TEXT: Against the Storm
  Written By: 
   
  Kevin Rohan
  Edited By: 
   
  Ben Overmyer
  Layout By: 
   
  Kevin Rohan
  Cartography:  
  Rob Antonishen
  Against the Storm (SGG  12037) Copyright 2013, Silver Gryphon Games LLC.  For personal use only, do 
  not distribute.
  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 En-
  tertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, 
  viability, or suitability for purpose of this product.
  Happy Birthday from all of us at Silver Gryphon Games!  We hope you enjoy this brief adventure and we 
  hope you have a great birthday!
  www.silvergryphongames.com
  
  1
  Against the Storm
  So many adventures take place with the characters meeting up in a bar.  This adventure is no different, ex-
  cept that it will take everything the PCs have to survive to see outside…
  This adventure is definitely geared toward a fantasy setting, but realistically, it could be used in any setting.  
  The flair of pulpy fantasy or even science fiction is best utilized in this adventure, and either way, it should 
  be a lot of fun!  It’s a pit-fight on steroids and at the end, if the PCs survive, their exploits will be legendary 
  and they will have saved the town of Stonerift from a throng of Goblins and their would-be warlord!
  Meant to be a stand-alone, this adventure could be used in an existing story-arc, as a campaign springboard, 
  or as anything else the GM comes up with.  It is suggested that it takes place out of normal continuity of an 
  existing story arc because of the sheer volume of 
  enemies that are being thrust at the PCs.
  Characters
  Characters for this adventure could be Novice 
  characters, but Seasoned or Veteran characters 
  have a higher chance of survival. Against the 
  Storm uses only the Savage Worlds Deluxe. Other settings from Pinnacle or other Savage Worlds Licensees 
  may greatly swing the difficulty to either make it easier or way more difficult. 
  Synopsis
  PCs are hanging out and carousing a little after getting healed up from their last adventure.  They are in the 
  walled village of Stonerift, in the Inn of Gryphon’s Rest. Inside the bar, it’s a slow night, and outside the 
  bar, a new Goblin Warchief named Skarr wants to make his mark by taking out the PCs after they (or men 
  from their town) took out a big chunk of their war band.  If the PCs were not involved, they’re just people 
  that got stuck in the wrong place at the wrong time.  If they were involved, then the Goblin Warchief is out 
  for vengeance!
  The encounter starts with the PCs in the bar and then the shutters are slammed and locked shut and the 
  doors start to flood with Goblins.  Every three rounds, more pour through.  Wave after wave after wave of 
  the twisted fey pour into 
  the bar, trying to clean out 
  every last man and woman 
  in there.
  The first wave has one 
  and a half goblins per PC, 
  rounded up.  Each wave is 
  50% larger than the last one.  
  Consult the chart for the 
  number of PCs in the party.  
  Lower powered parties will have difficulty with this 
  adventure, but with good tactics and a lot of luck, they 
  can see it through to the end. Mid-to-higher powered 
  parties will have a much higher chance of survival.
  
  2
  After wave five, the Goblin Warchief, Skarr will 
  come in and mop up what’s left.
  Ending it Early
  Once Scarr is killed, the attack breaks.  If the PCs 
  can find a way to get him earlier than waiting for 
  him to come to them, then they will successfully 
  defend the town! Scarr is positioned on top of a 
  building across the street and down the block from 
  Gryphon’s Rest.  He can be seen when there is a 
  crash of lightning, but only if the PCs are scanning 
  the roof tops.
  Weapons and Armor
  Most towns, even in fantasy settings, have rules 
  against walking around armed and armored up, and 
  the village of Stonerift is no different.  It is possible 
  that the PCs have a room or two 
  upstairs, but if they do not, if they are residents of 
  Stonerift, then their gear is probably at home.  This 
  is largely up to the GM to decide.
  Gryphon’s Rest does have weapons and shields dis-
  played on the wall, but no armor.  They can be taken 
  down as a standard action, but the PCs will have to 
  get to them first.  No check is needed to know they 
  are there, the PCs have been to this bar before and 
  have seen the weapons many times.
  Help on the Inside
  There are four other customers in the bar, one 
  barmaid, and Kamrun the bartender who is a retired 
  soldier.  They may be of some help during the fight, 
  particularly Kamrun.  No one else in the bar is a 
  fighter, but will try to arm themselves with whatever 
  is handy and will try to fight with a weapon if one is 
  given to them.
  Kamrun’s Unbreakable Mugs
  After a group of sea-warriors from the North 
  stopped in for a fortnight a few years back, Kamrun 
  decided that he was tired of replacing his precious 
  glass mugs; they had a habit of throwing down a 
  mug when their drink was finished, shattering it on 
  the floor.  After they left, the town took up a col-
  lection to have Kamrun’s mugs replaced, and a local 
  wizard decided to chip in and make the new mugs 
  completely unbreakable.  No amount of physical 
  force will destroy them, and the barmaid is more 
  than capable of using them as weapons.
  Kamrun’s Hidden Stash
  In his soldiering days, a cleric had taught Kamrun 
  how to brew an ancient healing potion to keep the 
  troops battling on.  Unfortunately (or, fortunately) 
  it has a side-effect of making the person drinking it 
  drunk.  Each potion will heal all damage and Fatigue 
  that a character has taken.  The downside is that 
  when one of the healing potions is taken, the PC 
  must make a Vigor check at -2 (plus wound modi-
  fiers) in order to function without penalty.  Failure 
  means that the PC that drank the potion suffers a -1 
  penalty to all actions and to her Parry for the next 
  hour. It is doubtful that the encounter will last that 
  long.
  Kamrun has two potions for each PC, one for him-
  self, and one for the barmaid.  He keeps them in a 
  special chest under the bar and will tell the PCs they 
  are there with his dying breath if he must.  Other-
  wise he’ll make sure the PCs stay on their feet to the 
  best of his ability.
  No Help on the Outside
  Outside of the Gryphon’s Rest is absolute pandemo-
  nium.  There are so many Goblins that they’re just 
  shooting everything and everyone moving.  Going 
  outside is a veritable death sentence, even for the 
  stealthiest of characters.  There are Goblins with 
  bows and arrows trained on both doors of the Gry-
  phon’s Rest.  Anyone who tries to escape will have 
  10 attacks against them the second the door opens.  
  Also, because they’re watching, it will be almost 
  impossible to try to use any stealth abilities to get 
  outside.  
  The PCs are pinned down, and Skarr is there to 
  make them pay.  No one else in town is putting up 
  the resistance that they are finding at the Gryphon’s 
  Rest.
  
  3
  Skarr’s Plan
  Almost half of the warband was decimated when 
  the heroes rolled through.  Skarr was one of the 
  survivors of the attack and he took control of the 
  band.  If the PCs weren’t the ones that attacked 
  the Goblins, then it was a group of heroes that 
  rolled through a couple of weeks back.  Skarr swore 
  vengeance and that’s when one of his scouts found 
  something very interesting deep in the mountain 
  under the Goblins’ lair.  After a few experiments, 
  they found out that it went to a similar circle on the 
  other side of the world; a remnant of mages using 
  it as a transportation device, long ago.  The reason 
  why it was built and who built it are lost to the ages, 
  but Skarr got it to work, and he’s using it to sum-
  mon Goblins from the other side of the world and 
  subjugate them to replenish his numbers.
  Skarr isn’t just razing the town and leaving, he’s 
  killing everyone in it and looting it before reducing 
  it to ash.  His bloodlust is merciless and his attacks 
  are relentless.  He’s not stopping until everyone in 
  Stonerift is dead or he is.  It’s storming outside, but 
  Skarr came prepared.  He has a small contingent 
  of troops outside the walls with barrels of oil and 
  hand-powered pumps and sprayers.  After everyone 
  is dead, he’s going to coat the town and light it up.
  Not the Goblins You’re 
  Looking FoR . . .
  Player characters may recognize that the Goblins 
  attacking them are not native to this area.  They have 
  different color skin, they have different styles of 
  clothing and armor.  Of course, they may just think 
  that they’re dirty Goblins and not really put much 
  thought into it.  The odds of the players thinking 
  to ask if these Goblins are local are also pretty rare.  
  Have everyone make a Notice check with a -2 pen-
  alty. Failure means the PCs don’t recognize that the 
  Goblins are not from the area, success means that 
  they recognize that these are foreign Goblins.
  It was a Dark and 
  Stormy Night
  As has been said, the PCs are hanging out in Gry-
  phon’s Rest as they recover from their latest exploits. 
  The following should be read for them:
  The patrons of the bar use the same statistics listed 
  below, the Kamrun the bartender has his own stat 
  block, and the barmaid uses her own stat block.  The 
  patrons won’t get involved until the second wave of 
  Goblins.
  Bar Patrons
  The patrons know they’re fighting for their lives.  
  They have nowhere to run and nowhere to hide.  
  They are willing to listen to the PCs if it means sav-
  ing their lives and potentially their town.  They will 
  only use the beer mugs to fight initially, but they will 
  use weapons if they are given them by the PCs.  All 
  the patrons are human.
  There’s a storm outside.  The old structure of the 
  Gryphon’s Rest groans as it fights the wind and 
  rain ravages the area.  The inside of the inn is 
  filled with the sounds of soft conversation of two 
  other groups in the main common area.  Each pair 
  is keeping to themselves, but they’re being friendly.  
  They are locals, in the Gryphon’s Rest for some re-
  spite from their leaky roofs and the howling wind.  
  The barmaid is bored, and one of the locals is 
  hitting on her; the kind of tired flirty comments 
  that make it sound like that banter has been going 
  on for months and months.  The maid is polite to 
  the PCs but will not flirt back if they start flirting 
  with her.  The bartender will watch disinterest-
  edly to make sure that nothing happens to his best 
  waitress.  
  There is another loud crack of thunder and the 
  iron shutters on the Gryphon’s Rest are slammed 
  shut and the front door is kicked open!  Goblins 
  barge through the door and start attacking!
  
  4
  Attributes
  Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor 
  d6
  Pace:  6; Parry 4; Toughness 5
  Skills:
  Fighting d4, Notice d6, Stealth d4
  Gear and Special Abilities:
  • 
  Unbreakable Mug: d4 + Str damage
  • 
  Home Turf Advantage:  Patrons and the bar-
  maid are immune to fear or intimidation
  • 
  Willing to Live:  Patrons will take orders from 
  PCs without question
  Kamrun
  The bartender has some fighting experience, but 
  not much, and it’s been a while.  His most trying 
  combats these days are spent breaking up bar fights.  
  Kamrun has a huge club under the bar that he uses 
  when he needs to be a little more persuasive.  He’ll 
  fight to protect his bar, but more importantly, he’ll 
  be feeding the PCs his own special healing potions 
  when they need him, as well as trying to run crowd 
  control to protect his patrons.
  Attributes
  Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor 
  d10
  Pace 6; Parry 4; Toughness 5
  
  5
  Skills:
  Fighting d8, d8+1, Notice d6, Stealth d4
  Gear and Special Abilities:
  • 
  Unbreakable Mug: d4 + Str damage
  • 
  Better than Most:  Kamrun can take a wound 
  before going down
  • 
  Hardened:  Kamrun does not take a wound 
  from being Shaken twice
  • 
  Trademark Weapon:  Crowd Control - reinforced 
  club (Str + d6 +1, +1 Fighting)
  • 
  Kamrun’s Healing Potions - x2 per PC, +2.  De-
  tailed above.
  Here, There be Goblins
  Skarr has armed his army with scavenged 
  blades.  Roughly 50% of them have a dagger, 
  and the other 50% have short swords.  The 
  vile creatures came through with their leather 
  armor intact.  Skarr was extremely displeased 
  at this turn of events, but free soldiers are free 
  soldiers.  It is also known that, like any sum-
  moned creature, when it is slain, it returns to 
  the point that it is summoned from.  In this 
  case, bodies go back to the teleportation circle 
  on the other side of the planet.  Any spilled 
  blood or vicera stays behind, however, leav-
  ing ghastly splatters and no apparent point of 
  origin.  Any dead Goblin that teleports back 
  home will leave its weapon behind.
  Attributes
  Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor 
  d6
  Pace: 5; Parry: 5; Toughness: 4
  Skills: 
  Climb d6, Fighting d6, Notice d6, Taunt d6, Shoot-
  ing d8, Stealth d8, Throwing d6
  Gear and Special Abilities
  • 
  Infravision -  Goblins halve penalties for dark 
  lighting against living targets (round down).
  • 
  Size -1 - Goblins stand 3 - 4’ tall.
  • 
  Dagger - Str + d4 damage
  • 
  Short Sword - Str + d6 damage
  • 
  Short Bow:  2d6 - 1 damage, 12/24/48, ROF 1 
  • 
  Superior Numbers:  So long as Goblins out-
  number their foes, they are immune to fear and 
  intimidation
  Once the Goblins are defeated in all five waves, 
  Skaar will come in for mop up on whatever is left.  
  He’s much bigger and meaner than a normal Goblin; 
  he has been bloodied in combat before as well. 
  Skarr (WC)
  Skarr is bigger than the other goblins, but only just 
  barely.  It is obvious once he comes into Gryphon’s 
  Rest that he is not of the same tribe as the Goblins 
  the PCs have been battling.  He is physically larger, 
  his skin is a different color, and he speaks a differ-
  ent dialect of Goblin.  Also, he speaks the common 
  tongue quite well, where the other Goblins were 
  speaking only in Goblin.
  Skarr will attack without mercy, sprinting toward 
  the weakest, most injured looking PC first.  He is 
  a talented fighter and has learned to keep his back 
  to the wall if at all possible, and he will move so he 
  does not get cornered or surrounded.  He is also 
  armed with a nasty weapon that one of the heroes 
  dropped and lost in the fray inside the Goblin com-
  plex; a magical cleaver that looks like something only 
  a sadistic butcher would use.  The blade is obviously 
  magical; it “sings” as it slice through the air.  He will 
  make an attack with Goblin Splitter with one hand 
  and throw his remaining knives with the other, keep-
  ing one for an off-hand attack for when he needs it 
  most
  Attributes
  Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor 
  d8
  Pace: 5; Parry: 6; Toughness: 6, Charisma: -2
  
  6
  Skills: 
  Climb d6, Fighting d8, Notice d6, Taunt d6, Shoot-
  ing d8, Stealth d8, Throwing d6
  Gear and Special Abilities
  • 
  Infravision -  Goblins halve penalties for dark 
  lighting against living targets (round down).
  • 
  Size -1 - Goblins stand 3 - 4’ tall.
  • 
  Goblin Splitter (Str+d6 damage, +1 to Fighting, 
  AP 2)
  • 
  Knives (6 total, Str+d4, 3/6/12, ROF 2)
  • 
  Ambidextrous
  • 
  Two-Fisted
  • 
  Quickdraw
  • 
  Ugly - Multiple scars from surviving the raid on 
  his warband
  Around Gryphon’s Rest
  All around the bar is an assortment of weapons, 
  most of them are decoratively crossed, but fully 
  functional Long swords (Str +d8 damage). They can 
  be gotten down at the cost of an action.  Roughly 
  half of these crossed sword decorations are behind 
  medium shields which grant a +2 Cover bonus to 
  Parry.There are a number of other weapons around 
  the bar in the form of the aforementioned unbreak-
  able mugs, the tables and chairs, and anything else 
  that can be utilized if the need arises.
  Aftermath
  When Skarr goes down, the remaining Goblins 
  outside the Gryphon’s Rest flee into the woods. The 
  rain stops, and they end up leaving a track that a 
  blind farmer could follow.  It goes straight to their 
  system of hollows and caves that make up their lair 
  and there they can be taken out or made to flee the 
  area.
  Regardless, if they follow the Goblins, it will only be 
  a matter of time before the PCs find the summoning 
  circle, and perhaps they may figure out how it works 
  and what lays on the other side...
  
  7
  
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy Adv - Against the Storm.pdf