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P AUL
A UL WWII GGY
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WAD E-WI LLI
L IAMS
AM S

01

TO END ALL WARS & CHAOS IN CRETE


BY PAUL WIGGY WADE-WILLIAMS
EDITING & PROOFREADING: DAVE BLEWER, RON BLESSING
GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
INTERIOR ART: LINDA PITMAN
COVER ART: JORDAN PEACOCK
COVER DESIGN: ROBIN ELLIOTT
DARING TALES PLAYTESTERS: KEVIN ANDERSON, DAVE BLEWER, SIMON SCOTT, MARTIN SKIGGS, DAN TUNBRIDGE

WWW.TRIPLEACEGAMES.COM
2008 Triple Ace Games. Daring tales of adventure and all related marks and logos are trademarks of Triple Ace Games. Savage
Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with
permission. 2008. All Rights Reserved.
Permission is granted to print this ebook for personal use only.
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.

INTRODUCTION
THE CHARACTERS
This Savage Adventure contains two pulp tales based
around the exploits of four pre-generated characters.
The full character sheets are available for free at www.
xxx.com.
The heroes have all their leveling opportunities from
Seasoned (at which they begin) into Legendary mapped
out in advance. Each published adventure in this line
earns the heroes a fixed 5 Experience Points, guaranteeing them an advance every mission. All the players need
do is tick the appropriate box and start making use of the
new upgrade.
This means you can use the character sheets at conventions and run adventures of any Rank without having
to create your own characters from scratch. It also means
you can run these tales as pick-up games without any
preparation!
Better yet, youll know that when you buy one of our
adventures, you can guarantee the adventurers will have
all the skills and abilities they need to win the day!

PULP RULES

ally ambiguous act he loses a benny immediately. This


benny counts as reducing his permanent pool for the
rest of the session (it returns to full at the start of the
next session). If he has run out of bennies, he cant earn
anymore from any source for the remainder of the session.
The GM should always warn a player about to take a
step onto the anti-hero road. If the GM is in doubt about
an action, he should ask himself whether Indiana Jones,
Doc Savage, the Rocketeer, or Rick OConnell would
ever perform such an act in the movies. If the answer is
no, then its a bad act.

BENNIES
Bennies are a pulp heros best friend. Give each Wild
Card player character a benny at the start of every combat. This cant take a character above his permanent pool
value, but it does mean the heroes can freely spend a
single benny in every fight with the certain knowledge
theyll get it back before the next encounter kicks off.
Pulp heroes will, thanks to the nature of these setting
rules, generally end up with bennies left. The GM should
not use the old rule that leftover bennies convert to Experience Pointsthe heroes get enough breaks.

Pulp adventures require both a certain mindset from


the GM and players and a few tweaks to the base rules.
The majority of these rules exist for one reasonto
mimic pulp films. While player characters are virtually
immortal and can face most challenges without fear of
injury, the fun of pulp is playing up that fact by taking
more extreme risks and performing daring stunts. GMs
who want more risk should ignore whatever rules they
wish.

CINEMATIC DEATH

ACTING BAD IS BAD

CONTACTS

The heroes of our adventures are Heroes and should


be played that way. Anytime one commits an evil or mor-

In Raiders of the Lost Ark Indy gets in contact with


his old friend Salah, who in turn leads him to the astrolo-

In pulp stories, no one bleeds profusely despite being


shot, stabbed, or punched, nor do their clothes necessarily show signs of these wounds. Anyone poisoned simply
drops dead, rather than writhing while choking and gagging. People still dieit's just not a messy death (even
when cut to pieces by a propeller its just a brief spray of
blood we see, not chunks of flesh being minced).

INTRODUCTION
ger. In The Mummy, Rick OConnell uses his friendship
with Winston to get hold of an airplane. In a movie its
very easy for the writer to insert these allies and create
a backstory of how the hero knows the person. In an
RPG, having the GM create such characters takes a lot of
creativity away from the players.
Although the Connections Edge could be used to
represent such individuals, our pulp rules introduce
a new concept just for these sorts of charactersContacts.
Contacts, unlike Connections, are a unique individual who exists in a fixed location. Players who want
allies with greater resources or who can be contacted
anywhere should invest in the Connections Edge.
Limits: Once per adventure, one player may invent
a Contact. An individual player may invent a new contact for his hero only once per character Rank. Thus,
in a typical group of four players, every player gets
chance to create a friend at each Rank. For smaller
groups, the GM may alter or waive this rule.
The player should first seek his fellow players
approval, since they might have ideas for a Contact
they wish to use as well. He must then come up with a
name, a reason the hero knows the Contact, and why
the contact is in the area. The GM has final approval
and may tweak a few facts to better fit the adventure.
For instance, lets imagine the heroes are lost in
the jungle and suffering from a lack of rations. Lady
Amelias player decides to use a Contact to get them
out of trouble. She invents a missionary, Father Matthew, whose mission was funded by her father. She
remembers he is currently working with a native tribe
in the area.
Usage: As individuals, Contacts are not as resourceful as the Connection Edge. In general, they
can provide small items (a few magazines for a gun,
digging equipment, or a vehicle) or aid (information, or healing). What they never supply is an army
of Extraspulp adventures are all about the heroes.
The player can ask his Contact for whatever he wants,
but the GM makes the final decision on what is available.
Continuing our example, the heroes stumble in
Father Matthews mission. He provides the party with
food. Since the adventurers are lost the GM wants to
get the adventure back on track, he also knows the
route to the ruined temple the group seeks. He might
even provide a non-combatant guide.
In short, Contacts exist to provide a useful piece
of gear or information, and to help parties who are
struggling to solve clues.

HENCHMEN
Sometimes a Wild Card is too much of a threat and
an Extra not threatening enough. In these instances,
the GM should use a Henchman. Henchmen have three
wound levels just like a Wild Card, but they dont have a
Wild Die or get their own bennies.

HEROIC COMBAT
Did Doc Savage or Indiana Jones ever die or lose a
limb? Of course not! They may get beaten to a within an
inch of their lives, but they always come back for more.
As such, several special rules apply in pulp games.
Extras Damage: Wild Cards are expected to mow
down swathes of Extras without pausing for breath. In
order to make Extras less of a threat and the heroes more
heroic, Extras damage rolls never Ace. Thats right, the
best a Nazi soldier with an SMG (2d6) can do is cause 12
damage, which equates to a wound or two at most.
Soaking: Pulp characters are expected to risk life and
limb and escape virtually unharmed. Whenever a player
character Wild Card Soaks all the damage from an attack,
his benny is instantly returned. While there are no guarantees in life, this rule helps encourage the heroes to
remove single wounds as quickly as possible before they
accumulate into bigger penalties and without worrying
too much about benny expenditure.
The GM should work within the framework of the
story to describe how these wounds were actually
near-misses or left a heros jacket with a new hole or his
favorite hat badly crumpled.
Nonlethal: All damage inflicted on a player character
Wild Card is treated as being nonlethal. Characters can
die, but it requires a villain to perform a deliberate Finishing Move. Such dastardly curs deserve what is coming
to them.
Rapid Recovery: Every Wild Card hero recovers one
wound automatically at the start of each new Act. Unconscious heroes wake up with 2 wounds just before the Act
begins. No one is ever left out of a new Act or carrying
round crippling wound penalties from the beginning of
the adventure.
Injuries: While characters still suffer injuries, they are
never lasting ones. A hero only ever suffers the effects of
rolls on the Injury Table until the wounds are healed, as if
he rolled a success on the Incapacitation Table. In short,
heroes are never left with injuries for long even if they roll
a Failure or Critical Failure on the Incapacitation Table.

NEVER ENDING AMMO


At the end of every Scene, the heroes recover all their
spent ammunition and Power Points. This means the
heroes are never short of bullet and spells.

OBSTACLES IN CHASES
Rather than simply listing Obstacles as a category with
a fixed modifier and having a collision as the only occurrence, many of our Chase scenes include a table of
events. The text will tell you when these rules apply.
When a participant draws a Club as his first initiative
card, you just check the card value against the table and
run the mini-scene. The number in parentheses after the
card value is a modifier to the drivers initial Trait roll
that round.

DARING TALES OF ADVENTURE #01


Failure can lead to no additional effect beyond not
gaining any ground due to the failed roll, cause a hero to
lose Range Increments, being Shaken, or taking damage,
depending on the nature of the Chase. Success and raises are generally handled as normal, though sometimes
there are additional benefits.
This type of expansion to the Chase rules will be a
recurring part of our pulp adventures and is something
the GM can easily work into his own tales.

POLICE INTERFERENCE
No matter how much gunplay is involved, the cops
never turn up. The same applies if they borrow a vehicle.
OK, that's not entirely true. So long as the characters
strive to foil the dastardly plot and aren't murdering
innocent bystanders, the cops leave them alone. Pulp
heroes rarely have to explain themselves to the police.

PULP FISTED
Pulp heroes often take on sword-wielding cultists
or knife carrying thugs with their bare hands and win.
To simulate this, Wild Card characters using their bare
hands never count as Unarmed Defenders.

RECURRING VILLAINS
Pulp villains have a habit of coming back (though
rarely more than once). In order to ensure a villain survives the GM can use a few tricks.
First, all villains the GM wants to return for a sequel
are treated as having the Harder to Kill Edge with 100%

chance of survival. Even a villain seen to fall into lava


may survive and return, albeit with hideous scars and a
terrible thirst for revenge.
Second, by spending a benny the villain may guarantee
his escape. He doesnt suddenly vanish into thin air, but
he ignores all die rolls and action limits. What he cant
do during this time is perform actions he was normally
incapable of taking (like running move than his Pace +
running die) or make any attacksits escape or nothing. For example, Doctor Destructo might sprint his full
Pace plus running die maximum, start his rocket-powered
airplane, and blast off into the sky before the heroes can
react. Heroes on Hold cannot interrupt this escape.
This second technique is especially useful during the
early stages of an adventure, when the villain might make
a brief appearance but must escape to fight the heroes in
the climax.

SURRENDERING
To some gamers surrendering is a form of defeat. In
pulp games, its often a vital part of the plot and leads
the story forward.
As such, anytime the heroes surrender at the dramatically appropriate spot and go along with the villains demands
(its usually obvious because of the number of Extras present or the villain holding a gun to someones head and
shouting, Drop your weapons!), they earn a benny.

WEIRD SCIENCE TWEAK


Rocket boots and jet packs are a staple of pulp adventures. As such, Doc Davenport has the fly power before
reaching Veteran.

FEATURE 1: TO END ALL WARS


The date is 1936, and Europe stands on the brink
of war. As the European superpowers struggle to find
a peaceful solution to the escalating threat of Nazism,
America quietly goes about her own business.
Doctor Henry Starkweather, a renowned chemical
scientist, has recently being ridiculed by the scientific
community and branded insane by the US Government
because of his latest inventionan odorless and colorless nerve gas that kills in seconds. He had hoped his invention would be seen as a way to avert the coming war
and make all future wars futile. Instead, he was branded
a madman and butcher. Infuriated at his treatment,
Starkweather has vowed to show those who mocked
him, the error of their ways.
The Naziswho learned of his invention through
agents in the American governmentsee the gas as the
ultimate weapon in Hitler's coming war. Through subtle
manipulation by a beautiful agent, they have persuaded
the doctor to seek revenge against those who ridiculed
him. The death of the entire US government at the hands
one of its own scientists would likely result in the US
staying neutral in the forthcoming war. The President and
the whole of Congress will suffer their terrible fate when
it next gathers, a day after the start of the adventure.
For ideas on how to run the zeppelin scene, take a
look at the movie The Rocketeer, on which part of this
adventure was loosely based.
Characters: 20 XP (use the basic sheets).

ACT 1: DEATH ON THE STREETS


The adventure begins in a smokey caf in Boston.
All the heroes know each other from previous exploits,
though the player should spend a few minutes roleplaying their characters, so everyone gets into the mood.
for the adventure which is about to unfold. Once the
players have had a chance to settle into the setting and
are ready to play out the adventure, read the following
text to them all.

SCENE 1: AN OLD ACQUAINTANCE


Brent and his friends are sat in the window of
Ma's Diner, a small caf on the east side of town.
Only an hour ago, Jim Black, an old college friend
that Brent hadn't seen for years, telephoned to
arrange the meeting. He said he had something
important to tell, something he dare not say over
the wires. Intrigued, you agreed to meet him.
Brent talked about Jim a lot, and all the heroes know
Jim studied chemistry in college. A success on a Common Knowledge roll allows a hero to recall a company
by the name of Starkweather Labs paid part of his tuition
fees.
Carry on with the text.
As the waitress pours you all a third cup of hot
java, you see Jim crossing the street. It looks like he
gained a few pounds since Brent last saw him. He
recognizes Brent, and waves, quickening his step.
Suddenly, there is the screech of tires and a car
swerves round the corner. As it pulls level with
Jim, it slows slightly. A back window opens, and
a burst of automatic gunfire cuts Jim down. Without stopping, the car speeds away. People begin to
scream and panic.
What happens next depends on the characters. Some
may immediately go to give chase, while others may draw
weapons and start shooting at the fleeing car.
The characters only have one chance to fire at the car
before it turns the corner. The range depends on how
quickly the characters open fire. The distance is 8 if they
immediately declare they are rushing out and firing or
16 if they hesitate for a round or perform another quick
action (such as checking Jim). Since it is driving directly
away from the heroes, there is no movement penalty.

DARING TALES OF ADVENTURE #01


Either way, the car screeches round the next bend
before they can fire again. The Innocent Bystander rules
do not apply in this situation.
Whatever happens, the vehicle should get away (for
now), to force the chase scene that follows. Should the
characters hesitate at following, have them hear the
sound of a car hornsomething has slowed the murderers' escape.
No matter how fast they get to Jim, it's too lateseveral bullets from a Tommy gun hit him in the back. A successful Healing roll at +2 reveals that he will not survive
more than a few minutes. Let the characters try to save
him if they wantall attempts are futile, however.
Jim's eyes flutter open. He smiles at you in recognition. He tries to lean forward, coughing as he
does. With his dying breath, he speaks two words
to you, Starkweather Nazis. With that, Jim
slumps back, dead. You hear screech of tires as
the shooters' car turns the corner at the end of the
street. Amelia's roadster is parked nearby.

SCENE 2: CHASE THROUGH BOSTON


Hopefully the heroes give chase to the fleeing villains.
Stopping the thugs is important to the adventure, but
regardless of this fact, the heroes shouldn't be willing to
let them get away with the murder of a friend.
The only car available is Amelia's Roadster. A character can ride on the running board if he so wishes. Any
time the driver makes a Driving roll, the hanger-on must
make an Agility roll with the same modifier as the Driving
roll or fall off. Use the standard rules for Falling from
Vehicles.
Doc Davenport can use his rocket pack in the chase,
but its assumed hes flying at street level (because flying
above the action is just not the way of pulp action.) If
he moves at his regular Pace, he suffers a 1 penalty to
Piloting rolls (because his Range Increment is only 1
compared to the thugs 5). Moving at twice his Pace
negates this, but burns more Power Points.
Heroes who elect to give chase on foot have a 1 penalty to the Agility for the same reason as above.
This scene uses the Chase rules and our alternate
Obstacles rules (page 6). The Range Increment is 5 and
the chase begins at Medium Range.
The villains initially try to flee by increasing the distance from their pursuers. If this proves to be impossible, they instead try to wreck the heroes car. Two thugs
in the back, both armed with Tommy guns, take shots at
the pursuers during the chase. Remember the penalty
for firing from an unstable platform.
Eventually, the chase ends. While it is possible they
will escape, the preferred solution is to have their badly
shot up car screech to a halt, smoke pouring from under
the hood, or the heroes force them to a halt. Any surviving villains leap from the car, using it as Medium Cover
(2, + 3 Armor), and continue the gun battle. Two of the

thugs have Tommy gunsthe two in the front have Colt


pistols.
The scene ends when all of the thugs have been
killedthey will not surrenderor if they escape.
Thugs (4): See page 13.

VILLAIN'S SEDAN
Acc/Top Speed: 10/20; Toughness: 12(3); Crew: 1+5

AMELIA'S ROADSTER
Acc/Top Speed: 15/30; Toughness: 10(3); Crew: 1+2

OBSTACLES
Since the vehicles are racing through crowded streets,
assume they are moving at half their Top Speed for damage calculations in collisions.
Deuce (4) A Parade: A street parade looms into
view as the car turns a corner! Success means the car
turns down a side street and emerges back in the chase.
Failure causes the car to inch forward while the street
clears, costing it 2 Range Increments.
Three (2) Pot Hole: The vehicle must avoid a large
pot hole in the road. With failure, the car takes 2d6 damage.
Four (2) Slow Traffic: Slow-moving traffic forces
the car to dodge and weave to make any progress. On
a failure, the vehicle is blocked in and drops back one
Range Increment.
Five (2) Child in the Road: A young kid runs into
the road, right in front of the car! A failed Driving roll
means the car had to brake heavily to avoid the child,
losing one Range Increment. Even the thugs try to avoid
the child, though more by instinct than because they give
a hoot.
Six (2) No Brake Lights: The vehicle in front suddenly comes to a complete stop, forcing the car to swerve
to avoid a collision. A failure leads to a collision with a
hard obstacle.
Seven (2) Newspaper Stand: In order to avoid a
truck the car must mount the pavement. Doing so puts
a newspaper stand right in its path! Failure causes a
collision with a soft obstacle and scatters papers everywhere.
Eight (1) Leaky Hydrant: A faulty hydrant has left
a deep pool on the part of the road the car is driving
along. A failed Driving roll causes the vehicle to go Out
of Control as it skids on the standing water.
Nine (1) Blocked Windshield: Part of a newspaper
lands on the windshield, blocking the drivers view. A
failed roll means the car drops back one Range Increment while the obstruction is cleared.
Ten (1) Traffic Jam: Heavy traffic forces the car onto
the pavement, scattering pedestrians. Failure has no additional effect beyond the vehicle making no progress.
Jack (1) Window Washer: As the car stops at a junction a windshield washer makes his move. Unfortunately,

FEATURE 1: TO END ALL WARS


the car pulls away with him clutching the wipers and
obscuring the drivers view. With failure, the car loses
one Range Increment due to erratic maneuvers before
the man leaps clear.
Queen (0/2) Red Light: The traffic signal turns red.
Characters have the choice of stopping or running the
light. The thugs always try to run the light.
Stopping causes the car to drop back two Range Increments due to the delay. Running the light requires a
Driving roll at 2. Failure leads to a collision with another
vehicle. Since this is a T-bone collision, only the speed
of the vehicle involved in the Chase counts.
King (0) Dangerous Overtaking: A truck pulls out
to avoid a parked car right into the path of the oncoming
vehicle! Failure leads to a head-on collision. The truck is
moving 10 per round.
Ace (0/2) A Ramp: A truck is parked with its rear
tailgate down, forming a handy ramp. Ask the players
whether they want to drive around it or aim for the ramp.
The thugs always take the safe option.
Going around the truck gives no penalty and failure
has no special effect beyond temporarily thwarting forward movement.
Trying to hit the ramp gives the driver a 2 penalty
to his Driving roll, but if successful he gains an extra
Range Increment. This bonus (and the penalty) stacks
with the Push maneuver. Failure causes him to ram the
truck, which is a stationary heavy obstacle.

ACT 2: WHAT A BRAVEHEART


Once the chase is over, the characters may search the
thugs. This requires a Notice roll. On a success, they
find a business card and a piece of paper with the Starkweather Labs header.
The business card belongs to Valerie Braveheart, a
reporter at the Boston Herald. It lists the newspapers
address and telephone number.
The paper has a handwritten note scrawled across it.
It reads, Help load tanks at 4 p.m. Starkweather Labs.
There is no way of identifying who wrote the message.

SCENE 1: BACKGROUND CHECKS


STARKWEATHER LABS
Characters planning on checking out Starkweather
Labs have several options open to them.
A character making a successful Common Knowledge
check knows that Starkweather Labs is a big chemical
company in the Boston area, but not where they are
located.
Characters visiting the library, Hall of Records, or
similar public building, may make an Investigation roll.
Each roll takes four hours. A success reveals the company
specializes in the manufacture of medical drugs. The
owner is one Doctor Henry Starkweather. On a raise,

the character learns the company uses plants and insects


from the Amazon to make its drugs.
The address and telephone number can be found
from the phone book, a suitable public office, or from
the letterhead. Trying to phone the company elicits no
response.

THE BOSTON HERALD


Driving to the Boston Herald takes 30 minutes through
the traffictelephoning takes only a few minutes. There
is a call box in a nearby drug store and the number can
be found on Miss Braveheart's business card.
Asking for Valerie Braveheart elicits only the answer,
She's on a job. Finding out more information requires
an Intimidation or Persuade roll. If the characters have
visited the offices, a bribe grants a bonus to Persuasion
rolls equal to +1 per $20 (to a maximum of +4).
On a success, they are told she is visiting the Starkweather Labs building on some espionage story. On a
raise, they are also told that she should have been back
several hours ago.

SCENE 2: STARKWEATHER LABS


Starkweather Labs is on the main industrial estate and
can be reached in an hour. When the heroes arrive, they
see three trucks emblazoned with the Starkweather Labs'
logo and a tan coupe in the car park. Six workers are
loading crates onto the trucks. Regardless of how long
the characters take to get here, it is ten past four.
The crates contain canisters of nerve gas. Any character passing a Notice roll can spot the label Medical
Supplies stuck on the side. If approached, the workers
(actually thugs rather than official employees) ignore
them unless spoken to first. They know nothing of any
Valerie Braveheart, nor do they know who owns the car.
If asked if Mr Starkweather is present, they say he is away
on business and is not due back for a week. They dont
try to stop the heroes entering the buildingthey have
to load the crates and meet their delivery schedule.
On the off chance the heroes start a fight, such as by
trying to open a crate or drawing weapons, the thugs
fight back with their guns, which are stowed in the
trucks. Before the heroes can win the fight, they hear
a woman's scream from inside the building (the trucks
have to escape).
Any Shooting die that comes up 1, regardless of the
Wild Die, hits a crate and shatters a gas canister, which
releases the deadly contents. The gas immediately fills a
Large Burst Template. Anyone inside the Template must
make a Vigor roll at 2 penalty or take a wound. Any surviving thugs pull gasmasks from under their coats and don
themthey then drive away in the confusion and panic.
If the heroes check the coupe, there is nothing identifiable from the outside. The characters can open the
car with a Lockpicking check or simply smash a window.
In the glove compartment, they find a notebook bearing
the name Valerie Braveheart.

DARING TALES OF ADVENTURE #01


DRAMATIC INTERLUDE
On the fourth round of combat, a stray shot from
a thug hits a sealed container, releasing a swarm of
flesh hungry Amazonian bugs. Have a nearby thug
attacked first to show the heroes how deadly the
beasts are.
There are plenty of props around to use against the
swarm, such as luring them toward a gas cylinder
and blowing it up, or using a fire hose to disperse
them. While this is going on, Adler makes good his
escape (using the Recurring Villains rule if necessary), along with the trucks loaded with nerve gas.
For good measure, he shoots the tires on the heroes' car. Whatever happens, Adler must escape.
Inside the building, the entrance leads straight up a
flight of stairs to an office. The office is glass fronted and
the heroes can see onto the shop floor below.
Thugs (6): See page 13.

A DAMSEL IN DISTRESS
Looking out the windows, you see a large floor
space filled with vats, large canisters, pipes, tubes,
and workbenches.
In the middle of the floor, you see an attractive
woman tied to a chair. A brute, his biceps as wide
as a man's thighs, is slapping her. Several other
goons stand nearby, weapons clutched in their
hands.
The woman is Miss Braveheart and her interrogator
is a vicious Nazi thug by the name of Klaus Adler. Braveheart was caught snooping around and taking pictures.
Adler is interrogating her to learn what she knows,
which, unfortunately for her, isn't much. Adler doesn't
believe her and suspects she is an American secret agent.
The distance between the office and the group is 20.
Firing from the office provides Medium Cover (2) and
+2 Armor because of the thin wooden wall.
If the heroes try to sneak up on the group, the defenders count as inactive. The machinery provides Medium
Cover (+2) and grants a similar bonus to Stealth rolls,
and the warehouse is in Dim Lighting (+1).
As soon as firing starts, the seven thugs dive behind
crates and barrels for protection. Adler crouches behind
Braveheart, using her as a human shield. She counts as
Heavy Cover (4). Any shot missing because of the cover
modifier strikes Braveheart.
Whatever happens, there will be a fight at some point.
If he characters are hesitant, prompt them into action by
having Adler draw a gun and aim it at Miss Braveheart.
During the fight, any Shooting die that comes up a 1
hits the nearest gas cylinder to the target, which explodes
for 4d6 damage in a Medium Burst Template.

Valerie Braveheart: See page 13.


Klaus Adler: See page 13.
Thugs (3 per hero): See page 13.
Once the bugs have been dealt with, the remaining
thugs realize they have been left behind and throw
grenades (Range: 5/10/20, Damage: 3d6, Medium Burst
Template) to cover their escape. The resulting explosions
set off a chain reaction. Characters still in the warehouse
three rounds later are caught in a huge explosion and
take 6d6 damage.
Once safely away from the burning warehouse, Braveheart thanks the heroes profusely. She explains that she
was investigating reports leaked to her by an employee,
Jim Black. He claimed Nazis had kidnapped Doctor
Starkweather. She was caught snooping around the
warehouse before she could learn anything of interest.
She has yet to locate Starkweather himself, but was
planning on visiting his mansion next to search for clues.
Now she needs to get back to the office and files her
story before the deadline. She asks the characters to visit
Starkweather Mansion and check things out, and promises to meet them in a few hours.

ACT 3: A VERY PRIVATE SECRETARY


The Starkweather mansion is located 40 miles from
the warehouse, in a private and secluded part of town.
Reaching it takes an hour. As the heroes approach, they
notice lights on inside the house.

SCENE 1: STARKWEATHER MANSION


If the heroes snoop around and look in a window,
read them the following.
You appear to be looking into a dining room.
Aside from the furniture, the only thing of interest
is an attractive though bookish woman.
She is wearing a black dress. She moves with an
air of confidence and grace. She flicks her hair
as she moves toward a large cabinet, where she
selects a bottle of wine and places it on the table.
Having the heroes break in is certainly an option, but
they have no proof that Starkweather has actually been
kidnapped, regardless of what happened at the warehouse. If they decide to follow this course of action, do
not try to stop them. Let them explore the house. Sooner
or later they confront the womanuse the following section with whatever changes you deem necessary.
If they choose to ring the bell, the same woman answers the door a few moments later, after alerting her
thugsAdler warned her by telephone that there may
be visitors.
The door opens to reveal an attractive woman.

FEATURE 1: TO END ALL WARS


She is wearing a black dress that clings to her figure and knee-high boots. She moves with an air of
confidence and grace. She flicks her blonde hair,
looking you up and down with her pale blue eyes.
May I help you? she says, her silky voice revealing her as a New York native.
You may need to remind the heroes that pointing
guns in a woman's face is downright rude, not to mention against the Pulp tradition. If asked, she introduces
herself as Claudia Knight, Doctor Starkweather's personal
secretary. She politely enquires as to who the heroes are
and what business they have at the house.
Heroes inquiring as to the whereabouts of the good
doctor are informed that he is upstairs dressing for dinner. He has only recently returned from a trip to Brazil.
She invites the heroes to join them for dinner, once she
knows who they are.

SCENE 2: THE VILLAIN REVEALED


If the heroes accept the invitation to dinner, they are
shown into the dining room.
A large table surrounded by a dozen chairs dominates the large dining room. Paintings adorn the
walls, two suits of armour stand by a staircase
leading to a gallery, and several cabinets hold
fine china and bottles of wine.
Miss Knight gestures for you to be seated. She sits
near the head of the table. Moments later, a whitehaired man in a wheelchair rolls into the room.
Miss Knight stands and introduces the stranger.
Ladies and gentlemen, she croons, this is Doctor Starkweather, your host for the evening.
Starkweather draws his wheelchair to the head
of the table and nods. Forgive me for not standing, he says. An industrial accident many years
ago left me without use of my legs. He picks up
a small silver bell and rings it. I hope you like
venison, he smiles.
With that, two servants emerge from the kitchen
carrying your dinner. Miss Knight delicately
sprays her slender neck from a small perfume bottle while winking at Brent.
The characters now have chance to talk with Doctor
Starkweather. This is handled through a question and
answer format, based on likely lines of enquiry.
Q: We heard youd been kidnapped.
A: Indeed? As you can see, I am here in person and
very much in good health. No, I had been out of the
country on business.
Q: We just had a fight with some thugs at your warehouse.

RAILROADING?
Hang on, the heroes are being incapacitated without a chance to resist? Why not allow a Vigor roll?
Well, first because this is a pulp stapleheroes inevitably end up captured one way or another. While
we could overwhelm the characters with thugs, it
may also lead to a lot of injuries we dont want the
adventurers carrying forward.
Second, the nuances of dice in Savage Worlds allow
for any roll to succeed. Even slapping on a -6 penalty isnt necessarily going to produce the desired
result.
A: What? At my warehouse? I shall have one of the
servants call the police immediately. Thank you for
whatever assistance you provided in apprehending
them.
Q: What are you working on?
A: A new form of chemical weapon designed to end
all wars. Yes, that is right, a weapon that will end war.
No one will dare to start a conflict once all nations are
armed with my new weapon.
Q: Who is funding this?
A: Not the American government! I offered them my
services, but they mocked me, called me insane! No,
this work of genius is privately funded from my own
resources. But I shall demonstrate my work to the government. In a matter of hours, the world will see the
results of my work. The American government will cease
to exist once my zeppelin releases its cargo of nerve gas
over the capital!
At this point, the heroes begin to feel decidedly
woozy. Miss Knights perfume (which she sprayed earlier, remember) is a neurotoxin designed to temporarily
incapacitate victims. She and Starkweather are immune,
having taken the antidote.
Its quite possible the characters will try to draw guns
or make a lunge for the villains. Unfortunately, the drug
is very potent and fast-acting. Limbs feel like lead and vision is heavily blurred. Within seconds, they are helpless,
though conscious.

SCENE 3: BOOM
The section is the traditional trap of doom and villain soliloquy made famous in pulp stories. When the
have been Incapacitated, read the following text.
You are stripped of your gear, dragged to the basement, and tied to chairs. Miss Knight moves over
to Brent, stroking his face with a leather-gloved
hand.
I'm afraid this is where you meet your demise.
I have a little surprise in store for you. I would
like to say that you were worthy opponents, but
sadly you were not. One of the servants brings

DARING TALES OF ADVENTURE #01


out a large, covered silver dish and sets it down
on a crate situated in the center of the room. Miss
Knight removes the lid to reveal a large bomb! The
timer is rapidly ticking toward zero!
Starkweather stands at the top of the stairs. It
seems he can walk! Sorry for the ruse, he smirks,
but being helpless in a wheelchair is an excellent
cover story. Do enjoy the explosionits likely to
raise the roof!
With that, the villains leave the room, locking the
door behind them.
The characters have a mere 8 rounds to defuse the
bomb. In order to do so, they must complete the following steps in strict order. Should the bomb detonate (or if
someone tries to disarm it by shooting it), it causes 3d10
damage to everyone in house (this is Wild Card damage,
so it likely hurts plenty.)
They need to work free of their bonds. This requires
an Agility or Strength roll at 2 (heros choice). One
roll can be made each round. Once a character is free,
he may untie one other person in a round. This allows for no other actions.
A character must determine whether the outer casing is booby trapped. This requires a Smarts roll at
4 or a Repair roll at 2. Success allows a character to
detect and disarm the trap. With failure, the hero can
progress, but he fails to spot the booby trap.
The casing must be removed. There are four screws to
remove. A successful Agility roll removes one screw.
Until all four are removed, the adventurers cannot
proceed to the next step. With four heroes and four
screws, they make take one each.
If the booby trap went undetected, it automatically activates once the cover is released. Reduce the number
of rounds until the bomb detonates by one as the
clock mechanism speeds up.
The adventurer must deduce the inner workings and
figure out how to safely deactivate the device. Again,
this requires a Smarts roll at 4 or a Repair roll at no
penalty.
He must make an Agility roll to reach into the mechanism, avoiding any potential booby traps, rip the right
wire out.
An alternative escape plan is to bash down the door.
This requires a Strength roll at 2 (once the characters
have escaped their bonds). Success earns a hero a single
token and a raise two tokens. Once 6 tokens have been
gained, the door cracks open, allowing the characters to
flee. Getting clear of the house takes two rounds and
assumes the characters are running.
The villains, fully expecting their captives to die, have
left the adventurers gear on the dining hall table. Grabbing the equipments takes a round, though this is only
important if the bomb is still ticking.
Once outside, the characters see the dastardly villains
have let the air out of their car tires. Pumping them back

10

up causes a lengthy delay (and allows the villains to proceed to the next phase of their operation unhindered).
Miss Braveheart doesnt keep her appointment. A call
to the newspaper office reveals she left the building an
hour ago. Should the party track down her home number (Persuasion via the office or Streetwise with access to
a telephone directory) they get no reply. Poor Braveheart
has been grabbed by the villains again, this time for use
as a hostage!
Where do the heroes go from here? Hopefully they
head straight to the local airfield, where Brent can borrow a plane large enough to seat everybody. A spare pilot
comes along (hell come in handy once everyone else
jumps out, which they will).
Should the adventures try to call Washington and alert
them to the menace, their story is disbelieved, despite
assurances from the person on the other end that, We'll
look into it, pal.

ACT 4: AERIAL SHOWDOWN


Even flying at top speed, the heroes only catch up with
the airship when it is already flying low over Washington.
If they decide to just shoot it out of the air, have them
spot the figure of Miss Braveheart through the gondola
window. Shooting down innocent reporters, especially
attractive ones, is not the pulp way. True heroes would
launch a daring plan to rescue her.

SCENE 1: BOARDING THE ZEPPELIN


Getting aboard the zeppelin is relatively easy. It moves
considerably slower than the airplane and has a flattish
top surface. Of course, the plane can't land on the zeppelin, but it can fly low over the top and drop people off.
Jumping from the plane first requires the pilot to
make a Piloting roll to fly in low and steady. Actually getting on top of the balloon requires an Agility roll at 2.
There is a +2 bonus if the pilot scored a raise on his
roll. A service hatch on the top allows access through the
balloon into the gondola.
A failure means the jumper has misjudged his leap
and is now slipping down the balloon. A second Agility
roll, also at 2, allows them to grab onto a cable. Two attempts may be made before the jumper becomes a freefaller (see page 12). Once grabbed, a successful Strength
roll hauls them back up to safety.
Once everyone is out, the plane heads home.

SCENE 2: CONFRONTING THE VILLAIN


Once atop the airship, the characters can enter the
envelope through a service hatch. Unfortunately for
them, this triggers an alarm in the gondola, so the villains arent caught by surprise.
Once inside the zeppelin, the heroes quickly make
their way to the gondola, the nerve centre (pardon the
pun) of the airship.

FEATURE 1: TO END ALL WARS


Standing in the gondola is a number of
people. Three are dressed in flight suits
and attend the controls. Also present are
Starkweather and the Nazi thug, Klaus
Adler. The last person, her hands tied
behind her back, is Valerie Braveheart!
The gas-masked person is speaking,
though the noise of the engines makes it
impossible to hear what he is saying.
Adler and two of the thugs have weapons drawn and pointed at the stairwell.
Dont deal action cards yetdramatic pulp
moments demand a villainous act at this
point in time.
Well, well, Starkweather sneers, it
looks like your rescuers have returned,
Miss Braveheart. Let us see just how
heroic they are! With that, he shoves
the plucky reporter out the door. Her
scream drowns out the engines as she
plummets toward the earth.
Deal action cards!
The gondola measures 3 wide by 8
long. The steering mechanism is at one
end in the center, while the stairwell the
heroes used in as the opposite end. Mark a
1 square on the tabletop near the controls
as the open door.
Two of the thugs fire their pistolsthe
third, the pilot, is doomed to a quick death
(see below). Adler uses every trick up his
sleeve against the heroes, Starkweather
draws a small can of stun gas from his coat
pocket, and Miss Braveheart falls to certain
death. Rescuing Miss Braveheart is handled
as per the sidebar Freefall on page 12.
When Starkweather is Incapacitated (dont bother
rolling on the Incapacitation Table), move immediately
to the next scene, Death of a Villain.

DRAMATIC EVENTS
In order to ensure the fight is not merely a routine encounter, a number of events occur at the start of certain
rounds, before any action cards are drawn.
Round Two: The pilot has misjudged his altitude and
the gondola bounces across the roof of the Lincoln Memorial. Everyone must make an Agility roll or fall prone.
The pilot automatically fails his roll and tumbles through
the open door! Unbeknownst to the heroes, the accident
rips open several gas cells and damages the steering
controls.
Round Three: The zeppelin heads toward the towering obelisk of the Washington Monument. A hero who
reaches the controls may make a Piloting roll at 2 to
avoid collision. With failure, the airship continues on

its collision course! Adler diverts his attention toward a


heroic pilot in an attempt to stop him altering course.
Round Four: Unless a hero makes a Piloting roll at 4,
the envelope scrapes across the top of the monument. A
loud hissing can be heard as hydrogen escapes from ruptured cells. Whether the roll is made or not, the zeppelin
now turns toward another Washington landmark
Round Five: Starkweather lunges toward a large red
lever. This is the nerve gas release button. Stopping him
should be the characters' main priority. If he somehow
manages to get to the lever without opposition, it releases nerve gas on the next round. Unless it is switched to
the off position very quickly, thousands of people below
die a horrible death.
Well, thats not quite the truththe gas dispersal system is jammed, but neither Starkweather nor the heroes
knows that (you didnt think wed really let innocent
people die, did you?)
Should a character try to turn the lever off, he must
win an opposed Strength versus Strength roll with Starkweather and score a success.
Round Six: The jammed controls are taking the zep-

11

DARING TALES OF ADVENTURE #01


FREEFALL
There are several ways to save a free-falling character. First, Doc Davenport can use his rocket pack to
swoop down and pick them up.
Rescuing a faller requires a series of rolls. First, the
Doc must activate his rocket pack. This requires a
Weird Science roll and an action. Second, he must
maneuver to reach the hapless victim, which requires a Piloting roll. Third, he must make an Agility
check to actually grab him or her.
Maneuvering into position beneath the faller takes 2
rounds, each grab attempt takes another full round
(and is assumed to involve some repositioning after a failed catch), and getting back to the zeppelin
takes 2 rounds plus one extra per failed Agility roll.
Fuel is finite, so pray the Doc is quick!
Second, the pilot of the plane can attempt a daring maneuverhe can try to position the plane beneath the faller so they land inside. This requires a
Piloting roll at 2. Even if successful, the faller suffers 2d6 damage and the pilot must make a Piloting
roll or the plane goes Out of Control.
Third, the Earth will eventually stop the fall if no
one else intervenes. This is not the most fitting end
for a hero, who while hell survive thanks to a handy hay cart or stretch of water is now out of the rest
of the adventure.
pelin round in a slowly widening circle over the center
of the city. The circle will soon bring it over the White
House!
Doctor Starkweather: See page 12.
Klaus Adler: See page 13.
Thugs (3): See page 13.

SCENE 3: DEATH OF A VILLAIN


You fools! Starkweather gasps, You will never
stop me! My nerve gas could end all wars and
bring peace to the world. But no! Our beloved
government did not want that! They mocked me,
called me insane. I'll show them insanity! I was
going to prove to the world that war is futile from
now on!
He pulls something from his coat! Its a flare
pistol. Before you can react it squeezes the trigger. As if in slow motion, the flare flies out of the
door and ignites in the hydrogen stream from the
ripped envelope. A wave of heat washes over the
gondola and a series of explosions can be heard
from above!
This ship is going to plummet straight into the
White House and there is nothing you can do

12

to stop it. You have failed. A brief smile passes


crosses his face before he dies.
All is not lost, however. Have the heroes make a Common Knowledge roll. With success, they realize they
can alter the zeppelins course by venting gas from the
remaining sections.
A successful Piloting roll at 2 (one chance only)
changes the airships course back toward the Potomac.
Failure means it misses the White House by a fraction of
an inch and crashes into Lincoln Park.
The zeppelin is low enough right now for the heroes
can leap to safety without risk of severe injury, whether
or not the airship is heading for the White House. They
suffer 2d6 damage on landing (as if from an Extra).

END CREDITS
Talk about leaving things to the last second! As
you get to your feet you see the flaming zeppelin
crash. It begins to crumple, folding in on itself life
a paper model.
Suddenly, there is an explosion, followed by another, and another. White-hot flames engulf the
zeppelin. The heat from the blasts washes over you
as a massive fireball fills the Washington sky. With
any luck, the flames have vaporized the nerve gas.
Washington is saved and democracy still reigns
in America.
A loud tapping at a large window nearby causes
you to look round. Standing there, flanked by
men in dark suits, is the President of the United
States. He raises a hand and salutes you!
It should be noted that Miss Knight is not onboard
the zeppelin. She is thus able to return in the future as
a recurring villain, should you wish to run your own
adventures based around the characters presented here.

FEATURE 1 CAST OF CHARACTERS


DOCTOR HENRY STARKWEATHER
Starkweather sees a quick way of ending the war
before it starts. Thus saving millions of livesusing his
nerve gas to force a ceasefire. Ridiculed by the US government, he has gone mad and plans, with some Nazi
prompting, to destroy the government, so opening the
way to a new America.
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6,
Vigor d6
Skills: Fighting d6, Guts d8, Intimidation d6, Knowledge (Biology) d8, Knowledge (Chemistry) d10, Notice
d6, Repair d10, Shooting d8, Taunt d6, Throwing d6

FEATURE 1: TO END ALL WARS


Charisma: 0; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Delusional (Major: thinks his nerve gas can
end all wars), Stubborn, Vengeful (Major)
Edges: Improved Dodge, Level Headed, Quick, Scholar
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto), canister of stun gas (Everyone
with a 3 line in the direction of the spray must make
a Vigor roll at 2 or be Shaken. The canister contains
enough gas for six shots)

CLAUDIA KNIGHT
Claudia Knight, an American Nazi sympathizer, heard
of Starkweather's new gas through agents in the US
government. She was duly sent to subvert Starkweather
to their way of thinking. Through her seductive promptings, and his own rage, she has convinced him to use his
gas on his own leaders. She is stunningly beautiful, and
she knows it.
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6,
Vigor d8
Skills: Driving d8, Fighting d6, Guts d8, Intimidation
d8, Notice d6, Persuasion d10, Shooting d8, Stealth d6,
Taunt d8
Charisma: +6; Pace: 6; Parry: 6; Toughness: 6
Hindrances: Cautious, Delusional (Minor: dedicated
Nazi), Quirk (flicks her hair), Vengeful (Minor)
Edges: Acrobat, Charismatic, Connections, Quick, Quick
Draw, Very Attractive
Gear: Walther PPK (Range: 12/24/48, Damage: 2d6, Shots
7, AP 1, Semi-auto), knife (Str+d4)

KLAUS ADLER
Adler is actually working for Grppenschtep, but
has been acting as Starkweather's right hand man, leading his operation from a practical point of view. He is a
violent thug, but one who has the advantage of being
well-trained. He is actually the heroes' main nemesis as
far as combat goes.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength
d10, Vigor d10
Skills: Climbing d6, Driving d6, Fighting d10, Guts d8,
Intimidation d10, Notice d8, Shooting d10, Stealth d8,
Throwing d8
Charisma: 8; Pace: 6; Parry: 7; Toughness: 8
Hindrances: Arrogant, Bloodthirsty, Mean, Overconfident, Ugly (long scar down left cheek)
Edges: Brawny, Combat Reflexes, Dodge, Frenzy, Improved Nerves of Steel, Level Headed
Gear: Luger P08 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 1, Semi-auto), large knife (Str+d4), two
throwing knives (Range: 3/6/12, Str+d4)

she feels are necessary to get a good story. Her good


looks often allow her access to information her male colleagues can't get.
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6,
Vigor d6
Skills: Fighting d6, Guts d4, Investigation d6, Knowledge (Journalism) d6, Notice d6, Persuasion d8, Streetwise d6, Taunt d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Curious, Stubborn
Edges: Attractive
Gear: Camera, film plates, notepad, pencil, press id

THUGS
Typical low intelligence thugs hired by Starkweather
to do as they are told. None are independent thinkers.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8,
Vigor d8
Skills: Driving d6, Fighting d6, Guts d6, Piloting d4,
Shooting d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Mean
Edges: Combat Reflexes
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto) or Tommy gun (Range:
12/24/48, Damage: 2d6+1, RoF 3, Shots 30, AP 1)

HUNGRY AMAZONIAN FLESH EATING INSECT SWARM


Attributes: Agility d10, Smarts d4(A), Spirit d12, Strength
d8, Vigor d10
Skills: Notice d6
Pace: 10; Parry: 4; Toughness: 7
Special Abilities:
Bite: The swarm automatically hits for 2d4 damage to
everyone within a Medium Burst Template.
Split: When the swarm is first wounded, it splits into
two Small Burst Template swarms. The Toughness of
each swarm is lowered by 2 (i.e. to 5). When these
swarms take a wound they are dispersed and become
ineffective.
Swarm: Parry +2. Because the swarm is composed
of hundreds of tiny bugs, cutting, piercing, and energy weapons do no real damage. Area-effect weapons work normally. Stomping does Str damage each
round.

MISS VALERIE BRAVEHEART


Miss Braveheart is a reporter for the Boston Herald.
Young and inexperienced, she is very keen to make her
name in the world of journalism, taking whatever risks

13

FEATURE 2: CRISIS ON CRETE


GM OVERVIEW
The year is 1936. Hitler and his legions are slowly
preparing for war while the European superpowers try
to appease him. In America, however, life continues as
normal, and for the Boston Metropolitan Museum that
means funding archaeological research expeditions.
One such expedition was sent to Crete to investigate old ruins tentatively linked to the Labyrinth. The
Palace of Knossos has already been discovered, but
the team leader, Professor Harrison Munroe, believes
the true Labyrinth lies elsewhere. Their latest report
is almost a month overdue. Enter the heroes, who
are hired by the Metro to investigate the mysterious
silence.
The villain of the piece is a Cretan criminal mastermind, Stefan Andropolous, with delusions of
grandeur. He knows that Daedalus, the creator of the
maze, supposedly hid a book of wondrous inventions
inside, where it could never be used for evil. Professor
Munroe uncovered the book and was subsequently
kidnapped by Andropolous, who had paid informers
among the diggers. Andropolous intends to use the
designs to make himself ruler of Crete.
On arriving, the heroes rescue an antiques dealer
known to Munroe. In return, he gives them an envelope Munroe left with him for safekeeping. Inside is a
clue to escaping the Labyrinth. During the journey to
the expedition's camp, the characters are attacked by
thugs and captured.
They are then thrown deep into the Labyrinth. Their
only hope of escaping the maze is to avoid the traps
and find the exit before the Labyrinth's sole inhabitant,
the Minotaur, finds them. Contrary to the legends, the
Minotaur isn't a creature of flesh and blood, but a mechanical construct created by Daedalus, the designer
of the Labyrinth.
After escaping, the characters track down the villain's motor yacht and launch a daring rescue.
Characters: 25 XP.

14

ACT 1: WELCOME TO CRETE


This adventure takes place a few weeks after the end
of the previous tale. Any wounds from the previous tale
are fully healed.

SCENE 1: INVITE TO ADVENTURE


Yesterday Lady Amelia received a telegram from
the Boston Metropolitan Museum, asking you all
to attend a meeting. On arriving, you were led
straight to the director's office, where you are now
seated.
Very good of you to attend, Lady Valentine, says
the curator, a portly man in his mid-fifties. Your
recent donations have allowed us to extend our
expeditions as far as Crete. In fact, that's why I've
called you and your friends here.
Our expedition hasn't reported in for several
weeks and we're getting a bit concerned. Professor
Munroe, the team leader, is usually very prompt
with his communiqus. Since you have invested
in the project, and because your more daring
adventures are public knowledge, we wondered if
you'd investigate the problem.
The director goes on to explain that Munroe was
convinced the Palace of Knossos was not the legendary
Labyrinth. By studying the ancient texts, he became convinced that the true site lay several miles from the palace.
Such a discovery would make worldwide headlines, and
the archaeological finds would make the museum rich,
so it funded the trip.
Munroe telegraphed back every week for a month
then, suddenly stopped communicating. His last telegram
read simply, Believe site discovered Stop Investigating

FEATURE 2: CRISIS ON CRETE


in morning Stop Munroe. The director recommends
the group contact Andros Akretis, an antiques dealer the
professor was acquainted with, as soon as they arrive.
The expedition consisted of Professor Munroe, his assistant, and niece, Miss Gloria Drake, and photographer
Lance Armitage. The diggers were hired locally.

SCENE 2: AKRETIS'S ANTIQUES


Andros and the professor have been communicating
for years and struck up a close friendship. Munroe would
bring goods to Andros for evaluation, and sold small
pieces to provide additional research funds. When the
characters arrive, however, all is not well. As the characters approach the shop, they hear raised voices inside.
Voice 1: Where is it, old man! We know Munroe
gave it to you!
Voice 2: He gave me nothing! I swear! Ow! Please,
stop beating me!
Voice 3: Shoot him. We can search the shop without him.
Unless the characters act quickly, they hear a single
gun shot. The characters bursting in on the scene surprises the thugshave them check for Surprise as normal. Three thugs, in the employ of the villain, are beating
up Andros in the main shop while a fourth, armed with a
Tommy gun, rifles through the back room.
Thugs (1 per hero): See page 21.

A GIFT
Once saved, Andros thanks the characters. If they delayed their entry until after the shot was fired, he has a
flesh wound in the leg but is conscious. Andros asks the
characters about their business and how he can repay
them. Mentioning Professor Munroe's name makes him
a little uneasyhe's unsure if the characters are rival
thugsbut mentioning Lady Amelia or the Metro by
name eases his fears.
Ah, yes! Munroe spoke of the Metro often, and the
lovely Lady Valentine, who sponsored his excavations here. Sadly I have not seen the professor for
many weeks, but I have been away on the mainland on business. He came to my shop late one
night, several weeks ago now, very excited about
a recent discovery. He left something with me,
an envelope. He said to keep it in case anything
happened to him. Whatever is in there must be
importantthose thugs were after it.
The envelope contains a scrap of paper with the following words written on it Choose to start thoughtfully.
Don't worry too much at this stage if the characters

can't make head or tail of the text. Its purpose only


becomes clear later on. Andros is of no helphe never
opened the envelope and doesn't recognize the words if
shown the contents.
Professor Munroe was excavating a few miles
east of Knossos. We don't have many cars here
the land is very rugged. I can arrange for my
cousin to lend you some horses or donkeys. Meet
me back here tomorrow morning, and I will have
provisions ready.

ACT 2: ENTER THE VILLAIN


Andros provides horses and mules (the characters
choice), provisions for several days, torches, blankets,
and rope. He also gives them directions to the sitehe
can't leave his shop, or he'd go with them.

SCENE 1: JOURNEY TO THE SITE


As the characters near the end of their long journey,
they see a truck parked by the side of the track. The hood
is up and a man is leant over the engine, apparently trying to fix it. Should the group stop to talk to him (or if
they simply ride by), he draws a pistol and orders them to
surrender. Goons appear from behind nearby boulders,
also sporting pistols. The truck driver is the villain's chief
assassina dangerous man known only as Mr. Scar.
Should a fight start, the goons use the boulders as
cover while Mr Scar darts behind the truck. If the fight
starts to go against the goons, Mr Scar flees, either in the
truck or across country. His escape isn't vital to the plot,
however, so don't worry if he is gunned down.
The characters are mounted, and may try to make a
break. At this point, the thugs leap into the truck, which
obviously isn't really broken, and give chase. Only one
character can ride well, so this isn't the best option for
them. Heading across country slow the truck to just half
its normal Top Speed and gives the driver a 1 penalty to
his Driving rolls.
Assuming the characters win, they can continue on
their journey unmolested. They reach the camp in another two hours.
If the characters actually surrender, they are stripped
of their gear, tied up, and shoved in the back of the truck.
Mr Scar drives; the goons sit in the back with the characters. Go straight to Scene 3 (p.16).
Mr Scar: See page 21.
Thugs (3 per hero): See page 21.

SCENE 2: SEARCHING THE CAMP


Munroe's camp consists of several small tents and a
large, central tent. The small tents are sleeping quarters
for the Americans and contain cots, small travel trunks,
fold up chairs, and personal belongings. The large tent

15

DARING TALES OF ADVENTURE #01


serves as a workshop for cleaning and conserving artifacts. It is currently empty of any finds save for a few
pieces of pottery.
Every tent shows signs of having been ransacked,
though the fine layer of sand reveals nothing has been
disturbed for at least two weeks.
Shortly after the group finishes their exploration,
twenty goons ride into camp on horses and surround
the area. Half have pistols, half have Tommy Guns. They
call on the group to surrender and drop their weapons.
Should the heroes try to put up a fight, have more thugs
turn up.
Thugs (unlimited): See page 21.

SCENE 3: VILLAINOUS PLANS


The group is disarmed, but the thugs do not remove
small items, like lighters, or small, concealed weapons
(like a knife or catapult). They are then led to the ruins of
a small shrine just over the hill from the camp. Standing
there is a well-dressed Greek man, Mr. Scar (if alive), and
an attractive young woman of European stock.
Greetings, says the Greek man. My name is
Stefan Andropolous. You are friends of Professor
Munroe, yes? I am afraid the good professor is
currently indisposed and can't be here to meet
you. This, he gestures to the woman, is his niece.
She has been my guest for these past few weeks.
I expect you are wondering what is going on, yes?
Put quite simply, Professor Munroe found the fabled Labyrinth of Crete. He also found something
else, a scroll of cunning devices once belonging to
the great architect Daedalus.
Ah, if only you could see what wonders it beholds.
Invincible mechanical men, flying machines, ray
guns. It really does put Da Vinci to shame. The
good professor is currently translating it for me,
and when it s finished I shall rule Crete. Who
knows, I may go on to rule the whole of Greece
one day.
A pity you won't be around to witness this, but
your death will be poetic. He turns to his men
and snarls, Throw them in the Labyrinth.
With that, six of the goons lift a heavy stone flagstone
to reveal a small set of steps leading into the darkness below. The characters and Gloria Drake are roughly shoved
down the steps. Andropolous appears at the head of the
stairs.
It's very dark down there, but I'd hate for you to
miss what lives there. With that, he throws two
flaming torches at your feet. Give my regards to
the Minotaur. He laughs maniacally before giving his final order. Seal them in.

16

The slab is moved back into place, and with a resounding thud seals the entrance. The narrow stairs prevent
more than one character trying to lift the slab, which
weighs over half a ton. It seems the only way is forward.

GLORIA DRAKE
Gloria, if asked, recounts the tale of how the expedition team were captured several weeks ago. Andropolous
approached the professor shortly after the discovery of
Daedalus' book and offered to buy it. When her uncle refused, they were kidnapped at gunpoint. They were taken
to a motor yacht moored off the coast. She was brought
back to the mainland a few days ago, after Andropolous
received a telegram from the mainland informing him
the characters were on their way. As far as she knows, her
uncle and Lance are still aboard the yacht.
She doesn't know much about the Labyrinth outside
of the legendsMunroe refused to allow her access on
account of hidden dangers. She does know, from an
obscure legend, that Daedalus, the creator of the maze,
supposedly built in a means of escape in case he was
ever imprisoned there.
As for the piece of paper given to Andros, she has
never seen it before. Later, when the situation gets more
dangerous (and the characters need a clue), she remembers her uncle telling her, Words are the secret. She has
no idea what it means, however.

ACT 3: INTO THE LABYRINTH


The Labyrinth of Crete is very real, and so is the
Minotaur. Actually, the beast is a mechanical construct
created over two thousand years ago for the amusement
of the mad king, who would throw prisoners into the
maze. The beast is still operational and still follows its
ordersto kill anything it encounters.
Disarmed, the heroes stand little chance of defeating
the Minotaur in a fair fight. Fortunately, the adventurers were not the first explorers to brave the Labyrinth.
Numerous skeletons in corroded ancient Greek armor
lie around the maze, all missing their heads.
Allow the party to grab a variety of bronze weapons
(typically spears, short swords, or long swords). These
inflict one less point of damage than standard weapons.
For instance, a bronze short sword causes Str+d61
damage. Before they encounter the Minotaur, every hero
should be armed in some way.

SCENE 1: HIDE AND GO SEEK


This section covers the exploration of the Labyrinth,
a vast, confusing array of passages and small chambers.
Rather than use a map, it makes use of a variant of the
Chase rules.
In order to escape, the heroes have to navigate to the
exit. This is no easy task, and much of their time is spent
following dead-end passages and retracing steps.

FEATURE 2: CRISIS ON CRETE


Each round (approximately ten minutes of
exploring), the heroes get to make a Cooperative
Smarts roll. This equates to their trying different
plans and making group decisions. If individuals
want to make the Smarts roll, the group must split
up and try alternate routes. The downsides are
that one group may find the exit before their comrades (which could be deadly) or, perhaps worse,
encounter the Minotaur!
To locate the exit, they must advance to 11 increments (thus putting ten spaces between them
and the entrance). Success advances them one increment and a raise two increments. Failure grants
no increments as progress is minimal. A critical
failure causes them to lose one increment as they
walk round in circles.
Deal each separate group of explorers (not
every individual in the party) a single card every
round. A Joker acts as normal, giving +2 to the
lead characters Smarts roll (and only his). The
bonus perhaps indicates scratch marks pointing
toward the exit, a trail of old coins left behind by
some ancient explorer, and so on. A club suit indicates an encounter. Check the card value on the
list below to see what the heroes bump into.
Passages: The passageways are all 4 yards wide
(2) and 4 yards high (2).
Ambient Lighting: There is no light in the
Labyrinth except the torches the party carries. The
torches illuminate a Medium Burst Template (6
radius). Within a 12 radius the lighting penalty is
1, and within an 18 radius the penalty is as per
Dark Lighting (2). Beyond this is Pitch Darkness.

ENCOUNTERS
If the heroes have not encountered the Minotaur by the time they reach the exit, they encounter it
there. Fate, and the rules of pulp, demands the Minotaur
be faced in deadly combat. Check The Exit for an excellent point at which to launch his attack. If this event
doesnt occur, make sure he arrives before the characters
escape.
Although it makes no attempt at stealth, the echoes
in the maze are confusing. The Minotaur can be heard
more clearly when it gets within 20 yards (10) of the
characters. Characters trying to detect which direction
the clanking noise is coming from must score a raise on
a Notice roll.
Since exploring a maze can be rather dull, the GM
should not dally during this section. Keep the Smarts
rolls and encounters coming thick and fast.

24: A LENGTH OF STRING


Lying on the floor is a length of string, which stretches
off into the distance. The value of the card indicates how
useless the string is to the party.
Deuce: The trail takes them deeper into the maze

before it suddenly ends halfway down a passage. Their


next Smarts roll is made at 2.
Three: The string ends suddenly in the hands of a
long-dead, headless Greek warrior armed with a bronze
weapon of the GMs choice.
Four: Following the string leads them nearer the
exit, granting them a +2 bonus to their next Smarts roll!
Again, the string then ends in the middle of a corridor.

510: TRAPS GALORE


The Labyrinth isn't just a maze of passagesit is also
heavily trapped. Check the value of the card against the
table below.
Detecting the traps is impossibleDaedalus was
a master crafter and used finely weighted press plates
rather than tripwires. If the characters state they are being careful, moving slowly, and checking for such devices
they get +2 to their Notice rolls to avoid the trap.
When the trap activates, every hero in the group
must make a Notice roll. A failure means the character
is caught unawares and suffers damage as below. Those

17

DARING TALES OF ADVENTURE #01


THE CLUE
The piece of paper from Andros provides the method of escape from the Labyrinth, though the characters won't realize this yet. The secret exit is protected by a press-button combination lock.
To crack the code, the characters simply have to
read the first Greek letter equivalent of each word
and hit the right letter on the lock. In this case, the
letters are CH, T, S, and TH.
who succeed must make an Agility roll opposed by the
traps Agility of d8 to avoid damage. Success means they
take appropriate evasive action and are unharmed. Failure means they are affected by the device.
Traps are treated as Extras for the purpose of damage
rolls.
Card Trap
5
Spear Trap: Spears erupt from both walls.
These generate one Fighting d6 attack against
every character in the corridor. Each successful
attack causes 1d6+1d4 damage.
6
Pit: A deep pits opens beneath the characters
feet. Those who avoid the trap manage to leap
clear. Those who fail take 2d6 damage when
they hit the bottom.
7
Loose Ceiling: Triggering the trap drops a pile
of stones from the ceiling. The stones cause 2d8
damage to everyone in the corridor.
8
Flesh Eating Beetles: A swarm of flesh eating
beetles drops from the ceiling. Use the statistics
for the insect swarm on page 13. Torches inflict
Str+1d6 fire damage against the swarm.
9
Caustic Salts: A blast of caustic salts sprays from
both walls, inflicting 2d8 damage to everyone in
the corridor who is caught by the trap.
10
Greek Fire: A pot of Greek fire, ignited by a
flint striking a lump of iron ore, empties from
the ceiling, causing 2d10 damage to the unlucky
victim. Victims catch fire on a roll of 4-6.

JACK: SECRET DOOR


Daedalus, the wily old dog, included several secret
doors in the maze as a way of ensuring he knew a quick
and safe escape route should Minos ever decide to throw
him into the maze.
Have each hero make a Notice roll at 2. With success,
the character spots the outline of the door. It is opened
simply by pushing hard (no roll required). Using the secret door might lead them nearer the exit or back toward
the entrance!
If the Jack is red, they are in luck and make their next
Smarts roll at +2. A black suit Jack means the roll is made
at 2 instead.

QUEEN: TREASURE!
Minos stored some of his treasure in the Labyrinth. In

18

a small chamber stand a dozen chests containing a small


haul of treasure.
To keep things Fast, Furious, and Fun, any treasure
the heroes take is measured solely in terms of whole
Load Limits worth, rather than calculated as individual
pounds. For instance, an unencumbered hero taking a
full Load Limit worth of loot is treated as if he were carrying more than 5 x his Strength in pounds. If he takes two
Load Limits, he is now carrying double that amount and
suffers penalties accordingly. Thus, the most any hero
can carry is three Load Limits of booty.
Each Load Limit is worth $2d6 x 100 back in the world.
Taking less than a single Load Limit (so an adventurer is
figured as not being encumbered) nets them $1d4 x 100
in loot.
Note that a character cant elect to take a Load Limit
and a little extra beside. For these purposes he can take
either a little treasure (no increased encumbrance penalty) or a whole Load Limit worth.

KINGACE: THE MINOTAUR


The Minotaur doesn't sit around waiting for hapless
victims to find him. Instead, he actively patrols the maze.
The layout is programmed into him, so he can't get lost
and he avoids the traps by jumping over them, even in
pitch-black conditions.
Clockwork Minotaur: See page 20.

SCENE 2: THE EXIT


Two Doric pillars carved out of the wall mark the exit.
Carved on the left hand pillar is a square divided into
grid of 24 squares. Each square contains a single Greek
letter. Give the players Handout #1 at this time.
Careful examination reveals the squares are actually
buttons and can be depressed with little effort. Now the
adventurers have to solve the mystery of the lock.
This is where the piece of paper they found earlier
comes in to play. If they haven't solved the puzzle themselves, let them experiment with the lock for a bit. After
a few wrong goes, let them make a Smarts roll. With a
success, tell them the instructions on which buttons to
press are based around the words and the number four.
They should then be able to do the rest.
Once a button is pressed, it stays in that position until
a fourth button is pressed. This indicates each button
can only be used once in the sequence. What happens
on pressing the fourth button depends on how many
correct ones they have pressed. After any traps activate,
the buttons click back into place, allowing them to be
pressed again.
Daedalus, fearing that the king would imprison him in
the Labyrinth after its creation so as to protect the secret,
had the exit built in secret during construction. He placed
the traps in case the king discovered its existenceDaedalus could claim it was merely another trap.
Four Wrong: Dozens of stones drop out of the ceiling
through the Labyrinth. Sand pours throughthousands

FEATURE 2: CRISIS ON CRETE


and thousands of tons of sand. The characters have just
ten rounds to escape to escape before they are buried
alive. This is an excellent time to have the Minotaur appear!
Starting on round three, the sand reaches knee
heightPace is reduced by 2, and all Agility and linked
skill rolls suffer a 2 penalty. On round six, it reaches
chest height and the penalty increases to 4 (including
Pace). On subsequent rounds, the characters must make
a Strength roll each round or begin drowning.
The buttons are covered at the start of round seven.
A character wishing to reach them must make a Strength
roll to clear the sand, with a cumulative penalty of 1
per round (to a maximum of 4). With a success, the
character clears enough sand to press the buttons. On a
failure, the sand refills the hole too quickly.
Three Wrong: Poison gas sprays down from the
ceiling, filling the corridor. The characters must make a
Vigor roll at 2 penalty or suffer an automatic wound.
The gas disperses after one round.
If all the heroes end up Incapacitated because of this trap,
the Chase in the next scene begins at Very Long Range.
Two Wrong: A bell begins to sound, its deep tones
echoing through the maze. If the Minotaur has yet to
arrive, now is a good opportunity to bring it into play.
Should the creature have already been defeated and the
heroes still relatively undamaged, have an insect swarm
(use the stats on page 13) respond to the summoning.
One Wrong: A pit opens up in front of the buttons.
The character must make an Agility roll at 2 penalty or
fall 20 feet, suffering 2d6 damage. The pit closes after ten
rounds, trapping the victim in the cavity. Fortunately, it
can easily be opened by characters on the surface, who
need only repeat the same combination.
Although the heroes lack rope, they hopefully have a
spear to hand to help a comrade escape the pit. Dont
bother having them make Climbing rolls unless the Minotaur decides to appear on the scene, at which point
escape should be imperative!
All Correct: The wall between the pillars slides across,
revealing a flight of steps heading up. Once the last character is through the gap, it closes, crushing any objects left
to wedge it openthere is no way to reenter the Labyrinth
from this side. If the Minotaur has turned up, the beast follows them outside before the door seals shut.
Following the stairs leads to a short passage. This
emerges on a scrubby slope a few hundred feet from the
Labyrinth. Parked nearby is a battered old truck owned
by a local shepherd. He is happy to lend it to the characters for a few drachmas.
As luck would have it, the villains have dumped the
characters gear on the side of the road leading to the
docks. This enables them to head into the final fight with
their firearms locked and loaded.

ACT 4: MOTORBOAT MAYHEM


No matter how long it takes the characters to reach

THEYVE ESCAPED!
What happens if the villains escape during the
chase? Well, the adventurers have failed this mission, but all is not lost!
Andropolous spends a few months researching the
book and then sets to work on building his crime
empire. In short, its the perfect chance for the Gm
to write an exciting follow on adventure!
Since the villain has Daedalus book, he should be
given the Arcane Background (Weird Science) Edge,
two gizmos of the GMs choice, 10 Power Points,
and Weird Science d8 when encountered in the
showdown.
the docks, Andropolous' motor yacht, Icarus, is just leaving port. A pair of unattended motorboats is tied up on
the wharf.

SCENE 1: MARITIME CHASE


Run the chase as normal, with a Range Increment of 5
and beginning at Medium Range, the chase area has Light
Obstacles. One thug uses each machinegun, though only
one of them can fire each round due to the positions of
the two craft. A further three thugs armed with Tommy
guns stand on the rear diving platform and blast away at
pursuers. The boats count as Unstable Platforms.
Doc Davenport can use his rocket pack in this chase.
If he moves at his regular Pace, he suffers a 1 penalty
to Piloting rolls (because his Range Increment is only
1 compared to the thugs 5). Moving at twice his Pace
negates this, but burns more Power Points.
While the characters may be tempted to blast the
yacht out of the water, Gloria reminds them that Professor Munroe and Lance are prisoners onboard.
Boarding the yacht requires the characters to draw
level (i.e. be at the same range increment) and make a
successful Force maneuver. With a success, the motorboat
comes alongside, allowing the passengers, and driver
with a multi action penalty, to jump across. Because of
the swell, jumping requires an Agility roll.
A success means the character has made the jump,
though he must spend the next round climbing over
the railing. A raise allows the character to clear the railing and be ready for immediate action. With a failure,
the character fails the jump and lands back in the motorboat. Only on a critical failure does he end up in the
water.
Thugs (5): See page 21.

ICARUS
Andropolous' motor yacht is his permanent base of
operations. Machineguns are mounted on swivels fore
and aft, but are not displayed except under unusual circumstances. The crew are noncombatants (treat as Thugs
with no Fighting or Shooting, but add Boating d6).

19

DARING TALES OF ADVENTURE #01


Acc/Top Speed: 3/9; Toughness: 15 (3); Crew: 10+10
Notes:
Weapons:
2 x M1919 0.30 machinegun (bow and stern)

MOTORBOATS
Acc/Top Speed: 4/13; Toughness: 12 (2); Crew: 1+5
Notes:

SCENE 2: BOARDING ACTION


There are a total of 3 thugs per hero onboard, less
any killed in the chase. Spread the thugs out as you see
fit, based on the current strength of the party but with
one caveatthree of them must be in the lounge (see
below).
If the characters are relatively unscathed (no character
with two or more wounds), have them work in groups
of two or three, using doors and other bits of scenery
for cover. Half the thugs have Tommy guns, the rest use
pistols.
A bad trip through the Labyrinth may have resulted
in serious wounds, in which case be gentle and have the
thugs operate alone or in pairs and with no tactical use
of scenery. Only one in three thugs has a Tommy gun.
The prisoners are being held in the lounge, below
decks. Andropolous, Mr Scar, and at least one thug per
Wild Card are with the prisoners. If Mr Scar has been
killed, replace him with a Wild Card thug (same stats,
just hes a Wild Card). When the characters enter the
lounge, continue with the next section.
Stefan Andropolous: See page 21.
Mr. Scar/Thug: See page 21.
Thugs (3 per hero): See page 21.

EXPLODING PRISONERS
The professor and Lance are tied up and strapped
with dynamite, the fuse of which is lit. Andropolous, in
typical egomaniac fashion, gloats as the characters enter
the lounge.
So you escaped the Labyrinth? he sneers. No
matter. As you can see, the good professor and his
assistant are strapped with dynamite, the fuse of
which is burning. By my reckoning, the fuse will
take no longer than a minute or two to reach
them.
Now, I want all of you to drop your weapon, go
back upstairs, under guard of course, and jump
overboard. Once you are in the water, I shall stop
the fuse and sail away. You will have lost, as is to
be expected, but you may be able to reach land
before drowning.
Of course, if the characters agree and actually jump
overboard they have lost. Andropolous goes on to fulfill

20

his dreams of kingship using a variety of powerful inventions.


More likely, the characters will try to overpower their
foes and stop the fuse. They have ten rounds before
the dynamite explodes. Trying to shoot the fuse is not
easytargeting the small taper requires a Shooting roll
at 6 penalty. Trying to grab it requires a successful Fighting roll against Parry 4, but the thugs make reaching it
difficult. Because of the cramped conditions and the
existence of the prisoners, use the Innocent Bystander
rules.
Should the characters not have defused the dynamite
on round eight, the fight becomes a dramatic interlude
and the characters get a benny. In the unlikely event the
dynamite explodes, it causes 5d6 damage to everyone
in a Medium Burst Templateand instantly kills both
hostages.
Once Andropolous has been dealt with, the adventure
is over. Professor Munroe and Lance are very grateful for
the rescue. Munroe realizes Daedalus' book is too dangerous and decides to destroy it. He puts it in one of the
motorboats along with the dynamite, lights the fuse, and
sets it adrift. Moments later, it explodes. If the heroes try
to stop him, he pleads with them to listen to reason
men have already died to find the book, and countless
more will die if it ever falls into the wrong hands.
Is the ancient and priceless book really destroyed?
Well, that depends if you want to run a sequel or not.
A villain armed with a variety of Weird Science devices,
perhaps using mechanical creatures like the Minotaur
for thugs, would make a great follow on adventure.

FEATURE 2 CAST OF CHARACTERS


All the characters, villains and creatures featured in
this adventure are listed here.

MINOTAUR
Greek legends tell us that Theseus slew the Minotaurthey were wrong. Well, sort of. Daedalus, the
designer of the Labyrinth, was also a skilled artificer and
created a true immortal creaturea bronze mechanical
Minotaur! It's still just as deadly as the real thing and
knows the maze like the back of its hand.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength
d12+2, Vigor d12
Skills: Fighting d10, Guts d12, Intimidation d12, Notice
d10
Pace: 8; Parry: 6; Toughness: 10
Gear: Great axe (Str+d10, AP 1, 1 Parry, requires two
hands)
Special Abilities:
Construct: +2 to recover from being Shaken. No additional damage from called shots. No wound penalties. Immune to poison and disease.
Fearless: Immune to Fear and Intimidation.
Fleet-Footed: The Minotaur rolls a d10 as its running die.

FEATURE 2: CRISIS ON CRETE


Frenzy: The Minotaur makes two attacks per round
at 2 penalty. This cannot be used with Sweep.
Gore: The Minotaur uses the Charge maneuver to
gore its opponents with their long horns. If it can
charge at least 6 before attacking, it adds +4 to its
damage total.
Horns: Str+d6.
Size +2: The Minotaur stands over 7' tall.
Sweep: The Minotaur may attack all adjacent characters at 2. This cannot be used with Frenzy.
Thermal Vision: Halves penalties for darkness against
living creatures.

STEFAN ANDROPOLOUS
Stefan Andropolous runs a criminal gang on Crete,
but wants more power. Daedalus book is the key to his
future criminal empire.
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6,
Vigor d6
Skills: Driving d6, Fighting d8, Guts d6, Intimidation d6,
Notice d6, Shooting d8
Charisma: +0; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Arrogant, Delusional (Minor: can be ruler
of Crete), Stubborn
Edges: Combat Reflexes, Rich
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto)

MR. SCAR
Mr. Scar is an assassin by trade, and very good at this
job. He has no particular belief in his master's cause, but
he is well paid and gets to do what he does bestkill
people.
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8,
Vigor d8

Skills: Driving d6, Fighting d10, Guts d6, Intimidation


d8, Notice d8, Shooting d10
Charisma: 2; Pace: 6; Parry: 7; Toughness: 6
Hindrances: Ugly (heavily scarred)
Edges: Combat Reflexes, Level Headed, Marksman,
Quick Draw, Steady Hands
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto)

GLORIA DRAKE
Gloria works for her uncle as secretary and research
assistant.
Attributes: Agility d8, Smarts d10, Spirit d6, Strength d6,
Vigor d6
Skills: Boating d6, Driving d6, Fighting d4, Guts d6,
Investigation d8, Knowledge (History) d8, Notice d8,
Shooting d4, Streetwise d8
Charisma: +2; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Yellow
Edges: Attractive, Investigator
Gear: None.

THUGS
Typical low intelligence thugs hired to do as they are
told. None are independent thinkers.
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8,
Vigor d8
Skills: Boating d6, Driving d6, Fighting d6, Guts d6, Piloting d4, Shooting d6
Charisma: 2; Pace: 6; Parry: 5; Toughness: 6
Hindrances: Mean
Edges: Combat Reflexes
Gear: Colt M1911 (Range: 12/24/48, Damage: 2d6+1,
Shots 8, AP 2, Semi-auto) or Tommy gun (Range:
12/24/48, Damage: 2d6+1, RoF 3, Shots 30, AP 1)

21

DARING TALES OF ADVENTURE #01

PLAYERS HANDOUT #1

22

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Is yyour
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When a friend says he has
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of something big! Nazi agents,
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daring raid on Washington D.C. are
all in a days work for heroes who
want To End All Wars!
A missing scientist, a villain with
plans of becoming a king, ancient
puzzles, a deadly maze, a mythical
creature that is not all the legends
say it is, and a book whose contents
could spell the end of mankind all
mean its Chaos on Crete!
Daring Tales #01 marks the start of a new line of pulp adventures
for Savage Worlds. Each adventure is designed for four characters
with a wide-range of skills. Pre-generated characters designed for
this adventure are available free online from the Triple Ace Games
website.
This adventure also contains Triple Ace Games unique pulp setting
rules, designed to make two-fisted adventures more exciting and
truer to the source than ever before!

www.tripleacegames.com
2008 Triple Ace Games. Daring Tales and all related marks and logos are trademarks of Triple Ace Games. Savage Worlds, Smiling Jack
and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission. 2008. All Rights Reserved.

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