TEXT: COURTNEY CAMPBELL
  CRAVENPETER’S 
  DREAM AUCTION
  Gold 
  &Glory
  
  B
  
  1
  by
  Courtney Campbell
  Gold & Glory designed by 
   Giuseppe Rotondo
  Credits
  A Space Orange 42 production
  Producer: Gionata Dal Farra
  Layout and Graphic Design: Matteo Ceresa
  Cover Art: Courtney Campbell
  Interior Art: Courtney Campbell
  Cartography: Dyson Logos
  Seven Deadly Dungeons
  Gold 
  &Glory
  Cravenpeter’s  
  Dream Auction
  Gold 
  &Glory
  
  2
  Cravenpeter’s
  Auction
  Maximillian Ernesto 
  Cravenpeter Esquire 
  the Mediocre
   Dream 
  
  3
  “A renowned wizard named 
  The Story So Far
  Maximillian Ernesto Cravenpeter Esquire the Mediocre, a powerful archmage, 
  is publicly retiring and is holding an auction for his eclectic and exotic items. 
  Maximillian, a powerful wizard in no way overcome with paranoia and petty 
  concerns, has always had little trust or respect for anyone who would covet his 
  things. As a security measure he has contacted the Green Feather agents—fae 
  mesmerists, who have agreed to hold the auction in a dream within Maximillian’s 
  psyche. This works flawlessly, protecting both the clients and the auctioned 
  objects, as long as no deep psychic disturbances exist.
  Aspiring buyers must join the nearest Green Feather agent at their local tavern, 
  and make sure all their budget for the auction is in platinum pieces.
  Max the Mediocre 
  has no psychoGenic trauma, 
  obviously...”
  PSYCHOGENIC TRAUMA
  — sheda the inscrutable.
  
  4
  Rumors
  Each character is allowed one Networking roll. Each success means one of the 
  following rumors is acquired. Roll a d6..
  1
   According to washerwomen, a girl named Alice in the 
  hamlet of Crudgate has recently had a virgin birth, and some 
  say it was Cravenpeter’s “magic”.
  2
  A dissolute soldier says “A friend of mine tried one of the 
  Green Feather agent's ‘special offers’, nearly got himself 
  lobotomized. Don't mess with your brain, pal. It ain't worth it”. 
  3
  Apprentice wizards are worried: “I know people are 
  interested in the reflective trapping crystals. I’ve heard they 
  absorb spells into some shadow void.”
  4
   Rogues and thieves are excited: “Whoever gains those 
  crystal slippers, their power will be the greatest in the land!”
  5
  Courtesans are skeptic: “I don't think those pigments of 
  beauty Maximilian is auctioning do anything. Maybe she's 
  born with it.”
  6
  Peasants are wondering: “Maximillian has located the 
  Fountain of Youth! Water from it will be on sale!”
  The auction takes place within the dream-realm of Maxi
  dream. They travel through the dream in their corporeal
  This is how it happens: at the local tavern, the Green Fea
  money in platinum pieces (if necessary, the agent can co
  couch, and explains that they may leave the dream-real
  the adventure, ending their chance at the auction!).
  Shortly after that, the are mesmerized into sleep and the
   Beginning
  th
  
  5
  Books and Chronicles
  Characters who research old libraries for information about the Maximilian can 
  discover one of the following pieces of information on a successful Research roll. 
  Roll a d6.
  1
  Maximilian had his wife leave him recently, which may 
  have prompted this life change.
  2
  Demetrius the Good, Maximilian's father, had always been 
  disappointed in his son’s mediocrity, and sent him to several 
  battlefields to “strengthen him”.
  3
  Maximilian is a gholaturge and a master of vat creations, 
  certainly some of his well crafted servants will be for sale. 
  4
  Few wizards possess a Staff of Power, and Maximilian is 
  selling his, which is imbued with great elemental powers.
  5
  Shared dreams melt together time and space, so that space 
  becomes monodirectional exactly like time.
  6
  Maximillian inherited from his ancestors a legendary 
  vampiric weapon.
  ilian while he sleeps. The characters will be physically present in this 
  bodies, brought there by the Green Feather agents.
  her agent (see Bestiary) asks the characters if they have brought their 
  vert to platinum any gold they have); then has them sit on a comfortable 
   at any time by pinching themselves (note that this removes them from 
   “awaken” on the very same couch, but inside the dream.
  Adventure
  
  6
  General Appearance
  You can read the following introduction to the players:
  Beyond the curtain of this “antechamber” lies the first random room.
  Most rooms look like the inside of a rich man’s house, with stone walls, except 
  when things get… weird, as per Hazards and Special Features tables.
  Doors: The Halls Of The Damned have copper-banded wooden doors.
  Special Rules: Backtracking
  Rooms that have already been explored disappear once no longer in view, and are 
  replaced by new ones, if backtracking. The size and contents of each room change 
  every time, because you can only go one way through a dream. Walking through to 
  the next area always leads you forward, even if it is in the direction you came from.
  There's a strong smell of sandalwood 
  and lavender and then everything goes dark.  
  You awaken in a grey chamber with the Green 
  Feather agent standing before you. 
   He explains other buyers who will join soon, and the auction 
  will begin shortly.
  but it doesn’t.
  And the fae has just disappeared in a cloud of purple mist.
  A shimmering grey curtain lies in front of you, do you dare 
  explore the dream realm of  
  Maximilian Cravenpeter?
  
  7
  Dream Realm Table
  d20
  Hindrance
  1
  Arrogant
  2
  Bloodthirsty
  3
  Cautious
  4
  Curious
  5
  Delusional (Minor)
  6
  Habit (Minor)
  7
  Hesitant
  8
  Impulsive
  9
  Mean
  10
  Overconfident
  11
  Pacifist (Minor)
  12
  Phobia (Minor)
  13
  Suspicious (Minor)
  14
  Thin Skinned (Minor)
  15
  Yellow
  16
  Delusional (Major)
  17
  Thin Skinned (Major)
  18
  Suspicious (Major)
  19
  Phobia (Major)
  20
  Habit (Major)
  Special Rules: Dream Realm
  While within the dream, reality works differently.
  Leaving the Dream: Characters can leave the dream by either pinching 
  themselves, or dying. In both cases, they return to reality, with any equipment, 
  items and money they possess, including items acquired via auctions.
  Dying inside the Dream: Dying inside the dream isn’t real and only causes the 
  character to wake up. It may bear consequences, however: the character must roll 
  Spirit to avoid a permanent Hindrance deriving from the traumatic experience! 
  Roll a d20 and, if needed, define the details of the Hindrance based on the 
  circumstances of death!
  
  Auctions in the DreAm reAlm
  During the adventure, whenever a Diamonds card is drawn, an auction begins 
  for that treasure item. The auction takes place concurrently with whatever 
  manifestations threaten the lives of the party, as the Green Feather agents are 
  completely immune to harm within the dream, and only want to do their job!
  The items are powerful gear or rare treasures, worth a great deal more than the 
  paltry platinum that is bid for them. 
  Multiple Diamonds Cards: If you draw more than one Diamonds card for the 
  same room, resolve auctions in sequence, in the same order as the cards have been 
  drawn. I.E.: id you draw three Diamonds cards, resolve the auction for the first 
  Diamonds card, then resolve the second, and then the third.
  Running the Auction: When an auction occurs, a Green Feather agent appears 
  holding the item, and briefly describes it: simply read the item description as it 
  appears in the Treasures table. Besides the party, one or more NPCs appear, then 
  the auction begins. Each player can bid for the item, as long as they have enough 
  platinum pieces.
  
  9
  nPc BiDDers
  Other characters have joined the Dream Auction: see NPC Bidders in the 
  Bestiary. They are subject to the same rules as the party regarding Leaving the 
  Dream and Dying inside the Dream. They are also subject to the same monsters 
  and hazards that assail the party. They may work together or against each other 
  as the situation dictates. Their initial Reaction is Neutral, but can be modified with 
  a Persuasion roll.
  During Auctions: When an auction begins, the NPCs listed for the Treasure item 
  appear in the room, coming from other paths within the dream. Each listed bidder 
  is interested in the item, and is willing to raise their bid up to half their total 
  platinum pieces. After that amount, they must roll Spirit to bid again, raising their 
  bid by 1 platinum piece. Each item in the Treasure table lists one or more specific 
  NPC, and often requires you to randomly determine one or more NPCs. Roll a d8:
  d8
  NPC
  1
  Buf Hugenek
  2
  Wilkers
  3
  Yannik Screamingteeth
  4
  Sir Render
  5
  Villanue the Toxic
  6
  Philibert Shields
  7
  Kiger the Tiger
  8
  Justine Vim
  Note that, in order to bid, NPCs must be able to speak, so expect (or encourage!) 
  your players to silence them in any possible way!
  
  10
  Wandering Monsters
  If the players find somewhere to linger, say by stopping to bid on an item, roll a 1d20. 
  monster from the hazards list.
  Cravenpeter’s Dream Auct
  Hazards
  2
  A giant banquet of rich meats and delectable pastries is piled high on t
  sausage pastas, rare cuts of beef, deviled eggs, blood pudding, rice pud
  and fizzy waters, a sumptuous cornucopia. Those who eat or drink m
  room. While they try, check for Wandering Monsters at each failed at
  3
  Ball room full of faceless couples dancing to the sound of a harpsichor
  Performance roll. If failed, check for Bumps and Bruises.
  4
  Floor is covered in about 6 inches of water. An open whirlpool swirls 
  Atheltics -2 or get sucked out of the dream, and wake up soaked in wa
  5
  d4+2 faceless Phantom Soldiers (see below).
  6
  d4+2 cackling Dream Demons (see below).
  7
  d3 Nightmare Bears (see below).
  8
  Portrait gallery on the wall. They giggle and laugh, unnerving and co
  is attacked by d4+2 Dream Shadows.
  9
  d3 Phantom Soldiers + 1 Phantom Soldier Wild Card (see below).
  10
  Unique, roll d4 or choose.
  1
  Dream Tree (see below).
  2
  Psychic Storm (see below).
  3
  The room becomes a never ending corridor, with checkered
  which begin to fall into a black, empty void. 3 turns Dramat
  per character) to reach the end of the corridor. Failure mea
  the dream.
  4
  Battle! The walls disappear in the distance and the room be
  the end of the imminent fight. 10 Phantom Soldiers (see bel
  as Allies. They call “Maximillian” all party members. 20 ene
   
  
  11
  On a roll of 5 to 9 then they fight the appropriate 
  on
  e table: rosemary and garlic grilled chicken, rich 
  ing, cherry tarts, roast pig, lamb stew, red wines 
  st succeed a Spirit roll (-2) in order to leave the 
  empt.
  . Moving through the room requires a 
  n the room. Anyone pushed into it must roll 
  er!
  ing anyone in the room. Anyone who responds 
   red and yellow floor tiles, 
  c Task (3 successes requires 
  s falling and waking outside 
  omes a vast battlefield until 
  w) fight alongside the party 
  y Phantom Soldiers attack!
  
  Treasures
  2
  Mirror of Soul Shards: Made 
  handle. The fae agent explai
  undesired spells targeted at t
  NPC Bidders: Buf Hugenek 
  3
  Wand of Forgetfulness: A t
  The fae agent explains: “Hol
  causing momentary memor
  Bidders: Buf Hugenek + one
  4
  Emerald Crystal Slippers: A 
  the size of the wearer’s feet,
  destination is set by the we
  once per day! Starting bid is 
  NPC Bidders: Villanue the 
  5
  Diamond vest: A fabulous, i
  makes the wearer irresistibl
  NPC Bidders: Ser Render + 
  6
  Pigments of Beauty: A set o
  instill the very essence of b
  NPC Bidders: Kiger the Tige
  7
  Vat Grown Slave: An organi
  “This versatile, obedient ass
  it to grow stronger, or nimbl
  NPC Bidders: Villanue the 
  8
  Elixir of Longevity: A vial o
  the prime of youth, and will
  NPC Bidders: Yannik Screa
  9
  Blade of the Leech: A blacke
  energy of its victim to heal t
  NPC Bidders: Justine Vim + 
  10
  Maximillian’s Staff of Powe
  energy to protect you as we
  variety of magical effects, te
  ice fist to entrap foes; allow 
  NPC Bidders: Philbert Shiel
  Treasures
  iamonds
  S
  12
  
  f crystal shards contained in a golden frame. Same size as a face mirror, with a golden 
  s: “The shards are dimensional prisons for spells. If correctly angled, the shards can entrap 
  e wielder! Starting bid is 10!”
   one random
  ngsten rod, about 1” in diameter, and 9” long. A cabochon cut ruby is inset near one end. 
  ing it out and pushing this small stud causes a flash of light to come from the ruby, 
   loss. One use per day! Starting bid is 5!”
  random
  air of supple slippers made from emerald. The fae agent explains: “They adjust to fit 
  and allow the user to tap their heels together to teleport to a single destination. The 
  rer when the slippers are donned. The slippers also allow the wearer to walk across the air, 
  !”
  xic + one random
  idescent, diamond studded vest. The fae agent explains: “Superbly light and comfortable, it 
   in social interactions, while protecting as well as a suit of plate mail! Starting bid is 20!”
  ne random
   paints, scents, and powders. The fae agent explains: “These face ointments magically 
  auty into anyone’s visage. Guaranteed for 100 uses. Starting bid is 5!”
   + one random
   homunculus, about 3’ tall. The fae agent explains:
  stant can be instructed to alter its body to perform specific tasks. Its owner can command 
  r, or grow wings! Starting bid is 20!”
  xic + one random
   murky, bluish liquid. The fae agent explains: “This single dose elixir will return a body to 
  prevent aging for a century! Starting bid is 10!”
  ingteeth + one random
  ed ceremonial dagger. The fae agent explains: “This ensorcelled blade steals the life 
  e wielder’s body! Starting bid is 20!”
  ne random.
  : An elaborate wooden staff. The fae agent explains: “This legendary staff uses magical 
  l as to strike with irresistible force. In the hands of a capable wizard it can produce a 
   times per day. It can: project an exploding sphere of flame; shoot a lighting bolt; evoke an 
  he wielder to fly up and down. A truly legendary item of power! Starting bid is 40!”
  s + two random
  ecial: All result are Unique! 
  
  14
   
  d12 or 
  d20
  Special Features
  Always roll a single d20 for each room.
  1
  A baby crying, shrieking and rising in intensity, causing -2 to 
  Spellcasting rolls.
  2
  A man and a woman argue upstairs, interspersed with 
  occasional crying. The voice sounds like Maximilian.
  3
  Shadow plays across the wall of this room, pantomiming a 
  man in a wizard hat running from a small cherubic form. 
  The cry of a small child is heard. This shadow play keeps 
  circling around the walls of the room.
  4
  A marble pillar stands in the room, atop it a single, harmless, 
  cow-sized lice, writhing and twisting, suspended in air. The 
  floor writhes with grubs and worms, making the ground 
  slippery: 1 on trait/run die means Prone, end of turn.
  5
  The floor is a grate with many little holes. On Snake Eyes on 
  any trait roll, there's a 50% chance that a hand-held object 
  falls through and is gone forever.
  6
  People in fursuits. They don't respond but pantomime 
  talking to each other, making no noise. If their heads are 
  removed, the fursuit will collapse, empty.
  7
  The air is fragrant to point of inducing Distracting visions. 
  If an auction occurs, PCs must roll Smarts everytime they 
  want to make a bid; if in combat, they must make a Smarts 
  roll every round or become Distracted.
  8
  There is a hole in a wall that opens in the open air, one mile 
  above the surface of the earth. Falling equals leaving the 
  dream.
  9
  A giant bloodshot eye floats in this room, staring and 
  blinking strangely at the party. If touched, it disappears.
  10
  A table stacked high with (illusory) wondrous herbs, 
  dream-mushrooms, and a large pile of platinum coins. 
  If touched, the table disappears, a voice shrieks “Thief!!”. 
  Check for Wandering Monsters rolling a d10.
  11
  A marble plinth surrounded in swirling mist, atop of which 
  is the glowing outline of a newborn baby.
  Spec
  
  15
  12
  Translucent humanoid shapes, each one a cerulean colored 
  memory of a life Maximillian has taken.
  13
  Magic circles cover the ground. Spells cast here cost half the 
  Power Points and gain +2 to Spellcasting rolls.
  14
  A serpent slithers back and forth across the floor. If attacked 
  it will duck away, reappearing somewhere else in a few 
  seconds, to resume slithering across the floor.
  15
  All characters make a Vigor roll. Those who fail feel a wet 
  bitter taste in their mouth and lose 1d4+1 teeth, which fall 
  out in their hands. This seems permanent, but things return 
  to normal once they are out of the dream.
  16
  A lone rocking chair made from walnut, and a girl is crying 
  inconsolably. Any attempt to interfere will cause her to 
  shriek and “The child is his!!” attack. See Ghost in Savage 
  Worlds..
  17
  Unique. An older woman is stirring a cauldron, within floats 
  an ambiguous stew. Is that an eyeball or a meatball? She 
  offers you a grin missing several teeth, one eye large, the 
  other covered by her stringy hair. She says something in a 
  foreign language and offers you some stew. Consuming the 
  stew requires a Vigor roll. On a failure the victim suffers a 
  level of Fatigue. After her offer, she vanishes in the air.
  18
  Unique. Same as #6, plus there is a podium with a book 
  that says “What animal are you?” Characters with Arcane 
  Background (Magic) who read the book, can roll Smarts to 
  understand it works as a spellbook, containing the shape 
  change spell
  19
  Unique. Four (magic) bloodstained knives on a display on 
  the wall. Only exist within the Dream and deal Str+d4+4 
  damage.
  20
  Unique. A column, filled with pulsing lights. It takes only a 
  moment before you realize you are looking at the place in 
  Maximillians brain where his spells exist. Spellcasters (or 
  anyone, really) may attempt to “steal” spells by removing 
  them from this pillar. Stealing a spell requires a Thievery 
  roll. On a success, the spell moves to character’s mind and 
  is ready to be cast, as a prepared spell. On a failure, the spell 
  disappears as soon as touched. On snake eyes, the spell 
  disappears after releasing a searing eldritch flame dealing 
  2d6 damage to the thief. To determine which spell is stolen, 
  draw a card from the action deck and check the Starting 
  Powers table for Arcane Background (Magic) in Gold & Glory 
  - Seven Deadly Dungeons.
  15
  
  16
  Bestiary
  Bes
  DreAm tree 
  WilD cArD
  A magnificent tree made from rough glass and silk, with a variety of colorful, 
  unknown fruit.
  Attributes
  Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
  Skills
   Athletics d6, Fighting d6, Notice d6
  Pace: 1; Parry: 5; Toughness: 8
  Edges
  -
  Gear
  -
  Special 
  Abilities
   * Dream Construct: Immune poison and disease; doesn’t breathe; 
  no extra damage from Called Shots.
   * Glass Branch: Str+d8, Reach 3.
   * Mystery Fruit: Range 5/10/20, 2d6 damage from acid, foul 
  vapor, fire, or other effect.
   * Size +2: Quite large, about 4 yards tall.
  A magnificent tree made from rough 
  glass and silk, with a variety of colorful, 
  unknown  fruit. 
  
  17
  iary
  DreAm Demon
  WilD cArD
  Strange laughter is heard and demons made from pavor nocturnus rise to eat and 
  tear the dreaming flesh.
  Attributes
  Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills
  Athletics d8, Fighting d6, Intimidation d8, Notice d6, Stealth d6
  Pace: 7; Parry: 5; Toughness: 5
  Edges
  -
  Gear
  -
  Special 
  Abilities
   * Bite/Claw: Str+d4.
   * Dream Creature: +2 to recover from Shaken; immune poison 
  and disease; doesn’t breathe; no extra damage from Called Shots.
  Strange laughter is 
  heard and DEMONS 
  made 
  from pavor nocturnus 
  rise to eat and tear 
  the dreaming flesh.
  
  Tall, hairless beings 
  with dark pools of 
  black for eyes and an 
  occasionally mischievous 
  nature. They, however, 
  pride themselves in their 
  dream hosting services 
  and put great effort into 
  making it “professional”.
  DreAm shADoW
  A human shape made of condensed shadow.
  Attributes
  Agility d8, Smarts d4, Spirit d8, Strength d4, Vigor d4
  Skills
  Athletics d8, Fighting d4, Intimidation d4, Notice d6, Stealth d10
  Pace: 7; Parry: 4; Toughness: 4
  Edges
  -
  Gear
  -
  Special 
  Abilities
   * Claw: Str+d4.
   * Dream Creature: +2 to recover from Shaken; immune poison 
  and disease; doesn’t breathe; no extra damage from Called Shots.
   * Solid Shadow: Halves damage from powers with darkness/
  shadow trappings.
  A human shape made 
  of condensed shadow. 
  Green FeAther AGent
  Tall, hairless beings with dark pools of black for eyes and an occasionally 
  mischievous nature. They, however, pride themselves in their dream hosting 
  services and put great effort into making it “professional”.
  Attributes
  Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills
  Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, 
  Persuasion d6, Shooting d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 5
  Edges
  -
  Gear
  Short sword (Str+d6), light armor (+1).
  Special 
  Abilities
   * Dream Native: These fae creatures can leave and enter dreams 
  of willing dreamers at will and, within dreams, are immune to 
  damage.
   * Fae mesmerist: Green Feather agents can, via mesmerism, 
  project willing people into the dream realm of one of the 
  participants, regardless of the distance. Things usually work 
  fine, really! The host-dreamer must draw a card for each non 
  physical Hindrance they have. On a Joker, the dream realm 
  becomes a nightmare, which is exactly what’s happened with 
  Maximillian.
   * Low Light Vision: No penalties for dim or dark lighting.
  18
  
  19
  h 
  impossible claws, 
  fangs and horns. 
  Skin and bones as i
  starved for months. 
  A whirlwind of 
  repressed trauma, 
  empowered with 
  eldritch energy. Or 
  viceversa.
  DreAm solDier
  Attributes
  Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
  Skills
  Athletics d6, Fighting d6, Intimidation d4, Notice d6, Shooting 
  d6, Stealth d6
  Pace: 6; Parry: 7; Toughness: 7 (2)
  Edges
  -
  Gear
  Long sword (Str+d8), medium shield (+2 Parry), thick leather 
  armor (+2).
  Special 
  Abilities
   * Dream Creature: +2 to recover from Shaken; immune poison 
  and disease; doesn’t breathe; no extra damage from Called Shots.
  Psychic storm 
  WilD cArD
  A whirlwind of repressed trauma, empowered with eldritch energy. Or viceversa.
  Attributes
   Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d4
  Skills
  Notice d4, Intimidation d10, Taunt d10
  Pace: 10; Parry: 4; Toughness: 8
  Edges
  -
  Gear
  -
  Special 
  Abilities
   * Energy Vortex: +2 Parry. Suffers no damage from piercing 
  attacks.
   * Size 4 (Large): About 15’ wide. 
   * Trauma Touch: Covers an area equal to a MBT and deals 2d4 
  psychic damage, ignoring all armor, to anyone caught inside, as 
  a free action.
  19
  niGhtmAre BeAr
  A dire beast with impossible claws, fangs and horns. Skin and bones as if starved 
  for months.
  Attributes
   Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
  Skills
  Athletics d8, Fighting d8, Notice d8, Stealth d8
  Pace: 8; Parry: 6; Toughness: 9
  Edges
  -
  Gear
  -
  Special 
  Abilities
   * Bite/Claws/Horns: Str+d10.
   * Size 2: About 8’ tall..
  
  20
  BuF huGenek 
  WilD cArD
  Hedge knight, looking for cool stuff for his man castle.
  Attributes
  Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills
  Athletics d6, C. Knowledge d6, Fighting d10, Intimidation d8, 
  Notice d6, Riding d8, Shooting d4, Stealth d4
  Pace: 10; Parry: 4; Toughness: 8
  Hindrances
  Thin-Skinned
  Edges
  Brawny, Improved Sweep
  Gear
  Greatsword (Str+d10, Two Hands), chainmail armor (+3). 30 
  platinum.
  BuF Hugenek
  
  21
  Wilkers
  A nondescript man in his forties. His first auction, nervous, just wants to buy 
  anything.
  Attributes
   Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills
  Athletics d4, C. Knowledge d4, Fighting d4, Notice d6, Stealth d4
  Pace: 6; Parry: 4; Toughness: 5 (2)
  Hindrances
  Hesitant, Mild Mannered
  Edges
  -
  Gear
  Knife (Str+d4). 22 platinum.
  W
  i
  l
  k
  e
  r
  s
  
  22
  yAnnik screAminGteeth
  WilD cArD r
  Claims to be a merchant, appears as a giant moose. Brushes it off as a side effect of 
  the dream-realm. May actually be a talking moose.
  Attributes
  Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d10
  Skills
  Athletics d6, C. Knowledge d6, Fighting d6, Notice d6, Persuasion 
  d4, Stealth d4, Survival d6
  Pace: 6; Parry: 4; Toughness: 11 (2)
  Hindrances
  -
  Edges
  -
  Gear
  50 platinum (inside a pouch hanging from his neck).
  Special 
  Abilities
   * Armour +2: Thick pelt.
   * Antlers: Str+d6.
   * Hooves: Str+d4.
   * Low Light Vision: No penalties for dim or dark lighting.
   * Gore: +4 damage if move 6" or more in straight line before 
  attacking.
   * Size +2: About eight feet tall.
  Yannik 
  Screamingteeth 
  
  23
  sir renDer 
  WilD cArD
  A knight, who comes seeking the diamond vest.
  Attributes
  Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
  Skills
  Athletics d6, C. Knowledge d6, Fighting d10, Intimidation d8, 
  Notice d6, Riding d8, Shooting d4, Stealth d4
  Pace: 6; Parry: 9; Toughness: 9 (3)
  Hindrances
  Impulsive, Suspicious
  Edges
  First Strike, Quick
  Gear
  Long sword (Str+d8), medium shield (+2 Parry), chainmail armor 
  (+3). 50 platinum.
  Sir Render 
  
  24
  VillAnue the toxic
  WilD cArD
  A young noble, too cool for his own good, and a disturbing panache for underage 
  girls
  Attributes
  Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
  Skills
  Athletics d6, C. Knowledge d4, Fighting d6, Intimidation d4, 
  Notice d6, Stealth d4, Taunt d8
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances
  Arrogant, Overconfident
  Edges
  Aristocrat, Attractive
  Gear
  Short sword (Str+d6), elegant clothes. 25 platinum.
  PhilBert shielDs
  WilD cArD
  A middle age wizard with a long beard and a leather hat. Interested in many items, 
  deep pockets, but little desire to spend a lot of money.
  Attributes
  Agility d6, Smarts d8, Spirit d4, Strength d4, Vigor d6
  Skills
  Athletics d4, C. Knowledge d8, Fighting d4, Intimidation d6, 
  Notice d8, Spellcasting d10, Stealth d4, Taunt d8
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances
  Arcane Background (Magic), Level Headed
  Edges
  Aristocrat, Attractive
  Powers
  Blast, bolt, burst, detect/conceal arcana, fly, entangle, protection.
  Power Points:
  30
  Gear
  Staff (Str+d4), comfortable clothes. 80 platinum.
  Villaneue 
  Philbert 
  Shields
   the Toxic
  
  Justine Vim 
  WilD cArD
  A small pale girl with a pixie haircut and white hair. She also is a vampire.
  See Vampire in Savage Worlds. She has 40 platinum.
  Kiger 
  the Tiger 
  kiGer the tiGer
  WilD cArD
  A famous bard looking for unique items.
  Attributes
  Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d6
  Skills
  Athletics d6, C. Knowledge d8, Fighting d6, Intimidation d4, 
  Notice d6, Performance d10, Stealth d4, Taunt d8
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances
  Curious, Pacifist
  Edges
  Charismatic, Fame, Famous, Humiliate, Retort
  Gear
  Short sword (Str+d6), elegant clothes. 30 platinum.
  
  26
  Magic Items
  Blade of the Leech: A blackened ceremonial dagger, dealing Str+d4+1 damage. On 
  a Raise, rolls d8 instead of d6 for extra damage, and if any Wound is inflicted and 
  the victim is a living creature, the attacker heals a Wound, or recovers a level of 
  Fatigue.
  Diamond Vest: A fabulous, iridescent diamond studded vest. The wearer gains 
  the Charismatic Edge. It also grants +4 Armor, and can be worn under any type 
  of armor, granting +2 Armor (but the Charismatic Edge only works if it is worn 
  without any other armor).
  Elixir of Longevity: Drinking the potion removes the Elderly 
  Hindrance and the penalties that derive from it (but keeps 
  the extra skill points). If the imbiber doesn’t have the Elderly 
  Hindrance, their Strength and Vigor improve by one die type. 
  The elixir has no game effect on Young characters.
  Emerald Crystal Slippers: A pair of supple slippers made from 
  emerald. They adjust to fit the size of the wearer’s feet, and 
  allow the user to tap their heels together to teleport to a single 
  destination. The destination is set by the wearer when the 
  slippers are donned. The slippers also allow the wearer to use 
  the fly power once per day, with range: self.
  Mirror of Soul Shards: Made of crystal shards contained in a golden frame. 
  Same size as a face mirror, with a golden handle. The wielder may attempt a 
  free activation of the dispel power, rolling Athletics instead of an arcane skill, to 
  counter a spell while it is being cast against them.
  Pigments of Beauty: A set of paints, scents, and powders, grant the Very Attractive 
  Edge for 10 hours. Ten minutes required to apply. Can be used 100 times.
  Rod of Forgetfulness: Once per day, the character may erase the last few seconds 
  of memory of the target, enough to try again Persuasion rolls for Reaction, 
  Networking, etc.
  Staff of Power: An elaborate wooden staff (Str+d4+2 damage; +3 Parry, Reach 1, 
  Two handed, Weight 1). The wielder can activate any of the following powers, up 
  to 10 activations per day, rolling any arcane skill: blast (with fire trappings); bolt 
  (electricity); entangle (ice, shaped like a hand!); fly (with range: self, and only allows 
  movement up and down).
  Vat Grown Slave: It obeys its owner’s every command to the best of its possibilities. 
  Use as an Ally.
  
  27
  VAt GroWn slAVe
  WilD cArD
  An organic homunculus with vaguely vegetable traits; shy and obedient.
  Attributes
  Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills
  Athletics d4, Fighting d4, Intimidation d4, Notice d4, Stealth d4
  Pace: 5; Parry: 5; Toughness: 5
  Hindrances
  Edges
  Gear
  The owner can buy gear for the Slave, including weapons and 
  armor.
  Special 
  Abilities
   * Adaptable: The owner may command the slave to alter its shape 
  to better suit a task. Two of its Traits improve by two die steps. 
  This alteration is permanent until the owner commands a new 
  one, but the Slave can only alter its shape again after 24 hours. 
   * Fly: Instead of increasing one Trait, the Slave can grow wings 
  and gain Fly with Pace 10.
   * Natural Weapons: Instead of increasing one Trait, the Slave 
  can grow a pair of Claws, Horns, or a set of fangs to Bite with 
  (Str+d6).
   * Organic: If killed, can be brought back to life in 10 minutes by 
  pouring water on it.
   * Size -1: About 3 feet tall.
  ms
  
  Gold & Glory
  28
  Gold 
  &Glory
  Gold 
  &Glory
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Gold & Glory/Gold & Glory - Cravenpeters Dream Auction.pdf