Savage Worlds - Sundered Skies - The Ice Tower.pdf

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The Ice Tower
by Kevin Anderson
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T HE I CE T OWER
BY KEVIN ANDERSON
EDITING & PROOFREADING: DAVE BLEWER, PIOTR KORYS, RON BLESSING
GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
ART: SIMON FELLA, DANIEL RUDNICKI
COVER DESIGN: ROBIN ELLIOTT
PLAYTESTERS: DAVE BLEWER, DAVID LLOYD, SIMON SCOTT,
SARAH STEWARD, DAN TUNBRIDGE AND GAVIN WATTS
WWW.TRIPLEACEGAMES.COM
© 2008 Triple Ace Games. Sundered Skies, The Ice Tower and all related marks and logos are trademarks of Triple Ace Games.
Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used
with permission. © 2008. All Rights Reserved.
Permission is granted to print this ebook for personal use only.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes
no representation or warranty as to the quality, viability, or suitability for purpose of this product.
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T HE I CE T OWER
DISASTER!
lision occurs even if they employ a pilot to
bring their ship in. They are able to get a
refund on the piloting fee, though.
D6
Where: Gateway
When: Anytime after the characters reach
Seasoned Rank.
The approach to Gateway is dangerous;
errant rocks from the Shattered City swarm
erratically through the void. Most of the larger
ship killers have been dealt with, either by
cannon fi re or charges, but the danger is still
there. Some of the rock fragments can cause
untold damage.
Normally we would suggest the GM ignore
this danger, only highlighting it occasionally
just to remind his players of the dangers of
life in the skies. However in this instance
we are going to ask you to do something we
would never normally suggest. We want you
to cheat!
The hook of this scenario involves the
heroes becoming crewmembers of another
ship. For this to happen, their ship must either
be destroyed or damaged beyond a simple
repair. What follows is only a suggestion; the
object is to temporarily deprive the heroes
of their hard won skyship. If circumstances
arise which offer an opportunity to run this
scenario without such a contrivance, then
use that instead, even if it means moving the
starting location of the scenario.
The heroes are returning from a particu-
larly fruitless excursion into the Shattered
City, when they are struck by a rock during
the approach to Gateway. This rock causes
three Wounds, on the resultant Critical hit
rolls, use the table below, and refer to the
Critical Hit chart in Savage Worlds. The col-
Result
1
Engine
2
Locomotion
3
Controls
4-6
Chasis
Unfortunately for the heroes, their disas-
ter couldn’t have happened at a worse time.
Gateway is desperately short of the materials
needed to repair their ship, and it might take
weeks or even months for them to come in
from another island.
The heroes sponsor, Hawke—or some
other merchant if they are on bad terms with
him—steps in and makes them an offer: he
will get their ship repaired, and even pay
for the repairs. In return he asks the heroes
to accompany one of his business partners
upon a scavenging mission to the Draining
Sea. Hawke is a little vague on the details,
himself; “Skiller has directions to a ruin upon
the sea” is all he knows. Skiller is preparing
to depart soon and the heroes will fi nd him
at the docks.
Asking for Skiller at the docks gets direc-
tions to the frigate Mirabelle . The ship is a hive
of activity as sailors load crates and barrels.
Tethered behind the frigate is a Cloudskiff
named Rosie . Hailing the ship, the heroes are
soon invited aboard by Skiller himself.
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THE ICE TOWER
SKILLER’S TALE
who sang a tale of the Battlelord. In
essence this tale related how the Bat-
tlelord resided within a tower of ice
while he and his worshippers raised
a permanent palace of iron hard ice.
Once the palace was completed, the
god abandoned the tower, never to
return
Very few have heard the legend of the
Ice Tower. Fewer have dared to seek
it. None have returned! – Tales of The
Draining Sea.
Skiller has heard good things about the
heroes from Hawke and ushers them into his
cabin to tell them his tale over drinks.
“I believe that this map shows both
the Palace and the Ice Tower. The
surrounding water is ice, melted by
the Battlelord’s rage; the islands are
composed of harder, glacial ice, like
the tower and palace. I am looking for
a few more hardy souls to accompany
me to the Ice Tower. Within we may
fi nd relics touched by the god, him-
self; our fortune and our legends will
be made. Are you with me?”
“Many years ago, I was trading in
the Ice Isles amongst the orc tribes.
I befriended one small tribe in par-
ticular, the Ice Claw, and became a
member of the tribe. One day while
I was absent, hunting for food on
the Draining Sea with the tribal war-
riors, a rival clan attacked the tribe’s
homeisle. Outnumbered and without
many of their warriors, my adopted
clan was slain.
SKILLER’S PLAN
“Returning to the camp, we found the
massacre. Among the dead was their
battlepriest, mortally wounded, but
not yet dead. With his fi nal words, he
made me pledge to stop the returning
warriors from seeking vengeance, as
the attackers were too many. He asked
me to take them to a neighboring island
where they could join another clan.
I promised to do as he asked, and he
rewarded me with an old skin map.”
Pausing, Skiller pulls a battered and worn
skin from his tunic and unrolls it upon the
table. The map (provided as a player hand-
out on page 23) depicts The Draining Sea.
Stylized houses are drawn here and there
about the edge of the map signifying ice
mines and clans. Inland from the Northeast
edge of the Draining Sea is an area labeled
‘the Ice Sea’. Roughly central of the Ice Sea
is a third shape, with a stylized castle upon
it, labeled ‘Palace of Ice?’ Scattered about the
Ice Sea are 13 irregular shapes; one of these
is labeled ‘Ice Tower’.
Skiller continues.
Skiller’s plan is as follows; Mirabelle will
sail to the Draining Sea and moor up along
the North East coast, where members of the
Ice Bear clan will meet them. The orcs will
portage the Rosie across land—a distance of
some 39 leagues, or about 100 miles—where
she can be launched into the sea. Rosie will
allow the heroes to navigate the Ice Sea and
approach the Tower. On their return, the orcs
will escort them back to the Mirabelle .
The crew positions the heroes fi ll can be
decided by their skills and abilities. Skiller,
if needed, can pilot Mirabelle , but ideally, a
hero should fi ll that position. Other heroes
should act as shipboard priests, healers, or
gunners.
The Mirabelle is set to depart in a week. The
heroes can use the time to attempt to pick up
any items they may want or need. Skiller also
gives them 10 cogs to have a drink or two on
him, to welcome them to his crew.
THE BAR
Chances are the heroes will end up in a bar
sometime during the week before the Mira-
belle sets sail. Those who succeed at a Notice
roll see an elven bard trying to entertain the
“I pondered long and hard on this
map and the notes upon it. After many
years, I encountered a songpriest
3
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SUNDERED SKIES
busy hostelry. He is obviously nervous and
is trying to cover his nerves with expansive
arm movements. His voice is good, and he
is singing a ribald tune called “ Sally and the
Skyler Man.”
If the heroes keep an eye on the bard they
will see his fl ailing arms knock a pitcher of
beer from a drunken dockworkers hand.
The furious man grabs the elf and fl ings
him across the room—smashing into the
heroes’ table. The elf looks beseechingly at
the characters and groans, as the dockworker
advances upon him.
If the heroes do not help—check those
hindrances—the elf is soundly beaten and
thrown out of the bar. Those who choose to
help may attempt to defuse the situation or
fi ght. The latter choice sparks a bar brawl.
The dockworkers use fi sts and clubs and will
run if anything larger than a dagger is pulled.
Each brawler will surrender once they are
Shaken.
Once the fi ght is over, the elf introduces
himself as Eldeer. If the heroes take the time
to talk to him, they will discover he is also
part of the expedition. If they just let him go
on his way, then they will make this discovery
as the ship sails.
Eldeer, Elven bard See page 20.
Dockworkers (1 per heroes +2 ) See
page 19.
tern but with a hood that can be shut to
keep the wind out) 200 yards of rope in
20-yard lengths
3 grappling hooks
10 yards of sail cloth
4 shovels
4 picks
20 sleepingcanvases
20 torches
10 waterskins
10 sets of altitude attire
THE CREW
The crew of the Mirabelle consists of two
distinct groups. Everyone has a role on the
frigate, but a smaller group will also form
the scavenging crew who will investigate the
Ice Tower. There are ten human sailors, a
cat wildling named Lean, the two orc broth-
ers, Karag and Volrog, an elven Songpriest,
Eldeer, and fi nally, Skiller himself.
The salvaging crew consists of Skiller,
Volrog and Karag, Eldeer, and the heroes.
A player handout can be found on page
24 which details the stats the heroes need to
know about these characters when the crew
get into combat.
TALKING TO THE CREW
The heroes may wish to question the crew
during the voyage to the Draining Sea. For
the GM’s convenience we have detailed all
they know below:
Human Sailors: All the sailors know is
they are due a single share of salvage from
some big ruin, inland on the Draining Sea.
All they have to do is get the Mirabelle to the
Sea’s shore.
Lean: This cat wildling joined the crew
after unsuccessfully stowing away at Heart-
land. Rather than being beaten and put
overboard as he had witnessed stowaways
being treated on so many elven ships, Lean
was accepted as a crew-member and soon
became the ships mascot. Skiller has earned
the wildling’s undying loyalty.
Volrog and Karag: The orc identical twins
have been with Skiller for years, but only
know of the events with the Ice Claw tribe
THE EXPEDITION
EQUIPMENT
Aside from the normal gear a ship carries
for ad hoc repairs and day-to-day living, the
Mirabelle also carries:
24 tree trunks (for rollers)
30 barrels of skyler guts (to grease the roll-
ers)
8 ice axes (see page 5)
20 blankets
20 furthrows
10 ceramicfl asks of oil
10 setsoffl int and steel
5 hooded lanterns (like a bull’s-eye lan-
4
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