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July 2012 Issue 5 CONventional Gaming CONventional Advice Tips on running adventures at conventions Four convention-styled adventures with pregenerated characters that span the genres For All Things Savage Derek Tyler order 9232471

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Page 1: July 2012 Issue 5 CONventional Gaming For All Things Savage Worlds/_Misc/Savage Insider/Savage... · the fight against an ancient evil so great it could destroy humanity, but now

July 2012 Issue 5 CONventional Gaming

CONventional AdviceTips on running adventures atconventions

Four convention-styled adventureswith pregenerated characters that

span the genres

For All Things Savage

Derek Tyler (order #9232471)

Page 2: July 2012 Issue 5 CONventional Gaming For All Things Savage Worlds/_Misc/Savage Insider/Savage... · the fight against an ancient evil so great it could destroy humanity, but now

Deadlands: Reloaded!The year is 1876, but the history is

not our own.Pinnacle’s flagship product is

Deadlands, a horrific journey into the “Weird West.” Mysterious beings called the Reckoners have given life to monsters and magic, causing history to divert from July 4th, 1863 forward. The South has won its independence, California has shattered into a labyrinth of flooded sea-canyons, and a mysterious super-fuel called “ghost rock” has spawned as much war and strife as it has “steampunk” devices.

Players are steely-eyed gunfighters, card-slinging sorcerers called hucksters, mysterious shamans, savage braves, mad scientists, and more who battle against evil and attempt to prevent the “Reckoning.”

Low Life: Rise of the Lowly

Sword & Sorcery Adventure in a shattered world inhabited by the descendants of cockroaches, worms, snack cakes, and stranded aliens. Discover the arcane secrets of hocus pokery, dementalism, smellcasting, and holy rolling. Battle hideous beasts risen from the rubble of ancient civilizations. Enjoy a light lunch at the Primordial Soup Kitchen. Mutha Oith is a world of grand adventure and deadly peril, of conflict and danger. It’s a land of epic heroism and great evil, a realm of

horror and violence, a bold land where even the lowliest cockroach can become a king by his own sword and the most wretched gob of filth can become a gawd.

Are you werm enough to follow your destiny? Do you have the nuggets to take your rightful place among Oith’s most valiant heroes? If so, strap on your esophagator hide shield, pick up your poo flinger and your huge freakin’ cleaver, mount your pygmy slog, whisper a prayer to Jelvis, kiss your larvae goodbye, and open the goosin’ book. The muck-riddled road to epic adventure stands before you...

Necessary Evil: Explorer’s Edition

The fate of the world lies with the scum of the earth: when the super heroes of the world are blown to kingdom come by an unstoppable army of invading aliens, who will save the day? Evil! The only forces left to take on the alien menace are the crafty, self-serving super-villains! Necessary Evil is a supers game done Savage Worlds style. Inside the twisted Plot Point setting are complete rules on making four-color super-powered characters, over seventy super powers, a pile of adventures weaving in and out of a resistance story, new Edges and Hindrances, a bestiary of out-of-this-world critters, and more!

No simple reprint, this classic Savage Worlds setting is reformatted to the wildly popular Savage Worlds: Exporers Edition-size paperback, includes a new ending (110% of the story of the first edition), and has updated rules and two dozen new pieces of art.

The Savage World of Solomon kane™

A Landless Man. A Wanderer. A Puritan. Solomon Kane is many things, but above all, he is a hero. In a time of savagery and horror, he wanders the darkest corners of the Earth and battles the evil he finds hidden within. From the savage interior of Africa to the cold forests of Europe, the frigid mountains of Cathay, and the blood-soaked jungles of South America, he battles merciless butchers, deathless queens, even winged demons in his pursuit of righteous vengeance.

Now your hero can follow the Path of Kane. Whether a Puritan wanderer, a misguided pirate, or a soldier of fortune, a time of legend has come and fate has chosen her champions. Kane began the fight against an ancient evil so great it could destroy humanity, but now others must carry the torch into the darkness.

Weird War IIThe violence and horror of war brings

humanity’s worst nightmares to life, and no war was as terrible or as widespread as Weird War II. Climb in your Sherman, crawl into the ball turret of a B17, or just grab a rifle and battle the horrors of Weird War II.

One of our most popular lines ever relaunches as a single massive volume covering all the war’s major theatres and updating the terror to the award-winning Savage Worlds system. You’ll find complete rules for campaigns on land, sea, and air, rules for rune magic, and a massive bestiary with haunted tanks, Nazi Wehrwolves, ghost battleships, and more!

Space 1889: Red SandsScience fiction roleplaying in a more

Savage time! Since Thomas Edison first explored the worlds with the help of his marvelous ether propeller, the British Empire has grown to include to the red plains and stately canals of Mars, the steaming, dinosaur-infested swamps of Venus, even a remote outpost in the twilight zone of Mercury.

In 1889, the sun truly never sets on the British Empire. But deep inside the Empire a core of revolt festers and grows. Martian cults cry out for the Earthlings’ expulsion. Britain teeters at the edge of war with the Oenotrian Empire. In the midst of seething turmoil, the being known only as Kronos siezes the technology of a forgotten race to threaten the very future of mankind!

This book contains everything you need to play thrilling Victorian space adventures with the Savage Worlds game system: new Edges, Hindrances, combat and construction rules for ether vessels and aerial flyers, a complete system for Inventions, copious information about the various locales, races, and mysteries of the Solar System, an Adventure Generator, dozens of Savage Tales, a bevy of alien creatures and nefarious foes, and a Plot Point campaign to take your heroes to the stars and back again.

Selected Savage Settings

All of our settings (except The Savage World of Solomon Kane and Pirates of the Spanish Main) require the Savage Worlds core rules.

Derek Tyler (order #9232471)

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Savage Insider Issue #5

For All Things Savage | 1

MTESavage Insider

Editor-in-Chief: Aaron T. HussAssisting Editor: Vickey A. Beaver

Lead Developer: Aaron T. HussMarketing Direction: Vickey A. Beaver

Logo Design: Aaron Acevedo

Contributing Authors: Vickey A. Beaver, Michael Hansen, Aaron T.Huss, Curtis Lyon, Sarah Lyon, Dave Przybyla, Kevin Rohan, Jeremy

Stromberg, Lee F. Szczepanik Jr

Cover Artist: Paul A. Hazel, Szilvia HuszarInterior Artists: Aaron Acevedo, Joe Calkins, Michael Galligan, Michael

Hansen, Heromachine.com, Nicole Jekich, Svenja Liv, V Shane,Skortched Urf’ Studios Sketchbook

Cartography: Michael GalliganFigure Flats: Heath Delashmit

Some artwork copyright Talisman Studios © 2007, used withpermission. All rights reserved.

Website: savageinsideronline.com

Savage Insider is a quarterly electronic magazine dedicated to SavageWorlds and its licensees. No parts of this publication may bereproduced without permission except small portions for review orscholarly criticism. The content herein is often owned and submitted byvarious publishers, authors, or designers. This content is the trademarkof the applicable owner and may not be reproduced without theirpermission. Savage Insider content may also contain opinions orcommentary that may not reflect the opinion of Savage Insider or oneof its regular contributors, and are not liable for those opinions. Any mention of Pinnacle Entertainment Group, Savage Worlds, orany Savage Worlds licensee is meant as a creative effort and not achallenge to anyone’s trademarks or copyrights.

Savage Insider is a collaborative effort between Savage Worldslicensees and the Savage Worlds community and is published throughMystical Throne Entertainment. It is supported by the many licenseesand fans using an exchange method. Those who contribute content orartwork are offered free advertisement space. If you are interested inbecoming a contributor to Savage Insider, please contact the editor-in-chief at: [email protected].

This game references the Savage Worlds game system, availablefrom Pinnacle Entertainment Group at www.peginc.com. SavageWorlds and all associated logos and trademarks are copyrights ofPinnacle Entertainment Group. Used with permission. Pinnacle makesno representation or warranty as to the quality, viability, or suitabilityfor purpose of this product.

© 2011-2012 Mystical Throne Entertainment. All rights reserved.Savage Insider Issue #5 1st Edition July 2012

ContentsColumns

LETTERS FROM THE EDITORS 2

FEATURED PUBLICATION 18

CONVENTION CALENDAR 55

RECENT RELEASES 57

Featured Article

CONVENTIONAL ADVICE 11

Great Adventures

VOYAGE OF THE WATER DRAGON 3

VOYAGE OF THE WATER DRAGON PRE-GENS 5

FAMINE TO FEAST… FOR THE BEAST, FOR THE BEAST 15

ANGEL OF DARKNESS 23

ANGEL OF DARKNESS PRE-GENS 27

BREATH MOSS 32

BREATH MOSS PRE-GENS 41

CANIS LUPUS 45

CANIS LUPUS PRE-GENS 52

Product Preview

TUNSE’AL SETTING GUIDE 8

Fictional Writings

HELLSPAWN: FLESH GAMES 20

Miniature Spotlight

WESTERN FIGURE FLATS 10

Derek Tyler (order #9232471)

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Savage Insider Issue #5

2 | For All Things Savage

Savage Insider Issue #5 marks the one-year anniversary of themagazine. Over 9,000 downloads later, I’m extremely pleasedwith the positive responses we have received. I’m alsoextremely pleased to see how development has gonethroughout these five issues and the uniqueness of theme fromone to another. Having Vickey as co-developer presents us withsome very unique themes and an interesting view on thepotential of tabletop role-playing games (see the article aboutusing RPGs for education in issue #2). So you may be asking what we plan to do for the next yearand upcoming years. Well, we plan on continuing this freemagazine alongside the premium magazine in addition to ourconstant efforts to find a clever theme. We hope to present ourreaders with fantastic content that you find valuable enough todownload quarterly and to subsequently support the publisherswho provided content for that particular issue. For the upcoming year(s) I’d like to take Savage Insider innew directions by opening it up to more suggestions from ourfans and the entire Savage Worlds community. What themewould you like to see? What fun content would you like tocontribute? Do you have something truly unique you’d like toshare with the world? Well send them all in! For the next year, we are going to ramp up our socialnetworking by asking our readers what they’d like to see.Maybe we’ll post polls on Facebook. Maybe we’ll have contests.Maybe we’ll have write-ins for an upcoming issue, askingeveryone for their participation. Regardless of what it is, I wantto grow the magazine in a community-driven direction. Insteadof simply providing you great content, we’d like to help youprovide great content to the entire community. With that said, look for us on Facebook or send an e-mailwith your suggestions, comments, requests, or idle banter. I canbe reached at:

[email protected]

Thank you again for your continued support and we hope youlike the adventures in CONventional Gaming.

Aaron T. Huss,Editor-in-Chief

It’s been a year already? Wow! I can hardly believe it. The firstfour issues of Savage Insider allowed Aaron and me to exploreall kinds of topics, learn about a wide variety of Savage Worldslicensees, and get to know the people of PinnacleEntertainment Group and the system they’ve struck a chordwith in a way we otherwise never would have. You have been instrumental in our success. You give us ideas,ask questions, provide feedback, and give us a reason to workwith the Savage Worlds community to put Savage Insidertogether quarter after quarter. Lynette L. contributed one review of Savage Insider Issue 4:Shaking Things Up. Here’s an excerpt, “This issue was actuallythe first I picked up, and it made me immediately fall in lovewith the Savage lands…Not only is the magazine well-writtenand easy to follow, but the graphics it contains are very welldrawn out…This magazine left me with several new ideas forthe game I am currently running…Keep up the great work andthanks for the inspiration, guys!” Michael Hansen of the Solace of Savagery blog wrote,“Another great issue of Savage Insider! This is my favorite coverby far. This issue includes an adventure for the upcomingTunse'Al setting by Obatron Productions, as well as interviews,reviews, and other useful Savage Worlds gaming information.You can't beat the price either.” Since I’m one half of theObatron Productions team, I was especially tickled that ourteaser piece stood out. Two of our biggest strengths are that Savage Worlds fans aresupportive and fellow licensees are friendly competitors. Arecent sad note in our greater Savage Worlds family came whenSilver Gryphon Games made public that their creative director,Kevin Rohan, lost his six-year-old son to an accidental drowningat a water park. It took little time for Fabled Environments toreach out to many Savage Worlds publishers and otherinterested parties to offer a mulit-business bundle to supportthe family’s memorial fund for water safety. See for yourselfthis latest effort by searching drivethrurpg.com for The MichaelRohan Memorial Fund Charity Bundle. When I see outpouring support like positive reviews,constructive feedback, and fans and licensees banding togetherwhen someone is in need, I can’t help but be proud to be partof this community. Thank you for all you do!

Vickey A. Beaver,Assistant Editor

LETTERS FROM THE EDITORS

Derek Tyler (order #9232471)

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GM NOTEBe generous with bennies: this is a pulpadventure and the heroes should neverfeel the worry of going into combat withno bennies. Also, encourage them to reallygo for the ridiculous stunts and over thetop action because that’s pulp.

This adventure takes place on a planetcalled Rune. It’s a land of magic andtechnology. The two have intertwined inremarkable ways, some which will bementioned here. “The Water Dragon” isDrake Fireeye’s ship (if no one chooseshim, run him as the NPC captain of the shipwhere necessary). Danielle and Ezekielhave been stranded on Rune for manyyears now, but Ezekiel’s determination hasnot waned in the least. The planet of Rune(the inhabited portion anyway) is ruled bythe iron tailed Emperor RedscaleDragonborn, from the city of Dragonborn.The player characters have been togetherlong enough to have formed somesemblance of a bond (Athena to Ezekielespecially). Our scene opens with the PCs in aDwarven pub. Ezekiel and Danielle (ifpresent) are getting dirty looks, forhumans are non-existent on this world andthis port barely tolerates the races itknows (Elves, Saurians, and Rakashans).Tin Heart is looked on with wonder,machines are central around here after all.Inform the PCs that they are there to findinformation on a gem called the Lin Kon.It’s rumored to have come from anotherworld and it sounds like it’s worth checkingout as a potential link back to Earth.

ACT 1 SCENE 1: THEDWARVEN CITYThe dwarves question Silverface on hismanufacture, questions he gladly answers.If the characters don’t get the hint, leadthem to start asking about the Lin Kongem. The bartender tells them that it’s afour-day ride out to the ruins where thegem is supposed to be buried. As soon as they get their info, a groupof Rakashan Mercenaries burst into theroom and demand that Fireeye or theKnights accompany them back toDragonborn. Assuming the heroes standand fight, run the combat in the bar. Thedwarves left as soon as they saw theRakashans; only fools defy the SaurianEmpire.

· Rakashan Mercenaries (2 perhero)

· Rakashan Captain

If the heroes decide to run, play it as a footchase. Everyone receives a -2 due to thedwarven crowd at midday. Note theRakashans have Fleet-Footed and receivea +2 to their rolls for a net modifier of 0.The goal of the heroes is to get away(accomplished by surviving 5 rounds), andthe Rakashans are trying to catch them (ifthey successfully grapple one or moreheroes for 2 rounds). If the Rakashanscapture the heroes, combat ensues.

ACT 1 SCENE 2: THESTORMY SEASNo matter the outcome, the PCs get backto the Water Dragon (Acc/Top Speed: 2/6;Toughness: 20(4); Crew: 20-80). It’salready being prepared to launch by its20-lizard crew (now would be a good timefor the player of Drake Starstrike to barkorders to his men; give him a benny if he

thinks to do this). The ship looks much likea sailing ship with a single mast. As statedbefore, Rune is a world where magic andtechnology co-exist. This ship is one suchexample. Propulsion is via wind, but thewind is generated by a magical turbine onthe back of the boat. (Physics be damned.It’s pulp, cool is the overarching rule.) Theyset sail to the ruins they were told about. If you’d like to run an interlude here,that would be appropriate. Otherwise, thecharacters make it with no problems(they’re coming though, don’t worry). Asthey approach the barren island, the skydarkens and rain starts to fall. Haveeveryone make Notice rolls to detectsurprise; from the sea erupts a Sea Serpent(stats below). Harpoon weapons aremounted on the ship for just this purpose(Harpoon Cannon: 24/48/96; 3d8+2; AP4;HW; 1 shot). Don’t worry about ammo;there’s as much as is needed to completethe job.

ACT 2 SCENE 1: THE RUINSAND THE RUCKUSAfter dispatching the Sea Serpent, thecharacters land on the island, although thepirates stay aboard the ship. Again, haveeveryone make Notice rolls. Those whomake it notice the footprints and/or scentof the Saurians already here. Those whomake it with a raise notice standardSaurian tracks and tracks made by a muchlarger beast. If someone thinks to make a Trackingroll, they can follow the tracks to the ruinsimmediately; otherwise have everyonemake Smarts rolls to find the ruins, whichgets them there the following day. Outsidethe ruins the team confronts a group ofSaurian Warriors and CommanderSpiketail. He wastes no time greeting thePlayers, and simply explains that honor

VOYAGE OF THE WATER DRAGONA pulp adventure by Jeremy Stromberg

Derek Tyler (order #9232471)

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dictates that he must kill the traitor, DrakeFireeye, in single combat. Whether or nothe accepts, Spiketail orders his men toattack the other PCs while he deals withthe traitor.

· Saurian Warriors (1 per hero + 2)· Captain Spiketail

Should the fighting start looking bleak forthe PCs, have the Saurian crew join in themelee, treat them as Saurian Warriors withshooting d6 and armed with Combat Rifles(24/48/96; 2d8; RoF 3; AP2). Afterdefeating the Saurians, the team can maketheir way into the ruins. Their original form has been lost totime, but in the middle of the rubble is apedestal with the Lin Kon gem – actually apresidential coin from Abraham Lincoln’spresidential campaign. Apparently humanshave been here before, but what all thatentails is an adventure for another day. It’sup to you what happens from here, myfellow GM.

ENEMY STATISTICS

RAKASHAN MERCENARIES

Attr: Agility d8, Smarts d4, Spirit d6,Strength d8, Vigor d6

Pace: 8; Parry: 6; Toughness: 6 (1)Skills: Fighting d8, Notice d6, Stealth d6,

Tracking d4Armor: Leather Armor (All 1)Weapons: Shortsword (Str+d6)Edges: Ambidextrous, Fleet-footed, Two-

fistedHindrances: Bloodthirsty

RAKASHAN CAPTAIN

Attributes: Agility d8, Smarts d6, Spirit d6,Strength d8, Vigor d6

Pace: 8; Parry: 7; Toughness: 6(1)Skills: Fighting d8, Notice d6, Shooting d6,

Stealth d6, Tracking d4Armor: Leather Armor, Medium Shield (+2

Armor from ranged attacks, +1 Parry)Weapons: Shortsword (Str+d6) , Sawed Off

shotgun (5/10/20; 1-3d6; +2 shooting)Edges: Ambidextrous, Fleet-footed, Two-

fistedHindrances: Bloodthirsty

SEA SERPENT (WILD CARD)Attributes: Agility d8, Smarts d4, Spirit d8,

Strength d12+8, Vigor d10Pace: 0/8; Parry: 6; Toughness: 19Skills: Fighting d8, Intimidation d10, Notice

d6, Swimming d8Armor: NoneWeapons: Bite (Str+d6)Special Abilities

· Aquatic: Native to the water,cannot drown, pace in the wateris equal to swimming skill.

· Crush: The serpent may wrapitself around a ship and doesdamage equal to its strength eachround it remains grappled.

· Gargantuan: Counts as havingHeavy Armor and doing HeavyWeapon damage +4 to hit.

· Huge: Attackers add +4 to theirattack rolls when attacking a seaserpent due to its massive size.

· Long Neck: Reach 2.· Quick: Whenever the sea serpent

is dealt a 5 or lower in combat,they may discard and draw againuntil getting a card higher than 5.

· Size +12: Sea serpents aretremendously huge creatures.

SAURIAN WARRIOR

Attributes: Agility d6, Smarts d4, Spirit d6,Strength d8, Vigor d8

Pace: 6; Parry: 7; Toughness: 10(3)Skills: Boating d6, Fighting d10,

Intimidation d6, Notice d6, Tracking d4Armor: Saurian Breastplate (Armor +3,

torso), Saurian Vanbraces (Armor +3,arms)

Weapons: Halberd (Str+d8; Reach 2)Edges: Brawny, SweepHindrances: BloodthirstySpecial Abilities

· Saurian Senses: +2 to Notice rolls· Tail: Str+d6, may attack with tail

and Halberd in the same turn withno penalty

CAPTAIN SPIKETAIL (WILD CARD)Attributes: Agility d6, Smarts d6, Spirit d6,

Strength d8, Vigor d8Pace: 8; Parry: 7; Toughness: 6(1)Skills: Fighting d10, Notice d8, Tracking d4Armor: Saurian Breastplate (Armor +3,

torso), Saurian Vanbraces (Armor +3,arms), Saurian Shield (+2 Armor fromranged attacks, Parry +1)

Weapons: Saurian Longsword (Str+d8)Edges: Brawny, Command, FrenzyHindrances: BloodthirstySpecial Abilities

· Saurian Senses: +2 to Notice rolls· Tail: Str+d6, may attack with tail

and Halberd in the same turn withno penalty

Derek Tyler (order #9232471)

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Savage Insider Issue #5

For All Things Savage | 5

SILVERFACE - SHINY ANDROIDSilverface is a unique android, and he will not hesitate to tell youso. He was modeled after a sleazy businessman Danielle knewback on earth and is thus a bit of a con artist. His is programmedto know fancy talk and painted to attract attention wherever hegoes. The suit that he wears is not cloth, but an advanced alloyDanielle discovered in her early days here.Attr: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d6Charisma: 2; Pace: 6; Parry: 5; Toughness: 5Skills: Fighting d6, Healing d6, Intimidation d8+2, Notice d8,

Persuasion d10, Repair d8, Taunt d8+2Armor: Metal Case (+3 armor, negates 3 AP)Gear: Toolkit (Includes medical tools (+1 healing) and regular

tools), Flashlight (Attached to his arm), 530 talonsEdges: Attractive (Shiny silver case), Charismatic, Elan, Healer,

Level Headed, McGyver, [Construct, Unnatural]Hindrances: Arrogant, Loyal, Phobia (Spiders), Pacifist (Major),

Outsider

EZEKIEL KNIGHT - BROTHER TO DANIELLE, SOLDIEREzekiel was born to be a soldier. He joined as soon as he heardabout Pearl Harbor. Much to his frustration, he never made it tothe field because the day before he was to ship out, his sister hadan accident that stranded them on Rune. Ezekiel will stop atnothing to protect his sister and get her home.Attr: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8Charisma -2; Pace 6; Parry 5; Toughness 9/11 (+2/+4)Skills Climbing d4, Fighting d6, Intimidation d6, Notice d6,

Shooting d8, Survival d6, Tracking d6Armor: Flak Jacket (+2/+4, Negates 4 AP)Weapons: Machete (Str+d8), Tommy Gun (2d6+1, 12/24/48, RoF

3, AP1, Auto, 50 round drum mag); 3 extra drumsEdges: Brawny, Combat Reflexes, Improved Nerves of Steel,

Quick, Rock and Roll!Hindrances: Deathwish (Get back to Earth), Heroic, Mean

VOYAGE OF THE WATER DRAGON PRE-GENERATED CHARACTERS

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Derek Tyler (order #9232471)

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Savage Insider Issue #5

6 | For All Things Savage

DANIELLE KNIGHT - SISTER TO EZEKIEL, MECHANIC, INVENTOR,WEIRD SCIENTISTDanielle is a scientist first. She tends to like her machines morethan people and often tells people as much. She avoids talking topeople as much as possible, especially now that there are onlydwarves and cat people, and lizard people and elves – all ofwhom seem to want to kill them.Attr: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6Charisma 0; Pace 6; Parry 4; Toughness 5; Power Points 15Skills: Fighting d4, Knowledge (Chemistry) d6, Knowledge

(Machines) d6, Notice d6, Repair d8+2, Shooting d8, WeirdScience d8

Armor: NoneWeapons: Large Wrench (Str+d6)Gear: Toolkit, Flashlight, 580 talonsEdges: Arcane Background: Weird Science, Gadgeteer, Mr. Fix ItHindrances: Curious, Quirk (Talks to her Gadgets), StubbornPowers: The Bubble Vest (Armor), The Blue Beacon (Burst), The

Fantastic Flesh Fixer (Healing)

BRENTON DARKHEART - RAKASHAN; ASSASSIN AND INVESTIGATORBrenton Darkheart is a cat on a mission. He grew up on thestreets of the Saurian capital city, Dragonborn. There he learnedof the cruelty of the lizards and vowed to stop it, unlike most ofthe other street cats that joined up as mercenaries. He would bedifferent. He would find a way to stop them, going so far as tostart a one man war, striking against the leaders he could corner.When he stumbled on Drake Starstrike leaving the city, hestowed away. If not for the intervention of Danielle Knight, hemight've been turned into a lizard toy.Attr: Agility d6, Smarts d10, Spirit d6, Strength d6, Vigor d6Charisma 0; Pace 6; Parry 5; Toughness 7/9(+2/+4)Skills Fighting d4, Investigation d8+2, Lockpicking d6, Notice

d8+2, Shooting d6, Streetwise d8+2, Throwing d4Armor: Assassin Suit (+2/+4, negates 4APWeapons: Revolver (12/24/48, 2d6+1, AP1)Gear: 50 rounds, 275 talonsEdges: Alertness, Assassin, Investigator, No MercyHindrances: Big Mouth, [Bloodthirsty], Heroic, Quirk (Bathes

himself constantly)

Derek Tyler (order #9232471)

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DRAKE STARSTRIKE - SAURIAN, COMMANDERBlessed and cursed with the "Dragon's Blood," Drake Starstrikewas destined to lead Saurians into battle. He was a ferventbeliever in the Saurians' code of battle. During one fateful battle,he watched as his fellow commanders sent their troops againstcivilians and men who had surrendered. He had long agomemorized the Code of Battle and saw that it meant nothing tomost of his fellow Saurians. After that battle he stole away in thedark of night in his ship and with those loyal to him. Eventually hefound the Knights, lost and confused. He didn't know who theywere, but he knew he had to help them. (It's worth noting thatSaurians have powerful tails and may use them in battle alongwith another weapon without incurring a multi-action penalty.)Attr: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d8Charisma -2; Pace 6; Parry 6; Toughness 10 (3)Skills: Boating d4, Fighting d8, Intimidation d6, Knowledge

(Battle) d4, Notice d6+2, Shooting d6, Tracking d4Armor: Saurian Chest Piece (+3 armor), Warrior's Shield (Parry

+1, +2 armor vs ranged attacks)Weapons: Battle Axe (Str+d8), Dragon's Tooth Shotgun

(5/10/15; 1-3d6, +2 to shooting rolls)Gear: 25 shells, 30 talonsEdges: Berserk, Brawny, Command, Inspire, Nerves of Steel, No

mercy, Saurian SensesHindrances: Code of Honor, Mean, Wanted (Saurian Empire)

ATHENA "FIRESTARTER" QUINN- ELF, WIZARDFrom an early age Athena has known two things: she loves fireand she wants to topple the Saurian Regime with extremeamounts of it. Her preference is to shoot things with flamingrounds, but when she gets angry enough she will blast an entirearea in red hot fury. Her love of firearms has actually made her abit of an outcast with her people, so when she does find a friend(like the Knights) she will not leave them easily, especially thedashing Ezekiel.Attr: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6Charisma 0; Pace 6; Parry 4; Toughness 5; Power Points: 15Skills: Fighting d6, Intimidation d6, Lockpicking d6, Notice d6,

Shooting d8, Spellcasting d6, Stealth d6Armor: NoneWeapons: 2 Dwarven crafted Pistols (2d6+1, 12/24/48, AP1)Gear: 14 extra clips, Lighter, Lockpicks, 338 talonsEdges: Ambidextrous, Arcane Background: Magic, Marksman,

New Power (Blast), Power Points, Rapid Recharge, Two-FistedHindrances: Loyal, Overconfident, Quirk (Plays with fire), All

ThumbsPowers: Blast, Deflection, Elemental Manipulation (Fire), Smite

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Savage Insider Issue #5

8 | For All Things Savage

The four playable races, the Kresh, Gelid, Gales, and Korrin, andtheir nemesis, the Skin Eaters, are the most visible people ofTunse’al. But they are not alone. Besides the beasts and fellcreatures that inhabit the land, are others. Living among them are the fae folk, families of entities thatwalk between the world of people and the world of the gods. Thepeople have named the ones they see most often. The dgigannasand vi’salks are two such beings.

DGIGANNAS (ĜI-GAHN-UHZ)At a height of only 6-12” inches, these tiny winged humanoidsdon’t present themselves with frequency. Their diminutivephysique can lull the large races into a false sense of security.Their apparent shyness may be mistaken for innocence, butlooks can be deceiving. They have a demeanor that vacillatesbetween good and evil, depending on their mood, the actions ofthose around them, and generally whatever whim strikes themat the moment. There are many varieties, and dgigannas live in all parts ofTunse’al. Some resemble butterflies with colorful wings while

others remind viewers of leathery Gales of the desert, but withwings like dragonflies. They don't wear much for clothing unlessthey're having some sort of regal event. They're a favored foodof the Skin Eaters and even the Kresh have been known to snackon them. Dgigannas are most likely to be seen during times of highmagic, usually on the solstices and full moons. They come out atnight more often than during the day.

Attributes: Agility d8, Smarts d4, Spirit d8, Strength d4, Vigor d4Pace: 3, Parry: 4, Toughness: 2Skills: Fighting d4, Notice d6, Throwing d6Special Abilities

· Flight: Dgigannas have a flying Pace of 9 and a Climb 1· Low-Light Vision: They ignore penalties for Dim and

Dark lighting, but can’t see in pitch black.· Size - 2: They stand only 6-12” tall, which makes them

somewhat fragile.· Small: Dgigannas are small and don’t stay still for lone.

Opponents are -2 to attacks.

TUNSE’AL SETTING GUIDE PRODUCT PREVIEWA Savage Insider exclusive using Savage Worlds to power Tunse’al, a fantasy tribal setting by Obatron Productions.By Vickey A. Beaver

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Savage Insider Issue #5

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VI'SALKS (VĪ -SAHLKS)At 2 ft. tall, the humanoid vi’salks tower over dgigannas. Theymostly live in the lands of the Gelid, along the Spine. They'retricksters, sometimes dropping upside-down from branches,hanging by their tails to startle passers-by. With their flattenednoses, pointed ears, and large eyes, they have keen senses ofsmell, sound, and sight. They aren't evil, but it's rare that onewould do good for the sake of doing good. Clad in velvety, grey mole skins in the cold and cotton-likecloth in warmer times, vi’salks use small animal bones as toolsand weapons. They avoid dealing with the “big people” if theycan, and are more likely to be seen in the hours surroundingtwilight at any time of the year.

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d4Pace: 4, Parry: 4, Toughness: 3Skills: Fighting d4, Notice d6+2, Climbing d6, Stealth d6, Taunt d6Special Abiities

· Infravision: Str+d8· Size - 1: Vi’salks generally stand 2’ tall, making them

easier to damage than average-size beings.· Vi’salk Senses: Gets +2 to Notice rolls involving sight,

sound, and smell.

Sample Dgiganna names are Anara, Melese, Tae’ahna, Vil forfemales and Ade, He’nar, Sen, and Wul for males.

Sample Vi’salk names are Adrail, De’nan, Loris, and Thearen forfemales and Bel’nin, I’ser, Pelar, Shu’larn, and Yisten for males.

ADVENTURE SEEDSA Whiff of Fresh Air: When travelling across The Spine, themiddle section of the Baarek Mountains, the party comes acrossfour dead dgigannas. They look otherwise healthy. Over the nextfour days, the party finds more in the same condition. Fearingtheir own safety, the party might want to figure out what’shappening.

For every two days the party carries on without solving theproblem, they gain a level of Fatigue. It takes two weeks to getthrough the affected area. The dgigannas in the area areenduring the wrath of a group of vi’salks who have scattereddeadly pollen throughout the region. The party can spot thevi’salks every once in a while and need to either fight until onedisplays a safe way out, or otherwise convince the vi’salk to help.With a successful Notice roll, the party sees an abundance ofyellow wisps. With a Raise, they feel tired when near heavyconcentrations of the yellow wisps.

By the Light of the Moons: The party has been travelling. Theystill require another week to arrive at their destination, a groveof trees protected by the Na’nock Tribe, which consists of a fewdozen Kresh. The party is delivering ancient weapons that Gelidscholars think were made from those trees. The elders haveasked to see the trees to satisfy their own curiosity. Three daysago, the trail split and the elders opted to forge a new path bycutting away some thin, yellow vines. Along the way, the party is being tricked by vi’salks that havebeen slipping hallucination-inducing herbs into their water skinsand suggesting deadly paths as the party sleeps. As the threemoons reach fullness, the nocturnal suggestions are becomingstronger. The vi’salks don’t care about the party’s mission, theyjust don’t like that the party destroyed the vines. If the partychooses to talk rather than fight, the vi’salks might be persuadedto accept some sort of remuneration. If they want to fight, well,they certain can, but they are outnumbered four to one.

ABOUT TUNSE’ALTunse’al is a tribal fantasy setting with many differences fromEarth. With no humans, wildly varying cultures, and ecosystemsthat support humanoids and dinosaur-like creatures at the sametime, Tunse’al games can be about anything you’d like to makethem. Enter by July 22 to win the PDF of the systemless settingguide before it’s even available for sale via Roleplayers Chronicle(Prize Pack #4), an online source of tabletop RPG news.

Dhuran; a foreboding planet abandonedby the gods. 500 years after the godsrained fire and brimstone upon the land,leaving the few survivors to fend forthemselves, secrets are being uncovered.The new civilization of the now godlessDhuran find the malevolent spirits of theirlong-dead ancestors hunting theirdescendant bloodline.

… can you survive?

Ancient World, a new campaign settingfor Savage Worlds. Coming 2012

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Gunslinger Priest Card Using Mage

Indian Crazy Scientist

Card Using Mage

Crazy Scientist

Gunslinger

Indian

Priest

Fan Made Figure FlatsFor use in any western style game.Permission given to print and use for personnel useInstructions: Print on card stock in color or black and white. Cut out and fold into either a tri-fold or A-frame figure flatQuestions or Comments contact @[email protected]

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For All Things Savage | 11

Savage Insider Issue #5

CONVENTIONAL ADVICEA general interest article by Kevin Rohan of Silver Gryphon Games

Tips and Tactics for GMs Running Games at Conventions

JUMPING INTO THE BREACH: RUNNINGCONVENTION GAMESRunning games can be challenging. The challenge isn’t in tryingto present an individual or two with something new that utilizestheir skills as players, but it’s doing that to the entire groupIf youmeet regularly with a gaming group, those are people who areknown to you; you know their playing style, you know theirproblem solving abilities, their fighting capacities, their tacticsand their teamwork strategies. Convention games are usuallycompletely different because, except on rare occasions whereyou’ve run games for various people at your table before, youdon’t have that familiarity with your players. That can betroublesome. You’re trying to get characters introduced and theplot rolling with a combat or two often in a span of three to fivehours. There are suggestions to handling this sort of thing, andexperience has taught me many tips and tricks to keeping theconvention games rolling.

1: MAKE PRE-GENERATED CHARACTERSAND USE THEMPre-generated characters (pre-gens) save time. Charactercreation in Savage Worlds can take as little as five minutes forveteran players. However, there are good odds that there will benew players at the table, and they can take time to write up theirown characters. Maybe that will take 15 minutes. Maybe it willtake 15 minutes per player. If you have a table full of people newto Savage Worlds, that can take up an hour of time in a hurry.Pre-gens save all of that hassle and allow players to see whatthey have without pouring through core and setting books. Thenyou just need to explain what they can do instead of reviewingpages and pages of information that aren’t relevant to thatsession. There are downsides to straight pre-generated characters.The biggest of those downsides is that some players don’t feelthey have the customization they would like in a character. Evenin something like a brawler, there are specialties and playerpreferences. Does the character hit like a truck, take a hit like atank, or is it a finesse-based fighter? When constructing a group,the need for a combat machine can be filled in many ways.Having characters that are mostly pre-generated can create a lotof time savings and give the players considerable charactercreation control in the end. It will be slower than straight pre-generated characters. However, these mostly pre-generatedcharacters act as a guide and the GM may be able to getcharacters finished in 15 minutes, even for a good-sized group.

2: KEEP IT TIGHT AND KEEP IT MOVINGFour hours isn’t that long to run a game, and that is the averagegame time-slot at a convention. You have to get charactersintroduced, get the goal introduced, get the bad guys (or goodguys) introduced, you have to have some conflicts to resolve,and do the adventure wrap. For most of us that run games withnormal groups, that is not the normal flow. It doesn’t matter iftime stretches because the adventure can always be resolved atthe next game session. At conventions, there is no “next gamesession,” and you have one shot to make it count. Gettingeveryone to stay on task can be monumentally challenging. Youcan’t be afraid to railroad the adventure and you must not beafraid to tell them to cut the out-of-game chatter. With that being said, sometimes groups will take anadventure in an entirely different direction. Some groups gethung up on a detail and completely side-track the adventure.You have to be able to make the call at that point to strong-armthe adventure and characters until everything meets back up, orsimply run with their side-track because they’re having fun withit, which brings us to the next point.

3. KNOW YOUR ADVENTUREOver-planning a convention adventure means you run the risk ofthe players going off on a tangent and then you are quickly in abad situation where you suddenly don’t have anything planned.Under-planning can be equally as dangerous because evensimple questions send you to the adventure material to look upmundane questions. The only smart choice is to know theadventure, and know it inside out, upside down, and in yoursleep. That way if the players decide to send their characters offon a tangent, you have plenty to keep them engaged. The lesstime you spend leafing through adventure material trying toanswer questions or look things up to get things back on track,the better. Some adventures can be side-tracked more easily thanothers. Others have so many fiats and MacGuffins built intothem that they force the players to concentrate on the situationand act via their characters. You need to know this before youget to a convention, or at least before you run your game. SomeGMs will want to pick up a new adventure at a convention andrun it at the convention. Depending on the adventure, that couldbe easy or difficult, but no matter what, you need to be able tohandle the odds and ends of the adventure itself and thequestions the players will have.

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4. IMPROVISATION IS KEYBeing able to think on your feet is a must. With your normalgaming group, you can probably take 10 minutes or so toorganize your thoughts while everyone filters to the bathroom,grabs refreshments, or takes a quick smoke break. Conventiongames have no such luxury. Your clock starts ticking and at theend of the time slot, you may need to give up the table, andcertainly between meals, hanging out, listening to speakers, orhitting other games, the players need to leave. Every minutespent going through books is a minute away from the action. Ifyou are the kind of GM who is awesome as long as things stay ontrack, then you need to run adventures that play to your strengthor learn to improvise when things don’t go right. Not every player and not every group of players will look atsituations the same way. No matter how blatantly obvious asolution may be, it could be that the group has bad leadership(either because of the player or because of role-playing), peoplecould be sleep deprived, or any number of other considerations.When that happens, the GM needs to be able to improvisebecause if the players can’t solve a problem, they will do whatthey can to entertain themselves. Sometimes that leads toback-tracking, and sometimes that leads to side-questing. TheGM needs to figure out how to use the prepared adventure toget them back on track or just roll with the players’ direction.

5. GAME MANUALS ARE REFERENCEBOOKS, NOT NOVELSThe less time you spend looking through books, the more timeyou’ll spend in the action. Use quick references and bookmarksfor commonly referenced information. If your adventure iscombat-oriented, you’ll need to know exactly where theIncapacitation Table is in the rule book. If there’s going to be alot of tricks used, you’ll need to be able to answer thosequestions as well. If you are running an adventure of your owncreation, make sure you have key points highlighted in someway. If you are running a purchased adventure, mark it up so youcan see what you need! Grab a highlighter and note speakingparts and parts that deal with mechanics and stat blocks. Thebetter the color coding system, the easier it will be to run whenyou have to look something up. Pages with quick reference tables can alleviate a lot of pageflipping in the game. You could use a traditional GM Screen,which serves the dual purpose of hiding your dice rolls, or youcould use quick-reference sheets. If you use the quick-referencesheets, they might serve as a player handout, and then everyonehas the information in front of them and can plot their nextaction while the actions before them are being resolved.

6. PLAYER HANDOUTS: USE THEMHandouts give the players something to interact with, they serveas visual aids, and they give the players something to take awayfrom the game as a souvenir. For important notes and maps theycan work as props, which the characters would have to look atand manipulate. If the hand out is something the players have todo something with (fold, cut, decipher, etc.), that can provide animportant clue for the adventure without the GM needing to gointo great detail.

Handouts can be something like a rules summary aswell. Even experienced players can use a quick reference /refresher on combat options. It helps keep rookies and veteranson the same page, no pun intended, and it can make game playflow very smoothly. It will also save critical time when trying tosettle rule disputes or explain options, and when you only havefour hours, every minute you save is a minute more of game play.Handouts like the combat options aren’t really keepsakes, so ifyou have enough time, you can laminate them to increase theirlongevity and use them over instead of reprinting them foradditional games. On top of that, most laminates can be writtenon with dry erase markers.

7. BRING EXTRA EVERYTHINGNot all players come similarly equipped. People forget dice andpencils. As a GM, it isn’t your responsibility to provide those toyour players, but you need to be prepared for new players,players that forgot their stuff at their car, their house, oranything else that comes up. It happens, and odds are it’shappened to all of us. Nothing slows a game down faster than aplayer that needs to suddenly get up from the table. Beingprepared to put down an extra set of dice and supply pencils forplayers that may have forgotten some of their gaming gear cansave precious minutes. Extra character sheets can come in handy as well. If you’renot pre-generating characters, it can save time. Sometimespeople make mistakes during character generation. Sometimestheir character sheets look more like scratch paper as they sortout abilities, skills, Edges, and Hindrances. Whatever the case,having a couple of extra character sheets floating around cannever hurt, and again, it saves time.

8. THESE ARE NOT THE GAMERS YOU’RELOOKING FOR…It’s going to happen. You’re going to get a person or two in agaming group that didn’t understand the game description, isnew, is overly questioning your comprehension of the rules, or isanyone we refer to as “that guy.” You need to be prepared todeal with people that may put you out of your GM comfort zone.To be honest, it’s not a bad thing to game with people who aren’tlike the people you normally game with, but certain adventuresjust work better with certain group types. Once in a while youmay be running a psychological horror game and have a pair of

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kids younger than 10 years old sit down. Everything in thissection has happened to me while running games atconventions, and it will be just a matter of time before it happensto you. You have to be able to roll with it. You aren’t going to havefun forcing a game down someone’s throat if they aren’tcompatible on a player level with the game you want to play.Going back to improvising will be very important. You need to beable to take your adventure and mold it to the gaming group thatyou have before you. Sometimes you can get some amazinglyunexpected results, and you may have more fun than you everthought you could when a group takes an unexpected tackthrough the adventure.

9. ALLOW THE INSANEPlayers are creative beasts by nature. They are cunning, they aredeadly, and they come up with ways to bend and test rules inways you may not be prepared for. Gamers you aren’t familiarwith may have problem-solving methods that you didn’t knowexisted or they may have tactics that have some serious shock-and-awe value. Not every group of gamers is the A-Team, theDirty Dozen, or even Hogan’s Heroes. However, they do have away of using other players’ creativeness for the good of theparty, even if that creativeness is a clever distraction thatabandons the character in question. Players want to have fun, and their ideas are how theyexpress themselves. If a player is told “no” every time they opentheir mouth, eventually gaming just won’t be fun anymore.Some ideas are just too implausible to work or are plain rulesviolations. But, just like any other gaming group, once you allowa tactic to work, you need to allow it to keep working unless youare very clear to the player that you will allow it to work this onceand then never again. Sometimes those crazy ideas are some ofthe best of the convention and can really get the players into thegame. Sometimes they result in total party kills, and well, a TPKis a TPK.

10. HAVE FUN WITH ITIf you don’t have fun running the game, the players won’t havefun playing it. You should always bring your A-game to the table.If you show up exhausted (Sunday morning time slots, lateSaturday nights), you won’t be as with it as you need to be to runthe game, and it could become a chore. It is your job tochallenge the PCs, and maybe even out-right kill them(depending on the adventure), and as long as you’re having fun,they will be having fun. Very little in gaming is personal. Don’t take anything they sayin character or out of character as being personal. Just go withthe flow. Make sure things don’t get out of hand with language,volume, or general rowdiness, but don’t ever take offense toanything that is said. Sometimes you need to police those thingsto keep the game moving because other players may be takingoffense to what is said or how it is said. If things start to slide

down hill on the fun scale, ramp it back up. Be cinematic withthe descriptions, keep the pace going, and keep yourselfengaged as much as possible. The more fun you have describingsomething or having the NPCs perform actions, the better it willbe for the players.

11. CRANK IT TO 11.It’s a convention game…make it a memorable one. Actionshould be over the top. Things that aren’t allowed at a normalgame might just be permissible given the venue. The pace canbe faster, the plot can be railroaded, and the plot only needs tomake sense for as long as the dice are on the table. So long aseveryone is having fun, let everything just fly! Some of the bestgames are played by some of the craziest groups running underGMs that understand that it’s a one-shot game and the playersare just looking to be awesome and grab that piece of thespotlight. The efforts after the game can be just as important. The finalbattle or problem has been rendered and the day is won. Keepthat GM energy flowing, keep talking to the players, thank themfor playing, and keep the endgame as memorable as the lastfour-ish hours of play time. Thank everyone, shake hands, andthe players will remember your game for years, and probablylook to see what else you happen to be running. If that was thelast game of the convention, they will definitely be looking formore at the next convention!Hopefully your next experience running a game at a conventionwill be extremely good. These suggestions may help to convinceyou and your players to come back for more con after con. Beconsiderate, be fun, be on the ball, but most of all, be awesomein all aspects of gaming!

Sci-Fi action and adventure!Available in PDF or print-on-

demand

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For All Things Savage | 15

Savage Insider Issue #5

The City of Inebou-Hedjou - The City of theWhite Walls - is the capital of Egypt andthe center of civilization. The untimelydeath of the Pharaoh Khufu has left the cityat the mercy of two cults vying for control.The Pharoah's son and rightful heir,Khafra, is away warring in distant lands. Inthe midst of this political upheaval, anominous cloud of black ash has descendedupon the city. At first the populace wasable to suppress their fear but eventually,as several weeks passed, chaos erupted.Thousands were killed in the panic thatfollowed. It became increasingly difficult tosurvive in the sun starved region, and mostwho weren't killed in the initial wave ofviolence soon fled abroad. The few who remained within the cityrallied behind one of the two cults as eachgroup explained away the darkness aspunishment for trespasses committed bythe opposing sect. Both of the cults havestarted calling upon dark forces best leftunnamed in a desperate attempt to wrestcontrol of The White-Walled City from theother. One of the cults, The CeruleanFlame, has started performing putridrituals involving human sacrifice. The culthas violated the final resting place of thelate Pharaoh – the recently finished greatburial pyramid in the Necropolis of Giza.There they disturbed his corpse and used itas a vessel to be inhabited by a vile demoncalled the Shadow of Anubis. The Cerulean Flame has summonedthe Shadow to seek out and feast upontheir enemies. Unfortunately, the Shadowisn’t as particular about who its meals areas the Brothers of the Flame had hoped,and many of their own members have beenslain and eaten. With each day that passes,the carnage becomes greater and greater.The Shadow has made its lair in theuppermost chamber of the Great Pyramid.It leaves periodically to make a fresh kill,and then drags its meat back to thePyramid to feed. The PCs are part of a group of huntersoverseen by the Magi of Ra – a reclusivesect of seers who live in the deep desert.The Magi are pillars of wisdom and have

tasked themselves with seeking out anddestroying evil in the world. Recently theyhave learned that a massive volcaniceruption has clouded much of the desert tothe north in black ash for several weeks.There has been word that Inebou-Hedjouhas fallen into chaos and that a cult withinthe city has summoned the Shadow ofAnubis. The Magi know that the Shadow isinsatiable and must be stopped at all costs. The PCs are sent into the blackness ofthe north with instructions to kill the foulbeast. They are warned that the Shadow of

Anubis isn’t the only danger lurking in thecity. The cults within Inebou-Hedjou arenot to be trifled with. The Cerulean Flameliterally has eyes everywhere. They haveensorcelled desert eagles, identified bytheir stained blue crests, which watch overthe city and report back to them. The othercult in the city, the Whispers of theAmduat, is equally dangerous. They areknown for being masters of poison andtheir upper echelon of followers isfervently devout.

FAMINE TO FEAST… FOR THE BEAST, FOR THE BEASTA fantasy horror adventure for Judgment Day by Michael Hansen

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16 | For All Things Savage

The Shadow of Anubis is a powerfulfoe. The Magi of Ra have given the PCs anancient relic called the Fang of Helion tofight the Shadow with. The Fang of Helionis a crystal dagger in the shape of a ten-inch tooth. The Fang will emit a powerfulburst of sunlight when it is plunged into afoe. The PCs are told that the only way tokill the Shadow of Anubis is to slay it insunlight. Since the region is currentlyshrouded in ash, The Fang of Helion is theironly hope and must be used for the killingblow.

THE CAST

THE WHISPERS OF THE AMDUAT(THE BLACK VOICE)The Whispers of the Amduat is a deathcult. Suicide missions are not uncommonfor members of The Black Voice as theircentral belief holds that the mortal worldis hell and the afterlife is the only salvationoffered to man. The members believe thatstaying in this earthly hell, and helpingothers to “answer the call of the voice,” isthe ultimate service. That guaranteesthem a privileged spot in the afterlife. Thecult is led by Odji-Uro, a dark, looming manof middle years. His followers obey himwithout question and the sound of hisdeep, cavernous voice has been known tounnerve even hardened men. The cult hasa temple in the southern part of the citywhere they are known to make rare anddeadly poisons. Odji-Uro wants to kill every man,woman, and child in Egypt. He believesthat this act will set them free. His sense ofself-preservation is very strong since hebelieves only he can carry out this task. Thepresence of the Shadow of Anubis is not anaffront to the members of the Whispers ofthe Amduat since it is indirectly aidingthem in their ultimate goal. The presenceof The Cerulean Flame, however, isanother matter. Odji-Uro knows that theBrothers of the Flame look to control Egyptand its peoples in the mortal world. Thisambition is unacceptable, and themembers of The Whispers of the Amduathave sworn to “assist” the Cerulean Flamewith travelling to the afterlife as soon aspossible.

ODJI-URO (WILD CARD)Attributes: Agility d6, Smarts d8, Spiritd10, Strength d10, Vigor d8Charisma: 2; Pace: 6; Parry: 6;Toughness: 6Skills: Fighting d8, Notice d6 (+2),Shooting d8, Knowledge (Poison) d12,Intimidate d10 (+2)Armor: NoneWeapons: Battle Axe Str + d8, Bow12/24/48 2d6Hindrances: BloodthirstyEdges: Alertness, Fervor, Strong Willed,Charismatic

THE WHISPERS OF THE AMDUAT CULTISTSAttributes: Agility d6, Smarts d6, Spirit d6,Strength d6, Vigor d6Charisma: 0; Pace: 6; Parry: 5;Toughness: 5Skills: Fighting d6, Knowledge (Poison) d8,Shooting d6Armor: NoneWeapons: Poisoned Dagger (Str + d4;failed Vigor roll results in knockout for2d6 minutes), Bow (12/24/48; 2d6)Hindrances: Loyal

THE CERULEAN FLAME (THEBROTHERS OF THE FLAME)The Cerulean Flame are fire worshipperswho swear allegiance to the goddessSekhmet. They considered the rule ofPharaoh Khufu to be an unforgivable slightagainst the goddess, and his death wascause for great celebration amongst theirranks. Their leader is a beautiful, cunningwoman named Djeserit. The members ofthe Brothers of the Flame are exclusivelymale, as the name implies. They believethat Djeserit is the earthly embodiment ofSehkmet and is therefore destined to beQueen of Egypt. The members of the culthave taken a vow of celibacy. The Brothers of the Flame arerenowned falconers and their blue-cresteddesert eagles are frequently seen aroundthe city carrying messages and watchingwhat transpires. It is rumored that theBrothers of the Flame have a method of“seeing” through their birds and mostconsider it unwise to conduct privatebusiness in the presence of the blue-crested eagle.

The Cerulean Flame views the death of thePharaoh as a sign that the time of the reignof Djeserit is at hand. At the time of hercoronation, she shall take the name of thegoddess and wear the headdress of thelioness. A major part of their plan ofascension is the complete eradication ofThe Whispers of the Amduat. To this endthey broke into the pyramid of Khufu,defiled his corpse, and summoned the darkspirit of the Shadow of Anubis to inhabithis lifeless husk. However, the CeruleanFlame botched the binding part of thesummoning ritual and lost control of thebeast. It now hunts indiscriminately andDjeserit has called for its destruction sinceher plan backfired and her followers areslowly being whittled away by the feastinghorror.

DJESERIT (WILD CARD)Attributes: Agility d6, Smarts d8, Spiritd10, Strength d6, Vigor d8Charisma: +6; Pace: 6; Parry: 4;Toughness: 6Skills: Fighting d4, Intimidation d8, Noticed6, Persuasion d12+1, Stealth d6Hindrances: ArrogantEdges: Charismatic, Command, Fervor,Hold the Line, Natural Leader, VeryAttractive

CERULEAN FLAME CULTISTSAttributes: Agility d6, Smarts d10, Spiritd10, Strength d8, Vigor d8Pace: 6; Parry: 6; Toughness: 6Skills: Fighting d6, Knowledge (Falconry)d10, Notice d6Armor: NoneWeapons: Scimitar Str + d8Hindrances: Loyal

CERULEAN EAGLEAttributes: Agility d10, Smarts d4, Spiritd6, Strength d6, Vigor d6Pace: 2; Parry: 5; Toughness: 4Skills: Fighting d6, Notice d12+4, Stealthd8Armor: NoneWeapons: Talons (Str+2), Beak (Str+3)Special Abilities:● Flight: Cerulean Eagles have a Flying

Pace of 8● Size -1: Cerulean Eagles are large birds

of prey.

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SHADOW OF ANUBISThe Shadow of Anubis is a vile spirit thatpossesses the bodies of the dead, currentlyinhabiting the corpse of the late PharaohKhufu. The Shadow appears as a large manwith the head of a jackal and is midnightblack in color. It is indiscriminately violentand feasts on the flesh of men.

SHADOW OF ANUBIS (WILD CARD)Attributes: Agility d8, Smarts d4, Spirit d6,Strength d8, Vigor d10Pace: 10; Parry: 6; Toughness: 8Skills: Fighting d8, Intimidation d8, Noticed6Armor: NoneWeapons: Bite (Str + d6), Claws (Str + d4)Special Abilities:● Exorcise: The Shadow of Anubis can

only be exorcised by sunlight or amagical equivalent.

● Fear: The Shadow of Anubis strikes fearinto its victims.

● Fearless: Immune to Fear andIntimidation.

● Flee: Upon becoming Wounded, theShadow of Anubis attempts to flee tofeed and heal (at the normal PC rate).

● Hardy: The Shadow of Anubis does notsuffer a wound from being Shakentwice.

● Resurrection: If the Shadow of Anubisis “killed” without sunlight, it melts intoa bloody ichor that immediately seepsinto the ground. It will rise again within2d12 hours, fully restored.

● Shadow Attack: With a raise on anattack roll, the Shadow of Anubisignores a target’s armor bonus.

● Size +1: The Shadow of Anubis is a largecreature once it possesses the dead.

MAGIC ITEMS

THE FANG OF HELIONThe Fang of Helion is a crystal dagger in theshape of a ten-inch tooth. It grants itswielder + 2 to his or her Fighting skill.Furthermore, The Fang is able to emit apowerful blast of light equivalent to thesun, once per day, when called forth by thewielder. Anyone who fails to sufficientlyprepare for the flash of light must make aVigor roll. A failure means loss of sight forone round.

ADDING DEPTH TO THEADVENTUREThere are several things that a GM can doto easily add more depth to the adventure.The story is set during the Fourth Dynastyof Egypt. The Pharaoh Khufu built the firstGreat Pyramid of Giza. His son is creditedwith building the second Pyramid as wellas the Sphinx. This should be taken intoconsideration when describing the setting.Furthermore, in its time, the GizaNecropolis was a massive burial site andcould be presented as an intricate city ofthe dead, not the barren excavated ruinswe know it as today. There are severalother possible story elements that can beexplored as well:

● The Whispers of the Amduatassassinated Pharaoh Khufu withpoison. Perhaps there is proof of thisin their temple?

● The Fang of Helion is a powerful relicand is a key part of the destruction ofthe Shadow of Anubis. What if theFang is stolen? What if one of theCerulean Flame's eagles were to takeflight with it?

● What if the Pharaoh's son, Khafra,were to return at some point duringthe adventure?

● What if Djeserit is the daughter ofOdji-Uro?

● What happens if the Fang of Helion isirretrievably lost or if its daily charge isspent before the PCs have a chance tofell the Shadow of Anubis? What if theash cloud were to break at acinematically perfect moment? Wouldit be divine intervention or perhapsthe work of the Magi of Ra?

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STATSAuthor: Sean Preston and Ed WettermanPublisher: Reality BlursArtist: Cheyenne Wright

Agents of Oblivion is an action-packed spythriller placed in a world filled withconspiracies, supernatural beings, theparanormal, and the organizations thatsupport them. Player Characters assumethe role of agents working for the secretorganization Oblivion in its never-endingquest to combat the evil that threatens ourworld. But don’t think Cthulhu as Agents ofOblivion is more akin to Men in Black andLeague of Extraordinary Gentlemen withPCs that are equipped with all manner ofgadgetry to face the worst the world canthrow at them. Additionally, there is anaura of espionage as conspirators aboundwithin known and undergroundorganizations across the world have theirown involvement in the manipulation andpromotion of these vile threats or evencreating a few of their own. Agents of Oblivion allows the players toimmerse themselves in a fluid world filledwith secrets. Everywhere you turn,another conspirator could appear or a

creature of unknown origin may comebounding toward you, ready to strike. Theplayers must keep their characters aliveand use the technology at hand to keepthe world safe from that which they do notunderstand.

AGENTSCharacters assume the role of agentsworking for the company called Oblivion,dedicated to fighting the evil across theworld. To get players started quickly,plenty of new and setting-focusedmechanics are presented for agentsincluding archetypes (for quick creation),new skills, new Hindrances, and newEdges. All of these new mechanicsreinforce the modern action andespionage themes running throughout thesetting.

SETTING RULESTo better accommodate the differencesbetween Agents of Oblivion and theSavage Worlds core rulebook, you get afull listing of all mechanics focused onembracing the setting. This includes a lookat extended trait checks, making thestandard skill check more dynamic anddramatic while containing noted benefitsand consequences while performing thetask. After all, disarming a bomb shouldn’tbe as simple as rolling one skill check.Where’s the drama in that? Powers do notwork the same; there are no Power Points;and characters are able to perform higherlevel spells with a negative modifier.

GEARGear is extremely different (it is espionage)and there are new mechanics forrequisitioning equipment before themission begins or during the course of amission. Agents of Oblivion brings inresource management mechanics alongwith spytech and single use devices that all

embrace the idea of modern action andespionage. This is backed up by a largeweapon list. Spytech is technology linkedto Savage Worlds Edges, while single usedevices are linked to Powers. Thisreimplementation of existing mechanicsmakes for a great addition to the setting bysupporting the idea that as spies, you needaccess to cool spy gadgetry.

SETTINGLess than half of the book is meant forplayer use with the rest being for theGame Master’s eyes only (called theDirector in Agents of Oblivion). The settingis a translation of pieces of history and howthey correspond to Oblivion and theircorresponding nuances. There is very littlecontent here as the setting is designed tofocus more on current events set inmodern time. If you want to know moreabout the setting, it’s Earth’s history, just alittle more supernatural and paranormal.It’s not a setting where one will spend timelooking back on its history, but rathergame-play will be more focused on currentevents. As such, even though the setting isthin, it doesn’t detract from the overallpurpose and quality of the book.

MISSIONSMissions: the whole purpose of the game,and possibly one of the most valuabletoolkits in the entire book. The missionssection is more than just creating amission; it’s about developing a game-playstyle that suits the GM’s and player’sdesires. In similar fashion to Realms ofCthulhu, Agents of Oblivion offers anumber of mechanics that can be adjustedbetween None and High across differentaspects of the system to produce a widevariety of play styles. In addition, a numberof quick-use antagonistic agencies withadventure information are presented.

FEATURED PUBLICATION: AGENTS OF OBLIVIONA review of Agents of Oblivion by Aaron T. Huss

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Topping it all off is a group of pre-generated Savage Tales presented as storyarcs with statted out NPCs. For those whowant to create their own, toolkits forcreating custom antagonist agencies andNPCs are offered. There’s no reason why arushed GM couldn’t crack this book openand find everything needed to create aseries of adventures with little prep time.

OVERALLAgents of Oblivion is an awesome book.With a number of GM toolkits and newmechanic implementations, games usingthe setting are bound to be exciting andfilled with action and adventure. As astand-alone setting, it’s a great romp ofaction and horror. As resource for othersettings or something homebrewed, it’s apowerful item filled with gadgets of alltypes and plenty of content to get youradventures going. All-in-all, it is a very well-rounded publication.

RATINGSPublication Quality: 8 out of 10Agents of Oblivion is a very simple book interms of layout and format with someexcellent, yet uncomplicated illustrationsto support the content. While the bookflows well and is extremely easy-to-read,there is a lot of white space throughout.Instead of allowing much of the text towrap from page to page, many headerswere moved to a new page. While it looksgreat keeping a single entry on a singlepage, an image would have made thosepages look fuller. Overlooking this isconsiderably easy as the content is goodand the mechanics are awesome. Reality Blurs made the decision to keepthe art within strictly black and white(sometimes grey, black, and white, but notgreyscale). To me, this decision has a fewdifferent effects. First, it gives me a senseof plain, yet effective purpose of thecontent (the setting and the mechanics).The black and white pictures are thesimplest form, yet what they depict is done

effectively, adding that visual appeal to thebook. The second effect harkens backthrough the days of spy thriller movies andfilm noir. This gives the setting a littledepth saying, “The setting is not simplynew-age, represented by over-the-top art;it is older than many realize.” When youread about the setting, you will find thatthe struggle of man versus the unknown ismillennia old. A third effect is that itreminds me it is a setting filled withespionage and to avoid being too “loud”while you are on a mission. Full-color, epic-styled illustrations are more heroic and “inyour face” in nature, but that’s not whatespionage is about.

Mechanics: 10 out of 10This book is FILLED with new mechanicsand new implementations of existingmechanics. In addition, similar to Realmsof Cthulhu, Agents of Oblivion containsmechanics to shift the type of game-playdesired. However, the spectrum ofpossible styles is quite vast given thenumber of options (alien, conspiracy,horror, occult, and technology) and theirrange of incorporation (none, low,moderate, and high). This mechanic alonecreates a huge array of game-playopportunities simply by adjusting the dialof thematic options. Of course, RealityBlurs doesn’t stop there. One of the most interesting mechanicsdeveloped for Agents of Oblivion is theimplementation of Resource Points,Spytech, and Single Use Devices. Spytechencompasses training and technology,acquired by spending Resource Pointsassociated with Savage Worlds Edges. Eachone has a linked Edge that provides theagent with a short-term boost (typicallyone mission) equivalent to the bonusprovided by the linked Edge. Thus an agentthat requisitions an auto-stabilizer devicegains the benefit of the Steady Hands Edgefor that mission. Single Use Devices aretechnology-based items associated withSavage Worlds Powers. Each device is used

only once to provide the same effect of thelinked Power. These are two majormechanics that support the modern actionand espionage themes of the setting.

Desire to Play: 10 out of 10The setting surrounding Agents of Oblivionis loosely defined and open for numerousinterpretations. Being that it’s set inmodern times, there is little need to goreally deep into the setting. It’s Earth witha little more horror; not much else isneeded. With that in mind, the book isjam-packed with awesome mechanics thatbring about the elements presented in thebook surrounding that loosely-definedsetting: Horror, action, adventure,espionage, investigation, and a whole lotof ass-kicking with cool gadgets. It’s theultimate team of James Bond charactersfighting against all manner of evil. At thevery least, Agents of Oblivion makes agreat campaign framework andsourcebook for a setting designed by theGame Master to match the type of gamethey want to run and the type ofatmosphere they want to create. Theflexible game-play allows for every GM totweak the setting as they please to matchthat which the players will enjoy the most.Anyone who wants to play any of thesestyles of games will find an abundance ofuse from Agents of Oblivion.

Overall: 9 out of 10Agents of Oblivion is the ultimatespymaster’s toolkit wrapped around somecool mechanics that allow the GameMaster to create virtually any type of gamethat encompasses modern action, horror,and espionage. The book contains aplethora of new and re-implementedmechanics for Savage Worlds that trulyembrace the theme being conveyedthroughout the book. From cover to cover,Agents of Oblivion presents the readerwith a wealth of opportunities to runexciting games filled with action andadventure.

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INTRODUCTION

In a previous issue of Savage Insider, Iwrote a story titled Datafile 5.07.3,Subject: Mimeo. At the end, the maincharacter, Mimeo, was taken to a placecalled the Flesh Farm. The unwittingcasualty in a dangerous game between theIncarnate Hellspawn and their formerteammates of the Defenders of Liberty—the world's once premier superheroteam— Mimeo's fate appeared sealed. This story picks up a little later, andloosely ties into events from Hellspawn:Countdown to Invasion and the mainHellspawn plot-point campaign. . . . A rush of waves crashing against therocks. . . . The pressure holds him pinneddespite the exertion of muscles. . . .Something hard burrows into the center ofhis back. . . . Darkness, except for a pin-point of muted light in the distance. . . .

* * *

Mimeo opened his eyes and immediatelyrealized his mistake. The poundingthreatened to split his skull. His insidestwisted. He squeezed his eyes shut andwilled the contents of his stomach to staywhere they were. A bitter taste filled hismouth, and he swallowed the burningsensation in the back of his throat. What the hell happened? He rubbed his eyes and blinked severaltimes. The splintered memories of howhe'd gotten there slowly coalesced. He hadbeen sent on a special assignment byFoxtrot, a real hush-hush operation whilesome other heroes had gone off in anotherdirection for a different part of what theyrequired. He didn't pretend to understandit – something about a cosmic being, somehuge war in outer space, and talk about an

ancient alien buried on Earth. Perhapsthinking of the alien as being buried was amisnomer, he considered briefly, becauseif he understood the plan correctly, theartifacts they sought would supposedlyawaken it. Of course, the alien could beburied alive, but the thought of that madehim queasy all over again. He'd alwaysbeen more than a little claustrophobic. Mimeo’s toes and fingers tingled assensation returned to them. He becameaware of a sharp pain near his lower spine,and realized at the same moment that hisback was arched. Taking a deep breath, herolled to his left with a grunt and pushedonto all fours. A fractured skull with amissing bottom jaw lay on its side andstared at him from where he had beensprawled. He remembered a time— thefact that it was only six months agoshocked him— where something like thatwould have sent him into a panic. Amazingwhat a few months of planetaryoccupation by extraterrestrial invaders, amajority of the human population beingturned into pseudo-zombies, and beingshifted to the position of main course onthe food chain, could do to a person. A cough off to his right startled him. Hewas in a large room, the floor and ceilingmade of concrete. Light bulbs dangledfrom flayed cords, throwing the room intoalternating yellow light and shadow. Therewere perhaps a dozen people with him,and as soon as his gaze fell upon them, heknew the rumors concerning the FleshFarm did not do the place justice. What could barely be called rags drapedemaciated bodies. Hollow eyes, usuallyframed by stiff, unkempt hair glared backat him with little semblance of humanrecognition. All of them possessed smallareas of deep redness somewhere on their

bodies, and in many cases, the area wascovered with a greenish-yellow growth.Infection, Mimeo suddenly realized.They'd had pieces of their flesh carvedaway, or bitten, and had not received eventhe most basic medical treatment. Were they infected with the Hellspores?If so, he could be in a lot of trouble. Thatwouldn't make sense, he realized, as theIncarnate Hellspawn suffered the sameweakness as their more numerousbrethren. If they did not consume a certainamount of flesh at regular intervals, thebiotechnology that maintained themwould not have enough fuel to keep theprocess going. In other words, the bodieswould rot away and the host would ceaseto function. So, more than likely, thesepeople had been carved with some sort ofweapon. He couldn't imagine Phalanx andthe others just throwing away what couldbe a decent supply of food by infecting itwith a direct bite. What started as a shiver down his spineturned into a full spasm as his mind playeda mental movie of what the IncarnateHellspawn would do to him. Phalanxconsidered him a soldier for Foxtrot, andthe man's hatred of his one time bestfriend had already become legendary.Phalanx would torture him, cut pieces ofhis own body from him, and smile withthat wide, shark-like mouth at eachscream. He knew no rescue was coming. IfFoxtrot or the others could get into theFlesh Farm, it would have been shut downlong ago. Mimeo tried to take deep breaths, butthe spasms in his chest hindered theprocess and he feared he wouldhyperventilate. "Take it easy, kid," a deep voice like thesound of rock grating against rock said

HELLSPAWN: FLESH GAMESA fictional piece by Lee Szczepanik, Jr. of Daring Entertainment

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from behind him. "You don't want to passout, now. Not when you have a chance towin." Mimeo spun around and his eyeswidened when he saw who was speakingto him. He was well over six feet in height, withbroad shoulders and a craggy brow. Hishead was the size of a barrel, and his skinwas a black and brown rocky surface. "Granite Jack?" Mimeo asked, still indisbelief. "I've heard Foxtrot mention youseveral times. He said you were dead,taken down by Phalanx when your teaminfiltrated his secret fortress." Granite Jack nodded, and it was like astone rolling down a hill. "Night Sentineland I remained behind so the others couldescape with the prize. Phalanx knew hewas in a fight, but the bastard won. Weboth knew he would. We just needed tobuy some time." Mimeo's eyes drifted to Jack's left leg.There was a huge chunk of stone missingnear the calf muscle, and what remainedwas red, swollen, and puss-filled. "Damn, Jack, you too?" Mimeo said, thesadness evident in his voice. Granite Jack chuckled. "Oh, hell, I've hadworse. Of course, not everyone gets takenright away. Some get a chance to win areprieve, postpone becoming dinner alittle longer." "Yeah, you said something about that.What were you talking about – that I havea chance to win?" Jack wiped his brow with his left hand,and Mimeo noticed that the famous herowas sweating. "Mind if I sit down? This leg is reallybugging me and I'm not feeling in top

shape, ya know? Anyway, Phalanx and hiscronies must get bored easily. That or hereally is every part the degeneratesonofabitch I think he is. Either way, oncein a while they choose one of the peopledown here and give them a chance to livea little longer. All they have to do is survivewhat they call the Flesh Games." "What the hell is that? Sounds like a badHellraiser reference." "In a nutshell, the person has to battleagainst Hellspawn. Usually just one or two,unless the poor sap is super-powered,then Phalanx ups the number to whateverhe thinks would be good entertainment." "And you've done this?" Granite Jack nodded again. "Been heresince they started the farm. I was one ofthe first to be brought in. Night Sentinelgot away in transit. I've survived my fairshare of matches. Usually they send six orseven against me at once." He paused andstared intently at Mimeo. "Either you gotone hell of a super-power, or Phalanxreally dislikes you." "Huh?" A moan came from the far wall, followedalmost immediately by another. A thirdcame from the left, and soon Mimeo heardseveral more entering the chorus. "He's tossing fourteen of the things atyou," Granite Jack said. They had tight, gray skin and eyes thecolor of coal. Deep purple veins coverednearly every inch of exposed flesh. Theywalked with slow, deliberate steps, armsstretched before them as the openedmouths exposed far too many sets of teethfor Mimeo's comfort. Mimeo backed away, moving quicklytoward the only wall where the Hellspawn

didn't seem to be coming from. Severalwet, popping sounds echoed around thechamber. "Hey, boss," one of his doppelgangersgreeted, "how come you never bring usout to go get a beer or something? Why'sit always have to be bad news?" "Not now," Mimeo barked. "We havefourteen Hellspawn getting ready tosurround us. Can we at least pretend tostay focused?" His three reflections raised their indexfingers in the air. Pointing at theHellspawn, the fingers bobbed up anddown. "You sure about that?" One of themsaid. "I only count thirteen." "Yeah, me too," said another. "Same here," the third confirmed. Mimeo did a quick count of his own.They were right. There were only thirteen. Then another voice filled the chamber. Itwas similar to the Hellspawn moan, butmore guttural. Mimeo felt the bass ripplethrough his chest. "Shit," Mimeo declared, realizing whatthe fourteenth Hellspawn represented.The black and brown skin now gray andshot through with purple, Granite Jack'susually green eyes were pitch black. "Okay, that's bad," one of the duplicatespointed out. Mimeo and the others did not reply asGranite Jack rushed forward. The groundtrembled beneath his feet and theconcrete cracked as he unleashed one ofhis Earthquakes. Flesh Games is ã 2012 DaringEntertainment, LLC. All rights reserved.Daring Entertainment can be found on theInternet at: www.daringentertain.com

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Savage Insider Issue #5

Boston is a rough place to live at the bestof times, what with all the anarchists andmartial law… but it's about to get a wholelot worse. Angela Angello, daughter of theItalian Mob Boss, Julius Angello, has beenkidnapped with the blame falling squarelyon Red Callahan, Boss of the Irish Mob. Thedemand? The Italian Mob, the Ship Rats,must launch a raid against the LoganAirbase Military Complex, or Julius gets hisdaughter back in pieces. It's just a matter of time before thingserupt in a gang war, and only thecharacters are in a position to stop thedeluge that's bound to follow… Welcometo the world of Interface Zero.

GETTING INVOLVEDGang Boss Daughter Vanishes, APF Baffled– Boston Globe headline from June 15,2088 Depending on the characters'backgrounds, they may be approachedthrough a fixer, or by one of Red Callahan'smen directly. In any case, they're given a job offer torun an operation and get paid 100,000credits. Yes… that's 100k. Assuming thecharacters are at least interested, they'llbe invited up to Fort Independence, Red'spersonal estate on the harbor, where theywill be wined and dined and given thepitch. Red Callahan himself is a man in his

early thirties, good-looking, with well-groomed red hair, goatee and mustache.He's dressed in expensive clothes, and hasplenty of bodyguards to keep things on theup-and-up. Callahan won't lie or pull any punches:the job is likely to be difficult anddangerous, and there is a deadline – that'swhy he's willing to pay out so much. Well,it’s part of the reason, at any rate. If thegroup is still interested (hopefully they are,or it'll be a short adventure), he picks up aremote and opens up a holovid. The image has obviously been takenfrom a police hover drone, and appears tobe following an illegal jump bike race offthe high-rises and corporate buildings ofBack Bay. But the headline superimposedover the scene reads, “Daring DaylightKidnapping!” As the holovid plays out, one of the jumpbikes appears to develop engine troubleand drops down to a secluded alley. Thehover drone swoops down to follow as therider (apparently female, based on thecurves of the jumpsuit) dismounts toexamine the engine. Moments later, a black car pulls into thealley and blocks the exit. Four men wearingdark armor and balaclava masks leap outas the girl starts to run. One Tasers her,and as she falls, they rush forward, hoisther up, and quickly stuff her into the car. Just before they leave, one of the menapparently notices the drone, whichsuddenly loses control. The image isslightly blurry as the drone rises, dips,careens off of a couple walls andeventually crashes through a window – tothe embarrassment of a man and hissecretary caught in a rather compromisedposition. The holovid ends, and Red takes up thestory.

The girl, he explains, is Angela Angello –the daughter (and only child) of JuliusAngello. Julius is the Boss of the Ship Rats,which is functionally the remains of theItalian Mob in Boston. The problem is this:Julius is convinced Red has kidnapped hisdaughter. Red wants the characters to findher and rescue her. Why? Frankly, hedoesn't need a war with the Ship Rats rightnow. Red can provide the followinginformation:● He knows the girl is Angela for several

reasons. First, it's all over the newsright now. Second, Julius contactedRed personally to inform him whatJulius intended to do to him when thiswas all over. As it is, Callahan is prettysure Julius plans to hit him in the nearfuture, regardless of what elsehappens.

● Aside from the above, he knows he'sunder suspicion because of the car.It's an armored taxi – similar to theones used by the Atlantica/BostonCab company – but the license isregistered in his name. This can beconfirmed by a thorough examinationof the holovid using Investigation andNotice skills. However, Callahandenies the car is actually his. Hesuspects someone hacked the DMVdatabase. A suspicion reinforced by

ANGEL OF DARKNESSA cyberpunk adventure for Interface Zero by Curtis and Sarah Lyon (Interface Zero is published by Gun Metal Games)

BOSTONThis adventure is set in the city ofBoston, capital of Atlantica. While thatsupplement isn't necessary to run theadventure, it will give you moreinformation to work with (and maybe fillin some gaps). On the other hand, withsome changes, you could always shiftthe adventure to Chicago or some othercity… Just remember to create asufficient threat to the city.

LAMCOMAnyone from Boston would knowLAMCOM used to be Logan Airport untilmartial law was declared. At that point,the government moved its headquartersthere and re-commissioned it as amilitary base. Along with the Presidentof Atlantica, the Atlantica CombinedArmed Forces are headquartered there– it's not a place to just go in and messwith.

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the fact the hover drone wasapparently hacked during the snatch.

● He knows the ransom terms, becauseJulius Angello screamed and fumedabout them loud enough during hiscall: The kidnappers want the ShipRats to stage an assault on the northside of the Logan Airbase MilitaryComplex (LAMCOM) in what wouldnow be two days, at sunset. Callahanisn't sure of the ‘why,’ but he knows itcan't be good.

● He has no idea who might actually bebehind it, but it would have to besomeone who didn't fear any reprisalfrom Angello or – perhaps moreimportantly – himself. Red Callahanhas the Atlantica Police Force prettywell in his pocket (which is why nolegal action has taken place yet), aswell as plenty of corporateconnections. He'd suspect theAtlantica government, but for theterms of the ransom.

DIGGING FOR CLUESThere are functionally three ways togather information: Investigation can beused by those who want to check recordsor otherwise access computers in a legalsort of way; Streetwise can be used bythose who want to hit the pavement (as itwere) and just ask people questions;Hacking can be used by those who want tosearch databases in a less-than-legal sortof way. Investigation: Successful Investigationwon't turn up too much the charactershaven't already been told, though it should

pretty much confirm Callahan's story.Records also show the jump bike in thehover drone video is registered to AngelaAngello; it was impounded following theevents recorded by the hover drone. Anyone checking said video can make aNotice check. With a Success, thecharacter is sure something odd happenedright before Angela went down; on a Raise,the character actually sees a small sparkfrom the engine, near the driver's knee. Acharacter seeing (or being shown) that canmake a Repair check to realize the spark iscoming from a system that maintains thebike's altitude. A character making a Raise on theInvestigation roll finds one interesting –though possibly coincidental – tidbit: Onthe day of the kidnapping, an anonymousletter to the editor appeared in the BostonGlobe. The letter states “three days hence”(coinciding with the ransom terms), “… thesun will set on Boston.” Streetwise: Successful Streetwise turnsup any number of rumors, mostly dealingwith how all hell is about to break loose. Atthe very least, contacts in East Boston saythe Ship Rats are hiring soldiers. Lots of'em. The question the characters mighthave is whether those soldiers will be usedagainst LAMCOM or Red Callahan. A Raise on the Streetwise check suggestsan answer. Rumor has it that themercenaries are being hired in two teams– one to hit Fort Independence, and one tobe used for another unspecified task.Apparently, Julius Angello is hedging hisbets. That Raise also provides one otherinteresting tidbit: the Scions of Libertyhave been indulging in a lot of streetcorner soapbox activity over the last fewdays. While this isn't unusual, the latestsermons have suggested that peeps whodon't want to die with the Whore ofBabylon should either leave town now, orjoin the ranks of the Scions.

Another Streetwise check can be used totrack down someone with ties to theScions, and either Intimidation orPersuasion can be used to get him talking.He doesn't know anything about Angela orwhat's going on between Julius and Red,but he knows there's a Scion namedTommy Brown who's supposedly gotsomething big in the works. He doesn'tknow what and he doesn't know exactlywhere Brown hangs, but he knows it'sdown in Dot (Dorchester) somewhere. Andhe knows he's got plans to leave Bostontomorrow. Hacking: Successful Hacking won'tnecessarily turn up much – but it alsodepends on where the hacker goes. Hacking the DMV is done with a -4penalty, but can be used to track both thejump bike and the 'cab.' The former issitting in an impound yard in Back Bay. It'llcost 5,000 credits to have it released, butit means a mechanic can look over thebike. With a successful Repair check, it canbe determined that the vertical stabilizerwas sabotaged – apparently with a small,remote-control detonator and some quick-burning fuse. The circuit was cut; the jumpbike went down. The DMV also has records about themysterious cab, but they won't showanything different than what Red Callahanalready said. A hacker can bust into other city systemswith a -6 to the Hacking roll in order totrack other surveillance recordings fromdrones and intersection cameras. Thatallows them to follow it all the way back toa warehouse in Dorchester. Alternatively, if someone thinks of it, theBoston Globe can be hacked with only a -2penalty, and the letter sent to the editorcan be traced back to the same warehouse.

TALKING TO JULIUS ANGELLOThe characters may decide to go straight toJulius Angello and have a chat. Normally hecould be found at Vincenzo's in East

THE SCIONS OF LIBERTYThe Scions of Liberty is an anarchistgroup that opposes the political agendaand racial tolerance of the Atlanticagovernment. While there is any numberof copycat groups, these guys are theones who can take the credit for bringingmartial law down on Boston. They hatethe government, and love explosives.

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Boston, but now he's girding for war and isholed up at his 'mansion' (such as theycome in Eastie). The characters betterhave a lot of charm or some seriousconnections, 'cause Julius isn't in a chattymood right now. Trying to talk their way in is done with a-2 penalty (whether with Intimidation orPersuasion). This goes to -4 if Julius knowsthe characters are working for Red. Trying to fight their way in means they'llbe facing a few of Angello's hired guns. Onthe other hand, defeating the mercenariesmeans Julius will pause long enough tohear the character out. Speaking bluntly, Julius Angello doesn'tgive a crap about anything at the momentother than getting his daughter back andexacting retribution. If the charactersapproach him before the end of the firstday, they have a chance to stop him fromlaunching an assault on Callahan's base –otherwise, they're wasting their time.Julius will carry out the ransom demandsunless Angela is rescued. Trying to convince Julius not to attackRed is a Social Conflict (use the SavageWorlds rules). If he knows the charactersare working for Red Callahan, they have a-2 penalty to their rolls to convince him.The characters are opposed by 2 Successes(which means they need at least 3Successes to do more than achieve a tieresult).

THE PLOT UNFOLDSHopefully the characters have some ideaof where to go before two days is up –otherwise Boston is in a world of hurt. You see, Thomas Brown does indeedhave a plan. He kidnapped Angela Angelloto push Julius into attacking LAMCOM. Theidea is to plant explosives on the south endof the Sea Wall while the military ispreoccupied with the north side of thebase. Then, he blows a hole in the wall andsinks Boston – a coup for him. Brown's warehouse isn't tough to find ifthe characters know where it is. Otherthan the firefight that is bound to ragethrough the building once the charactersarrive, there are a couple of things to keepin mind. First, Angela is being held in one of theside offices, with little more than a cot anda pot for company. The door is locked (-2to Lockpicking), but once the shootingstarts it'll be otherwise undefended.Angela, for her part, is a pretty brunette inher late teens. While she's normally fieryand willful, she's been roughed up a bitand is undernourished, so she won't beany help in this fight. Second, the warehouse is full of cratesand catwalks – this potentially makescombat… interesting. Especiallysince a number of thosecrates hold explosives orammunition. Use theFriendly Fire rule, exceptthings that explode or burnare the 'innocent bystanders'in this case. All of the bad guys are fanaticsand fight to the death. Note thatBrown attempts to kill Angela if hethinks she might escape.

WRAPPING THINGS UPHow the characters fare in thewake of this job depends onhow they did during it.

If they managed to keep Julius Angellofrom assaulting Red Callahan's base, theygain 1 Street Cred. If they took out the Scions of Liberty anduncovered their plot, they gain 1 StreetCred. On the other hand, if Angela didn'tsurvive, they don't get the Street Cred,although Callahan still pays the characters10% of their contract. If they got Angela out alive, they gain 1Street Cred and Callahan pays them thefull of their contract. They also gain aContact in Angela. Callahan is likely to keepthem in mind for future jobs as well. Finally, if they succeeded (and rescuedAngela) before Julius Angello was forced toattack LAMCOM, Julius also keeps them inmind for future jobs, and gives each teammember one favor of their choosing, aslong as it's within his power, that is.

THE BOSTON SEA WALLAs the sea level rose, most coastalcommunities were abandoned. Not sowith Boston. Instead, a massive feat ofengineering was undertaken to secureBoston Harbor behind a long wall,leaving the city virtually intact. Locksand LAV-Loaders are used to allow shipsand cargo access to the harbor, but theSea Wall represents a weak point inBoston's defenses: without it, Bostonwill suddenly be under thirty feet ofwater.

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SHIP RAT MERCENARIES (1 PER HERO)These guys are low-end mercenaries whodon't care what they do as long as theyget paid. If more than half their numbergoes down, the rest surrender.Attributes: Agility d6, Smarts d4, Spirit d6,Strength d8(d6), Vigor d6Pace: 6; Parry: 7; Toughness: 10(4);Cybertrauma: −4Skills: Driving d6, Fighting d8, Intimidationd6, Notice d4, Shooting d6, Stealth d6Armor: Light Combat Armor (+3 Armor)Weapon: Assault Shotgun (4/8/12, 1–3d6,ROF 2, Auto)Cyberware: Basic TAP, Level 1 MuscleAugmentation (Streetware; increasesStrength Die Type by 1), Razor Nails(Streetware; unarmed attack does d8damage on a Raise instead of d6), Level 1Reflex Enhancers (Streetware; Parry +1),Level 1 Subdermal Armor (Streetware; +1Armor)Hindrances: MeanEdges: Brawny

THOMAS BROWN (WILD CARD)Skinny, long-haired, and sporting glasses,Brown would probably be mistaken for atypical college nerd – if not for the fanaticgleam in his eye and his tendency to wantto shoot hybrids on sight.Attributes: Agility d8, Smarts d8, Spirit d6,Strength d6, Vigor d8Pace: 6; Parry: 6; Toughness: 9/11(3/5);Cybertrauma: 0Skills: Driving d8, Fighting d8, Notice d6,Persuasion d8, Shooting d8, Stealth d8Armor: Street Soldier Combat TrenchCoat (+3/+5 Armor, negates 4 AP)Weapons: Kelvin-12 Class Assault Rifle(24/48/96, 2d8+1, ROF 4, AP 3, Auto),Watchdog Pistol (15/30/60, 2d8+1, AP 1,Semi-Auto)Cyberware: Basic TAPHindrances: ZealotEdges: Command, Connections (Scions ofLiberty)

SCIONS OF LIBERTY SOLDIERS (2 PER HERO)All fanatics and willing to die for 'TheCause'.Attributes: Agility d6, Smarts d6, Spirit d6,Strength d6, Vigor d6Pace: 6; Parry: 5; Toughness: 8/10(3/5);Cybertrauma: 0Skills: Driving d4, Fighting d6, Notice d6,Shooting d8, Stealth d6Armor: Street Soldier Combat Trench Coat(+3/+5 Armor, negates 4 AP)Weapons: Kelvin-12 Class Assault Rifle(24/48/96, 2d8+1, ROF 4, AP 3, Auto),Watchdog Pistol (15/30/60, 2d8+1, AP 1,Semi-Auto)Cyberware: Basic TAPHindrances: LoyalEdges: none

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ADELLE CUTTER – HUMAN 2.0 HACKER

Adelle was orphaned at a young age, but lucky to have comefrom a family rich enough to provide her with a large inheritance.She was raised by Gavin 'Patches' Henderson, her godfather andlongtime family friend. However, her parents’ mysterious deathsalways haunted Adelle. As an adult, she set out to find whatexactly had happened to them. This led her to Red Callahan.Callahan has offered to give her what information he can dig upabout her parents in exchange for her services as a Hacker.Rank: Novice, Race: Human 2.0, Gender: Female, Age: 18Attr: Agility d4, Smarts d12, Spirit d6, Strength d4, Vigor d6Charisma: +2; Pace: 6; Parry: 4, Toughness: 7/9(2/4),

Cybertrauma: 0; Street Cred: 1Skills: Fighting d4, Hacking d12+3, Healing d4, Investigation d6,

Knowledge (The Deep) d6, Notice d6, Repair d4, Streetwised6+2, Shooting d4

Cyberwear: Basic Tap [VR Rating: 3]Gear: Advanced Hacking Gloves (Hacking Bonus: +1, VR Rating:

+2, Range: 12/24/36, Damage: 2d8), Street Talker 6mmDefense Tool (Range 5/10/20, Damage 2d6-1), NormalClothes, Formal Clothes, 50 Bullets, Executive DecisionCombat Vest (+2/+4, Negate 2 AP), Emergency SupportPatch: +2 to treat Injuries (x4), Gun Permit, 100 Credits.

Encumbrance: 18/20; 0 PenaltyHindrances: Arrogant, Code of Honor, Loyal, StubbornEdges: Attractive, Hacker (+1 VR), Modification UpgradeOccupation: Programmer (5,000 Credits per Advance)Contacts: Street Doc (Gavin 'Patches' Henderson M.D.), Pirate

Blogger (Archangel)Life Status: Moderately Well Off (5,000 Credits per Advance)Languages: English, Mandarin, Japanese, Swahili, Hindi,

CantoneseRacial Abilities:

· Free Edge: Human 2.0 characters gain a free Edge, justas normal humans do.

· Advanced ability: Adelle begins play with Smarts at d6.· Savant: Adelle begins play with Hacking at a d6.· Superior Immune System: Adelle receives a +4 bonus

to resist the effects of disease.· Arrogant: Adelle gains the Arrogant Hindrance (See the

Savage Worlds Core Rules for more information).· Genetic Abnormality: Adelle must spend 2 points to

increase Strength by 1 die type during charactergeneration.

ANDREW RXK-42 – ANDROID BOUNTY HUNTER

Andrew RXK-42 was designed to test weapons for Sentinel RockCorporation. Upon completion of his 10 years of service, SentinelRock prepared to deactivate the Android, but in a startlingdisplay, he appealed to the Atlantica government forEmancipation. With help from his only two friends – the Engineerresponsible for his maintenance and a Catholic priest who he'dmet while evaluating the safety of the cathedral's infrastructureagainst attacks – he won his freedom and now works as a bountyhunter.Rank: Novice, Race: Android, Gender: Male, Age: 11Attr: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6Charisma: -1; Pace: 6; Parry: 6; Toughness: 8/10 (+2/+4); Street

Cred: 1Skills: Fighting d6, Investigation d6, Notice d6, Shooting d10,

Stealth d6, Streetwise d6Cyberwear: Basic Tap [VR Rating: 0]Gear: 450 Credits, Shinobi Infiltration Suit (+2/+4, Negates 2AP,

+1 Parry, +2 Stealth), Green Grenades x3 (Range: 5/10/20,Damage: 2d6, MBT, Poison remains for 1d4 rounds), AGAThunderbolt 'Thor' (Range: 20/40/80, Damage: 2d10+2, AP2,15 Shots), Large Bullets (x50), Gyroc Rifle 'Plan B' (Range:35/70/140, Damage: 2d10, AP3, 8 Shots, SBT, +1 Shooting),Gyroc Ammo (x50), Boot Knife (Damage: Str+d4), SecurityTruncheon (Damage: Str+d6, Vigor roll at -2 or becomeShaken)

Encumbrance: 48/48; 0 PenaltyHindrances: Quirk: Loves guns, Sensitive Neurons, Vow: Won't

kill a human (Minor)Edges: Emancipated, BrawnyOccupation: Bounty Hunter (7,500 Credits per Advance)Contacts: Engineer (Simon Krupp), Priest (Father Brandon

McKenzie)Life Status: Moderately Well Off (5,000 Credits per Advance)Languages: English, Japanese, GermanRacial Abilities:

· Construct: Androids gain the Construct monstrousability detailed in the Savage Worlds core rulebook.

ANGEL OF DARKNESS PRE-GENERATED CHARACTERS

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BRYAN MCDONALD – HUMAN UNDERCOVER COP

Bryan McDonald was always a little too much of a vigilante forthe Atlantica Police Force. His records were littered withdisciplinary actions for reckless behavior, but the truth was, all hewanted to do was the right thing. After five years of being on theforce, he realized that sometimes just because something's thelaw, doesn't make it right.

That's when Red Callahan offered him a job. While he wasn't surethat working for a mob boss was much better than working forthe city, he figured that he had nothing to lose. Since then, he wasgiven a post as a plain clothes cop – an opportunity to keep aneye on how things were when the people with badges weren'taround. He feels like he owes Red a favor for getting him the post,although he hopes it won't be called in for something that'lloffend his conscious.

Rank: Novice, Race: Human, Gender: Male Age: 26Attr: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6Charisma: -1; Pace: 6; Parry: 5; Toughness: 7/9(2/4);

Cyberware: 0; Street Cred: 1Skills: Driving d6, Fighting d6, Intimidation d6, Investigation d6,

Notice d6, Shooting d6, Streetwise d6Cyberwear: Basic Tap [VR Rating: 1]Gear: 800 Credits, Urban Clothing, Urban Punk Buckled Combat

Jacket (+2/+4, 15 WT, Negates 4AP), AGA Thunderbolt(Range: 20/40/80, Damage: 2d10+2, RoF 1, Shots: 5, Min Str:d6), Large Bullets (x50)

Encumbrance: 36/30; -1 PenaltyHindrances: Habit: Reckless, Heroic, StubbornEdges: Alertness, Danger Sense, QuickOccupation: Plain Clothes Cop (2,500 Credits per Advance)Contacts: Chief of the APF (Amir Apraku), Boston Globe

Reporter (Pandita 'Panda' Galos)Languages: English, Italian, FrenchRacial Abilities:

· Free Edge: Humans get an extra Edge at charactercreation.

JUSTIN HAWKE – HUMAN PIJustin doesn't like to talk about his past – there're too manyghosts that still haunt him because of it. Some say that he's somessed up because he was a soldier in the colonies on Mars.Others say it's because his lady up and left him without evensaying goodbye. Or that his best friend died because of him.Whatever the cause, the only things that he does now are drinkand earn enough money to pay for the next bottle.

When sober, he's really good at what he does – finding people orthings. He's worked for Red Callahan, the boss of the Irish Mob inBoston, the Marshall of the ACAF, and just about everyone inbetween. He says that as long as he gets paid, he doesn't carewhat he does, but at his core he's a hero who just wants to makethe world a better place.

Rank: Novice, Race: Human, Gender: Male, Age: 38Attr: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6Charisma: -1; Pace: 6; Parry: 5; Toughness: 7/9(2/4);

Cyberware: 0; Street Cred: 1Skills: Driving d4, Fighting d6, Investigation d8, Notice d6,

Piloting d6, Shooting d6, Streetwise d8Cyberwear: Basic Tap [VR Rating: 1]Gear: 250 Credits, Urban Clothing, Urban Punk Buckled Combat

Jacket (+2/+4, 15 WT, Negates 4AP), AGA Thunderbolt(Range: 20/40/80, Damage: 2d10+2, RoF 1, Shots: 5, Min Str:d6), Large Bullets (x5), Pack of Cigarettes, lighter

Encumbrance: 29/30; 0 PenaltyHindrances: Heroic, Phobia: Space Travel (Minor), Quirk:

Smokes Cigarettes when thinking,Edges: Alertness, InvestigatorOccupation: Private Investigator (2,500 Credits per Advance)Contacts: APF Leiutenant (Richard Davis), Italian Mob Soldier

(Alphonso)Life Status: Modest Life Style (2,500 Credits per Advance)Languages: English, Japanese, French, MandarinRacial Abilities:

· Free Edge: Humans get an extra Edge at charactercreation.

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ROCHELLE BUCKMAN – FELINE HYBRID MERCENARYRochelle has spent her life looking for the big score. She grew upin the poorest sections of the Sprawl and decided that she wasgoing to rise above that. Unfortunately, her desire for moneysometimes outweighs her common sense, and she's ended upscrewed over more than once by chasing the almighty Credit.That's why she owes the Irish Mob a large chunk of change.

Rochelle still has some contacts in the sprawl. She can alwayscount on Ian for the latest news in the city; the rat made moremoney from selling gossip than beer at the little joint he ran. AndLisa, her best friend growing up, could always be counted on fora quick loan. But Rochelle still scrapes the bottom of the barrelmost months, just trying to get by, and it grates on her. If shecould just get things to work out right for just one job, she'd beset.

Rank: Novice, Race: Feline Hybrid, Gender: FemaleAttr: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6Charisma: -2; Pace: 6; Parry: 6; Toughness: 7/9(2/4); Bioware:

-1; Street Cred: 1Skills: Driving d6, Fighting d8, Intimidation d6, Notice d6, Piloting

d6, Shooting d8, Stealth d8Cyberwear: Basic Tap [VR Rating: 1]Bioware: Kenta Cyber Dynamics Bio-Solutions™ Basic Muscle

Augmentation (Streetware; +1 damage bonus to melee andunarmed attacks).

Gear: 750 Credits, Samba Marathon (Acc: 20, TS: 45, Tough:15(5), Crew: 1+4), Urban Clothing, Urban Punk BuckledCombat Jacket (+2/+4, 15 WT, Negates 4AP), Assault Shotgun(Range: 4/8/12, Damage: 1–3d6, RoF 2, 10 WT, Shots 12,Auto), Boot knife (Damage: Str+d4+1,  −1  penalty  to  NoticeRolls), Security Truncheon (Damage: Str+d6+1, 2 WT), ShotgunShells (x25, 4WT)

Encumbrance: 31/30; -1 PenaltyHindrances: Greedy (Minor), Poverty (Minor), Debt (Major)Edges: Bodyguard, Modification UpgradeOccupation: Bodyguard (2,500 Credits per Advance; halved

because of Poverty)Contacts: Bartender (Ian 'the Rat' Sanders), Corporate Wage-

Slave (Lisa Gomez)Life Status: Poor (2,000 Credits per Advance)Languages: English, Spanish, GermanRacial Abilities:

· Stealthy: You begin play with a free d6 in Stealth.· Agile: You begin play with Agility at d6.· Nocturnal: You have Low Light vision.· Delicate: You suffer damage easier than others do. You

have a −1 to soak rolls.

VIVIAN I – SIMULACRUM AGENTVivian I is a prototype Simulacrum demonstrating psychicpotential. Emperor Pharmaceuticals' early experiments withPsionic Sims led to vastly unstable prototypes, with Vivian beingthe first stable model. Currently she acts as CEO Tiberius Clancy’ssecretary, and is occasionally sent on 'special assignments' forEmperor Pharmaceuticals. Vivian knows that some of thesespecial missions are less than legal and that EmperorPharmaceuticals is in the pocket of the Irish Mob, and she knowsbetter than to question orders.

Rank: Novice, Race: Simulacrum, Gender: Female, Age: 16Months

Attr: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6Charisma: +4; Pace: 6; Parry: 2; Toughness: 4; Bioware: -2;

Street Cred: 1, Power: 1Skills: Intimidation d6, Investigation d8, Notice d6, Persuasion

d6, Psionics d6, Shooting d6, Stealth d6, Streetwise d6Cyberwear: Basic Tap [VR Rating: 1]Bioware: Doc Pango's Recycled Tailored Pheromones

(Gutterware, +2 Charisma)Powers: Mind Reading, Speak Language, StunGear: 1,800 Credits, Office Clothing (skirt, blouse, and blazer)Encumbrance: 0/20; 0 PenaltyHindrances: Loyal: Emperor Pharmaceuticals, Phobia: Needles

(Minor), Shakes (Minor), YellowEdges: Arcane Background (Psionics), Attractive, Agent (15,000

Credits for Missions)Occupation: Agent (6,000 Credits per Advance)Contacts: Corporate Executive (Tiberius Clancy), Corporate

Scientist (David Lewis)Life Status: Moderately Well Off (5,000 Credits per Advance)Languages: English, Hindi, Japanese, CantoneseRacial Abilities:

· Designed Role: Luxury Simulacrum. Vivian I starts witha d6 in Psionics.

· Created to Serve: A simulacrum operating outside ofits assigned role is not trusted by society, suffering -2Charisma in situations not conforming to theiroriginally intended purpose.

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The Savage Worlds community was taken aback when tragedy struck oneof its licensees. Kevin Rohan of Silver Gryphon Games lost his son to aswimming accident in June 2012. A memorial fund has been set-up togather funds for water safety. For a limited time, a charity bundle isavailable on DriveThruRPG / RPGNow. This bundle has been put togetherby the folks at Fabled Environment.

Fabled Environments is proud to announce a .PDF Charity Bundle tobenefit the Michael Rohan Memorial Fund. 100% of the net proceeds fromthis bundle will go to The Michael Rohan Memorial Fund. The bundle willgo live July 2nd and run until August 1st.

Publishers/Artists currently included in the bundle are:

● Pinnacle Entertainment Group (The folks behind Savage Worlds)● Fat Goblin Games (Hardboiled, Classifieds, RPG accessories)● Scaldcrow Games (Dark Fantasy of Sundrah, Bare Bones

Multiverse)● Artist -Aaron Acevedo● Triple Ace Games (Hellfrost, Daring Tales of Adventure,

Necropolis)● Fabled Environments (Modern Floorplans series)● Silver Gryphon Games (Wellstone City, Ingenium, Aether system)● Arion Games (Paper Minis)● Mystical Throne Entertainment (Savage Insider)● ProFantasy Software Ltd for Encompass (Encompass line of 2d maps)● Reality Blurs (Old School Fantasy, RunePunk, Agent Of Oblivion)● Savage Mojo (Savage Suzerain, Story Maps)● Misfit Studios (products for a variety of current systems)● Sword’s Edge Publishing (Kiss My Axe, Modern Dispatch)● Britannia Game Designs, Ltd. (Chivalry & Sorcery)● Gamer’s Haven (Superpowered Dossier)● Troll In The Corner (Argyle & Crew, Aruneus)● Occult Moon (Toys For The Sandbox)● GRAmel (Beasts & Barbarians, Comicworld)

To purchase the bundle, go to DriveThruRPG or RPGNow and search Michael Rohan Memorial Fund!

The Michael Rohan Memorial Fund

On June 10th of this year, the Creative Director of Silver Gryphon Games, Kevin Rohan, lost his 6-year-old son in the aftermathof a tragic accident while swimming at a local water park. This loss has deeply affected the Rohan family as well as the friendsof the Rohans and hundreds of families that they are close to and through out the community.

Seeking to turn this tragedy into community outreach, the Rohan family has decided to start the Michael Rohan MemorialFund which will be used to help pay for swimming lessons for local families, assistance for CPR and lifeguard training, as wellas help with grief counseling in the wake of a tragic loss. There are plans for more and bigger things as well, and with theappropriate funding we will be able to achieve some great things and extend our assistance beyond just our localcommunities. 100% of the money raised through this bundle will go to the fund and will allow us to begin helping otherfamilies almost immediately.

If you have questions concerning this tragedy or the Michael Rohan Memorial Fund, please do not hesitate to contact Kevindirectly at [email protected].

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Don your breath moss mask, grab yourillumination gem, and head down intothe murky water of an ancient HarlassOrn well.

The swamp village of Kith’takharosprospers through a monopoly on theharvesting and processing of rareplants. The Order of the Jade Leafpolices and protects the swamp planttrade. Technology and magicscavenged from the vanished reptiliancivilization of Harlass Orn provide the

means of processing the plants.

Numerous Harlass Orn ruins liesubmerged beneath the fetid waterand mud of the swamp. The Jade Leafexplorers who venture underwater insearch of artifacts comprise an elitecorps celebrated throughoutKith’takharos. Anselm “Harp”Harpending is acknowledged as themost daring explorer.

Barely an hour ago, Harp slipped into

his waterproof leather suit. He pulledon his spinefish bladder helmet andchecked that the air vine was tightlyfastened at the back of his head. Harpgave his trademark “thumbs up” andclimbed into the Harlass Orn well. JadeLeaf engineers unwound the air vine ashe descended and worked the bellowsto supply Harp’s air. A hundred feet ofvine vanished into the dark water.Suddenly, the line went slack. Franticmen reeled in the air vine. They found

BREATH MOSSAn epic fantasy adventure for Kith’takharos by Michael Galligan and Dave Przybyla of White Haired Man

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a ragged end and no Harp.

Dorian Orsova, leader of the Order ofthe Jade Leaf, had to hope that Harpwas somehow still alive. He grimlyorganized a rescue effort. Speed wasessential. Since he could neverassemble enough air vines and pumpsin time, the rescue team would have torisk the experimental breath moss.

INTRODUCTION

Breath Moss is an adventure for four tosix Seasoned characters. Each playerwill choose one member of the JadeLeaf rescue team searching for Harp.The game master supplies the playercharacters from those provided withthe adventure. Furthermore, most ofthe adventure takes place in real time.Once the characters enter the well,game time will correspond to realtime. One way or another, the missionwill be completed before the gamesession ends.

The game master should be familiarwith the Kith’takharos setting beforeusing Breath Moss. The rules agnosticKith’takharos setting is available forfree on the White Haired Man web site(www.whitehairedman.com) andcontains additional information usefulfor running Breath Moss, such asdescriptions of the Order of the JadeLeaf and Kith'takharos NPCs. The gamemaster should also read the firstsection of the Harlass Orn Cachedescription, which provides somehistory about the place beneath thewell and explains what happened toHarp.

Breath Moss is composed of eventsthat are listed in the order they willmost likely occur. Each event includesa list of linked items, which are any

graphics, places, creatures, or itemsrequired to complete the event. Eventsalso have a trigger that describes thecharacter actions that cause the eventto occur.

Italicized paragraphs containdescriptive text that should be read orparaphrased to the players; feel free tochange these as desired to fit yourvision of the adventure.

HARLASS ORN CACHE

Over a thousand years ago, the Harlass

Orn thrived in the swamps surroundingKith'takharos. The reptilian race builtelaborate cities, engaged in far-reaching trade, and gained areputation as masters of the combinedarcane and biological arts. At theheight of their achievements, theHarlass Orn fought a desperate waragainst extra-dimensional creaturescalled Veilwalkers. While most HarlassOrn were slain, some survived in theshelter of Tarass Shar Orn or hid in themost impenetrable regions of theswamp

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One particular group of Harlass Ornmissed the skiffs heading for TarassShar Orn. Constructs of the VeilwalkerNalikakis drove them to seek refuge inan underground complex. The facilitywas a cache built to hide treasuresfrom the Veilwalkers and was notequipped for long-term habitation.The desperate Harlass Orn had littlechoice.

The cache had none of the Darksilverdefenses of Tarass Shar Orn. Theconstructs soon breached the cacheand killed the Harlass Orn. Followingthe last orders of their master, theconstructs set a trap for other HarlassOrn that might enter the cache, andthen patiently waited near the seal.

After a thousand years, HarpHarpending descended the southernwell into the cache. He triggered theconstruct’s trap, collapsing the easternpart of the room. Only Harp’s sturdydiving clothes saved him from death.Injured and barely conscious, hecrawled to the westernmost room andhid behind a statue. Harp soon learnedthat the air was not breathable.Fortunately, he had pocketed ahandful of breath moss before diving.He pressed the moss to his mouthbefore falling unconscious.

COMMON INTERIOR FEATURESThe Harlass Orn could not finish thecache before they lost the VeilwalkerWar, and the storage rooms still haveroughly shaped walls and ceilings.Later stages of construction wouldhave smoothed the walls and perhapsadded illumination gems. Only a fewitems were brought into the cache.

All surfaces in the cache areconstructed of solid black stone, withceilings about 15 feet high. The interior

contains no natural illumination.

The cache lacks the climate controloften employed by the Harlass Orn,resulting in a moist environmentinimical to organic materials. The air isbad and should not be breathed forextended periods.

1. WELLS AND BOWLSThe cache is divided into northern andsouthern sections serviced by differentwells. Each well was originally coveredto prevent discovery, but the HarlassOrn removed the protection from thesouthern well when they entered thecache. The top of the northern well isstill sealed by a thick stone plate thatprevents it from being visible on thesurface.

The wells are hexagonal shafts thatdescend about 50 feet below thesurface. The bottoms of the wellsextend into rooms shaped likehexagonal bowls. Water fills the bowlsto a depth that allows the end of thewells to remain below the surface,much like straws in a cup. The wells donot touch the bottom of the bowls;rather a gap between the bottom ofeach well and the bottom of each bowlallows people and goods to exit thewells and enter the cache. The bowlsare also stepped so that visitors to thecache could easily leave the bowls andreach the storage rooms.

The eastern half of the southern bowlcollapsed when Harp triggered theconstruct’s trap. That portion of theroom is now impassable. The lowerhalf of the well shows evidence of thecollapse.

The black stone is cracked andpieces have chipped off near thefractures. The cracks become moreextensive deeper into the well.

However, all of the trap’s energy wasnot released. The next visitors thatenter the southern well will causefurther collapse of the well and bowl,preventing travel through thesouthern well.

Harp left a clear trail of blood as hecrawled toward the westernmoststorage room, where he hid behindone of the Paragon Statues.

2. PARAGON STATUES AND HARPFour statues are clustered in thecenter of the room; they would havebeen moved into permanent positionshad the room been finished. These areParagon Statues, stylizedrepresentations of figures sacred tothe Harlass Orn. The classical formsportray the Harlass Orn deity, theSacred Lady, as well as mythicalheroes. None of the statues bear anyinscriptions that name the figures,since all Harlass Orn wouldimmediately recognize them.

Four life-sized representations ofSwamp Men, carved from highlypolished white marble, stand atopsmall pedestals. The features are soperfect that it appears living SwampMen had been turned to stone.

The individual statues are described ina clockwise direction, beginning in thenorth.

A Swamp Man stands with feetapart and arms upraised. The figurewears a long and complicated tuniccomposed of vines and leaves. Onehand grasps a large object shapedlike a f’lunin pod, the other the skullof a small animal.

This Swamp Man wears a simpletunic. The face is tilted upward as iflooking at the sky, and one arm

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points in the same direction as thegaze.

This Swamp Man wears a robe. Thehead faces forward and is tilteddown, as if inspecting all who pass.One hand holds a book, the othergrips a staff topped by a many-faceted gem.

A muscular Swamp Man carries adouble-bladed spear at the ready.An intricately worked breastplatecovers the chest, and greavesprotect the lower legs.

Harp lies behind the second SwampMan statue, a clump of breath mosswedged between his mouth and thefloor. He wears a tattered leatherdiving suit. His helmet lies beneath therubble in the southern bowl. The backof his head is a mass of congealedblood that won't dry in the damp air.

3. DEAD HARLASS ORN AND FOODSTORAGEThe Harlass Orn that fled to the cachemade a final stand in this room. Theywere quickly slain by the pitch andstone constructs of Nalikakis. Flesh andclothing quickly decayed in the humidair, leaving behind bones. The maindifferences between human andHarlass Orn skeletons are the tailbonesand prominent snouts of the HarlassOrn.

A carpet of bones covers the floor atthe room’s entrance and along therear wall. They represent at least adozen individuals, many larger thanthe average human. Some of thebones are crushed or splintered.One of the skeletons at the rearholds a much smaller skeleton.

A Darksilver chal'far fal d'orn is lodgedbeneath one of the skeletons. The

Harlass Orn that wielded the weaponwas not trained and did not harm anyof the constructs. The dark color of themetal blends well with the old bones.

The builders of the cache storedrations in this room so that workerswould not go hungry. Theseconcentrated powders taste likecommon swamp plants and animals.Adding water to the concentratecreates a nutritious paste.

At least a score of glass cylinders arearranged in rows along the eastwall. The cylinders are about sixinches in diameter and a foot tall,and hold powders of various colors.The tops of the cylinders are sealedwith glass plugs.

A short fall will not break a cylinder,but determined strikes will shatter it.The glass plug creates an airtight sealbut can easily be removed andreplaced.

4. SEALThis stone cylinder separates thenorthern and southern sections of thecache. It also provides an airtight sealso that a catastrophe that harms onesection will not necessarily affect theother. The two rectangular projectionsfacing east and west act as doors thatretract into the wall to allow travelbetween the sections.

On both the north and south sides ofeach door, a thumb-sized white circlehas been placed on the cylinder atchest height. Touching the white circlecauses the adjacent stone door to slideinto the cylinder. Touching the circleagain causes the door to slide out ofthe cylinder and block the opening.

The seal holds danger. The north sideof the cache was positioned over a

freshwater spring created by theHarlass Orn. To prevent the water fromrising and flooding the facility, thecache initially possessed a greater thanatmospheric air pressure. When thefleeing Harlass Orn entered the cache,the air pressure in the southernsection equalized with theatmosphere.

The northern section still has thehigher pressure. When either door ofthe seal is opened, the air pressure inthe northern section will equalize withthe air pressure in the southernsection. Water from the spring willbegin to fill the northern bowl, and willeventually flood the cache.

The pitch and stone constructs ofNalikakis wait on the south side of theseal.

EVENT 1: MISSIONLinked Items

· Map: Kith’takharos Region· Image: Flat Bottom Skiff· Item: Breath Moss Mask· Item: Illumination Gem

Trigger: The adventure begins.

Dorian had little time to assemble arescue team. He gathered whoeverwas available in Kith'takharos, putthem on a skiff, and ordered the polemen to apply maximum speed. Theskiff now follows the shore east ofKith'takharos.

Once you are well clear of theKith'takharos docks, Dorian clearshis throat. "Okay, we don't havemuch time. You are allprofessionals, and I’m sure you’lllearn to work together as you go.Here's the problem: Harp was lost ina diving accident and we need you

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to find him." Dorian stops andwatches your faces for a reaction.

You are all familiar with the famousdiver Anselm “Harp” Harpending.He’s explored more underwaterruins than anyone in Kith’takharos.If anyone ever seemed invincible, itwas Harp Harpending. How couldhe be gone?

Obvious questions rush from yourthoughts to your lips, but Dorianholds up a hand. "I know you are nottrained divers. You don't need to be.We've got something new we'vebeen working on that will let youbreath underwater without pumpsor hoses. You just need to get downthere and find out what happenedto Harp."

Dorian moves around the pole mento the rear of the skiff and openssome canvas sacks. "I have somegear for each of you. If you've gotsomething that can't survive

immersion, consider leaving itbehind. "

Dorian presents each character withthe following items and, if necessary,explains how to use them.

1. Breath moss mask2. Illumination gem3. Waterproof canvas bag about

the size of a backpack

After about 20 minutes of poling, thepole men drive the skiff onto the shoreand Dorian hops out.

Dorian turns back to the skiff. "Ah, Ishould mention that you're goingdown a well. That’s why we’reheaded inland. Come on." Hefollows a fresh trail into the foliageand is almost lost to view as youscramble ashore.

BREATH MOSSOrder of the Jade Leaf explorersdiscovered breath moss in a region ofenhanced fertility near Harlass Orn

ruins. A mantripped and a bedof moss cushionedhis fall. He noticedthat the airsmelled especiallyfresh and cleannear the moss.Always on thelookout fordiscoveries, theexplorer returneda sample toKith’takharos.

Jade Leafhorticulturalistslearned thatbreath mossstores air in amanner similar to

a swimmer filling his lungs beforediving underwater. Unfortunately, onlylive breath moss can accumulate air;once the moss is picked, the stored airslowly dissipates.

Breath moss has a deep green color,with a feathery texture that is verypleasant to the touch. Breath Moss isalso very difficult to grow and requiresspecial soil created by the Harlass Orn.The moss will die if stepped upon orotherwise crushed before reachingmaturity.

BREATH MOSS MASKAlthough breath moss was a fabulousdiscovery, the horticulturalists had nopractical use for the plant. It had noapplication in preparing swamp plantproducts, which has always been thefocus of their work.

Jade Leaf divers first recognized thesignificance of breath moss as a meansto remain underwater with lessencumbering apparatus. A tight-fittingmask that covers the mouth andfastens behind the head is constructedof a rubbery material such as spinefishbladder. Two large fistfuls of moss areplaced within the mask and over thewearer’s mouth. Finally a hollow reedextends from the wearer’s mouth tojust above the head, held in place bythe mask.

The wearer breathes in through thebreath moss, filling his lungs with thestored air, and then exhales throughthe reed. The arrangement looksridiculous, but does provide up tothree hours of breathing duringmoderate exertion.

ILLUMINATION GEMAlthough the Harlass Orn appreciatedthe comforting flames of a lantern ortorch, open flames were often

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inconvenient or impractical inlocations with flammable objects, suchas libraries or laboratories. The HarlassOrn instead fabricated magical lightsources called illumination gems.These gems were usually mounted onwalls or placed atop freestandingmetal frames that resembled braziers.Illumination gems were very commonamongst the Harlass Orn.

About the size of a clenched fist,illumination gems are orange sphereswith perfect triangular facets. Thegems are tough, and cannot bescratched or broken withoutsubstantial effort.

Touching a gem once activates thelight; touching it again turns off thelight. When new, each gem gave off asoft yellow glow equivalent to a torch.The illumination magic has faded frommost surviving gems, and only a fewprovide any light. The strength ofillumination depends on how far the

gem's magic has deteriorated.

EVENT 2: WELLLinked Items

· Item: Breath Moss Mask· Item: Illumination Gem

Trigger: The characters reach theHarlass Orn well.

Perhaps 5 minutes pass before thetrail opens into a large circularclearing. The shape of the clearing isalmost too perfect, as if someonehad measured and cut back thefoliage to exacting standards.

The clearing is beautiful. Floweringplants form a thick carpet of colorfulblooms, most dense around a holeat the clearing’s center. Men areclustered about the hole, lookinginto the dark water with grimexpressions. Nearby, a coil of vinehose sits beside a bellows largeenough that the handles mustrequire two men.

The sunlight feels more intense inthe still air of the clearing. Sweatbeads on your brow and pools underyour arms. Dorian motions you tothe hole and orders the bystandersto back away. You now see that thehole is actually a hexagon at leastten feet in diameter, with walls of athick, dark stone.

The top of the hole is level with theground. Algae and organic debrisfloat on the surface of the darkwater. Dorian speaks up, "About anhour ago, Harp went down there.We let out about a hundred feet ofhose before the line went slack.When we pulled up the hose, theend looked like it had been torn."

Dorian runs his fingers through hissweaty hair. "I don't see how hecould have survived, but we owehim the effort. It's your show now.Find him."

Dorian will answer questions butquickly becomes impatient. He doesn'tknow what is in the well, but assumesthat the Harlass Orn must have built it.He will again warn the characters thatthey must hurry and urges them to put

DARKSILVER CHAL'FAR FAL D'ORNHarlass Orn warriors favored thechal'far fal d'orn, a spear with bladeson each end. Precision-manufacturedto exacting standards, the chal'far fald'orn's superb balance and lowweight allowed the warrior to wieldthe spear with two hands and attackwith both blades, or to fight in atraditional one-handed manner withspear and shield. The art of craftingsuch weapons was lost with thecollapse of the Harlass Orn civilization.

Because they were so common,chal'far fal d'orn are occasionallyrecovered from excavations by theOrder of the Jade Leaf. Some SwampMan tribes also possess chal'far fald'orn; these weapons are revered asholy objects and wielded by

renowned warriors. Darksilverchal'far fal d'orn were also created tofight the Veilwalkers.

GAME MECHANICSThe asterisked statistics apply whenwielded against Veilwalkers,Veilwalker constructs, or those underVeilwalker influence.

Damage: Str+d6 or Str+d8*Range: 3/6/12 or 4/8/16*RoF: 1Weight: 4Min. Str: d6 (when thrown)One-Handed Use: Parry +1, Reach 1,single attack.Two-Handed Use: Parry +0, Reach 0,two attacks using the normal rules forattacking with a weapon in each hand(Ambidextrous and Two Fisted Edgesapply).

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on their breath moss masks and enterthe well.

EVENT 3: EXPLORATIONLinked Items

· Floor Plan: Harlass Orn Cache· Place: Harlass Orn Cache· Item: Breath Moss Mask· Item: Darksilver Chal'far Fal

D'orn· Item: Illumination Gem

Trigger. The characters enter theHarlass Orn well.

The characters are entering thesouthern well on the Harlass OrnCache floor plan. Now game timebecomes equivalent to real time. Thebreath moss masks run out of air afterabout three hours, which sets an upperlimit to the length of time characterscan remain in the cache. The gamemaster must closely monitor theelapsed time.

As long as they wear breath mossmasks and use illumination gems, thecharacters should have no difficultyswimming down the well and reachingthe cache. The lower half of the wellshows evidence of the collapse andmay be a clue for perceptivecharacters. The following descriptionassumes the characters are using alight source.

The black stone is cracked andpieces have chipped off near thefractures. The cracks become moreextensive deeper into the well.

The ceiling collapses a minute after thelast character has left the well, makingit impassable for a return trip. Thecharacters will have to use thenorthern well to leave the cache.

Characters will not be buried when

the ceiling collapses, but may beharmed by falling or bouncing rock.All characters upon the steps take 3d6points of damage. A successful Agilityroll reduces the damage to 2d6, whilea raise on the Agility roll reduces thedamage to 1d6.

The game master must use the HarlassOrn Cache floor plan and description toadjudicate the search for Harp. Threepoints should be kept in mind. First, aslong as the characters employ a lightsource they should easily find andfollow Harp’s blood trail. Second,Harp’s injuries are serious enough thathe will not regain consciousness untilhe receives treatment on the surface.Third, the air within the cache is badand should not be breathed forextended periods. The characters willquickly realize this if they remove theirbreath moss masks.

The humid darkness is stifling andthe damp air chill compared to theheat of the swamp. You find itdifficult to get enough air and mustbreathe in shallow gasps.

Characters breathing the air mustmake a Vigor roll every 15 minutes. Ifthe roll is failed, the character gains aFatigue level.

The next event, Opposition, occurswhen the characters open the cache’sseal.

EVENT 4: OPPOSITIONLinked Items

· Floor Plan: Harlass Orn Cache· Place: Harlass Orn Cache· Creature: Pitch· Creature: Stone· Item: Breath Moss Mask· Item: Illumination Gem

Trigger: The characters open the sealin the Harlass Orn Cache.

As soon as the seal opens, the airpressure equalizes between thenorthern and southern sections of thecache. The water in the northern wellbegins to rise and will soon overflowthe bowl. If the seal is then closed,water will keep filling the northernsection; this will release a flood ofwater into the southern section whenthe seal is opened again.

The water fills the northern bowl inthree rounds, and then beginsspreading throughout the complex.After that, the water rises one footevery two minutes. When the waterreaches knee height, it is considereddifficult ground and the cost ofmovement doubles. When the waterreaches waist height, normalmovement is no longer possible andcharacters must swim.

The constructs of Nalikakis attack thecharacters once the seal is opened.Use a number of stone constructsequal to half the number of characters.Pitches are more subtle constructs thatcause harm over a longer period oftime. One pitch should be sufficient; ifthe pitch successfully merges with acharacter, the result may add tensionto the adventure long after the stoneshave been defeated.

The stones begin melded with therock, while the pitch waits within oneof the curved alcoves. The stonesinitiate the fight, and will likely surpriseat least some of the characters as theconstructs emerge from the rock. Thepitch joins the fray once the charactersare focused on the stones. Theconstructs fight until destroyed.

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PITCH

One shadow settled onto another asthe pitch merged with the guard’ssilhouette. The man gave aninvoluntary shudder and steadiedhimself by bracing against the wall. Hiswatch partner looked him over andscraped at a tooth with a sliver of wood.

“What’s wrong? Dinner didn’t agreewith you?”

“I’m all right,” the first guard said, “justfelt a little dizzy for a second.”

—A pitch begins to feed.

These constructs of the VeilwalkerNalikakis are two-dimensional sheetsof blackness that can shrink to the sizeof a small child or expand to fill thespace of a large man. Viewed edge-on,pitches are but a sliver of blackness.Although of infinitesimal thickness, thesubstance of a pitch is tough andrubbery and resistant to magicalattacks. Veilwalkers often employpitches as scouts.

Pitches are difficult to spot in theirnatural environment of darkness orshadows. They can see in darkness aswell as a human can see in bright light;as the illumination increases, thepitch’s sight gets progressively worse.

While in bright light, a pitch can onlymove to reach darkness or shadows.Prolonged exposure to bright light orsunlight will cause their essence togradually dissipate. When this occurs,the construct loses opacity until notrace of darkness remains.

Pitches attack by merging with atarget's shadow. The merging maycause the target to feel a momentaryunease or develop goose bumps. Oncemerged, the pitch feeds by drainingthe life from the target. If the pitch is

discovered during the drain, it willusually flee and wait for anotheropportunity.

Attributes: Agility d10, Smarts d4,Spirit d8, Strength d4, Vigor d8Pace: 8; Parry: 7; Toughness: 8 (2)Skills: Fighting d10, Notice d8, Stealthd12Armor: Tough, Rubbery Skin (All 2)Weapons: NoneSpecial Abilities

· Arcane Resistance: Armor 2 vs.magic, +2 to resist powers.

· Construct: +2 to recover frombeing Shaken; called shots do noextra damage; does not sufferfrom disease or poison.

· Energy Drain: When mergedwith a target, the pitch canconsume the target’s life force.The progress of the energy drainis checked every six rounds.Upon the first check, the targetmust make a Vigor roll or beFatigued. Once the target isFatigued, on subsequent checksthe target must make a Vigor rollor become Exhausted. Once thetarget is Exhausted, onsubsequent checks the targetmust make a Vigor roll or perish.Essence of Darkness: In Dimlighting, the pitch receives a +1bonus to Stealth rolls; in Darklighting, it receives a +2 bonus; inPitch Darkness, it receives a +4bonus.

· Fearless: A Pitch is immune toFear and Intimidation.

· Fleet-Footed: A pitch rolls d10sinstead of d6s when running.

· Merge: A pitch can attempt tomerge with a target’s shadow.The pitch moves over theshadow and makes a touch

attack. With a Raise, the targetdoes not sense the merge;otherwise, the target feels amomentary unease or developsgoose bumps. The pitchaccompanies the shadow as thetarget moves.

The pitch can be observed bothbefore and after it merges with atarget’s shadow, which requiresopposed Stealth and Notice rolls.Once the pitch has merged withthe target, it receives a +2 bonusto Stealth rolls, since it will bemore difficult to distinguish themerge from the shadow.

· Negative Vision: A pitch can seeperfectly well in pitch darkness.The pitch's vision becomesworse as the amount ofillumination increases. Intwilight or torchlight, the pitchreceives a -1 penalty to attackrolls, in good lighting a -2penalty; in bright light it cannotattack at all, but must seekdarkness or shadows.

· Weakness (Bright Light): Pitchescannot stand bright light orsunlight. Each round they suffer2d6 damage until they eitherflee the light or dissipate intonothingness. Armor does notprotect it.

STONE

The stone stood within a granite wall.Whether it had been waiting a day or ayear, it had no conception. Time wasmeaningless until the moment arrivedfor action.

Eventually, the floor outside the walltransmitted an increasing vibration tothe stone. Just after the vibrationreached it maximum intensity, thestone emerged from the wall and

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found itself behind one of the reptilecreatures.

—A stone prepares to attack anunsuspecting Harlass Orn.

The stone is a man-sized construct ofthe Veilwalker Nalikakis, with skin thatcan take on all the colors and texturesof rock. Stones have only a generalhumanoid shape, possessing a head,arms, and legs without features, ratherlike a lump of clay roughly shaped intoa man. They have no eyes, nose, ormouth.

A stone strikes foes with its arms. Theclub-like arms deliver jarring blowsthat can stun an opponent. A stone canalso merge with any rock, whether awall or the side of a mountain, so thatit is no longer visible. Veilwalkers ofteninstruct stones to hide within rock atkey locations and wait for a particularevent to take action.

When destroyed, a stone collapsesinto rubble.

Attributes: Agility d6, Smarts d4, Spiritd8, Strength d10, Vigor d10Pace: 4; Parry: 7; Toughness: 12 (5)Skills: Fighting d10, Stealth d8Armor: Stone Skin (All 5)Weapons: Club x2 (Str+d8)Special Abilities

Camouflage: As a free action, astone can change its color andtexture to match that of anynearby stone. This gives thestone a +4 bonus to Stealth rolls.

· Construct: +2 to recover frombeing Shaken; called shots do noextra damage; does not sufferfrom disease or poison.

· Fearless: Stones are immune toFear and Intimidation.

· Hardy: Stones do not suffer awound from being Shaken twice.

· Mechanolocation: Stones do notuse vision. Rather, they havesenses that respond to changesin air pressure or the vibrationsof surfaces in which they are incontact. Stones ignore penaltiesfor Dim and Dark lighting or PitchDarkness.

· Meld: As an action, the stonecan merge itself into rock. Therock can be a natural formationor part of a structure, and mustbe at least as large as the stone.Melding does not affect thephysical properties or integrityof the rock. After melding, thestone is stationary within therock and no longer visible, butthe construct can be harmed bydamaging the rock in which it ismelded. Emerging from a meldalso requires an action.

· Stun (-2): When a stone achievesa raise on a club attack, even ifthe blow causes no damage, thevictim must make a Vigor rollwith a -2 penalty or be Shaken.The target cannot attempt torecover from being Shaken for1d6 rounds.

· Weakness (Blunt Weapons):Blunt weapons cause +2 damage.

EVENT 5: ESCAPELinked Items

· Floor Plan: Harlass Orn Cache· Place: Harlass Orn Cache· Item: Breath Moss Mask· Item: Illumination Gem.

Trigger: The characters seek an exitfrom the cache.

If the characters defeat the constructs,nothing prevents them from reachingthe northern well. They can easily

swim up the well to the surface.However, a stone cap covers the top ofthe well. It will be difficult to gainleverage against the stone.

The stone cap has a Toughness of 15,and can only be broken by bluntdamage. The difficulty of pushingthrough the water will weaken blowsagainst the stone cap. The gamemaster should reduce the damage ofany strikes by as much as half,depending on the method charactersuse to attack the stone cap.

Tapping the stone will generateenough noise that someone on thesurface will notice within a fewminutes and assemble a team toremove the stone cap. Once thecharacters reach the surface, healersimmediately rush forward to care forHarp and any injured characters.Dorian commends them on a job welldone and promises an extended leavefrom duty after the obligatorydebriefing.

Join the fight to save the humanrace in the Faith & Demons: TheRising plot point campaign setting.Available now.

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CamCam grew up in a nation far downriver from Kith'takharos.He was trained with weapons from an early age andexpected a glorious career in the military. Then he killed anoble's son in a dual and fled to the obscurity of the swamp.He expects bounty hunters will eventually search for him inKith'takharos.

Cam has become very cautious, fearing that one morethoughtless act will wreck the rest of his life. Occasionaldice or card games provide his only outlets for spontaneity.Rank: Seasoned; Race: DwarfAttr: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8Charisma: 0; Pace: 5; Parry: 10; Toughness: 8 (1)Skills: Climbing d6, Fighting d12, Gambling d4, Intimidation

d6, Throwing d12Gear: Canteen, Healing Potion, Rope (10’)Armor: Leather Armor (+1)Weapons: Battle Axe (Str+d8), 3 Throwing Axes (3/6/12;

Str+d6), Buckler (+1 Parry)Hindrances: Cautious, Enemy (Major, hunted by

Bannerman Chi), Loyal (Order of the Jade Leaf)Edges: Block, Brawny, Combat Reflexes, Extraction, First

Strike, Trademark Weapon (Battle Axe “Kneecapper”)Advances:0 – Low Light Vision, Slow, Tough, Brawny, First Strike5 – Strength10 – Trademark Weapon (Battle Axe)15 – Extraction20 – Strength25 – Block30 – Combat Reflexes

ClawClaw grew up in Kith'takharos, idolizing the daring scoutsof the Order of the Jade Leaf. The day he finally joined theOrder was the greatest day of his life. Yet his joy has beentempered by his fear of spiders; he worries that he will losehis head at a crucial moment and endanger the lives of hiscomrades.

Claw is a slim and graceful young man. He ties his longhair into a ponytail with a blue ribbon, a gift from hisgirlfriend, Star.Rank: Seasoned; Race: HumanAttr: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d6Charisma: 0; Pace: 8; Parry: 8; Toughness: 6 (1)Skills: Fighting d10, Notice d6, Survival d6, Stealth d10,

Swimming d8, Tracking d6Gear: Canteen, Flint and Steel, P'keri Potion (increase

Smarts and Smarts-based skills by 1 die type for 2d6hours), 2 Torches

Armor: Leather Armor (+1)Weapons: Dagger (3/6/12; Str+d4)Hindrances: Illiterate, Loyal (Order of the Jade Leaf),

Phobia (Major, Spiders)Edges: Ambidextrous, Block, Fleet-Footed, Martial Artist,

Two-FistedAdvances:0 – Ambidextrous (Edge), Two-Fisted (Human Edge), +1

Ability5 – Martial Artist10 – Agility15 – Fleet Footed20 – Spirit25 – Fighting and Stealth30 – Block

BREATH MOSS PRE-GENERATED CHARACTERS

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Dothar BarkanDothar was the childhood friend of Koran Thelig, the mostfamous Jade Leaf scout. The two boys were inseparableexplorers of the swamp and evenly matched in mostrespects, but as they became men, Koran performed theexploits that would forge a legend. Dothar grew frustrated,and always end up surrendering the limelight to Koranregardless of how hard he tried. At some point, Dotharadmitted to himself that he probably would never surpassKoran. Yet, he still searches for opportunities to provehimself Koran’s equal.Rank: Seasoned; Race: HumanAttr: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6Charisma: 0; Pace: 6; Parry: 7; Toughness: 6 (1)Skills: Fighting d8, Notice d6+2, Shooting d10, Stealth d6,

Survival d8, Tracking d8, Spellcasting d8Gear: 15 Arrows, 5 Magical Arrows (+1 damage), Canteen,

Rope (10’)Armor: Leather Armor (+1)Weapons: Short Sword (Str+d6), Small Shield (+1 Parry),

Bow (12/24/48; 2d6)Hindrances: Code of Honor, Loyal (Order of the Jade Leaf),

Quirk (seeks to "one up" Koran Thelig in the public eye)Edges: Alertness, Arcane Background (Magic), Danger

Sense, WoodsmanPowers (10 PP): Boost/Lower Trait, Confusion, DeflectionAdvances:0 – Woodsman, Arcane Background (Magic), +1 Ability5 – Alertness10 – Spellcasting and Shooting15 – Spirit20 – Spellcasting and Fighting25 – Danger Sense30 – Shooting

FionaPersistent misfortunes as a child led Fiona to believe thatshe was cursed. She turned to faith and at least foundsolace, if not an end to all her troubles. She became quitewell-read as she attempted to explain her problems, andbecame quite adept at swaying others with words; this wasfortunate, since she only reluctantly admits wrongdoing.Rank: Seasoned; Race: ElvenAttr: Agility d6, Smarts d6, Spirit d12, Strength d4, Vigor d8Charisma: 0; Pace: 6; Parry: 6; Toughness: 7 (1)Skills: Faith d12, Fighting d6, Healing d6, Notice d6,

Persuasion d12, Swimming d6, Throwing d4Gear: Canteen, Healing PotionArmor: Leather Armor (+1)Weapons: 2 Daggers (3/6/12; Str+d4), Staff (Str+d4; Parry

+1, Reach 1, 2 hands)Hindrances: All Thumbs, Bad Luck, Loyal (Order of the Jade

Leaf), StubbornEdges: Arcane Background (Miracles), Healer, New Power

(Succor), Power Points (+5)Powers (15 PP): Environmental Protection, Healing, SuccorAdvances:0 – Agile, All Thumbs, Low Light Vision, Arcane Background

(Miracles), Healer5 – Spirit10 – Faith and Persuasion15 – Power Points (+5)20 – Spirit25 – New Power (Succor)30 – Faith and Persuasion

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Fritz LunghammerFritz has always been the ugliest man in the room. As achild he was mercilessly ridiculed, but rather than sulk hechanneled his anger into determination and dedication. Herefuses to show pain or any discomfort, and faces the mostdifficult challenge with a grim smile. Fritz will never leave aman behind and would gladly sacrifice his life so that afriend might live.

Few men besides Fritz will tolerate the discomfort ofmetal armor in the swamp.Rank: Seasoned; Race: HumanAttr: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d10Charisma: -2; Pace: 6; Parry: 10; Toughness: 9 (2)Skills: Boating d6, Climbing d6, Fighting d12, Lockpicking

d6, Shooting d6, Swimming d4Gear: Canteen, Quarrels (10)Armor: Chain Hauberk (+2)Weapons: Crossbow (15/30/60; 2d6; AP 2, 1 action to

reload), Large Shield (+2 Parry, +2 Armor to ranged shotsthat hit), Magical Long Sword (Str+d8+1)

Hindrances: Loyal (Order of the Jade Leaf), Overconfident,Ugly

Edges: Luck, Improved Nerves of Steel, Hard to Kill, Nervesof Steel, No Mercy.

Advances:0 – Nerves of Steel, Improved Nerves of Steel, +1 Ability5 – Spirit10 – Hard to Kill15 – Luck20 – Fighting25 – Vigor30 – No Mercy

Valerie BerrinValerie studied Magic at the university in Port Lissup. Whilea student, she became addicted to the stimulant propertiesof the arboli leaf. After graduation, she took a position withthe Order of the Jade Leaf in Kith'takharos, in part so thatshe could be closer to the source of her addiction.

Valerie can be insufferable, as she expects others todefer to her prestigious education. She also fancies herselfa warrior-mage, and will often use her arcane powers toaugment her physical abilities before joining a fight.Rank: Seasoned; Race: HumanAttr: Agility d4, Smarts d12, Spirit d6, Strength d6, Vigor d6Charisma: 0; Pace: 6; Parry: 7; Toughness: 6 (1)Skills: Knowledge (Arcana) d12, Spellcasting d12, Fighting

d8, Investigation d4, Notice d8Gear: Belt pouch (filled with arboli leaves), Canteen, Flint

and Steel, 2 Torches, T’rastic Potion (gain Low LightVision for 2d6 hours)

Armor: Leather Armor (+1)Weapons: Rapier (Str+d4; +1 Parry)Hindrances: Loyal (Order of the Jade Leaf), Quirk (always

has the last word), Habit (Major, chews addictive arbolileaves)

Edges: Arcane Background (Magic), New Power(Quickness), Power Points (+10), Wizard

Powers (20 PP): Armor, Bolt, Boost/Lower Trait, QuicknessAdvances:0 – Arcane Background (Magic), Power Points (+5), Wizard5 – Smarts10 – Spellcasting and Knowledge (Arcana)15 – Power Points (+5)20 – Smarts25 – New Power (Quickness)30 – Spellcasting and Knowledge (Arcana)

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Savage Insider Issue #5

Canis Lupus is designed for 4-6 Seasoned-level characters. If the players are notfamiliar with the setting, read orparaphrase the following:

Man was not meant to inhabit theEarth, at least not alone. For millenniahumanity has fought battles againstthe supernatural and otherworldly.What is often thought of as folklore ormythology, many know is real and notto be trifled with, such as theInquisition, whose hunters know howto destroy the unwanted, vile beings. You are a member of theInquisition, either serving as aninquisitor or part of an inquisitor’sretinue. You hunt and purge thatwhich threatens all of humanity, forthis is a time of terror and you mustdeliver your punishment swiftly. Youmust purge the land of all that standsin our way, for the denizens of thenight have been found wanting andtoday is their judgment day.

The player characters (PCs) assume therole of an inquisitor and his entourage.Using the included pre-generatedcharacters or those the players create, atleast one PC must carry the title ofinquisitor with at least one InquisitionalEdge designated as “Hunter.” The player controlling the inquisitor PCis not the leader as much as he is a focalpoint between his retinue and theinquisition. The inquisitor reports to LordInquisitor Steel from Chicago, Illinois, USA.Steel is a decorated beast and vampirepurgator and only contacts the inquisitorPC. This makes communication betweenthe two that much easier. Before themission starts, Lord Inquisitor Steel callsthe inquisitor PC to assign their nextmission: travel to Ely, Minnesota toinvestigate possible cultic activity. The inquisitor receives the call on Fridaymorning, May 27, 2011 (Memorial Dayweekend). Lord Inquisitor Steel isconcerned about sightings of very largewolves in the Superior National Forestalong with separate reports of missing

persons. Memorial Day weekend is a busycamping weekend in the northern woodsand very large wolves can be a seriousdetriment to the surrounding areas. Knowing the wolves are rarely classifiedas very large should tip-off the PCs thatthis is most likely not a natural wolf. Do notinform them of such, but if they doquestion the term “very large,” informthem that it’s not natural for a wolf to bedeemed as such. More disturbing to Lord Inquisitor Steelis the lack of concern from locals in Ely orthose in the surrounding Superior NationalForest. Rumors can be found within localnewspapers, but nothing has beenreported to national news outlets, nor hasanyone in the Ely area called for help. Canis Lupus is an investigation-drivenadventure. The flow of the adventure isdetermined by the PCs’ decisions andpresented as such. Locations not listedherein either produce no additionalinformation for the investigation or can beused to provide the same information asthat which is already presented.

Canis Lupus takes place in the actual cityof Ely within northern Minnesota. Whilethe names of locations and cities are real,the names of the people are not. CanisLupus is a work of fiction and not arepresentation of actual facts. Anyresemblance to real people is purelycoincidental. For more information aboutEly, Minnesota, visit www.ely.org.

GETTING THEREEly, Minnesota is located in the northernregion of the state within the SuperiorNational Forest, approximately 15-20miles from the Canadian border. To get there, the PCs must travel toDuluth, Minnesota either throughWisconsin or through Minnesota. Fromthere, they travel northeast on Highway 61to Illgen City and then northwest on StateHighway 1 to Ely. There are many possibleroutes, but this is the easiest to follow. The PCs are equipped with a pair of LandRover Range Rovers and the trip takesapproximately ten hours covering 580

miles. The call is received no later thanFriday morning, and the PCs are expectedto arrive Friday night. The Inquisition has made arrangementsfor the PCs to stay at Silver Rapids Lodge,four miles outside of Ely along the edges ofthe Boundary Waters Canoe AreaWilderness. This lodge is chosen for itsquick and easy access to the camping areaswhere rumors about the very large wolveshave been circulating. They are given a2-bedroom suite plus additional juniorsuites to accommodate all the PCs. To accommodate the locale, the PCs arecarrying a satellite link for connection tothe Inquisition’s network and the Internetshould they need to look up information.

SILVER RAPIDS LODGESilver Rapids Lodge is a historic locationwithin the area, established in 1919, andowned by a local family. The grounds ofthe lodge are quite expansive and itresides along the shorelines of Farm Lakeand White Iron Lake. Most the currentresidents of the lodge are from out-of-town and should be left out of theinvestigation. Additionally, the owners ofthe lodge are not a part of any culticactivities and completely ignorant aboutwhat’s been going on throughout SuperiorNational Forest (outside of camping,fishing, hunting, and canoeing). Silver Rapids Lodge is merely meant as abase of operations and a place to gatherinformation about the city of Ely. Anythingelse will have to be gathered within Ely ornearby towns.

GATHERING INFORMATIONThe PCs can gather information startingSaturday morning from the followinglocations: Boundary Waters Guide Service,First Lutheran Church, Northern GroundsCafé, The Cabin, The Great Outdoors,International Wolf Center, and WintonCommunity Church (in Winton, Minnesota,just north of Ely; comes up later in theadventure). The owners or any employees at theSilver Rapids Lodge point the PCs in the

CANIS LUPUSA modern fantasy horror adventure for Judgment Day by Aaron T. Huss

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right direction to obtain information. Ifthey ask about any information concerningthe Superior National Forest, they aredirected to Boundary Waters GuideService and The Great Outdoors. If they askabout any information concerning rumors,the city of Ely, or general informationabout the residents, they are directed toNorthern Grounds Café and The Cabin. The PCs will not be directed to FirstLutheran Church, but it is a viable place tospeak to residents about Ely and thesurrounding area. The church is 120 yearsold and many of its patrons have lived inthe area all their lives. As this is an investigation heavyadventure, the PCs will have to do somework to gather the right clues. Instead ofrolling Streetwise to gather information,provide them with a location they can goto get information. For example, if theysucceed on a Streetwise roll, an employeeof Silver Rapids Lodge points them in thedirection of Boundary Waters GuideService for information about the SuperiorNational Forest. If the PCs are able to decide exactlywhat type of information they want togather and what questions to ask to gatherit, no rolls are needed. Use the employeesof Silver Rapids Lodge as a guide to thecity, pointing the PCs in the right directionto gather information.

BOUNDARY WATERS GUIDE SERVICEBoundary Waters Guide Service is locatedin the center of town, just off StateHighway 169/1. They provide guidedcanoe trips through the Boundary Watersarea and hire knowledgeable, local guides.These guides have spent countless hourswithin the Boundary Waters and thesurrounding Superior National Forest. Upon arriving, the PCs are directedtoward the currently available guide MarkNielsen. Mark has lived in Ely since he wasborn and, at the age of 38, has been acanoeing guide for the past 14 years. Hehas taken several trips through the area inthe past few weeks and has heard rumorsabout the very large wolf. Mark informs the PCs that Ely is home tothe International Wolf Center and nowolves have been reported as missing. Thearea is known to have wolf habitations, but

nothing that would house a wolf defined asvery large. Mark has never seen a wolf larger thanthe average grey wolf and only knowsabout the rumors running through thedifferent campsites. The rumors state thatcampers have seen a very large wolf in thedistance, but never approaching thecampsite. He feels that many are mistakenby their identification and either sawsomething other than a wolf or weresimply too far away to understand how bigthe wolf really is. Mark can lead the PCs to any number ofwell-known camping areas within theSuperior National Forest, if desired. ThePCs may be able to gather additionalrumors, but nothing pointing them in theright direction. Campers see things andhear things, but they do not know what isreally happening. If Mark is asked about anyone living inthe woods, he informs them that manyresidents of Ely and the surrounding arealive in the woods along with summercabins for residents of greater Minnesota.He does not know of any suspiciousresidents, nor does he know of anyadditional activities.

INTERNATIONAL WOLF CENTERIf the PCs travel to the International WolfCenter, they find that all of the wolves areaccounted for and no suspicious activityhas been reported.

THE GREAT OUTDOORSThe Great Outdoors is located in the centerof town, just off State Highway 169/1.They sell live bait and tackle along withdécor for residents and cabin-goers. Whileseeming like a simple shop for part-timeresidents, they are frequented by fishersand campers looking for something to takehome. This allows them to hear almost allof the rumors and speculations runningthroughout Ely and the surrounding area. Upon arriving, the PCs are greeted byone of The Great Outdoors’ employees,Barbara Kattan. Besides being anemployee of The Great Outdoors, shefrequently lends an ear to those who havesomething to say and is shoulder-deep inthe local rumor mill. Barbara has heard from at least a dozenpeople about sightings of this elusive wolf.

She, too, informs the PCs about theInternational Wolf Center and the fact thatno wolves have been reported as missing.According to rumors, this wolf is estimatedas being the size of a teenage human,although no one has been able to confirmthis. Everyone Barbara has spoken to claimsto have seen the wolf from at least 50yards away, making for fairly inaccurateretelling of the details of this wolf. At leastone of the campers reported seeing thewolf carrying a large object in its mouth,about the size of a very young child.However, she has waved away thatcomment and assumed the wolf wascarrying a beaver or muskrat. In addition to rumors about the wolf,campers have reported seeing a strangeglow coming from the woods where nocampsites are assumed to be. Most claimthis to be campfires for those that arecanoeing, but the light doesn’t seem quitelike a campfire. Again, she has waved offthese rumors as ridiculous and claimsthese people don’t know what a realcampfire looks like from a great distance. If the PCs ask about the location of thewolf sightings, she reports that they seemto come from everywhere around Shagwaand Miners Lake. If asked about thelocation of the strange lights, she reportsthat they came from the northeast, butshe isn’t positive where; “Somewherearound Spaulding Bay” is the best she cangive. (Spaulding Bay is on the northeasternshores of Shagwa Lake, north of Ely andwest of Winton.)

NORTHERN GROUNDS CAFÉNorthern Grounds Café is a good place togather information from the residents ofEly. It is a diverse café which servesbreakfast and lunch, open from 7:00 AM to4:00 PM. It is located on the western sideof Ely along Pioneer Road, just off StateHighway 169/1. The employees of Northern GroundsCafé are too busy to speak to the PCs, butthe current patrons are more than willingto bend their ears. The PCs meet a marriedcouple in their 60s, Eustis and Margie Leidl.The Leidls have lived in Ely since birth andknow much about the city and thesurrounding area. They hear a lot ofrumors and interesting discussions while

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drinking coffee at Northern Grounds Café,including the talks about the wolf and thestrange lights. The Leidls are members of FirstLutheran Church and learn much about thepeople of Ely while at church and whensitting down with any of its many patronsafter Sunday services. They have heardmuch of the same rumors regarding thewolf and the strange lights, but know alittle more information about the Ely area. The Leidls inform the PCs that there is asmall, but very old, cult known to be livingin the area. They do not refer to it as a cultbut rather describe it as a “group ofstrange men who gather secretly.” Neitherof them knows what the group is called orwho is a member of the group, but they doknow that the rumors about the groupcame from the nearby town of Winton(northeast of Ely). Margie lets out that there is a nicechurch in Winton called WintonCommunity Church. The pair has visitedthe church at least once for a funeral andpossibly a second time for a wedding. Thecouple bickers back-and-forth about thispossibility and determine that they weredefinitely there twice. The Leidls do not camp very often andhave never seen the wolf or the strangelights. Instead, they are close to the peopleof Ely during their trips to NorthernGrounds Café and simply serve as aconduit for rumors and information.

THE CABINThe Cabin is a fairly typical gift storeproviding a number of items one canpurchase to remind them of their trip toEly. It is located in the western part of Ely,on Highway 169/1 (also known as EastSheridan Street). While the store feels likean integral part of life in Ely, it is actuallyowned by a couple who are merchants firstand residents second. Paul and Lucy Muddleson moved to Elyfrom Duluth about 10 years ago. They lovethe outdoors and were frequent visitors ofEly in the early years of their marriage.After their children grew and moved out ofthe house, they retired from a life in thecity and moved to the quiet town of Ely,where they opened The Cabin. While theyenjoyed the rugged outdoors in theiryouth, they have grown to enjoy the

quietness of the town and the frequentsmiles on their customers’ faces. The Muddelsons used to know muchabout the Superior National Forest andspent many days within the BoundaryWaters. Nowadays they spend their timeattending to their store and speaking tothe many tourists who frequent it. As such,The Cabin is a good place to gather rumorsabout the wolf and the strange lights. Lucy spends more time with thecustomers and is a better source ofinformation. Not only has she heard of thewolf sighting, she has also spoken topeople who claim the wolf is the size of abear. In addition, Lucy is one of the fewpeople in town who has heard of multiplesightings on the same day in locationsmuch too far away for a wolf to travel insuch a short period of time. She believesthere are two creatures scaring thecampers and that they are actually bears,not wolves. Lucy claims a wolf could neverbe that big and most campers areassuming they know what they saw. In addition, Lucy is one of the fewpeople in town that knows the strangelights were seen east of Spaulding Bay offof County Highway 88.

FIRST LUTHERAN CHURCHFirst Lutheran Church is located in thecentral part of Ely, a couple blocks north ofState Highway 169/1. Worship is held onSunday at 11:00 AM, and many elderlypatrons can be found there on Saturdayshaving a friendly get-together. The PCs find Carter and Ethel Heart, acouple in their 80s, who regularly spend acouple hours on Saturdays at the churchmeeting with their friends. The two arevery eager to speak to the PCs. They loveto share in the wealth of gossip about Elyand the surrounding Superior NationalForest. The Hearts live in a small rambleroutside of town, within the woods. Theyare two of the few residents of Ely thatactually saw the wolf, although they knownothing about any strange lights. TheHearts are a lovely, old couple who haveenjoyed each other’s company for over 60years. They love to make small talk withanyone who will listen and banter back-and-forth like a couple who is used to eachother’s personality.

Ethel tells the PCs about the huge wolfshe saw in the woods and Carter follows upwith the comment that it wasn’t a wolf.Ethel makes interesting remarks and asksCarter how he knows. Carter simplyexplains that it was too big to be a wolf,more like the size of a bear, with colorfulremarks back to his wife. Ethel informs thePCs that the bear-sized wolf did not movelike a bear, but more like a wolf or a dog.Their conversation can go back-and-forthfor quite some time as the two bickerlightly, seeing through each other’scomments as simple banter. Carter also informs the PCs about somestrange gentlemen in Winton. He claimsthese gentlemen “don’t always seem quiteright and have a shifty way about them.”The two will go on-and-on about the shiftygentlemen, if allowed, turning the sceneinto a repeat of the previous conversation.

SPAULDING BAYBy following certain leads, the PCs mayfind themselves searching around theeastern shorelines of Spaulding Bay andlands toward Winton. There are a numberof houses and cabins within this area andduring the day, none of them stand outfrom the rest. If the PCs travel here atnight, they get lost. There is a lack of lightother than the moon and the occasionalhouse lights. Combing this area withoutproper guidance or directions yieldsnothing.

WINTONThe PCs travel to Winton to investigate theleads they received in Ely. They takeMiners Drive East out of Ely to thenortheast which turns into Amazon Driveleading into Winton. Asking around Winton about the wolfsightings and strange lights leads to muchof the same information gathered in Ely.Asking about “strange men” presents oddlooks from everyone as they truly don’tunderstand the line of questioning.However, the more time spent in Winton,the more attraction the PCs gain from the“strange men” who work diligently toremain out of the PCs sight. If the PCs arrive in Winton on Saturday,they do not find anything and have toreturn on Sunday. If they arrive on Sunday,

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then the investigation may proceed afterthe following event.

SEARCHING HOUSES ANDCAMPGROUNDSThe PCs are free to search various housesand campgrounds and an around Ely. Theyfind many of the same stories andinformation with nothing new coming tobe found. If the PCs decide to camp for the nightor stay in someone’s home, they find nodisturbances as the “big wolves” arecurrently being held inside.

SEARCHING THE WOODSSearching the woods is primarily a fruitlesseffort. There is very little to be found, andthe woods are filled with various footprintsfrom humans and animals alike. With agood Tracking skill and roll, the PCs maycome upon large wolf-like prints that seemout of place, but they are unable to followthem anywhere. There are simply toomany tracks and these ones are notprominent enough to be followed.

MISSING PERSONSOn Sunday morning, the city of Ely is filledwith talk about a group of sheriffs and thelocal ranger asking questions around thecampgrounds. The sheriffs are followingup on reports that a family from the TwinCities has not returned to their campsiteafter more than 48 hours. The missing family of four includes amother, father, and two children, one boyand one girl. The sheriffs know nothingabout the Inquisition and only ask that thePCs join the search party. The sheriffs’assumption is that the family got lost in thewoods and a search party will need to beformed.

SEARCH PARTYAround lunch time, the sheriffs and theranger form a search party to look for themissing family. The PCs are welcome tojoin the search party if they do not pursueother means of investigation. SeeTroubleshooting for adjusting the story. Ifthe PCs do not join the search party, theparty independently spends the remainingsunlit hours searching for the family.

BACK TO WINTONThese events at Winton happen onSunday. If this is the first time the PCs havetravelled to Winton, then they are simplythere for the first time and ignore theprevious notes. When the PCs travel to Winton, theybrowse the town looking for anyone whocan provide additional information. Whatthe find is the same information found inEly, but without any reference to strangemen. If they mention the strange lightseast of Spaulding Bay, they are met withconfused looks and blank stares.

WINTON COMMUNITY CHURCHWinton Community Church, currentlysupporting the Community FaithFellowship, is located in the center ofWinton on Main Street. While having arelatively small congregation, the church isvery lively on Sunday morning. Worship isheld at 10:00 AM and patrons are generallyin the mood to hang around and chatafterward. The PCs follow the leads from Ely, orthose in Winton, to the WintonCommunity Church, shortly after Sundayservice has ended. Many of the patrons arestanding around on the entrance sidewalkor just inside conversing with their friendsand family. The PCs easily find a couple willing totalk all about Winton and the surroundingarea. Mike and Gertrude Remly, both intheir 60s, have lived in the area for 40years and attend service at the WintonCommunity Church regularly. They claimto know all who live in the town andespecially those that worship there. The Remlys know very little about thewolf sightings but are very familiar withstrange glows from the woods and strangelooking men. Mike informs the PCs that agroup of six men, who he believes livenearby, look out-of-place when they comeinto town. All six of them have been seenworshiping at the Winton CommunityChurch, but are not believed to be regularpatrons. Mike does not know their namesand assumes they must be cabin-goerswho only spend the occasional weekend inthe area. (This is his excuse for notknowing them; the truth is that Mike

thinks he knows everyone, but reallydoesn’t.) The PCs spend at least 20 minutesspeaking to the Remlys, but do not findanyone else that knows more than whatthey’ve already discovered. Upon walkingback to the Range Rovers, the PCs find allof their tires have been slashed. TheHaunted Woods Cult has taken notice asthe PCs clearly look out-of-place. Seeing their predicament, Mike Remlyapproaches the PCs and looks down attheir tires. He calls out to a friend, RobertCasey, the local tow-truck driver. Mikeinforms Robert of the PCs misfortune andasks Robert to take them back to the shopfor new tires. Robert nods his head, andinforms the PCs that due to it beingSunday, he won’t be able to get new tiresuntil Monday. However, he has a Suburbanwith plenty of room and can take themwhere they need to go.

ROBERT CASEYRobert Casey is a very down-to-earth manwith an astonishing amount of knowledgeabout the area. He asks the PCs whatbrings them to Winton, and if anyonemakes reference to the wolf sightings,strange glows from the woods, strangemen, or even the reported kidnappings,Robert has a story to tell once they get tohis auto shop. Robert Casey is half Ojibwe and knowsmuch about his tribe’s history. He fearsrepercussions from the Haunted WoodsCult and thus keeps his knowledge secret.After meeting the PCs and understandingtheir purpose, he is ready to tell the story.

THE STORYThe Ely area was established by NativeAmericans during the 18th century. TheOjibwe found refuge in the area due to theabundance of blueberries and stayed astrappers entered the area, providing ameans of trading. Life within the area wasvery simple until the early 1880’s wheniron ore was discovered. The discovery of iron ore brought manynew residents to the area which angeredthe Ojibwe natives. They did not like thenew inhabitants, especially their Christianviews. The Ojibwe tribe that resided within

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the Ely area was known for its powerfulshamans and witch doctors. The Ojibwe shamans were powerfulhumans able to tap into the strength of theethereal world around them, of which onlythey could see. They regularly called uponspirits to keep them safe from hostiletribes. The Ojibwe witch doctors were ableto create great medicines and herbalconcoctions said to provide nearimmortality, similar to a fountain of youth. With the encroaching iron ore mines,the Ojibwe lost much of their land andmany of their people starved and died,refusing to trade with the “invaders” andrelying on their witch doctors for herbsand medicines. When the witch doctorswere unable to create their medicines andherbal remedies, the Ojibwe tribe died offslowly and only a remnant of theirshaman’s power remained. Arnold Sentry, a man that few knowabout, stumbled upon this remainingpower sometime in the 1950s while he andhis brothers were hunting. They madecamp in a forgotten Ojibwe burial groundwhere the shaman’s power emanated,invisible to the world. When Arnold awoke the next morning,he could hear the whispers of the treesand long-dead spirits of the original Ojibweshamans. The spirits told Arnold how tomake the herbal creations that allowedthem to cheat death and survive for anumber of years impossible to normalhumans. Arnold Sentry and his brothers, Craig,Daniel, Phillip, and Roger, found the herbsand ingested the mixture. This has becomea regular ritual which the brothers performonce every year to sustain their ages of 45,43, 40, 38, and 35 respectively. The group of five men has becomerelatively self-sufficient and live upon thegrounds of the old Ojibwe burial site wherethe spiritual power is the strongest. TheSentry house is located at the end of ararely travelled fire road (a rudimentaryservice road) west of Winton connectingoff from Tulla Road. The area is rarelyvisited by residents and never visited byoutsiders. The house lies at the end of along, winding dirt path within the thick ofthe forest.

ARNOLD SENTRYArnold Sentry is a powerful shaman with55 years of experience using his spiritualpowers granted to him by the forgottenOjibwe burial grounds. Due to the oldwitch doctor herbal remedy, he remainsforever aged at 45 until the herbs run out(in which his real age will be revealedwithin five years). While being a relatively isolated man,he has grown bored over the past severalyears. He convinced his brothers toformally establish the Haunted Woods Cultand begin tapping into potential powerswhich have mostly been ignored. With hisnew following of the occult combined withhis spiritual abilities, he and his brothershave performed the ritual to call forth apair of barghests from the depths of theabyss. The cult sent the barghests to fetch foodin which the demonic hounds returnedwith wild game. The cult then dismissesthe barghests, allowing them to return tothe abyss. The cult has been performingthis ritual once per week to provide thebrothers sustenance so they canconcentrate on other matters, such asbecoming more involved in cultic affairs.With the Memorial Day weekend bringingin a lot of campers, the barghests havereturned with something new. Instead of the regular wild game, thebarghests kidnapped a family of four andbrought them back to the Sentry home.The brothers found the act disturbing andexhilarating at the same time and haveproceeded with stowing their new victimsin the cellar. The barghests were notdismissed and instead made to guard thecellar to prevent the family from escaping. The kidnapping occurred on Fridayafternoon, and Arnold does not care if theyare ever set free. However, during hisrecent trip to town, Arnold noticed the PCsand believes they are investigating thekidnapping. Not wishing to allow the PCstheir enjoyment of capturing the Sentrybrothers, Arnold slashed the tires of theirvehicles (which stands out against theregular vehicles found in Winton). Deepinside, Arnold wishes the PCs to find hishouse to allow his demonic hounds theopportunity to again feast on the flesh ofhumans.

THE SENTRY HOMERobert Casey has a Suburban which ismore than capable of carrying the PCs tothe Sentry brothers’ home. He knows theway, but will not leave the main road. If thePCs accept his offer to drive, they are takento the end of the fire road, dropped off,and pointed in the right direction of theSentry brothers’ house. If the PCs wish to travel alone, RobertCasey instead gives them a map and showsthem how to reach the house. When the PCs arrive at the driveway tothe house, read or paraphrase thefollowing:

The woods are thicker in this area andan ominous fog hangs just above theground. Cold air blows from nowherethe closer you get to the Sentry home.It is as if the spirits of the deadcontinue to haunt the woods.

Any PC with Knowledge (Ethereal) knowsthat it is common for areas to exhibit coldtemperatures and out-of-place fog wheninhabited by spirits. If the PCs arrive during the day, theSentry brothers are out fishing for dinner.The kidnapped family is still in thebasement and the barghests are guardingthe entrances. A set of stairs inside thehouse leads to the basement along with alocked cellar door on the backside of thehouse. The grounds surrounding the house arewell-worn from decades of being walkedacross and the lack of sun protrudingthrough the forest canopy. The Sentrybrothers spend much of their days walkingthrough the surrounding woods huntingfor food or communicating with theOjibwe spirits. The spirits are not active atthis time and thus cannot be seen orheard. However, their presence can be feltwith the cold temperature and ominousfog. The house is an unremarkable homewith two stories and a large cellar forstoring wood and food. The front doorleads into a small foyer with a set of stairsleading up. To the right is a dining roomwith a kitchen attached in the rear. To theleft is a living room with a bathroom on theother side of the far wall. The foyer has ahallway in front that leads to the other end

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of the kitchen and the bathroom alongwith the stairs leading down. Sounds of muffled cries can faintly beheard from the basement with a successfulNotice roll. Upstairs are four smallbedrooms and a small bathroom. No one isupstairs during the day and the rooms lookwell-used. One barghest is guarding the doorleading to the stairs up to the foyer whilethe other is guarding the cellar door. Oncethe door is opened and the barghest seesit is not Arnold Sentry, it immediately leapsat the nearest PC to attack. The secondbarghest sees the attack and moves to theother entrance. Both demonic hounds aretrained to kill unless told otherwise andthus fight to the death. After the barghests are dispatched, thePCs run into the Sentry brothers as theyare leaving unless they wait inside thehouse. If the PCs wait, they can attempt togain The Drop on the Sentry brothers. Ifthe PCs encounter the Sentrybrothers outside, they must hideto gain The Drop but receive a(-2) penalty to Stealth due to theamount of light coming throughthe canopy and the lack of cover.The trees are tall with thickcanopies, but their trunks arerelatively narrow. If the PCs arrive during thenight, the Sentry brothers areinside the house and thebarghests are patrolling theperimeter of the yard, inside thefog which is thicker than duringthe day. During the night, thebarghests will attempt to gainThe Drop on the PCs using theirStealth with a +2 bonus againstthe PCs’ Notice. The Sentry brothers hear thescuffle and wait five minutes fortheir barghests to return afterthe sounds cease. When thebarghests fail to return, theSentry brothers rush outside tofind the PCs. The PCs can easilyhide amongst the woods, due tothe lack of light from the moonand the house, gaining a +2bonus to Stealth checks.

ALL CLEARWhen the PCs either kill the barghestsduring the day or eliminate the barghestsand the Sentry brothers during the night,they recover the kidnapped family;however, only three of them remain. Themother, Stephanie Locke, informs the PCsthat one of the black beasts took herhusband Richard (one of the barghestskilled and ate Richard). A successful Noticeroll shows that blood is flowing down herleg. Both of Stephanie’s children, Michaeland Rose, are unharmed but terrified. Theyscream profusely once the PCs free themof their ropes and gages. Both childrenhave clearly soiled themselves multipletimes and the stench of the room couldbecome quite overwhelming. Around dawn, Robert Casey returns tothe house with the sheriffs searching forthe missing family. It would be wise for thePCs to have disappeared by this time to

avoid having to deflect a number ofquestions from the sheriffs. As the barghests are demonic in nature,their bodies turn to dust before thesheriffs arrive. In addition, because theSentry brothers are no longer heldyouthful by their herbal remedies (due tobeing dead), their bodies quickly age 55years before the sheriffs arrive. Few willunderstand what truly happened.

TROUBLESHOOTINGThe most important part of the adventureis for the PCs to locate the Sentry house,defeat the barghests, and save who is stillleft of the missing. If they do not follow theclue back to Winton, they can instead jointhe search party arranged by the sheriffsand the ranger. From here they arepartnered with Robert Casey and learn ofthe story instead of when he brings theirLand Rover to the shop. Robert Casey leadsthe PCs to the Sentry home, but refuses to

approach until they havefinished their investigation. Additionally, Ely is a realplace with real people and realbusinesses. Should one of theplayers know of Ely or are fromEly, any of the clues found hereincan be located at any otherbusiness. Simply move the NPCsto a different location to allowthe PCs to gather the clues theyneed. Should the playersdecide not to fully immersethemselves in the investigation,substitute in a number ofStreetwise, Investigation, andPersuasion rolls to gather therequired clues. If one or more of the PCshas connections with anygovernment agency, the FBI hascommitted to joining the searchparty on Monday morning if thesheriffs and the ranger areunsuccessful.

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BARGHEST (WILD CARD)Barghests are huge, black demonic dogs.Attributes: Agility d10, Smarts d4, Spiritd6, Strength d12+2, Vigor d8

Pace: 10; Parry: 7; Toughness: 8 (1)Skills: Fighting d10, Intimidation d8, Noticed10, Stealth d8

Armor: Thick Skin (All 1)Weapons: Teeth (Str+d8), Claws (Str+d6)Special Abilities

· Demon: +2 to recover from beingShaken, immune to poison anddisease, half-damage from non-magical weapons, except forpalladium.

· Fear -2: Barghests are terrifyingcreatures to see.

· Fearless: Immune to Fear andintimidation.

· Fleet-Footed: Barghests roll a d8when running instead of a d6.

· Size +1: Barghests are 6 ft. tall andtwice the size of a human.

ARNOLD SENTRY (WILD CARD)Arnold Sentry is a shaman who gained hispowers from a forgotten Ojibwe burialground.Attributes: Agility d8, Smarts d8, Spiritd10, Strength d6, Vigor d8

Pace: 6; Parry: 6; Toughness: 6Skills: Faith d10, Fighting d8, Intimidationd8, Knowledge (Ethereal) d10, Knowledge(Occult) d8, Notice d8, Taunt d8

Armor: NoneWeapons: Ojibwe Staff (Str+d4)Special Abilities

· Arcane Resistance: The Ojibwespirits protect Arnold fromsupernatural attacks. He gains +2Armor against magical attacksthat cause damage and adds +2 tohis Trait rolls when resistingopposed powers.

· Shaman: Arnold has learned hiscraft from ancient Ojibwe spirits.Each raise he gets on his Faith rollreduces the cost of the spell by 1Power Point to a minimum of 1.Arnold must have the pointsavailable to cast the spell beforerolling.Spells: Arnold has 40 powerpoints and knows the followingspells with a spiritual (ethereal)trapping: armor, blast, bolt,confusion, damage field,divination, fear, puppet

SENTRY BROTHERS (WILD CARDS)The Sentry brothers are not as powerful astheir older brother, Arnold, and are treatedas simple cultists by him.Attributes: Agility d8, Smarts d6, Spirit d6,

Strength d6, Vigor d8Pace: 6; Parry: 6; Toughness: 6Skills: Fighting d8, Intimidation d6,

Knowledge (Ethereal) d6, Knowledge(Occult) d8, Notice d8, Shooting d8, Tauntd6

Armor: NoneWeapons: Consecrated Dagger (Str+d4+1AP 1), Double-Barrel Shotgun (12/24/48,1-3d6, RoF: 1-2, Shots: 2)Special Abilities

· Arcane Resistance: The Ojibwespirits protect the Sentry brothersfrom supernatural attacks. Theygain +2 Armor against magicalattacks that cause damage andadd +2 to their Trait rolls whenresisting opposed powers.

● Berserk: The sentry brothers arewild attackers. Upon taking awound, they must make a Smartsroll or go Berserk. While Berserk,their Parry is reduced by 2, butadd +2 to all Fighting, Strength,melee damage rolls, andToughness. They ignore woundmodifiers while Berserk butcannot use any skills that requireconcentration, includingShooting. They may end theirrage by doing nothing for one fullaction and making a Smarts roll at-2.

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Rex Jericho is a charismatic 38-year-old from Detroit, Michigan.Law enforcement runs in his blood with his father being anagent in the FBI and his grandfather a police detective inDetroit. He has trained vigorously to identify spellcasters androse quickly to the rank of Inquisitor.

INQUISITOR REX JERICHO (SEASONED)Male witch hunterAttr: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6Charisma: 2; Pace: 6; Parry: 5; Toughness: 5Skills: Fighting d6, Guts d6, Investigation d6, Knowledge

(Spellcasters)* d12, Notice d6, Shooting d6, Streetwise d6Armor: Reinforced Leather (Arms, Legs, Torso +2)Weapons: Palladium Short Sword (Str+d6), Desert Eagle

(15/30/60, 2d8, RoF: 1, Shots: 7, AP 2, Semi-Auto [Palladiumbullets])

Edges: Attractive, Command, Witch Hunter*, Witch Inquisitor*,Witch Scholar*

Hindrances: Code of Honor (Major), Loyal (Minor), Phobia[Snakes](Minor)

*NEW MECHANICS· Knowledge (Spellcasters): Knowledge of spellcasters

covers all humans and humanoid beings withsupernatural powers. Psionics are not consideredsupernatural as they come from the mind and not theworship of a deity or from esoteric knowledge.

· Witch Hunter: Receive a +1 bonus to Shooting rollsagainst spellcasters.

· Witch Inquisitor: Receive a +1 bonus to Investigationrolls concerning spellcasters. This includes theirresidences and any followers they may have. In additionreceive a +1 bonus to Parry against spellcasters.

· Witch Scholar: Receive a +1 bonus to Knowledge rolls toidentify spellcasters and determine their strengths andweaknesses. This includes the type(s) of spells they arecapable of.

Dell Sanderson is a somewhat crazy 30-year-old from Chicago,Illinois who loves shooting big guns. He spent eight years in thearmy and was recruited by Inquisitor Rex Jericho to add somemuch needed firepower to his retinue. Dell is extremely well-trained with assault-styled combat. He has fast reflexes andimpeccable drive. He lost part of his hearing while deployed inIraq, but has not damaged his vision. His eyes are sharp, and hecan easily spot his quarry while on the move (albeit not fromgreat distances).

DELL SANDERSON (SEASONED)Male weapon specialistAttr: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d4Charisma: 0; Pace: 6; Parry: 5; Toughness: 4Skills: Climbing d6, Fighting d6, Guts d6, Notice d6, Repair d6,

Shooting d8, Stealth d8, Tracking d6Armor: Reinforced Leather (Arms, Legs, Torso +2)Weapons: Switchblade (Str+d4), S&W (12/24/48, 2d6+1, RoF: 1,

Shots: 6, AP 1, Revolver), M-16 (24/48/96, 2d8, RoF: 3, Shots:20, AP 2, Auto, 3RB)

Edges: Brawler, Combat Reflexes, First Strike, Quick Draw,Steady Hands

Hindrances: Curious (Major), Hard of Hearing (Minor), Stubborn(Minor)

CANIS LUPUS PRE-GENERATED CHARACTERS

Pick-up the core setting guide today

in PDF or print-on-demand.

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Roger Talkin, 32, is an exceptionally skilled hunter. He isaccustomed to tracking wild game throughout the wildernessand has spent many months training with the Inquisition tohunt demons. He specializes in long-ranged attacks as they areoften the safest method against demons.

ROGER TALKIN (SEASONED)Male sharpshooterAttr: Agility d6, Smarts d8, Spirit d6, Strength d8, Vigor d4Charisma: 0; Pace: 6; Parry: 5; Toughness: 4Skills: Fighting d6, Guts d6, Healing d4, Notice d6, Knowledge

(Demons)^ d8, Shooting d8, Tracking d8Armor: Reinforced Leather (Arms, Legs, Torso +2)Weapons: Switchblade (Str+d4), Desert Eagle (15/30/60, 2d8,

RoF: 1, Shots: 7, AP 2, Semi-Auto [palladium bullets]), SharpsBig 50 (30/60/120, 2d10, RoF: 1, Shots: 1, AP 2, Snapfire[palladium bullets])

Edges: Alertness, Brave, Danger Sense, Demon Scholar^,Marksman

Hindrances: Arrogant (Major), Big Mouth (Minor), Pious (Minor)^

^NEW MECHANICS· Demon Scholar: Receive a +1 bonus to Knowledge rolls

to identify creatures with the Demon trait anddetermine their strengths and weaknesses. In additionreceive a +1 bonus to Fear checks against creatures withthe Demon trait. This does not affect rolling a natural 1or rolling against the Fright Table.

· Knowledge (Demons): Knowledge of demons involvesthe study of all demonic and chaotic beings. Demonicand chaotic creatures carry the Demon trait.

· Pious (Minor): Your character understands her place insociety with regards to family, friends, and deities. Shewill not commit any act of violence against those in herfamily, considered to be friends or neighbors, or thosewho show a devotion to the same deity as she.

Bethany Faust was called a thief during her youth. She had anuncanny way of extracting items from people’s pockets withoutthem knowing. While she never carried malevolent intentions,many felt the act was wrong and found no humor in thesituation. Now at the age of 28, she uses her stealthy skills todrop behind her quarry and extinguish them quickly.

BETHANY FAUST (SEASONED)Female infiltratorAttr: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6Charisma: 0; Pace: 8; Parry: 6; Toughness: 5

Skills: Climbing d6, Fighting d8, Guts d6, Knowledge (Ethereal)+

d8, Lockpicking d6, Stealth d8, Streetwise d6, Throwing d6Armor: Reinforced Leather (Arms, Legs, Torso +2)Weapons: Palladium Dagger (3/6/12, Str+d4), Palladium Dagger

(3/6/12, Str+d4)

Edges: Ambidextrous, Fleet-Footed, Ghost Scholar+, Two-FistedHindrances: Habit [Uses body gestures to answer questions]

(Minor), Overconfident (Major), Vengeful (Minor)

+NEW MECHANICS· Ghost Scholar: Receive a +1 bonus to Knowledge rolls to

identify creatures with the Ethereal trait and determinetheir strengths and weaknesses. In addition, receive a+1 bonus to Fear checks against creatures with theEthereal trait. This does not affect rolling a natural 1 orrolling against the Fright Table.

· Knowledge (Ethereal): Knowledge of the etherealcovers all types of ghosts and spirits that have theEthereal trait.

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Michael Landow is a 42–year-old, former FBI agent. Afterinvestigating leads of an alien nature, he was interviewed bythe Inquisition to test his xenos knowledge. He was found tohave nerves of steel against the cosmic unknown and wasquickly recruited as a permanent investigator for theInquisition.

MICHAEL LANDOW (SEASONED)Male investigatorAttr: Agility d6, Smarts d8, Spirit d8, Strength d4, Vigor d4Charisma: 0; Pace: 6; Parry: 4; Toughness: 4Skills: Driving d6, Fighting d4, Guts d8, Investigation d8,

Knowledge (Xenos)ǂ d10, Notice d6, Shooting d6, Streetwised8, Tracking d6

Armor: Reinforced Leather (Arms, Legs, Torso +2)Weapons: Switchblade (Str+d4), Desert Eagle (15/30/60, 2d8,

RoF: 1, Shots: 7, AP 2, Semi-Auto)

Edges: Alien Inquisitorǂ, Alien Scholarǂ, Danger Sense, LinguistHindrances: Anemic (Minor), Curious (Major), Phobia [Bats]

(Minor)

ǂNEW MECHANICS· Alien Inquisitor: Alien inquisitors are immune to Fear

(not Terror) and Intimidation against creatures with analien trait or characteristic.

· Alien Scholar: Receive a +1 bonus to Knowledge rolls toidentify creatures with an alien trait or characteristicand determine their strengths and weaknesses. Inaddition, receive a +1 bonus to Fear checks againstcreatures with an alien trait or characteristic. This doesnot affect rolling a natural 1 or rolling against the FrightTable.

· Knowledge (Xenos): Knowledge of xenos includes allotherworldly creatures with alien traits orcharacteristics. These creatures may reside on theinquisitor’s planet but are from a different planet.

Geoff Fredericks is a master at tracking vicious beaststhroughout the world. Now at the age of 45, he has beenhunting large creatures since he turned 30. Prior to beingrecruited by the Inquisition, Geoff hunted these shapeshiftingbeasts for sport.

GEOFF FREDERICKS (SEASONED)Male beast hunterAttr: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6Charisma: -2; Pace: 6; Parry: 5; Toughness: 5

Skills: Fighting d6, Guts d8, Knowledge (Lycanthropes)± d8,Notice d8, Shooting d6, Survival d6, Swimming d6, Tracking d8

Armor: Reinforced Leather (Arms, Legs, Torso +2)Weapons: Switchblade (Str+d4), Desert Eagle (15/30/60, 2d8,

RoF: 1, Shots: 7, AP 2, Semi-Auto), Winchester (24/48/96, 2d8,RoF: 1, Shots: 15, AP 2)

Edges: Alertness, Beast Inquisitor±, Beast Scholar±, Danger SenseHindrances: Arrogant (Major), Mean (Minor), Stubborn (Minor)

±NEW MECHANICS· Beast Inquisitor: Beast inquisitors are immune to Fear

and Intimidation against shapeshifting creatures.· Beast Scholar: Receive a +1 bonus to Knowledge rolls to

identify shapeshifting creatures and determine theirstrengths and weaknesses. In addition receive a +1bonus to Fear checks against shapeshifting creatures.This does not affect rolling a natural 1 or rolling againstthe Fright Table.

· Knowledge (Lycanthropes): Knowledge of lycanthropescovers all types of shapeshifting creatures andwerebeasts.

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CONVENTION CALENDAR JULY - OCTOBER

Welcome to Convention Connection! In order to ensure that readers have a chance to plan their convention trips, each quarter’s issuewill show conventions occurring in each of the three months of that quarter, plus the first month in the next quarter. It wouldn’t domuch good for you to get July’s issue and only then find out that you have 10 days or so to get to a convention in July. That does meanthere will be some overlap, but we felt the benefit was worth some small duplication.

Covering July, August, September, and October At-A-Glance

*Known to have Savage Worlds games or personalities.

All dates and websites were accurate as of this printing. If you know of conventions occurring between April and July that are not listedhere, please let us know.

Convention Website Dates Location (States + UK)DexCon http://www.dexposure.com/dexcon15.html 07/4-8/12 NJCONvergence www.convergence-con.org 7/5-8/12 MNPaizoCon www.paizo.com 7/6-8/12 WAConectiCon www.connecticon.org 7/8-10/12 CTKantCon kantcon.com/v2/ 7/6-8/12 KSLibertyCon www.libertycon.org/ 7/13-15/12 TNContinuum www.continuum.uk.net 7/20-23/12 UKRoundCon www.roundcon.com 8/3-5/12 SCChicago Comic Con www.wizardworld.com/home-ch.html 8/9-12/12 ILDragonFlight www.dragonflight.org 8/10-12/12 WAGuns of August www.odms-club.com/convention/ 8/10-12/12 VAGirlGeekCon www.geekgirlcon.com 8/11-12/12 WAGen Con www.gencon.com 8/16-19/12 INTacticon* http://denvergamers.org/ 8/30-9/3/12 CODragonCon* www.dragoncon.org 8/31-9/2/12 GAGateway www.strategicon.net/ 8/31-9/2/12 CAMAGE Con South www.mage-page.com 8/31-9/3/12 NEPAX Prime http://prime.paxsite.com 8/31-9/2/12 WAMechaCon www.mechacon.com 9/7-9/12 LAGeek.Kon geekkon.net 9/7-9/12 WIHurriCon www.hmgs-south.com 9/27-30/12 FLIcon www.iconfestival.org.il/2011 10/2-4/12 IsraelCouncil of Five Nations* www.swa-gaming.org/council 10/5-7/12 NYNuke Con www.nuke-con.com 10/5-7/12 NECon on the Cob* www.cononthecob.com 10/11-14/12 OHNew York Comic Con www.newyorkcomiccon.com 10/11-14/12 NYRealms Con http://realmscon.com/wordpress/ 10/12-14/12 TXFurnace http://rpgfurnace.com/ 10/13-14/12 UKAlbacon www.albacon.org 10/18-21/12 NYCharCon http://charcon.org 10/19-21/12 WVFlatCon www.flatcon.com/default.shtml 10/26-28/12 ILNecronomicon www.stonehill.org/necmain.htm 10/26-28/12 FLGaelCon www.gaelcon.com/gaelcon 10/26-29/12 Ireland

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Savage Insider Issue #5

56 | For All Things Savage

Savage Saturday NightsSavage Saturday Nights (SSN) started at Con on the Cob and hasbecome something popping up at other conventions from thoseas large as Gen Con to small, regional ones. If you are aware aconvention featuring an SSN, let us know, and we’ll mention it ifwe can.

If you are associated with a convention, we are happy to featureyour logo and, if you are convention featuring an SSN, evenelaborate a bit on that aspect of your con, providing we’ve gotroom to do so.

Savage Presence at Gen ConThese are the companies who sell Savage Worlds products thatwe know will be at Gen Con. Some companies may partner withothers and not be listed by their own name in the Gen Con book.Some may be there without a booth.

Adamant Entertainment: See Cubicle 7 BoothArc Dream Publishing: Booth 715Cubicle 7 (print partner to multiple Savages): Booth 125Green Ronin Publishing: Booth 1201Triple Ace Games: Booth 945

The Studio 2 booth always holds a whole bunch of Savagegoodness. You’ll find:

· Pinnacle Entertainment Group· Reality Blurs

Studio 2: Booths 415 & 419· Super Genius Games· Third Eye Games· Visionary Comics

Several companies and Savage personalities are running ticketedgames and may be available for pick-up games or in-booth demos.

Pinnacle is hosting Savage Saturday Night (SSN), which issold out. Interested Savages can still go to a table just withgeneric tickets in case a spot opens up. You need two tickets forfour-hour games. See the Gen Con events listing for game details.

Savage Insider will be there floating around. Look for AaronHuss with his press badge and Vickey Beaver running games byObatron Productions using Savage Worlds rules. She’ll still signcopies of Caladon Falls if you pick any up at the Cubicle 7 booth.Just ping her on the SI Facebook page to meet-up!

Derek Tyler (order #9232471)

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Savage Insider Issue #5

For All Things Savage | 57

Here’s a comprehensive look at Savage Worlds products that have been released during the previous three months.

Title Publisher Setting Type FormatRed Blizzard Silver Gryphon Games Adventure PDF

One Shots #1: Cats Eye Reality Blurs Agents of Oblivion Adventure PDFMoonless Night Over Grimdell GRAmel Beasts & Barbarians Adventure PDF

Shadows Over Ekul GRAmel Beasts & Barbarians Adventure PDFPlayer’s Guide RedBrick Earthdawn Core Rulebook PDF, Print

Faith & Demons: The Rising Mystical Throne Entertainment Faith & Demons: The Rising Core Rulebook PDF, PrintPlayer’s Guide Mystical Throne Entertainment Faith & Demons: The Rising Core Rulebook PDF

Faction Pack #1 Triple Ace Games G-Men & Gangsters Supplement PDFBurning Bridges StoryWeaver Hael Adventure PDF

Eurellia, The Pirate Haven StoryWeaver Hael Adventure PDFHael StoryWeaver Hael Core Rulebook PDF

Night of the Long Fangs StoryWeaver Hael Adventure PDFRegion Guide #53: Supplemental Triple Ace Games Hellfrost Supplement PDF

Hostile Takeover Gun Metal Games Interface Zero Supplement PDFKesshi Tales #10: Slice of the Blade Reality Blurs Iron Dynasty Supplement PDF

Judgment Day (Expanded) Mystical Throne Entertainment Judgment Day Core Rulebook PDF, PrintKeister Island Mutha Oith Creations Low Life Supplement PDF

Korium Adamant Entertainment MARS Supplement PDFSoul-Thieves of Mars Adamant Entertainment MARS Adventure PDF

Mercenary Breed (Expanded) Mystical Throne Entertainment Mercenary Breed Core Rulebook PDF, PrintActhung! Cthulhu: Three Kings Modiphius Realms of Cthulhu Campaign PDF

Savage Insider Premium #2 Mystical Throne Entertainment Savage Insider Magazine PDF, PrintShaking Things Up Mystical Throne Entertainment Savage Insider Magazine PDF

Deluxe Explorer’s Edition Pinnacle Entertainment Group Savage Worlds Core Core Rulebook PDF, PrintStreets of Bedlam FunSizedGames Streets of Bedlam Core Rulebook PDF, Print

Quantum Sliders: Arabian Nights Savage Mojo Suzerain Adventure PDFQuantum Sliders: Blessed Child Savage Mojo Suzerain Adventure PDF

The Yaurcoan Empire Gun Metal Games Totems of the Dead Supplement PDFChapter Four, Week 10 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 11 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 12 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 13 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 4 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 5 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 6 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 7 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 8 Daring Entertainment War of the Dead Campaign PDFChapter Four, Week 9 Daring Entertainment War of the Dead Campaign PDF

Welcome to Mortiston, USA! Scrying Eye Games Welcome to Mortiston, USA! Core Setting PDF, Print

Derek Tyler (order #9232471)

Page 60: July 2012 Issue 5 CONventional Gaming For All Things Savage Worlds/_Misc/Savage Insider/Savage... · the fight against an ancient evil so great it could destroy humanity, but now

Derek Tyler (order #9232471)