TEXT: An Ace Setting JumpStArt
  Savage Adventures
  
  2
  Choe Pho Developed by: Travis Legge
  Choe Pho Savage Adventures JumpStart Written by: Travis Legge
  Edited by: Saylor Ashman
  Cover Art by: J.M. Woiak & Heather Shinn of the STINKYGOBLIN.
  Interior Art: J.M. Woiak & Heather Shinn of the STINKYGOBLIN.
  Some art courtesy Pinnacle Entertainment Group, used with permission.
  Some art by Bartek Blaszczec, used with permission.
  Some art by Carlos Torreblanco, used with permission.
  Disclaimer: This book contains rules, setting material and fiction that use the occult, the supernatural, horror, urban 
  fantasy, violence, magic, angels, demons, religion and various potentially offensive subjects and elements in order 
  to tell make-believe stories. This is NOT an endorsement of any of these themes. It is only a game. Nothing in here 
  is real.
   If you cannot handle that: Don’t play. Don’t read. Get help.
   Everyone else: Enjoy!
  Choe Pho Savage Adventures JumpStart Copyright© 2018 Aegis Studios. All Rights Reserved.
  table of contents
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. 
  Savage Worlds and all associated logos, artwork, and trademarks are copyrights of Pinnacle Entertainment Group. Used with 
  permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  chapter one: a new world of fantasy  
   
   
   
   
  3
  chapter two: rules 
   
   
   
   
   
   
   
  4
  chapter three: archetypes  
   
   
   
   
   
   
  8
  chapter four: the watchtower in the wood 
   
   
   
  11
  Savage Adventures
  
  the hunting grounds of the feline nekomata. The deserts 
  of the west were made home to the reptilian slytherine. 
  Throughout all these lands, members of the human and 
  tengu races were scattered to find their fortunes and 
  pursue enlightenment.
  Beyond the firmament of the Isle of Hope, the realm 
  remained wild and untamed. The creation of the Isle 
  and all the creatures upon it had strained the buddhas of 
  the Council to their limits. From the shores of the Isle of 
  Hope to the fortifications at the edges of Choe Pho, reality 
  was left wild, undefined, chaotic and unpredictable. In 
  this region, now known as the Plains of Marrow, reality 
  remains fluid and malleable, awaiting some adventurous 
  soul to bring order through ritual Samādhi. The noble 
  pursuit of bringing order to the Plains of Marrow is the 
  principal motivation for many adventurers on Choe Pho. 
  At the center of the Isle of Hope sits Gosainthan, the 
  mountain home of the Council of Enlightenment. At 
  the southern base of the mountain, built on a massive 
  marble plain, lies the city of Sakya, which is the largest 
  settlement on the Isle of Hope, home to members of 
  all races. Though various villages and towns dot the 
  landscape of the Isle of Hope, Sakya is by far the most 
  populous and cosmopolitan. Proximity to the Council 
  of Enlightenment provides the temples and monasteries 
  of Sakya with a greater degree of attention from the 
  buddhas of the Council. Many adventurers hail from 
  Sakya, hoping to bring the order and beauty of their 
  city to the rest of Choe Pho. Adventurers from outside 
  the city often make a pilgrimage to seek blessings and 
  wisdom at the Council temples and monasteries of Sakya 
  before venturing out into the Plains of Marrow.
  savage adventures
  The world of Choe Pho is young. The Council of 
  Enlightenment came to Choe Pho seeking refuge from 
  a terrible place known as the Fallen World. Carrying 
  the soul energy, known as Marrow, of as many people 
  as they could, the Council fled to a remote and hidden 
  corner of the cosmos in the hopes of building a better 
  world. Choe Pho would be a place where each soul 
  would have the opportunity to refine itself, expand, 
  grow, and attain enlightenment. 
  Crafting such a safe haven and securing it from 
  the corrupt powers of the Fallen World proved to be 
  a massive undertaking, even for beings of such great 
  power and enlightenment as those on the Council. Much 
  Marrow was expended in the process of fortifying the 
  nascent realm from intrusion by the Karma Eaters, a race 
  of malignant cosmic entities from the Fallen World who 
  seek to devour the very Marrow of all living things. Once 
  the realm was secured, the Council of Enlightenment 
  created the Isle of Hope, which would be the birthplace 
  of their new world.
  The Isle of Hope was divided into four lands, each 
  populated by one of the chosen races. To the north, the 
  mountains and caverns that border the tamed lands of 
  the Isle of Hope became home to the tsuchigumo, a race 
  of arachnid humanoids who survive by trapping the 
  various beasts of the region in their webs. The eastern 
  forests served as the birthplace of the kitsune, a joyful 
  celebrant race of humanoid canines. To the south, the 
  warm grasslands of the Isle of Hope were designated as 
  chapter one: 
  a new world of fantasy
  3
  
  character creation
  Character Creation in Choe Pho Savage Adventures 
  follows the basic process described in Savage Worlds with 
  a few alterations. 
  concept
  The world of Choe Pho is a young realm, filled with 
  wonder, mystery and potential.  The vast majority of 
  adventurers on Choe Pho are explorers and trailblazers 
  who seek to expand the domain of the Isle of Hope and 
  bring order to the chaotic Plains of Marrow. 
  race
  Humans are by far the most populous race on Choe 
  Pho at this time. When the Council created Choe Pho, 
  the soul-energy used in the process was predominantly 
  human, and humans were, in the Fallen World, the 
  strongest source of Marrow. As such they were the 
  easiest beings to breathe life into, and the first created 
  race. This JumpStart introduces three new races: the 
  Kitsune, the Nekomata, and the Tsuchigumo. The 
  Choe Pho Savage Adventures book offers two additional  
  playable races: the Slytherine and the Tengu.
  Kitsune
  Hailing from the eastern forests, kitsune are 
  humanoid foxes who can change shape, mimicking the 
  appearance of other humanoids. Kitsune are very social 
  and celebrant in nature, pursuing a good time, often 
  to the detriment of themselves and everyone in their 
  presence. This leads some kitsune to spend the majority 
  of their time enjoying intoxicated leisure. 
  Those kitsune who aspire to adventure are often 
  motivated by intense curiosity. Many of these kitsune 
  seek to discover the nature of Choe Pho and figure out 
  what makes the realm function. Others simply seek out 
  the new experiences and pleasures that the wild lands 
  of the Plains of Marrow promise.
  Kitsune reach adulthood in their late teens and can 
  live for up to five centuries.
  chapter two:  
  rules
  4
  
  5
   • Low Light Vision: Kitsune ignore penalties for Dim 
  or Dark lighting (but not Pitch Darkness).
   • Grand Deception: This functions exactly as the dis-
  guise power, but does not require a spellcasting roll. 
  The Kitsune is assumed to have achieved a raise 
  when activating this ability. Using Grand Deception 
  costs no power points. The effect persists until the 
  following sunrise or sunset, unless you elect to end 
  it sooner. You regain the ability to use this trait after 
  8 hours of sleep.
   • Party Animal: Kitsune are notoriously gluttonous 
  and lustful with a strong tendency toward debauch-
  ery (drinking, overeating, romantic interludes) treat 
  this as the Habit (Minor) hindrance.
  neKomata
  The nekomata are a race of catlike humanoids who 
  thrive in the southern grasslands. Patient and swift, the 
  nekomata are unparalleled hunters, feeding themselves 
  off of the plentiful game creatures of the grasslands. 
  Though quite capable killers, nekomata hunt only for 
  food and are loath to use violence for any other means. 
  Some nekomata hunters have been known to follow 
  their prey for days, awaiting the perfect moment to 
  strike with efficient mercy. The nekomata also 
  employ various rituals to give thanks to the 
  Marrow of the beasts they consume, 
  believing that refusing to do so 
  brings ill fortune upon the land. 
  Nekomata who take up the 
  adventuring life tend to do 
  so out of a desire to relieve 
  the suffering and chaos in 
  the Plains of Marrow. The 
  nekomata believe that 
  all souls in the Plains of 
  Marrow are tormented so 
  long as they remain in a state 
  of chaos.  Therefore, solidify-
  ing reality through Samādhi 
  is the principal driving goal 
  of adventurers among the 
  Nekomata. 
  Nekomata reach adulthood in 
  their late teens and can live up to 
  two centuries. 
   • Low 
  Light 
  Vision: 
  Nekomata ignore penalties 
  for Dim or Dark lighting 
  (but not Pitch Darkness).
   • Pace: The Nekomata’s Pace 
  is increased by +2 and his 
  running die is increased a 
  die type.
   • Parry: Nekomata gain a +1 bonus to Parry due to 
  their incredible reflexes.
   • Pacifists: Nekomata begin play with the Pacifist 
  (Major) Hindrance. This can be bought down to 
  Pacifist (Minor) by spending an Advance, but the 
  Hindrance can never be completely bought off.
  tsuchigumo
  The tsuchigumo are an industrious species of cun-
  ning trappers. When making their homes in the caves of 
  the northern mountain ranges, the tsuchigumo take full 
  advantage of their ability to walk on walls and ceilings 
  to construct homes and villages that creatures bound to 
  the ground find unnavigable and disorienting. Through 
  the use of their webbing, tsuchigumo collect prey ani-
  mals with ease from among the abundant wildlife of 
  the mountains. With basic needs of food and shelter so 
  easily met, the tsuchigumo often dedicate their abun-
  dant free time to pursuits such as art, engineering, and 
  esoteric study. Those tsuchigumo whose yearning for 
  knowledge or desire to express themselves cannot be 
  satiated in their home villages take up the adventurer’s 
  life with excitement and gusto.
  Tsuchigumo reach adulthood around age five and 
  live forty to fifty years. 
   •
  Wall Walker: Tsuchigumo may walk 
  on vertical surfaces normally, or inverted 
  surfaces at half Pace
   • Webbing: Tsuchigumo can create 
  webbing, which they use to make 
  their homes and craft some art. The 
  tsuchigumo can also use this ability 
  as the entangle power. Tsuchigumo 
  begin play with Arcane Back-
  ground (Gifted), which may 
  only be used to manage this 
  power. Their Arcane Skill 
  is Focus (Spirit).
   •
  Can't Swim: Due 
  to 
  their 
  spider-like 
  bodies tsuchigumo find 
  swimming incredibly 
  challenging. As a result, 
  they tend to avoid water 
  whenever possible. 
  
  6
  slowly replenishes this supply as time passes, the 
  character must use it wisely. It is possible for a character 
  to deplete his reserves of Marrow, essentially weakening 
  his connection to creation, and lessening his ability to 
  enforce his free will upon the universe.
  A character can spend 1 Marrow to do one of the 
  following things:
   • Alter a single Trait test.
   • Use a racial feature or Edge during your turn for 
  which the expenditure of 1 Marrow is required.
   • Shrug off the effects of being Shaken for one round. 
  Unlike spending a Benny, this expenditure does 
  not completely negate the effects of being Shaken. 
  A character that spends Marrow to shrug off 
  being Shaken acts normally for a single round, at 
  which point he becomes Shaken again until 
  making a successful Spirit roll or 
  spending a Benny. 
   •
  Ignore wound penalties for 
  one round. 
   •
  Make a Soak Roll, as if a 
  Benny had been expended. 
   •
  Stave off Bleeding Out for 
  one round. 
   •
  Stave off Fatigue: the 
  character may expend 1 
  Marrow to ignore the effects of 
  being Fatigued for one round. If 
  the character begins the round 
  Exhausted, he may expend 1 
  Marrow to overcome being 
  Exhausted, instead suffering 
  penalties for that round as if he 
  were Fatigued. A character who 
  is rendered Incapacitated can 
  expend 1 Marrow to act as if he were 
  Exhausted, but ONLY on the round 
  after he is rendered Incapacitated.  
   •
  Double the damage result (following 
  any successful melee attack) of one armed or 
  unarmed melee attack against any non-human. 
  In addition to the expenditures above, a character can 
  spend 5 points of Marrow to activate a dharmachackra 
  in the Plains of Marrow, anchoring the local reality to 
  the Isle of Hope. The process is fully described in the 
  Samādhi entry in this book. 
  When a character spends 1 Marrow to alter a Trait 
  test, add 1d10 to the roll result to help meet or exceed 
  the target number. A character can declare the use of 
  1 Marrow to alter a Trait test after the roll is made—
  but only before the Game Master reveals the result of 
  that roll (whether the Trait test succeeded or failed). 
  A character cannot use Marrow on a skill check or 
  ability check after using a Benny to reroll. A character 
  that expends Marrow to alter a Trait test also cannot 
  hindrances
  Choe Pho  utilizes Hindrances as described in the 
  Savage Worlds core rules. Some races in Choe Pho have 
  unique or modified Hindrances, which are detailed 
  in Choe Pho Savage Adventures. Certain Hindrances 
  presented in the Savage Worlds core rules have additional 
  effects or are otherwise restricted in Choe Pho Savage 
  Adventures, as detailed below. 
  doubting thomas (forbidden)
  Doubting Thomas is not permitted in the dark 
  fantasy world of Choe Pho. Characters in a high fantasy 
  environment that refuse to accept the existence of the 
  supernatural are not Doubting Thomases and should 
  instead take the Delusional (Major) Hindrance.
  traits
  Choe Pho Savage Adventures 
  utilizes the method described 
  in the Savage Worlds core rules 
  for determining Attributes 
  and Skills. In addition to the 
  standard Derived Traits of Pace, 
  Parry, and Toughness, Choe Pho 
  introduces a new Derived Trait, 
  detailed below. 
  marrow
  Marrow 
  represents 
  the 
  metaphysical anima that makes 
  up existence. Generated by 
  sentient souls, and coveted 
  by celestial beings, this energy 
  binds the cosmos into a coherent 
  whole. Magic manipulates Marrow, 
  bending the laws of the universe to the 
  spellcaster’s will. When the Council of 
  Enlightenment reshapes the world in their 
  own image, they do so through the manipulation 
  of this energy. Though mystical in nature, Marrow also 
  manifests itself in mundane life in a number of ways. 
  When an athlete pushes that extra bit at the end of a 
  race, he calls upon his Marrow. When a mother lifts a 
  downed tree to rescue a trapped child, she draws upon 
  this energy. When a dying man refuses to release his 
  tenuous hold on life, his connection to the universe 
  keeps him strong. Though only the buddhas truly 
  understand the full workings of Marrow, mortals draw 
  on this force every day. In the game, this special trait is 
  measured by Marrow.
  Marrow provides characters with the means to affect 
  game play in significant ways. A character always has 
  a limited amount of Marrow, and while the character 
  
  7
  subsequently spend a Benny to reroll the Trait test. One 
  method or the other must be chosen to affect the roll. 
  When a character spends Marrow to use a racial 
  feature or Edge, he gains the benefit of the feature but 
  doesn’t roll an additional d10. In this case, the Marrow 
  is not a bonus to a Trait test.
  A character can only spend Marrow on one specific 
  use per round. If a character spends a point to use a 
  racial feature, he can’t spend another one in the same 
  round to improve a Trait test, and vice versa. If a 
  racial feature or Edge requires the expenditure of 
  multiple Marrow, the character may spend the 
  required points in one round but may make no 
  additional Marrow expenditures in that 
  round. A character may never spend more 
  than one Marrow per round to improve a 
  Trait test. 
  A character’s starting Marrow is 
  determined by adding the die types for 
  each of the character’s Attributes. For stats 
  such as d12+1, include the fixed modifier 
  in the total. The total score represents 
  the character’s starting Marrow score 
  as well as the character’s maximum 
  Marrow. If a character’s Attributes are 
  raised, their maximum Marrow score 
  increases accordingly. 
  Characters regain Marrow very 
  slowly. In order to regain a point of 
  Marrow, the character must spend 
  eight hours in meditation and quiet 
  contemplation, at the completion of which 
  all spent Marrow points are restored.
  setting rules
  The world of Choe Pho uses the Gritty 
  Damage Setting Rule as described in Savage 
  Worlds. In addition to this Setting Rule, the 
  world of Choe Pho uses the following new 
  Setting Rule.
  samādhi
  The vast majority of the Plains of Marrow is usually 
  in a state of necrotic chaos. The ground is barren and 
  empty. Water is scarce and foliage virtually non-existent. 
  Adventurers who do not bring their own food and drink 
  risk death from thirst or starvation. A fog permeates 
  the area much of the time (treat the Plains of Marrow 
  in their chaotic state as being in Dim lighting.) Undead 
  creatures of all varieties wander the Plains of Marrow, 
  coalesced from the raw, random spiritual energy 
  flowing through the chaos. Ghosts, skeletons, zombies, 
  will-o-the-wisps, and wights are the most commonly 
  encountered undead wandering the plains, 
  but any type of undead creature may make 
  its home there. 
  regional realities
  When a dharmachackra rises in the 
  Plains of Marrow, a regional reality 
  is formed. The size and traits of this 
  reality are not necessarily tied to 
  the power of the dharmachackra, 
  though most of these regional 
  realities are no smaller than a single 
  acre and very rarely larger than 2-3 
  square miles. When the characters enter 
  an area within the Plains of Marrow that 
  has coalesced into a temporary reality, they 
  must locate the area’s dharmachackra and 
  overcome the challenge presented by this 
  spiritual linchpin. In some instances, the 
  dharmachackra is a straightforward 
  threat: an undead creature, a wild beast, 
  or an evil warlord who claims dominion over 
  the region. In other cases, the dharmachackra 
  is a concept, puzzle, or other ephemeral 
  challenge that must be resolved.  Examples 
  include brokering a peace between two feuding 
  families or species in the area, finding a missing 
  trinket, or helping a ghost resolve its ties to some half-
  remembered previous incarnation. Once the challenge 
  is overcome and the story completed, the Game Master 
  announces that the dharmachackra is open and can be 
  activated. This opening of the dharmachackra can be 
  sensed intuitively by all characters in the affected region.
  activating the dharmachacKra 
  Once a region’s dharmachackra is opened, the 
  characters have ten minutes to decide whether to 
  regional realities explained
  Regional Realities are the fever dreams of 
  the discorporated spirits flowing across the  
  Plains of Marrow given form. These realities 
  are just as likely to be crafted from a shard 
  of imagination as from an actual memory. In 
  practical terms, this means that any setting, 
  creatures, technology, or events the Game 
  Master wishes to include can appear as a 
  Regional Reality. There is no limit. Savage 
  Worlds offers dozens of settings to choose from, 
  ensuring that the Game Master will always 
  have inspirational material on hand! 
  
  8
  activate the dharmachackra or to allow the area to flow 
  back into chaos. If the characters elect to activate the 
  dharmachackra, one character who is present must 
  meditate and spend 5 points of Marrow to achieve 
  Samādhi. This takes 5 rounds to complete. Doing so 
  activates the dharmachackra and anchors the new 
  reality to the Isle of Hope. Once this is completed, the 
  region will remain as it was when the dharmachackra 
  opened, including all inhabitants, items and rules of 
  nature operating within the area.
  If the characters decide to abandon the 
  dharmachackra, the region, including its inhabitants, 
  structures and items, will flow back to a chaotic state 
  until a new dharmachackra forms (typically within 
  2d6 days.)
  edges
  The Edges described in the Savage Worlds core rules 
  are available to characters in Choe Pho. 
  
  Hope to be too serene, seeking the challenge of 
  battle on the Plains of Marrow.
  Race: Human
  Attributes:  Agility d8, Smarts d4, Spirit d4, 
  Strength d8, Vigor d8
  Skills: Academics d6, Athletics d6, Common 
  Knowledge d6, Driving d4, Electronics d6, 
  Fighting d4, Hacking d6, Notice d6, Performance 
  d8, Persuasion d8, Stealth d4
  Marrow: 32; Pace: 6; Parry: 6; Toughness: 9(2)
  Hindrances: Bloodthirsty, Illiterate, Mean
  Edges: Berserk, Brawler
  Gear: Backpack (Contains: Waterskin, 
  Torch, Flint and steel, 1 week’s rations), 
  Medium Shield (Armor 2;Cover vs 
  Ranged -2), Reinforced leather (Armor 
  2), 
  Weapons: Sling (Str+d4, 4/8/16), Spear/
  Javelin (Str+d6, 3/6/12), Unarmed (Natural 
  Attack, Str+d4)
  follower of the white tara
  The people of Choe Pho look to the Council 
  of Enlightenment for spiritual guidance and 
  meaning. The Buddha Tara, in her White aspect 
  teaches of peace and understanding achieved 
  through healing. The follower of the White Tara 
  has studied these teachings extensively. Now, a 
  skilled healer, the Follower adventures to bring 
  Tara's healing touch where it is needed the most: 
  The Plains of Marrow.
  The following archetypes are 
  a small sampling of potential 
  characters for use in Choe Pho 
  Savage Adventures. Players 
  may select one of these 
  archetypes to use as 
  provided or use these 
  as starting points and 
  inspiration for creating 
  their own characters. 
  These archetypes can also 
  be used as player characters 
  or nonplayer characters in 
  your Choe Pho Savage 
  Adventures campaign.
  berserKer
  The berserker hails 
  from one of the nomadic 
  tribes that wanders the Isle 
  of Hope. Filled with a furious 
  anger and deadly instinct, the 
  berserker specializes in up 
  close and personal combat. 
  Some berserkers are 
  known to run down game 
  animals while hunting 
  and claim their prize with 
  bare hands.
  Berserkers who adventure tend to 
  do so out of a sense of wanderlust 
  and desire for glory. They find even 
  the most untamed areas of the Isle of 
  chapter three: 
  archetypes
  9
  
  10
  Race: Human
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Academics d4, Athletics d6, Common Knowledge 
  d6, Focus: d6, Healing: d6, Notice: d4, Occult: d4, 
  Persuasion: d4, Stealth: d6, Survival: d4
  Marrow: 30; Pace: 6; Parry: 5; Toughness: 7(2)
  Hindrances: Can’t Swim, Pacifist (minor)
  Edges: Arcane Background, Martial Artist
  Arcane Background: Gifted (SWADE p148)
  Total Powers: 1
  Power Points: 15 / 15
  Powers: Healing (SWADE p162)
  Gear: Backpack (Contains: Canteen (waterskin), 1 
  week’s rations, Torch, First Aid Kit (basic supplies)), 
  Clothing, Casual. Reinforced leather (Armor 2)
  Weapons: Unarmed (Natural Attack, Str+d4)
  student of the green tara
  The Buddha Tara, in her Green aspect teaches of 
  the beauty and importance of the natural world. The 
  student of the Green Tara seeks a harmonious balance 
  with nature. Students of the Green Tara learn techniques 
  to sharpen their connection to the wilderness, connect 
  with beasts and plants, and become closer to one-
  ness with the world around them. This path is often 
  followed by peaceful creatures, making it a perfect fit 
  for the Nekomata.
  Race: Nekomata
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Athletics: d6, Common Knowledge: d6, Fighting: 
  d6, Notice: d6, Persuasion: d4, Stealth: d6, Survival: d6, 
  Thievery: d4
  Marrow: 30; Pace:  8; Parry: 6; Toughness: 7(2)
  Hindrances: Hesitant, Poverty
  Edges: Martial Artist
  Racial Features: Low Light Vision, Pace, Parry, Pacifist 
  (Major)
  Gear: Canteen (waterskin), Reinforced leather (Armor 2)
  Weapons: Staff (Str+d4, Parry +1, Reach 1, two hands), 
  Unarmed (Natural Attack, Str+d4)
  tracKer
  The tracker is a young Kitsune who has recently 
  begun wandering the Isle of Hope in search of 
  adventure and excitement. The tracker is driven to one 
  day find the perfect hunting ground where they will 
  settle into old age. The tracker believes that such a hunt-
  ing ground can be found in the regional realities of the 
  Plains of Marrow.
  Race: Kitsune
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Athletics: d6, Common Knowledge: d6, Fighting: 
  d6, Notice: d6, Persuasion: d6, Shooting: d6, Stealth: d6, 
  Survival: d8+2
  Marrow: 30; Pace: 6; Parry:  5; Toughness: 7(2)
  Hindrances: Curious, Driven (minor)
  Edges: Woodsman
  Racial Features: Low Light Vision, Grand Deception, 
  Party Animal
  Gear: Arrow/Quarrel (5), Arrow/Quarrel (5), Quiver 
  (holds 20 arrows/ bolts), Reinforced leather (Armor 2)
  Weapons: Bow (2d6, 12/24/48), Unarmed (Natural 
  Attack, Str)
  wandering artist
  The wanderer grew up in a happy home in a 
  tsuchigumo settlement near the northern edge of the 
  Isle of Hope. Though they achieved some acclaim as a 
  web sculptor, they quickly grew tired of the routine of 
  life in their village. Inspiration began to run thin and the 
  tsuchigumo knew that it was time to strike out into the 
  world to find a new muse.
  Race: Tsuchigumo
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, 
  Vigor d4 
  Skills: Athletics: d4, Common Knowledge: d4, Fighting: 
  d6, Focus: d8, Notice: d6, Performance: d8, Persuasion: 
  d4, Stealth: d6, Survival: d4
  Marrow: 30; Pace: 6; Parry: 5; Toughness: 6(2)
  Hindrances: Driven (major, Find the perfect muse for 
  a sculpture)
  Edges: Power Points
  Racial Features: Can't Swim, Wall Walker, Webbing 
  (Entangle, uses Focus; Power Points: 20)
  Gear: Backpack (Contains: Whetstone, Clothing, Casual, 
  Flint and Steel, Canteen (waterskin), 1 week’s rations), 
  Reinforced leather (Armor 2)
  Weapons: Staff (Str+d4, Parry +1, Reach 1, two hands), 
  Unarmed (Natural Attack, Str)
  
  of the undead native to the Plains of Marrow are in a 
  perpetual state of hungry suffering. For the purposes 
  of this adventure, assume all undead encountered 
  are nearly mindless with rage, hunger and pain. Each 
  undead creature listed on the table lists its name in 
  bold. Use the appropriate stat blocks from the"Bestiary" 
  chapter of the Savage Worlds Core Rules to represent 
  these unfortunate souls. 
  part i: the plains of 
  marrow
  This adventure begins with the party already traveling 
  the Plains of Marrow, seeking out Regional Realities. 
  As the party travels through the Plains of Marrow, the 
  Game Master should check for random encounters 
  by rolling 1d12. On a result of 7-12, the Game Master 
  should roll once on Table: Random Encounters – Plains 
  of Marrow. When the adventurers are traveling in the 
  Plains of Marrow, the Game Master should check three 
  times per day for a random encounter.
  For the purposes of the Watchtower in the Wood, 
  if the characters do not receive the “regional reality” 
  result by the second random encounter check of the 
  third day of travel, simply have them come across the 
  Watchtower’s regional reality at that time 
  random encounters – plains of 
  marrow explained:
  If a random encounter check results in the regional 
  reality entry, the characters happen upon the watchtower, 
  and should proceed to Part II of this adventure. 
  If a random encounter check results in a chaotic vortex, 
  the local environment shifts to a weather extreme of the 
  Game Master’s choosing for the next 1d10 minutes. See 
  "Hazards  in the Savage Worlds Core Rules to determine 
  the effects of these harsh environments. 
  All other results on Table: Random Encounters – 
  Plains of Marrow lead the characters into a conflict with 
  hungry, angry and confused undead. The clear majority 
  chapter four:  
  the watchtower  
  in the wood
  TABLE: RANDOM ENCOUNTERS – 
  PLAINS OF MARROW
  1d12 Result
  Encounter
  1
  2d4 zombies
  2
  1d4 ghosts
  3
  chaotic vortex
  4
  1 swarm of undead beetles
  5
  1 vampire
  6
  regional reality
  7
  2d4 skeletons
  8
  2d6 zombies
  9
  chaotic vortex
  10
  1 ghost
  11
  1d4+1 zombies
  12
  3d8 skeletons
  11
  
  12
  part ii: the 
  watchtower
  a regional reality 
  As the characters approach the regional reality, the 
  mists of the Plains of Marrow lift, revealing a wooded 
  area, roughly an acre in size. In the center of the 
  wooded area stands a small fort comprised mainly 
  of stone fortifications placed in a central clearing. In 
  the northwestern corner of the fort stands a stone 
  watchtower, elevated to a height of 25 feet, overlooking 
  the clearing. 
  the maricoxi
  As the characters enter the woods, any character 
  who succeeds on a Notice check spots furry humanoids 
  armed with crossbows stationed at the watchtower. 
  Each of these archers is facing one of the cardinal 
  directions. These creatures are a race of aggressive 
  goblinoids called the maricoxi. (Use the stat block for 
  goblins in the Savage Worlds Core Rules to represent the 
  maricoxi)  If the characters attempt to sneak into the 
  camp, have them make a Stealth check opposed by the 
  maricoxi's Notice check.
  The maricoxi speak goblin, and characters who do 
  not have this language must use magic to have any hope 
  of a parley with the creatures. Even if a character speaks 
  their language (unlikely, but not impossible) or uses 
  magic to communicate, the maricoxi are exceedingly 
  wary of outsiders. Any Persuasion or Performance roll 
  made to try and open diplomatic relations with the 
  maricoxi suffers a -2 penalty.
  Characters who seek to incapacitate the Maricoxi, 
  must render them unconscious in combat and restrain 
  them. Any attempt to gain information from the 
  maricoxi once subdued and restrained suffers the same 
  modifiers as above. Furthermore, restrained maricoxi 
  are hostile, and will remain so until released, 
  at which point they retaliate against their 
  captors with violence. 
  If the characters simply elect to fight 
  their way through the maricoxi in 
  order to discover the region’s 
  dharmachackra, they can certainly 
  do so. The dharmachackra of 
  this region does not require 
  the maricoxi to survive 
  for activation to be 
  successful. Ultimately, 
  the adventurers may 
  choose to deal with the 
  maricoxi as they see fit.
  There are four maricoxi scattered in the trees around 
  the fort. Four maricoxi are stationed in the watchtower, 
  one facing each cardinal direction. The maricoxi 
  chieftain (the Orc Chieftain in the Savage Worlds Core 
  Rules is used to represent the maricoxi chieftain) is 
  also in the watchtower. Each of the other three stone 
  structures in the area houses two maricoxi, ready 
  for combat. 
  the dharmachacKra
  The dharmachackra of this regional reality has 
  manifested as a trinket worn by the maricoxi chieftain. 
  The chieftain’s necklace and badge of office is a 
  collection of bones and teeth strung together with hemp 
  twine. When the regional reality coalesced, this necklace 
  was infused with a strange power. The necklace calls 
  out to the restless dead in a one-mile radius, making 
  them believe that it is a conduit to their missing and 
  mangled memories of life. This, understandably, makes 
  the undead crave the item, which is why the various 
  undead creatures continually bombard the regional 
  reality with attacks. Any undead who make their way 
  to the maricoxi chieftain will attempt to steal the item 
  and take it into the Plains of Marrow. If they succeed, 
  the regional reality fades back into chaos within 1d6 
  minutes unless the necklace is returned to the area. 
  Every two minutes after the characters arrive at the 
  regional reality a new group of undead enters, their 
  type determined by a roll on Table: Random Encounters 
  - Plains of Marrow, treating a roll that does not list an 
  undead creature as “no encounter.”
  The dharmachackra will be opened if any of the 
  characters can gain possession of the chieftain's 
  necklace, knock the chieftain unconscious, or kill the 
  chieftain. This causes any native of the Isle of Hope to 
  instinctively recognize the necklace’s nature, allowing 
  the dharmachackra to be activated. The characters 
  may also determine the nature of the necklace if they 
  successfully parley with the maricoxi and discover that 
  the undead seem to be chasing after this item. In this 
  event, the characters can persuade the maricoxi chieftain 
  to hand over the item willingly with a Persuasion 
  check. This check suffers a -4 penalty, 
  though good roleplaying by the players 
  can negate this penalty, at the Game 
  Master's discretion. Alternatively, 
  the party may take the necklace 
  by force. 
  In either case, as soon as the 
  dharmachackra opens, the necklace 
  stops acting as a lure for the 
  undead, and instead becomes a 
  normal piece of jewelry.
  
  13
  watchtower map
  1sq.=1"
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Savage Worlds Adventure Edition ACE Setting Jumpstart/Savage Worlds - Jumpstart - Choe Pho.pdf