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  1
  Evil Beagle Games Presents
  Flame Down Below
  Written by
  Sean Patrick Fannon
  Edited by
  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
  Flame Down Below
  A Savage Worlds One Sheet by Sean Patrick 
  Fannon
  An Epic High Fantasy Shaintar adventure, for 
  use with the Altar of Ceynara terrain piece 
  from Mythical Lairs.
  Though the war with the Kal-a-Nar Empire 
  seems to have come to an end on the front lines, 
  the conflict with the forces of Flame is far from 
  over. The Rangers must contend with one of 
  the many groups of acolytes and their servants 
  determined to cause chaos, destruction, and 
  death in the heart of the Wildlands, all in the 
  name of their Goddess of War, Ceynara.
  Forest Fire
  Word reaches a group of Rangers on patrol that 
  a nearby community of Fae has been raided. 
  Upon their arrival, they discover the situation 
  is at least as bad as they feared, if not worse. Fire 
  still rages through the woodland village, with 
  desperate elves struggling to control it, corpses 
  are strewn everywhere, and many families 
  have members in agony over the kidnapping of 
  loved ones.
  Assuming the Rangers attempt to help where 
  they can, the following are the most immediate 
  needs: 
  •	
  Tending to the most critically wounded. 
  Assume each Healing spell cast automatically 
  saves one life. Using the Healing Skill saves a 
  life for every success and raise on the part of 
  each character spending time on that task.
  •	
  Putting	 out	 the	 fires.	 Water	 is	 being	
  brought in from the well and the nearby stream. 
  If someone tries to come up with a good plan 
  for maximizing efforts, let them make a Smarts 
  check (at +2 if they have Survival). On a success, 
  they are able to help save half the village. On 
  a raise, they save three-quarters of the village 
  with their idea. If there are any druids in 
  the group who try to use water trappings on 
  relevant powers, grant an additional +2 on any 
  such roll.
  •	
  Rescuing	trapped	people.	Those	involved	
  in such efforts should make Agility and 
  Strength checks. Each time they do this, they 
  save a life, though if they fail either check, they 
  suffer one level of Fatigue from the effort. If 
  they fail both checks, they suffer two Fatigue 
  levels and fail to save anyone.
  Go three rounds of this; after that, it’s pretty 
  much over. What can be saved is saved, the rest 
  is lost. There remains the wailing of mothers 
  who’ve lost children, however...
  The Power of Innocent Blood
  The village was raided by childer, with a 
  handful of humans in Kal uniforms and the 
  robes of their priesthood managing them. They 
  set	fire	to	whatever	they	could	and	slaughtered	
  anyone who opposed them while they set 
  about snatching up all the children they could 
  get their hands on. All in all, eight Fae children 
  are missing.
  Anyone with Knowledge: Flame, Magic, or 
  Cosmology	stands	a	good	chance	figuring	out	
  that the blood of elvish children is particularly 
  potent in thaumaturgical rituals. The children 
  were	 grabbed	 to	 be	 sacrificed	 for	 a	 terrible	
  purpose, and the Rangers must act quickly to 
  rescue them.
  A fairly simple Tracking roll will make 
  following the raiders easy; the Rangers will 
  come across the entrance to a hidden cave 
  in the deepest part of the woods, guarded by 
  eight ratzin and a minotaur. If the Rangers try 
  to sneak up on them, remember that the ratzin 
  have particularly keen senses and can smell 
  magic.
  
  3
  Minotaur
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d12+2, Vigor d12
  Skills: Fighting d10+1, Notice d6 (+2), 
  Intimidation d8, Throwing d6
  Pace: 8 (d10 “Run”); Parry: 6 (-1); Toughness: 
  12
  Edges: Alertness, Berserk, Charge, Sweep
  Gear: Minotaur Axe (Str+d12, AP 1, -1 Parry) 
  Special Abilities
  •	
  Ceynara’s Might: Flame-blooded do +1 
  damage with all Fighting attacks
  •	
  Horns: Str+d8 damage; Gore Attack: 
  Str+d10 after a charge, victim rolls Agility 
  vs. minotaur’s Fighting roll or is grappled
  •	
  Infravision: Halve penalties for Dark 
  lighting against living targets (round down)
  •	
  Knowing the Abyss: Flame-blooded gain 
  +2 to all Spirit checks to resist Fear and 
  Intimidation
  •	
  Size+2
  •	
  Weakness: +2 damage from White Silver 
  and Everwood
  Ratzin
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  Strength d4, Vigor d6
  Skills: Climbing d6, Fighting d6, Lockpicking 
  d4, Notice d6 (+2), Stealth d8, Survival d4, 
  Tracking d6 (+2)
  Pace: 9 (d10 “Run”); Parry: 5; Toughness: 6 
  (1)
  Gear: Dagger (Str+d4), Partial Leather Armor 
  (+1, -2 Coverage)
  Special Abilities
  •	Bite/Claws: Str+d4
  •	 Ceynara’s Might: Flame-blooded do +1 
  damage with all Fighting attacks
  • Infravision: Halve penalties for Dark lighting 
  against living targets (round down)
  •	 Knowing the Abyss: Flame-blooded gain 
  +2 to all Spirit checks to resist Fear and 
  Intimidation
  • Pack Mentality: Automatically fails any Spirit 
  checks if no other ratzin within 5”
  •	 Pack Tactics: +1 to Gang Up Bonus; max 
  Gang Up +6
  •	Size-1
  •	 “That Ratzin Nose!”: +2 Notice, Tracking; 
  detect arcana with Notice at will
  •	Weakness: +2 damage from White Silver and 
  Everwood
  At the Altar of Ceynara
  The cave leads to an ancient chamber below, 
  long hidden away; evidence suggests they used 
  the minotaur’s great strength to move away the 
  deliberate cave in that was used to block the 
  way. As the Rangers make their way further 
  down into the underground lair, the sounds of 
  chanting grow louder and more distinct, as do 
  the sounds of children crying and wailing for 
  aid.
  The passage opens into a large, vaulted 
  chamber. The smoke from the many burning 
  braziers	all	rises	to	filter	out	through	vents	in	
  the ceiling that lead off somewhere. The center 
  of	the	chamber	is	dominated	by	the	sacrificial	
  tabled slab, upon which one of the Fae children 
  is	strapped	and	clearly	prepared	for	sacrificing.	
  There are clear channels meant for the blood 
  to drain from the body, and all such blood is 
  pooled into a cauldron at the front of the dais. 
  Obviously,	some	sacrifices	have	already	been	
  made.
  The outside of the dais has Kal warriors lining it 
  (six in all), and there are two acolytes standing 
  at the front corners, chanting and clearly 
  engaged in a part of the ritual that contains the 
  gathered	energies	from	the	sacrifices.	There	is	a	
  Kalinesh war priest near the head of the tablet, 
  sacrificial	blade	in	hand;	his	part	in	the	ritual	
  is coming up, but he will be free to do combat 
  when the Rangers come in. If either of the 
  acolytes are killed, the energies gathered (and 
  the trapped spirits of the slain children) will be 
  released, ruining the ritual. Regardless of what 
  happens,	there	will	be	a	fight	to	death	here.
  
  4
  Kal Warriors
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d4, Notice d4, 
  Shooting d6, Stealth d6, Survival d4
  Pace: 6; Parry: 7 (1); Toughness: 9 (2)
  Edges: Brawny, Combat Reflexes, North-Born 
  (+2 vs. cold, +1 Survival in mountains)
  Gear: Long Sword/Battle Axe (Str+d8), or 
  Mace/Warhammer (Str+d6, AP 1 vs. Rigid 
  Armor), Bow (Range 12/24/48, 2d6), Full Scale 
  Armor (+2, -4 Coverage), Medium Shield (+1 
  Parry, +2 Armor vs. ranged shots that hit)
  Acolytes
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Knowledge (Cosmology) 
  d6, Knowledge (Flame) d8, Knowledge (Magic) 
  d6, Notice d6, Stealth d6, Thaumaturgy d8
  Pace: 6; Parry: 5; Toughness: 7 (2)
  Edges: Acolyte, Essence Link
  Gear: Ceremonial Blood Steel Long Knife 
  (Str+d6), Partial Scale Armor (+2, -2 Coverage)
  Powers: armor, bolt, burst
  Essence: 15
  War Priest
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d8, Vigor d8
  Skills: Fighting d10+1, Healing d4, Knowledge 
  (Cosmology) 
  d6, 
  Knowledge 
  (Flame) 
  d6, Knowledge (Magic) d6, Notice d6, 
  Thaumaturgy d10
  Pace: 6; Parry: 8 (1); Toughness: 12 (5)
  Edges: Acolyte, 
  Charge, 
  Frenzy, 
  Magic 
  Proficiency	(+2	bolt)
  Gear: Enchanted Blood Steel Long Sword 
  (+1 Fighting, Str+d8+2), Enchanted Blood 
  Steel Plate & Chain Armor (+5, -4 Coverage), 
  Medium Shield (+1 Parry, +2 Armor vs. ranged 
  shots that hit)
  Powers: armor, bless, bolt, burst, fly, summon 
  ally
  Essence: 20
  The	 remaining	 elven	 children	 (five,	 plus	 the	
  one on the slab) can be found in another 
  tiny chamber across the way from where the 
  Rangers came in. They are easily freed and 
  returned to their families.
  What was the ritual meant to do? A trained 
  caster with Knowledge: Magic (-2) might be 
  able to tell that the ritual was meant to open a 
  long-term portal to Norcan Darr – the “Hard 
  Lands” – from whence more childer could be 
  summoned. Doubtless, the Rangers will now 
  want	to	figure	out	how	to	shut	down	access	to	
  this place again.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Shaintar/Savage Worlds - Shaintar - Legends Arise - Flame Down Below.pdf