ONE-PAGE CAMPAIGN (2)

Story by Admiral Akio on SoFurry

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#9 of SAVAGE WORLDS: Ia'Swaa

The second of the introductory campaigns.

Now get out there and start testing those rules!


The scene opens with the PCs fighting the unseelie to get them out of their homes- they know that things from the city are there.

The Unseelie Fey are gathering an army of their forest kin. They feel like the city Unseelie get all of the good stuff, and have declared themselves invaders of the city. The fairies of the woods are pretty happy about this.

One of the main things that comes from this is the release of an ELEMENTAL MOTE who tells the PCs that there is a deposit of 'JUNK' that she used to be a part of, caught in a cage. The mote teams them up with another fairy- her elderly friend- to see if anything valuable can be found in the junk.

The Archmage, VANILLE, is a gung-ho goofypants with dementia that has a tendency to be too curious. His major motive is to try to help out his friend the elemental mote, who was once his familiar, and to discover unseelie magic. His command of evil magic comes in handy when it is needed to get to certain parts of the palaces.

When they get to the junk, they find the food stockpile last. In there is a WHARF RAT that will eat the fairies if it can. They can take all the food easily, and a rat's tail is a grand trophy.

The unseelie return! The heroes have to fight the PRINCE'S RETAINER to escape from the palace before the other generals return! She doesn't take to defeat well, jumping into a hidden tunnel and then filling it with water if they try to follow.

In the process, the second unseelie, who was with the retainer, is willing to talk because they were here to get the steamcradle to trade for the prince- who was captured by the humans in the city, along with many other unseelie. The elemental mote cackles at this and then flies away, saying that he plan woked. The companion only reveals this after being convinced of the heroes' ability. She disguises herself and flees with the old wizard to teach him moe about the unseelie if the heroes ty to fight her.

The ELEMENTAL MOTE hates the unseelie after her long captivity and wants them to lose their treasures- or at least, that's the way it seems. She escaped only because she convinced the unseelie to leave their palace to go invade the city when the new greedy Prince came to look at the junk.

agility d4

smarts d4

magic d10

spirit d6

shooting d6

stealth d6

unseelie d6

bluff d6

taunt d6

streetwise d6

Edge: Flight

JUNK: when they get there, they discover a vial of ether, a pendulum clock, a thermometer, and a telescope with various lenses- disassembled- and some rubber pieces, along with a clockwork musical wine bottle.

VANILLE was once a royal mage, but now is on a spiritual path to understand the unseelie by embracing their magic, trying to understand his own mind through manipulating others.

(Archmage Sheet)

WHARF RAT: a d10 monster (all rolls are assumed to be d10) with 5 wounds. If there are more than four players, upgrade to a d12 monster with ten wounds.

The ^PRINCE'S RETAINER^ is the most skilled fighter among the forest tribe, and incorporates taunting and a dash of illusion into her style. Her devotion to the prince extends further than they may know because he is the father of her only child.

agility d10

smarts d4

magic d4

spirit d8

fighting d10 (+2 bare hands)

shooting d6 (+2 bow)

stealth d6

swimming d6

unseelie d6

taunt d8

Edge: Flying, Brawler

Hindrances: Greedy (major)