TEXT: O
  1
  Evil Beagle Games Presents
  Pass To Danger
  Written by
  Steve Perrin
  Edited by
  Sean Patrick Fannon, Carinn Seabolt
  Graphic Design & Layout 
  Aaron Acevedo, Jason Engle
  Permission is granted to print this ebook. No site license is given.
  Shaintar is copyright 2008-2013, Sean Patrick Fannon. All rights reserved. Shaintar, Epic High Fantasy, and all associated trademarks and logos are 
  the property of Sean Patrick Fannon DBA Evil Beagle Games. This material is protected under the Copyright Act of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written consent of Sean Patrick Fannon.
  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. 
  
  2
  Pass To Danger
  A Savage Worlds One Sheet by Steve Perrin
  An Epic High Fantasy Shaintar adventure, using 
  the Mountain Pass map set by DramaScape.
  In the Malakar Dominion, on the trade road 
  between the towns of Kol and Tragor that sit 
  between the Longtree Forest and the Black 
  Mountains, there is a fork on the road that 
  leads toward the mountains. This road is little 
  used between the months of Raining Leaves 
  and Falling Ice. There are no settlements 
  or farms along the road, and between the 
  aforementioned months the Mountains are 
  choked with snow. Landslides and deceptively 
  deep snowdrifts are common.
  However, in the month of the First Hunt, the 
  passes are free of snow and mostly free of the 
  residual mud. Now is when the first merchant 
  trains start to follow the path to be the first 
  Malakar (and farther-based) traders arriving 
  in the city of Quadir, bordering the Eternal 
  Desert.
  Frequently they meet Quadirian and other 
  Desert traders making the reverse journey to 
  bring their exotic goods to the Dominion. Even 
  in the current unrest and turmoil, traders still 
  essay this perilous journey with great rewards 
  possible on the other side of the pass.
  This year, however, something new has been 
  added. On the approach to the Eastern side of 
  the pass, two strange plinths have appeared. 
  They look weathered, as if they had been 
  there for decades, but no one remembers 
  their presence in previous years. The plinths 
  are barely man-tall and each is festooned 
  with a stack of skulls on the surface facing the 
  Eastern approach from Malakar and horn-like 
  spikes along the Northern and Southern sides 
  with another on the top. It is not a common 
  motif for any of the immediately neighboring 
  lands, though no one pretends to know where 
  it might be common outside of a hundred 
  leagues of the pass.
  Just beyond the plinths three hanging cages 
  have been set. Each cage holds a prisoner. The 
  prisoners call out to passerbys in the local 
  dialects, begging to be freed. No one knows 
  who they are, but one is clothed in Ranger Gray. 
  One is female, the others male. They might be 
  human or perhaps Alakar or Korindian.
  NOTE TO GM: The identity of the prisoners 
  is deliberately vague. If there are already NPCs 
  in the campaign who might have been plucked 
  from their usual routine to become the 
  prisoners, they can be substituted for one or 
  more of the prisoners. The anonymous prisoner 
  in Ranger Gray could be a known colleague of 
  a group of Ranger PCs, for instance. If the PCs 
  are not Rangers, this might be an opportunity 
  to get in good with that organization.
  So far, no one admits attempting to free the 
  prisoners, or even answer their cries for help. 
  However, a party of adventurous folk from Kol 
  set out for the purpose of freeing the prisoners. 
  They have not been heard from since they 
  started up the pass. A Quadirian trading party 
  that passed the site a few days later says they 
  saw signs of a fight and scraps of bone, broken 
  weapons, and torn clothing.
  Our heroes are asked to investigate the situation, 
  question and possibly free the prisoners, and 
  attempt to determine who set these cages and 
  plinths on the trade pass.
  DIALING IT DOWN: This adventure features 
  creatures that can destroy a party of new Gray 
  Rangers. If you are bringing a party of new 
  adventurers into the Pass, be sure that the 
  monsters are treated as Extras, not Wild Cards. 
  If the party consists of Seasoned adventurers, 
  treating the monsters as Wild Cards may be 
  survivable. Veterans should have a hard fought 
  but probable victory.
  What is Going On
  The Triad of Norngeld has found a gate to a 
  new world. It opens into a cave in the cliffs to 
  the North of a mountain pass. The Triad has 
  long experience infiltrating new worlds. They 
  have not always been successful, and their 
  techniques are based on long experience in 
  keeping their own world from being infiltrated. 
  Norngeld is a desolate place, ravaged by the 
  depredations of many sorcerous wars, both the 
  result of internal politics and other-worldly 
  invasions.
  
  3
  To test the mettle of the worlds they discover, 
  they establish a set piece scenario in their 
  own halls, then project it onto the new world 
  and see how the inhabitants deal with it. To 
  flavor the scenario, they have captured some 
  inhabitants and lodged them in the trap cages 
  to see how the local residents deal with some of 
  their fellows in peril.
  The traps and plinths are only partially in 
  Shaintar. A local with the requisite lockpicking 
  skill can open the lock on a cage, reach in, and 
  bring the prisoner out. Any attempt to break 
  the cage or remove it from its supports yanks 
  the cage back into the world of Norngeld. It 
  will reappear at the same time the next day. 
  The supports remain, but also disappear if an 
  attempt is made to harm or move them.
  When an attempt is make to open the lock on 
  any cage, the plinths shimmer and dissolve, 
  and in their places are two manticores. Note 
  that manticores are not an animal known to 
  Shaintar. There is not even a legend about them. 
  The manticores attack any non-manticore in 
  the pass. Each manticore has a jeweled collar 
  which serves to identify them as belonging to 
  the Triad. It is also a control device to make 
  sure the manticores fight to the death. The 
  gems and workmanship make each collar 
  worth 3000 silver. The magical control only 
  works on these particular manticores. Once 
  they are dead, the collars are just jewelry.
  The plinths can be destroyed, but this 
  doesn’t disrupt their function. As long as the 
  remnants are present, the manticores arrive 
  as summoned. Carting the plinths or their 
  remnants away just means the carted objects 
  disappear after traveling half a league and 
  reappear where they were before.
  If the manticores are slain, the test has served 
  its purpose. The cages fall to pieces and the 
  prisoners are free. They have very little idea 
  of what was going on. They know enough to 
  say that they were “somewhere else” and it 
  didn’t match the description of any realm of 
  Corelisia they have heard described. They 
  spent their entire imprisonment in the cages 
  and were fed very ordinary porridge and gruel 
  served by constructs of some sort. A few days 
  before the pass opened, each was snatched up 
  by a manticore and carried to the pass, where 
  a hooded mage of some sort put them in the 
  cages. They all need a change of clothes.
  Note:  Who and what placed these plinths with 
  their prisoners and manticores may remain a 
  mystery for future crossover adventures.
  PROBLEMS FOR RANGERS: Gray Rangers 
  are not welcomed in Malakar. However, if they 
  pass through the country as guards for a trader 
  caravan, traditional usage will let them pass in 
  peace. And of course they can always put aside 
  their gray raiments and go in disguise.
  Manticore
  Attributes: Agility d8, Smarts d6 (A), Spirit 
  d6, Strength d12+1, Vigor d10
  Skills: Fighting d10, Intimidation d6, Notice 
  d6+2, Shooting d10, Tracking d6+2
  Charisma  5, Pace 8/12 Flight, Parry 7, 
  Toughness 13 (2)
  Hindrances: Monstrous Size and Appearance, 
  Loyal: Masters, Mean.
  Edges: Ambidextrous, Sweep, Two-Fisted* 
  Special Abilities
  •	
  Attacks: Tail Spikes: Str+d4, AP 2; 2d4 
  AP 2 as Shooting Attack [ROF 3, 3/6/12]; 
  Claws (×2)*: Str+d6; Bite: Str+d6+2
  •	
  Dragon Wings (Flight at 12”, Run d10) 
  •	
  Flame Blooded: (+1 Toughness, +1 
  Fighting Damage; +2 Spirit vs Fear and 
  Intimidation, Healing only 1/2 effective, +2 
  damage from Everwood and White Silver.)
  •	
  Keen Senses (+2 Notice and Tracking)
  •	
  Size +3
  •	
  Tail Spikes: Can use Tail Spikes at same 
  time as Fighting without multiple action 
  penalty
  •	
  Thick Skin: +2 Armor
  * A Manticore uses 2 claws when its wings are 
  free to flap to hold it in a semi-erect position 
  while it lashes out with both front paws. 
  If the wings are not free, it can only make 1 
  claw attack. With all of its natural weapons, 
  a Manticore can make many different attacks 
  (although Multiple Action Penalties will apply 
  for any rear-claw attacks, biting, or use of the 
  Tail Spikes in melee if other Fighting attacks 
  are made).
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Shaintar/Savage Worlds - Shaintar - Legends Arise - Pass to Danger.pdf