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

Monday, November 14, 2016

Savage Worlds Low Life: Random Bodul Tables

Roll for the central piece of the Bodul:

1-5 Torso
6 Head
7 Leg or Foot
8 Hand or Arm or Tentacle
9 Eye
10 "Ball"

Roll how many body parts are connected: 2d4 minus 1 (one to seven)

Roll for each of the parts

1 Torso
2 Head
3 Leg or Foot
4 Hand or Arm or Tentacle
5 Eye
6 Primary or Secondary Sexual Organ

Each of these body parts is connected to 1d4 minus 3 additional body parts (zero to 1)
Exception: if you roll a Torso 1W4 minus minus 2 additonal body parts (zero to 2) are connected

Monday, November 23, 2015

Savage Synnibarr: Cloudpuncher's Secret Chamber

After having entered Captain Cloudpuncher's house in the giant's city of Ship's Home, Trush - in giant baby form -, Dita and Douro chat with Cloudpuncher's mother and her niece. The mother asks Dita who was the woman with whom he had the child, but Dita is able not to spill the beans and just giving vague answers. Douro decides to leave the house in the meantime to check the surrounding streets.

Dita releases Cloudpuncher's ghost from her Ghost Lamp. She asks him to float upstairs and retrieve his slave trade journal. But while he at first promises help, he does not return from upstairs - even after 20 minutes. But as soon as he is free he starts mocking her, calling her a stupid b for taking him to the place that he wanted to spend his afterlife and that he knew making her survive as a kid could pay off one day. He tells her that upstairs in his realm, he is nearly invincible. Then he disappears floating through the door.

Dita decides to send more ghosts upstairs after him: three dead soldiers, a creepy girl and a winged unicorn. One of them returned after some time, telling that Cloudpuncher's ghost disappeared behind a secret door upstairs - in a room that is protected from any magic or supernatural interference with magic traps.

In the meantime the young women decided to bring giant baby Trush to bed in the other room downstairs. Cloudpuncher's mother joins her. Dita has asked before, if she could stay one night in the house and is offered a sleeping place in the kitchen.

The two female inhabitants sleep soon and baby Trush sneaks out of the bed he shares with Cloudpuncher's mother and meets Dita in the hallway. They ghosts have told them to take care of a trapdoor on the staircase and that way they are able to overstep the wire activating it.

Upstairs they know to pick the left door and while it is locked, Dita can open it easily with her Amazon's Toolkit. She and Trush enter Cloudpuncher's bedroom. The ghosts told Dita about the secret passage under the panels, but she does not know the password. Trush is able to find a microphone though and  computer system that controls the secret door. With his Computer Domination ability he easily takes full control of the system and opens the wall.

He and Dita are able to enter Cloudpuncher's secret chamber: a room with a desk and many maps as well as a stuffed Winged Giant Grizzly that is five meters tall. The bear is standing on a box that seems to contain Cloudpuncher's secret slave trade journal. On a second glimpse the grizzly actually looks too lifelike - especially in the eyes - to be stuffed. Dita lifts the giant bear with her telekinetic powers and Trush steps towards the box that seems to be glued to the bear's feet. But as soon as Trush touches it, the bear comes to life and shoots laser beams from his eyes at Dita. She gets hit and barely is able to dodge in a way that her shoulder is only superficially burnt. She is still holding the bear with telekinesis and Trush is pushing away the box. She releases a chi shout but the bear is not even registering. She realises that Cloudpuncher's ghost has manifested in it.

Dita comes up with a plan. She tells Trush to leave the room as fast as possible and follows him. As soon as they are out, she lets Trush lock the secret door via the computer system. With all the anti magical barriers in place, Cloudpuncher should be locked in his secret room forever.

Dita and Trush look at the content of the box: there really is the journal in it. The big leather bound notebook contains all slave trade related business transactions written in ink. Dita is able to find her brother: he was sold to a person called Lady Strahd. It seems Cloudpuncher has a bimonthly meeting point with her a mountain range not to far from Ship's Home. She is buying young boys at all these occasions.

Next to the journal there are shackles in the box. Dita is able to feel that those are not ordinary shackles, but some made out of Venderant Nalaberong, the only power being able to withstand gods. These Venderant Nalaberong Shackles of Eternity are able to bind even a god for time neverending.

As the fight with the bear  - especially the chi shout - made some noise, even with closed magic barrier doors, Trush decided to return to his baby role. He steps back on the stairsteps crying. Actually Cloudpuncher's mother really woke up and came to the halllway. Trush pretends to stumble down the stairs and right into her arms. She is relieved and brings him back into her bed.

Sunday, October 18, 2015

Savage Synnibarr Space

Between the first Synnibarr adventure that turned into a 12.5 sessions mini campaign on the alchemist Durana's plan and the Agent-Nelson/Cloudpuncher campaign, there was an intermezzo in space - with the spaceship discovered under water.

The space adventures were supposed to be continue further, but I dropped the campaign after three sessions, because I got the impression that the players were too powerful.

Admittedly that was more an issue of me being scared to power up the NPCs enough, but I still had issues, as a normal space opera setting can't compete with the power level of Synnibarr.

Anyways: I never did a write up of the game and this should be a start.

We played 4.5 sessions. (Like in the "1st season" the final session was too long to fit into one evening or afternoon and had to be continued another day.)

In my 2013 gaming calendar the sessions can be found under the following names:
  • The Home Space Express
  • Spacestation V
  • 2 teams of Slavers
  • Through the DarkTek Office to the Vault
  • The Taker: Grenades & Eyeballs
This is what happened as far as I can remember. I used my private GM notes for the summary.

The group leaves the Synnibarr on the  spaceship they found under water


Next: Back on Synnibarr: Ninjas in the rooftop lounge

Wednesday, October 14, 2015

Savage Synnibarr: Cloudpuncher's House

Leaving the airships and Clam Island behind, the group makes a 6 day trip with Airy's solid illusion submarine near Ship's Home, the giants' capital. Airy stays awake all that time, but is able to handle it with his mushrooms.

Gorogoroth, Dita, Trush and Douro walk along the cliffs near the coast towards Ship's Home. At one time they encounter an Giant airship patrol, but Trush turns into a giant flying stingray and covers view on the others with his wide body.

That way they make it to the city before the evening. They end up at a gate at the city wall where two drunk giant guards are on watch. Trush turns into a giant baby in a wheeled cradle and the group comes up with the story that they found the baby in a human city and want to return it to the giants. After being suspicious for a short time, the guards see them as heroes (Adventure Card) and let them pass, telling them about the way to the orphanage of Ship's Home.

While the rest of the group goes there, the invisible Gorgoroth follows Dita's instruction to look for the Cloudpuncher's house and to retrieve the book. Gorogoroth actually can smell from outside that there are two giant women in the living room in the ground floor while upstairs there are many weird and exotic objects.

He decides to fly intangible to the upper floor and lands inside a small room - at least for giants. Next to a small desk and a chair, a giant sized chest is the most outstanding object in the room. He puts his intangible head inside and can smell gold as well as a sleeping creature - an elvome. Elvomes are a cross between an elf and a gnome: 3 feet tall creatures that look like an overweight Yoda, who possess some magical abilities.

Gorgoroth decides to use his mind control on the elvome and is finally able to take him over. He makes the creature explain him telepathically that the chest is his home and that Cloudpuncher took the chest here seven years ago. The elvome's name is Chubbga and he has seen his chest change owner multiple times.

Gorgoroth asks the Chubbga to open the chest and elvome uses some telekinetic powers to open the look and come outside. Under Gorgoroth control he explains that he did not notice too much about the Cloudpuncher and his house, but that he knows where the giant captain was writing in his business journal: in another room on the upper floor. The elvome also explains that he has a magic dagger that turns people into golden figurines if they are stabbed with it. Gorgoroth commands him to take the two golden figurines from the chest with him.

In the meantime the rest of the group has reached the orphanage - at dusk. Some kids playing in front of that building notice them and a girl from the group falls for the cute giant baby. She tells them to bring it in the orphanage where an old nurse tells that the orphanage can take care of the baby, but that Dita and Douro better contact the authorities the next day, so that the parents can be found. For that night they can stay at the orphanage as there are enough cribs the humas can easily fit in.

Gorgoroth in the meantime let the elvome unlock the door to Cloudpuncher's study room telekinetically. He enters the big room that is filled with many weird objects from all corners of Synnibarr. The chameleon drake is greeted upon entering by a stuffed parrot that strangely talks to him in a shrill voice. Despite the danger of the two women downstairs hearing something, Gorgoroth decides to leave the door of the room open.

The parrot greets him and gives him advice first to clean the mirror in the room, then to take a red shield with a skull from the wall and finally to drink a potion that he found in the room. After hesitating for some moments, Gorgoroth follows the advice, as the parrot is not able to tell anything about the location of the book. Before that he tell the elvome to shut the door as the voice of the parrot is getting louder and louder, and could be noticed by the women downstairs.

Golgoroth examines the mirror and sees that its surface is dimmed by some grey film. He starts cleaning the mirror while being invisible with a cloths that is hanging over the mirror's corner. But only seconds after he starts, the mirror shatters in thousands of shards. Gorgoroth's scale skin is strong enough to withstand and harm from the sharts, but he can only rejoice for seconds, as he feels some presence making its way through from the back of the mirror, some evil presence...

He realizes that this is a mirror demon version of himself. And there is no doubt that his demon form posses the same powers as the adventurer chameleon drake. While Gorgoroth is able to withstand the mirror demon's first trial to possess him. Instead he runs to the wall and rips off the red shield with the skull on it, hanging there, that the parrot mentioned.

He feels that this skull shield has special powers: the ability to turn an opponent into dust, if they fail an attack. Before he can achieve more with this logic, his demonic doppelganger takes control over him and commands him to stay invisible in one corner of the room.

Douro and Dita decide in the meantime that they want to check out Cloudpuncher's house themselves. They take along Trush who is still in his giant toddler form and walks with them over to the house. There he knocks while the humans stay behind him.

Together they explain that the fake baby is Cloudpuncher's child. For some reason the old and young woman take them serious and ask them to enter the room. Trush is able to convince the giant girl into breast feeding him.

Dita takes telepathic contact with Cloudpuncher's ghost in her ghost lamp and asks him about the house. He warns her about the mirror.

Next: Cloudpuncher's Secret Chamber

Thursday, October 1, 2015

Savage Synnibarr: Attack of the Giant Airships

After taking care of Cloudpuncher's remains, Douro decides to check back inside the Temple of Yanak. On the way through the gate he is attacked by two fire clams, but he is able to switch on his Tiger Fire before their flames can hit him and is therefore immune to the fire damage.

Inside he collects all the money covering the floor of the lower floor. He splits the 100.000$ in gold coins between everyone. He also wants to save Kylie, but decides to wait for 24 hours until Dita is not fatigued any longer (from healing herself), because she can use her telekinetic power to move the mage warrior out of Yanak's gaze.

In the meantime Gorgoroth realizes that the Storm Sphere he took as treasure from the Temple is actually an sentient being which - surprisingly - has powers related to storms. He telepathically probes the Sphere and notices that it is in a state of dreaming, but decides not to go any deeper.

The rest of the crew rests for 24 hours in Airy's submarine. But just as they want to return to the temple, Gorgoroth smells a taste of fuel he did not notice before: Seconds later three airships break out of the clouds above the island.

Gorgorth, invisible and intangible, flies up to figure out what are the intentions of the ships' crews. He realizes fast that they are slavers who came here for the same emergency signal, that lured Cloudpuncher in.

Trush takes robot bird form to attack one of the airships. Despite enemy fire he creates a laser peak from his laser sword and damages the hull of one of the three airships. Gas is streaming out, and the zeppelin starts to sink slowly.


Dita in the meantime is focused on getting the submarine to the sea together with Airy. Gorgoroth uses his mind control powers to take over the gunners of the other two airships, making them fire on each other. Another airship's hull is broken. But his decision to let the mind control slip off the Winged Lion, takes him to a dangerous place: the Lion who was plotting revenge all the time uses the first opportunity to slam the invisible Chameleon Drake into the razor clam covered ground with telekinesis. Thanks to his tough drake skin, Gorgoroth is able to soak the damage, but he realizes that the psionic lion can see him even when being invisible.

In the meantime Douro shoots fire from a distance, but he is not as powerful as in melee, and despite multiple attacks misses the do break any of the hulls.

Trush has less of an issue with his laser peak from nearby and damages the hull of the last airship.

Dita has the submarine prepared to leave by now and, telepathically urges everyone to stop fighting. They follow her request and get inside right away. Seconds later the submarine is underwater and on it's way to the giants' city, Ship's Home.

The Winged Lion telepathically reaches out to Gorgoroth and - in what is supposed to be an intimidating threat - tells the Chameleon Drake that he will never be forgiven for the suicide forced onto the Lion's partner for centuries. Instead the Lion promises a brutal revenge and the painful death of Gorgoroth. But the Chameleon Drake is neither scared nor impressed and shakes the threat off with laughter.

The telepathic contact breaks off as the Orange Submarine has gone too far and too deep.




Wednesday, September 30, 2015

Savage Synnibarr: God Roll

Synnibarr has the rule that if you are killed, there is the possibility that your god intervenes and saves you last minute. For Savage Synnibarr I created the God Roll Setting Rule to cover this:

If you worship a god and get killed, you are allowed to roll percentile dice to see if your god intervenes. Per experience point there is a one percent (1%) chance of a godly intervention. The god will talk a few sentences to the character, but will only listen to one sentence per rank of the character. The will make clear that the intervention is a great favour and that he or she expects loyality and a minor quest for it.
After an godly intervention through a God Roll, the percentile chance is reset to zero. With each gained experience point gained it raises again one percent.
 If you don't worship a god, instead of a god roll, you roll for the percentage to be turned into a poltergeist or technageist. There is only a one percent (1%) chance per level though. These geists are NPCs in most cases and therefore the player has to create a new characer.

Sunday, September 27, 2015

Vines (Savage Warhammer)

This was a one shot I run in 2012 at the beginning of a Savage Warhammer campaign that never made it to session three. Basically it is more a less a generic fantasy adventure, even though it is a little bit on the darker side.

The adventure starts with the player characters taking a coach to any destination. The street leads through dense forest. At dusk, 150 metres before a sharp turn of the street, the coachman (named Falk?) stops and gets to the front to check on the two horses. Without a word he releases them and makes them run off along the street, mounting one . [I don't remember the actual way the coachman disappeared. So I just make the running to the forest part up now, as it is hard to figure out why the players would not focus on the coachman. Maybe it is Sybille (see below) shouting for help? Another creepy option would be the coachman committing suicide on the spot.]

If the player characters follow, they arrive after around 50 metres, at a clearing. There is one huge oak tree standing there. Five people are hung there - gallowsstyle. One woman is lying seemingly unconscious or sleeping at the beneath the tree.

Actually this is a set up: the women whose name is Sybille is pretending to be unconscious to trick the player group to come near the tree. The people are not hanging from ropes, but from vines. These are some of the "arms" of a dangerous plant creature that is lurking in the tree. It is similar to a giant octopus, except that it is a moving bundle of vines. Just use the game stats of a giant octopus for it! It has eight "arms" and while four are currently holding former victims by their necks, the other four will grab whoever comes near the tree. The vine octopus is patient enough to wait for more than one person to move into his range (2" or 4 metres around the tree). But latest, when it seems that someone moves out of its range, it will attack.

To attack group members that did not move towards the tree, the vine monster throws the corpses it is currently holding. Only if everyone moves away from the tree, the vine octopus leaves the oak and follows. Until this moment it seems that vines have overgrown the tree. The vine monster actually is just tool for the real enemy: the "Heart of the Forest", a glowing crystal that contains the actual consciousness of the creature. It tries to cover it up as good as possible, but when attacking multiple targets in different directions at once, it will expose it. The crystal is very hard to damage [Toughness 10, damage dice don't explode], but when damaged will detach from the vine body and just fall to the ground. The vines stop moving.
The Heart is stored in a cabin nearby, but controls the vine octopus from the distance.

The woman, Sybille, will never be attacked by the Heart of the Forest. She started serving the "heart of the forest" after a religious hermit named Vater Ewald showed up and told her that her two children that disappeared many years ago (being abducted by beastman) could return, if she started to join his dubious religious rituals. Vater Ewald is seen by the locals as pious man, but something out there in the forest  - the Heart of the Forest to be more specific - turned him into a disciple of sinister forces.
Sybille who is the wife of the farmer of one the bigger farms nearby felt obligated to do so. While she rarely sees Vater Ewald who lives in a cave deeper into the woods and secretly associates with beastmen, he handed the Heart of the Forest over to her and she stored it in a cabin not far from the clearing.

The Heart started to telepathically speak to Sybille and persuaded her to bring her victims. Hoping to get he kids back, she agreed and lured known highwaymen to the oak where the Heart of the Forest had created it's vine octopus body. After doing that she realised that having more people disappear would not work well. But the Heart wanted more victims. Sybille came up with the plan to seduce a coachman travelling through every few days. All she wanted from him was to halt at a specific spot in the forest, release his horses and ride away. This way she should be able to provide enough victims until she was reunited with her kids.

(The kids are actually long dead or at least neither Vater Ewald nor the Heart of the Forest ever knew anything about their fate. He just used them to trick Sybille in collaboration.)

In a way Sybille hopes that the Heart of the Forest's creature will be slain. It's not really a good feeling running around at night luring people stronger than yourself into ambushes and see them killed - even if you rationalize that you do all of this to save your kids. She will admit the truth and tells her whole story after the vine monster is destroyed. She will lead all the survivors to the cabin nearby, where the Heart is stored.

After entering the cabin and telling about the location of it - it is hidden beneath the wooden floor -, she collapses. The Heart decides to safe itself by taking mental control of the person present with the lowest willpower (Spirit) and attacking everyone else. It can only control one person at a time, but is able to shift every round - in case a victim is restrained or incapacitated. To stop the mind control the Heart of the Forest in it's crystal form needs to be smashed. It has Toughness 12. As with any structural damage, damage dice against it don't explode. [I actually don't remember how the Heart defended back, when we played the adventure.]

After the destruction of the Heart, Sybille can be woken up again. She is in tears as she is scared of her fate and begs the player characters not to tell anyone what she did. If they agree she asks them, if they want to take her back to her home - the big farm.

(I also created this relationship map, but don't remember what it really means. I used the names on it for the three NPCs. I probably would have forgotten about Father Ewald's role otherwise.)

Follow up adventure: the farmer hired a team of mercenaries to find his disappeared wife Sybille. When the player characters bring her back, they feel cheated about their reward and start getting more and more brutal. One of the farmhands actually is also conspiring with Father Ewald and kills Sybille before the truth can come out. If the player characters kept Sybille's dark secret, it is hard to figure out who did it and why. The mercenaries as well as the player characters are suspicious.

If the player characters tell on Sybille, she will have a witch trial with an inquisitor showing up surprisingly and suspiciously fast.

The showdown is supposed to take place in the cave of Father Ewald, who is a quite powerful wizard. On the way there the player characters are ambushed by beastmen.

Wednesday, September 16, 2015

Savage Synnibarr: Cloudpuncher and the Fight for Loot

The groups escapes with the Airy's submarine from the temple. They have a look at the remains of the destroyed airship which is under the water now and spots 5 burnt giant corpses.

Dita scans the area for ghosts and there is actually one around: one of the dead giants did not go to the afterworld. She starts a conversation with him and figures out soon that it actually is the ghost of Captain Cloudpuncher, the slaver who took her brother. Dita is upset because it seems she will not be able to get her revenge, as he is dead already.

He tells her that he came to the island 4 days ago, because he received a distress signal and was hoping to make slaves out of whoever was needing help. But when his airship showed up, 4 apelike creatures took the mighty airship down with a powerful attack. Him and the four remaining crew members died in the blast.

He lost everyone else some time before in a mutiny, where he killed every other crew member, but he had no slaves on board as he is used to sell them as fast.

Dita asks him if he know who she is, and while before he did not even consider that option, he finally seems to remember her face. He mentions while for her this most have been the most important day of his life, for him it was just another day. But he calls himself a "lover of slaves, a connoisseur" and tells Dita that he could have shot her in the back when she was fleeing, after he took her brother and stabbed her mother, but that he was not this kind of guy.

She asks if he knows what happens to her brother, and he says that he must sold him fast, like always, but that he has a complete log of all the slaves he ever bought in his house in Ships' Home, the harbour town of giants.

She wants to banish him in her lamp, but Cloudpuncher resists. She tries to convince him to get in there, but he says he would prefer to be hosted in her body, if she really wants him leave the remains of his ship of 40 years. In the end Dita convinces him to join her in the lamp instead.

Trush has a look, if there is any loot in the meantime and actually is able to find a locked safe. With the 2nd of two mighty strikes of his laser sword he is actually able to take the top of the safe off.

He finds a big Midnight Sunstone in there, when he wants to examine the other objects, Dita decides it is her turn now to grab something. Trush hits her with the hilt of his laser sword skillfully and wounds her.

She is able to fight back, despite the damage and uses Chi Shout on Trush, damaging him as well. She grabs 2 gloves out of the safe: a black one that gives or increases telekinetic powers and a red one, that lets the wearer reach with her arm into an unkown dimension.

Trush is able to repair himself while they worse injured Dita is able to use her Golden Hand healing power on herself.

Trush uses his mind control powers on Dita and forces her to be happy. This is not an easy task as it is against her will, because she is vengeful, but he succeeds.

The two decide that it is the best option to go to Ships' Home to find the business book of Cloudpuncher in his house.

Next: Attack of the Giant Airships

Wednesday, August 26, 2015

Savage Synnibarr: Yanak Statues and Winged Lions

After awaking Kylie, the Mage Warrior, frozen for 10,000 years, and getting information out of her, Airy, the Shadow Master, teleports in, thanks to his teleport disk, that he left with the group.

The adventurers decide to the take the elevator to the lower floor, where Kylie says, that the entrance to this Temple of Yanak, that resided on a mountain back then when she entered it, orginally was. She only wants to use the elevator together with her Giant Firefly, but the groups mind controls her again and Gorgoroth together with Airy take her to the lower floor.

They find eight statues of Yanak there, that are floating through the air, while changing from young embryos to old men gradually, before dissolving and reappearing somewhere else in the room. Only a small fraction of the room is not in their field of sight at any time and it takes Smarts and Agility to uncover those moving spots  of free floating time and to stay in thhere.

Two shamans that seem to have been frozen in time while running with blasters must have had less luck and are "stored" in a part of the hall that is never outside the stare of the statues. Next to those, the adventures notice windows that have been overgrown by clams on the outside, as well as an archway to the outside that is overgrown as well. Additionally there is an big opening in the ground. Even that opening overgrown with shells of clams, but those have seemingly died a long time ago, as no water can enter the Temple.

Gorgoroth sends the mind controlled Kylie ahead and she falls victim to Yanak's Gaze again. Gorgoroth himself decides to sit down on the floor and to pray and meditate.

Trush and Douro come down the elevator with the firefly in the meantime. Airy finally realizes he can just teleport through the hall, after having figured out the blind angles of the statues' gaze. He gives instructions to everyone and they make their way to the corners of the room.

Trush is able to access his long lost data bank on religious knowledge and figures out more details on the temple: it was considered lost many centuries ago. According to legends it was built on the mountain Hull. Supposedly it contains not only 10 Yanak statues, but also a key to the prison that holds Yanak in Limbo.
This key should be in the lowest level.

Douro decides to shoot through the clams on the ground with this Tiger Fire and really breaks an opening in the clam layer. He jumps in. The others follow him - including the mind controlled firefly.

As Douro and Airy reach the lowest floor first, they notice a lot of coins all over the ground - probably worth around 100,000$. Next to that a floating huge key and a big red sphere float over the ground - in the gaze of another Yanak statue.

But there are also two Winged Lions waiting for the intruders. They want to telekinetically push Douro and Airy in the field of view of this standing statue, but Douro is really fast. He charges one of the Lions and with a mighty Fire Strike heavily injuries one of the psionic lions. Even the psionic shield can't save the creatue and it is heavily wounded. With his last power the lion can telekinetically push Douro into the gaze of the Yanak statue, freezing him.

Airy is able to withstand the telekinetic power of the second Winged Lion thanks to his strong will. He creates a solid illusion that blocks Yanak's Gaze on Douro and frees the Golden Tiger.

Gorgoroth, who just entered, is able to hypnotize both of the lions. With them under his control, the battle is won. He is able order the heavily wounded lion to kill himself with his claws, by making him cut his own throat.

He makes the second one explain the situation: the two Winged Lions arrived in the abandoned temple hundreds of year ago and started to use it as a homebase for raids.

Trush takes the key to Yanak's prison, Gorgoroth the sphere. He orders the lions to destroy the statue, but even their mighty fireballs are not strong enough to harm it.

Therefore they return upstairs with the sphere and the key. Douro punches the clam overgrown archway and is able to break it open. In the same moment water starts streaming in through the newly created opening, because the ebb is over and the sea level has risen.

To protect the group Airy uses a sold illusion to create an orange submarine.

Next: Cloudpuncher and the Fight for Loot

Thursday, August 20, 2015

Savage Synnibarr: Yanak's Temple on Clam Island

Gorgoroth, the Chameleon Drake, and Douro, the Golden Tiger, return to to the Excelsior Hotel while the other adventurers still have breakfast.

Agent Nelson is ready to send them on their next mission: Captain Cloudpuncher the men responsible for the slave ride on amazon Dita's village has been found. His airship crashed in a place called Clam Island. Agent Nelson uses his recorder/flute to teleport the three plus the cyborg Trush to the island.

Shadow Master Airy is still out shopping for mushrooms, while ninja Rolf Choke never returned from his pegasus ride the night before.

The 4 adventurers arrive on a plain covered with Razor Clams and remains of water. It seems that the current ebb made the water retreat from the plain. The are on a trail that leads one side to the wreck of a Giant's airship.  Gorgoroth can smell rotting bodies there. On the other side there is a small, white marble temple on a tall pillar of stone, that is overgrown by clams.



The adventurers notice that a werestorm is coming.  A werestorm is canceling all power sources. They decide to fly up to the temple for protection. Trush is in Chameleon Drake shape and able to carry up Douro and Dita up there. Gorgoroth is able to fly on his own. On the way up some of the clams on the pillar open up and shoot burts of flames at them. But the Trush and Gorgoroth are able to dodge.

Up between the temple columns they notice 5 pools of acid. By analyzing the columns of the pillars, the group figures out that this must be a temple of Yanak, the insane God of Time, who accidentally looks similar to Agent Nelson.

While everyone else gets up to the marble dome roof of the temple to be protected from the werestorm, Gorgoroth starts praying and meditating between the pools. Moments later a giant amoebae slides out of the pool and starts engulfing him. He continues praying and the giant amoeba drags him into the acid pool, taking him - protected by its membran - to the ground of the pool where there is an entrance to the temple's interior.

Gorgoroth finds himself in a room whose outer walls look like a lava lamp: the acid pools with some giant amoebae floating in them. In the centre of the room a female mage-warrior is floating on her giant firefly mount, frozen in time. A small statue of Yanak is staring at her.

In the meantime the other three adventurers follows Gorgoroth's example and are also carried inside the temple by amoebae. The realize that the best way of waking up the mage-warrior would be deactivating the stare of the statue. But when Trush turns into a mirror with legs and walks in front of the statue, he is also frozen.

Dita looks for ghosts in the acid lava dome  and really finds the ghost of a dwarf. He seems to be insane, tries to smash his head against the untouchable walls and cries. He tells that he has been here for centuries and that he was killed by lions. He tries to grab Dita's legs in desperation, but is not even able to do that. Dita decided to release him from his suffering and leads him to the light.

The group decides that pure force is probably a better strategy. Douro is not strong enough to smash the Yanak statue despite his Tiger Fire. Dita has more success. She unleashed the strongest Chi Shout she has done so far and smashed the statue despite being supported by God Power.

The same moment the wings of the firefly start to flap again and the mage-warrior awakes. Before she really can start to communicate with anyone, Trush takes mental control over her. He realizes that she is an adventurer from Terra with a pure golden aura. She tells that her name is Kylie Kirrow and she came here to chase down an evil Priest of Yanaka, by the name of P.M. Nelson, who was in search of immortality. During the conversation the group realizes that she must have been caught in the stasis field for 10,000 years.

Next: Yanak Statues and Winged Lions

Tuesday, August 11, 2015

Savage Synnibarr: Breakfast and Dollars

Airy, Dita and Trush head back to the Excelsior Hotel with the Red Girl. It's dawn and they are happy to finally get some rest. Trush shows her his room. Dita has issues sleeping next door.

Shortly after noon the four decide to go for breakfast. While they are eating in the breakfast hall, another shrunk giant, Hiyoto, appears with two bodyguards in loincloths. Hiyoto, a business man in suit with pony tail, explains that he is the owner of the Lizard Club, and he asks for the damage to the Lizard Club being paid back. The destroyed hallway and the dead giant bouncer add up to 30,000$. He is not able yet to give an estimate on how much the red mirror was worth.

At first it looks like that the heroes cannot pay the amount, but luckily Dita remembers 205,000$ of group money she still has stored away from before their trip to space.

They promise Hiyoto to pay him the 30,000$, but ask him to pick it up later. He says they owe him a favour or the amount the mirror cost, but he will come back with details later.

After the breakfast, Airy decides to go and buy new Piseesha mushrooms and finds them in a "headshop". In the meantime Agent Nelson shows up in the Excelsior hotel and pays the three adventures who delivered the suitcase 20,000$ each. He wants to take along the Red Girl though, and mentions a new mission he can offer the adventurers.

Next: Yanak's Temple on Clam Island

Thursday, August 6, 2015

Savage Synnibarr: Red Glow in the Lizard Club

Trush, Dita and Rolf Choke finish their Pegasus shopping, when Airy, the Shadow Master, finally arrives in Bwer-Rock and joins them.

While Rolf Choke flies off, they decide to finish their mission by bringing the suitcase to the Lizard Club. Airy uses the Unclosed Door to create a flying scooter while the other 2 uses their pegasi.

They land on the platform before the Lizard Club and notice 5 giant bouncers there - shrunk into human size. Trush mentally controls two of them, including the boss, and makes those enter the Club. Airy creates the illusion that the boss returns and orders another one to come along.

Now Trush control the last 2 outside. The group enters the Lizard Club with them. In the hallway they notice that there are 6 rooms on the side with people chatting and one closed door at the end of the hallway.

Dita sends a ghost through the closed door, but the ghost just disappears and can't be reached even by telepathy.

Then the other giants return from a room towards the end of the hallway. Airy creates a solid illusion cage around them, but the giants are able to break it. Dita uses her Chi Shout to take them out, but while wrecking the hallway, the giants are not really impressed impressed either. Trush uses the 2 mind controlled giants as a wall of defense. And then opens the suitcase. The giants stare at it and the leader really uses his sanity. He has an expression of utter fear and while the other 2 bouncers are able to close their eyes in time, he starts wrestling them.

Trush passes by them and opens the closed door. He enters a room with no light on, but his Radar Sense still gives him a good overview of what is in there. Next to a huge statue of dwarf, a red mirror covers the wall. Trush opens the suitcase and the red glow comes out. He dares to open his robot eyes finally and sees that the glow flew out of the suitcase and melted with the mirror.

Airy in the meantime was able to overcome the mad giant with a PSI bolt and Dita convinces the other giant to relax after the fight and that they are not opponents.

Now the mirror drips to the floor and forms into a humanoid shape: that of a sleeping woman. Her skin seems to be made out of reddish metal. Airy probes her mind and realizes that she dreams of a plain with a Sickle tower, floating around it.

 Trush is able to wake her up. Together they leave the Lizard Club and while everyone tries to convince the red woman to fly on their mean of transport into the sunrise, Trush is most convincing in the end. She hold him tight on his pegasus.

Next: Breakfast and Dollars

Tuesday, July 28, 2015

Savage Synnibarr: Prison break!

After the fight with the Drake, the senior adventurers, Trush, Dita and Rolf decide to go shopping and leave Gorgoroth and Douro on their own on the rooftop.

While most of the kitchen staff still cheers, the Chameleon Drake and the Golden Tiger notice that one of the cooks is eyeing them weirdly.

With telepathy and mind control Gorgoroth is able to search the thoughts of the cook. The Chameleon Drake finds out that the cook, named Sergio Suspa, is wondering if he should ask the two adventurers for help. His sister Jessica is in prison and he feels that she was unfairly convicted.

They start a conversation with Sergio and he tells them more: he can't believe that she was behind a couple of Plant Men running amok. Sergio begs the adventurers to free her.

While the two are not sure his story is true, they decide to talk to Jessica themselves and fly over to the Fortress, the main government building that also houses the prison.


The Golden Tiger whose Tiger Fire is always burning brightly when he flies stays outside, while the Chameleon Drake is invisible and intangible and enters the prison. With mind control he finds out where Jessica is: on the lowest of 3 floors. But instead of going straight there, he starts to take over the guards one after another and let's them unlock prison doors.

Finally he makes it to Jessica's cell. He starts whispering in the woman's mind and wakes her up from her sleep. At first he wants to scare her, but then he let's her tell her story: she is an Archer adventurer and tells that she found out that a senator named Pekollor Faceman is actually an evil mage. She accidently stumbled across a dark ritual by Faceman outside the city and after noone believed her she decided to take him down herself. She grew seven Plant Men from seeds in her garden to support her. But when the Black Guard - the elite squads of the government - raided her home shortly before she wanted to attack Faceman, the Plant Men started to run amok and killed three innocent citizens before being taken out.

She ended up in prison, and was able to cover up her plan, despite suspicion because of her former allegations.

Gorgoroth calls Douro to break the outer cell wall, but despite his extraordinary strength and Tiger Fire, he fails initially and more and more prison guards are sent against him. In the meantime the hypnotized guards let more and more prisoners out and with the alarm being heard in the whole compound and fight starts.

Douro is able to soak a good hit by an antipower Bazooka and at last moment, before being forced to flee on the roof of the priosn, evaporates the wall. Gorgoroth who has created more chaos inside in the meantime. Invisibly carries Jessica, and with his mind control let's the guard commanders on the outside of the building give orders to retreat, as well as forcing one to shoot the bazooka operator. The following chaos allows him to take Jessica to the roof, where Douro is waiting.

Together they fly off, only to notice that they are chased by two flying police gliders. Douro who is faster and the opposite of invisible, decides to distract the the gliders while invisible Gorgoroth carries Jessica away. It takes the Golden Tiger some time to get rid of the police between the 19 towers of Bwer-Rock, but in the end he is successful and meets Golgoroth on the rooftop terrace of Excelsior Hotel.

Sister and brother are united. The assault on the prison and the following escape of the Golden Tiger are all over the news, as well as the prison riot. While Douro talks to Jessica, and calms her down, Gorgoroth threatens Sergio telepathically. He gets a promise and contract out of him, to hand the chameleon drake over his firstborn. Sergio came up with this idea, because he is gay and does not plan to have kids anyways. The chameleon drake takes residence in the cook's apartment.

Douro brings Jessica in the meantime to his friend Darkmonk, who looks exactly like the name implies. Darkmonk resides in the sewers of Bwer-Rock where he has gathered orphan outcasts around him that he saved when they were still babies. He advices Douro not to wear his Tiger uniform any longer and offers him a cosmetic operation if necessary to alter his face.

Next: Red Glow in the Lizard Club

Monday, July 20, 2015

Savage Synnibarr 18: A drake in the rooftop lounge

After defeating the Red Ninjas, it was clean up time. Trush hacked into the skyscraper computer system to summon a whole group of cleaning bots.

Around the same time another new adventurer showed up: a Golden Tiger called Douro. The square jawed super martial artist introduced himself and had a warmer welcome than the Chameleon Drake less than an hour before.

While the cleaning was still in progress, he heard first that something huge was flapping its wings nearby: a Scarlett Drake was closing in on the rooftop lounge of Excelsior Hotel.

Gorgoroth decided to fly towards him and make contact. The Drake told him to step to the side so her could have revenge on the group of Drake killers. Gorgoroth tried to use hypnosis on him, but failed. The Drake swooped in and pushed him to the side with his gigantic tail.

Gorgoroth had good luck that he was just hurled away and not seriously hurt. In the meantime Rolf Choke and Trush disappeared inside the bar toilets to "change". Rolf activated his Invisibility Coat, while Trush turned into a hatchling drake.

Douro decided to take the suitcase in security in the meantime. He flew off with it and hid it in the elevator of window cleaners on the outside.

Despite the Drake attacking with his fire breath, the aventurers were able to step out of the way, and Dita tried to talk reason into  it in the meantime. She tried to convince him that she was not part of the Drake Killing Crew and had no bad intention. But the Drake wanted proof. Luckily Dita still had the ghost of a baby drake from the ancient temple city of the drakes in her ghost lamp.

While the ghost himself was initially not convinced that he could trust her, she was able to get him at her side, because she had the end of Shining Wind as proof on her side. The drake ghost agreed to intervene on her behalf.

While the drakes were talking, and the ghost convinced the Red Drake to leave, Rolf Choke sneaked in. With a heroic jump he hauled himself 6 meters over the side of the skyscraper on the back of the Drake. But while he found the perfect spot for a Nerve Pinch kill, this time he had no luck. A weird scale blocked the deadly of his katana.

The Drake did not know what was on his back, but got mental. He charged into a lower floor of the Excelsior to scratch the thing of his back off. But Rolf Choke was fast enough to jump off and stick to the outer wall of the skyscraper.

While the Drake went berserk inside the too tight hallway, Douro went for an attack.

With his incredible speed and his fists of the steel, he wounded the creature. Two good hits of Tiger Fire, took the Drake nearly out. But then the giant dragon opened his gigantic snout and swallowed the muscular man in his tiger costume as a whole. Most adventurers would probably have been ripped apart by the giant teeth, but Douro was able to get into the muzzle as a whole.

This was the perfect position. With a powerful smash he vaporized the brain of the Drake from below. The monster was death. But while Gorgoroth mourned the dead creature, Trush focused to see how he could make money out of the corpse.

He was able to sell all the body parts to interested party that had contacted the group before. With the money he bought himself a laser sword, and three pegasi, one white, one brown, one black, for the group.

Next: Prison Break!

New Savage Worlds Superpower: Talk to Ghosts

This power was missing in the Superhero Companion. Therefore I created a variation on the Interface Power for computers, as effectwise both powers seem to be related.

Talk to Ghosts HOUSERULE
Your character can communicate with ghosts, giving her much greater access to the history of places. She can use a Notice Roll once per place to spot ghosts. (An average location contains d4-2 ghosts.) After noticing a ghost she can use Persuasion to start a conversation. Their Initial Reaction may vary from Hostile to Neutral.

Saturday, July 18, 2015

Savage Synnibarr 17: Ninjas in the rooftop lounge

(This is a follow up to the Synnibarr space campaign.)

Amazon Dita, cyborg Trush and ninja Rolf Choke walk into a bar. They have returned from outer space.

The Adventurer's Guild sent them to the city of Bwer-Rock on to the savannah island of Lystema. There they are supposed to meet new recruits for their team and an agent with contact info on their new mission.

While they are sipping cocktail on the rooftop terrace of the Excelsior Hotel, a Chameleon Drake approaches them. He introduces himself as Gorgoroth Nargaroth, a new recruit, who just finished his training. The dragon humanoid can produce a card of invitation, but the 3 famous heroes, are not sure they like him and decide to put him on a trial.

Before they can really start their trial the agent, a super beardy guy, wearing a trenchcoat and sunglasses, and caring an old fashioned suitcase shows up. He introduces himself as Agent Nelson. And hands over the suitcase. At first he is taciturn, but Gorgoroth uses his hypnosis powers to make him speak. Nelson confirms that he was sent by the Guild and that he is supposed to hand over the suitcase. He does not know too much, but supposedly whatever is in the suitcase will people make looking at it insane. He also mentions that the the heroes are supposed to bring the suitcase to a place called the Lizard Bar at the bottom of Bwer-Rock to hand it over to the female owner.

Gorgoroth wants to force Agent Nelson by hypnosis to open the suitcase, but the Agent is able to withstand. His hands are shaking like hell and he sheds a single tear from behind his sunglasses, when he finally breaks free. Dita asks him to hand over his sunglasses and he hands to over them over, not before asking for an autograph for his daughter.

The heroes are about to pay, when suddenly 8 red ninjas jump on the rooftop from all sides below and attack with Katanas. Gorgoroth starts threatening them and something shifts in his voice that actually makes everyone hesitate and shaken.

But Thrush is able to rally the people on their side. While most of the ninja are still trembling i fear, 2 charge towards the table, attacking Rolf Choke and Gorgoroth. Rolf steps to the side and easily kills one of them, while Gorgoroth hypnotises the other one.

Dita uses her Chi Shout to rip 4 more apart. When Thrush shoots one more with his laser gun, that leaves only 1 unharmed. Dita is able to convince to give up. The one under Gorgoroth's control opens his mind to the Chameleon Drake, who sees that the 8 ninjas were trained in a weird sickle-shaped tower -  by a huge silverclad ninja. There mission is to assassinate Rolf Choke and to steal the suitcase.

Dita gets similar information from the other survivor, but grants him his wish to commit suicide. When he is to wimp to actually do it, she does it for him.

Next: A Drake in the Rooftop Lounge

Savage Synnibarr Adventure: Secret of the Drake Temple

Overview
1 line summary: The characters are sent to a jungle island to find 2 missing alchemists.


Opponent's plan: One of the alchemists - Durana - plans to “liberate” the City of Terra by setting free the Plague, that reduces intelligence of victims and caused the Dark Ages.


Main location: Durana found the virus in an old temple to Drakes that she turned into a biological weapon factory.


Starting the adventure
The characters get a mission from the Adventurer’s Guild in Terra. The 2 young alchemists Durana and Rea went missing 2 months ago on the island TARBOON. It is possible that they went rogue. A reward of 20,000$ is up on finding out about their plans and reporting all details to Terra.


The characters are taken by Giants’ ship to the main town of New Vornheim on TARBOON. There the adventure starts.


Tarboon
The 80 miles diameter island is covered by jungle. New Vornheim is the main harbour. The 3 fishing villages of Ior, Caplan and Hole and far off, each on another side of the island. In the centre of the island you can find an old temple to drakes: Drakestone
Dangers:
  • Cannibal Sasquatch tribes hiding all over the jungle.
  • 3 Scarlett drakes settle on hills over the island and attack airborne vehicles.


New Vornheim
The town has a around 50,000 inhabitants (80% human). Except for the harbour it is surrounded by jungle. Most buildings are very simple white blocks with flat roofs. Streets are narrow, many even too narrow for the few cars.
The one standing out building is the steel-glass skyscraper of the City Hall. Next to the mayor Howser’s office, it also houses the local alchemist laboratory of Marveen and his 2 assistants.
The few adventurers in the city and more wannabees meet in a rowdy inn called Lazermead.


Travelers to the city will be interviewed by 2 local police officiers. There is a registration fee of 40$ per person and an import tax of 100$ per weapon, but theose can be easily concealed. Police officers are happy to take bribes to answer questions  or to support “customers. They are well connected. Trouble-makers will be jailed for a night. All cash and weapons are taken in as penalty fee. If a fight starts, 2d6 police officers show up. If overpowered they call in a Police Mech (of 5 in the city).


Infobits - those can be retrieved by Streetwise roles or interaction with local NPCs. Information in square brackets are only revealed by asking further questions or a Raise.


  • Two female alchemists indeed showed up some weeks ago.
  • Those alchemists went to Marveen and  the Lazermead.
  • The alchemists recruited aroung 15 locals as guides tor a jungle expedition.
  • There is an old Drake temple in the jungle [that the alchemists looked for].
  • There is a Drake cult in the town, but it is for teenagers.
  • A wereman, 2 amazons, and a Talking Raccoon have been recruited by the alchemists 2 weeks ago in the Lazermead Inn - for a jungle expedition.
  • It’s not wise to fly over the jungle, there are [3] Scarlett Drakes attacking planes, etc.
  • The alchemists went with an expedition to the jungle 10 days ago.
  • There are trails through the jungle that cars can use.
  • Sasquatch sometimes kill people in the jungle.
  • The local alchemist Marveen moved here from Terra 5 years ago. He never leaves the town, because hates the jungle (and the general provinciality of the island).
  • Marveen never uses his glider he brought from Terra.
  • Marveen builds a device that should be able to fly through the werestorm [by switching power source every milisecond].


The jungle
It takes a Survival success to find the way to the temple. The optimal trip takes 2 days. A failure means a day is lost and there is 75% chance to get ambushed by 4 Sasquatch with boulder traps. Their aim is to kill and provide a feast for a shamanistic ritual.
It’s necessary to cross a river filled with piranha swarms to get to the temple.
Near this river, the Alchemists’ expedition has been attacked by Sasquatch. 3 guides and the Talking Raccoon have been abducted and eaten. Destroyed equipment marks the location.


The Drakes temple
It is visible from some distance because it is erected on a 100m high stone needle. The temple has the shape of an abstracted drake head with 2 platforms outside and an entrance through “eye gates”. A big gatling gun is mounted on each platform and there are 1d6 guards with guns present any time on each them.

Inside the temple, in the huge hall behind the eyes, there are weird alchemist machines and pool of a green liquid: whoever touches this goo will be infected by the Plague, and their Smarts are reduced to d4 until they get an antidote. The antidote is actually to inject the same goo. 1d6 guards with guns are in this room.

An arch leads to another section of the temple: this whole section must have been carved out after the drakes left and is human sized. It contains mostly the quarters of the alchemists and their mercenaries. In Durana's quarter (the biggest and most luxurious one) there is a high tech cryocoffin that contains Rea. She was subdued by Durana after she disagreed on the plan to spread the Plague.

Durana's plan
Durana and Rea found out that the drake temple on Tarboon was probably the last place where the Plague virus existed and went there for research.

On the way there Durana came up with her plan:

To give an ultimatum on Terra to stop the surveillance of the citizens there. She wants to transport the recreated virus in a dormant host body to Terra and then hand over the antidote only she owns only in case her requests are fulfilled.

The dormant host body - it turned out to be Rea, as she wanted to stop Durana - will by transported in a cryo coffin. Once opened, the virus will spread from human to human. It has an incubation period of 24 hours.

To be sure that the virus works, Durana wants to do a test on New Vornheim. As soon as she has proof that the virus spread there, she will blow up the temple, so that the facility to produce the anti dote does not any longer exist and she cannot be circumvented in rescue missions.

Herself and her mercenaries get the antidote regularly. She is the only person having access to it, if everything goes according to her plan.

She is contact with a criminal gang in New Vornheim, the Red Lizard gang, to use their underground facilities to handle the cyro coffin. Before the Red Lizard gang members will notice that they are infected themselves, they will already have passed the cryo coffin on to a crew of Tenjohussan (frogmen) on their whale "submarine", who will transport the cryo coffin to Terra. The Tenjohussan wait in a cave under the city. This cave contains direct access to the sea.

Durana stays in the penthouse of City Hall in the meantime. She will not directly go to Terra herself but has created 12 drones that relay her ultimatum messages so she won't be found too easily.

The Drake Temple City
What she does not know is that there is a 2nd place that can produce the antidote: the ancient Drake Temple City at the equator, where humanoid worshippers of the drakes gather frequently has the same pool of goo hidden in the main temple. There are always 3d20 drakes present in the city.

The 3 Scarlett drakes of Taboon are aware of the pools in both temples. But they have no reason to help humanoids. In the hoard of the drakes there is also an drake encyclopedia that contains that knowledge.

Tuesday, February 12, 2013

Savage Warhammer: Dancer Triska


Triska
Race: Human (additional Edge)
Warhammer Career: Dancer / Entertainer
Age: ? Hair Colour: black, long Eye Colour: green
Height: 5.5' Weight: 
Motivation: - Rank: Novice XP: 0
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d8, Healing d4, Intimidate d4, Notice d4, Persuasion d8, Streetwise d4; Swimming d4; Literacy d4
Charisma: +4 Pace: 6; Parry: 6 (7) Toughness: 5 (6)
Hindrances: Vengeful; Death Wish, Stubborn, Pretentious
Edges: Attractive, Very Attractive
Gear: perfume, leather
Weapon: .rapier; dagger

Wednesday, January 30, 2013

Savage Warhammer: Grave Robber Bignus Axebite


Bignus Axebite
Race: Human (additional Edge)
Warhammer Career: Grave Robber
Age: ? Hair Colour:  Eye Colour: 
Height: 4 ft (Size -1) Weight: 
Motivation: - Rank: Novice XP: 0
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d8, Fighting d6, Healing d4, Lockpicking d4, Notice d4, Persuasion d4, Stealth d6, Shooting d6;  Throwing d6
Charisma: -2 Pace: 6; Parry: 5 (6) Toughness: 5 (7)
Hindrances: Small (very slim); Ugly, Stubborn
Edges: Sweep
Gear: 
Weapon: .Spear