TEXT: The ship on which you have traveled
  the sea sank during a terrible storm.
  An insane inverted cyclone has shat-
  tered your vessel into wooden splin-
  ters! The crew members were thrown
  overboard, and the ship sank like a
  stone. You have somehow survived,
  holding onto various barrels or shat-
  tered remains of the ship. Luckily for
  you, after several minutes of hellish
  storm, the sea miraculously cast you
  to the rocky beach of a small, un-
  marked island.
  The heroes lost most of their equipment.
  They might have kept one or two weapons
  (at most dealing Str+d6 damage) and per-
  sonal tools (including lockpicks or basic in-
  gredients for sandwitchcraft)… but sadly,
  they do not have any fresh water nor food.
  The storm and the fight for survival left
  them Fatigued. Let each player roll Vigor or
  Athletics (their call) to represent how well
  they withstood the storm and waves: if they
  succeeded, they’re Tired (-1), and if they
  fail, they’re Exhausted. Elves have a +2
  bonus to this roll, and mechaovens don’t
  have to make it at all.
  Anyone trained in Boating realizes that the
  heroes’ ship should not have deviated from
  the course — but the sudden storm was a
  part of massive tornado-like ring of wind and
  thunder, sweeping the vessel into the storm
  like a hand of a titan sweeps grains of sand.
  Now, if the heroes look to the ocean, they can
  see an unusual phenomenon – a “standing
  wave” — a veritable wall of water. There’s
  some zapping, crackling sounds coming from
  it. It looks as if the ocean waves created a
  “wall”, a ring of water and storm around the
  island. The more learned heroes (Science +1
  roll) could have realized that the tempera-
  ture here is much higher than it should be in
  this region. In truth, they’re inside an eye of
  a permanent anti-cyclone.
  The stony beach where the adventurers
  have crashed is located at the bottom of a
  tall cliff. At the top of this wall, hundreds of
  meters above them, on thick ropes hangs a
  strange, basket-like wooden construction,
  resembling a bird’s nest. Around that mas-
  sive building strange creatures circle in the air.
  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.
  ©2020 GRAmel Books Piotr Koryś, All related marks and logos are trademarks of
  GRAmel Books Piotr Koryś. All Rights Reserved.
  Author and Layout: Jakub Osiejewski
  Editing: Martin Falaguerra
  Art by: Empty Room Studios Publishing, Patrick E. Pullen, The Forge, Jeff Preston
  Beszamel created by Marek Starosta
  A one-shot adventure for Bechamel!
  
  2
  The heroes are lucky — after a couple of
  minutes of scouting around they discover a
  narrow path leading upwards. The higher
  they climb, the lusher the vegetation is. A
  Survival roll will easily allow them to find
  food for one person, a raise — for two. Rest-
  ing for an hour with proper food will restore
  one Fatigue level. Two raises on the Sur-
  vival roll will allow the players to see that
  apart the usual pineapple and wild, sour cit-
  rus fruit, some bushes are also overgrown
  with strange berries. Any chef-wizard will
  recognize them as useful ingredient, worth
  25 crowns. With a proper kitchen, they
  might be able to use them in magical dishes.
  The closer the explorers get the top of the
  cliff, the thinner the forest gets — they can
  see that someone comes here to cut trees
  and gather food. If you want to, you can
  spice up the travel, and let the heroes en-
  counter a giant (non-venomous) spider or
  two, but that’s unnecessary. The heroes are
  probably tired anyway.
  When the heroes climb to the top of the cliff,
  they can plainly see that the island is in the eye
  of an unusual anti-cyclone. The “water wall”
  surrounds the island on all sides and dark,
  storm clouds form over the wall, shooting light-
  ning bolts at it. The strange winged creatures
  who circulated around the structure, get closer
  and land near heroes. They’re mutants calling
  themselves harpies — bat-like creatures with
  humanoid torsos and prehensile feet.
  They
  have wings in place of arms.
  The mutated creatures address the heroes
  in screechy, inhuman bird-like voices, order
  them to enter “the house”. That’s the weird
  “nest” the heroes have seen before. They can
  escort them willingly, but if the PCs resist,
  the harpies will fight to incapacitate them.
  Climbing
  down
  requires
  no
  rolls,
  the
  harpies will assist any PC.
  The House of Jargos
  Jargos is a dwarven traitor – a mercenary
  chef-wizard who has served on the Garlic
  Crusades
  but
  defected
  to
  the
  blood-
  drinkers. He was rewarded well, with ac-
  cess to the dark recipes stored deep on the
  island of Rhu-barb, and shortly after the
  war, he has gathered his servants and
  slaves and set out to discover the secrets of
  the Endless Archipelago but... Like the he-
  roes, he has also crashed on this island. Be-
  ing something of an inventor apart from
  a chef-wizard, he started to tinker and try to
  make the most of the situation – he experi-
  mented with the ingredients , trying to turn
  both his servants, previous victims and sub-
  sequent survivors into strange winged mu-
  tants, hoping that they can fly away, sneak-
  ing under the stormy clouds.
  Jargos has always considered himself to be
  a scientist, chef-wizardry being only one of
  his interests. He also dabbles in gnomish
  arts of engineering and tries to apply his
  magical cooking skills to his inventions. Be-
  ing quite mad, he has decided that to escape
  from the island he needs to build a flying
  machine powered by the harpies. Unfortu-
  nately, these creatures are too weak to
  carry him, the machine and supplies… even
  after his experiments on himself. Jargos is
  looking for a new way to escape from the is-
  land and is close to working on an alternate
  solution to the problem. But when the
  strong, vigorous heroes appear...
  Harpies lead the heroes to their strange
  home. The characters need to climb down
  the ropes,to enter the top floor. These are
  dark and cramped servant quarters, inhab-
  
  3
  ited by the mutated harpy-like servants,
  some still clinging to their past... but many
  have degenerated, and communicate only in
  grunts and screeches. Most of them rest up-
  side-down, like bats. The heroes are led
  down, to meet the “master” in person.
  Jargos himself altered his body – which
  caused him to lose a lot of his body mass and
  crumble into a ruin of a dwarf he used to be.
  Still dressed in the tattered black robes of
  a dark ally of the Bloody Monarchy, he sits
  in a chair in some kind of strange machin-
  ery (his “multi-shot”) in his bedroom/work-
  shop/magi-kitchen/dining room.
  If the heroes went down willingly, he po-
  litely greets them and explains his back-
  story given above, claiming that he was dis-
  gusted by the behavior of the so-called Cru-
  saders. As befits a proper evil magician, he
  can’t resist bragging that he has created
  Worm Food, a new spell-dish with which he
  wants to escape the island… but hasn’t ex-
  perimented with it yet. However, in the end,
  he says, he wants to return to his original
  plan: "I have built a flying machine, and if
  you agree, we can abandon the island to-
  gether with all the the treasures I found
  here. If you drink this potion, we can all fly
  away together.” He pours a goblet of a thick,
  brownish liquid for each hero, and his ser-
  vants offer the PCs the drink.
  According to the best traditions of sinister
  sorcerers, Jargos technically won't lie – the
  heroes will fly away, dragging him in the “ma-
  chine”, as harpies – then he will let them go.
  If any hero is stupid enough to drink the po-
  tion offered by Jargos, they should make a
  Vigor roll. A success means the character
  needs to roll in Food Poisoning table in
  Bechamel, a raise – that the hero is un-
  harmed. Failure means the hero starts mu-
  tating, and is Shaken. A proper spell-dish
  made within a week can cure him, depend-
  ing on the trappings (usually healing or suc-
  cor
  would
  be
  enough).
  Critical
  Failure
  means that the hero will start to turn into a
  harpy (assuming all its stats, but remaining
  a Wild Card). It will happen when he draws
  a face card as an initiative card or after 5
  minutes, whatever comes first. On the plus
  
  4
  side, the elixir will not give Jargos any kind
  of control over the hero, so the mutant PCs
  can continue to fight against him.
  Hopefully the intrepid explorers refuse to
  take the elixir and either accidentally or as
  a gesture of insult pour out the content of
  the goblet. The spilled liquid melts a part of
  the wicker floor as it bursts into vile smoke.
  Jargos calls the guards, eats his buttery roll
  of speed, and decides to overpower the he-
  roes with his multi-shot.
  •2 Harpies per PC (3 if their Rank is at
  least Veteran)
  •Jargos with his multi-shot
  Escape from the House of Jargos
  Jargos still wants to make use of the heroes,
  perhaps as slaves or as experiment subjects.
  Neither he nor harpies try to kill them. The
  defeated heroes will be hanged in cages –
  massive wicker baskets dangling from the
  lowest floor of the Jargos' laboratory. Jargos
  wants to heal their wounds using his nutri-
  tious dishes. The adventurers will be fed
  with unprocessed food – fruit gathered in
  the jungle. If the heroes treated the winged
  slaves of the mad chef-wizard reasonably
  well, one of the harpies will tell them that
  Jargos wants to heal their wounds, then use
  his transformative pancakes to change the
  newcomers into harpies as well.
  It’s fairly easy to escape from the cage: the
  heroes can swing in their baskets shifting
  their weight until they hit the wall of the
  cliff. The impact should shatter the wicker
  rods. The hero needs to grab onto the top of
  the basket in exactly the right moment –
  which requires an Athletics roll. Failure to
  do so means that the hero starts falling. He
  can make another Athletics +2 roll to grab a
  wall, otherwise he’ll fall for 10d6+10 damage.
  Of course, other ways of escaping are a pos-
  sibility: the small gate on the top of each
  basket is actually tied with a knot – it’s rel-
  atively easy to open it, using either Athlet-
  ics and Thievery -2 penalty. Edges like
  Scavenger, McGyver, Property Damage or
  magical cookery abilities using the Herbal-
  ist or Gadgeteer Edges to improvise a sim-
  ple sandwitchcraft power can also help.
  And, if everything else fails, devourers can
  just eat the cages. Particularly clever at-
  tempts should be awarded with a Benny.
  Anyone who escapes and climbs up, will
  have to face three harpy guards – or only
  one if it's night.
  The harpies stashed the gear of the heroes
  on the bottom floor of the house – as well as
  weapons taken from assorted victims of
  shipwrecks, and heroes can equip them-
  selves with any reasonably common item
  (no gadgets) and restock their pantry. They
  can safely climb up to the laboratory, and
  surprise Jargos in his small cot near the
  wall. The harpies won’t defend him this time.
  Fly, swim or sink
  If the heroes want to rest in Jargos' house,
  they can only do so for two weeks, as his
  harpies will stop repairing the ropes. The
  house will start to crumble down and will
  crash to the bottom (roll a d6 every day after
  the fourteenth – 6 means that today the
  ropes break) and the heroes should be able
  to predict this.
  After
  defeating
  Jargos,
  the
  heroes
  can
  safely search his house for loot. Apart from
  the $250 worth of gems and valuables stolen
  from the earlier shipwreck survivors or
  found ashore, the heroes can also ransack
  his pantry and examine his inventions. If
  there is no chef-mage in the party, assume
  that the heroes can find one dish per power
  known to Jargos. But any trained chef-wiz-
  ard will also find rare ingredients worth 15
  PP, book of recipes known to Jargos (she can
  choose the powers with specific variants
  when he gains the next Advance) and sev-
  eral
  prototypical
  dishes,
  including
  the
  smelly Worm Food – barrel of specially
  treated worms.
  Deciphering the notes of Jargos will take a
  check of Cooking -1 or arcane skill. They’re
  mad scribbles, describing the food that will
  summon a giant monster and tame it
  briefly. Jargos hopes that it will be strong
  
  5
  enough to traverse the anti-cyclone under
  the waves. The heroes should sail out and
  cover themselves in the wriggling worms
  (Food Poisoning table, anyone?), and this
  should summon a giant beast. Jargos hopes
  it won’t swallow the users… because he’s
  not sure how to get out! The heroes can also
  try out the "flying machine" - Jargos' simple
  prototypical biplane… without a tangible
  fuel source. He planned to use harpies to
  gain altitude and then glide across the bor-
  der of the cyclone, between the waves and
  the storm clouds. Heroes can use Science
  and Jargos’ laboratory to improvise a fuel
  source (most likely alcohol distilled from
  jungle fruit), but they can also use Repair or
  Science to rebuild the biplane as a glider –
  they can set fire to the jungle or create an
  explosion to rapidly gain altitude. If the he-
  roes make a good plan, they can make a Pi-
  loting roll to safely navigate out… luckily
  encountering an elven sailing ship.
  If the heroes use Worm Food near the rising
  wall of water, it will shimmer, and a giant
  blue fish will emerge… and swallow their
  raft in a single gulp. Will it take them to a
  magical underwater kingdom? Spit them
  out in the middle of Moonshine lake? Or
  maybe the heroes will find a group of lost
  souls living inside the fish, planning to
  make it gag? This depends just on you, Mas-
  ter Chef.
  Q Jargos
  Jargos has become a small, twisted figure of
  a dwarf due of the abuse of chef-wizardry
  snacks and perhaps because of the influence
  of the strange island, but as his fellow Gar-
  lic Crusaders could swear, he’s always been
  deranged. He is fascinated by the anticy-
  clone around the island, but he still desires
  revenge on his brethren and his dream is to
  flee and then send flying servants to punc-
  ture the eyes of his fellow dwarves!
  A�ributes: Agility d8, Smarts d10, Spirit d8,
  Strength d4, Vigor d4
  Skills: Academics d6, Cooking d8, Healing d10,
  In�mida�on d8, Persuasion d8, Repair d10, Sci-
  ence d10, Shoo�ng d8, Spell-cooking d12, Taunt
  d6.
  Pace: 4; Parry: 2; Toughness: 3
  Edges: Arcane Background (Chef-wizardry),
  Command, Hold the Line, Rich, MacGyver,
  New powers, Power Points, Scullery Boy.
  Hindrances: Ugly, Small,Vengeful (Major), Mean.
  Powers [20 PP]: healing (sweet milk), environ-
  mental protec�on (nuts in crunchy shell), obscure
  (badly burned cake with cloud of smoke obscur-
  ing sight), sloth/speed (lemon cakes of fa�ening/
  sugar rush), warrior’s gi� (heady brandy).
  
  6
  Gear: Saber (Si+d4), Jargos’ mul�-shot - see
  below, kitchen (+1 for Spell-cooking tests).
  Special abili�es:
  Mul�-Shot: Jargos is a skilled technician and
  thanks to his engineering and weird cookery,
  he has created a rapid-fire machine cas�ng
  lead bullets… powered by the fran�c pedaling
  of the operator. When he meets the heroes,
  he’s already mounted in the saddle. He can use
  this weapon to target the PCs: Range 3/6/12,
  Damage 2d10, AP 4, RoF 3. It can hold 50
  shots (and shoots 10 per ac�on). Reloading the
  weapon takes 2 ac�ons. Only Jargos knows
  how to handle this weapon and is the right size
  and build to shoot from it. He uses his
  Shoo�ng to operate it, and since it’s mounted,
  he has no penalty for Rate of Fire.
  Jargos’ Harpies
  Transfigured servants are mostly devoted to
  Jargos and believe that their master has
  transformed them into monstrous, inhuman
  beings, but if they serve him loyally, they
  will return to their human form. Some, how-
  ever, have already managed to fly away,
  survive the thunderstorm and settle on
  other islands. Perhaps they even breed true.
  It shouldn’t be impossible for a trained chef-
  wizard to prepare an antidote for the per-
  manent harpy transformation… but it will
  require ingredients not found on the is-
  lands.
  A�ributes: Agility d6, Smarts d6, Spirit d6,
  Strength d6, Vigor d6
  Skills: Athle�cs d8, No�ce d8, Figh�ng d6
  Pace 2/8, Parry: 5, Toughness: 5
  Gear: Spears (Str+d6, Reach 1, Range 6/12/24
  if thrown). They wield them in their feet, so
  can’t fight when on ground.
  Special Abili�es:
  - Flight: Pace 8
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Bechamel/Savage Worlds - Eye of Yargos.pdf