Plot Device 1

Before my current campaign started, I brainstormed several potential adventures.  And, each time I read another Savage Worlds supplement, I would think of something more…or something from the supplement that would be added to one of these existing plots.  And, of course, I steal plots and adventures wholesale from supplements.  For example, my campaign universe includes the 50 Fathoms setting as a world in one of the planetary systems.  So, of course, the party has run into an adventure straight out of that book.


I can’t, of course, put the plots that they haven’t hit yet up here.  There’s at least a chance that one of the players reads this blog (though no evidence…let’s test it…anyone who mentions this gets a free benny.)  But as a look into how my brain and notes work, here is the one plot I developed that they actually hit and the notes where they went away from my rails.  I’ll put the notes in Brackets.


Scepter of Pini-Ya plot. [Pini-Ya is a pun on the name of a moderately famous gaming pod caster who pronounces “necromancer” in an odd way.  My campaign, though everyone involved’s fault, is pretty pun heavy.  I didn’t intend it at first, but that’s how it worked out and I don’t mind.]

Derelict Nautiloid in the middle of a Skeleton Minefield.  [It was part of an ancient battle]

Skeleton Minefield [This is just an area of space strewn with animated skeletons folded up in balls and left to fall into the gravity wells of passing ships.  Being undead they’ve existed there for millennia and can remain there indefinitely.]

Armed with Shortswords: Str + d6 & Bucklers +1 to Parry

Requires a Notice Check to spot or party assumes it is just debris.

A Piloting check at -2 brings only skeletons = to the party on deck.  Raise avoids all.  Failure brings in party x 2.

All weapons [on the Nautiloid] are inoperable.  [I planned this as a very early adventure so I didn’t want them looting the ship for more weapons.  In the end, I forgot this part and the weapons were functioning, leading to a short ship to ship battle, though the Nautiloid could not maneuver.]

It is populated by up to 20 zombies and 2 Void Ghouls (Undead Created by a curse on those who commit cannibalism in space.  Happens when they suffocate when air envelope expires) [I created these before I got the Fantasy Companion and they were just my version of Ghouls.  I didn’t want to waste them so I made them into a different type of undead, one more suited to my space campaign.]


Void Ghoul

Agility: d8, Smarts: d6, Spirit: d8, Strength: d10, Vigor: d10

Skills: Fighting: d8, Guts: d8, Intimidation: d8, Notice: d6, Shooting: d6, Throwing: d6

Pace: 6             Parry: 6            Toughness: 9

Special abilities: Claws: Str+d4

Frenzy: 2 attks at -2 to both

Undead: +2 to recover from shaken, no extra damage from called shots


Void Ghoul King rules the Nautiloid

Agility: d8, Smarts: d10, Spirit: d10, Strength: d12+3, Vigor: d12

Skills: Fighting: d10, Guts: D10, Intimidation: d12, Notice: d8, Shooting: d8, Swim: d8, Throwing: D8

Pace: 6             Parry: 7            Toughness: 12(2)

Special Abilities: Claws: Str + d4

Improved Frenzy: Make two attacks per round without penalty.

Level Headed: Act on the best of two cards

Undead: +2 Toughness, +2 to recover from being shaken, called shots do no extra damage, no wound penalties.

Gear: Ornate Longsword +1 Fighting, AP 2 (Str+d8, AP2), Ornate chain hauberk (+2 Armor), Crown (as Pot Helm) (+3 50%)


If wounded, dives out of back window & escapes in bone flitter hidden in jettison.  [This almost went wrong as the party came very close to killing him in one round…not the first round but taking him from 3 wounds to none in one set of attacks.]


Escapes to skeletal kindori.  2 Void ghouls, 10 skeletons, 10 zombies. [I expected the party to get back on their ship and chase down the fleeing Void Ghoul King.  Instead, they swiped a lifeboat from the Nautiloid and chased him down.  After crashlanding, and it’s debatable which is more descriptive, they quickly vanquished the crew of the skeletal ship.]


[I’ve always liked the idea of living ships and Kindori space whales are pretty awesme.  Turn them into an unliving ship and they’re even more awesome.  Oh, and after defeating the Void Ghoul King, they traded the Skeletal Kindori to a necromancer acquaintance for 10 skeletal soldiers and an amulet to control them.]


Skeletal Kindori

Agility: d6, Smarts: d4(a), Spirit: d10, Strength: d12+10, Vigor: d12

Skills: Fighting: d6, Guts: d8, Notice: d10, Piloting: d8, Stealth: d10

Pace: 0(24)      Parry: 5            Toughness: 20

Special Abilities: Hardy: Further Shaken results have no further affect

Size: +10

Slam: Fighting vs. opposed boating roll Str + 4d6

Undead : +2 Toughness, +2 to recover from shaken, doesn’t suffer additional damage from called shots, immune to disease or poison.

Flight: 24

Maneuverability: +1

Tonnage: 40

Cargo: 10

Weapons: 2 ballistas and 1 catapult


2 thoughts on “Plot Device 1

  1. Not responding because of the free benny, but just to let you know that Yes I have been reading your stuff. I like what you’re doing here. I read more for your thoughts than for the stats, but then… you’re the one running the game with those stats, so I don’t feel like I need to keep track of those. And I think that you’re putting the proper amount of detail into the game mechanical stuff, so that it would be useful to anyone else crazy enough to run a Spelljammer campaign.

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