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  An EVERNIGHT adventure for  
  SAVAGE WORLDS! 
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  Adventure & Maps by:  David (grubman) Bezio 
  Illustrations by: Thomas P. Reidy III 
   
  Savage Worlds, Evernight,  and the “Savaged” Logo 
  are a property of the Great White Games, Inc. and is 
  used without permission. No challenge to their 
  copyright is intended. 
   
  This adventure The Legend of Jub Jub Lake and the 
  commissioned illustrations within are the property of David 
  Bezio 2005.  This document  may be redistributed in an 
  unaltered form and printed out for personal use or non-
  commercial distribution.  Any other use of the text or 
  illustrations without written consent from the author is 
  strictly prohibited. 
   
  Get a copy of Savage Worlds, or find out more about the 
  game  at:  www.greatwhitegames.com  
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  The Ledgend of Jub Jub Lake is a lighthearted 
  adventure designed for 3 Novice  Player 
  Characters (PC’s), but can be modified for larger 
  or smaller parties.  Use the guidelines in the 
  Evernight book  to create characters. 
   
  This adventure takes place in the nation of 
  Valusia in the world of Tarth, the setting for the 
  Evernight scripted campaign published by Great 
  White Games.  This adventure takes place before, 
  and leads up to, the events in Evernight.   This 
  adventure is self contained, and can be played by 
  itself.  It can also be used as part 1 of grubman’s  
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  In this part, the PC’s enter Jub to find that the 
  once prosperous fishing village faces a serious 
  problem that threatens it’s very livelihood.  Not 
  only that, but the villagers are also mysteriously  
  plagued with frequent attacks from a Goblin clan. 
   
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  You have been traveling for 2 days.  You headed 
  due west from Old Home along a muddy trade 
  path.  You are making your way to Stoutham and 
  then to King’s Port where you will pursue a life 
  of adventure and become famous heroes. 
   
  You chose this path rather than the main road to 
  save a days travel, and possibly find some 
  adventure along the southern edge of the Dread 
  Mountains. 
   
  Ahead of you a  weather worn sign reads Jub 1 
  Mile.  Jub is a small fishing village on Jub Jub 
  Lake famous for its succulent golden fish.  After 
  a few days of trail rations a fish dinner sounds 
  excellent! 
   
  Have all the PC’s make a common Knowledge 
  roll (a Smarts test).  The one that rolls the highest 
  recalls hearing a tale about Jub Jub lake in a 
  seedy tavern in Old Home.  Give the Player a 
  copy of the boxed text that follows.  He can share 
  this tale or keep it to himself. 
  
   
   
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  Wile it sounds fantastic, this tale is loosely based 
  on an actual occurrence.  Some 3000 years ago, 
  when Jub Jub lake was much larger a small battle 
  between two rival Sa Karans took place. 
   
    It was during this time that a few savage Elves 
  witnessed  a flying machine flying low over the 
  lake destroyed by one of the Masters submarine 
  like contraptions.  
   
  The Elves told there brethren what happened the 
  best they  could comprehend.  3000 years and 
  multiple telling, the story has morphed into the 
  tale above. 
   
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  You enter the small village of Jub and 
  immediately catch the smell of fish.  Through the  
  20 to 25 ramshackle buildings you can make out 
  the shore of Jub Jub Lake and standing there in 
  a huddled mass are the  35 men, women, and 
  children that make up Jubs population. 
   
  As you near the crowd, you see that they are 
  staring at a lone figure rowing a small boat 
  about 600 feet off the shore.  The little boat 
  floats to a halt, and with a wave to those on 
  shore, the man cast’s out a fishing line.  A 
  moment later he waves again and a cheer goes 
  up in the little crowd. 
   
  Suddenly, from underneath the boat a dark 
  shape rises.  In a huge spray of water the boat 
  disappears, seemingly swallowed by what looks 
  like a huge black fish! 
   
  The crowd goes silent, and one by one disperses 
  untill the only one standing by you is a shriveled 
  old man, who shakes his head as he fills a long 
  wood pipe with a coarse weed. 
   
  The old man is Reginald Tankfellow.  He noticed 
  the PC’s as soon as they entered town.  Once an 
  adventurer, he retired about 20 years ago in the 
  quite village of Jub. 
   
  Reginald loves to talk and is more than happy to 
  share the news of what is happening in Jub.  
  Highlights include the following: 
   
  -About 2 months ago people started to spot the 
  Black Leviathan.  Most villagers thought the 
  legend was a fairytale.  Now everyone realizes it 
  must be true. 
   
  -The catch started getting light, so the villagers 
  decided the Leviathan must be killed.  Several of 
  the fishermen made spears and went out on the 
  lake looking.  They never returned. 
   
  -The next day, the remaining fishermen who went 
  out were seen consumed by the Leviathan.  No 
  one has gone out since until today. 
   
  -Most of the able bodied men are now gone, and 
  if things don’t change soon the entire village 
  population will have to pack up and move. 
   
  
   
   
  -The Village has only been fishing from the 
  shore, and the take has been very light.  Not only 
  do they not have any fish to trade, but they don’t 
  even have enough to feed the village.  He points 
  over his shoulder at 2 pails of fish and says, 
  “that’s today’s entire catch, and all we have to 
  eat!” 
   
  -To make matters worse,  at the same time as the 
  Black Leviathan began to appear, the village 
  started getting frequent attacks from Goblins.  
  The village had never had any problems with the 
  goblins of the Dread Mountains before.  The 
  raids seem to be mainly to steal food, but in these 
  hard times that is fatal.  Everyone hides when the 
  goblins come, so no one has been hurt yet. 
   
  -The Village is loyal to Solace and they have 
  been gathering to pray for deliverance every 
  sunrise, but their prayers haven’t been answered. 
   
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  Each � = ¼ mile square.  
   
  Jub Jub Lake:   
   
  This is a spring and river (waterfall) fed 
  freshwater lake.  The lake is surrounded by a 
  sandy shore except to the north where cliffs of 
  the Dread Mountains rise right from the water.  It 
  drops off quickly from the shore to a depth of 
  about 200 ft. at its center, where the water 
  becomes murky.  The lake has no threats other 
  than the Black Leviathan. 
   
  Jub:   
   
  The village consist of 20 buildings.  There are 15 
  residences, 1 meeting and worship hall, 1 trading 
  post, 2 icehouses, and 1 huge shed for boat repair 
  and fishing gear. 
   
  There are currently 35 residents in the village, 16 
  women of varying ages, 10 children, and 9 older 
  men. 
   
  Shorewood: 
   
  This wood is actually just a part of the greater 
  forest that covers most of the area.  It is dark and 
  foreboding but doesn’t harbor any real threat 
  except swarms of mosquitoes.   Movement 
  through the wood is slow (Difficult ground, half 
  speed) and noisy (-1 Stealth).  Elves and Half-
  Folk do not suffer the Stealth Penalty. 
   
  Goblin Camp: 
   
  This is the Goblins’ new camp, described in Part 
  Two of the adventure. 
   
  Dread Mountains: 
   
  The Dread Mountains that surround the northern 
  side of Jub Jub Lake are a shear cliff rising 200 
  ft.  A thin waterfall trickles down the face into 
  the lake.  There are all sorts of beasties in the 
  Dread Mountains, including bands of Barbarian 
  Orcs.  The adventure doesn’t take us too far into 
  these regions, but if the PC’s decide to wander, 
  you will want to throw encounters at them to 
  make them turn back. 
   
  Goblin Cave: 
   
  The Goblins’ abandoned lair, detailed in Part 
  Three of the adventure. 
   
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  In this part of the adventure  the PC’s will fight 
  off a goblin raiding party, trace the goblins to 
  their camp in the woods, and travel there to 
  confront them.  There they learn more about the 
  problems plaguing both the villagers and the 
  goblins. 
  
   
   
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  The Evernight book neglects to mention one  Sa 
  Karan experiment  gone bad…Goblins! 
   
  While most of the slaves were made for 
  efficiency, one Sa Karan created Goblins out of 
  mere curiosity. 
   
  Goblins are the result of an unholy mix of Orcs 
  and Half-folk.  The resulting creatures are small 
  and frail with pasty lime green skin and 
  decidedly ugly features.  Beady pinprick eyes 
  complete the impression of a totally shifty 
  creature.  Much like the Half-folk, the goblins 
  were supposed to be destroyed, but several 
  escaped. 
   
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  reproduce like rabbits. 
   
  Every now and then a Goblin favors the genetics 
  of his Orc side a bit more than his brethren.  
  These heavily muscled Goblins are called 
  Hobgoblins.  Hobgoblins are much stronger, but 
  slightly duller than their already dim Goblin 
  cousins. 
   
  Goblins and Hobgoblins hate the light and curse 
  Solace, the Sun God.  They are a bitter race and 
  dislike everyone else, in fact, they don’t like 
  other Goblins much either.  They protect their 
  own, but really just want to be left alone.  The 
  only other beings Goblins like are Dire Wolves 
  who they often ride and cohabitate with. 
   
  Goblins form into loose clans, usually ruled by a 
  King, the smartest of the lot.  Hobgoblins usually 
  fill out the bodyguard of the King. 
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  Attributes:  Agility D8, Smarts D6, Spirit D6, 
  Strength D4, Vigor D6 
  Skills:  Climb D6, Fighting D6, Guts D4, 
  Notice D6, Taunt D6, Shooting D8, Stealth D10, 
  Throwing D6, Swim D6 
  Pace: 5; Parry: 5;  Toughness: 5 
  Gear:  Spear (Str+2),  Knife (Str+1) 
  Special Abilities:  Infravision, Size -1 
  (Goblins stand 3-4’ tall)  
   
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  Attributes:  Agility D6, Smarts D4, Spirit D6, 
  Strength D6, Vigor D6 
  Skills:  Climb D6, Fighting D8, Guts D6, Taunt 
  D6, Shooting D6, Stealth D6, Throwing D6,  
  Pace: 5; Parry: 6;  Toughness: 5 (6) 
  Gear:  Short Sword (Str+2),  Knife (Str+1), 
  Leather Armor (+1) 
  Special Abilities:  Infravision, Size -1 
  (Goblins stand 3-4’ tall)  
   
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  Attributes:  Agility D8, Smarts D4(A), Spirit 
  D6, Strength D8, Vigor D8 
  Skills:  Fighting D8, Guts D8, Intimidation D8, 
  Notice D6,  
  Pace: 10; Parry: 6;  Toughness: 6 
  Special Abilities:  Bite (Str+2), Go for the 
  Throat (with a raise hits most weakly armored 
  spot), Fleet-Footed (D10 when running). 
   
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  After the PC’s have had a chance to talk to 
  Reginald, a loud horn blast is heard.  The 
  villagers drop everything and run for cover 
  screaming “Goblins!  Goblins!” . 
   
  The PC’s can barely take this in when they see 
  several Goblins riding Dire Wolves come 
  bearing down on them.  From somewhere the 
  PC’s can hear a woman bawling, “The Fish, we 
  left the Fish!”. 
   
  Use the tactical map on the following page to run 
  the battle.  The Goblins are attempting to grab 
  the pails of fish and retreat as fast as possible.  
  So far they haven’t had any resistance from the 
  villagers, so will be very surprised to find the 
  PC’s standing in their way. 
  
   
   
  The attacking force consists of 6 Goblins riding 
  6 Dire Wolves.  The Dire Wolves fight as 
  trained mounts (Savage Worlds pg. 89).  None of 
  the Villagers will help the PC‘s during the fight, 
  they are all to terrified. 
    
  The Goblins are just as desperate for the fish as 
  the villagers, so will die trying to acquire it.  
  Once the fish are nabbed (this takes one Goblin 
  per pail) they will retreat. 
   
  Make a Vigor roll as per the Aftermath rules 
  (Savage Worlds Pg. 71) for any surviving 
  Goblins to determine their condition. 
   
   
   
  Each � = 5 ft. square 
   
  The X’s show the Goblin Wolf riders start zone, 
  while the area the PC’s can start is also shown.  
  To the north is the shore of Jub Jub Lake where a 
  few boats and a fishing net lie.  To the South are 
  a few empty barrels that reek of fish oil.  To the 
  east are two shacks. Two buckets of fish sit on a 
  table in front of the southern shack. 
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  After this encounter the Villagers will beg for the 
  heroes to help them with their plights.  Hopefully 
  the PC’s will see the Goblin Raiders as the 
  easiest threat to deal with and take care of that 
  first. 
   
  The first thing the PC’s need to do is find out 
  where the Goblins are coming from.  This can be 
  done in two very easy ways.   
   
  First, any Goblin survivors can be questioned.  
  They will only moan and spit broken sentences 
  like, “We’s only wants some grub! We’s 
  starving!”  and “banished to da nasty forest!” or 
  “we just wants ta go ome!”.  Goblins that are 
  treated well and healed will lead the PC’s back to 
  the Goblin camp (where they assume their king 
  will be able to handle the so called heroes), but 
  will constantly look for chances to escape.  They 
  will be fairly silent on the trip, having nothing 
  intelligent to add to what they have already said. 
   
  Second, the Goblins aren’t too subtle and their 
  trail is pretty easy to follow if the PC’s take off 
  fairly  quickly after the attack. 
   
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  These Goblins belong to the Fishtail clan, who 
  are fairly peaceful as far as goblins go.  Under 
  the wise rule of King Grubnutz, the clan has 
  lived in a cavern complex in the Dread 
  Mountains for over 20 years.  A lower chamber 
  of the cavern gives the clan access to Jub Jub 
  Lake.  There the Goblins would spear enough 
  fish to keep the clan well fed without having to 
  seek out alternative food sources (or eat each 
  other, which is sometimes the Goblin way!). 
   
  About 2 months ago, the Goblin clan was 
  attacked and driven from their cave by a 
  formidable band of Dwarves.  The Goblins have 
  tried to return, but every time they find the 
  cavern still occupied by the Dwarves, who they 
  are afraid to confront. 
   
  Unskilled at hunting or gathering, and unable to 
  find adequate fish to spear close to shore, the 
  clan has been in dire straights.  Desperate to feed 
  his people, King Grubnutz has resorted to 
  
   
   
  sending raiding parties to the village of Jub to 
  steal food. 
   
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  What is going on, and what happens when the 
  PC’s get to the camp, is largely dependant on 
  how and when they get there. 
   
  The camp consists of several raggedy animal 
  hide tents, and grass lean-tos.   A large fire pit is 
  at the center of the camp and a bit to the north is 
  the makeshift wood throne of King Grubnutz.  
  There is nothing of real value in the camp.  
   
  During the evening, night, and early morning 
  hours the camp is active.  The fire pit is roaring 
  with flame and the 20 male and female Goblins 
  go about their chores (cooking what little they 
  have, repairing shelters, sharpening weapons, 
  ect.), while the 10 Goblin children roll in the dirt 
  with the 8 Dire Wolves.  King Grubnutz sits in 
  council with Zahaz (the clan Shaman) while his 4 
  Hobgoblin bodyguards stand about him. 
   
   
   
  During the day the clan sleeps, but 4 Goblins 
  mounted on Dire Wolves take shifts guarding the 
  outskirts of the camp, while another 2 make wide 
  patrols in the surrounding wood. 
   
  If the PC’s engage the Goblins in combat, every 
  adult Goblin and Dire Wolf will join in the fight.  
  They will fight until ½ of their number is killed 
  or wounded (there are 26 adult Goblins, so when 
  13 are incapacitated) or until King Grubnutz  
  falls.  If this happens, they disperse into the 
  woods.  The clan will then regroup at a different 
  location and set up another camp in a day or two. 
   
  If the PC’s approach peacefully, and have treated 
  any captive Goblins (from the raid at Jub) fairly, 
  King Grubnutz will be more than happy to listen 
  to what they have to say.  After all, they greatly 
  outnumber the PC’s and can kill them at any time 
  of their choosing.  If the right questions are asked 
  Grubnutz will gladly divulge the information of 
  what has befallen his clan and will accept the 
  PC’s offer to help.  He will even give directions 
  to the Goblin Cave, and perhaps provide a guide. 
   
  All of the above will rely on role-playing.  The 
  GM may require a few Persuasion rolls if he 
  chooses, or if the PC’s are doing particularly bad.  
  In any case, the Goblins will not accompany the 
  PC’s to the Cave, they have already lost too 
  many of their brethren in the fights with the 
  Dwarves.  King Grubnutz will offer a single 
  Goblin Guide to the Cave, if specifically asked, 
  and the PCs make a  Persuasion roll with a raise. 
   
   
  Each � = 5 ft. square 
   
  
   
   
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  Attributes:  Agility D8, Smarts D8, Spirit D8, 
  Strength D4, Vigor D6 
  Skills:  Climb D6, Fighting D6, Guts D6, 
  Notice D6, Taunt D6, Shooting D8, Stealth D10, 
  Throwing D6, Swim D6 
  Pace: 5; Parry: 5;  Toughness: 5 
  Gear:  Short Sword (Str+2) 
  Special Abilities:  Infravision, Size -1 
  (Goblins stand 3-4’ tall)  
   
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  Attributes:  Agility D8, Smarts D8, Spirit D6, 
  Strength D4, Vigor D6 
  Skills:  Climb D6, Fighting D4, Guts D4, 
  Notice D6, Taunt D6, Shooting D8, Stealth D10, 
  Throwing D6, Swim D6, Spellcasting d8 
  Pace: 5; Parry: 4;  Toughness: 5 
  Gear:  Knife (Str+1) 
  Special Abilities:  Infravision, Size -1 
  (Goblins stand 3-4’ tall), Arcane Background 
  (magic), Power Points 10, Spells: Armor, Bolt   
   
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  In this part of the adventure the PC’s go to the 
  Goblins cave to confront the Dwarves there.  In 
  the process they learn the Dwarves secret, and 
  possibly the secret of the Black Leviathan.  If the 
  PC’s are successful in this part they will have 
  cured the ills of both the villagers of Jub and the 
  Goblins…and be on their way to becoming 
  heroes! 
   
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  The Dwarf, Boros Axenhander , would have 
  gained the status of hero long ago if it wasn’t for 
  his greed.  Never did he help the weak or 
  helpless, he only did great deeds for gold and 
  treasure.  His reputation did, however, attract 
  likeminded dwarfs  to his company, and soon he 
  had a merry band of warriors. 
   
  It was with this motley crew that Boros made his 
  way into the Dread Mountains about 3 months 
  ago.  He had obtained faulty information that an 
  ancient hidden temple filled with gold  lay 
  somewhere north of Jub. 
   
  Deep in the mountains he found a cave that led to 
  what appeared to be some sort of ancient 
  building.  Once inside Boros marveled at the 
  workmanship of the stone, which seemed even 
  more advanced than Dwarven craftsmanship. 
   
  While Boros didn’t find any gold in the cavern 
  he did find something even more marvelous.  He  
  found something that should have remained 
  hidden, an ancient machine of the Sa Karan.  In 
  fact it was one of the same submarine-like 
  contraptions that spawned the Legend of  Jub Jub 
  Lake.  The technology was far beyond Boros, but 
  his brother Grigby was an Engineer by trade.  
  Grigby quickly determined what the marvelous 
  machine was…and what it could do. 
   
  It didn’t take Boros long to recall the Legends of 
  Jub Jub Lake, and come to the conclusion that if 
  one part of the Legend was true, so must the 
  other!  The bottom of the lake must be littered 
  with the golden treasure of the Jub Jub bird.   
   
  Boros and his men relocated the Leviathan to the 
  lake, but needed somewhere to work from. The 
  Goblin Cave proved to be an efficient base of 
  operations.  He hadn’t planned on involving the 
  villagers of Jub, but when they attempted to 
  destroy the Black Leviathan when it emerged, he 
  realized he would have to take them out of the 
  picture until he found his fortune.   Soon he 
  began to enjoy the “sport” of  swallowing 
  villagers with the Leviathan.  So far Boros has 
  found no treasure and is getting irritable. 
   
  How much of this the PC’s are informed of or 
  find out depends on how this part of the 
  adventure plays out. 
   
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  The entrance to the Goblin cave is literally a hole 
  in the ground on a small plain between three 
  mountains.  The plain is covered with burdock 
  bushes and  Dandelions.   Several piles of dried 
  Goblin droppings can also be found around the 
  clearing (if the PC’s are so inclined to search for 
  them.).  
   
  Just outside the cave entrance an Ogre skull is 
  
   
   
  skewered  on a large wooden spike.  This is 
  meant to ward off any would be trespassers (In 
  actuality the Goblins of the Fishtail clan found 
  the skull).  Below the skull is a large rock upon 
  which a Dwarf sits with a axe across his lap and a 
  large bell on a stick slung over his shoulder.  
   
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  Attributes:  Agility D6, Smarts D6, Spirit D6, 
  Strength D8, Vigor D8 
  Skills:  Fighting D8, Guts D6, Knowledge 
  (Drinking games) D6, Notice: D6, Shooting D6,  
  Pace: 5; Parry: 6;  Toughness: 6 (7) 
  Gear:   Battle Axe (Str+3), Leather Armor (+1), 
  Large Bell, 20 Golden Suns in belt pouch 
  Special Abilities:  Low light vision (ignore 
  penalties for darkness), Tough  
   
  The Dwarf guard is supposed to ring the bell then 
  run below if any of the Goblins (or other threats) 
  return.  Needless to say the PC’s may come up 
  with several ways to prevent this depending on 
  how they approach the encounter area.  If the 
  Dwarf drops the bell, however, it will roll into 
  the hole and down the stairs…basically having 
  the same effect as if he rang it. 
   
  The hole opens to a set of roughly hewn stairs 
  going steeply down into unlit depths. 
   
   
   
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  1)  The Great Chamber 
   
  The rough hewn stair goes down about 150 ft. 
  before opening into the great chamber. 
   
  The vast room before you measures about  45 ft. 
  wide by 35 ft. deep with a ceiling 25 ft. high.  It 
  is damp even with the small fire that burns in a 
  large fire pit in the center of the chamber, 
  behind it rests a “throne“ much like the one the 
  Goblin king sat on in the woods.  The smell of 
  Goblin Dung  is like menthol in your nostrils and 
  makes your eyes water. 
   
  As you look you see that the cavern is naturally 
  formed with some areas that look to have been 
  chipped away.  Stalactites cover the ceiling.  
  Stalagmites litter the floor.  Two pairs have 
  grown to meet, forming massive pillars. 
   
  At a glance you notice several small exits from 
  the cave at different levels.  Each of these has a 
  rope, tied to a stalactite above, in front of it. 
   
  There are 2 ledges rising about 10 ft. on either 
  side of the room that you can’t see the top of 
  from this angle. 
   
  There are 5 Dwarf Warriors standing guard in 
  this room.  
   
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  Attributes:  Agility D6, Smarts D6, Spirit D6, 
  Strength D8, Vigor D8 
  Skills:  Fighting D8, Guts D6, Knowledge 
  (Drinking games) D6, Notice: D6, Shooting D6,  
  Pace: 5; Parry: 6;  Toughness: 7 
  Gear:   3 of the Dwarves are armed with War 
  hammers (Str+2, AP1 vs. Plate armor)), and 2 
  are armed with Crossbows (15/30/60, 2D6 , AP2, 
  Requires 1 action to load). 
  Special Abilities:  Low light vision (ignore 
  penalties for darkness), Tough  
    
  If the PC’s managed to sneak in without alerting 
  them, they will be sitting around the fire warming 
  their hands and complaining about the smell of 
  the Goblin cave.  Have each one make a notice 
  roll if any PC comes into sight.  This includes 
  taking a peak around the corner .  The Dwarves 
  have orders to instantly attack any intruders. 
   
  If they are alerted to the PC’s presence 2 will 
  hide behind the large pillars while 1 hides behind 
  the throne.  The other 2 will climb to the top of 
  the ledges via rough hewn foot and handholds 
  and lay down there.  They will await till the PC’s 
  approach the best ambush position and the two 
  on the ledges will start firing their crossbows 
  (unwary of their companions below) while the 
  others jump out to confront the PC’s in melee. 
   
  The ropes tied in front of the entrances to rooms 
  
   
   
  2 and 4&5 are tied to stalactites and used by the 
  Goblins to scamper up to these caves (10 to 20 ft. 
  above this chamber).  They can easily support the 
  weight of Half-folk and Elves, but any Humans, 
  Half-Orcs, or Dwarves that attempt to climb 
  them have a  1 in 20 chance of dislodging the 
  stalactite.   The fall does 1D6 Damage, and the 
  PC must make an Agility test at -1 or the 
  stalactite falls on his person for another 1D6 
  damage (damage rolled separately). 
   
  The secret door concealing the stair to the lower 
  level was crafted by the Dwarves and is quite 
  good.  The PC’s will have to be actively looking 
  and make a notice roll to find it.  Once found it is 
  easy to open, swiveling on a center hinge.  If the 
  PC’s can’t  find it (or don’t even look) and you 
  feel like being generous do the classic, “you lean 
  against the wall and suddenly it gives way, and 
  you fall into a secret passage!” line. 
   
  2)  Sleeping Chambers 
   
  You thought the room below smelled bad, this 
  one raises the bar to a new level! 
   
  This room is littered with straw, dung, and 
  trinkets such as pots, rags, dirty hide pillows, 
  and pipes that smell of dubious weeds and herbs. 
   
  These are the sleeping chambers of the Goblins, 
  and try as they might, the PC’s can’t find 
  anything of value here. 
   
  However, any PC who digs around in the room 
  has a 1 in 6 chance of catching flees!  This is 
  mostly annoying, but will lower the PC’s 
  Charisma by -1 till he can get to a hot bath and 
  have his clothes washed. 
   
  3)  The Giant Spiders Lair 
   
  The floor level entrance to this cavern has 
  obviously been sealed off for some time.  The 
  entranceway is blocked with dirt, stones, and 
  sticks, and plastered together with more, you 
  guessed it, Goblin droppings!  It will take a good 
  4 man hours to clear an opening large enough to 
  crawl through. 
   
  The room beyond is dirty and dark. The PC’s can 
  hear a disturbing clicking noise echoing from 
  somewhere nearby.  In the center of the room the 
  floor has fallen away to reveal a large chasm.  
  This is the reason the Goblins sealed off the 
  room. 
   
  Any PC who gets close enough to the edge of the 
  chasm to look into it causes a section of the floor 
  to cave in.  He must make an Agility check (-2) 
  to avoid falling to the depths below. 
   
  The good news is he lands safe and sound 15 feet 
  below.  The bad news is, it’s because he has 
  fallen into the web of a giant spider who feeds on 
  cave rats…usually! (see “Webbing“ in the 
  monster description below). 
   
   
   
  Each � = 5 ft. square 
   
  Place the fallen PC anywhere on the web you 
  like.   
   
  Once the first PC has fallen into the spiders lair 
  the floor is stable.  Other PC’s have a clear view 
  of the chamber below and can shoot from the rim 
  of the chasm or jump to the room below. 
   
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  Attributes:  Agility D10, Smarts D4(A), Spirit 
  D6, Strength D10, Vigor D6 
  Skills:  Climbing D12+2, Fighting D8, Guts D6, 
  Intimidation D10, Notice: D8, Shooting D10, 
  Stealth D10  
  Pace: 8; Parry: 6;  Toughness: 5 
  Special Abilities:  Bite (Str+1), Poison 
  (Instant paralysis to those who fail a vigor roll (-
  4), lasts for 2D6 minutes.), Webbing (cast webs 
  the size of the small burst template 3/6/12.  
  Anyone caught must break free (toughness 7).  
  Webbed characters can still fight, but all  actions 
  are at -4.) 
  
   
   
  4)  The King’s Chamber 
   
  This chamber is surprisingly clean compared to 
  others in the cave with no Goblin droppings to 
  be seen.  The floor is covered with the furs of a 
  variety of animals.  Atop them all is the hide of a 
  Chinook, head and claws intact (see Evernight 
  Page 132).  Its glass eyes stare evilly at you . 
   
  This is the room of King Grubnutz.  Among the 
  furs are various odds and ends, a dented helm, an 
  iron chalice, a half filled wine skin (Goblin wine, 
  yeeech!), a jar of what might be pickled pigs 
  feet…or might not be. 
   
  If the PC‘s move aside all the furs, they will find 
  a small hole in the floor covered by a rusty  
  broken shield.  In the hole are 27 Gold Suns, and 
  a pair of small fancy boots, this is the  entire 
  Goblin coffer. 
   
  The boots are small, designed for a Half-Folk.  
  They are magical and grant a +1 to any Stealth 
  trait checks while they are worn.  Grubnutz will 
  immediately recognize them with a Notice check  
  if he sees them again, and will ask for them back. 
   
  5)  Shamans Room 
   
  This room reeks of incense, which isn’t much of 
  an improvement over the smell of the rest of the 
  cavern.  A large sleeping fur covers the floor in 
  the southern half of the room.  There is a small 
  fire pit near the center of the room and the 
  ceiling above it is darkened black with soot.  The 
  Northwest portion of the room is covered with a 
  shelf that has several bottles filled with dubious 
  contents such as “spider eggs” and “bird feet”.  
  There are several rolled pieces of parchment on 
  the top shelf. 
   
  Almost all of the stuff in this room is useless 
  crap.  The “spell components” are used for 
  charms and ointments that seldom work.  The 
  rolled up papers are from various works of 
  literature, or posters that Zahaz just happened to 
  find, and thought looked impressive.  He can’t 
  read anyway. 
   
  There is one small intricate bottle of Ancient  
  make that holds 2 doses of a pink liquid.  This is 
  a rare Sa Karan Potion of Healing.  Each dose 
  instantly heals 1D4 wounds.  
  6) The Lair of the Black Leviathan 
   
  The long stair to this room opens onto a vast 
  chamber.  The PC’s will realize that daylight is 
  coming from the room beyond the tunnel when 
  they get within 50 ft. of the opening.  PC’s can 
  cautiously look into the room without much 
  difficulty, as the Dwarves aren’t expecting any 
  Intruders. 
   
  The stair opens up into a vast cavern.  A large 
  opening on the opposite wall lets in daylight as 
  well as Jub Jub Lake which fills the chambers 
  center.  A sheet of water, from a waterfall,  pours 
  over the opening, concealing it from the outside.  
  The dull light reflecting on the rippling water 
  casts moving shadows and lights on the wall. 
   
  The first thing to catch your eye is a large dark 
  metallic object shaped like a gigantic fish  that 
  floats in the chambers pool.  It is tethered to a 
  long wooden dock upon which paces an angry 
  looking well muscled Dwarf.  Behind him on the 
  East wall are 7 bunk beds around which loiter 6 
  Dwarves playing dice games, dozing, or 
  inventorying equipment. 
   
  Glancing to the west side of the chamber you see 
  what appears to be a prison gate with a padlock 
  on the door, next to it lie a stack of boards.  
  Beyond the door you think you can make out 
  several bedraggled figures sitting about a dark 
  cell.  Further south you see what looks to be a 
  small chamber off of the main one.  From this 
  side chamber an artificial light, probably a 
  lantern, glows.  
   
  Needless to say the Giant Black fishlike thing is 
  the ancient submarine machine of the Sa Karans, 
  and the Black Leviathan. 
   
  The Dwarf pacing is Boros.  He is quite 
  perplexed and frustrated that he has yet to find 
  any gold on the bottom of Jub Jub Lake. 
   
  The 6 Dwarves are the remainder of Boros’s 
  followers.  They are currently “off duty” so have 
  no armor on.  Weapons are always on hand 
  though. 
   
  The bunk beds are the Dwarves personal spaces 
  during this mission.  They keep a few spare 
  clothes, 
  armor, 
  and 
  weapons 
  underneath.  
  Scattered among the belongings are a total of 56 
  
   
   
  Gold Suns, and a thin chain necklace with a 
  small silver symbol of Solace. 
   
  6A)  There are 6 villagers of Jub inside the cell.  
  These are the few survivors of the attacks by the 
  Black Leviathan.  Not knowing what to do with 
  them Boros threw them in this cell until his 
  search of the lake is over.  The villagers are weak 
  and  unhealthy, but more than willing to fight the 
  Dwarves for their freedom…if only they could 
  escape!  In fact they have done little else for two 
  months than think of their families and loved 
  ones suffering at the hands of the Dwarves, not to 
  mention their brother fishermen who Boros killed 
  with the Black Leviathan.  If freed they will arm 
  themselves with the  boards (some of them with 
  protruding  nails!) that the Dwarves have 
  carelessly stacked next to the cell.  The boards do 
  Str+1. 
   
   
   
  6B)  This little alcove has been set up as a 
  workshop for  Grigby.  There is a workbench 
  littered with springs, hoohoo’s, gidgets, and 
  sprankdoodles, all things that have fallen off the 
  Black Leviathan.  There is a shelf with several 
  scrolls on it.  The scrolls document the 
  systematic search of the lakes bottom, as well as 
  Grigbys attempts to make sense of the Leviathan 
  and its workings.  Grigby is here contemplating 
  the latest wingziggle by lamplight.  If a fight 
  breaks out he will try to sneak out up the stair 
  with as many bits as he can grab.  He’s a tinkerer, 
  not a fighter!  If caught he will surrender, but 
  look for a chance to escape. 
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  Attributes:  Agility D6, Smarts D6, Spirit D8, 
  Strength D8, Vigor D10 
  Skills:  Boating D10, Fighting D8, Guts D8, 
  Intimidation D8, Notice D6, Shooting D8,  
  Pace: 5; Parry: 6;  Toughness: 7 
  Gear:  War hammer (Str+2) 
  Special Abilities:  Command (+1 to followers 
  spirit roll when recovering from being shaken), 
  Combat Reflexes (+2 to his own spirit roll 
  when attempting to recover from being shaken.), 
  Low light vision 
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  Strength D6, Vigor D6 
  Skills:  Fighting D4, Knowledge (Engineering) 
  D10, Knowledge (Machinery) D10, Notice: D8, 
  Repair D10, Shooting D6,  
  Pace: 5; Parry: 4;  Toughness: 5 
  Gear:   Pistol (5/10/20 2D6+1, Reload 2), Large 
  bag of tools, 20 Golden Suns in belt pouch 
  Special Abilities:  Low light vision (ignore 
  penalties for darkness), Tough  
   
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  Strength D8, Vigor D8 
  Skills:  Fighting D8, Guts D6, Knowledge 
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  Pace: 5; Parry: 6;  Toughness: 6 
  Gear:   Short Sword (Str+2), 20 Golden Suns in 
  belt pouch 
  Special Abilities:  Low light vision (ignore 
  penalties for darkness), Tough  
   
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  Strength D6, Vigor D6 
  Skills:  Boating D10,Fighting D4, Guts D6, 
  Knowledge (Fishing) D10, Notice: D4,  
  Pace: 6; Parry: 4;  Toughness: 5 
  Gear:   Boards, some with nails! (Str+1) 
  Special Abilities:  Revenge with a Passion!  
  (While poor fighters, the Fishermen of Jub have 
  done nothing for 2 months but think about  their 
  families and friends suffering at the hands of the 
  Dwarves.  This gives them a +2 to their attack 
  and damage roll, but a   -1 to their Parry) 
  
   
   
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  The Black Leviathan is an undersea vessel used 
  in the past by the Sa Karan to do various chores.  
  Some were even used during wartime and were 
  armed with weapons.   
   
  This small one man model was used to skim the 
  bottom of lakes for recovery or mining.  The 
  “mouth” opens up to scoop up dirt where it is 
  filtered and drained. 
   
  It is designed to look like a fish for purely 
  aesthetic reasons.  The glass observation dome 
  doubles as the entry hatch . 
   
  The power cell that runs the Leviathan is a 
  wondrous thing!   It is a small round green 
  glowing sphere about 1” in diameter.  It is fused 
  with arcane power and can be used to power 
  Weird Science devices.  Any  wielder of Arcane 
  Magic who possesses the sphere on his person 
  has 5 additional power points, just like the Power 
  Points edge.  Any wizard who nears the 
  Leviathan will sense the power and be able to 
  learn how to harness it with the expenditure of a 
  bennie.  
   
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  The battle with Boros and the discovery of the 
  truth behind the Black Leviathan is the climax of 
  the story.  Everything past this is just for closure, 
  let the PC‘s proceed as they like. 
   
  The Goblins can move back to their cave and 
  stop harassing the villagers.  The Villagers can 
  go back to fishing and their normal way of life. 
   
  The PC’s are one step closer to becoming heroes!  
   
  Award Experience Points via the guidelines in 
  the Savage Worlds revised rulebook Page 57. 
   
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  This is the first in a series of adventures I’m writing.  Each 
  adventure is independent and designed to fit in 1 or 2 game 
  sessions.  Readers will notice my adventures take their cue 
  more from 80’s Saturday morning cartoons and comic books 
  than classic works of fantasy or realism.  Just my style, I 
  hope others appreciate it.  
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Evernight/Savage Worlds - Evernight - The Legend of JUB JUB Lake.pdf