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The City of The Steam Sun - The Curious Dr. Campbell
The City of The Steam Sun - The Curious Dr. Campbell
Curious Doctor
Campbell
The Curious Doctor Campbell
The City of the Steam Sun By Gleb “Crazy Sage” Igumnov & Vitaliy
“Barahir” Simonov
Cover Art: Alexandr Poda
Internal Art: Igor Savchenko, Arina Tantsyreva, Alexandr Poda
Logo: Alexey Ryabtsev
Cover Design: Arina Tantsyreva
Internal Graphic Design: Alexander Grefenstein
Editing: Mable Friedman
Layout: Pavel Vorontsov
An inexperienced Expeditionary Force squad has been given their biggest as-
signment. They are to dare the treacherous wasteland outside the city to find
and rescue the brilliant scientist and technomage, Dr. Hugo Campbell. Creator
of steam-powered factory automatons, Dr. Campbell is no friend to the com-
mon worker, but he is also on the bad side of City Council. The eccentric went
into self-exile in the wastelands five years ago and might not be too eager to
return. Can our heroes survive hordes of Insect Men, vicious Limbo monsters,
and Dr. Campbell's servants to complete their mission?
The Curious Doctor Campbell is a detailed adventure for the City of the Steam
Sun setting. It is intended for four to six seasoned characters who are either
members of the Expeditionary Force or specialists contracted for this mission.
The adventure will test their wits, their martial skills, their morality and loyalty.
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 qual-
ity, viability, or suitability for purpose of this product.
Overview....................................................................... 3
A fine host................................................................... 21
A cordial discussion..................................................... 23
Ancient secrets............................................................ 38
Bestiary....................................................................... 42
Overview
The brave members of the Expe- Target Play Length: 6-8 hours
ditionary Force risk all sorts of bi- Theme: Pulp Adventure
zarre dangers when they venture out Our Heroes:
into the wastelands beyond the city. This adventure is written for a
They do this by command of the City squad of Player Characters in the
Council, but their true purpose is to Expeditionary Force. It is suggested
protect the future of this greatest of that they include
• A Seasoned Ranked EF Fighter/
cities and the safety of its citizens.
Officer
Your squad has received the
• EF Technomage
call. Dr. Campbell, a famous • EF Shooter/Limboist (person
dignitary, is living out in the experienced in navigat-
wastelands west of the city ing Limbo with higher
and needs to be rescued. Common Knowledge,
The City Council wants him Science, or Occult)
returned to Council Hall • Doctor/Scientist (po-
tentially a civilian
safe and sound so he can
‘invited’ to join the
continue his good works
squad)
within the protection of • Four additional Ex-
the city itself. It will not peditionary Force
be easy. The wastelands soldiers as Allies.
are always treacherous. (They are new re-
This man went out there cruits and are gen-
for a reason and may not erally referred to as
Charlies). If you have
see the wisdom of return-
more or fewer play-
ing to the city. It is your
ers than four, add or
assignment to convince reduce the number
him and bring him home, of Allies to stay at a
willing or not. squad size of 8.
The City of the Steam Sun setting has many unique and flavorful
aspects to it. Some of them are highlighted in this adventure. We
recommend that you pay special attention to the following sections
in both the Book of the Creator and the Book of Mortals.
• The Expeditionary Force
• Limbo & the Wastelands
• Equipment including Mechanical weapons especially for
the concepts of Malfunctions and their normal behavior.
• The Clappers
• Homo Odonatus creatures
Even if the squad is able to grab Insect Men would attack the Steam
and incapacitate Campbell, they will Crawler. The rest would keep attack-
likely have to fight their way out of ing the fortress, blinded by their ha-
the fortress through his loyal Au- tred of Campbell.
tomatons. If they have discovered If Campbell gets the upper hand,
the caverns, that is the safest way he might kill them with his Automa-
back to the city, especially if they tons or send them out of the fortress
have the Steam Crawler. to die. If they get him back to the
Going back overland will be diffi- city alive, he’ll plead with them to
cult. If they depart during the storms let him go, promising them his in-
and use Campbell’s Pacification Ma- ventions or wealth. If they don’t aid
chine, they can get out of the area him, he’ll be shackled and impris-
while the horde still focuses on the oned to work for the City Council,
fortress. A manageable number of never to be seen again.
OPEN WITH
INSECT MEN
Purpose: Let the players get a feel for their characters and how they can
work together in a fight they should be able to win. It will also give them a
taste of the Limbo wastelands before the stakes get higher.
TRAVERSING
THE WASTELAND
Purpose: Describe more about the wastelands and what make them dif-
ficult. Not a full scene, more of a montage.
Movement in the wastelands is with you. The last lake you walked
an exhausting and dangerous chal- around had fire dancing across its
lenge. Certainly the benefit of the surface, flames that seemed to track
Expeditionary Force armor and gear the progress of the squad with inter-
is remarkable in counterbalanc- est. Sometimes smoky gasses hang
ing the effects of the environment in the air, fogging the way forward.
but help the players envision what They are unaffected by the winds.
their characters are going through. The further away from the city
The squad is two days away from you get, the stronger the winds be-
the Web and it will take two more come and the incessant noises at
arduous days to reach Campbell’s the edge of your hearing become
fortress. During this montage, have more like moans or screams. They
them perform Vigor checks as per don’t pay you enough for this job…”
the Wastelands of Limbo section in The squad wakes up because one
the Book of the Mortal. Describe the of the Charlies is screaming. His EF
haunting, dead landscape in detail. suit is covered in centipedes each
You can use the following ‘read the size of a man’s arm. The crea-
aloud’ text to describe the situation. tures have changed their body color
“You’re beginning to think that to match his EF suit making them
the Limbo wastelands are not fit harder to hit. They are tearing at his
for man or beast. Leaning into the suit to get to his flesh.
wind constantly is exhausting even Run this as a Quick Encounter.
though your EF gear protects you Have everyone state their intent and
from the worst effects. There is roll an appropriate skill: Fighting,
no water - at least any that you’d Shooting, Notice, Science, etc. Rolls
be foolish enough to drink - so you should be made at +2 as the squad
are all hauling your water ration greatly outnumbers the monsters.
THE BRIDGE
OF ANGUISH
Late on day three, the squad starts but looks like it extends for miles to
seeing an increasing number of In- the left and right, cutting them off
sect Men tracks in the dusty soil as from the area of Campbell’s fortress.
they approach a chasm so deep that The Limboist would predict adding
the bottom is lost to the mists. The a couple days to try to go around it
gap to the other side is one hun- which would exhaust their water ra-
dred yards. This isn’t on any maps tions but the Insect Men tracks have
BRING ON
THE HORDE
Purpose: Raise the tension and certainty that staying in the wasteland
will prove fatal to the squad. Launch an attack on them by hundreds of
pursuing Insect Men triggering a chase to reach the fortress in the distance
in time.
As they near the fortress and is a sort of defensive point that they
move through a plain littered with can aim for.
rocks and boulders, a noise can be For the Chase, Athletics is the
heard over the howl of the winds. Maneuvering Skill. Each round is
It is a high-pitched chittering, like a minute. The Range Increment is
hundreds of large cicadas. These about 100 yards. The squad will be-
are the Insect Men massing and get- gin the chase on Card 3 and stay to-
ting closer. Just when the sounds gether unless they make a choice to
are getting so loud it will drive the split up. There are two Insect Men
groups; The Sprinters and the Horde.
squad mad, they cease, leaving only
The Horde and the Sprinters each
the wind.
gain a +1 to their maneuver rolls due
A moment later, five Insect Men
to their superior speed. The Horde
leap up from their hiding spots be-
begins on Card 1, while the Sprint-
hind boulders only a few dozen yards ers begin on Card 2. If the Sprinters
behind the squad and a true horde of are on the same card as the squad
others appear on a slight rise a hun- during their action, they will attack
dred yards back. They rush forward in melee with their spears. When
with their spears to catch the squad the squad reaches Card 9, they’ve
over rough terrain. We’ll call them reached the fortress. If the Horde
the Sprinters. The fortress, impos- reaches the squad’s card, the squad
ing with perhaps three story walls is overwhelmed and incapacitated.
but no real gatehouse to be seen, is The Insect Men drag the squad off
a quarter mile ahead of them. There for unknown purposes.
A FINE HOST
Purpose: They get a look inside the fortress and have a chance to rest and
refresh.
After a few moments, they hear the oxen-like haulers who happened to
creak of metal and the ping of clock- be nearby working on a task when the
work gears from all sides. One by ramp opened. While only the Bears
one, seven of Campbell’s Automatons could act in a hostile manner, our he-
light lamps on their frames pooling roes don’t know that.
the squad in light. A speaking tube in the wall rasps
Our squad is surrounded by hulk- a few times and then the voice of
ing clockwork Automatons. There are an older man comes through, loud
two Bear-like Automatons and five though tinny. “Well, now that you
A CORDIAL
DISCUSSION
Purpose: Attend a dinner worthy of the aristocracy and finally meet Dr.
Campbell.
Campbell left the Web, enslaved the Insect Men, and rebuilt the fortress
for a singular purpose. He wanted time, isolation, and freedom to pursue
what he felt were dangerous questions of the nature. He wanted to un-
derstand Limbo, brimstone, and these demons who embedded themselves
into human society so easily. The location of the fortress was chosen by
the original builders to take advantage of an unusually large nexus of ley
lines allowing him to do research impossible anywhere else. He guards his
place here vigorously through his many Automatons and eyes any visitors
with the highest suspicion. Cordial at first, he is simply trying to discern
their intentions and decide what should be done with them. He has no
hesitancy having them killed but doesn’t want to trigger even more visi-
tors. Campbell is definitely a Mad Scientist unfettered by notions of mo-
rality.
• The Nice Way: If the squad talks as if leaving without him is an option,
he’ll encourage them to do so, even offering them his Steam Crawler
to traverse back overland. He’s willing to give them all the water and
rations they require. He will swear that the Insect Men will disperse
with the coming storms and the Steam Crawler can return them to the
Web in less than a day. (The Insect Men actually won’t disperse for
weeks and if the Steam Crawler ventures out, it will be overwhelmed
and the passengers dragged back to the Hive. The Steam Crawler is
programmed to return to the fortress after a period of inertness. He
prefers this way so if anyone finds them they will have been killed by
Insect Men, not by him or his creations.)
When the time for dinner comes, the dinner and will be sequestered
an Automaton vaguely resembling a with the Charlies.
clockwork praying mantis will come This dinner is based on the social
to direct them. The Charlies are not norms of the elite of society which
invited and after our heroes leave includes an assumed truce among
for the dinner they will be ushered those who gather. Our squaddies
to a holding cell to be used as lever- might not live like the elite back in
age. The evening clothes the heroes the Web but they are aware of what
were provided offer no easy way to proper manners are. Anyone that
take any normal weapons and if they complies to these social demands
try, the Automatons will gesture for (dressing well, leaving weapons be-
the weapons to be left here. Anyone hind) and buys into the artifice of
refusing to leave their weapons be- the dining room scene should re-
hind will not be allowed to come to ceive a Benny.
Purpose: Give the heroes a chance to explore the fortress at night, find
the tunnel, and plot what they will do
BEYOND
THE IRON DOOR
THROUGH
THE CAVES
Purpose: Give them hope of getting back to the city alive and challenge
them with deadly traps.
ANCIENT
SECRETS
Purpose: Our heroes will witness wonders and need to make a daring
escape.
The cave wall breaks down to floor. (They are directly below ac-
reveal a large, man-made chamber tive brimstone mines outside the
with the smooth white walls. The Web. As bad luck would have it, this
light of even one lantern seems to room will soon be lost forever under
almost multiply in here until the collapsing stone from a failed brim-
entire chamber appears well lit (a stone mining tunnel above them.)
property of thousands of small crys- Dr. Campbell will take the oppor-
tals embedded in the walls). The tunity to try to talk to the leader of
far end of the room is 300 feet away the squad. He will barter the fact
under a ceiling 50 feet high while that he helped them for their prom-
the walls on either side are 150 feet ise to help him escape if they reach
apart. The walls of the chamber are the Web. “The Council is evil and
covered in cryptic symbols. Stairs will imprison me for the rest of my
lead up all four walls to walkways life to further their demonic de-
on multiple levels. Long, narrow signs. Help me escape them and I
bridges crisscross the chamber at will become a powerful ally for you.”
different levels connecting differ- A Notice check will spot a very
ent walkways. It is a chaotic sight large crack has appeared in the ceil-
but all the walkways and bridges al- ing over one of the bridges.
low one to reach any of the symbols Anyone examining the crack will
on the walls. hear the sound of human voices
After entering, a strong tremor faintly through it. A Common
is felt and white dust filters down Knowledge check can confirm it
from the ceiling of the room. Af- is the sound of miners. The crack
ter a few rounds, another tremor is widens with the next tremor leav-
felt and on the far end of the room, ing it passable by people.
one of the bridges collapses to the Tremors come more often, send-
ALL
GOOD THINGS
Before they leave the mines, crease after watching their charge
Campbell begs them to let him go be dragged away in chains.
unless this deal has already been The heroes have learned some
struck. “The Council will put me very important secrets during the
in chains and force me to invent adventure. There is a cave system
things for their profits and schemes. which would allow safer travel out
They are in league with the demons into the wastelands and possibly
who mean us all evil. There are
reach beyond them as people have
dark secrets in the Web and I am
wanted to do since the arrival of the
determined to uncover them. Will
Web in this place. There are tech-
you help me?”
nomagical “windows” in Campbell’s
If they help Campbell escape
to allies in the city, they will have fortress to someplace beautiful.
gained a powerful patron but ru- The Insect Men can be controlled
ined their futures with the Expedi- using an invention of Dr. Campbell.
tionary Force. Perhaps a new line Finally, there is at least one ancient
of work is in order? If they deliver chamber underneath the city, beg-
Campbell to the Council, they will ging the question of what else is
receive promotions and a pay in- under there and who made them?
Automated Servants
Wolf Guardian
Humanoid Size
Attributes: Agility d8, Smarts d4(A), Spirit d4, Strength d8, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6, Intimidation d8, Survival d4.
Pace: 9; Parry: 9; Toughness: 7.
Special Abilities:
• Metal Bodies: The body of a servant is made of metal and naturally
harder to harm. Their vital components are shielded by hard cover-
ings. (Armor +2).
• Environmental Weakness: The Automatons are susceptible to water
damage. Water-type damage increased by 4. -4 to resist watery powers.
• Secure Technomagical Voice Control System: Campbell can give them
different commands using click language.
• Fast and Deadly: Six legs, bearing joints to increase Pace, gyroscopes
to increase Parry. Prefers to use magnetically boosted raking claws
as it runs by (Str+d6+2).
Gear: A smashed or disassembled Guardian can be picked over for a
pound of brimstone and a heavy sack full of rare parts valuable to Tech-
nomages and artificers.
Giant size
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d12+4, Vigor
d10
Skills: Athletics d6, Fighting d12, Intimidation d8, Notice d6, Survival
d4.
Pace: 9; Parry: 7; Toughness: 16(2). (Note, if the T-Rex is chasing the
Steam Crawler it will catch it on normal ground but slowly fall behind over
Difficult Ground)
Special Abilities:
• Giant-sized: Size 7, Increased toughness from its heavy-duty body.
• Metal Bodies: The body is made of metal and naturally harder to
harm. Their vital components are shielded by hard coverings. (Ar-
mor +2).
• Environmental Weakness: This Automaton is susceptible to water dam-
age. Water-type damage increased by 4. -4 to resist watery powers.
• Secure Technomagical Voice Control System: Campbell can give them
different commands using click language.
• Bearing Joints: This Automaton’s movements are well synchronized
and its stride is long giving it an increased Pace.
• Crushing Jaws: The Automaton’s fiercest attack is its powerful pneu-
matic jaws lined with sharp, jagged edges. This attack causes 2d8+2
heavy damage. Against human-sized opponents, the attack is at -2
for the scale difference.
• Swat: Ignores up to 4 points of Scale penalties when attacking with
its tail.
• Smashing Tail: The long, thick tail section which counter-balances
the heavy head also acts as a Area of Effect weapon when it swings
to slam into people. This gives it a Strength+d6 blunt attack to any-
one in a Small Burst Template adjacent to the Automaton. It does
not suffer scale penalties due to its Swat ability. May be Evaded.
Gear: If defeated or disassembled, this Automaton can be harvested for
ten pounds of brimstone and a heavy sack full of rare parts valuable to
Technomages and artificers.
Chameleopedes
Stretching anywhere from two foot to six feet, Chameleopedes are found in
nests of 2-8 individuals. While omnivorous, they much prefer fresh meat and
will swarm a living creature to kill and devour it. If struck before they reach
a victim they disappear into cracks in the ground. They grapple their target
and bite if successful. Once they have attacked a target, they won’t stop until
they are killed or they’ve fed.
Attributes: Agility d8, Smarts d4(A), Spirit d4, Strength d8, Vigor d6
Skills: Athletics d8, Fighting d8, Survival d8.
Pace: 6; Parry: 6; Toughness: 6(1).
Special Abilities:
• Chameleon Ability: In one round, it can shift the color of their body
to match what they are touching or near. Once shifted, they are -2
to hit properly.
• Hard Segmented Carapace: Gain armor +1 from the thick dorsal shell.
(underbody doesn’t have this same protection)
• Hooked Feet: Once they have grappled their victim, they are very
hard to get off again. They get +2 to Strength checks if someone
tries to pull them off.
• Nasty Bites: Serrated mandibles are very powerful and tear through
things, Bite attack Str+d6.
Gear: None
Cyanide Beetles
A particularly lethal spawn of the wastelands, Cyanide Beetles range from
4” long to some reaching 10”. They have sharp pinchers but more dangerous
is the cyanide gas they emit when they attack.