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2 LINE DEVELOPER Simon Powell WRITING Steven J. Black EDITING Simon Powell LAYOUT Simon Powell INTERIOR AND COVER ARTWORK Simon Powell PRODUCT DIRECTOR Simon Powell ASSISTANT DIRECTOR Steven J. Black COPYRIGHT This publication references the Savage Worlds game system, available from Pinnacle Entertainment Group at 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. All referenced battlemaps are DramaScape. DramaScape is a trademark of Simon Powell. All rights reserved. Copyright 2013 Simon Powell. No part of this publication may be reproduced in any form by any means, electronic, mechanical, photocopying, recording, or otherwise without the written permission of the publishers. Permission to copy is granted for the Map Pages for personal use only. Internet: Contact: info@dramascape.net Facebook: DSA0009 August 2015 Table of Contents Map Description... 3 Using the Atlantean Temple... 3 Using A Chance at Power/Atlantean Temple with our other maps... 3 History of Atlantis... 4 The Goddess Ifni... 5 Atlantean Culture... 5 The Story Thus Far... 6 Messenger of Atlantis... 7 Deilos, Atlantean Messenger... 7 Leaving the Mainland... 8 Sailing to Atlantis... 9 Tavios, Atlantean Captain... 9 Leviathan Atlantis Temple of Ifni Teefa, High Priestess of Ifni Darvin, Guardian of Teefa Escaping Atlantis Sequel: Removing the Curse of Ifni Sequel: Colonizing the Mainland Sequel: Rebuilding Atlantis Character Cards Map Layout Map Overview Printable Map... 22

3 Map Description The exterior of the temple has a hexagonal pattern with small blue triangles inside. There are two small and one medium sized pillar in the west. This medium sized pillar is in front of a series of semicircular stairs that lead to the front door of the temple. The 360-degree panoramic view gives a good view of the temple from the west center. The door has a blue archway covered with red runes. The strange circular door may open by parting to the left and right through the center sunburst pattern. The door could instead lift up from the bottom, but cannot fully open this way due to the step built into the door s bottom. A series of blue circular steps lead to the floor of the temple. The floor is a mosaic of black, gold, and white patterns that seem to reflect the other surfaces in the panoramic view. The upper walls are covered with windows. Underneath the windows are blue shields with a center eye and inscribed with golden runes. There are six pillars in the temple. In the middle of the center pair of pillars is an oval table with two wheels covered with runes. In the east is a circular pattern with a throne and disc towering over the throne that serves to partition the circular pattern. This creates a shadowy area behind the throne room for a place to hide, conduct behind the scenes dealings, etc. Using the Atlantean Temple The NPCs for the Savage Tale A Chance at Power in this book were designed using the Savage Worlds Core Rules by Pinnacle Entertainment Group. Game Masters may find the Savage Worlds Fantasy Companion by Pinnacle Entertainment Group also of use, but it is not required. Wild Cards are symbolized by the symbol. (M) denotes a Major Hindrance. (m) denotes a Minor Hindrance. The Game Master should feel free to change the NPCs herein to suit their campaign such as changing extras to wild cards and vice versa. Any mention of money is in gold coins, change this to your Savage World setting s fund type if different. The map, NPC flavor descriptions, and savage tales can all be used in any fantasy or pseudohistorical setting without using the Savage World stats. Even if not using Savage Worlds, the map and panoramic view are generic and system neutral. The NPC descriptions and savage tale can be adapted to many fantasy settings featuring gods and goddesses while ignoring or adapting the Savage Worlds stat blocks. Using A Chance at Power/Atlantean Temple with our other maps Wagons Roll has plains and forest paths that are useful for wilderness encounters in daytime in fantasy games. For nighttime wilderness encounters, Forest Camp can be used again and again for the group s nightly camp. Anglo-Saxon Village may be useful as the Goblin or Orc tribe encampments. Atlantean Warship should be used for Captain Tavios ship. You can also use our Atlantean Merchant Barge or PWYW Dragon Ship instead. However, the Atlantean Warship has the best selection of ship weapons for the group to use against the sea creatures in the adventure. River Barge has a dock that can be used for the mainland or Atlantis docks. It also has a water page that can be printed again and again to create a large ocean. The ships in the River Barge are another alternative for Captain Tavios ship but don t have any ship weapons. The Sunken Ship could represent the wreckage of an Atlantean ship after the fall that has been rediscovered in a modern age during sea minelaying or mine disarming military operations. An interesting twist might even be that the Atlanteans placed and armed the mines to keep mainlanders

4 valuable than life that is seen as cheap especially with the fatalistic culture of sacrifice in Atlantis. Miniaturizing the harpoon gun would also be an expensive task of research and development of turning a siege weapon into a personal weapon. The Atlanteans consider themselves to be smarter than any other culture in the world on the mainland whether it s Greek, Persian, or Egyptian. As such, they start with a d6 Smarts instead of d4 as per the Savage Worlds Core Rules but lose the free Human edge as pre-fall Atlanteans. This belief in the superiority of their culture means the Arrogant, Outsider, Overconfident, and Stubborn Hindrances are common in Atlantean elite society. They come across as xenophobic, mean, and jingoistic when interacting with mainland cultures. With the better technology available to Atlanteans, the All Thumbs hindrance is rarer but comes into play more often than in other fantasy cultures. Atlantis no longer has an abundance of nearby islands to conquer and control. They have limited resources, leading to Atlanteans being more Cautious or foregoing violence for the property destruction it causes (Pacifist or Yellow). Atlantean culture has become somewhat fatalistic as the population decreases and yet Ifni demands more and more sacrifices. This has led to more Atlanteans having a Death Wish than in most cultures. Due to the need for secrecy about the location of the island, Atlanteans very rarely have the Big Mouth Hindrance and often have the Loyal (m: Atlantis) Hindrance. The Story Thus Far The current crisis in Atlantis was started when the current High Priestess of Ifni, Teefa, suddenly declared that she needed new blood: foreigners as sacrifices. The people of Atlantis went into an uproar at the news, nearly rioting in the streets. The King of Atlantis, Onofre, opposed this action even if Ifni had issued the decree. The will of the people was to continue their current isolation policies against mainlanders. Despite weeks of talks between the Chosen of Ifni and Onofre and his counsel and public forums to convince the royal court and common people of Atlantis this action was needed for their own good, no progress was made. They could not get the king s rubber stamp to collect foreigners for this purpose. After a month of bickering, the King of Atlantis, Onofre, seemed to age rapidly and suddenly died in his sleep. The people of Atlantis whispered it was the wrath of Ifni for opposing her will. The king s young son, Prince Orional, became the reigning King of Atlantis. The king s chief advisor, Gotama, became regent for the new king and allowed High Priestess Teefa to prepare messengers to send to the mainland to bring foreigner sacrifices to the island of Atlantis. The messengers would lure them to the island with promises of wealth, power, eternal life and beauty, whatever bait was necessary for them to come to Atlantis. These messengers were prepared and sent to adventuring groups of great renown and even lesser known groups as long as they had a magician among them. Ifni required a great deal of life and spiritual energy for a great purpose High Priestess Teefa said.

5 Personality: Teefa is fanatically loyal to Ifni and her Chosen. She appears innocent and sweet at first glance to most people, but this is just one of her many deceptions meant to lure them into a false sense of security before cheating and conning them at the gaming tables to gather as much power as Ifni requires. The phrase silver-tongued devil seems all the more appropriate with her silver hair. Physical Appearance: Teefa has silver almost metallic hair and wide blue eyes with a slender figure. Despite her age, she often feels the eyes of both men and women on her than her younger apprentices due to her exotic appearance. She wears a leotard with a rectangular cut opening on the top that reveals her clavicles and a small bit of cleavage with the full embroidered symbols of a High Priestess similar to the pattern on the walls. Gambling Tactics: Teefa has been tasked with getting spiritual and life energy at any cost. She cheats at gambling in many ways to accomplish the goals of her Goddess. She uses Detect Arcana to look for magicians in the crowd and direct them to the right wheel and uses Conceal Arcana to conceal her own magic use. She uses Boost Trait to improve her skill at controlling the roulette wheels and sometimes uses Lower Trait to reduce a gambler s skill. She uses Light/Obscure to cause sudden bursts of light or darkness that can dazzle viewers or obscure the roulette wheel when it spins. When viewers are distracted she uses her telekinesis to make winners into losers by moving the ball to losing spots. Combat Tactics: Teefa isn t much of a threat in pure physical combat. However, she can use her telekinesis to lift her staff, making her more dangerous with the weapon. If Darvin dies, she uses telekinesis to control his long sword. She refrains from using other telekinesis tactics like lifting up characters and throwing them into the temple walls or ceiling since this would cause damage to the Temple of Ifni. If the temple door is open though Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 Skills: Faith d10, Fighting d4, Gambling d12, Knowledge (Magic) d8, Notice d10+2, Persuasion d8, Throwing d4 Charisma: +2; Pace: 6; Parry: 5 (1); Toughness: 5 Hindrances: Stubborn (m), Vow (M: deliver life and spiritual energy to Ifni) Edges: Alertness, Arcane Background (Miracles), Attractive, Command, Danger Sense, Elan, Greater Luck

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