TEXT: Version 3.0
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  The
  Secret of
  Smuggler’s
  Cove
  A Savage Tale of Macaroons,
  Mint Cake, and Nazis
  By: Martin and Cathryn Hall
  Art: THE FORGE
  Editing and Layout By: Shane Lacy Hensley
  Author’s Dedication: To Tom, our Two-Fisted Engine of  Destruction.
  Requires the Savage Worlds rules, available at www.greatwhitegames.com.
  
  You never thought school would finish, but
  summer is finally here, and no sooner did you make
  your plans to build your tree-fort with David and
  Catherine than Father announced you would be going
  on holiday to the Lake District, to stay with your Aunt
  Jemima and Uncle Sidney.
  You sulked, but Father’s word was final, and you
  were packed off to Ambleside without so much as a
  by-your-leave. You’d hardly been there a day when
  you bumped into David, sitting by Elterwater and
  making notes on a species of bird he’d seen that
  morning. David gloomily informed you that the rest of
  the group had all ended up in the Lakes this
  summer, and that the country air wasn’t doing him
  any good at all. Devlin and Catherine are racing their
  boats out to the island on Grasmere tomorrow, and
  they’ve been arguing all week about splitting crews.
  Looks like the summer might not be quite as boring
  as you thought it would be, after all.
  The Story
  The Secret of Smuggler’s Cove is a kid’s yarn in the vein
  of Enid Blyton’s Famous Five series and Arthur Ransom’s
  Swallows and Amazons. It depicts high-spirited child
  detectives thwarting the plots of greedy grown-ups while out
  adventuring in England’s Lake District (Cumbria) in a period
  that sits roughly between the two World Wars.
  The story of Secret of Smuggler’s Cove concerns six
  children, one Nazi spy, a handful of gypsies, and the diaries
  and notebooks of one of England’s greatest poets. Heinrich
  Von Drutten, an agent of the Third Reich, has snuck into
  Britain to steal the papers of William Wordsworth from the
  poet’s home at Rydal Mount, and has made his way to the
  area without being spotted. All that lies between him and
  victory are half-a-dozen nosy children.
  The story starts on a bright and breezy summer’s
  morning, with a race across Grasmere between Devlin and
  Catherine…
  Act One: The Race
  The two dinghies, the Merciless and the Hippolyta, are
  moored alongside each other in the shallow water off Red
  Bank, on the south side of Grasmere. Devlin and Catherine
  have already fallen out over the subject of choosing crews,
  and are currently not talking to each other.
  The course of the race has been amicably agreed on,
  however, and as soon as everyone has decided which boat
  they intend to sail in the race can get underway. This is a
  good opportunity for the players to do a little in-character
  bickering and teamwork, in order to build up two boatloads
  of rivals for the forthcoming race.
  It will be worthwhile to establish what equipment the
  characters are carrying. For instance, it is likely that Amy
  has her catapult, and David almost certainly has a notebook
  and binoculars. It is unlikely, however, that Amy has her
  horse, or that Billy has brought his toy sword.
  However the children split up (any kids who are Extras go
  in whichever boat seems most likely for their character), the
  race is on in the end. The objective is to circle round
  Grasmere Island, head out of Grasmere Lake by the east
  passage, and make it to the path up to the caves on the
  south side of Rydal Water first.
  How the race proceeds is entirely up to the children. The
  race is counted as a chase, with the first two rounds of time
  counting as the journey to Grasmere Island, the next three
  as the stretch of water towards the Rydal Channel, the next
  three as the journey through the Rydal Channel, and the
  final two rounds as the approach to the caves on the south
  of Rydal Water. It’s plain sailing for most of the race,
  although the Rydal Channel is tricky to navigate, and inflicts
  a –2 on all Boating rolls made there.
  Treat both dinghies as rowboats, but give them an
  Acceleration of 2, and a Top Speed of 6. The dinghies have
  sails, and can be run either by group effort or by Devlin and
  Catherine alone.
  If any of the children are feeling naughty, they are
  welcome to try and force their opponents into obstacles or
  Setting Rules
  The player characters in this adventure
  are, of course, children, and the entire group
  are provide for you at the end of this
  adventure. The whole party is needed,
  however, so any children not used should be
  Extras under the control of the players.
  The following additional rules are in effect
  in addition to the normal rules for the Young
  Hindrance:
  • Children subtract 2 from Intimidation
  tests made against adults (GM’s discretion).
  • -2 to any Persuasion or Streetwise rolls
  children make in awkward situations (bars
  such as the Griffon’s Head, where they’ll just
  be thrown out on their ears).
  • Children suffer no penalty when Taunting
  adults. If they have a sufficiently telling insult
  to use, they gain a +2 modifier to Taunt tests
  against their target.
  • Children may, if grappled, use their
  Agility in place of Strength to break free.
  • Children suffer -1 to their Pace.
  Apart from Von Drutten’s Luger, all
  weapons are considered to be non-lethal in
  Secret of Smuggler’s Cove. Von Drutten is
  the only person foul enough to use deadly
  force in this story.
  
  even board them if they wish. Attempting to leap from boat
  to boat requires an Agility test at –2 if the two boats are on
  the same card. If the two boats are not on the same card,
  boarding is impossible. The race ends when ten rounds
  have passed, and the winner is the boat in the lead on the
  last round. As for who wins and allegations of cheating, the
  bickering will have to wait—there’s something much more
  interesting on the shore.
  The Caves
  Allow the group to make Notice rolls as they conclude
  the race and get ready to eat their sandwiches at the shore.
  Read this aloud to whoever succeeds:
  It’s starting to get towards lunchtime when you
  finally make shore on the south side of Rydal Water.
  Just as you’re tucking into a ham sandwich, you
  catch sight of a plume of smoke rising lazily from
  the mouth of one of the caves. Sandwich
  momentarily forgotten, you shout out to the rest of
  the gang, pointing excitedly up at the mysterious
  caves. What could that possibly be? There shouldn’t
  be anyone camping up there, and the caves are
  deserted. Just then, you see a figure moving. Or at
  least, you think you do.
  What happens next depends on whether the children
  decide to investigate the caves or remain at the lakeside,
  possibly to see if someone comes down the path.
  The Caves
  If the children decide to investigate the caves, let them
  work their way up the path in the hillside. It’s heavily
  wooded and rather steep, and requires a Climbing roll at +2
  in order to negotiate. Failure results in the characters
  arriving at the top Fatigued. If they’re trying to creep up to
  the caves, have them make a Stealth roll opposed by Von
  Drutten’s thug’s Notice. If they’re not being subtle, the goon
  automatically notices them.
  At the caves, one of Von Drutten’s henchmen is cooking
  sausages and glancing out over towards the east through a
  pair of binoculars. He is checking the visibility of Rydal
  Mount from the area of the caves, and looking over a plan of
  the house stolen for him by Mr. Lang. If the heroes were not
  spotted, the thug continues obliviously plotting and
  humming a tune (David can make a Common Knowledge roll
  at –2 to figure out the song is Die Wacht Am Rhein, a
  German hiking song).
  The thug eventually looks around (opposed Stealth and
  Notice rolls again), before hiding the map and some notes
  behind a rock and strolling off whistling. Whether the players
  investigate the papers or not is up to them. If they look, they
  find what looks like a map of a big house and a few pages of
  notes in German. Not even David can read German
  (though he knows French), but they can probably surmise
  that the goon is up to no good.
  If they stake out the papers in their hiding place, remind
  them that they’re supposed to be back at Ambleside in time
  for tea at Billy’s Aunt Jemima’s house. If they stay
  nonetheless, Mr. Lang arrives and picks up the papers,
  looking carefully at the notes before skulking off. If they
  take the map, Von Drutten is aware that someone is on to
  him, and is automatically Alert for the rest of the adventure.
  If the children stalk the goon, see the section on
  following him below. If they decide to jump the goon and
  rough him up, they either get hurt or get in trouble with
  Constable Caine for beating up an innocent hiker. Caine
  won’t believe their stories, and it’s likely they’ll have trouble
  with the law later in the adventure. Also, it’s not terribly
  sporting to attack someone just for being foreign.
  The Path
  If the children decide to wait and see if someone comes
  down the path, let them make Stealth rolls, and get ready
  for a bit of a wait. After about an hour of waiting and a Vigor
  roll to resist Fatigue from cramp, Von Drutten’s goon comes
  down the path, striding along with a backpack and a merry
  whistle on his lips.
  He’s still whistling Die Wacht Am Rhein, if anyone wants
  to find out what tune he’s whistling. Following the henchman
  (his name is Albrecht) requires opposed Stealth and Notice
  rolls, or Tracking rolls if the children keep their distance and
  haven’t tipped him off.
  Albrecht, if followed without suspecting a tail, leads the
  party to a local pub in Rydal called The Griffon’s Head. This
  is where Von Drutten is staying but, as the characters are
  children, they are not allowed in without a sufficiently
  
  The Cave
  
  convincing yarn (Persuasion roll against the landlord, a
  portly, no-nonsense, bald grump).
  In the Griffon’s Head, Albrecht goes up to Von Drutten’s
  room. If the children follow him in or wait outside and peep
  through the windows (opposed Stealth rolls against Von
  Drutten’s Notice) they get to see the spy, who looks
  decidedly shifty.
  Von Drutten has black hair, slicked straight back, and
  bears a wicked scar that twists the right side of his face into
  a permanent sneer. He has an eye patch over his right eye,
  and his remaining eye glitters like steel. Regardless of what
  anyone else might think, the children are almost certain to
  jump to the conclusion that Von Drutten is up to no good.
  In his room, Von Drutten and Albrecht discuss things, and
  Von Drutten is given a second copy of the plan, as well as a
  swatch of brightly colored silk by his henchman. Albrecht
  then departs, but by now it is time for dinner and any
  characters who haven’t turned up are in a considerable
  amount of trouble.
  If the children are still stalking Albrecht, have Uncle
  Sidney show up in his car, fuming mad that he’s had to put
  off his meal to trawl around hunting for his irresponsible
  nephew and his friends. Any story they give to Uncle Sidney
  is shouted down, and they’re marched off into the car and
  back to Ambleside.
  The Gypsies
  If the children didn’t stake out the Griffon’s Head and
  spend the entire day following Albrecht, but instead
  headed back to Ambleside of their own accord, they can
  tie up their boats and walk back past the ruins of an
  abandoned Roman fort, where they can see another
  cooking fire and hear the sounds of a violin coming from
  nearby. If they follow the sound, they see it is coming from
  a small clearing by the lakeside, just beyond the fort.
  Approaching the clearing, the children can make out a
  campfire and a gaily-painted wagon. There are gypsies by
  the fire—strange and different to the eyes of town children.
  The gypsies are a small band, and they are led across
  the country by Madame Zatara, their enigmatic leader. This
  exotic woman is young for someone in her position, and
  keeps her raven-black hair tied under a red silk headscarf.
  She carries an exquisite carved cane with her wherever she
  goes like a badge of office, though she does not need it to
  walk. She has a monkey on her shoulder, which she calls
  Bill and feeds oranges to.
  As soon as the children get near the camp, Bill catches
  wind of them and draws his mistress’ attention. Madame
  Zatara is keen to know what the children are doing at their
  camp, and may seem a little frightening, but she is good-
  natured and regards the children well if they are properly
  polite and respectful. If the characters cheek Madame
  Zatara or are disrespectful of her camp, they may lose a
  friend they will sorely need in the days to come.
  If the children mention the man they saw by the caves,
  and if they have been to the Griffon’s Head and seen the
  man there, Madame Zatara nods and mentions that she has
  heard of strange men around Smuggler’s Cove. She
  suspects criminals are up to no good there, and warns the
  boys and girls to keep their noses out of such things.
  If the children are particularly friendly towards the
  gypsies, two of the men are asked to escort them back
  home. They say their goodbyes when they reach Ambleside
  itself, and return home singing gypsy songs.
  Play the enigmatic and insular nature of the gypsies to
  the hilt, but give them a kind of strange gentleness as well.
  Initially, the children should be unsure whether to fear them
  or trust them. If they show a sufficiently friendly face to the
  gypsies, it’s entirely possible they could convince Madame
  Zatara to keep an eye on Smuggler’s Cove for them. If they
  manage to enlist the help of the gypsies, keep this in mind
  when the children pursue Von Drutten there in Act Three.
  Day’s End
  When the children return to Aunt Jemima’s house, they
  get their dinner. Their meal is nutritious and filling, and
  removes one level of Fatigue. As they’ve had a big day, the
  children probably want to get an early night. Of course, they
  could sneak out and go back to Rydal and spy on the scary
  man in the Griffon’s Head, but that requires sneaking past
  Uncle Sidney (who is listening to the radio, and doesn’t
  count as Alert). If they don’t go to bed, automatically assign
  them a level of Fatigue the next day, and it might be wise to
  have them encounter the gypsies again, who return them
  home. This gently guides them back to Ambleside. After all,
  it is dangerous for children to go running around in the dead
  of night.
  Act Two: In Broad
  Daylight
  Act Two begins the next morning, when the children are
  awoken early in the morning by a grumpy Uncle Sidney.
  Sidney suggests that as the weather is so nice they make
  the best of the day. He then spends the morning sitting in
  his chair reading a newspaper, and does not move until
  lunchtime. The children are free to do as they please, as
  long as they do it outdoors. If they don’t rush straight out,
  Aunt Jemima supplies a picnic lunch for the group,
  including mint cakes which she mentions will give the kids
  plenty of energy for playing. Allow them to accumulate any
  possessions they think might come in handy. Smuggler’s
  Cove is a secluded inlet on the western side of Rydal
  Water, and the characters need to pass through Rydal if
  they want to investigate it anyway.
  Von Drutten
  When the party arrives in Rydal Von Drutten is finishing
  his morning preparations and is waiting outside for his car to
  arrive. He is dressed in crisp walking tweeds, and has put
  about that he intends to drive to Kirkstone Pass and climb
  Middle Dodd and Rydal Fell, which should put him in
  Grasmere by the evening. In reality, he intends to do no
  such thing. He plans to let the car drive on to Kirkstone
  Pass and then sneak into Rydal Mount to steal
  Wordsworth’s papers and pin the blame on the gypsies.
  Then he’ll spend the night at Grasmere before leaving via
  his hidden seaplane at Smuggler’s Cove.
  
  Von Drutten spends the early morning sitting on a bench
  outside the Griffon’s Head, surreptitiously drinking from a
  hip flask. Anyone who makes a Notice roll at –2 can see the
  scarred tourist has a pistol tucked into a concealed
  shoulder holster. Clearly, such a man can be up to no good.
  Following Von Drutten, however, is a tricky proposition. The
  car that arrives for him mid-morning moves much too fast for
  the children to trail on foot, but Amy might be able to follow
  on horseback. Lady can take up to two heroes, and any
  others can follow on bicycle or foot (two Vigor rolls to stave
  off Fatigue are in order if they do). If they hope to follow Von
  Drutten on horseback, they have to stay off the roads,
  imposing a –2 penalty on all Riding rolls made to follow the
  car, but that allows them to avoid being spotted.
  The car eventually pulls over, allowing Von Drutten to slip
  out before it speeds up and vanishes towards Kirkstone
  Pass. When Von Drutten leaves the car, allow the fiend a
  Notice roll at –2 to make out any children tailing him before
  he carries on. If he notices the party, he makes a deliberate
  detour to lead them towards Mr. Lang. If not, he blithely
  journies on towards Rydal Mount, carrying a small black
  carpetbag with him and whistling as he goes. The journey to
  Rydal Mount takes about 30 minutes, and the heroes can
  avoid Von Drutten’s notice with two successful Stealth
  checks. Note that if the characters are on horseback, they
  are spotted automatically—and they will require a very good
  explanation for why they seem to be following Von Drutten.
  More Than Wordsworth
  Rydal Mount is well-known as one of the most
  beautiful places in the Lakes, and it’s not hard to
  see why—the house itself stands high above Rydal
  Water amid winding terraces of immaculately-kept
  gardens. An
  old bench, maybe one
  Wordsworth himself
  once sat on, sits at
  the head of a steep
  drop down to the
  lake below,
  commanding a
  fine view on this
  incredible day. It
  wouldn’t be hard
  to lose your
  quarry among the
  fragrant bushes
  and pristine
  hedges—you’d
  best keep a
  sharp eye out as
  he looks like he
  means mischief!
  Once Von Drutten
  reaches Rydal Mount, he
  makes straight for the
  gardener’s shed, a little
  lean-to built straight onto
  the rear wall of the house.
  He knocks three times in quick succession on the door,
  followed by one light tap two seconds later. After knocking,
  the door is opened and he walks in. Children who feel brave
  can sneak up on the shed and spy on Von Drutten and Mr.
  Lang.
  Von Drutten’s behavior as he gets to Rydal Mount
  depends on one factor—what the children did at the caves
  yesterday. If they stole the plans, he is warned they are
  missing by Mr. Lang, who is visibly angry that Von Drutten’s
  man didn’t leave the instructions for him as promised. Von
  Drutten knows his henchman would not lie to him, and
  surmises that he has been discovered. If Lang picked up the
  plans as expected but the children looked at them, Lang
  acts like nothing’s wrong but quietly (Notice roll at –2 for
  any snooping heroes) points out to Von Drutten that the plan
  has been compromised, as he noticed footprints and
  disturbance around the hiding place. If the investigators
  didn’t look at the plans, Von Drutten proceeds with his plan
  as expected.
  Stealing History
  Von Drutten’s plan is simple but effective. While a group
  of rowdies hired by Mr. Lang makes a scene in the house
  itself, Von Drutten will sneak into the building and retrieve
  the papers, secreting them in a waterproof leather wallet he
  has had sewn into the lining of his jacket. He will enter by
  means of a key given to him by Mr. Lang, and be out in less
  than three minutes. In four minutes, Mr. Lang will rush into
  the building, claiming he saw a gypsy high-tail it away from
  the back door. He will produce a silk waistcoat similar to
  those worn by the gypsies, claiming he grabbed the
  miscreant, but he managed to slip through the gardener’s
  clutches.
  The children should have ample opportunity to overhear
  Von Drutten’s plan. Mr. Lang is slightly hard of hearing, and
  the German agent repeats it for him.
  When Von Drutten has outlined his plan to his
  accomplice, he stands up and leaves. He walks to the back
  door, tossing the key idly up and down in one hand and
  checking his pocket-watch with the other. If any investigator
  notices he isn’t carrying his bag anymore, award them a
  benny. If the heroes don’t notice, make a Notice roll for them
  in secret. Point it out if anyone makes it.
  As always, what the sleuths do next is up to them. They
  can head round to the front door and attempt to stop Mr.
  Lang’s thugs from distracting the staff at the house, they
  can attempt to follow or stop Von Drutten, or they can try to
  warn the staff. Warning the staff is likely to produce no
  result, as they will not believe fanciful tales told by children.
  If, however, the staff is warned, one goes into the rear of the
  building in order to humor the children, and emerges a
  minute or two later with a very bemused-looking Von
  Drutten. The German seems congenial and genuinely
  confused by these children accusing him of theft. He claims
  he was lost and, as an adult, is believed. His eye marks
  each of the meddling kids’ faces before he leaves—
  somewhat promptly, it should be noted.
  Trailing Von Drutten is a tricky proposition, and trying to
  bring him down by force is a daunting proposition. Try to
  emphasize that not only is Von Drutten an adult, but he
  
  appears to be armed, and villainous enough to use his
  weapon. Furthermore, Mr. Lang is keeping an eye out for
  anyone following his employer, and gets a Notice roll
  against any children tailing Von Drutten. If Mr. Lang spots
  any characters, he gives chase, armed with a shovel. Von
  Drutten is considered to be Alert, and if he spots anyone
  following him he attempts to lose them. If this is not
  possible, he attempts to slip far enough ahead to hide
  behind a tree in ambush. Von Drutten won’t attempt to
  engage in combat to kill, but he may attempt to frighten the
  kids and signal his position to his minions.
  The thugs at the front door are demanding entrance to
  Rydal Mount and behaving rudely. It is quite possible some
  of them are drunk. There are six of them, scruffy and surly
  all. They are not particularly dedicated to their work and, if
  the children insult or provoke them, give chase. If the thugs
  are distracted, Von Drutten is caught in the act, but shoots
  his way out and flees the premises—presumably with the
  young sleuths in hot pursuit.
  Regardless of how they deal with Von Drutten’s attempt
  to steal the papers, more dangerous still is the carpetbag
  left in Mr. Lang’s shed. If the amateur detectives have figured
  out the bag is dangerous, they can attempt to get into the
  shed. This is difficult, as Mr. Lang won’t believe anything
  they tell him, and tries to chase them off by threatening
  them with his shovel. If the children manage to trick or
  subdue Mr. Lang, they can enter the shed and look at the
  bag. A quick look confirms the carpetbag (hidden under a
  wooden crate) is ticking gently. Looking inside reveals a
  bomb, but none of the heroes have any idea how to disarm
  it.
  At this point, the investigators have two options: throw the
  bomb away, or run away. Draw a card each round the
  children are in the area of the bomb. If you draw a Joker, the
  bomb enters its final countdown and explodes at the end of
  the next round. When the bomb is close to exploding, the
  timer emit a buzzing sound that is markedly different from
  its usual ticking.
  If the youths run away (or just don’t bother to check the
  bag), the explosion destroys Rydal Mount, and Mr. Lang is
  probably gravely wounded if he was in the area. The noise
  raises an alarm far and wide, and the area is crawling with
  police within the hour. English morale suffers as well. Any
  children caught in the area of the explosion suffer 4d8
  damage if within the radius of a Large Burst Template.
  If the kids decide to dispose of the bomb, they must
  make three Agility checks to get it to a safe area without
  dropping the bomb, and then make a Throwing check to hurl
  the bomb as far away from them as possible. Only one child
  can carry the bomb at a time. Let them figure out where
  they want to throw the bomb—the gardens, the forest
  behind the house, or the lake. Regardless of where it is
  thrown, the explosion will not sound right to Von Drutten’s
  trained ears. He knows someone is on to him. His only
  recourse is to flee the country as swiftly as possible.
  Act Three: Bat Out
  Of Grasmere
  The explosion brings the police to Rydal Mount, in the
  form of the red-faced and winded (1 Fatigue) Constable
  Caine, who pedals his bicycle to the Mount as fast as he
  can when the bomb detonates. He must still be persuaded
  that this is not some form of hi-jinks perpetrated by Josiah
  (Persuasion roll at –2), but if convinced he swears to do his
  utmost to hunt down the villain responsible.
  He insists that the young sleuths remain behind, as such
  matters are far too dangerous for children to be involved in.
  At this point Mr. Lang stands up and vouch for the
  resourcefulness of the children. He pledges his assistance
  in tracking down his former employer —but only if the
  children head the chase. “Nae offence”, he says, “but I’ve
  nae confidence in some roly-poly English polis tae catch a
  German. Ye’re no crafty enough.” If the characters point out
  Mr. Lang’s complicity in the theft, he readily admits his
  mistake and his greed. He is willingly carted off to jail—once
  Von Drutten is caught.
  The Chase
  Once the chase is on, the young detectives are able to
  make out a bright red flare screaming skywards from the
  direction of Loughrigg Fell—a steep and craggy area of high
  ground to the south of the caves at Rydal Water. The heroes
  have little time to catch Von Drutten before he makes it to
  Smuggler’s Cove, where Mr. Lang believes he has hidden
  his gang, as well as some means to leave the country.
  The chase is on, and the party has precious little time to
  stop this fiend from fleeing to Berlin with the original work of
  England’s most famous poet! Borrowing bicycles should
  pose little difficulty, as the grateful staff of Rydal Mount is all
  too willing to lend them to the children. If the house was
  destroyed, getting bicycles should be a great deal more
  difficult, and the party shall have to chase Von Drutten on
  foot—a great deal more tiring.
  Giving chase to Von Drutten on bicycle allows the party
  to arrive at Grasmere as the spy is crossing a forested
  hillside and making his frantic way to Smuggler’s Cove.
  Unfortunately, he’s on the other side of the lake. The
  group’s dinghies, however, should be nearby. If they make
  good sailing, they may be able to beat Von Drutten to
  Smuggler’s Cove and apprehend the ruffian!
  Giving chase on foot requires four Vigor rolls, with each
  failure bringing a level of Fatigue to the runner. If anyone
  becomes fatigued and thinks of Aunt Jemina’s words, he
  may eat a bar of Kendal Mint Cake from their picnic lunch,
  which removes all Fatigue (for those who do not know
  what Kendal Mint Cake is, it’s a British delicacy more or
  less unique to the Lakes, consisting mostly of chocolate-
  coated sugar with a heavy mint flavoring).
  There are four cakes in the picnic lunch. If the PCs
  succeed at their Vigor rolls, they can still arrive at the
  dinghies in time to sail across Grasmere and cut Von
  Drutten off from his escape. Sailing across the lake requires
  two Boating rolls, which may be made as a team effort as
  
  before, and allows the party to reach Smuggler’s Cove in
  time to make a Notice roll. Success allows the party to spot
  Von Drutten’s men uncovering a seaplane from beneath a
  camouflaged tarpaulin, as well as ten men getting ready to
  leap from trees to the decks of the dinghies!
  Allow the thugs to make Agility rolls – if the PCs didn’t
  make the Notice check, then they are automatically
  surprised by the goons and get no action in the first round.
  The fight against the goons is tricky – the dinghies are
  almost at Smuggler’s Cove, and the seaplane will be ready
  to take off in a few rounds. Von Drutten cannot be far away.
  If anyone is hit and shaken on the dinghies, they must
  make an Agility check or lose their footing and fall in the
  lake. Any extras who end up in the water are considered to
  be out of the fight. PCs are encouraged to use tricks to even
  up the odds. Further, because of the number of extra
  passengers on the dinghies, anyone piloting them must
  make a Boating check each round at –2 or capsize the
  boat. Five rounds from the start of the attack, the dinghies
  will pull into the Cove, and any PCs or Extras who fall from
  the boats will be able to swim for the banks of the inlet with
  ease, and can deal with Von Drutten.
  At the furthest reach of Smuggler’s Cove, Von Drutten is
  waiting with two of Mr. Lang’s rowdies while two of his goons
  start up the seaplane’s engines. Seeing the PCs approach,
  Von Drutten will draw his Luger, grin evilly, and take aim. If
  there are any adults with the party, Von Drutten will shoot at
  them first. He will take special care to take out Mr. Lang if
  he is with the children.
  If Mr. Lang is with the party, he will shout a warning to his
  henchmen to “get the Jerry!”, resulting in Lang’s henchmen
  being out of the action for the first round of the combat,
  overcome by confusion.
  If the PCs thought to ask the gypsies to keep an eye on
  Smuggler’s Cove, there will be two gypsies concealed
  nearby, able to intervene on behalf of the party – they will be
  dealt in on the third round.
  The seaplane will start forward in the second round of
  combat, and Von Drutten will leap up onto the pontoons
  whilst firing (taking the appropriate multi-action penalty).
  PCs who want to attempt to board the seaplane may make
  Agility rolls at –2.
  If Von Drutten is able to make his way to the door into the
  seaplane, he can retrieve his emergency supplies from the
  cargo hold – a pair of Steilhandgranate “Potato Masher”
  grenades and an MP40, which he will fire at any target with
  wild abandon. By the end of the fourth round, the seaplane
  will (barring any interruptions) be in a position to run-up to
  take-off speed. Any characters clinging to the pontoons
  must make Agility rolls each round or be considered
  Shaken. If a Shaken character fails their Agility roll, they are
  swept from the seaplane and land in the lake, although
  allied characters on the pontoons may attempt to grab them
  if they are on Hold. The seaplane will take off at the end of
  the ninth round if allowed.
  If Von Drutten is apprehended, the children are rewarded
  with an excellent high tea at Grasmere and a special
  commendation from Constable Caine. By the time the
  young investigators go back to school, they should have
  quite a story to tell—and a letter of thanks from the Prime
  Minister to prove they’re not fibbers!
  Enemies and Allies
  Constable Caine, the Long Arm
  of the Law
  Constable Harold Caine is basically good-natured, but
  he’s used to breaking up fights outside pubs and getting
  tourists to move their boats. Dealing with smugglers and
  spies and the like is entirely beyond him. He’s unlikely to
  believe anything that he’s told by kids, either.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8,
  Vigor d10
  Skills: Fighting d8, Intimidation d6, Investigation d4, Knowl-
  edge (Law) d6, Notice d6, Riding d8, Streetwise d4,
  Tracking d4.
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 7
  Hindrances: Clueless, Doubting Thomas.
  Edges: Block, Trademark Weapon (“Veronica”, Billy Club
  named after Caine’s childhood sweetheart).
  Gear: Policeman’s Helmet (+3; 50% chance of protecting
  head), “Veronica” (Str+1), Bicycle, Whistle, bicycle lamp.
  Aunt Jemima, Kindly Relative
  Aunt Jemima is quietly indulgent of her nephew and his
  friends, and is the still small voice of calm to Uncle Sidney’s
  bluster and fluster. She will not necessarily believe the
  children, but she will do whatever she can to help them.
  High Tea at Aunt Jemima’s should be enough to eliminate
  any Fatigue levels in the party.
  Attributes: Agility d4, Smarts d8, Spirit d6, Strength d4,
  Vigor d4
  Skills: Fighting d4, Healing d10, Intimidation d6, Knowledge
  (Cooking) d10, Notice d6, Persuasion d6.
  Charisma: 0; Pace: 5; Parry: 4; Toughness: 4
  Hindrances: Cautious, Elderly.
  Edges: None.
  Gear: Apron, Lemonade, Macaroons, Rolling Pin (Str+2).
  Uncle Sidney, Grumbling Elder
  Big, red, and grumpy, Uncle Sidney spends his
  Saturdays at the football field and the rest of the week
  immersed in the newspaper (usually trying to complete
  Monday’s crossword in the Times). Uncle Sidney has a
  famously short temper, and would give anyone within arm’s
  reach a sound slippering if he were ticked off. Fortunately,
  he’s not a bad sort, and as long as he’s left to his pipe and
  paper, he can be counted on. If talked to right, he can
  sometimes even be convinced to drive the gang to
  Windermere in his car.
  Attributes: Agility d4, Smarts d6, Spirit d6, Strength d6,
  Vigor d8
  Skills: Driving d6, Fighting d6, Guts d6, Intimidation d4,
  Knowledge (football) d10, Repair d6, Throwing d4.
  Charisma: 0; Pace: 4; Parry: 5; Toughness: 7
  Hindrances: Elderly, Hard of Hearing (Minor), Obese.
  Edges: Trademark Weapon (slipper).
  Gear: Ford Model T, Slipper (Str+1), Newspaper, Football
  Scarf, Pipe.
  
   Heinrich Von Drutten,
  Nefarious Foreigner
  Von Drutten has come secretly to England in order to
  carry out his orders from Berlin – capture the original notes
  of the poet William Wordsworth in order to demoralize the
  peoples of England. With that in mind, Von Drutten has
  tracked the papers to Rydal Mount, and plans to steal them
  as soon as possible, and get rich in the process. As the
  final insult to England, he plans to destroy Rydal Mount
  itself.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8,
  Vigor d8
  Skills: Boating d4, Driving d6, Fighting d8, Gambling d4,
  Intimidation d8, Lockpicking d6, Notice d8, Piloting d8,
  Shooting d8, Stealth d6, Streetwise d8.
  Charisma: -4; Pace: 6; Parry: 6; Toughness: 7
  Hindrances: Greedy (Major), Mean, Ugly.
  Edges: Brawny, Marksman, Steady Hands, Tough as Nails.
  Gear: Dagger (Str+1), Luger (12/24/48; Damage 2d6, 8
  shots), 5 spare loads of ammunition, Seaplane.
  Mr. Lang, Looming Gardener
  Mr. Lang, known by no other name, is a tall, stern
  Scotsman who tends the gardens at Rydal Mount. He has
  been promised a fortune by Von Drutten if he will aid him in
  stealing Wordsworth’s papers. The dour gardener readily
  agreed, and drummed up some local rowdies to help.
  Attributes: Agility d4, Smarts d4, Spirit d4, Strength d10,
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge (Gardening)
  d8, Notice d6, Repair d6, Survival d8, Tracking d8.
  Charisma: 0; Pace: 4; Parry: 5; Toughness: 6
  Hindrances: Greedy (Major), Lame.
  Edges: Nerves of Steel, Sweep.
  Gear: Shovel (Str+2, Reach 1), Wheelbarrow, hip flask full of
  whiskey.
  Thugs
  These bruisers are brought in by Von Drutten and Lang as
  extra muscle. Von Drutten’s henchmen have the same
  statistics as Lang’s rowdies for the sake of simplicity.
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8,
  Vigor d6
  Skills: Fighting d6, Guts d6, Notice d6.
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Clubs (Str+1).
   Madame Zatara, Mysterious
  Gypsy
  Madame Zatara and her band have recently moved their
  camp to the shores of Rydal Water. Her people keep
  themselves to themselves, and have no love for the local
  folks, who mistrust them and blame them for everything that
  goes wrong. Dusky and mysterious, Madame Zatara has
  earned the loyalty of her people, and safeguards them
  against a world that has no love for them.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4,
  Vigor d6
  Skills: Driving d6, Fighting d6, Guts d8, Intimidation d8,
  Knowledge (Gypsy Signs) d10, Notice d6, Persuasion d8,
  Riding d6, Stealth d8, Survival d8, Taunt d6, Throwing d8.
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: All Thumbs, Outsider, Poverty.
  Edges: Attractive, Beast Bond, Strong Willed.
  Gear: Cart, two horses, large pan (Str+2), Thrown Rocks
  (Str+1, 3/6/12), Monkey.
  Gypsies
  Madame Zatara’s gypsies are surly, but kind-hearted.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6,
  Vigor d6
  Skills: Fighting d6, Guts d4, Stealth d6, Survival d6, Tracking
  d4.
  Pace: 6; Parry: 5; Toughness: 6
  Gear: Assorted blunt instruments (Str+1), leather jackets
  (+1).
  Percival (Amy’s Dog)
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d6,
  Vigor d6
  Skills: Fighting d6, Guts d8, Notice d8
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  • Bite: Str+1
  • Fleet Footed: Dogs roll a d10 when running.
  • Go For the Throat: Dogs hit the most weakly-armored
  location with a raise on their attack roll.
  • Size -1: Percival is a medium-sized dog.
  
  Additional References
  Pictures of Wordsworth’s home, including exteriors and interiors,
  can be found at www.RydalMount.co.uk.
  Map courtesy of MultiMap--www.multimap.co.uk
  
  Josiah
  Josiah grew up around Windermere, and was always considered something of a tearaway. His
  boisterous nature has gotten him into trouble with the police before, and Constable Caine always
  keeps a sharp eye on Josiah after he threw the Constable’s helmet in the lake. At the start of this
  tale, Josiah has made fast friends with Catherine, but is hiding from the police after letting a pig into
  the station during Constable Caine’s tea break.
  Attributes: Agility d4, Smarts d4, Spirit d6, Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Notice d6, Survival d6, Shooting d6, Tracking d6.
  Charisma: -1; Pace: 5; Parry: 5; Toughness: 6
  Hindrances: Enemy (Constable Caine), Habit (bites nails), Young.
  Edges: Luck, Woodsman.
  Gear: Leather Jacket (+1), Survival Knife (Str+1; +1 to Survival rolls), Slingshot (2/4/8; Damage Str)
  The Children
  Devlin
  Devlin grew up as a child of disgusting wealth and privilege. No expense was spared regarding his
  education, and his teachers fawn over him at school. A bit of a dilettante, Devlin never really applied
  himself to anything, and his attitude earned him no friends among his peers. Devlin was surprised
  when Catherine talked back to him one day, and has been a persistent addition to the group since
  then. Devlin has an imaginative streak that he only ever exercises on holiday, when he writes pirate
  stories for the school magazine under a pseudonym.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4
  Skills: Boating d6, Fighting d6, Notice d6, Swimming d6, Stealth d6, Taunt d6.
  Charisma: -2; Pace: 5; Parry: 5; Toughness: 4
  Hindrances: Mean, Stubborn, Young.
  Edges: Rich, Quick.
  Gear: Dinghy (“Merciless”), blunted fencing sword (“Reaver”, Str+1, Parry +1), expensive pirate costume.
  Billy
  Billy is the leader of the group – the eldest, the most confident, and cocky to the point of
  being irritating. Billy has something of a crush on Catherine, but would never admit it.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d6, Intimidation d6, Riding d6, Swimming d6.
  Charisma: +2; Pace: 5; Parry: 5 (6); Toughness: 5
  Hindrances: All Thumbs, Loyal, Young.
  Edges: Charismatic, Quick.
  Gear: Wooden Sword (Str+1), Wooden Shield (+1 Parry, breaks when opponent hits with a
  raise).
  Here are your player characters, kiddies! They’re all
  Wild Cards, even though my gorgeous puss isn’t up
  there with ‘em.
  
  Catherine
  Often regarded as bossy and something of a tomboy by the rest of the gang, Catherine was
  secretly overjoyed at going to the Lakes – her parents bought her a little boat last year, and
  she’s been racing Devlin on Elter Water. This year, she’s talking about going out on
  Windermere and racing the length of the lake. She befriended a local boy called Josiah, and it
  wasn’t long before her nosy nature was getting her into trouble.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6
  Skills: Boating d8, Fighting d6, Guts d6, Investigation d6, Throwing d6, Tracking d4.
  Charisma: 0; Pace: 7; Parry: 5; Toughness: 5
  Hindrances: Curious, Young.
  Edges: Fleet-Footed.
  Gear: Dinghy (“Hippolyta”), thrown rocks (Str+1; Range 3/6/12).
  David
  Timid and scholarly, David has always relied on his Mum’s sick-notes to get out of any
  exercises, and has never even been seen in a gym class. He is Catherine’s little brother, and
  has always lived in his sister’s shadow. She keeps dragging him into scrapes because, well,
  he knows things.
  Attributes: Agility d4, Smarts d8, Spirit d6, Strength d4, Vigor d4
  Skills: Healing d6, Investigation d8, Knowledge (Science) d6, Knowledge (Wildlife) d8, Notice d6.
  Charisma: 0; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Anemic, Bad Eyes (Minor), Young.
  Edges: Danger Sense, Scholar.
  Gear: Glasses, notepad, pencils, Observer Book of Birds, binoculars.
  Amy
  Amy always wanted to be a princess, and was devastated when all her friends turned out to
  be less interested in becoming royalty than she was. As a resolutely “girly” girl, Amy has never
  really fit in with the group, but her sweet disposition has always managed to settle the
  arguments and fist-fights that erupt between Billy and Catherine. Amy’s dog, an Irish Red
  Setter called Percival, is her most loyal companion, and follows her everywhere.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d4, Vigor d4
  Skills: Fighting d4, Notice d6, Persuasion d6, Riding d8, Shooting d6.
  Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Loyal, Quirk (prissy), Young.
  Edges: Beast Master, Common Bond.
  Gear: Catapult (range 4/8/16; Str+1), Horse (“Lady”), Percival (use Dog/Wolf statistics, Savage
  Worlds) fancy dress, hairbrush, compact mirror.
  
  Figure Flats!
  Print these out (preferably on cardstock) and trifold for
  instant miniatures. Most of our Savage Tales feature Figure
  Flats. You can also use them as dual-folds with bases
  ordered from our website!
  Amy
  Billy
  David
  Devlin
  Josiah
  Catherine
  Von Drutten
  Thug
  Thug
  Thug
  Thug
  Thug
  Thug
  Thug
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Pulp/Savage Worlds - Pulp Adv - The Secret of Smugglers Cove.pdf