TEXT: 1
  A One Sheet adventure for The Day After Ragnarok by Mitch Williams
  SOMETHING FISHY
  This One-Sheet can be dropped into any campaign in which the 
  heroes are working for, or with, American or British military 
  forces in the Pacific. They could be on assigned duty with the 
  U.S. or Royal Navy or just catching a ride to from one location to 
  another aboard a submarine. For an American submarine, use 
  the USS Drum, a Gato-class boat, commanded by Lt. Commander 
  Frank M. Eddy. For a British campaign, use HMS Templar, a 
  T-class submarine helmed by Lt. Thomas Ridgeway. 
  AN ISLAND IN THE STORM
  At some point in the journey, late in the day and when cruising at 
  depth, several seismic shock waves hit the sub. The captain orders 
  the boat closer to the surface and, closer to the surface. 
  Once at periscope depth, he easily determines the 
  source of these shock waves: an active volcano 
  on a nearby island is erupting violently. As 
  the sub approaches for a closer look, the 
  periscope clearly reveals Japanese troops 
  abandoning a base on the island, 
  hurriedly loading items onto rafts and 
  then onto a medium sized freighter 
  moored in a cove on the south side 
  of the island. About 2 miles to the 
  north, lava can be seen glowing 
  brightly on the sides of the volcano, 
  obviously on the advance toward the 
  Japanese base. Ash falls like snow, 
  the earth shakes, and the whole island 
  obviously doesn’t have much time left. 
  Rather than attacking, the sub commander 
  calls the heroes to a private conference in his 
  quarters, and informs them about intelligence about 
  a high-level Japanese biological research facility in the area. He 
  believes that this could be it. With the sun setting, he feels that 
  they should be able to infiltrate the base and determine if there is a 
  laboratory here, and loot it thoroughly if so. There’s no telling how 
  long until lava envelops the base, so time is of the essence. 
  INSERTION
  The captain’s plan is simple: the heroes will paddle a rubber raft 
  about 600 yards to the easternmost point on the island, about half 
  a mile from the base and a mile from the evacuation ship, while a 
  second team harasses the Japanese. The base consists of barracks 
  down near the cove, an air strip, a hangar, and what seems to be  an 
  administration building. The latter two seem most likely to hold 
  something of interest, so he makes those the heroes’ targets. 
  Especially cruel GMs may wish to complicate the heroes’ rafting 
  ashore with adverse conditions like choppy seas from tremors, or 
  steam from molten lava hitting the water. A successful Boating 
  check or two should be enough to reach land. 
  THE LAST PATROL
  Night has fallen by the time they make it shore, but the volcanic 
  fires above provide fitful, hellish light (Dim, -1). After moving 
  about 1/2 mile toward the base, the heroes meet a squad of 
  soldiers moving through their position from behind them, heading 
  toward the Japanese ship. If the heroes are moving cautiously, 
  the soldiers are easily spottable. If not, normal Notice rules apply, 
  but all of these opponents are “inactive” for Notice checks; they’re 
  focussed on getting to their ship and off the island. The soldiers (1 
  per hero) can be easily avoided, but if a fire-fight does break out, no 
  one comes to investigate.
  WHAT LIES BELOW
  When the heroes reach the edge of the 
  compound, the closest structure is the 
  administration building, distinguishable 
  by a purposefully destroyed radio 
  array. Everything within the 
  building’s offices has been hastily 
  removed. Stairs leading down to an 
  underground level are easily to find 
  inside. The hangar, on the other 
  hand, holds a single shabby-looking 
  Kawasaki Ki-56 transport plane, 
  which a cursory glance reveals is not 
  currently operable, although the fuel 
  tank is full. The hangar also features 
  an operational elevator large enough 
  for vehicles and heavy equipment, which 
  descends to tunnels below when activated. 
  A rambling tunnel runs from the administration building in an 
  easterly direction about 1/2 mile, with 10 small offices down each 
  side. There is nothing significant left in these offices. The elevator 
  from the hangar descends to a large tunnel that runs east for a 
  similar distance, with recent truck tracks discernible in the packed 
  earthen floor. Battery-powered lights provide dim illumination in 
  the tunnels, both of which connect to a very large cavern at the 
  east edge of the island. 
  A sea pool with access to the ocean covers about half of this space. 
  The other half of the room contains various tables, aquariums, 
  and other items that would be found in an aquatic animal lab. 
  Several catwalks that the space about 20 feet up. The lighting 
  from the sputtering electrical system is dim and erratic (-2), but 
  clearly there was quite a fight here, and recently. A series of ten 
  huge huge glass jars or tubes, easily man-sized or larger, line one 
  wall of the cavern, all hooked up to irreparably-smashed water 
  recirculating equipment. All the jars have been shattered, and a 
  deliberate Notice check confirms that it was from the inside! The 
  corpses of three Japanese males in labs coats lie strewn on the 
  
  2
  Something Fishy
  Turning Up The Heat
  The GM is encouraged to constantly remind the heroes of the oncoming lava, 
  but the volcano is really meant to be mostly a story device in this One Sheet, 
  acting as a timer to push the action forward. That said, if the heros dispatch 
  the samebito and tenshi-tako a bit too easily, it’s easy enough to bring the 
  environment into play a bit more actively. Here are a few suggestions: 
  • 
  Falling ash and cinders might inhibit breathing, calling for Vigor 
  checks to avoid taking a Fatigue level, or set island vegetation on fire. 
  Earth tremors might require Agility checks to avoid being knocked 
  prone. If a tremor hits during the fight in the cavern, the tenshi-tako is 
  noticeably and violently frightened by it.  
  • 
  If the lava has reached the base by the time of the fight in the 
  laboratory cavern, the heat, flames, and/or boiling seawater may 
  add an extra complication. Lava might cut off the tunnels, forcing a 
  departure through the ocean pool—and perhaps an underwater fight 
  against the samebito unit’s rear guard! Hopefully, everyone can swim!. 
  • 
  Lava or fire set by it might cut off the route back to the rubber raft, or 
  even destroy it! Will the heroes try and sneak through the chaos of the 
  Japanese evacuation and steal a boat? Two Repair rolls can get the Ki-
  56 (which can carry 14 people) in the hangar running, and a very good, 
  or very lucky, pilot can try to fly it out. With the possibility of lava on 
  the runway and the amount of ash and rock in the air, this will require 
  at least two successful Pilot checks (at -4), and may draw some fire from 
  the Japanese troops, or even their own submarine!
  floor, torn limb-from-limb, and four monstrous chimerae—half 
  man, half octopus—lie motionless in pools of black blood on 
  the cavern floor. A Guts check is definitely in order viewing this 
  scene of carnage. Examining the strange corpses reveals that 
  they’ve all been stabbed to death. Each has a the word “tenshi-
  tako” (angelic octopus) tattooed on the right forearm in kanji, 
  and a number tattooed on his palm. The highest number of the 
  four corpses is 8. 
  At this point, the special unit of samebito (shark-man) troopers 
  (one per hero) reveal themselves. Sent by the base commander 
  to finish cleaning up the lab, the samebito are on Hold, emerging 
  from the ocean pool with grey skin glistening and distended jaws 
  snapping. Have the heroes make Notice checks to avoid surprise. 
  As if this wasn’t enough to deal with, once the heroes begin to 
  turn the tide against the samebito, a live tenshi-tako hiding in the 
  catwalks above drops into the melee! The tenshi-tako lashes out out 
  madly, attempting to grapple and crush as many targets—both 
  hero and samebito—as it can. All the creatures fight to the death. 
  On the off-chance the heroes are still winning too easily, the 
  earth shakes and ice-cold ocean water starts flooding the sinking 
  chamber! Call for Swimming rolls to stay upright and fighting.
  If the heroes win the fight they should be able to (quickly) collect 
  samples from various portions of each creature, and take photos 
  of the smashed equipment with a miraculously unsmashed 
  camera. A Search check digs up a manual of Japanese ophi-tech/
  chimera research, kicked under a table and soaked in seawater, 
  which contains notes on the tenshi-tako experiments, along 
  with the formula for the samebito serum. Rhodes University 
  or Howard Hughes will pay well for any of this material; if the 
  heroes work for the government, promotion is likely. 
  Search completed, the heroes must find a way to leave. If they’re 
  too banged up, the GM can let them simply return to their raft 
  (lava hot on their heels) and then to the sub. But if more trouble 
  seems warranted, see the Turning Up The Heat sidebar for a 
  some ideas. 
  Japanese Soldiers
  Use the Soldier (DAR p.82) They are armed with Arisaka 99 Shiki 
  assault rifles and bayonets.
  Tenshi-Tako (Octo Man)
  A tenshi-tako looks like a naked human male with an 
  octopus grafted where his head and shoulders should 
  be. Six powerful rubbery tentacle ‘arms’, each 8 to 10 
  feet long, surround a vicious snapping beak.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Climb d6, Fighting d8, Guts d6, Intimidate d6, Notice 
  d6, Shooting d4, Stealth d8, Swimming D8
  Charisma: 0 Pace: 6 Parry: 6 Toughness: 7
  Edges: Ambidextrous, Improved Sweep
  Hindrances: All Thumbs
  Special Abilities 
  • 
  Aquatic: Pace 8 
  • 
  Size: +1 
  • 
  Bite: Str+d4
  • 
  Grappler: The tenshi-tako may attempt to do strength 
  damage to two grappled opponents as a free action.
  • 
  Improved Sweep: The tenshi-tako can attack up to 6 
  opponents with a Reach of 2” at no penalty. Any tentacle 
  already grappling an opponent can’t be used for this attack.
  Samebito (Shark Man) 
  These elite Japanese soldiers were exposed to an experimental 
  serum, giving them some of the physical—and psychological 
  — characteristics of sharks. The serum has also eroded their 
  normal high level of discipline, and they prefer to attack in 
  melee using their bayonets as spears. Samebito look more like 
  normal men, except for grey pebbly skin, gills, black glassy 
  eyes, and an enlarged jaw with shark-like rows of teeth. Use the 
  statistics for elite soldiers (DAR, p. 82), but boost Fighting to 
  d10, add the Brawy and Improved Frenzy Edges, the Bloodthirsty 
  Hindrance, and the monstrous abilities Aquatic: Pace 8 and Bite: 
  Str+d6. They wear standard Japanese Marine uniforms, and are 
  armed with Arisaka 99 Shiki assault rifles and bayonets.
  Kawasaki Ki-56 “Thalia”
  Use the statistics for the Beechcraft Model 18 (DAR, p. 33) with a 
  payload of 3 tons, a range of 2,000 miles, and Crew: 4+14.
  Credits
  Writing & Design: Mitch Williams
  Editing & Development : Kenneth Hite & Hal Mangold
  Interior Art: Mike Vilardi     Graphic Design & Art Direction: Hal Mangold 
  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 permission. Pinnacle makes no representation or warranty as to the quality, 
  viability, or suitability for purpose of this product.
  The Day After Ragnarok is copyright © 2008-2013 by Kenneth Hite.  
  All rights reserved. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/The Day after Ragnarok/Savage Worlds - The Day after Ragnarok - One Sheet - Something Fishy.pdf