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Savage Tales of Horror: Volume 1 $9.99
Publisher: Pinnacle Entertainment
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by Cedric C. [Featured Reviewer] Date Added: 07/05/2017 06:21:13

Introduction: Savage Tales of Horror is a three-volume set of independent adventures for the Savage Worlds roleplaying game. Even though Savage Worlds has its Savage Worlds Horror Companion, these scenarios can be played with just the core rules. The adventures are based on different Savage World settings, but, again, only the core rules are necessary. This is definitely an unusual approach for adventure collections, which typically center around only one roleplaying game setting. However, given the mortality rates in horror, and gaming groups who can only meet for a one-shot game, these collections are an excellent way for roleplayers to play a variety of horror settings without having to learn another roleplaying game system. They also introduce the gaming group to Savage World's other game systems, which they might not otherwise be exposed to. Many foes have special abilities, so you should be familiar with combat in the Savage World game system. Spoilers ahead, of course. (fwiw, The reviews of the Savage Tales volumes were written in reverse order. Comments common to all three tales are included in all three reviews.)

Face Snatchers: A witch! A witch! Burn her! This generic fantasy adventure finds the players forced by the town to judge a poor elderly woman to be burned at the stake. The mayor says she's a witch, the priest doesn't, and the only witness is a young child. The night turns into chaos as the real witch(es) take vengeance against the town with their minions, former villagers with no faces. Townsfolk are captured, and, as the Mayor proclaims, it's up to the heroes to "track the fiends". While there's plenty of activity before the Final Boss Fight, the gamemaster might wish to add a few encounters in the lair (with root-based monsters) before the final scene. The climax has some creativity, as the witches and their familiars can try to dupe the heroes in various ways.

Cold Storage: Written by Savage Worlds game designer, Shane Lacy Hensley, Cold Storage takes place in 1965, and the players are "all young and beautiful actors and actresses looking for their big break." They'll be attending a party on a great ship to "hobnob with directors, casting agents, movie stars, and other hopefuls." Except they find themselves in the cold freezing water of Alaska, as they see the ship behind them, inverted, and sinking into the water. The survivors enter the only building in the area, whose only activity is a Christmas party held at... 34 degrees Fahrenheit. The party starts off with several eccentric NPCs treating the characters very strangely, ending with a repentant NPC who tells one of the players what's going on and how they can escape. Myself, I would have preferred the players becoming suspicious, but gradually building up the creepiness, and finding out the situation and escape routes on their own. The adventure bills itself as an homage to EC Comics, so I guess that's an explanation for the unsubltety of the adventure.

The Retreat: The Retreat starts off with an homage to The Evil Dead, then turns into monstrous not-exactly zombiefest, including fractious survivor factions that must be dealt with. Rather than ally with any particular faction, event-driven encounters move the party from one faction to another, until they finally find the key to their escape. The adventure is on the linear side and assume the players act as heroes, but, otherwise, quickly executes its novel encounters, and includes some story seeds the gamemaster can further develop. Of the Savage Tales of Horror adventures, I like this one the most, although I still recommend volume three's LARP adventure for beginning gamemasters and players.

Manor of Blood: Set in London, in the early 1900's, the players are members of the Society for Psychic Truth, something of an agency of occult detectives. Sir Findley has inherited his estranged father's house, rumored to be haunted. The members must either prove the house is safe, or put the spirits to rest. The ending could have used a few more hints, but, at least it's a change from the usual ghostly tropes. I think I would have liked more adventures similar to this one.

Moonshine Blues: The suspicious death of bootlegger Whitey leads to more pulp action than pulp horror as the investigators are soon hired by pristine personality, Ruby Ray, to track down the man's killer. Ruby insists his bodyguard, former Boxer "Locomotive" Mike, accompanies them. Assuming the party is heroic (or foolish) enough to accept Ray's temporary employment, they will encounter icthynites, transforming swamp people, a mad scientist, the Black Hand mob, a roomful of undead guests, including one that only speaks Spanish. The adventure is set in Deadlands Noir, with notes on how to convert it to non-Deadlands noir settings.

Conclusion: I would describe these Savage Tales of Horror as adventures, as much as horror. Characters can fight off most of the threats, though the foes are often flexible enough for a game master to adjust ad hoc. Some investigation and stealth is necessary. Some of the adventures are on the linear side and assume heroic action by the characters. And, as said, the adventures are for different Savage Worlds, so they're best played by players who prefer or can only play one-off adventures. The Retreat stands out as, I think, easier to run and action-packed enough for players. The LARP adventure from volume three I would recommend for new gamemasters and players.



Rating:
[4 of 5 Stars!]
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Savage Tales of Horror: Volume 1
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