IN THIS ISSUE: - Savagepedia
IN THIS ISSUE: - Savagepedia
IN THIS ISSUE: - Savagepedia
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Scene 3<br />
As you prepare to continue your journey across the moor,<br />
shrill manic laughter suddenly pierces the night from<br />
somewhere off in the moor. McIntyre states that the winds<br />
off the moor can play tricks on your ears. He tells you that<br />
the sound you heard was a whippoorwill and nothing more.<br />
He bids you all safe travels and shuts the door.<br />
If the heroes continue on, or go to investigate the<br />
laughter, the road quickly gets covered with a fog so thick<br />
that visibility is reduced to less than 20 feet (3”) all around.<br />
At around midnight the laughter can again be heard. As<br />
the heroes travel along the road the laughter gets closer and<br />
more manic, causing everyone great unease. The sound of<br />
someone running will be heard shortly thereafter. Within<br />
seconds of hearing the approaching footsteps, a figure<br />
bursts into sight, his face and body bloodied. He croaks,<br />
“Run! Save yourselves from the horror! Please just finish<br />
me before you go,” before collapsing in a heap. The man<br />
is dressed like a typical merchant although his clothing is<br />
blood-soaked and his complexion is stark white. If Albert<br />
tried to attack the characters in the previous scene and fled<br />
into the moor, substitute him for the merchant.<br />
The man is now unconscious and should be treated as<br />
Bleeding Out (Savage Worlds rulebook, Knockout Blow<br />
Table; treat him as having a Vigor of d6). Even if stabilized,<br />
he will be incapable of answering any questions or thinking<br />
rationally for quite some time.<br />
Scene 4<br />
The manic laughter is now getting closer and a cold wind<br />
starts to blow, chilling you to the bone. Rasping sounds,<br />
emanat ing from the fog, can now be heard and a faint glow<br />
burns in the distance through the thick fog.<br />
Suddenly, the manic laughter reaches a crescendo as a<br />
creature not of this earth bursts thr ough the wall of f og! Its<br />
pale, human-like form flies toward your group and its<br />
burning red eyes chill your souls!<br />
Deal initiative cards to the players. Before the first<br />
person can act, each character must make a Fear check at<br />
–2. If the check is failed, the character runs off into the<br />
darkness in a random direction, as determined below.<br />
If the hero’s initiative card is a face card, an ace, or a<br />
Joker, he remains on the road and can attempt a second<br />
Fear check. If this check is failed, he gains one level of<br />
Fatigue and continues running.<br />
On a numbered card, the hero has run off the road and<br />
become ensnared in a quagmire. Make an immediate<br />
Strength check. If the result of the check is greater than<br />
the value of the initiative card (Jacks are 11, Queens are<br />
12, etc.), there is no adverse effect; otherwise, he is stuck in<br />
the quagmire! The hero will sink each round he remains<br />
Shaken. It will take three rounds to sink beneath the<br />
quagmire. Once beneath the quagmire, a character will<br />
suffocate in a number of rounds equal to Vigor/2. Once<br />
the character recovers from being Shaken he may try to<br />
extract himself from the quagmire by making a successful<br />
Strength check at –2. Any other non-sinking hero can aid<br />
a sinking hero (if they can find them) adding +2 to the<br />
sinking hero’s Strength check.<br />
Any characters that do not flee are attacked by the<br />
apparition! Weapons will pass right through the creature<br />
(see NPCs and Creatures, below) and magical attacks do<br />
only half their normal damage (round all fractions down).<br />
Grappling is the only non-magical physical means by which<br />
the characters can engage the creature.<br />
Characters fighting the creature can feel it trying to rip<br />
their souls apart—with nothing but pure hatred driving it<br />
on. Make a secret Spirit test for each character who is<br />
attacked. Any who pass will realize that they must deal with<br />
the creature on its own terms—by engaging in a contest of<br />
wills. Make opposed Spirit tests. The loser of the roll is<br />
Shaken; with a raise, they also suffer a wound. Once a<br />
character has been Incapacitated, the creature will no<br />
longer attack them.<br />
Every wound inflicted on the creature imparts a piece<br />
of information to the heroes who are engaged in combat<br />
with it:<br />
• 1 wound: The creature was murdered on this<br />
moor by someone it trusted. It is so enraged by the<br />
fact that it can’t find its slayer that it attacks all<br />
living humans it finds crossing the moor after<br />
midnight.<br />
• 2 wounds: The creature will continue murdering<br />
all living people it comes across until justice is<br />
done.<br />
• 3 wounds: The creature’s name was Edmund<br />
McIntyre. His brother, Albert, who had been<br />
waylaying individuals traveling between towns,<br />
murdered him. Albert buried their bodies in the<br />
black moor and hid their goods under the<br />
floorboards in his room. When Edmund found out,<br />
he left to bring the law. Albert waylaid and<br />
strangled him under a tree about a mile from the<br />
house on the moor.<br />
• 4+ wounds: The creature dissipates into mist. He<br />
will reform the next night unless justice is done (see<br />
below).<br />
Scene 5<br />
For “justice” to be done, the village folk must be made<br />
aware of the crime committed and be convinced of Albert’s<br />
guilt. This can be accomplished by revealing the murdered<br />
wayfarers' items under the floorboards in his room. Then,<br />
if Albert can be brought living to the tree where he<br />
murdered his brother (a pathway where nothing grows leads<br />
from the back of the house to the dead tree), he will break<br />
down and confess everything. Laughter can then be heard<br />
on the wind, coming closer.<br />
If Albert is left tied to the tree, alive or dead, the ghost<br />
of his brother will find him and be laid to rest as long as<br />
Albert's crimes have become known to the village folk. If<br />
Albert is alive, he will die of a heart attack when his<br />
brother’s ghost finds him.<br />
Shark Bytes #2 - October 2004 30