TEXT: Who Let The
  Worms Out
  A zealot turned nethermancer is out to
  destroy the warbeasts of Black Lightning 
  Camp, and only the heroes can stop him!
  Slithering Scourge
  Black Lightning Camp was once ruled by the Circle 
  of Ebony Flame. A society of spirit callers, the Circle 
  once dominated the northern Thunder Barrens. When 
  Araka became Flame Spear, she drove them from Black 
  Lightning lands. Many were slain outright, and their 
  leaders fled the city. All but Rakhash BurningBoar.
  An older ork, Rakhash has served the Circle for 
  decades. He has hidden in the city’s sewers since Ara-
  ka drove out the Circle. Thirsty for vengeance, he has 
  turned to nethermancy, using it to birth demoniac 
  worms. He has spread their eggs into supplies of war-
  beast fodder, where, once eaten, the worms will hatch, 
  drive the beasts mad, and finally kill them. 
  Feasting & Fury
  It is Autumn when the heroes arrive in the city. 
  They have come with a bounteous caravan of food-
  stuffs, from Sweetwater wild rice, to Firestone chiles, 
  to smoked Stonewood salmon. It is night, and after 
  stabling their beasts at the Dancing Maulboar, the 
  city’s finest caravanserai, the heroes are celebrating. 
  In the midst of this, call for a Notice roll. The 
  ground shakes, and the wooden walls of the great 
  room collapse inward under the weight of rampaging 
  warbeasts. Everyone must roll Agility (-2) or take 3d6 
  damage. Those who succeeded on the Notice roll ig-
  nore the penalty. Fast as a striking serpent, the burn-
  ing lanterns quickly set the place ablaze.
  Bringing calm to the warbeasts is a Dramatic 
  Task requiring Riding (-2). Heroes can also assist by 
  fighting flames (Vigor), clearing rubble (Strength), or 
  calling in aid (Persuasion or Streetwise). If the Action 
  Card is a Club, anyone failing their roll suffers 2d6 
  damage from the flames. 
  Creeping Crawlers
  Once the beasts are under control, it is clear the 
  Dancing Maulboar is heavily damaged. The ruckus 
  drew the attention of Molak BrokenSaddle, one of 
  the best warbeast riders in the city and owner of the 
  Pack House stables. He is happy to temporarily house 
  the heroes’ warbeasts. As they guide them to the sta-
  bles, the beasts begin to act sickly, coughing up a thick 
  phlegm and stumbling through the winding streets. 
  Just before reaching the stables, a lumberer from 
  the heroes’ caravan lurches to a halt, then vomits all 
  over one (or more) of the heroes. In addition to the 
  partially digested food, the vomit contains a number 
  of large, dead grub-like worms. They are ten feet long, 
  and as large around as a basket chested dwarf. The use 
  of detect arcana or a successful Knowledge (Arcana) (-2) 
  roll identifies their nethermantic nature. This is no 
  sickness or blight; this is the act of some evil force.
  
  The Slimy Trail
  The discovery of the dead worm encourages Mo-
  lak to have the heroes hunt down the source of these 
  creatures. While their own beasts show some symp-
  toms, many coughing up violet phlegm, there are just 
  enough maulboars for the heroes to be paired up. 
  A successful Streetwise roll quickly discovers simi-
  lar incidents throughout Black Lightning Camp. Lum-
  berers ripping whole building off their foundations. 
  Maulboars and fanghooves stampeding through the 
  streets and boulevards. The Travelers’ Pitch, home to 
  the Dancing Maulboar and dozens of other such estab-
  lishments, is still in chaos, as warbeasts rage.
  After seeing a number of grisly scenes, they are told 
  of a newly infected group of warbeasts, on the edge of 
  the Quarter of Hearths, the former seat of power for 
  the Circle of Ebony Flame. When they arrive, most of 
  the beasts are already deceased, save for a single ele-
  phantine tetratusk. The huge creature gives a mighty 
  bellow, and several living worms (1 per 2 heroes) come 
  slithering forth, covered in slime. They immediately 
  slither away, and the heroes should give chase!
  The chase winds through the streets of Black Light-
  ing Camp. The worms attack when they can, with 
  burning slime and slicing bites, but are mostly con-
  cerned with escape. It ends after five rounds, or when 
  only a single worm remains. At that point, the remain-
  ing worms swiftly head down a narrow alley, around 
  a corner, and vanish out of sight. A successful Notice 
  roll finds a trail of slime leading down into the sewers!
  Showdown in the Sewers
  The sewers are a winding maze, with passages run-
  ning in every direction. To the heroes’ good fortune, 
  the worms’ slimy trail produces Dim lighting with a 
  soft biolumenescent glow. After following the viscous 
  spoor through a number of twists, turns, and intersec-
  tions, they see a soft purple glow of dancing energies 
  coming from around the next bend. 
  This is Rakhash’s lair, a junction of passages with 
  a heap of detritus at its center. Some worms (1 per 2 
  heroes) are churning it with their tentacled maws. A 
  successful Notice roll discerns small amethyst spheres 
  in the mound, shadows wriggling within - worm eggs! 
  Huddled in a corner, communing with his masters 
  in the Nether Realms, is Rakhash BurningBoar. Both 
  he and the worms are distracted at the moment, and 
  as long as they don’t enter the lair, it only takes a suc-
  cessful Stealth roll to avoid their notice. This opportu-
  nity doesn’t last, as after a few minutes, the ork wakes 
  from his reverie and begins to work his magicks. This 
  is a Dramatic Task rolling Nethermancy (-2), with a +1 
  bonus per active worm. If he completes the ritual, a 
  Wild Card demoniac worm erupts from the nest.
  The worms are fierce foes, and Rakhash’s magic 
  is very potent, but if the heroes are victorious, they 
  have saved Black Lightning Camp. Molak can use the 
  remaining eggs to put together a cure, healing the he-
  roes’ beasts first. The heroes are rewarded handsome-
  ly, and thanked by Araka RidesTheStorm herself! But 
  there are still many questions. Does Rakhash have any 
  allies? Is this the first step in a larger Ebony Flame 
  scheme? How was he able to create netherforged mon-
  sters, an act of nethermancy not seen in a thousand 
  years? Its up to your heroes to find the answers!
  Rakhash BurningBoar 
  Attributes: Agility d6, Smarts d10, Spirit d10, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Nethermancy d10, Notice d6, Taunt d8
  Charisma: 0/-4; Pace: 6; Parry: 5; Toughness: 5; RD: d6
  Hindrances: Corrupted (tentacles, Reach 1).
  Edges: Nethermancer.
  Powers: bolt, confusion, fear.
  Gear: Ritual knife (Str+d4).
  Special Abilities:
  • 
  Wormswarm: Rakhash can conjure a swarm of in-
  fant demoniac worms, as the blast power. The area 
  of effect remains filled with worms for 1d4 rounds, 
  and deals 2d6 damage to anyone in it.
  Demoniac Worm
  Attributes: Agility d4, Smarts d4, Spirit d6, Strength 
  d12+2, Vigor d6
  Skills: Fighting d10, Notice d6, Shooting d8, Stealth d4
  Pace: 8; Parry: 7; Toughness: 11
  Special Abilities:
  • 
  Bite: Str+d6.
  • 
  Infravision: Demoniac worms halve all darkness 
  penalties vs. warm targets.
  • 
  Large: Attackers add +2 to their attack rolls when 
  attacking a demoniac worm due to its great size.
  • 
  Size +6: Demoniac worms weigh more than a ton.
  • 
  Slime Spit: 3d6, Range 10/20/40, RoF 2, HW.
  • 
  Wall Walker: Demoniac worms can move on any 
  surface at full Pace, even running or upside down.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. 
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with per-
  mission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Warbeasts & Wyrms/Savage Worlds - Warbeasts & Wyrms - One Sheet - Who Let The Worms Out.pdf