeds. he swallows his prey. Sitting in a fetid algae-infested pool of water is this
Tr ip (Ex) : If the Wolf chooses not to usc his improved weird creature. whose features combine those ofa frog and
grab ability on foes after a successful bite attack (e .g., he is a boy. Sticking up out ofthe water all around him are the
already full , or he is trying to escape), he may instead rotting bodies ofchildren. mostly female. On the frog-crea-
attempt to trip the m as a free action without provoking an ture s head is a battered crown of brass. tarnished green
attack of opportunity. If the trip attempt fails, the opponent from the moisture. Suddenly. its tongue slips out of its
may not attempt to trip the Wolf. mouth to capture a large bluebottle jI}: which it drags
Fas t Healing (Ex): The Big Bad Wolf heals 5 points of screaming into its mouth.
damage each round so long as he has at least I hit po int.
The frog prince was never happier than when he was
just a frog. minding his own business on a lily pad. Along
The Fp~ ppince came a silly little girl with a golden ball. and he thought it
might be fun to playa trick on her and earn a kiss . The rest
Small ~ ]o nst ro us Humanoid of the story pretty much happened as the Grimm Brothers
IIil Dice: 4d8 (18 hpj recorded it, except that the frog had never been a prince,
Initiative: + I much less human, so when the princess kissed him, noth-
Speed: 20 ft. (4 square) ing should have happened. However, the power of the
Ar mor C lass : 14 (+ 1 size, + 1 Dex, +2 natural), touch 12, princess 's imagination and the magic of the moment were
flat-footed 13 so powerful that the frog did begin to transform . . . only,
Base Attack/G r apple: +4/-2 he never quite finished. He has become a disgusting half-
Attack: Bite +1 melee (1 d4-2) frog, half-human creature. trap ped between two forms .
Full Attack: Bite +I melee (l d4-2) As with most animals transformed into humans, he
Space/Reach: 5 ft.l5 ft. leads a miserable life. He hates little girls and the sight of
Special Attac ks : Telekinesis gold, the combination of whic h started his trapped half-
Special Qualities: Vulnerability existence, and as such assau lts any girls or gold-bearers
Saves: Fort +1, Ref +7, Will +6 that come near his pond.
Abilities: Str 7, Dex 13, Con II , Int 12, Wis 14, Cha 10
, ',*,
..
" ",
" . .
~'-----'-'-"-""-
(J>mbat The Pigs are now paranoid, fearing anyone who sto ps
by for a visit to be the B ig Bad Wolf (their ancient enemy)
The Frog Prince relies upon deception and guile rather or a Billy Goat Gruff (with whom they have a more recent
than a direct co nfrontation. He prefers to hide in his bog, emnity) in disgu ise. At the same time, they have a constant
luring single children to him or simply snatching them stream of petitioners seeking their advice and designs for
from their group with his telekinetic tongue. fortified homes an d castles. The Pigs take full advantage of
Telekinesis (Sp): The Frog Prince's tongue is impossi- their suppl icants' needs, chargi ng exorbitant fees to even •
~
bly long, flex ible, and strong. At will an d as a standard the poor, desperate, and helpless. In return for those fees, •
action, the Frog Prince may use his tongue to mimic the
effects ofa DC 15 telekinesis spell within 50 ft. Using his
the pigs dispense their group wisdom on matters of horne
de fense, and may even dispatch their personal soldiers to
!:
tongue in this way provokes attacks of opportunity. Caster resolve the problem, but more often arrange for a well-con- :tIi
level 7th. Save DC is Charisma-based. structed barrier or sturdy building for their clients. Under
Vuln e rability: The silly trick that got the Frog Prince no circumstances, however, do the Pigs lea ve their com-
into so much trouble remains his greatest weakness. If pound.
kissed by a gi rl (possible with a successful pin on a grapple
check), he bursts into a cloud of fli es, dispersing for Id4
hours.
(J>mbat
The Three Pigs rely on the defenses of their personal
fortresses to protect them from the outside world. As such.
lhree Jlj11.e P19.s facing these creatures always involves bypassi ng a series
of lethal traps. Once anyone navigates their way past the
M ediu m Up r ig ht A nima ls
Pigs ' lethal devices, the fragile Pigs surrender.
H it Dice: 3d8-9 (4 hp each)
Tr a p s (Ex): The T hree Pigs emp loy scads of traps in
I niti ative: +0
their homes, including flami ng pits, scythes, arrows, and
Sp eed : 30 ft. (6 squares)
fall ing blocks, hoping the y w ill co nfuse, confound, or kill
A r m or Class : 18 (+2 Int, +6 natural), touch 12, flat-
any would-be intruders.
footed 18 Ingenuity (E x): T he three pigs are smart when it comes
Base Attack/G rap p le: +2/+4
to forti fications. The Three Pigs add their Intell igence
A ttack : Slam +4 melee (ld6+2)
modifiers to their ACs, an d doub le the ir Intelligence mod-
Fu ll Attack: Slam +4 melee (ld6+2)
ifier on any check involving traps.
Space/Reach: 5 ft./5 ft.
Special A ttac ks: Traps
Sp eci al Q ualities: Ingenuity, low- light vision, scent
Saves: Fort +6, Ref +3, Will +2
~Dnckli~
A b ilities: Str 15, Dex 10, Can 4, Int 15, Wis 13, Cha 8 Med ium Mo nstrous H uma noid
Sk ills: Booby Trap +9, Industrial A rts +9, N imbleness Hit Dice: 5d8+20 (42 hpj
+6, No tice +7 Initiative: +4
Feats: Skill Focus (Booby Trap), Ski ll Focus (Industrial Speed : 30 ft. (6 squares)
Arts) Ar mo r Class: 18 (+ I Dex, +7 natural), touch 11 , fl at-foot-
Environ men t: Checkered Kingdoms ed 17
O rga nizatio n: Solitary, Pair, Trio Base Attac k/G r ap ple: +5/+9
Cha lle nge Rat ing: 2 Attack: Large cleaver +9 melee (ld8+6/ l8-20)
Full Attack : Large cleaver +9 melee ( ld8+6/ 18-20)
The Pigs have grown from their piglet days into huge Space/Reach: 5 ft .l5 ft.
swine, each weighing well in excess of 400 pounds and Specia l Attacks: Fearsome quack, sneak attack +3d6
measuring close to six feet in length, but being trapped in Specia l Qual ities: Darkvision 60 ft ., frightfu l presence
their homes has not been good for their health. All three Sav es: Fort +5, Ref +8, Will +5
are weak, sickly, flabby beings. Like many ofthe animals in Abilities: Str 19, Dex 13, Can 19, Int 14, Wis 12, Cha 4
the Grimm Lands, they can walk on their hind legs and use Skills: Animal Empat hy - 1, Athletics +12, Booby Trap
human tools with their front ones. They ofcourse speak as + 10 (+ 12 in natural settings), Sneak + 12, Woodslore +9
well. Feats : Power Attack, Track
Environme nt : where
The Three Little Pigs aren't so little anymore. Havi ng Organization : Solitary
foiled the Big Bad Wolf with one brick house, they bui lt C hallenge Rati ng: 5
two more. Now each pig lives in his own fort ress-style res-
idence, safe from wolves yet fearful of intruders. Tall and appearing in some ways human, this creature
The Three Little Pigs are cowardly opportunists who is a horrific blend of man and bird. He wears tight-fitting
have made it their bus iness to design defenses against the clothing, as if to reveal as much of his repulsive body as
more lethal and voracious residents of the Grimm Lands. possible.
Th e ir own homes are testaments to their paranoi d style of
architecture; they are like fortresses, w ith sp ike-topped T he Ug ly Duckling, Humpty Dumpty 's brute , is the
walls, barred windows, pit traps in the front lawn, iron most vicio us of the Rotten King's regulars. Having grown
doors, and countless hidden traps ready to skewer any up as a swan amidst a fami ly of ducks, the Ug ly Duckling
intruder. W here once the three had separate homes, now was ridicu led for his different appearance, and led to
they eac h have their own fortress build ing within a single believe that he was a freak. Rather than be ing found by an
large wa lled co mpound, connected by underground tUIU1elS. encouraging mentor, however, the Duckling was found by
Humpty Dumpty (the Rotten King had taken to bathing in
the Duckling's pond to soothe his cracked and pained
shell). The monster encouraged the Duckli ng to gain
lhe Devil
The Devil takes many forms. He sometimes appears as
vengeance on his siblings, and helped him hunt them down
a very tall man, with onyx-colored skin and fiery red eyes.
and kill them, then watched smugly as the Ugly Duckling
At other tim es, he appears as a raven, a black dog, or even
ate his former siblings raw. The more ducks he ate, the
a witch. The Devil cannot touch children or other creatures,
more tw isted a nd grotesque he became, until he trans-
but he may speak to them, presenti ng himself as a helpful
fa nned into the hideously twisted humanoid-swan hybrid
guide or servant. If angered, he leads harmful creatures into
that he is today, never more to achieve his beautiful poten-
their path. If the children accept his company, misfortune
tial. The Ugly Duckling relies on the Rott en King to sup-
mysteriously foll ows them: good creatures wa nt little to do
ply him with food for his gruesome taste in cuisine, and in
with them, nasty creatures follow them more closely, and
return he acts as Humpty Dumpty's interrogator, torture r,
all the children's ro lls su ffer a - 1 profane penalty.
and executioner.
However, should the children try to drive the Devil away
once he has joined them, they will find that he is hard to be
(9mbut rid of. As he is immune to all attacks and incantations, he
The Ugly Duckling begins combat by using his fear- j ust laug hs at their efforts. The only assured way a person
some quack ability, sending all of his opponents scurrying. can get rid of the Devi l once he decides to tag along is to
Thereafter, he hunts each one down. using his cleaver to ignore him for seven hours, seven minutes, and seven sec-
carve little bits of flesh from their bodies, which he then onds. lfthe children do so, he spits a stream of foul curses
pops into his bill. The Ugly Duckling is a fearsome tyrant and goes in search of other children to follow and torment.
w ho always fights to the death . When given a choice of The Devil, being a powerless phantasm, has no statistics
several foes to attack, he does so in order of highest other than Notice, Socia lize, and Trick checks of + 12. His
Charisma to lowest. movement rate varies from a normal walking speed over
Fea rs om e Quack (Ex) : Once per day, th e Ugly land to instantaneous transportation anywhere he wishes,
Duckling can release a fearsome quack, fi lling his enemies depending on the whim of the Grimm Lands and the GM.
with fear and dread . All opponents with in 50 feet must
The D~on
attempt a DC 9 Will save or become frightened for Id4
rounds, fleeing the Ugly Duckling as quickly as they can.
The Ugly Duckling enj oys honing his tracking skills by fol- The Dragon can change his size at will, going from the
lowi ng and po li shing off such escapees one by one . The size of a small dog to something larger than all the Grim m
save DC is Charisma-based. Lands combined in the span of half a minute. He is the
F r ightfu l Pr esence (Ex): The Ugly Duckling's name is archetypal dragon, a scaled, winged wynn that is some-
not misleading . Whenever he charges, screams, or takes thing of a cross between a lizard and a snake. His scales are
some other dramatic action, his visage contorts into an dark and sooty, and his eyes gleam with greed and mis-
awful mask of pure hate. All opponents within 30 feet with chief. In his normal size, something in between the two
less than 5 HD must attempt a DC 9 Will Save. A failed extremes, his talons extend as long as bridges, with fangs
save indicates that the target is shaken for the durati on of taller than men . He is a frighteni ng creature to behold, and
the enc ounter. Opponents who succeed at their saves are an even nastier one to cross.
immune to the Ugly Duckling's frightful presence for 24 The Dragon lives deep in the Underworld, beyond the
hours. The save DC is Charis ma-based. Lakes of Fire. where dead fairytale creatures and naughty
Vu lnera b ility: The Ugly Duckling subconscious ly children suffer in perdition. He lives well beyond the
knows that he could have become a beautiful swan. If he Palaces of the Revelling Princes, past the River Styx, and
sees a swan, he is considered shaken for as long as it is somewhere father down than the deepest well in all of the
within view. If attacked by a swan, he becomes nauseated Grimm Land s. His lair is a vast cavern , decorated with the
for as long as it attacks. If somehow presented with proof skins of those who have angered him. Insanely, the skins
that he wa s a baby swan and that such creatures. though twitch and move, the hollows of their eyes working to
they start out being quite ugly, become beautiful birds, he catch a glimpse of their tormenter, These parodies of life
will die of sadness . dance in the shadows of the standing pools of magma,
capering and silently bewailing their fates.
Ruli ng over this grisly scene is the Dragon himsel f.
Treasures innumerable are heaped in piles all around him.
Towers of gold pieces, sing le coins wide, stand balanced
hundreds of feet high, alongside pricel ess paintings, sculp-
tures, and even relics from the real world like Excalibur, St.
George's Lance, and Galilee's telescope. Of all the trea-
All other important inhabitants of the Grimm Lands are sures the Dragon has accumulated. his most beloved is the
lumped into the category of fantastic creatures. They may Key to Babylon. Fashioned from the breath of God, the key
be anything, from mysterious trick sters to frustrating hin- is the means of escape from the world of the Grimm Lands.
de rers, and from viciou s murderers to well-meaning The Dragon knows this, and eagerly awaits the occasional
helpers. Most are fey, but a few a re aberrations, dragons, or foolish petitioners who would borrow the item for a time.
wo rse. Combat with the Dragon is unthinkable for the children
in the Grimm Lands, though if the characters are foolish
enough to try, the Dragon can use the statistics and powers
of any age and type of dragon in the MM . Obviously, a
direct assault agai nst this beast of legend is suicide.
Instead, to gai n the key, the children must use trickery,
guile, and temptation, all tools the Dragon enjoys using
himse lf. Sometimes, for valiant children, the dragon may
set tasks for them to accomplish. Such tasks are usually 9CJ
impossible, such as relocating a mountain, surviving a fall
off the edge of the world, beating the dragon in a game of
chess (with the Dragon 's rules, of course), or even stealing
-
-0
..,"'.
the Devi!'s pitchfork (first of all, he 's incorporeal . . . sec- 0'::!1
ond, does he even have a pitchfork?). If the children some- ..,..
how succeed, the Dragon w ill honor his end of the bargain
and give them the Key to Babylon, though he takes full
( ~
advantage ofloopholes the children might have let slip into
their bargaining conditions. In any case, whether they are '? 0;-
maimed and driven insane by their time in the Grimm <
La nds and the results of the Dragon 's manipulations, or are '"
light and free, c hildren that gai n the Key have achieved the ~
end of their quest. Upon opening the door to Babylon, the t$
kids pass out of this reality. For some, that means they
return to their lives in the real world, only a few minutes of .~
.,
thei r normal lives having passed. For others, those who
choose higher things, Babylon is a world above these, and
s:
the beginning of yet another story.
~iilnt~
G iants are a very real threat in the Grimm Lands . Stone
giants bowl with giant boulders in the valleys of the
Loomslag Peaks, cloud giants throw thunderbolts at whim
from castles in the sky, and fire giants toil in the magma
rivers of the Underworld. Grimm giants use the statistics
for giants as presented in the MM, though they may appear
different. Most giants look like and act like huge, slovenly
versions of humans, regardless of the type of giant. Thus,
while Grimm storm giants and Grimm fro st giants have
identical appearances and mannerisms, they have different
heights, habitat s, strengths, and powers.
Because they are such powerful combatants, true g iants
will rarel y be faced in combat, though they may need to he
avo ided for a sho rt time or bypassed, a feat that will require
all of the kids ' sneakiness and defensive ability lest they be
smashed beneath a giant's club. Because of their size and
nimb leness, all kids gain the +4 dwarven dodge bonus
against true giants. •I
Other giants, ho wever, are another matter. Ogres and • I,
even trolls eventually become possible opponents for the
kids, a nd kids do not gain the +4 dodge bonus against them.
These creatures in Grimm, like their true giant cousins, are
nearl y identical in ability to the versions described in the
MM, but may look different based on the fairy tale that
inspired them.
Finally, most true giants and giant-kin love to eat
humans, and kids especially. While true giants would pre-
fer to cook them fi rst , ogres are not so picky, and may eat
a human raw. In any case, a giant mayor may not have the
improved grab (usable upon hitting with a slam attack or
unarmed attack) and swallo w whole abilities, at the G M's
discretion.
C: .. ,
~I'imm Dwa r-ves Hu m
Sma ll Fey
llit Dice: 3d6+12 (22 hpj
lhe
Initiative: +0 Large Aber r ation
Speed : 20 fl. (4 squares), burrow 10 fl. llit Dice: IOd8+50 (98 hpj
Ar mor C lass: 15 (+1 size, +2 natural, +2 leather jerkin), lnltlative; +2
touch II , flat-footed 15 Speed : 30 ft. (6 squares)
Base Atta ck/G rapple: +11- 1 Ar mor Class: 17 (- I size, +2 Dex, +6 natural), touch I I,
Attac k: Light pick +4 melee ( l d6+3/x4) flat-footed 15
Full Attack: Light pick +4 melee ( l d6+3/x4) Base Attac k/Grapple: +7/+ 17
Space/Reach : 5 ft. /5 ft. Attack: Slam + 13 mel ee (I d6+7)
Special Attacks: Kid-like grappler. spell-like ab ilities Full Attack: Slam + 13/+8 melec ( l d6+7)
Special Qualities: Darkvision 60 ft., dwarven traits, low- Spa celRea ch : 10 ftJI O ft.
light vision. vulnerability Special Attacks: Madness, nauseating leakage, spell-like
Sa ns: Fort +3, Ref +3, Will +3 abilities
Ah ilities: Str 14, Dex 10, Con 14, Int 6, Wis 10, Cha 8 Special Qualities: Darkvision 60 ft., frightful presence,
Skills: Art (fi ne arts) +6, Industrial Arts +6, Notice +6, shell, vulnerability
Woodslore +6 S av'es: Fort +8, Ref +5, Will + 13
Fea ts : Diehard, Endurance Abilities: Str 24, Dex 14, Con 20, Int I I, Wis 19, Cha 17
Envlronment: Anywhere near the Walking Mountains Skills: Animal Empathy +3 (+5 Intelligent Animals),
Organization: Solitary. Pair, Team (2-7) Knowledge (fairytales) +13. Socialize +16, Trick +5
C hallenge Rating: I Feats: Iron Will, Leadership, Scrapper (natural), Power
Attack
These small men stand j ust shy of three feet tall. wear- Envlronrn ent: The Great and Aw ful Forest
ing liripipes and hoods with trailing peaks of various col- Organization : Solitary or with hi s Court
ors. They wear stiff boiled leather beneath mantles and C hallenge Ratin g: 9
carry digging tools in their calloused hands. Handlebar
moustaches droop over their top /ips, and long beards hang This horrific creature is vaguely egg-shaped and wears
from their weak chins. lederhosen. The once-white shell has obvious gaps and
cracks, and whenever he moves, he sends small powdery
Thanks to Snow White, the dwarves in the Grim m fragments cascading onto the ground. The holes in his body
Lands have become quite famous for their pity on young vent foul sulfurous odors, sending those nearby into fits of
and vulnerable women. All Grimm Dwarv es are male and nausea. Hump ty Dumpty hides the cracks as best he can
tasked with unearthing the treasures beneath the Loomslag wuh f ancy clothes andj ewelry. Despite his efforts, his shat-
Peaks. delving far beneath the stone to uncover gemsto nes tered mind is evident in his physical form.
and gold. Unfortunately, dwarves cannot reproduce by
themselves, and require human women to sire more The Rotten King wants to rule more than j ust the forest;
dwarves. Hence, dwarves ingratiate themselves to desper- he would seize all the Checkered Kingdom s for his own.
ate maidens, offering she lter in exchange for services, He also wants to stop the Loomslag Peaks from mo ving,
including cleaning. cooking, and breeding. kill the Moon, and drink all the waters of the sea. Humpty
Dwarves can be quite va liant if pushed to it. together Dumpty is quite mad. He was broken by his fall and was-
combating threats as well as any single prince or knight. n't quite successfully put back together again.
They generally fear the Big Bad Wolf and witches, but can
screw up their courage to stand against even them if their
girl is threatened.
(J>mbut
It takes quite a lot to rouse the king from his throne, for
when he moves, bits of eggshell crack and fall away from
(J>mbut his body, exposing mo re of his rotten yolk. If Humpty
Dwarves employ group tactics whenever they are able, Dumpty does get up. it is because someone go t the better o f
fannin g out to flank or take advantage of their terrain. him and managed to enrage him. Humpty Dumpty
Kid-like gr ap pler : Grimm dwarves are tenacious grap- approaches combat with homicidal directness. giv ing in to
plers. using the special kid rules for grappling as described his madness. pummeling his opponent's corpse long after it
in C hapter 3. succumbs to death.
S pell-lik e ahilities: Each day, a Grimm dwarf may cast :\1adness (Ex): Most things in the Grimm Lands are a
one of his choice of the fo llowing spells: rage (self o nly), little off. Many are quite raving. Humpty Dumpty puts
soften earth and stone. stone shape, stone tell and spike them all to shame. The stench of his own rot and the con-
stones . Caster level 7th. stant awareness of his freakishness have fed on his shat-
Dwarven Traits: Grimm dwarves have all the same tered mind, driving him forever beyond reason . Each round
racial traits as other dwarves in the MM . the kids interact with Humpty Dumpty, there is a 3% non-
Vulner ability: The Grimm dwarf 's beard is the source cumulative chance that he goes berserk, entering into the
of his strength. If a dwarf's beard is cut off his Streng th equivalent of a barbarian rage and attacking anything in
score is halved until it grows back. sight. Every roun d that he is in actual combat, that chance
increases to 33%. The Rotten King may not voluntarily end
,r
his rage, which lasts for a number of rounds equal to his (DC 15), shrink item; 3/day-arcane eJ'e, contagion (DC
new Constit ution modifi er +3 . 17), cure moderate wounds . discern lies (DC 17), silent
Na u sea ti n g Leakage (S u) : Every ti me Humpty image (DC 14); I/day- invisibility sphere. major image
Dumpty takes damage. his shell cracks and vents a stream (DC 16), slow (DC 16), wind wall; I/week-besrow curse
of foul gas and fluid into a random adjacent square. The (DC 17), black tentacles, break enchantment, hallucinato-
occupant of the square must make a DC 20 Fortitude save ry terrain (DC 17), lesser geas (DC 17). Caster level 10th.
or be nauseated for 2d4 rounds. Success means that the vic- The save Des arc Charisma-based.
tim is instead sickened for 2d4 rounds. This supernatural Shell: Humpty Dumpty's shell is broke n and flaking,
ability affects both Humpty Dumpty's friends and enemies; he ld together only his by determination and dried yo lk.
this, combined with his pote ntial for a berserk rage, means Despite the condition of his carapace, the shell serves as
that his alli es keep clear of him in combat. If Humpty some protecti on. Humpty Dumpdy is imm une to all pierc-
Dumpty is reduced to - 10 hit points, his shell shatters, ing weaponry and he takes half damage from slashing
explod ing outward and doing 5d6 points of damage to weapons. He is vulnerable to bludgeoning weaponry, how-
every creature in a 30-ft. radius (DC 20 Reflex save for ever, suffering double damage from all bludgeoning
half). Everything within 30 ft. is also coated with the attacks . Because of the fragile, patched-together nature of
Rotten King 's foul innards. Creatures in the area must the shell, the Rotten King's exterior is extremely sensitive
make DC 20 Will saves to pull themselves out of the muck; to movement in the air around him. This gives him blind-
those that fail are overcome wi th both physical and psy- sight and tremorsense in a 60 ft. radius .
chological disgust, and are unable to move. Finally, each Vulnerability: The egg-king fears very little in the land.
creature in the area must make a DC 20 Fortitude save eac h Howe ver, even the mighty have their private nightmares.
round they remain in the area or suffer 1 po int of Humpty Dumpty is afraid that he wi ll someday fall again,
Constitution drain. The save DCs are Co nstitution-based, and th is time he will no t survive. Fall s do normal damage
Frightful Presence (Ex): Humpty Du mp ty is to him, but he does not know that ... if threatened with a
grotesque, and when he charges, screa ms, or takes some a fall of more than 30 ft., he breaks down and gives in to
other dramatic action, he ca n unsettle his foes. All oppo- the demands of the person threatening him.
nents with less than 10 HD within 30 feet must attempt a
DC 18 Will save. Creatures that fai l the save are shaken for
the duration of the encounter. Creatures that succeed are
immune to Humpty Dumpty's frightful presence for 24
hours. The save DC is Charisma-based.
Spell-like Abilities: At will-detect thoughts (DC 14),
command (DC 14), doom (DC 14), gust of wind. hypno-
tism, ray of enfeeblement, reduce p erson (DC 14), scare
/
/
CJ>mbaf
CJ>mbat Wee folk di sdain combat, but are vicious when defend-
Re dcaps equally enjoy straight-up fights and ambushes, ing themselves . When attacked, they curse and spit, slash-
but are generally too stupid to know when one is a better ing with their little kni ves.
idea than th e othe r. If caught unawares, they sc ram ble away Spell- like a b ilities: At will- invisibility, jump, make
to a hi gh po int and hurl stones to so ften their enemy. In whole, mending, p restidigitation, teleport, and unseen ser-
me lee, they usc th eir heavy iron boots to kick. vant. Caster level 7th.
Improved Stomp: To usc thi s ability, the redcap must
hit with both boot attacks. If it succeeds , it has leapt up and
hit its opponent with both feet, and m ay make a trip attack
as a free action without provoking an attack of opportuni-
ty. T he redcap may be tripped in return if it fail s, but
receives its +4 racia l bonus to avoid be ing tripped.
Ironclad: Redcaps' feet are permanentl y embedded in
iron boots with heavy spike cleats. T his provides many
benefits and drawbacks (not the least of which is causing
them eternal frustration at being unable to itch between
their toes) . Redcaps gain a +4 bonus to all rolls to avoid
being tripped and to all Athletics checks made to avoid
slipping or falling. However, tbe boots clan g loudly w hen
the creatures move, causing a - 10 penalty to all Sneak
checks, and leave behind obvious tracks, givi ng anyone
foll owi ng them a + I0 circumstance bonus to Bo y Scout
Stuff checks m ade when tracking them.
Vulnerability: If a winning marble strikes a redcap, it
J
e lin ales need to first escape from, then evade, and finally over-
come. His minions are so many. however. and his reach so
great, that the kids have a chance to fight many foes instead
A Grimm ca aign, in the hands of a creative GM, can of sim ply him. This gives the PCs the variety that makes
offer rewards far different than most roleplaying systems. the Grimm Lands so unpred ictable, but un ites the overall
Players have the opportunity to relive and remember the story.
fairy tales they were raised on, as well as to experience
more obscure myths that they may never have heard of but Mot1ve5
that are part of their culture nonetheless. Grimm takes these Monsters in Grimm all have powerful motivations.
standard tales, which in many cases are awful to begin with, These could be hunger. hate, jealousy, fear, or even love.
and gives them a twist. The setting's fa miliarity contrasts Whatever the goal, the emotions behind it and the actions
with its unexpected variants to present unique challenges taken to reach it should be intense and over-the-top . For
and opportunities for players and GMs alike. This appendix example, the Big Bad Wolf wants to leave the Grimm
seeks to explore some of the quirks in the game, and Lands and sees children as the best mean s to achieve this
attempts to guide you, as the OM, through them, to help end. Instead of plowin g through the children in combat, he
provide your players with a rich and rewarding experience. may approach the m earnestly and question them about
details from the real world, savoring every detail the y can
Fary Tale elements tell him as he remembers its lush bounty. In desperation,
the wo lf offers to aid them in their efforts to get home. As
an able combatant, he's a good ally to have. However, at a
Fairy tales employ several staple elements that should crucial moment, his hunger gets the better of him, and he
also appear in your Grimm game. What follows is a brief eats one of the children. While the kids attack him. he
deconstruction of the basic elements common to fairy tales becomes confused. After all, what's just one kid? Barely
and a schema for you to follow when designing you r own more than a mouthfuL Soon, however, his bestial rage
twisted versions of the traditional stories. comes to the forefront, and an all out melee ensues.
Giving the Big Bad Wolf two motive s allows you to
Mornl blend the character's natural tendencies with conflicting or
Most fairy tales contain a moral or lesson . The objective supporting needs; this provides your players with a more
of the tale could be apparent or could be hidden beneath interesting, and possible mysti fying, encounter. I
layers of fantasy imagery, not to mention buried by the sub-
conscious. When designing your adventures. think of a ~tubli5h an <:pvlronment
(possibly twisted) lesson for the children to learn. This Adventures in Grimm are often focused around an envi-
"moral" could be something one would find in a fairy tale. ronment. This could be a small area (Rapunzel's Tower) or
such as "Too much of a good thing is bad." In Grimm, how- a wide one (a trek from the Loomslag Peaks to the pirate
ever, the lesson could also be "Too much of a bad thing is cove on the sea); regardless, each area the kids pass
great!" This moral may be a subtle but pervad ing theme. or through should be painted in lavish, but creepy, detai l. •
may be the key that allows the kids to succeed at the end or Magic and imagination may work differentl y in different
to defeat a major foe. For example. if the moral of an places. inhabitants of one may look like inhabitants of
adventure aga inst Humpty Dumpty is "To thine own selfbe another but act completely different ly, and the land itself
true; ' the kids could bypass several of his trick s and may be a character in the story with its own motivations.
schemes simply be displaying their self-confidence. or they
could free Jack from the Rotten King 's manipulations and (p11 to (ldventnPe
gain him as an ally by encouraging him to act according to Once you establish where the tale is to take place and
his true nature. who is to be in it, it is often helpful to select a herald to
announce the call to adventure. The herald can be a talking
CJmrncter5 animal, an old woman. or a temptation. luri ng the children
Fairy tales always have heroes. In Grimm, these often into a dangerous place. Heralds are important identifiers, as
become failed precursors. characters who attempted the they provide a defined beginning to the adventure and help
quest but fell to their own moral or physical failings. The set the theme and mood of each tale .
role of hero now falls to the kids. Never allow an NPC to
steal the thund er of the PCs; always place the PCs in the Descenl'
center of the action. It's okay to have them accompanying Stories are full of descents. Such examples include
a prince or a knight on some quest every now and then. but Jonah and th e Whale, Odysseus' de scent into the
they should be essential to the quest and probabl y more Underworl d, and even Doctor Frankenstein's descent into
capable than the hero they are supposedly "helping." On paranoia. A descent can be physical or psychological, but
the other hand, the villai ns of Grimm are not so cut and dry. the effect should be the same. The children have to face
Many of the creatures in the Grimm Lands are only evil by some danger. or something must push them past the thresh-
cause of insanity or bitterness. Others may be mean and
o ld of security. The goal may be to retrieve some thing from
below (or learn something while being in the depths of
~tDl'n to The ~al
your own mind), or it may sim ply be to get bac k to a safe The children's overriding goal in Grimm is to get home.
and normal place. If you plan for a short jaunt through fairyla nd, the achieve-
ment of this end should be rapidly attainable. For longer
campaigns, drop in clues throughout the characters' adven-
No adventure would be complete without a series of tri- tures. The more clues leading to the escape, and the more
als. In normal d20 play, such trials could include several interesting they are, the more interested your players will be
combats, a few puzzles, traps, and perhaps some role-play- in the game. Also, if the idea of Babylon is not to your lik-
ing with NPCs. In Grimm, the order of importance revers- ing, feel free to change it, giving the children some other
way to return home.
es. The kids are less able combatants than the average d20
character, and as such must find non-violent solutions to
many of their trials. Puzzles, riddles, mazes and even con-
Qiche
tests give the characters a chance to use their skills and Cliches and stereotypes are generally avoided; in
abilities without getti ng creamed by orcs. Each adventure Grimm, however. they are some of your most effective
should present at least one combat threat, however; defeat- tools. First of all, kids haven't experienced enough stereo-
ing an opponent in combat helps satiate some players' types and cliches to notice that there is anything wrong
desires to throw dice and stomp on bad guys. with them. Second, Grimm is a game of parodies and allu-
sions, and using well-known story clements, themes, and
Vtet0D' and ~will'd.s methods help to reinforce that fact. In short, always begin
your games with "Once upon a time ... n
Once the children descend to the depths of danger and
face the trials to be found therein, they are ready to return
and claim their prize. Such a prize could be securing the
&pel'ience point.s
hand of a pri ncess for marriage, capturi ng the golden egg, Grimm does not use norma l experience points. Rathe r,
learni ng a new spell, or even snatching the Key to Babylon the kids should advance to the next archetype level after
from the sleeping Dragon. Kids in Grimm should have a each adventure. Whether an adventure is a 3-hou r romp
well-defined goal, realize the steps to achieve the goal, and that lasts fo r one evening of real -world time, or is an
be able to achieve it. Provided they achieve all of these extended quest that takes several sessions to complete, is
objectives, they deserve a reward. Rewards can be new up to you.
items, spells, or prestigious treasures, as described above,
or may take the form of information, such as the next step
to reach ing Babylon, or might be something as simple as
Bnnl Note,s
just surv iving. Present a clear and visible reward for the Grimm personifi es the nightmares we all shared when
characters to strive for as the tale un folds; of course, the hearing and reading fairy tales in our chi ldhoods. As we
true reward they eventually gain may end up being some- grow older, we see how violent and awful the events in the
thing else altogether. stories are, we recognize the immoral acts, and we notice
the triviality of the human experience within the stories. In
this roleplaying game, human life is just as trivial , and the
characters are sometimes fo rced to dea l with awful entities
to preserve their own lives. Make sure to decide what sort
With the basic frame of the story in place, a few fi nal of campaign you' d like your Grimm experience to be
additions can help you r Grimm game. before de lving in. For some, it may be an opportunity to
consider the implications of these deeper topics and others
U.se ~DI'Ce Matel'ial like them. For others, it may simply be a fun chance to pre-
s
Grimm Fairy Tales are by far some of the most popu- tend to be the bully they hated or the popular kid they
lar, but feel free to look beyond to nursery rhymes, envied, or to relive being the nerd or the dreamer.
Tailor the style and goal of your Grimm campaign to
Anderson s Fairy Tales, mythology, pop culture, and just
about anything else out there that captivated you as a child. reflect these interests of the players. For the thoughtful and
Beyond that. you might look at more recent twisted fairy reflective party that wants to delve into the concept of
tale stories in movie form, like any of several famous stop- human morality, Grimm could stretch into an extended
animation, claymation, or puppet-filled movies regarding campaign wherein the kids take over the Grimm Lands and
major holidays, girls trapped in strange worlds, unicorns, reshape it in their own image, give in to dark powers and
and the like. More literary refere nces include fairy tale become their servants, or even arrange to pull the rest of the
real world into the twisted fairytale world with them.
retellings in the fonn of adult fiction and several genre-
Alternatively, the game could be short-lived, the char-
spanning graphic novels. The more diverse the source
material for your game, the better the experience shared by acters being snuffed out one by one, not so unlike the Ten
all. Of course, you can always make up you r own twist ... Little Indians. For the light-hearted and fun party, which is
far more common, Grimm should simply be a short cam-
why couldn't Santa Claus breaks into people's homes to
whip children and stuff coal in their mouths instead of leav- paign taking the characters from l st to 6th level, culminat-
ing in a "skin of their teeth" escape to the safe and normal
ing presents and eating cookies?
real world with perhap s one or two of the kids remaining
behind as heroes or royalty of the realm. Regardless of
your style of play, this game is all about imagination. So let
yours take you wherever it wil l.
-