TEXT: Windship on the Storm
  The heroes are hunting a cadre of dire 
  storm spirits, but the true opposition is 
  even darker than they imagined!
  A Bundle of Thunders
  The waters around Port of Isles have become a bat-
  tleground. Buccaneers from north and south encroach 
  on the trade lanes, dire spirits of sea and surf strike 
  without warning, and wyrmspawn reavers sail out 
  of the Goblin Fens. The City of Ships, once a bustling 
  trading center, now struggles to survive. So when a 
  cadre of storm spirits started sinking trading vessels, 
  it was thought they were just the latest threat produced 
  by the Diring. But there is a different evil at work here. 
  Known as Wailing-Waves, this cadre is not cursed, 
  but is, in fact, trying to destroy a powerful netherman-
  tic weapon. In the depths of the Fens, a band of goblins 
  discovered a terrible relic. Called the Drum of the Deep, 
  this device drains power from the seas, and uses those 
  energies to twist the waves into terrible onslaughts. 
  After taking to the seas, and destroying a number of 
  windships with their new weapon, Wailing-Waves 
  manifested to bring an end to the Drum. But in their 
  fury, they have destroyed many other windships, while 
  the goblins stay one step ahead of them.
  Chasing Storms
  The heroes have been hired by the Isleguard to 
  bring an end to Wailing-Waves. These defenders and 
  peacekeepers of Port of Isles, also called the Bluecapes, 
  have been forced to seek outside aid to deal with this 
  new threat, while the city is assailed by so many others.
  How the heroes have been contacted is up to you. They 
  might be trying to make connections in Port of Isles, 
  looking to earn some coppers, or perhaps are known 
  on Trader’s Bay already. The Isleguard can provide the 
  heroes with information on the locations of the cadre’s 
  attacks, and with an older rillrunner, the Wave Arrow.
  The heroes’ hunt starts fruitlessly. The skies over 
  the Bay are clear, the waters calm, and the only other 
  windships they encounter are friendly traders. As the 
  sun begins to set, anyone topside sights a storm build-
  ing, seemingly out of nowhere. Call for Notice rolls. 
  With a success, they see a windship within the heart 
  of the storm, being tossed about like a maize husk doll. 
  This must be Wailing-Waves!
  It takes the heroes’ vessel three rounds to reach the 
  other windship, and each round they must fight the 
  fury of the storm. The ship’s pilot must make a Boat-
  ing roll each round. On a red card, they face driving 
  winds and surging seas, with a -2 penalty for a face 
  card. Without a success, the windship suffers a Crew 
  Critical Hit, as per the Windship Critical Hit Table. On 
  a black card, they must dodge lightning strikes, with a 
  -2 penalty for a face card. Without a success, the wind-
  ship suffers a Controls Critical Hit, as per the Wind-
  ship Critical Hit Table. Jokers inflict a -4 penalty. 
  Once they are through the storm, the heroes finally 
  get a good look at the ship at the center of the tem-
  pest. It is a rillrunner, like their own, but it is clearly no 
  trader. The gunwales are adorned with bones and the 
  sail bears a blood red fanged skull. Goblins swarm over 
  the decks, and beat out fell music on a great cylindri-
  cal drum in the center of the quarterdeck. The drum is 
  clearly magical in nature, covered with animated im-
  ages of beasts of the deep and lashing out with nether-
  mantic energies. It’s goblin reavers!
  
  Caught in the Crosswinds
  The heroes have sailed into sea a melee! The cadre 
  has 2 spirits per hero, with a minimum of 6, and the 
  ship is crewed by 3 goblins per hero. Wailing-Waves at-
  tacks the goblins with rage, and will attack the heroes 
  if attacked by them. The goblins, meanwhile, eagerly 
  use the heroes’ arrival as an opportunity to escape.
  This is run with the Chase Rules. Wailing-Waves 
  makes a single group maneuvering roll. The goblin rill-
  runner flees with every inch of sail flying, so the chase 
  only lasts 3 rounds. The spirits focus their attentions 
  on the goblins, but will fight back if the heroes attack. 
  The goblins attack anyone in their way, with lance bolts 
  and nethermantic beats from the Drum of the Deep.
  Once the goblins escape, the spirits turn their at-
  tention on the heroes, thinking they are in league with 
  the wyrmspawn. Any hero who engages with them im-
  mediately realizes they are not cursed by the Diring. 
  After another round, or if the heroes attempt to com-
  municate with them, Wailing-Waves calms the storm 
  and manifests on the deck of the Wave Arrow to treat 
  with the heroes. They detail the Drum’s power, and will 
  end their destructive storms if the heroes help them 
  get the Drum from the these vicious wyrmspawn.
  But Wailing-Waves does not know where the gob-
  lins are; they know only the waters of Trader’s Bay. 
  Every time they flee the spirits, they hide somewhere 
  beyond their knowledge. But the heroes know exactly 
  where goblins hide in these parts - the Goblin Fens!
  Fighting Through The Fens
  From the expansive field of waves that is Trader’s 
  Bay, the heroes and their new spirit allies soon find 
  themselves in the murky, twisted maze that is the Gob-
  lin Fens. A successful Tracking (-2) roll finds a place 
  that has been torn apart by wave and wind. This must 
  be where the goblins entered the Fens’ closed confines. 
  The goblins, meanwhile, have had time to resup-
  ply and recover. They make up for any casualties from 
  the last battle, and there are now 4 goblins per hero. If 
  the heroes failed the Tracking roll, it takes them some 
  time to locate the goblins at their berth in the Fens, 
  and the nefarious wyrmspawn also have time to re-
  plenish their spent lance bolts, and get another ballista 
  ready on their rillrunner. With a raise on the Tracking 
  roll, and a successful Boating roll, the heroes are in the 
  perfect position to surprise the goblins!
  After the battle, many questions remain. Can the 
  Drum of the Deep be destroyed? How did the goblins 
  get it? Are there other relics like it out there? All of these 
  must be answered by the heroes in their adventures!
  Wave Arrow
  Acc/TS: 3/10, Masts: 1, Toughness: 14, Crew: Heroes, 
  Weapons: 2 heavy ballistas (5d6, 24/48/96, HW), 20 
  lance bolts. Notes: Heavy Armor.
  Goblin Rillrunner
  Acc/TS: 3/10, Masts: 1, Toughness: 14, Crew: Goblins, 
  Weapons: 2 ballistas (4d6, 24/48/96, HW), 10 lance 
  bolts. Notes: Heavy Armor. 
  • 
  Drum of the Deep: This huge relic fills the quarter-
  deck, taller than an ork. Its power can be unleashed 
  in two ways, each requiring an action and Shoot-
  ing roll. Multiple goblins can use it each round.
  • 
  Storm Surge: A wave is hurled at a target. This 
  is a Shooting attack, inflicting 5d6 damage.
  • 
  Coarsing Currents: The currents are shifted, 
  slowed, or sped. On a success, the target wind-
  ship’s Top Speed is raised ot lowered by 1, and 
  by 2 with a raise, lasting the rest of the chase.
  Goblin
  Attributes: Agility d6, Smarts d6, Spirit d4, Strength 
  d6, Vigor d6
  Skills: Boating d6, Fighting d6, Notice d6, Stealth d4, 
  Shooting d8, Throwing d6, Taunt d6
  Pace: 6; Parry: 5+1; Toughness: 5 (1)
  Gear: War mace (Str+d6, AP 2 vs rigid armors) OR 
  Short Bow (8/16/32, 2d6, 20 arrows), Buckler (Parry +1), 
  Light weave shirt (+1)
  Special Abilities:
  • 
  Infravision: Goblins halve all darkness penalties 
  vs. warm targets.
  • 
  Size -1: Goblins stand only 3 feet tall.
  • 
  Swarm Fighter: Goblins apply any Gang Up Bonus 
  to their damage rolls as well as their Fighting rolls.
  Wailing-Waves
  Force: d6; Parry: 5; Toughness: 5
  Abilities: Aquatic, Cadre (Force d8 if at least 4 spirits, 
  Force d10 if at least 8), Innate Powers (bolt, burst), Me-
  lee Attack (Str+d6), Speed (Aquatic)
  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 per-
  mission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Warbeasts & Wyrms/Savage Worlds - Warbeasts & Wyrms - One Sheet - Windship on the Storm.pdf