TEXT: K A I S E R ’ S  G A T E :  A D V E N T U R E S  &  A R C H E T Y P E S   
  A Savage Worlds adventure by Bryan Hitchcock 
   
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  The Savage World of Kaiser’s Gate 
  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 rep-
  resentation or warranty as to the quality, via-
  bility, or suitability for purpose of this product. 
  To make the most of this adventure, you 
  will need a copy of the Savage Worlds 
  Deluxe Edition as well as the Kaiser’s Gate 
  setting book. 
  Kaiser’s Gate combines the adventure 
  and magic of high fantasy with the vast 
  conflict of World War One. Created by 
  Mike Lafferty, Kaiser’s Gate is now avail-
  able for Savage Worlds in print or PDF. 
  #5: Against the Necromancer 
  Welcome to the fifth of the Adventures 
  & Archetypes series for Kaiser’s Gate. 
  Each adventure in this series explores a 
  different aspect of the setting with pre-
  made characters. In addition, each adven-
  ture provides a new piece of gear or a new 
  foe to use in your Kaiser’s Gate adven-
  tures. 
  Lair of the Necromancer is a Legendary 
  rank adventure for Savage Worlds charac-
  ters. Players take the roles of a team of 
  fabled heroes from many races, who must 
  band together to thwart the vile Necro-
  mancer, Verdikai the Unbound. Verdi-
  kai’s foul magic threatens to turn many 
  worlds into zombie kingdoms under his 
  dominion, including Earth! 
  Overview of the Action 
  In this adventure, players take on the role 
  of a party of Legendary commandos from 
  Earth, the Kingdom of Dunedhin and 
  other realms. The vile machinations of 
  the necromancer Verdikai threaten all the 
  worlds connected by the gates with an 
  invasion of un-death. His Plague Caul-
  dron must be destroyed!  
  The first scene is a council of war, as availa-
  ble leaders from several races come together 
  to choose a leader for the last-ditch 
  attempt to stop Verdikai. This will be 
  a social conflict and a great way to get 
  to know the characters.  
  Once the leader is established, it’s 
  on to the action, as the team can 
  teleport right into the courtyard of 
  Verdikai’s castle fortress. The cost 
  is great, but it gives the party a 
  chance to assault the necromancer 
  with surprise on their side. 
  When the outer defenders have been 
  defeated, the tower assault will be 
  run as a dramatic task, with the re-
  sults providing a possible advantage 
  to the heroes in their final battle. 
  The necromancer has a small army of de-
  fenders and a cauldron of doom about to 
  blow. The party has 5 rounds to prevent a 
  multi-realm plague, if they can survive Ver-
  dikai the Unbound’s terrifying magic. 
  Under the Hood 
  Magic in Kaiser’s Gate: Spellbinding 
  Kaiser’s Gate does not use Power Points. 
  Instead, casters roll Spellbinding skill 
  with a target equal to the Power Point 
  cost of the spell or 4, whichever is higher. 
  If he rolls over four, but under the target, 
  he is still casting the spell and can be in-
  terrupted by being Shaken or wounded. 
  A roll of 1 on the Spellbinding die makes 
  the caster Shaken, unless he spends a 
  benny to re-roll. A 1 on both the Spell-
  binding die and the Wild Die earns the 
  caster a point of fatigue, as well as Shaken 
  status. He may spend a benny to re-roll, 
  removing the Shaken status, but he still 
  suffers a level of fatigue. 
  Cantrips in Kaiser’s Gate allow a spell-
  binder to perform Tricks by rolling Spell-
  binding skill instead of Agility or Smarts. 
  The target may oppose with Agility or 
  Smarts at the GM’s discretion. 
  Scene 1 
  The first scene takes place in the Shadow 
  Chamber, a grand room formed by the 
  arching trees and dagger-like leaves of the 
  Darkwood. It is an ancient neutral 
  ground just outside the Kingdom of 
  Dunedhin where many a treaty has been 
  forged. Anyone entering the chamber 
  must swear to do no violence within. 
  There are apparently horrific conse-
  quences for shedding blood within the 
  chamber, but no one—orc, human, elf, 
  dwarf… no one--- has ever tested the place. 
  The group has come together as champi-
  ons of their peoples to help end the 
  threat of the necromancer. But, this being 
  a military operation, someone has to be 
  in charge.  
  Have each character introduce themselves 
  and let them roleplay a little bit. An NPC 
  spirit, Barael the Black, will remind them 
  of the rule against violence if anything 
  gets too heated. In the event that some-
  one tests the rule against bloodshed, start 
  with something funny or humiliating, like 
  being turned into the opposite sex or 
  turning all their armor into their least 
  favorite color. In the event of repeat of-
  fenses or an actual killing, the character 
  receives the Oathsworn curse: -4 to all 
  rolls until justice is done. 
  Once the introductions are made, the 
  negotiations can begin. Have each PC 
  give a statement either making a bid for 
  leadership of the team or supporting 
  someone else for leader. Use the Social 
  
  A D V E N T U R E  # 5 :  A G A I N S T  T H E  N E C R O M A N C E R  
   
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  Conflict rules from Savage worlds. The 
  conflict will go 3 rounds, with everyone 
  taking a turn each round. 
  Special Rules: On their turn, PCs can roll 
  Persuasion to gain successes for their per-
  sonal pool or to give to another PC’s ef-
  fort. Players may use Taunt instead of 
  taking a regular turn to subtract 1 (or 2 
  with a raise) from the successes of each 
  other PC implicated in the taunt. PCs 
  with a technical objection may roll an-
  other skill (usually a Knowledge) and sub-
  tract 1 (or 2 with a raise) from their tar-
  get’s successes. 
  After three rounds, the PC with the most 
  successes is declared winner by Barael the 
  Black. If there is a tie, allow those tied to 
  make one more point each and another 
  roll. Repeat until victory is established. Give 
  the group a moment to accept the outcome, 
  but move on as soon as they are ready.  
  Scene 2 
  The next scene brings the party to the 
  chamber of Gandelfray the Arch-Wizard 
  who intends to use the last of his waning 
  power to open a gate for the party right on 
  Verdikai’s doorstep. He is standing in a 
  well-used arcane library at the edge of a 
  wide ritual circle. The old man coughs and 
  leans on his staff, but greets the heroes 
  with hope twinkling in his eyes. 
  Once they take their places, he will begin 
  the spell without preamble. In seconds, the 
  party finds themselves in the deep end.  
  In The Lich’s Courtyard 
  The party finds itself in a huge, gothic 
  courtyard. The ground is thick with putrid 
  green mist. An undead giant (see below) 
  guards the tower entrance. If the team has 
  5-6 PCs, add another undead Giant. In 
  addition there are half a dozen lesser un-
  dead per PC present. Zombies and Skele-
  tons, armed and lightly armored, are a good 
  choice. 
  Verdikai’s forces are legion, but there is no 
  need to detail every skirmish. Treat the 
  assault on the tower and descent into the 
  necromancer’s lair as a dramatic 
  task. Each failure earns a point of 
  fatigue, but let the heroes roll with 
  nearly any skill, provided they nar-
  rate an appropriate scene. 
  UNDEAD GIANT 
  Attributes: Agility d6, Smarts d4, 
  Spirit d6, Strength d12+4, Vigor d12 
  Skills: Fighting d8, Intimidation d10, 
  Notice d6, Throwing d8 
  Pace: 8; Parry: 6; Toughness: 15 (1) 
  Gear: Hides (+1), huge broadsword 
  (Str+d10+2, 
  one-handed), 
  thrown 
  rock (Range: 6/12/24, Damage: 3d6) 
  Special Abilities 
  • Outsiders: Hill giants are strangers 
  to the mortal realm and have a –2 
  penalty on Common Knowledge 
  checks. 
  • Improved Sweep: Hill giants can 
  attack all adjacent foes at no penalty. 
  • Large: Attackers gain +2 to attack 
  rolls against hill giants due to their 
  size. 
  • Size +4: Hill giants are over 15’ tall. 
  • Undead: +2 to recover from being 
  Shaken, no additional damage from 
  called shots, no Wound Modifiers, 
  does not suffer from disease or poi-
  son. 
  Scene 3 
  At the challenge’s end, they must 
  face off against Verdikai, his per-
  sonal guard, and the Plague 
  Cauldron itself. Impress upon 
  your players the importance of 
  interfering with the Plague Caul-
  dron.  
  Destroying the Plague Cauldron is 
  a dramatic task (Difficulty -2). PCs 
  may try with different skills pro-
  vided they give reasonable narra-
  tion of their skill use. Repair, Lockpicking, 
  or pure Strength could be used to upset 
  the cauldron. However, successes only 
  stack if PCs use the same skill. The heroes 
  have 5 rounds to upset the cauldron be-
  fore it boils over and the plague cloud has 
  grown too large. You should let them 
  know right away how important it is to 
  defeat the cauldron. 
  For 3-4 PCs, Verdikai has 1 young vam-
  pire bride (see Savage Worlds), 1 Undead 
  Giant and 6 lesser undead per PC. For a 
  full group, add another Undead Giant , 
  or vampire bride, as well as appropriate 
  lesser undead.  
  VERDIKAI THE UNBOUND, LICH 
  Undead Warlock: Verdikai has worked for 
  centuries toward his goal of dominating his world 
  for eternity. The opening of so many gates to 
  Earth and other realms has just made the possibil-
  ities exponentially richer. Verdikai schemes to rule 
  all worlds. 
  Abilities: Agility d6, Smarts d12+2, Spirit d10, 
  Strength d10, Vigor d10 
  Skills: Fighting d8, Intimidation d12, Knowledge 
  (Occult) d12+2, Notice d10, Spellbinding d12, 
  Taunt d10 
  Charisma: –4; Pace: 6; Parry: 5; Toughness: 6 
  Hindrances: Bloodthirsty, Fanatic, Overconfi-
  dent 
  Edges: Alertness, AB Spellbinding (Necromancy 
  Unbound), Combat Reflexes, Command, Fer-
  vor, Imp. Level Headed, Strong Willed 
  Gear: Staff (Damage 1d6+Str) 
  Special Abilities 
  • Death Touch: Liches drain the lives of those 
  around them with a touch. Instead of a normal 
  attack, a lich may make a touch attack. Every 
  raise on its Fighting roll automatically inflicts 
  one wound to its target. 
  • Undead: +2 Toughness; +2 to recover from 
  being Shaken; called shots do no extra damage; 
  ignores wound penalties. 
  • Necromancy Unbound: Verdikai is a master 
  of several schools of magic and has synthesized 
  them into his own school, which requires enor-
  mous concentration and research to maintain. 
  Obligation: Verdikai spends every waking mo-
  ment obsessing over and pursuing arcane power. 
  Nothing less than total commitment to research 
  and learning will enable control of this ornate 
  spellbinding tradition. 
  Novice: Cantrips: Spirits, Fear, Spirit Shield 
  (Deflection) 
  Initiate: Black Tentacles (Entangle), Shadow 
  Strike (Bolt)  
  Adept: Shadow Walk (Burrow), Zombie 
  Master: Horrid Wilting (Blast), Summon Shad-
  ow Warrior (Fist of Force with shadow trappings) 
  
  A D V E N T U R E S  &  A R C H E T Y P E S :  P L A Y E R  C H A R A C T E R S   
   
   
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  ATTRENIMIER OF ELDERDARK (WC) 
  Attrenimier is intent on becoming the leader of the Dark Elf resistance. He is willing to work 
  with his inferiors, but will be insufferable if he has to follow one. 
  Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8 
  Skills: Fighting d6, Investigation d6, K: Battle d10, Notice d8, Persuasion d6, Shooting d6, Spellbinding 
  d12, Stealth d6, Streetwise d6, Survival d4, Swimming d4, Taunt d6, Throwing d4 
  Pace: 6; Parry: 5; Toughness: 6 
  Hindrances: Code of Honor (M) Character keeps his word and acts like a gentleman, Greedy (m) Character 
  is obsessed with wealth, Loyal (m) The hero tries to never betray or disappoint his friends 
  Edges: ABS: Earth Magic (Master), Arcane Resistance, Command, Tactician 
  Spells: Novice: Cantrips (Earth), Armor, Heat Metal: Stun with trappings; Initiate: Burrow, Bolt with earth 
  trappings; Adept: Barrier, Pummel; Master: Summon Earth Elemental, Baleful Polymorph 
  Gear: Colt Revolver (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, +1 Shooting, 3 Grenades (5/10/20, 3d6); 
  Long Sword (Str+d8) 
  Magic Items: Rune Charm (+1 v. Magical Attacks), Rod of Fireballs, Potions of Healing (3) 
  BARSUUL SINGLE-EYE (WC) 
  Barsuul is here to defeat an enemy of his people. He believes it is his destiny to lead the party. 
  He is one mean customer, but he knows the Necromancer must be defeated first. 
  Attributes: Agility d8, Smarts d8, Spirit d12, Strength d8, Vigor d8 
  Skills: Climbing d6, Fighting d8, Intimidation d12, Notice d8, Persuasion d6, Shooting d6, Spellbinding 
  d12, Stealth d6, Streetwise d6, Survival d4, Swimming d4, Throwing d4 
  Charisma: -1; Pace: 6; Parry: 6; Toughness: 6 
  Hindrances: One Eye (M) –1 Charisma, –2 to rolls requiring depth perception, Mean (m) –2 to his Cha-
  risma for ill-temper and surliness, Vengeful (m) holds a grudge 
  Edges: ABS: Priest of the One-Eyed God, Novice, OEG, Initiate, OEG, Adept, OEG, Master, Brawny, Noble  
  Spells: Novice: Cantrips (Electricity), Boost, Deflection; Initiate: Healing, Bolt (Lightning); Adept: Barrier, 
  Dispel; Master: Divination, Summon Air Elemental 
  Gear: Maul (Str+d8, 20#, AP 2 vs. rigid armor, Parry –1, 2 hands); 3 Grenades (5/10/20, 3d6); Winchester 
  1876 (.44) 24/48/96, 2d8, RoF 1, 15 Shots 
  Magic Items: Amulet of Protection from Bullets, , Potions of Healing (3) 
  ELIZA THE SHADOW (WC) 
  Eliza has no illusions about running the group, but she’ll back an orc or dark elf over a human 
  any day. She hopes to win glory for goblin-kind and to kill many, many things. 
  Attributes: Agility d12, Smarts d8, Spirit d6, Strength d8, Vigor d8 
  Skills: Climbing d8, Fighting d12, Lockpicking d10, Notice d8, Persuasion d6, Shooting d10, Stealth d12, 
  Streetwise d6, Survival d4, Swimming d4, Taunt d6, Throwing d4, Tracking d4 
  Pace: 6; Parry: 8; Toughness: 6 
  Hindrances: Curious (M) Character wants to know about everything, Greedy (m) Character is obsessed 
  with wealth, Illiterate (m) Hero is unable to read or write 
  Edges: Ambidextrous, Two-Fisted, Thief, Extraction 
  Gear: Twin Blades of Mordikai (Str+d6, 4# ea., Bloodthirsty); 3 Grenades (5/10/20, 3d6); Colt Revolver 
  (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, +1 Shooting 
  Magic Items: Tattoo of Protection from Bullets, Potions of Healing (3) 
  
  A D V E N T U R E  # 5 :  L A I R  O F  T H E  N E C R O M A N C E R  
   
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  FALCON OF GREENWOOD (WC) 
  Falcon was chosen by the Greenwood Queen to be her champion. He has sworn an oath to defeat 
  the Necromancer, but he will chafe at taking orders from a Dark Elf or an Orc. 
  Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8 
  Skills: Climbing d6, Fighting d6, Notice d8, Persuasion d6, Repair d8, Shooting d12, Stealth d12, Street-
  wise d4, Survival d8, Swimming d4, Throwing d4, Tracking d8 
  Pace: 6; Parry: 5; Toughness: 6 
  Hindrances: Cautious (m) Character is overly careful, Greedy (m) Character is obsessed with wealth, Yellow 
  (M) The character is cowardly and suffers –2 to Fear checks 
  Edges: Assessment, Marksman, Woodsman, Assassin, Level-Headed, Imp. Level-Headed, No Mercy 
  Gear: Heartseeker Bow (15/30/60, 2d6+2, +2 Shooting, 5#); 3 Grenades (5/10/20, 3d6), and lots of 
  Knives (3/6/12, Str+d4)  
  Magic Items: Everfull Quiver, Rope of Climbing, Potions of Healing (3) 
  PELLEUS, CHAMPION OF MARS (WC) 
  Peleus is a Greek soldier who awakened to his power at the outset of the Great War. He is de-
  termined to stop Verdikai at any cost. He is chatty and vivacious, but does not suffer fools. 
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d10, Vigor d8 
  Skills: Climbing d4, Fighting d10, Healing d6, Notice d6, Persuasion d8, Shooting d6, Spellbinding d10, 
  Stealth d6, Survival d4, Swimming d4, Throwing d4 
  Pace: 6; Parry: 7; Toughness: 6 
  Hindrances: Arrogant (M) Must humiliate opponent, challenge the ‘leader’, Big Mouth (m) Unable to keep 
  a secret, blabs at the worst time, Vow (m) A pledge to a group, deity, or religion 
  Edges: ABS: Chosen of Mars (Master), Champion, Healer, First Strike, Imp. First Strike, Trademark Weap-
  on (Spear), Imp. Trademark Weapon 
  Spells: Novice: Cantrips (Fire), Damage Field, Succor; Initiate: Heal, Smite; Adept: Barrier, Pummel; Mas-
  ter: Summon Fire Elemental, Quickness 
  Gear: Spear of War (Str+d6+1, Parry +1, Fighting +1, Reach 1, 2 hands); 3 Grenades (5/10/20, 3d6); Colt 
  Revolver (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, +1 Shooting 
  Magic Items: Elemental Ring (Fire), Goggles of Nightvision, Potions of Healing (3) 
  SERGE AMBERKEG (WC) 
  Serge just wants to fight the Necromancer’s legion for the glory of it. But he’ll be damned if any 
  elf is going to give him orders. 
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d10 
  Skills: Climbing d6, Fighting d10, Intimidation d6, Notice d6, Persuasion d4, Repair d4, Shooting d8, 
  Stealth d8, Streetwise d4, Survival d4, Swimming d4, Taunt d6, Throwing d4, Tracking d4 
  Pace: 6; Parry: 7; Toughness: 7 
  Hindrances: Overconfident (M) The hero believes he can do anything, Quirk (m) always drinking but rarely 
  drunk, Greedy (m) Character is obsessed with wealth 
  Edges: Brawny, Berserk, Combat Reflexes, First Strike, Frenzy, Improved Frenzy, Sweep, Improved Sweep  
  Gear: Great Axe of the Elders (Str+d10, 15#, AP 1, Parry -1, 2 hands); 3 Grenades (5/10/20, 3d6); Colt 
  Revolver (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, +1 Shooting 
  Magic Items: Amulet of Wind Walking, Potions of Healing (3) 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Kaisers Gate/Savage Worlds - Kaiser's Gate - AP5 - Lair of the Necromancer.pdf