TEXT: The heap break into a well-guarded museum in an attempt to heist some hocus-poked prosthetic arms for 
  their limbless leader. Four groovy characters are included (or make your own). This adventure may be 
  played as a prelude and introduction to I Stink Therefore I Am and the Under Where Threelogy.
  The Gist
   
  While dining at the Chopping Block 
  in Floom the heap overhear some oldsters 
  discussing a new exhibit at the Museum of 
  Random Stuff. Apparently a collection of 
  rare hocus-poked artifacts are on loan from 
  the Cheesenasium in Maankaas, including 
  a set of prosthetic arms crafted for a previ-
  ous Big Cheese back in the day. If they could 
  nab those limbs they’d ingratiate themselves 
  forever with their boss, the limbless gangsta 
  Dregzie the Schnoz. That would be super-
  cool.
  The Museum
   
  The museum isn’t very far away, just 
  down the street a few yorts, across from 
  Yorpozz the Sleem’s Ride-thru Pet Store and 
  Barber Shop and the Place of Pondering. The 
  place is open from sunrise to sunset and is 
  heavily guarded at night.
   
  There are six main floors and several 
  basements and sub-basements. The halls are 
  labrynthine and difficult to navigate, with 
  relics, artifacts, and lame dioramas every-
  where. Luckily, various maps and signs are 
  posted to help visitors get around. The pros-
  thetic arms are in a special high-security ex-
  hibit hall on the top floor (see below).
   
  If the heap visit during the day the 
  place will be crowded with all sorts of peeps 
  checking out the various exhibits. Hordes 
  of school children (mostly werms, boduls, 
  and croaches) cram the halls and various 
  arteests, wisenheimers, and other cultural 
  sorts peruse with abandon. It should be obvi-
  ous that any sort of heist would be extremely 
  difficult (although not impossible) with all 
  these dudes around.
   
  Casing the joint with successful Notice 
  or Investigation checks reveals a bit of gar-
  nish: The top floor is entirely bereft of win-
  dows. The room with the arms in it is secured 
  at night with strong bars and some sort of 
  guardian monster (a raise reveals the crea-
  ture is an odre). Several glass bottles full of 
  swirling vapors are suspended high above 
  the floor throughout the museum (a raise 
  reveals these are reeks). The entire museum 
  is closed on Moondays (today is Fried Egg). 
  There are several ventilation shafts on the 
  roof, but where they lead is difficult to tell. 
  A raise on an Investigation or Persuasion roll 
  might reveal the guard uniforms are laun-
  dered every Moonday morning by a croach 
  named Berthuzila who hangs out in the alley 
  behind Under the Sink.
  The Heist
   
  If the heap decide to pull some sort of 
  daring daylight robbery or brilliant con job 
  while the museum is open and full of peeps 
  let them go for it. Decide its success based on 
  how clever and entertaining their plan is. If 
  they manage to nab the arms and get away 
  somehow, it’s all good. Check out the section 
  below to find out what happens when the 
  arms are removed from their display. If they 
  fail to nab the arms they’ll probably come 
  back at night and try again. That’s a good 
  thing.
   
  If they decide to pull off the heist at night 
  or on Moonday they’ll have to find a way in. 
  There are several choices (scaling the out-
  side wall and entering through a window or 
  ventilation shaft, impersonating guards, hid-
  ing somewhere inside until the place closes, 
  overpowering or seducing the guards, etc...) 
  and they are all equally viable. There are two 
  guards on the roof and two at each door (the 
  main door in the front and a loading dock 
  in the back), as well as one guard, a massive 
  horc, who wanders randomly around the 
  perimeter. The guards will attempt to blow 
  their alarm kazoos to summon their friends 
  (2d4 guards arriving in 4d4 rounds from the 
  restaurant next door) before fighting.
  p
  p
  Dregzie the Schnoz (with arms)
  
   
  Regardless of how they get in, the heap 
  will find the museum a jumbled and confus-
  ing place. Many of the bottles hanging from 
  the ceiling contain luminous reeks, but the 
  lighting is still dim in most places. If they 
  cased the joint earlier and make a success-
  ful Smarts roll it will take them a number 
  of minutes equal to 20 minus the smartest 
  character’s Smarts die to find the room with 
  the arms in it. If they didn’t case the joint 
  they’ll need a raise on a Smarts roll and 4d10 
  minutes to find the place (roll again every 
  ten minutes if the Smarts roll is failed). Every 
  five minutes they spend wandering the halls 
  they have a 50% chance of encountering a 
  guard (50% chance of guard being inactive). 
  If an interior guard blows his kazoo he will 
  be joined by 2d4 additional guards in 3d4 
  rounds. There are a total of 12  (or three 
  times the number of players) guards in the 
  museum (aside from the Odre upstairs).
   
  Once the heap make it upstairs to the 
  room with the arms in it they’ll find the 
  doorway blocked by a thick door made of 
  ancient Hoomanracium (plastic Legostm 
  glued together, Armor +6) and  a polished 
  gate of monster hair (Armor +8) (portcullis 
  first, then door). A huge, ugly lock is affixed 
  to the gate (Lockpicking -4). Once the gate 
  is opened a successful Notice roll will reveal 
  a thin film coating the door. Anyone who 
  touches the outside of the door must suc-
  ceed a Strength roll or be stuck fast (Slimy 
  characters are immune, the Strength roll 
  can be remade each round with a cumula-
  tive -2 each time. The glue can be dissolved 
  with strong alcohol or ordinary household 
  urine). There is an elaborate knocker set into 
  the front of the door. Any attempt to bash 
  through the door will alert the odre on the 
  other side, who will be on Hold. Knocking on 
  the door also alerts the odre, who will shout 
  gruffly, “What’s the password?” The pass-
  word is “Open the goosin’ door!.” If the heap 
  somehow manage to get the password right 
  the Odre will open the door from the inside. 
  Otherwise there’s no way to open it with-
  out destroying it. Award a benny if someone 
  comes up with a really clever way to get in or 
  deal with the odre (like using the horn from 
  one of the stuffed animals on exhibit to drill 
  a hole in the wall and blowing in a sleep reek 
  stolen from a guard).
   
  The wall next to the door has Armor +4. 
  The ceiling above the room has Armor +8.
   
  Once inside they’ll have to deal with the 
  odre. He’s really violent, hates his job, and 
  his girlfriend just dumped him for a poet. He 
  can be bribed, however, if the proper object 
  is offered (he’s always wanted an afro wig).
   
  The arms are on display in the center 
  of the room, attached with band-aidstm to a 
  really tacky statue of Big Cheese Iggle Homi-
  nee (a brilliantly obese werm). Of course the 
  display is trapped. If the arms are removed 
  without deactivating the trap (Notice -2 to 
  notice trap, Lockpicking -2 to disarm trap) 
  an internal mechanism opens a hatch on the 
  statue’s butt while simultaneously dropping 
  a gate from the ceiling to block the doorway. 
  The gate is identical to the first one in the 
  doorway and can only be opened by acti-
  vating a crank on the wall two floors down. 
  Some sort of protoplasmic goo begins to drip 
  from the statue’s buns. In one round the goo, 
  which can’t be hurt until it is fully formed, 
  will coalesce into a primordial goon, which 
  will immediately and mercilessly commence 
  to issuing a beat-down on the heap. It’ll at-
  tack the odre too, if he’s still around. A raise 
  on a Notice roll will reveal a switch hidden 
  among a display of ancient fried mozzarella 
  sticks that deactivates the trap (if they find it 
  before setting off the trap, that is). If the fight 
  is going decidedly against the heap, feel free 
  to have the primordial goon inadvertently 
  bust through the gate and chase the heap 
  slapstickularly through the museum and all 
  its wacky displays.
   
  It’s probably best not to kill any of the 
  heap unless they are really stupid or annoy-
  ing, since you’ll want them around for the 
  next chapter, but if it’s unavoidable it’s un-
  avoidable.
  Afterwards
   
  There are several possible outcomes:
   
  THE HEAP NAB THE ARMS AND SURVIVE: Dregzie 
  is overjoyed with his new arms. He promises 
  to take them all out to the All-Floom Compet-
  itive Grub-Gobbling Championships at the 
  Scrappin’ Hole next Splatterday. Spleengob-
  bler is ecstatic on account of his hero Greas-
  egizzard Big-Gulp is the favorite to win.
   
  THE HEAP FAIL TO GET THE ARMS: No sweat 
  really, since Dregzie never knew about it in 
  the first place. Of course, once Dregzie finds 
  out about the arms, which he inevitably will, 
  he’ll order the heap to steal them anyway.
   
  EVERYONE DIES: That kind of sucks, but you 
  did what you could to save them from their 
  own stupidity. Don’t feel too bad, I’m sure 
  you’ll be able to find some new players for 
  next time.
  PEEPS & CRITTERS
  WERM GUARDS (8)
  ATTRIBUTES: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  SKILLS: Climbing d6, Fighting d8, Guts d8, 
  Intimidation d4, Notice d6, Stealth d6, 
  Throwing d6, Tracking d6
  CHARISMA: 0; Pace: 6; Parry: 6; Toughness: 7
  HINDRANCES: (choose 1) Cautious, Code of 
  Honor, Curious
  EDGES: (choose 1) Slimy, Prehensile Body
  RACIAL ABILITIES: Burrowing, Coiled Spring, 
  Low Light Vision, Regeneration, Rubbery 
  Skin 
  GEAR: Blunt instrument (d8+d4), uniform, 
  fluffy hat, alarm kazoo (very loud), reek 
  (small burst template, Vigor roll or fall 
  asleep for 3d4 rounds).
  CROACH GUARDS (6)
  ATTRIBUTES: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  SKILLS: Fighting d8, Guts d8, Intimidation 
  d6, Notice d6, Throwing d6, Tracking d6
  CHARISMA: 0; Pace: 6(8); Parry: 6; Toughness: 7
  HINDRANCES: (choose 1) Cautious, Code of 
  Honor, Curious
  EDGES: (choose 1) Multidextrous, Fleet-
  Footed
  RACIAL ABILITIES: Antennae, Crunchy Shell, 
  Multiple Limbs, Gullet of Steel  
  GEAR: Blunt instrument (d6+d4), battle 
  spork (d6+d6), uniform, fluffy hat, alarm 
  kazoo (very loud), reek (small burst 
  template, Vigor roll or fall asleep for 3d4 
  rounds).
  SMELF GUARDS (4)
  ATTRIBUTES: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  SKILLS: Fighting d8, Guts d6, Notice d8 (+4 
  if smell), Stealth d8, Throwing d8+2, Track-
  ing d8
  CHARISMA: 0; Pace: 6; Parry: 6; Toughness: 6
  (+2 Armor on head)
  HINDRANCES: (choose 1) Cautious, Code of 
  Honor, Curious
  EDGES: (choose 1) Alertness, Danger Sense
  RACIAL ABILITIES: Nasal Targeting, Nimble 
  Little Guy, Nosebloating, Schnoz to Be Reck-
  oned With 
  GEAR: Blunt instrument (d8+d4), uniform, 
  fluffy hat, alarm kazoo (very loud), nose 
  corks (for Nosebloating) 3 reeks (small 
  burst template, Vigor roll or fall asleep for 
  3d4 rounds)(small burst template, lower 
  Strength by 2 dice)(individual, heal 1d4 
  wounds).
  
  WOUNDFESTER FESTERWOUND (HORC GUARD)
  ATTRIBUTES: Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d10
  SKILLS: Fighting d10, Guts d12, Intimidation 
  d10, Notice d6, Shooting d8
  CHARISMA: 0; Pace: 6; Parry: 7; Toughness: 7
  (+2 Armor)
  HINDRANCES: Bloodthirsty, Junkie (addicted to 
  Chopping Block Chili)
  EDGES: No Mercy, Compensating for Some-
  thing, Sticky, Trademark Weapon
  RACIAL ABILITIES: Buttkicker, Gurgitation, 
  Slimy Bastard, Tough Ass MoFo 
  GEAR: Huge Meat Cleaver (two-handed, 
  d10+d8, trademark), decent armor (+2), 
  uniform, fluffy hat, manacles & key, rope 
  (40’), spoon. In his gullet are an antique 
  pepper grinder filled with really hot pep-
  pers, a bib with a picture of a duck on it, 
  a bag of 300 assorted clams, a toothbrush, 
  and a sock.
  ODRE
  ATTRIBUTES: Agility d6, Smarts d4, Spirit d8, 
  Strength d12+3, Vigor d12
  SKILLS: Fighting d10, Guts d12, Intimidation 
  d10, Notice d4, Throwing d10
  CHARISMA: 0; Pace: 7; Parry: 7; Toughness: 11
  (+1 armor)
  HINDRANCES: Obese
  EDGES: Spit, Loogey Hawker
  RACIAL ABILITIES: Expectoration 
  GEAR: War Spatula (d12+9)
  PRIMORDIAL GOON (WILD CARD)
  ATTRIBUTES: Agility d10, Smarts d4, Spirit 
  d12, Strength d12+2, Vigor d12
  SKILLS: Fighting d10, Guts d12, Notice d10, 
  Throwing d10
  CHARISMA: 0; Pace: 6; Parry: 7; Toughness: 8
  RACIAL ABILITIES: Clobber (d12+5), Immuni-
  ties (immune to mind spells, bludgeoning 
  wepons and disease; half damage from cold, 
  fire, acid, and electricity), Mutative Bite 
  (may bite instead of clobber; no damage 
  but  victim must make succeed a Vigor roll 
  or lose a random eye or limb, which grows 
  back in 1d4 days), Limited Warranty (im-
  mune to all damage for first 3 rounds of 
  combat), Split (if takes two wounds in same 
  round it makes a Vigor roll. If successful 
  splits into two identical goons with 1 wound 
  each). 
  GEAR: Absolutely nothing.
  THE HEAP
  Download more detailed characters and 
  sheets at www.MuthaOithCreations.com. 
  You can use these characters or make your 
  own.
  CULLIO THE YOINK (Novice)
  WERM
  ATTRIBUTES: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  SKILLS: Climbing d6(+4), Fighting d8, Lock-
  picking d6, Notice d6, Stealth d8, Throwing 
  d6, Tracking d4
  CHARISMA: 0; Pace: 6; Parry: 6; Toughness: 7
  HINDRANCES: Quirk (kleptomaniac)
  EDGES: Prehensile Body
  RACIAL ABILITIES: Burrowing, Coiled Spring, 
  Low Light Vision, Regeneration, Rubbery 
  Skin 
  GEAR: Burglin’ stick with various attach-
  ments (clobbering(d6+d4), grappling hook, 
  toothbrush, etc...; reach +2), several hats 
  and hoods, chest wig, 35 clams.
  BACKGROUND: Cullio is just starting his career 
  as a master burglar. He’s a total klepto and 
  can’t resist stealing just about anything.
  SWOVV ZINKLEMAN (Novice)
  OOFO
  ATTRIBUTES: Agility d4, Smarts d10, Spirit 
  d8, Strength d4, Vigor d6
  SKILLS: Dementalism d8, Fighting d4, Gam-
  bling d4(+2), Intimidation d4(+2), Notice 
  d8, Persuasion d8(+2), Taunt d6, Shooting 
  d6
  CHARISMA: 0; Pace: 6; Parry: 4; Toughness: 5 
  HINDRANCES: Delusional (thinks he is the 
  sexxxiest guy on Oith)
  EDGES: AB: Dementalism, Smoove
  RACIAL ABILITIES: Brainiac, Glowy Finger of 
  Love, Xenomorphic Physiology
  POWER POINTS: 15
  POWERS: Invisibility, Mind Readin’
  GEAR: Butterfly net, squirting flower (weird 
  device: squirts stream of stinky perfume, 
  151 proof alcohol, or acid (3d4 damage, 
  range 2”); use Shooting skill).
  BACKGROUND: Swovv is the sexxxiest guy on 
  Oith. He used to be a traveling lunchbox 
  salesman but now he works for Dregzie, 
  running various scams and cons.
  SPLEENGOBBLER HATESMITH (Novice)
  HORC
  ATTRIBUTES: Agility d4, Smarts d4, Spirit d6, 
  Strength d10, Vigor d8
  SKILLS: Fighting d10, Guts d8, Intimidation 
  d10, Notice d4, Throwing d4
  CHARISMA: 0; Pace: 6; Parry: 7; Toughness: 6
  (+2 Armor)
  HINDRANCES: Delusional (smelves appear as 
  baby horcs)
  EDGES: Berserk, Trademark Weapon
  RACIAL ABILITIES: Buttkicker, Gurgitation, 
  Slimy Bastard, Tough Ass MoFo 
  GEAR: Wicked axe thingee (d10+d6, trade-
  mark weapon) various knives and pointy 
  things (d10+d4), stomping boots (d10+d4)
  BACKGROUND: Spleengobbler is a wild, 
  murdering maniac. He’s Dregzie’s per-
  sonal bodyguard and a devout Stanismist. 
  Although he hates smelves bitterly his delu-
  sional mind sees them as baby horcs and he 
  won’t hurt them.
  GOOGENE UMTHERFORD XII (Novice)
  CROACH
  ATTRIBUTES: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  SKILLS: Fighting d8, Guts d4, Notice d4, 
  Persuasion d8, Stealth d4, Taunt d8
  CHARISMA: 0; Pace: 6; Parry: 6; Toughness: 6
  HINDRANCES: Quirk (acts like everything is an 
  overly dramatic stage performance)
  EDGES: Luck
  RACIAL ABILITIES: Antennae, Crunchy Shell, 
  Multiple Limbs, Gullet of Steel 
  GEAR: Poking stick (a stick with a malleable 
  hand at each end, d8+d4), spatula, various 
  wigs and disguises, 200 clams.
  BACKGROUND: Googene isn’t really a criminal 
  at all. Although nobody knows it, he’s actu-
  ally a ham researching a role as a criminal 
  for an upcoming performace.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Low Life/Savage Worlds - Low Life - A Hello to Arms.pdf