TEXT: 56
  Dangerous Dealings and Marvelous Maidens
  A Short Adventure for Savage Worlds
  Introduction
  Dangerous Dealings and Marvelous Maidens is and adventure for 3 to 5
  players set in 1934 California. The classic movie serials of the 30’s and 40’s
  inspire this adventure. This isn’t your epic, earth shaking type of adventure –
  no it’s just the simple story of a megalomaniac bent on world domination and
  the innocent maiden who is ensnared in his web.
  Since this is based on the serials, the story is told in chapters or episodes.  The
  first two episodes are included in this issue and the rest will be in the next.
  If you are going to be a character in this adventure, please go read another
  article in this fine magazine. The stuff below is FGMEO – For Game Master
  Eyes Only! You have been warned!
  Note that this is a complete adventure on its own, but it is also part of a longer
  story line. What good serial would end without a cliffhanger?
  Summary
  Professor Alistair Gordon of Pacific Tech, a technical college just outside of
  Los Angeles, is scheduled to present his new invention at a conference in San
  Francisco. It is a rocket pack. There are many who are interested in the
  Professor’s work, both good and bad. Of the later, the most notable is Dr
  Boskone. The doctor is in league with evil forces and plans to use the
  professor’s invention to rule the world!
  Dramatis Personae
  Professor Alistair Gordon
  Professor Alistair Gordon has taught aeronautics at Pacific Tech for seventeen
  years. He, and his good friend Dr. Bilderbeck, has spent the past few years
  working with rockets and jet propulsion. He has recently perfected a rocket
  pack that allows a man to fly without an airplane.
  Wilma Deering
  Wilma Deering was the daughter of Orin Deering, owner of Deering Aero
  Manufacturing. Orin was killed in a car accident ten years ago and Professor
  Gordon adopted Wilma. It was the least he could do for his old friend. Wilma,
  like her father, had a natural gift for aeronautics and she is currently working
  on her doctorate on rocket propulsion while assisting the Professor.
  Dr Boskone
  No one knows who Dr Boskone is or where he comes from. About two years
  ago, there was an explosion at a fertilizer plant that killed seven workers. A
  letter appeared in the Chicago Tribune claiming responsibility and warning
  that other plants would be destroyed unless a ransom of $250,000 was paid to
  a numbered Swiss bank account. Dr Boskone signed the letter. After another
  explosion, the ransom was paid and Dr. Boskone was not heard from again.
  Dr. Boskone has made an alliance with the Emir of Venus. The Venusians
  want to conquer Earth and use it’s people as a slave labor force. When Earth is
  conquered, Dr. Boskone will rule for the Emir. Of course, the Doctor has
  other plans, and is just using the help of his Venusian allies to take over.
  Detective Elliot Queen
  Elliot Queen is a detective with the San Francisco Police Department (SFPD).
  He has been on the force for twelve years, working mostly homicide in and
  around the wharves. Last year he was promoted to sergeant and was moved to
  the downtown area. He usually gets involved only in high-profile cases. He is
  a chain smoker with a fondness for coffee with too much sugar and cream.
  Grond
  Grond is a close associate of Dr. Boskone. He is also a Minotaur. He is not too
  bright, but does have a low cunning. This, plus his stubbornness and “stick-to-
  itiveness” means that the Doctor often sends Grond off to do the unpleasant
  things that must be done.  Grond is originally from Venus. Dr. Boskone’s
  Venusian allies to sent him to help the Dr with their plans to conquer the
  Earth.
  Grond the Minotaur
  Attributes: Agility d8, Smarts d6, Spirit: d8, Strength:  d12+2, Vigor d12.
  Skills: Fighting d10, Guts d12, Intimidation d12, Notice d10, Throwing: d6.
  Pace: 8, Parry: 7, Toughness: 11.
  Gear: Leather Armor (+1), Colt M1911 (12/24/48, 2d6+1, AP1).
  Special Abilities: Bite (STR), Fleet Foot (d10 for running), Gore (+4 to attack
  if charge at least 6”), Size (+2, 7’+ tall), Low Light Vision.
  Episode 1: Train Ride to Terror
  Location: Los Angeles Central Train Station, Platform 13.
  Time: Friday, July 6 1934, 9:00 a.m.
  Summary: The party is drawn into the machinations of the Evil Dr. Boskone.
  Boarding the Bay Liner Express
  The adventure begins at Los Angeles Central Train Station where the party is
  boarding the Bay Liner Express for San Francisco. All members of the party
  have first class tickets for compartment 5 on the first class car.
  The train is set to leave Los Angeles at 9:20, so the party as a little time to
  knock around. It might be interesting to have each player describe why he is
  going to San Francisco. Use this as an opportunity for the players to introduce
  their characters.
  The steam train is pulling four cars – a first-class, car a second-class car, a
  dining car, and a baggage care. The first class car has six compartments that
  seat six people comfortably. The second-class car has bench seating for sixty
  people and the dining car has stools and chairs to seat twenty-five.
  There is one conductor in the first-class and the second-class cars as well as a
  cook and two waitresses in the dining car. The brakeman and his assistant are
  in the baggage car.
  Inside the compartment are six large chairs, 3 on each bulkhead, with a
  package shelf above each. The door to the compartment is on the left and
  there is a large plate glass window looking out over the platform on the right.
  A hinged table is attached just under the window.  See the diagram below for
  the layout of the car.
  The compartments are numbered 1 to 7 from top to
  bottom. There are 2 to 5 other passengers in each
  other 
  compartment. 
  Treat 
  these 
  folks 
  and
  bystanders.
  Two complimentary copies of the San Francisco
  Tribune are lying on seats. The front page of the
  paper has the following stories:
  (1) 
  President Roosevelt to visit San Francisco on
  Tuesday to meet with the Foreign Minister of Siam.
  (2) 
  Ernst Rohm, leader of the SA, committed suicide
  on 1 July in a prison in Munich.
  (3) 
  Professor Alistair Gordon is to unveil his new
  rocket pack today at the annual Aeronautical
  Engineering conference at the University of San
  Francisco auditorium.
  As the conductor makes the final boarding call and
  the train whistle sounds, one of the characters by
  the window sees a striking young woman in a dark
  blue dress and yellow hat run up across the
  platform and get on board the first-class car. The
  character that notices is the one who makes the best
  Notice roll (TN 4, no modifiers).
  As the train lurches into motion, the door to the player’s compartment opens
  and in steps the woman. She is carrying a large and obviously heavy
  salesman’s brief case. This is Wilma Deering, ward of Professor Alistair
  Gordon. She is taking some important papers to the professor in San Francisco
  The professor forgot them when he left for the conference. Wilma received
  the phone call with just enough time to pack the case and make it to the train.
  Wilma is very friendly and very pretty. She is smart but she is also aware that
  smart  girls are  not popular,  so  she doesn’t  try to  impress anyone.
  Compartment
  Compartment
  Compartment
  Compartment
  Compartment
  Compartment
  Compartment
  
  she is a bit nervous about traveling alone to San Francisco, and is quite eager
  to talk.  Wilma knows the following information, in addition to any small talk
  she may make. She won’t divulge this information herself, but she will
  respond if questioned:
  • 
  Professor Gordon’s rocket pack is a major breakthrough in both
  power and range. With a little training almost anyone can fly the
  rocket pack – and it is very fast (250 mph).
  • 
  The phone call this morning was not from the professor, but from
  one of the conference organizers. The organizer, who didn’t give
  his name, said that the professor needed his notes and plans for the
  rocket pack for his presentation. And asked that Wilma bring them
  to the conference center in San Francisco.
  • 
  Before leaving for the conference, she overheard the professor
  talking on the phone to someone. He sounded angry and kept
  telling the other person that he could not help him, not for any
  amount of money, and if he continued to call, the professor would
  call the police. When Wilma asked about the call, the professor
  said that it was simply one of his students wanting a better grade –
  however Wilma didn’t believe him.
  Sometime during the trip, the conductor will come in to punch everyone’s
  tickets. If the party has not gotten the information about the Professor and
  Wilma Deering, the conductor will notice her name on the ticket and ask
  about her father. The conductor is an airplane fanatic and builds models of
  them on the weekends.
  The Attack on the Train
  Location: Aboard the Bay Liner Express about an hour out of San Francisco.
  Time: Friday, July 6 1934, 11:00 p.m.
  Summary: Dr. Boskone makes his first move.
  The trip from Los Angeles to San Francisco takes about three hours. After two
  hours, the train slows and stops. Soon afterward, the conductor comes by to
  say that a large hay wagon is blocking the track. The engineer and fireman are
  working with the farmer to clear the track. The train should start up shortly.
  Of course, the hay wagon is a diversion. Dr. Boskone has arranged it to stop
  the train and allow his associates to kidnap Wilma Deering and the plans to
  the rocket pack.
  Shortly after the conductor leaves the compartment, there is a thump and the
  car shakes. Seven of Dr. Boskone’s henchmen get on the car – three from the
  front and four from the rear. Their mission is to capture Wilma – and they
  won’t be stopped by anyone in their way. Once she’s grabbed, they will take
  her to a waiting car and speed away.
  Boskone’s Henchmen
  Attributes: Agility d4, Smarts d4, Spirit: d4, Strength:  d4, Vigor d4.
  Skills: Fighting d6, Guts d6, Shooting d6.
  Pace: 6, Parry: 5, Toughness: 4.
  Gear: Colt M1911 (12/24/48, 2d6+1, AP1).
  Special Abilities: None.
  The henchmen will first try and bully their way around, only resorting to
  shooting if they have to – or the party shoots first. The henchmen are not
  above taking hostages to secure what they want. If they can’t get Wilma, they
  will, at least, take her case.  Fight this encounter out using miniatures as
  described in the Savage Worlds rulebook. The action will take place on the
  rail car and, maybe, in the immediate surroundings.
  After this fight, there are three possible outcomes:
  (1) 
  The henchmen kidnap Wilma, with or without the plans.
  (2) 
  The henchmen don’t get Wilma but they do get the plans.
  (3) 
  The henchmen fail to get Wilma and the plans.
  In any event, the party doesn’t have much choice but to ride the train on into
  San Francisco.
  Episode 2: The Demon at Devil’s Draw
  Location: San Francisco Train Station, Platform 4,
  Time: Friday, July 6 1934, 12:45 p.m.
  Summary: The party confronts the minions of Dr Boskone in a ghost town
  where a shoot-out ensues.
  58
  Meeting Professor Gordon
  When the train arrives in San Francisco, Detective Elliot Queen and six
  uniformed officers meet the party. Detective Queen says he wants to talk to
  the party and escorts them and Wilma (if present) to an office in back behind
  the ticketing windows.
  The office has a single desk, four large filing cabinets, and enough chairs for
  everyone. There is a water cooler in one corner of the office, and a small
  window high on one wall – too small to climb out of. There is one door.
  Detective Queen says he needs to talk to the conductor and other passengers
  and will return He leaves three officers – Jack, Reggie, and “Doc” – to guard
  the only door to the room. If the party needs anything, they can ask the
  officers.
  Detective Queen is gone about fifteen minutes when the door opens, and an
  old man enters. This is Professor Gordon. What happens next depends on if
  Wilma was captured or not.
  In either event, the professor will inform the party of the following items
  during the discussion:
  • 
  The professor has been in contact with the US Army for the
  beginning on this project. They have funded part of the research.
  • 
  The army is very interested in the rocket pack. There are other
  countries that also would be interested in it.
  • 
  In the last few weeks of testing, the professor has gotten calls from
  someone calling himself Doctor Boskone. This doctor says that
  there is a rich and powerful group of men who will pay good
  money for the rocket pack.
   The professor has politely refused the offers but the calls have become more
  numerous and insistent.
  Wilma was not captured.
  If Wilma is with the party she will jump up and hug her guardian. He will
  quiet her and she will say that the party saved her from the attackers. During
  this discussion Wilma will say that she brought the plans that Professor
  Gordon requested. The professor will say he made no such arrangements.
  Professor Gordon will thank the entire party and pledge to present their case
  to the police. He will also inquire about the men that attacked the train. He
  will be most interested if any one had mentioned “Doctor Boskone” or were
  interested in the plans to his rocket pack.  Earlier today, the professor received
  a call from Doctor Boskone saying his ward escaped today but wouldn’t be so
  lucky in the future if the professor didn’t cooperate.
  Wilma was captured.
  If Wilma is not present, then Doctor Gordon will introduce himself and
  inquire about his ward. He will be most interested in hearing what happened
  on the train, in detail. He will ask questions about the attackers, if they
  mentioned “Doctor Boskone” or were interested in the rocket plans.  Earlier
  today, the professor received a call from Doctor Boskone saying that he
  captured Wilma.
  Dealing with the Police
  After the important parts of the Professor story have been told the to part,
  Detective Queen will come into the room.  Elliot does not know much about
  what is going on, but he knows that the people in First-class Compartment 5
  on the Bay Liner Express were the ones who fought the bandits.  He will tell
  the group that he has statements from the conductor and the other passengers
  of the first class car. Now he wants to talk to the people in this room.
  Randomly select one of the party members that Detective Queen will ask to
  follow him to another office. As the Detective and the party member are
  leaving the room, Professor Queen interrupts and asks to speak with the
  Detective in the hall. Detective Queen agrees, and tells the party to wait as he
  and the professor step out of the room.
  After about twenty minutes, the professor and the detective come back in the
  room. The professor has managed to convince the Detective that the party
  were just bystanders and all they did was help, or try to help depending on the
  outcome of episode 1, a lady in distress.  Detective Queen knows that there’s
  something else going on, but he doesn’t know what. The detective also
  doesn’t have enough evidence to hold any of the party members. However
  kidnapping or attempted kidnapping is a capital crime so the party is not to
  leave town. They are also to leave an address where they will be staying in
  San Francisco.
  
  The Detective then lets the party go, and walks out of the room.  The
  professor asks the party to hold on a minute while he goes to the office door.
  Once he’s sure the police are gone, the professor says that Doctor Boskone
  wants to meet with him at midnight tonight at Devils’ Draw, an abandoned
  mining town. The professor, after hearing how the party protected his ward,
  will ask that they accompany him to the meeting tonight, as Doctor Boskone
  said that the police were not to be involved.  The professor does not want
  anyone else to get hurt – especially at his expense. He will want to cooperate
  with the demands of Doctor Boskone and emphatically does not want the
  police involved.
  The Meeting
  Location: Devil’s Draw ghost town,
  Time: Friday, July 6 1934, 11:00 p.m.
  Summary: The party confronts the minions of Dr Boskone in a ghost town
  where a shoot-out ensues.
  The party has plenty of time to prepare for the meeting – including scouting
  out the location or even laying a trap.  Devil’s Draw is about thirty-five miles
  northeast of Oakland in a mountainous wooded area. There are only five
  buildings still standing, and these have been overgrown by weeds and brush.
  They line on either side of a steep main street. At the end of this street are the
  old mine workings.
  Andersen’s Livery Stable. The first building on the right is the old livery
  stable. A fire gutted the insides some time ago and now the façade is all that
  remains. The second floor is gone.
  Devil’s Draw Saloon. The saloon is the largest of the six buildings, and the
  only one on the left side. The furnishings are still inside, though most are
  rotten. On the second floor there are four rooms that look out over the porch
  and the street.
  Swenson’s General Store. The second building on the right is a general store,
  and is in the same state of repair as the Saloon. There are two windows on the
  second floor that overlook the street.
  Wells Fargo Office. This door to this building is locked, but all the windows
  have been broken out. Inside, an old safe sits with its door open. Close
  inspection will reveal that someone had tried to open the door by force. The
  rest of the office has been ransacked.
  Jail.  This single-story building has bars on all its windows. Inside, it is bare;
  all of its furnishings have been removed. The cells, however, are still intact.
  Mine Workings. The Devil’s Mine workings are in the same state as the rest
  of the town. When the mine played out, the mining company sealed it with
  two large iron doors set into the side of the hill. Unlike the rest of the town,
  some one is taking care of these doors. They have been cleaned up and their
  hinges oiled. A fresh lock has been placed on the doors.
  Deployment of Doctor Boskone’s Minions
  Dr. Boskone has sent Grond and seven henchmen to town to wait for the
  Professor. Just after dark, about 9:30 p.m., the minions and Grond will come
  out of the mine workings and deploy in the village. Adjust this accordingly if
  the party have already moved into the ghost town.
  If Wilma was captured, Grond has locked her in one of the cells in the Jail. He
  is in the jail himself. He has positioned the rest of his men around the town.
  They are hidden in the buildings with a good view of the street.
  Grond has been instructed to capture the Professor and bring him to Dr.
  Boskone. He will not engage the party directly but will try and sneak up on
  them and grab the Professor from behind. Grond will then make for the mine
  and will try to lose any pursuit in the underground tunnels. The dense
  vegetation around the edge of the town will allow him to surprise the party.
  The henchmen are meant to keep busy the obligatory police that accompany
  the Professor.
  This part should be fought out on as a tabletop battle. I would definitely
  recommend using a large battlemat so that the whole town can be drawn on it.
  The Professor won’t take part in the battle, he is a frail old man after all, and
  will probably hang as far back as he can.
  The henchmen are all armed with rifles and are hidden. Remember that this
  fight is occurring in the dark of night!
  Boskone’s Henchmen
  Attributes: Agility d4, Smarts d4, Spirit: d4, Strength:  d4, Vigor d4.
  Skills: Fighting d6, Guts d6, Shooting d6.
  Pace: 6, Parry: 5, Toughness: 4.
  Gear: Colt M1911 (12/24/48, 2d6+1, AP1).
  Special Abilities: None.
  Aftermath
  There are two general outcomes from this adventure:
  (1) 
  Grond successfully spirits away the Professor. Things are bad, Dr.
  Boskone has what he needs to equip his forces with rocket packs!
  (2) 
  Grond doesn’t get the Professor. Dr. Boskone’s plans have been set
  back, but he still has the blueprints for the rocket packs!
  So what happens next? Be here next issue, loyal readers!
  59
  Mine Workings
  Saloon
  Jail
  Stable
  Store
  Office
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  65 
  Grond the Minotaur 
  Attributes: Agility d8, Smarts d6, Spirit: d8, Strength:  d12+2, Vigor d12. 
  Skills: Fighting d10, Guts d12, Intimidation d12, Notice d10, Throwing d6.  
  Pace: 8, Parry: 7, Toughness: 11. 
  Gear: Leather Armor (+1), Colt M1911 (12/24/48, 2d6+1, AP1). 
  Special Abilities: Bite (STR), Fleet Foot (d10 for running), Gore (+4 to attack 
  if charge at least 6”), Size (+2, 7”+tall), Low Light Vision. 
   
  The Story So Far… 
  The trip from Los Angeles to San Francisco aboard the Bay Liner express 
  started out as normal on Friday, July 6, 1934. The party was enjoying a 
  leisurely train ride to LA in the company of young and blonde Wilma 
  Deering, when the train came to a stop. A farmer’s truck had broken down 
  while crossing the tracks. As the conductor and other train hands worked to 
  move the cart, a group of heavies enter the train and try to kidnap Wilma. Our 
  heroes prevent this, sending the surviving mooks fleeing into the nearby 
  woods. 
   
  Arriving in Los Angeles, Detective Queen questions the party and they meet 
  Professor Alistair Gordon. The professor is the guardian of Wilma. The 
  professor is in town to present his rocket pack invention to a military 
  conference. He has been receiving phone calls from a mysterious man named 
  Dr. Boskone, who wants to buy the plans to the rocket pack. The professor has 
  thus far refused, so Dr. Boskone turned to more persuasive means. He 
  attempted to kidnap Wilma to force the professor to turn over his plans. 
  The professor thanks the party for their help in saving his daughter, and asks 
  one more favor. Could they accompany him to a meeting with Dr. Boskone? 
  The professor wants to end this madness and he wants to cooperate with this 
  mysterious doctor. 
   
  The meeting is to be held tonight at an old mining ghost town in the hills 
  above San Francisco. When the professor and the party arrive, the minions of 
  Doctor Boskone jump them. The mooks are now lead by a giant Minotaur 
  named Grond.  
   
  Episode 3: Descent into the Dark 
  Location: Devil’s Draw ghost town 
  Time: Saturday, July 7 1934, 12:30 a.m.  
  Summary: The party follows the minions of Dr. Boskone into the old 
  abandoned mine. 
   
  After the Battle 
  If the police weren’t already at the scene, they will soon show up – along with 
  an ambulance. 
   
  While the party is resting up, and getting any needed medical attention they 
  need from the ambulance team, Detective Queen brings them up to date with 
  what was has happened while they were gone. 
   
  Detective Queen says shortly after the party left for the mining town, the 
  professor’s plans were stolen from the precinct station where they had been 
  put for “safe keeping”. 
   
  The desk sergeant and the few officers in the building at the time said they 
  were attacked by a group of thugs who knocked them out with some kind of 
  blue gas. When they woke up the professor’s plans were gone.  
  The thugs did leave a note – it reads: 
   
   
  Dear flatfoots, 
  Sorry for the gas – a little headache is 
  better than being shot, don’t you think? 
  Have some donuts and coffee and you’ll be 
  just ducky! 
   
  Dangerous Dealings and Marvelous Maidens, Part 2 
  A Continuing Adventure for Savage Worlds 
   
  Introduction 
  Dangerous Dealings and Marvelous Maidens is and adventure for 3 to 5 
  players set in 1934 California. The classic movie serials of the 30’s and 40’s 
  inspire this adventure. This isn’t your epic, earth shaking type of adventure – 
  no it’s just the simple story of a megalomaniac bent on world domination and 
  the innocent maiden who is ensnared in his web. 
  Since this is based on the serials, the story is told in chapters or episodes.  The 
  first two episodes are included in this issue and the rest will be in the next. 
  If you are going to be a character in this adventure, please go read another 
  article in this fine magazine. The stuff below is FGMEO – For Game Master 
  Eyes Only! You have been warned! 
  This is the second part of the adventure and does not stand on its own. The 
  first part was published in the September 03 issue of Fictional Reality. You 
  can download that adventure from the Fictional Reality website 
  (http://www.fictionalreality.org). 
   
  Summary  
  Professor Alistair Gordon of Pacific Tech, a technical college just outside of 
  Los Angeles, is scheduled to present his new invention at a conference in San 
  Francisco. It is a rocket pack. There are many who are interested in the 
  Professor’s work, both good and bad. Of the later, the most notable is Dr 
  Boskone. The doctor is in league with evil forces and plans to use the 
  professor’s invention to rule the world! 
   
  Dramatis Personae 
  Professor Alistair Gordon 
  Professor Alistair Gordon has taught aeronautics at Pacific Tech for seventeen 
  years. He, and his good friend Dr. Bilderbeck, has spent the past few years 
  working with rockets and jet propulsion. He has recently perfected a rocket 
  pack that allows a man to fly without an airplane. 
   
  Wilma Deering 
  Wilma Deering was the daughter of Orin Deering, owner of Deering Aero 
  Manufacturing. Orin was killed in a car accident ten years ago and Professor 
  Gordon adopted Wilma. It was the least he could do for his old friend. Wilma, 
  like her father, had a natural gift for aeronautics and she is currently working 
  on her doctorate on rocket propulsion while assisting the Professor. 
   
  Dr. Boskone 
  No one knows who Dr Boskone is or where he comes from. About two years 
  ago, there was an explosion at a fertilizer plant that killed seven workers. A 
  letter appeared in the Chicago Tribune claiming responsibility and warning 
  that other plants would be destroyed unless a ransom of $250,000 was paid to 
  a numbered Swiss bank account. Dr Boskone signed the letter. After another 
  explosion, the ransom was paid and Dr. Boskone was not heard from again. 
   
  Dr. Boskone has made an alliance with the Emir of Venus. The Venusians 
  want to conquer Earth and use it’s people as a slave labor force. When Earth is 
  conquered, Dr. Boskone will rule for the Emir. Of course, the Doctor has 
  other plans, and is just using the help of his Venusian allies to take over. 
   
  Detective Elliot Queen 
  Elliot Queen is a detective with the San Francisco Police Department (SFPD). 
  He has been on the force for twelve years, working mostly homicide in and 
  around the wharves. Last year he was promoted to sergeant and was moved to 
  the downtown area. He usually gets involved only in high-profile cases. He is 
  a chain smoker with a fondness for coffee with too much sugar and cream. 
   
  Grond 
  Grond is a close associate of Dr. Boskone. He is also a Minotaur. He is not too 
  bright, but does have a low cunning. This, plus his stubbornness and “stick-to-
  itiveness” means that the Doctor often sends Grond off to do the unpleasant 
  things that must be done.  Grond is originally from Venus. Dr. Boskone’s 
  Venusian allies to sent him to help the Dr with their plans to conquer the 
  Earth. 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  66 
  Inside the mine shack is years of accumulated debris. A thorough search will 
  reveal almost any type of mining equipment, though it is worn and rusted. 
  A quick search of the place will show that there have been lots of people 
  moving between the doors the elevator workings. The party will also find 3 
  battery operated lanterns (with a 3-hour charge) and 6 helmets with lights 
  (with a 2-hour charge). 
   
  A close search (TN+2) will reveal that there might be some non-human 
  footprints in the dust, but nothing definite. 
   
  Like the doors, the elevator is in good condition. The workings have been 
  cleaned up and oiled and appear to be working correctly. The controls look 
  simple enough to operate (TN 4) though a failure will jam the elevator so it 
  can’t operate any more.  
   
  The elevator itself is a metal caged platform with a wooden slat floor that is 
  lowered by a double set of cables. There is an up and a down button on the 
  elevator itself as well as the outside control panel. The elevator fills the shaft 
  with a 6” gap around the edge. One edge of the shaft has a ladder bolted to it 
  that runs all the way down. 
   
  The elevator stops at Levels 1 through 3 and the top. There is a safety device 
  that will stop the elevator from going any lower than Level 3. The ladder, 
  however, goes on down to where the mine collapsed – about 400 yards below 
  Level 3.  
   
  The elevator moves slowly – it takes it about 5 minutes to go between each 
  level. 
   
  The current position of the elevator depends on how episode 2 turned out. 
   
  Grond has kidnapped the Professor! 
  After making his escape, Grond rode the elevator down to Level 2 and took 
  the Professor to Level 4. Figuring he’ll be followed, Grond has placed 3 
  guards on the elevator platform with shotguns. Since they are standing on the 
  elevator, the guards will be ready for the party and will come up guns blazing. 
  The party may be surprised. 
   
  Grond didn’t get the Professor! 
  After failing to get the professor, Grond headed back to his lair for orders. 
  Grond has sent two henchmen with shotguns guard the shack. They will start 
  the elevator coming up from Level 3 shortly after the party enters the shack. 
   
  Shotgun Henchmen 
  Attributes: Agility d4, Smarts d4, Spirit: d4, Strength:  d4, Vigor d4. 
  Skills: Fighting d6, Guts d6, Shooting d6.  
  Pace: 6, Parry: 5, Toughness: 4. 
  Gear: Double-barreled 12 Ga.  (12/24/48, 1-3d6, ROF 1-2, +2 to hit). 
  Special Abilities: None. 
  Due to the acoustics of the mine – and the noise made by the elevator, no one 
  in the mine will hear any shooting that might occur. 
   
  Thanks for keeping the plans safe for me 
  – but I need them now. Everything is 
  falling into place – by the time you read 
  this, my associate Grond will have the 
  professor in his bovine clutches. He will 
  then help me build my army of rocket men. 
   
  I will contact you shortly with my 
  demands! 
   
  Dr. Boskone. 
   
   
  Detective Queen is confused by both the reference to Grond and bovine. He’s 
  also curious about these so called “rocket men”.  There are two possible 
  outcomes of Episode 2. In either case, the party will need to follow Grond into 
  the old abandoned mine. 
   
  Grond has kidnapped the Professor! 
  Despite the heroic actions of the party, Grond grabbed the professor and 
  headed off into the workings of the old mine. With the professor and the 
  plans, who knows what the evil Doctor can do? There is but one thing to do – 
  go after him!  
   
  Grond didn’t get the Professor! 
  The professor was saved – that’s good. But the news of the plans is not. 
  Obviously the Minotaur and the thugs are connected to Dr. Boskone in some 
  way. The only way to find out what is going on is to follow them into the 
  mine. 
   
  The professor will explain that “rocket men” is what he calls the soldiers who 
  were to be equipped with his new rocket pack. He does say that if Dr. 
  Boskone has the plans, he probably has the resources to equip his thugs with 
  the rocket packs. If he does that, there’s not much that can be done to stop 
  him. 
   
  The professor is too tired to join the party, so he will ride back into town with 
  the ambulance and Detective Queen.  However, the detective will leave some 
  of the SFPD here to help the party when they go into the mine. 
   
  The Mine 
  This episode takes place in 
  the mine workings. A depth 
  view of the workings is 
  shown. Each level is covered 
  in detail in the following 
  section. 
   
  Mine Shack 
  The mine shack is a large 
  timber building with an iron 
  beam frame. When the mine 
  played 
  out, 
  the 
  mining 
  company sealed it with two 
  large iron doors set into the 
  side of the hill. Unlike the 
  rest of the town, some one is 
  taking care of these doors. 
  They have been cleaned up 
  and their hinges oiled. A 
  fresh lock has been placed on 
  the doors (TN +2 to pick the 
  lock; TN +4 to break it). 
  2.   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  68 
  Level Two 
   
  The 
  environment 
  on Level 2 is like 
  that of Level 1, 
  dark 
  and 
  quiet. 
  However, there is a 
  strange, 
  musty 
  smell that perm-
  eates 
  the 
  entire 
  level. 
   
  Unless 
  otherwise 
  stated, the mine is 
  dark. 
  There 
  are 
  incandescent lights 
  strung down all the 
  corridors but most 
  of them are turned 
  off. 
  The 
  light 
  controls are always 
  next to the elevator 
  shaft. 
   
  The corridors are at  
  least     wide    eno- 
  ugh for two men to comfortably walk abreast. The ceiling is averages 8’ high. 
  On Level One, the corridors are dry and dusty. The rails for the ore cars run 
  down the center of these corridors. 
   
  The packed earth deadens sound, so the place is very quite and it is hard to 
  hear anything going on. This is a –2 modifier to all listen checks. 
  Individual points of interest are listed below. 
   
  1.  Elevator Shaft. This is the elevator shaft that connects Level Two with 
  other levels of the mine. The controls here are minimal – just a call button, 
  which will summon the elevator to this floor, and a bank of five knife 
  switches for the lights. The controls are in good working order.  This area 
  of the mine is dark. There is a red light by the elevator shaft that lights up 
  when the elevator has stopped on this floor.  This area is appears to have 
  once been a storage area. Lots of debris and rocks lie around, but there is 
  nothing of value. 
   
  To the south, there are some small points of light. 
   
  2.  Metal Doors. A double set of doors has been set into the wall and fills most 
  of the opening. Some light leaks through near the hinges and this is visible 
  at the elevator.  These doors are made from an oily looking silver metal. 
  They are very smooth and cold to the touch. They are made of Venusium, a 
  metal from the planet Venus. Venusium is impervious to heat, cold, and 
  bullets. It can only be forged in the great heat of the Venusian volcanoes.  
  There is a great latch in the center of the door that, when lifted, will allow 
  the left-hand door to be opened. The latch is trapped (TN +2 to notice in 
  the dark). Anyone opening the door will take 1d6 electrical damage. 
   
  3. Second Elevator. On the other side of the door is a well-lit room and 
  another elevator shaft. Between the door and the elevator are two 
  automatons – Death Robots of Venus! The Robots are programmed to kill 
  any human that comes through the doors. They will fight to the death. 
  Death Robots of Venus 
  Attributes: Agility d6, Smarts d4,  Spirit: d6, Strength:  d8, Vigor d8. 
  Skills: Fighting d6, Shootng d6, Guts d8, Notice d6, Stealth d6, Throwing d6.  
  Pace: 6, Parry: 5, Toughness: 8 
  Gear: Armored skin +2, bladed arm (Str +2), gun arm (12/24/48, 2d6 +1, ROF 
  1, Shots 5, AP 1). 
  Special Abilities: Flamethrower: the Robots of Death are fitted with a single 
  use Flamethrower where their mouths should be. (Cone template, 2d10, ROF 
  1, Minim STR d6, Ignores Armor) 
   
  Behind the Robots is a second elevator. The mechanism is the same as the 
  elevator in the other room; however, this one is made of Venusium and uses 
  magnetic force rather than cables to go up and down. The operation of the 
  elevator is the same as the other. 
   
  The sound of heavy machinery echoes up the elevator shaft. 
   
   
  Level One 
   
  The corridors and shafts of the mine are all rough-hewn and supported by 
  timbers. Most of these are still sound and the whole mine is stable.  Unless 
  otherwise stated, the mine is dark. There are incandescent lights strung down 
  all the corridors but most of them are turned off. The light controls are always 
  next to the elevator shaft. 
   
  The corridors are at least wide enough for two men to comfortably walk 
  abreast. The ceiling is averages 8’ high. On Level One, the corridors are dry 
  and dusty. The rails for the ore cars run down the center of these corridors.  
  The packed earth deadens sound, so the place is very quite and it is hard to 
  hear anything going on. This is a –2 modifier to all listen checks. 
   
  Individual points of interest are listed below. 
   
  1.  Elevator Shaft. This is the elevator shaft that connects Level One with the 
  other levels of the mine. The controls here are minimal – just a call button, 
  which will summon the elevator to this floor, and a bank of five knife 
  switches for the lights. The controls are in good working order.  This area 
  of the mine is lit by strings of incandescent bulbs. In addition, there is a red 
  light by the elevator shaft that lights up when the elevator has stopped on 
  this floor. 
   
  2. Dining Area. This lit area is where the miners used to break for lunch. 
  There are five picnic tables here as well as two sinks with running water. 
  There is also a portable toilet and boxes of supplies. The supplies are 
  stacked such that they block line of site from the elevator to a group of men 
  sitting at one of the tables.  Four shotgun henchmen are currently sitting 
  here playing poker and drinking beer. They are so absorbed in their game, 
  that they won’t notice the elevator light. Unless the party makes a very loud 
  noise or some other ruckus, they will have surprise on these men. 
  Shotgun Henchmen 
  Attributes: Agility d4, Smarts d4, Spirit: d4, Strength:  d4, Vigor d4. 
  Skills: Fighting d6, Guts d6, Shooting d6.  
  Pace: 6, Parry: 5, Toughness: 4. 
  Gear: Double-barreled 12 Ga.  (12/24/48, 1-3d6, ROF 1-2, +2 to hit). 
  Special Abilities: None. 
   
  3. Barracks. This lit area has been made into a bunkhouse. There are ten 
  wooden bunk beds lining the walls. At the end of each is a military style 
  wooden footlocker. A close examination of one of the lockers will reveal 
  newspaper clippings about Dr. Boskone’s original caper.  A second 
  footlocker has a letter written by one of the henchmen to his girl, Sally, 
  who lives in Tacoma. In the letter, the henchman (Sam) says that his 
  current job at the mine is good, but he’s got something on the side that will 
  turn out to make lots of money so they can get married. The letter closes 
  with a cryptic note telling Sally to listen to the radio for big news from 
  California.  A third footlocker has a large envelope with some newspaper 
  clippings in them. The newspaper clippings tell of a successful bank 
  robbery in Amarillo, Texas, about four weeks ago. Certain parts of the 
  articles have been underlined. 
   
  4. Lower Corridor. This unlit area is accessible by a corridor that slopes down 
  rapidly. It is about 15 feet below the level of the floor. Shortly after the 
  party enters this area, the feel a rumbling. Quickly the ground starts 
  shaking and dust and small rocks fall from the ceiling. Before they can 
  move, a Giant Cave Worm (see page 130 of the Savage Worlds rulebook) 
  erupts from the wall just opposite the party. 
  Giant Cave Worm 
  Attributes: Agility d4, Smarts d6 (A), Spirit d10, Strength d12+10, Vigor d12. 
  Skills: Fighting d6, Guts d8, Notice d10, Stealth d10. 
  Pace: 6, Parry: 5, Toughness: 22. 
  Gear: None. 
  Special Abilities: Armor +4, Bite: Str +3, Burrow 20”, Huge +4 to Fight or 
  Shoot the Cave Worm, Size +10, Slam 4d6 damage. 
   
  Treasure Stash. There is treasure hidden in this unlit portion of the mine. One 
  of the henchmen robbed a bank in Amarillo before joining Dr. Boskone. He 
  slipped his stolen money into the mine with him and hid it here in a small 
  crack in the wall. There are seventeen Federal Reserve bags full of money 
  ($10,450) stashed here. They are visible because one of the bags has torn open 
  and the cash has spilled out. Close examination of the bag will reveal that 
  insects have eaten it. 
   
  Anyone trying to reach the moneybags will be attacked by a swarm of 
  scorpions (see page 134 of the Savage Worlds rulebook). 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  69 
  Level Three 
   
  There is no map for Level Three as it is entirely a red herring. If the party goes 
  to this level, they are off-course. Make up the layout as they move along. 
  There are no encounters here, so after awhile they’ll get bored and go back to 
  Level 2.  
   
  There are no lights on this level. Hopefully they won’t use up all of the 
  batteries on their lamps. 
   
  Level Four 
   
  The corridors of Level Four are glass smooth with no visible supports. They 
  appear to have been melted into a tube shape. 
   
  The entire level is bathed in a slightly greenish light from a strip in the center 
  of the ceiling. The corridors are at wide enough for three men to comfortably 
  walk abreast. The ceiling is 8’ high. The sound of machinery is almost 
  deafening – the players will have to shout to be heard. 
   
  Individual points of interest are listed below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1. Guards. Two more Death Robots are stationed at the bottom of the elevator 
  shaft. Their orders are to kill any human that gets off the elevator platform 
  without saying the correct Venusian password. 
  Death Robots of Venus 
  Attributes: Agility d6, Smarts d4,  Spirit: d6, Strength:  d8, Vigor d8. 
  Skills: Fighting d6, Shooting d6, Guts d8, Notice d6, Stealth d6, Throwing d6.  
  Pace: 6, Parry: 5, Toughness: 8 
  Gear: Armored skin +2, bladed arm (Str +2), gun arm (12/24/48, 2d6 +1, ROF 
  1, Shots 5, AP 1). 
  Special Abilities: Flamethrower: the Robots of Death are fitted with a single 
  use Flamethrower where their mouths should be. (Cone template, 2d10, ROF 
  1, Minim STR d6, Ignores Armor) 
   
  2. More Guards. At the south end of the hall are more guards – but these are 
  Murder-bots – an upgraded Death Robot. These Robots will open fire on 
  any non-Venusian that enters this corridor. 
  Murder-bots of Venus 
  Attributes: Agility d8, Smarts d4,  Spirit: d6, Strength:  d8, Vigor d8. 
  Skills: Fighting d6, Shooting d6, Guts d8, Notice d6, Stealth d6, Throwing d6.  
  Pace: 6, Parry: 5, Toughness: 8 
  Gear: Armored skin +1, gun arm (12/24/48, 2d8 +1, ROF 3, Shots 30, AP 2). 
  Special Abilities: Scope: the Murder-bots are fitted with telescopic eyes which 
  act as a gun site (+1 to shooting). 
   
  Just past the Murder-bot, there is a shimmering golden field. Close inspection 
  will reveal two figures on the other side – one human-shaped and one 
  Minotaur! This force field can easily be moved through – it is mainly a sound-
  damping field. On the other side, all is quiet. 
   
   
   
   
  3.  Dr. Boskone! This room is lavishly furnished as a throne room. At the 
  north end is a large, ornately carved throne. On this throne sits a tall, thin 
  man in red and gold robes. He is wearing a golden skullcap and sports a 
  beard like Fu Manchu. Yes, this is Dr. Boskone! Behind the throne is a 
  large, elaborate tapestry. Standing on either side of Dr. Boskone are two 
  more Murder-bots.  
   
  Standing at the south end of the room is Grond. If he successfully captured the 
  Professor in the last adventure, then Professor Gordon will be handcuffed and 
  standing next to the Minotaur. If the professor had escaped, then there will be 
  a Death Robot next to Grond. 
   
  When the party enters, Dr. Boskone will make some appropriate villain 
  speech – something along the lines of: 
   
  “Foolish men! You think you’ve captured Dr. Boskone? I may 
  not have the rocket packs, but you don’t have me either! 
  Grond! Kill them all!” 
   
  This is your chance to ham it up – Dr. Boskone is every pulp villain all rolled 
  into one and his farewell speech should be over the top!  Before the party can 
  do anything, Dr. Boskone will disappear behind the tapestry, and the robots 
  and Grond will attack! 
   
  4. Escape! As the party comes through the tapestry, they see Dr. Boskone step 
  into a column of shimmering light – a transmat beam. As he fades from 
  site, all you can hear is his laughing voice taunting you. 
   
  You may have won for the moment, but you have not heard the last of Dr. 
  Boskone!  Piled against the wall are many uncompleted rocket packs. 
  Obviously Dr. Boskone was unable to get them working in time. 
   
  Explosions 
  As all good pulp stories end with a frantic rush out of the bad guys hide out, 
  so should this one. 
   
  Give the party a few minutes to look around after defeating Grond – or after 
  they see the Doctor disappear. Then tell them they feel the whole mine shake. 
  When the Doctor left, he started the self-destruct mechanism! 
   
  It will take a little time to collapse the entire mine, but if the party waits too 
  long, they’ll be crushed. Keep the pressure up on the party – have stones and 
  timbers come crashing down around them. If there are any police officers with 
  the party, have one or two crushed in the debris. 
   
  Anyway, one the party has escaped the mine, have the entire thing collapse, 
  with the mine shack falling down on top of everything – obliterating all the 
  evidence of the Venusians and Dr. Boskone’s evil plan. 
   
  Aftermath 
  The next day, as the players are reading of their adventures in the paper, one 
  of them comes upon the following in the classified ads: 
   
  To the Heroes, 
  You foiled my plans today, but there is 
  always tomorrow. My allies on Venus are 
  already sending reinforcements. We will 
  meet again, and next time you won’t be so 
  lucky! 
  Dr. Boskone 
   
  Cue the theme song and credits! This adventure’s a wrap. However, Dr. 
  Boskone is still out there – and the Venusians are more determined than ever. 
  What will happen next? That, my friend, is up to you to write! 
   
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Pulp/Savage Worlds - Pulp - Dangerous Dealings and Marvelous Maidens.pdf