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VERMILIUM JUMPSTART v1.1

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0% found this document useful (0 votes)
341 views19 pages

VERMILIUM JUMPSTART v1.1

Uploaded by

Michael Wall
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Jumpstart

Jumpstart
Writing, Design, Layout, Cartography
Ben Giles
Editing
Christine Crabb
Artwork
Alex Vede
What Lies Below Playtesters & Proofreaders
Alb’, Computer-Machine, Felipe Dias, Jared Senters

Vermilium, all unique characters, names, locations, artwork, and the White Witch Games logo are © 2023
White Witch Games, Ltd. All rights reserved.
Permission is granted to print this document, in whole or in part, 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.
Version 1.1
VERMILIUM JUMPSTART

WELCOME TO VERMILIUM done, divided as a people by geography, lifestyle,


and age-old rivalries. Some native groups have
he new world is the last refuge of humanity, integrated into imperial society, begun to welcome

T though it is one of untamed wilderness that


has been changed by some supernatural
force. Both the north and south continents, the
trade, or hidden themselves away, but most are
willing to fight for their freedom.
Ruled by Empress Adara Aurelia, the imperials
Auroras, have grown over the bones of an ancient are almost as divided as they once were, with their
civilization that now lies in ruin, but this was not many factions vying fiercely for power. Under the
always so. They were once home to the Architects, guidance of High Priest Obraham, the Temple of
masters of construction, and of the machinery and Light exerts significant control over the Empire
magic of the old world. At least, they were before through faith and the iron fist of the knightly
The Bleed. According to the natives, the Pale — Order of Inquisitors. As a result of their oppressive
the place where all magic originates, and where influence and harsh laws, many so-called heathens,
people’s spirits once journeyed after death — bled criminals, and even pioneers have been forced
into the mortal realm thousands of years ago, elsewhere, giving rise to desperate outlaw gangs,
changing both forever. covens of witches, and organized crime syndicates
Not long after stepping foot on the shores of such as the Black Hat Society in the Outer Crescent
the new world 328 years ago, the human colonists colonies. In the shadows, even the Inner Crescent
far from their lost homeland found they were not is rampant with lowlifes and down-and-outs
alone, and would have to fight for their claim to hopped-up on herbal drugs or drunk on tinctures as
these lands. After years of uncertainty and inner a means of escape. The Temple has an antagonistic
conflict, they formed the Empire, which has relationship with the Imperial Academy, whose
wrested most of the Inner Crescent from the many professors, engineers, and young minds seem to
peoples — dwarves, elves, halflings, sasquatch, and favor the knowledge of the Auroras’ ancient past
even clockworks — who have called this place home over their faith in the Sun God. The Academy
since memory began, who now occupy much of funds expeditions to locate the old world’s lost
the largely unexplored land beyond the encircling relics and technologies, to be studied and replicated
mountain range. The dwarves to the north are to the best of the scholars’ abilities. Industries are
still recovering from a brutal civil war that saw created around their inventions, which are built in
the western clans unite to defeat the barbarous, the factories by prisoners and orc laborers.
vampiric dwarves of the east, who were bent on These archaeological excursions have been
enslaving all others to slake their thirst. Far to the unearthing an increasing number of primordial
west, the halflings jealously guard their resource- industrial ruins and clockwork automatons;
rich territories and treetop cities, standing defiantly many had lain hidden and overgrown for untold
in the face of imperial expansion. Tribal kingdoms millennia. The secrets they reveal improve imperial
of elven hunter-gatherers to the south continue to life, but are met with dire portents from the
roam the sweeping deserts, roiling tropical seas, indigenous religious leaders, who warn that things
and mist-shrouded jungles as they have always that are buried should be left in peace. The ruins

3
contain forgotten treasures, powerful artifacts, and
infinite wealth for those brave or foolish enough REVOLVERS & RED GOLD
to venture after them, and for those able to avoid You may notice the absence of guns in this
or defeat the things that guard them. Fortunes in western-inspired fantasy setting. The level of
shining red vermilium — the unifying currency of technology necessary to create firearms was

INTRODUCTION
the new world, denoted by the V symbol — can be never reached in the Auroras, though the
made by those who are strong of heart and willing imperials’ discovery of ancient artifacts did
to hunt man, monster, or machine. allow them to develop new gear- and steam-
Now, in the third era of this world, is a time of driven machines, including the kind for killing.
antiheroes: bounty hunters, tomb robbers, black The weapon that’s taming the Outer Crescent
market dealers, vigilante drifters, and soldiers is the sixbow: a handheld, six-shot repeating
of fortune all trying to survive in a dangerous crossbow manufactured by the Clockwork
frontier that has yet to be charted, tamed, or even Arms Co. It can turn any unassuming pioneer
understood. To follow the path of adventure is to into a fast-shooting bowslinger to be reckoned
accept a life of desperation, never knowing what with. This development is still imperfect,
the next job will be, or where the next meal will however, as a Critical Failure on a Shooting
come from. They may fight for either side of the roll when using any modern crossbow results
law, or risk their lives to take on jobs no one else in a jam, fixed with an action and a successful
wants to get their hands dirty for, but they must be Repair roll. If this roll is failed, the weapon is
prepared for the consequences. broken and must be mended with an hour’s
work and a further Repair roll, made at –2
Some seek to uncover the mysteries of the
without proper tools or a workshop.
Auroras’ ancient, industrial past, while engineers
repurpose old relics to create new, modern Also absent from this world is another
inventions. Indigenous sorcerers learn to harness western and fantasy trope: gold. Instead,
the chaotic magic that saturates the very earth vermilium is the precious metal found in the
and all that grows from it, while witches risk Auroras, either as bright-red nuggets, in blood-
corruption by taking that power and turning it into like veins, or as dust in the rivers flowing from
something perverse and unnatural. The imperial the Crescent Mountains. Seeing it as a divine
sun priests believe they speak with the divine, gift from their Sun God, the colonial priests,
calling for power from the Great Star in times of the first humans to discover it, made it the
darkness. Collecting artifacts or learning how to unifying currency of a new empire, and so it
harvest plants, animals, and monsters can grant has been ever since.
power beyond reckoning in the new world, and Vermilium (V) can also be found in
from these items creative folks can concoct weird indigenous cultures across the world. Some
and wonderful remedies, make weapons, and even elf tribes use it for jewelry, threading it into
construct new items of power to aid them in their the hair of new brides, or into the dreadlocks
adventures. They’re going to need them. of warriors to show their prowess in battle.
Whatever their background, throughout their Dwarf elders tell the story of a storm of red
careers antiheroes will likely have to battle violent clouds crying for the dead after a terrible
outlaw gangs, corrupt law officials, mysterious battle between their kin, the tears of which
witch covens, hostile warrior societies, supernatural then soaked into the earth and hardened into
beasts, ancient automatons, and magical diseases metal. A similar halfling belief claims that
promising boons in exchange for a sinister cost. If the vermilium veins in the earth carry the
they’re lucky, they’ll live long enough to retire on lifeblood of the natural world, flowing with
a plot of quiet, untainted land after enough blood both magic and memory. Legend even has it
has been spilled and enough vermilium has been that a hidden city of vermilium lies somewhere
earned, but most don’t make it that far. No one said in the southern jungles; the splendorous seat of
the job was supposed to be easy. an elven kingdom lost to time, bearing untold
riches.
Welcome to the new world. Welcome to
Vermilium.

4
VERMILIUM JUMPSTART

SETTING RULES
Vermilium uses the Conviction and Wound Cap
Setting Rules from Savage Worlds. For the purpose MAKING ANTIHEROES
of this Jumpstart, it also uses Dynamic Backlash. A umans in this setting are a diverse race
number of new rules are also included in the full
book to emulate the unfamiliar, survivalist nature
of living in the new world.
H representing the spectrum of people that
made it across the Celestial Ocean to the new
world, and have colonized much of the Auroras.
They are but one of many different bloodlines and
ANTIHEROES
cultures available to players in Vermilium.
Play as flawed, complex antiheroes in a gilded,
morally gray world of magic, machines, and Dwarves are a short, hardy people of the
manifest destiny. northern Winterlands, standing between four
and five feet tall, with pale, bluish skin; white or
CRAFTING hay-colored hair; deep-set gray eyes; and sagging,
Craft customizable armor, weapons, and other elongated ears. They are divided into clans named
adventuring gear, as well as supernatural Artifacts. after the guardian animals representing them,
which can be found expertly carved into the great
HUNTING & GATHERING trees surrounding their territories.
Vermilium provides guidelines for harvesting
Elves are broad-shouldered, lean, and muscular,
creatures for their useful components, and foraging
standing nearly seven feet tall, with pointed ears,
for supernatural ingredients.
blood-orange eyes, black or copper hair, and dark-
STRANGERS IN A STRANGE LAND gray skin. They inhabit the southern continent,
Folks in the new world are suspicious of adventurers divided into kingdoms and tribes ruled over by
and drifters, who are treated as outsiders until they high-born royalty. Proud of their strength, speed
can prove their character. and athleticism, they often hunt and fish on the
move for days on end.

5
Halflings are native to the western woodlands, poxblight, are contracted through exposure; others
eastern plains, and the caverns beneath them. manifest at birth, and cannot simply be cured using
Standing no more than four feet tall, they have the healing power’s Neutralize Poison or Disease

MAKING ANTIHEROES
lithe, athletic bodies; pointed ears; large hazel eyes; Power Modifier. One of the more disturbing
and earthy skin tones the colors of the forest. Many afflictions is the azure agony.
believe in the connection between life, death, the One of two things happened to this hero. He was
earth, and all that grows from it, and care for their either bitten by a skin walker and miraculously
environments as much as their own people. survived, though he is no longer wholly himself,
The sasquatch, gigantic apes born of The Bleed, or he can trace his lineage back to the first skin
were humble beasts given great strength and walkers: the dwarven berserkers of the Sanguine
intellect. They figure in various native folklore and War. Either way, he has contracted the azure
superstition as secretive creatures who take great agony, a supernatural skin disease causing flesh to
care to avoid contact with others, expertly treading painfully shed to reveal a monstrous beast beneath.
well-known paths unseen. As practitioners of He is able to transform into a bestial warrior at
martial arts, and towering over most other folk, will, granted supernatural abilities far beyond what
they are a force to be reckoned with. he would otherwise be capable of, though the more
The same magic that flows through the new the animal within is let loose, the more he risks
world and has blessed it with supernatural form and losing his former self forever.
beauty can just as easily change and corrupt. Orcs Once an antihero acquires the Azure Agony
were once humans of unwholesome provenance, Hindrance, either at character creation or by
cursed from birth and mutated by the magic of the becoming infected from a skin walker’s attack,
Auroras. They are born with bulging muscles and they automatically take the Arcane Background
tough, blistering skin the color of dried blood, and (Gifted) Edge for free, gain a d4 in Focus if they
wicked tusks curving out of their jutting lower don’t already have it, and follow the rules below.
jaws. Some can eventually find work in carnivals, • Edge: Arcane Background (Gifted)
factories, farms, or jails, but most perish in the • Arcane Skill: Focus (Spirit)
slums before adulthood. • Starting Power: Shape change (Limitation:
Finally, there are the clockworks. The the hero can only change into a skin walker,
arcane science behind the construction of these as detailed below). Activation costs 7 Power
mechanical marvels is beyond any understanding Points.
of the modern age. Immortal by design, long have • Power Points: 15
these sentient machines slept or remained hidden, • Available Powers: Beast friend (Limitation:
watching the younger bloodlines grow. Until now. beasts linked to feral form), detect arcana, farsight
(Limitation: self), fear, healing (Limitation: self,
NEW HINDRANCES cannot heal wounds caused by azure iron or
magical weapons), protection (Limitation: self),
Characters in Vermilium are often flawed antiheroes smite (Limitation: self), speed (Limitation: self),
with troubled pasts and dark secrets. Yes, they are warrior’s gift (Limitation: self).
the heroes of their own stories, but they are not • Dark Gift: Skin walkers may take Edges that
always honorable in their actions, and are not require Arcane Background (Gifted).
afraid to walk the gray line between good, bad, and • Backlash: Normally, a Critical Failure on a
ugly. At character creation antiheroes may take up Focus roll causes the Game Master to roll on the
to 6 points of Hindrances instead of 4, increasing Bestial Corruption table, which could result
the maximum benefit when spending on Attribute in the permanent lowering of the character’s
raises, Edges, Skills, etc. Focus die, acquiring a new Hindrance, or even
a new Weakness. For now, the Game Master
AZURE AGONY (MINOR)
simply takes control of the skin walker until the
Not available for clockworks or sasquatch.
end of their next turn or until shape change ends,
Many infectious, supernatural diseases plague whichever occurs sooner.
the new world. Some, such as vampirism and the • Hunted Like a Beast: If civilized society ever

6
learns the character is a skin walker, it is likely TABOO (MINOR OR MAJOR)
to exile or even hunt them. The antihero has Many indigenous people of the Auroras consider
VERMILIUM JUMPSTART

the Secret (Major) Hindrance. If discovered, the use of modern imperial inventions and ancient
this should be replaced with Wanted or Shamed artifacts to be taboo, rejecting the idea that
(Major) Hindrance. technology, whether old or new, is for the good
• Lunacy: The skin walker automatically of the world. Instead, they prefer to retain the
transforms under the light of the full azure traditions of their people and to better connect with
moon (once every month) at the stroke of nature. Even some imperials have reservations
midnight, at which point they must make a regarding their own advances.
Focus check at –2. If failed, they transform The Minor version of this Hindrance prohibits
under the Game Master’s control. If there are the direct use of ancient mechanical artifacts and
not enough Power Points remaining to activate of arcane devices created by engineers. The Major
shape change, treat as Shorting. version also forbids the use of modern inventions
• Skin Walker Powers: Other than shape change such as steam trains, clockwork crossbows, pocket
and beast friend, a skin walker’s powers can only watches, and, in extreme cases, minted vermilium
be activated while in skin walker form. If they coins.
ever become Incapacitated while transformed,
all active powers terminate immediately. Those who adhere to these beliefs add +1 to any
Spirit roll they make. If these beliefs are betrayed,
the benefits of this Hindrance are lost for a week.
SKIN WALKER PROFILE
• Attributes: Agility, Strength, and Vigor NEW EDGES
each increase by one die type, or two with
a raise. ARTIFACT (BACKGROUND)
• Skills: Athletics, Fighting, and Requirements: Wild Card, Novice
Stealth each increase by one die This antihero begins their adventuring career in
type, or two with a raise. possession of an artifact. Perhaps they found it
• Pace: Increases by 2. buried beneath an ancient ruin, inherited it from
• Bite/Claws: Str+d6. a wealthy relative, or stole it from a collector. The
• Low Light Vision: Skin artifact can be any mundane item, weapon, article
walkers ignore penalties of clothing, or piece of armor. Select one of these
for Dim and Dark benefits to give it:
Illumination.
• Add +2 to any one associated skill roll while
• Size: Size increases by
using the artifact.
1 when transformed.
• Add an additional
damage die to any
weapon.
• Add +2 Armor to
any armor.
• The artifact
grants an Edge of any Rank,
provided the antihero meets all
other requirements.
• The artifact is imbued with
a power of Novice Rank and
15 Power Points that recharge
normally. It is activated with a
suitable skill or Spirit roll,
and any Limitations or
Power Modifiers applied are
permanent.

7
If a Critical Failure is rolled when activating the
artifact, the bearer suffers backlash of some kind, be
it taking Fatigue, taking 2d6 damage, or becoming

MAKING ANTIHEROES
Stunned after losing any remaining Power Points,
depending on the item. The benefits of this Edge
are lost if the artifact itself is ever lost, stolen, or
destroyed. Finally, the Artifact Edge can only be
taken at character creation; finding more artifacts
requires adventuring!

BOUNTY HUNTER (PROFESSIONAL)


Requirements: Novice, Fighting d6+, Shooting d6+,
Survival d6+
Bounty hunters make their money from bringing in PROSPECTOR (PROFESSIONAL)
wanted criminals and monsters dead or alive. They Requirements: Novice, Notice d6+, Stealth
ignore 2 points of penalties to Survival rolls when d6+, Thievery d6+
tracking down their bounties. Additionally, they Explorers, miners, tomb raiders, and treasure
can make nonlethal melee attacks without penalty, hunters search for valuable minerals and lost relics
and they may make nonlethal ranged attacks at –2. in pursuit of fortune and glory. As they become
adept at navigating the ruins of the old world, they
EXPLORER (PROFESSIONAL)
gain intimate knowledge of its strange architecture.
Requirements: Novice, Common Knowledge d6+,
Persuasion d6+, Survival d6+ When underground or among ruins, prospectors
add +1 to Notice rolls to spot valuables, hazards,
Explorers wander the new world discovering
and hidden traps. In these environments, they also
different lands and cultures. They ignore the
add +1 to Stealth rolls, and +1 to Thievery rolls
penalties from the Strangers in a Strange Land
when deactivating traps.
Setting Rule when in foreign territories. Also,
when using the Travel rules in Savage Worlds, SWIFT RELOAD (COMBAT)
Explorers can make a Survival roll to draw an Requirements: Novice, Agility d8+
additional card from the Action Deck (or two with
a raise) and choose which to use. Experienced bowslingers develop the necessary
dexterity and muscle memory to reload their
GUARDIAN SPIRIT (WEIRD) weapons quickly in fast, fluid motions. This
Requirements: Novice, Spirit d8+, Taboo shooter ignores 1 point of Reload when using
crossbow-type weapons with Reload 2 or more.
Many cultures believe in animal guardian spirits
When reloading a sixbow or repeater crossbow,
who, though they cannot be seen or heard, guide
which requires only one action to reload a single
and protect individuals through their life’s journey.
missile, they may instead reload a number of bolts
A hero with the Guardian Spirit Edge tends to
equal to half their Agility die +2 per action.
display an affinity with their spirit’s species and is
likely to develop characteristics associated with it. WARRIOR SOCIETY: SKIN WALKER (SPECIAL)
The player selects a beast and an appropriate Requirements: Seasoned, Azure Agony, Agility d6+
skill commonly associated with it, such as Athletics The more the beast within is allowed out of its
for a bear, or Taunt for a raven. When the player cage, the wilder and more powerful it becomes.
spends a Benny to reroll that skill, they roll their
Spirit die in place of their Wild Die. Additionally, While in skin walker form, this ferocious beast
that skill’s maximum die type increases by one step. can jump twice as far as normal, and he adds +4
The hero and creatures belonging to the guardian damage when leaping as part of a Wild Attack
spirit’s species gain the Pacifist (Minor) Hindrance instead of the usual +2 (unless he cannot leap
with regard to each other; if it is ever ignored, the horizontally or vertically, Game Master’s call).
benefits of this Edge are removed for one week.

8
WHAT LIES BELOW SAW & SHACKLE
VERMILIUM JUMPSTART

After traveling together for days on the Wildwood


hat Lies Below is a standalone adventure

W designed to introduce players to


Vermilium, and comes with four
pregenerated characters to play with. It follows a
trail, running low on food and coin, the antiheroes
find themselves in Lonely Hollow: a small town on
the western frontier. As the rain pours onto the
muddy streets, they sit inside the Saw & Shackle
group of antiheroes for hire as they take on a job
at breakfast after seeing posters nailed outside
searching for a missing lumber baron.
offering work. The saloon contains a smattering of
dour patrons, the warmth of a dwindling fire, and
PROLOGUE the smells of sawdust and stale hog’s milk. Before
The Wildwood is a dark, forested labyrinth long, in walks a middle-aged dwarven man wearing
covering the western half of the northern a steel peacekeeper’s badge, who after surveying
continent. A tangled lattice of roots and gnarled the room, clocks the group and pulls up a chair.
trees, whose canopies claw their way hundreds of “Morning folks, name’s Elrond Mannix,
feet into the sky, blotting out the sun and casting peacekeeper of this little town. Not many new faces
the forest floor in perpetual shade. pass through here these days, so I’ll assume you’re
Recently, the lush valley around a burgeoning here for the job. I’ll get straight to the point. The
boomtown has been choked with a thick, smoky local baron, Hannibal B. Cortez, has been reported
mist. Angered halfling and sasquatch tribes blame missing. He failed to make several appearances
a new logging company for felling vast swathes these last couple days, and even missed our weekly
of the region’s trees and have been raiding the poker game last night. Most unusual. The bartender
lumberyards to drive the industrialists away. said he saw him leave town late the other night with
Unknown to anyone, the smoke is issuing from six strangers, including a halfling wolf rider. Our
an ancient, ruined foundry that has reawakened town’s relying on his new barony’s investment and
following its disturbance by the loggers, igniting employment for survival, and we’re more than a
the coal mines that once fed it. All but one of the little concerned. We’ve pooled together a reward
workers who discovered its entrance were killed for his safe return: V250 each. I would go with you,
by a gigantic automaton guardian, but not before but my jurisdiction ends at the town limits, and the
felling the mechanical colossus and collecting the High Sheriff is handling matters out west.”
clockwork key it carried. When the old world was Assuming the group accepts, Mannix takes his
still young, the foundry created clockwork soldiers leave. They can make Networking rolls around
for its armies, and some have survived until now; town to dig deeper, uncovering more information
however, the arcane science animating them has for each success and raise.
long since corrupted, turning them into careless,
chaotic, murderous machines. • A logger working for Cortez hasn’t seen his
teammates in days. Last he heard they were
Hannibal B. Cortez is the baron of a new trading working a new patch a few miles north of town.
company aiming to fill the void left after Firefly • People here have begun noticing a mysterious,
Industries was rendered leaderless some years smoky mist filling the valley from the river,
back. For now, he relies on his own wealth to accompanied by small earthquakes.
both grow the barony and uncover these ancient • The bartender says one of the saloon’s
places, coveting the industrial secrets they hide. His companions saw Cortez obsessing over a
obsession with ruins and relics has nearly cost him strange, clockwork relic before he disappeared.
his life on more than one occasion, but this fixation • A swineherd has heard of a sasquatch war party
has also saved it. The only reason he still walks is on the move through the woods.
thanks to a clockwork artifact that replaced his
heart some time ago. After learning of the latest The trail to the lumber camp takes most of the
discovery, he embarked on a secret expedition with day to traverse, winding through the primordial
a group of tomb robbers, the sole survivor, and the forest of colossal trees carved with halfling and
recovered clockwork key to investigate its origins, sasquatch markings. The perfect time to run an
before things went terribly wrong. Interlude. Minor quakes in the ground shake the
leaves from the trees every hour or so.
9
SASQUATCH IN THE MIST Academics rolls made regarding the 15-foot
statue identify it as an ancient, inert automaton,
The deserted riverside logging camp is filled while a closer look spots the crossbow bolts piercing
with rocky outcrops and log piles under a thick, its plating. Copper Fox points to where Cortez was

WHAT LIES BELOW


dirty mist casting Dim Illumination. Looking for last seen: through the mist beyond the tree line on
tracks in these conditions is hard going. Successful the far side of the clearing, a ruined engine house
Survival rolls find little more than discarded logs, catches the light of the sunset. Smoke billows from
tools, and old rope; blurred prints of different its crumbled chimney. As the antiheroes take this
sizes leading through the clearing; and the loggers’ in, call for Notice rolls. The earth shakes once
broken remains buried in the muck, picked apart more as they see pools of rainwater rippling on
by crows. A raise finds tracks leading to a rusted the ground, and hear rumbling sounds growing
copper pipe jutting out of the ground. It coughs louder from the forest. Suddenly, a pair of furious
out black smoke from a hole large enough to crawl sasquatch tear through the trees behind them.
through, leading below the earth to Area 2.
Run a dangerous Quick Encounter. If the
The clattering rain subsides, leaving the clearing antiheroes stand their ground, have them make
oddly silent, broken only by a wolf’s howl nearby. If whatever rolls they feel necessary to avoid or
followed, the group finds a saddled dire wolf sitting embrace conflict. If they decide to run to the ruin,
by a halfling woman trapped under a fallen iron ask for Athletics rolls and award them a +2 bonus.
statue. If helped, the guide thanks the antiheroes The sasquatch are too afraid to enter the ruin, and
before offering a blessing in gratitude. Everyone withdraw once the group get too close. Characters
receives a Benny. If Cortez’s name is mentioned, subtract 2 from their encounter rolls if they failed
she speaks in Halvish: their Notice checks, or 4 with any Critical Failures.
“Copper Fox and Arrowhead guide Cortez through If Arrowhead’s howls are ignored, the antiheroes
forest, find entrance to ruin. Copper Fox refuse to can eventually find the ruin with their successful
enter; every living thing in forest either forbidden Survival rolls. If failed, however, they spot it later
or afraid. They run inside, escape sasquatch attack. in the day at dusk, under Dark Illumination. At this
Copper Fox flee, but return to search for survivors point, the sasquatch attack.
when ground shake, trap Copper Fox under statue.”

10
1

2
(a)

(c) (b)

(d) 7

8
DESCENT INTO ANTHRACITE
FIREWATER
AREA 1 ELEVATOR SHAFT Black market tinctures are liquors infused with

WHAT LIES BELOW


Copper Fox refuses to enter the ruin, leaving the supernatural remedies acting as single-use
antiheroes to their quest as she rides into the forest. Arcane Devices. Taking an action to imbibe,
Inside the ruin, a tower descends into the darkness; the drinker rolls the distiller’s arcane skill as if
rotten stairs and dead roots line the damaged walls it were their own — in this case d8 — along
of a collapsed chain elevator shaft. Climbing down with their Wild Die. A Critical Failure on
requires Athletics rolls, made at –2 without the use the activation roll causes the user to become
of rope or something similar. Failed rolls result in drunk, following the penalties of the Liquid
suffering 2d6+2 damage from falling. Courage Edge in Savage Worlds.
The bottom is warm and dank, kept in Dark Firewater contains the healing power, but
Illumination by the dappled sunlight from above, it can also be set alight and thrown, causing
which reveals among the debris a fallen elevator 2d6 damage in a SBT. A raise automatically
that has crushed an unlucky prospector. Survival sets targets on fire instead of dealing bonus
rolls allow the group to pick up the trail of his damage. Range: 3/6/12. Weight: 1 lb.
companions, which leads along the rail tracks to
Area 2. Along the way, the antiheroes see brick
walls lined with cast iron reliefs depicting legions AREA 3 TURNTABLE
of skeletal soldiers rising from flames. Academics The rails eventually lead into a large room with
rolls reveal them to be thousands of years old, a raised turntable in the center, seemingly stuck
indicating what the tunnels were once used for. A in perpetual, grating rotation. Here, the group
raise recognizes the scene as one of creation. discovers three more members of the expedition,
(a): A raise on the Survival roll spots strange, dead. Looking over their bodies finds slash
arachnid-like tracks in the dust leading from the wounds, scattered weapons, broken lanterns, and
prospector’s body and into a mound of rubble. A small, brass clockwork spiders crawling over them.
tiny hole is visible, and moving some rocks reveals The hewn charcoal walls of the mine tunnels
a small opening. Anyone crawling through must are replaced here with crumbling brick masonry
make an Athletics roll. With a failure, the opening decorated with more damaged cast-iron reliefs,
collapses followed by a small earthquake, possibly this time depicting life-sized skeletal swordsmen,
separating the group. Those who make it through their inset faces of cracked porcelain eerily
find themselves in Area 3. watching over the scene in silent observation. Any
Academics rolls made to recall knowledge identify
AREA 2 MINE TUNNELS them as automaton warriors of antiquity. Recent
The path gives way to a labyrinth of lifeless passages scratch marks appear in the metal around them.
and partially collapsed mining tunnels. Rail tracks
Among the dead, a well-dressed but bloodied
crisscross through them, as do old copper pipes
human explorer lies on the turntable. He’s still
containing the sounds of tapping metal. Some
breathing, but barely. As soon as the turntable
sections of tunnel crackle and burn as coal embers
is stepped on, gears can be heard cranking in the
choke the ceiling with smoke. Anyone taking this
walls. Cortez’s brown eyes flash open, he inhales
route must make Vigor rolls to avoid Fatigue from
deeply, and cries for help as the automatons
smoke inhalation. Successful Notice rolls made
suddenly animate, tear themselves from the walls,
here find an old wooden crate containing a bottle
and attack! Call for Fear rolls as you deal Action
of vintage Firewater, or two with a raise. From
Cards. If the small tunnel in Area 1 collapsed when
deeper within the tunnels, the sounds of grinding
anyone entered through it into the room, the
gears and running water can be heard.
machines attack those inside immediately. Those
(b): If the antiheroes entered the pipe found in left behind can make it to the turntable room by
the lumberyard, they emerge in this area amongst the beginning of the third combat round.
a patch of glowing mushrooms covering another
crack in the damaged pipe.

12
DRAMATIC COMBAT TABLE AREA 4 STAIRS
A small landing just outside of the turntable room
VERMILIUM JUMPSTART

CLUB COMPLICATION
overlooks an ochre-colored, acidic river 2’’ (4 yards)
The presence of the ancient machines below. From the landing, a staircase descends into
is disturbing, forcing a Spirit roll to the water, which flows through a portcullis of
2
avoid being Shaken. A Critical Failure copper poles, preventing things from being carried
requires a roll on the Fear table. away in the current. If anyone falls into the water,
A small quake causes more debris to roll 1d6. On a 1, any worn armor loses one point
fall from the ceiling, forcing a Smarts of protection. Afterwards, they are deposited here.
roll to avoid becoming Vulnerable,
3-5 (c): Successful Notice rolls at –2 spot a concealed
and Shaken on a Critical Failure. An
opening where a length of copper pipe bridging
area of Difficult Ground now covers a
the river enters the rock face opposite the landing.
SBT centered over the antihero.
Crossing the descending pipe requires an Athletics
The stone floor begins to crack and roll to avoid falling. Once the pipe is descended, the
6-8 collapse beneath the antihero, forcing characters find a secret tunnel covered in metallic
an Agility roll to avoid falling prone. silk, leading to Area 5.
The antihero is blasted with steam
from a corroded pipe above, forcing AREA 5 THE SWORD IN THE STEEL
a Vigor roll to avoid becoming At the end of the secret passage is a large flooded
9-J Distracted, and Shaken on a Critical slag pit which has long-since cooled and been
Failure. An area covering a SBT forgotten. Hardened slag covers the chamber,
centered over them obscures vision with acidic water pooling in its pits. Impaled into
(–2), lasting until the end of the round. the central mound is a sword, the Verdigris Blade,
The antihero stumbles across a coil covered in steel thread. Another dead prospector
of rusted chains, forcing a Strength lies reaching for it, their flesh and clothes stripped
Q-A from their bones. The blade is partly exposed,
roll to avoid becoming Entangled, or
Bound with a Critical Failure. glowing with a soft, sickly green light. If the sword
is pulled free, it attracts a swarm of clockwork
When an antihero draws a Club as an Action spiders, ranging in size from that of a tarantula to
Card, note its value and consult the Dramatic that of a wolf, which quickly descend from high
Combat table. Resolve these Complications as free above. Run a dangerous Quick Encounter, with
actions before any others are taken. If the antihero the blade’s wielder adding +2 to any Fighting roll
gets a raise, award them a Benny. they make.
• CLOCKWORK REVENANT (2 per antihero)
After the violence, let the antiheroes introduce VERDIGRIS BLADE
themselves and describe their quest. A Wounded Damage Str+2d6; Weight 6 lbs; Notes: Min Str d6
Cortez coughs out the following in response: This ancient, ceremonial sword has been left
“I’m forever indebted to you for finding me, to corrode in the depths of this industrial ruin
friends, but I can’t leave. Not yet. This place has for countless centuries.
reawakened, and is building an army. They didn’t Boon: The blade ignores the Armor of any
kill me, but have been keeping me prisoner for days, clockwork it strikes. It glows unnervingly
I’d wager on account of my clockwork heart. From when reawakened constructs are within 24″
what I could learn from the reliefs, these tunnels (48 yards) of it, emitting an ominous green
lead to a foundry overseen by a machinist, which light of Dim Illumination in a 6″ radius.
has clearly become corroded and dangerous from
years of imprisonment. I have to silence the furnace
and its master, lest everything in this valley burn!
You want to be real heroes? Help me.”

13
WHAT LIES BELOW
(d): The group can either make their way back struggles to make out the number of animated
up the pipe, or they can ascend a staircase on the clockworks working inside. The passage to the
opposite side of the room to a secret door, which left ends in a locked door surrounded by more
can be opened using a lever next to it. It cannot be glowing mushrooms leading to Area 7, requiring
opened from the other side. a Thievery roll to open. The passage to the right
ends in what appears to be another wall relief. A
AREA 6 BROKEN BRIDGE Notice roll made at –2 determines it to be a secret
The mining cart tracks continuing from the door (d), which cannot be opened from this side no
turntable lead to an incomplete bridge spanning matter what methods are employed.
the subterranean river. Dead roots hang from
the ceiling above. The brick façade of a gatehouse AREA 7 BOILER ROOM
looms over the other side, its entrance decorated A small boiler room lined with thick pipes and filled
with a giant face and headdress of expressionless with more mushrooms. Steam spews from a large
iron. A large, rusting waterwheel slowly turns crack in one of the pipes, causing 1d6 damage each
beside it. Another quake causes more of the bridge round to anyone who gets too close. The pressure
to collapse, with the tumbling iron rails fizzing can be turned off by tinkering with the boiler and
in the water below. Successful Athletics rolls are making a successful Repair roll. A Critical Failure
needed to cross without falling. causes damage to everyone in the room. The crack
Inside the gatehouse are three passages. The is large enough to climb through, allowing the
central passage is blocked by a monumental iron group to crawl down the pipe to another opening
gate, barely concealing the deafening sounds of directly above the walkway suspended over the
industry behind it. It can be opened using Cortez’s factory floor in Area 8. Entering the factory this
clockwork key, or with a Thievery roll at –2. way allows the group to make Stealth rolls vs. the
Either side of the gate is a narrow opening large Iron Maiden’s Notice to remain hidden.
enough to look through. Anyone doing so can get
a good read of the foundry’s layout in Area 8, but

14
AREA 8 ROBOT FACTORY Once the Dramatic Task is complete, the Iron
Opening the foundry’s main gate creates a loud, Maiden is unable to use its powers, the furnace
VERMILIUM JUMPSTART

grating noise as it slowly rises, alerting any begins to cool, and the crumbling and collapsing
clockworks inside to the antiheroes’ presence. walls start to stabilize.
As soon as the group makes itself known, the ■ HANNIBAL B. CORTEZ
clockworks attack. ■ THE IRON MAIDEN
Inside the factory, the hard stone floor is • CLOCKWORK REVENANT (2, plus 1 per
scattered with broken bricks, scrap metal, cast antihero*)
molds, and lumps of coal. A partially collapsed
walkway of rusting iron surrounds the perimeter at
EPILOGUE
a height of 2’’ (4 yards) at the door’s level, accessed If the antiheroes fail the Dramatic Task, the factory
via two sets of stairs flanking the entrance. The begins to crumble around them. An inferno quickly
walkway and the high, crumbling ceiling are spreads throughout the forest as the area collapses
supported by brickwork columns. Between them into a fiery pit. This can be run as a dangerous Quick
on the lower level are rows of machinist vices Encounter to let them escape using Athletics or
containing incomplete clockworks in the midst of similar skills. If they fail, they take damage as usual,
being built by animated revenants, directed by the but escape unless Incapacitated. If they succeed in
Iron Maiden as a conductor would an orchestra. escaping with Cortez, either by completing the
Machines building machines, how perverse. task and destroying the machines or by outrunning
the collapse, they can return the baron to Lonely
The Iron Maiden stands before a towering blast
Hollow to collect their reward from Mannix.
furnace that dominates the back wall, kept alive
by wheezing bellows powered by the waterwheel, If this adventure is being run as part of an
casting an orange glow over the room (Dim ongoing campaign, Mannix is willing to issue more
Illumination). A pool of tapped molten slag bubbles lawful jobs around Lonely Hollow, while Cortez
to its right as a large crucible lies broken over it, may offer dirtier work in his growing barony.
while a second syphon to the left fills molds ready
to be cooled and worked. Anyone who falls into the ALLIES & ADVERSARIES
slag or blast furnace suffers 5d6 damage as if it were
lava. The foundry is in a state of major disrepair, HANNIBAL B. CORTEZ
the machines work without care, and the entire Cortez is a small, muscular man with long salt and
complex is close to self-destruction. Feel free to use pepper hair tied in a messy bun, and a vermilium
the Dramatic Combat table during this encounter tooth in his grin. He prides himself on being a
as well. survivor, though his curiosity may be his downfall.
A complex series of valves, gears, brass dials, and Bloodline: Human
rusting pipes climb the furnace like overgrown Attributes: Agility d6, Smarts d6, Spirit d8,
vines. If none of the antiheroes come to the Strength d6, Vigor d6
conclusion, Cortez claims this must be quickly but Skills: Academics d8, Athletics d6, Common
carefully used to deactivate the factory. Run this as Knowledge d8, Fighting d6, Notice d6,
a Challenging Dramatic Task requiring four tokens Persuasion d6, Repair d6, Shooting d6, Stealth d8
over three rounds, with each round requiring a Pace: 6; Parry: 5; Toughness: 5
different Trait: Repair, Strength, Thievery, or Hindrances: Curious, Driven
Weird Science. Different Traits can be used at –2 Edges: Charismatic, Hard To Kill
if the Game Master allows. A single antihero must Gear: Sixbow (Range 5/10/20, Damage 2d6, RoF
take the lead each round, though allies can Support 1, AP 1, shots 6), 20 short bolts, clockwork key.
with the same Trait. Failed Complications do not Special Abilities:
end the task, but instead each failed Complication • Clockwork Heart: If a foe scores a raise when
reawakens another clockwork revenant from Testing Cortez using any skill, the baron is
the vices to join the fight! If anyone thought to Stunned instead of Shaken. However, the heart
somehow jam the waterwheel, a +2 bonus may be grants Cortez the Hard To Kill Edge.
applied to any one of the Task’s rolls.

15
THE IRON MAIDEN CLOCKWORK REVENANT
A tall, skeletal machinist made of metal, the Iron Clockwork custodians have stood guard over
Maiden is one of the rare leaders among the many of the old world’s ruins for centuries. These

WHAT LIES BELOW


clockwork legions, built to create others of its kind weaker variants have deteriorated over that time,
and to oversee the ancient automaton factories. It’s but remain a deadly threat.
rank is denoted by a cast-iron crest bolted over its Bloodline: Clockwork
exposed mechanical skull. Attributes: Agility d4, Smarts d6, Spirit d4,
The machinist’s once brilliant mind has Strength d8, Vigor d8
deteriorated from countless centuries of inactivity Skills: Athletics d6, Fighting d8, Notice d6, Repair
in its underground prison. Lying awake all that d6, Stealth d6
time, yet only now having been reactivated, its Pace: 6; Parry: 6; Toughness: 8 (2)
twisted logic is driving it towards ever-more Edges: Arcane Resistance
dangerous and destructive processes in order to Gear: Ancient long sword (Str+d8–1).
fulfil its duty. Special Abilities:
Bloodline: Clockwork • Armor +2: Rusted iron plating.
Attributes: Agility d6, Smarts d8, Spirit d4, • Claws: Str+d4.
Strength d8, Vigor d8 • Clockwork: See The Iron Maiden.
Skills: Athletics d6, Fighting d6, Notice d6, Repair • Construct: See The Iron Maiden.
d8, Stealth d6, Weird Science d8 • Fear: Anyone encountering a clockwork must
Pace: 6; Parry: 6 (1); Toughness: 10 (4) make a Fear check.
Edges: Arcane Background (Weird Science), • Fearless: Immune to Fear and Intimidation.
Arcane Resistance (Imp), Channeling
Gear: Ancient staff (Str+d6–1, Parry +1).
Powers: Boost Trait (affecting clockworks only),
bolt (clockwork riveter), burst (steam jet), healing
(affecting clockworks only), zombie (affecting
clockworks only). Power Points: 20.
Special Abilities:
• Armor +4: Thick copper and iron plating.
• Claws: Str+d4.
• Clockwork: If a foe gets a raise while
performing an Agility- or Strength-based Test
against a clockwork, the clockwork is Stunned
instead of Shaken. It does not fall prone, but
instead stands as lifeless as a statue.
• Construct: +2 to recover from being Shaken;
ignores 1 point of Wound penalties; does
not breathe or suffer from disease or poison;
can only heal Wounds using Repair with no
“Golden Hour”.
• Fear (–1): Anyone encountering The Iron
Maiden must make a Fear check at –1.
• Fearless: Immune to Fear and Intimidation.

16
ALABASTER LE STRANGE
VERMILIUM JUMPSTART

Novice Human Baron & Skin Walker


You are the proprietor of a number of small drinking establishments. Your wiry
hair, rugged appearance, and wild, violet eyes threaten to betray the dark secret
you carry, which grants you unimaginable power and ferocity while slowly
robbing you of your humanity. None but your closest allies know of the truth.
AGILITY SMARTS SPIRIT STRENGTH VIGOR

d4 d6 d8 d6 d6
PACE: 5; PARRY: 5; TOUGHNESS: 5

SKILLS: Athletics d4, Common Knowledge d6, Fighting d6, Focus d8,
Intimidation d6, Languages (Common Imperial d8, Halvish d4), Notice d6,
Persuasion d4, Shooting d4, Stealth d4, Survival d6
HINDRANCES: Azure Agony, Driven (Minor), Loyal, Mean, Quirk (eats only
meat), Slow (Minor)
EDGES: Arcane Background (Gifted)*, Aristocrat, Menacing, New Powers
POWERS: Shape change (Limitation: skin walker), healing (Limitation: self),
warrior's gift (Limitation: self). Power Points: 15.
GEAR: Azure iron wolf’s head cane (Str+d4), dawnbreaker (Range 5/10/20,
Damage 2d6+1, RoF 1, AP 1, Shots 6), patchwork suit, top hat, shaded
spectacles, 20 short bolts, fish hook made from oyster shell. Encumbrance:
8/40. V81

VIOLENCE LE VAY
Novice Human Bounty Hunter
Life as a bounty hunter isn’t a life one accepts lightly. Your trade is in the bodies
of wanted outlaws and monsters, dead or alive. The red headed stranger has no
home to call her own, because on the road, in the endless expanse of the lawless
Outer Crescent, the hunt never ends.
AGILITY SMARTS SPIRIT STRENGTH VIGOR

d8 d6 d4 d8 d6
PACE: 6; PARRY: 4; TOUGHNESS: 6 (1)

SKILLS: Athletics d4, Common Knowledge d6, Fighting d4, Languages


(Common Imperial d8, Elvish d4), Notice d6, Persuasion d4, Repair d6,
Shooting d8, Stealth d8, Survival d6
HINDRANCES: Bad Luck, Code of Honor, Quirk, Ruthless (Minor)
EDGES: Assassin, Bounty Hunter, Swift Reload
GEAR: Colonial arbalest (Range 15/30/60, Damage 2d8+1, RoF 1, AP 2, Shots
1, Reload 2) sixbow (Range 5/10/20, Damage 2d6, RoF 1, AP 1, Shots 6),
tomahawk (Str+d6), leather jacket (+1), 20 long bolts, 20 short bolts, trail
rations (five days), poncho, curious idol of carved ivory depicting an obese
sasquatch. Encumbrance: 32/60. V17

17
LADY JAYNE MONTOYA
Novice Half Elf Prospector

WHAT LIES BELOW


Your father was an imperial explorer from the big city sent out to chart the
southern jungles, your mother was his elven guide. When you were born, their
family was complete. Raised and educated in Almouth, you always yearned to
return to the Outer Crescent, where so much was left to discover.
AGILITY SMARTS SPIRIT STRENGTH VIGOR

d6 d8 d4 d6 d6
PACE: 6; PARRY: 5; TOUGHNESS: 6 (1)

SKILLS: Academics d6, Athletics d4, Common Knowledge d6, Fighting d6,
Languages (Common Imperial d8, Dwarvish d6, Elvish d6, Halvish d6, High
Imperial d6, Sasquatch d4), Notice d6, Persuasion d4, Research d6, Shooting
d4, Stealth d6, Survival d4, Thievery d6
HINDRANCES: Curious, Greedy (Major), Phobia (Major: spiders)
EDGES: Artifact, Explorer, Linguist, Prospector
GEAR: Sixbow (Range 5/10/20), Damage 2d6, RoF 1, AP 1, Shots 6), pickaxe
(Str+d6, medium improvised weapon), boarwhip (Str+d4, Parry –1, Reach
2, target Entangled with raise on Fighting roll), leather jacket (+1), lantern
& oil, 20 short bolts, compass, six-inch elven calendar stone with a bloody
fingerprint over one month. Encumbrance: 18/40. V299
ARTIFACT: An elongated elf skull carved from a milky-green crystal said to hold a part of the world’s consciousness.
Those who gaze into the skull’s eyes hear an inner voice offering them untold knowledge from beyond corporeality.
Boon: Contains the boost Trait power with a Duration of one hour and 5 Power Points. Limitations self and
Smarts-based, “Knowledge”-type skills. Activated using Spirit after one minute of focus.
Bane: A Critical Failure results in a mental overload causing 2d6 damage, ignoring Armor.

ALOYSIUS GRIMM
Novice Half Dwarf Engineer
Being expelled from the Imperial Academy only served to slow, not hinder,
your work. As a young boy, you were always fascinated by the Machinist
Child on display there, spurring your obsession with the relics of the old
world, and the notion of creation.
AGILITY SMARTS SPIRIT STRENGTH VIGOR

d6 d8 d6 d6 d6
PACE: 4; PARRY: 5; TOUGHNESS: 6 (1)

SKILLS: Academics d6, Athletics d4, Common Knowledge d6, Fighting d6,
Languages (Common Imperial d8, Dwarvish d4), Notice d8, Persuasion d4,
Repair d8, Stealth d4, Weird Science d8
HINDRANCES: Doubting Thomas, Quirk (you talk to yourself), Shamed
(Minor), Slow (Major), Sophisticated (–2 penalty to all Survival rolls)
EDGES: Arcane Background (Weird Science), McGyver, New Powers
POWERS: Blast (volatile vial), bolt (sixbow that shoots lightning bolts), darksight
(photosensitive spectacles), relief (hypodermic pep injection). Power Points:
15.
GEAR: Various devices and concoctions, leather lab coat (+1), clockwork
bone saw (Str+d4, light improvised weapon), general tools, amethyst
figurine in the form of a lone horn ram’s head. Encumbrance:
16/40. V250

18
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