Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Monday, October 6, 2025

31 Nights of Halloween: Shadow in a Cloud's Gremlin for Savage Worlds

  





Wild Card
Pace: 6; Parry: 5; Toughness: 8 (2);
Fighting d8; Shooting d4
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d10, Vigor d8 
Skills: Athletics d10, Intimidation d8, Notice d8, Stealth d10 
Size: 0  
Hindrances: Mean, Vengeful 
Edges: Acrobat, Quick
Special Abilities: 
•Armor: 2
• Claws: Str (d10)+d4 (AP 2)
• Flight: Pace 6

Tuesday, August 12, 2025

Tuesday Terrors: Gomdulla the Living Pharaoh for Savages Worlds Supers & NNecessary Evil

 



Seasoned Wild Card (10 extra Powe Points)
Pace: 6; Parry: 7; Toughness: 33 (18);
Fighting d10; Focus d8
Wounds: 4
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d8 
Skills: Athletics d6, Common Knowledge d4, Intimidation d8, Language (Native) d8, Notice d6, Occult d4, Persuasion d4, 
Stealth d4 
Size: Large (5, Size mod +2)  
Hindrances: All Thumbs, Megalomania, Monologuer 
Edges: Brawler, Bruiser, Combat Reflexes, First Strike, Hard to Kill, 
Weapons: Unarmed (Range Melee, Damage d12+1+d6) 
Language: Native (native, d8) 
Languages Known: Native (native, d8) 
Telekinesis: Strength of d12 strength, Can fly at Pace 6, May use Focus skill when performing physical actions 
Growth (5): May grow up to size +5, strength and toughness both a +5 while power is active - Greater size is permanent. 
Armor (9): +18 Armor 
Undead: see main entry p89 
Fear: Selective (1), Large Blast Template 
Hardy
Super Edge (1)
Novice Advances: Edge: Brawler; Edge: Hard to Kill; 
Raise Skill: Fighting
Seasoned Advances: Edge: Bruiser 
Setting Rules: Born a Hero, Super Strength

Sunday, August 10, 2025

GameStorming: Savage Worlds X Numenera


What drew me to Monte Cook Games' Numenera/Cypher System was the Adjective Noun Verb description of your character. How cool is it to brainstorm what you are going to play by coming up with a Brave Glaive (warrior) who has a Halo of Fire?

While the Cypher System isn't a difficult system to learn, it has a few problems that have kept me from running it more. The first is that Effort both fuels your attempts at overcoming obstacles, activating powers, and functions as hit points as well. It's just not my bag.

Last night, while looking over Savage Worlds Adventure Edition, an idea hit me like a bullet in the head. Power it with Savage Worlds.

The adjective "Brave" in the above example gives a +2 bonus to tests. Rate your Noun or Verb with a d6 and rate the remaining descriptor with a d8. I choose Glaive for d8 and Halo of Fire at a d6. Everything else defaults to a d4, and characters are Wild Cards, so they roll a d6 with every test, except damage, too.

I'm not defaulting to d4-2 because I want a more heroic game, but that would be an option. Importing wounds and equipment from SWADE allows you to even mine your verb from it too, though I will be more comfortable with a more wing-it approach during play.

We are just starting a 5.5 game, so I'm not sure when I will get to it, but I'll keep you posted.

Monday, November 27, 2023

Miscreant Monday: Crime Wave for Savage Worlds + the Supers Companion for Earth 72


Hamilton Fox, a con man and drug dealer, had dreamed of becoming an Olympic runner for as long as he could remember. Sadly, he was willing to do anything to be the best and was caught using performance enhancing drugs and banned from competing any further.

Blaming everyone but himself he fell in with the wrong crowd and began dealing drugs before being caught and doing time in the Holloway Detention Center on the outskirts of Opal City. It was there that he met Joseph Klein who took him under his wing.  When Klein was released he told Fox to look him up for a job when he got out. 

Hamilton did just that 18 months later when he found Klein working for the crime syndicate known as the One-Thousand and serving as a trusted right hand for the Mist who was in charge of operations in Opal City. Two years later, after proving himself loyal and reliable, the Mist asked Fox if he would be interested in an experiment that could give him superpowers and without a moment's hesitation he told her he was in.

The 1,000 had put a member of the Dominator species known as Gunther in touch with a new iteration of H.I.V.E.. Gunther had defected to Earth during its Invasion by a coalition of aliens. The Dominator's research involved unlocking the metagene and he and two other subjects underwent the procedure.

Hamilton was really lucky. He only had flu-like symptoms for a couple of days before his super speed manifested while the other two subjects died very, very painful deaths.

The Mist has been training Fox in the use of his powers and he has taken up the codename the Crime Wave. She's been having him operate in Hub City to save him as secret weapon when the time is right. Fox is running faster than ever and is enjoying the rush.

You can download a PDF for Crime Wave here.

I used the excellent Savaged.us to build him at Power Level II.







Monday, November 13, 2023

Miscreant Monday: DC Comics' H.I.V.E. Soldiers for Savage Worlds and Earth 72


H.I.V.E. is a mercenary organization that specializes in high-level contract assassinations, the training and even creation of metahuman operatives, and acts of terrorism. The current incarnation has begun operating in Opal City on the East coast of the U.S. and the Department of Extranormal Operations had identified its new Queen to be the brilliant and deadly Cheshire.

Monday, October 30, 2023

State of the Planes: October 2023


This year just seems to have flown by and All Hallow's Eve is nearly upon us. I've been playing a Fighter named Bluehawk using the Unearthed Arcana playtest version and am enjoying it. I'm a bit tired of 5E though and if the group wants to continue with it after this campaign wraps I might excuse myself for a bit. I love seeing all of my friends but they still seem very enthused about 5E and I am just not.

I'm still taking a break from Deadlands on Tuesdays and we are beginning an Icons game set in the DC...uh...Multiverse...I guess? The PCs are working for Power Co. in Opal City and are dealing with a new version of HIVE led by Cheshire.

I've spent the last few months looking at games I want to run such as Shadowdark, Dragonbane, Basic Role Playing, Hero's Journey, Castle Falkenstein, Fantasy AGE, Hero System 6E, and even Pathfinder 2E. I think whatever I run it won't have a d20 in it. I love the OSR and still love 5E, even though I despise Wizards of the Coast, but I just need some time away from both of them. I think I'm going to focus on Savage Worlds since my biggest grip against it was the Wound system which is no longer the case and I really like a bunch of its settings: Deadlands, Battlelords of the 23rd Century, Rippers Resurrected, 50 Fathoms, Saga of Solomon Kane, Flash Gordon, Pathfinder, and Lankhmar. I'm contemplating a setting like Rifts Earth (though I don't want to run SW Rifts yet), Deadland's Hunting Grounds...something where people from all over find themselves in the same place or the setting just makes room for all of them like Numenera's 9th World a billion years in the future but without the Cyphers.. Basically, I'd just lay out all of the Seasoned Archetypes for SWADE and let people pick their characters. I love what Pinnacle is doing with the Archetype, Powers, Chase, Status, and Ally/Adversary cards. I also have a Rippers Resurrected mixed with Ravenloft's Masque of the Red Death game in mind but when don't I have a million ideas? So little time. Sigh.

I'd like to do some "OSR stuff" for Savage Worlds like I started with Death's Head Keep earlier this year but I'm going to be realistic and see what happens. I don't think I just want to make antagonists and might focus on setting material and even side quests.

I guess we will see what November and December hold.

Be well.

Monday, April 24, 2023

Manitou Monday: Dobson Family SideQuest for Deadlands the Weird West & Savage Worlds



A PDF of this SideQuest is available here.

Outside the city of Denver is a small, family cemetery hidden amongst the woods of a blue spruce forest. No one remembers the Dobson family in the area if asked, but they will lose every ounce of friendliness if outsiders are foolish enough to inquire about the tomb or any other strange things in the area. Only, Bringham Polk, a drunk trapper who lives closest to the cemetery is willing to open up about the place and only if some booze is made readily available to him. 


After his third or fourth whiskey Brig, as his Ma called him, will tell you about the strange screeches that can be heard several nights a month around the boneyard, the death of livestock of all kinds throughout the year, and those nights when the Moon is nowhere to be seen and not quite human things that knock on his windows, rattle his locked doors, climb upon his roof, and try to crawl down his chimney. By the time Brig gets around to this last bit the man is terrified and heads over to the Sherif’s office to dry out in a cell. Coincidentally, there is no Moon that night.


When its found the vines, creepers,  and roots of the forest seem to shy away from the ominous stone building and here are several things about it that are off-putting. First, the doorway is just a tad to narrow and short for most people and no one can read the bone white letters of some strange language that spells out “VKTUURM circa 2241” etched above the door.


There is a single coffin on a stone slab within the tomb and it uncovered and empty with the lid missing completely. Covered in a heavy layer of dust is a golden necklace with a long attached. On a successful Common Knowledge check the observers believes it is a human tooth. 


Each corner of the interior features a gargoyle crouched and ready to strike and a successful Occult check reveals them to be examples of Ghuls from Middle-Eastern folklore.


A successful Notice check finds a narrow hidden door in the far left corner leading down. Posse members with the Brawny edge are too large to enter the door.

A worn set of hand holds takes the Posse down about 30’ before opening into a large chamber and utter darkness. Using a torch or other light source reveals a dirt floor and scattered bones of all kinds. A terrible stink pervades the whole area and is a mixture of a heavy musk and feces. A Notice check reveals 2 Dobson Family Ghuls almost completely buried in the walls of this chamber and breathing very shallowly. A roll of 1 on the Notice trait die awakens both Ghuls who attack and screech for the rest of their nest. If the Ghuls are not awakened then Posse members have The Drop on them.


Dobson Family Ghul

Parry 7 | Tough 7 | Pace 6 (d6)

Ag d10, Sm d4, Sp d6, St d8, Vi d10 | 

Athletics d10 | Fighting d10 (d8+d4)

Notice d8 | Stealth d8 | Survival d10 | 

Edges Arcane Resistance, Beast Bond, 

Calculating, Free Runner, Grit, 

Special Abilities Burrow, Fear (Those who see them must make a Fear Check), Low-Light Vision (No penalties for Dim and Dark Illumination), Weakness: Light (-2 to all Trait Rolls in light brighter than a torch)

A narrow tunnel opens up to the left and after about 30’ splits to the right and left.

Taking the right-hand tunnel leads to another chamber that is barely large enough to hold the entire Posse and has scattered piles of various items and includes 1 dagger, 1 Colt Peacemaker, 1 calvary saber, 4 children’s toys, and $40. Another Notice check reveals 2 adult Ghuls and 3 Ghoul children. Once again, a 1 on the Notice die awakens the creatures and sleeping Ghuls gives the Posse The Drop.


If the left-hand tunnel is selected it is 50’ long and opens into the smallest chamber yet. There is enough room for 2 Posse members at most and a woman with wild and long silver hair, naked and her belly swollen with child, lies in the center of the floor with her left arm buried in the dirt up to her elbow. Both Mother Dobson and her mate, whose hand she is holding and who is lying buried beneath her, Father Dobson can be awoken just like the other Ghuls and if they are asleep the Posse has The Drop on them.


Father Dobson Ghul

Parry 7 | Tough 7 | Pace 6 (d6)

Ag d10, Sm d4, Sp d8, St d10, Vi d10 | 

Athletics d10 | Fighting d10 (d10+d4)

Notice d8 | Stealth d8 | Survival d10 | 

Edges Arcane Resistance, Beast Bond, 

Calculating, Free Runner, Grit, 

Special Abilities Burrow, Fear (Those who see them must make a Fear Check), Low-Light Vision (No penalties for Dim and Dark Illumination), Weakness: Light (-2 to all Trait Rolls in light brighter than a torch)


Mother Dobson

Wild Card

Parry 6 | Tough 6 | Pace 6 (d6)

Ag d8, Sm d8, Sp d10, St d6, Vi d8 | 

Athletics d8 | Fighting d8 (d6+d4)

Notice d8 | Stealth d8 | Survival d10 | 

Edges Brawler, Command Presence, Ferver, Improved Beast Bond, Master Tactician

Special Abilities Burrow, Low-Light Vision (No penalties for Dim and Dark Illumination)


Within this chamber is the Dobson Family Bible with a letter from Lilith Whately congratulating her niece, Pandora, on her engagement to Ibraham Dobson. There is an old and weathered  copy of the dreaded Liber Des Goules which contains a cypher for the language used on the outside of the tomb known as Enoy and a written history of the Dobson clan here in the U.S.



Monday, April 17, 2023

Manitou Monday: Red Tiger Gang's Hideout, A 5 Room Dungeon

 






You can Download the PDF here.


The Red Tiger Gang is led by Tigress Hepburn, the daughter of Frances "Trapper" Hepburn who rode with several gangs in the 1870s. Tigress' Mother, Acorn, died in child birth and she was literally raised by gangs her father rode with. After her Dad got gunned down in Dodge City, she found herself working with her "Uncle", Frank Perth and Robert "Red" Dobbins who both think of her as their daughters. Due to the backward view of some bandits and hired guns Tigress posed as a young man and was known by strangers as "Tiger". Smart and surprisingly well-read most who rode with Tigress quickly found enough success to look past the fact that she was "the fairer sex" and those stupid enough to give her unwanted attention had to deal with first her and then Uncle Frank and Red. 


The Posse is tracking down the Red Tigers who are wanted for several murders in the area over the last 4 months. The Gang is working for the Bayou Vermillion rail company dealing with folks who won't accept the Baron's offer for their land. There is bounty of $200 each for all 8 members of the Gang.


The entrance to the caves the Tigers use as a hideout is guarded by Uncle Frank Perth and his gatling rifle, Birdie (she has been modified to carry double the amount of rounds). Frank uses a wooden crate as a seat, there are two sets of lanterns mounted to each side of the cave, and a small wooden table holds a cup of oily black coffee.


Uncle Frank Perth

Wild Card

Parry 7 | Tough 7 (1) | Pace 6 (d6)

Ag d8, Sm d8, Sp d6, St d10, Vi d8 | 

Athletics d8 | Fighting d10 

Notice d8 | Shooting d10 (2d8, 24/48/96,

AP 2, RoF 3, 60 Shots)  | Stealth d8 | 

Edges Improved Rapid Fire, Rock and Roll! 

Quirks Shaving cuts on face


The cave branches to the right and left.


Heading to the right leads to a chamber with four rough tables with a poker deck on the closest. Under one of the tables lies a woman who pleads for help when the Posse enter. Her arms and legs are bound with heavy rope. Her face is dirty, she has no shoes, and she is wearing a denim dress that is heavily scuffed. She quickly tells them , "A bunch of 'em are out hunting, hurry get free me before they make it back!"


She will identify herself as Diane Hope and claims the outlaws killed her husband and kidnapped her two days ago. In reality, she is the gang's leader, Tigress Hepburn, and she heard the scuffle with Uncle Frank and tied herself up and sent the other Tigers into the next chamber to ambush the intruders. She has a derringer and a knife on her.


Diane Hope AKA Tigress Hepburn

Wild Card

Parry 7 | Tough 7 (1) | Pace 8 (d8)

| Ag d12, Sm d10, Sp d6, St d6, Vi d10 | 

Athletics d8 | Fighting d6 (d6+d4) | 

Intimidation d10 | Notice d10 | 

Persuasion d10 | Shooting d10 (2d4, 

3/6/12, RoF 1, 2 Shots)  | Stealth d8 | Taunt d10 | 

Edges Command Presence, Level Headed,

Natural Leader 

Quirks Missing pinky on left hand.


The next chamber has a bear-skinned rug and 3 crates containing whiskey, a bag of mail, and several empty money bags. The two tables in this room are tipped over and being used as cover by 5 Red Tigers. "Drop your weapons and we'll talk about how you might make it out alive!", yells a man with flaming red hair and beard aiming 2 peacemakers at the Posse. 


"Diane" will make sure to stay behind the characters and in the previous the chamber they "rescued" her from. She won't act on the first round of combat but will attack the Posse on the second round. She is loyal to her gang but if things look bad for them before attacking she will continue her ruse until she can escape and then gain revenge. 


Shooting in the cave can be dangerous due to ricochets and if an attacker rolls a1 on their Shooting die and fails their attack roll, draw a card, if it is a Diamond draw a card for each person in the chamber and whoever has the lowest card is hit by the ricocheting bullet.


5 Red Tiger Bandits

Parry 7 | Tough 7 (1) | Pace 6 (d6)

| Ag d6, Sm d6, Sp d6, St d8, Vi d6 | 

Athletics d8 | Fighting d6

Shooting d8 (2d6+1, 12/24/48, AP 1, 

RoF 1, 0 Shots)  | Stealth d6 | 


The cave take a sharp turn to the left toward the largest chamber yet. There are 7 bed rolls in here and the last 1/4 of the chamber is separated by quilts hung on clothesline to give Tigress privacy from the rest of her gang. While the Posse searches this chamber she stay close to the entrance and will be looking for a chance to make a run for it if the Posse has killed the Uncle Frank and the other 5 Tigers. Once the Posse begins inspecting Tigress’ belongings a successful Common Knowledge roll will clue them into her lie and she will not surrender for any reason, she'd rather die then be hung or go to jail.


There is a deep niche in the wall near her bedroll where there is $100 in cash and 4 ounces of Ghost Rock. After searching the whole chamber the Posse also finds an additional $80 in cash, a ruby engagement ring, 1 stick of TNT, 3 dime novels, and a copy of Hoyle's Book of Games that is missing close to 20 pages. 


If the Posse takes a left instead of the right at the split after about 5 minutes they find dead end with numerous bones, animal, human, and…other critters scattered on the chamber floor. A successful Notice roll at -2 will reveal a carcajou, a wolverine-like creature that the Gang has chained up in here. The chain has 15' of slack and this chamber is 45' long and 30' wide.


Carcajou

Parry 9 | Tough 10 (1) | Pace 10 (d10)

Ag d10, Sm d4 (A), Sp d12, St d10, Vi d12 | 

Athletics d10 | Fighting d12+2 (d12+d6+2, AP 2 | Intimidation d10 | Notice d8 | Stealth d12 |

Survival d8 | Edges Improved Frenzy,

Quick, Rabble-Rouser | Special Abilities

Fearless, Hardy, Size -1

Quirks Missing left eye



  



 

 

 



  

 

 


 



 

 

 



  

 

 


Monday, March 20, 2023

Manitou Monday: The Cordon Bruja for Deadlands & SWADE





The Cordon Bruja or Witch in Lace, haunts the boomtowns of the West, a shadowy guardian of women who have been the prey of black-hearted and abusive men. The legend holds that a new Bride witnessed her husband's murder by three men looking to lie low from the law and fate made them choose their homestead on the day of their wedding. After killing her husband they savagely attacked, tortured, and hung the Bride on their properties lone tree. 

As the breath left the Bride, who still wore the tattered remains of her bridal gown, her terror and rage caught the attention of a sinister manitou known as Vengaza. The manitou promised a slow and agonizing death to the three men who destroyed her life and the Bride's answer was swift and certain. However, Vengaza was stunned by the Bride's will as the manitou had planned a long and brutal run of atrocities using her corpse, but it could not gain control of the new Harrowed. Vegnaza had taken notice of the woman because of her magical talent for witchcraft but it realized too late that it had vastly underestimated the woman' power.

It wasn't Vengaza but the Bride...no...the Witch in Lace, who spent the next 13 days slowly torturing the three men who took everything from her and so many others as they each confessed their crimes while begging for death. 

Vengaza is now trapped by the Witch, who has begun hunting for other such predators, a vigilant and brutal angel of grim retribution, but for some the only ally they have left.


CORDON BRUJA 

Wild Card

Parry 6 Tough Pace 10 (d10) 

Athletics d6 Fighting d10 

(claws d6 + d4) Shooting d6 | 

Spellcasting d10 Intimidation d8,

Notice d8, Stealth d8 Ag d8, Sm d10, 

Sp d10, St d6, Vi d6 | Edges Arcane 

Background (Magic), Improved 

Arcane Resistance, Level Headed | 

Special Abilities Undead, Wall Walker | 

Power Points 20 | Powers Arcane Protection, 

Blind, Bolt, Confusion, Dispel, 

Drain Power Points, Havoc, Fear, Fly, 

Mirror Self, Protection, Shape Change 

Sunday, March 19, 2023

Spotlight on City Guard Chronicles: The Case of the Misguided Lover for Savage Worlds




I have always had a soft spot for fantasy city settings like LankhmarSanctuary, Ankh-Morpork, and the City-State of the Invisible Overlord and in the early days of this blog I created Jarlsburg, my ode to each of them.

Recently, the City Guard Chronicles: The Case of the Misguided Lover was released by Jan Jetmar and Cyril Ronseaux for Savage Worlds Adventure Edition and I purchased it immediately. It was an easy decision as both have done excellent fantasy supplements for SWADE such as Tomes and Prayers, Wand Magic,  and Wizards and Mystics.

The product comes in at 37 pages and gives you an overview of The City and ideas on which cities it would be in settings like Golarion, Eberron, and Hellfrost.

What follows is a tale of murder, betrayal, demonic pacts, and vengeance that is clearly laid out on a timeline starting 9 days before the adventure begins (what a great tool). The organization and lay-out are great for an over-busy Game Master and the scenes it shares leave plenty of room for any improvisation that might be necessary.

I don't want to give the plot away but I think it nails an investigative approach that paints those involved with enough complexity that their varies crimes are relatable and and layered.

I've been looking for a Savage Worlds setting I can run on nights our primary GM is unavailable and this is a great way to kick off a return to Jarlsburg for me and I can't wait for more City Guard Chronicles.

You can purchase it here.

Thursday, February 23, 2023

Death's Head Keep Level 2, Room 18. #Dungeon23

   The door from Room 17 leads here. 




You walk into a kitchen that is dimly lit by an enchantment worked into the stones of a huge hearth. A cast-iron cauldron, shaped into the smiling face of the Godmother, dominates the entire room.

  • It is 15’ x 30’.
  • A narrow table runs most of the length of the left-hand wall and a lonely rolling pin sits cockeyed upon it.
  • Just after this table is a wide blue door.
  • A long table cuts through the middle of the room and it has the word "Frae" carved roughly into it.
  • Shelves and larders are bare and there is a slight echo to the room.
  • A faint smell of warm cookies lingers greeting you.
  • The ceiling is 14' high with thicken wooden rafters.
  • There are no webs of any kind within this kitchen.

Saturday, February 18, 2023

Death's Head Keep Level 2, Room 17 #Dungeon23

  The door from Room 16 leads here. 


The Sigil of the Witch Queen

A long hallway with windows on both sides that reveal an infinite night filled with stars.

  • It is 30’ x 10’.
  • The hallway's temperature is 30° and it leads to a heavy orichalcum door with the Sigil of the Witch Queen in dried blood.
  • A successful Occult check reveals that the hallway is built within the Plane of Night and the outside is lethal to humanoids.
  • The windows have a Parry of 2 and their Object Hardness is 20 (SWADE pg. 98). A broken window will require each creature to succeed at an Athletics check at -2 or be pulled outside where they will die in 1d4 minutes. The windows are enchanted to repair themselves in 1d6 turns.

Thursday, February 16, 2023

Death's Head Keep Level 2, Room 16. #Dungeon23

 The door from Room 15 leads here. 





A landing with stairs going up and down lie before you.

  • It is 15’ x 10’.
  • Dim green lights are built into the left and right wall of the landing.
  • If the stairs leading down are taken the sixth step is trap that turns the steps into a slide leading to pit trap with spikes that opens up on the bottom landing. Any PCs that move down the stairs are considered one step behind each other.
  • A successful Notice check at -2 alerts a PC to the trap. 
  • A successful Athletic check lets a PC catch on to something and not fall into the pit or be harmed by the spikes.
  • Remember that some of the PC's may be Fatigued, Exhausted or Wounded from previous rooms or attempt Multi-Actions to help their allies.
  • The spikes in the trap inflict 3d6 damage and are AP 2.
  • The door on the bottom landing is fake and leads nowhere and the stairs that appear to lead further down from that landing simply lead to a stone wall.

Death's Head Keep Level 2, Room 15

 The left door from Room 14 leads here. 




The wall to the right is covered in a bright yellow hive that throbs to a silent beat.

  • It is 20’ x 10’.
  • Toward the far corner of the left-most wall is a brass door that is locked by 3 deadbolts.
  • Once a creature of Size 1/2 or greater steps on this room's floor the hive immediately stops throbbing and one round later vomits forth hundreds of shiny golden worms that blindly launch themselves at the nearest creature.
  • The worms are a Quick Encounter (SWADE pg. 134-135) and the PCs can make an Athletics (get out of the way), Common Knowledge (the door is locked), Fighting (smash them), or Thievery (unlock the door quickly) check at +1. A failed individual roll causes a PC 1 Wound or d4 Wounds on a Critical Failure. An individual success means the PC only has Bumps and Bruises (SWADE pg. 125) or are unscathed with a raise.
  • If the PCs have less total successes than their number and they gained a wound then they became Fatigued or Exhausted on Critical Failure.
  • The worms are destroyed when they pass through either door.
  • A successful Academics or Occult roll identifies these as writhers an alien swarm that can drain a creature of all of its blood in minutes. A raise informs a PC that anyone wounded by a writher can now be tracked magically by certain spells for 2d8 days.

Tuesday, February 14, 2023

Death's Head Keep Level 2, Room 14

The left door from Room 10 leads here. 



A huge grandfather clock is placed against the left wall this room.

  • It is 10’ x 10’.
  • The grandfather clock is twice the size of a normal one.
  • Its cabinet is a light maple and the metal components are made of orichalcum.
  • A booming roar announces that it is Noon and Midnight.
  • The floor is covered in saw dust.
  • A secret alcove behind the clock can found with a successful Notice check at -1.
  • The alcove has 5 shelves and there is a Bearskin Cloak (pg. 149 SWADE Fantasy Companion), Cap of Tongues (pg. 150), and a Potion of Spider Climb and Recharge (pg. 145) on them.
  • The ceiling is 30' high and features a large an enchanted lamp offering bright light.


Monday, February 13, 2023

Death's Head Keep Level 2, Room 13. #Dungeon23


A square cage pushes so close to each wall that there is just enough room to squeeze around its edges.

  • The room is 10 x 10.
  • The cage is 8' x 8' and is made of cold iron.
  • Its door is missing and there is a scorch mark on the wall where it should be.
  • A moldering blanket and a doll made from a corn husk are all that lie within it.
  • Below the blanket is the rune of Captivity and it has been broken and therefore powerless.
  • The ceiling is only 6' high
  • There is no other door in this room.


Death's Head Keep Level 2, Room 12. #Dungeon23

 



A blazing inferno roars in a pit that dominates this room.

  • The room is 80 x 80.
  • The fire pit has a diameter of 30'.
  • The heat from the fire is so intense that a creature may not get closer than 10' without some form of heat resistance.
  • One round after entering the room 4 azers step out of the flame.
  • The ceiling is 70’ high and forms a chimney covered in soot and ash.

Their weapons glow white hot as the azsers they move in close.

  • Their leader is a head taller than the rest of her kin and she eyes each of the PCs before saying, "I am Hralda Brightspear and my clan and I have pledged to protect this Keep and slay any intruders. Prepare to die."
  • Herald's spear is enchanted and grants a +1 to Athletics (Throwing) and Fighting as well as a +1 to damage. Additionally, it grants +1d6 natural Armor against fire.
  • On the far wall is a set of steel double doors.


Hralda Brightspear 

Parry 7 | Tough 9 (3) | Pace 6 (d6)

Athletics d8 | Fighting d8 + 1 

(spear d8 + d6 + 1) | Shooting d6 | 

Ag d8, Sm d8, Sp d6, St d8, Vi d8 | 

Edges Frenzy | Special Abilities 

Damage Field 2d4, Immunity to fire



Azer

Parry 7 Tough 8 (3) Pace 6 (d6) 

Athletics d6 Fighting d8 (warhammer 

d8 + d6) Shooting d6 | Ag d6, Sm d6, 

Sp d6, St d6, Vi d6 | Special Abilities 

Damage Field 2d4, Immunity to fire

Saturday, February 11, 2023

Death's Head Keep Level 2, Room 11. #Dungeon23


This room is oval with a dais in the middle and an archway standing empty upon it.

  • This room is entered by taking the door on the right from the previous room.
  • It has a diameter of 30’.
  • The archway doesn’t lead anywhere but it radiates a palpable feeling of dread, oblivion, and wrongness.
  • When a PC moves through the archway their life flashes before their eyes and they must make a Spirit check. If successful the next time they spend a Bennie, as long as they are still on Level 2 of the Keep, it is treated as Conviction. If failed they become Fatigued and the GM gains 1 Benny. The archway may only affect each PC in this way one time.
  • The ceiling is 15’ high.
  • There is a strange blue door that is 5’ tall and 5’ wide past the archway .

Death's Head Keep: Level 2, Room 10. #Dungeon23

 



A hallway turns to the right and after about 50’ has three short steps leading.

  • It is 10’ x 75’.
  • Three torches are mounted 7’ above the along the left hand wall.
  • Their green flame indicates they are enchanted.
  • The ceiling is 15’ high.


After the steps two doors are set in far wall. One to the right and one to the left.

  • Both doors are locked.
  • Neither is trapped.
  • A successful Thievery check will open either door.


Sitting vigilantly above both doors in the center of the wall is a gargoyle. 

  • It’s perch is about 8’ high.
  • A successful Notice roll at -1 reveals that it opens its left eye every 15 to 20 seconds to spy on anyone in the hallway.
  • If spoken to it will reveal it’s name is Kerna and it is a spy for it’s clan here in the Keep.
  • Kerna is a pacifist and won’t defend itself if attacked.
  • If pressed they will admit that they deplore violence and are essentially an outcast given this role because their parents were too embarrassed to have her stay at their megalith.
  • Kerna’s parents are the leaders of her megalith. Their father is known as the Stalactite and their mother is known as the Stalagmite.
  • Kerna isn’t used to kindness let alone anyone listening to her so any social Trait rolls involving her are at a +2.
  • If asked directly she will advise taking the door on the right because she believe there is a dragon in the room on the left.
  • At Noon and Midnight a bellowing roar can easily be heard from the room on the left.
  • Kerna uses her innate magic to transport to her megalith and therefore has never been in either of the rooms she watches over.

Kerna 

Wild Card

Parry 4 | Tough 11 (4) | Pace 4 (d4)

Athletics d10 | Fighting d4-2

Shooting d4-2 | Ag d6, Sm d4, Sp d8, 

St d10, Vi d10 | Edges Alertness,

Brute, Improved Arcane Resistance,

Improved Block, Iron Jaw | 

Special Abilities Armor 4, Flight 

(Pace 10)


Shadowdark: The Citadel on the Borderlands

I hope to be running the Lost Citadel of the Scarlet Minotaur this Friday and I'll be using the Premium version that was released to Ba...