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A V AGE
S
WO S
AD
VEN
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T IO
T U R E EDI
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One Foggy
Krampus Eve
Krampus, a former companion of Santa Claus,
has tricked his former master and sealed him
inside an icy cave as part of his insidious plot Setting Rules
to become the new Father of Christmas. But The tone of this adventure is intended to
his mistake was seizing a group of children to resemble an animated Christmas TV special
transform into warriors! It’s up to the young from days gone by. While the kids are in
heroes to rescue Santa Claus and put an end harm’s way, they aren’t in mortal danger. To
to Krampus and his scheme. reflect this, use the following House Rules.
Improvised Weapons: Kids are lucky
Background and adaptable. They may use improvised
Krampus is a fiendish creature that once weapons without any negative modifier. The
worked with Santa Claus as a deterrent for Improvisational Fighter Edge (see Savage
naughty kids. However, Krampus went Worlds) is not available in this scenario.
behind Santa’s back and started actually Nonlethal Damage: Treat all damage as
punishing children who misbehaved. Santa non-lethal. An Incapacitated hero simply falls
finally caught him trying to alter the Big unconscious and is out of the fight until she is
List of naughty and nice children in order to healed or can recover.
give himself more targets. That was the last Winter Wonderland: Characters do
straw. Using the Wand of the Winter Winds, not need to roll Vigor in the chilly arctic
Santa sealed Krampus in an icy cave in the environment as long as they are wearing
Mountains at the End of the World. A century winter clothing (such as the hats, boots, and
later, the North Pole began to grow warmer, coats found in the Workshop). Incapacitation
freeing Krampus from his frozen tomb. He from cold doesn’t cause death, and the hero
swore vengeance on his former master. may roll again every hour after he naturally
Late one night, he crept into the Workshop recovers a level of Fatigue.
and stole the Wand of Winter Winds and
captured two of Santa’s elves. He left a note
for Santa, telling him of the theft and daring
Krampus took over the Workshop. The North
him to come to the cave for a final showdown.
Pole was finally his to rule.
Unfortunately for the benevolent Santa Claus,
it was a trap. When Santa entered the cave to That Christmas Eve, Krampus flew across
free the elves, Krampus sealed the entrance the world and abducted several children —
with a wall of ice. With Santa out of the way, the heroes. Lulling them into a deep slumber,
he stuffed them into his burlap bag and took
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them back to the now bleak and unhappy of a picture window. Outside the window
North Pole to turn them into an army of is a vast snowfield with mountains in the
evil henchmen. distance. On the desk is a huge scroll, an old
SAVAGE WORLDS
The heroes wake up imprisoned in Santa’s fashioned inkwell, a quill pen, and several
Office, wearing only pajamas. They have to candles. Across from the desk are double
escape and find the imprisoned elves. The doors with golden handles. The entire room
elves know where Santa is trapped, but is festooned with garlands, tinsel, wreaths,
freeing him requires the Wand of the Winter and other assorted Christmas decorations.
Winds, which Krampus keeps with him at all Give the players a moment to introduce
times. The kids must steal the wand from him, their characters. Let the players decide if they
then travel to the cave in the Mountains at the are all schoolmates or strangers. Then read or
End of the World. But Krampus is not about paraphrase the following:
to let a gang of brats steal his victory out from
Some of your memories are starting to come
under his long, crooked nose!
back. You were awakened soon after going to
sleep by someone in your bedroom. At first you
Part 1: Naughty thought it was your mom or dad checking in on
you until you saw the figure’s glowing eyes, red
or Nice face, and long horns! Before you could scream,
the horned figure hissed “Sleep!” That’s the last
thing you remember before waking up here.
Read or paraphrase the following:
It’s Christmas Eve. Although you were Santa’s Office
initially far too excited to even think about sleep,
Poking around, the kids discover the scrolls in
your parents finally got you off to bed and you
the latticework contain the life story of every
fell asleep dreaming about the wonders of the
child on the planet who currently believes in
coming day.
Santa Claus, sorted by last name. These magic
Suddenly you wake up, stiff and sore, and
scrolls are about three feet long each, but still
immediately realize you are no longer in your
contain a child’s entire biography.
bed! You and several other children are wrapped
up inside a rough burlap sack. You don’t know The big scroll on the desk is the Big List,
where you are or how you got here, but you Santa’s “naughty and nice” list with which he
do know you’re cold, scared, and that this keeps track of a child’s behavior. It is written
is no dream… in a very fancy script, and every instance
of “nice” has been harshly crossed out and
First things first: the kids must escape the replaced with “naughty” written in crude,
burlap sack. As they have plenty of time, the jagged block letters. Like the biographical
risk here is doing so without pummeling one scrolls, the Big List magically contains all the
another. This is a Multi-Person Dramatic Task information it needs to contain despite being
requiring only two Tokens per hero. They only about 10 feet long.
can earn Tokens with Thievery (loosening
The doors are locked, and one of Krampus’
the knot from within), Notice (spotting a
loyal tin soldiers stands guard on the other
small hole to expand), Strength (ripping the
side. Forcing open the doors doesn’t require
burlap), or any other suitable skill. If they
a roll, but awakens the tin soldier. Otherwise,
fail the Dramatic Task they still wriggle free,
a Notice roll turns up a set of spare keys in
but everyone takes Fatigue from Bumps
the top drawer of the desk. Anyone who
& Bruises.
specifically says they are searching the desk
Once the kids escape the burlap sack, they drawers automatically finds the key.
can get a good look at their surroundings.
TIN SOLDIER (1): See page 9.
This large room resembles a rustic log cabin.
Support beams are painted to look like candy
canes, and one wall contains a latticework of
scroll tubes labeled A through Z. A large desk
and comfy-looking red velvet chair sit in front
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Exploring the Workshop Part 2: Santa
The workshop is a “T” shaped building, with
Santa’s office on the right side of the “T” and Claus Lane
an entry foyer across from it. A coat rack near
built to child scale. It is two stories tall, with tried to interfere with Krampus, his goblins,
a sharply angled roof. All of the windows are or the tin soldiers. In the meantime, being
shuttered, except for one dormer window workaholics, they’ve been building toys using
on the second floor which bears a single lit what few tools are available in the barracks. If
candle. Before the door stands a pair of tin the kids do anything to identify themselves
soldiers festooned with icicles. as human children, the elves begin removing
the barricade from the door (this takes them
This is where the elves live, as hinted by
1d4 + 1 rounds).
the structure’s scale. The elf barracks are
guarded by the two tin soldiers outside When the coast is clear, the elves share what
and another inside, which “activate” when little they know:
any kid approaches within 6” (12 yards) of • Krampus once helped Santa, but was sealed
the building. away when he started tormenting kids.
The door is barricaded from within. If the Somehow he escaped and has taken over.
tin soldiers have been Incapacitated, pushing • Somehow, Krampus stole Santa’s Wand of
open the doors just takes some time and the Winter Winds, a magical wand which
elbow grease. If attempted in a hurry, it can create icy wind and snow.
requires an Athletics (–4) roll, dealing Fatigue • Mrs. Claus is trapped in Santa’s house,
from Bumps and Bruises on a Critical Failure. though they don’t know where.
Alternatively, the log-cabin construction • Santa is rescuing a pair of lost elves. When
allows the kids to climb to the unlocked he gets back he’ll take care of Krampus and
dormer window with no roll, but another tin everything will go back to normal.
soldier visibly stands duty on the other side. The elves are Cooperative toward the kids, but
consider themselves nearly useless in a direct
fight. Improving their Reaction to Helpful can
convince the elves to march against Krampus.
Otherwise, the only things the elves can offer
are cold weather clothing and tools to use as
Improvised Weapons.
TIN SOLDIER (2): See page 9.
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Run this chase as a nonlethal Quick
Part 3: Battle for Encounter. Since the reindeer are faster than
Krampus, they make their rolls at +1.
the North Pole
SAVAGE WORLDS
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Attributes: Agility d8, Smarts d6, Spirit d6,
Allies and Strength d4, Vigor d6
Skills: At h l e t i c s d6, Common
Adversaries Knowledge d4, Fighting d6, Notice d6,
Persuasion d4, Shooting d6, Stealth d8,
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Attributes: Agility d8, Smarts d8(A), Spirit d8, Powers: Mind reading, slumber, stun, and
Strength d6, Vigor d8 telekinesis. Power Points: 20.
Skills: Athletics d8, Fighting d6, Notice d6, Gear: Birch branch (Str+d4), Wand of the
Winter Winds (see page 7), magic sack
SAVAGE WORLDS
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Pregenerated
Pregenerated Characters
Characters
Each of the following archetypes represents a Size –1 pre-teen hero. Their arrival at the
magical North Pole has also granted each one the Arcane Background (Gifted), Focus d6,
and a Novice power associated with their archetype.
The Bully
With a vicious series of insults and put-downs, the Bully strikes fear in the hearts of others.
Note the Bully is Size 0 due the to Brawny Edge.
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d6, Focus d6, Intimidation d6,
Language (Native) d8, Notice d4, Persuasion d4-1, Stealth d4, Taunt d6
Pace: 6; Parry: 5; Toughness: 6
Hindrances: Mean, Thin Skinned (minor), Young (major)
Edges: Arcane Background (Gifted), Brawny, Brute
Powers: Fear. Power Points: 15.
The Caretaker
The Caretaker has a soft spot for all living creatures, and is known for nursing injured
animals back to health. The Caretaker begins with a cat, small dog, or snow owl as an animal
companion. If desired, The Caretaker may replace it with a reindeer later in the adventure.
Attributes: Agility d4, Smarts d6, Spirit d10, Strength d4, Vigor d4
Skills: Academics d4, Athletics d4, Common Knowledge d4, Fighting d4, Focus d6,
Healing d8+2, Language (Native) d8, Notice d6, Persuasion d6, Stealth d6
Pace: 6; Parry: 4; Toughness: 4
Hindrances: Mild Mannered, Pacifist (minor), Young (major)
Edges: Arcane Background (Gifted), Beast Master, Healer
Powers: Healing. Power Points: 15.
Cat
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d4−3, Vigor d6
Skills: Athletics d8, Notice d6, Stealth d8
Pace: 6; Parry: 2; Toughness: 2
Edges: Acrobat
Special Abilities:
Bite/Claws: Str.
Low Light Vision: Cats ignore penalties for Dim and Dark Illumination.
Size −3 (Very Small): Cats are typically less than a foot high.
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Dog
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d4, Vigor d6
SAVAGE WORLDS
Owl
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4−2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 3; Parry: 5; Toughness: 3
Edges: —
Special Abilities:
Bite/Claws: Str+d4.
Flight: Pace 24.
Low Light Vision: Birds of Prey ignore penalties for Dim and Dark Illumination.
Size −2 (Small): Owls stand about 3’ tall with wingspans of 5’ or more.
Swoop: Foes are at –2 on Free Attacks against a bird of prey withdrawing from melee
when its movement incorporates an attack or test.
The Troublemaker
The Troublemaker is definitely on the “Naughty” list, but knows how to win when backed
into a corner.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Focus d6, Notice d4,
Persuasion d4, Stealth d6, Taunt d6, Thievery d6+1
Pace: 6; Parry: 6; Toughness: 5
Hindrances: Greedy (minor), Stubborn, Young (major)
Edges: Arcane Background (Gifted), Provoke, Thief
Powers: Smite. Power Points: 15.
The Jock
The Jock is as athletic as they come, and can run faster and jump higher than anyone else.
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d10, Common Knowledge d4, Fighting d6, Focus d6, Intimidation d4,
Language (Native) d8, Notice d6, Persuasion d4, Stealth d6
Pace: 8; Running Die: d8; Parry: 5; Toughness: 5
Hindrances: Phobia (minor, Failure), Quirk (Boastful), Young (major)
Edges: Arcane Background (Gifted), Acrobat, Fleet-Footed
Powers: Boost Trait (self only). Power Points: 15.
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The Loner
The Loner prefers to not be the center of attention, but is braver than most.
Pregenerated Characters
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Focus d6, Notice d6,
Persuasion d4, Stealth d8, Taunt d6, Thievery d6
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Suspicious, Outsider (minor, Other Kids), Young (major)
Edges: Arcane Background (Gifted), Brave, Danger Sense
Powers: Relief. Power Points: 15.
The Nerd
The Nerd can unleash a torrent of complicated mathematics, ten-dollar words, and other
confusing jargon.
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Academics d6, Athletics d4, Common Knowledge d6, Focus d6, Notice d8,
Persuasion d4, Repair d8+2, Science d6, Stealth d4
Pace: 6; Parry: 2; Toughness: 4
Hindrances: Bad Eyes (minor), Doubting Thomas, Young (major)
Edges: Arcane Background (Gifted), McGyver, Mr. Fix It
Powers: Confusion. Power Points: 15.
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