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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

G rimm is a roleplaying game of imagination, dreams,


Horizon and nightma res. Players take up the roles of children,
drawn from our world to a place strangely familiar but
thoroughly terrifying . In the Grimm Lands, a rotting,
Welcome to H O RI ZO ~ . You arc holding the second in a patched-together Humpty Dumpty rules from a broken
new line of self-contained RP Gs for the d20 System, pub- wall; the Great and Awfu l Fo rest moves of its own volition;
lished by Fantasy Flight Games. Our goal for the H ORIZON the Dragon amuses himselfwith the capering skins of those
line is to exp lore the fa rthest possible reaches for new se t- who sought to escape from the Grim m Lands and fa iled. It
tings, themes, and mechanics, and we wa nt to take you is a place where the Dev il is a cons tant nuisance an d the
with us. Just as im portantly, every H ORIZON game will Seven Dwarves want more tha n simple housecleaning.
remain complete ly compatible with the d20 rules you Grimm is a d20 ga me of twisted fairyta les, w here children
already know, so you can pick up the book and start play- face horrific corruptions of the cherished stories that once
ing immediately. amused and excited them, and the monsters are eager to
HORIZON can playas many roles in your gaming life as find out what little boys and girls are really made of.
you want it to. For some it will be an occasional break from Ev eryone knows that the Brothers Grimm scoured their
the regular game. For others it will be the foundation for a nati ve land for folk stories and compiled them in a book
new campaign setting. Some may add other gaming ele- called Kinder-lind Hausmarchen (Children and Household
ments to the rules we present here, others will pick their Tales) , which the world eventually came to know as
favorite rules from HORIZOS games and use them to aug- Grimms Fairy Tales. What few know is that their search
ment other games. served another purpose. The characters of the tales and the
Whatever you do with thi s new line, we hope you ' ll monsters of legend were real. Some believed that the devil
enjoy pushing roleplaying to the edge as much as we have. him self created these monsters to plague human ity. Others
And now: Grimm . held that the mo nsters arose from the mi nds of the people
of Europe as personifications of humanity'S da rkest fears.

Inlrodtrcflon The exact nature of the monsters is lost to time, but it is


known that the Brothers Grimm undertook an obsessive
quest to locate and reco rd their times' strange people,
Our project is almost finished. The length and breadth places, an d events.
of Germania have been scoured by Jacob and I, and 1 Why exact ly they chose to do so, and how they did so,
believe the land to have been raped of all it can give us. We is unknown. There a rc occasional references in their jour-
are rapists, 1 am certain. The creatures and folk behave na ls to a creature named Melusine. She is de scribed as a
exactly as that vile book said they would. 1 p ity them. and woman, yet seemed more and less than a mortal. She a lter-
hope their souls find sanctity in their new world, as it was nately threatened, cajoled, seduced, and begged the broth-
not granted to them in ours. ers to com plete their cataloging, hounding their heels to the
Or should 1 pity myself instead? He brothers do this last story and rhyme. The brothers do not admit to the
under duress. 1 ha w always claimed. But there is a reward. reward offered by thi s dark temptress, nor do they even
And we could have said no, aI/those years ago, desp ite the full y explain what she demanded of them . They hint only
temptations she offered and the promises she gaw. But we that, whatever their actions, they were not pure of heart.
did not. Mere humans, we. unlike the tales we have bound. The results of their efforts are not known to the general
Those are immortal. And immortal, 'would guess, must be populace. To those who have entered the Grimm Lands,
their hatred of us. however, and found their way out, it is all too obvious: In
-IVilhelm Grimm, the eleventh day of October cataloging these stories fo r Melusine 's amusement, they
ill the Year ofour Lord Eighteen Hundred and Seventeen, formed a world apa rt. T hose whose stories were mysti cal.
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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.
' ..
r

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!
il
••

Characters in Grimm advance similarly to classes as


described in the PHS . Rules for base attack bonuses, Hit You are the subject of fear and loathing in the eyes of
Dice, saving throws , and skill points can all be found there. other childre n. You are the kid who beat up Johnny, yo u are
Starting kids receive 4x their normal number of skill points the maker of wet willies, and you are the tro ll in the boy's
at 1st level. Variations on normal class mechanics are list- bathroom that makes nerds pee their pan ts rather than ask
ed below. to use the toilet. The cornerstone of yo ur personali ty is the
XP: Grimm is a direct and simple game, with survival procurement and retention of power. Everything you do is
as the most prominent reward. Therefore, kids advance to to ensure your place at the top of the pecki ng order in your
the next level of their archetype after each adve nture. See class. You're used to surrounding yo ursclf with sycophants
the appendix for more details. that are motivated by fear and the allure of yo ur power. You
AC Bonus: Children have few adva ntages in the emp loy force only
Grim m Lands, and even fewer ways to improve when necessary, rely-
their AC. Therefore, each archetype pro- ing instead on the
vides an inherent AC bonus that threat of pain.
increases as the cha racter Whil e the
advances. The AC bonus is applied at bully is used
all times, even when the character is to being a leader,
encumbered or flat-footed, but does even if only of his
not stack with equ ipment bonuses to small gang o f
AC. toadies, being
Feats: All children suc ked into
gain one norma l feat the Grimm
and one origin feat at lst L an d s
level. Because Grimm is a cha nges all
mini-game rather than a that. He may
fu ll-length campaign, still push others
characters gain feats more aro und, cajoling
quick ly than standard d20 the k ids thro ugh
System characters. Rathe r force , intimida-
than the normal feat every tion, and some-
three levels, Grimm charac- times even vio-
ters may choose new feats lence . However,
every two level s, at 2nd, 4th, when push comes
aud 6th . . to shove, he 's as
lmaglnarlon Poi nts: scared as anyone
Each archetype provides else, and will fo llow
a random number of imagi- orders if it means sur-
nation points at Ist level, viving. Su rprisingly, the
modifi ed by the character's bully can become stal-
\Visdom score. Every level wart protectors of the
thereafter, the character group; on one h an d,
gain s additional imagina- such heroism distracts
tion points as determined by him from his own fear,
his class and Wisdom modifier. so no one else can see that
All kids start with at least one imagina- he's shaking in his boots. On
tion point and gain at least one imagination the other hand , even if that
point per level. Additional imagination poi nts may nerd with the runny nose is the
be awarded, as determined by the GM (sec Chapter 3 for same kid he gave wcdgies to on a
marc detail s). Children spend imagination freely and fre- daily basis, he's his nerd with the ru nny nose, and no one
quently, as imagination fuels spells and archetype abili ties. but the bully is go ing to pick on him wi thout his say-so!
Thi s number is relatively fluid and increases and decreases
throughout the game ses sion.
Flaw: Just as their opponents have secret weaknesses , ~nme ~le Inrormnl1on
kids in Grimm have their own Achilles ' heels. Each arche- Bull ies have the following game statistics.
type has a flaw that is triggered by certain game situations.

13n!!y
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

Shock: A bully with 8 or more ranks in Trick can release


a stream of profanities so foul and offensive that they shock
even the monsters of the Grimm Lan ds. Target s arc dazed
The Dreamer
for a single round , taki ng no ac tions.
Fright: A bully with 9 ran ks in Trick knows the cruelest There. in the sky ... do you see it? It looks like a phoenix,
jibes and most ferocious threats, terrifying even powerful rising from its own ashes .'
opponents. Targets are frightened for one round per level of
the bully, and must flee fro m him as best as they can. If You find the world outside the classroom to be much
unable to fl ee, they may fight. A frighten ed creat ure takes more interesting than the dry stuff of Mrs. Applegate 's lec-
a - 2 penalt y on all att ack roll s, saving throws, skill checks, tures. You li ke to read abo ut fantastic stuff like dragons.
and ability checks. A frightened creature can usc special unicorns, and knights, or maybe you dream of being a ball
abilities, incl uding spells, to flee ; indeed, the creature must player in the major leagues. It's hard to be a dreamer. Your
use such means if they are the only way to escape. mother nags you about payin g more
If the target succeeds in a save against this attention . Your teachers have spe-
taunt, it has instead become enraged by the cial meetings with your parents.
bully's insults, gaining a +2 morale bonus The teachers always shoot you
to attack and damage rolls agai nst him dirty looks down their long and
for the remainder of the encounter. crooked noses. So me of the
Intimid atin g (Ex) : Bullies are •....t other kids pick on you, but you
experts at appearing threatening and 1'#f' have learned to ov ercome it. For
dangerous. regardl ess of the reality. you know about special places,
The mall eable nature of the Grimm windows into other worlds. When
Lands only increases that menac- yo u look off into the dis tance, and
ing aura. Bull ies may double their before a sharp word brings you
Cha risma modi fier whenever back, yo u see yo urself as a
they use the Trick skill to intim- brave hero saving the day, or
idate an NPC (sec Chapter 2). yourse lf at bat for the big team
Pil e-On (E x): While most about to hit a home run . But
kids gain a +2 circumstance now you see the strange world
bonus to their grapple checks of Grimm . . . and it scares the
for eac h ally participating in he ll out of you.
the grapple. bullies are even The dreamer is the kid who
more used to backup during spent more time in her head
beat-downs. Bullies gain a +4 than in the world with other
circumstance bonus to grap- children. She was so distracted
ple checks for each ally par- and preoccupied wi tb fli ghts of
tici pating in the grapple. fancy she often go t into trouble
Protector (E x): At 6th for it. Now that she 's in the
level, the bully finall y reali zes Grimm Lands, all those sup-
his true purpose in the group: not posedly wasted hou rs are paying
to threaten and control th ose o ff. While ber fellow kids are
smaller than him. but to prot ect them. stu mb ling aro und tryin g to
Once per round when an adjacent all y is understand their new powers,
the target of an attack, the bully may the dreamer has a natural contro l
interpose himself and take the target's over her imagination. Whil e the rest of
place. This must be decided before the attack the party is desperately trying to remember what it
roll is made. The bully and the target swi tch spaces. and the takes to pacify a troll, the dreamer is intimately famil iar
attack is resolved normally. with the world they are trapped in. In small groups, she
sometimes rises to a position o f leadership, as she, and she
alone, tru ly understands the world of Grimm .
,
.
,

c.: Observant (Ex): Dreamers are so in touch wi th the


ynme R.Qle IntDrmnl10n stufTthat makes up the Gri mm Lands that they have almost
Dreamers have the following game statistics. superhuman awareness of their surroundings. A dreamer
Abilities: D ream ers deve lop a keen understanding of doubles her Wisdom modifie r when making Notice checks.
the Grimm Lands, and to do so, they must be aware of the Bonus Focus: The dreamer's im aginati on imbues a
subtle details that can mean the difference between life and mundane item with power, manifesting as a new focus.
death. Wisdom is the surest course to developing their Refer to Chapter 3 for details on these specia l items.
skills in awareness. Second is Dexteri ty, as this ab ility aids Believe (Ex) : By 4th level, the dreamer is so ski lled iu
the dreame r in avoiding attacks, tra ps, and other nasty using her imagination tha t she can produce spectacular
things that would do her harm. effects at a lower cost. T he dreamer may reduce the cost of
Abilitv• Score Modifiers: +4 Wisdom, - 2 Constitution all imagination-fueled spe lls, effects, and archetype abili-
and - 2 Charisma ties by I po int. Thus, a 4-point incantation for the dreamer
Hit Die: d6 costs only 3 points of imagi nation . Red ucing the imagina-
Imagination Points at lst level: 2d4 + Wis modifier tion cost in this man ner cannot reduce the cost of any imag-
Imagination Poin ts at Eac h Addi tional Level : 3 + ination-fueled effect below one.
Wis modifi er I Think I C an (Ex) : By helieving in herself, the dream-
Flaw: Dream ers tend to lose themse lves in their er can accomplish nearly anything. She may take 20 on any
thoughts and imaginings . Dreamers are more susceptible to ski ll check as a standard action, even when circumstances
illusions and charrns than other characters. When attempt- and time would prohibit it.
ing a saving throw aga inst spells or spell-like abilities from Ava ta r (Su): When the dreamer reaches 6th level, she
the Enchantment or Illusion schoo ls, or with the mi nd- can become the hero she always imagi ned hersel f to be. By
affecting descriptor. she uses her Charisma modifier instead spending half of her maximum daily imag ination points , she
of her Wisdom modifier for Will saves. If the dreamer fa ils may transform into a shining huma noid figure of power and
her save against an effect, in addition to the results of fa il- grace, such as a kn igh t, a hunter, or a guard ian angel.
ing the save, she is dazed for I round per 3 points by which Dreamers in this state become Large creatures, gain ing a
she failed the save. + 12 to Strength, +4 to Dexteri ty, +4 to Constitution, a +4
de flection bonus to AC, and either +20 feet to the ir land
speed or a fl y speed of 40 (average). The transformation
(!rche!Jpe 8lkill.s lasts for a number of rounds equal to her Wisdom modifier.
The dreamer 's archetype ski lls (and the key ability for
each skill) are Animal Empathy (Cha), Art (acting) (Cha),
Art (fine arts) (Wis}, Art (music) (Wis), Art (writing) (Int),
Knowledge (atheltie games OR fairy tales) (Int), Notice The ock
(Wis), Puzzles (lnt), and Ride (Dex),
Skill Points at 1st Level: (6 + Int modifi er) x 4, Come on guys, we 're only down by 4, if we pull togeth-
Skill Points a t E ach Ad d itional Level: 6 + lnt modifier. er we can cream 'em!

Everything you do revolves around sports. You're ab le


(!rche!Jpe r entnre.s to lift more, run faster, j ump higher, climb better, and throw
All of the following are archetype features of the dreamer. farther than anyone else in your class. That puts you on a
Aw a r e: A dream er 's flig htiness in the real world is high pedestal in the eyes of your frie nds , but you don't take
inversely proportional to her be ing in touch with her sur- too much advantage of that to be popular or tell other peo-
roundings in the Grimm Lands. At 1st level, a drea mer ple w hat to do. You don't even pic k on the nerd, like every-
gains Skill Focus (Notice) or Improved Initiative as a one else . Y'see. you're all on the same team . Sure, the out-
bonus feat. sider sucks at baseball, but dam it, he's on your team. You
Happy Thoughts (Su): To a dreamer. anything can be guess you ' ll j ust have to work that much harder to make up
fixed with the power of bel ief, even dire wounds. Us ing her for him.
imagination, the dreamer may heal the wounds of one of Jocks played at least one team sport in the real wo rld;
her allies as a sta ndard action. The dreamer and the wo und- most jocks played a wide variety of sports year-round, and
ed character must hold hands, and must both give thei r fu ll at th is young age, they were more likely to be co-ed rather
attention to the healing process. This action provokes than spl it into ge nder-based teams. Now that they ' ve been
attacks of opportunity. Th e dreamer may heal Id4+ 1 points sucked in to the Grimm Lands, that experience serves them
of damage per imagination point spent with this action. we ll. They can get along well with everyone, understand
Alternatively, the dreamer may heal all of her all ies the va lue of working together, and refuse to give up . Jocks
with in 30 feet. simp ly by w illing everyone to be okay. This usually have marc physical prowess than bull ies do, but
is a standard action that provokes attacks of opportunity. they seldom use their strength and speed to hurt others. T he
A ll allies w ithi n 30 feet, including the dreamer, regain I hit downside of their ex tra-curricu lar activities is that they
point per imagination poi nt the dreamer spends. never had much time for academ ics, reading, or flig hts of
Rapid Recovery (E x) : Imagi nation is the cornersto ne fancy, so whereas the other kids may be at least somewhat
of the dreamer character, and as such she may recover familiar with the terrors this world brings, jocks a re often
spent imagination points more rap id ly than normal. Once clue less. Of course, around here, there arc times that sim-
per day. by spending half an hour doing nothing but enjoy- ple ignorance is all that keeps you fro m melting into a pool
ing idle daydreami ng, the dreamer may recover Id4 imag- of gibbering horror.
ination points per level.

,
~ .. .~ "" .., .." ".. 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

'fume :Rele Informallon (gche,!ype feutare.s


Jocks have the followin g game statistics . All of the foll owing are archetype features of the jock.
Abilities : Strength and Dexterity are the two most Heroic S urge (Ex): By calling on some hidden reserve,
important abilities. followed closely by Constitution. Jocks and by spending imagination points, the jock can push him-
constantly work their bodies to excel in sports and being self past his no rmal limits. The jock gains a +2 morale
low in one of these areas severely impairs their perfor- bonus to Strength, Dexterity and Constitution for 2 rounds
mance as athletes. Wisdom follows as a distant fourth, but per imaginat ion point spent. Entering a heroic surge is a
remains important to jocks, for they need to be aware of the free action that may only be initiated on the jock 's tum. At
posi tions of their team mates to ensure victory in the game. the end of the surge, the jock is fatig ued for 1 minute per
Ability Sco re Modifiers: +2 Strength, +2 Dexterity, round of the surge.
-4 Intelligence and - 2 Charisma Tr ained : Jocks have already begun to
Hit Die: d lO hone their bodies as well-oiled machines.
Im agin ation Points a t lst level: Id3 + At 1st level, a jock ga ins
Wis modifier ... Powe r Attack or Weapon
Imagination Points at Eac h Finesse as a bonus feat.
Ad d itio na l L evel: 1 + Wi s i Weapon: Jocks begin
modifier play wi th one weapon
Fla w: Jocks lack th . selected from Table 3.1 in
sophistication of othe r Chapter 3. Jocks shou ld
archetypes, foc us ing on use weapons originall y
their phys ical prowess to designed fo r sports, such
the exclusi on of intellectu- 4I .elI as base ball bats, hockey
al pursuits. Whi le not stu- ,. sticks, Frisbees, etc. If the
pid. they often lack the jock's focus is a wea pon,
culture and grace of their the jock may instead
more gen teel and socially choose to begin play with
aware peers. Jocks select either football pads o r
two mental ab ilities hockey pads (see Chapter
(Charisma, Intell igence, 3).
or Wisdom). All checks Past that awkwa rd
that usc those abilities phase (Ex) : Successful
as key attributes are jocks have overcome the
made at a -4 penalty, awkwardness of youth and
and the jock may never become confident in their
take 10 or take 20 on actions and abilities. A jock
those skills. may choose whether to use his
Strength or Dexterity modifi er
~he.!Yr' ~ki11s for any Athletics check, regardless
The jock's archetype skills (and of the specific activity to be accom-
the key ability for each skill) are plished (see Chapter 2).
Athletics (Sir). Knowledge (athletic Fea rless (E x) : Jocks are tough and not
games) (Int), Nimble-ness (Dex), Notice terribly imaginative; they're either unim-
(Wis). and Ride (Dcx). pressed by a troll's silly threats, or they simply
Skill Poi nts at 15t Level: (2 + Int modifier) can't figure out what it's talki ng about when it refers to
x 4. "bone-flaying" and "spleen-munching." In any case, the
Skill Points al Ea cb Additional Level: 2 + Int modifier. co mbination serves them well, giving them a +4 morale
bonus to Will saves.
Team Spiri t (Ex): The jock, being a team player, bene-
fits when working with others. Il is friendly intentions also
Nerd
Base
C lass Attack Fort Ref Will Defense
Level Bonus Save Save- Save Bonus S p eci a l
1st +0 +0 +0 +2 +2 Focused, insight I/day. quick study
2nd
3rd
+1
+1
+0
+1
+0
+1
+3
+3
+2
+3 -
Astounding intellect
Insight 2/day
4th +2 +I +1 +4 +3 Spellslinger
5th +2 +I +1 +4 +3 Ins ight 3/day
6th +3 +2 +2 +5 +4 Enforce logic

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-

The Nerd tics.


Abilities: Intell igence is the
province of the nerd. Nerds are
Actually, it is quite p ossible that the rules oj veritable storehouses of infor-
our world do not apply to those ofthis world mati on. The nerd 's next most
... allow me to make a few calculations . important abi lity is Dexterity,
as it helps him escape the
hands and fi sts of bullies
No one reall y appreciates and other nasty monsters
the sciences anym ore. In fact, that would crac k his bones
it seems that yo u alone can and suck out his arrogant
cite the differen ces marrow.
bCnNcen an ionic and a Ability Score
covalent bond, or are Modifiers: - 2 Strength , - 2
able to name the fi rst Constitution, and +4
50 elements on the Intelligence
periodic table. Heck, /lit Die: d4
you bet no one Imagination Points at
understands the 1st level: Id4 + Wis modifier
inadequacies of Imagination Points at
N e w to n i a n Each Additional Level: 2
physics in the + \Vis modifier
modem era. You're Flaw: Nerds are physi-
good at algebra, sci- cally underdeveloped, lack-
ence. geograp hy. ing the coordination of
civics, English, histo- jocks and the raw physical
ry ... sports? Well no, potential of the bully. They
yo u don 't play any, real- are also hop eless socially.
ly; no time ... SATs and Nerds may never take ranks in
all. Chess counts, right? Athletics or Socialize, and suffer a - 2
The nerd is one of the penal ty to all untrained Athleti cs and
most iconic characters in the Socialize checks.
schoo lyard. As one of the fi rst

~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

l st +0 +2 +2 +2 +3 Social cha meleon l lday, surv ivor "l

2nd +1 +3 +3 +3 +4 Bonus feat 0


::I
3rd +2 +3 +3 +3 +4 Social cha meleon 2/day
4th +3 +4 +4 +4 +4 Bonus feat "
"

5th +3 +4 +4 +4 +5 Social chameleon 3/day Q


0'\
6th +4 +5 +5 +5 +5 Mantle of responsibility ~~
c..
Focused : Nerds, unlike most of their peers. actually
" "l

have attention spans. They arc used to committing to the ir


interests and making up their own minds. At 1st level, a
The Normal K.kl Qf
~ J
~l
nerd gains Iron Will or Skill Focus (any class skill) as a
bonus feat. I'm the kid who sits in the third ro H/ in English. don t
Insigh t (Ex): Sometimes insigh t comes like a bolt of YOll remember'!
Ii
lightning, often j ust when needed. Inspiration simulates
those ineffable moments of epiphany. By spend ing imagi- You arc the kid who is neither popular, nor a gcek. nor
nation points, the nerd may ask the GM a question she must outcast . . . nor anything else, for that matter. You play
answer, although she can be tricky or circumspect. The sports, but you' re not the star of the team . You get B's in
knowledge gained may include detail s about a particular all your classes, but you don't apply yourself the way the
denizen native to the Grimm Lands, identifying an oppo- nerd does. You have friends, just not as many as the popu-
nent's special weakness. remembering a detail from a pre- lar kid. All in all, you're just you, an ordinary, everyday kid
vious adventure, or gaining an understanding of something who has homework. plays street hockey in your neighbor-
the child would normally not compre hend (advanced archi- hood , and has a secret crush on Suzie . . . just don't tell
tectural theory, for instance). The answer sho uld be helpful, anyone about that last bit.
but may take the form of a hint or cryptic reply. The more Not every child fits into the stereotypes presented as the
imagination points expended, the more useful the informa- archetypes. Some are j ust average, normal kids. The nor-
tion gained. It should require at least one imagi nation point mal kid is really a blank slate for players to create the kind
per Hit Die of an opponent to discover its weakness. of kid they want. In the Grimm Lands, normal kids are a
Quick Study (Ex): In school, being a quick study dime a dozen, caught in the teeth of Jack's giant, or baked
helped a nerd understand lessons easily. ln the Grimm in a pie by the old witch in the forest. They are the kids to
Lands, it means the character can learn a magic incantation which awful stuff happens. Of course, not all die horrible
in half the time. Th is quickened learning time does not deaths. Really.
affect the DC of the Magi c Intuition check to learn the spell
or the number of imagi nation points spent when learning it
(see Chapter 3). <?ilme ~le Inforrnnllon
Astounding Intellect (E x): The Grimm Lands are Normal kids have the following game statistics.
replete with bizarre devices, enchanted items, and weird Abilities: Normal kids can excel in any area, but most
facts, all of which the nerd is better suited to solving than are simply average.
their fellow kids. Nerds double their Intell igence modifier A bility Score Modifiers: Normal kids have no modi-
on Puzzle checks or any other check involving riddles, fiers to their ability scores
conundrums, or problem-solv ing. Hit Die: d8
Spe llslinge r (Su) : While most kids must be taught rmagination Points at Ist level: Id4 + Wis modifier
incantations in order to use them, the nerd seems to have an Imagination Points a t Each Add itional Level: 2 +
inherent ability to manipulate the energies of the arcane Wi s modifier
sciences. By spending twice an incantation's nonnal cost in Flaw: Nonnal kids cannot have a skill that exceeds any
imagination points and maki ng a Magic In tuition check of other skills by more than 2 ranks, as they rarely specialize
DC 15 + spell level, he may spontaneously recreate the in any particular area. That 's nothing compared to their true
effect of any spe ll he has witnessed (excepting spe lls from flaw, howeve r: They are the person in the story that the bad
banned schoo ls; see Chapter 3). This docs not mean that stuff happens to: the red shirt, the nameless extra, the
the nerd has learned the incantation, however. hero's expendable best frie nd. As such, wheneve r possible,
Enfo rce Logic (E x): Once per day, at a cost of half of attackers target the normal kid on the first round of combat
his maximum dail y imagination points, the nerd can force before targeting any other kid. Additionally, when present-
a target creature to attempt a \ViII save (DC equal to 10 + ed with several equally tasty targets at any other point in a
Y2 the nerd 's level + Int modifier). Should the creature fail, combat (i.e., whenever the GM would randomly determine
it loses access to all spell-like and supernatural abilities for a creature's target from among several adjacent kids), a
the durati on of the encounter, as the nerd imagines the creature always chooses to attack the normal kid.
Grimm Lands to be a place in accordance with the normal
rules of reality.
(],che"!ype ~kilLs shro uded castle and sent you throug h to the real world.
where a nonnal famil y raised you. Through the years of
Th e nonna!'s archetype skills (and the kcy abi lity for yo ur young life, yo u experienced many dreams of a fanta-
cach skill ) are Animal Empa thy (Cha), Athletics (Str), sy land o f talking animals a nd brood ing monsters, a place
Home Ec (In t), Indu strial Arts (Dex), Kuowlcdgc (thinking that was frighte ning yet strangely soothing. Through acci-
games) (l nt), Nimbleness (Dex), Notice (Wis), Ridc (Dex), dent or fate , you found your way back into the Grimm
Sneak (Dex), Socialize (Cha ) and Tri ck (Cha) . La nds. After many adventures and several strange clues.
S kill Pu ints at 1st Level: (4 + Int modifier) x 4. you 've finally learned the truth about your birthright,
Skill Points at Each Additional L eH~I : 4+ lot modifie r. unlock ing your potential and all of the responsibili ty it
entails. Upon the reali zation, you gai n the spell-like ability
to cast command I/day as a sta ndard ac tion (DC 13 + Cha
(]'che"!ype featarc.s mod ifier). At the moment of that realizat ion, you may also
All of the fo llowing are archetype features of the nor- perman ently spend any number of imagina-
mal. tion points: each point spent may
Survivor: Say what you will about the normal kid. either pennanently increase your
he's resilient. At 1st level, the normal kid gains Charisma by I point or allow
Great Forti tude o r Lightning you to cast command one extra
Reflexes as a bonus feat. time per day.
Social C ha meleon (Ex): Normal Fairy Kin: Your latent fa iry
kids, having not much pe rsonal ity blood surfaces and permanently
of their own, tend to blend in transforms yo u into a fail)'. Your
with the crowd. Th eir predis- size decreases to Tiny, which
position to this kind of
behavior has an unusual , gives you a -4 to Strength, a +2 to
Dexterity, a nd a + I bonus to AC and
result in the Grimm attack ro ll s du e to reduced size. In
Land s. The normal addition, you grow butterfly or drag-
kid may use an onfly wings (your cho ice), and gain
archetype feature a fly speed of 60 ft . (perfect). You
of any other kid in become immune to Enchantment
the party. If the spells a nd effects. By becoming a
abi lity is imagina- fairy, you forsake the real world and
tion-based, the may never leave the Grimm Lands.
normal kid pays the Forest Friend: Throu ghout your
appro priate number adventu res in the Grimm Lands,
of imagination something keeps drawing you back
points. I f it is not to the Great and Awful
imagination-based, the Forest. You ' ve traveled,
normal kid must pay at seen wond e rs, and
least one imagination averted d isaster, but
point to usc it, plus your heart and mind
an additional imagi- always return to the
nat ion po int for G rimm Land s' only
every round that stretch of wood. The
the archetype abili - spirits of the forest
ty affects the game. speak to you in your
Normal kids may only dreams. otTering amity
select archetype fea- in exchange for your aid
tures avai lable to kids of in its defe nse . The
their own leve l or lowe r. Forest provides you with
Bonu s Feat: He needs all an animal companion from
the help he can get. 'N uff sa id. the follow ing li st : badger. dire
Mantle of Respon sibility (Ex): rat, dog, eagle, hawk, horse
At 6th level, the normal kid learns (light), owl, pony. snake (Small
something about himself that eleva tes him above the viper), or wolf This animal is a loyal and intelligent com-
drudgery of his normal li fe. Such informat ion may include panion, acc ompany ing you on the remainder of your
learn ing that he is descended from kings, that he is a prop h- adventures as appropriate for its kind. Unlike normal ani-
esied hero, that he was rescued as a baby by an anthropo- ma ls, your animal all y has a number o f spec ial abilities
morph ic animal, or anything else along those li nes. The separa ting it from its mundane kin. First, the creature gains
result of such inform ation is that it redefi nes the normal kid the special abilities of the animal companion of a 6th-level
into someth ing spec ial and unique. The normal kid selects druid: It bec omes a magical beast, gai ns +4 Hit Dice. +4 to
a boon from the followi ng list, or the GM selects one for natura l armor, and +2 to Strength and Dexterity; the crea-
him. Once a boon is selected, it cannot be exchanged for tures also gains the link. share spell s. evasion. and devotion
another. The GM may create new boons as she sees fit. special abi lities (sec PHS ). Fi na lly, the an imal has the talk-
Descended From Kings: Unbekn ow nst to yo u, a ing tem plate. If your anima l ally dies. one of its sib lings
changel ing sto le you away from yo ur cradle in a mist- arrives in seven days to take its place. If for any reason you

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
-..,"'.
~

2nd +1 +0 +3 +0 +5 Compuls ive liar, deceptive 0


+2 0
3rd +1 +3 +1 +5 S neak attack +2d4
4th +3 +1 +4 +1 +6 Improved uncanny dodge '"
••

5th
6th
+3
+4
+1
+2
+4
+5
+1
+2
+6
+7
Sneak attack + 3d4
Hide in plain sight
ct
~'::;'
..,
lose the friendshi p of the Great and Awful Forest, your ani- Streng th), and gains damage reduction l Ozsilver, You must
Ql
:? ,
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

Muturitv: Basicall y, you grow up. The experiences in


the Grimm Lands have hardened you, maturing you before lhe Ontcast
your time. Your belief in the magical has waned, and now
all you want to do is get home at any cost. You must per- lou don i' know me! You don i' know what it 5 like to be
manently spend all of your imagination points, but your me . . .
Wi sdom increases by 1 for every 2 imagin ation po ints you
had. In exchange for your no-nonsense approach, your No matter what you do, you can 't fi t in anywhere ... so
mind has become clear and unclouded. You are consta ntly why keep trying? You don't need frie nds, You like non-
under the effects of a true seeing spell and automatically conformity. You wear unusua l clothing, listen to odd
make all Will saves. music, and largely dwell on the outskirts of your class-
Moonstruck: The constant barrage of the weird and mates, unmissed and unnoticed. Sure, it sucks not bei ng in
unsett li ng finally snapped the deli cate thread in your mind the "in cro wd," but who really needs them anyway?
that most call sanity. You arc utterly raving, a lunatic who Outcasts are depressed children who be lieve, and some-
howls at the moon. You are lucid most of the time, capab le times truly so, that no one cares for them . Their desperate
of hold ing a con versation, enjoying a good joke with your lives have left them little room to develop their imaginations
friends at anot her 's expense, and even pulling a gobl in or believe in much of anything. Thanks to their isolated exis-
apart with your teeth . . . everyone does that, right? A tence, however, they have developed strong coping skills
byproduct of your psychosis is your abi lity to transform that make them excellent survivors in the Grimm Lands.
into an anima l. Every morning you choose whether you'd Since no one notices them anyway, they fi nd that it is easier
like to spend the day as a wolf or as a human. As a wolf, for them to sneak aro und and go to forbidden places. Most
you gain the wolfs natural attack, trip ability, low-light outcasts are good at stealing, having learned that it gets them
vision, scent. feats, and any of its abili ty scores that •are bet- attention in the real world; here in Grimm, the ou tcast's abil-
ter than your own. You retain your own Hit Dice, saving ity to pick a pocket may mean the difference between all of
throws, base attack bonus, and any of your own attributes the kids getti ng out of a dungeon alive, and all of them hav-
that are higher than a normal wolfs (but you cannot ing the flesh flayed from their bones. Outcasts that save the
speak). At any time, as a standard action, you may trans- day in Grimm fi nd that they can be appreciated and accept-
form into a wo lf-human hybrid , This fonn uses the best ed. after all.
characteristics of both form s, and also gains +2 to natural
armor, 2 cla w attacks as secondary attacks (damage 1d4 +
,
to attack the outcast.
<fnme :Rt:!le Inrormn1ion Q u ick: Outcasts are used to avoidi ng blows from
Outcasts have the followi ng game statistics. drunken pa rents or irri tated cops. At I st leve l, an outcast
Abilities: Outcasts rely on high Dexterity scores to slip gains Com bat Expertise or Dodge as a bonus feat.
away from danger. Outcasts find Intell igence useful, as S nea k A tta ck : Because most peop le barely notice
well, as it ensures that they are clever enough to outwit outcasts, much less perceive them as threats. the outcast
their foes. can often catch opponents by surprise and can stri ke
Ab ility Score '\Iodifie rs: +4 Dexterity and -4 them in vital spots for extra damage. The outcast's
Charisma attack deal s extra damage as listed an y time his target
llit Die: d6 would be denied a Dexterity bonus to AC (w hether the
Imagination Points at lst level: Id3 + Wis modifier target actually has a Dexterity bonus or not), or when
Ima gination Poin ts at Each Ad d itio na l Level: I + the o utcast flanks his target. This ext ra damage is Id4 at
Wis modi fier I st level, and it increases by Id4 eve ry two outcast lev-
Flaw: Outcasts are pathologically shy, and have a d iffi- els thereafter. Should the outcast score a critical hit with
cult time speaking to anyo ne who isn't a kid . w henever an a sneak attack, this extra damage is not multiplied.
outcast attempts to pe rform some visible, dynamic act. Ranged attac ks can count as sneak attacks only if the
such as speaking up for the party, speaking directly to an target is within 30 feet.
NPC, or drawing a monster's attention away from his An outcast can sneak attack onl y living creatures
friend s. the outcast must make a DC 10 \Vill save or be w ith di scern ible an atomies-undead, constructs, oozes,
unabl e to do so, reverting to his normal state of plants, and incorporeal creatures lack vital areas to
downcast eyes and muttering bitter wo rds attack. Any creatu re that is immune to crit-
under his breath. The outcast receives a ical hits is not vu lnerable to snea k
- I penalty to the save for every HD attacks. T he outcast must be able to
of the creature he is tryi ng to see the target well enough to pick out
address. or a - 1 penalty for a vital spot and mu st be able to
every 5 beings in a crowd. On reach such a spot. An o utcast can-
the other hand, short people not sneak attack while striking a
are nowhere near as intimi- creature with concealment or
da ting; the outcast gains a +4 striking the limbs of a creature
circumstance bonus to the whose vital s are beyond
save if he is addressing a reach.
Small creature, and a +8 ifhe C o m p uls ive L iar
is address ing a Tiny or (Ex): Outcasts can swear
small er creature. oaths and not really mean
it. Outcasts suffer no ill
effects from break ing an
oath or fai ling to complete
a quest (See Chap ter 4).
Decepti ve (Ex): Though
T he outcast's archetype outcasts have poor communi-
ski lls (and the ke y ability for cation skills , th ey thrive on
each skill) are Art (m us ic) (Wis), mi sdirection and deception.
Booby Trap ( Int), Boy Scout Stuff Outcasts use their Inte lligence
(Wis ), Industrial Arts (Dex), modifier for untrained Tri ck
Ni m b leness ( Dcx) , Not ice checks instead of
(Wis), Open Lock (Dex) , Ride C harisma. Moreover, o ut-
( Dex) , Sneak ( Dex) , and casts may double their Dexterity
Sleight o f Hand (Dex) . m odifier on all Sneak checks .
S kill Points at 1st Level : (6 + Int Improved Unca n ny Dodge (Ex):
modifier) x 4. At 4th level , an outcast can re act to dan-
Ski ll Points at Each Ad d itional Level: 6 + ger before his senses would normally allow
Int modifier. him to do so. He ret ain s his Dexterity bonus to
AC (if any) even if he is caught flat-footed or
(lrche"!ype fentnre.s struck by an invisible attacker. However, he still
loses hi s Dext erity bonus to AC if immobili zed.
All of the following are archetype features o f the outcast.
Fo r gett a b le (E x): No one not ices th e o u tcast. Add itionall y, the outcast can no longer be flanked. This
Whenever a group of kids is attacked, th e o utcast is defense prevents a creature w ith the sneak attack abi lity
from doing sneak attack damage again st the o utcast.
always the last among the group to be targeted by foes
Hid e in Plain Sigh t (S u): A n outcast is so forget-
on the first round. If there is a normal kid in the group,
the outcast is never targeted by foe s on th e fir st round . tabl e that he can just drift out of som eone 's notice, even
with noth ing to hide behind. This mean s he may use the
Addi tionally, when presented w ith several equally tasty
Sneak skill, albei t at a - 10 to the check, even whi le
targets at any other po int in a combat (i .c., whenever th e
GM would ra ndomly determ ine a creatu re's target from being observed and witho ut co ver or concealment. He
must spend I imagination point per rou nd spent hid ing
among several adjacent kid s), a creature never chooses
in th is manne r.
Popalar K0
Class
Base
Attac k Fort Ref W ill Defen se 9
-=
Save
Level
1st
Bonus
+0
Save
+0
Save
+0 +2
Bonus
+2
Special
Cheerleader + I, Fascinate, Fit
..,
t;.

2nd +1 +0 +0 +3 +2 Charm ing 0


::l
3rd +2 +1 +1 +3 +3 Cheerleader +2 r:>
••
4th +3 +1 +1 +4 +3 Go With
5th +3 +1 +1 +4 +3 Cheerleader +3 Q
~
6th +4 +2 +2 +5 +4 Honeyed Tongue
~
0..
..,
r:>
result, popular kids have a hard time refusing when
The Popalar K0 someone (or something) offers them a gift. Popular kids
suffer a -4 penalty on any attempt to resist temptations
(sec Chapter 4). The GM can also call for the kid to
Oh, hi (giggle) . . , and y ou are? make a Will save whenever confronted with the oppor-
tunity to take something without immediate, obvious
Everyone knows your name and everyone likes you . consequences. She docs not steal per se, but if some-
You are the most popular kid in school, and that carries thing happens to be lying around and she really wants it,
a certain weight of responsibility. You and your friends it is hard for her to say no.
determine fashion, who is in and who is out. If they do
not like it, well, that's just because they're jealous. You
probably come from a well -off family, and your parents (lrchegpe ~kilLs
have great plans for you. You do well in school, but The popular kid 's archetype skills (and the key abili-
unlike the nerd, yo u spend time in the cool clubs, like ty for each skill) arc Animal Empathy (Cha), Art (act-
the swi m team, eheerleading, and key club. Everyone ing) (Cha) , Art (dance) (Dex), Art (music) (Wis},
looks to you for the soc ial rules of the school, and you Knowledge (at hletic games) (Int), Notice (Wis), Ride
are more than happy to give them. (Dex), Socialize (Cha) and Trick (Cha).
The popular kid has a lot going for her in the real Skill Poi nts a t lst Level : (6 + Int modifier) x 4 .
world: plenty o f friends, lots of support, maybe even Skill Points a t Each Additional Level: 6 + Int modifier.
rich parents to bu y her all so rts of goodies. She know s
how to get along wi th everyone, even adults. When put
into the rather unlikely position of finding herself in a
(!rchegpe reUfare5
fa irytale world, she relies on those natural strengths. She All of the following are archetype features of the
is a soc ial character who work s best as part of a team. popular kid.
providing insp iration and support to her friends. With C heerlead er (Ex): Popular kids are natural leaders.
much of her support network gone, she becomes a little A word of inspiration from the popular kid goes a long
nervo us, causing her baser natures to emerge. Being way towards inspiring even the most anti-social out-
used to getting whatever she wants is a character trait siders to greater things. As a standard action, the popu-
that can get her into trouble if she is not careful. lar kid can cheer for all allies. The effect lasts for as long
as the ally hears the popular kid cheer and for I round
per level of the popular kid thereafter. An affected ally
<fume R.Qle InfOrmution gai ns a + I morale bonus to either attack roll s, damage
Popular kids have the following game statistics, roll s, AC, hit po ints, saving throws, or skill checks, as
Abilit ies: Popular kids have high Charisma scores, a chosen by the cheerleader. At 3rd level this bo nus rises
commodity none can do without if they wish to retain to + 2, and at 5th level it becomes +3. A normal use of
their status as the most important kids in school. A high this ability requires I imagination point. For each addi-
Intelligence is a vital second statistic as it reflects their tional imagination point spent, however, the popular kid
capacity for book learning and dedication to their may extend the competence bonus to I additional char-
futures . Some popular kids who play sports or take part acteristic or type of ro ll. For instance, a 3rd-level popu-
in cheerleading may have high ph ysical abilities too. lar kid could spend 3 imagination points to give her
Ability Score :\Io difie rs: +4 Charisma and -4 allies a +2 to attack roll s, damage rolls, and saves, or to
Wisdom AC, skill checks, and hit points, or to any other combi-
Hit Die: d8 nation of characteristics and ro lls .
Imaginatio n Points at 1st level: Id4 + Wis modifier Fasci nate (S u): Popular kids arc great at winning
Imaginat io n P oin ts at Each Additional Level: 2 + over crowds and fascinating others. Each creature to be
Wis modifier fascinated must be within 90 feet of the popular kid,
Flaw : Popular kids are certainly not always rich kids able to see and hear her, and able to pay attention to her.
(though it helps), and not all popular kids are material- The popular kid must al so be ab le to sec each creature.
istic. However, popular kids are all individuals who des- The di straction of a nearby combat or other dangers pre-
perately want things from the world: love, attention, vents the ability from working.
friendship, cool clothes, cool toys, CDs, and more. As a
To use the ability, the popular kid makes a Socialize or
Animal Empathy check as appropriate. Her check result is
the DC for each affected creature's \Vill save aga inst the
effect. If a creature's sav ing throw succeeds, the popular
kid cannot fascinate it for 24 hours. Ifits saving throw fails,
the creature sits quietly and listens to the popular kid talk
(or watches her dance, or listens to her sing, etc.), taking no
other actions for as long as the popular kid continues (up to
a maximum of 1 minute per level of the popular kid).
While fascinated. a target takes a -4 penalty on Notice
chec ks, Trick checks. initiative, and similar checks. Any
potential threat requires the popular kid to make another
check and allows the creature a new saving throw against a
DC equal to the check's result. Any obvious threat, such as
someonedraw ing or aiming a weapon or casting a spell,
automatically breaks the effect. Fascinate is an enchant-
men t (co mpulsion). mind-affecting ability.
A normal use of this ability requires the expenditure of
I imagination point and affects one creature per level of the
popular kid. However, the popular kid may affect I addi-
tional creature per additional imagination point spent.
Fit: Popular kids tend to be sucked along with whatev-
er new fad their parents are trying out, be it a health food
fad or an exercise program. At Ist level, a popular kid gains
Run or Toughness as a bonus feat.
Go with (Ex): The most coveted position in school is
to be the boyfriend or girlfriend of a popular kid. "Going
with" is a kind of platonic girlfriendlboy friend relationship
chil dren use once they get over the revulsion of the op po-
site gender, but before the complications of puberty full y
sink in. The popular kid can se lect one ot her ch il d (PC or
NPC) to go with. The selected ch ild's maximum imagina-
tion point value increases by I, and he receives a + I morale
bonus to all saves. However, the popular kid may rely on
her boyfriend to save her if she's in trouble; any time the
popular kid takes damage, she may expend I imag ination
po int to cause half of the damage (round up) to be inflicted
on her boyfriend instead .
The popular kid may end this relationship at any time,
dumping her boyfriend with such worldly phrases as ';'1need
someone more mature,.. ..1 need some time to myself," and
"we don ' t have anything in common anymore." The popu-
lar kid may then immediately pick anot her kid to go with,
provided the kid is even less mature, more clingy, has less
in common with her. etc. A kid who has been dumped
receives a - 1 penalty to all rolls for one day, but also retains
the increase to hi s imagination point value for that day as he
imagines his life is over. In any case, as kids are resil ient
and not terribly emotionally vested at this young age, the
dumped kid returns to normal after one day.
Charming (Ex): Popular kids, despite their sometimes
shallow nature, are well-versed in manners and are able
impress almost anyone they meet . Even enemie s find them-
selves enjoying the camaraderie between themselves and
the child. Popular kids double their Charisma bonus on all
Socialize and Animal Empathy checks.
Honeyed Tongue (Ex): Popular kids have an uncanny
ability to convince others to see the ir line o f thinking. As a
full -round act ion that provokes attacks o f opportunity and
by expending I imagination point per Hit Die of her target,
a popular kid can attempt to convince someone or some-
thing to do what she wants. This abi lity works j ust like the
suggestion spell, and the target is ent itled to a Will save
(DC 13 + the popular ki d's Cha modifier).
r

Chapter Two: 9"'


-
-:::
..,.-:1
.....l
~
••
.

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.

eats New Feats


Boys and g irls in Grimm receive more feats in general CJlowonce
than standard characters in the d20 system; after all, they Having an allowance is a very important thing to kids.
need all the help they can get! All children begin play with So important that, if you had one in the normal world, it
one standard feat and one origin feat. Children then gain manifests itself in the Grimm Lands as an extra bonus you
additional feats at 2nd, 4th, and 6th level. Nnte: you should can use for attacks, saves, or skill checks.
use these feats with Grimm only. as the y may not be suit- Ben efit: Each week- you specify the particu lar day,
able to other settings. and once chosen, it cannot change- you receive one float-
ing + I bonus, which you can add to a single attack, save,

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.

6::cho~e ~tl:ldent [0x:!9inJ Brot


You attended school in a different country than the one When incensed. you reach new levels of petti ness.
in whic h you were born. Prerequisite: Spoiled
Benefit: Your upbringing insti lled a certain resilience to Ben efit: When in a tantrum. your bonus to Wi ll saves
western influences. Consequently, you ga in a +4 cornpe- increases to +4 and your damage reduction increases to
tcncc bonus to resist temptations. 6/- . However, due to the severity of the tantrum. your
Special: You may only take this feat at 1st level. penalty to attack rolls and AC increases to -4.
No r ma l: See Spoi led.
Home ~hooled [0x:!91n) (pompion
You had personal tutors or your parents taught you at
You develop a knack for fight ing with a particular class
home.
Benefit: You ga in a +2 bonus to an Art skill of your of weapons.
Prerequisite: Scrapper, Combatant, base attack bonus +5 is quite possible you just make a large mess, perhaps
Benefit: When you wield weapons of the type selected releasing another monster from with in.
with the Scrapper fea t, their crit ranges a re doubled. For
example, if you selected Slashing weapons, the critical
threat rang e when you wield a woodsman 's axe is 19-20,
flout Jlj{c u Blllter!!y Q
t:
and the threat range when you wield a sword is 17-20 .
You are adept at weaving in a nd out of combat, running -e
between yo ur opponents ' legs, dodging out of the way, and ..,~
otherwise making a hard-to-hit nuisance of yoursel f.
(J>mhutunt Prerequisite: Dex 13+, Street Fighter ....l
~.
You de velop the right skills to battle the horrors of the Benefit: You can move through areas occupied by or o• •
Grimm Lands. threatened by a Large or larger creature without provoking
Prereq uisites: Scrapper, base attack bonus +3 attacks of opportunity.
Benefit: You get a + I bonus to damage rolls when Nor mal: Moving through a square occupied by an
wielding the weapons you cho se with the Scrapper feat. opponent provokes an attack of opportunity.
Specia l: If you have 5 or more ranks of Nimbleness,
(ruff permunent Item you may also move through areas occup ied by or threat-
ened by a Medium or larger creature without provoking
Items you create with imagination are permanent for as attacks of opportunity.
long as you wi sh them to be.
Benefit: You can create semi-perm anent items with
your imagination. A created item is a non-mobile and non-
D~reum
living item of uti lity such as a door, screwdriver, sword, You regain your imagination points when daydreaming.
shield, or rope. Whole structures may not be created, as Ben efit: By spending three consecutive full-round actions
they are amalgamations of seve ral objects. doing nothing but daydreaming, you gain back Id4 spent
Creating items of this quality requires additiona l expen- imagination points. You can use this ability just once per day.
ditures of imaginati on as shown below, depend ing on the
size of the ite m. In addition to the standard imagination ~iffed
costs, as desc ribed in Chapter 3, you must commit a vari- You are multi -talented.
able number of imagination po ints to mai ntain the exis- Benefit: Select two skills. You gain a +2 bonus to both
tence of the item. These items remain for as long as yo u of these skills.
commit imagination. If you do not spend the required Specia l: You may select this feat multiple times. Each
imagination points each morning, the item fades wi th the tim e you select th is feat, c hoose two new skills.
n smg sun.

Size Imagination ~rollnd !!9htcr


Tiny or small er I point Your legs are as dangerous as your hands. /
Small 2 points Prerequisites : Athletics 7+ ranks, Martial Arts
Medium 4 points Benefit: You suffer no penalty to attack rolls when
Large 8 po ints prone, and gain a +2 circumstance bonus to all opposed
Huge or larger 16 points grapple and trip attack s. In add ition, you can kick yo ur
opponent as an unarmed strike that deal s + I point of dam-
~ormal: Items created from imaginati on remain for age.
brief stretches of time depend ing on ho w many points of
imagination you initially spent. fear-les s
Special: This feat may be used on items that have been
You do not frighten easily.
scmi-pennanently enhanced via imagination points (see
Benefit: You gai n a +4 bonu s to Will saves aga inst fear.
Chapter 3) . If done, the item remains enchanted all day, and
In addi tion, if you fail a save agai nst fear, one round later
new imagination points must be spent each morn ing with
you may attempt an additional Will sa ve against the fear
the rising sun, or the ite m's enhancement fades away.
DC- without the +4 bo nus-to reduce the effects of the
fear by one step. Fo r examp le, Johnny has thi s feat, but he
cpt It Open failed his initial save. The effect of the fear is frightened .
You can free trapped allies from the gut of a monster The next round, he may make a saving throw against the
without harming them. same DC to reduce the effect from frightened to shaken.
P rerequisite: Base attack bonus +2
Benefit: Many monsters in the Grimm Lands, from the Hide and ~ek
Big Bad Wolf to the wi tches in the Great and Awful Forest, You played a lot of hide and seek in the real world.
like to eat little boys a nd girls. In response to this very real Benefit: You gain a +3 on your Notice and Sneak
and very common tac tic, yo u can cut your friends out of the checks.
belly of tho se who swallow them . When armed with a
slashing weapon yo u may, as a full-round ac tion, make an
attack roll agai nst the creature's normal AC, with a -4 Im~nu11ve
penalty. If you hit, yo u split open its gizzard and your You have an active imagination .
friends spill free. The creature only suffers normal damage Benefit: Gain 1 imaginati on point.
from thi s attack, as it is quite used to being cut open by Specia l: You may select this feat multiple times. Its
heroes. Of course, if your friends are not ins ide the beast, it effect s stack.
lilble 2.2: Feats
Or29in fent5 New fent5
Feat Prerequisite Allowance
C ity Kid Avai lable at Ist leve l only Craft Permanent Item Character Leve l 3rd+.
Exchange Student Available at Ist level on ly 6+ imagination points
Ho me-schoo led Ava ilable at Ist level only Cut It Open Dex 13+
Orphan Available at Ist level only Daydream 4+ imagination points
Rich Kid Available at I st level only Fearless
t
.& Farm Kid Avail able at Ist level only Gi lled
II ide and Seck Dex 13+
Imag inat ive 4+ imagi nation points
<fenerul feat5 I'm Tell ing
Blind- Fight Ined ible
Combat Ex pertise Int 13+ Luc ky
Im proved Disarm Combat Expert ise Scrapper Base attack bonus + I
Im proved Feint Combat Expert ise Combatant Sc rapper. base attack bo nus
Improved Trip Combat Expertise +3
Combat Rellexes Champion Scrapper. Fighter, base attack
Dodge Dex 13+ bonus + 5
Mobility Dodge Martial Arts Athletics 3+ ranks
Spring Attack Mobility, base attack bonus Judo Throw Ath letics 5+ ranks. Martial
+4 Arts
Endurance Ground Fighter Athletics 7+ ranks, M arti al
D iehard End urance Arts
Great Fortitude Ma turity C ha racter Level 4th+
Improved Initiative Nat ure's Friend Wis 13+. Animal Em pathy 4 +
Improved Unarmed ranks
Strike Punk
Im proved Grapple Promising C ha 13+
Iron Will Nohle Spirit Promi s ing
Lightn ing Rellexes Knightly Prowess Nob le Spirit, Str 15+
Quick Draw Base attack bonus + I Self-Reliant
Point Blank Shot Sorcerer's Apprentice Int 15+
Far Shot Po int Blank Shot Spell Knowledge Sorce rer's Apprentice
Precise Shot Point Blank Shot Spoiled
Rapid Shot Dex 13+. Point Blank Shot Brat Spoiled
Power Attack Str 13+ Rotten Spoi led
Cleave Po wer Attack Street Fighter Dex 13+
Run Float Like a Dex 15+. Street Fighter
Sk ill Focus B utterfly
Toughness Knee Biter Street Fighter, base attack
Track bonus +4
Two-Weap on Fighting Dcx 15+
Two- Weapon Defense Two-Weap on Fighting
Weapon Finesse Profi ciency w ith weapon.
base attack bonus + 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.

Promi.si~ ~pell I\gowle~e


You have a certain noble qual i- You ex pand yo ur reperto ire
ty about you that those of high of incantations.
station recognize. Prerequisites: Sorcerer 's
Prereq u isites : Cha 13 + Appre ntice
Benefi t: When nob les, Benefit: Upon taking this
knights, and royalty meet you
(even corrupt or evil persons), - feat, you learn and may now
cast one incantation of your
they assume you have noble or choice (subject to the GM's
kni ghtly potential. This ma kes a pproval). Th e incanta tion
them more willi ng to help you must not be higher than 1st
or, in some cases, fea r you. level or the level of yo ur
The ir attitude towards you \ , highest known incantat io n,
automatica lly improves by whichever is greate r.
two steps (e .g., from Hostile Sp ecial: You may select
to Indiffe re nt or fro m thi s feat mult iple times,
Indifferent to Helpful). Thus, selecting a new incanta tion
you often find aid and com fort eac h time.
where others would lack. This change in
attit ude docs not necessari ly extend to your friend s, how- ~poiled
ever, and if yo u show yourself to be hosti le to the person,
their feel ings might change quite quic kly. You are prone to tantrums when you do not get yo ur
way.
Benefit: When things are n 't going your way, you may
R.Q.tten throw yo ursel f into a temper tantrum. While in the tantrum,
Compared to other brats, yo u slip into tem per tantrums you temporarily gai n damage reducti on 3/- and a +2 to all
faste r and more often. Will saves , but sufTe r a - 2 to penalty to attack roll s and AC.
Pre r eq uisite: Spoiled Whil e in the tantrum, you cannot use any Charisma,
Benefit: You may enter a temper ta ntrum when it is not Dexterity, or Intelligence-based sk ills, or any abilities
your tum (fo r instance, in res ponse to be ing hit with an requiring pat ience or concentrati on, nor can yo u cast incan-
attack or targeted by a spell). In add ition, you may enter a tat ions or activate magic items of any type. A temper
temper tantrum one add itional time per day. tantrum lasts for 3 rounds plus yo ur Charis ma modifi er.
You may prematurely end your tantrum . At the end of the
~rnpper tantrum, you become fatigued (-2 penalty to Strength, - 2
penalty to Dexterity, canno t charge or run ) for the duration
You are a natural warrior. of the current encounter. Entering a tantrum takes no time
Prerequis ite: Base attack bonus + I itself, but yo u can do it only during your action, and may
Benefit: Upon choosing this feat, choose either natural only do it once per day.
weapons or one damage type fro m the following list : blud- Special: If you selected the Home Schoo led origin feat,
geoning, pierci ng. slashing. You get a + I bonus to all of your tantrums last for 3 rou nds plus twice yo ur Charis ma
your attack ro lls made by weapons from the selected group. modifier.

ac1n e

ar ness

Grimm incorporates a number of new mechanics to


reflect the elastic qualities of the Grimm Lands. This
chapter begins with the weapons. armor, and equipment Foczrses
that the kids may use to survive their adventures, or that Focuses serve two purposes. First, they are a treasured
may be used against them by their foes . It then proceeds possession. helping to define your charac ter's personality
to describe fea tures unique to this game, like imagination and interests. Second. they serve as a focus for a kid's
points, incantations. and temptations. Finally, it presents hopes and dream s; as long as he has his focus, he won't
an overview of the changes to the core combat system. entirely give up hope. Sample focuses follow, but players
and the GM arc encouraged to develop their own.
Baseball Bat: This Louisville slugger is your trusty

~tar1i~ e.qnipment weapon, ignoring all damage reduction.


Beeper: When one of your friends is hurt. dying, or
faced with being eaten by a troll, your beeper goes off. It
All kids bring some stutT with them when they cross alerts you with a 9 11 followed by the name of the person in
over into the Grimm Lands. Most things a child brings are trouble, his directio n and distance, and a short message (10
mundane: schoolbooks, a bagged lunch, some pencils, and words or less) describing his situation.
other miscellanea. However, each child also comes through Cell Pho ne: Thi s ph one automatically dial s an
with a prized possession, called a focus, into which she's unknown number when turned on; the nasally voiced
poured her imagination and hopes. Each child may select woman on the other end claims to represent the "G rimm
one starting equipment package and one focus. See below Lands Answering Service," and immediately asks you
for details on selecting and using focuses. what you need an answer for. She answers one question per
day. In the case of questions regarding common knowledge
Stud ious: backpack, Id4 pencils, l d6 schoolbooks, (what is this strange world, how does magic work here,
calculato r, pocket-sized encyc lopedia, 2 spiral what's the name of this big forest, etc.), she answers auto-
noteboo ks. matically. For more complex questions. she m ust roll a
Prepared: backpack, lunchbox with packed lunch, Knowledge check to ascertain the answer. but assume she
Id3 pencils, Id3 pens, $5.00, 2 spiral notebooks, has a +7 modifi er to all such checks.
raincoat. Digital wristwatch: Once per day, you may take an
Distracted: Id20 collectable trading cards, Id6 comic additional standard action in a round .
books, toy, backpack, I schoolbook, notebook, 1 Holy Book (Bible, Torah, Koran, etc.): Once per day
broken pencil.
-
when you are confused about the proper co urse of action to
Devious: backpack, lunch, Id3 small stolen items take, you may open your holy book to a random passage
(select from other lists), pocket kni fe or brass and consult its wisdom . You then receive the benefits of an
knuc kles. augury spell as if cast by a 10th-level caster.
Equipped : duffel bag, extra set of clothes, uniform, Binoculars (x4 magnificat ion): You can see vast dis-
deodorant, soap, towel, running shoes, battered tances, up to 100 miles or more.
spiral notebook, crib notes. Calculator: Once per day, you can reduce the imagina-
Fas hionable: purse, mini-makeup kit, Id6 hair fasten- tion point cost of an incan tation by I point per archetype
ers (various types), I pencil, I pen, small pink level you have.
notepad with flower stationary. sushi lunch set . Cigarette Lighter: Functions as an everburning torch.
Additionally. when used to terrify bumpkins with its vaunt-
(

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

Weapons and in his lackeys. In Grimm ,


they balance the scales between
Small and Med ium crea -
rmor tures: when used in combi-
nation with an unar med
strike, the strike docs
Grimm docs not employ weapon profi- damage as if the attacker
ciencies: any kid can pick up a sword and was one size larger. Such
stab a monster in the eye. and anyone can attacks sti ll provoke attacks of
put on a suit of armor, so long as it opportunity if the attacker
tit s. Weapo ns and armor can does not have the
be found. given. imagined. or Impro ved Unarmed
even brought through from Strike feat.
the real world (in the case Shield: Shields may
of foci or certain character be used to mak e off-
arc hetypes). hand attac ks , Doing so
Weapons are genera lly negates any AC bonus the
desig ned for adults shield offers for that round,
(Medium creatures). and in the and subjects the attacker to
fluid world of Grimrn an adult's hunt- penalties as if wielding two
ing knife can casily be used as a weapons (see PHB ).
child's longsword. There fore , Hockey Stic k: Wh ile normally a
Grimm docs not use the weapon size bludgeon ing weapon, and an effective ly
ru les from the 3 .5 d20 System . light one at that, hockey sticks that find their
Instead. use the following gu idelines: way into Grimm seem to aquire razor-sharp
The size of a weapon compared to slashing edges.
your size detenn incs whether for All Spears: Tf you usc a ready action to
yo u the weapo n is light, one-hand- set a spear against a charge, you dea l dou-
ed. two-handed. or too large to usc, ble damage on a successfu l hit against
\v-hich in turn influences feats. attack the charging creature. Shortspear may
roll s, and other game mechanic s also be used as a light lance.
when using the weapon (sec PHS). Longspear: A longspear has
If th e weapon 's size category is reach. You can strikc opponents 10
lUble 3.1: Wearons ' - See lveapon description f or deta ils t

:\lelee Weapons Dmg C r it ica l Type Range Increment \\'eight


Qv
Unarmed Strike
(Small)
Id2 x2 B
-
--
"
v
Unarmed Strike Id3 x2 B ".
(Medium) '-" ,
Unarmed Strike Id4 x2 B : :r
( Large) ;S
Brass Knuckles" Special .5
.."
~
Tiny
Pencil/Pen I x2 P
-~
7'l

Pocket knifc Id2 x2 P ::l:


v
Shield
Switchblade
Id2
Id3
x2
x2
B
P
2
p"
Dagger Id4 19-20/x2 P .,
>,.. . .
:::
Small fi
~
Butcher knife Id6 x3 P 5 ft. I
lI ammer/Wren ch Id4 x2 B 10 ft. 3
Hatchet Id4 x3 S lOft. 2
Hun ting kn ife Id6 19- 20/x2 S lOft. 2
Cleaver, small Id6 18-20/x2 S 2
Shield" Id3 x2 B 5 •
Medium 1

Ball and chain Id8 x2 B 8


Baschall bat Id6 x3 [l 3
Cleave r, large Id8 18-20/x2
Heavy branch Id4 x2 B 6
Hockey stick' Id6 19-20/x2 S 3
Shield' Id4 x2 B 10
Shovel Id6 x2 B 4
Shortspcar" Id6 x3 P 20 ft. 3
Sword Id8 19-20/x2 SIP 4
Warelub Id8 x3 [l/P 12
Woodaxc Id8 x3 S 6

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.

Mediu m Armor (Body B01I11.\)


Hockey pads +3 +2 -4 20 ft. 15 ft. 20 lbs.
Noble" armor +4 +4 -2 20 ft. 20 ft. 25 Ibs.
Wolf hide +4 +2 -3 20 ft. 15 ft. 25 Ibs.
Soldier's armo r +5 +3 -4 20 ft. 15 ft . 30 Ibs.

Heavy Armor (Body Bonus}


Wooden barrel +6 +0 -5 20 ft. 15 ft. 20 Ibs.
Tu rtle shell +7 +0 -8 20 ft. 15 ft. 35 Ibs.
Kn ight's armor +8 +1 -6 20 ft . 15 ft . 50 Ibs.

Shields (Shield Bonus}


Serving planer +1 -6 4 Ibs.
Shield. light +1 - I Sibs.
Barrel lid +2 -4 10 Ibs.
Shie ld, heavy +2 -2 15 Ibs.

Helmets (Helmet Bonus)


Leather cap +1 I lb.
Hockey helmet +1 I lb.
Metal cap +2 -4 3 Ibs.
Football hel met +2 -4 3 Ibs.
Kni ght's he lmet +3 - 10 6 Ibs.
*This includes such things as Ha lloween costumes.

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.

bIB of tion and as self-exploration.


Whc n a chil d docs something that the GM feels is
exceptionally creative, whether in the usc of imagination
points or not, the GM may rule that the act was inspire-
tiona!' Each ch ild that witnessed the inspirational act gains
between one and three bonus imagination points, depend-
ing o n the level of creat ivity. Such bonus imaginat ion
points should never last for more than one hour of game
time, as insp iration is fl eeting.
inallon Add itionally, characters may perform acts or generate
thoughts that arc so creative, expressive. and selfless that
they expand a character's awareness of himself and reality.
Grimm is, at its re. a land of imagination. Whatever
their true origins migh t be, the inhabitants and habitat of At the G M's discretion, a character who performed suc h an
Grimm have been shaped, twisted, and created by acts of act du ring the adventure may experience self..explorat ion,
pure imagination. Therefore the world 's boundaries and permanently increasing his maximum imaginati on points
behav iors arc more flexible than ours. Those travelers who by one at the end of the adventure. This is an exceptional
possess powerful imaginations can bend reality to a small event, and should be reserved for only the most creative or
degree. heroic of acts. Rarely, if ever. should self-exploration be
granted to more than one PC per adventure.
- ....
~n.d last a bit longer than those created by one-point imag-
oar mmgs (usually Id6 m inutes).
- Find a dagger in your belt or a gold coin in your boot.
- Impose a one-time, non-stackable + 1 or - I modifier
afton to any one creature's roll within 10 ft. If the player can
rationali ze the modifier, it increases to +2 or - 2.
Imagination points reflect a child's capacity to manipu- --Gain a one-time stackab le +2 bonus to any one roll.
I~te the world around him, to unlock his own hidden poten-
If the player can rationalize the bonus, it increases to +3.
!Ial, ~nd ~o cast. magical incantations. The child can spend
l rn ag~ ~ atl o n p omt~ at any time in the round and under any
- Find a useful item lying about nearby, such as a
sword, a donkey, or a pair of manacles. The item may be a r"
••
condition, even If the child is unconscious, under the weapon of size Small or smaller, light armor, or an item
effects of mind-controlling magic, or otherwise incapaci- fro m Table 7-8 in the PHB that is val ued at less than 20 gpo
tated. Only death stops imagination. The maximum num- You must make a DC 10 Notice check to find the item , and
ber of imagination points a child can spend per round is the player must be able to explain why the item might be
equal to his archetype level plus onc. Therefore, a l st-level there (someone tied the donkey behind the tree whi le they
character may only spend two imagination points per round went for a swim, or someone dropped a sword in the tall
fo r any purpose. grass during a battle last year). Only the kid who spent the
As can b~ .s~en in Chapter I, imagination fuel s many unagm anon pomt may find the item.
archetype ab ilities, and as explained later in this chapter, it - Summon a l n.foot-by-f O-foot fog that gives those
fuels spells (call ed incantations) as well. A standard use of within it partial concealment ( 10% miss chance) and dis-
imagination changes the world around the character in perses in Id6 rounds, or cause a small rain cloud to appear
some particular and usually short-term way. It is important over a target 's head and rain for Id6 rounds.
to note that these are only guidelines; imagination is not
something one can categorize. The only restrictions to lhree-point Im~ni~.5
imagination points are that children cannot use them to Three-point imaginings are more dramati c changes to
replicate the abilities of a feat or archetype ability, nor can the world than simple adjustments to attack roll s. The kid
the.y use them to directly damage or destroy anything in the now imagi~es himself as the hero in his own story or the
Gnmm Lands. creator of his own world, capable of miraculous things . He
becomes stronger, faster, cleverer, or cooler than he ever
One-p oint Im~ni~5 was in the real world. Many of these imaginings require the
One-point imaginings reflect minor changes to a kid's GM's consent and j udgment. Once a player declares a
des ired effect, the GM decides whether or not it is possible.
environment that appear as coincidental developments.
Such a use is always personal and cannot extend beyond 5 1: not ~ossible, the character does not spend the imagina-
non points. The GM might want to suggest a similar alter-
ft. from the child. A one-point imagining cannot affect
monsters or other characters. It can create small items of native he would find acceptable. Environmental changes
~ay occur anywhere within 120 ft., and specifi c, complex
littl~ complexity, but even simple items must be generic;
for mstance~ a one-poi nt imagining could not create a key Items of Small or Medium size may be created. These usu-
to fit a specific lock. Also, such items exist for short dura- all y last for Id6 hours. Some examples of three-point irnag-
tions(usually Id6 rounds). Examples of one-point imagin- mmgs include the following:
mgs include the following: - Suddenly have in hand or be wearing a Tiny or Small
- Find a truffle under your hat or pull a candy cane weapon, light armor, or an item worth 20 gp or less from
from your pocket. Table 7-8 in the PHB.
--Gain a one-time, non-stackable + 1 bonus to any one - Impose a one-time, stackable +2 or - 2 modifier to
rol l. If the player can rat ionalize the bonus, it increases to any one creature 's roll within 120 ft. If the player can ratio-
+2. nali ze the bonus or penalty, it increases to +3 or - 3.
- Heal yourself of I point of damage. . ~ain a non-stackable +2 bonus to all roll s of one type
- Find a useful item lying about nearby, such as a (i.e. skill checks, attack rolls, saving throws) for the du ra-
20-foot lengt h of hemp rope, a torch, flint and steel, or any tion of the encounter.
other mundane item va lued at less than 5 gp from Tab le 7- - Heal yourself of 2 points of damage, or another of I
8 from the PHS . You must make a DC 8 Notice check to point of damage.
fi nd. the ite.m, and the player must be able to explain why - For one round, use a skill you do not possess as if you
the Item might be there (someone tied a piece of rope to a had 10 ranks in it.
tree and left it there, or someone dropped an unlit torch - Find a specifi c, useful item lying about nearb y, such
n~ar the mouth of a cave in the haste to escape). Only the
as noble's armor, a warpony, or a tanglefoot bag. The item
m~y be any weapon, Medium or lighter armor, any sort of
kid who spent the imagination point may find the item.
shield or helmet, or an item from Table 7-8 in the PHB that
is valued at 100 gp or less. You must make a DC 12 Notice
Two-p oin t Im~ni~5 chec.k to fin~ the item, and you must be able to explain why
. ;wo-p.oint imaginings cause less subtle changes to a the Item might be there (the warpony is a transformed
kid s environment. These effects are noticeable and won- wo?dsman who wanders the land looking for chi ldren to
drous, being fortuito us happenings. They may be mild ass ist, or the tanglefoot bag is the fruit of a nearby exotic
environmental changes, even affecting other creatures, but plant)",The item. unlike those gained with lower-point
all effects are limited to a range of 10 ft. Ge neric, medium- rmagmmgs, may be specific : the key the kid finds will
complexity items of Small or Medium size may be created, unlock a specific door, the weapon may be made of silver
or have been forged under the light of a full moon , and the nen tly. The base cost is 4 imag ination points; further, you
marble may have won 10 games in a row. must spend I imagination point per 2,000 gp value of the
- Change the environment in some minor and some- item (see DMG for designing magic items). For instance, a
what logical way (the raging river has a convenient ford in +1 sword would require 5 imagination points, +2 noble S
it around the next bend, the rope bridge breaks as soon as armor would require 6 imagination points, and boots of
the kid crosses it, etc.). speed woul d require 9 imagination points. Only the kid
-c-Control an NPC's next action, within reason. The kid who spent the imagination points may use the item; on any-
may choose what the NPC does next, so long as it is a like- one else's person, it returns to normal. The item remains so
ly action for the NPC. For instance, if a witch is thinking enchanted for I hour per imagination point spent.
about how to cook a captured kid, the kid may decide that - Control an NPC's next action, within reason. The kid
the witch turns for a moment to look in one of her cook- may choose what the NPC does next, so long as it is a like-
books, giving him a chance to escape. The kid cannot force ly action for the NPC. For instance, if a giant is about to
an NPC to do something suicidal, inappropriate, or blatant- attack her, she may force it to power attack for its full
ly stupid (unless the NPC is, himself, blatantly stupid). Any amoun t, maki ng it likely that it will miss; or she could
such actions shou ld never last more than a roun d, and may force it to throw boulders rather than attacking with its
never be forced upon an NPC who is otherwise alert and club. A kid cannot force an NPC to do something suicidal,
aware of extreme danger (i.e., not in combat). inappropriate, or blatantly stupid (unless the NPC is, him-
-c-You may rero ll a single roll that you just made. The self, blatantly stupid ... but even stupid monsters won't
decision to reroll must be made before calculating the out- suddenly forget that the PCs are in front of them). Any such
come of the roll, and you must use the newer roll, even if actions should never last more than a round, though they
its result is lower. may be forced upon an NPC who is in combat.
- The kid may force a PC or NPC to rero ll a single roll
Fozrr-r-or-r-more-r-point Im~ni~.s that he just made. The decision to rero ll must be made
before calculating the outcome of the roll.
These most powerfu l imagin ings allow children to take - By reducing her total imagination points permanent-
the story by the reins and steer it where they will; back onto ly, a player may gain a boos t to some aspect of her charac-
the path if it has strayed, or over the cliff if they wish. The ter. The increase is permanent, but the imagination points
kids become the storytellers, if but for a moment. The kid so spent may never be regained. At a permanent cost of 4
can only use one four-po int or greater imagi ning per imagination points, a kid may gain an extra 3 hit points, 3
encounter. The GM always has the final say as to the cost extra skill points, or increase her base attack bonus, defense
of such a powerful imagining. Once a player declares a bonus, an ability score, or a saving throw by + l. Though
desired effect, the OM decides whether or not it is possible. this feature can be used as much as a player likes, she can
If not possible, the character does not spend the imagina- never improve the same aspect of her character more than
tion points. The OM might want to suggest a similar alter- once. Thus, she can only ever permanently improve one
native he would find acceptable. Alternate ly, he can ability score using imagination points, one saving throw
increase the point cost, going beyond four or fi ve imagina- using imagination points, etc ..
tion points for truly powerful effects. Some examples
include the following:
-You may change the weat her in some dramatic fash- Rg1uini~ Im~nnno n
ion: a snowstorm in summer, a heat wave in winter, or hur- Imagination is planted in the fertile soil of an idle mind;
ricane-force winds die down to a still calm. Such changes it takes root in dreams and quiet musings; and it grows to
are completely arbitrary in their duration, returni ng to nor- fruition inside the fantas tic adventures of the mindscape.
mal at whatever moment best suits the whim of the GM. Every morning that a child has gotten at least six hours of
- When in combat with a dangerous opponent and in uninterrupted rest, he rega ins all spent imagination points.
e fear fo r his life, the kid may call for help from a fairyta!e
ally that he has met in a previous adventure, such as a
woo dcutter, fairy godmother, or even a tame monster. The Ero Im~nnnon
ally may not have more than twice the kid's Hit Dice. While imagination is a major part of survival in the
When called, there is a 50% chance that he is nearby, and Grimm Lands, spending too much can be dangerous. If a
comes to your aid immed iately. This percentage increases kid ever drops to a imagination points, she is temporarily
by 10% for every additional imagination point spent fatigued. She cannot run or charge, and takes a - 2 penalty
beyond four. If the ally does not come to the kid's aid to her Strength and Dexterity. While in this state, doing
immediately, he arrives in the vicinity approximately to anything that would normally cause fatigue exhausts the
minutes after the kid called; if the kid has been swallowed, character. Unlike normal fatigue, that induced by overex-
captured, or maimed in the meantime, the ally will do his tending the imagination is emotional rather than physical.
best to resc ue or heal him. In any case, the ally goes on his It therefore goes away when the mind has had time to
own way after the encounter, righ ting other wrongs and recover, and the kid is no longer fatigued after one hour.
saving other children.
- You may change the environment in a significant
manner, such as creating a break in the forest or a pass in
the mountains, or may imagine a place of shel ter, such as
1he NntlVe.s are ~ne.s.s
Oddly enough, the natives of the Grimm Lands do not
an old tower with a sturdy door or a cave too small for the
have imagination points. That lack is perhaps the only
pursuing troll to fit in.
thing that allows the smaller, weaker, more frag ile kids to
- You may enchant an item semi-permanently, or
survive among this land of brutal predators and manipula-
increase an already-enchanted item 's abilities semi -penna-
tors. The creatures of Grimm are created / rom imagination, school = 0 days). Remove curse, a 4th-level Abjurati on
rather than users of it. Their bodies, abilities. thei r very incantati on, requires 9 days to learn (8 days for twice the
existences are expressions of what would otherwise be level , + 1 for the school = 9 days). When determini ng the
their imagination poi nts. level of a particu lar incantation, always use the highest list- Q
ed spell leve!. For example, a spell listed in the PHS as Brd
2, Ord 2, Rgr I counts as a 2nd-level incantati on.
-'"
~
".
..,
Incanlallons School Sc hool modifier

Magic in Grimm work s differently than in the d20


Abjurat ion
Conjuration
Div ination
+1
+4
+2
£
••

System . Magic is both a science and an art, and wh ile it is Enchantment +0


not so rapid and efficient in the Grimm Lands as in other Evocation Not available to PCs
worlds, it is available to any who would weave the strands Illusion +2
of arcane power. Many bei ngs know one or two spells they Necromancy Not available to PCs
use with some regularity; fro m these creatures, kids can Transmutation +1
learn their own versions of spells, called " incantations." Un iversal +0
Instead of learning magic as a general practice, characters
learn eac h incantation individ ually. Learning an incantati on At the end of the learning period, the character must
requires study, practice, and a certain amount of imagina- attempt a Magic Intuition check to see if she has successful-
tion. Think of learning an incantati on as analogous to ly learned the incantation. The DC to learn the incantation
learning a particular piece of information, such as a chore- equals 10 + the number of days required to learn it.
ographed dance routine, memorizing the US Co nstitution, Therefore, in the previous example, mage hand may be
or learning to play a complicated piece of music from learned with a DC 10 check, while remove curse may
memory. O nce learned, yo u can cast an incantation at will, be learned with a DC 19 cheek. The character may
assuming you have the necessary ingredients, time, and not take to when making this check. Learnin g the
imaginati ve reserves. incantation also carries an imagination cost. regard-
less of whether or not the character learned
the spell. At the end of the period of study,
~arnin....., the character spends a number of imagi-
nation points equa l to the number of day s
required to learn it. Characters regain
Incan allons these points as normal.
The DC and number of imaginati on
points needed to learn a incantation arc not
Magic Intuition and imagination lessened by the nerd archetype's quick
are the key components to learning study ability. For instance, using the above
incantations. The cha racter must example, even thou gh a nerd could learn
either discover an incantati on in the remove curse in two and a half days rath er
game or find someone to teach it to her. than five, he must still make a DC 19 Magie
Willing and able teac hers are hard to Intuition chec k and spend 9 imagination points
come by, so this is the less common of in order to successfully learn the incantati on
the two avenues to acqui ring magic. The (these imaginati on points are all
more common method is to find an spent on the last day, but need not
ancient tome or scroll containing all be spent on the same round),
the instructions for the
incantation withi n it.
Either wa y, the game elvailable ~pell.s
mechanics for learn- Some spell schools arc
ing the incantation no t ava ilab le in th e
are the same. ~ . . Grimm Lands, as their
Each incantation .1 inclusion would com-
has a learning time. promise the fl avor
The learning time is a of the game. These
number of days equal to twice are the stories
the level of the incantation plus of tricky kids
the school modifier. See below co n vinc mg
for schoo l modifiers. sphi nxes to
Incantati ons with a learning answer their
time of 0 may be learned ' ~ --rJ!f!iJ ; r own riddles, of des-
after a quick read (5 minutes). ~ J
_ ,)j 'rfJflflllfJ!?" perate a~prentlc~s
For example, mage hand. a O-level ~~hl T A'i' ,~ ...." surrounding their
Transmutation incantation, J ! 'I friends with a protec-
requires 5 minutes to learn (0 ,.~~ ~J.Je:; tive circle, of wi se
days for the level, +0 for the enchanters empowering a
...(
-'--l.
r-(fJ " ~
champion to do battle with a terrible foe. It most certainly
is not a game of fast-flying fireballs, and as nifty as it is to
create the walking dead, that's someth ing the bad guys do ,
PJolt babble, toil
not the good-hearted kids . Therefore, Evocation, and
Necromancy are considered barred schools for all Grimm
pe s. Conjuration, meanwhile, has some spells with quite
and Irozrble . . .
appropriate effects (grease. web. s ummon mo nster) and NPCs are a whole different story as far as magic goes.
some less-than-appropriate effects (mage armor, acid NPCs don ' t have imagination points (that's good for the
arrolv, sleet storm); regardless, conjurat ion spells tend to PCs), but as a result they use other, more efficient methods
be physically quite powerful. Therefore, its school modifi- to cast spells (that's bad for the PCs). There are two kinds
er is very high. of NPC spellcasters in Grimm : those who cast spells via
standard d20 System class levels, and those who use spell -
like abilities. In both cases, the spells are cast using normal
u-.u.. ti~ Incantations d20 System rules, including casting times, concentration,
disruption, and components.
Kids have a tendency to translate unusual and complex
things into their own language. Incantations are spells in a
kid's language, the fairytale versions of complex arcane
processes. They are, essentially, nursery rhymes.
Incantations retain all of the normal components for
m
spells: as a kid recites an incantation that makes his friend Compared to a charging kni ght or a powe rful archmage,
able to fly, he must still do a strange dance, wave his anns kids can seem pretty powerless. True, boys and girls trav-
about in the air, and has to have a wing feather in hand. eling through the Grimm Lands develop all sorts of neat
However, because the casting process is so freefonn and abilities, some developing into mighty combatants, but
chaotic, incantations performed by kids do not provoke when compared to a standard d20 fighter of the same level,
attac ks of opportunity, do not require Concentration there is no contest. To facilitate play and allow the kids a
checks, and cannot be interrupted. They can even be cast fighting chance, Grimm uses variations on standard d20
while being grappled .. . the kid j ust has to wi ggle about combat mechan ics.
even harder to perform the somatic components.
However, with all of the hopping about and shouting
and jiggling of magic totems, incantations can take longer
to cast than spells. Incantations have casting times of I
standard action per spell level, with a minimum casting
time of I standard action. Spells that are listed in the PHB Kids' low Strength scores and lack of martial prowess
as having a casting time other than I standard action take means they don't stand much of a chance one-on-one
even longer: they require the listed casting time, plus 1 against the larger prowling denizens of the Grimm Lands.
standard action per spell level. However, kids that have been sucked into the Grimm
The standard actions to cast incantations are obviously Lands quickly learn that teamwork can make short work of
punctuated by move actions, during which a character can most foes. As such, they use the following special rules
perform any normal move action, including interrupting his when grappling larger foes.
incantation to communicate with allies or jeer at his oppo- First of all , against larger foes, kids may use their
ncnts. For instance, when casting a 2nd-level incantation, a Dexterity mod ifier on grapple checks instead of Strength.
charactercould begin to recite the incantation and move his Second, kids ignore the -4 size penalty to grapple checks
normal speed, then finish the incantation on his next tum. when making the initial grapple attempt only (they may be
Once the character recites the incantation , he must small, but they're tenacious). The -4 size modifier applies
spend an amount of imagination points equal to twice the to all other grapple checks; however, when others join the
level of the incantation plus the school modifier. For exam- grapple, the kids become a force to be reckoned with. If
ple, Felix the 5th-level nerd knows dominate animal. a 3rd- mult iple kids grapple the same larger foe , each participat-
level incantation. To cast the incantation, Felix must incant ing kid gains a +2 bonus to his grapple checks per kid par-
the spell for 3 consecutive standard actions. Once he casts ticipating in the grapple. For instance, if two kids grapple a
the incantation, Felix spends 6 imaginat ion points (3x2 for Me dium homicidal talking pig, each kid gains a +4 to his
the incantation, +0 for the school). Note: Kids must abide grapple check, effectively negating the penalty for being
by the normal li mit to per-round imagination point expen- Small. If four kids were to grapple an ogre, each kid would
ditures when casting incantations. For instance, the above get a +8 to his grapple check . Note that a 4th-level or high-
incantation requires an expenditure of 6 imagination points er bully gai ns a +4 bonus for every child in the grapp le,
on the last round of incanting, whi ch can only be accom- instead of the normal +2.
plished by a 5th-level kid (or a kid wi th a focus or wand
that provides imagination points).
A kid's caster level is always equal to his archetype
level, and save De s are determined nonnally.
well , would have been cons idered bloated, having in his
~wallowed Whole belly a Medium creature and a Small creature, for a tota l of
1.25x his own size worth of creatures . Creatures can never
eat more than tw ice their own size worth of creatures, and
Being swallowed alive is a common theme in fairy can never eat creatures that are larger than themselves.
tales, nursery rhymes, and mythology. From Jonah and the A monster can digest up to half its own size worth of
whale, to the titans in Greek mythology, to the fate of LinIe food in an eight-hour span. Creatures that were stuffed or
Red Ridiog Hood and her grandmother in the gullet of a bloated may move one step tow ard normalcy at this time,
greedy wolf, helpless heroes often find themselves in .less- if the digestive process brought them from bloated to
than-pleasant gastro-intestinal circumstances. Grimm IS no stuffed or from stuffed to normal . For example, if the
different. Creatures prowl in the dark shadows of great woods man had not intervened on behalf of Red and her
trees , awaiting the choicest morsel to walk down the path grandma while they were trapped in the belly of the wo lf,
of doom, and great whales swallow whole ships intact, the wol f would have digested either half of grandma or all
leaviog the trapped crew to play cards in the ir be llies by the of Red and one-quarter of grandma aft er 8 hours, at which
light of gun ering cand les. In short, find ing onese lf in the point it would move from the bloated state to the stu ffed
belly of the beast, while unpleasant, does not necessanly state, and moved from exhausted to fatigued .
mean the end of the road .
Swallowi ng a creature is ofte n the result of a monster's
improved grab attack, whereby it shove.s the hapless vic ti.rn W1mt huppen..'l to the swallowed?
down its throat. If it does not have the Improved gra b abil- When a monster digests a certain size worth of crea-
ity, this can only be accomplished by a successful grapple tures, as noted above, it's not j ust em pty calo-
check on an already pinned opponent. ries; those are people bei ng broken down
To clarify just how much food can fit into whom, into vitamins, minerals, and amino acids!
Grimm uses a modular size system. A creature counts as In other words, as a monster digests, the
one quarter of a creature that is one size larger, or counts people trapped in its belly are dying.
as four times a creature that is one size smaller. Unfortunately, unlike the normal
For instance, a Large ogre is the equivalent d20 System rules for characters that
of four Medium humans, wh o together are swallowed whole, sw al-
are the equivalent of 16 Small kids, w ho lowed characters in Grimm
together are the equivalent of 64 Tiny may never cut themsel ves free.
cats . Despite thi s modu lar sys te m , H ow e ve r, there are severa l
however, size seems to blur somew hat actions a swallowed character can
in the Grimm Lands, as demon- take to save himsel f.
strated by how much a creature First of all, a charac-
can actua lly eat. ter is not dead unt il
A monster can swallow half its 100% digested. Until
own size worth of creatures without any that time, he sim ply
ill effects. For instance, had the Big Bad Wol f suffers hit point dam-
sim ply eaten Linle Red Riding Hood } age on a percentile
and ignored her grand- basis (if the wolf
mother, it could 've , had digested
easily fit her (a Small one-quarter of
creature) in its stom- grandma in an
ach (as a Medium 8 -hour
crea ture) and had span, her
room for a nothe r c ur ren t
Small child besides. hit
However, if a crea- point s
ture is particularl y would be
greedy and hun- reduced by
gry, it may one-qu arte r).
stufT itself. A This means that,
stuffed crea- if the monster that
ture is one swa llowed him
that has conti nues to eat,
eaten between the digested charac-
half its size and ter can insulate him-
its own size worth of creatures. A crea- self from the digestive
ture that has stuffed itself is fatigued. j uices, always ensuring
Particularly voracious creatures may eat even that the new foods are
further. bloating themselves . A bloated creature is di gested while he rema ins
one that has eaten between its own size and tw ice its alive. Th is is easily done if the
own size worth of creatures; bloated creatures are cons id- digested charac ter is the only sentient being .in the m.on-
ered ex hausted. The Big Bad Wolf. for instance, after hav- ster 's sto mach ; however, if there are multiple sentient
ing eaten not only Grandma but Little Red Riding Hood as

-

--
,
-

beings attempting thi s surv ival technique, they may have to


figh t each other for the honor of remaining undigested. •
Second, some monsters' interiors are so vast that small
eno ugh creatures can exist inside indefin itely. If a charac-
Des arr
ter is swallowed whole by a creature four or more sizes
larger than himself, he is never in danger of being digested. Despite th very real dangers in the Grinun Lands, kid s'
Third. altho ugh characters cannot cut themselves free of imagined fears tend to have more effect than anything any-
a monster's innards, they can attempt to get back out the one else could do to them. As long as a kid has frien ds or
way they came in. A character may make one grapple allies around him, he can keep the fears at bay; when alone
check per hour to attempt to work his way back into the and in an unfamiliar place, however, his imagination
creature's mouth. If he succeeds, he must atte mpt a Sneak begins to work agai nst him. If alone for more than an hour
check opposed by the monster's Notice check. If he suc- anywhere but a place known as safe and protected, the kid
ceeds, he can make good on his escape the next time the must begin to make despair checks. For each hour a kid is
monster opens its mouth. On a failed check. the monster alone in a frightening place, he must make a \Vi1l save
realizes that something has returned from down below and again st a DC o f 10 + the kid 's current number of imagina-
and may take the appropriate actions to rectify the situation tion points + the number of hours he has been alone. If he
(a grapple check to re-swallow the victim). succeeds on the save, he steels himsel f for one hour before
he has to mak e another check at a higher DC. If he suc-
ceeds at three checks in a row, he has conquered despair,
and does not make another check until his general environ-
ment changes. If he fails, he loses Id4 imagi nation points
and becomes shaken. Each additional failed despair check
worsens the degree of fear and further evaporates his pool
of imagination by an additional Id4. While suffering from
the effec ts of despair, a kid may not atta in rest ful sleep, and
therefore cannot regain imaginati on points.
If a kid is reunited with comrades, saved by new allies,
or finds a safe haven, he may slowly recover from despair.
The severity of his state of fear lessens at a rate of one state
per m inute, and thereafter he may gain the benefits of rest-
ful sleep when appropriate.
I
Chupter Foar:

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

type, villain, has been created. These creatures are humans


(or at least are shaped like them) and use the following The EYil Qveen
game statistics:
lIuman Male znd-levet Rogue/3rd-level Encha nter
-<18 Hit Dice.
- Base attack bonus equal to 3/4 total Hit Dice (as cler-
l\1 edium Humanoid 9
,E
.,-
ic). llit Dice: 2d6+3d4+7 (19 hpj
Initi ative; + 1 , ",'
- Attributes assigned using elite array (15, 14, 13, 12,
Speed: 30 ft. (6 squares)
10, 8), improving anyone for every 4 Hit Dice.
Ar mor Class: 12 (+1 Dex, ring of protection +1), touch
---Good save is assigned based on best key attribute
II, fl atfooted 10
(Refl ex if Dex , Will if Wisdom, Fortitude if Constitution).
Base Attack/Gra pple: +2/+1
- Skill points equal to (2 + Int modifier, minimum I )
Attac k: Dagger +1 melee ( ld4- 1 plus poison)
per Hit Die, with quadruple skill points for the first Hit Die.
Full Attack: Dagger +1 melee (ld4-1 plus poison)
Traits: A villain possesses the following tra its (unless
otherwise noted in the creature's entry). SpacelReach: 5 ft. I5 ft.
- Bonus feat at 1st level (as if human). Special Attac ks: Magic mirror, poison, spells
Special Qualities: Vulnerability
- Extraordinary abilities: as determined by the GM .
Saves: Fort +2, Ref +5, Will +4
- Supernatural abilities : as determined by the GM .
-c-Spcll-Iike abilities: ability to cast one spe ll-like abili- Abilities: Str 9, Dex 13, Con 13, Int 16, Wis 12, Cha 18
Skills: Art (acting) +9, An (music ) +6, Home Ec +9,
ty, at will, per Hit Die. Maximum spell level avail able is
Knowledge (fai rytales} +8, Magic Intuition + II, Notice
equal to Hit Dice divided by 2, and the villain must be ab le
+6, Socialize +9, Sleight of Hand +6, Trick +9
to cast at least two spells from a previous level before he
Feats: Brew Potion, Iron Will, Skill Focu s (Magic
may gain a spell of a higher level. For instance, a 5 HD vil-
Intuition)
lain could cast 5 spells at will, the highest of which could
Environment; The Checkered Kingdoms
be up to 2nd level. However, when designing which spells
Organization: Solitary, with court
the villain has, the GM would have to make sure that he has
at least 2 u-lcvel spells before he assigns 1st-level spells, C hallenge Rating: 7
and at least 2 Ist-Ievel spells before he assigns a 2nd-leve l
spel!. The evil queen is a hideous and a wfu l man dressed in
- Vulnerability: eac h villain should have a unique vul- cheap woman :S clothing. A scratchy beard shadows his
nerabi lity. paint-encrusted cheek s, and he enjoys smoking thick cigars.

Thi s ev il queen used to be Snow White's father, the


Wicked Witche.s, ~pitef'tll king, until his wife left him for one of the Three Pigs. In his
frus tration and outrage , he slipped as smoothly into insan-

~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.

I!111e Bo Peep and I!111e (2mbut


Little Bo Peep carries a black wooden shepherd's crook
B~ Bloe with gold inlay, which can deliver an electric shock capa-
ble of knocking a target out with a single blow. Little Boy
Medium Villains (Human) Blue carries a hom, which he can use as a club, to create a
Hit Dice: 3d8+3 (Peep 16 hp, Blue 19 hpj haunting tune luring new vic tims into their fold, or to emit
Initiative. +6 a sonic blast.
Speed: 30 fl. (6 squares) Shepherd's Crook (Su): Little Bo Peep's staff is a
Armor Class: 14 (+2 Dex, +2 leather), touch 12, flat-foot- reach we apon, and therefore cannot be used against adja-
ed 12 cent opponents. When she hits an opponent with it, it del iv-
Base Attack/Grapple: +2/+3 ers a powerful shocking pulse ; targets must make a DC 13
Peep's Attack: Shepherd's crook +3 melee ( Id4+ 1 and Fortitude save or be stunned for 1d4 rounds. The crook 's
unconsciousness) shocking pulse does not fun ction in anyone's hand s but
Blue's Attack: Hom +3 melee (ld8+1) Peep's. The save DC is Charisma-based.
SpacelReach: 5 fI.l5 fl. Blue's Horn (Su): At will and as a standard action,
Special Attacks: Shepherd's Crook or Blue's Hom Little Boy Blue can blow his hom to create one of two
Special Qualities: Vulnerability supernatural effects. The first is a sonic blast that deals 2d6
Saves: Fort +2, Ref +5, Will +0 points of damage to all creatures in a 3D-foot con e. A DC
Abilities: Str 13, Dex 15, Con 13, Int 10, Wis 8, Cha 14 13 Fortitude save halves the damage. The hom's second
Skills: Animal Empathy +8, Notice +5 effect is a haunting note that can be heard up to 500 feet
Feats: Combat Reflexes (Peep), Improved Initiat ive, away. Each note may only affect one type of creature, cho -
Toughness (Blue), Track se n by Blue before he blows the hom. Eligible target types
Environment: Any Land include human adults, human children, an imals, fey, and
Organization: Pair (unique) magical beasts. Any creatures of the chosen typ e who hear
Challenge Rating: 5 (or 3 if only one is encountered) the note must make a DC 13 Will save or be compelled to
do nothing but move toward the hom for I minute. If they
This duo has done some growing up since their inno- reach the hom during this time, they simply sta nd and do
cent. pastora l youth. Now teenagers. they are perfect phys- nothing. Creatures that make their save cannot be affected
ical specimens wearing blue and black leather clothing. by the hom's call for one week afterwards . Using either
Peep wears a tight-fitting corset top flaring into a wide. effect provokes attacks of opportunity. The hom does not
fluffy skirt. She caries a shepherd s crook. which is made of fun ction in anyone's hands but Blue's. The save DCs are
black wood and inlaid with gold. Blue wears a dark blue Charis ma-based.
leather vest and matching pants. and brandishes a heavy Vulnerability: Neither one of the duo can abide the
brass horn. touch of fleece or wool. If touched by either, they drop to
the ground in a heap, stunned for Id3 rounds due to their
If ever there was a couple meant to be together, it was guilt over abandoning their former flocks.
Little Bo Peep and Littl e Boy Blue. Both were child shep-
herds and both had problems keeping their flocks alive,
much less in live. Upon arrival in these fairytale lands, they
met and decided to combine their efforts and j oin their Jack
flocks. Absent-minded and sleepy as ever, however, the 6th·level Male Human Ranger
pair soon lost all their sheep to the Wolf. Rather than give Medium Humanoid (Human)
up , the two ha ve redoubled their efforts. First of all, the ani- Hit Dice: 6d8+ 18 (45 hpj
mals were far too vulnerable roaming free, so the herd is Initiative: +7
now locked in sturdy, well-defended cages. Second, sheep Speed: 30 fl. (6 squares)
aren 't very profitable in the Grimm Lands, so the duo have Armor Class: 19 (+3 Dex. +3 leather armor, +3 luck),
repopulated their flock with a more valuable commodity: touch 16, flat-foo ted 16
humans. Base Attack/Grapple: +6/+9
Today, the malicious Peep and Blue are slave masters Attack: + J merciful woodaxe + 10 melee (I d8+5+ Id6, all
who rule over a forestland concentration camp. Their sec- nonlethal) or slingshot +9 ranged ( ld4+3) or slingshot
tion of the Great and Awful Forest is host to hundreds of +51+5 ranged ( ld4+3)
I

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)

CJ>mbnt This grandmotherly type has kind features. a warm


Jack is a smart young man, now eighteen years old, and smile, and a small physique. She wears a leather flight
if it were not for his scattered mind. he would be qui te the jacket, an aviator s helmet, and goggles around her neck.
hero in the Grimm Land s. A well-meaning fairy godmoth- In her hand. almost as an afterthought. dangles a much-
er, seeing his plight but being helpless to do anything about used riding crop.
it, secretly replaced Jack 's sharp and dead ly woodaxe w ith
a magical one that delivers a severe beating, but does not Beneath Mother Goose's eccentric facade lies a domi-
kill. Jack does not know why victims seem to live through neering old bat who takes what she wants from whomever
his assaults, but since he would prefer not to kill anyone, he she wants. She forces her goose mount to carry her wher-
hasn't mentioned the fact to his master. So long as Humpty ever she wills it, with no regard for its health or happiness.
Dumpty does not ask that he directly kill anyone, Jack con- When she wears out one goose, she repl aces it with aneth-
tentedly follows all orders without thinking of the co nse- er. Mother Goose. aside from her cruel treatment of her
quences, even ones that would obviously lead to the pai n mounts. has a nasty streak that has evolved into a sort of
and sutTering of many. habi t. She lures children to ride with her on her maltreated
Luck (S u): Jack has lived so long in the Grimm Lands, goose, usually cozening them with swee t but somewhat
survived so many horrors, and been the hero of so many frighteni ng nursery rhymes. Once the ehild agrees to the
adventures, that he has gained the favor of this somewhat fl ight, Mother Goose takes him high into the air. just below
sentient world . Jack may reroll any single die roll once per the bottoms of the clouds. From these heights, she plucks
day. and choose the better of the two. In addition, he always the child from his scat and drops him to his death, cackling
enjoys a +3 luck bonus to his AC. wi th delight at his screams. She occasionally casts f eather
Lost (Ex): Jack has always been somewhat flighty, hav- Jail on thc child to prolong the agony, knowing that the
ing been in so many stories that he couldn't tell which Jack spell 's duration w ill run out long before he has descended
he was supposed to be at anyone time. Breaking his crown to a safe height.
was the last straw, however, erasing an y sense of self from
this addled brain. The Rotten Kin g's men found the yo ung
man and brought him to Humpty Dumpty 's court, where the
CJ>mbnt
recently fallen monstrosity felt a strong empathy for the Mother Goose avoids direct co mbat, preferring to use
boy 's plight. The Rollen Kin g, wanting to help Jack and her skills as a navigator and pilot to serve as a courier for
her king. If she find s herself in the undesirable situation of
" *14"
" ' .t · i
,
"
combat, she lets her goose do the fighting, taking pot-shots
with her crossbow when possible. If things even hint that
-'-
they will become dangerous for her personall y, she fl ees.
I
Mother Goose is a coward at heart, preferring to make her
kills through deception .
Spell-like abilities: Mother Goose may use the follow-
9
-0
ing spells at will as a 6th-level caster: charm person (DC ~
..,
13), enthrall (DC 13), feather f all, and lesser conf usion
(DC 13 ). gt
~

Mount: Mother Goose rides a large goose as her pri- :;


mary means of transporta tion . Having subj ected her mount
to un speakab le cruelties, the goose is full y cowed. and ~
~<:
relents to any command the mother might make. Mother
Goose warped the poor beast into a fi ghting machine, so it
now has the same sta tistics as a giant eagle that is trained
as a combat mount. Refer to the MM and Hand le An imal "
in the PHS for details. ~
~

I!f11e ~d ~i~ Hood ~


s.
.Q.;
Medium Undead (Human Vampire)
Hit Dice: 3d 12 (1 9 hp)
Initiative: + 7
Speed: 30 ft . (6 sq uares)
Armor Class: 19 (+3 Dex, +6 natural ), touch 13, •
flat-footed 16

Base Attack/Grapple: + 1/+2
Attack: Slam +2 melee (ld6+2)
Full Attack: Slam +2 melee (ld6+2)
Space/Reach: 5 ft. /5 ft.
,
Special Attacks: Blood drain, dominate, create
spawn, impro ved grab
Special Qualities: Fast healing 5, cold and electrici-
ty resistance 10, vulnerability I
Saves: Fort + I, Ref +6, Will +4
Abilities: Str 14, Dex 16, Con - , Int IS, Wis 17,
Cha 2 1
Skills: Anima l Em pathy + 10, Athletics +9, Notice
+ 17, Sneak +8, Trick + 2 1
Feats: Combat Reflexes», Dodge », Imp roved
Initiative, Lightning Refl exes». Mobility, Skill Focus
(Trick)
Environment: The Great and Awful Wood
Organization: Solitary (unique)
Challenge Rating: 4

You see an attractive girl in her late teens. wearing a


knee-length plaid skirt and a red cloak hanging to about
her waist. In her left hand. she carries a small basket with
a cloth over the top. She sucks on the pinky of her other
hand with deeply red lips. Her eyes seem hungry. her
stance suggestive.

When the woods ma n split open the Big Bad \Volf to


rel ease Little Red Riding Hood and her grandmother, he
did not realize that the young girl had contracted a foul dis-
ease; else. he wou ld have cut her apart too . The Big Bad
Wol f wa s never parti cul ar about the things he ate, and he
had j ust so hap pened to devour a vam pire the day before
snatching the g irl and her grandmother. The plague seizing
her body did not ma nifest right away ; it took time, years
even , eating little chunks of the young girl's spirit over
time , until one day, she snapped, and the horror within
revealed itself. After a messy murder of her grandmother, rounds, she explodes in a shower of blood, reforming near
Little Red Riding Hood made her way back into the forest, her basket in Id3 days.
skipping along the trails as she had many years before,
swinging her basket to and fro.
No w, Little Red Riding Hood plays in the Great and
Awful Forest, luring the foolish to follow and discover her
dark secret in the quiet places in the woods. She has recent-
The Grimm Lands have just as many talking animals as
ly attracted a strange. talking upright wolf to her . . . he has
been seen protecting her from monsters and other attacks. they do humans. Whi le many of these animals are fearso me
,The creature wears plate armor and bears a shield with a and violent, some are of good intention, wanting to help
red cruci fix emblazoned upon it, and hews at attackers with lost childre n get home.
a sword. Most assume that he is a bodyguard, but the truth
is that this creature, a re lative of the Big Bad Wolf, is
attempting to keep any and all fro m Little Red Ridin g 1illki~ lemplate
Hood, knowing that without victims, she will eventually "Talking" is an inh erited template that can be added to
starve and will then be vul nerable to permanent destruc- any animal (referred to hereafter as th e base creature) . A
tion. The reason the wolf has taken this quest upon himself talking animal uses all the base creature's statistics and spe-
is unknown; he may be atoning for h is cousin's crimes, or cial abilities except as noted here.
may be a hero from another tale transformed into the shape Spell-like abilities: All talking animals gain a single
of a wolf. spell -like abi lity, useable once per day. This ability can be
Little Red Riding Hood keeps her grandmother's head, any spell from the PHB so long as it is no higher than 2nd
preserved and with a look of abject horror painted on its level and it would be available to a kid to cast. The effec-
features, neatly tucked away in her basket. Packed around tive caster level equals the talking animal's Hit Dice.
the head are blood red roses. a few small loaves of bread, Special Qualities: Talking animals gain the ability to
and a small bottle of blood. Little Red Riding Hood guards speak and read English fluent ly.
this basket at all costs. Abilities: Increase from the base creature as follows:
+3d6 Intelligence, + Id3 Charisma.
Ombllt C h allenge Rating: + I
Little Red Ridi ng Hood prefers to lure her victims to

~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
/
/

vanishes into a cloud of offensive smoke, leaving behind


~dCilP an overs ized tooth .
Tooth : If the person w ho struck the redcap with a win-
Small Fey ning m arble plants the tooth in d ung that ni ght, a new red-
Hit Dice: 2d6+4 (II hpj
cap rises up in the light of the m oon and swears an oath to
Initiative: +3
serve the child for one day,
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 Dex, + 1 size. + 1 natural), touch 13,
flat-footed 12
Base Attack/Grapple: + 1/-1
Wee folk
Attack: Boot +4 melee (I d4+2) Tiny Fey
Full Attack: 2 boots +4 melee (l d4+2) or rock +4 ranged Hit Dice : Id6 (3 hpj
(ld2+2) Initi ative: +6
Space/Reach: 5 1\.15 1\. Speed : 20 1\. (4 squares)
Special Attac ks: Improved stomp Ar mor C lass: 20 (+2 size, +6 Dex, +2 leather), touch 18,
Special Qualities: Ironclad , Low-light vision, tooth, vul- fl at-footed 14
nerability Base Attack/G rap ple: +0/- 11
Saves: Fort +2. Ref +6, Will +3 Attack: - 1 tiny dagger melee ( l d2- 3)
Abilities: Sir 14, Dex 15, Con 14, Int 8, Wis 10, Cba 4. Full Attac k: - I tiny dagger melee (ld2-3 )
Skills: Athletics +7/+8, Booby Trap +4, Notice +5, Sneak Space/Reach: 2 It, ft.lO ft.
-8 Special Attacks: Spell-like abilities
Feats: Dodge or Toughness Special Qua lities: Low-light vision
Environment; Forlorn places of forme r violence Saves: Fort + 1, Ref +8, Will +3
Organization: Gang (3-6) Abilities: Str 4, Dex 22, Con 12, Int II , Wis 13, Cha 13
Challenge Rating: I Skills: Home Ec +4, Industrial Arts + 10, Nimbleness +10,
Open Lock + 10, Sneak + 10, Trick +5
This gruesome [airy looks like a short old man with a Feats: Skill Focus (Industrial Arts)
toothy maw that is stained blood red. He has pointed ears, Enviro nment: Any Land
with tufts of hair growing out of them. His eyes blaze with Organization: Solitary, Pair, Team (3-8)
a fiery impudence and he licks his mottled lips with antici- C hallenge Rating: 1/2
pation. The creature wears heavy iron boots and his red hat
sheds droplets of fresh blood. Wce folk are helpfu l spirits who mend shoes, help lost
children find their w ay, and perform an y number of other
Redcaps are gruesome goblin-like cre atures inhabiting useful tasks. There are several varieties of wee folk, like
places where awful vio lence once occurred, parti cularly shoe e lves, gnomes, and even brownies. Aside from differ-
places where the Big Bad Wolf has dined. All redcaps wear ences in appearance (e lves are tiny blue-skinned people
boots of iron w ith short, sharp spikes on the bottom. They with white hair, pants, and hats, and gnomes are wi zened
gain the ir names from the hats they like to wear, a cap dyed little men with tufts of ha ir an d long pointed beards), all
in the blood of victims, usually children. wee folk have th e sa me statistics .

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

nasty one day, and helpful and supportive the next.


Constantly shifting the villains of the story adds to this fac-
en ix. tor, keeping the PCs constantly on their toes. This does not
mean, however. that your campaign cannot have recurring
villains. Humpty Dumpty, for instance, is designed to be an
overshadowing foe, an arch-nemesis, that the kids may

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.
-

OPEl" GA,\ IE LlCEl'"SE Version LOa


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System Reference Document Copyright 2000-2003, Wizards of the
3. Offer and Acceptance: By Using the Open Game Content You Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams.
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HORIZON: Grimm Copyright 2003, Fantasy Flight Publ ishing, Inc.
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