TEXT: O
  1
  Evil Beagle Games Presents
  A Quiet Drink
   with Enemies
  Written by
  Eddy Webb
  Edited by
  Sean Patrick Fannon, Carinn Seabolt
  Graphic Design & Layout 
  Aaron Acevedo, Jason Engle
  Permission is granted to print this ebook. No site license is given.
  Shaintar is copyright 2008-2013, Sean Patrick Fannon. All rights reserved. Shaintar, Epic High Fantasy, and all associated trademarks and logos are 
  the property of Sean Patrick Fannon DBA Evil Beagle Games. This material is protected under the Copyright Act of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of Sean Patrick Fannon.
  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. 
  
  2
  A Quiet Drink with 
  Enemies
  A Savage Worlds One Sheet by Eddy Webb
  An Epic High Fantasy Shaintar adventure, using 
  the Hillside Tavern map set by DramaScape.
  Ah, the Flickering Flame Tavern, a pub carved 
  into the side of a mountain. It’s a nice, quiet 
  place to unwind after a long adventure, until 
  a heated argument leads to a surprising 
  revelation.
  Put Your Feet Up and Relax
  The Flickering Flame can be set anywhere there 
  are mountains or even reasonably-sized hills in 
  Shaintar. It’s an out-of-the-way tavern, not too 
  far from a nearby town, but far enough away 
  that you have to seek it out. It’s often frequented 
  by adventurers, soldiers, and mercenaries as a 
  place to rest and recover between adventures 
  and conflicts. Not many people know about it, 
  but those that do swear by the quality brew and 
  service provided by the Hubermanns, a family 
  of dwarves retired from mining. Perhaps the 
  player characters discover it between their own 
  adventures, or it’s simply the nearest tavern in 
  whatever town they’re currently settled. Either 
  way, whenever the characters are ready for a 
  drink, the Flickering Flame is ready.
  Three members of Selene’s Soldiers, a modest 
  but well-respected mercenary group that 
  sometimes does work with the Rangers, are 
  having a quiet drink when the PCs arrive. 
  Allow the players a moment to chat with the 
  mercenaries, Franz and Hilde Hubermann (the 
  husband and wife that run the tavern – use the 
  Commoner stats in Shaintar: Legends Arise, p. 
  158), or any NPCs that you would want to seed 
  here for other adventures. 
  While they are socializing, the PCs will hear a 
  soft, irregular tapping sound. The Hubermanns 
  or the mercenaries (who are regulars) will idly 
  mention that Franz’s son, Gustaf, has recently 
  decided to try and mine the shaft underneath 
  the tavern with some of his friends. Everyone 
  thinks it’s a foolish idea, but Franz doesn’t want 
  to disappoint his son, so he allows it.
  Heated Words in the 
  Flickering Flame
  After a bit of socializing, five new men in red 
  leather armor come in. They are members of 
  the Red Hawks, another mercenary group 
  believed to be possibly affiliated with the 
  Maelstrom (though nothing can be pinned 
  directly on them). They also really hate Selene’s 
  Soldiers (who defeated them in a recent battle), 
  and the feeling is mutual. They take a nearby 
  table, insult Franz, laugh loudly about how 
  terrible Selene’s Soldiers are, and generally 
  irritate and alienate the rest of the tavern. Hilde 
  makes a comment to the PCs at one point that 
  she hopes they leave soon before something 
  bad happens. (As GM, work in somewhere 
  discretely that the tapping sound has stopped.)
  If the PCs don’t step up to confront the Red 
  Hawks, eventually one of the drunker members 
  will fall over and break their chair. This is the 
  final straw for Selene’s Soldiers, and all three 
  of them will stand up and ask the Red Hawks 
  to leave. Heated words are exchanged, and one 
  of the Red Hawks tries to sneak behind the 
  group of Soldiers to hit them from behind. 
  Whether he’s caught or stopped, the rest of 
  the Red Hawks attack. While both sides are 
  angry, neither wants to deal with murder; use 
  the Nonlethal Damage rules in Savage Worlds 
  Deluxe.
  Note: Feel free to use whatever groups you 
  want for Selene’s Soldiers or the Red Hawks. 
  It is more important that you have two small 
  groups that are willing to start a bar brawl, with 
  one that the PCs are slightly more inclined to 
  favor. The fun of a bar brawl is what’s important 
  here, and plays into what happens next.
  A Horrible Twist
  While the fight was brewing, Gustaf’s work 
  gang uncovered an ancient shrine to Ceynara 
  forgotten within the tunnels of the mountain, 
  with all of its evil thaumaturgical traps intact. 
  One of these traps was activated, and the 
  dwarves all became possessed by the violent 
  power of the Flame.
  
  3
  Once the fight is well and truly underway, 
  one of the dwarves working on Gustaf’s team 
  comes up from the basement level and starts to 
  attack the Hubermanns. She looks terrible; her 
  armor is twisted and melted, and she looks like 
  she’s covered in burns. But there’s an ugly light 
  in her eyes, and she’s snarling in frenzy as she 
  goes after the dwarves. Every round, another 
  one of the dwarves comes up into the tavern 
  (there are six in total).
  The Hubermanns are commoners, not warriors, 
  and they will cower and try to hide from the 
  monstrosities. The sixth and final dwarf is 
  Gustaf, and this will send the Hubermanns 
  into even more hysterical behavior: Franz will 
  pass out, while Hilde will try and drag Gustaf 
  away from the fight to “save” him.
  The two groups of mercenaries will quickly 
  realize the greater threat, and draw live steel. 
  However, Selene’s Soldiers don’t trust the Red 
  Hawks, and the Red Hawks absolutely will use 
  the distraction to (literally) stab one of their 
  rivals in the back.
  Mercenaries (Red Hawk and 
  Selene’s Soldiers)
  Although each collection of mercenaries 
  wears a different set of uniforms, their stats are 
  identical. The Red Hawks all wear red-dyed 
  leather armor pieces, while Selene’s Soldiers all 
  have blue trimming on their clothing. There 
  are only three of Selene’s Soldiers, and five Red 
  Hawks.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Climbing d4, Fighting d6, Intimidation 
  d4, Notice d4, Shooting d6, Stealth d6, Survival 
  d4
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Gear: Short Sword (Str+d6), Bow (Range 
  12/24/48, 2d6), Leather Armor (+1, -4 
  Coverage)
  Flame-Blooded Dwarves
  These terrifying creatures are what’s left of 
  Gustaf’s work crew. The power of Ceynara 
  courses through their bodies, and these six 
  dwarves have become twisted puppets of the 
  Flame.
  Attributes: Agility d6, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: 
  Fighting 
  d6, 
  Intimidation 
  d4, 
  Knowledge (Mining) d4, Notice d6, Shooting 
  d6, Stealth d4
  Pace: 5; Parry: 5; Toughness: 7 (5)
  Edges: Berserk
  Gear: Half have Dwarven Axes (Str+d8, AP 
  1), and half have Dwarven Crossbows (Range 
  20/40/80, 2d6, AP 2, 3 shots before reload). All 
  of them have Dwarven Plate which is melted 
  and burned from the thaumaturgical trap (+5).
  Powers: +1 damage with all Fighting attacks; 
  can use Vigor in place of Spirit for Fear and 
  Intimidation checks, and get +2 to resist Fear 
  and Intimidation; ignore attack penalties for 
  Dim and Dark lighting.
  Weaknesses: Cannot swim; suffer +2 damage 
  from White Silver and Everwood; healing of 
  any kind requires a raise to restore to fully 
  active status.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Shaintar/Savage Worlds - Shaintar - Legends Arise - A Quiet Drink with Enemies.pdf