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Story by Admiral Akio on SoFurry

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#8 of SAVAGE WORLDS: Ia'Swaa

Savage worlds suggests a very serial method of storytelling, and I like how it lends itself to shorter, simpler games with more character development.

This introductory campaign is heavily dependent on a descriptive narrator. If you want something more focused, I suggest jotting down your own ideas in a four-part structure: action scene, drama scene, safety scene, "next time" hook. This should get you going on the right path for a quick session with plenty of chances for character development.


Homunculi can be used as ambassadors between the Humans and the Fair Folk. They are created by the forest wizards as helpful messengers, but city mages are made to craft them to track down UNSEELIE FEY and capture them, bringing them back to the academy. Once a mage captures 100 fey, they are "freed" to go back home. What really happens is a mystery.

So, the first thing that the PCs run into is a Homunculous that wants to help them track down a group of unseelie fey. The unseelie fey are guarding a STEAMCRADLE. The HOMUNCULOUS wants it and says that he will split the power with them three ways. Homunculi are rare enough that they may need knowledge skills to know about them. He pretends to be a Forest Homunculous if they find out too much, and says that his master wants the steamcradle to study so that he can make something similar with his own magic.

The game begins with the homunculous getting into a fight with unseelie fey and the PCs entering the fray when they sees him. When the fight is over, interlude.

After the interlude, the steamcradle is transported to the homunculous' "secret base." This is inside the city, in an abandoned building. The unseelie fey follow them here, and start to attack from the backdoor. The homunculous locks them in with a secret switch, and says that they can wait until his master comes. Interlude.

When the master comes, it's an OFFICIAL HEDGE WIZARD. He approaches in a cloud of steam, dressed to the nines. He talks in human language to the homunculous specifically and takes the steam battery, and offers a small canister for the others to ride in with a wink. The homunculous urges them to go, and if they choose to, he takes them to the inner chamber of the academy to be drained of their spirit.

If they flee, he tries to crush them with his stomp attack. If they get in, the unseelie fey in the other canister scream to them using their illusion magic that they should escape while they can. The homunculous is shut down at this time. If they try to take the steamcradle, they anger the hedge wizard and he tries to stomp them. If not, they can escape quickly and easily.

Back in Nature, they can go to a Scavenger's Den, a Warrior's Lodge, a Craftsman's House, or a Noble Palace.

-Palace: Messengers report that the unseelie near the city are gathering an army.

-House: The craftsman is paranoid that they are unseelie, because he saw a troop of unseelie when he went to a den.

-Lodge: A warrior is boasting about how he saw four unseelie break out from a larger troop to go scouting, and he guarded the lodge from being discovered.

-Den: The scavengers are talking about evidence they found of unseelie fey, and some are talking about how they saw swarms overhead.

-Go Home: A large group of unseelie fey are flying overhead when they arrive.

[Steamcradles are charged canisters that must be used within a week or they burn out. About four inches long and brick-shaped, they are stolen by the unseelie fey and intelligent animals sometimes to keep warm or to power gadgets. They help power the city in places far away from the academies.]

[Official hedge wizards are mages that the state finds as older teens or adults- they can't be brainwashed easily, and instead are used as entertainers and spies throughout the country.]

Homunculous ("Homie")

agility d8 (+1 armor)

smarts d6

magic d6

spirit d6

fighting d8

stealth d6

knowledge(sci) d6

tinkering d6

arcane d6

bluff d8

streetwise d6

edges: homunculous

hindrance: Major Vow (must do what his master tells him)

Unseelie Fey (Gogga, Cuca, Vhanse, Kharak, Bakarozzo, Mushi, Kolaan, Beeko, Boshek, Koshjavaka, Robak)

agility d6

smarts d4

magic d10

spirit d6

fighting d6

ranged fighting d6

unseelie d12

destruction d10

taunt d6

bluff d6

streetwise d4

edge: flight

(may have unseelie rated d10 to gain an additional edge or have shooting or fighting rated d8 or destruction rated d12 [called Warrior Unseelie or Firey Unseelie])

hindrance: majorly greedy