TEXT:  
  10402
  
  The Savage FoeS oF  
  Solomon Kane
  Written by: Rush Lilavivat and John Goff
  Edited by: Jodi Thies Black, Joel Kinstle, and Piotr Korys
  Interior Art by: Louie De Martinis and Kieron O’Gorman
  Cover Art by: Daniel Rudnicki
  Cover Design by: Robin Elliott
  Layout and Maps by: Joel Kinstle
  © 2010 Solomon Kane Inc. Solomon Kane® and related logos, characters, names, and 
  distinctive likenesses thereof are trademarks of Solomon Kane Inc. All rights reserved.
  © 2010 Pinnacle Entertainment Group. The Savage World of Solomon Kane,  
  The Savage Foes of Solomon Kane, Savage Worlds, and all related marks and  
  logos are trademarks of Pinnacle Entertainment Group. All rights reserved.
  Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a  
  trademark of Studio 2 Publishing, Inc. © 2010. All rights reserved. Printed in Thailand.
  
  Table oF ConTenTS
  IntroductIon������������ 1
  BestrIder ��������������� 2
  theBorgIatwIns��������� 8
  caprus ������������������17
  crossroadsMan ����������22
  thecultoftheIronrIng��29
  erasMusdeIn�������������38
  goBlIns������������������46
  thegodsInIvory���������53
  harlowhoBBes�����������61
  hoarfrostwarrIors������70
  hoMonculus ��������������76
  IcthynItes ���������������85
  IMps���������������������92
  thelIBervorago���������99
  Mandrake��������������108
  pedroderaMello �������113
  ravaka�����������������121
  scylla������������������128
  thetasked��������������136
  theverMIllIonMask�����143
  wIllo’wIsp �������������150
  
  1
  w
  elcoMe to The Savage Foes of 
  Solomon Kane! Within these pages, 
  you’ll find enemies and nemeses both sinister 
  and vile. When crafting these particular 
  threats, we attempted to make each one 
  as close to the themes of Solomon Kane as 
  possible. This isn’t just a mash-up of the 
  latest monsters.
  So what were are some of the themes that 
  Robert E. Howard’s monsters and villains 
  possessed in the Kane stories?
  Mystery: Almost all of the exotic creatures 
  that Howard wrote about had some element 
  of mystery to them. There was always an 
  untold history to the dark creatures that 
  Solomon Kane faced, from the vampires of 
  the hills to the flying akaanas. We’re giving 
  you the whole story, but how much you 
  reveal to your players is up to you. 
  Lost Civilizations: In many of Howard’s 
  stories, Solomon Kane stumbles upon 
  lost empires or rotting civilizations. One 
  common factor is that these societies were 
  always undergoing slow disintegration. 
  Many of the foes that Kane faced in his 
  journeys were by-products of these dead or 
  dying ancient civilizations. Some had found 
  a kind of life after death through their cults 
  or secret societies. Others were degenerate 
  beings that arose from the remnants of a 
  vanished culture. But regardless of their 
  presentation, 
  they 
  often 
  possessed 
  a 
  combination of both societal disintegration 
  and hidden power. 
  Primal Forces: In the Kane stories, chaos 
  and disorder are palpable forces, constantly 
  encroaching upon the world of man. Monsters 
  are things that are untamable – or if they are 
  controlled, they are only restrained for a 
  InTroduCTIon
  while before they ultimately break free and 
  unleash havoc. The primal forces of nature 
  and entropy are always churning beneath the 
  surface, waiting to burst forth and overcome 
  mankind’s trivial attempts to tame them.
  how To uSe ThIS booK
  If you’ve played roleplaying games before 
  and flipped through this book, you’ve 
  probably noticed that this is not your typical 
  catalogue of foes. Contained in these pages 
  are not just monsters, but cults, individuals, 
  and even some inanimate objects. We don’t 
  want this to be just a resource for things to 
  fight in your campaign. We hope this book 
  can be a tool to stimulate your imagination.
  If you are running the Path of Kane, then 
  the adventures within these pages can fill 
  gaps between the Plot Points and fit right into 
  it. One of the entries, the Liber Vorago (page 
  99), even provides a subplot for an ongoing 
  campaign and blends nicely into the Path of 
  Kane as an additional Plot Point. 
  Many of the foes are designed to provide 
  you with the opportunity to use them more 
  than once to vex your players with their 
  nefarious schemes. Where possible, we’ve 
  even given examples of how these recurring 
  villains can be linked to other Savage Tales in 
  this book.
  readIng The enTrIeS
  Each foe entry comes with background 
  information about that threat. After the 
  setting information, you’ll find the detailed 
  profile (or profiles) for the threats described 
  in the text. Lastly, you’ll find the Savage Tale 
  dedicated to highlighting the particular foe 
  or foes detailed in the entry.
  
  2
  beSTrIder
  Thereafter, a change came over the 
  maiden. She remained fair to look upon 
  but she was eternally fatigued, in need of 
  much rest. As time passed, her shoulders 
  became stooped and her back bent. Then, 
  one day she was seen beside a lake by her 
  beloved. In her reflection on the water, he 
  learned what so weighed upon his love. 
  In the rippling surface, he saw a strange 
  creature sat upon her shoulder, its legs 
  crossed around her neck….
  —The Liber Vorago
  a
  BestrIderis a skeletal entity that 
  rides on the backs of its victims, bending 
  them to its will. This type of malevolent spirit 
  is drawn to people beset with intense fear. 
  When one finds a person who carries enough 
  terror in his heart, it takes possession of his 
  body. While in control of a victim, it rides 
  upon his shoulders, locking its legs around 
  his neck. With rare exception, the bestrider 
  is invisible and intangible to all except the 
  person it possesses. 
  Once a bestrider becomes attached to its 
  prey, it does not relinquish him willingly. 
  The burden of having this creature affixed to 
  the back invariably takes its toll on the poor 
  soul and usually results in the death of the 
  host, for the bestrider drinks his life-force as 
  it rides. 
  A hero can spot a bestrider in a reflective 
  surface, such as the surface of a pond, a 
  mirror, or even polished silver with a Notice 
  roll (–4). Once another person catches a 
  glimpse of a bestrider, she can always see 
  the spirit with a reflective surface, but she 
  can become subject to fear and paranoid 
  delusions of her own. If her fear overwhelms 
  her, she will attract the attentions of another 
  bestrider herself. An entire community may 
  become possessed by these malicious spirits 
  in this fashion.
  beSTrIder
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Climbing d10, Fighting d8, Guts d8, 
  Intimidation d8, Notice d6, Persuasion d8, 
  Stealth d10, Throwing d8
  Pace: 6; Parry: 6; Toughness: 5
  Special Abilities: 
  • Claws: Str+d6 
  • Madness: Anyone who has seen a 
  bestrider will begin to experience strange 
  delusions and paranoia over the course of 
  the following day. He begins seeing things 
  out of the corner of his eye, hearing 
  whispers in his ears, and so forth. The 
  character must make two Fear checks (–2) 
  during the day. Should the victim pass 
  the Fear checks over the course of a day, 
  the delusions fade. If he fails both rolls, 
  a bestrider may visit him and attempt to 
  possess him. Otherwise, the delusions 
  simply continue. 
  • Partial Invisibility: Normally, a bestrider 
  is invisible to sight. A hero may detect 
  one in a reflective surface with a Notice 
  roll (–4). Once detected, the spirit can be 
  attacked at –4. If the attacker is able to 
  use a reflective surface for reference, the 
  penalty is only –2. 
  • Partial Intangibility: Normally, a 
  bestrider cannot be physically touched 
  except by its victim. However, once a 
  
  beSTrIder
  3
  The murderS
  The tribe has been rocked by recent 
  murders in the village and Otetani seeks 
  the heroes’ assistance. Not just one, but 
  three of the village matrons were murdered 
  horribly in their longhouse. The bodies have 
  already been buried in shallow graves and 
  character has seen its reflection, it may be 
  touched or attacked by that person. 
  • Puppet: A bestrider can use the puppet 
  power using its Spirit as its arcane skill. 
  It may only use this power upon people 
  once it has climbed upon their backs. It 
  gets one attempt per victim. If it fails, that 
  bestrider can never again try to possess 
  that person.
  • Size –1: Bestriders are small creatures.
  Savage Tale:  
  noT oF The PeoPle
  t
  hewanderers are led by a vision to a 
  remote Indian village in the New World. 
  There, they are greeted by Otetani, an 
  Iroquois wise-man. He asks the party to help 
  solve a murder in his village. Otetani informs 
  the party he was also sent a vision by the 
  spirits telling him of the heroes and where 
  he would meet them. 
  The vIllage
  Otetani leads the characters into his village 
  and introduces them to the tribe, explaining 
  these are the strangers from his vision. At 
  first, most of his people avoid the wanderers. 
  As time passes, however, the villagers begin 
  to show more and more fascination with 
  the party. It’s not that they have never seen 
  outsiders but the fact the adventurers were 
  summoned by Otetani’s spiritual vision that 
  has them in awe. Children, in particular, will 
  be curious about the characters’ presence. 
  The village itself is more sophisticated 
  than the travelers may initially expect. The 
  Iroquois live in longhouses arranged like the 
  spokes of a wheel. A wooden palisade forms 
  a twenty foot high wall around the village. 
  Everyone in the village has a specific role and 
  task to perform at every hour of the day. It is 
  a place of well-honed efficiency. 
  Very few men are about the settlement, as 
  they spend much of their time hunting. In 
  this village, as is customary in many Iroquois 
  villages, many of the leaders are women, 
  which may consternate European travelers 
  used to patriarchal societies.
  
  The Savage FoeS oF Solomon Kane
  4
  the longhouse cleared of any belongings 
  (or clues). The adventurers must interview 
  the tribe members to learn about the crime. 
  Fortunately, many of the villagers speak a 
  variety of European languages. Some speak 
  English, others French, and some Dutch.
  By simply talking to the tribe members, the 
  wanderers can learn the following (one per 
  member questioned): 
  • “The murders took place three weeks ago. 
  They were…horrible. I cannot stomach 
  speaking of them for too long. “
  • “The three most prominent members of 
  the village council were killed, including 
  the chieftess – Gennesheyo.”
  • “The place of the murders was terrible. 
  Blood, bone, flesh, and hair were thrown 
  about. So much that one could not tell 
  what part belonged to what body.” 
  • “Our new village chieftess is Chepi. She 
  is no more than a girl, not ready to lead. I 
  fear her leadership weakens our tribe.”
  • “One of our best warriors, L’tayan, is in 
  the wilderness. He is convinced a creature 
  came into our village and done this deed. 
  He and his hunting party seek to find and 
  kill it. He has most likely traveled to one 
  of the nearby hunting camps. You should 
  be able to easily find him if you wish.”
  Attempting to learn more requires a 
  Streetwise roll. For each successful roll, the 
  party learns one of these clues:
  • “Whoever, whatever, killed our leaders 
  was obviously strong. And savage. Not 
  a wolf, bear, nor any other animal I can 
  think of could have done such a thing.”
  • “They say there were tracks left where the 
  killing took place. Some of the hunters 
  said the prints were small, but unlike 
  anything they had ever seen.”
  • “Even stranger…the tracks appear and 
  disappear. They are not seen going into 
  the longhouse or out.”
  If an adventurer get a raise on a Streetwise 
  roll, he learns one of the following in addition 
  to any other information he may gain: 
  • “You should know…Gennesheyo, the 
  village chieftess. She was not liked. In her 
  old age she had become stern, unyielding, 
  and angry, always angry.”
  • “I heard that, truly, L’tayan and his men 
  are hiding at the camp in fear. He wanted 
  to hunt the creature, yes. Now, he is 
  deathly afraid of something.”
  a ChIeFTeSS Too Young 
  Should the wanderers wish to interview 
  young Chepi, the current chieftess, they 
  find her in the longhouse where the village 
  leaders reside—and where the murders took 
  place. Like other houses in the village, it has 
  a sturdy frame and a thick covering of bark 
  which blocks almost all light from outside. 
  Elaborate spirit masks are hung on the wall 
  and intricately woven baskets line the floor. 
  But despite these trappings, the place seems 
  empty, and Chepi, a young Indian girl of 
  fourteen, seems small in the long, dark space. 
  Chieftess Chepi greets the party with a 
  sad smile. Conversing with her reveals the 
  following information:
  “I knew of your coming through the 
  visions of Otetani. I truly hope you can 
  guide us through these dark times. I am 
  afraid I cannot be of much help. What 
  a poor chieftess I am turning out to be! 
  I came upon the scene of the murders 
  behInd The murderS
  The murders were committed by 
  two bestriders who had possessed the 
  chieftess Gennesheyo and another 
  village elder for a long time. Sensing 
  Gennesheyo’s time was running out, 
  the two bestriders sprang from their 
  hosts’ backs, and killed all three of the 
  village elders in the longhouse. 
  The first bestrider then possessed 
  young Chepi just as she was entering 
  the 
  longhouse 
  after 
  hearing 
  a 
  commotion. Currently, it is still in 
  possession of Chepi. The second 
  bestrider followed the hunter L’tayan 
  and his men as they exited the village. 
  There, it possessed one of the hunters, 
  but not before L’tayan caught sight of 
  it stalking them through the woods.
  
  beSTrIder
  5
  just after they happened. I heard terrible 
  noises. The ripping of tendons, the 
  cracking of bone, but not so much as a 
  scream. I saw nothing at, or leave, the 
  longhouse. And it was just as gruesome 
  as some others here had described it.”
  A Notice roll reveals Chepi seems to be 
  quite tired and slumped, as if burdened by a 
  great load. If asked about it, she merely says 
  it is the “weight of leadership and the turmoil 
  of the tragedy.”
  The hunTIng ParTY
  Eventually, the heroes may wish to visit 
  L’tayan. Any member of the tribe can give the 
  wanderers directions to the hunting camps. 
  L’tayan and his men are at the nearest one, 
  less than half a day from the village, camped 
  with his men by a wide stream. Their camp 
  is in disarray. The men with L’tayan are 
  obviously starving and their equipment looks 
  worn. They are listless and one even seems 
  so weak that he cannot stand up straight.
  L’tayan caught a glimpse of the bestrider 
  that was following his band and ever since he 
  has become more and more paranoid. Now, 
  he does not allow his men to go and hunt, 
  even for food. Because L’tayan left before 
  Otetani had his vision, he is highly suspicious 
  of the characters when he firsts encounters 
  them. A Persuasion roll (–2) is necessary to 
  convince L’tayan to speak with the party.
  At first, L’tayan insists that he and his men 
  are hunting the creature that he believes killed 
  the elders. He denies any accusation that he 
  is afraid. Further, he declines providing a 
  description of the thing, but claims he knows 
  what it looks like. A character must make a 
  Streetwise roll to convince him to say more. 
  If the roll is successful, L’tayan reveals the 
  following:
  “We came here to hunt the creature, 
  but now it hunts us. It is thin and bony. 
  A leering mouth stretches across its face. 
  I saw its reflection in a puddle as it stole 
  upon me not long after we left the village. 
  I whirled, but it fled into the forest. In 
  my dreams I see it still hiding behind the 
  next tree, waiting for me to sleep so it 
  can choke me!”
  None of the other hunters admit to having 
  seen the creature L’tayan is talking about, 
  but over the past few days, his paranoia has 
  infected the entire camp. The hunters are in 
  terrible shape and it’s obvious that if they 
  remain at the camp they may well starve. 
  Many of the tribe’s able-bodied men are with 
  L’tayan and their loss would be a terrible 
  blow to the village. 
  Getting the hunters to leave camp, whether 
  to return to the village or continue their hunt 
  for the creature takes another Persuasion roll 
  (–2). Even then, they agree to do so only if 
  the travelers accompany them.
  Through a STream, darKlY
  If they decide to try to continue seeking 
  the beast, the group wanders through the 
  surrounding forest for hours, searching for 
  any trace of footprints or sign of a creature 
  matching L’tayan’s description. Any character 
  who makes a Tracking roll (–2) finds an odd 
  bit of sign. At one point, a small pair of prints, 
  almost bird-like in appearance, seem to trail 
  the prints of one of the hunters but then 
  disappear. (This is where the creature leapt 
  on the hunter’s back, taking possession.) 
  Regardless of whether anyone spots the 
  strange tracks, the search takes the group 
  near the stream at several points. 
  Conversely, if the heroes forgo any further 
  search and instead simply return with the 
  hunters to the village, much of the trail 
  parallels the stream. 
  Whether the wanderers convince the 
  hunters to return to camp or resume the hunt 
  with the party’s assistance, the end result 
  is the same. Whenever the group nears the 
  stream, each of the heroes can make a Notice 
  roll (–4). With a success, the character spots 
  a small, gaunt creature riding the shoulders 
  of the stooped hunter! 
  Remember, 
  even 
  once 
  spotted, 
  the 
  bestrider is visible only in a reflective surface. 
  This may put the party in a difficult situation 
  unless they can show L’tayan and his hunters 
  the reflection as well. The bestrider is no fool, 
  so as soon as any of the characters attempt to 
  call attention to it, it has its victim hurl a rock 
  into the water—perhaps claiming he saw a 
  spirit or demon beneath the surface.
  
  The Savage FoeS oF Solomon Kane
  6
  How the party handles this dilemma is up 
  to them. They can try to convince L’tayan 
  of what they’ve seen or they can just begin 
  attacking an invisible (and intangible!) entity 
  sitting astride the shoulders of one of his 
  friends. It makes the difference between 
  fighting the bestrider and its victim or fighting 
  both the creature and half a dozen warriors.
  Once attacked, the bestrider stays on its 
  victim’s shoulders and both fight off any 
  attackers. Due to its location and size, the 
  bestrider receives the benefit of medium 
  cover (–2) against attacks from the front. Any 
  attack that misses as a result of this modifier 
  instead hits the bestrider’s victim. A called 
  shot to the bestrider’s head (–4) ignores this 
  modifier, as do attacks from the side or rear.
  Regardless of the outcome of the fight, 
  don’t forget the Madness effect the bestrider 
  has on any that view it.
  Bestrider (1): See page 2.
  Bestrider’s victim (1): See Iroquois 
  Hunter, page 7.
  Iroquois Hunters (5): See page 7.
  L’tayan: See page 7.
  reTurn To The vIllage
  If the heroes defeat the bestrider plaguing 
  the hunters, the village breathes a great 
  sigh of relief. The people’s mood noticeably 
  lightens. Chieftess Chepi, however, seems 
  saddened when she hears of the monster’s 
  defeat. If questioned, she says, “I feel sorrow 
  at the loss of my tribe. If only we had found 
  this thing sooner.” 
  Each member of the party may make a 
  Notice roll at this point. The character who 
  rolled the highest realizes Chepi’s slumped 
  and tired posture is nearly identical to the 
  hunter who was possessed. Hopefully, the 
  wanderers exercise some restraint and don’t 
  begin immediately attacking the village’s 
  new chieftess. If they do, they soon have the 
  entire village fighting to save its leader! 
  If the heroes returned with L’tayan and 
  the hunters, they help the party explain the 
  situation to the rest of the tribe. With the 
  help of the village, the party should be able to 
  quickly subdue the creature without causing 
  harm to Chepi. However, if they end up in a 
  battle with the whole tribe, many senseless 
  casualties are almost inevitable.
  Regardless of the route the characters 
  choose, L’tayan finally succumbs to his fear 
  and paranoia, clearly horrified that there 
  is more than one of the creatures. At some 
  point during the final resolution (whether by 
  battle or not), he begins screaming, believing 
  an invisible spirit is mounting his shoulders 
  and trying to seize control of his body. 
  Whether L’tayan is actually succumbing 
  to a bestrider or not is up to you. It may be 
  interesting to simply have L’tayan overcome 
  with paranoia and madness, particularly 
  since many of the heroes are likely to also be 
  plagued by delusions over the near future.
  Chieftess Chepi: See page 7.
  Otetani: See page 7.
  L’tayan: See page 7.
  Iroquois Hunters (5): See page 7. (If the 
  heroes returned with L’tayan, add any 
  surviving hunters to this number.)
  Tribe Members (15): See page 7
  buT whaT IF…
  If the characters decide to leave 
  L’tayan and his hunters to their fate, 
  allow each of the adventurers a single 
  Notice roll (–4) to spot the bestrider’s 
  reflection in the nearby stream before 
  they depart. If they still don’t, it’s likely 
  that the members of the hunting party 
  are lost to starvation and madness. 
  Or, if you’re feeling generous, you 
  can always just have all the characters 
  make a Notice roll and allow the 
  one with the highest total to catch a 
  glimpse of the bestrider’s reflection.
  If those options fail, all is still not 
  lost. Once back in the village, allow 
  each traveler a Notice roll (–4) each day 
  they remain with the Iroquois to spot 
  the bestrider on Chepi’s shoulders. 
  Perhaps the chieftess passes a puddle 
  in the village when the hero is nearby 
  or maybe he spots the creature in a 
  hand mirror or even cup of water.
  
  beSTrIder
  7
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  IroquoIS hunTer
  Due to the murders, the hunters are 
  carrying weapons more appropriate to 
  warfare than hunting game animals. They are 
  armed with tomahawks and bows.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Boating d6, Climbing d6, Fighting d6, 
  Guts d6, Shooting d6, Survival d8, Throwing 
  d6, Tracking d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Illiterate, Loyal
  Edges: —
  Gear: Axe (Str+d6) and bow (Range 
  12/24/48, Damage 2d6).
  TrIbe member
  Tribe members tend to the daily tasks of 
  the village. They normally do not engage in 
  combat, but are not afraid to fight if necessary. 
  They are armed with whatever weapons they 
  can find—usually knives or clubs.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d4, Fighting d4, Guts d4, 
  Notice d6, Survival d6, Throwing d4
  Charisma: +0
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Illiterate, Loyal
  Edges: —
  Gear: Hand weapons (Str+d4).
  ChIeFTeSS ChePI
  Chepi is a young, pretty girl who has had 
  the mantle of leadership thrust on her before 
  her time. Unfortunately, she has also had 
  demonic spirit possession thrust on her as 
  well, and her actions are not her own. Chepi 
  is not much of a combatant, but the thing 
  riding her shoulders fights fiercely to protect 
  itself (see page 2 for the Bestrider).
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d4, Vigor d4
  Skills: Boating d6, Fighting d4, Guts d6, 
  Persuasion d6, Survival d6, Throwing d6
  Charisma: +4
  Pace: 6; Parry: 4; Toughness: 4
  Hindrances: Illiterate, Loyal
  Edges: Attractive, Noble
  Gear: Dagger (Str+d4).
  oTeTanI
  Otetani is the tribe’s wise-man and a 
  leader of the village. The tribe looks to him 
  for advice on any subject, particularly those 
  of a spiritual or occult nature. He is aging, 
  and while no longer the warrior he once was, 
  remains a potent force among his people.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d10, Knowledge 
  (Occult) d8, Knowledge (Spirits) d10, 
  Shamanism d8
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Illiterate, Loyal
  Edges: Arcane Background (Shamanism)
  Gear: Dagger (Str+d4), fetish bag.
  Powers: Boost/lower trait, dispel, spirit 
  ward, vision quest.
  Treat Otetani as a Veteran character. 
  l’TaYan
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Boating d6, Climbing d6, Fighting d8, 
  Guts d6, Shooting d6, Survival d8, Throwing 
  d6, Tracking d8
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Illiterate, Loyal
  Edges: Alertness, Woodsman
  Gear: Axe (Str+d6), bow (Range 12/24/48, 
  2d6).
  
  8
  The borgIa TwInS
  We gazed upon the tangle of limbs and 
  bodies that lay strewn upon the floor like 
  vines. The dead faces forced their way 
  between the twisted limbs, with mouths 
  open as if gasping for one last breath. 
  Their eyes were unfocused and crossed in 
  odd directions, some seeming to gaze at 
  each other while others looked to Heaven 
  for an answer that would never come. 
  The razor-thin dilettante did not even 
  glance at us from the canvas where he 
  continued to work in his oils. 
  “They wouldn’t stay still,” he said in 
  disinterested explanation. 
  d
  escendentsof the villain Cesare 
  Borgia, this murderous brother and 
  sister team fled their native country to travel 
  the globe, sowing sorrow and death in their 
  wake. Born without any morality or even 
  humanity, murder is no more troubling to 
  them than watching a worm wither in the 
  sun. 
  Alistair fancies himself an artist, but his 
  paintings and sculptures are as disturbed 
  as they are brilliant. His works often lead to 
  horrific acts, such as when he drowned over 
  a dozen women just to see how their hair 
  flowed in a river’s current. 
  Whereas her brother may be roused to 
  murder in search for “art,” Delia simply 
  enjoys the act itself. An expert poisoner, she 
  specializes in hallucinatory and debilitating 
  toxins. She enjoys watching victims succumb 
  to her concoctions. Once, she chatted 
  pleasantly with a delirious noble who was 
  convinced his feet were being tickled while 
  they were in fact being eaten by a pair of 
  rabid dogs. 
  Both of these wicked souls are intelligent 
  enough to hide their predilections. To 
  continue their profligate and homicidal 
  lifestyles, they usually rob their victims. As 
  they consider themselves “noble” and above 
  petty physical endeavors, they often have a 
  large retinue of minions on hand, usually 
  made up of sociopaths and cutthroats like 
  themselves. 
  Like their ancestors, it has long been 
  suggested these twins also share an unnatural 
  relationship although none of their accusers 
  has ever produced any evidence of such.
  alISTaIr and delIa 
  borgIa
  alISTaIr borgIa
  Alistair is not a particularly attractive man, 
  but he is an imposing physical specimen and 
  possesses an undeniable presence. Tall and 
  lean, he moves with the grace of a jungle 
  panther and the speed of a striking viper. 
  He is a skilled combatant and has absolutely 
  no compunction against using any means 
  to gain an edge over his opponent. Alistair 
  quickly flees any battle that turns against 
  him, willingly abandoning any ally except his 
  sister.
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d8, Vigor d12
  Skills: Fighting d10, Guts d12, Intimidation 
  d10, Knowledge (Art) d10, Notice d8, 
  Persuasion d8, Shooting d10, Stealth d8
  Charisma: +2
  Pace: 8; Parry: 9; Toughness: 8
  
  The borgIa TwInS
  9
  Gear: Rapier (Str+d4, +1 Parry), dagger 
  (Str+d4), 
  wheellock 
  pistol 
  (5/10/20, 
  2d6+1, AP 1).
  Hindrances: Arrogant, Delusional 
  (socio path), Vengeful 
  Edges: Acrobat, Ambidextrous, 
  Charismatic, Combat Reflexes, Command, 
  Dirty Fighter, Fervor, Fleet-Footed, Hard 
  to Kill, Harder to Kill, 
  Improved 
  Level-Headed, Improved 
  Riposte, 
  Improved Sweep, Rich
  delIa borgIa
  As beautiful as she is 
  insane, her looks often 
  lead her opponents to 
  underestimate her. Delia 
  plays up her “helplessness” 
  until she finds an opening to 
  strike, often while her foes 
  are focused on Alistair. 
  Attributes: Agility d12, 
  Smarts d10, Spirit d8, 
  Strength d6, Vigor d10
  Skills: Fighting 
  d8, Guts d12, 
  Intimidation d8, 
  Knowledge (Occult) 
  d8, Knowledge (Poisons) 
  d12, Notice d8, Persuasion d10, 
  Shooting d12, Stealth d8
  Charisma: +4
  Pace: 8; Parry: 6; Toughness: 7
  Gear: Dagger (Str+d4 plus poison), 
  two-barrel pistols x2 (5/10/20, 2d6+1, 
  AP 1).
  Hindrances: Delusional (sociopath), 
  Vengeful
  Edges: Combat Reflexes, Fleet-Footed, 
  Hard to Kill, Harder to Kill, Improved 
  Nerves of Steel, Marksman, Really Dirty 
  Fighter, Rich, Two-Fisted, Very Attractive
  Special Abilities: 
  • Envenomed Weapon: Her dagger is 
  usually coated with viper poison, 
  requiring anyone struck by it to 
  make a Vigor roll (–2). Success 
  means the victim becomes 
  Exhausted within 1d6 rounds 
  
  The Savage FoeS oF Solomon Kane
  10
  and remains that way until healed. On a 
  failure, the victim is instead Incapacitated.
  • Hallucinogenic Concoctions: She also 
  crafts hallucinatory concoctions, which 
  affects victims through drink, injection or 
  wounding. Once someone has contacted 
  these poisons, they must make a Vigor 
  roll at –2 or suffer wild hallucinations and 
  gain any one Hindrance from this list: 
  Delusional (Major: various), Habit (Major: 
  poison), Bloodthirsty, and Phobia (Major).
  • Poison Craft: Delia is able to create 
  any poison listed in The Savage World 
  of Solomon Kane, including all types of 
  snake venoms. 
  Savage Tale: 
  unexPeCTed gueSTS
  a
  rrIvIng at Brouch, a small village 
  somewhere in Europe, they hear the 
  un mistakable sounds of conflict. When they 
  investigate, they find the community under 
  attack. Bandits are raiding the village, looting 
  it in a frenzy. None of its residents possesses 
  any martial ability to speak of and the town 
  is being overrun. Bandits go from house to 
  house virtually at will. A few buildings are on 
  fire, and a number of bodies lie in the street. 
  Some of the raiders flee at the heroes’ 
  approach, but others stand their ground. 
  Their behavior is closer to that of berserkers 
  than robbers; these bandits fight with reckless 
  and wild-eyed abandon, always making wild 
  attacks (+2 to Fighting rolls and damage, –2 
  to Parry). They neither surrender nor retreat.
  Bandits (2 per hero): See page 15.
  brouCh Saved
  The citizens are grateful to the party for 
  coming to their rescue. However, they tell 
  the travelers that the bandits abducted some 
  of their number and carried them away when 
  they fled. No one knows why the raiders 
  chose to kidnap the villagers. It is a poor 
  community and no one there has any wealth 
  to ransom the captives back.
  There are no trained fighters among the 
  villagers, so they appeal to the heroes to 
  rescue their families and loved ones. They 
  can offer the travelers nothing but gratitude 
  and perhaps a warm meal in return.
  By quickly asking around, the characters 
  can learn a rumor that a group of highwaymen 
  had recently settled in an abandoned manor 
  house in nearby Hog’s Head Wood. They had 
  supposedly been preying on travelers on the 
  road through the forest, but they had never 
  raided into the village before today. 
  Getting precise directions to the manor is a 
  little more difficult. It seems it has sat vacant 
  for over half a century and no one in the 
  village has visited it in memory. If a character 
  succeeds on a Streetwise roll, an aging farmer 
  volunteers what he knows about the house.
  “There’s a reason no one can tell you 
  anything about Grisson Manor—none of 
  us has been near it for years. It’s haunted 
  by the ghosts of the Grisson family. My 
  father told me the story when I was a 
  lad about how the entire family was 
  murdered as they sat at the dinner table. 
  No one knows who—or what—did it, 
  but the servants found them around the 
  table with their throats cut from ear to 
  ear. All except the patriarch, Nicodemus. 
  Whoever had killed the family had 
  dragged him to the cellar and hanged 
  him. Now, a ghost walks the halls and 
  only a fool or a madman would live 
  there.”
  He is able to give the party rough directions 
  to the location of the manor. 
  grISSon manor
  The villagers are correct. A group of bandits 
  has taken residence in Grisson Manor. What 
  the locals do not know is that a few weeks 
  ago, the bandits captured a young couple 
  they took to be nobles, the Borgia Twins, and 
  planned to hold them for ransom.
  Within less than a day, Delia had 
  administered a fatal dose of poison to the 
  leader of the bandits and dosed the rest with 
  enough hallucinogens to allow her and her 
  brother to take control of the gang. The twins 
  
  The borgIa TwInS
  11
  had been drawn to the area by a tale they’d 
  heard of the manor. Alistair believed that its 
  macabre history would make it the perfect 
  backdrop for a new series of paintings he 
  had been planning. The gang provided him 
  with just the manpower he needed to secure 
  subjects for his project.
  Until recently, the bandits had restricted 
  their activities to the road through Hog’s 
  Head Wood, waylaying and kidnapping any 
  passing travelers they encountered. However, 
  word has reached nearby communities of the 
  dangers of the forest and fewer and fewer 
  people choose to risk the road. Alistair, ever 
  a slave to his creative lunacy, has been forced 
  to send the gang further and further abroad 
  to obtain captives to use in his “art.” 
  To keep control of the bandits, Delia has 
  applied ever increasing amounts of her 
  poisons. Most at this point have had their 
  brains poisoned by the toxins to the point 
  they have become madmen. They completely 
  obey the twins’ commands, but are violent 
  and utterly unpredictable otherwise. From 
  prior experience, Alistair and Delia have 
  recognized the signs of the robbers’ decline 
  and plan to abandon them as soon as Alistair 
  completes his paintings.
  During the adventure, the characters 
  encounter people in various stages of 
  madness, and Nicodemus’ ghost has further 
  influenced the now-insane bandit gang and 
  a few of the captives. Nicodemus’ presence 
  occasionally affects the heroes, and they may 
  begin to worry about their own sanity. Do 
  your best to keep the party guessing as to 
  what’s really going on until the last minute. 
  Inside the mansion, the aroma of incense 
  lies thickly in the air, battling the odor of decay 
  and dust. The twins, used to more opulent, 
  civilized surroundings, have tried to mask 
  the smells of the ancient house. There is no 
  sinister effect to the fragrance, but the heroes 
  may begin to suspect one after observing the 
  behavior of the current inhabitants. That’s 
  fine—it adds to the tension!
  The gaTe
  These rusty gates are twisted and knotted 
  through with dry vines. Hanging between the 
  iron bars are two bodies, shot through with 
  crossbow bolts and pistol shot. Both men 
  were bandits who fell victim of the growing 
  insanity plaguing the gang. 
  The Carver
  A man lies on the ground, cutting spiraling 
  patterns into his flesh while muttering: 
  “Getthemout. Getthemout. Getthemout.” He 
  ignores anyone who approaches or speaks 
  to him, but immediately attacks if a character 
  tries to stop him from cutting himself.
  Bandit (1): See page 15. Armed with a 
  dagger.
  The enTranCe hall
  The entrance hall to the manor hall is 
  littered with leaves, broken glass, and animal 
  droppings. A hollow wind blows continually 
  The ghoST oF 
  grISSon manor
  It was none other than Nicodemus 
  Grisson himself who killed his family. 
  Long plagued by bouts of insanity, he 
  alternately doted on his family and 
  subjected them to terrible torments. 
  His wife and children lived in abject 
  fear, dreading his terrible mood 
  swings and what new suffering he 
  might inflict with each one. 
  Ironically, during a period of better 
  humor, Nicodemus slaughtered his 
  family after drugging their meal, 
  believing he was doing them a favor by 
  releasing them from further torment at 
  his hands. In a moment of lucidity he 
  realized what he had done, retreated 
  to the cellar, and he hung himself. 
  Now, the arrival of the Borgia Twins 
  and their terrible depravities has 
  awakened Nicodemus’ spirit to once 
  again roam the halls of Grisson Manor. 
  Unfortunately, his ghost is no more 
  sane than he was in life.
  
  The Savage FoeS oF Solomon Kane
  12
  Grisson Manor
  1"
  through the jagged, shattered windows. 
  Dried-out birds’ nests dangle lifelessly from 
  the large chandelier. 
  Beneath the chandelier, a former bandit 
  dances with a dead body about the entrance 
  hall. He looks at the wanderers when they 
  enter and asks, “Why won’t he dance for 
  me?” Anyone who attempts to answer the 
  dancing man is immediately attacked. The 
  bandit has no weapons, but snaps his teeth 
  at his opponent in an attempt to bite them. 
  Bandit (1): See page 15. Unarmed, bite 
  damage only (Str).
  
  The borgIa TwInS
  13
  The dInIng hall
  A long dining table stands here, covered 
  with half eaten food and wine. A number of 
  bandit bodies have been placed at the dinner 
  table, all stabbed multiple times, in a ghastly 
  reenactment of the legend of Grisson Manor. 
  Nicodemus’ influence combined with Delia’s 
  poison led a number of the bandits to 
  recreate his terrible deed. 
  Bedrolls line the sides of the hall. On one 
  sits the lone survivor of the massacre, a bandit 
  who whispers to himself, “It burns, it burns.” 
  The unfortunate soul feebly stabs himself in 
  his own stomach repeatedly, trying to end the 
  effects of one of Delia’s more painful toxins. 
  In moments, he succumbs to his wounds. 
  The ballroom
  The ballroom has murky puddles where 
  water has gathered over the years. Wallpaper 
  curls from the walls like peeling skin.
  A number of captives, some from the 
  village, stand in the middle of the ballroom, 
  weeping. They are posed in place as if frozen 
  in mid-dance and dressed to look like clowns. 
  As they attempt to hold completely still, their 
  limbs tremble. Three bodies, also dressed 
  to look like clowns, lie on the floor in pools 
  of blood. Placed back from the people is a 
  canvas with a half-painted picture, which 
  depicts dancing clowns who cry and scream 
  at a red background. 
  Three of the posed are bandits. Alistair has 
  given them orders to kill anyone who try to 
  move from their place. Their minds are so 
  addled by drugs that they are extremely literal 
  in their interpretation of this command. 
  Unless the adventurers try to move the 
  captives, they remain in their own poses.
  If the townspeople are spoken to, they 
  purse their lips, and shake their heads. If they 
  are repeatedly spoken to, a few of them begin 
  blubbering and crying. After a moment of 
  crying, the three madmen spring into action, 
  attacking those who dared to sob. When they 
  attack, the madmen scream out, “No! Master 
  Alistair says to stay still!” If the townspeople 
  are rescued, they will tell the heroes more 
  innocents are upstairs and in the cellar. 
  Bandits (3): See page 15. Armed with meat 
  cleavers (Str+d4).
  The Parlor 
  In this library, a man kneels by the fire, in 
  the act of slowly cooking his own head. His 
  burned face is bloated and shiny; his eyes are 
  swollen shut. Meanwhile, two madmen paint 
  a landscape upon the spine of the books, 
  sometimes chatting casually. 
  The two men, Arnold and Oliver, gladly 
  speak with the party. The pair explain that 
  they are finishing a landscape painting for 
  Alistair, who left abruptly (they don’t know 
  where). They happily answer any questions 
  to the best of their ability, but keep in mind 
  that they are now irrevocably insane. 
  Alistair felt the men had a spark of talent 
  and has had them painting for the last few 
  days. In fact, the landscape they are working 
  on is not too bad—provided the viewer can 
  overlook the image of a man in the fireplace 
  roasting on a stake in the center of it.
  The men know little of the twins beyond 
  Alistair’s penchant for art and that his sister 
  is seldom far from his side. They admit they 
  originally captured the two “nobles” several 
  days ago, but it somehow made more sense 
  to make the two leaders of the outlaw band. 
  From time to time, one of the two gently 
  reminds the man in the corner to put his 
  head back in the fire. If asked, the men 
  reluctantly let the man in the fireplace go – at 
  which point, the man in the fireplace gets up 
  and begins attacking the party. Should such 
  a fight occur, Arnold and Oliver casually go 
  back to painting. 
  They retaliate viciously if attacked. The 
  man in the fireplace does not enter the fray 
  unless one of the heroes attempts to remove 
  him from the fire.
  Arnold and Oliver: See Bandit, page 15. 
  Armed with long swords.
  Burning Man: See Bandit, page 15. Armed 
  with club (log) from fireplace. Blind (–6 to 
  attacks).
  The KITChen
  The fires in the kitchen still smolder and 
  a few scraps of food lie about the tables 
  here. Nothing else is of interest. Nicodemus’ 
  presence is strong in this room, however.
  
  The Savage FoeS oF Solomon Kane
  14
  Once the heroes have time to examine the 
  kitchen, call for a Spirit check. The character 
  that rolls the lowest total looks down to 
  see her whole body is pierced through with 
  gaping knife wounds. Bloodstains spread 
  rapidly over her clothing, spreading out 
  from her injuries. Then, just as suddenly, the 
  vision is gone and her body is unharmed. No 
  one else sees the injuries. The experience 
  requires a Fear check from the recipient.
  The SeCond Floor
  The second floor is filled with barren 
  bedrooms. Most have windows that have 
  been broken for decades and the furniture 
  is long gone. In these rooms, the wanderers 
  encounter any number of these things: 
  • A woman with a meat cleaver attacks the 
  party recklessly. The woman is one of 
  the townsfolk, forced to drink poison by 
  Delia. Though she attacks wildly, she sobs 
  the entire time and begs for everyone to 
  kill her. Unlike the bandits, with time she 
  recovers from the effects of the poison.
  Citizen (1): See page 16. Armed with a 
  cleaver (Str+1d4).
  • In another room, two former captives 
  fight each other viciously, having been 
  fed a considerable portion of some of the 
  Borgia hallucinogens. They are literally 
  trying to bite each other to death. They 
  ignore everyone else to the exclusion 
  of their viciousness. They do not attack 
  anyone else, even if physically restrained. 
  However, their minds are forever lost.
  Citizens (2): See page 16. Unarmed, bite 
  damage only (Str).
  • A chill wind blows through the broken 
  window. The traveler who gets the highest 
  total on a Notice check hears a faint voice 
  that says, “Let me give you peace…”
  The maSTer bedroom
  The master bedroom retains its furniture. 
  The bed is the nest of a variety of animals, 
  and vines creep through the windows, 
  through out the room and around much of 
  the furniture, like dark veins in dry flesh. 
  Here, a crowd of the Borgia Twins’ bandits 
  are trying to get a handful of the captured 
  townspeople to drink poisoned wine. 
  They continually chant, “Drink it! Drink it! 
  Mistress Delia’s drink will make you feel 
  better!” The madmen are in a circle about 
  the townspeople, led by a woman who wears 
  a frilly white apron stained with blood. 
  Bandits (2, plus 1 per hero): See page 15.
  Citizens (5): See page 16. 
  The Cellar 
  The cellar is where Nicodemus finally 
  killed 
  himself. 
  Alistair 
  and 
  Delia 
  are 
  currently putting on an impromptu theater 
  performance of Pulcinella (Punch and Judy) 
  for their assembled followers. A large number 
  of bandits sit here, and their great number is 
  immediate apparent. 
  Delia is dressed flamboyantly as Pulcinella, 
  while a townsperson trembles beside her as 
  Judy. Delia demands jokes from her soon-
  to-be victim, threatening her with a large 
  mallet. In the corner of the cellar are the 
  remaining townsfolk.
  The cellar is well lit by torches on the 
  walls. The impromptu stage is framed by 
  stacked barrels; their audience faces away 
  from the cellar stairs and are unaware of 
  the characters. To the right of the barrels, a 
  small group of captives cowers, apparently 
  awaiting their turn on the stage.
  Delia, a small, supple woman, stands in 
  the center of the stage, dressed in black and 
  white and wearing an enormous false nose. 
  She holds a large and bloody mallet over one 
  shoulder. At her feet are two dead bodies who 
  bear gruesomely crushed faces. Broken teeth 
  liter the ground like tiny, bone snowflakes. 
  Another woman, obviously a captive, 
  cowers in front of her. She asks, “Why are 
  you doing this?” 
  Alistair, a handsome young man appears 
  from behind some barrels and responds. 
  “Don’t you know?” he cries. His voice drops 
  down to a sinister rasp. “We’re possessed 
  by the spirit of Nicodemus Grisson. We’re 
  reenacting his family’s massacre because….” 
  
  The borgIa TwInS
  15
  The man’s face grows blank, then he bursts 
  into laughter. “Can you believe it?” he cries to 
  the insane audience. “She actually believed 
  me for a second!”
  The crowd explodes into raucous laughter.
  “Oh, who am I kidding,” says the young 
  man. “We are doing this because we were 
  bored, my dear. And now you are boring us. 
  Exeunt stage left!” 
  The woman with the mallet raises it above 
  her head, preparing to smash it down on her 
  next victim.
  Hopefully, the heroes take this as a cue to 
  take action. If the party steps in before Delia 
  notices them, they can take advantage of a 
  round of surprise to act against the bandits. 
  If they don’t, Delia kills the woman with the 
  mallet and then notices the group and calls 
  out a warning to her minions. Determine 
  initiative normally in that case.
  Three rounds after the melee begins, the 
  spirit of Nicodemus Grisson materializes in 
  the center of the room, raging, “Be quiet, 
  my children! Must I silence you once more?” 
  His features are distorted with anger and 
  red flames of hatred burn in his eyes. All 
  the adventurers, surviving citizens, and the 
  Borgias must make Fear checks (–2). The 
  bandits are so far into their madness that the 
  ghost holds no terror for them.
  Nicodemus begins attacking the nearest 
  person without regard to bandit, hero, or 
  citizen, moving to the next once he has slain 
  his victim. The battle is now a three-way 
  conflict between the madmen, the spirit of 
  Nicodemus Grisson, and the heroes. Some 
  of the madmen attempt to fight Nicodemus, 
  others the heroes, but a few attack the 
  remaining townspeople in the corner of the 
  room. Alistair and Delia fight only as long as 
  they hold the upper hand, aiding each other 
  when possible. Once the tide turns against 
  them, they seek to escape at the earliest 
  opportunity, although neither is willing to 
  abandon the other.
  Nicodemus 
  does 
  not 
  respond 
  to 
  questions, taunts or dialogue and attacks 
  indiscriminately. When all of the bandits and 
  the Borgias are dead or have fled, the spirit 
  dissolves away for the time being. A spirit 
  ward stops Grisson as normal. 
  It’s likely the travelers protect the 
  townspeople who are being attacked and get 
  them out of the mansion. Unless prevented 
  from doing so, Alistair and Delia flee into 
  the woods where their horses wait while the 
  party is rescuing the captives.
  Alistair Borgia: See page 8.
  Delia Borgia: See page 9.
  Bandits (3, plus 2 per hero): See page 15. 
  Armed with longwords and pistols.
  Citizens (6): See page 16. Unarmed. 
  Nicodemus Grisson: See page 16.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  bandITS
  All of the bandits have been so twisted by 
  Delia’s toxins that they are in effect madmen 
  under the direction of Alistair. Each manifests 
  his insanity in a different way—and almost 
  always violently.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d6
  Skills: Climbing d8, Fighting d8, Intimidation 
  d6, Notice d6, Shooting d8, Stealth d6, 
  Throwing d6
  Charisma: –2
  Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: 
  Bloodthirsty, 
  Delusional 
  (Major: Delia’s hallucinogens)
  Edges: Berserk
  Gear: Leather armor (+1), various weapons 
  as noted.
  
  The Savage FoeS oF Solomon Kane
  16
  CITIzenS
  These poor folk are either travelers or 
  villagers taken captive by the mad band. 
  They have been subjected to such abuse 
  and horrors that they have been reduced 
  to cowering in fear from the slightest 
  threat. None are capable of even defending 
  themselves any longer.
  Attributes: Agility d6, Smarts d6, Spirit d6 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Knowledge (one 
  trade) d6, Notice d6, Shooting d6
  Charisma: +0
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances: —
  Edges: —
  Gear: Clothing.
  nICodemuS grISSon
  The ghost of Nicodemus is a manifestation 
  of his insanity further warped by his continued 
  undead existence. His specter appears as a 
  shadow version of himself in life, albeit with 
  rope burns on his obviously broken neck. 
  He now perceives the world of the living as 
  nothing more than an extension of his family 
  and he seeks to punish all within it for any 
  number of imagined transgressions.
  Attributes: Agility d6, Smarts d6, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d12+2, 
  Notice d12, Taunt d10, Stealth d12+4, 
  Throwing d12
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Thrown objects (Str+d4).
  Special Abilities:
  • Ethereal: Nicodemus is immaterial and 
  can only be harmed by magical attacks 
  or truly courageous heroes. A hero can 
  attack a ghost with his bare hands (not 
  with weapons), by using his Guts skill in 
  place of his Fighting skill. All modifiers 
  associated with Fighting apply to Guts for 
  this purpose.
  • Fear –2: Ghosts cause Guts checks at –2 
  when they let themselves be seen.
  • Ghostly Touch: A ghost’s touch is soul-
  chillingly cold. If it succeeds at a Fighting 
  attack, it does damage equal to its Spirit. 
  The target gets no benefit from non-
  magical armor.
  
  17
  For a few of the greatest sorcerers of 
  the age, the temporary compelling of a 
  demonic entity was not enough. They 
  desired a race of slaves to do their 
  bidding, to answer every summons, 
  to respond to every whim. To that end, 
  they carved graven images from living 
  rock and animated them by the blood of 
  lesser demons.
  Arrogantly believing that the more 
  powerful the slave, the more powerful 
  the master, they foolishly granted these 
  abominations the dearest of man’s 
  gifts—that of creation itself. This proved 
  to be the beginning of their downfall, 
  for while the caprus were birthed into 
  slavery, the blood of demons still coursed 
  through their veins…
  —The Liber Vorago
  t
  he caprus are a race of goat-men 
  sculpted 
  from 
  stone 
  by 
  ancient 
  sorcerers. The statues were then imbued 
  with the essence of lesser devilkin to create 
  a race of indentured, diabolic beings. Caprus 
  are capable of creating other weaker versions 
  of themselves through complex rituals. They 
  command these lesser beings to further vile 
  deeds on behalf of their own masters. To 
  avoid losing control of the creatures, their 
  creators required a caprus to remain in 
  service or be turned to stone until someone 
  releases it.
  In the time of Solomon Kane, the caprus’ 
  former lords are long-dead, yet a small 
  number of them that remain have found new 
  masters to serve. These beings dwell in secret 
  dens, usually far removed from humanity 
  where they breed their bizarre horrors 
  for their new owners. However, as the 
  CaPruS
  exact rituals necessary to compel complete 
  servitude from the monsters have been lost 
  to time, a caprus always perverts any orders 
  and requests it receives. Its demonic nature 
  bleeds into every act it completes, often with 
  terrible results. 
  CaPruS
  a
  caprus resembles a cross between 
  a devilkin and a satyr of legend, but 
  possesses a goat’s head atop its torso instead 
  of a man’s. It is usually dressed in savage 
  rags, but, when it can obtain it, the caprus 
  adorns with crude jewelry. These creatures 
  favor large, curved swords to complement 
  their natural weapons.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d8, 
  Knowledge (Occult) d10, Magick d10, Notice 
  d8, Persuasion d8, Shooting d8
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 6
  Gear: Scimitar (Str+d8).
  Special Abilities: 
  • Armor +2: Caprus possess a thick, clay-
  like skin.
  • Create Progeny: Caprus have the ability 
  create progeny (see below). The process 
  requires a clay vessel large enough to 
  house the creature. While the process of 
  preparing the clay vessel is time-intensive, 
  the actual creation of a creature only takes 
  a single round. A caprus may use a single 
  vessel only once a week in this fashion, 
  
  The Savage FoeS oF Solomon Kane
  18
  but a group of them may share a vessel, 
  each creating a single monster from it. 
  • Horns: Str+d6 
  • Powers: All caprus know the following 
  spells: barrier (flaming wall), dispel 
  (mystical sign), fear (blazing 
  eyes), puppet (hypnotic gaze). 
  Treat them as Seasoned 
  characters for the purpose 
  of spellcasting.
  • Ram: If a caprus scores 
  a raise on an attack roll 
  with its horns following 
  a Charge maneuver, any 
  target Size 2 or smaller is 
  knocked prone. 
  • Size +1: Caprus are tall 
  and rangy.
  CaPruS ProgenY
  Progeny are created by caprus 
  using a clay vessel, a mixture of vile 
  ingredients which include the blood 
  of a murdered victim, and rituals only 
  the caprus themselves may perform. The 
  progeny appear like smaller, cruder versions 
  of the caprus. Covered in patchy hair and 
  with only half-formed features, progeny lack 
  the magical abilities of the caprus, but they 
  are more physically powerful and well-suited 
  for their role as lackeys and foot-soldiers.
  Attributes: Agility d10, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d6, Intimidation d8, 
  Notice d8 
  Charisma: +0
  Pace: 8; Parry: 6; Toughness: 8 (2)
  Special Abilities: 
  • Armor +2: Progeny possess a thick, clay-
  like skin.
  • Claws/Horns: Str+d6 
  • Fleet Footed: Progeny have a d10 
  running die. 
  • Improved Frenzy: The caprus may make 
  an attack with both its claws and its horns 
  in the same round with no penalty.
  • Ram: If a progeny scores a raise on an 
  attack roll with its horns following a 
  Charge maneuver, any target Size 2 or 
  smaller is knocked prone. 
  
  CaPruS
  19
  Savage Tale: From  
  The mouThS oF babeS 
  t
  hetravelers come across a small village 
  in the foothills of the Alps or other 
  mountain range as suits your campaign. A 
  burial service for not one, but two people 
  is taking place when they arrive. There are a 
  few other fresh graves nearby as well. 
  a vIllage In mournIng 
  When the characters ask what is going 
  on, the villagers explain that they have been 
  plagued by strange creatures that come in the 
  night. On a nearly nightly basis, bizarre goat-
  like men have plundered their community. 
  Several members of the village have been 
  murdered in the course of these raids. No 
  one has any idea where the creatures came 
  from or what they want. The village is too 
  small to have any standing militia and, while 
  the people have sent a request to the local 
  lord, no help is likely to come soon. They 
  quickly recognize the heroes represent their 
  only hope at stopping these attacks.
  InveSTIgaTIng The raIdS
  Any of the travelers who makes a Knowledge 
  (Occult) roll knows that some demons often 
  are described as goat-like. 
  For each successful Streetwise roll and 
  raise made while talking to the villagers, 
  the party learns one of the following facts 
  (multiple rolls may be attempted):
  • The first victims of the goat-men were 
  Oscar and Maria, farmers who lived on 
  the outskirts of the village.
  • To make the tragedy worse, Oscar and 
  Maria’s children, Carlo and Annetta, had 
  disappeared just two days before they 
  were murdered. The couple doted on 
  the children and were devastated by their 
  loss. The villagers think it was likely the 
  children were also killed by the goat-men.
  • Since then, four other villagers have been 
  killed. Three died as their homes were 
  robbed.
  • The creatures have taken a wide variety of 
  items: food, blankets, chairs, and so forth.
  One of the victims, a teen-ager named 
  Nardo, was murdered without any apparent 
  motive. However, other than his parents, not 
  many tears were shed over his loss, as he was 
  known to be a bully and a layabout.
  Should any of the party follow up on 
  Carlo and Annetta’s disappearance, a second 
  Streetwise roll reveals that the children 
  often played in the nearby mountains. The 
  children talked of finding a “castle” in the 
  hills. The villagers hunted for them with no 
  luck. The village hunter, Renaldo, went on 
  an extended search for the children over a 
  week ago and has not yet returned. No one 
  in the village recalls any castle nearby, and 
  given children’s imaginations, most assumed 
  it was just a pile of rocks or maybe a cave. 
  Investigating the scene of any of the 
  murders produces few clues to help the 
  heroes in their hunt. At the site of the most 
  recent, another farmhouse where another 
  couple was murdered, a character who 
  makes a Tracking roll finds several large, 
  cloven-hoofed footprints around the area. 
  The tracks lead off toward the hills. The only 
  missing items appear to be a pair of chairs 
  and possibly more food.
  Too long has passed for any significant 
  tracks to remain at Oscar and Maria’s home, 
  but there are a few odd things of note. 
  A wanderer who makes Notice roll finds 
  odd charcoal marks on an outside wall of 
  the house. A Knowledge (Occult) roll (–2) 
  identifies the markings as incomplete and 
  crudely drawn, but reminiscent of symbols 
  related to mystical bonds. Finally, a character 
  who makes a Smarts roll (–2) realizes that 
  not only is there just one bed, it is not big 
  enough for four people to sleep in, and there 
  is not a single plaything in the house. 
  The CaSTle 
  The “castle” that the children referred to is 
  the ruins of an ancient tower constructed eons 
  ago by a powerful, but cruel and tyrannical, 
  sorcerer. The sorcerer is long since dead, 
  but a few of his creations remained intact. 
  Among them were a handful of caprus and a 
  portion of the Liber Vorago. The caprus were 
  in a state of suspended animation, trapped 
  in stone form by wards triggered by the 
  sorcerer’s demise. 
  
  The Savage FoeS oF Solomon Kane
  20
  The children had been playing in the ruin 
  for a short while when Annetta discovered 
  the fragment of the Liber Vorago. She was 
  intrigued by the “pretty pictures” she saw 
  within its pages. She took to practicing them 
  herself, drawing them everywhere—not 
  realizing that they were capable of unleashing 
  powerful magics. Then, two weeks ago, she 
  unwittingly scrawled a series of them on one 
  of the caprus statues that contained the right 
  markings to release the beast from its prison.
  The caprus, released from its bond to its 
  original master, immediately transferred its 
  service to the children in order to remain on 
  this plane. It quickly set about freeing the 
  others of its kind. The children, not realizing 
  the corrupt nature of the caprus, believed 
  them to be magical playmates come to life.
  The demons began fulfilling the children’s 
  every request, perverting them to evil 
  whenever they could. When the children 
  complained of having to go home, the 
  caprus promised them their parents would 
  not punish them if they stayed at the castle. 
  Of course, the creatures ensured this by 
  murdering the parents. They have also 
  tended to the children’s other wants by 
  plundering from the village and tormenting 
  its inhabitants. Oscar, for example, mentioned 
  that he wished Nardo would leave him alone.
  It was not too long before the children 
  began to miss their family and seek to return 
  home. The caprus have told them that their 
  parents abandoned them, leaving the farm 
  empty. Oscar and Annetta, truly orphans, 
  believe they have nowhere else to go. In the 
  meantime, the caprus have been crafting a 
  creation vessel to begin raising a demonic 
  army with which to dominate the region—to 
  protect the children, of course!
  FollowIng The TraIl
  Following the caprus from the village is 
  not a difficult task. They were not crafted for 
  stealth. Relatively fresh traces are present at 
  the scene of their last murder and a simple 
  Tracking roll (–1) is all that is necessary to 
  follow them to their lair in the hills. The 
  trail is five miles long (that’s a total of five 
  Tracking rolls), winding through the hills as 
  it climbs ever higher towards the mountains.
  The caprus are not foolish. They know at 
  some point their actions are going to attract 
  the attention of potential threats. They have 
  had enough time to create a few guardians 
  for their lair. A small group of caprus progeny 
  lies in wait for anyone who gets too close to 
  the ruins. Renaldo fell victim to them over a 
  week ago.
  The progeny ambush the party as it passes 
  through a narrow draw along a dry creek bed 
  about four miles into their trek. Low cliffs 
  form a natural choke point and the monsters 
  attack from front and rear, trapping the 
  heroes between them.
  Progeny (1 per hero): See page 18.
  The ruInS
  Shortly after the ambush by the caprus 
  progeny, the characters reach the tower. Any 
  hero who makes a Notice roll sees the ruins 
  sitting on an overlook above the creek bed.
  The remains of the tower are barely 
  recognizable as such. The stones have long 
  since tumbled into piles around the base and 
  only the roughly circular nature of the debris 
  hints at what once stood there. Grass, vines, 
  and even a few bushes spring up between 
  the rocks further hiding the nature of the 
  structure. A wisp of smoke drifts up from the 
  center of the rubble.
  If the heroes choose to approach the ruins 
  quietly, they must make a Stealth roll. Should 
  they succeed, they creep over the top of the 
  pile of fallen masonry to see a circular area 
  inside the former walls. There, an oddly-
  shaped clay pot filled with some noxious, 
  boiling fluid sits atop a fire pit. Right beside 
  the boiling pot is a ring of caprus who 
  continually fawn over two children, Carlo 
  and Annetta. The creatures speak to the 
  children in voices that are both sycophantic 
  and sinister.
  “Yes, yes, young masters. What else do you 
  wish? More toys? More pies? We will get them 
  for you. Is there anyone else in the village 
  who has made you feel bad? We will make 
  sure they don’t make you feel bad ever again. 
  And soon, we will finish cooking up your 
  new playmates! Won’t that be fun?”
  
  CaPruS
  21
  Ruined Tower
  A Knowledge (Occult) (+1) roll tells a 
  hero that the creatures are demonic in origin 
  and appear to be compelled to take orders 
  from the children for some reason, although 
  being of diabolic nature they likely twist any 
  request to evil. A raise on the roll further 
  reveals that their servitude is somehow tied 
  to whatever has freed them from the pot. 
  If the wanderers choose to remain hidden 
  and wait, the caprus eventually begin to pull 
  progeny from their seething pot.
  The moment any of the caprus spot one 
  or more of the party, they immediately turn 
  to Carlo and Annetta and say, “Little masters! 
  These are the people we told you about—the 
  ones who mean to harm you! Do you want us 
  to protect you?” 
  The children immediately respond, “Yes!” 
  To baTTle!
  Assuming the heroes step in at some point, 
  the children become frightened and scared. 
  The caprus attempt to keep the party away 
  from them, using barrier and brute force. 
  They continually assure the children that the 
  heroes would surely take the children away 
  from their “playmates.” 
  During the battle, any caprus not engaged 
  directly first draws forth another progeny 
  from the cauldron. (Note only one caprus 
  may pull forth a creature per round). The 
  creatures attempt to swap opponents as 
  needed to allow each of them to summon 
  a progeny. Any caprus still not in melee 
  with the heroes after this uses either fear or 
  puppet to strike at the heroes from afar. 
  The easiest way to defeat the caprus is to 
  convince the frightened children to command 
  the caprus to “go away,” or release them from 
  service. Doing so forces the diabolic being 
  back to a stone form. If the party begins to 
  appeal to the children, the caprus grow angry 
  and try to convince the children otherwise. 
  After all, they argue, haven’t they brought 
  the children toys and candies? Haven’t they 
  attended to the children’s every wish? 
  Treat this as an opposed contest between 
  a hero’s Persuasion or Intimidation and a 
  caprus’ Persuasion. If the player roleplays 
  the exchange well, award him with a benny 
  and allow his character to use Righteous 
  Rage on the contest. If the heroes convince 
  the children to order the caprus away, the 
  creatures turn to stone, one per round, until 
  all are once again statues. During this time, 
  the remaining caprus try to inflict as much 
  harm as possible before being vanquished.
  Caprus (1, plus one per hero): See page 
  17.
  Progeny (1, plus see above): See page 18.
  ePIlogue 
  Obviously, the caprus were using the 
  children, since these beings need masters 
  to serve at all times. Each of the children’s 
  innocent requests were granted, but always 
  perverted in a way to inflict harm upon the 
  village. The children are now orphans as a 
  result. How the adventurers proceed from 
  here is up to them. However, if the villagers 
  find out that the children were involved—
  even unwittingly—in the raids by the caprus, 
  then the wanderers face a difficult situation. 
  Only a Persuasion or Intimidation roll (–4) 
  convinces the citizens to accept the children 
  back into their midst.
  
  22
  I
  tis unclear if there are many crossroads 
  men or a single powerful entity with 
  multiple, diverse aspects. Regardless of 
  whether they are one or many, their ill 
  purpose is clear – to gather the souls of those 
  who have made dark bargains. Whenever 
  someone makes a deal with diabolic entities, 
  when the time comes to pay the debt, a 
  crossroads man arrives to collect. Some 
  believe that the crossroad men don’t directly 
  represent Hell, but instead hoard lost souls 
  themselves which are later used to barter 
  with other dark beings. 
  Each 
  crossroads 
  man 
  appears 
  very 
  distinctive, but all radiate an aura of power 
  and malevolence. Despite their name, not all 
  of these powerful beings are male. Examples 
  of such beings include:
  • The Reined King is a tall man with a dusty, 
  black coat who bears a horse-skull for a 
  CroSSroadS man
  head. In his jaw are long chains which 
  drag on the ground.
  • The Girl in Waiting is a little girl whose 
  shadow is far too long and dark for her 
  small body. It constantly gestures and 
  moves, even when she is still. 
  • The Carrion Lord is an elderly man who 
  has a tumor in the shape of a pig’s head 
  which constantly struggles to break free 
  from his back. In one hand, he carries his 
  own entrails, which drag behind him. 
  • The Maggot Bride appears to be a 
  beautiful woman, surrounded by flies 
  which crawl in and out of her empty eye 
  sockets.
  CroSSroadS man
  r
  egardless of their form, cross-
  roads men prefer to avoid physical 
  conflict, relying on their powerful magical 
  abilities instead. If pressed to melee, they 
  fight with either wicked claws or unnaturally 
  powerful blows of their fists.
  Attributes: Agility d6, Smarts d12, Spirit 
  d12+2, Strength d10, Vigor d8
  Skills: Fighting d8, Guts d12, Intimidation 
  d12, Investigation d10, Knowledge (Occult) 
  d12, Magick d12, Notice d10, Persuasion 
  d10, Stealth d8
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 10 (4)
  Gear: None.
  Special Abilities: 
  • Armor +4: An invisible force surrounds 
  these beings.
  As befits an entity charged with 
  enforcing diabolic contracts, cross-
  roads 
  men 
  must 
  always 
  follow 
  peculiar rules. Although individual 
  manifestations may have additional 
  strictures, mandates common to all of 
  crossroads men include:
  • Cannot travel in straight lines
  • Cannot see anyone in a completed 
  circle, though they can once they 
  enter the circle
  • Cannot approach any place where 
  three or more birds are perched
  • Cannot stand the sound of church 
  bells and are Incapacitated for the 
  duration of their ringing
  
  CroSSroadS man
  23
  • At All Crossroads: Crossroads men can 
  instantly travel from one crossroads to 
  another.
  • Claws/Fists: Str+d4.
  • Crack the Bones: The crossroads man 
  produces a small marionette of its target 
  and damages it. The target must pass an 
  opposed Spirit test against the crossroads 
  man’s Magick or suffer 2d6 damage. This 
  power has a range 12/24/48, and the 
  range modifies the Magick roll. 
  • Fear (–2): Anyone facing a crossroads 
  man must make a Guts –2 roll.
  • Improved Strong Caster: Crossroads 
  men reduce the Casting Modifier of all 
  spells by 2, to a minimum of 0.
  • Immunity: Such is the strength of the 
  pact which drives it, a crossroads man is 
  invulnerable to any harm (mundane or 
  magical) from its intended prey.
  • Puppet: The crossroads man may 
  use a small marionette of its victim to 
  manipulate it. Treat this as the puppet 
  power, using the crossroads man’s Spirit 
  as its Arcane skill. 
  • Sorcery: Crossroads men are potent 
  sorcerers. They know the following 
  powers: animate hand, curse, deflection, 
  dispel, elemental manipulation, 
  entangle, grave speak, obscure, spirit 
  ward, summon beast, summon spirit, 
  tempest, withering curse, zombie. When 
  casting spells, they benefit from the 
  Improved Strong Caster Edge. Treat them 
  as Legendary characters. 
  • Track the Soul: A crossroads man 
  always knows the general location of his 
  intended target to within a few hundred 
  feet. 
  Savage Tale: 
  The laST STand
  e
  Ither an old recluse contacts the 
  heroes and wishes to hire their services 
  for protection, or one of the infamous 
  crossroads men enlists the adventurers to 
  find and hunt down a sorcerer. 
  
  The Savage FoeS oF Solomon Kane
  24
  an unuSual requeST
  The heroes are contacted by Mortimer 
  Greene. A character that makes a Knowledge 
  (Occult) roll (–1), recognizes the name 
  as belonging to a sorcerer who once held 
  much power. He summons the party to his 
  mansion and brings them before him in his 
  Grand Chamber. 
  An aging, weakened Greene explains:
  “Long ago, when I was young and 
  driven by what some would call mad 
  ambition, I made a pact with darkness. 
  I agreed to turn over the soul of my 
  firstborn son on his seventeenth birthday 
  in exchange for mastery of the black arts. 
  Today is that day. 
  “Over the years, I have learned that 
  power is not the most important thing 
  a man may have. Through my studies, 
  I have found a way in which I may 
  exchange my soul for that of my son. 
  However, I cannot hold back the forces 
  of darkness and perform the necessary 
  rituals. I have heard you are both mighty 
  and virtuous, so I ask you, will you aid 
  me in preserving my son’s very soul?”
  Greene then introduces the wanderers 
  to his son, Edmund. The young man is 
  handsome, if somewhat slight of frame, and 
  clearly terrified. He is truly an innocent in 
  this affair. He is dimly aware that his father 
  dabbles with forces he doesn’t understand, 
  but was intentionally kept out of his father’s 
  dark practices. 
  In truth, Edmund is in no danger from the 
  crossroads man. Greene’s pact is for his own 
  soul. However, he believes he has found a way 
  to cheat Hell. He plans to use the heroes to 
  delay and weaken the crossroads man while 
  he prepares a ritual that will allow him to 
  transfer his consciousnees into that being’s 
  far more resilient body and then harvest his 
  son’s soul.
  If the travelers seem reluctant to aid the 
  sorcerer for altruistic reasons, Greene offers 
  them gold, jewels, or even perhaps obscure 
  information or a magical item to secure their 
  assistance. He has no intention of paying 
  anyway; if his plot comes to fruition he plans 
  to simply kill the heroes himself.
  The houSe
  Greene tells the party a powerful demonic 
  creature, possibly in the guise of a man or 
  child, will arrive soon. He informs them that 
  he has already begun some preparations and 
  tells them about each and every trap in the 
  house. Allow the party a few hours to prepare 
  for the crossroads man’s arrival. Greene gives 
  them free reign with his defense. He explains 
  he will wait in the master bedroom where he 
  has prepared sorcerous wards that may aid 
  in a final defense should it come to that.
  enTranCe
  The front entrance to the house is marked 
  with a set of large, darkly polished double 
  doors. Grotesque faces of wrought iron hang 
  on the doors. The door is rigged with a small 
  cask of black powder. Forcing the door open 
  causes the cask to explode, doing 3d6 damage 
  in a Medium Burst template centered on the 
  door. Picking the lock prevents the explosive 
  trap from going off.
  FoYer
  The entrance opens into a large foyer with 
  windows to the outside. A large chandelier 
  a SorCerer’S 
  redemPTIon
  If you’ve already introduced the 
  party to Erasmus Dein (page 38), you 
  may consider using him instead of 
  Mortimer Greene this Savage Tale. If 
  you do, Erasmus has struck a bargain 
  with dark powers—if he can hold the 
  mansion for a certain period of time 
  on a particular day, he can free his wife 
  and finally trade in his soul. If Dein 
  has been a villain for the party before, 
  this struggle makes a fitting—and 
  somewhat redemptive—end for him.
  Alternately, if you wish to keep Dein 
  villainous, he simply uses the party 
  as Greene does in the adventure, to 
  delay the crossroads man long enough 
  to transfer his soul into its body.
  
  CroSSroadS man
  25
  The Greene House
  hangs over the foyer. If the defenders think 
  of it, the chandelier can be rigged to fall, 
  dealing 2d6 damage to all underneath it. 
  Use a small burst template centered on the 
  middle of the foyer. 
  Parlor
  The parlor is a large room lined with 
  bookshelves and a window to the front lawn. 
  There are two secret doors from this room, 
  one to the Grand Chamber and the second 
  to the cellar. 
  dInIng room
  The dining room features a large, long and 
  somber looking table with an iron chandelier 
  above it. Two trapped sets of plate armor 
  stand here. Anyone passing in front of one 
  of the armors gets attacked with a Fighting 
  d10 roll. On a successful attack, the trap does 
  2d8 damage. They can also be set to Grapple 
  or Trick opponents (Corps a Corps or Pull 
  the Rug). Once the traps have gone off, they 
  do not reset. A trap door goes down into the 
  cellar from here. 
  grand Chamber
  The Grand Chamber is a multi-purpose 
  room which can be used for balls, gatherings, 
  or even mystical rituals. At the far end is a 
  large throne crafted of oak and iron. Paintings 
  of angels gaze down from the high ceiling 
  above. Their smiles are unnerving, as if the 
  painted figures know something. Lining the 
  walls are racks of weapons. 
  There are four braziers here which are 
  trapped. Each must be triggered by a switch 
  on its base. Thereafter, the brazier is dealt a 
  card and explodes on its initiative doing 2d6 
  in a Small Burst. They are rigged to be rolled 
  across the floor as well. A Strength roll sends 
  one 3” in a straight line and a raise sends it 
  up to 6”.
  wrITIng room
  This room features a writing desk and 
  small bed. The writing desk has an array of 
  hidden daggers underneath it. They must be 
  manually triggered and the daggers fire with 
  Shooting d6 and 1d6+2 damage.
  laundrY room
  This room features large wooden basins 
  and barrels of water for washing. There is a 
  door to the back of the house. 
  
  The Savage FoeS oF Solomon Kane
  26
  landIng STaIrS
  These stairs leads to the second floor.
  Cellar STaIrS
  This flight of stairs leads to the cellar. 
  balConY
  The balcony overlooks the foyer. Greene 
  has positioned barrels of oil at the top of the 
  stairs so that they may be rolled down them 
  on anyone ascending. The barrels have a Pace 
  5 and move until they hit an obstruction. 
  Anyone in the way must make an Agility roll 
  or take 2d6 damage.
  Cellar
  This large chamber is filled with row 
  upon row of wine barrels. There is a secret 
  door leading from the cellar to the Grand 
  Chamber.
  mInor bedroomS
  These bedrooms are mostly empty. Two 
  of them are “special bedrooms”, with rigged 
  beds, however. The rigged beds are set to 
  explode if someone passes through a tripwire 
  that runs from bed to the wall. The explosion 
  is a Small Burst for 3d6 damage. A Notice roll 
  allows one to observe the cord.
  maSTer bedroom
  The master bedroom has fine furnishings, 
  but nothing deadly within. This is where 
  Greene awaits the crossroads man. The floor 
  is carpeted with a Persian rug decorated 
  with dozens of intricate woven circles. If the 
  crossroads man reaches this room, Greene 
  uses these to remain invisible to him while 
  he casts transfer soul. 
  The aSSaulT
  After the defenders have had ample time 
  to prepare the house, the crossroads man 
  arrives in the form of the Reined King. (Feel 
  free to choose another aspect or even to 
  make up your own if you’d prefer a different 
  appearance for him.) With him are a number 
  of the Tasked (see page 136). These have been 
  created from the bodies and souls of past 
  debtors from whom the crossroads man has 
  collected his due..
  His minions first attempt to enter through 
  the Entrance (1). If the party succeeds in 
  blocking them there, they move to the door 
  to the Laundry Room (7). Next, the undead 
  attempt to gain access through the first-
  floor windows. If necessary, they can come 
  up through the floors from the cellar, the 
  second-story windows, or even hack through 
  the roof. In short, it is highly likely the 
  attackers gain entrance to the house.
  Once inside the house, the undead work 
  through the lower level first and then move 
  to the second floor. Neither the crossroads 
  man nor his tasked attack the heroes until 
  they act against them, either directly or by 
  triggering any traps. Once a character does 
  so, she becomes fair game. The crossroads 
  man remains at the back of his minions, using 
  Crack the Bones and his sorcery, avoiding 
  melee combat as long as possible. 
  The Tasked (2 per hero): See page 136. 
  Armed with battle axes (Str+d8).
  Crossroads Man: See page 22.
  The SorCerer’S gambIT
  Assuming the crossroads man and the 
  tasked fight through to Greene’s location, the 
  final battle commences. The crossroads man 
  is unable to see Greene as he steps from circle 
  to circle on the carpet. Unless a defender 
  directly interferes with it, the crossroads man 
  focuses on trying to find Greene. Instead, the 
  remaining tasked engage the heroes to try to 
  keep them occupied while their master seeks 
  his quarry.
  Throughout the battle, Edmund huddles 
  in a corner, ignored by both his father and 
  the crossroads man and its minions. This 
  might provide a clue to an observant hero 
  that all is not as Greene claimed.
  All the while, Greene chants an arcane 
  ritual. Any character making a Knowledge 
  (Occult) roll (–2) recognizes the ritual as 
  connected to an exchange of souls between 
  host bodies (effectively, it’s a special version 
  of transfer soul). If confronted, the sorcerer 
  stops just long enough to explain he’s trying 
  to trade souls with his son as he explained 
  earlier. However, with a raise on the roll, the 
  listener realizes that the targets of the ritual 
  
  CroSSroadS man
  27
  are Greene and the crossroads man, not 
  Greene and his son.
  The crossroads man attempts to follow 
  a logical search pattern moving from one 
  corner of the room to the other, trying 
  to herd Greene into a corner. After four 
  rounds of combat, it succeeds in limiting the 
  sorcerer to a small section of the room and 
  uses entangle in a Small Burst Template to 
  capture him. 
  Once it has snared him, the crossroads 
  man calls out to Greene in a sepulchral voice, 
  “You may hide, but you cannot escape me, 
  mortal. In the end, I will collect my debt.” 
  Greene answers, “I am not trying to escape 
  you. With the help of these fools, you have 
  fallen into my trap!” 
  bodY SnaTChIng
  With a sinister laugh, Greene completes 
  the final words of his ritual. Both the sorcerer 
  and his hunter go rigid and dual streams of 
  wispy ectoplasm flow between them as their 
  souls swap places. In barely a round’s time, 
  the flows stop and the two shudder and relax.
  Greene, now in the demonic form of the 
  crossroads man laughs again and says to 
  his one-time defenders, “I could not have 
  accomplished this without your assistance. 
  For that I grant you a quick death!” With that 
  he attacks.
  After the swap, Greene gains all of the 
  crossroads man’s physical attributes (Agility, 
  Strength, and Vigor), its Pace and Toughness, 
  its Armor, claws, Immunity and Fear powers. 
  He retains his own Smarts and Spirit, Edges 
  and Hindrances, and sorcery powers. The 
  crossroads man takes on Greene’s physical 
  attributes and retains all its other powers. 
  However, after the swap, it finds itself unable 
  to do any harm to Greene while he is in its 
  old form.
  Possessing both the physical body of the 
  crossroads man and his own sorcerous 
  abilities, Greene is a truly formidable foe. The 
  crossroads man, now in the sorcerer’s weak 
  physical body joins the battle—this time 
  on the side of the heroes. It aids them as it 
  can through its remaining powers, using for 
  example deflection or entangle. Any tasked 
  that still survive are able to affect Greene is 
  his new body and attack as well. 
  If you feel the adventurers may have too 
  easy of a time with this battle, allow Greene 
  to have summoned a spirit servant prior to 
  the battle. Once he begins his assault on 
  the party, the spirit servant attacks with a 
  longsword. The spirit servant has Fighting 
  d10 and does d12+d8 damage.
  Should the heroes succeed in defeating 
  Greene, the possessed body of the crossroads 
  man crumbles in upon itself while a mist-like 
  essence leaks from it. The crossroads man 
  gathers up the wisps and its old form erupts 
  from inside Greene’s former body. Then, the 
  crossroads man bends and twists the wispy 
  soul into the strange likeness of a dog with 
  the sorcerer’s head upon it, and attaches 
  an iron chain to it. The thing nods its head 
  appreciatively to the travelers, turns, and 
  walks into the hallway, disappearing when it 
  has left their sight. 
  Mortimer Greene: See page 27.
  The Tasked (varies): See page 136. Armed 
  with battle axes (Str+d8).
  Crossroads Man: See page 136.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  morTImer green
  Greene is ancient, stooped by the years 
  and terrible knowledge he has accumulated. 
  His hair is thinning, his face sagging and 
  tired, and it is obvious that his time is limited 
  even without the approach of the crossroads 
  man.
  Attributes: Agility d4, Smarts d10, Spirit d12, 
  Strength d4, Vigor d4
  Skills: Fighting d6, Guts d12, Intimidation 
  d6, Knowledge (Occult) d12, Magick d12, 
  Notice d6, Persuasion d8
  Charisma: +0
  Pace: 5; Parry: 5; Toughness: 4
  
  The Savage FoeS oF Solomon Kane
  28
  Hindrances: Elderly, Overconfident
  Edges: Arcane Background (Sorcery), New 
  Powers, Rich, Strong Caster
  Gear: Dagger (Str+d4).
  Powers: Boost/lower trait, curse, deflection, 
  dispel, grave speak, puppet, spirit ward, 
  summon spirit, spirit servant, transfer soul, 
  zombie.
  Treat Mortimer Greene as a Heroic 
  Character.
  morTImer green 
  (aFTer TranSFer Soul)
  These are Greene’s statistics after he 
  possesses the crossroads man’s form.
  Attributes: Agility d6, Smarts d10, Spirit d12, 
  Strength d10, Vigor d8
  Skills: Fighting d6, Guts d12, Intimidation 
  d6, Knowledge (Occult) d12, Magick d10, 
  Notice d6, Persuasion d8
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 10 (4)
  Hindrances: Overconfident
  Edges: Arcane Background (Sorcery), New 
  Power, Rich, Strong Caster
  Gear: Dagger (Str+d4).
  Special Abilities: 
  • Armor +4: An invisible force surrounds 
  Greene’s new form.
  • Claws/Fists: Str+d4.
  • Fear (–2): Anyone facing Greene in this 
  form must make a Guts –2 roll. (This does 
  not apply to the heroes, as they’ve already 
  faced this creature in this encounter.)
  • Immunity: Ironically, the very magic 
  that protected the crossroads man from 
  Greene now protects Greene from it.
  • Powers: Greene still retains his sorcerous 
  knowledge as well. Boost/lower trait, 
  curse, deflection, dispel, grave speak, 
  puppet, spirit ward, summon spirit, spirit 
  servant, transfer soul, zombie.
  Treat Mortimer Greene as a Heroic 
  Character.
  CroSSroadS man 
  (aFTer TranSFer Soul)
  Attributes: Agility d4, Smarts d12, Spirit 
  d12+2, Strength d4, Vigor d4
  Skills: Fighting d8, Guts d12, Intimidation 
  d12, Investigation d10, Knowledge (Occult) 
  d12, Magick d12, Notice d10, Persuasion 
  d10, Stealth d8
  Charisma: +0
  Pace: 5; Parry: 6; Toughness: 4
  Gear: Dagger (Str+d4).
  Edges: Improved Strong Caster
  Special Abilities: 
  • At All Crossroads: Crossroads men can 
  instantly travel from one crossroads to 
  another.
  • Crack the Bones: The crossroads man 
  produces a small marionette of its target 
  and damages it. The target must pass an 
  opposed Spirit test against the crossroads 
  man’s Magick or suffer 2d6 damage. This 
  power has a range 12/24/48, and the 
  range modifies the Magick roll. 
  • Improved Strong Caster: Crossroads 
  men reduce the Casting Modifier of all 
  spells by 2, to a minimum of 0.
  • Puppet: The crossroads man may 
  use a small marionette of its victim to 
  manipulate it. Treat this as the puppet 
  power, using the crossroads man’s Spirit 
  as its Arcane skill. 
  • Sorcery: Crossroads men are potent 
  sorcerers. They know the following 
  powers: animate hand, curse, deflection, 
  dispel, elemental manipulation, 
  entangle, grave speak, obscure, spirit 
  ward, summon beast, summon spirit, 
  tempest, withering curse, zombie. When 
  casting spells, they benefit from the 
  Improved Strong Caster Edge. Treat them 
  as Legendary characters. 
  • Track the Soul: A crossroads man 
  always knows the general location of his 
  intended target to within a few hundred 
  feet. 
  
  29
  The body of the Great Being was broken 
  and rent. As Death drew close, it chose 
  to cheat Her of Her prize. To this end, it 
  cut out its own dark heart and carved 
  it into pieces, eleven in all. It sent the 
  still-quivering parts to far corners of the 
  world, where they reside to this day. So 
  the beast lingers on as well with its soul 
  incomplete, not alive, but not yet dead 
  either. Its followers have even forgotten 
  its true name and know now it only as 
  the Eleven-Parted Lord. 
  —The Liber Vorago
  t
  heEleven-Parted Lord is all that remains 
  of a primordial entity of unfathomable 
  power and alien evil that once ruled a race of 
  sub-human creatures. It was destroyed nearly 
  a millennium before the rise of humankind 
  by another, more powerful, but no less 
  unnatural, being. The demigod’s humanoid 
  followers carved pieces from its unliving—
  yet not quite dead—remains and spirited 
  them away around the globe. Even now, 
  these small portions of the entity contain, if 
  not its consciousness, then at least a portion 
  of its bizarre and unwholesome essence. 
  Over the ages, the original race of worship-
  pers disappeared from the Earth. However, 
  followers of the demigod persist in humanity, 
  its worship initially perpetuated by sorcerers 
  and necromancers who sought mistakenly 
  to harness its power for their own purposes. 
  The largest group of these worshippers 
  exists as the Cult of the Iron Ring, which has 
  slowly spread not only across Europe, but 
  into Africa and parts of Asia as well. 
  On the surface, the Cult of the Iron Ring 
  preaches that the human body and, indeed, 
  all human creations are nothing more than 
  prisons that trap the mind and soul of the 
  unenlightened in a world of misery. It claims 
  to offer freedom from the strictures of society 
  and the material world. Not surprisingly, the 
  Cult draws most of its followers from the 
  abandoned or forgotten members of society: 
  beggars, lepers, and the like. These forsaken 
  souls are drawn to the promise of a release 
  from the injustice and suffering they endure 
  on a daily basis.
  Not surprisingly, given its origins, the 
  Cult is considered heretical by the Catholic 
  Church in spite of its seemingly innocuous 
  teachings. Its followers are hounded by 
  inquisitors and witch-hunters alike, forcing 
  the Cult into hiding wherever it exists.
  However, beneath the façade it presents to 
  potential converts, it hides a far more sinister 
  motive. In truth, the Cult is dedicated to 
  restoring the Eleven-Parted Lord to life. 
  The iron ring from which the cult takes its 
  name represents the eternal nature of the 
  demigod. Initiation into the outer circle of 
  the cult requires a convert submit to a ring 
  being branded onto his chest. Upon entry to 
  the inner ranks, a searing iron ring is actually 
  melted into the cultist’s flesh at the site of 
  the brand. 
  Although 
  only 
  the 
  highest-ranking 
  members know it, the brand gives the Cult 
  terrible power over a cultist and the ring 
  even more so. The Cult can seize control of 
  a branded member as if by a puppet spell or 
  even simply snuff out her life. The imbedded 
  ring allows the same powers to be exercised 
  or the Cult can channel some of the Eleven-
  Parted Lord’s essence directly into the cultist’s 
  body, causing it to burst spontaneously into 
  flame!
  The CulT oF The Iron rIng
  
  The Savage FoeS oF Solomon Kane
  30
  The largest congregations of the Cult 
  have possession of a shard of the Eleven-
  Parted Lord. Each such piece is capable of 
  possessing a properly prepared human host, 
  at least temporarily. Thus far, the Cult has not 
  been successful in finding a host capable of 
  holding even a portion of the being’s essence 
  for longer than a few days, but it continues 
  to search for a human capable of serving as a 
  vessel for their deity.
  Shard oF The 
  eleven-ParTed lord
  According to legend, there are exactly 
  eleven pieces remaining of the alien demigod, 
  each jealously guarded by the Cult of the 
  Iron Ring. The Shards vary in size and shape, 
  but all are quivering lumps of unidentifiable, 
  dark flesh. The tissue writhes and squirms of 
  its own accord until used to possess a human 
  host, preferably someone of pure heart and 
  motives. The Cult spends much of its efforts 
  in locating suitable hosts for the Lord.
  Regardless of the host’s original form, 
  when possessed by the Eleven-Parted Lord, 
  it takes on the appearance of a tall, lanky 
  man. Pustules raise and then burst forming 
  open, gnashing mouths at various places on 
  the body and face as well. While the Shard 
  is serving as a conduit for the Eleven-Parted 
  Lord to control a host, it pulsates and throbs 
  like a massive, beating heart. 
  Attributes: Agility —, Smarts d12, Spirit d10, 
  Strength —, Vigor d12
  Skills: Fighting d10, Guts d10, Intimidation 
  d10, Knowledge (Occult) d12, Notice d10, 
  Magick d12, Shooting d8, Stealth d6
  Charisma: +0
  Pace: 0/as host; Parry: 2 (the shard)/as host, 
  at least 7; Toughness: 8
  Gear: As per host.
  Power List: Boost/lower trait (flesh withers 
  or distends), curse (eyes glow), deflection 
  (wall of air), fear (air filled with gibbering), 
  puppet (muscle control), spirit servant, 
  spirit ward, viper weapon, tempest.
  Special Abilities:
  • Inanimate: The shard itself cannot move, 
  only quiver in place. However, it can 
  attempt to possess those who touch it.
  • Host Immunity: Those possessed by a 
  shard are immune to physical damage. 
  They may only be hurt physically through 
  attacks on the shard. 
  • Possession: Those who touch the shard 
  or have it touched to them must make 
  opposed Spirit rolls with the shard. If the 
  shard wins, the Eleven-Parted Lord takes 
  control over its target. The victim retains 
  
  The CulT oF The Iron rIng
  31
  his or her Agility, Strength, and Vigor 
  scores. All other skills and abilities are 
  as the shard’s listed above. The only way 
  to save the victim is to destroy the shard 
  itself, or by separating the shard from its 
  host. If the shard is ever more than 5” 
  away from its host, the shard begins to 
  take 1d6+2 damage each round. A shard 
  can only possess one being at a time. 
  • Size –2: Shards are small fragments of a 
  long dead body. 
  • Sorcerous Mastery: A host possessed by 
  the Eleven-Parted Lord has access to the 
  following spells: Boost/lower trait (flesh 
  withers or distends), curse (eyes glow), 
  deflection (wall of air), fear (air filled with 
  gibbering), puppet (muscle control), viper 
  weapon, and tempest. Treat the host as a 
  Legendary character with the Edge Strong 
  Caster.
  • Supernatural Toughness: +2 Toughness. 
  +2 to recover from being Shaken. No 
  wound penalties. 
  • Will of the Lord: The Eleven-Parted Lord 
  may instantly activate the Instant Death, 
  Puppet, or Spontaneous Combustion 
  abilities of branded and ringed cultists 
  with merely a thought. This requires 
  neither a roll nor action on its part.
  Treat the Shard of the Eleven-Parted Lord 
  as a Legendary character.
  branded CulTIST
  Branded members of the Cult of the Iron 
  Ring have been deemed devoted enough 
  to allow a limited knowledge of the Eleven-
  Parted Lord. All bear a brand of seared flesh 
  4” across on their chests that not only marks 
  them as faithful, but literally allows the Cult 
  the power of life and death over them.
  Attributes: Agility d6, Smarts d6, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6, Persuasion 
  d6, Stealth d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Club (Str + d4) or Dagger (Str + d4).
  Hindrances: Loyal (to the Cult)
  Edges: None
  Special Abilities: 
  • Instant Death: A branded member of 
  the cult may be instantly slain at the will 
  of the High Priest or a host of the Eleven-
  Parted Lord.
  • Puppet: Likewise, the cult or the host 
  may take control of a branded member 
  of the cult as if through a puppet spell. 
  However, there is no range or duration 
  limit to this control and the controller has 
  full access to the cultist’s senses as well.
  rInged CulTIST 
  Once a cultist has proven his dedication 
  beyond a shadow of a doubt, the Cult sears 
  an actual iron ring into his chest at the site 
  of his brand. Not only does this ring display 
  his loyalty and acceptance to the innermost 
  secrets of the Cult, it turns him into a living 
  weapon of the Eleven-Parted Lord. 
  Attributes: Agility d6, Smarts d6, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d6, Notice d6, 
  Persuasion d6, Stealth d6
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 5
  Gear: Club (Str + d4) or Dagger (Str + d4).
  Hindrances: Loyal (to the Cult)
  Edges: None
  Special Abilities: 
  • Instant Death: A branded member of 
  the cult may be instantly slain at the will 
  of the High Priest or a host of the Eleven-
  Parted Lord.
  • Puppet: Likewise, the cult or the host 
  may take control of a branded member 
  of the cult as if through a puppet spell. 
  However, there is no range or duration 
  limit to this control and the controller has 
  full access to the cultist’s senses as well.
  • Spontaneous Combustion: When a cult 
  member is captured or Incapacitated, 
  at the whim of their masters, they may 
  burst into flames, causing 2d10 damage 
  in a Small Burst Template centered on 
  the body, and possibly igniting people or 
  objects around them (as per the rules on 
  Fire in the Savage Worlds Core Rulebook). 
  Needless to say, this is fatal to the cultist.
  
  The Savage FoeS oF Solomon Kane
  32
  Savage Tale: 
  houSe oF SaCrIFICeS 
  w
  hIle
  traveling 
  near 
  Paris, 
  the 
  wanderers are approached by a member 
  of the local clergy, Father Julien, who asks for 
  their assistance. A woman from his church 
  has been missing for several days and he 
  fears ill-fortune may have befallen her. He 
  asks for the party’s assistance in locating her.
  vanIShed
  Father Juilen tells the heroes that one of 
  his parishioners, Simone Desporte, has not 
  been seen in several days. She is a young 
  widow and without family in the city. Simone 
  regularly volunteers her time helping him 
  minister to the sick and poor, but she has 
  failed to visit the church in nearly a week. 
  He is concerned because he has for some 
  time felt that Simone’s charitable nature 
  overcomes common sense, leading her to 
  areas of the city where a woman alone may 
  find herself in considerable danger.
  The priest has little concrete information 
  on Simone’s likely whereabouts, but directs 
  the party to the Hôtel-Dieu, a large hospital 
  near the Notre Dame cathedral on Ile de la 
  Cité, an island in the Seine River near the 
  center of the city. He knows that when she 
  was not visiting the parish poor, she often 
  spent the day helping tend the sick there. 
  Perhaps, the Father suggests, someone there 
  may be able to set them on her track.
  hôTel-dIeu
  The 
  Hôtel-Dieu 
  has 
  ancient 
  roots, 
  predating the famous nearby cathedral by 
  almost six centuries. The building has been 
  rebuilt several times since its founding and 
  now is a huge facility that, at any given time, 
  may hold a couple of thousand patients. 
  Most of these are housed in large open 
  wards with hundreds of beds lining the 
  walls. The hospital admits virtually anyone 
  who requests treatment and even serves as 
  temporary shelter for vagabonds who may 
  stay a single night free of charge. 
  The heroes find canvassing the hospital a 
  daunting task. There is a sizeable staff and 
  the sheer volume of patients makes finding 
  anyone who knows something about Simone 
  beyond the fact that she helped out with 
  more mundane tasks (serving meals, laundry, 
  changing bedding, etc.) difficult. After some 
  time, the travelers do eventually come across 
  a harried nurse who tells them Simone had 
  recently spent time in the evenings visiting 
  with a young savage from the New World.
  Not surprisingly, the hospital does not 
  often receive American Indian patients, so a 
  character who makes a Streetwise (+1) roll 
  quickly learns the person in question is a 
  young girl by the name of Giving River and 
  that she is still a patient. 
  The party finds Giving River with little 
  difficulty. Unfortunately, she fades in and 
  out of consciousness, not even recognizing 
  that the characters are present. She ignores 
  any question and murmurs unintelligibly in 
  her native tongue. Each hero who makes a 
  Notice roll, however, hears her whisper what 
  sounds remarkably like the French for “iron 
  ring.” No amount of effort can get Giving 
  River to elaborate or respond to her visitors. 
  Speaking to one of the ward’s nurses, the 
  heroes learn that the staff does not expect her 
  to survive the night. She tells the adventurers, 
  “The poor girl has a terrible infection. Some 
  fiend branded her right on her chest. I heard 
  she worked in a brothel. No doubt she was 
  bought as a slave and her owner did that to 
  the poor savage.”
  A character who succeeds on a Persuasion 
  roll (–2) convinces the nurse to show her 
  the wound. A 4” circle of burned flesh mars 
  the young girl’s chest, and a severe infection 
  has set in. The nurse knows nothing further 
  about the young Indian, but recalls Simone 
  sitting with her for hours on end and seeming 
  very interested in the girl’s injury.
  on The STreeTS
  Even in the wider expanse of the city, 
  American Indians are a rarity, so any hero 
  looking to find further information on 
  Giving River need only make a Streetwise 
  roll. Success points the party toward Yuri 
  Ramelovic, a rough and sadistic man from 
  the Russian steppes. Ramelovic is a notorious 
  thug and operates more than one brothel 
  within Paris. 
  
  The CulT oF The Iron rIng
  33
  Although technically illegal in Paris, 
  brothels are tolerated as a necessary evil 
  and even regulated, paradoxically, by law. 
  Ramelovic is careful to ensure he complies 
  with all legal requirements and bribes any 
  bothersome officials. On top of that, he is 
  always accompanied by several henchmen 
  and bodyguards. As a result, he is fairly secure 
  in his business and doesn’t take kindly to 
  interlopers nosing around it.
  He freely admits that Giving River worked 
  for him until about two weeks ago. He claims 
  that she was an indentured servant and owed 
  him several years of “labor” yet, but she ran 
  away. Ramelovic denies knowing anything at 
  all about Giving River’s strange injuries. He 
  suggests perhaps she was moonlighting and 
  took in the wrong customer. 
  He claims he has never heard of Simone 
  Desporte. It’s clear to any character that 
  makes a Notice roll that Ramelovic is holding 
  back information. However, to get him to 
  talk, an investigator has to succeed on an 
  Intimidation roll. On a success, Ramelovic 
  and his men attack the party, fighting until 
  half their number are Incapacitated. At that 
  point, he surrenders and tells them what he 
  knows. With a raise on the Intimidation roll, 
  Ramelovic offers up the information without 
  a fight.
  If the party convinces him to talk, Ramelovic 
  tells them: 
  All right, all right! A few days ago, I 
  spoke to this woman you ask about. She 
  wanted to know about the burns on the 
  Indian girl and something about an iron 
  ring. I tell her I know nothing, but some 
  of my girls speak of a ring or circle before 
  and they leave too. They go to Left Bank, 
  but I do not hear of them again except 
  one, Sophie Coubat. I do not bother with 
  her, she is too old to bring much money 
  anyway. Maybe your woman went to her.
  Thugs (2, plus one per hero): See page 37.
  Yuri Ramelovic: See page 36.
  TalKIng To SoPhIe
  Yuri Ramelovic directs the travelers to a 
  small tavern on the Left Bank. There they 
  find Sophie Coubat, a tired, world-weary 
  woman who toils her days away as a barmaid, 
  trying to make ends meet. If the heroes ask 
  her about either Giving River’s injury or 
  Simone’s disappearance, she unconvincingly 
  pleads ignorance and then attempts to get 
  away from the heroes. Any mention of an 
  “iron ring” brings a sudden look of fear to her 
  eyes. Either way, a Persuasion or Intimidation 
  roll is necessary to get her to answer any 
  questions, even then, she whispers, “Please! 
  Let us go where we cannot be heard! They 
  have eyes everywhere.”
  There are a number of patrons in the 
  tavern at this time. A hero who specifically 
  states he is looking for suspicious characters 
  and makes a Notice roll (–2) sees a raggedly 
  dressed man slip out shortly after the group 
  begins questioning Sophie. Any characters 
  attempting to follow him find he has 
  disappeared by the time they reach the street.
  Sophie leads the adventurers out the back 
  of the tavern to a small alleyway. There she 
  tells them her story.
  I spoke to the Desporte woman. I 
  told her who did that to that poor girl. 
  There’s a group of them. and they call 
  themselves the Iron Ring. Maria Epalza 
  took me there. I went along with them 
  for a while and I fear it may have cost 
  me my immortal soul for what goes on 
  there ain’t Godly by my reckoning. When 
  they chanted, you could almost feel the 
  shadows of the room come to life and 
  hear whispers that come from nowhere 
  and everywhere at the same time.
  I don’t know what happened to your 
  friend, but the Iron Ring is still around. 
  They used to meet in caves under an old 
  custom house. I can’t say they still do, 
  but look for their mark…
  Before she can tell the party anything 
  further, she appears to suffer a seizure of 
  some sort. She begins to talk to herself. “You 
  shouldn’t have told them! We would have let 
  you go, but now, you must pay the price.” 
  She grabs her chest, and her mouth begins 
  to froth. She falls to the ground thrashing, 
  but oddly silent. After but a moment, she lies 
  still—dead. Should a hero think to check, she 
  finds the scar of a circular brand on Sophie’s 
  chest. 
  
  The Savage FoeS oF Solomon Kane
  34
  Custom House
  1"
  marIa ePalza
  Before searching for the Iron Ring’s lair, 
  the wanderers may try to speak with Maria 
  Epalza. A Streetwise roll leads them to a small 
  house on the Left Bank. As the characters 
  approach the house, anyone making a Notice 
  roll (–1) spots an small iron ring hanging on 
  the wall near the door. This is the mark that 
  Sophie mentioned just before her death.
  Maria Epalza is a dark-haired, olive-skinned 
  woman no doubt of Mediterranean origins. 
  She does not seem pleased to see the heroes, 
  but admits them to her home immediately. 
  Once they are inside, she doesn’t answer any 
  questions, but instead immediately begins 
  speaking to them. 
  Hello travelers. I know why you are 
  here. We are aware of your search, but 
  know this. The woman belongs to the 
  Eleven-Parted Lord and will soon be his. 
  As for you, you will burn with me as a 
  sacrifice to him!
  With this, Maria attempts to tackle the 
  nearest member of the party. Whether she 
  succeeds or fails, her body immediately 
  bursts into flame. The fire quickly spreads 
  throughout the house, forcing the adventurers 
  to flee the burning structure. However, a hero 
  who makes a Notice roll (–2) finds a pair of 
  her shoes near the door covered in a whitish, 
  chalky substance. A Knowledge (Science) or 
  Knowledge (Chemistry) roll identifies this 
  powder as gypsum dust.
  FIndIng The CulT
  The Cult of the Iron Ring meets in a section 
  of abandoned mine tunnels under the Left 
  Bank of the city. They gain entrance to the 
  mines at any number of points, including 
  several places in the sewers. However, the 
  most common point of entry is through the 
  basement of an abandoned building that 
  once served as a custom house.
  The party has a few clues at its disposal 
  with which to locate the Cult of the Iron 
  Ring. The first came from Sophie Coubat 
  when she mentioned an old custom house. 
  An Investigation or Streetwise Roll reveals 
  there are several such structures in Paris and 
  at least two that are still in operation. If the 
  heroes have guessed the Cult’s mark is a small 
  iron ring, it’s a simple matter of spending 
  a day wandering the city and visiting each 
  until they spot the small iron ring (no roll 
  necessary).
  If they haven’t identified the iron ring, 
  the travelers may have taken note of the 
  dust on Maria’s shoes. If so, a Knowledge 
  (History), Knowledge (Science) or Common 
  Knowledge roll tells a character that plaster 
  (or gypsum) was mined heavily at one time 
  on the Left Bank. Armed with that knowledge 
  and Sophie’s mention of a custom house, the 
  heroes can identify the correct building in a 
  day of searching with a single Smarts roll.
  The CuSTom houSe
  The custom house has served a variety of 
  purposes. It was once a church, a hospital, 
  and finally a warehouse. At some point in the 
  
  The CulT oF The Iron rIng
  35
  past, a fire burned down most of the interior, 
  making it a hollow-shell of a building. Most 
  locals believe the place to be haunted—
  thanks in no small part to the activities of the 
  Iron Ring—and avoid it at all costs.
  From the exterior, the custom house 
  resembles a simple church with its high, 
  narrow windows. Any adventurer specifically 
  looking for it quickly spots a small iron ring 
  hanging near the door. Less canny heroes 
  do so only on a Notice Roll. Within, the 
  custom house is blackened from the flames 
  of years past. The second floor has long 
  since collapsed, leaving only a narrow strip 
  of soggy wood that circles the interior of the 
  walls. 
  The Cult is aware the party is looking for 
  both them and Simone at this point and has 
  assembled a motley crew of beggars and 
  street thugs to fend off any interlopers. A 
  single branded cult member tries to slip into 
  the tunnels to warn the rest of the cult while 
  the rest of the guards fight to give him time to 
  escape. If captured, the cultist immediately 
  convulses and dies in the same manner as 
  Sophie Coubat.
  Most of the initiates here pick up pieces 
  of wood from the floor and use them like 
  clubs, but others are armed with daggers and 
  knives. To complicate matters, there are four 
  guards up on the remnants of the second 
  story of the custom house. They use their 
  ledges as position points to fire crossbows at 
  any party members they see. 
  It should quickly become apparent to the 
  heroes that they are not fighting trained 
  opponents. The initiates aren’t the most 
  fearsome opponents being comprised of 
  beggars and other social outcasts misled by 
  the Iron Ring, still they are fanatical and do 
  not surrender or retreat, choosing to fight to 
  the death.
  Branded Cultist (1): See page 31.
  Initiates (2 per hero): See page 37.
  Crossbowmen (4): See Branded Cultist 
  page 31. These cultists also possess Shooting 
  d6 and are equipped with a crossbow 
  (Range 15/30/60, Damage 2d6) and 10 
  bolts each.
  InTo The mIneS
  The entrance to the mines is in the 
  cellar of the ruined building and is roughly 
  camouflaged. If any of the adventurers 
  followed the guard, he can easily locate 
  the hidden doorway. Otherwise, it requires 
  a Notice roll (–2) to find it. Alternately, a 
  sharp-eyed hero may follow the tracks of 
  cultists entering and exiting the mines with 
  a Tracking roll.
  The mine tunnels are uneven in width and 
  height and water pools dot the floor. The trip 
  from the custom house to the Iron Ring’s lair 
  takes approximately ten minutes of winding 
  through the underground passageways. 
  The mines underneath Paris in this area are 
  extensive and a party roaming randomly 
  through them could easily become lost for 
  days. Fortunately, the cultists have mounted 
  torches in the walls to light the way to their 
  central meeting place. 
  If the guard escaped to warn the rest of 
  the Cult, the fanatics are ready and waiting 
  when the characters arrive. Otherwise, 
  the heroes emerge from the tunnel into 
  a large limestone chamber that has been 
  converted into a church of sorts. Burned and 
  splintering beams carried from the ruined 
  custom house lie in rows that act as pews for 
  the worshippers. A group of cultists is seated 
  in the pews facing the opposite end of the 
  chamber.
  At the far end of the chamber, a man in dark 
  robes stands beside a ramshackle altar made 
  of charred wood and large stone blocks. 
  There, the travelers see the missing woman 
  they have been seeking for the last few days.
  Atop the altar lies the body of a woman—
  Simone Desporte! The man is holding her 
  down on the makeshift altar, pressing a 
  throbbing piece of black, sticky flesh onto 
  her forehead. To make the scene even more 
  horrifying, as she is possessed, her body 
  and face stretches to accommodate what 
  appears to be a tall, powerful man. But most 
  disturbing is the fact that her eyes retract and 
  are replaced by a pair of gaping mouths. 
  “My brothers and sisters!” he calls to 
  the crowd. “Too long have they trod upon 
  you! Too long have they ravaged us in 
  
  The Savage FoeS oF Solomon Kane
  36
  Cult Chamber
  1"
  the name of their man-god! Behold the 
  face of the Eleven-Parted Lord, who will 
  grant you all that you—“ He stops in 
  mid-sentence and points directly at your 
  group. “There! There are the unbelievers 
  who seek to thwart the Lord’s return!”
  Almost as one, the cultists rise and turn 
  to attack the heroes. The priest places the 
  pulsating Shard of the Eleven-Parted Lord 
  on the altar next to Simone and casts spells 
  as appropriate. He also causes the ringed 
  cultists to immolate themselves whenever he 
  can catch more than one hero in the resulting 
  inferno. Simone, now the host to the Eleven-
  Parted Lord, also attacks the party, fearlessly 
  wading into the melee.
  Remember that the Eleven-Parted Lord 
  cannot be harmed by physical attacks. It 
  can only be harmed by blows done to the 
  throbbing Shard. The cult priest knows this 
  and stands guard over the Shard. 
  The cultists and priest fight to the death. 
  However, should the battle go badly for the 
  cultists, the Eleven-Parted Lord attempts to 
  grab his Shard and flee while in possession 
  of Simone’s body.
  Branded Cultists (10): See page 31.
  Ringed Cultists (4): See page 31.
  High Priest: See page 37.
  Simone Desporte (now possessed by 
  the Eleven-Parted Lord): See Shard of 
  the Eleven Parted Lord, page 30.
  FIghTIng The CulT
  If the heroes destroy the Shard, Simone’s 
  body returns to her normal form. She 
  collapses to the ground, unconscious. If 
  questioned, she tells the party that she was 
  outraged over the harm done to Giving River 
  and sought to find those responsible in the 
  hopes of bringing them to the authorities. She 
  was seized by the Cult and brought to their 
  abominable church. Fortunately, Simone has 
  no memory of her possession or the events 
  immediately preceding it. 
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  YurI ramelovIC
  Yuri Ramelovic is a brutish and violent 
  man who has carved a niche for himself in 
  Paris. He dresses in nice clothing and jewelry, 
  but seems as out of place in them as a bear 
  wearing a bow.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Notice d6, Shooting d8, Throwing d8
  Charisma: –2
  Pace: 6; Parry: 7; Toughness: 8 (1)
  Hindrances: Greedy, Mean
  Edges: Block, Combat Reflexes, Command
  Gear: Longsword (Str+d8), leather armor 
  (1).
  
  The CulT oF The Iron rIng
  37
  ThugS
  Ramelovic’s men are big, dumb, and 
  strong. They enjoy a good fight—a “good” 
  fight being any where they are beating their 
  foes senseless.
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d6, Intimidation d6, 
  Notice d6
  Charisma: –2
  Pace: 6; Parry: 5; Toughness: 7 (1)
  Hindrances: Illiterate, Mean
  Edges: —
  Gear: Club (Str+1d4), leather armor (1).
  InITIaTeS
  These confused and misled souls have 
  been manipulated by the Cult of the Iron 
  Ring to delay or defeat the heroes. They are 
  ill-equipped to do so, being little more than 
  poor, malnourished street dwellers. 
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Notice d6, 
  Throwing d6
  Charisma: –1
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Outcast, Poverty.
  Edges: —
  Gear: Club (Str+d4) or dagger (Str+d4).
  hIgh PrIeST
  The high priest of this splinter of the Cult 
  of the Iron Ring is an accomplished sorcerer 
  who draws his power from the Eleven-Parted 
  Lord. Although he is aware of the Cult’s 
  true aims, he is no less devoted than his 
  followers—whom he does not hesitate to 
  sacrifice for the greater good of the Lord.
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d10, Intimidation 
  d8, Knowledge (Occult) d8, Notice d8, 
  Persuasion d10, Magick d10, Shooting d8, 
  Streetwise d6, Throwing d8
  Charisma: +2
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Dagger (Str+d4), crossbow (Range 
  15/30/60, 2d6), splinter ring.
  Hindrances: Vow – Cult of the Iron Ring
  Edges: Arcane Background (Sorcery), Charis-
  matic, Command, New Power, Fervor, Hold 
  the Line!
  Power List: Boost/lower trait, curse, smite.
  Special Abilities: 
  • Spontaneous Combustion: When a cult 
  member is captured or Incapacitated, 
  and at his own option, he may burst into 
  flames, causing 2d10 damage in a Small 
  Burst Template centered on his body, and 
  possibly igniting people or objects around 
  them (as per the rules on fire in The 
  Savage World of Solomon Kane). As with 
  the other cultists, this is immediately fatal 
  to the high priest.
  • Will of the Lord: Like the Eleven-Parted 
  Lord itself, the High Priest may instantly 
  activate the Instant Death, Puppet, or 
  Spontaneous Combustion abilities of 
  branded and ringed cultists with merely a 
  thought. This requires neither a roll nor 
  action on its part.
  Treat the high priest as a Veteran character.
  SPlInTer rIng
  The high priest wears a ring carved 
  from ebony with a strange, dull stone 
  imbedded in it. The stone is actually 
  a tiny, calcified piece of the Eleven-
  Parted Lord’s body. This splinter does 
  not have the power to possess a host 
  as does a full Shard, but it does a 
  small amount of the entity’s essence. 
  As a result, its wearer gains +2 to all 
  Spirit rolls made to resist possession 
  or possession-type effects (such as 
  a puppet spell). However, against 
  possession-type effects and spells cast 
  by the Cult of the Iron Ring (including 
  a host or Shard of the Eleven-Parted 
  Lord), the wearer instead suffers a –2 
  penalty.
  
  38
  In days long past, Erasmus Dein was 
  a scholar and magician. His two greatest 
  loves were knowledge and his doting 
  wife, Rebecca. In his quest for ever greater 
  understanding, Dein explored much of the 
  world. During one such travel, he stumbled 
  upon an ancient temple dedicated to pagan 
  woodland gods that predated even druidic 
  worship.
  Delving into these practices, he found the 
  promise of long-forgotten rituals and spells 
  that promised great power. However, this 
  knowledge came at a price, and Dein gladly 
  paid that price through the sacrifice of his own 
  body and soul. Over time, he relinquished 
  first a hand, then a foot, and even one of 
  his eyes. Dein hid his practices from even 
  his beloved wife, using his newfound art to 
  replace his body parts with living wood that 
  melded with his own flesh.
  Finally, seeking immortality, he pulled his 
  own heart from his chest, replacing it with a 
  bundle of quivering roots. His wife became 
  curious as to Dein’s secretive activities. She 
  burst into his study and watched him as he 
  performed this terrible ritual. Rebecca, a 
  devoutly religious woman, was horrified at 
  what she saw. Denouncing him as a witch, 
  she fled. In a moment of panic and still 
  unsteady from his own ordeal, Dein cast a 
  spell to restrain her. However, the magic 
  went hideously awry and transformed his 
  wife into a gnarled tree, rooted to the spot. 
  For centuries, Erasmus Dein has devoted 
  his unnaturally long life to finding a way to 
  transform his wife back. He keeps her twisted 
  form in a coffin filled with fresh dirt which he 
  must feed with human blood regularly. Time 
  and again, he has failed to return her to the 
  world of the living. To remind him of the cost 
  of failure, Dein carries a cane crafted from 
  one of her arms, severed from the trunk in a 
  disastrous attempt to restore her years ago. 
  Like Rebecca’s body, the cane also has a thirst 
  for blood and must be fed or it will wither 
  and die.
  Erasmus Dein is not truly an evil man. His 
  lust for knowledge is stronger than ever but 
  driven now more by his desire to alleviate 
  his wife’s suffering rather than for personal 
  power. However, he is ruthless in pursuit 
  of any solution that he believes will remove 
  the curse. Ironically, Dein knows he could 
  accomplish this goal by sacrificing his soul to 
  the dark entities with whom he deals, but he 
  is loath to pay that ultimate price—even for 
  his own wife. So, he continues to research 
  further into the dark arts, hoping against 
  hope that one day he will succeed in finding 
  a release for his one true love.
  In his travels, Dein has heard of Solomon 
  Kane, although he has never met him 
  personally. Though he holds no particular fear 
  or hatred for Kane, he sees him as a terrible 
  danger. In Dein’s eyes wherever Solomon 
  Kane has unleashed his wanton justice, has 
  the world become a truly better place or 
  has chaos and darkness still lingered? Dein 
  holds precious the concepts of knowledge, 
  exploration, 
  and 
  understanding, 
  while 
  he perceives Kane and those like him as a 
  destructive force that vanquishes with little 
  thought or consideration. 
  eraSmuS deIn
  
  eraSmuS deIn
  39
  eraSmuS deIn 
  Attributes: Agility d4, Smarts d10, Spirit d12, 
  Strength d6, Vigor d10
  Skills: Fighting d6, Guts d10, Magick 
  d12, Knowledge (Occult) d12, Notice d8, 
  Persuasion d8, Taunt d8
  Charisma: +0
  Pace: 4; Parry: 5; Toughness: 7
  Edges: 
  Arcane 
  Background 
  (Sorcery), 
  Command, 
  Improved 
  Strong 
  Caster, 
  Improved Tough as Nails, Natural Leader
  Hindrances: Elderly, Lame, One Arm
  Powers: Armor (bark-like skin), barrier (wall 
  of thorns), beast friend, curse (slowly turns 
  to wood), deflection (wooden body), dispel, 
  entangle (animated vines), slumber, spirit 
  ward, summon beast, transfer soul, zombie 
  (animated through vines growing through 
  body)
  Gear: Thirsty Rod (Str + d6) — When Dein 
  strikes an opponent with his cane and 
  achieves a result of at least Shaken, any living 
  being must make a Vigor roll or take one 
  additional Wound as the staff sends shoots 
  into her skin and drinks her blood.
  Special Abilities: 
  • Immortality: Eramus Dein cannot be 
  killed permanently through conventional 
  means. If he is Incapacitated, he enters a 
  state of suspended animation that causes 
  him to appear dead until his body heals 
  itself (one Vigor roll per day). Even if his 
  body is completely destroyed, it regrows 
  again from the ancient temple where he 
  first discovered the dark pagan gods with 
  whom he now traffics for his power. 
  • Rooted to the Spot: Dein can attack an 
  opponent (with a Fighting roll), causing 
  roots to grow out from their legs and into 
  the ground, instead of dealing damage. 
  The victim must make a Vigor roll (with 
  –2 modifier if Dein hit with a raise) or 
  becomes entangled. Breaking free causes 
  no damage to the victim, but characters 
  killed while rooted turn instantly into 
  gnarled trees.
  
  The Savage FoeS oF Solomon Kane
  40
  • Weakness: Dein can be killed if crucified 
  on the twisted and wooden body of his 
  wife. Likewise, staking him through the 
  heart with his cane also destroys him. 
  Should the temple of the pagan gods he 
  serves be destroyed, his body does not 
  regrow from total destruction.
  Savage Tale: 
  darK PaTron
  t
  heparty is approached by a servant of 
  Erasmus Dein. He asks them to meet 
  with his master regarding a matter of mutual 
  interest. He explains that his master is a 
  learned man who may be able to help the 
  wanderers on their quest—in return for a 
  small service. 
  a meeTIng In The garden 
  Should the wanderers agree to meet with 
  Dein, they are led to a small clock shop in a 
  sizable city. The clocks are of various sizes and 
  shapes, mostly of the spring-driven variety 
  but a few water clocks are present as well. 
  The shop is a curious blend of invention and 
  the natural world. There is a large, wild, and 
  sprawling garden in the back of the shop and 
  potted plants abound in the shop. In places, 
  vines and leaves curl around the clocks in 
  strange patterns.
  Dein sits in the center of the shop, pleasantly 
  humming to himself and working on a clock 
  with his one good hand. He hobbles over 
  to the heroes merrily when he sees them, 
  using his knotted staff for support. His left 
  eye is a painted wooden eye and wanders 
  occasionally, especially when he gets excited. 
  Attempt to portray hime as an eccentric, but 
  harmless, old man.
  He greets the heroes warmly and offers 
  them a seat. Dein asks the wanderers 
  to recover an item for him–the Woman 
  Enchained. He explains that the Woman 
  Enchained is a relic of great power which 
  grants the possessor the power of foresight. 
  He notes that the party may be able to use it 
  themselves—with his assistance, of course—
  to gain insight into their own quest.
  Dein tells them that he has reason to 
  believe that other individuals are after the 
  Woman Enchained and would use it towards 
  ill ends. To prevent the abuse of the relic, he 
  seeks to acquire it and, using mystical rites, 
  mask its location. 
  What he doesn’t tell the party is that the 
  Woman Enchained is an oracle of great 
  power, but it is a creature, not an inanimate 
  object. He intends to use it as a sacrifice in 
  another attempt to free his wife. If the party 
  seems skeptical, then Dein thanks them for 
  their time and indicates he will simply hire 
  someone else to do the job. 
  a meeTIng In The mounTaInS
  If the adventurers accept the quest, then 
  they are given a map to the approximate 
  location of the Woman Enchained. The 
  “relic” lies deep in the heart of the Carpathian 
  Mountains, just north of the borders of the 
  Ottoman Empire. A Knowledge (Geography) 
  roll tells a traveler that the area in question is 
  not far from the Ottoman principality known 
  as Transylvania. 
  After an arduous journey into the 
  Carpathians, the wanderers encounter the 
  town of Murkut. It is a small, quaint village of 
  sheepherders and farmers. There are no inns 
  or taverns in the village, but custom holds 
  that a traveler may purchase shelter for the 
  night as well as a meal by paying a small fee 
  to the head of a household in the village. 
  Whether they choose to rest for the night 
  at Mukrut or not, the wanderers encounter 
  a band of armed men in the village square. 
  The men are rough looking and well armed. 
  They are in a circle, harassing a pair of young 
  women who stand, quite frightened, in the 
  middle of the group.
  Should the wanderers intervene, the 
  leader, Gustav Schenk, steps forwards and 
  offers a hearty apology. He even extends 
  that apology to the young women—if asked. 
  He plays the angle of the friendly ruffian 
  to the hilt. In truth, Schenk wants to avoid 
  conflict, wanting to save his men’s strength 
  for later. Schenk was hired by Erasmus Dein 
  as insurance that the Woman Enchained is 
  
  eraSmuS deIn
  41
  retrieved. Unknown to Schenk, Dein also 
  watches the characters, using one of the 
  mercenaries as a host for his transer soul 
  spell. If the party attempts to start a fight, 
  Schenk orders his men to flee and he goes 
  with them. 
  If the wanderers rescue the women, the 
  grateful villagers offer free room and board. 
  Should the characters seem reluctant, the 
  villagers warn them of packs of roving wolves 
  that frequently come down from the nearby 
  mountains. A friendly family with many 
  children agrees to house them for the night. 
  During the course of the evening, the children 
  continually dig through the adventurers’ 
  packs and belongings and asking endless 
  questions of their new “heroes.”
  Many of the villagers cross themselves 
  reflexively if asked about the Woman 
  Enchained. Although they have heard rumors 
  of an oracle in the nearby mountains, none 
  has visited it. No one knows exactly what it 
  is, but most make it clear they believe it to be 
  tied to dark sorceries and best left alone.
  nIghT aTTaCK!
  That night, a large pack of wolves attacks 
  the village. If the adventurers are staying in 
  Murkut, they are awakened by the sound 
  of gunfire and livestock bleating in a panic. 
  Their hosts tell them that the wolves in the 
  region have grown in number to the point 
  they now even raid the village pens for food. 
  The packs are so ferocious that few in the 
  community dare try to drive them off. That 
  is one of the reasons many were in favor of 
  allowing Schenk’s band to remain in town 
  (not that the villagers were likely to be able 
  to force them to leave anyway).
  Outside, his men are making a stand against 
  the wolf pack, but the animals are numerous 
  and ferocious, driven by near starvation. It 
  is gunfire from one of their muskets that 
  awakens the party. If the heroes have chased 
  the mercenaries out of the village in the 
  previous encounter, then they show back up 
  again, chased into the village by the very wolf 
  pack that now plagues it. 
  The wolves are an enormous pack led by 
  several dire wolves. They attack any living 
  thing fearlessly, driven by their hunger. 
  However, once two-thirds of their number 
  or all the dire wolves are slain, they retreat 
  to the mountains. Although Schenk is a Wild 
  Card, allow players to control his men in the 
  battle.
  If the characters assist the men, they are 
  grateful to the party. Schenk spits on his 
  hand and shakes each party member’s hand. 
  “Gustav Schenk never forgets a debt, and he 
  owes you one now,” he says with gusto. If the 
  party does not help the mercenaries, they 
  take heavy losses but survive. At the end of 
  the conflict, Schenk simply glares at the party 
  and mumbles “what ye sow, so shall ye reap.” 
  On the chance that the characters chose 
  not to remain in Mukrut, allow them to 
  make Notice rolls to hear the sounds of the 
  attack from far off and rush to the aid of the 
  village. Should the wanderers simply ignore 
  the battle, then Murkut is slaughtered and 
  Schenk’s men flee into the mountains for 
  their lives. 
  unleaSh The houndS!
  This 
  Savage 
  Tale 
  provides 
  an 
  opportunity to introduce the party to 
  another character who can become an 
  ongoing ally or foe, Harlow Hobbes 
  (page 62). Simply replace Gustav Schenk 
  and his men in the adventure with 
  Hobbes and his Hounds. This sort of 
  employment is right up Hobbes’ alley, 
  and he would have no compunction 
  working 
  for 
  someone 
  with 
  questionable motives such as Dein. 
  The Hounds are more competent than 
  Schenk’s men and have a trick or two 
  up their sleeves that make them even 
  harder to kill, so feel free to increase 
  the wolves in Night Attack! and take 
  care to not overwhelm the heroes in 
  the final encounter.
  
  The Savage FoeS oF Solomon Kane
  42
  Wolves (30): See The Savage Worlds of 
  Solomon Kane.
  Dire Wolves (1 per hero): See The Savage 
  Worlds of Solomon Kane.
  Gustav Schenk: See page 44.
  Mercenaries (10): See page 44.
  The woman enChaIned 
  Less than half a day’s travel deeper into 
  the mountains from Murkut lies the area 
  marked on the party’s map. Unfortunately, 
  the precise site of the Woman Enchained is 
  not indicated, just an approximate location. 
  The party must scour the surrounding valleys 
  and mountainsides to find the actual site.
  Searching the area takes 6 hours. Characters 
  may make a single cooperative Notice or 
  Tracking roll. Each success and raise lowers 
  the time by one hour, to a minimum of one 
  hour. At the end of the indicated time, the 
  travelers find the hidden grotto holding the 
  Woman Enchained. 
  However, the mountains are filled with 
  hazards, so for each hour they spend 
  searching draw a card and consult the table 
  below: 
  • 2: A rockfall (see page 304 in Savage 
  Worlds of Solomon Kane).
  • 3–6: The heroes must each make a 
  Vigor roll. Failure means the character is 
  exhausted due to climbing up and down 
  the treacherous slopes and suffers a 
  Fatigue level.
  • 7–9: The party spends an hour fruitlessly 
  searching the mountains. 
  • 10 or Jack: The party finds a small 
  shrine to a woman hidden in a crevasse. 
  On the shrine are bas relief images of a 
  woman drinking from a large goblet. A 
  Knowledge (Occult) identifies that the 
  figures are vampires and what they are 
  drinking is blood.
  • Queen or King: A pack of hungry wolves 
  (1 per hero) led by a dire wolf attacks the 
  party (from The Savage World of Solomon 
  Kane).
  • Ace or Joker: Luck is with the wanderers 
  and they discover the entrance to the 
  chamber. 
  The groTTo
  The entrance to the small cave holding 
  the Woman Enchained is a low-lying crack 
  beneath a giant slab of rock, easily missed if 
  one is not carefully searching. To enter the 
  chamber, the heroes must flatten themselves 
  down on the ground.
  After about ten feet, the crack opens up 
  into a small chamber filled with dangling 
  chains, which stir and clink, though there 
  is no breeze. In the center lies the Woman 
  Enchained. She is lithe and muscular—and 
  obviously not a statue. Long-dried blood 
  stains streak down her chin, her hair is wild, 
  and her yellowing fingernails curl in odd 
  directions. Manacles chain her arms and 
  legs to the ground. At her feet are bones—
  mostly small rodents, but some that appear 
  suspiciously human as well. 
  The Woman Enchained is an oracle, but 
  also a vampire. She requires blood to make 
  her prophecies. Sorcerers and worse travel 
  for leagues to consult her, bringing gifts of 
  blood. Usually, these gifts come in the form 
  of rats, but on occasion those seeking her 
  wisdom have brought human sacrifices as 
  well. 
  “I know who you are,” hisses the 
  woman. “And I have foreseen what the 
  fiend Erasmus Dein would have you do, 
  but you must not! Free me instead. For if 
  you do not, then he or some other black-
  hearted fool will find me.
  “Do you know the true nature of 
  Erasmus? Do you know why he seeks to 
  possess me? Long ago he damned his own 
  wife to an existence more horrible than 
  my own. Now, he seeks to break her curse 
  with my blood. You may look at me as an 
  monster, but I say to you that any horror 
  you see in me is magnified a hundred 
  fold in Erasmus Dein!”
  
  eraSmuS deIn
  43
  Unbeknownst to the party, Schenk’s 
  mercenaries have been shadowing them as 
  they searched for the vampire’s grotto. After 
  she pleads her case, Erasmus, still possessing 
  the body of one of the mercenaries, calls to 
  the party from the entrance into the cave. 
  Although it is not his voice, the heroes 
  recognize it as Dein somehow speaking to 
  them through the man.
  “The vampire speaks the truth. But…
  my friends. The fate that befell my wife 
  was an accident and not by my design. 
  The creature in front of you is an 
  abomination, a plague upon the Earth. 
  No doubt goodly souls like yourself are 
  repulsed by the monstrosity, and rightly 
  so! It deserves to be expunged, but let 
  its end serve a purpose. It can free my 
  wife from her prison. Can you not find 
  compassion for my plight?”
  The Woman Enchained counters Dein, 
  saying, “If you were truly so noble, you 
  would sacrifice your own life to save 
  her!” 
  “Are you going to listen to the words of 
  this vampiress?” says Dein with a hint of 
  malice. “Or help me to free my wife from 
  years of torment and pain?” 
  Schenk then calls down from the entrance 
  of the chamber, greeting the party in his 
  gentlemanly manner. If the heroes assisted 
  him earlier, he assures them that no harm 
  will come to them so long as they cooperate. 
  However, if the party chooses to not do so, 
  Schenk chuckles darkly and talks about the 
  deliciousness of irony. 
  The deCISIon
  If the party defies Dein and they assisted 
  Schenk against the wolves, then the 
  mercenary leader says, “Damnation and pox 
  on all you soft-hearted bastards! You’ll cost me 
  a pretty sum, but let it not be said that Gustav 
  Schenk forgets a debt!” He immediately, but 
  reluctantly, directs his band to seize the man 
  whom Dein is possessing. The sorcerer puts 
  up a brief struggle—even unleashing a bag 
  of mandrakes (page 108)—but ultimately has 
  little chance against such a large group. 
  He is quickly subdued and relinquishes his 
  control of the man, but not before vowing 
  his revenge on both the heroes and Schenk 
  for betraying him. 
  If the party defies Dein and they did not 
  assist the mercenaries, then Schenk and his 
  men simply wait with their ranged weapons 
  for the travelers’ inevitable exit from the 
  cave. There are no other entrances in or out 
  of the chamber. Exiting the cave requires 
  the characters crawl out through the crack 
  (prone); this provides no bonus against 
  the mercenaries’ fire as they are within 3” 
  of the exit, or beside or above it when the 
  heroes crawl out. Once two of the party have 
  emerged from the crack, Dein unleashes his 
  bag of mandrakes as well.
  Three rounds after combat begins, Schenk 
  begins to openly question Dein. It becomes 
  quickly clear that Schenk was unaware that 
  Dein planned to use sorcery on one of his 
  own men. After another three rounds of a 
  heated argument between the two (during 
  which time they continue to fight against the 
  rITual oF releaSe
  Dein allows any of the characters 
  that wish to remain present for the 
  freeing of his wife. The ritual is quite 
  gruesome, requiring him to crucify 
  the vampire oracle to the wooden 
  form of his wife. The gnarled tree 
  drinks the vampire’s blood and Dein’s 
  wife returns—but as a vampire. Dein 
  refuses to let the heroes slay his wife 
  and fights against them if they attempt 
  to do so. Whether the wanderers seek 
  to slay the vampire or not, she escapes, 
  fleeing into the night. Wracked by 
  anquish, Dein collapses weeping 
  to the ground. Eventually, his guilt 
  overcomes him and he may contact 
  the heroes to ask their help in hunting 
  down his wife and destroying her.
  
  The Savage FoeS oF Solomon Kane
  44
  party), Schenk offers to join the heroes’ side 
  so long as they can make it worth his while 
  (£20 or more). Should the characters refuse 
  to ally with the mercenaries, Schenk and his 
  men flee, as he decides to wash his hands of 
  the whole affair. 
  If the party sides with Erasmus, then they 
  must break the chains which bind the vampire 
  oracle and battle her as well. Thereafter, they 
  must carry her up to Schenk and his men. 
  Dein has provided them with the means 
  to transport the creature safely back to his 
  abode. 
  Gustav Schenk: See page 44.
  Mercenaries (2 per hero): See page 44.
  Erasmus Dein: See page 38. Dein retains 
  his Smarts and Spirit as well as his skills, 
  Edges, and powers with the exception 
  that he is not armed with his thirsty rod. 
  He gains the physical abilities of Agility d8, 
  Strength d6, and Vigor d6.
  Mandrakes (2 per hero): See page 108.
  Woman Enchained: See page 45.
  ePIlogue 
  If the heroes defy Dein and defeat him, 
  they have gained a powerful foe. Dein is not 
  likely to seek immediate retribution for their 
  betrayal though, as he has grown accustomed 
  to taking a long view on obtaining his goals. 
  If the party instead aids the sorcerer, then 
  he is appropriately grateful. The characters 
  are welcome to accompany Schenk and 
  his men as they escort the vampire back to 
  Dein’s home. True to his word, the sorcerer 
  uses the power of the oracle to grant them a 
  clue toward finding a relic (or, if you prefer, 
  a link to another adventure). 
  Should the travelers have parted company 
  with Gustav Schenk on amicable terms, he 
  may become a contact or even ally in later 
  adventures.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  guSTav SChenK
  Schenk is a middle-aged, war-hardened 
  veteran of a dozen small conflicts around the 
  Continent. His hair is beginning to gray and 
  a scar marks his right cheek, but his body and 
  mind remain as hard as the steel he carries 
  on his belt. He is fiercely loyal to his men and 
  follows his own, albeit somewhat flexible, 
  code of honor.
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation 
  d8, Knowledge (Battle) d8, Notice d6, Riding 
  d6, Shooting d8, Stealth d8
  Charisma: +0
  Pace: 6; Parry: 9; Toughness: 8 (2)
  Hindrances: Loyal
  Edges: Block, Command, Level Headed, 
  Musketeer
  Gear: Rapier (Str+d4, +1 Parry), pistol 
  (Range 5/10/20, Damage 2d6+1), shot and 
  powder, chain hauberk (+2).
  merCenarY
  Schenk’s band is composed of ex-soldiers 
  from across Europe. By and large, they are an 
  unsavory lot, but experienced fighters all and 
  loyal to Schenk.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, 
  Notice d4, Riding d6, Shooting d6, Stealth d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Musketeer, Steady Hands
  Gear: Long sword (Str+1d6), musket (Range 
  10/20/40, Damage 2d8), shot & powder (20), 
  leather armor (1).
  
  eraSmuS deIn
  45
  woman enChaIned
  Although the Woman Enchained is an 
  ancient vampire, centuries of imprisonment 
  and a restricted diet have weakened her to 
  the equivalent of a relatively young member 
  of her ilk.
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d12+1, Vigor d10
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Notice d6, Shooting d6, Swim d8, Throwing 
  d6
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 9
  Special Abilities:
  • Blood Drain: A vampire who succeeds in 
  grappling an opponent can make a bite 
  (Fighting) attack next round with a +2 
  bonus. When successful, the victim must 
  make a Vigor roll, –2 with a raise, or suffer 
  Fatigue from blood loss. This can lead to 
  Death.
  • Claws: Str+d4.
  • Frenzy: Vampires can make two attacks 
  per round with a –2 penalty to each 
  attack.
  • Level Headed: Vampires act on the best 
  of two cards.
  • Sire: Anyone slain by a vampire has a 50% 
  chance of rising as a vampire themselves 
  in 1d4 days.
  • Undead: +2 Toughness. +2 to recover 
  from being Shaken. No wound penalties. 
  Called Shots do no extra damage (except 
  to the heart—see below).
  • Weakness (Holy Symbol): A character 
  with a holy symbol may keep a vampire 
  at bay by displaying a holy symbol. A 
  vampire who wants to directly attack the 
  victim must beat her in an opposed test of 
  Spirits.
  • Weakness (Holy Water): A vampire 
  sprinkled with holy water is Fatigued. If 
  immersed, he combusts as if it were direct 
  sunlight (see below).
  • Weakness (Invitation Only): Vampires 
  cannot enter a private dwelling without 
  being invited. They may enter public 
  domains as they please.
  • Weakness (Stake Through the Heart): 
  A vampire hit with a called shot to the 
  heart (–6) must make a Vigor roll versus 
  the damage. If successful, it takes damage 
  normally. If it fails, it disintegrates to dust.
  • Weakness (Sunlight): Vampires catch 
  fire if any part of their skin is exposed to 
  direct sunlight. After that they suffer 2d10 
  damage per round until they are dust. 
  Armor does not protect from this damage.
  
  46
  When we were little, my brother Tobias 
  would steal food from the kitchen or 
  take extra portions from the table when 
  Mother wasn’t looking. I thought that he 
  was stealing for a pet, perhaps a puppy 
  or kitten that he didn’t want to share 
  with me. 
  One night after dinner, I saw him 
  outside standing by the well, talking 
  down into it. “There’s no more!” he 
  insisted. “I have no more to give you!” 
  Then I saw a pair of small hands seize 
  Tobias by the hair and drag him into the 
  well. It happened so fast that he did not 
  even cry out. I was young and afraid 
  that if I told anyone the thing in the well 
  would come for me. I told Mother and 
  Father that Tobias had fallen down the 
  well. They searched that well all day, 
  digging at the sides and plumbing the 
  cool water. All they found was his shirt, 
  torn in places as if a bear had attacked 
  him—although no one could explain 
  how the shirt then got into the well . 
  g
  oBlIns are small, gnarled beings 
  who resemble the forms of twisted, old 
  men. Their limbs are knotted with muscle 
  and their fingers are topped by thick nails 
  tough enough to score solid stone. On close 
  examination, one can’t help but notice a 
  distinct, but unidentifiable familiarity in the 
  humanoids’ features—and with good reason. 
  In the days before recorded history, the 
  ancestors of goblins were once human 
  beings. These poor souls were enslaved by 
  an ancient and mighty race of beings serving 
  a forgotten Elder God and forced to work in 
  deep, cramped mines, gathering precious 
  metals and gems. Their masters subjected 
  them to terrible sorceries and even more 
  horrible physical mutilations to make them 
  more suitable for the conditions of the mines. 
  In time, their overlords passed from the 
  Earth but the goblins remained. Rendered 
  unfit for life on the surface by the horrific 
  changes their masters had inflicted, they kept 
  to tunnels and caves. Over the millennia, the 
  creatures have degenerated into a race of 
  subterranean humanoids.
  During these raids, it is not uncommon 
  for some to make small offerings to goblins 
  in the mistaken belief that the goblins are 
  mythical faeries or trolls. However, goblins 
  are not fey nor are they likely to be appeased 
  by such gifts. Instead, it is far more likely 
  that the offerings draw further unwanted 
  attention for the subterranean race. 
  goblIn
  Goblins are twisted creatures about the 
  size of a child with pale, leathery skin. Their 
  eyes are milky-white and pupil-less, rendered 
  useless after generations of lightless existence 
  in the dank tunnels under the earth. To 
  compensate, they have evolved the ability to 
  navigate solely by sound. When not trying to 
  be stealthy, the creatures make an unnerving 
  cooing sound by which to better sense their 
  surroundings.
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Notice d8, 
  Stealth d8
  goblInS
  
  goblInS
  47
  Charisma: +0
  Pace: 4; Parry: 5; Toughness: 7 (2)
  Special Abilities:
  • Armor +2: Goblins are densely muscled 
  and have a thick, leathery hide, making 
  them surprisingly resistant to physical 
  injury. 
  • Blind: These creatures are immune to any 
  vision-based effects (darkness, invisibility, 
  obscure, etc.).
  • Burrowing: 4”.
  • Claws: Str+1d4, AP 2. Goblin claws are 
  dense and sharp, capable of scoring solid 
  stone.
  • Echo Location: Goblins do not suffer any 
  penalties for bad lighting.
  • Size –1: Goblins stand 4’ tall on average.
  • Weakness (Sound): Loud noises, such 
  as gunshots or explosions, force goblins 
  to make a Vigor roll or be deafened, 
  suffering a –6 to all physical tasks that 
  require “vision” for the next round. 
  Savage Tale: 
  deal wITh The devIlS
  w
  hIletraveling through the European 
  countryside, the wanderers come across 
  a village seemingly empty of inhabitants. 
  No one works in the surrounding fields, 
  all of which are overgrown with weeds. No 
  children play in the streets and no livestock 
  is visible anywhere nearby. The houses, while 
  apparently vacant, are in good repair and do 
  not appear to have been long abandoned. On 
  several, however, doors swing loosely in the 
  wind and the windows remain unshuttered. 
  The abandoned Town
  If they search the abandoned houses, the 
  heroes uncover several unsettling clues that 
  something is amiss in the small village. 
  The first home searched has clearly sat 
  empty for many months. Cobwebs lie heavy 
  around the residence and dust lies heavily on 
  all exposed surfaces. Some pieces of furniture 
  have been overturned, but this may have 
  occurred at any point. The house has clearly 
  been ransacked at some point: drawers are 
  pulled out, clothes scattered, even the bed 
  has been moved.
  
  The Savage FoeS oF Solomon Kane
  48
  The next home the party enters appears to 
  have been vacant perhaps only a few weeks. 
  Remnants of a meal still sit on the table in 
  the house’s single room. A pot is overturned 
  near the fireplace and a scattering of pottery 
  shards litter the floor around the table, but 
  little else is disturbed. A Notice roll finds a 
  dark brown stain on the floor in the middle 
  of the room.
  The door to the third home the adventurers 
  enter has obviously been forced. A hero who 
  makes a Notice roll finds two deep parallel 
  gashes in the surface of the wood near the 
  latch. Inside, little is disturbed besides the 
  sheets on the single bed, which have been 
  thrown back as if the residents fled in the 
  night or immediately after rising. A Tracking 
  roll tells a hero that the dust in this house 
  has been undisturbed for at least a month, 
  possibly two.
  Searching further houses finds them 
  likewise abandoned, but completely empty 
  of even furniture. If any of the characters 
  specifically checks, there are no valuables of 
  any sort in any of the homes. 
  Should any of the adventurers wander into 
  the nearby overgrown fields, have them make 
  a Notice roll (–2). Any who are successful 
  find a few patches of disturbed ground about 
  2’ to 3’ in diameter. These are the collapsed 
  openings to some of the goblin tunnels, but 
  determining that takes about 10’ of digging 
  before the tunnels open up.
  The dIlaPIdaTed Inn
  Near the center of the small community is 
  a large inn which, unlike many of the houses, 
  shows definite signs of disrepair. Shingles are 
  missing from the roof and the inn’s sign—that 
  of a rearing horse—is weather-beaten and its 
  colors badly faded. However, the front door 
  stands closed and all first floor windows are 
  covered by shutters. Have the characters 
  make a Notice roll and the adventurer with 
  the highest catches sight of movement in one 
  of the second floor windows.
  Investigating closer, the heroes find the 
  door is not barred or locked and opens with 
  a loud creak. Behind it is the inn’s common 
  room, where meals were once served and 
  kegs tapped. Numerous tables fill the large 
  open space and a fireplace dominates one 
  wall while a short bar occupies the other. 
  Now, a heavy layer of dust coats most of the 
  furniture and the fireplace stands dark. A 
  character who makes a Tracking roll finds 
  footprints in the dusty floor indicating that 
  someone has been in the inn fairly recently—
  within the last few days at least.
  After they have been inside the inn for 
  a few minutes, have the travelers make a 
  Notice roll. Those who succeed hear a faint 
  creak from the floor above them. A stairway 
  opposite the door leads to the second floor.
  The InnKeePer
  Upstairs, a quick search finds a middle-aged 
  man in one of the guest rooms, tinkering 
  around with a loose hinge on the door. He 
  seems startled by the heroes’ appearance at 
  first, then greets them warmly. 
  “Welcome to the Inn of the White 
  Stallion! My name is Michael Drune—I’m 
  the innkeeper here. I’m sorry I didn’t hear 
  you come in, but I’ve been trying to take 
  advantage of the lull in business to get some 
  odd jobs around the place finished.”
  His speech is quick and unusually cheery. 
  The inkeeper immediately offers to prepare 
  a meal for the travelers and ready rooms if 
  they need a bed. Should anyone ask about 
  the deserted town, he provides the first of 
  several conflicting explanations. 
  “Yes, yes. Terrible thing. Group of bandits 
  came through! Had the look of fighting 
  men—mercenaries from one of the wars, 
  probably. If you ask me, we were better 
  off with the honest fighting than all these 
  murderers running loose!”
  Drune claims they killed anyone in town 
  who fought against them and carried off 
  those who didn’t. He says he escaped by 
  hiding in his cellar until they got bored and 
  left. Since then, the town has sat empty.
  If any observant heroes note that the 
  houses clearly weren’t all vacated at the same 
  time, Drune stutters for a moment and then 
  laughs and says, “I didn’t mean all of the 
  
  goblInS
  49
  bandits took all of them. A blight killed off all 
  our livestock and many from the village left 
  when that happened.”
  The InnKeePer’S dIlemma 
  The innkeeper dodges further questions 
  the travelers may pose, but occasionally trips 
  up and answers others in a contradictory 
  fashion. Any wanderer who makes a Notice 
  roll begins to realize that the man’s grasp 
  on reality isn’t the strongest. He’s hiding 
  something, but he also might not be 
  completely sane.
  Drune is between a rock and a hard place. 
  About a year ago, a sinkhole opened not far 
  from the village. It exposed a cave network 
  that was infested by a group of goblins. 
  The goblins quickly began preying on the 
  livestock in the village and in short order 
  they wiped out the animal population. 
  The residents had no idea what was really 
  occurring and knew only that their animals 
  were disappearing. Most simply suspected 
  wolves or thieves at first. Then monsters 
  moved on to snatching villagers. A few 
  families packed up and left, fearing the small 
  community had been cursed somehow. 
  It was about that time that Drune stumbled 
  upon the creatures. Terrified at first, he 
  quickly learned that the goblins left him alone 
  as long as he provided them with some form 
  of food. By keeping their hunger sated, he 
  found he was able to prevent further attacks 
  on the villagers. 
  Soon, however, he developed a sinister 
  plan. He began murdering lone travelers who 
  stayed at his inn and stealing their valuables. 
  He gave their corpses to the goblins to 
  dispose of them, thus protecting the village 
  while lining his own pockets. Unfortunately, 
  the village was never on a popular trade 
  route, so in time, he eliminated most of the 
  few customers that frequented his inn. 
  Eventually, he was unable to provide 
  enough for the monsters food, so they 
  returned to preying on the village. Now, there 
  is no one left in the village and guests are few 
  and far between at the White Stallion. Drune 
  knows it’s at best a matter of days before the 
  goblins come for him now. Furthermore, 
  he quickly recognizes the heroes are likely 
  competent in a fight and may be able to 
  eliminate the creatures.
  Although this may spell the end for his 
  nefarious business, his instinct for self-
  preservation is slightly stronger than his 
  greed and wins out in the end. He offers the 
  party a meal of potato stew—“No meat what 
  with all the wolves in the area, you know!”—
  and ale. When he brings the food, Drune 
  spins another tale for the group.
  “You seem a canny sort, so I’ll tell you 
  the truth. I can only hope you won’t 
  think me insane. Some time ago, unholy 
  goblins from the depths of the earth took 
  notice of our little hamlet. They killed 
  our livestock and then moved onto the 
  villagers. I saw the monstrous trolls, but 
  no one believed me—now they’re all 
  gone! I would have fought them myself, 
  but I’m a weak man, afflicted by many 
  infirmities. You, on the other hand, seem 
  more than capable of defeating these 
  devils and bringing justice to the dead!”
  Drune describes the creatures to the heroes 
  fairly accurately, although he is unaware of 
  their blindness or acute hearing. He refers 
  to them alternately as goblins, dwarves, or 
  trolls. He tells the party they have a network 
  of tunnels under the village and believes that 
  one of them opens into the well in the center 
  of town as he has seen them emerge from 
  there on more than one occasion.
  InTo The dePThS
  There are several entrances into the goblin 
  warrens. Scouring the village turns up 
  several collapsed entry holes, many near the 
  abandoned houses. A Notice roll turns up 
  two that aren’t collapsed, but at only 2’ to 3’ 
  in diameter, the tunnels are quite restrictive 
  for humans. Anyone crawling through one 
  of these holes has his Pace reduced to 1, is 
  at –4 to all Fighting rolls and finds his Parry 
  reduced by 4 as well! 
  As Drune indicated, there is a fairly well-
  traveled one in the central well, about 20’ 
  down. Getting to it requires a Climbing 
  roll (–2) due to the wet surface—although 
  handholds abound, many clearly gouged 
  
  The Savage FoeS oF Solomon Kane
  50
  The Goblin Caves
  1"
  into the walls by something using the well as 
  a travel route to the surface! However, this 
  tunnel is much larger than any others the 
  characters are likely to uncover initially, and 
  nearly 5’ in height. 
  The only other entrances of this size 
  are in the cellar of the White Stallion and 
  at the original sinkhole. Drune keeps the 
  one in his inn hidden and unless the party 
  begins randomly searching the surrounding 
  wilderness for miles around, it’s unlikely 
  they find the sinkhole.
  The tunnels under the village are clearly 
  artificial. Gouges in the walls show where 
  something has burrowed through the dirt 
  with a purpose. Unexplained sounds echo 
  through the burrows and from time to time a 
  strange cooing noise wafts down the passages 
  from ahead or behind the group. Be sure to 
  play up the claustrophobia of the tunnels as 
  well as the looming threat of something just 
  around the next turn.
  Suddenly, goblins appear both in front 
  and behind the group, trapping them in the 
  narrow passage! After a round of combat, 
  additional goblins burst partially from the 
  walls to attack heroes caught in the middle 
  of the group. The adventurers suffer a –1 to 
  any Fighting rolls due to the confined nature 
  of the tunnels. Additionally, the goblins 
  attacking from the walls receive light cover 
  (–2). The walls provide +3 Toughness against 
  any attacks through them (as per the Obstacle 
  rules in The Savage World of Solomon Kane).
  Goblins (1 per hero): See page 46.
  The warren
  As the characters travel deeper into the 
  warrens, the walls change from dirt to 
  limestone and the group soon finds itself in 
  a large natural cave. Massive stalactites hang 
  from the ceiling, but most of the stalagmites 
  have been broken off and worn down. All 
  around the chamber lay gnawed bones—
  animal and human—many cracked open 
  and drained of marrow. Crude beds of straw, 
  leaves, and even a few pieces of shredded 
  cloth lie about the cave.
  Hidden in the recesses are a large number 
  of goblins, forewarned of the party’s approach 
  by their keen hearing. The monsters are 
  lying in ambush, waiting the right moment 
  
  goblInS
  51
  to attack. Have the characters make a Notice 
  roll against a single group Stealth roll for the 
  goblins. Treat the goblins as all beginning the 
  fight on Hold. Heroes who made the Notice 
  roll successfully get to draw cards normally 
  the first round; any who failed get no card on 
  the first round.
  A particularly large and powerful goblin 
  leads this band. Once he is killed, the others 
  in the band flee, scattering into the myriad 
  tunnels exiting the room. Also with this group 
  of goblins are a number of young, which may 
  provide the travelers with a difficult decision: 
  Do they stoop to killing offspring or do they 
  allow these degenerate creatures to grow 
  into predatory adults?
  Once the battle is over, the adventurers 
  are free to thoroughly search the cavern. As 
  noted, there are a number of human bones. 
  Should anyone think to count, there are well 
  over two dozen human skulls in the cave—
  far more than were likely living in the village. 
  Not only do the characters find no valuables 
  in the cavern, but any who make a Smarts 
  roll realize there aren’t even enough pieces 
  of cloth to account for the clothes of all the 
  victims they’ve uncovered.
  Goblins (15): See page 46.
  Goblin “King”: See page 52.
  deFeaT
  If the heroes are overwhelmed by the 
  goblins and forced to flee, Drune graciously 
  offers them refuge in the inn (assuming 
  his crimes remain undiscovered). He also 
  prepares another meal for them, but this 
  time he laces it with poison. The innkeeper 
  seeks to ingratiate himself with the goblins 
  again by offering up the party to them.
  Any character that eats it must make a 
  Vigor roll (–2) a half-hour later. On a success, 
  she becomes Exhausted. On a failure, she is 
  Incapacitated. Once the poison has taken 
  effect, Drune attacks, focusing on any 
  wanderers who did not eat first.
  Michael Drune: See page 52.
  a monSTer exPoSed
  There are over a dozen exits from the cave, 
  varying in size from barely 2’ in diameter to 
  nearly man-sized in height. A Tracking roll 
  reveals that the largest of the passages also 
  seems the most heavily traveled. Following 
  this tunnel leads the party on a twisting 
  journey winding slowly up to where it finally 
  emerges behind a stack of crates in the cellar 
  of the White Stallion!
  The crates have obviously been arranged 
  to hide the tunnel entrance. A quick 
  examination of the crates themselves reveals 
  most of them to be full of a variety of clothing 
  and other personal belongings. These are 
  the remains of the valuables Drune stripped 
  from the other villagers’ homes and from the 
  bodies of his own victims before giving them 
  to the goblins. Most items of worth are long 
  gone, but the travelers find approximately 
  £50 worth of valuables amongst the crates 
  after an extensive search.
  Drune hears the commotion in the 
  basement 
  and 
  comes 
  to 
  investigate, 
  blunderbuss in hand. Seeing the heroes 
  emerge, he claims to have no knowledge of 
  the tunnel. If the heroes confront him with 
  the valuables, he realizes he is undone and 
  attacks.
  Michael Drune: See page 52.
  At your option, you may use 
  this adventure to lead to further 
  underground exploration. Perhaps 
  the heroes uncover broken pieces of 
  statuary or strange artifacts hinting 
  at 
  some 
  ancient 
  and 
  unknown 
  civilization among the goblin nests. 
  One of the tunnels out of the cavern 
  obviously leads to the sinkhole, but 
  one of the others may lead deeper 
  into the bowels of the earth where 
  some long forgotten subterranean 
  ruin awaits. 
  If you choose this route, the Eleven-
  Parted Lord (page 30) may once have 
  ruled over the ruled over the ancestors 
  of this degenerate race. Down deep 
  in the depths, the adventurers may 
  uncover more clues to that being’s 
  nature and the goals of the Cult of the 
  Iron Ring.
  
  The Savage FoeS oF Solomon Kane
  52
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  mIChael drune
  The stereotypical innkeeper, Drune is 
  balding, overweight, and sweats profusely 
  at the slightest exertion. His mannerisms 
  indicate quickly to any observant guest that 
  he’s a little off, but his affable façade hides 
  the true depravity that coils in his breast. His 
  madness gives him an unexpected strength 
  and months of waylaying travelers has turned 
  into a surprisingly competent fighter.
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Notice d6, 
  Persuasion d8, Stealth d6, Shooting d6
  Charisma: +0
  Pace: 5; Parry: 6; Toughness: 7
  Hindrances: Obese, Greedy (Major)
  Edges: Dirty Fighter, First Strike, No Mercy
  Gear: Blunderbuss (Range 10/20/40, Damage 
  1–3d6, cleaver (Str+1d4).
  Treat Drune as a Seasoned character.
  goblIn “KIng”
  Noticeably larger than the others of its 
  kind, this goblin rules the local group of 
  creatures by the only source of authority the 
  monsters respect—physical strength. 
  Attributes: Agility d8, Smarts d4, Spirit d4, 
  Strength d12, Vigor d10
  Skills: Climbing d6, Fighting d10, Notice d8, 
  Stealth d8, Throwing d6
  Charisma: +0
  Pace: 4; Parry: 7; Toughness: 9 (2)
  Special Abilities: 
  • Armor +2: Goblins are densely muscled 
  and have a thick, leathery hide, making 
  them surprisingly resistant to physical 
  injury. 
  • Blind: The “king” is immune to any 
  vision-based effects (darkness, invisibility, 
  obscure, etc.).
  • Burrowing: 4”.
  • Claws: Str+1d4, AP 2. Goblin claws are 
  dense and sharp, capable of scoring solid 
  stone.
  • Echo Location: Goblins do not suffer any 
  penalties for bad lighting.
  • Weakness (Sound): Loud noises, such as 
  gunshots or explosions, force the creature 
  to make a Vigor roll or be deafened, 
  suffering a –6 to all physical tasks that 
  require “vision” for the next round.
  
  53
  Long ago, before Man even knew fire, 
  the Lurkers in White crawled the Earth. 
  Great spirits trapped in scaled flesh, they 
  knew no masters. Their skin was as pale 
  newborn maggots, and worms and all 
  manner of grubs and carrion crawled 
  forth from under their bellies. The great 
  beasts ground all life beneath their vast 
  girths.
  In time, many fell to the great heroes, 
  hunted and slain—not as demigods of 
  myth, but merely monsters to be feared 
  and loathed. Now those that remain coil 
  and writhe in the deep dark places, down 
  where no eyes can see them, awaiting 
  their day to return to the surface. 
  —The Liber Vorago
  t
  he Opalescent Gods, the Lurkers in 
  White, the Gods of the Milky Eye—these 
  are all titles by which these beings have been 
  called. Although not truly gods, these beings 
  are immense in size and preternaturally 
  powerful. These great creatures originate 
  from a time long before history and their 
  lives are so long as to be considered virtually 
  immortal by human standards. In form, the 
  Gods in Ivory appear as giant snakes with 
  maggot-white scales, which gleam with an 
  oily iridescence in the light, and a malign 
  brilliance burns in their eyes.
  These serpentine beings are jealous 
  creatures that see man as a parasite that has 
  covered the earth and taken lands rightfully 
  belonging to them. The majority of these 
  beings often raise cults to themselves among 
  nearby human populations if for no other 
  reason than to assure a steady supply of 
  minions and food. Through these cults, the 
  Gods of the Milky Eye seek to corrupt and 
  debase man, eventually causing the cancer of 
  humanity to kill itself.
  Fortunately, scant few of these great 
  serpents still live today, as most of their 
  number has been slain over the millennia by 
  great heroes of the past. Those that remain 
  usually secret themselves in isolated locations 
  where they are safe from the attention of the 
  outer world. Whether it is because of some 
  shared ancestry or simply a sense of ophidian 
  brotherhood, snake men are frequently 
  found in service to these self-appointed 
  demigods in their remote locations. 
  god In IvorY
  t
  hesemonstrous serpents are over 25’ 
  in length and up to 5’ in diameter at their 
  thickest points. Their scales are the color of 
  dirty ivory or yellowed teeth and rustle softly 
  when they move. Their fangs are as large 
  as short swords and their platter-sized eyes 
  gleam with malevolence.
  Attributes: Agility d8, Smarts d10, Spirit d12, 
  Strength d12+4, Vigor d8
  Skills: Fighting d8, Guts d10, Notice d10, 
  Stealth d8, Swimming d8, Tracking d8
  Pace: 6; Parry: 6; Toughness: 16 (4)
  Special Abilities:
  • Armor +4: Scaly hide
  • Bite: Str+d6
  The godS In IvorY
  
  The Savage FoeS oF Solomon Kane
  54
  • Bones Afire: At the creature’s whim, 
  those who directly meet this creature’s 
  gaze are subject to 2d10 damage as their 
  marrow cooks and their blood boils. The 
  creature can focus its gaze only into a 
  relatively small area per round (use Cone 
  Template). Characters can avoid the gaze 
  by simply not looking directly at the God 
  in Ivory, but this must be declared prior 
  to the start of each round. Attempting to 
  fight in this fashion saddles the attacker 
  with a –2 to all attack rolls.
  • Constrict: Against targets of size +4 
  or lower, one of these great serpents 
  can Constrict whenever it scores a 
  raise on a Fighting roll. On each of the 
  being’s actions, the victim must make an 
  opposed Strength roll or gain a Fatigue 
  level. Breaking free requires an action 
  and an opposed Strength roll. Once 
  incapacitated, the victim is unconscious 
  for 1d6 hours. Fatigue recovers 
  at a rate of one level every 
  15 minutes. 
  • Entrance: These 
  entities can command 
  the weak-willed. A 
  God in Ivory 
  as an 
  action may issue a telepathic command to 
  a single target. If it wins an opposed Spirit 
  roll, the victim must follow its orders 
  for one round, as per puppet power. A 
  character who wins this opposed roll is 
  immune to this power for the remainder 
  of the encounter. 
  • Large: Attackers receive a +2 bonus to hit 
  due to the enormous size of the Gods in 
  Ivory.
  • Poison: Any character Shaken or 
  wounded by the monster’s bite must 
  make a Vigor roll (–2). With success, the 
  bite area becomes inflamed and the victim 
  is Exhausted until healed. With a failure, 
  the victim becomes Incapacitated, and 
  must make another Vigor roll. Further 
  failure means that the victim dies within 
  2d6 minutes.
  • Size +6: Gods in Ivory weigh over a ton 
  each. 
  • Fear –4: The very presence of one 
  of these creatures produces a nearly 
  overwhelming feeling of dread and 
  anxiety. 
  
  The godS In IvorY
  55
  Savage Tale: ServanTS 
  oF a ForgoTTen god 
  t
  hIs Savage Tale occurs while the 
  wanderers are traveling via ship near 
  the coast of Hindoostan. During a brief 
  stopover at a coastal settlement, the crew 
  is mysteriously abducted, leaving the party 
  stranded. The adventure works well as a side-
  adventure that occurs while traveling from 
  one place to another by boat. Be warned, this 
  is a very difficult adventure, recommended 
  for adventurers of at least Veteran rank.
  an exoTIC SToP 
  At some point during their journey, the 
  wanderer’s ship docks at a town on the 
  cost of Hindoostan known as Armarabad. 
  The town of Aramabad has a small port 
  where the vessel can dock and resupply. The 
  travelers find the settlement quite colorful. 
  Bright reams of cloth drape over windows 
  and doors. The people wrap themselves in 
  vibrant golds, purples, blues, oranges, and 
  yellow. 
  Allow the characters to browse the local 
  market, which offers foods ranging from 
  traditional fare (lentil soup) to truly exotic 
  dishes (lizard’s heads). Those characters who 
  succeed in a Notice roll see small snake idols 
  everywhere. Some are poised as though they 
  are about to strike, while others appear to be 
  coiled. When asked, the locals explain that 
  Armarabad has always had a snake problem 
  and the implements are kept as charms 
  against snakes.
  a mYSTerY unFoldS 
  After seeing the many sights of Armarabad, 
  the adventurers travel back to the ship only 
  to find an empty vessel. No one is on board 
  the vessel, not even the few remaining crew 
  who stayed behind to guard it. Investigating 
  the ship reveals everything has been packed 
  away and tied down, just as it might have 
  before setting out on another voyage. 
  The captain’s quarters are unlocked. 
  Inside, the heroes find signs of a minor 
  scuffle. The ship’s log entry for the day is 
  incomplete, stopping in mid sentence.
  Asking around town reveals that a number 
  of sailors were seen entering a local eating 
  establishment called the Silver Gull. The 
  Silver Gull is one of the few such places 
  that service foreigners when they stop in 
  Armarabad. 
  The SIlver gull
  The large main room in the Silver Gull is 
  lushly furnished with overlapping rugs and 
  embroidered cushions. Heavy curtains hung 
  over the windows and door keep the room 
  dim even at midday. A few musicians play a 
  strange melody that sounds discordant to 
  European ears. The whole place is thick with 
  a fragrant smoke which issues from hanging 
  incense holders. 
  The ShIP’S Crew
  To provide reason for the heroes 
  to be concerned about the safety 
  of the crew beyond their own travel 
  plans, you may want to develop the 
  personalities of some of the NPCs 
  on board. If you have not already 
  introduced a crew, here are a few 
  ideas for fleshing them out:
  Captain Phillipe Marceau: The 
  good Captain is a gruff Frenchman 
  who has a piercing stare and a stony 
  demeanor. Despite his stoic manners, 
  his crew loves him dearly for he is 
  extremely loyal to them.
  Samuel Hardwick: This bright 
  man is the boatswain of the vessel. If 
  the party seems affable, he shares his 
  tale with them about how he once 
  saw strange fishmen off a rocky shore. 
  (Use material from Icthynites, page 85, 
  if needed.)
  George: A freed slave, George was 
  once the brother to the prince of his 
  Masai tribe. Now, he works as a deck 
  hand and hopes to one day earn 
  enough money to travel back to his 
  people with honor. 
  
  The Savage FoeS oF Solomon Kane
  56
  This smoke is a special concoction – rhulu 
  – a potent drug used by this cult. Those 
  actively examining the tavern can make a 
  Notice roll. Any hero who succeeds notes 
  everyone else in the room is Hindoostani. 
  There is no sign of the crew. With a raise on 
  the roll, a wanderer notes that the incense 
  seems to make him feel odd, blurring his 
  vision and producing a mild numbing effect. 
  However, none of the other patrons seems 
  to be suffering any ill effects from the smoke. 
  An attractive Hindoostani woman by the 
  name of Rajani introduces herself as the 
  hostess. In truth, Rajani is a cult leader for 
  a God in Ivory. She pretends to be deeply 
  concerned for the disappearance of the 
  crew and asks the heroes many questions 
  about their tragedy so that the rhulu smoke 
  eventually affects them. 
  While the adventurers are talking to Rajani, 
  have all make Vigor rolls. Any character who 
  fails the roll suddenly falls unconscious. Even 
  those who succeed find their vision blurred 
  and their extremities beginning to numb, 
  giving them a cumulative –1 penalty to all 
  rolls for each such Vigor check they make to 
  resist the rhulu. All effects of the rhulu fade 
  5 minutes after the victim is removed from 
  the smoke.
  Should any of the heroes become 
  suspicious, Rajani attempts to deflect their 
  concerns by claiming that foreigner visitors 
  are often overwhelmed by the hot and humid 
  climate. However, if the party is not dissuaded 
  by her explanation, the other “patrons” in 
  the room stand up and attack. Due to years 
  of exposure, the cultists are desensitized to 
  the effects of the rhulu incense. 
  As the battle rages, the travelers continue 
  to risk falling victim to the rhulu. Each time 
  a character is dealt a Spade for initiative, 
  he must make another Vigor roll or fall 
  unconscious. The cultists are interested 
  in taking captives, not killing the heroes, 
  so when one is Incapacitated, they stop 
  attacking.
  Rajani: See page 59.
  Cultists (2 per hero, plus 2): See page 60. 
  Armed with clubs.
  aFTermaTh
  The characters may escape the Silver Gull, 
  defeat the cultists or become captured. If 
  they escape or overcome the cultists, the 
  sound of the conflict draws the attention 
  of the local populace. Several men come 
  running up after the fight to see what caused 
  the commotion.
  The people are demonstrably horrified 
  to learn of a murderous band operating 
  in the very midst of their own town. One 
  of the townsfolk steps forward and claims 
  to recognize the group as members of a 
  cult operating in the wilderness north of 
  Armarabad. 
  “The cult of the Ivory God, even here? 
  We believed them gone from this region 
  for decades. They sacrificed many to their 
  blasphemous religion in the past. It was 
  said the madmen had a temple in the 
  highest mountains of the Darjinn Hills 
  but it is considered cursed ground and 
  none have visited in memory. I implore 
  though, pray to your own gods for your 
  friends but do not go there! Do you not 
  value your own life?” 
  The residents of Armarabad explain if the 
  cultists have taken the missing crew captive, 
  they probably intend to sacrifice them to their 
  deity, which they claim is a manifestation of 
  the goddess Shiva. If the party insists, they 
  provide them with directions to the rumored 
  location of the cult’s temple.
  On the other hand, if the adventurers lose 
  the fight against the cultists in the Silver Gull, 
  they are captured by the cult. The members 
  bind them securely and take the party straight 
  to the end of this Savage Tale — “The House 
  of Ivory.” 
  It is also possible that some of the 
  adventurers are captured while others 
  escape. In that case, the captives can either 
  await their compatriot’s rescue or attempt 
  to free themselves on their own. Very likely, 
  the cultists face a two-front war in this case 
  which may prove challenging to run but also 
  a very memorable battle for the players!
  
  The godS In IvorY
  57
  Temple Complex
  The TemPle oF The god In 
  IvorY
  The temple lies amid the highest peaks of 
  the Darjinn Hills, a mountainous area a short 
  journey north of the Aramabad. The route 
  described by the villagers leads the party 
  along the coast for a short distance then 
  turns inland into a dense jungle. 
  After a day and a half of travel, the heroes 
  reach the Darjinn Hills. A brief search 
  uncovers an old trail. A Tracking roll tells 
  the travelers that the trail was likely blazed 
  decades in the past, but that it has seen 
  recent traffic. It leads into the hills ending at 
  the gates of a walled temple.
  The Temple to the God in Ivory is a stark 
  structure, bone-white in color. It juts up from 
  the hilltop like the broken tooth of some 
  forgotten beast. A great wall, 20 feet high, 
  surrounds the temple, bowed outwards and 
  carved in the manner of jutting ribs. Strange 
  statues of dark Hindoo spirits leer from the 
  tops of the walls. 
  There are two large gates in the wall placed 
  opposite each other. Both are wide open. 
  The cultists rely on fear to ward most people 
  away and do not expect intruders. 
  The CourTYard
  Inside the wall, the temple complex is 
  overgrown with vines coiled across the 
  ground in haphazard fashion. Throughout 
  the tangled vines are nearly a dozen bodies 
  in various states of decay. Their mouths open 
  to the sky as if all caught in a final scream. A 
  small band of cultists sit around a campfire in 
  the middle of the courtyard. When they spot 
  the party, they charge to attack!
  If any of the rotting corpses are approached 
  or prodded, a bone-white snake slithers out 
  of the mouth and attempts to flee into the 
  growth of vines. These creatures are the 
  offspring of the God in Ivory that lives within 
  this temple. The God in Ivory is aware of any 
  of its children that are slain as well as who 
  killed it.
  Ivory Offspring (10): See page 60.
  Cultists (6): See page 60
  The houSe oF SerPenTS
  Within this structure are some of the ship’s 
  crew. The men are tied to chairs affixed 
  upside-down to the ceiling in preparation for 
  a bizarre rite of foul magic. When the crew 
  becomes aware of the heroes, they beg for 
  release.
  A dozen lanterns hang 10 feet from the 
  floor in this large chamber, suspended from 
  the ceiling by thick cords. The walls of this 
  place are carved to look like coiling snakes, 
  making a climbing space with plenty of hand 
  holds. Iron rungs have been set into the 
  stone of the ceiling, allowing a person to 
  
  The Savage FoeS oF Solomon Kane
  58
  travel hand over hand from the wall to the 
  chairs in the center. 
  Getting up to the crew first requires an 
  Agility roll (–2) to scale the wall and make 
  the treacherous journey across the ceiling, 
  swinging from rung to rung. It is 40 feet 
  down to the domed floor at the center of the 
  room. Once free, a crewman climbs across 
  the ceiling on his own, unless the party 
  rigs up a rope to lower him down. If the 
  adventurers lack any rope, they might think 
  to use the cords that are tied to the lanterns. 
  Just as a character attempts to cross the 
  ceiling and free some of the crew, some of the 
  carvings on the wall begin to move, revealing 
  themselves to actually be snake men. The 
  snake men immediately attack, focusing first 
  on any characters who have climbed to free 
  the crewmen. The snake men are used to the 
  strange conditions in this room and make 
  normal Agility rolls to navigate the walls and 
  ceiling.
  Any character who is Shaken or Wounded 
  while hanging from the ceiling must roll 
  Agility (–2) again or start slipping. Slipping 
  characters cannot move. They must spend 
  an action regaining their grip. If a slipping 
  character is Shaken or Wounded again, they 
  fall (Damage 4d6).
  Snake men (1 per hero, plus 1 extra): 
  See page 60.
  The houSe oF IvorY
  This pagoda holds the rest of the crew, 
  who wait to be sacrificial meals for the God 
  in Ivory. The walls of this chamber appear to 
  be fashioned into the likeness of a coiling 
  body of a snake, constructed of a chalky 
  white stone. The top of the cavern is domed, 
  peaking at what appears to be a massive 
  carving of a snake’s head, leering down into 
  the chamber. Tied to the wall 10 feet from 
  the floor by ropes and metal stakes are the 
  rest of the crew.
  If the heroes were defeated in the Silver 
  Gull, then they awaken, chained to the iron 
  rings set into the walls of this very pagoda, 
  along with the rest of the crew. Breaking 
  or wriggling free of the bonds requires a 
  Lockpicking roll or Strength or Agility roll 
  (–4). A character can attempt each roll only 
  once. Their belongings, not yet claimed 
  by the God in Ivory, lie in a pile near the 
  entrance to the chamber.
  If the adventurers prove unable to free 
  themselves, they must remain trapped until 
  the God in Ivory arrives. It snatches one of 
  the hapless crew from the wall, devouring 
  him. As it does, the creature’s great body 
  brushes past one of the heroes, knocking her 
  iron ring loose from the wall. This allows that 
  hero to make another Strength or Agility roll 
  to escape her bonds, this time at no penalty. 
  Freeing a crewman or another hero 
  requires a Climbing roll to get up to their 
  location. If the God in Ivory has not appeared 
  at this point in the adventure, it appears just 
  as soon as one crewman is freed. A 3-yard 
  section of the wall slides down and out of 
  sight and the God in Ivory slithers forth from 
  the opened crevasse. 
  The first thing you hear is the low 
  sound of stone grinding. Then, you are 
  immediately overwhelmed by a dry, 
  reptilian smell. Something is moving. 
  At first, it appears like a piece of the 
  wall, fashioned to look like the body of 
  a coiled snake, is moving, unraveling. 
  Then, you see it – that large, diamond 
  shaped head, a long as a man. Palm-
  SCalIng The baTTle
  The God in Ivory is one of the 
  tougher opponents the heroes are 
  likely to face. It’s probable that it will 
  give even an experienced group a 
  difficult fight all by itself. However, if 
  the party is having too easy a time of 
  it, you can always have more sections 
  of the wall drop away revealing a small 
  band of cultists or even snake men 
  (one per hero). 
  
  The godS In IvorY
  59
  sized white scales that gleam with an 
  oily light. Somehow, in the base of your 
  spine, you can sense it. Somehow, you 
  know – what you behold is a being who 
  has seen whole peoples die, continents 
  rise and sink, and now…it stares at you, 
  bringing its terrible intelligence to bear. 
  Anyone facing the God in Ivory for the first 
  time has to make Fear check (–4). As soon 
  as it is able, the creature uses its Bones Afire 
  power. On its next action, the monster uses 
  its Entrance ability on the strongest character, 
  forcing him to attack his comrades for that 
  round. Then, the God in Ivory moves in to 
  physically attack those who killed any of its 
  children in the courtyard. 
  wraPPIng uP
  Should the adventurers defeat the God 
  in Ivory, the creature’s body immediately 
  begins to petrify, turning into a chalky, white 
  stone. The hole through which it entered the 
  chamber leads to a dank cavern filled with 
  the belongings of the victims the thing has 
  claimed over the centuries. Although the 
  monster cared little for human wealth and 
  took little interest in preserving it, there are 
  enough items of value here to reward the 
  heroes for their difficult battle. 
  All told, there is £250 worth of treasure 
  in various forms—jewelry, ancient coins, 
  statuettes, etc. It’s not easily portable though 
  and the booty averages 5 pounds of weight 
  for every £10 of value.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  rajanI
  This attractive young woman has a silky 
  voice and exotic air, even amongst her 
  countrymen. Beneath her lovely exterior 
  beats the heart of a murderous fanatic 
  devoted to the God in Ivory.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Fighting d6, Guts d10, Knowledge 
  (Occult) d8, Knowledge (Spirits) d8, Notice 
  d6, Persuasion d8, Shamanism d8
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 
  5
  Hindrances: Delusional (believes God in 
  Ivory is a deity), Loyal (to cult)
  Edges: Arcane Background (Shamanism), 
  Attractive
  Gear: Dagger (Str+1d4), fetish (necklace of 
  bone)
  Powers: Boost/lower trait, curse, deflection, 
  fear, smite
  Treat Rajani as a Seasoned character.
  relIC: The god-Fang
  At your option, one of the fangs 
  from the great white serpent can be 
  a relic. Only one of the God in Ivory’s 
  fangs is a relic, distinguished by the 
  intricate carvings on that single tooth. 
  The carvings are in some strange 
  and forgotten language, created with 
  barbed runes and sinister strokes. 
  The fang is too large and unwieldy 
  to use very well as a weapon by itself. 
  However, it can be affixed to a shaft 
  and used as a spear. In this case, it 
  functions as a normal spear (Str+d6, 
  +1 Parry, Reach 1, requires 2 hands). If 
  it inflicts a wound on a human target, 
  it also injects him with a poison. 
  The victim must make a Vigor roll. 
  With success, the bite area becomes 
  inflamed but the victim suffers no 
  additional damage. With a failure, the 
  victim also gains a level of Fatigue. 
  
  The Savage FoeS oF Solomon Kane
  60
  CulTIST
  The cultists dress in normal clothing and 
  blend with the populace as much as possible.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d6, 
  Stealth d6, Throwing d6
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Delusional (believe God in 
  Ivory is a deity), Loyal (to cult) 
  Edges: —
  Gear: Club (Str+d4), leather armor (+1).
  IvorY oFFSPrIng
  The children of the God in Ivory resemble 
  pale, milky-skinned cobras. They seek to 
  flee attackers, but if pressed, their venom is 
  deadly.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d4, Vigor d4
  Skills: Fighting d8, Guts d6, Notice d12
  Pace: 10; Parry: 6; Toughness: 2
  Special Abilities:
  • Bite: Str.
  • Poison (–2): A character Shaken by the 
  bite of one of the serpents must make a 
  Vigor roll at –2. With a success, the bitten 
  area swells and becomes numb. The 
  victim becomes Exhausted until healed. 
  With a failure, the victim dies in 2d6 
  minutes.
  • Quick: Like normal snakes, the offspring 
  are startlingly fast. They may discard 
  action cards of 5 or lower and draw 
  another. They must keep the replacement 
  card, however.
  • Size –2: These creatures are over six feet 
  long, but only a few inches thick.
  • Small: Anyone attacking the offspring 
  must subtract 2 from her attack rolls.
  SnaKe man
  These 
  snake 
  men 
  are 
  unmistakably 
  ophidian, with scaly skin, tails instead of a 
  lower body, and serpentine heads.
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d10, 
  Intimidation d8, Notice d8, Shooting d8, 
  Stealth d8, Survival d6, Tracking d8
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: —
  Edges: Combat Reflexes, Frenzy, Quick
  Gear: Scimitar (Str+d8)
  Special Abilities:
  • Armor +1: Scaly hide.
  • Bite: Str+d4.
  • Poison (+0): Snake men inject deadly 
  venom through their bite. A character 
  bitten by a snake man must make a Vigor 
  roll. With success, the bite area swells 
  and becomes numb. The victim becomes 
  Exhausted until healed. With a failure, the 
  victim becomes Incapacitated and must 
  make a second Vigor roll or die in 2d6 
  minutes.
  
  61
  Rodrigo slowly drew out his blade. He 
  could feel the blood in his ears. His pulse 
  raced at the thrill of battle. And then his 
  muscles froze at the click of a pistol’s 
  hammer. 
  “What is this?” he rasped.
  “You well know what this is,” muttered 
  a voice from behind him.
  “So you’re siding with these heretical 
  fiends, Harlow?” said Rodrigo, throwing 
  a glance over his shoulder at the portly 
  bandit. 
  “Please,” snorted Harlow. “Give us 
  some credit. We’ve no more love for that 
  lot than you. But if you go charging in 
  there, you’ll be stirring up the hornet’s 
  nest nice and proper, you will. And angry 
  hornets always want to sting.” 
  Rodrigo’s eyes narrowed and he set 
  his jaw. “These men are black-hearted 
  demons—and they have prisoners. You 
  know what they mean to do!” 
  “Perhaps, but that is not my problem, 
  lad,” said Harlow. “And you’re not going 
  to make it my problem, either.” 
  h
  arlow Hobbes was once nothing 
  but the leader of a small band of 
  mercenaries. The men, calling themselves 
  Harlow’s Hounds, traveled the Continent, 
  fighting for whoever would put coin in their 
  purses without regard to country, religion, 
  or cause. Over the years, they fought beside 
  the English in the wars with the Spanish, for 
  the Turks against the Hapsburgs, and for the 
  Catholics in France—but never because they 
  cared for either side. The only thing that 
  commanded the Hounds’ loyalty was gold 
  and each other. 
  As the major conflicts cooled down and 
  countries selfishly settled their disputes 
  with no concern for the Hounds’ financial 
  well-being, they found themselves taking 
  ever odder employment from even stranger 
  employers. On one such job for a scholar in 
  Vienna who fancied himself a student of the 
  arcane arts, the Hounds were tasked with 
  retrieving a tome of ancient lore held at the 
  time by another collector. This book was 
  none other than the Liber Vorago (see page 
  99). 
  The band obtained the book, albeit only 
  after killing the original owner when he tried 
  to prevent the mercenaries from robbing 
  him. Deciding to see what would drive a 
  man to die for a simple book, Hobbes paged 
  through the volume, his own hands still red 
  with the blood of the collector. Hobbes did 
  not understand much of what he saw in the 
  book, but it left him profoundly unsettled. He 
  made haste and delivered the Liber Vorago 
  to his employer, hoping that by relinquishing 
  possession of it he could end the unease the 
  book caused in him.
  Unfortunately, Hobbes found the effects of 
  the tome were lasting. He was plagued with 
  dreams of strange creatures or ancient artifacts 
  from long vanished empires. Although these 
  visions were often greatly disturbing to the 
  mercenary, Hobbes, ever the entrepreneur, 
  discovered that there was often coin to be 
  made in association with the dreams. Many 
  across Europe paid good money to obtain 
  the relics of which he dreamed.
  Now, Hobbes and his Hounds often 
  find themselves confronted by foes that 
  most common folk believe exist only in 
  superstition. He and his men could be a 
  powerful force for good if not driven by 
  harlow hobbeS
  
  The Savage FoeS oF Solomon Kane
  62
  greed. As a result, Hobbes is a rogue who 
  stands on the cusp of great good, although 
  more often by fortune than his own choice.
  hobbeS and  
  hIS houndS
  harlow hobbeS
  Harlow Hobbes is a middle-aged man 
  who, with the exception of his battle scars 
  and weaponry, is largely unremarkable. He 
  has honed his fighting skills on countless 
  battlefields and forgoes fancy techniques 
  in favor of the effective. Like the rest of the 
  Hounds, he has a weakness for the finer 
  things in life and seldom holds on to his 
  earnings for long.
  Hobbes’ visions often lead the Hounds 
  near to dark and malevolent forces where 
  they are likely to encounter heroes walking 
  The Path of Kane. If Hobbes cannot be called 
  a good man, neither can he be called evil. 
  He is driven by his desire for wealth, but has 
  begun to question his motives in light of the 
  terrible images he glimpses when he lays 
  down to sleep. 
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Gambling d10, Guts 
  d8, Intimidation d8, Lockpicking d6, Notice 
  d8, Persuasion d6, Riding d8, Shooting d10, 
  Stealth d6, Streetwise d6, Survival d8, Taunt 
  d8, Throwing d8
  Charisma: +2
  Pace: 6; Parry: 9; Toughness: 8 (1)
  Hindrances: 
  Cautious, 
  Greedy, 
  Loyal (To Hounds only)
  Edges: Charismatic, Command, 
  Command Presence, Common Bond 
  (to Hounds only), Great Luck, Hard to Kill, 
  Harder to Kill, Improved Block, Improved 
  Sweep, Iron Jaw, Natural Leader, Really Dirty 
  Fighter, Tough as Nails, 
  Gear: Long sword (Str+d8), dagger (Str+d4), 
  wheellock musket (Range 10/20/40, Damage 
  2d8, AP 2, 2 actions to reload), wheellock 
  pistol (Range 5/10/20, Damage 2d6+1, AP 
  1, 2 actions to reload), shot & powder (20), 
  leather armor (+1).
  
  harlow hobbeS
  63
  Special Abilities:
  • All-for-One: The Hounds have been 
  to Hell and back and share a bond that 
  hardens their bodies as well as their souls. 
  Subtract 1point of damage from every 
  attack that hits a Hound for each other 
  Hound within 3”, to a maximum of –4. If 
  four Hounds fight together, for example, 
  they ignore three points of damage from 
  every attack that hits them.
  • Hound’s Bond: Hobbes can give his 
  bennies to any of the Hounds with whom 
  he can communicate, even if they are not 
  Wild Cards.
  harlow’S houndS 
  The Hounds are, to a man, an experienced 
  fighting unit. These men have survived 
  countless battles by fighting smart and 
  watching each other’s back. 
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Gambling d6, Guts 
  d6, Intimidation d6, Notice d4, Riding d6, 
  Shooting d6, Stealth d6
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 7(1)
  Hindrances: Greedy, Loyal (To Hounds only)
  Edges: Combat Reflexes, Dirty Fighter
  Gear: Short sword (Str+d6), wheellock 
  musket (Range 10/20/40, Damage 2d8, AP 
  2, 2 actions to reload), powder & shot (20), 
  leather armor (+1).
  Special Abilities: 
  • All-for-One: The Hounds have been 
  to Hell and back and share a bond that 
  hardens their bodies as well as their souls. 
  Subtract 1 point of damage from every 
  attack that hits a Hound for each other 
  Hound within 3”, to a maximum of –4. If 
  four Hounds fight together, for example, 
  they ignore three points of damage from 
  every attack that hits them.
  Savage Tale: 
  The nameleSS CITY
  w
  hIle traveling across the Dark 
  Continent, the wanderers find a small 
  village deep in one of the wildest parts of a 
  heavily forested region just as twilight begins 
  to fall. The village is home to a small number 
  of residents, all of whom cover all exposed 
  skin in a fine, white ash. The inhabitants 
  identify their home only as the Village of 
  Whispers and the reason is readily evident. 
  Everyone in the small community speaks 
  only in hushed whispers.
  The group that preceded the heroes is 
  none other than Harlow’s Hounds, although 
  the party won’t discover this until later in 
  the adventure. The Hounds are seeking a 
  fragment of an ancient and evil tome Hobbes 
  saw in one of his visions and their search has 
  lead them into darkest Africa to recover it.
  The vIllage oF whISPerS
  Soon after they arrive, the heroes are 
  approached by the village elder, who asks if 
  the characters are seeking their brothers who 
  recently passed through the village as well. 
  When the elder is questioned further, the 
  elder explains that a band of outsiders visited 
  them only a day earlier and the villagers 
  assumed the travelers were a part of the first 
  group.
  While this Savage Tale works fine as 
  presented, it flows best if the heroes 
  already have a reason to be searching 
  for the Nameless City. If they’ve met 
  Erasmus Dein (page 38), perhaps he 
  has sent them there in search of a 
  specific herb or even the fragment of 
  the Liber Vorago (page 99). Or, if one 
  of the characters already has a portion 
  of the Liber Vorago in her possession, 
  her own vision leads her to the village 
  in search of it.
  
  The Savage FoeS oF Solomon Kane
  64
  The villagers describe the earlier visitors 
  as white-skinned men, wearing clothes like 
  of the heroes and carrying similar weapons 
  and equipment. The men stopped only 
  long enough to seek directions to a long-
  abandoned city. Although the elder tried to 
  warn them against this, they did not heed his 
  words and left soon after refilling their water 
  supplies.
  The elder is reluctant to speak further 
  about the city, but a successful Persuasion or 
  Intimidation roll convinces him to say more. 
  He tells them that the city lies in the center of 
  a lake about a day’s journey from the Village 
  of Whispers, but warns them against visiting 
  it as well.
  “They make a terrible mistake by 
  visiting the city, but they laughed at my 
  warnings. You would also do well to 
  heed my words. Do not go!
  “My ancestors spoke of spirits that still 
  live in the island–man-shapes that lurk 
  in the ruins of the distant shore. They told 
  of dark nights, when the breeze was still 
  and the night creatures had retreated 
  from the water. On those nights, they 
  could hear the strange whooping and 
  howling of half-beasts echoing over the 
  crumbled walls and across the waters. 
  “I have never seen them, but our people 
  once lived on the edge of the lake. When 
  my father was yet young, our tribe moved 
  to this place, to be further from the ghosts 
  on the island, but even here, we speak 
  only in whispers to avoid drawing their 
  attention.”
  The elder allows the party to stay the night 
  in the village should they desire. If they do, 
  several times during the evening he and other 
  villages continue in their attempts to dissuade 
  the heroes from attempting to follow the 
  other party to the ruins. Any character who is 
  interested in the reason why the other group 
  was seeking the Nameless City may make a 
  Streetwise roll. On a success, she learns only 
  that the men mentioned a treasure of some 
  sort—an item of great power that made the 
  risk worthwhile to them.
  FIndIng The waY
  While the natives in the Village of Whispers 
  do reluctantly give the wanderers a little 
  information on the location of the Nameless 
  City, they don’t provide enough for the 
  group to find it without some effort. The 
  easiest way to find the ruins is to follow the 
  tracks of the other group to pass through the 
  village. Thanks to the frequent rains in the 
  jungle, a hero attempting this method must 
  make a Tracking roll (–2) to locate the route 
  followed by the earlier men. 
  If the party doesn’t find the tracks of the 
  other group, all hope is not lost. A character 
  making a Survival roll (–2) finds the traces of 
  an old trail shortly after leaving the village. 
  The villagers used to walk this route before 
  they abandoned their village on the shores of 
  the lake. If the heroes follow it, it eventually 
  leads to the lake in question.
  Finally, the characters can attempt to 
  wheedle more information on the location 
  of the lake out of one of the villagers. This 
  is very difficult as the inhabitants fear the 
  party may bring the wrath of the “spirits” 
  down on the village. Only an Intimidation or 
  Persuasion roll (–4) can convince anyone to 
  give them precise directions to the lake.
  on To The ISland
  The travelers’ route eventually leads them 
  to the remains of an abandoned village on the 
  shores of a large, freshwater lake. This is the 
  former home of the inhabitants of the Village 
  of Whispers. For more than a generation it 
  has stood empty. Little remains of the huts 
  and other structures now, but a Tracking roll 
  reveals that a large group of men wearing 
  boots passed through the area within the last 
  day.
  From the village, the heroes can see 
  a large island about a mile from shore. 
  Experimentation shows the water is calm, 
  but quickly becomes fairly deep. Anyone 
  foolhardy enough to attempt to swim to the 
  island quickly discovers the lake is home to 
  numerous crocodiles! A Notice roll before 
  entering the water easily picks out several 
  
  harlow hobbeS
  65
  of the reptilian monsters lounging on the 
  shore. One crocodile attacks each adventurer 
  that swims more than 30 yards from shore.
  Searching the village uncovers a pair of 
  old, but still serviceable canoes on a Notice 
  roll (–2). Each can hold up to four characters 
  for the journey out to the island. Crocodiles 
  swim menacingly close to the small boats, 
  but do not attack. With a Boating roll, the 
  trip takes only 15 minutes. Failure doubles 
  that time as the party struggles with piloting 
  the small craft.
  The heroes can also fashion a crude raft 
  from materials in the surrounding jungle 
  with a Survival roll. Up to four characters can 
  ride a single raft built this way. As before, the 
  crocodiles approach the small vessel, but do 
  not attack. However, the raft is considerably 
  slower than the canoes, and the voyage takes 
  half an hour with a successful Boating roll, or 
  45 minutes on a failure.
  Crocodiles (1 per hero): See page 69.
  harlow hobbeS, I PreSume
  Upon reaching the shore of the island, have 
  each party member make a Notice roll. The 
  character who rolls the highest catches sight 
  of a small plume of smoke rising out of the 
  jungle near their landing point. Investigating 
  this plume leads the wanderers to a camp of 
  more than a dozen men. They are met by a 
  pair of guards armed with muskets who are 
  cautious, but not threatening.
  The party is quickly led to the band’s 
  leader, Harlow Hobbes. Hobbes greets them 
  jovially, and if any of the group are English, 
  notes how pleasant it is to meet a fellow 
  countryman in such an unusual setting. He 
  offers the travelers a share of his band’s 
  rations and asks how they came to be in such 
  a God-forsaken place. He gladly answers 
  questions about his own reasons for seeking 
  the idol, although not altogether truthfully.
  “My men and I hired on as marines 
  for a Portuguese vessel that was plying 
  the waters along the coast of this 
  hateful land. We ran afoul of pirates off 
  Zanzibar. The lads and I put up too much 
  of a fight for the scurvy bastards—which, 
  in retrospect, might have worked against 
  us. They backed off and holed the ship 
  with cannon shot. We managed to get 
  ashore in the ship’s boats and have been 
  trudging through this green Hell ever 
  since.” 
  Attentive heroes are likely to note that 
  Hobbes’ story does not quite add up. They 
  may wonder, for example, why the band 
  bothered to cross to the island or why 
  they mentioned treasure to the natives. If 
  confronted, Hobbes laughs.
  “You have me! We passed through 
  another village about a week back. They 
  spoke of a lost city long abandoned, but 
  that still held riches for the taking. All that 
  guards it are the ghosts and hobgoblins 
  of silly native superstition. You have 
  to forgive me for not volunteering that 
  bit of information, but I’m sure there’s 
  enough to share!”
  In reality, Hobbes is seeking a fragment 
  of the Liber Vorago. He has no idea if there 
  is any other treasure in the ruins of the city. 
  However, he has enough experience with the 
  visions that plague him to know the artifact 
  is likely to be guarded heavily. He figures 
  if he can lure the characters with promises 
  of easy wealth, maybe they can be of use to 
  him—if for no other reason than to delay 
  whatever horrors may wait behind the walls 
  long enough to allow him and the rest of the 
  Hounds to escape.
  over or Through
  Finding the city was one thing, actually 
  getting into it proves to be another matter 
  altogether. The ruin is ringed by a massive 
  stone wall that towers 30 feet into the air. 
  Circumnavigating the wall takes hours but 
  reveals no gate. A Notice roll (–1) identifies 
  a narrow crack that appears shallow but in 
  fact winds its way completely through the 
  wall’s ten feet of thickness. It’s a tight fit for 
  a human, but even Brawny characters can 
  squeeze through with an Agility roll.
  
  The Savage FoeS oF Solomon Kane
  66
  The only other way into the ruined city 
  is to climb the wall. Once nearly sheer, the 
  centuries have taken a toll on the wall and 
  there are now cracks and scattered vegetation 
  that make for scattered hand- and footholds 
  on its surface. Scaling it requires a Climbing 
  (–2) roll and an adventurer who makes it 
  to the top can secure a rope that gives any 
  characters who follow a +2 to the roll. The 
  interior of the wall has fared much better and 
  cannot be climbed with the aid of a rope.
  wanderIng The ruIn
  Once past the great wall, the party gets its 
  first look at the lost city. The ruins occupy 
  most of the island and were obviously at 
  one time a vast metropolis. Enormous stone 
  buildings line what were clearly once wide 
  avenues, but vegetation has overrun the 
  once great city and now the streets resemble 
  tree-lined canyons rather than any human 
  creation.
  Given the size of the ancient city, the 
  travelers could wander through the city 
  for days. Fortunately—and inexplicably—
  Hobbes seems to have some idea of where he 
  is going. His route meanders from street to 
  street, but party members paying attention 
  to his actions quickly note that he appears 
  to be looking for something in particular. If 
  asked, he claims he has visited other ruins 
  over the years and the layout of this one 
  seems familiar.
  The party finds no indication that the 
  ruins are inhabited. A Tracking roll tells 
  them that the only other creatures that have 
  used avenues on which they are traveling 
  are small game animals. Any hero who 
  takes the time to explore one of the stone 
  structures finds the building filled with dirt 
  and slowly encroaching plant life. On some 
  of the interior walls, the adventurers can find 
  mosaics combining odd pictographs and 
  hieroglyphics. 
  After the group has been inside the wall 
  for a short time, have the characters make 
  a Notice roll (–2). Any who succeed catch a 
  glimpse from the corner of an eye of figures 
  darting between trees on the tops of the 
  surrounding structures. Keeping a careful 
  watch fails to identify what is shadowing the 
  party.
  The TreaSure room
  After about an hour of weaving through 
  the dilapidated city, Hobbes leads the group 
  up onto a structure that is slightly larger 
  than the surrounding buildings. The climb 
  is arduous as the heroes pick their way 
  through the vines and other overgrowth, but 
  not particularly challenging. Near the top, he 
  draws his sword and begins hacking at the 
  vegetation, exposing, in short order, a gaping 
  stone portal that leads into the building. One 
  of his men produces a torch and Hobbes 
  heads into the building leaving two Hounds 
  to guard the entrance.
  Inside, they find a large chamber with a 
  stone table opposite the entry. More of the 
  strange writings cover the walls. As before, 
  these are completely indecipherable. Hobbes 
  begins scouring the walls, obviously looking 
  for something. If asked, he only says, “Some 
  of this writing looks similar to a script I once 
  encountered in Hindoostan. Perhaps I can 
  decipher it. It may point us toward the city’s 
  treasury.”
  In reality, he is seeking a hidden 
  compartment he saw in his vision. He tries 
  to distract the travelers from his search by 
  having them examine the table or sections of 
  the walls he has already eliminated. 
  Heroes looking closely at the walls note 
  some recurring patterns in the frieze along 
  the top. The pictographs there depict a race of 
  odd-looking men either in chains or wielding 
  weapons of war. The age of the carvings 
  make it impossible to exactly interpret them. 
  The figures seem overly muscular and have 
  unusually long arms. A Knowledge (Science) 
  roll tells a character the figures depicted are 
  not men, but likely an ancestor or off-shoot 
  of man. A raise on the roll reveals the beings 
  are closer to apes than men.
  
  harlow hobbeS
  67
  unSeen aTTaCKerS
  After about ten minutes of searching, 
  Hobbes finds the hidden compartment he’s 
  seeking and attempts to remove the fragment 
  of the Liber Vorago without any of the party 
  catching him. Fortune favors the rogue for 
  at that moment, one of the Hounds lets 
  out a warning cry, immediately followed by 
  two musket shots. Seconds later a horrible 
  scream sounds briefly outside only to be 
  abruptly cut off.
  Hobbes yells, “Hounds, to arm!” His men 
  move quickly to the exit. Hobbes, on the 
  other hand, uses the commotion caused 
  by the attack to attempt to spirit the Liber 
  Vorago from its hiding spot. If any hero 
  remains inside the chamber, he must make 
  an opposed Stealth roll, but he gains a +2 
  bonus due to the circumstances unless the 
  player specifically states she’s watching him. 
  If caught, Hobbes acts nonchalant about 
  his discovery, slipping it into his jacket and 
  claiming he found some badly decayed cloth 
  that he plans to use to make patches for his 
  musket loads.
  Outside, the body of one of the guards lies 
  near the doorway, his head crushed horribly 
  by a single blow. There is no sign of the other 
  guard, although his discharged musket lies 
  tangled in vines near the corpse of the first 
  Hound. A search of the area turns up no clue 
  as to either what attacked the men or what 
  happened to the missing guard. Moments 
  later, far off in the labyrinthine ruins, a 
  someone—or something—sounds a gong.
  The Hounds and even Hobbes himself 
  seem disturbed by the turn of events. He 
  suggests that the group retreat from the city. 
  “We’ve had no luck finding any treasure, but 
  I’ve lost two men without even seeing what 
  slew them. I suggest we make haste and leave 
  this island!” With that, he and his men begin 
  heading back toward the point at which the 
  explorers entered the city—whether or not 
  the heroes follow.
  FleeIng The CITY
  As the group retreats from the city, call 
  for Notice rolls. Any character that succeeds 
  glimpses furtive movement all along the tops 
  of the buildings surrounding the avenues. As 
  before, no one can get a good look at what is 
  pursuing the band of explorers, but it is now 
  evident there are several of them. Hideous, 
  almost demonic, grunting howls echo 
  through the avenues. Hobbes has several of 
  the Hounds take a position at the front and 
  sides of the group and asks the party to watch 
  the rear.
  If the party chooses to follow him and the 
  Hounds, Hobbes seems less certain of the 
  route out than he did when entering the 
  city. He takes several wrong turns and has 
  to backtrack to find his way. All the while, 
  the shadowy stalkers on the crests of the 
  structures become more and more brave. 
  Should the heroes appear to be losing 
  patience with his leadership, Hobbes stops 
  meandering and begins a more direct route 
  to the exit.
  Hobbes is actually attempting to gather 
  more pursuers. He’s not sure what the 
  characters know about the Liber Vorago and 
  doesn’t trust their motivations. He plans to 
  double-cross them at the exit and leave them 
  trapped in the city with its guardians.
  runnIng baTTle
  The ruins are “haunted” by a tribe of albino 
  apes. These creatures are the degenerate 
  descendants of either an inhuman race that 
  once ruled the island or its former slaves. It’s 
  entirely your choice if you wish to develop this 
  angle. What’s of more immediate importance 
  is that the apes are extremely territorial and 
  the Hounds and party have trespassed on 
  their home ground.
  The gong has alerted the creatures that 
  their territory has been invaded and the apes 
  rapidly converge on the band of explorers. 
  The apes have a startlingly high intelligence 
  for animals and wait until they have amassed 
  a large group before they attack the humans. 
  This occurs right as the adventurers reach 
  their exit point.
  
  The Savage FoeS oF Solomon Kane
  68
  The apes begin by hurling stones from 
  the tops of buildings where they have heavy 
  cover (–4) from ranged attacks. They then 
  close to melee range with running leaps. 
  Initially, there are 20 apes plus one for every 
  hero. Two more arrive every five rounds until 
  the group escapes the ruins. 
  Allow the players to control the Hounds 
  (minus Hobbes) for the first three rounds. 
  Then, Hobbes takes charge and attempts to 
  maneuver the Hounds out of the ruins ahead 
  of the heroes. If he succeeds in leaving the 
  majority of the characters, he immediately 
  takes steps to trap them in the ruins, cutting 
  ropes if the band climbed in and jamming 
  the crack with rubble if they entered via that 
  route. 
  Scaling the wall without a rope requires a 
  Climbing roll (–4) if the heroes choose that 
  route. If the heroes did not use the crack to 
  gain entrance, it’s unlikely they have time 
  to search for it with a horde of albino apes 
  howling for their blood!
  Albino Apes (20, plus one per hero): 
  See page 69.
  goIng Solo
  If the party chooses to ignore the Hounds 
  and remain in the ruins or to simply cut 
  and run on their own, they are likely to 
  find themselves quickly in serious trouble. 
  Greedy characters who insist on searching 
  nearby ruins for treasure find nothing for 
  their trouble but empty rooms and dirt. 
  Heroes who try to find their own way out 
  must make either a Tracking roll (+2) or a 
  Knowledge (Navigation) (–2) roll to find the 
  correct route thanks to Hobbes’ winding 
  path into the city. Reaching the exit takes 15 
  minutes with a successful roll. The heroes 
  can attempt the roll to find the way out every 
  five minutes.
  Regardless, five minutes after they separate 
  from the Hounds, the guardians of the ruins 
  begin attacking the travelers. In the first wave, 
  there is one albino ape for each character. 
  After the first group, the apes attack again 
  approximately every five minutes. That 
  means the adventurers face at least two more 
  attacks before they reach the way out. Each 
  successive wave gains an additional ape 
  attacker.
  If the heroes reach the exit in 20 minutes or 
  less, they beat the Hounds and find the way 
  clear. However, should the party take more 
  than 20 minutes, the Hounds escape before 
  them and Hobbes takes measures to block the 
  way out. If the group entered by the crack, he 
  has it blocked with rubble which requires five 
  minutes to clear—leading to another attack. 
  If the group used ropes to climb down from 
  the wall, he has the ropes pulled up after 
  the Hounds, leaving the party to climb the 
  nearly sheer wall, requiring a Climbing roll 
  (–4). In this case, the party can also search 
  for another route (the crack). This requires 
  15 minutes and a successful Notice roll. Of 
  course, this also means the party faces three 
  additional attacks by the apes!
  Albino Apes (1 per hero—see above): 
  See page 69.
  aFTermaTh
  Whichever method the travelers use to 
  escape the city, the apes are not able to follow. 
  The creatures are too stocky to fit through 
  the crack and the handholds on the interior 
  wall are too small to allow them to scale it. 
  Feel free to play up the apes scrabbling at the 
  wall as they try to snatch at the heroes’ feet!
  Should Hobbes have managed to double-
  cross the party and leave them trapped inside, 
  he and the Hounds return to their camp and 
  gather any supplies they left behind. They 
  then head to the beach where they load 
  their own boats and scuttle any other rafts or 
  canoes to trap the party on the island before 
  leaving for the opposite shore and beginning 
  the long journey home.
  Should Hobbes have betrayed the group 
  but they manage to escape in time to prevent 
  the Hounds from leaving the island, it’s 
  likely that the adventurers take issue with 
  the mercenary band. If so, a fight ensues. 
  The Hounds fight fiercely, but Hobbes is no 
  fool. He admits defeat should more than half 
  his men fall in battle. Surrender is a far more 
  acceptable option to him and his men than 
  death. 
  
  harlow hobbeS
  69
  If the characters get out ahead of Hobbes, 
  he is secretly disappointed, but he does not 
  initiate a confrontation. Instead he feigns 
  relief and seeks to part ways as soon as 
  possible. However, if the party is suspicious 
  of his actions and forces the issue, Hobbes 
  does not flinch from a fight. 
  Hobbes’ preference would be that the 
  characters never learn about the fragment 
  of the Liber Vorago. If they do, he claims to 
  have been hired by a scholar in Venice to 
  retrieve it and feared the party would try to 
  rob him. Regardless, Hobbes is not willing to 
  die over the book and relinquishes it if his 
  life is threatened.
  Depending on the outcome of the 
  adventure, the party may feel they’ve found 
  a potential ally or foe in Hobbes. However, 
  to Hobbes and the Hounds this was merely 
  business. The next time the groups meet, all 
  bets are off!
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  albIno aPe
  Unlike most apes, these have learned the 
  basics of tool use, and can even craft crude 
  stone axes. Many wear the skulls of their 
  victims on lengths of dried skin, a clear sign 
  that these beasts are more intelligent, and 
  aggressive, than standard apes.
  Attributes: Agility d8, Smarts d8 (A), Spirit 
  d10, Strength d12+1, Vigor d10
  Skills: Fighting d8, Guts d10, Intimidation 
  d10, Notice d6, Stealth d8, Throwing d8
  Pace: 8; Parry: 5 or 7 (see below); 
  Toughness: 8
  Gear: Stone maul (Str+d8, AP 2 vs rigid 
  armor (plate), Parry –1, two hands) or stone 
  spear (Str+d6, Parry +1, Reach 1, requires 
  2 hands), throwing rock (Range: 3/6/12, 
  Damage: Str+1d4).
  Special Abilities:
  • Frenzy: An albino ape can make two 
  Fighting attacks each round at –2 penalty.
  • Leap: Albino apes can leap 2” 
  horizontally, or 4” from a running start. 
  Each success and raise on a Strength roll 
  grants one additional inch.
  • Size +1: Albino apes are about the same 
  height as humans, but are much stockier. 
  CroCodIle
  Attributes: Agility d4, Smarts d4 (A), Spirit 
  d6, Strength d10, Vigor d10
  Skills: Fighting d8, Notice d6
  Pace: 3; Parry: 6; Toughness: 9 (2)
  Special Abilities:
  • Armor +2: Crocodiles have thick skins.
  • Aquatic: Pace 8.
  • Bite: Str+d6.
  • Rollover: Crocodiles are notorious for 
  grasping their prey in their vice-like jaws 
  and rolling over and over with their 
  flailing victims in their mouth. If one of 
  these large amphibians hits with a raise, it 
  causes an extra 2d4 damage to its prey in 
  addition to its regular Strength damage.
  
  70
  In long black ships 
  On silent waves 
  Their ghostly forms 
  Swords shadow-made 
  They charge forth, cursed 
  Again and fade 
  On foreign shores  
  Where their souls have stayed 
  Never to go home 
  On foreign shores
  —The Song of the Northmen 
  t
  hese malevolent spirits were once 
  Norse warriors, traveling from frozen, 
  northern lands to raid for both riches and 
  flesh. Unlike many of their Viking brethren, 
  these ghosts were spawned from men who 
  were neither proud nor honorable. Little 
  more than murderous thugs in life, the souls 
  of these men were denied admittance to the 
  afterlife and are now cursed to roam the 
  seas, raiding seaside communities again and 
  again. 
  In life, Vikings limited their raids mainly 
  to European shores. In general, hoarfrost 
  warriors are most likely to be found in these 
  regions. However, the power of the curse 
  upon them may send hoarfrost warriors onto 
  any seacoast where the temperature drops 
  below freezing. 
  When these entities appear, they approach 
  the shore in long, dark boats which are 
  nothing more than silhouettes in the night. 
  The hoarfrost warriors silently glide across 
  the waves from their shadowy craft and into 
  unsuspecting towns, spreading havoc and 
  death throughout the settlement. 
  On occasion, these spirit raiders claim live 
  victims and take them aboard their ethereal 
  longboats. Invariably, they choose male 
  victims for hostages. Legend claims that 
  these spirits do so to fill holes in their own 
  number, turning the victim into a hoarfrost 
  warrior himself through some unknown 
  process. 
  hoarFroST warrIor
  t
  hese ghosts are invisible except 
  in moonlight. There, they appear as 
  translucent, hulking Norse warriors with pale 
  white skin accented by pale blue veins and 
  hair. Deep within their chests, a character 
  making a Notice roll can see the sparkling 
  outline of their frozen hearts pulsing in time 
  with their blood lust.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Boating d8, Fighting d8, Guts d10, 
  Intimidation d8, Shooting d6, Throwing d6
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 6
  Gear: Two Battle Axes (Str+d8), Bow 
  (Damage 2d6, Range 12/24/48).
  Special Abilities:
  • Ethereal: These spirits are immaterial and 
  can only be harmed by magical attacks or 
  as noted below. Their weapons can still 
  harm corporeal targets.
  • Fear: Hoarfrost warriors cause Fear 
  checks when they are visible.
  hoarFroST warrIorS
  
  hoarFroST warrIorS
  71
  • Partial Invisibility: A hoarfrost warrior 
  is normally invisible. A character may 
  detect the invisible spirit if he has a 
  reason to look and makes a Notice roll 
  at –6. Once detected, a hoarfrost warrior 
  may be attacked at a –6 penalty. In direct 
  moonlight, however, hoarfrost warriors 
  are visible as shimmering ghostly outlines 
  and may be seen and attacked without 
  penalty. 
  • Two-Fisted: Hoarfrost warriors are 
  trained to fight with two weapons. They 
  gain the benefits of the Two-Fisted Edge. 
  • Weakness (Daylight): Hoarfrost warriors 
  can only appear at night once the moon 
  has risen. They disappear when the day 
  comes or the moon has set. 
  • Weakness (Fire): Hoarfrost warriors 
  suffer normal damage from fire or flaming 
  weapons.
  • Weakness (Icy Heart): A Hoarfrost 
  warrior spirit can be harmed physically 
  if someone dares to grab their icy heart. 
  To do this, an opponent must spend an 
  action, reach into the creature’s chest, 
  and make an opposed Spirit roll against 
  the ghost. If the opponent wins the Spirit 
  roll, the Hoarfrost warrior loses the 
  Ethereal power until sunrise.
  Savage Tale: The 
  onComIng FroST
  t
  hIs Savage Tale begins as the heroes 
  arrive in an isolated Irish seacoast village 
  sometime in late fall or early winter. Even for 
  the season, the weather is unseasonably cold 
  and the travelers realize it would be wise to 
  seek shelter against the coming night’s chill.
  
  The Savage FoeS oF Solomon Kane
  72
  enTerIng The vIllage
  The community is quaint and scenic, with 
  sod-roofed homes made from smooth ocean 
  stones. Sheep abound here and wander 
  throughout the village, watched by several 
  large sheep dogs. 
  Near the center of the village stands a 
  narrow tower, nearly 40 feet tall. While it is 
  still in good repair, it is obviously unused by 
  the villagers. A close examination of the tower 
  reveals several religious symbols (crosses) in 
  the stonework.
  None of the travelers can recall any common 
  celebration on this date, but preparations 
  for a festival of some sort are underway as 
  the party enters the village. A large bonfire 
  is being erected in the middle of the small 
  settlement. Many of the residences are 
  festooned with plant wreaths and garland. 
  The FeSTIval
  If any of the wanderers asks about the 
  coming festivities, one of the locals tells them 
  a bit of the local history.
  “The tower you see there near the center 
  of the village was home to an order of monks 
  hundreds of years ago. They built it as shelter 
  against raids of the Norsemen who once 
  plagued the coast hereabouts. 
  “Over time, a small settlement sprang up 
  around the tower and the people would 
  retreat inside its walls when the raiders came. 
  They would hurl flaming pitch down on the 
  Norse from atop the tower until the raiders 
  either fled or tired of their sport. 
  “For hundreds of years, our village has 
  held this festival to mark the first frost, for 
  winter marked a respite from the raids. Even 
  the Vikings would not brave the northern 
  seas when the winter storms came.”
  The villagers explain that they have 
  maintained the tower for generations out 
  of respect, even though the order of monks 
  that once resided there has long since passed 
  from existence. They invite the party to 
  remain with them to celebrate the coming of 
  winter with the community. There is also a 
  small hostel where the travelers can stay the 
  night afterwards. 
  What even the local residents don’t 
  know is that on this day over 500 years 
  ago was the last attack on the village by a 
  particularly ruthless band of Viking raiders. 
  The Norsemen struck as night fell, but found 
  the community more than able to withstand 
  their attack from within the tower. A lucky 
  shot from a villager’s longbow planted a 
  flaming arrow into the sail of the Viking 
  longboat as the raiders retreated and the 
  fire spread quickly. Before the Vikings could 
  make it back to shore, the boat burned and 
  sank, drowning all aboard. 
  reTurn oF The norSemen
  As evening approaches, the festival gets 
  underway. The bonfire is lit to mark the 
  beginning of the celebration. Villagers and 
  residents of outlying farms bring a wide 
  variety of foods. The heroes are invited to 
  share in the feast. Some of the locals produce 
  musical instruments and an impromptu 
  dance is struck up after everyone has eaten 
  their fill.
  Feel free to play up the warm and open 
  nature of the villagers. Later, when the attack 
  begins, it may add a sense of urgency to the 
  adventurers’ choices as they try to save them 
  from the ghostly marauders.
  Shortly after darkness falls, the moon 
  begins to rise over the ocean. Allow all the 
  characters to make a Notice roll. The one 
  rolling highest glimpses a dark shape out at 
  sea pass across the face of the moon. As the 
  adventurers focus their attention upon what 
  is transpiring upon the ocean, they witness a 
  long dark shape silently glide up to the shore 
  of the village. It appears to be the silhouette 
  of an ancient Viking longship. 
  The eerie vessel slides through the water 
  coming to rest on the shore. Shadowy forms 
  spill forth from the dark craft and glide across 
  the beach into the village. Their skin is as 
  pale as moonlight and covered in rivulets of 
  dark blood. From somewhere in the night, 
  screams begin. The attack is on!
  The hoarfrost warriors surge ashore with 
  the waves and begin attacking the unarmed 
  villagers. The few that stand and fight fall 
  quickly, their weapons useless against the 
  
  hoarFroST warrIorS
  73
  1"
  Coastal Village
  immaterial spirits. Like the villagers, the 
  heroes find any non-magical weapons they 
  have are completely ineffective against the 
  hoarfrost warriors. 
  Much as the tower thwarted them in their 
  mortal lives, the ghosts cannot enter its 
  confines now—albeit for different reasons. 
  The tower is holy ground even after all these 
  years. If none of the adventurers thinks to 
  suggest it, one of the locals calls for everyone 
  to retreat to the tower. However, without 
  the party’s assistance the villagers are 
  slaughtered.
  Hoarfrost Warriors (20): See page 70.
  Villagers (30): See page 75.
  FIghT For SurvIval
  After a few rounds of combat, have each of 
  the characters make a Notice roll (–2). Any 
  who succeed observe that while the hoarfrost 
  warriors are clearly insubstantial, they detour 
  around the bonfire. This is a clue toward one 
  of the spirits’ few weaknesses—fire.
  Five rounds after the attack begins, the 
  heroes hear hideous screams coming from 
  a man and woman in a nearby house. At 
  the same time, a few of them hear a mother 
  calling for her children from the top of the 
  tower. She begs the adventurers to find them. 
  Now, the party must choose between 
  helping the people in the house who are 
  screaming or finding the children who are 
  missing. Finally, if any of the adventurers 
  noted the ghosts’ aversion to fire, they may 
  begin searching for more effective weapons 
  against the hoarfrost warriors. 
  Carefully note the order in which the 
  characters go to these locales, because it 
  affects the outcome of the adventure. It’s 
  
  The Savage FoeS oF Solomon Kane
  74
  also possible that the party splits into smaller 
  groups to accomplish more than one goal at 
  once. If so, you’ll need to factor that in as 
  well in determining the effect it has on the 
  events of this Savage Tale.
  SCreamS In The nIghT
  Within the house where the screaming can 
  be heard, a number of hoarfrost warriors 
  have set upon a husband and wife. Two of 
  the spirits are hauling the husband away 
  towards their shadowy craft while two others 
  are attacking the wife. 
  Through an open window, you can see a 
  man struggling and screaming. His arms are 
  pinned up into the air, apparently held by 
  nothing at all. Yet he is being pulled towards 
  the doorway by some unseen force. As you 
  enter, you also find a woman is being tossed 
  back and forth – also by nothing. Her hair 
  flings wildly about her body as her head 
  bobbles from the impact. Then, as the moon 
  peers out from behind a cloud, the bodies of 
  the frost-laden warriors appear in the silvery 
  light. Their luminous eyes turn towards you 
  now. 
  The hoarfrost warriors are attempting to 
  drag the man to their longship. It takes five 
  rounds for them to drag him to the water’s 
  edge. Once there, he disappears as they drag 
  him aboard their vessel. Any wanderer who 
  approaches the shadowy boat finds that it 
  vanishes just as he gets within reach of it. 
  If the heroes arrive at this location after 
  first completing one of the other encounters, 
  then the husband has already been taken 
  away to the shadow-boat, and the party sees 
  him just as he disappears. However, there are 
  two less hoarfrost warriors present. If they 
  arrive at this location after completing the 
  other two encounters, then the woman has 
  one round before she is torn to pieces by the 
  hoarfrost warriors. As before, there are only 
  two of the ghosts here in this case.
  Hoarfrost Warriors (4): See page 70.
  Villagers (2): See page 75. 
  The mISSIng ChIldren
  The children, a brother and sister, have 
  wisely decided to hide in one of the cottages 
  in the village. As the heroes search each house 
  for the children, draw a card and consult the 
  table to see what they find. If they search all 
  of the houses (there are seven houses in all), 
  then the children are automatically in the last 
  house checked. 
  Card eFFeCT
  • 2–4: The house is empty 
  • 5–7: One or two hoarfrost warrior-
  scouts and a hoarfrost warrior-shaman
  • 8–10: Two to four hoarfrost warriors
  • Jack–Queen: A useful item is found, 
  such as a torch or a barrel of oil
  • King–Ace: The children are found
  • Joker: The children are found, but they 
  are under attack by 4 hoarfrost warriors
  If the party pursues the children only after 
  completing one of the other encounters, 
  then two hoarfrost warriors have found the 
  children and are about to attack. If the group 
  undertakes this encounter after the other 
  two, then they find the warriors attacking 
  them. Unfortunately, the boy has already 
  been slain trying to protect his sister.
  Hoarfrost Warriors (varies): See page 70. 
  The boaTwrIghT’S Yard
  Should the adventurers have deduced the 
  ghosts’ weakness to fire and begin looking 
  for better weapons, any of the villagers gladly 
  direct them to the boatwright’s shack near the 
  shoreline. In the boatwright’s yard are a few 
  small vessels under construction. However, 
  lying about are all sorts of flammable 
  materials. Bundles of torches, lanterns, and 
  barrels of pitch and tar. There is enough tar 
  and pitch to coat a weapon for every able-
  bodied fighter in the village. Unfortunately, 
  there is a group of hoarfrost warriors already 
  in the yard, throwing these items into the sea. 
  
  hoarFroST warrIorS
  75
  If the heroes arrive here first, then all of 
  these items can be rescued. If they arrive here 
  after one of the other two encounters, then 
  only a dozen torches and enough tar to coat 
  the party’s weapons remain. If they arrive 
  here after the other two encounters, then 
  only half a dozen torches can be salvaged.
  Hoarfrost Warriors (1 per hero): See 
  page 70. 
  wraPPIng uP 
  After rescuing what villagers they’re able, 
  prudent travelers may likely retreat into the 
  confines of the tower to wait out the attack 
  from within the safety of its walls. When 
  morning dawns, the boat and its ghostly 
  passengers withdraw ahead of the sun’s rays.
   Zealous heroes, however, may choose to go 
  out and meet the supernatural evil ravaging 
  the community. There are 25 hoarfrost 
  warriors, minus any the heroes managed to 
  destroy during the earlier encounters. Should 
  the party sally forth to face the warriors, 
  they may be able to raise an impromptu 
  militia from among the villagers—provided 
  they salvaged flaming weapons from the 
  boatwright’s yard. Without such armament, 
  none of the locals is willing to risk certain 
  death fighting the spirits.
  If the party and any allies are successful 
  in defeating at least half of the hoarfrost 
  warriors, the rest retreat to their longship 
  and sail back out to sea. As before, the ghosts’ 
  accursed vessel fades from view should any 
  mortal approach it. All attacks against it pass 
  harmlessly through it with the exception of 
  fire and flaming weapons. Should the heroes 
  succeed in somehow setting the boat alight, 
  they manage to rid the world of this particular 
  band of hoarfrost raiders.
  Nonetheless, in this Savage Tale, victory is 
  more likely measured not by evil defeated, 
  but by lives saved. In the end, the villagers 
  are very grateful for the heroes’ intervention 
  and certainly tell them so—even if none of 
  the innocents left in the encounters were 
  saved. 
  Hoarfrost Warriors (varies): See page 70.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  vIllager 
  While most of the locals know the history 
  of the old Viking raids, it has been centuries 
  since the last occurred.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Knowledge 
  (one trade) d6, Notice d6
  Charisma: +0
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances & Edges: —
  Gear: Knife (Str+1d4), tools of the trade.
  
  76
  Once upon a time, eschewing more 
  mundane 
  material 
  pursuits, 
  an 
  alchemist sought to create life in his own 
  image. For years he labored in vain. 
  Finally, as he neared the end of his own 
  life, he found just the right combination 
  of elements. The alchemist mixed the 
  ingredients with moist clay and shaped 
  the mixture into a crude, miniature 
  facsimile of a man. Then, leaning close, 
  he breathed the breath of life into the 
  homunculus.
  Exhausted by his efforts, the alchemist 
  retired to his bed to rest, satisfied that he 
  had fulfilled his goal. The next morning, 
  his servants found him with his throat 
  slashed from ear to ear. When they pulled 
  the sheets back, a tiny man leapt out, 
  holding a straight razor and covered in 
  the man’s blood. The thing dropped to 
  the floor and tried to scamper under the 
  bed, but one of the servants stomped the 
  minute abomination. 
  From that day forth, their dreams were 
  haunted by the fact that even in the brief 
  moment before the thing was crushed 
  underfoot, there was time enough to see 
  the tiny figure’s face held the alchemist’s 
  features.
  —The Liber Vorago
  s
  Ince the time of Albertus Magnus, 
  nearly 400 years earlier, alchemists have 
  been best known for their obsession with 
  homonCuluS
  creation of a philosopher’s stone, an item 
  capable of turning base metals into precious 
  ones. Centuries before even Magnus’ time, 
  Musselmen alchemists also pursued the 
  creation of artificial life and this pursuit 
  continues through the time of Solomon 
  Kane, although it is viewed as heretical by 
  the Church. 
  The homunculus is the result of an 
  alchemist 
  successfuly 
  crafting 
  a 
  living 
  creature using his art. These creatures are 
  tiny, man-shaped, and sometimes take on 
  the rough appearance of their creators. The 
  recipes for homunculi vary from alchemist 
  to alchemist and often vary greatly. However, 
  all have one thing in common: even though 
  they are somehow granted a spark of life, 
  these strange constructs lack a soul.
  This fact makes homunculi extremely 
  dangerous for they are perfect vessels for 
  demonic or other types of spiritual possession. 
  Few escape falling prey to the attentions 
  of fell beings, often within hours—or even 
  minutes—of their creation. Ironically, since 
  most alchemists fancy themselves scientists 
  rather than magicians, the majority of them 
  scoff at the possibility of such an event.
  While in service of their creator, these 
  creatures are typically used for innocuous 
  purposes, or at worst, to spy on others. 
  Under the control of a malevolent spirit, they 
  become focused on mischief and mayhem—
  or far worse. 
  
  homonCuluS
  77
  homunCuluS
  I
  nItIally, the appearance of these 
  small constructs depends largely on the 
  ingredients used in their manufacture. Some 
  appear plantlike, while others may vaguely 
  resemble lizards or other reptilian creatures. 
  Over time, they may take on more human 
  features as they bond to their creator—or 
  more demonic ones if they succumb to 
  diabolic influences.
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  Strength d4, Vigor d8
  Skills: Climbing d6, Fighting d6, Notice d6, 
  Stealth d10
  Pace: 6; Parry: 5; Toughness: 4
  Special Abilities:
  • Claws: Str
  • Malleable Body: A homunculus can 
  squeeze its body through any space at 
  least 1 inch in diameter. 
  • Noxious Breath: A homunculus can 
  exhale a small cloud of gas that works as 
  a very mild sedative. There is no effect 
  against a fully conscious target, but a 
  victim who is already sleeping must make 
  a Vigor roll (–2) or fall into a deeper 
  slumber that lasts one hour. Targets 
  that have suffered one or more Fatigue 
  levels are also susceptible, but they roll 
  a straight Vigor roll instead (minus any 
  Fatigue modifiers, of course). The sleep 
  is so deep that a victim is only allowed a 
  Vigor roll to awaken whenever she takes 
  actual physical damage.
  • Poison: A character struck by a 
  homunculus in combat must make a Vigor 
  roll, regardless of whether the creature 
  deals enough damage to overcome 
  Toughness. If he fails, he gains a Fatigue 
  level. This poison is not strong enough to 
  cause death and Fatigue levels gained in 
  this fashion are removed after one hour.
  • Size –2: Homunculus stand 6 inches tall.
  • Small: Attackers suffer –2 to attack rolls 
  against a homunculi, due to its size.
  
  The Savage FoeS oF Solomon Kane
  78
  Savage Tale:  
  PoSSeSSed
  t
  heheroes are traveling through Russia 
  or another eastern European country. 
  They seek shelter in an unnamed roadside 
  inn ahead of an approaching winter storm. 
  While they have passed a few farms over 
  the last few hours, they have seen no other 
  places that seem likely to welcome them for 
  the night.
  Inn oF The STarvIng wolF
  A few other travelers have also taken 
  shelter at the inn. The group is a mixed 
  bag and a testament to the scarcity of other 
  accommodations in the region. Spending a 
  little time warming up in the common room 
  allows the party to get a feel for their fellow 
  guests as well as their host.
  gueSTS and STaFF
  • Thomas Alberti. Alberti is an Italian 
  scientist and talented physician. He has 
  been summoned from his home of Genoa 
  to treat a patient afflicted with an unusual 
  and persistent malady. Alberti is very 
  learned and speaks several languages, but 
  keeps to himself.
   In addition to his professed pursuits, 
  Alberti dabbles into alchemy as well, 
  although he does not usually make note 
  of it. He has found many of his colleagues 
  have begun to dismiss that pursuit as 
  foolishness at best or, at the worst, heresy. 
  Recently, he has become fascinated with 
  creating a homunculus although he is 
  having only limited success.
  • Ivar Petrik. Petrik is a local trader that 
  frequently stops at the inn on his trips 
  between cities. He is a coarse man with 
  earthy appetites and speech. It becomes 
  clear to anyone spending any time in 
  his presence that the man likely bends 
  the law when it runs counter to his best 
  interests.
   Petrik occasionally buys stolen goods 
  from bandits along their trade route. 
  He then sells them at a distant market, 
  lessening the chance they’ll be identified. 
  Petrik used to deal with Georgi Zacek, a 
  bandit in this area, but betrayed him to 
  the local boyar when the man demanded 
  too much money for the merchant’s 
  tastes.
  • Josef Kutkin. Kutkin is Petrik’s right-
  hand man and teamster. He looms silently 
  behind Petrik and the cudgel on his belt 
  makes his primary role for Petrik fairly 
  clear. Kutkin drinks heavily.
   Kutkin used to be one of Zacek’s 
  underlings. He defected to Petrik’s 
  employ shortly before the merchant 
  turned the bandit into the boyar.
  • Aleksei and Jana Torshin. This middle-
  aged couple claim to be pilgrims traveling 
  to the north to visit the remains of Philip 
  of Moscow which are interred at the 
  Solovetsky Monastery. There have been 
  reports of healings and other miracles at 
  his tomb. A hero who makes a Notice roll 
  observes that Aleksei hovers over Jana, 
  never leaving her alone. 
   This couple is exactly who they say they 
  are. Jana is ill suffering from tuberculosis 
  and they hope for a miracle at Solovetsky. 
  The pair pass off Jana’s coughing as 
  merely a cold and the very reason they 
  sought shelter from the storm.
  • Dmitri Taturov. Taturov is the owner of 
  the inn. He is a jovial man who, by the 
  size of his waist, enjoys his own cooking 
  tremendously. He is very knowledgeable 
  about local history and more than willing 
  to share a tale or two with passing 
  travelers.
  • Yelena Ivanova. Yelena is Taturov’s 
  serving girl, although she is closer to 
  middle-age than her teenage years. She 
  is attractive and friendly, but keeps her 
  distance from guests. 
   Yelena was secretly in love with Zacek. 
  She knows that Petrik turned him in to 
  the boyar, but she was afraid to speak up 
  on his behalf.
  laST To arrIve
  Shortly after nightfall, the storm begins to 
  pick up outside. Seemingly moments after it 
  
  homonCuluS
  79
  does, the door to the inn bursts open and 
  a richly dressed noble enters, escorted by 
  five soldiers. Taturov and Yelena immediately 
  bow to the noble and guide him to the nicest 
  table. Petrik and his man quickly rise and pay 
  homage to him as well.
  The noble is Pavel Nevsky, the local boyar. 
  He tells Taturov loudly enough for any of the 
  characters to hear that he has come to meet a 
  man from Italy and personally escort him to 
  his manor. The innkeeper points out Alberti. 
  The boyar says because of the storm, he and 
  his men will have to stay the night. Taturov 
  obsequiously tells Nevsky that he will make 
  his best room available—at no cost, of course.
  Should any of the heroes attempt to 
  strike up a conversation with the boyar, he 
  waves them away imperiously. The soldiers, 
  and even the captain himself, are more 
  approachable. A successful Persuasion roll—
  or even just a round of beer—is all that is 
  necessary to befriend the men.
  ConFlICTS abound
  During the course of the evening, it 
  becomes apparent to any party member 
  paying attention that there is tension 
  between some of the guests. A hero can catch 
  one of these with a Notice roll, but it will add 
  to the overall atmosphere of the adventure if 
  you place these scenes into the roleplaying 
  instead. The portions in parenthesis are for 
  your information only.
  • The inkeeper glares at Kutkin each time 
  he asks for more vodka and finally refuses 
  to serve him any more. (Taturov knows 
  Kutkin can get violent and doesn’t want to 
  risk any trouble with the boyar present.) 
  • A short while after he speaks to the boyar, 
  the Torshins approach Alberti. They speak 
  in hushed tones, but it quickly becomes 
  obvious that Aleksei is unhappy. He stands 
  angrily, but Jana restrains him gently 
  and they retire for the evening. (Aleksei 
  overheard that Alberti was a doctor and 
  asked for his help. The Italian asked for 
  more money that the Torshins could 
  afford.)
  • The captain of the boyar’s guard appears 
  to watch Yelena closely. She, on the other 
  hand, goes out of her way to remain busy 
  on the other side of the room as much as 
  possible. (The captain has long suspected 
  her of some connection to Zacek.)
  a ghoST STorY
  The inn quiets down a little after the 
  boyar’s arrival. His soldiers take one of the 
  tables near the door, while Nevsky speaks to 
  Alberti in hushed tones. Petrik, however, has 
  had enough to drink that he’s still looking to 
  swap stories. He corners one or more of the 
  adventurers and begins a tale, although he’s 
  sober enough to keep his voice down as he 
  tells it.
  “You know that the inn is haunted, no? 
  No? Well, I will tell you. A few years ago 
  during a snowstorm—just like this one, 
  if I remember correctly—the brave boyar 
  over there chased a local bandit to this 
  very inn. Zacek the Bloody he was called.
  “His soldiers cornered the robber’s 
  band, killed the lot of them, and put a 
  few bullets into Zacek as well. The boyar 
  had him dragged out of the inn and 
  chopped off his head while he begged for 
  mercy! 
  “Now, 
  on 
  cold 
  winter 
  nights, 
  particularly ones where the snow falls 
  heavy, they say Zacek roams the halls of 
  this inn, looking for a head to replace the 
  one he lost!
  Petrik ends his story with a raucous 
  laugh, drawing glares from the boyar and 
  innkeeper both. The merchant becomes 
  uncharacteristically quiet and retires, but his 
  drover remains behind, continuing to drink. 
  Slowly, the room thins until only the soldiers 
  The STarvIng wolF
  The inn is a two-story building 
  constructed of heavy timber with stone 
  chimneys. The inn is well-appointed 
  and prepared for the Russian winters. 
  The second floor is a single, open 
  common room covering the northern 
  half of the first floor.
  
  The Savage FoeS oF Solomon Kane
  80
  and their captain remain. The captain assigns 
  one of the men to stand guard and the rest 
  retire upstairs to the common room. After 
  the soldiers turn in, if any characters remain 
  in the main hall, Taturov bids them good 
  night as well.
  Any hero who stays awake until midnight 
  may make a Notice roll. If he succeeds, he 
  hears the sounds of rustling and movement 
  coming from Alberti’s room. Should the 
  character knock on the door, no one answers. 
  Two hours later, any traveler awake may make 
  a Notice roll (–2). On a success, she hears a 
  scampering sound somewhere in the walls of 
  the inn, like that of rats.
  whodunIT?
  The inn is indeed haunted by Zacek’s 
  ghost. Until now, the spirit has merely been 
  trapped, unable to manifest itself or affect 
  the material world. However, the arrival of 
  the boyar raised such rage in the bandit’s 
  specter that it was able to possess the inert 
  homunculus Alberti had crafted. It uses the 
  tiny figure to begin exacting its revenge.
  Due to its small size, the homunculus is 
  able to travel throughout much of the inn 
  through the connected fireplace flues—at 
  least on the north side of the inn. Those of 
  the kitchen and Taturov’s living quarters are 
  separate. The creature puts its unsuspecting 
  victims into a deep slumber before cutting 
  their throats with Alberti’s own razor.
  FIrST vICTIm
  The next morning, the party awakes to 
  a commotion in the inn. Alberti has been 
  found dead in his room by Yelena, his throat 
  slashed nearly from ear to ear. The boyar is in 
  an outrage and commands that no one leave 
  until the murderer is identified. Nevsky takes 
  the killing as a personal attack on him and 
  his family as he had hoped Alberti could cure 
  his son’s illness.
  The boyar orders each of the guests 
  accounted for and their rooms quickly 
  searched. The soldiers are rough with the 
  searches, but quick and do no damage to 
  any belongings. Should any of the characters 
  refuse to allow the search, it’s immediately 
  taken by Nevsky as an admission of guilt and 
  results in a fight with his soldiers. No evidence 
  of any sort is uncovered, so the boyar orders 
  his captain to find the murderer. He then 
  retires to his room in a rage.
  The captain is out of his element and knows 
  it. If any of the heroes managed to befriend 
  him the night before, he quickly looks to 
  them for advice. If not, a Persuasion roll now 
  convinces him to allow the adventurers a 
  look at the murdered man’s room.
  SCene oF The CrIme
  Alberti’s room is largely untouched. The 
  door was not barred or locked when Yelena 
  found him. His body lies on the single bed 
  with the covers pulled up to a little below 
  his arms. His arms are out from under the 
  blankets and crossed across his chest.
  As the party has already heard, his throat 
  is indeed cut, but very deeply and it is nearly 
  severed from his neck. There is a large blood 
  stain on one side of the body and a spray 
  of dried blood across the floor on the same 
  side. The grisliness of the scene requires a 
  Fear check to avoid nausea (–1 to all rolls for 
  the duration of the period the characters are 
  in the room).
  Searching through Alberti’s room can 
  reveal a number of clues and a couple of 
  false leads as well. There is a fireplace, bed, 
  a single chair, and a chest at the foot of the 
  bed. There is no external window and only 
  the single door to allow entry. Allow the 
  information below only if a player specifically 
  states her character is searching the area in 
  question.
  • Alberti’s Body. The body is still tucked 
  into the bed and there is no sign of a 
  struggle. The limbs are just beginning to 
  stiffen. Other than the horrible wound on 
  his neck, there are no other injuries to his 
  body. A hero who makes a Healing roll 
  (–2) while examining the wound notices 
  that it appears to have been made not by 
  a single savage cut, but rather by sawing 
  motions with a small, very sharp blade. 
  • Bed. The blood stain is largely dried and 
  primarily on the left side of the body and 
  extends to the floor. The right side of 
  
  homonCuluS
  81
  The Starving Wolf Inn
  1"
  the bed rests against the wall. There is 
  a sizeable quantity of blood on both the 
  bed and the floor. A Tracking roll finds 
  no footprints in the blood on the floor. 
  A Notice roll finds several small prints 
  of blood, about finger-tip sized, on the 
  blaket as well as the exposed part of 
  Alerti’s bedshirt. 
   Tucked under the pillow is a small leather-
  bound journal. No roll is necessary to find 
  this, but the adventurer must state he is 
  searching under the pillow before he can 
  find it. Note that this necessitates lifting 
  the nearly severed head first—requiring 
  another Fear check. 
  • Chest. Inside the chest are Alberti’s 
  belongings and clothing. The clothing 
  is unremarkable. There are several 
  scientific and medical texts, as well as 
  an assortment of chemicals and ground 
  herbs. A successful Knowledge (Occult) 
  or Knowledge (Alchemy) roll identifies 
  many of the ingredients as being used 
  exclusively in alchemical concoctions. 
   A small wooden case, about the size of 
  a jewelry box, is also in the chest. It is 
  unlocked and lined with blue velvet, but 
  is otherwise empty. A character making a 
  Notice roll observes there is no coin purse 
  or any money amongst the physician’s 
  belongings.
  • Fireplace. Should any hero check the 
  fireplace, the flue is far too small for a 
  human to use, barely over a foot wide. 
  The ashes are still warm. A traveler who 
  specifically digs through them discovers 
  two items concealed in the ash: a coin 
  purse filled with Italian lire and a broken 
  handle to what appears to be a straight 
  razor.
  • Journal. The cover to this small book is 
  locked. The key is nowhere to be found, 
  but a Lockpicking roll quickly defeats 
  the simple device. Failing that, the cover 
  can easily be cut without damaging the 
  contents. Inside, a reader finds pages and 
  pages of coded entries. These entries are 
  encrypted in a code created by Alberti. 
  
  The Savage FoeS oF Solomon Kane
  82
  Deciphering the text takes 6 hours and 
  requires a Smarts roll (–2), but also the 
  ability to speak the Latin language. If no 
  one in the group understands Latin, the 
  captain of the guard, Stanislaw Jablonski, 
  knows the language. Using the soldier as 
  an interpreter adds another 6 hours to the 
  time necessary to decipher the book.
   Assuming the heroes are able to 
  eventually read the journal, it’s clear that 
  Alberti was mixing alchemical concepts 
  with his medical studies. A character 
  who makes a successful Investigation roll 
  quickly notes that the Italian had been 
  experimenting in creating artificial life, a 
  homunculus, but thus far without success. 
  Otherwise, it takes an additional 2 hours 
  of study to uncover this fact.
  a TImelIne For revenge
  The party may have uncovered several 
  items of interest in Alberti’s room, but is 
  unlikely to have any answers to the murder, 
  at least not right away. Among the other 
  guests, finger-pointing and accusations begin 
  almost immediately. Largely, the boyar stays 
  out of the investigation. He emerges from 
  his room occasionally to rant and rage, but 
  leaves the legwork to his captain. He remains 
  convinced that the murder was a direct attack 
  on his family, and rightly so, although he has 
  no inkling as to the nature of the real culprit.
  Unless they acted provocatively earlier, the 
  wanderers themselves aren’t immediately 
  suspected as so many of the non-player 
  characters already distrust each other. If the 
  party succeeded in befriending the captain of 
  the boyar’s troops, the other guests privately 
  bring their suspicions to the heroes. 
  Petrik mentions the argument Aleksei 
  had with Alberti in passing. Taturov tells the 
  heroes that rumor has it that Kutkin used 
  to be a bandit. Aleksei discreetly points out 
  that Petrik’s room is right next to Alberti’s. If 
  the party didn’t find the coins in the ashes, 
  Yelena drops the hint that Petrik may obtain 
  some of his merchandise from highwaymen. 
  Even the captain himself brings his concerns 
  about Yelena’s association with the former 
  bandit to their attention. 
  Don’t just blurt this information out, 
  though. Roleplay each of the other characters 
  as they approach the party, keeping in mind 
  their own secrets and biases.
  one bY one
  As the heroes work to solve the mystery, 
  the homunculus continues pursuing its 
  murderous 
  revenge. 
  Moving 
  forward, 
  the events of this Savage Tale are largely 
  dependent on the actions of the party. Unless 
  the heroes take proactive measures, the 
  homunculus slays its victims in the order and 
  locations we’ve listed below. 
  However, Zacek’s ghost is no fool, so it will 
  adapt to the situation. For example, if the 
  adventurers place one of its targets under 
  guard, the homunculus moves to the next 
  available victim. Should the party convince 
  the others in the inn to stick together, the 
  tiny creature waits until someone is alone, 
  preferably one of its targets, but Zacek’s 
  rage is so great he’ll settle for anyone at 
  this point—perhaps a solider patrolling the 
  outside of the inn, a character that goes to 
  the privy, etc. Only Yelena is spared attack by 
  the creature in this case.
  vICTImS
  • Kutkin. The traitorous drover is the next 
  victim. The homunculus strikes the man 
  around midday, catching him snoozing 
  in the common room while the soldiers 
  were downstairs on guard. As before, his 
  throat is slashed. A Notice roll finds more 
  of the tiny bloody “fingerprints” on his 
  clothing. If the travelers specify they’re 
  looking for them, no roll is necessary. 
   There is nothing missing from the man 
  at this point. However, should a hero 
  search the room, a successful Notice roll 
  uncovers a small Eastern crucifix with 
  a broken chain near the man’s bedroll. 
  (The homunculus stole the cross from 
  the Torshins’ and planted it to sow 
  confusion.)
  • Soldier. One of the boyar’s guards is slain 
  just before nightfall while guarding the 
  exterior of the inn. As with the others, 
  
  homonCuluS
  83
  his throat was slashed. There are no 
  other footprints in the snow other than 
  the victim’s. (The homunculus is small 
  enough to burrow under the 2’ of snow 
  currently on the ground.)
   Carefully searching the body grants a 
  Notice roll (–4) or a Healing roll (–2). A 
  success finds a pair of small scratches just 
  above the man’s boots. (The homunculus 
  first weakened him with its poison claws 
  from under the snow. When he bent over 
  to see what had cut him, it subdued him 
  with its breath.) 
   Should any of the wanderers think to 
  inquire, the captain of the guard recalls 
  that this soldier was among those that 
  helped corner Zacek. In fact, he was 
  the only member of the contingent—
  including the captain himself—that was 
  present.
  • Petrik. On the night following Alberti’s 
  murder, Petrik is slain in his room. The 
  door is barred from the inside.
   The “fingerprints” are present on his 
  bedclothes as before. This time, a 
  Tracking roll (–2) finds one or two on the 
  floor near the bed as well. Additionally, 
  the same roll finds a couple of soot marks 
  on the floor near the fireplace as well.
   Any character searching the fireplace itself 
  may make a Notice roll. If she succeeds, 
  she finds a small chain with a tiny key 
  about a foot up the flue. The key fits 
  Alberti’s journal. (The homunculus lost 
  the key as it was climbing back up the 
  chimney.)
  The boYar’S deaTh
  Should the heroes have failed to halt the 
  murderous revenge spree by this point, the 
  boyar is the next victim. Zacek had intended 
  to let the man live with the hopes that the 
  inevitable death of his son would break his 
  spirit. However, the unnatural hatred that 
  kept his own soul tied to the inn overcame 
  him, forcing him to kill the noble.
  Boyar Nevsky refuses to remain with the 
  rest of the occupants of the Starving Wolf, 
  choosing to stay in his room. A soldier is 
  always posted outside his door and another 
  outside his window, so he believes himself 
  safe from any common murderer. Thus the 
  boyar becomes one of the easiest victims for 
  the homunculus to kill.
  A scream from the noble’s room alerts 
  all within the inn that he is under attack. 
  The boyar had barred his door, so getting 
  in requires a Strength roll (–4). Only two 
  characters can cooperate on the roll, as the 
  door simply isn’t big enough for more to 
  help. Alternately, the adventurers can simply 
  break the window from the outside.
  Regardless, by the time they get into the 
  room, the boyar has been murdered. Like the 
  rest, his throat has been slashed. However, 
  this time the tiny body of the homunculus—
  looking disturbingly like the long-dead 
  bandit—lies covered in blood on the floor. 
  Once the boyar was dead, the vengeful spirit 
  lost its tie to the material world.
  deFeaTIng The homunCuluS
  Once the travelers have an inkling what 
  form their opponent has taken and possibly 
  even how it is moving around the inn, there 
  are any number of ways they may go about 
  forcing the homunculus into the open. The 
  simplest is to block fireplaces and literally 
  smoke the creature out. Another method 
  might be to identify likely targets and lure 
  the creature with one as bait. How effective 
  your group’s method for dealing with the 
  diminutive killer is ultimately up to you.
  Should the heroes succeed in defeating 
  the ghost before it murders the boyar, the 
  noble and his soldiers return to his estate. 
  The captain of the guard thanks the party for 
  its help and may, if you choose, serve as a 
  contact in the future. The boyar, however, 
  does not thank or even acknowledge the 
  wanderers’ contributions, unless one (or all) 
  of them is a Noble. Then, he thanks the party 
  (or character) and invites them to his estate.
  
  The Savage FoeS oF Solomon Kane
  84
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  Pavel aleKSandrovICh 
  nevSKY
  A man in his early middle-age, Nevsky has 
  a well-earned reputation for a bad temper. 
  However, he is not a fool and, contrary to 
  popular rumor, seldom makes rash decisions.
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Notice d6, Riding d6, Shooting d8, Taunt d6
  Charisma: +2
  Pace: 6; Parry: 6; Toughness: 8 (2)
  Hindrances: Arrogant, Vengeful (Major)
  Edges: Command, Connections, Noble
  Gear: Sabre (Str+d6), wheellock pistol 
  (Range 5/10/20, Damage 2d6+1, AP 1, 2 
  actions to reload), chain hauberk (+2), 
  powder & shot (10).
  SoldIer
  The boyar’s guard is composed of some 
  of his most trusted soldiers. These men have 
  been in the noble’s service for years.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, 
  Notice d4, Riding d6, Shooting d6, Stealth d4
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 7(2)
  Hindrances: Loyal
  Edges: Musketeer, Steady Hands
  Gear: Sabre (Str+d6), musket (Range 
  10/20/40, Damage 2d8 AP 2, 2 actions to 
  reload), chain hauberk (+2), powder & shot 
  (20).
  STanISlaw jablonSKI, 
  CaPTaIn oF The guard
  The captain of the boyar’s soldiers is a 
  former Polish soldier, a defector from the 
  Polish army occupying Moscow. He is a 
  talented tactician, but very aware of his own 
  limitations. He also knows that he is often 
  mistrusted by Russians. 
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation 
  d8, Knowledge (Battle) d8, Knowledge 
  (Latin) d4, Notice d6, Riding d8, Shooting 
  d8, Stealth d6
  Charisma: –2
  Pace: 6; Parry: 7; Toughness: 8(2)
  Hindrances: Outsider, Vow (protect Pavel 
  Nevsky) 
  Edges: Command, Dodge, Hold the Line, 
  Level Headed, Musketeer
  Gear: Sabre (Str+d6), wheel lock pistol 
  (Range 5/10/20, Damage 2d6+1, AP 1, 2 
  actions to reload), chain hauberk (+2), 
  powder & shot (20).
  
  85
  They come from the sea on certain 
  nights. If you look you may see their 
  forms, just visible against the deeper 
  black of the ocean. They sing old songs 
  that speak of forgotten times – ages before 
  the very memory of man. If you look long 
  enough, you may catch a glimmer of 
  silver skin, still wet and briny. God help 
  you should catch a glimpse of their eyes.
  I’ve been caught in their cold gaze 
  before. I looked into those lustrous wells, 
  and a part of me harkened back. Some 
  piece of my mind, long-buried in the 
  bloodlines of my ancestors, awakened. I 
  began to remember their terrible song.. 
  Even now, as I retell it to you, it makes 
  me yearn. Even now they call to me. It’s 
  on nights like this that I long to walk into 
  the waves…”
  t
  he icthynites are a race of fish-men 
  who hail from a time long forgotten by 
  humanity. From a distance, they appear to be 
  humanoid. However, once nearer one can 
  see the silver sheen of their scaled skin. The 
  mouths of these creatures are gaping and 
  piscine, filled with sharp, translucent teeth. 
  Most remarkable of all are their glistening, 
  metallic eyes which never blink.
  Travelers have claimed sighting ancient 
  cites occupied by these fish-men in lonely 
  stretches of the sea. Perhaps these lost 
  megalopolises were even built by the 
  icthynites themselves. If so, the secrets to 
  their ancient civilization are long lost, for the 
  feral fish-men seem to have no recollection of 
  it. Instead, they clamber over the neglected 
  ruins, fighting each other and feeding on 
  any mortals that dare wander close to their 
  abodes. 
  Icthynites are capable of breeding with 
  human women. Usually, any offspring born 
  to a human parent is horribly deformed. 
  Few of these survive even the first moments 
  of life. Over the years, a small number have 
  been born with none of their inhuman 
  father’s traits and have integrated into human 
  society. Most have no idea of their unnatural 
  parentage. 
  Those offspring that survive—as well 
  as their own descendents—have hidden 
  ancestral memories deep within their souls. 
  For this reason, the fish-men croon from 
  the sea at night, recalling all mortals who 
  can remember their alien song. Should any 
  wander towards the waves, they are taken 
  from the shore and into the deep below to 
  never be seen again. 
  We don’t recommend you apply this fate 
  to heroes. Being the ancestral offspring of 
  a degenerate race of fish-men is probably 
  something a player shouldn’t learn about as 
  a result of a random Trait check! 
  ICThYnITe 
  t
  hese creatures are humanoid in 
  size and shape, but their features are 
  decidedly fish-like. Sharp teeth and claws 
  further identify these monsters as predatory 
  in nature as well. Icthynites always attempt 
  to croon for a round prior to attacking their 
  victims.
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d8, Notice d8, 
  Stealth d8, Swimming d12
  ICThYnITeS
  
  The Savage FoeS oF Solomon Kane
  86
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 8(2)
  Special Abilities:
  • Aquatic: Pace 8
  • Armor +2: Icthynites have tough scales.
  • Bite or Claws: Str+d6
  • Blood Frenzy: When another character 
  or animal suffers a Wound, all icthynites 
  within 6” are driven into a frenzy by the 
  scent of blood. This causes them to go 
  Berserk (as the Edge). Icthynites cannot 
  end their rage until the battle is over. 
  • Crooning: As an action, an icthynite can 
  sing an alien song which draws those with 
  icthynite blood inexorably to it. In other 
  humans, it causes a mild hypnotic state in 
  those exposed to it for more than a single 
  round. Anyone who fails a Spirit roll upon 
  hearing the crooning suffers a –2 to all 
  rolls for the duration of the scene. For 
  each additional icthynite crooning in the 
  chorus, apply a –1 penalty to the initial 
  Spirit roll. 
  • Low Light Vision: Icthynites ignore any 
  penalties for Dim and Dark lighting.
  ICThYnITe hYbrId
  These hideous mutations are created when 
  an unfortunate human with icthynite ancestry 
  responds to the fish-men’s call. Very soon 
  after making contact with the icthynites, his 
  skin develops a thin covering of sickly gray 
  scales and his teeth become more pointed 
  and cartilaginous. In time, he develops a 
  gill-like structure on the side of his neck and 
  webs between his toes to allow him to live in 
  the depths with his scaled cousins.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d4, 
  Knowledge (one trade) d6, Notice d6, Stealth 
  d6, Swimming d8
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Gear: None.
  Special Abilities:
  • Aquatic: Pace 6
  • Bite or Claws: Str+d4
  • Blood Frenzy: When another character 
  or animal suffers a Wound, all icthynites 
  and hybrids within 6” are driven into a 
  frenzy by the scent of blood. This causes 
  them to go Berserk (as per the Edge). 
  Unlike their full-blooded cousins, a hybrid 
  can attempt to end his rage by doing 
  nothing (even moving) for a full action 
  and making a Smarts roll (–2). 
  
  ICThYnITeS
  87
  • Crooning: A hybrid’s vocal cords 
  aren’t developed enough to initiate the 
  icthynites’ hypnotic song. However, as an 
  action, it can lend its voice to the chorus 
  and counts as an additional icthynite for 
  puposes of penalties to the Spirit roll to 
  resist the crooning. 
  • Low Light Vision: Icthynite hybrids 
  ignore any penalties for Dim and Dark 
  lighting.
  Savage Tale: 
  From The deeP
  t
  hIs Savage Tale takes place during a 
  sea voyage, preferably one that takes the 
  party far from familiar shores. 
  One night during the journey, the 
  travelers’ vessel attracts the attention of a 
  group of icthynites. The creatures call out to 
  the passing ship with their alien song. Any 
  characters awake at the time must make Spirit 
  rolls or be lulled to sleep by the strangely 
  melodious wails. To sleeping heroes and 
  crew, the crooning is a half-remembered 
  dream at best. 
  The icthynites remain far from the ship 
  and never come within sight of anyone on 
  board, so the next day the crew passes off 
  the odd incident as just another unsolved 
  mystery of the sea. Several offer a variety of 
  explanations from whales or wind to ghosts 
  or even mermaids pining for a sailor to 
  comfort them. To one member of the crew, 
  unfortunately, the crooning has a much more 
  lasting effect.
  The Call oF The Sea
  Unbeknownst to anyone onboard the ship, 
  one of the ancestors of Delwen Marsh, the 
  vessel’s first mate, was an icthynite. Even 
  the man himself is unaware of his unnatural 
  heritage. However, the fish-men’s song the 
  night before stirred a subconscious memory 
  in his blood and he is now drawn to respond 
  to it.
  Marsh handles the ship’s navigation during 
  two of the ship’s six watches. During those 
  periods, he subtly alters course to follow the 
  crooning of the icthynites—now inaudible to 
  all onboard save himself. At the end of his 
  watch, he then alters the vessel’s heading 
  to disguise his actions. This goes on for two 
  days as he edges the ship closer and closer 
  to the destination the fish-men’s song has 
  revealed to him. 
  Cloudy weather on the first day helps 
  Marsh hide his course alterations, but after 
  the second day, the skies clear. The ship’s 
  master, Robert Chambers, detects that the 
  ship is somewhat off course. He corrects 
  the course and Marsh realizes he must act 
  quickly or he will never be able to answer 
  the overwhelming lure of the fish-men’s call.
  TreaCherY!
  On the night of the third day after the 
  icthynites first encounter the vessel, Marsh 
  drastically alters the vessel’s course during 
  his watch. When the ship’s master comes on 
  watch to relieve Marsh in the early morning 
  hours, he quickly realizes something is 
  amiss. Marsh creeps back on deck and strikes 
  Master Chambers on the head, knocking him 
  unconscious. Then, to hide his crime, he slips 
  the body overboard into the waiting sea.
  If any of the heroes is on deck at this time, 
  the icthynites come closer and commence 
  crooning again to distract them. Even should 
  the characters resist the hypnotic effect 
  themselves, many of the sailors become 
  lethargic, mesmerized by the song, unable 
  to perform all but the simplest tasks. Those 
  in the rigging are in actual physical danger, 
  facing potentially fatal falls, and require 
  rescue.
  The first mate tells the few other sailors on 
  the late watch that Chambers was not feeling 
  well and that he’s volunteered to sit the 
  man’s watch. Within a few hours, Marsh has 
  piloted the vessel close enough to his final 
  destination for his purposes and he slips 
  overboard.
  mISSIng CrewmaTeS
  When the second mate, Robert Olmstead, 
  comes on duty, he quickly realizes something 
  is badly amiss. The travelers are awakened by 
  the crew scouring the vessel for any sign of 
  either the ship’s master or first mate. A top-
  to-bottom search turns up no evidence of 
  either.
  
  The Savage FoeS oF Solomon Kane
  88
  Should the heroes assist, allow each to 
  make a Notice roll (–2). Any who succeed 
  spot a small, but definite trail of dried blood 
  leading from near the ship’s wheel to the 
  railing. No other sign of either man is found 
  and all their belongings (less any they may 
  have had on them) are still in their cabin.
  Olmstead quickly calms any fears the party 
  may have over the loss of the two ship’s 
  officers. 
  ”There is no cause for alarm for your 
  own safety. I and the crew are more than 
  capable of bringing this vessel safely to port. 
  I am loathe, however, to make much further 
  progress until we have put to rest the fate 
  of Master Chambers and Mate Marsh. Master 
  Chambers would not leave one of the crew 
  behind and I cannot either until we have 
  determined their final fates.”
  Further discussion of the matter is cut 
  short with the rising of the sun, for on the 
  horizon is what at first appears to be a small 
  rocky island or atoll. Olmstead quickly sets 
  a course for the island, stating it is likely the 
  men would have made for it if they were 
  capable.
  CITY oF The FISh-men
  As the vessel nears the “island” it becomes 
  clear that it is actually a small city of some 
  strange design. The city has been carved 
  directly out of an outcrop of volcanic 
  stone rising from the ocean’s depths. The 
  architecture of the place seems to defy all 
  known concepts of engineering and has an 
  unsettling effect on the heroes and the crew. 
  Everyone must make a Fear check or suffer a 
  strong feeling of disorientation (nausea) that 
  persists through the rest of this Savage Tale, 
  granting them a –1 penalty to all rolls.
  Once the details of the city are clear to 
  the crew, Olmstead finds himself unable to 
  convince any of the sailors to mount a shore 
  party to search for their crewmates. The men 
  are too unnerved by the sight of the strange 
  metropolis rising from the waves and are 
  willing to consign the ship’s master and 
  mate to whatever destiny has befallen them. 
  Olmstead, his loyalty overcoming the worst 
  of his fears, asks the heroes to visit the strange 
  metropolis and at least perform a cursory 
  search for the missing men. Unfortunately, 
  Olmstead himself cannot go with them as the 
  last ranking officer—and navigator—for the 
  ship.
  InTo The CITY
  A recent volcanic upheaval thrust the ruins 
  to the surface. Originally, it stood above 
  the waters, home to an advanced culture of 
  humans. Shifting geologic formations caused 
  it to begin to slowly subside into the sea’s 
  waters over centuries. During that time, its 
  inhabitants came into contact with icthynites 
  and, seeking to escape the doom of their 
  own culture, willingly comingled with the 
  piscine creatures. As the city slowly sank 
  beneath the waves, it changed from one of 
  land-dwelling inhabitants to one of aquatic 
  creatures, resulting in the strange design and 
  construction that confronts the party. 
  Entering the city, the wanderers are 
  immersed in the most alien of its architecture 
  first. The avenues between the buildings are 
  not level and many of the foundations seem 
  to ooze toward each other across the streets. 
  There are no obvious entrances and what 
  pass for windows are often narrow or placed 
  higher on the walls than seem suitable for 
  man-sized inhabitants. Seawater pools in 
  every low spot throughout the city. 
  Any hero scaling the walls finds openings 
  on the roofs of the buildings that appear to 
  allow egress into the buildings from above. 
  However, there are no stairs or ladders to 
  provide a safe way down to the floors of 
  the structures—often more than 10’ below. 
  (This is because by the time these buildings 
  were constructed, they were underwater 
  and their inhabitants adapted to an aquatic 
  environment.)
  As they move further into the city, the 
  architecture becomes more and more 
  standard, until there is little to discern it 
  from any of a number of ancient human 
  cities throughout the world. Similarly, as they 
  first enter the city, the travelers find murals of 
  bestial piscine creatures with only a passing 
  resemblance of humans. However the further 
  they travel into the ruins, they find the 
  features of the people in the murals seem to 
  evolve to more human-like and the quality of 
  the carvings likewise becomes more refined. 
  
  ICThYnITeS
  89
  Ceremonial 
     Chamber
  All the while, snatches of a strange piping 
  song occasionally echoes through the ruins. 
  The melody is at the same time guttural and 
  high-pitched. Try as they might, the characters 
  are unable to locate the source of the song. 
  SearChIng The ruInS
  Properly searching the city requires 6 hours 
  of wandering the odd avenues and streets. 
  The party can reduce this time by making 
  a cooperative Notice roll. Each success 
  and raise reduces this time by 1 hour, to a 
  minimum of a single hour. 
  During that time, the heroes have to face 
  the dangers that the risen city contains. For 
  each hour of searching, draw a card and 
  consult the table below. After the first two 
  hours, draw an additional card and discard 
  the lower card. 
   Icthynites (1 per hero): See page 85.
  CardS reSulT
  • 2: The searchers find a waterlogged and 
  torn piece of clothing they recognize as 
  belonging to either Master Chambers or 
  First Mate Marsh.
  • 3–5: The city is shaken by a fairly strong 
  tremor. Small pieces of stonework 
  crumble from nearby buildings and 
  each hero must make an Agility roll or 
  be knocked from his feet.
  • 6–8: The party finds a large and 
  spacious room clearly wrought by a 
  once-advanced society. Beautiful and 
  mysterious artwork lines the walls. Each 
  time the group encounters a room like 
  this one, it should be clear that it once 
  served a civilized function such as a 
  laboratory, library, bedroom, bath, or 
  dining room. 
  • 9–10: Part of the ruin the heroes are 
  walking on crumbles, giving way to the 
  ocean. Everyone must make an Agility 
  roll or fall into the crashing waves. 
  The fall is about 20 yards, so falling 
  damage is half of 2d6+10 (falling into 
  water halves the damage). A falling 
  character may make an Agility roll to 
  dive and take no damage. Once in the 
  waves, she must make a Swimming 
  roll to stay afloat and reach the rocky 
  shore. Clambering back up to the ruin 
  requires a Climbing roll.
  • Jack–Queen: A small group of 
  icthynites (1 per hero) attacks.  
  • King: The group enters the ceremonial 
  chamber (see below).
  • Ace: The party finds a hidden door 
  leading to the holding chamber (see 
  below).
  • Joker: Have the characters roll Spirit. 
  The one who rolls lowest experiences 
  a strange sensation of déjà-vu. Perhaps 
  she has the sensation of recognizing the 
  constant song and can even anticipate 
  of its words or maybe the murals begin 
  to become disturbingly familiar.
  The CeremonIal Chamber
  The heroes discover a large domed 
  structure near the center of the ruins. Inside, 
  they find a large room with a domed ceiling. 
  Faded pictures of the fish-men dancing and 
  swimming are painted across the interior 
  surface of the dome. In the center of the room 
  
  The Savage FoeS oF Solomon Kane
  90
  stands a large statue of a creature with the 
  torso of a man, but a lower body composed 
  of writhing tentacles. The tentacles stretch 
  across the floor, curving form stylized pillars 
  which spiral up to the curved ceiling. 
  In the center of the room is a ring of 
  icthynites that dance and cavort around the 
  statue, carrying torches which flicker with 
  a greenish fire. An altar is set at the base 
  of the statue and one of the creatures is 
  standing before it with a coral knife in hand 
  and singing in the same strange voice the 
  travelers recognize from several nights ago. 
  The body of a man—Master Chambers—
  rests on the altar. The man is not moving and 
  the adventurers cannot tell if he is merely 
  unconscious or already dead at this point.
  If the heroes take no immediate action, 
  opting instead to watch the proceedings, 
  the creature at the altar plunges the knife 
  into the master’s chest. The scent of blood 
  drives the icthynites into a frenzy and they 
  leap upon the carcass, tearing at it with their 
  teeth and claws. Additionally, delaying this 
  long exposes the party to the full effect of the 
  fish-men’s crooning, requiring Spirit rolls. 
  If the adventurers have not attacked by this 
  time, some of the frenzied icthynites notice 
  them and charge! The fish-men fight to the 
  death.
  Should the heroes have interrupted the 
  ceremony and defeat the icthynites, they find 
  Master Chambers unconscious and in need 
  of medical attention, but alive. If, on the 
  other hand, they delayed until the creatures 
  completed their sacrifice, the man is dead 
  and his body horribly torn.
  The only other exit from this room is a 
  doorway approximately 10 feet up the wall 
  opposite the portal through which the party 
  entered. It opens to a short passage that leads 
  to the transformation chamber (see below). 
  Icthynites (1, plus 2 per hero): See page 
  85.
  Icthynite Priest: See page 91.
  The TranSFormaTIon Chamber
  Within this low-ceilinged chamber, the 
  travelers find Delwen Marsh. He is seated 
  in the middle of the room, surrounded by a 
  small number of icthynites. When the heroes 
  enter, the fish-men rise to attack, but Marsh 
  steps between them and the party and says 
  something in a queer warbling tongue. The 
  monsters pause, but remain tense.
  He turns to the heroes and says, “Flee, 
  you fools! You are trespassing and your lives 
  are forfeit if you remain!” If the party tries to 
  convince him to come with them, Marsh says, 
  “The song in my blood is too strong. I had no 
  choice but to follow its call. This is where I 
  belong now—with my family.” He confesses 
  to attacking Master Chambers if asked, but 
  explains that an uncontrollable madness had 
  overwhelmed him.
  If 
  the 
  adventurers 
  reached 
  the 
  transformation chamber through the secret 
  door (and did not enter the ceremonial 
  chamber) they may retreat at this point and 
  escape the room without any fight. However, 
  if they fought the icthynites in the ceremonial 
  chamber or remain to ask further questions, 
  the fish-men attack.
  Marsh steps back from the fight, torn 
  between his waning humanity and the 
  monstrous call of his ancestry. When any of 
  the characters or fish-men suffers a Wound, 
  he is overcome by the blood frenzy of his kind 
  and lunges into battle against the heroes. 
  As the battle rages, tremors begin to rock 
  the island, mild at first but growing in strength 
  every minute. If the fight with the icthynites 
  takes more than 10 rounds, a quake rolls the 
  floor with such intensity that everyone must 
  make an Agility roll to keep their feet. There 
  are no other consequences to the tremors; 
  they are present merely to give the heroes a 
  sense of urgency in escaping the island.
  The idol is of a creature known 
  as a scylla. A scholarly character can 
  recognize it with either a Knowledge 
  (Literature) or Knowledge (Occult) 
  roll (both at –2), but the only 
  references to it he is aware of are 
  found in ancient Greek mythology. If 
  you choose, this can provide a link to 
  the Savage Tale “The Under-Market” 
  where the party encounters one of the 
  actual monsters.
  
  ICThYnITeS
  91
  There are two exits. One is a short passage 
  leading to the ceremonial chamber. The 
  second is an opening in the ceiling of the 
  room. This one emerges atop the roof of the 
  building, 30 feet from the ground. 
  Icthynites (1 per hero): See page 85.
  Delwen Marsh: Use Icthynite Hybrid, 
  page 86.
  The SInKIng CITY
  As the characters flee—either with Master 
  Chambers or merely their lives—tremors 
  rock the city. Seawater begins lapping into 
  the streets as the ruins begin subsiding back 
  into the ocean depths. If the threat of an 
  earthquake sinking the island isn’t enough, 
  feel free to have a few icthynites (no more 
  than 1 per hero) harry the adventurers back 
  toward their boat.
  Once at their boat, just as the party 
  prepares to cast off, a pair of the fish-men 
  burst from the surface and attack. After the 
  travelers deal with those, there are no further 
  assaults—although you should feel free to 
  add to the group’s fears if they seem worried 
  about being ambushed while rowing the 
  dinghy back to the ship! Moments after they 
  clamber aboard the main vessel, there is a 
  deep rumble that builds to a crescendo as the 
  strange metropolis slides back beneath the 
  waves. The ship is tossed by waves generated 
  by the event, but the crew manages to keep 
  her afloat.
  Should the heroes have rescued Master 
  Chambers, the second mate orders him 
  taken immediately to the ship’s surgeon. The 
  master does not recover from his injuries until 
  the vessel reaches its next port. Regardless of 
  whether the party was successful or not, the 
  crew is grateful for their efforts. The heroes 
  have forged a new set of allies for future 
  adventures.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  ICThYnITe PrIeST
  The fish-man priest is more intelligent 
  than his mundane brothers, however he is 
  just as susceptible to blood frenzy. Until he 
  loses control, he tries to use his spells as 
  much as possible.
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d6, Notice d8, 
  Shamanism d10, Stealth d8, Swimming d12
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 8(2)
  Gear: Fetish necklace, dagger (Str+1d4).
  Special Abilities:
  • Aquatic: Pace 8
  • Armor +2: Icthynites have tough scales.
  • Bite or Claws: Str+d6
  • Blood Frenzy: When another character 
  or animal suffers a Wound, all icthynites 
  within 6” are driven into a frenzy by the 
  scent of blood. This causes them to go 
  Berserk (as per the Edge). Icthynites 
  cannot end their rage until the battle is 
  over. 
  • Crooning: As an action, an icthynite can 
  sing an alien song which draws those with 
  icthynite blood inexorably to it. In other 
  humans, it causes a mild hypnotic state in 
  those exposed to it for more than a single 
  round. Anyone who fails a Spirit roll upon 
  hearing the crooning suffers a –2 to all 
  rolls for the duration of the scene. For 
  each additional icthynite crooning in the 
  chorus, apply a –1 penalty to the initial 
  Spirit roll. 
  • Low Light Vision: Icthynites ignore any 
  penalties for Dim and Dark lighting.
  • Shamanism: The icthynite priest 
  has mastered several spells: armor, 
  environmental protection (water only), 
  fear (cold chills), smite (runes on 
  dagger), tempest. Treat the priest as a 
  Veteran character for purposes of spell 
  casting.
  
  92
  Farmer Goode found himself without 
  candles by which to read his beloved 
  books at night, and with the harvest still 
  months away, had no wherewithal to 
  purchase any. While visiting his neighbor, 
  the blind Widow Altman, he happened 
  upon a drawer full of tapers. As he slipped 
  a handful from her cupboard Farmer 
  Goode said to himself, “She is blind and 
  has no need of light. Surely, she will not 
  miss a few candles.” 
  That night, he saw a figure in his 
  garden—small, like a child, but oddly 
  shaped. He watched the figure for a 
  time and soon found its appearance 
  unsettling. He called out to the figure, 
  only to see it flee into the night at the 
  sound of his voice.
  The figure returned the next night. This 
  time, Farmer Goode was fearful of the 
  strange apparition and fetched his pistol. 
  Upon his return, he found the creature 
  had once again disappeared.
  On the third night, the figure appeared 
  in his doorway.
  “What do you want of me?” asked 
  Farmer Goode, his voice quavering with 
  fear. 
  “I have come for what you have stolen,” 
  said the figure. 
  “Here—take the candles,” said the 
  farmer, holding forth the remaining 
  tapers to the little man. 
  “Ah, but they are not all here. Since you 
  stole light by which to see, I will take the 
  same!” said the creature. And, with that, 
  it leapt upon him and plucked out an 
  eye, fleeing into the night with a hideous 
  laugh.
  ImPS
  Farmer Goode was later heard to say 
  that on certain cold nights, he could still 
  see through his missing eye. His stolen 
  orb sat upon a shelf in a dank, earthen-
  walled cave, where it watched the imps 
  dance and dance around strange fires 
  and bubbling cauldrons. 
  I
  Mpsare pernicious creatures who may 
  be the source of myths of faeries and 
  similar creatures. However, unlike the faeries 
  of legend, imp mischief is usually marked by 
  violence. Most often summoned by a witch or 
  necromancer, their injurious acts are almost 
  always focused on those who have committed 
  some wrong, leading some stories to claim 
  they are merely elemental manifestations of 
  justice. But there is very little that is “just” 
  about imp work. 
  Without fail, these monsters inflict much 
  harsher punishment upon their victims than 
  they deserve. These creatures have been 
  known to snatch the tongues of liars, or blind 
  a man for coveting his neighbor’s house. 
  Conversely, they rarely punish truly heinous 
  crimes such as murder or the like, instead 
  reserving their torments for those guilty of 
  only small immoralities. In rare instances, 
  imps will offer to undo their harm. In such 
  cases, the imps invariably require their 
  victims to perform even worse acts—usually 
  upon another transgressor—than that of 
  which the imps first found them “guilty.” 
  Imps abide by odd rules of behavior for 
  reasons beyond human understanding. 
  These restrictions are magical in nature and 
  their effects so strong that a imp cannot 
  choose to disobey them. This, no doubt, is 
  why some arcane practitioners call on them. 
  
  ImPS
  93
  A hero who makes a Knowledge (Occult) roll 
  can recall these strictures, but it is up to her 
  to use them to her advantage.
  ImP
  I
  Mps are short, humanoid beings with 
  large heads and pointed ears. They favor 
  darkened areas, recoiling violently from 
  bright light with hisses or curses. Should 
  their fanged mouths and clawed fingers leave 
  any doubt, the malevolent gleam in their eyes 
  make their wicked natures clear.
  Attributes: Agility d10, Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Climbing d10, Fighting d8, Guts d8, 
  Magick d8, Notice d8, Shooting d8, Stealth 
  d10, Taunt d8
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 4
  Special Abilities:
  • Claws: Str+d4.
  • Imp Code: Imps must abide by special 
  rules of behavior (see The Imp’s Strictures 
  sidebar).
  • Immunity: These creatures suffer half 
  damage from non-magical attacks.
  • Low Light Vision: A imp can see perfectly 
  in all but pitch black conditions. 
  • Shadow Magick: Imps are magical 
  creatures tied closely with darkness. In 
  areas of darkness (at least –1 to attack 
  rolls), they can cast the following spells: 
  burrow (steps into one shadow and 
  out another), ghost form (becomes a 
  shadow), invisibility (vanishes into a 
  shadowy area), and slumber (blows wisps 
  of shadow). Treat them as Seasoned 
  characters. 
  • Size –1: Imps stand 3’–4’ tall
  • Snatch Essence: This sinister ability 
  allows a imp to temporarily snatch part of 
  a victim’s essence or life force. If an imp 
  inflicts a wound, instead of doing damage, 
  the creature can inflict a Fatigue level on 
  the victim. Wild Cards can prevent this 
  effect by winning an opposed Spirit check 
  
  The Savage FoeS oF Solomon Kane
  94
  with the imp. Defeating the monster 
  causes it to drop the essence, removing 
  the Fatigue levels from the victim. 
  Imps often use this method of attack to 
  Incapacitate a victim before inflicting their 
  “justice” upon them.
  • Weakness (Iron): These creatures suffer 
  normal damage from weapons of pure 
  iron (not iron alloys, such as steel).
  • Weakness (Sunlight): Imps receive a –2 
  penalty to all attack and Magick rolls in 
  direct sunlight.
  Savage Tale: 
  SInS oF The FaTher
  w
  hIle traveling through the English 
  countryside, the wanderers come upon 
  Dorshire, a lonely town nestled amongst 
  rolling hills. A newly-built church stands 
  out from the other buildings in town, all of 
  which are clearly decades old—if not older. 
  Some construction materials—boards, a cask 
  of nails, etc.—still sit to one side indicating 
  the building was a very recent addition. 
  The 
  townspeople 
  acknowledge 
  the 
  strangers, but the atmosphere is staid, 
  almost oppressive. A startling number of the 
  residents appear to have suffered grievous 
  injuries, many missing digits, a limb, or 
  even an eye. A particularly pathetic man sits 
  near the road, his back against a wall. He is 
  missing both arms and begs any passers-by for 
  morsels of food—which they must also hand 
  feed him. He doesn’t respond to questions 
  about his injuries, except to say, “It’s nothing 
  more than I deserved.” 
  whaT’S goIng on here?
  With a Streetwise roll (+1), a hero quickly 
  finds another citizen willing to tell him, 
  “That’s Will Fisher. He was a bit of a layabout, 
  fond of stealing fish from other’s nets instead 
  of doing honest work. Now, he’ll never hoist 
  a net again.” If the character follows up and 
  asks who mutilated the man, the person 
  quickly shakes his head and makes the sign 
  of the cross before hurrying off.
  A visit to the town’s single inn furthers 
  any impression something is amiss. There, 
  the adventurers find only the blandest fare 
  available and no alcoholic beverages of any 
  kind. If one of the heroes should question 
  this, the innkeeper responds, almost with 
  embarrassment, “Alcohol is the Devil’s 
  own brew—and gluttony should not be 
  encouraged.”
  Here, at least, the party finds the patrons 
  are a little more talkative than the townsfolk 
  on the street. A Streetwise roll convinces an 
  old farmer at a corner table to open up to the 
  adventurers.
  “Aye, we’re a cursed town, we are. Our sins 
  have all come home to roost thanks to that 
  old witch. Farmer Talbot used to brag about 
  his strong back—and it was the strongest 
  in the village—now he can barely leave the 
  bed. Goodwife Jenkins was always too fond 
  of her cooking. We found her torn open on 
  her bed, as if by a wild animal, but the only 
  thing that was missing was her stomach! I tell 
  you, you’d be best advised to leave before 
  our curse falls on you!”
  Should the travelers ask about the witch, 
  the old man tells them that she was an old 
  Gypsy called Grey Ellie that lived on the 
  outskirts of town for years. The townsfolk 
  used to go to her for all manner of things, 
  from medicinal potions to fortune telling to 
  midwifing, all the while unaware they were 
  courting with the Devil’s mistress. Then, the 
  error of their ways was pointed out to them 
  by their new minister, Reverend Jefferies. 
  They ran the woman out of town, but not 
  The ImP’S STrICTureS
  • A imp is not required to tell the 
  truth, but it cannot tell a lie.
  • If asked to parley, a imp must listen 
  to the bargain.
  • If it agrees to a bargain, the imp 
  must always keep the letter of a 
  bargain, if not the spirit.
  • A imp must always accept 
  something if it is offered to them.
  
  ImPS
  95
  before she laid a curse on them that each 
  would suffer in kind for his sins. 
  among The TownSFolK
  Speaking further with the townsfolk about 
  Grey Ellie at first generates only nervous 
  glances and more signs of the Cross. With 
  a Streetwise roll, a hero can elicit more 
  information. Most of the residents only 
  know what the old farmer or Reverend has 
  likely already told the party. However, it soon 
  becomes clear that the Reverend was not 
  only present when Grey Ellie was chased out 
  of town, he was the primary motivator of the 
  entire affair.
  Further questioning reveals that while a 
  large number of townsfolk did go to Grey 
  Ellie’s hovel, only the Reverend and one 
  other man, Gilbert Brewer, entered the hut. 
  After they had been inside for a few minutes, 
  Gilbert emerged dragging Grey Ellie. The rest 
  of the folks chased her off, throwing stones 
  and catcalling as she fled after the Reverend 
  told them of her curse upon the town.
  One of the townsfolk, Percy Webb, was 
  near the door while the Reverend and 
  Brewer were in the house and disputed 
  the Reverend’s claim, but—as he was a 
  man of God—the citizens of Dorshire took 
  the Reverend’s word over Webb’s. Also, it’s 
  common knowledge in the town that Webb 
  is more than a bit of a drunkard.
  PerCY webb
  Percy Webb sits in his home near the 
  outskirts of Dorshire. He was, as the other 
  townsfolk have indicated, a heavy drinker 
  and, since the inn stopped serving alcohol, 
  has been suffering heavy withdrawal. He’s 
  reluctant to speak about the events at Grey 
  Ellie’s, mainly because he took a great deal 
  of abuse for contradicting the Reverend and 
  requires a Persuasion or Streetwise roll to 
  talk. If successful, he tells his side of the story.
  “I was standin’ at the door and I hear 
  what old Ellie said to the Reverend. She 
  didn’t tell him the town would suffer for 
  its sins, only that him and Brewer would. 
  Or, at least that’s what I thought I heard. 
  When Brewer got his, I figured the town’d 
  have to listen to me, but then nothing 
  happened to the Reverend and the other 
  folks started getting hurt, so maybe I did 
  hear wrong…”
  The reverend jeFFerIeS
  Dorshire’s minister, Reverend Howard 
  Jefferies, spends most of his time in the 
  newly constructed church. He is a young 
  man to hold such a position, barely in his late 
  twenties. He welcomes the heroes into both 
  the town and his sanctuary. 
  Reverend Jefferies is very open with the 
  party and answers their questions readily. He 
  arrived in Dorshire a few months ago and 
  found the populace surprisingly accepting of 
  pagan beliefs. However, they were receptive 
  to his sermons, being God-fearing—if 
  somewhat misguided.
  “There was an old woman—Grey Ellie, 
  they called her—who passed herself off as 
  something of a midwife. In truth, she was 
  practicing witchcraft thinly disguised 
  as folk remedies. The good townsfolk 
  were quick to realize the error of their 
  ways when I pointed them to the proper 
  passages in the Good Book, and in short 
  order, they convinced her to move on to 
  less Godly parts.”
  Should the party confront the Reverend 
  with Percy Webb’s claim, he denies it with 
  a smile and says, “The Devil’s brew can do 
  terrible things to a man’s mind!” He admits 
  that he was present when the townsfolk 
  confronted Grey Ellie, although he downplays 
  his own role in the event. He describes the 
  curse she placed on Dorshire exactly as did 
  the old farmer, that each resident would 
  suffer in kind for his sins. 
  In parting, the minister adds, “While 
  terrible afflictions have been visited upon 
  the good folk of Dorshire, ironically I feel the 
  curse may work to their benefit. If anything, 
  the witch’s pronouncement has made the 
  people aware of the palpable wages of sin. 
  And what is the loss of a hand to the value 
  of one’s immortal soul? I would wager few 
  parishes are as faithful as Dorshire, now. 
  Why, most of the folk even attend my nightly 
  prayer services!”
  
  The Savage FoeS oF Solomon Kane
  96
  gIlberT brewer
  Gilbert Brewer is a hard-working man—so 
  hard-working, in fact, that the adventurers 
  are not able to catch up with him until he 
  returns to his one-room cottage in the early 
  evenings. Brewer is rather stand-offish, but 
  not rude. He invites the party into his home 
  and offers what sparse food he has, mainly 
  vegetables and some stale bread.
  It rapidly becomes clear that Brewer is 
  a devout man. He prays a lengthy prayer 
  before eating, punctuates any statement of 
  his plans with “if the Lord wills,” and shoots 
  disapproving glances at any character who 
  acts inappropriately. It’s also apparent that 
  he holds the Reverend in utmost esteem.
  If questioned about the events at Grey 
  Ellie’s, he tells the same version as the 
  Reverend, noting that Percy Webb is a known 
  drunkard and an embarrassment to the 
  town. A hero who makes a Notice roll gets 
  the impression that Brewer is uncomfortable 
  about something. On a raise, she realizes 
  that he is lying. If confronted with this 
  information, he becomes angry. 
  Before the characters can act on this, a 
  trio of imps appear from the shadows of 
  the room, whispering, “Liar, liar,” and attack 
  Brewer. Unless the party comes to his aid, 
  they quickly subdue the man. Then, before 
  the wanderers can intervene, with horrifying 
  swiftness tear out his tongue and disappear 
  back into the shadows. Should the heroes 
  step in to aid Brewer, two of the imps turn 
  and attack them while the third continues to 
  use its Snatch Essence attack to attempt to 
  incapacitate Brewer.
  If they succeed in defending him from the 
  imps, Brewer breaks down, weeping. He 
  confesses that he was indeed lying about the 
  curse. 
  “Percy was telling the truth. I was afraid 
  to contradict the Reverend, him being a 
  man of the cloth and Percy just being a 
  drunk. Later, he told me he’d taken care 
  of the witch’s spell and we didn’t have 
  nothing to worry about. When all the 
  horrible things started happening, he 
  said it was just God’s will.”
  Brewer tells the heroes he now believes 
  that the lies he and the Reverend told 
  are somehow responsible for the town’s 
  suffering. He suggests that perhaps if the 
  two men confess their sin before the town, 
  it will lift the curse and offers to speak to the 
  Reverend with the party.
  On the other hand, even if they didn’t 
  prevent his mutilation, Brewer is still wracked 
  with guilt, realizing his own transgression at 
  this point. While he can no longer talk and is 
  in enormous pain, he scrawls a short note in 
  his own blood before losing consciousness. 
  It says, “Percy truth. Reverend lied.”
  Imps (3): See page 93.
  Gilbert Brewer: See Townsfolk, page 98. 
  Brewer’s Strength and Vigor are both d8.
  veSPerS
  Regardless of the outcome at Brewer’s 
  home, it’s likely the characters want to speak 
  to the Reverend again. By this point, night 
  has fallen and the majority of the village has 
  adjourned to the church for the Reverend’s 
  nightly prayer service. 
  Inside the church building, flickering 
  light from candles reveals the townsfolk are 
  all sitting quietly with their heads bowed, 
  obviously engaged in silent prayer. Only 
  one person is not praying when they enter, 
  Reverend Jefferies. He stands at the pulpit 
  looking out over the congregation and 
  beaming with pride. He sees the party enter 
  and greets them, oblivious to his own flock.
  “Come in, come in! All are welcome 
  here! Join us in humble prayer. Not only 
  is it good for the soul of itself, but it is 
  difficult to transgress against the Word 
  while one is bowed in prayer.” He pauses 
  briefly, clearly for dramatic effect, then 
  continues. “If only more of our number 
  had learned that sooner…”
  At this point, a swarm of imps emerges 
  from the shadowy recesses of the church hall. 
  The creatures fall upon the congregation, 
  each accusing its victim in a whispering voice 
  of some sin or slight against a neighbor. One 
  leaps at the Reverend, hissing, “Pride and 
  lies!” 
  
  ImPS
  97
  Dorshire Church
  1"
  The imps take no notice of the heroes 
  unless the party tries to defend the people. 
  If left to their own devices, the imps inflict 
  terrible wounds on the townsfolk, each 
  corresponding to the wrong of which the 
  victim stood accused. The Reverend is 
  literally torn apart by his attacker. 
  Should the heroes move to protect the 
  congregation, initially only the imps the 
  characters directly interfere with attack 
  them. Once the adventurers slay one of their 
  number, however, the imps turn most of 
  their attention onto the heroes. Each hero is 
  then attacked by one of the creatures. The 
  imp attacking the Reverend does not stop 
  its assault on him, even if a hero attacks it 
  directly.
  If the heroes are successful and save the 
  Reverend, he collapses to the floor, weeping. 
  He admits his role in the affair.
  “Mr. Webb was telling the truth all 
  along. The witch leveled her curse only 
  at Mr. Brewer and me. The imps came 
  for me that first night, but I struck a deal 
  with them. In return for sparing us, I 
  offered them the right to punish any who 
  sinned in Dorshire. I spoke out of fear, 
  but I truly believed I could save you all 
  by showing you the straight and narrow 
  path, but now I see I was overwhelmed 
  by my own pride. Sin is in the nature of 
  man, even my own…”
  If the Reverend was slain by the imps and 
  Brewer is present, he tells his story to the 
  town, adding that he believes the Reverend 
  somehow traded the town for Brewer’s and 
  his own punishment.
  Either way, the attack on the church 
  service ends the curse on the town. Still, 
  the townsfolk are angered almost beyond 
  reason with the Reverend, and to a lesser 
  
  The Savage FoeS oF Solomon Kane
  98
  extent with Brewer. Only a Persuasion or 
  Intimidation roll (–2) can prevent them from 
  dragging the Reverend out and stoning him 
  to death. Cooperative rolls are allowed on 
  this attempt. 
  Even if they succeed in convincing the 
  citizens to release the men, both Brewer and 
  Reverend Jefferies are chased from Dorshire 
  that night by the angry crowd.
  Imps (3, plus 1 per hero): See page 93.
  Townsfolk (15): See Townsfolk, page 98.
  Reverend Jefferies: See page 98.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  reverend howard jeFFerIeS
  The Reverend Jefferies is a young man to 
  hold such a position, even in an out-of-the-
  way town like Dorshire. Barely in his late 
  twenties, he smiles often and keeps himself 
  impeccably dressed. Observant heroes may 
  notice a twinge of pride in the way he carries 
  himself.
  Attributes: Agility d4, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Guts d6, Knowledge (Religion) d10, 
  Notice d6, Persuasion d8
  Charisma: +2
  Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Vow (Church of England), 
  Yellow
  Edges: Charismatic
  Gear: Cross.
  TownSFolK
  The residents of Dorshire lead simple lives, 
  whether as farmers, laborers or shop owners. 
  Over the last generation or so, few forces 
  have threatened the town or its routine.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Knowledge (one 
  trade) d6, Notice d6, Shooting d4
  Charisma: +0
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances & Edges: —
  Gear: Tools of the trade.
  
  99
  Of the myriad threats that abound in the 
  Savage World of Solomon Kane, few are as 
  insidious as the Liber Vorago. At first glance, 
  the tome appears to be a collection of stories 
  and legends, bound in an unusual leather. 
  Closer examination reveals the cover is cured 
  human skin and the pages some form of 
  ancient parchment or even vellum. The text 
  is written in Latin, curiously enough, given 
  the apparent age of the book.
  The tales within are startlingly accurate, 
  often delving into great detail on horrible 
  aspects of supernatural or diabolic entities. 
  A careful reader can use the book to identify 
  and even unearth weaknesses of specific 
  unnatural creatures. As a result, the Liber 
  Vorago is likely to appear quite useful, 
  particularly to a wanderer on the Path of 
  Kane.
  However, the truth behind the origins 
  of the document is far more sinister. Ages 
  ago, a group of sorcerers fought a powerful 
  demon, Ba’aloth, which had been loosed on 
  the world as a result of their own arrogance. 
  Unable to destroy the fiend, the magicians 
  instead trapped it in a seemingly harmless 
  corporeal form—that of a book. They then 
  split the text into seven parts and dispersed 
  it across the globe, thus intending to prevent 
  it from freeing itself from enchantment.
  The diabolic essence of the demon is laced 
  inexorably through the text; in fact, it defines 
  it. While a tremendous amount of occult 
  knowledge is possessed within, so is the 
  very soul of the monster it confines. Worse, 
  the entity retains some of its sentience and 
  power.
  Once a person has taken ownership of 
  the text, the demonic tome begins to exert 
  a subtle but powerful influence over them. 
  The lIber vorago
  At night, the owner’s dreams are plagued 
  by nightmares of terrible creatures and 
  frightening events, hinting at a horrible 
  fate which can only be averted by learning 
  secrets contained in another fragment of the 
  Liber Vorago. Conveniently, the dreams also 
  provide the necessary clues to find the next 
  piece of the book.
  While most would set such a volume aside, 
  the Liber Vorago does not like to be ignored. 
  Those possessing it often awaken in the 
  middle of the night, with the text in their lap 
  and find their own fingers turning the pages. 
  The knowledge documented within the vile 
  accounts begins to seep into the possessor’s 
  mind unbidden, whether its carrier chooses 
  to read its words or not. 
  Destroying or ridding oneself of the tome 
  is difficult as well. Once the book has chosen 
  an owner, that person finds it impossible to 
  divest himself of it. The text may be burned, 
  shredded, given away, sold, or simply tossed 
  aside. However, the Liber Vorago always 
  appears intact the next morning, lying next to 
  its chosen owner when he awakes or suddenly 
  turning up amongst his possessions. 
  ownerShIP
  At first, possessing a copy of the Liber 
  Vorago may seem like a godsend to a hero 
  walking the Path of Kane. Although the tales 
  contained in the tome are explicit and often 
  unsettling, there is a wealth of knowledge 
  available to a strong-willed reader. 
  An adventurer may attempt to plumb 
  the text for occult or profane knowledge 
  by making a Fear check. If she fails, she 
  has to roll on the Fright Table. However, if 
  she’s successful, she gains a +1 bonus to a 
  
  The Savage FoeS oF Solomon Kane
  100
  Knowledge (Occult) roll to identify a specific 
  supernatural creature. On a raise, she learns 
  a specific weakness of that creature. For 
  each fragment of the text beyond the first, 
  she gains an additional +1 bonus to the 
  Knowledge (Occult) roll, but also a –1 to the 
  Fear check.
  However, the tome soon begins its 
  campaign to bend its new owner to its will. 
  Each night, the character is plagued by 
  nightmares and quickly finds herself unable 
  to gain a good night’s sleep. At the beginning 
  of each session, she must make a Spirit roll or 
  receive one less benny than usual. For each 
  fragment she’s obtained beyond the first, she 
  receives a –1 penalty to the Spirit roll. 
  Only by actively pursuing the next fragment 
  of the Liber Vorago can she avoid this effect. 
  It’s up to you as the Game Master to determine 
  when a hero is actively pursuing this goal and 
  when she’s just paying lip-service to it. 
  Once all seven parts of the text have been 
  joined into a single volume, the fiend the 
  book imprisons needs only one final step 
  to be released from bondage—blood. The 
  dreams now turn to convincing the owner 
  to spill blood—her own or someone else’s—
  onto the tome. At this point, there is no way 
  to destroy the book, so the owner either 
  must succumb or suffer the night terrors 
  indefinitely. If she ever succumbs, the demon 
  Ba’aloth is released to wreak havoc on the 
  world once again!
  
  The lIber verago
  101
  dISPoSIng oF The lIber 
  vorago
  The book occasionally allows an owner to 
  gift it to another person, provided the entity 
  judges the other individual to be a better 
  servant to its needs. A young, foolhardy 
  explorer is much more useful to the tome 
  than a wizened scribe barely capable of 
  mounting the stairs to his study, for example. 
  And, in keeping with its diabolic origins, it 
  always binds itself to an owner who steals it 
  or takes it by force. In any of these cases, the 
  former owner is freed from the nightmares 
  by which the Liber Vorago torments its 
  possessors.
  The only way to destroy the book is by 
  introducing it to another fragment of itself. 
  When different pieces of the tome are 
  brought in contact with each other, they 
  begin to weave themselves together. This 
  process takes less than a minute, but during 
  that time, both pieces lose their previous 
  invulnerability. 
  Setting the book afire appears to destroy 
  the fragments. In reality, it only separates 
  them once again and then transports them 
  elsewhere in the world, but it does free the 
  previous owners from their connections 
  to them. Once the pieces have fully 
  joined, however, the text becomes again 
  indestructible and the newly joined volume 
  chooses one of the owners to haunt once 
  again, beginning the process anew.
  ba’aloTh, demon 
  oF The Tome
  Once blood is spilled on the rejoined tome, 
  this terrible demon bursts forth. Ba’aloth 
  appears as an enormous, vaguely humanoid 
  being. Its eyeless face is dominated by an 
  enormous mouth surrounded by a mass of 
  small, writhing tentacles. Grayish-green, 
  membranous wings sprout from its back, but 
  are merely vestigial, being far too weak to 
  carry a being of this bulk aloft.
  Attributes: Agility d8, Smarts d10, Spirit 
  d12+2, Strength d12+4, Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation 
  d10, Notice d8
  Charisma: +0
  Pace: 8; Parry: 6; Toughness: 17 (2)
  Special Abilities:
  • Armor +2: Thick calloused hide.
  • Bite: Str+d8.
  • Fear (–2): Anyone seeing this creature 
  must make a Fear check (–2).
  • Gargantuan: Heavy Armor. Attackers add 
  +4 when attacking Ba’aloth due to the 
  thing’s immense size.
  • Hardy: This creature does not suffer a 
  wound from being Shaken twice.
  • Size +9: Ba’aloth stands over 40’ tall.
  • Swallow: When the demon hits with 
  a raise, it swallows man-sized prey or 
  smaller whole. The victim suffers 2d6 
  damage every round from the monster’s 
  crushing gullet and acidic bile. Armor 
  does not protect against this damage. 
  The only way to get out is to kill Ba’aloth. 
  The demon does not gain the benefit of 
  its armor against attacks from swallowed 
  victims.
  The Tome and The 
  PaTh oF Kane
  The Liber Vorago is clearly more 
  than just a simple book or even just 
  a useful magic item with a drawback. 
  Including it into your campaign is 
  likely to provide an ongoing subplot 
  to the Path of Kane. A player afflicted 
  with the diabolic volume is likely to 
  soon become fixated on riding himself 
  of it, which may seem to conflict with 
  the Plot Point campaign. However, 
  Ba’aloth itself is another of the great 
  evils that N’Longa has gathered 
  the wanderers to fight. Also, don’t 
  forget the book can serve as a handy 
  plot device to point your heroes 
  to their next adventure through its 
  nightmarish visions.
  
  The Savage FoeS oF Solomon Kane
  102
  • Weakness (Artifacts): The six artifacts 
  obtained on the Path of Kane can ignore 
  both Ba’aloth’s Heavy Armor and its 
  Armor rating. Against attacks from these 
  weapons, the demon has Toughness 15.
  Savage Tale: bedlam
  o
  ne of the heroes receives a brief 
  note from one Harmonius Quill, who 
  identifies himself as an antiquarian in 
  London. If a character already has an ally, 
  contact, or friend who fits this description, 
  feel free to use that NPC instead. In the letter, 
  Quill tells the adventurer that he has come 
  across a tome that may be of interest to her.
  The leTTer
  The heroes are approached by a courier 
  shortly after reaching a city or port. The 
  courier asks for one of the party by name and 
  hands her a letter. The letter is sealed with 
  wax and the exterior lists the traveler’s name 
  and the city (or port). 
  Cracking the seal, the reader finds a brief 
  missive.
  Dear Friend,
  I have recently come into possession 
  of a tome of lore quite ancient. It has 
  been brought to my attention that this 
  particular volume may be of assistance to 
  you in your own endeavors. I dare speak 
  no more of it via intermediaries. Please 
  contact me in person at my residence on 
  23 Burching Lane in London.
  H. Quill
  The letter was delivered to the courier less 
  than a day ago and has no other knowledge 
  about the sender. 
  The mISSIng anTIquarIan
  Should the heroes follow up on Quill’s 
  request and visit his London home, they find 
  it to be a small scribe’s shop on a fairly busy 
  street. The front door is closed and locked. 
  Knocks, even yells, go unanswered, however, 
  after a few moments, a neighbor emerges 
  from next door. 
  “You looking for Harmonius Quill? 
  A couple of nights ago, I heard a 
  commotion coming from the back of his 
  shop. I looked out my rear window—I 
  live above my shop, same as Quill—and 
  saw three men hauling him out of the 
  back door—two of them nearly giants! I 
  yelled at them, but the third man said 
  they’d been sent for him from a hospital. 
  Said he’d gone mad or something! Quill 
  seemed like a sane enough fellow, but 
  even all tied up he was thrashing hard 
  enough to be a lunatic.”
  Should the party check, a nearby alley 
  leads to the rear door to Quill’s shop. Even 
  a brief glance confirms that the lock to the 
  door has been broken by brute force. 
  Inside, the shop is a mess. Furniture is 
  upended, shelves overturned, and books 
  scattered across the floor. A large desk sits 
  near the front of the shop. An inkwell has 
  spilled across it, ruining numerous pages that 
  Quill was apparently transcribing. Searching 
  the downstairs shop turns up nothing 
  indicating why the man contacted the heroes 
  or why he was apparently abducted.
  quIll’S journal
  A small staircase leads to Quill’s living 
  quarters on the second floor of the building. 
  This area has been tossed as thoroughly as 
  the downstairs, although here it is more 
  obviously the result of someone thoroughly 
  searching rather than as the result of a scuffle. 
  Drawers are pulled out, shelves cleared, and 
  so forth. While there are several older books 
  in Quill’s residence, there are none that 
  seem particularly of interest to any of the 
  characters.
  However, on a Notice roll (–2), one of 
  the wanderers discovers a small, plain 
  book that Quill was using as a journal. In 
  it he details obtaining a strangely bound 
  book from a ship’s master. Curiously, Quill 
  notes, although the trader found the book 
  somewhere in the Far East, it is penned in 
  Latin. The scribe does not detail the contents 
  of the book, but there are several passages of 
  interest in his notes.
  
  The lIber verago
  103
  “I will not record the name of this tome, 
  as I fear the consequences of the written 
  word with respect to this blasphemous 
  volume.
  “Although we have never met, I am 
  certain I should contact [insert hero’s 
  name here] regarding this book. Still, for 
  the life of me, I’m not sure why…”
  “The dreams have become ever stronger. 
  Perhaps I should consult with Dr. Tyne. 
  He is well-versed in these matters.”
  loCaTIng quIll
  Following up on Quill’s whereabouts is 
  fairly easy, assuming the travelers ask the 
  right questions. A Streetwise roll finds the 
  most likely place a lunatic would be taken is 
  to Bethlem Hospital, a place better known to 
  the populace as “Bedlam.” It lies just outside 
  Bishops Gate on the north side of the city. 
  If the heroes found Quill’s journal, another 
  Streetwise roll (–2) identifies Dr. Tyne as the 
  Keeper overseeing Bedlam. He’s regarded 
  as a bit of an odd bird by those among the 
  general populace who’ve heard of him. 
  Canvassing the neighborhood around Quill’s 
  shop grants an additional Streetwise roll (–2). 
  If successful, the adventurers learn that the 
  scribe was visited on at least a few occasions 
  by a man who well may have been a doctor, 
  but no one knows the man’s name.
  behInd The SCeneS
  Harmonius Quill came into possession of 
  a fragment of the Liber Vorago. The book 
  quickly recognized the aging scribe was of 
  little use to it and pushed the man to seek 
  out a more suitable owner, one who was 
  capable of joining it to other parts of itself. 
  Driven by visions provided by the demonic 
  tome, Quill contacted the heroes.
  Shortly after sending the missive to 
  the heroes, Quill sought the advice of an 
  acquaintance of his, Dr. Tyne. Unfortunately, 
  years of working in the cacophony and lunacy 
  of Bedlam has made the doctor quite mad. 
  As a result of his delusions, Tyne became 
  fascinated by the occult, so when Quill 
  approached him with his concerns about the 
  Liber Vorago, Tyne attempted to convince 
  the scribe to give it to him. Quill refused, so 
  Tyne returned with two of the inmates from 
  Bedlam and took it by force, abducting the 
  scholar at the same time.
  bedlam
  Bethlem Hospital is on Bishopsgate Street, 
  which exits the city walls via the Bishops 
  Gate. At one time, it was a priory for the 
  Order of the Star of Bethlehem but in the 
  14th century it became a hospital. Now, it is 
  dedicated entirely to housing the insane. 
  “Care” is not an appropriate word for the 
  treatment received at Bedlam. In fact, its 
  residents aren’t referred to as patients, but 
  rather inmates. It is a place of hopelessness 
  and despair. There is no expectation that any 
  committed to the hospital will improve; they 
  are committed and then often forgotten.
  In the time of Solomon Kane, mental 
  illness is woefully misunderstood. Treatment 
  within Bedlam is often thinly disguised 
  torture. Some of the inmates are forced to 
  wear metal helmets or masks for weeks, 
  months, or even years at a time. Others 
  are strapped to reinforced chairs and spun 
  daily until incapacitated. Those who cannot 
  control their hands are manacled to walls 
  or floors and the particularly tenacious are 
  forced to lie in coffin-sized cages. Forced 
  dunkings, brandings, and even maimings are 
  not unheard of here.
  The hospital is actually composed of 
  several buildings, the largest of which is a 
  church. Attached to the eastern side of the 
  church is a walled courtyard that holds the 
  living quarters for the inmates as well as a 
  small garden. The wall is 10’ high, but two 
  gates provide access to the courtyard without 
  passing through the church.
  TreaTmenT room
  This is where Dr. Tyne conducts his 
  treatments on patients. There are manacles 
  on the walls, a table with restraint straps, 
  a dunking vat, a set of branding irons, and 
  other accoutrements that are more at home 
  in an Inquisition torture chamber than a 
  hospital.
  
  The Savage FoeS oF Solomon Kane
  104
  Bethlem Hospital (Bedlam)
  1"
  dr. TYne’S lIvIng quarTerS
  This fair-sized room is where the good 
  doctor sleeps and studies his medical and 
  occult texts. There is a wide array of unusual 
  items, including bleached skulls, shamanistic 
  fetishes, and jars of unidentifiable creatures 
  in formaldehyde. A Notice roll (–2) finds 
  Quill’s fragment of the Liber Vorago secreted 
  behind a drawer in Tyne’s writing desk.
  STaFF dormITorY
  This open sleeping area housed the 
  hospital staff. Now, it serves as sleeping 
  quarters to the lunatics who work as Tyne’s 
  assistants. During the day, there is usually a 
  single madman in this room. At night, four of 
  them are asleep here while a fifth patrols the 
  grounds.
  Assistants (4 or 1): See page 107.
  KITChen
  A large, unsanitary room filled with a 
  variety of pots, pans, and utensils. The sinks 
  sit half-full of stagnant water, and several 
  dishes and pans have rotting food in them. At 
  meal times, two of Tyne’s assistants are here 
  preparing food.
  Assistants (2—see above): See page 107.
  STorage
  Bed sheets, lumber, and other common 
  items are kept here.
  weST vaulT
  The least unstable of Bedlam’s patients 
  are kept here. The windows are not barred, 
  but the door is locked from the outside after 
  dark. There are currently ten patients in this 
  room. They do not attack but do defend 
  themselves.
  Lunatics (10): See page 107.
  eaST vaulT
  The worst of the madmen living in the 
  hospital are usually restrained here. The 
  windows to this stone building are barred 
  
  The lIber verago
  105
  and the door is usually locked. Since Tyne lost 
  his sanity, they are no longer restrained and 
  roam freely throughout the open area—with 
  the exception of Quill, who is kept manacled 
  to the wall. 
  Lunatics (8): See page 107.
  Harmonius Quill: See page 107. 
  garden
  Situated between the two patient vaults, 
  the garden was once a well-tended distraction 
  from the insanity surrounding it. Now, it is 
  largely untended and becoming overgrown 
  with weeds.
  ChurCh
  This old house of worship seldom sees any 
  visitors with the exception of the few patients 
  from Bedlam that attend the rare holiday 
  service. The screaming of lunatics from the 
  adjacent hospital long ago drove away any 
  sane parishners.
  daYTIme vISITS
  Although the courtyard is gated, the gates 
  are not barred during the daytime. Some of 
  the less severely ill patients are even granted 
  licenses to beg on the streets of the city. 
  Visitors can simply walk through the gate 
  during daylight hours, although this is not 
  encouraged.
  The cacophony of Bedlam is so terrible 
  most claim that if one is not insane when 
  they are condemned to this place, they must 
  surely go mad during their tenure. When the 
  heroes enter, they are met at the gate by a 
  pair of large men who appear slightly “off” 
  themselves. They ask the characters their 
  business at the hospital. 
  Virtually any answer results in the men 
  leading the characters to the rear building 
  where they meet Dr. Tyne. The doctor is 
  wandering the garden between the two 
  inmate vaults, observing the activities of a 
  few of the inmates and taking notes when 
  the party arrives. He stops when the travelers 
  are introduced and welcomes them to his 
  hospital.
  If asked about Harmonius Quill, the doctor 
  gives a brief synopsis of his diagnosis of the 
  man’s condition.
  “Clearly Master Quill has been losing 
  his somewhat tenuous grip on sanity for 
  some time now. He has become obsessed 
  with some unusual and disturbing 
  dreams that he has been experiencing. 
  After several of his neighbors complained 
  about his erratic and oft dangerous 
  behavior, we took steps to protect both his 
  own safety and that of the community.”
  Doctor Tyne denies knowledge of any 
  unusual book, claiming that it was likely part 
  of Quill’s delusions. He does not answer any 
  questions regarding the scholar’s current 
  treatment, saying only that he has the man’s 
  best interests at heart. If pressed on the issue, 
  Tyne does admit to having met Quill in the 
  past but plays down their relationship, saying 
  that he had consulted with the man on a few 
  legal documents he needed transcribed.
  If the party becomes belligerent or attacks 
  Tyne, his assistants—actually vicious inmates 
  he now uses as minions—immediately come 
  to his aid. Tyne, or one of his assistants if he is 
  unable, rushes to the East Vault and releases 
  the inmates kept there as well. All of these 
  fight to the death; they are insane, after all!
  Dr. Tyne: See page 106.
  Assistants (5): See page 107.
  Lunatics (8): See page 107.
  aFTer darK
  At nightfall, the gates to the asylum are 
  barred from the inside. Tyne and four of his 
  assistants retire to their living quarters after 
  dinner. A single assistant patrols the grounds 
  with a torch all night. All visitors are turned 
  away, although patients are admitted. The 
  courtyard is lit only by what light bleeds out 
  through the windows of the vaults and staff 
  buildings.
  The doors to the vaults are locked from 
  the outside, but the locks open with a simple 
  Lockpicking roll. Patients inside the East 
  Vault are not restrained and ignore anyone 
  who enters as long as they are not assaulted. 
  Likewise, patients inside the West Vault 
  wander loose inside the open sleeping room, 
  but violently assault anyone other than staff 
  who enters. Fortunately for any intruders, 
  these inmates are always quite noisy, so the 
  sound of any fighting is ignored by the staff.
  
  The Savage FoeS oF Solomon Kane
  106
  Quill is manacled to a wall inside the West 
  Vault. Unless the characters have obtained 
  a set of keys from Tyne or his assistants, it 
  requires two more Lockpicking rolls to free 
  him.
  If the assistant spots any heroes sneaking 
  into the hospital after dark, he immediately 
  calls out an alarm and attacks. Tyne and the 
  other assistants arrive four rounds after the 
  man sounds the alarm. At that point, the 
  battle proceeds as noted in Daytime Visits 
  (above).
  Dr. Tyne: See page 106.
  Assistants (5): See page 107.
  Lunatics (8): See page 107.
  reSCuIng The SCholar
  Assuming the party succeeds in saving Quill 
  (or another NPC, if you chose to substitute a 
  different one), all is not necessarily well in 
  London. If the adventurers took a brute force 
  approach in their endeavors and anyone 
  witnessed them, they may find themselves 
  hunted by the city authorities. Dr. Tyne held 
  the post of Keeper legitimately and there is 
  little evidence that he was acting improperly. 
  His methods weren’t that far from accepted 
  treatment of the mentally ill. Even Quill’s 
  testimony is likely to offer little help as he 
  was technically an inmate of the hospital. 
  How this resolves is up to you, based on 
  what actions your players take.
  Quill is quite upset by his stay in Bedlam. 
  He not only suffered abuse at the hands of 
  Tyne, but also several days chained to a wall 
  in a room full of lunatics. His own sanity is, 
  quite understandably, in jeopardy. As to why 
  he contacted the hero in the first place, he 
  can offer no rational explanation, only that 
  he had startlingly clear dreams depicting the 
  adventurer. 
  If the group retrieved the Liber Vorago 
  from Tyne’s quarters, Quill offers it to the 
  traveler about whom he dreamed. And, since 
  the tome manipulated this meeting in the 
  first place, it allows itself to pass to its new 
  owner…
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  dr. TYne (mad doCTor)
  The doctor is a man of average height 
  and appearance, if perhaps a little thin for 
  his frame. He is in late middle age, but his 
  body is wiry and surprisingly fit. In battle, 
  Tyne constantly engages his foe in a battle of 
  words as well as weapon, seeking to gain any 
  advantage possible.
  Attributes: Agility d8, Smarts d10, Spirit d8, 
  Strength d6, Vigor d6
  The borgIa TwInS
  This Savage Tale provides another 
  route to introduce the party to the 
  Borgia Twins (page 8), albeit a more 
  circumspect one. Bedlam and its 
  residents are perfectly suited to the 
  unhinged brother-sister pair.
  If you choose to use them in this 
  tale, Delia’s poisons are responsible 
  for Tyne’s descent into madness. Later, 
  she passes along a similar concoction 
  for the doctor to use against Quill. 
  In this case, Quill is actually driven 
  insane, at least temporarily. 
  The twins not only visit the asylum 
  frequently 
  for 
  amusement 
  and 
  “artistic” purposes, they also have 
  been using their new contact in Tyne 
  to recruit henchman from among the 
  more violent—but pliable—inmate 
  population. All of this occurs behind 
  the scenes, but Tyne keeps a record of 
  it in a journal of his own. Or, if you 
  prefer, you may have the wanderers 
  actually observe the Twins visit the 
  grounds of Bedlam. This introduction 
  may make the encounter in the Savage 
  Tale Unexpected Guests (page 10) more 
  meaningful to the party when they 
  finally confront the pair.
  
  The lIber verago
  107
  Skills: Fighting d8, Guts d8, Healing 
  d10, Knowledge (Occult) d8, Knowledge 
  (Science) d10, Intimidation d10, Notice d8, 
  Persuasion d10, Taunt d10
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Arrogant, Delusional (Major—
  obsessed with insanity)
  Edges: Improved Close Fighting, Level 
  Headed, No Mercy, Really Dirty Fighter, 
  Strong Willed. 
  Gear: Knife (Str+d4), keys to Bedlam locks.
  Special Abilities: 
  • Head Games: Dr. Tyne may make a single 
  Test of Will each round as a free action.
  aSSISTanT 
  These men are some of the most brutal 
  and violent of the inmates. Tyne selected 
  them to replace the original staff based on 
  their physical prowess. They are all raving 
  combatants capable of sustaining far more 
  damage than seemingly possible for a human.
  Attributes: Agility d6, Smarts d6, Spirit d4, 
  Strength d10, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice 
  d6, Stealth d8
  Charisma: –2
  Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Delusional (Major), Outsider 
  Edges: Combat Reflexes, Frenzy, Iron Jaw, 
  Improved Nerves of Steel
  Gear: Axe (Str+d6) or Knife (Str+d4), keys 
  to Bedlam locks.
  Special Abilities: 
  • Berserk: Assistants go berserk (as per 
  edge) when they enter any fight. They 
  don`t need to roll to see if they enter 
  berserk, but also cannot stop this state, 
  unless the fight is over or they are 
  unconscious
  • Bite: Str
  • Fearless: Immune to Fear and 
  Intimidation.
  lunaTIC 
  These poor souls are the average inmate 
  of Bedlam. Not in full control of their 
  facilities, they easily fell prey to Dr. Tyne’s 
  manipulations. 
  Attributes: Agility d6, Smarts d6, Spirit d4, 
  Strength d8+2, Vigor d6
  Skills: Fighting d6+2, Intimidation d8, 
  Notice d6
  Charisma: –2
  Pace: 5; Parry: 3; Toughness: 7
  Hindrances: Delusional (Major), Outsider 
  Edges: Sweep
  Gear: Club (Str+d4) or knife (Str+d4).
  Special Abilities: 
  •  Berserk: Those poor souls are in the 
  state of constant berserk, as per the Edge. 
  Their Traits and Abilities already reflect 
  this enraged state. 
  • Bite: Str
  • Fearless: Immune to Fear and 
  Intimidation.
  harmonIuS quIll
  Quill is an aging scholar who’s never 
  known a day of adventure in his life. His 
  fingers are habitually stained blue and black 
  from his inks and his hair is usually slightly 
  unkempt
  Attributes: Agility d4, Smarts d10, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Guts d6, Knowledge (Occult) d6, 
  Knowledge (Greek) d8, Knowledge (Latin) 
  d10, Notice d8, Persuasion d6
  Charisma: +0
  Pace: 5; Parry: 2; Toughness: 5
  Hindrances: Elderly, Quirk (mumbles to 
  self)
  Edges: Scholar (Latin, Greek)
  Gear: Writing utensils.
  
  108
  M
  ost know the mandrake as a type 
  of plant whose roots resembled a 
  shriveled and twisted man. Many legends 
  exist about the mandrake and its roots. Some 
  claim that they only grow under trees where 
  murderers have been hanged, while others 
  say they emit a scream when pulled from the 
  ground that can strike a man dead. Each of 
  these myths is based in a touch of reality. For 
  although most mandrake roots are nothing 
  more than passive matter, there are some 
  that possess both power and sentience. 
  When a particularly vile man dies, a portion 
  of his essence sometimes escapes passing on 
  to its punishment in the afterlife. Mandrake 
  roots have a unique ability to absorb that 
  essence, taking on a form of sentient life. As 
  a result, mandrakes are most often found 
  at the scenes of hangman’s gibbets or other 
  execution sites, but they may spring up 
  anywhere a particularly evil person has died. 
  Not surprisingly as these creatures are 
  formed from the spirits of the wicked, 
  mandrakes are malevolent creatures, prone 
  to mischief and destruction. Fortunately, 
  unless these strange creatures are disturbed, 
  most seem content to remain buried at the 
  site of their creation.
  A live mandrake root, if captured, can 
  be used in all manner of alchemies and 
  potions, some containing great potency. This 
  makes live mandrakes even more rare since 
  sorcerers and magicians constantly hunt 
  them for use in their dark craft. 
  mandraKe
  a
  Mandrakeresembles a miniature 
  human made out of vegetable matter. Its 
  features are crudely formed, however, with 
  dimples for eyes, a small bump for a nose, 
  and a hole for a mouth. Its flesh is a uniform 
  reddish-brown in color and heavily wrinkled.
  Attributes: Agility d8, Smarts d4, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Climbing d10, Fighting d6, Notice d6, 
  Stealth d8
  Pace: 4; Parry: 5; Toughness: 5
  Special Abilities:
  • Keening: Once per day, as an action, 
  mandrakes can emit a horrible screech—
  which it normally does when pulled 
  forcibly from the ground. Anyone hearing 
  it must make a Spirit roll or become 
  Shaken. This counts as a damaging attack, 
  so it can cause a Wound if the character is 
  already Shaken. 
  • Leap: Mandrakes can leap up to 6” in any 
  direction. 
  • Plant: +2 Toughness; +2 to recover from 
  being Shaken; Called Shots do no extra 
  damage; immune to disease, Fear, and 
  Intimidation.
  • Size –2: A mandrake is tiny, perhaps the 
  size of a potato. 
  • Small: Attackers suffer –2 to attack rolls 
  against the mandrake. 
  mandraKe
  
  mandraKe
  109
  Savage Tale: 
  a FamIlY aFFaIr
  While on the road, the wanderers encounter 
  Lilianna, a woman of surpassing beauty, 
  traveling the same direction. She enjoins 
  the party in lively conversation with the 
  adventurers. She is very pleasant, frequently 
  complimenting the heroes on particular traits 
  without seeming ingratiating. After winning 
  over at least one of the characters, she asks 
  if she might travel in the group’s company to 
  their next destination, as she fears bandits—
  or worse—should she continue alone.
  a genTlewoman oF meanS
  Lilianna, of course, is no ordinary woman. 
  She is a powerful sorceress and skilled 
  alchemist who has been using mandrake 
  root to achieve perpetual youth. She is 
  currently traveling the countryside gathering 
  as much of the plant as possible. She is also 
  being pursued by a rival, a necromancer by 
  the name of Fergus. 
  And it just so happens that Fergus is 
  Lilianna’s brother. He also has created a 
  formula that prolongs his life. Unfortunately, 
  it does not extend his youth, leaving him 
  feeble and bowed by a century of existence. 
  He has tried time and again to convince 
  his sister to give him her formula, but she 
  delights in his suffering and refuses. 
  The sorceress keeps all of this infor ma-
  tion hidden, of course. Instead, she 
  does her best to charm every one 
  in the party. She acts impressed 
  at the wanderers and any tales of 
  adventure they may share. She 
  does allude at some point to 
  having run afoul of a “villain” in 
  the not-too-distant past who she 
  fears may be pursuing her.
  At some point, she targets the member 
  of the party who seems most sympathetic 
  to her, confiding in that character that 
  she is dying from a terrible curse and only 
  particular herbal concoctions can cure it. She 
  claims to be embarrassed about her affliction 
  and asks the traveler to keep the information 
  private. 
  FerguS’S revenge 
  Fergus first attacks his sister by sending 
  intermediaries. He sends in a few hired swords 
  to test the mettle of the party. The attack 
  might happen anywhere from a campsite to 
  an inn room at your choice. The bandits are 
  
  The Savage FoeS oF Solomon Kane
  110
  under orders to take Lilianna alive, but have 
  no such restrictions on dealing with the rest 
  of the group.
  If the heroes capture any of the men, they 
  know nothing of their employer beyond 
  the fact the man wore a sackcloth mask and 
  spoke with a whispering voice. After the 
  attack, Lilianna feigns horror, confessing that 
  the villain she spoke of earlier is actually her 
  “wicked” brother. 
  “I was not entirely truthful earlier. The 
  villain of whom I spoke is none other than 
  my own brother. When we were young, 
  I was always favored over him because 
  where nature was kind and blessed me 
  with a fair appearance, he was instead 
  afflicted with a burden of deformity. I 
  tried to earn his love by insisting he be 
  included in everything, providing him 
  gifts for every one I was given, and so 
  forth, but in the end he hated me all the 
  more for what he saw as pity. Now, his 
  hatred has grown to the point he wishes 
  me dead!”
  Lilianna even weaves her half-truths 
  together, claiming that Fergus is behind 
  her illness. She says that left untreated, it 
  will leave her as scarred and twisted as her 
  brother. She begs for the party’s protection 
  until she can reach safety in a city a few days’ 
  travel away.
  Bandits (3, plus 1 per hero): See page 112.
  SorCereSS revealed
  Sometime after the first attack, one of 
  the characters catches Lilianna pulling up a 
  mandrake root. If the wanderers are traveling 
  near the wilderness, then the person who 
  rolls highest in a Notice roll (or whoever is on 
  watch) detects Lilianna leaving in the middle 
  of the night to a private location where she 
  extracts the root. If the party is constantly 
  in urban areas, then the hero spots Lilianna 
  sneaking out of the inn in which they’re 
  staying to dig up her mandrake beneath a 
  hangman’s gibbet in the town square. 
  Witnessing this event is horrifying. Dug 
  from the ground, the mandrake resembles 
  a tiny man, whose naked, shriveled form 
  quivers in a sickly fashion. It struggles against 
  the sorceress’ hand and its crude mouth 
  contorts into a grimace. It emits a terrible 
  keening noise and those hearing this scream 
  must make a Spirit roll or become Shaken.
  Unless stopped, Lilianna proceeds to 
  use a knife to slice the head off of the 
  creature. If a character immediately states 
  he is intervening, then draw initiative. 
  Otherwise, she cuts off the creature’s head 
  while it thrashes and screams in a manner 
  both pitiful and terrifying. Once done, the 
  creature’s body trembles like a beheaded 
  chicken, before lying still.
  Whether she kills the mandrake or not, 
  Lilianna stands and holds up her hands 
  in surrender. She attempts to explain that 
  mandrakes are evil, unnatural creatures and 
  no one should morn them. As for why she is 
  out finding mandrakes, Lilianna explains that 
  she is gathering the necessary components 
  for her medical concoction.
  FerguS’S reTurn
  Whether the wanderer believes Lilianna or 
  not, Fergus chooses this moment to attempt 
  his second attack. This time, he arrives 
  himself, bringing with him a small number of 
  human bandits. 
  Fergus, unlike his sister, is foul to look 
  upon. He wears his customary sackcloth 
  mask, but even so, his deformities are 
  obvious. He bears a hunched back and his 
  flesh is rotting in patches all over his body. 
  When he speaks, he sputters and slobbers, 
  because his purple tongue constantly lolls 
  out of his mouth. 
  Fergus holds his men back as he rants 
  at Lilianna and her protectors. Since it is 
  possible that the entire party is not present, 
  during his brief speech allow any absent 
  heroes Notice rolls to realize something is 
  amiss and rush to their comrades’ assistance.
  “Lilianna, you hateful wench! All I 
  asked was that you provide me your 
  secret and this could have been avoided. 
  What good is eternal life if I must live 
  it as a disfigured monster!” He turns to 
  any characters present. “And you—who 
  are you to fight for a witch who would 
  damn her own brother? You should aid 
  me instead and together we could rid the 
  world of her selfish, black heart!”
  
  mandraKe
  111
  Lilianna responds to his outburst even-
  temperedly, also speaking to the heroes. 
  “I have never harmed any of you. 
  Have I not been a pleasant companion? 
  Perhaps I wasn’t truthful, but in this time 
  of inquisitions anyone who practices the 
  lost arts—even for good—must hide it 
  from plain sight.”
  By this time, allow any of the party not 
  initially present to reach the scene. A traveler 
  can make a Notice roll (–4) to determine 
  which of the two is being truthful. Lilianna 
  is a skilled deceiver. She has been careful 
  to avoid telling a direct lie and she uses her 
  personal charisma to tremendous effect as 
  well, so catching her is difficult.
  The wanderers now have a choice to 
  make. Do they side with Lilianna, Fergus, or 
  neither? As they ponder this, Fergus’ other 
  allies, a group of zombies he has reanimated 
  from the last group of bandits he sent against 
  the heroes, shamble out of the darkness. 
  Regardless of the heroes’ opinion of Lilianna 
  at this point, clearly Fergus is no saint either!
  Should the wanderers side with Lilianna, 
  she is appropriately grateful and offers them 
  each a dose of witch’s favor (see above). 
  She may even become an ally (albeit one of 
  questionable morals) in future endeavors. 
  She explains that she uses mandrake extract 
  to prolong her life and keep a youthful 
  appearance. However, she claims, it only 
  harms mandrakes, which are wicked beings 
  anyway. (The process also requires the blood 
  of a virgin, but she omits this particular bit of 
  information.)
  Should the wanderers side with Fergus, 
  Lilianna surrenders to her brother, offering 
  the secret to prolonged youth. Fergus will 
  readily agree to this bargain. At this point, 
  the party has yet another decision. Do they 
  allow this exchange to take place? If so, both 
  Fergus and Lilianna part ways after the event. 
  Lilianna remains pleasant to the wanderers, 
  though she provides no further aid to them. 
  Finally, the heroes may choose to side with 
  neither or even fight both. Remaining out of 
  the conflict entirely ends up with Lilianna 
  taken captive by her brother. Attacking them 
  both causes Lilianna and Fergus to team up. 
  Fergus: See page 112.
  Lilianna: See page 112.
  Bandits (1 per 2 heroes): See page 112.
  Zombies (1 per hero): See page 112.
  alChemY and 
  mandraKeS
  Mandrake can be used for a variety 
  of alchemical purposes and are highly 
  sought after by practitioners of that 
  art. Some remedies require special or 
  rare ingredients like the finger bones 
  of a thief, the sweat of an honest man, 
  the milk of a witch, or the eye of a 
  supernatural being. Examples include:
  • Death potion: The imbiber must 
  make a Vigor roll –2 or become 
  Incapacitated until treated. 
  • Love potion: The imbiber must 
  make a Spirit roll –2 or succumb to 
  its effects. 
  • Curse or blessing potion: The 
  drinker is affected by a boost/lower 
  trait spell.
  • Witch’s Favor: The character must 
  inhale mandrake ash and succeed 
  on a Vigor roll. If she does, she 
  receives an additional benny, but 
  it must be spent before the next 
  moonrise or it is lost.
  Due to the dark origins of the root, 
  each such concoction carries a risk. 
  Every time a character consumes a 
  mandrake-based potion, he must make 
  a Spirit roll. There is a cumulative –1 
  penalty for every other potion of that 
  type he has imbibed—ever. Failure 
  indicates that the drinker begins 
  developing 
  strange 
  predilections, 
  often based on death or graveyards. 
  In game terms, the character gains a 
  Delusion (Minor) of a sort determined 
  by you.
  
  The Savage FoeS oF Solomon Kane
  112
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  lIlIanna
  Lilianna is a beautiful woman with raven-
  black hair and skin only slightly darker than 
  porcelain. 
  Attributes: Agility d6, Smarts d10, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d10, Knowledge 
  (Alchemy) d10, Knowledge (Occult) d6, 
  Magick d10, Notice d6, Persuasion d8, Taunt 
  d6
  Charisma: +4
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances: 
  Arrogant, 
  Habit 
  (Major—
  mandrake youth potion)
  Edges: Arcane Background (Sorcery), Strong 
  Caster, Very Attractive
  Gear: 
  Dagger 
  (Str+1d4), 
  numerous 
  alchemical ingredients.
  Powers: Boost/lower trait, curse, deflection, 
  dispel, fear, obscure, spirit ward, summon 
  beast, summon spirit, viper weapon.
  Treat Lilianna as a Veteran character.
  FerguS
  Fergus is as ugly as his sister is beautiful. 
  He is aged far beyond normal human years 
  and usually hides this behind a cloth mask. 
  Fergus does not truly wish his sister dead, 
  but is willing to kill her to obtain the secret 
  of lasting youth. 
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d4, Vigor d4
  Skills: Fighting d6, Guts d10, Intimidation 
  d8, Knowledge (Alchemy) d6, Knowledge 
  (Occult) d10, Magick d10, Notice d6, Taunt 
  d8
  Charisma: –4
  Pace: 5; Parry: 5; Toughness: 4
  Hindrances: Elderly, Mean, Ugly
  Edges: Arcane Background (Sorcery), Strong 
  Caster
  Gear: Knife (Str+1d4).
  Powers: Animate hand, boost/lower trait, 
  curse, deflection, fear, grave speak, puppet, 
  spirit ward, summon spirit, zombie.
  Treat Fergus as a Veteran character.
  FerguS’ bandITS
  These men aren’t the most capable 
  fighters, but they are willing to take up arms 
  for anyone who’ll put gold in their purses.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d6, 
  Notice d6, Shooting d6, Stealth d6, Throwing 
  d6
  Charisma: –2
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Greedy, Mean
  Edges: —
  Gear: Leather armor (+1), various weapons.
  zombIeS
  Fergus raised these from the bandits 
  that attacked the characters to augment his 
  human thugs. 
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice, 
  d4, Stealth d6
  Charisma: +0
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities: 
  • Claws: Str.
  • Fearless: Zombies are immune to Fear 
  and Intimidation.
  • Undead: +2 Toughness; +2 to recover 
  from being Shaken; Called shots do no 
  extra damage.
  
  113
  B
  orn the youngest son of a minor 
  Spanish noble, Pedro de Ramello stood 
  to inherit precious little wealth and even 
  less land. Rather than seek his fortune in the 
  military, de Ramello instead chose to enter 
  the Church and make his name there. The 
  young Spaniard quickly found that while 
  interpretation of Church law and doctrine 
  fascinated him, he had little interest in 
  ministering to the masses or saving the lost. 
  De Ramello naturally gravitated toward the 
  Inquisition as he rose through the ranks of 
  the church. 
  While his skills and experience qualify 
  him to sit as a judge or perhaps even hold 
  the rank of an inquisitor-general presiding 
  over an entire tribunal, de Ramello instead 
  prefers to serve as a prosecutor of the 
  accused. Unlike some of his peers who hold 
  a misguided belief that they are somehow 
  saving the souls of sinners and heretics, de 
  Ramello has no concern for the disposition 
  of the souls of those placed before him. He 
  is driven by an obsessive dedication to the 
  letter of the law and sees each trial as merely 
  a way in which to demonstrate his own 
  tremendous knowledge and intellect. De 
  Ramello considers each “heretic” he exposes 
  a personal success rather than a service to 
  either God or the Church. 
  Although he was trained by expert 
  swordsmen in his youth and remains an 
  accomplished fencer, his position and 
  nearly limitless authority are what make 
  him a formidable foe. He seldom engages 
  in combat, instead relying on his status to 
  protect him. And in the rare instances where 
  his position in the Church does not dissuade 
  an aggressor, he is seldom without the 
  presence of soldiers assigned to his tribunal 
  by the Spanish throne. Any character foolish 
  Pedro de ramello
  enough to assault de Ramello quickly finds 
  himself an enemy of both the Church and the 
  Spanish crown.
  Pedro de ramello
  d
  e Ramello’s obsession with order is 
  evident in his appearance. He maintains 
  himself immaculately, from his red robes to 
  his impeccably groomed hair and moustache. 
  Attributes: Agility d8, Smarts d10, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation 
  d10, Knowledge (Law) d12, Knowledge 
  (Occult) d8, Knowledge (Religion) d10, 
  Notice d8, Persuasion d6, Riding d6, Taunt 
  d6
  Charisma: +2/0 (Jingoistic)
  Pace: 6; Parry: 9; Toughness: 6
  Hindrances: Arrogant, Jingoistic (Minor), 
  Vow (Major: Uphold the Inquisition)
  Edges: Block, Connections, Hard to Kill, 
  Noble, Riposte, Scholar (Law & Religion)
  Gear: Rapier (Str+d4, Parry +1), crucifix.
  Savage Tale: 
  a maTTer oF guIlT
  Traveling through a village on the Spanish 
  coast, the heroes are approached by Eleonora 
  Santiago, a young woman who seeks their 
  assistance. Her aging aunt, Imelda, was 
  seized by the Inquisition earlier that week, 
  accused of witchcraft. While few in the small 
  community believe she is guilty, no one will 
  
  The Savage FoeS oF Solomon Kane
  114
  speak up for her for fear of being labeled a 
  heretic as well. She begs the travelers to 
  help prove her aunt is not a witch.
  The CounSel For The deFenSe
  Eleonora sends the party to speak with 
  Carlos Valencia. Valencia was appointed to act 
  as an advocate on Imelda’s behalf before the 
  tribunal. Eleonora hopes that the wanderers 
  can help him prepare his defense.
  Valencia is a young man who recently 
  completed 
  seminary. 
  He 
  also 
  has 
  a 
  background in law and elected to join the 
  Inquisition because he honestly believes its 
  methods save heretics—including Protestants 
  and Jews—from eternal damnation. In spite 
  of his years, however, he is canny enough to 
  realize that not everyone brought before the 
  tribunals is guilty. And he believes Imelda is 
  one of the innocent.
  “I am glad for your assistance in this 
  matter. It is rare for any to step forward 
  to help the accused, even more so for 
  complete strangers. This speaks well of 
  the goodness of your own souls. Having 
  seen Imelda stand before the questioners, 
  I do not believe she was untruthful in her 
  professions of innocence. 
  “Unfortunately, the prosecutor, Signor 
  de Ramello, is one of our greatest 
  prosecutors and seldom fails to prove 
  the accused’s guilt—regardless, 
  perhaps, of its actual existence. 
  The Inquisition has appointed 
  me to stand for Imelda’s defense, 
  but I have few resources. Also, I 
  am not as…experienced in these 
  matters as Signor de Ramello. 
  Therefore, I welcome any aid 
  you may be able to offer.”
  Valencia 
  shares 
  with 
  the 
  adventurers what evidence has 
  been provided to him. As is often 
  the case, the accusations are vague 
  and the evidence is incomplete. 
  The young advocate explains this 
  is to protect the witnesses against 
  any recriminations, but it gives 
  him precious little to work with 
  as well. 
  
  Pedro de ramello
  115
  The evIdenCe
  He tells the party there are two ways 
  to overcome the charges against Imelda: 
  disprove the evidence against her, and find 
  friendly witnesses to speak on her behalf. 
  There are four primary pieces of evidence 
  presented against Imelda. These are various 
  items associated with witchcraft taken from 
  her home, strange lights seen near her 
  residence, a landowner who claims his cattle 
  died as a result of a curse, and a witness who 
  claims he heard Imelda pronounce that curse 
  on his neighbor.
  He has four days to prepare his defense. 
  During that time, he asks the party to help 
  discredit the evidence against her and find 
  other members of the village to testify for her. 
  Each piece of evidence below has a number 
  of facts associated with it. This number is 
  listed in parentheses at the beginning of 
  each section and noted in the text. These 
  facts are gathered during the character’s 
  investigations. Keep track of how many of 
  these facts the players are able to uncover as 
  they play an important role in determining 
  whether Imelda is found guilty or released. 
  Additionally, as they investigate the evidence, 
  the characters are also likely to discover 
  witnesses of use to the defense.
  wITChCraFT TraPPIngS (1)
  These 
  consist 
  almost 
  entirely 
  of 
  a 
  collection of herbs which was seized from 
  Imelda’s home. Most were taken from inside 
  the house, but a (normal) mandrake root 
  was found nearby as well. De Ramello has 
  claimed that she was using these in preparing 
  her spells and potions.
  A Common Knowledge roll identifies 
  those taken from the house as also being 
  used for legitimate cooking purposes. A 
  character who makes a Knowledge (Science) 
  or Knowledge (Alchemy) roll knows that 
  mandrake roots grow natively in this region. 
  Valencia acknowledges both of these as true, 
  but says that in the eyes of the tribunal, those 
  facts alone are not enough to disprove their 
  use in witchcraft.
  Fact: Should the adventurers delve further 
  into the matter of the herbs, a Streetwise 
  roll reveals that nearly 2 out of 3 households 
  in the village have the same herbs in their 
  kitchens as well. Furthermore, a traveler 
  making a Survival roll made while searching 
  the surrounding countryside finds nearly 
  a dozen mandrakes dispersed across the 
  area. The heroes must uncover both the 
  commonness of the herbs and the frequency 
  of the mandrakes to claim this fact.
  InquISITIon 
  hearIngS
  Unlike the secular trials we are 
  familiar with in today’s society, the 
  tribunals of the Inquisition were far 
  less structured. There were no formal 
  trials as we know them. Instead, a 
  hearing usually consisted of a series 
  of audiences with the tribunals during 
  which the prosecution and defense 
  each made their cases. Prisoner 
  interrogations were often a part of 
  the process and in many cases even 
  proceeded the jurists’ presentations.
  While the Inquisition allowed for 
  an advocate to represent the accused, 
  the advocate himself often walked a 
  fine line between defending his client 
  and decrying any heresy of which she 
  stood accused. These advocates—also 
  known as abogados de los presos—
  were considered officials of the 
  Inquisition by the time of Solomon 
  Kane. 
  Complicating their efforts were 
  elaborate protections in place for 
  any hostile witnesses. It was not 
  uncommon for the tribunal to not only 
  keep the identity of such witnesses 
  secret, but also to withhold from the 
  defense any evidence which might 
  identify said witnesses. As a result, 
  the defense often found itself working 
  without even knowing of what the 
  prisoner stood accused and by whom!
  
  The Savage FoeS oF Solomon Kane
  116
  STrange lIghTS (1)
  One of the secret witnesses claimed to 
  have spotted strange lights near Imelda’s 
  home during nights of the new moon. The 
  most recent sighting was approximately one 
  month ago. The lights seemed to waver and 
  dance of their own accord. Imelda herself 
  admitted to having seen the lights, but could 
  not explain them to the inquisitors when put 
  to the question.
  Fact: Imelda’s home is two miles from town 
  and lies atop a bluff overlooking the sea. 
  Investigating the area near the bluff finds the 
  stub of a torch within sight of the house, but 
  a few hundred yards away. A further search 
  and successful Tracking roll (–2) uncovers a 
  set of wagon tracks leading to a crack near 
  the edge of the cliff. The crack leads to the 
  base and a Notice roll finds a set of pulleys 
  and rope nearby. The tracks appear to be at 
  least several weeks old.
  There are no other residences near 
  Imelda’s home. Armed with this information, 
  a Streetwise roll (–2) identifies the likely 
  witness who claimed spotting the lights—a 
  local shepherd by the name of Santos Herrera. 
  If an adventurer makes an Intimidation or 
  Persuasion roll, Herrera admits that he saw 
  the lights as he sat watch over his flock. 
  He was frightened by the lights and never 
  approached them. If asked, he agrees that 
  it is possible they were caused by torches, 
  although they seemed to stay mainly in one 
  place and moved erratically. 
  Most importantly, should any heroes 
  think to follow up on it, checking with the 
  local constable reveals that Imelda herself 
  reported these lights to him many times over 
  the last few years. While he looked into the 
  matter, he found nothing. 
  dead CaTTle (2)
  Fact: Several cattle owned by a local 
  landowner died of mysterious circumstances 
  recently. A Streetwise roll leads the party to a 
  local farmer by the name of Feliz Roca. Roca 
  tells the heroes that to his knowledge only 
  one person has lost cattle in the last year, 
  a local merchant named Fabio Valdez. Roca 
  adds that he was not surprised by this, either.
  “I told the Signor when he purchased the 
  cows that they were sickly and unlikely 
  to survive. He did not seem particularly 
  worried and told me to mind my own 
  farm and let him mind his. Signor Valdez 
  is a successful merchant, but I do not 
  think he knows much about cows.”
  Fact: If they look further into Valdez, with 
  an Investigation or another Streetwise roll, 
  the travelers learn that Valdez owns property 
  that is adjacent to Imelda’s and near the 
  bluffs. The merchant is known to trade far 
  and wide across the region and maintains 
  an establishment in the village primarily to 
  warehouse his goods, but does sell items 
  from there as well.
  If the wanderers visit the merchant’s shop, 
  they find it remarkably well stocked for such 
  an establishment in a relatively small rural 
  village. In addition to local products and 
  clothing, they find a few ornately carved 
  statuettes, some knives of unusual design 
  (from the Far East), and a finely carved 
  chest. A hero who makes a Notice roll (–2) 
  finds a small heraldric design on the chest. 
  A Knowledge (Heraldry) roll identifies it as 
  belonging to a minor French noble. 
  Valdez denies any involvement with 
  Imelda’s trial, although he professes concern 
  over not only the danger she posed to the 
  village, but also her immortal soul. He further 
  says he has never owned any cattle and has 
  no idea why anyone in the village would tell 
  lies about such a thing. If the heroes don’t 
  provide Roca’s name, Valdez asks who has so 
  slandered him. 
  wITneSS For The ProSeCuTIon
  The adventurers have little luck in 
  identifying the individual who claims to have 
  heard Imelda pronounce the curse. None 
  of the villagers admit to being the witness 
  and no one can offer any suggestions to 
  who it is. This particular bit of evidence is 
  unfortunately a dead end for the party.
  The witness is actually one of Valdez’s 
  drovers, who he has paid to falsely testify to 
  the matter.
  
  Pedro de ramello
  117
  FIndIng SuPPorT (3)
  During the course of their investigations, 
  the travelers encounter several witnesses 
  who may be convinced to testify on Imelda’s 
  behalf. Each requires a successful Persuasion 
  roll. They are listed below, along with what 
  they can provide and any penalty to the 
  Persuasion roll noted in parentheses beside 
  their name.
  • Santos Herrera (–1): Herrera, if 
  convinced, admits that the lights he saw 
  could have been caused by torchlight. The 
  shepherd is reluctant because this detail 
  makes his story seem somewhat foolish 
  now.
  • The Constable: The constable tells 
  the inquisitors that Imelda did indeed 
  approach him several times over the last 
  few years about the lights herself. He 
  also spoke with Herrera at that time, but 
  found no other evidence to pursue.
  • Feliz Roca: The farmer testifies that he 
  advised Valdez about the sickliness of his 
  cattle when he purchased them. 
  de ramello
  While the heroes are conducting their 
  investigations on Imelda’s behalf, they 
  draw the attention of two parties that are 
  interested in seeing them fail. Both take 
  steps to dissuade the characters from 
  pursuing Imelda’s innocence, although both 
  for different reasons and by different means.
  The first is Pedro de Ramello, the 
  prosecutor holding Imelda forth before the 
  tribunal. Regardless of whether she is truly 
  guilty or not, de Ramello cares only that he 
  wins the case. The wanderers’ involvement 
  can only complicate his victory.
  After the first or second day of their 
  investigations, de Ramello approaches the 
  heroes. A number of soldiers stop a short 
  distance away, not exactly threatening, but 
  clearly there in support of the inquisitor. 
  He takes a moment to make clear that he 
  views their assistance to the defense in a very 
  negative light. 
  “So, you are the outsiders—interlopers, 
  some might say—who are helping 
  Valencia attempt to free the witch? Has 
  it been explained to you that by aiding 
  in the defense of her practices you are 
  calling into question your own motives. 
  I, for one, believe that anyone who 
  would step forward to speak on behalf 
  of a witch is as guilty of crimes against 
  God as the witch herself. When she is 
  convicted of her crimes, do not then be 
  surprised when I come for you.”
  De Ramello does not use an angry or 
  even threatening tone as he speaks to them. 
  Instead, his voice is merely matter-of-fact and 
  cold. The inquisitor does follow up on his 
  threat should he obtain Imelda’s conviction. 
  If the heroes fail in providing for her 
  defense, they become wanted by the Spanish 
  Inquisition, although not actively hunted.
  The inquisitor does not engage in any 
  discussion with the wanderers over Imelda’s 
  guilt. Attempting to deal with de Ramello in 
  a straightforward or physical manner proves 
  disastrous. The inquisitor does not rise to 
  the bait. Instead, he motions the soldiers 
  forward. Persisting in any aggressive behavior 
  quickly results in a skirmish with the Spanish 
  soldiers. De Ramello removes himself from 
  the scene should a fight break out, and 
  regardless of whether they win or lose, the 
  characters find themselves enemies of both 
  the Inquisition and the Spanish Crown at this 
  point. 
  Soldiers (10): See page 120.
  The merChanT’S Plan
  Fabio Valdez is behind not only the 
  accusations against Imelda, but also the 
  source of the strange lights seen on the bluff. 
  He has made an arrangement with Dutch 
  pirates to smuggle the goods they capture on 
  the high seas into Spain to sell. Valdez has 
  his drovers carry the stolen items all across 
  Spain to sell them, but sometimes keeps 
  choice pieces himself.
  Each month, on the new moon so 
  their vessel cannot be spotted, he and his 
  henchmen signal the pirates from the bluff 
  with torches. They then use the ropes and 
  
  The Savage FoeS oF Solomon Kane
  118
  pulley to descend through the crack to the 
  shore. There, they pay the pirates their cut 
  of the last month’s sales and take any new 
  goods to sell.
  Imelda, living nearby, has seen the lights 
  on several occasions and complained to the 
  constable. Valdez recently concocted the 
  scheme to turn her over to the Inquisition. 
  This, he hopes, will remove her from the 
  area while leaving him and his men free from 
  suspicion.
  Valdez purchased diseased cattle he knew 
  were on the verge of death. When the cows 
  began to die, he notified representatives of 
  the Inquisition that he had been the victim 
  of “witchcraft.” One of his men claimed to 
  have overheard Imelda curse his cattle. The 
  merchant also pointed de Ramello to the 
  shepherd Herrera, who he knew had also 
  mentioned seeing the signal lights.
  The merchant is himself laboring to a 
  timeline. His plan to turn Imelda over to the 
  Inquisition took longer to come to fruition 
  than he had hoped. The new moon falls on 
  the third night of the heroes’ investigations. 
  Valdez knows that if the strange lights are 
  spotted on the bluff while Imelda is in the 
  custody of the Inquisition it will not only 
  speak strongly to her innocence but will also 
  draw a good deal of unwanted attention to 
  his own activities.
  valdez TaKeS aCTIon
  Valdez is no fool. He knows a direct attack on 
  the adventurers would be counterproductive. 
  At best, it would draw attention to the party’s 
  investigations. Worse, if the heroes should 
  succeed in defeating his henchmen, it would 
  expose his own involvement. 
  However, if any of the wanderers revealed 
  Roca’s name as the witness who told them 
  about his cattle, Valdez has a few of his men 
  kill the man late one night and toss his body 
  into the ocean. Without Roca present, the 
  heroes are unable to refute the merchant’s 
  claim of Imelda cursing his cows.
  On the day of the new moon, Valdez 
  moves to ensure that Herrera is not with his 
  flock that night. The merchant does not want 
  Herrera killed, however, as the shepherd is 
  integral to his plan to have Imelda convicted. 
  Instead, his men, disguised as bandits, waylay 
  the man as he is watching his sheep. Late in 
  the afternoon, the heroes see Herrera carried 
  into town on a cart by another farmer. He 
  is battered and bruised, but not seriously 
  injured.
  The PIraTeS arrIval
  It’s likely that the heroes have put together 
  enough of the clues to suspect they would 
  benefit from observing the bluff on the 
  night of the new moon. Whether or not they 
  have found enough to believe that Valdez 
  is involved in any wrongdoing, at the very 
  least they are likely to want to see if they can 
  determine the origin of the lights themselves.
  There are no plans by the Inquisition 
  to watch the bluff as it operates under 
  the presumption of guilt, not innocence. 
  Since they have Imelda in custody, they are 
  not concerned with acts for which she is 
  currently held responsible. In particular, 
  de Ramello is particularly opposed to any 
  such suggestion. Attempting to convince 
  any of the representatives of the tribunal 
  beyond Valencia to join them requires an 
  opposed Persuasion roll against de Ramello’s 
  Persuasion as he argues against them.
  Waiting near the bluff, the heroes see 
  a group of men arrive on a wagon near 
  midnight. Soon a torch is lit and waved in 
  an elaborate fashion. Moments later, the 
  adventurers see flashes of light coming from 
  out to sea. If they continue to wait, the men 
  set up the rope and pulleys and descend to 
  the shoreline. There, they are met by another 
  group of men arriving by a ship’s boat.
  When they confront the smugglers deter-
  mines what opposition the adventurers face 
  as well as what evidence they are able to 
  uncover. 
  If they act while the smugglers are still on 
  the top of the bluff, they are opposed by only 
  Valdez and his men. However, there is no real 
  evidence to prove the man is involved in any 
  wrongdoing beyond a princely sum of £500 
  in a pouch (the pirates’ take of the sales). He 
  claims he was visiting the bluff to see if the 
  strange lights manifested themselves while 
  Imelda was jailed. He adds that the only light 
  he saw was the light from the torch his men 
  lit to avoid stumbling off the cliff!
  
  Pedro de ramello
  119
  Should they wait until the smugglers meet 
  with the pirates, they face a more formidable 
  force, but also stand to garner much more 
  proof of Valdez’s crime. In this instance, 
  they face both the smugglers and the pirate 
  landing party together. 
  A clever party may eliminate the smugglers 
  atop the cliff and go meet the pirates them-
  selves. However, if there are any gunshots 
  during the first battle, the pirates immediately 
  turn their boat around and return to their 
  ship, sailing away into the darkness.
  It’s also possible the wanderers wait until 
  the smugglers meet with the pirates and then 
  ascend back to the top of the bluffs. If they 
  choose this course, they only have to defeat 
  the smugglers. The smugglers are laden 
  with a significant amount of exotic goods. 
  If captured, Valdez claims he purchased the 
  goods legitimately from a passing merchant 
  who happened to stop offshore nearby. Even 
  his own men seem skeptical of this response.
  If a fight breaks out, the smugglers fight 
  until more than half their number are down. 
  At that point, the rest attempt to flee into the 
  night. Valdez surrenders once he takes two 
  wounds. The pirates, on the other hand, 
  fight to the last as the penalty for piracy is 
  death, whether at sea or ashore.
  Fabio Valdez: See page 119.
  Smugglers (2, plus 1 per hero) : See page 
  120. Two of them are armed with blunder-
  busses, the rest with pistols.
  Pirates (2 per hero): See page 120.
  Pirate First Mate: See page 120.
  The FInal verdICT
  Whether Imelda is found guilty or innocent 
  is entirely reliant on the party’s investigation. 
  If the party confronted Valdez and his men 
  while they were dealing with the pirates, the 
  tribunal finds Imelda innocent of the charges. 
  The Inquisition is well acquainted with false 
  accusations and takes Valdez into custody 
  both for false testimony and his smuggling 
  activities.
  On the other hand, if the heroes did not 
  catch the smugglers red-handed, Valencia 
  must present his defense for the tribunal’s 
  assessment. At this point, tally up the number 
  of facts and witnesses the heroes uncovered. 
  If they confronted Valdez at the bluff before 
  he dealt with the pirates, add another point 
  to the total. If they confronted the smugglers 
  after they returned to the bluff with the stolen 
  goods, add another two points to the total. 
  Once you have the total, if it is 5 or greater, 
  the wanderers have succeeded in proving 
  Imelda innocent of the charges against her. 
  If, however, the total is 4 or less, the tribunal 
  finds her guilty and she is taken away to an 
  inquisitorial jail in Seville to be “awarded” 
  the chance to confess her heresy and repent.
  True to his word, if Imelda is found guilty, 
  de Ramello immediately begins compiling his 
  case to have them charged of conspiring with 
  a witch. Valencia, grateful for their assistance 
  even though he lost, warns the travelers to 
  flee before the prosecutor can seize them. 
  If they were instrumental in his defeat, de 
  Ramello takes no immediate action against 
  them, but the party has made an enemy with 
  a long memory and powerful connections.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  FabIo valdez
  Valdez has obtained much of his wealth 
  through illegal and immoral means. Still in 
  good physical condition even as he settles 
  into middle age, he is not afraid to take 
  matters into his own hands if necessary. 
  Whenever possible, though, he prefers to 
  leave unpleasant tasks to his hirelings. 
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Guts d6, Notice d8, 
  Persuasion d8, Riding d6, Streetwise d6
  Charisma: +2
  Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Greedy
  Edges: Charismatic, Rich
  Gear: Rapier (Str+1d4, Parry +1), rich 
  clothing.
  
  The Savage FoeS oF Solomon Kane
  120
  PIraTeS
  The pirate crew is a group of former Dutch 
  sailors. As the wars of the late 16th century 
  have begun to die down, they’ve turned to 
  piracy to fill their pouches. 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting 
  d8, Guts d6, Intimidation d6, Notice d6, 
  Shooting d6, Stealth d6, Swimming d6
  Charisma: –2
  Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Greedy (Minor), Illiterate, 
  Mean
  Edges: Dirty Fighter
  Gear: Knife (Str+d4), cutlass (Str+d6), 
  pistol (Range: 5/10/20, Damage: 2d6+1) 
  shot & powder (20).
  PIraTe FIrST maTe
  Once a minor naval officer, he has had little 
  trouble adjusting to a pirate’s life.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Boating d8, Climbing d6, Fighting 
  d8, Guts d6, Intimidation d6, Notice d6, 
  Shooting d8, Stealth d6, Swimming d6
  Charisma: –2
  Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Greedy (Major), Mean
  Edges: Block, Dodge, Command, Dirty 
  Fighter
  Gear: Knife (Str+d4), cutlass (Str+d6), 
  pistol (Range: 5/10/20, Damage: 2d6+1) 
  shot & powder (10).
  Smuggler
  While Valdez employs many of these men 
  as drovers, he prizes them more for their 
  fighting skills and loose morals.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d6, 
  Notice d6, Riding d6, Shooting d6, Stealth d6
  Charisma: –2
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy, Mean
  Edges: —
  Gear: Short sword (Str+d6), pistol (Range: 
  5/10/20, Damage: 2d6+1) or blunderbuss 
  (Range: 10/20/40, Damage: 1–3d6).
  SoldIer
  Technically in service to the Spanish 
  Crown, the soldiers have been assigned to 
  guard the inquisitors not only from bandits 
  and highwaymen, but also from regular 
  citizens who may resent the Inquisition’s 
  methods.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, 
  Notice d4, Riding d6, Shooting d6, Stealth d4
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 8(3)
  Hindrances: Loyal
  Edges: Musketeer
  Gear: Long sword (Str+1d8), musket 
  (Range: 10/20/40, Damage: 2d8), shot & 
  powder (20), plate corselet and steel helmet 
  (+3).
  
  121
  And so it is written that they were 
  spawned in the ancient fires. The nine 
  sorcerers whose names have been struck 
  from stone and wall and scroll mustered 
  together and stoked the flames, fueled by 
  the bones of their own fathers. They wove 
  their hate into form so that it would live 
  on beyond them. 
  —The Liber Vorago
  t
  he ravakas are among the most foul 
  and hideous creatures in the world of 
  Kane. They have large, pinkish heads with 
  bat-like ears and noses, but lack eyes of 
  any kind. Instead, the focal point of their 
  inhuman faces is a large, fanged maw. Their 
  large, fleshy bodies continually glisten with 
  foul sweat. It is unknown from where these 
  creatures sprang, but is likely from the spirit 
  world. Others believe them to be creations of 
  an ancient curse woven together by a cadre 
  of corrupt sorcerers. 
  Ravakas feed on hate. They not only 
  consume the emotion, they subconsciously 
  feed negative emotions in humans. Anyone 
  exposed to their presence for any length 
  of time quickly becomes more and more 
  irrational as any feelings of animosity toward 
  another are magnified tenfold.
  The creatures always appear first as ravaka 
  spawn, erupting from the ground in large 
  swarms of bloated, grub-like creatures. The 
  grub-forms grow at a variable rate, largely 
  dependent on the intensity of nearby feelings 
  of anger, eventually turning into repulsive 
  vein-covered sacks of bile. At last they 
  explode, giving birth to full-grown ravakas. 
  This hideous transformation usually requires 
  days, but in areas where hatred rages strongly, 
  it may take as little as a few hours. 
  ravaKa
  One of the most disturbing characteristics 
  of the ravaka is its ability to mimic those 
  whose blood it tastes, creating a vile mirror 
  of hatred. Upon tasting of the blood, the 
  ravaka begins to take on mannerisms of 
  its victim, sometimes speaking a bit in his 
  voice, although the creature retains its own 
  disgusting features. 
  In areas of extreme hatred or anger, such as 
  in a war-ravaged area or the scene of ongoing 
  and terrible oppression, a ravaka may grow 
  to enormous size and power. The creature, 
  called a brute, becomes engorged on rage 
  and is incapable of any action but mindless 
  destruction.
  ravaKa 
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d8, Guts d8, Throwing d8, 
  Tracking d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities: 
  • Bite: Str+d6 
  • Frenzy: Ravakas may make two attacks 
  per round at –2 to their roll.
  • Sinister Strength: A ravaka who inflicts 
  a wound gains traits and likenesses from 
  the creature it injured. For example, a 
  ravaka may gain the ability to speak a 
  particular phrase uttered by a person, or 
  begin to take on some of that person’s 
  movements and mannerisms. It also gains 
  either an Edge or special ability identical 
  to one from the creature wounded. 
  • Size +2: Ravakas are large and hulking.
  
  The Savage FoeS oF Solomon Kane
  122
  ravaKa bruTe
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d12+1, Vigor d10
  Skills: Fighting d10, Guts d10, Throwing 
  d10, Tracking d6
  Pace: 6; Parry: 7; Toughness: 10
  Special Abilities: 
  • Bite: Str+d6 
  • Improved Frenzy: A ravaka brute may 
  make two attacks per round without 
  penalty.
  • Swallow: A ravaka brute who gets a raise 
  on a Size 1 or smaller victim may swallow 
  its victim whole. The victim suffers 
  Str+d8 damage each round until killed 
  by stomach acid or freed. A victim may 
  attempt to break free with an opposed 
  Strength roll or by using a small weapon 
  to cut himself free, though all physical 
  actions are at –4. 
  • Size +3: Ravaka brutes are massive. 
  ravaKa grub Swarm
  Use 
  the 
  Swarm 
  stats 
  from The Savage World of 
  Solomon Kane. 
  Savage Tale: 
  The horde
  w
  hIle traveling in North America 
  during the winter, the heroes find 
  themselves seeking shelter in the face of 
  an approaching blizzard and come across a 
  trio of Algonquin hunters. The hunters have 
  not had any luck finding game, but offer the 
  wanderers refuge in their nearby village. As 
  the band makes its way through the snow 
  back to the village, it is set upon by a band of 
  Cree warriors. Whether the heroes assist their 
  new friends or not makes little difference to 
  the Cree; they attack everyone in the group.
  Due to the heavy snow, all terrain is treated 
  as difficult (each inch counts as two for 
  movement purposes). 
  Cree Warriors (4 plus 1 per hero): See 
  page 127. The Cree are armed with bows and 
  clubs.
  Algonquin Hunters (3): See page 127. The 
  Algonquin are armed with bows and 
  daggers.
  rISIng TenSIonS 
  After the battle, the hunters 
  quickly lead the travelers to their 
  village, racing both 
  the coming storm 
  and any other Cree 
  war parties in the 
  area. Any hero familiar 
  with 
  the 
  Algonquin 
  tribe knows immediately 
  something is amiss as the 
  Algonquin 
  don’t 
  typically 
  winter in villages but rather 
  break up into family hunting 
  camps.
  The community is made up of 
  longhouses and smaller round 
  huts 
  (called 
  wickiups) 
  surrounded 
  by 
  a 
  wooden palisade for 
  protection. While 
  there 
  are 
  
  ravaKa
  123
  hand-width gaps between the walls of the 
  palisade, the only entry is through a single 
  gate. There are clearly defined paths and 
  roads within the village, displaying the 
  sophistication of this advanced culture. 
  The travelers are welcomed into the village 
  when the hunters tell of their bravery but, 
  even so, there is an undeniable atmosphere 
  of tension. The conflict with the Cree has 
  prevented this particular tribe from breaking 
  up into their usual family groups, and, as 
  the Algonquin do not farm heavily, food is 
  beginning to run low in the village. Despite 
  the situation, the villagers do their best to 
  treat their guests warmly. 
  The heroes are soon approached by a 
  group of tribe elders led by an aging man 
  who introduces himself as Noshi. He speaks 
  a smattering of both English and French 
  thanks to passing fur traders. He leads the 
  group to a vacant longhouse and tells them 
  they may shelter from the storm there. 
  If a hero questions Noshi about the Cree, 
  he tells the wanderers briefly of the conflict.
  “Many times, we have had conflicts with 
  the Cree over hunting grounds. It is the way 
  of our peoples. However, over the past few 
  moons, the Cree have become more hostile 
  than in the past. Now their attacks range 
  far from the hunting grounds into all our 
  territory. I do not know the reason, but they 
  seem only interested in killing our people. 
  Not only must we fear their attacks, but our 
  hunters are not able to gather enough game 
  for all our mouths.”
  A few of the elders are clearly displeased 
  with Noshi’s words and a hero who makes 
  a Notice roll overhears the name “Oq-sem.” 
  If one of the characters makes a Persuasion 
  roll Noshi tells him that Oq-sem was a former 
  member of the tribal council. 
  “Oq-sem was the tribe’s medicine man 
  until the last year. He always spoke of not 
  trusting the Cree and that we should always 
  consider them enemies. He often called for 
  war against them over any transgression. I 
  and many of the council no longer felt he 
  spoke with wisdom. His heart was tainted 
  because the Cree had slain his wife and son. 
  After a bad argument with the council, he left 
  the tribe. Many of the council now believe he 
  was right to hate the Cree.”
  Noshi adds that he still believes attacking 
  the Cree would be suicidal. The Cree greatly 
  outnumber his people and are more warlike. 
  However, he adds, current events are turning 
  the tribe against his viewpoint. 
  wITChCraFT!
  One of the elders who was grumbling as 
  Noshi spoke then claims they have evidence 
  that the Cree are using witchcraft against the 
  village. He leads the wanderers to a nearby 
  wickiup. Sacks of foodstuffs lay about the 
  floor, haphazardly spilled into the dirt. Huge, 
  bloated grubs or maggots writhe amidst 
  the grains. He points to the creatures and 
  says,“The Cree have cursed our foods! Grubs 
  do not live in the winter.” 
  An adventurer who makes a Survival roll 
  recognizes that the creatures are neither 
  grub nor maggot, but cannot identify them. 
  In reality, they are ravaka spawn.
  The same elder then drags a blanket off a 
  lump near the door and says, “Our hunters 
  found this in the forest—their witches even 
  call forth demons to plague us!” Under the 
  blanket are the remains of a ruptured fleshy 
  sack. Inside is a half-formed, human-like 
  body lacking any features save a wide, tooth-
  filled mouth. The elders have all seen this 
  loathsome mass before, but the heroes must 
  make a Fear check or be filled with nausea 
  and revulsion.
  Even Noshi has no explanation for the 
  fleshy bag or its contents. He believes it is 
  an omen, but since Oq-sem has left the tribe, 
  there is no one that can tell them what the 
  thing means.
  noShI’S requeST
  Noshi leads the adventurers back to their 
  longhouse and leaves to meet with the tribal 
  elders just as the blizzard begins to blow. The 
  storm lasts all night, but the hide-covered 
  structure provides ample protection. If the 
  heroes choose to build a fire, the longhouse 
  is quite comfortable—possibly the best 
  accommodations they have enjoyed in the 
  New World.
  
  The Savage FoeS oF Solomon Kane
  124
  The next morning, Noshi comes to the 
  party to ask a favor of the visitors. The elders 
  have decided Noshi should seek Oq-sem’s 
  advice, believing he may have an answer to 
  their dilemma. However, with the threat of 
  more Cree attacks, they fear sending any 
  hunters along to guard him will weaken the 
  village’s own defenses too greatly. Noshi asks 
  the travelers to accompany him. 
  If the heroes agree and aid their host, go to 
  Seeking the Wise Man. If they choose not to, 
  proceed instead to The Cree Attack!.
  SeeKIng The wISe man
  The elders know that Oq-sem now lives in a 
  cave less than five miles from the village. The 
  trip to Oq-sem’s home takes the better part 
  of half a day due to the deep snow. A wisp 
  of smoke rises from a narrow cave mouth, 
  but as the group gets closer a foul odor of 
  rot and corruption overpowers the scent of 
  wood smoke. Human footprints abound in 
  the snow outside the cave and any hero who 
  makes a Tracking roll knows that they are all 
  made by a single person.
  Noshi calls out to Oq-sem from outside 
  the entrance. When there is no response, 
  he leads the group into the cave. A short 
  distance inside, the cave opens into a large 
  chamber about thirty feet across. A fire is lit 
  near the center and Oq-sem is crouched next 
  to it. 
  He rises when the group enters and 
  brusquely asks Noshi why he has come. The 
  elder explains the tribe’s current dilemma 
  and asks Oq-sem’s advice. The medicine man 
  laughs evilly and says:
  “I know of your troubles and I revel in 
  your cries for help. For a time after I left, 
  I carried out my vengeance against the 
  Cree on my own, murdering members of 
  that tribe I caught in the forest alone. I 
  left signs to implicate your people, Noshi, 
  hoping the Cree would fall on you as they 
  did my own family so you could taste 
  my sorrow. The Cree were slower to act 
  than I expected, but then a shaman from 
  another tribe far to the south taught me 
  how to summon the ravaka.”
  He motions toward the back of the 
  chamber. There, with their eyes now adjusted 
  to the gloom of the cave, the heroes see 
  masses of the grub-like creatures they saw in 
  the wickiup and another, intact sac of flesh 
  and veins. Even in the flickering light of the 
  fire, they can see it pulses and ripples as if 
  something inside is beginning to struggle to 
  escape.
  “They feed on hatred. Even my own 
  hatred was not enough to sate them, so 
  I worked harder to cultivate it between 
  your tribe and that of the Cree. I killed 
  Cree and they blamed the Algonquin. 
  Likewise, I killed Algonquin and you 
  blamed the Cree. Now, I have bred war 
  between you and the ravaka will gorge 
  on your slaughter. I see you foolishly 
  think to stop me, but it is too late. Even 
  now the Cree move on your village and 
  the ravaka are beginning to hatch!”
  A sickening, wet cracking sound not unlike 
  an egg hatching comes from the back of the 
  chamber and the fleshy sac bursts open. A 
  full-grown ravaka bursts forth into the cave as 
  the mass of grubs surges forward toward the 
  group, requiring a Fear roll from the heroes. 
  The grub swarm moves immediately to attack 
  the wanderers but the ravaka instead attacks 
  Oq-sem, grabbing him by the shoulders and 
  tearing out his throat with its fangs. The 
  medicine man dies with a look of surprise 
  on his face. After Oq-sem’s death, the ravaka 
  turns on the heroes, now taunting them with 
  the old Algonquin’s voice.
  After the battle, Noshi urges the party to 
  hurry back to the village with him to warn 
  of both the impending attack and Oq-sem’s 
  betrayal.
  Ravaka Grub Swarm (1): See page 122.
  Ravaka (1): See page 121.
  Noshi: See page 126.
  Oq-sem: See page 127.
  The Cree aTTaCK
  Near twilight the day after the heroes first 
  entered the village, a large Cree war party 
  arrives with the intent of wiping out the 
  Algonquins. If the wanderers traveled with 
  Noshi to see Oq-sem, they arrive shortly 
  before the Cree do. If they instead declined to 
  accompany Noshi, the elder dies at Oq-sem’s 
  
  ravaKa
  125
  AlgonquinVillage
  cave along with the old medicine man, but 
  the Cree attack nonetheless.
  Although the Cree approach stealthily, any 
  hero making a Notice roll (–2) spots shadowy 
  figures darting from tree to tree through 
  the gaps in the palisade. If the group spots 
  them prior to the attack, a hero can attempt 
  to delay them from attacking by calling out 
  and making a Persuasion roll (–4). If the 
  wanderers accompanied Noshi to Oq-sem’s 
  cave and volunteer what they learned, the 
  roll is only at (–2). 
  If the heroes succeed, the Cree are not 
  completely convinced of the Algonquins’ 
  innocence, but agree to further parley. Go to 
  Oq-sem’s Legacy.
  On the other hand, should the heroes 
  fail in negotiating with the Cree war party, 
  a one-sided battle begins. The Cree warriors 
  outnumber the able-bodied men of the 
  Algonquin village by more than three to one. 
  Even with the help of the travelers, the odds 
  are heavily stacked against the Algonquins. 
  If the battle commences, the defenders 
  have a fight on their hands. As before, the 
  deep snow makes all movement cost two 
  inches for every one inch traveled. The 
  palisade provides only medium cover to 
  the defenders, but allows them to fire back 
  through the gaps. Any Cree seeking to enter 
  the village must either make a successful 
  Climb roll to scale the wall or enter through 
  the single gate. After five rounds of combat 
  have occurred, go to Oq-sem’s Legacy.
  
  The Savage FoeS oF Solomon Kane
  126
  oq-Sem’S legaCY
  Over the past few months in preparation 
  for his vengeance on his former tribe, Oq-sem 
  littered the woods near the village with 
  ravaka spawn. Now, with emotions running 
  high in the area, the monsters quickly 
  evolve to their mature forms. Whether a 
  battle begins or the heroes convince the 
  Cree and Algonquin to talk, a horde of 
  ravakas burst from the surrounding forest 
  and begin attacking the Cree, the villagers, 
  and the heroes indiscriminately. Two of the 
  creatures emerge from the wickiup holding 
  the befouled foodstuffs. The village and 
  surrounding area becomes a swirling mass of 
  chaos as the beasts tear into the human prey. 
  Algonquin and Cree are forced to fight 
  together for survival. Many of the ravakas 
  fall upon the Cree outside the palisade, but 
  five attempt to scale the walls to get at the 
  villagers as well. Three rounds into the fight, 
  two ravaka brutes emerge from the woodline 
  and wade into the battle.
  Keep the battle moving quickly, focusing 
  on the heroes’ actions rather than the entirety 
  of the battle. If you don’t want to game out 
  the entire battle, you can simply remove one 
  ravaka, two Cree, and one Algonquin from 
  the fight as casualties each round on top 
  of whatever damage the characters inflict. 
  Just remember Savage Worlds is designed 
  to handle this sort of fight and it gives the 
  players a chance to exercise their tactical 
  muscles. 
  In the end, if the heroes are successful, the 
  battle is won; if not, the surviving villagers and 
  Cree are scattered to the frozen wilderness.
  Cree Warriors (30): See page 127. The Cree 
  are armed with spears and bows.
  Algonquin Hunters (10): See page 127. 
  The Algonquin are armed with bows and 
  daggers.
  Noshi (1): See page 126 (only if present).
  Ravakas (20): See page 121.
  Ravaka Brutes (2): See page 122.
  aFTermaTh 
  Heroes who are able to survive and rescue 
  the village are thanked heartily by Algonquin 
  and Cree alike. The two tribes put aside their 
  differences in the face of the ravaka and work 
  to mend fences. A joint feast is held in the 
  travelers’ honor and peace is restored to the 
  region.
  Noshi, if he survives, invites one or more 
  of the heroes to perform a sweat lodge ritual 
  with him. The sweat lodge is a small hut with 
  a ring of heated stones placed in the middle. 
  Water is poured onto the heated stones until 
  all vision is obscured and the heat becomes 
  near unbearable. During this time, many 
  are known to have visions. If the wanderers 
  accept, the sweat lodge produces a mysterious 
  vision that provides a clue toward finding a 
  relic or perhaps a future adventure.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  noShI
  One of the Algonquin elders, Noshi is no 
  longer a young man, as evidenced by his 
  graying hair, but still in good health. He 
  speaks with a deep voice, but seldom raises 
  it, even when speaking on subjects about 
  which he feels passionately—such as the 
  safety of the tribe.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, 
  Guts d8, Persuasion d8, Shooting d6, Survival 
  d6, Throwing d6
  Charisma: +4
  Pace: 6; Parry: 6/5; Toughness: 5
  Hindrances: Illiterate, Loyal
  Edges: Charismatic, Noble
  Gear: Spear (Range 3/6/12, Damage Str+d6, 
  +1 Parry).
  
  ravaKa
  127
  oq-Sem
  The medicine man is ancient beyond 
  his years, his face wrinkled and weathered 
  underneath a thin head of long, silvery hair. 
  Scars criss-cross his features and one empty 
  eye socket, obviously gouged out long ago, 
  remains uncovered.
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Guts d10, Intimidation 
  d8, Knowledge (Occult) d8, Knowledge 
  (Spirits) d10, Shamanism d8, Stealth d8
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Illiterate, Vengeful (Minor), 
  One Eye
  Edges: Arcane Background (Shamanism), 
  Strong Caster.
  Gear: 
  Fetish 
  bag, 
  Oq-sem’s 
  dagger 
  (Str+d4+2, see notes).
  Powers: Curse, deflection, fear, summon 
  spirit.
  Cree warrIor
  Not only are these warriors battle-hardened 
  from many fights, thanks to Oq-sem’s 
  manipulations, they believe they are fighting 
  for their tribe’s survival. They ask—and 
  give—no quarter to their foes.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Boating d6, Climbing d6, Fighting 
  d6, Guts d6, Intimidation d6, Shooting d6, 
  Survival d6, Throwing d6
  Charisma: +0
  Pace: 6; Parry: 6/5; Toughness: 6
  Hindrances: Illiterate, Loyal
  Edges: —
  Gear: Spear (Range 3/6/12, Damage Str+d6, 
  +1 Parry) or warclub (Range 3/6/12, Damage 
  Str+d6), and bow (Range 12/24/48, Damage 
  2d6).
  algonquIn hunTer
  The tribe’s hunters are also its best fighters. 
  Although warfare is not their primary 
  occupation, they don’t hesitate to fight to 
  protect their people.
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Boating d6, Fighting d6, Guts d6, 
  Shooting d6, Survival d8, Tracking d6, 
  Throwing d6
  Charisma: +0
  Pace: 6; Parry: 6/5; Toughness: 6
  Hindrances: Illiterate, Loyal
  Edges: —
  Gear: Dagger (Str+d4), and Spear (Range 
  3/6/12, Str+d6, +1 Parry) or bow (Range 
  12/24/48, Damage 2d6).
  oq-Sem’S dagger
  Carved from bone of an unknown 
  origin, 
  Oq-sem’s 
  double-bladed 
  dagger is unusually sharp. Its hilt is 
  fashioned from a deer’s hoof. Strange 
  sigils have been seared into the blade 
  along its length. Oq-sem imbued 
  some of his most powerful magic into 
  this dagger, originally intending it to 
  be used to defend his tribe and family. 
  Unfortunately, over the years it has 
  been saturated by his hatred as well.
  The dagger grants a +2 damage 
  bonus to all attacks and allows its 
  wielder to harm creatures immune 
  to non-magical attacks. If used by a 
  character with the Enemy Hindrance, 
  it inflicts +4 damage when used 
  against the owner’s named enemy 
  (or enemies) instead of the usual 
  +2. Unfortunately, anyone who takes 
  possession of the weapon gains the 
  Vengeful (Minor) Hindrance as long 
  as they carry it.
  
  128
  w
  hether these frightful creatures 
  preceded man is uncertain, but clearly 
  they have existed for millennia. These scaled 
  fiends terrorized Greek sailors, plucking men 
  from the decks of ships passing their lairs. 
  However, the monsters are not unintelligent 
  beasts and capable of dealing with lesser 
  beings when it profits them to do so. Some 
  even cultivate human followings in remote 
  coastal areas, passing themselves off as gods.
  A scylla’s lifespan is far longer than that 
  of a human, often spanning centuries, and 
  these creatures continue to grow during 
  their entire lives. The greatest of these 
  become enormous creatures with the head 
  and torso of a giant human, but from whose 
  waist springs forth a mass of tentacles. A 
  greater scylla’s tentacles often end in strange 
  perversities such as human or wolf heads, 
  hands, feet, or other unnatural growths.
  Invariably, these monsters reside in large 
  bodies of salt water. Being removed from 
  salt water, even for a brief time, causes 
  them to rapidly dehydrate and soon die. 
  Most frequently, they favor coastal regions, 
  particularly those with restricted waterways, 
  such as straits or archipelagos, as those areas 
  make raiding passing vessels easier for the 
  creatures.
  Greater scylla are capable of transforming 
  humans into smaller, weaker versions of 
  themselves sometimes referred to as “lesser 
  scylla.” While it’s not clear whether this 
  is how the abominations procreate, the 
  altered humans take on many aspects of 
  the scylla. These mutates sometimes serve 
  as go-betweens with a human populations, 
  sometimes even taking the role of “priests” 
  for savages who worship the great tentacled 
  monstrosities.
  SCYlla
  SCYlla
  greaTer SCYlla 
  Greater scylla vary greatly in size, but the 
  smallest is the size of a bull elephant. 
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d12+2, Vigor d10
  Skills: Fighting d12, Guts d10, Intimidation 
  d12, Knowledge (Occult) d12, Knowledge 
  (Navigation) d10, Notice d10, Persuasion d8 
  Pace: 6; Parry: 8; Toughness: 15(2)
  Special Abilities:
  • Aquatic: Pace 8
  • Armor +2: Greater scylla have tough and 
  scaly hides.
  • Bite/Claws or Tentacle: Str + d8 
  • Fear –2: Anyone who sees a greater scylla 
  revealed is struck by its aura of power. 
  • Infection: Anyone slain by a greater 
  scylla’s Bite attack has a 50% chance of 
  slowly returning to life as a lesser scylla. 
  The transformation takes approximately 
  a week and can be stopped by killing the 
  scylla that infected the victim. 
  • Large: Attackers receive a +2 bonus to hit 
  due to the enormous size of greater scylla.
  • Mystic Powers: A greater scylla can 
  use the powers of entangle (small 
  whirlpool—usable only in water), 
  tempest, and withering curse as if it had a 
  Magick rating of d12.
  • Size +6: Even small greater scylla are the 
  size of elephants. 
  • Tentacles: Reach 3. A greater scylla may 
  attack up to three simultaneous targets at 
  
  SCYlla
  129
  no penalty with its tentacles. If it succeeds 
  on a Fighting roll with a raise, it entangles 
  its victim, causing normal damage. Each 
  round thereafter, the tentacle constricts, 
  causing Str+d8 damage to the monster’s 
  prey. The victim may attempt to escape 
  on his action by getting a raise on an 
  opposed Strength roll.
  • Weakness: A greater scylla must remain 
  partially immersed in salt water. Each 
  round it is not in contact with salt 
  water, it must make a Vigor roll or gain 
  a Fatigue level. This can lead to Death. 
  Fatigue levels gained in this fashion can 
  only be healed by a minute of salt-water 
  immersion for each such level.
  leSSer SCYlla 
  These beings bear the mark of their 
  creators, the greater scylla. Their legs have 
  been replaced by a mass of tentacles and 
  their arms no longer have a bony structure 
  and are instead ropy and malleable as 
  well. Their skin takes on a pale grayish 
  sheen and scales form on their torsos 
  and limbs. These creatures often 
  wear long robes to conceal their 
  less human features.
  Attributes: Agility d6, 
  Smarts d8, Spirit d10, 
  Strength d10, Vigor d8
  Skills: Fighting d8, 
  Guts d8, Intimidation 
  d8, 
  Knowledge 
  (pick one) d6, Notice d8, Persuasion d8, 
  Throwing d8
  Pace: 6; Parry: 6; Toughness: 8 (2)
  Gear: Long sword (Str + d8), Harpoon 
  (Range: 3/6/12, Damage: Str + d8)
  Special Abilities:
  • Aquatic: Pace 8
  • Armor +2: A lesser scylla has a tough and 
  scaly hide.
  • Bite/Claws: Str + d6
  • Constrict: A lesser scylla may entangle its 
  victim as per Grappling, but with +2 to 
  his rolls. 
  • Fear: Anyone who sees a lesser scylla 
  revealed is struck by its aura of power. 
  • Weakness: Each day that it does not 
  immerse itself in salt water for at least an 
  hour, a lesser scylla must make a Vigor 
  roll or gain a Fatigue level. This can 
  lead to Death. Fatigue levels gained 
  in this fashion can only be healed by 
  an hour of salt-water immersion for 
  each such level.
  
  The Savage FoeS oF Solomon Kane
  130
  Savage Tale: 
  The under marKeT
  t
  hIs Savage Tale has the potential to 
  be very difficult for new characters and 
  is best undertaken by those of Seasoned or 
  even Veteran rank.
  This adventure takes place while the 
  party is traveling along the Mediterranean 
  coast, preferably in Spain or Italy. As they 
  are wandering, the heroes hear of terrible 
  raids by Barbary pirates that have the entire 
  region fearing the next attack. Whole villages 
  have been obliterated, their populace taken 
  captive and sold into slavery. You may even 
  choose to have the party encounter one or 
  more villages that has suffered just such a raid 
  during their travels, or perhaps a community 
  that has been abandoned by its populace to 
  avoid suffering a similar fate.
  STrange PeaCe 
  After hearing of the horrors of the Barbary 
  pirates, the travelers arrive late in the after-
  noon at the small town of Romana del Monte 
  which lies nestled between foothills and the 
  sea. Romana del Monte has not only been 
  spared any of the terrible raids, the populace 
  is apparently completely unaffected by the 
  fear gripping the other communities in the 
  area. 
  Bright, colorful curtains hang in open 
  windows and the wanderers are welcomed 
  warmly by several residents as they enter 
  the village. Children play, racing along 
  the sloping streets chasing balls or dogs. A 
  blacksmith’s hammer sounds in the distance, 
  while workers lead wagons filled with grapes 
  from local vineyards to the wine presses. 
  In the town square, which overlooks the 
  harbor, there is a moderately rusted cannon 
  facing the sea. There is a stack of cannon 
  balls beside it, but they also have a coating 
  of rust. Should the heroes ask about it, the 
  townsfolk say it was left over from defenses 
  against a feared Ottoman invasion nearly 30 
  years earlier. It has not been fired since.
  There is a single inn in the town. The 
  characters learn quickly that it has become 
  popular with travelers in the region as it 
  is one of the few still open during these 
  troubled times. In fact, there are several 
  other guests already staying the night when 
  the group arrives. The heroes discover there 
  are barely enough accommodations for the 
  entire party left available.
  Should any of the adventurers bring up the 
  issue of the pirate raids, it becomes quickly 
  clear that the residents of Romana del 
  Monte are not concerned. Different villagers 
  provide different responses, but all dismiss 
  the likelihood of an attack. “We are too large 
  a community for a band of pirates to risk 
  attacking,” “It is a seasonal thing. The pirates 
  come and go—like the wind and the rain,” or 
  “We have a cannon! They would be fools to 
  attack us!”
  The heroes may even mention having 
  visited one of the devastated villages, but 
  no one seems worried about any danger in 
  Romana del Monte.
  behInd The SCeneS
  Few in the town are aware of the real 
  reason Romana del Monte has been spared 
  the attentions of the Barbary pirates. They 
  truly believe that the town is safe for any 
  number of the reasons given above. However, 
  the real reason for the town’s respite lies in 
  an unwitting, but hellish, bargain made not 
  long ago.
  Shortly after the Barbary pirate raids began 
  in earnest, several of the town’s leaders 
  were approached by a mysterious stranger 
  who offered a solution to their problem in 
  exchange for access to records stored in an 
  abandoned monastery nearby. The man was 
  a sorcerer searching for another fragment of 
  The Liber Vorago, one which had been given 
  to the care of monks in the old monastery. 
  After a brief search, he found the section 
  of that accursed book and used it to call 
  forth a terrible protector for the Romana del 
  Monte—a greater scylla. The sorcerer, having 
  fulfilled his part of the bargain, slipped 
  away while the leaders of the town were 
  distracted by the arrival of their new “ally.” 
  The townsfolk had no inkling that this was 
  the so-called “solution” to their problem, 
  but were helpless against such a powerful 
  creature. 
  
  SCYlla
  131
  For a time, the greater scylla did indeed 
  protect the town from any would-be raiders, 
  devouring the crews of smaller vessels and 
  summoning terrible storms to destroy the 
  larger ones before they ever made landfall. As 
  long as there were pirates to sate its hunger, 
  it required nothing from the townspeople. 
  Of late, fewer Moorish ships have braved 
  the waters near Romana del Monte, but the 
  Scylla’s hunger remains great. It recently 
  sent emissaries—lesser scylla it created from 
  among its previous victims—to demand a 
  tribute: seven humans to be sacrificed each 
  full moon that passes without any raiding 
  ships.
  The party has arrived just as the first of the 
  scylla’s tribute has come due. A pair of the 
  leaders of the town volunteered to be given 
  to the scylla, but that still left a shortfall of 
  five captives. The townsfolk aren’t warriors 
  and they know it, so they’ve hired a band of 
  mercenaries to gather captives for them.
  bumPS In The nIghT
  Late that night after they have gone to 
  bed, have the characters make a Notice roll. 
  If the heroes left a guard awake, this roll is 
  unnecessary. Those who succeed awaken to 
  the muffled sounds of a commotion from 
  elsewhere in the inn. If they rush into the 
  main room, they’re met by a small group of 
  armed men who immediately attack! On the 
  other hand, if they delay for more than five 
  rounds, the men have already departed.
  Examining their attackers after the battle 
  tells the adventurers very little. None of the 
  heroes recognizes any of the men. Their arms 
  and gear appear absolutely ordinary for the 
  region. Even the most cursory examination 
  identifies the men as European—not Moorish 
  pirates.
  Raiders (1 per hero): See page 135.
  IdenTITY oF The aTTaCKerS
  Any heroes who head outside see a wagon 
  departing toward the seafront at a fairly good 
  clip. By the time anyone can mount any 
  pursuit, the wagon is out of sight. A quick 
  search of the inn reveals that several other 
  patrons are now missing. The doors to their 
  rooms stand open, but it appears that any 
  valuables remain. There is no sign the doors 
  were forced.
  The innkeeper appears shortly after the 
  wagon departs. He seems shocked by the 
  recent events. He carries on about a “pirate 
  raid” to any who listen. However, a character 
  who makes a Notice roll quickly realizes 
  he is lying—and badly. An Intimidation or 
  Streetwise roll convinces him to confess to 
  the truth.
  “Listen, I was opposed all along, but 
  the others said it was the only way—you 
  have to believe me! They said if we didn’t 
  want to be raided like the other towns, 
  we had to make a deal. I don’t know any 
  of the details, but they took those people 
  to the Under Market.”
  The man answers questions to the best 
  of his ability, but his knowledge of exactly 
  what is going on in Romana del Monte 
  is very limited. Apparently, several of the 
  community leaders made some sort of deal 
  that protects them from pirate attacks. He 
  suspects that someone made a deal with the 
  Barbary pirates themselves to provide slaves 
  directly if the raiders would leave the village 
  in peace.
  If asked about the Under Market, he says 
  that it is an ancient Roman ruin that lies 
  under the fishmarket near the docks. In the 
  past, smugglers used it to hide from the local 
  lord’s tax collectors. Supposedly, there is a 
  tunnel that even allows small boats to dock 
  there. He can also provide them directions to 
  the easiest entry to the Under Market if they 
  think to ask.
  arrIval In The under marKeT
  The party arrives at the hidden entrance 
  described by the innkeeper. It lies at the back 
  of a small cave on the outskirts of the town. 
  Inside the cave, the adventurers find a wagon 
  similar to the one they may have seen fleeing 
  the inn earlier. A Tracking roll identifies 
  several footprints leading from the wagon 
  into the entrance to the Under Market.
  A natural passage leads out of the back of 
  the cave and down a steep incline into which 
  steps have been crudely cut. The steps end 
  
  The Savage FoeS oF Solomon Kane
  132
  The Undermarket
  at a narrow and low-ceilinged passageway 
  that seems to head back under the town. It 
  has been roughly carved from dirt and stone 
  and the odor of seawater wafts up from the 
  depths of the tunnel. A glow of light comes 
  from within and, upon entering, the heroes 
  find the passage is lit intermittently by 
  lanterns hung from its walls. 
  After about a hundred feet, it opens into 
  a much larger space. A long colonnade 
  supports a towering, barrel-vaulted ceiling. 
  Strung up between the many columns are 
  lanterns, several—but not all—of which are 
  lit. The remains of wooden platforms, now 
  dilapidated by age and a pervasive moisture 
  that permeates the strange cavern, rest beside 
  a few of the columns. Obviously, at one point 
  in the past, a fairly successful black market 
  operated from the Under Market.
  Now, a group of men stand in the middle of 
  the cavern. They are apparently engaged in, 
  if not an argument, then a heated, three-way 
  discussion. The largest faction is a group of 
  armed men—the same band that attacked the 
  inn earlier. The second group is composed of 
  townspeople; the party may even recognize 
  some of the faces. The last set of participants 
  is a pair of large, heavily robed men.
  The adventurers can also see several cages 
  along the wall, four of which are currently 
  occupied by captives. The armed band has 
  another three bound figures in their custody. 
  The discussion, based on what the travelers 
  can gather as they enter the chamber, seems 
  to center around payment for the captives 
  and is primarily between the townsfolk and 
  the raiders. The robed men stand slightly off 
  from the other two and only occasionally 
  make comments.
  The raiders are a mix of bandits and mer-
  cenaries hired by the townsfolk to gather a 
  few additional captives. They are currently 
  bickering with their employers over a price 
  for the three they recently kidnapped. The 
  two robed men are actually lesser scylla, here 
  to collect the offering for the greater scylla.
  Unless the party has taken pains to 
  approach the Under Market stealthily, they 
  are spotted within moments of their entry. 
  If, on the other hand, they are attempting 
  to creep in unnoticed, have each make a 
  Stealth roll each round opposed by the 
  highest Notice amongst the occupants of the 
  chamber (d8). Once the heroes are spotted, 
  the raiders attack.
  The raiders are ruthless and experienced 
  warriors. They realize they’re basically 
  trapped in the confines of the Under Market 
  and fight without expecting any quarter. 
  They do not surrender.
  The townsfolk fight only if one of their 
  number is attacked. They try to stay out of 
  the conflict and surrender as soon as the 
  raiders are defeated.
  The lesser scylla begin rounding up the 
  captives and herding them out a tunnel at 
  the opposite end of the Under Market. If one 
  
  SCYlla
  133
  is attacked, it fights back while the remaining 
  creature continues herding the captives out. 
  After the battle—assuming the wanderers 
  are victorious—the party may either pursue 
  the lesser scylla (“robed men”) with the 
  captives or they may pause to interrogate the 
  townsfolk. Neither action precludes or even 
  affects the other.
  Raiders (2 per hero): See page 135.
  Townsfolk (5): See page 135.
  Lesser Scylla (2): See page 129, but they are 
  Extras.
  PurSuIT!
  The lesser scylla, if any escape the Under 
  Market, are leading the captives down a 
  tunnel that leads to a sea cave. Should the 
  characters pursue, they overtake the monsters 
  as they are attempting to load their victims 
  onto a longboat. If both are still alive at this 
  point, one remains to fight off the group, 
  while the other tries to take the “offering” to 
  its master. If only a single lesser scylla is alive 
  at this point, it attacks the adventurers.
  Once the heroes defeat the creatures, they 
  can free the captives. Five of them turn out 
  to be fellow guests at the inn, three captured 
  that very night and two who were taken less 
  than a week earlier. The other two, however, 
  are townsfolk who seem more angry with 
  the heroes than grateful, exclaiming, “You’ve 
  doomed us with your meddling!”
  Before the characters have a chance to 
  inquire what is meant by those words, the 
  water in the cave sloshes heavily against the 
  shore as if a large rock has been dropped 
  into it. Suddenly, from the center of the pool, 
  a huge and hideous form erupts—the greater 
  scylla. The monster reaches nearly to the 
  ceiling of the sea cave and it surges toward 
  the party to attack! 
  The captives flee almost immediately, even 
  the two townsfolk, as they are overcome 
  by the creature’s terrible presence. The 
  greater scylla is enraged, both at the party’s 
  interference in its tribute and the deaths of 
  its spawn. This will likely be a very difficult 
  battle for the heroes. If they try to fight it 
  within the confines of the cave, they may well 
  be overcome by the powerful creature. 
  Unless they are extremely heavily armed, 
  their best bet may lay in retreat. The cannon 
  in the town square offers a potential weapon 
  against the greater scylla. If they do not 
  remember it, allow the characters a Smarts 
  roll to recall its presence.
  Lesser Scylla (1 or 2, see above): See 
  page 129.
  Greater Scylla (1): See page 128.
  ConFeSSIon 
  If the party accepts the townsfolk’s sur-
  render, they readily admit to their role in 
  the events in Romana del Monte. One of the 
  men tells the party of the terrible outcome 
  of the bargain they struck with the strange 
  magician. Although they are ashamed of what 
  they have come to, none of the men can see 
  any way out for their village. 
  “What would you have us do? We did 
  not wish this curse. No one knew what 
  that man intended; we only wanted to 
  protect our homes and our children. 
  Now, we cannot defeat this monster 
  the sorcerer summoned, so we have no 
  choice. Seven lives is far less than would 
  be lost if we did not appease it—less even 
  than the pirates themselves would have 
  taken!”
  If the heroes prevented the lesser scylla 
  from taking the captives to the greater scylla, 
  the townsfolk respond with anguish. Some 
  sigh while others openly sob. They explain 
  that the monster will no doubt now take out 
  its vengeance on the town. If allowed, they 
  hurry to try to warn their families and friends.
  The SCYlla’S revenge
  Hopefully, the heroes opted for the better 
  part of valor and exercised some discretion 
  when faced with the greater scylla. If so, 
  upon emerging from the Under Market, they 
  find the monster laying waste to Romana 
  del Monte’s small harbor. Its reliance on salt 
  water makes it loath to emerge completely 
  from the sea, but it is wreaking havoc on 
  the town’s docks and the few small boats 
  moored there.
  One of the townsfolk from the Under 
  Market volunteers to scrounge up powder 
  for the cannon if the party asks. This takes a 
  
  The Savage FoeS oF Solomon Kane
  134
  few minutes and during that time the greater 
  scylla destroys what was left of the docks 
  and has begun short forays against nearby 
  buildings. 
  Firing the cannon requires a Shooting 
  roll. Only solid shot is available (Range: 
  50/100/200, Damage: 3d6+1, AP 4, Heavy 
  Weapon) and the volunteer was able to gather 
  enough powder for four shots. There is a full 
  moon and the harbor is within 100 yards of 
  the town square, so the total modifier to the 
  roll is –1. Reloading takes one round with 
  a crew of four, or two rounds with any less 
  than that. Fortunately, due to the location of 
  the square on a slope, there is line of sight 
  over the entire harbor.
  Should the party choose to fight the 
  monster without using the cannon, as before 
  they face a very tough battle. There is more 
  room to maneuver outside, however, so the 
  odds are a little better. After three rounds of 
  fighting the greater scylla, allow the heroes 
  to make a Notice roll to observe the creature 
  never strays far from the water and frequently 
  returns to it should it leave it. A clever group 
  may use this to its advantage by employing 
  Taunt rolls to lure it further from the water 
  and weakening it.
  If the party is successful in defeating the 
  beast, the townsfolk—most of whom had no 
  idea of the bargain in the first place—emerge 
  from their hiding places. They quickly 
  proclaim the travelers to be heroes of the 
  sort of which legends are made!
  Greater Scylla (1): See page 128.
  unwanTed aTTenTIon
   The townspeople condemn those of their 
  number who undertook the bargain in the 
  first place. Few have any sympathy for them, 
  noting that dealing with practitioners of 
  the dark arts is both sinful and unwise. The 
  majority of the community, at least initially, 
  seems in favor of chasing those involved out 
  of Romana del Monte.
  These recriminations and accusations 
  counterpoint the accolades the heroes 
  receive. The townsfolk make it clear they 
  are welcome to remain in town as long as 
  they wish. The residents even suggest a small 
  festival the following night to honor the party.
  Should the characters choose to remain, 
  the commotion on shore that night draws 
  the attention of a passing pirate vessel. The 
  crew had been sailing the coast searching for 
  a tempting target in vain when they caught 
  sight of Romana del Monte. Since no pirate 
  ships had yet escaped the wrath of the scylla, 
  no survivors had spread warning to avoid the 
  town either. And, without the protection of 
  the monster, the town is now defenseless 
  against the raiders.
  Have the heroes make a Notice roll (–1) to 
  catch sight of the ship slipping into the small 
  harbor. If any of them spot the approaching 
  ship, the adventurers have 10 rounds in 
  which to prepare before the raiders reach 
  the shore. If not, they have only half that 
  by the time one of the townsfolk notices 
  the vessel. During this time, they can fire 
  on the ship if they have any powder for the 
  cannon remaining from the battle with the 
  greater scylla, try to evacuate the townsfolk, 
  or simply steel themselves for battle. 
  Firing on the ship has little actual effect 
  on it. The single cannon, with a very limited 
  supply of shot, simply can’t do enough 
  damage to significantly affect the vessel. 
  However, if the party is accurate with its 
  shots and hits the vessel twice, the pirates 
  turn aside from Romana del Monte to seek 
  less well-armed victims. If not, roll 1d6 and 
  assess that many casualties against the total 
  number of pirates listed below.
  Should the travelers decide to stand 
  and fight, a number of the villagers are 
  encouraged by their example and step 
  forward as well. They willingly follow any 
  orders the characters choose to give. When 
  the pirates rush ashore, they face not a 
  helpless community still half-asleep but 
  rather a determined militia prepared to fight!
  Once the pirates lose fifteen of their 
  number, or ten plus the captain, they 
  abandon the attack and flee to their vessel. 
  Whether the heroes defeated them on land 
  or scared them off with the cannon, word 
  quickly spreads amongst the raiders of the 
  defense. Romana del Monte is left alone by 
  all but the largest or bravest bands of pirates. 
  Tales of the travelers’ brave deeds spread 
  throughout the region. Henceforth, the 
  
  SCYlla
  135
  adventurers are treated as if they had both 
  the Charismatic and Good Reputation 
  edges while traveling in the surrounding 
  countryside.
  Pirate Captain (1): See page 135.
  Pirates (30): See page 135.
  Townsfolk (20): See page 135. One half this 
  number is also armed with blunderbusses.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  raIderS
  These men have been recruited from out-
  of-work mercenaries, former soldiers, and 
  even bandits. 
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d8, Guts d6, 
  Notice d6, Shooting d6, Stealth d6, Throwing 
  d6
  Charisma: –2
  Pace: 6; Parry: 6; Toughness: 6(1)
  Hindrances: Greedy, Mean
  Edges: —
  Gear: Short sword (Str+d6), pistol (Range 
  5/10/20, Damage 2d6+1), leather armor 
  (+1), shot & powder (10).
  TownSFolK
  These people aren’t warriors by trade, 
  but have found themselves pushed into a 
  position where they must fight to protect 
  their loved ones and homes.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Knowledge (one 
  trade) d6, Notice d6, Shooting d4
  Charisma: +0
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances & Edges: —
  Gear: Axe or short sword (Str+d6).
  PIraTeS
  The pirate crew is a band of merciless 
  killers and thieves. 
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Boating d6, Climbing d6, Fighting 
  d6, Guts d6, Intimidation d6, Notice d6, 
  Shooting d6, Stealth d6, Swimming d6
  Charisma: –2
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Greedy (Minor), Illiterate, 
  Mean
  Edges: Dirty Fighter
  Gear: Knife (Str+d4), cutlass (Str+d6), 
  pistol (Range 5/10/20, Damage 2d6+1) shot 
  & powder (20).
  PIraTe CaPTaIn
  This man is both the strongest and most 
  skilled of his crew. The other pirates fear 
  more than respect him. 
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Boating d8, Climbing d6, Fighting 
  d10, Guts d8, Intimidation d8, Notice d6, 
  Shooting d8, Stealth d6, Swimming d6
  Charisma: –4
  Pace: 6; Parry: 8; Toughness: 7
  Hindrances: Bloodthirsty, Greedy (Major), 
  Mean
  Edges: Block, Brawny, Command, Dirty 
  Fighter
  Gear: Knife (Str+d4), scimitar (Str+d8), 2x 
  pistol (Range 5/10/20, Damage 2d6+1) shot 
  & powder (20).
  
  136
  t
  hoseWho are Tasked, or simply the 
  “Tasked” are a group of undead beings 
  who have been cursed to dwell upon the earth 
  forever, constantly driven to complete some 
  final undertaking. Many Tasked appear to be 
  normal men or women, except perhaps for a 
  slightly waxen complexion, while others bear 
  the scars of horrible death wounds or even 
  traces of decay. Regardless, living persons 
  who spend much time in the presence of one 
  eventually feel an uncomfortable awareness 
  of the nearness of death. 
  All Tasked have risen from the grave 
  through the power of their own will. Some 
  bear an undying hate or desire for unfulfilled 
  justice. Others have pulled themselves up 
  from the earth for matters of honor or even 
  love. These are tragic figures, unable to 
  complete the one thing that will give them 
  peace. As long as the Tasked’s driving goal 
  remains unfulfilled, the undead is bound to 
  the world of the living.
  These creatures retain the memories, 
  personalities, and skills they possessed in 
  life, so all vary widely in abilities. The most 
  common of the Tasked are those motivated 
  by a desire to avenge a wrong. Often these 
  are skilled fighters, made more terrible by 
  their relentless unlife. However, an undead 
  scholar may become so immersed in her 
  studies that she persists beyond mortal 
  bounds in search of the one last morsel of 
  knowledge. Even a farmer may be so intent 
  in his work that his dead body lifelessly tills 
  the earth after his passing, driven to reap the 
  last harvest.
  Due to the nature of their unnatural 
  existence, most Tasked inevitably become 
  bitter and destructive. Those who have risen 
  because of a sense of duty or honor may 
  The TaSKed
  instead become forlorn. All desire some 
  form of final peace, but are unable to bring 
  it about upon themselves except through the 
  completion of their one guiding purpose. 
  The TaSKed
  The Traits listed below are only for basic 
  reference purposes. Each Tasked is unique 
  in its attributes and skills, based on what it 
  possessed while alive. The Special Abilities, 
  however, are common to all these undead.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d6, 
  Notice d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 8
  Gear: Varies.
  Special Abilities:
  • Fearless: The Tasked are immune to Fear 
  and Intimidation.
  • Invulnerability: If a Tasked is destroyed 
  by any means while its purpose remains 
  unfilled, it returns to life the following 
  morning.
  • Purpose: Each Tasked has a specific 
  goal that keeps it tied to the world of 
  the living. Once that goal is fulfilled—or 
  becomes permanently unobtainable—the 
  Tasked immediately crumbles to dust.
  • Undead: +2 Toughness; +2 to recover 
  from being Shaken; Called shots do no 
  extra damage.
  
  The TaSKed
  137
  Savage Tale: 
  legIon oF The damned
  w
  hIle traveling through the Middle 
  East, the heroes come upon an old stone 
  fortress which appears to be inhabited. After 
  days of wandering through an empty region 
  in near-desert conditions, the fort offers the 
  possibility of rest and, more importantly, 
  water. This Savage Tale can take place in 
  Turkey, Egypt, or even North Africa, but flows 
  best when placed in the Holy Lands. 
  The loST order
  As the adventurers approach the front gate 
  to the stronghold, they are hailed from one of 
  the watchtowers. The guard, who is wearing 
  chainmail armor, speaks English, albeit with 
  a slightly odd accent. “Identify yourselves!” 
  he calls from above. As long as none of the 
  wanderers is obviously of Musselman origin, 
  the guard calls for the gates to be opened.
  Inside, the travelers are met by several men, 
  also in chainmail armor. They are all heavily 
  armed, but a Notice roll quickly identifies the 
  fact that none of them are carrying firearms 
  of any sort. Both their weapons and armor 
  show signs of heavy use, but also meticulous 
  care and maintenance.
  One of the men steps forward and identifies 
  himself as Knight Commander Andrew 
  Halford, Order of the Cathedral of St. Peter of 
  Antioch. The name of the order is not familiar 
  to any of the party, but a Knowledge (History) 
  roll allows a player to recall that Antioch was 
  once a crusader principality in the Middle 
  East. With a raise, the character remembers 
  that it fell to the Mamluks sometime in the 
  middle of the 13th century.
  Halford welcomes the party to the small 
  fortress. “You are welcome to rest here 
  within our walls. You are lucky you found 
  our fortress, for the wilderness abounds with 
  Mamluk raiders—as you will no doubt see 
  if you remain. Our order seized their battle 
  standard and since then they test us nightly. 
  We always welcome able warriors to aid us in 
  repelling their attacks.”
  Another Knowledge (History) roll tells 
  the players that the Mamluks were fierce 
  
  The Savage FoeS oF Solomon Kane
  138
  Lost Fortress
  Musselman warriors repelling both Mongol 
  invaders and European crusaders in the 13th 
  century. With the rise of the Ottoman Empire, 
  their power and influence were drastically 
  reduced. 
  If he’s questioned regarding any of these, 
  Halford tries to deflect his interrogators. He 
  states only that his is an ancient order, one 
  of the first, in fact. And, isolated as they are, 
  they have understandably lost contact with 
  the outside world over the years. 
  TourIng The ForT
  Halford does not offer a tour of his 
  stronghold, but allows his guests to wander 
  freely as they wish. Most of the facilities in 
  the fortress—living quarters, a storeroom, 
  a smithy, and even a stable—are built into 
  the walls. Work appears to be constantly 
  underway within the keep. The sound of 
  a blacksmith’s hammer sounds nearly all 
  day as maintenance is conducted on battle-
  damaged armor and weapons. Minor repairs 
  are constantly being made to the walls of the 
  fort as well. The work is ceaseless and the 
  men never seem to stop even for brief rests.
  If the party asks about water, any of the 
  knights can direct them to a well near the 
  center of the fort. The heroes find the well 
  located as described, with a bucket beside the 
  opening. The rope for the bucket is unusable 
  due to dry rot, though, and the party must 
  use their own to retrieve water from the well. 
  At no time does Halford mention food or 
  invite the group to dinner. Should any of the 
  wanderers mention dinner, he says only, “We 
  have much work to complete. My men have 
  little time for formal meals. I regret we have 
  insufficient supplies to extend an offer of a 
  repast to you. You, however, are welcome to 
  dine of your own whenever you see fit.”
  The ChaPel
  Only a single building stands inside the 
  walls. The doors are always open and entry 
  shows it to be a small chapel. Each evening at 
  twilight, the keep’s garrison files in for a brief 
  vesper service. Oddly, no scripture is spoken 
  during this service, but frequent references 
  to honor and duty abound. 
  At the front of the chapel, behind the small 
  altar, stands a weather-beaten and fading 
  battle standard with Arabic writing. The aged 
  silk cloth is thin and threadbare. An honor 
  guard of five knights is always present to 
  protect the standard. They allow no one to 
  actually touch the standard, going so far as 
  to attack anyone who ignores their warnings.
  Knight (5): See page 141.
  SIege
  Assuming the heroes remain in the fort, 
  they get to experience the Mamluk attack 
  first-hand that night. Shortly after moonrise, 
  the warriors charge out of the darkness on 
  foot from all sides of the stronghold. Many 
  carry ladders with which to scale the wall. 
  Others begin peppering the wall with arrows.
  Halford calls his own fighters to the 
  parapets. English longbowmen return fire 
  on the charging Mamluks while his knights 
  stand by to repel any that reach the top of 
  the wall. The crusaders are outnumbered by 
  a considerable margin, but the walls of their 
  fort make the fight even. There are plenty of 
  combatants in the fight, so just place them 
  around the battle map as you see fit and add 
  
  The TaSKed
  139
  more (to either side) as necessary to maintain 
  a general level of parity between the forces.
  No more than a few Mamluks can reach the 
  parapets at any given time and the knights 
  at first prevent them from penetrating too 
  deeply into the fortress. Allow the heroes 
  to participate in the battle as they wish, but 
  after five rounds, a band of Mamluks equal 
  to the total number of characters in the 
  party push through the defenders on the 
  western side of the fort and threaten the 
  interior of the stronghold. Halford calls out 
  to the characters to intercept them before 
  they reach the chapel where the captured 
  standard is held.
  If the travelers choose to stand aside, the 
  raiders enter the chapel where a pitched 
  battle begins place with the small rearguard 
  Halford left to protect the standard. Although 
  fairly evenly matched, the knights in the 
  chapel repel the small group of Musselman 
  warriors.
  Eventually, the knights prevail and the 
  Mamluks withdraw into the night empty-
  handed. Halford orders any wounded to be 
  transported to the infirmary (actually the 
  dining hall). Fallen knights and archers are 
  carried to the infirmary as well. Wounded 
  Mamluks are quickly put to the sword and 
  dead Musselmen are cast over the walls, 
  where, the heroes are told, their own 
  comrades will retrieve their bodies.
  Mamluks (1 per hero): See page 142.
  The nexT daY
  Rising the following morning, the travelers 
  find that work has resumed around the keep. 
  In fact, all the same tasks they witnessed the 
  day before are once again being performed. 
  Any hero making a Notice roll observes one 
  or more of the men she saw injured or even 
  killed the night before is up and about, 
  seemingly uninjured. There is no sign of the 
  Mamluk dead either.
  By this point, the adventurers should have 
  strong suspicions that something is amiss at 
  the fort. If they confront Halford directly, his 
  shoulders slump slightly as he sighs.
  “Our original victory over the Mamluks 
  marked a great defeat for the Saracen, 
  one which we thought would turn the 
  Crusade. We vowed to protect it with 
  our mortal souls, not realizing what we 
  had promised. Now, we cannot die but 
  nor do we live, trapped here protecting 
  a tattered piece of cloth from a foe that 
  suffers the same fate. Every night we fight 
  the same battle, each side doomed to 
  never prevail.”
  It quickly becomes obvious that Halford 
  wishes for some release from the vow to 
  protect the standard. Night after night for 
  centuries he and his men have fought to 
  keep possession of it. Now, the standard 
  no longer holds any meaning for him, but 
  an overwhelming compulsion forces him to 
  fight to prevent the Mamluks from retaking 
  it. 
  The SPIrIT oF The law
  Any character making a Notice roll (–2) 
  while Halford is speaking with them realizes 
  the man would welcome any release from 
  his burden. If directly asks, he admits this, 
  but says, “This compulsion is stronger than 
  my will to resist. I would never allow the 
  standard to be returned to the Saracens.”
  Halford answers any questions the party 
  asks to the best of his ability. However, the 
  nature of his undead existence prevents 
  him from being able to suggest ways to 
  circumvent it. The crusaders are damned to 
  fight to protect the standard as long as they 
  have possession of it. The Mamluks seem 
  likewise cursed to fight to gain its return. 
  He believes that returning the standard to 
  the Mamluks would release both sides from 
  their undead existence, but also notes that 
  neither he nor his men would permit that. 
  If specifically asked, he does believe that 
  destroying the standard might serve the same 
  function. However, he adds, “I do not know 
  that we could stand aside as you destroyed it. 
  Our own vows might force us to fight you. I 
  would not ask you to place your own lives at 
  risk over this.”
  Without the wanderers’ intervention, the 
  battle between the crusaders and Mamluks 
  continues to play out night after night.
  
  The Savage FoeS oF Solomon Kane
  140
  endIng The CurSe
  There are basically two courses of action 
  open to the adventurers if they seek to end the 
  curse afflicting the fort. They may either try 
  to return the battle standard to the Mamluks 
  or simply destroy it. Either grants the Tasked 
  release from their purpose, causing crusader 
  and Musselman alike to crumble into dust. 
  TaKIng The STandard
  If they attempt to simply remove the 
  standard from the chapel and return it to 
  the Mamluks, they face a fortress filled with 
  undead knights and bowmen seeking to stop 
  them. Halford himself leads the garrison 
  against them. It is highly unlikely that a 
  straightforward attempt succeeds in light of 
  the opposition. 
  Knights (40): See page 141.
  Bowmen (30): See page 141.
  Andrew Halford: See page 142.
  aId The mamluKS
  A clever party may simply wait until the 
  next attack by the Mamluks. As before a 
  band of Muslim warriors (again equal to 
  the number of characters) breaks through 
  the knights on the parapet and charges the 
  chapel. If they choose this route, they must 
  overcome five knights in the chapel before 
  reaching the standard.
  The standard must be carried outside the 
  walls for this method to succeed, so the 
  group now has to fight its way back across 
  the courtyard and over the wall. Along the 
  way, they must face a determined band 
  of crusaders that harry their every step. 
  However, thanks to the pressure by the 
  Mamluks, much of the garrison is engaged in 
  other fights. Only Halford, a dozen knights 
  and five bowmen stand between them and 
  the wall.
  Andrew Halford: See page 142.
  Knights (15): See page 141.
  Bowmen (5): See page 141.
  Mamluks (1 per hero): See Tasked 
  Mamluk, page 142.
  deSTroYIng The STandard
  The simplest method is to simply burn the 
  standard inside the confines of the chapel. 
  The five knights guarding it fight to protect 
  it, but at least initially, they are all that stands 
  in the heroes’ way. Every five rounds, another 
  five knights arrive though, so the adventurers 
  need to work quickly. Halford arrives with 
  the second set of reinforcements.
  The cloth is dry and brittle and catches 
  fire immediately when exposed to any flame 
  or spark. Even firing a gun while in contact 
  with the banner is enough to set it ablaze. 
  Two rounds after it is lit, the banner falls to 
  ash. Moments later, the remaining crusaders 
  disintegrate.
  Knights (5): See page 141.
  Andrew Halford: See page 142.
  releaSe granTed
  As the crusaders are released from their 
  watch, read the following: 
  The 
  passing 
  centuries 
  catch 
  up 
  with the knights in a heartbeat. Their 
  weapons clatter to the ground as their 
  bodies crumble to dust. A dry wind 
  blows around you and a faint, but 
  unmistakable “Thank you” is carried on 
  the breeze. Suddenly the fortress seems 
  very old and empty.
  Should the travelers remain another night, 
  they find that the Mamluks do not return 
  either. Both groups have discharged their 
  vows and gone on from this world. Around 
  the keep are dozens of sets of chainmail, 
  swords, bows, and other weapons. These 
  are the only remains of the defenders of the 
  fortress. All are aged, but well-maintained 
  should any of the adventurers choose to 
  claim them.
  If you wish, the first night after the Tasked 
  are sent to their final reward, Halford appears 
  in a dream that each of the characters 
  experiences. In it, he tells them he has been 
  granted the ability to give them a boon in 
  gratitude for their actions. Halford provides 
  the wanderers a clue to the location of one 
  of the relics—or perhaps to a solution to 
  another dilemma plaguing the heroes.
  
  The TaSKed
  141
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  TaSKed bowman 
  Although lacking the social standing of 
  the knights with whom they serve, these 
  Tasked are just as honor-driven to protect 
  the Mamluk standard from recapture. Their 
  arrows are an odd mix of English and Mamluk 
  design as the two sides are forced to recycle 
  their opponents’ missiles each night
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d8
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 8 (1)
  Gear: Knife (Str+d4), bow (Range: 12/24/48, 
  Damage: 2d6) leather armor (+1), arrows 
  (20).
  Special Abilities:
  • Fearless: The Tasked are immune to Fear 
  and Intimidation.
  • Invulnerability: If a Tasked is destroyed 
  by any means while its purpose remains 
  unfilled, it returns to life the following 
  morning.
  • Purpose: Each Tasked has a specific 
  goal that keeps it tied to the world of 
  the living. Once that goal is fulfilled—or 
  becomes permanently unobtainable—the 
  Tasked immediately crumbles to dust.
  • Undead: +2 Toughness; +2 to recover 
  from being Shaken; Called shots do no 
  extra damage.
  TaSKed CruSader 
  These knights have stood guard for nearly 
  three and a half centuries over the captured 
  Mamluk 
  standard. 
  Their 
  tabards 
  have 
  long since been ripped and torn by battle 
  damage, but their equipment is painstakingly 
  maintained daily.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Notice d6, Riding d8, 
  Throwing d6
  Charisma: +0
  Pace: 6; Parry: 7; Toughness: 10(2)
  Gear: Long sword (Str+1d8), chainmail 
  (+2, torso only), medium shield (+1 Parry, 
  +2 Armor vs. ranged shots).
  Special Abilities:
  • Fearless: The Tasked are immune to Fear 
  and Intimidation.
  • Invulnerability: If a Tasked is destroyed 
  by any means while its purpose remains 
  unfilled, it returns to life the following 
  morning.
  • Purpose: Each Tasked has a specific 
  goal that keeps it tied to the world of 
  the living. Once that goal is fulfilled—or 
  becomes permanently unobtainable—the 
  Tasked immediately crumbles to dust.
  • Undead: +2 Toughness; +2 to recover 
  from being Shaken; Called shots do no 
  extra damage.
  
  The Savage FoeS oF Solomon Kane
  142
  andrew halFord, KnIghT 
  Commander
  Halford is driven by his sense of duty and 
  honor, but he finds his loyalty to his men 
  almost as powerful. If provided with a way to 
  both satisfy his honor and give his command 
  peace (such as destroying the Mamluk 
  standard), he may accept it.
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Intimidation d8, 
  Knowledge (Battle) d8, Notice d6, Riding d8, 
  Throwing d6
  Charisma: +0
  Pace: 6; Parry: 9; Toughness: 11(3)
  Gear: Longsword (Str+d8), plate corselet 
  (+3), kite shield (+2 Parry, +2 Armor vs. 
  ranged shots).
  Special Abilities:
  • Fearless: The Tasked are immune to Fear 
  and Intimidation.
  • Invulnerability: If a Tasked is destroyed 
  by any means while its purpose remains 
  unfilled, it returns to life the following 
  morning.
  • Purpose: Each Tasked has a specific 
  goal that keeps it tied to the world of 
  the living. Once that goal is fulfilled—or 
  becomes permanently unobtainable—the 
  Tasked immediately crumbles to dust.
  • Undead: +2 Toughness; +2 to recover 
  from being Shaken; Called shots do no 
  extra damage.
  TaSKed mamluK
  Their mounts long dead, these warriors 
  assault the fortress nightly. Only the 
  destruction or return of their battle standard 
  can release them from their undead existence.
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Notice d6, Riding d8, 
  Shooting d8, Throwing d6
  Charisma: +0
  Pace: 6; Parry: 6; Toughness: 10 (2)
  Gear: Saber (Str+d6), bow (Range: 12/24/48, 
  Damage 2d6), chainmail shirt (+2, torso 
  only). 
  Special Abilities:
  • Fearless: The Tasked are immune to fear 
  and Intimidation.
  • Invulnerability: If a Tasked is destroyed 
  by any means while its purpose remains 
  unfilled, it returns to life the following 
  morning.
  • Purpose: Each Tasked has a specific 
  goal that keeps it tied to the world of 
  the living. Once that goal is fulfilled—or 
  becomes permanently unobtainable—the 
  Tasked immediately crumbles to dust.
  • Undead: +2 Toughness; +2 to recover 
  from being Shaken; Called shots do no 
  extra damage.
  
  143
  There were many who worshipped the 
  Mask. It haunted them with its unblinking 
  gaze and lurid grimace. So wrapped were 
  their thoughts about that Vermillion Face 
  that many began to craft masks of their 
  own. Once these mockeries were made, 
  these men—fully obsessed—wore them 
  incessantly, even sleeping with them on. 
  Some even took to nailing the masks to 
  their own cheeks and foreheads. Others 
  grafted them to the flesh of their faces. 
  When I saw the devotion that the Mask 
  evoked, I was inspired. For to create a 
  following is not to be but a leader, but to 
  spark worship? Why, that is to be a god. 
  —The Account of Feng Liang
   
  t
  he Vermillion Mask is an undying 
  sorceress, ruling a bandit empire for 
  centuries. Legend even claims that she was 
  among those who fled the fall of Lemuria. 
  Her mastery of the dark arts is said to be 
  without peer and date back to a time before 
  even Great Cathay existed. 
  Or at least that’s what the populace of 
  a small area in Cathay has believed for 
  generations.
  In reality, the Vermillion Mask is not a 
  single great sorceress. She is actually a 
  succession of women who head a large 
  network of bandits from any of a number of 
  hidden lairs across Cathay. Through clever 
  manipulation of rumor and deception, the 
  bandits have perpetrated the myth of an 
  immortal sorceress to give their robber clan 
  a more fearsome reputation. Over the years, 
  this has served to extend reach of the Mask 
  and her clan across vast rural areas and into 
  several major metropolitan areas.
  The vermIllIon maSK
  The bandit clan is actually a large extended 
  family. This ensures the fanatical loyalty of its 
  members both on the battlefield and in the 
  darkened alleyways of the cities of Cathay. 
  The core of the family is centered in a remote 
  mountain stronghold far from prying eyes. 
  There dozens of young girls are chosen from 
  the clan’s daughters and cousins and trained 
  extensively. From early childhood, each is 
  meticulously readied to assume the role of 
  the Mask should that duty fall to her. 
  Whenever 
  the 
  woman 
  wearing 
  the 
  Vermillion mask reaches the age of 30—or 
  dies, by means natural or otherwise—she is 
  replaced by another girl. Her replacement 
  has been prepared for often more than a 
  decade to mimic her predecessor in speech 
  and mannerisms. Even though the clan 
  cannot always choose candidates who are 
  exact physical matches, since the Vermillion 
  Mask has never been seen without her 
  namesake facial covering, this charade has 
  proven remarkably easy to maintain.
  Occasionally one of these Masks-in-waiting 
  exhibits some minor talent for sorcery, but 
  most rely on a combination of reputation and 
  trickery to maintain the illusion of magical 
  power. Other candidates for the position that 
  do not quite meet the clan’s standards may 
  function as doubles for the Mask herself, to 
  confound any would-be attackers.
  vermIllIon maSK
  t
  hIs profile is for the current wearer 
  of the Mask. Every candidate chosen 
  to wear the mask is from the bandit clan’s 
  extended family and between 20 and 30 years 
  
  The Savage FoeS oF Solomon Kane
  144
  of age. Her successors may differ in Traits 
  and Edges, but all are master manipulators 
  and tacticians. 
  Attributes: Agility d8, Smarts d10, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Knowledge (Battle) d10, Knowledge (Area 
  Knowledge) d10, Notice d10, Persuasion 
  d10, Streetwise d8, Taunt d8
  Charisma: +2
  Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Enemy (Major: Various nobles 
  and other criminals), Wanted (Major)
  Edges: Bad Reputation, Charismatic, Fervor, 
  Filthy Rich, Strong Willed
  Gear: Dagger (Str+d4), Vermillion Mask, 
  robes.
  Savage Tale: 
  ladY oF jade
  t
  ravelIngalong a road in Cathay, the 
  party runs into an elaborate procession 
  of men carrying a curtained sedan chair. 
  The guards scoff at the wanderers and order 
  them out of the road. Before tempers flare, 
  however, they are halted by their passenger. 
  An alluring noble woman, the Lady Min, 
  peers out from the curtain. She introduces 
  herself in the common language of the party 
  and actually apologizes for the rudeness of 
  her guards. The guards stand stoically while 
  she speaks to the heroes.
  Before any meaningful conversation takes 
  place, including how she came to speak the 
  wanderers’ language, the group is attacked 
  by a number of bandits. Within the first few 
  rounds of combat, it should become clear 
  to the characters that the attackers are more 
  intent on abducting the noblewoman than 
  merely robbing anyone’s valuables.
  Lady Min does not herself fight, even if she 
  is being taking captive. Her guards fight to 
  the death, but so do the bandits. This may 
  strike the adventurers as unusual behavior 
  for a band of robbers, but do not specifically 
  point it out for them.
  Assuming the party wins the fight, Lady 
  Min thanks the wanderers for their assistance 
  and invites them back to her estate.
  Bandits (6, plus 1 per hero): See page 148.
  Guards (4): See page 149. 
  Lady Min: See page 149. 
  
  The vermIllIon maSK
  145
  The Jade Palace
  The jade PalaCe
  Along the way, she speaks with the heroes 
  extensively. She begs them for a tale of any 
  adventure they have been on. After a tale told 
  by one of the wanderers, the Lady Min will 
  confess she is concerned the bandits who 
  attacked them are minions of the Vermillion 
  Mask. 
  At this point, the noblewoman tells the 
  party the legend of the Vermillion Mask. The 
  Lady Min explains that her father and mother 
  were both recently murdered by the Mask 
  for refusal to pay the required tribute. In the 
  past, her father had paid the Mask and her 
  bandits to avoid trouble with the group, but 
  recently their demands had increased greatly. 
  Her father refused to pay more because to do 
  so would have placed simply too great of a 
  burden on his subjects.
  The Lady Min is the only daughter and 
  now controls her family’s holdings. She 
  informs the heroes that she is frightened of 
  the Mask’s retribution, but plans to honor 
  her father’s wishes and not pay tribute to the 
  Mask either. 
  Her abode is an elaborate residence, 
  protected by high walls and guards. Within 
  the grounds are tall buildings so decorative 
  in their design that they resemble works of 
  art rather than mere structures. Each bears 
  the likeness of curling dragons at the corner 
  of its rooftop. At the base of each building are 
  perfectly manicured gardens and peaceful 
  pools. 
  An elaborate feast is held in honor of the 
  heroes at the Lady Min’s palace. While at 
  the great dinner, the adventurers soon find 
  they have gained the ire of one of the local 
  nobles—Lord Xiang. Xiang is a minor noble 
  who has been vying for Lady Min’s attention 
  for years. He balks at the foreigners who have 
  curried her favor so easily. 
  At the height of the party, Lady Min gives 
  two of the wanderers who have distinguished 
  themselves to her special lotus flowers—The 
  Fate Lotuses. She tells them they will bring 
  the heroes good luck (in game rules, they 
  gain an additional benny for this adventure). 
  These gifts particularly infuriate Lord Xiang, 
  though he dares not say anything openly 
  before Lady Min. 
  nIghT oF daggerS
  While the palace is asleep, servants of the 
  Vermillion Mask arrive to try once again to 
  kidnap the Lady Min. Traitorous servants 
  within the palace aid the raiders by letting 
  them through the back gate. The bandits 
  are able to put many of the palace guards to 
  sleep using gourds full of green mist. 
  The traitors are led by Xiang, who has 
  made a bargain with the Vermillion Mask. 
  Any wanderers who follow Xiang’s activities 
  will notice this, of course. In exchange for 
  turning the Lady Min and her lands over to 
  him, he has agreed to provide protection to 
  any members of the clan within the borders 
  of both holdings. 
  If any of the adventurers stay on guard that 
  night, they notice the raid as it takes place 
  with no rolls required. If the heroes all go 
  to bed, allow each a Notice roll at –4. If any 
  succeed, they wake to whispering in the 
  courtyard of the compound. If the whole 
  party fails their Notice rolls, they wake the 
  next morning to find the Lady Min abducted 
  during the night. The characters are only able 
  to vaguely remember red-masked bandits 
  
  The Savage FoeS oF Solomon Kane
  146
  leering over them before a green mist settled 
  over their face and they fell unconscious. 
  Once the heroes realize an attack is 
  underway, a quick look out of the window 
  reveals a line of bandits quietly scuttling 
  towards the buildings. As the players 
  engage the bandits, the palace guard quickly 
  becomes alerted as well and aid in the battle. 
  Lord Xiang concentrates on the abduction 
  of the Lady Min, so unless the wanderers 
  become involved in that conflict, they do not 
  encounter him just yet.
  The battle in Lady Min’s palace should 
  be large and sprawling. Be sure to describe 
  conflict in all parts of the palace—in the 
  courtyard, the halls, or even the rooftops—not 
  just where the adventurers are concentrated. 
  Should the adventurers win the day, they 
  discover the Lady Min has been kidnapped 
  during the battle. If the party specifically 
  goes to protect the Lady Min once the battle 
  has started, then they arrive to find out she 
  has already been taken form her room and 
  her captors are long gone. 
  However, if some or all of the adventurers 
  made it abundantly clear that they are 
  looking out for the Lady Min’s safety before 
  they go to bed, then allow them to come 
  upon the raiders, led by Lord Xiang, as they 
  are kidnapping her. There are five bandits, 
  one armed with a gourd of green mist and 
  another with a flame lance. If she is saved, 
  reward the the heroes involved with a benny! 
  The Lady Min then beseeches the party to rid 
  her of the menace of the Vermillion Mask. 
  Guards (10): See page 149.
  Bandits (25): See page 148. Two are armed 
  with green mist gourds (see sidebar). Five 
  others are armed with flame lances (see 
  sidebar) instead of bows. The rest are 
  armed normally.
  Lord Xiang: See page 149. The noble is 
  wearing the clothing and red mask of the 
  bandits. Unless the mask is removed, his 
  identity is likely to remain a secret for now.
  The laIr oF The vermIllIon 
  maSK
  Should the wanderers win the conflict, 
  they find out from questioning any bandits 
  who remain alive that they are extremely loyal 
  to the Vermillion Mask. They are immune to 
  attempts of Persuasion or Intimidation. Only 
  by winning an opposed roll of Smarts vs. the 
  captive’s Smarts can a traveler trick him into 
  revealing where the others have taken the 
  Lady Min. 
  On the other hand, if Xiang is captured, 
  he is not made of such stern stuff. He readily 
  admits to having made a deal with the 
  Vermillion Mask and reveals the destination 
  Flame lanCeS & 
  green mIST
  Flame lanCeS
  Range: Cone, Damage: 2d8, Shots: 1
  The bandits of the Vermillion Mask 
  use many tricks and devices to spread 
  the rumors of her magical power. One 
  such device is the flame lance. Actually 
  a fairly old Chinese weapon, the lance 
  is a long tube that sprays a gout of 
  flame and shrapnel like a single-shot 
  flamethrower. Use the exact same 
  process as the flamethrower found in 
  The Savage World of Solomon Kane, 
  except that a flame lance only does 
  2d8 damage instead of 2d10.
  green mIST
  Range: 5/10/20, Damage: Special, 
  Shots: 1
  Another tool the Mask’s servants use 
  are gourds filled with a green-colored 
  anesthetic gas. They hurl the gourds, 
  which break on landing and spread 
  the gas in a Small Burst Template. 
  The gas dissipates in a single round, 
  but everyone exposed to it must make 
  a Vigor roll or fall into a deep sleep. 
  The victims may be awakened by any 
  normal method that would awaken a 
  normal sleeper. Otherwise, the effects 
  wear off after one hour.
  
  The vermIllIon maSK
  147
  Lair of the Vermillion Mask
  of the raiders—a building lying in the heart 
  of the nearby city of Guanghwang. 
  Failing either of those options, a successful 
  Tracking roll allows the heroes to follow the 
  bandits. 
  guanghwang
  The city of Guanghwang is a teeming 
  mass of people shoved into rotting wood 
  hovels. The buildings here are about three 
  to four stories tall and all huddled together, 
  allowing easy travel from rooftop to rooftop. 
  The streets are muddy and lined with trash 
  and sewage. Beggars of all ages and gender 
  are on every corner begging for coin, while 
  merchants swarm travelers in the street, 
  desperately selling their wares. 
  The current lair of the Vermillion Mask 
  is a building which can only be accessed 
  by climbing to the rooftop of the nearby 
  buildings. 
  The 
  building 
  is 
  completely 
  enclosed by other structures with no street 
  access to the ground floor, but numerous 
  windows allow egress from any of the four 
  sides once atop the adjoining buildings.
  
  The Savage FoeS oF Solomon Kane
  148
  Unfortunately, 
  the 
  Vermillion 
  Mask’s 
  stronghold is well guarded. Guards are 
  posted on the “G” locations on the map. 
  They are well-concealed in the shadows of 
  the hallways, but a Notice roll (–2) allows a 
  character to spot one for each success and 
  raise. If any of the guards has the opportunity 
  to call out an alarm, the occupants of the 
  Mask’s throne room start combat on Hold.
  baTTle wITh The maSK
  The Vermillion Mask’s central chamber is 
  a throne room lined with colorfully painted 
  statues bearing masks that look precisely like 
  the one true mask itself. Bound and kneeling 
  at the base of the throne is the Lady Min. If 
  Lord Xiang has run away with the bandits, he 
  is standing beside her. The Vermillion Mask 
  stands atop a small dias that surrounds the 
  throne. There are apparently no other guards 
  in the chamber.
  Before you stands a figure draped in a 
  golden robe. Though heavily clothed, the 
  slight and feminine form beneath it is 
  obvious. Most noticeable of all, however, 
  is the garish sanguine mask where the 
  woman’s face should be. The Vermillion 
  Mask slowly lifts a finger out at you. 
  “You were foolish to pursue us here—as 
  foolish as this one at my feet.” 
  Her 
  voice 
  booms 
  and 
  resonates 
  around you, almost as if many voices 
  were speaking at once. “I have lived for 
  thousands of years and shall certainly 
  live to spit on your graves!”
  She mutters some incomprehensible 
  words and motions to the statues 
  surrounding 
  you. 
  The 
  sculptures 
  gracefully prowl from their pedestals 
  and move in far quicker than anything 
  made of stone should. 
  The “statues” are simply other members 
  of her clan who are wearing replicas of the 
  Mask. They draw short swords from beneath 
  their robes and attack. Lord Xiang joins the 
  fight against the party if he is here. Finally, 
  any remaining guards from the surrounding 
  hallways rush to the sounds of battle.
  Should any of the heroes threaten the 
  Vermillion Mask herself, she steps forward, 
  draws her dagger and holds it to the Lady 
  Min’s throat, threatening to kill her unless 
  the adventurers surrender. Treat this as 
  though the Mask has the “drop” on the Lady 
  Min.
  Vermillion Mask: See page 143.
  “Statues” (8): See Mask Doubles, page 149.
  Lord Xiang: See page 149 (if present).
  vICTorY or deFeaT
  If the adventurers submit to the Mask’s 
  demand and surrender, they find themselves at 
  the mercy of a ruthless criminal organization. 
  How you handle their fate is up to you as 
  the Game Master, but we suggest that they 
  find themselves sold into slavery, but are 
  soon provided with a chance to escape and 
  seek vengeance. In this case, the Lady Min is 
  married at sword point to Lord Xiang and he 
  seizes control of her inheritance as well.
  If the heroes find a way to defeat the Mask, 
  the Lady Min returns to govern her province. 
  Another candidate soon steps in to replace 
  her fallen predecessor and the Vermillion 
  Mask’s depredations begin anew elsewhere 
  in Cathay. For the time being, the party has 
  granted the Lady Min and her subjects a brief 
  reprieve from the bandits. However, they 
  may also have earned themselves a relentless 
  and seemingly unkillable foe in the process!
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  bandIT 
  These brigands are all members of the 
  same family and thus fiercely loyal to each 
  other and the secret of the Vermillion Mask.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d6, 
  Notice d6, Shooting d6, Stealth d6, Throwing 
  d6
  Charisma: –2
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Loyal
  
  The vermIllIon maSK
  149
  Edges: —
  Gear: Axe (Str+1d6), bow (Range: 12/24/48, 
  Damage: 2d6) leather armor (+1), arrows 
  (20).
  guard 
  The Lady Min’s guards served her father 
  first and now her with unswerving dedication, 
  even in the face of the wrath of a seemingly 
  immortal foe.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d6, 
  Intimidation d8, Notice d6, Shooting d6
  Charisma: +0
  Pace: 6; Parry: 5; Toughness: 7(2)
  Hindrances: Loyal
  Edges: —
  Gear: Dao (Str+d8), bow (Range: 12/24/48, 
  Damage: 2d6), brigandine hauberk (as 
  chainmail, +2), arrows (20).
  ladY mIn
  Grace flows through every action this 
  young noble takes, whether walking across 
  the room or negotiating a trade treaty. 
  Although she has lived a life of privilege, the 
  Lady has a will of iron and heart of gold. 
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Fighting d4, Guts d8, Knowledge 
  (Heraldry) d8, Knowledge (History) d8, 
  Notice d6, Persuasion d8, Streetwise d6
  Charisma: +4
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Code of Honor, Loyal
  Edges: Attractive, Noble, Strong Willed
  Gear: Expensive robes, dagger (Str+d4).
  lord xIang 
  Xiang is easily 20 years elder to the Lady 
  Min, but that has not quelled his lecherous 
  desire for her. He has honed his skills on 
  many battlefields and in countless duels, but 
  underneath his grim exterior lies the soul of 
  a cowardly bully.
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d10, Guts d6, Intimidation 
  d6, Notice d6, Shooting d6, Taunt d6
  Charisma: +0
  Pace: 6; Parry: 8; Toughness: 8 (2)
  Hindrances: Arrogant, Greedy
  Edges: Block, Frenzy, Iron Jaw, Luck, Riposte, 
  Sweep
  Gear: Dao (Str+d8), dagger (Str+1d4), 
  brigandine hauberk (as chainmail, +2).
  maSK doubleS
  These young women did not quite meet the 
  requirements the bandit clan holds for Mask 
  candidates. Instead, they have been trained 
  more extensively in hand-to-hand combat 
  and are used to confound and confuse any 
  possible assassins. They are remarkably 
  similar in physical appearance, but a careful 
  examination quickly reveals individual traits.
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d8, 
  Notice d6, Shooting d8, Taunt d8, Throwing 
  d6
  Charisma: +0
  Pace: 6; Parry: 7; Toughness: 6
  Hindrances: 
  Vow 
  (Major: 
  Protect 
  the 
  Vermillion Mask) Wanted (Major)
  Edges: Block, Combat Reflexes, Dodge, 
  Quick Draw, Spot Weakness
  Gear: Short sword (Str+d6), Vermillion 
  Mask, robes.
  Special Abilities:
  • Fanatics: Any Mask Double within 1” 
  of a Vermillion Mask becomes fanatical, 
  sacrificing her life so the Mask can live. 
  Any attack made against the villain is 
  instead made against one of the Doubles 
  as she leaps in the way of the sword, fist, 
  or pistol with her Mistress’ name on it.
  
  150
  Calling on the darkest of her black art, 
  the witch brought the foul concoction 
  of molten gold and lamb’s blood to a 
  boil. She carefully poured the alloy into 
  the mold. With the metal still soft, she 
  etched the ancient runes into the band, 
  chanting words in a long dead tongue. 
  While it was still blisteringly hot, she slid 
  the newly cast ring onto the middle finger 
  of her left hand and quickly doused it in 
  brackish water drawn from the stump of 
  a hangman’s tree—just as her accusers 
  burst through the door.
  When the villagers tied her atop the 
  pyre, one sought to snatch the ring. “A 
  shame to let a fine bauble such as this 
  burn!” he said. But try as he might, he 
  could not pull it from her hand. The ring 
  had shrunk against her bone when it 
  cooled and held fast to her finger.
  As they lit the wood around her, the 
  witch laughed as the flames rose around 
  her. As the fire consumed her, her body 
  burst with a pop, leaving only a swarm 
  of embers that fled into the night, but the 
  laughter echoed through the village even 
  after the pyre burned out.
  None of the men that dragged her 
  from her home that night lived out the 
  fortnight. 
  They say if you are so unfortunate to 
  encounter a will o’ wisp and look hard 
  enough, you can still see the old witch’s 
  face looking back at you. 
  w
  Illo’ wisps are the ghosts of witches 
  and necromancers who have been 
  burned at the stake. They manifest as small 
  handfuls of flickering white flame that is 
  wIll o’ wISP
  oddly cold to the touch rather than hot. 
  Legend claims a brave observer can see a 
  grinning face inside of a will o’ wisp. 
  A will o’ wisp uses the glimmering light 
  produced by its form to lure its intended 
  victim to a secluded spot. There, it weakens 
  the poor soul with a fire that seems to spring 
  from Hell itself. Once its target succumbs 
  to the heat, the ghost possesses his corpse 
  which immediately bursts aflame. These 
  burning zombies are sometimes referred 
  to as “flaming jacks”, particularly amongst 
  more rural populations. The ghost uses the 
  reanimated body to wreak as much havoc as 
  it can before it is consumed by the creature’s 
  otherworldly flames—preferably on those it 
  believes wronged it in its former life.
  Initially, a will o’ wisp haunts the area 
  near its death, seeking vengeance on those 
  responsible for any and all wrongdoings 
  against it during life. However, even once 
  it has revenged itself on everyone guilty of 
  even the slightest infraction, the hatred and 
  anger that drove it to an undead existence 
  continues to burn within the ghost. Eventually, 
  these spirits tend to gravitate toward lonely, 
  desolate areas where their unnatural spite 
  for all things living leads them to prey upon 
  unsuspecting travelers.
  The process by which a will o’ wisp is 
  formed is a closely guarded secret amongst 
  the few practitioners of the dark arts that 
  know it and often varies greatly in the details. 
  Invariably though, it involves the creation of 
  a talisman of some sort which must be on the 
  black magician at the time of his death and 
  which serves as the ghost’s anchor to this 
  plane. The talisman is not consumed in the 
  flames, but remains ever after searing hot to 
  the touch.
  
  wIll o' wISP
  151
  wIll o’ wISP 
  t
  he light of a will o’ wisp varies from 
  cold white to flame orange. The ghost 
  can lessen its brilliance to that of a mere 
  candle or brighten it to that of a torch at will.
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d4, Vigor d6
  Skills: Fighting d6, Notice d10, Stealth d8, 
  Taunt d6, Tracking d8
  Pace: —; Parry: 5; Toughness: 4
  Special Abilities:
  • Ethereal: Will o’ wisps are immaterial. 
  They don’t suffer additional damage 
  from called shots; Fearless; Immune to 
  disease and poison. 
  • Flaming Jack: The will o’ wisp can 
  reanimate and possess the body of a 
  victim slain by its Spiritual Exhaustion 
  (see below) attack. 
  • Flight: The will o’ wisp flies at a rate 
  of 8”. They may not “run.”
  • Focus: The ghost is tied to a specific 
  talisman—usually a piece of jewelry—
  which remains unnaturally hot to 
  the touch (2d6 damage to exposed 
  flesh). If this item is submerged 
  in water, the will o’ wisp suffers 
  2d6 damage per round as long as 
  it remains so. If it is submerged in 
  holy water, the wisp is destroyed 
  immediately.
  • Invulnerability: Will o’ wisps are 
  immune to all non-magical attacks, 
  but suffer 1d6 damage when 
  doused in at least a gallon of water, 
  +2 per additional gallon.
  • Spiritual Exhaustion: A will o’ 
  wisp’s only means of attack in its 
  initial form is by subjecting its victim 
  to a supernatural heat that only she 
  can feel. The wisp and its target make an 
  opposed Spirit roll. If the victim loses, the 
  victim suffers a Fatigue level. 
  • Size –1: Will o’ wisps are approximately 
  2’–3’ in diameter. 
  • Weakness (Holy Water): Sprinkling a 
  will o’ wisp with holy water does 2d10 
  damage to it.
  FlamIng jaCK
  The very flesh of a flaming jack burns 
  from the intensity of the will o’ wisp’s unholy 
  flames, quickly scorching its features and 
  burning away any hair and clothing. A strong 
  odor of charred human flesh accompanies 
  the creature.
  
  The Savage FoeS oF Solomon Kane
  152
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d8, Notice 
  d6, Stealth d8, Taunt d6, Tracking d8
  Pace: 6; Parry: 5; Toughness: 7
  Special Abilities:
  • Consumption: The fire from the wisp 
  always consumes its victim’s corpse, often 
  quickly. Every 10 minutes, a flaming jack 
  makes a Vigor roll. If the roll is failed, the 
  flames have so damaged it that it collapses 
  forcing the will o’ wisp to vacate it.
  • Flaming: On a successful melee attack, 
  the burning touch of a flaming jack inflicts 
  Str+1d8 damage. Anyone struck by a 
  flaming jack’s attack may catch fire as well. 
  See the rules on fire in The Savage Worlds 
  of Solomon Kane. A victim set aflame in 
  this fashion suffers 1d10 damage. 
  • Host: If a flaming jack is killed, the pos-
  ses sing will o’ wisp vacates the corpse to 
  either flee or attack in its original form. 
  • Possessed: +2 Toughness. +2 to recover 
  from being Shaken. No wound penalties. 
  Called Shots do no extra damage.
  • Weakness (Holy Water): Sprinkling a 
  flaming jack with holy water forces the 
  will o’ wisp to make a Spirit check or flee 
  the body.
  • Weakness (Water): A flaming jack suffers 
  1d6 damage if splashed with a gallon of 
  water, +2 damage for each additional 
  gallon.
  Savage Tale: 
  The burnIng
  t
  ravelIngthrough Spain, the party 
  passes through a small village at the 
  edge of a wooded region. A recently burned 
  farmhouse sits on the edge of the settlement. 
  The heroes encounter a funeral procession 
  returning from the nearby cemetery.
  a TragedY and a mYSTerY
  Should any of the characters inquire as 
  to either the funeral or the burned house, a 
  local tells them of a recent misfortune. 
  “Ah, it is a terrible heartbreak! Alfredo 
  Sacasa and his entire family died when 
  his home burned the night before last. 
  No doubt you saw the ruins on the way 
  into town. ’Fredo was one of our most 
  respected men and, if that were not bad 
  enough, another member of the village, 
  Feliz Cabrera, has been missing for 
  several days!”
  No one in the town has any clue as to 
  what started the fire—only that it began late 
  at night. Before the town could organize to 
  fight it, the Sacasa house was blazing out 
  of control. None of the family escaped the 
  house. Sacasa was well respected in the 
  community and it seems unlikely to locals 
  that anyone would have wished him harm 
  and certainly not his wife or two children.
  Feliz Cabrera was a shepherd and, while it 
  was not uncommon for him to be out with 
  his flock overnight, he has been gone for 
  nearly a week and many in the village are 
  concerned that he may have fallen victim to 
  bandits or even wolves.
  Any suspicious traveler that asks about any 
  connection finds that none of the villagers 
  was aware of one, besides the obvious fact 
  that the community is small and everyone 
  knows everyone else to some degree. Sacasa 
  was considered one of the leaders of the 
  small town while Cabrera was more of an 
  outsider due to the nature of his work.
  The InquISITIon’S aFTermaTh
  As the wanderers near the center of town, 
  have them make a Notice roll. Any that 
  succeed observe a faded, but faintly visible 
  blackened area on the ground on the village 
  commons. The spot is almost 10 feet across 
  and roughly circular. Closer inspection finds 
  ash and perhaps a small piece of charred 
  wood or two. Clearly, a large bonfire had 
  been built here at some point, perhaps as 
  part of a local festival or meeting.
  Any adventurer asking around about the fire 
  is met initially with blank or furtive glances, 
  but a Streetwise roll (–2) uncovers the story 
  behind it. “That’s where the Inquisitor had 
  Baltasar Taveres burned. It was a terrible 
  thing, but Baltasar was consorting with the 
  Devil, practicing the black arts, and all. They 
  say he was even raising the dead—not like in 
  
  wIll o' wISP
  153
  the Bible, but mindless abominations that he 
  used for slaves!”
  Further questioning on the matter reveals 
  that Pedro de Ramello, an inquisitor from 
  Seville, held court at the request of the village 
  leaders and found the man guilty of heresy. 
  Baltasar refused to recant and cursed the 
  court. De Ramello then ordered him burned 
  at the stake a little over two weeks ago. 
  The Inquisitor and his retinue left shortly 
  thereafter.
  The villagers aren’t proud of the execution, 
  but no one has any doubt that Baltasar was a 
  necromancer. The local gravedigger, Esteban 
  Uribe, saw him removing bodies from the 
  local graveyard and Feliz Cabrera even 
  testified he later saw villagers he knew to be 
  dead in the forest near Baltasar’s home. 
  By this time, any heroes worth their salt 
  should be taking an interest in the goings 
  on in the village and probably linking them 
  somehow with the death of the necromancer. 
  If one of the adventurers thinks to ask if 
  Sacasa had any role in the trial, she learns 
  that the man was instrumental in not only 
  bringing the inquisitor to the community, 
  but also was the first person to level charges 
  against Baltasar. 
  There are several paths the characters can 
  follow at this point. Where they go—and 
  when—plays a large role in what information 
  they find and how well prepared they are to 
  face the will o’ wisp.
  FurTher InveSTIgaTIonS
  Following up on the sorcerer’s trial, it 
  soon becomes clear to any traveler delving 
  into the details of the trial that the Inquisitor 
  questioned most of the villagers. Besides 
  Sacasa, Cabrera, and Uribe, one other—Eloisa 
  Moreno, a middle-aged seamstress—testified 
  she had overheard Baltasar apparently 
  summoning spirits or demons. Moreno 
  confirms this to the adventurers if she is 
  questioned, saying on several occasions she 
  had visited his home to mend some of his 
  clothing. A few times she arrived early and 
  overhead strange chanting from inside the 
  house.
  Moreno admits she has seen what appears 
  to be someone prowling around her property 
  late at night. She tells the party she’s never 
  actually seen anyone, but she has seen the 
  light of a torch bobbing around her fields. 
  There is no other evidence of the visits, of 
  course, since it’s the will o’ wisp and not an 
  actual person.
  The gravedIgger
  Not surprisingly, the gravedigger Uribe can 
  be found at the village’s small cemetery. He is 
  an unsavory individual who is unfamiliar with 
  even the basic concept of hygiene. Dirt—no 
  doubt from the cemetery—is caked under his 
  long fingernails. A spotty beard rings a mouth 
  filled with far too few teeth and the odor of 
  alcohol on his breath is so strong that anyone 
  standing too close to the man risks becoming 
  intoxicated from the fumes alone.
  Uribe readily tells the heroes that he 
  saw Baltasar poking around the cemetery 
  The InquISITIon
  This Savage Tale is set in Spain, 
  refers to the Spanish Inquisition, and 
  serves as a way to introduce the name 
  of Pedro de Ramello to the heroes. 
  The adventure A Matter of Guilt 
  makes an excellent follow-up to this 
  one, and allows the heroes to meet 
  the inquisitor face-to-face.
  However, if you wish, The Burning 
  can also be set in a number of other 
  European countries. Although not as 
  famous, during the time of Solomon 
  Kane there were also inquisitions 
  conducted 
  in 
  Portugal 
  and 
  the 
  Netherlands. Additionally, the Holy 
  See established the Roman Inquisition 
  to root out heresy on the Italian 
  peninsula and the isle of Malta. 
  If you’d prefer more leeway in the 
  setting, simply remove the reference 
  to the Inquisition altogether. The trial 
  of Baltasar then becomes a witch trial 
  held by the local populace and can be 
  set in virtually any European locale—
  or possibly even one of the colonies 
  in the New World, such as Jamestown.
  
  The Savage FoeS oF Solomon Kane
  154
  frequently and caught him digging up graves 
  on more than one occasion. He brought this 
  information to Sacasa, who then summoned 
  the Inquisitor. He wonders if there might be 
  another graverobber in the area though, he 
  adds, as he’s seen a torch moving around the 
  cemetery the last few nights. When he’s gone 
  to check though, the prowler has always 
  escaped before he could catch up to them.
  While speaking with the gravedigger, have 
  the adventurers all make Notice rolls. Any 
  who succeed notice the man has a crude 
  bandage wrapped around one of his hands. 
  If asked about it, Uribe, looks at his hand for 
  a moment, and then somewhat uncertainly 
  says, “I burned it pulling that devil’s carcass 
  off the post. I never had nobody burned like 
  that before. They get awful hot.”
  A wanderer who wins an opposed roll of 
  her Notice versus Uribe’s Smarts, realizes 
  he’s lying. The man becomes indignant if 
  confronted with that fact and storms off.
  The mISSIng ShePherd
  The party may decide to try to locate Feliz 
  Cabrera. Any of the villagers can provide 
  the whereabouts of some of the pastures 
  where Cabrera would take his flock. Not 
  surprisingly, neither Cabrera nor his sheep 
  are at any of the likely places—after all, that 
  is the first place the residents looked for him. 
  However, a Tracking roll at one of the fields 
  finds a trail where a large number of sheep 
  and a single person headed into the forest 
  several days ago.
  Following the trail a little over a mile, 
  the heroes come upon a horrific scene 
  near a small stream. Dozens of sheep, all 
  burned to death, lie scattered throughout 
  the woods. Near one of the sheep lies the 
  curled and burnt body of a man, presumably 
  Feliz Cabrera. Many of the bodies have been 
  gnawed on by wolves and other animals, and 
  from the decay, all have been dead for many 
  days.
  Searching the area finds numerous areas 
  of scorching on trees and the ground, but 
  no other footprints leading into or out of the 
  area.
  The nexT vICTIm
  That night, the will o’ wisp returns to 
  attack Eloisa Moreno. If she is unguarded, 
  the ghost quickly overcomes her and 
  animates her body as a flaming jack. It then 
  uses her blazing corpse to attempt to set fire 
  to the village church. Unless the heroes stop 
  the wisp, it succeeds in burning down the 
  building before Moreno’s body is consumed 
  by its unholy flames.
  If the party sets a guard on the woman’s 
  house, they face the will o’ wisp. Initially, it 
  tries to lure any characters away from the 
  woman’s house. Then, it focuses its attacks 
  solely on Moreno unless a hero succeeds in 
  thwarting it or actually causing it harm. In 
  that case, it quickly changes to attack that 
  character until he is Incapacitated before 
  returning to attack Moreno.
  The wisp flees once it has suffered a Wound 
  or it is defeated in flaming jack form.
  Eloisa Moreno: See Villager, page 156. 
  Moreno is unarmed.
  Will o’ Wisp: See page 151.
  Flaming Jack: See page 151.
  The neCromanCer’S abode
  The travelers at some point are likely to 
  want to visit Baltasar’s residence. Getting 
  directions to the house is relatively simple, 
  although any villagers asked about it 
  reflexively cross themselves as they provide 
  them. The small house lies a few miles out of 
  town in the surrounding forest.
  The woods are thicker and heavily 
  shadowed in the area near Baltasar’s former 
  home. The door to the small house—little 
  more than a hut, actually—is partially ajar 
  and it’s immediately clear that the house was 
  ransacked in the not-too-distant past (by the 
  Inquisition). A cursory search of what remains 
  turns up a few odd items (a mandrake root, a 
  candle made of some odd tallow, etc.) that a 
  Knowledge (Occult) roll tells the heroes are 
  all associated with sorcery or witchcraft.
  More persistent adventurers may make a 
  cooperative Notice roll. With a raise, one of 
  them discovers a small hidden compartment 
  in the floor. Inside are scraps of parchment 
  
  wIll o' wISP
  155
  with notes scrawled on them. Reading 
  through them is somewhat confusing as the 
  notes are incomplete and often just random 
  words, but any hero making a Smarts (–2) 
  or Knowledge (Occult) roll grasps that the 
  general gist is apparently Baltasar’s research 
  into a ritual to prolong his life. The ritual 
  required the talisman to be present at the 
  time of his death, however.
  Of key importance in the ritual is a talisman 
  of some sort, however the notes never explain 
  exactly what sort of item it might be. Even a 
  thorough search of the premises reveals no 
  further clue as to the talisman’s nature.
  an undead hoST
  Baltasar, now a will o’ wisp, remains near 
  his former home much of the time. He is 
  almost instantly aware of the wanderers’ 
  arrival and resents their trespass on his land. 
  Still, until it is clear that they are pilfering 
  through his belongings, he takes no action. 
  Once the heroes begin a thorough search, 
  the will o’ wisp takes steps to prevent them 
  from discovering too much about his secret.
  If the party is foolhardy enough to visit the 
  secluded house in the evening or after dark, 
  the will o’ wisp attempts to draw them into 
  the forest and lose them in the wilderness. 
  Appearing as a sputtering torch flame off 
  amongst the trees, the ghost circles the house 
  hoping to lure the adventurers after it. If they 
  take the bait, it leads them on an hours-long 
  wild goose chase before disappearing and 
  leaving them miles from the village. Finding 
  the way back to the village is difficult and 
  requires either a Tracking roll at a –2 penalty. 
  Also, a Knowledge (Area Knowledge, specific 
  to the place the adventure takes place) roll—
  or if any of the wanderers is from that area, a 
  Common Knowledge—also leads them back, 
  and without any penalty. Each attempt takes 
  4 hours of time.
  On the other hand, should the travelers 
  have more prudently chosen to conduct 
  their investigation during daylight hours, the 
  will o’ wisp takes a more direct route. The 
  charges against Baltasar were correct: He had 
  indeed been robbing the local graveyard and 
  using the corpses in his foul rites. Several 
  reanimated corpses are buried in shallow 
  graves near his residence and the wisp calls 
  them forth to attack the party, hoping to 
  distract them from their efforts.
  Zombies (1, plus 1 per hero): See page 156.
  baCK In The vIllage
  Once the characters have discovered the 
  existence of the talisman, it’s likely they 
  return to the village to attempt to identify 
  and possibly locate it. A hero who makes 
  a Streetwise roll learns that Baltasar was 
  wearing a gold medallion around his neck at 
  his trial. The Inquisitor ordered it removed 
  prior to the execution, but the chain was 
  too tight to fit over his head, so de Ramello 
  simply left it on the man. 
  While no one knows what happened to the 
  piece of jewelry, all the villagers assume the 
  heat of the fire melted the soft metal. What’s 
  left is probably buried with the necromancer’s 
  body. The Inquisitor ordered Uribe to bury 
  the man specifically on unhallowed ground 
  away from the village cemetery.
  The TalISman
  The party quickly discovers only the 
  gravedigger knows the location of the 
  necromancer’s body. He loaded the remains 
  onto a cart and buried it alone. Uribe at first 
  acts confused and pretends to have forgotten 
  where he buried the body. An Intimidation or 
  Persuasion roll convinces him to finally take 
  the group to the gravesite.
  Initially, Uribe refuses to help the characters 
  dig up the remains, claiming religious 
  reasons—unless bribed with at least 5£. Once 
  an evIl Tome
  Instead of a collection of Baltasar’s 
  handwritten notes, you may consider 
  including a fragment of the Liber 
  Vorago (page 99) here instead. This 
  is another way to subtly insert that 
  particular relic of evil into your 
  campaign. In this case, the fragment 
  has sections underlined or scribbled 
  annotations that reveal Baltasar’s 
  intent and the existence of a talisman.
  
  The Savage FoeS oF Solomon Kane
  156
  the corpse is disinterred, the heroes find no 
  sign of the necklace, but discover that the 
  head has been severed from the body. On 
  the neck, there is a ring of unburned flesh 
  around the neck in the shape of a necklace. 
  Uribe claims ignorance about the missing 
  necklace until a traveler succeeds on either 
  an Intimidation or Persuasion roll. Then, he 
  confesses he took the necklace, thinking it to 
  be very valuable. He was forced to sever the 
  man’s head to remove it and burned his hand 
  badly on the unnaturally hot necklace in the 
  process. He quickly realized that a necklace 
  so hot it seared the flesh was worthless, but 
  did not know what to do with it, so he buried 
  it behind his shack at the cemetery.
  The talisman is too hot to handle with 
  bare flesh (2d6 damage per round), so Uribe 
  wrapped it in sackcloth. Surprisingly, the 
  cloth is not even singed. The adventurers 
  find that the necklace apparently only burns 
  flesh. It can safely be wrapped in cloth or 
  carried in a gloved hand.
  The wISP reTurnS
  The will o’ wisp is now fully aware of the 
  threat the heroes pose to it and its plans for 
  revenge. The spirit is also better prepared to 
  face the wanderers than in the past. Left to 
  its own devices, the ghost waits until after 
  dark before coming for Uribe. However, if it 
  appears the party is going to submerse the 
  talisman, the will o’ wisp attacks immediately. 
  It has summoned the last of the zombies 
  Baltasar created through his necromancy 
  and the creatures claw their way up from 
  shallow graves where they’ve hidden near 
  the gravediggers hut. Seeing the undead dig 
  their way from the ground requires a Fear 
  check from all. The will o’ wisp attacks Uribe, 
  attempting to create another flaming jack, 
  while the zombies focus their attacks on the 
  party to keep them occupied.
  If the characters don’t leave a guard on 
  Uribe, the will o’ wisp makes short work of 
  the man, possessing him as a flaming jack. It 
  then leads its zombies to find the heroes and 
  remove the potential hazard they represent 
  to it.
  Esteban Uribe: See Villager, page 156. 
  Armed with a shovel (Medium Improvised 
  Weapon)
  Will o’ Wisp: See page 151.
  Zombie (2 per hero): See page 156.
  heroeS and vIllaInS
  f
  ollowIngare the statistics for other 
  friends or foes found in this Savage Tale.
  vIllager 
  These folk lead simple, hard-working, 
  lives. None are proud of what happened to 
  Baltasar, but all believe the man was truly 
  evil.
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Guts d4, Knowledge 
  (one trade) d6, Notice d6
  Charisma: +0
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances & Edges: —
  Gear: Knife (Str+d4), tools of the trade.
  zombIe
  These were all created from the corpses 
  of villagers stolen from the local graveyard. 
  As such, they are particularly un set tling to 
  others in the community (Fear –1).
  Attributes: Agility d6, Smarts d4, Spirit d4, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice 
  d4, Stealth d6
  Charisma: +0
  Pace: 4; Parry: 5; Toughness: 7
  Special Abilities: 
  • Claws: Str.
  • Fearless: Zombies are immune to Fear 
  and Intimidation.
  • Undead: +2 Toughness; +2 to recover 
  from being Shaken; Called Shots do no 
  extra damage.
  
  a
  Alberti, Thomas  78
  Albino Ape  69
  Alchemy and Mandrakes  111
  Aleksei Torshin  78
  Algonquin Hunter  127
  Alistair Borgia  8
  Andrew Halford, Knight 
  Commander  142
  Ape, Albino  69
  Assistant  107
  B
  Ba’aloth, Demon of the Tome  
  101
  Bandit  148
  Bandits  15
  Bandits, Fergus’  112
  Bedlam  103
  Bestrider  2
  Borgia Twins  8
  Bowman, Tasked  141
  Branded Cultist  31
  c
  Caprus  17
  Caprus Progeny  18
  Captain Phillipe Marceau  55
  Captain, Pirate  135
  Carrion Lord  22
  Chepi  7
  Chieftess Chepi  7
  Citizens  16
  City of the Fish-Men  88
  Cree Warrior  127
  Crocodile  69
  Crossroads Man  22
  Crusader, Tasked  141
  Cultist  60
  Branded  31
  Ringed  31
  Cult of the Iron Ring  29
  d
  Dein
  Erasmus  39
  Rebecca  38
  Delia Borgia  9
  Demon of the Tome  101
  de Ramello, Pedro  113, 153
  Dmitri Taturov  78
  Dorshire  94
  Doubles, Mask  149
  Dr. Tyne  106
  Drune, Michael  52
  e
  Eleven-Parted Lord  30
  Erasmus Dein  39
  f
  Fabio Valdez  119
  Fergus  112
  Fergus’ Bandits  112
  First Mate, Pirate  120
  Flame Lances  146
  Flaming Jack  151
  g
  George  55
  Girl in Waiting  22
  Goblin  46
  Goblin King  52
  God-Fang  59
  God in Ivory  53
  Greater Scylla  128
  Greene House  24
  Green Mist  146
  Green, Mortimer  27
  Grisson Manor  10
  Grisson, Nicodemus  16
  Grub Swarm, Ravaka  122
  Guard  149
  Gustav Schenk  44
  h
  Halford, Knight Commander 
  Andrew  142
  Hardwick, Samuel  55
  Harlow Hobbes  62
  Harlow’s Hounds  63
  Harmonius Quill  102, 107
  High Priest  37
  Hoarfrost Warrior  70
  Hobbes, Harlow  62
  Hobbes’ Hounds  63
  Homonculus  76
  Homunculus  77
  Hounds, Harlow’s  63
  House of Ivory  58
  House of Serpents  57
  Howard Jefferies, Reverend  98
  Hunter, Algonquin  127
  Hybrid, Icthynite  86
  I
  Icthynite  85
  Icthynite Hybrid  86
  Icthynite Priest  91
  Imp  93
  Imp’s Strictures  94
  Initiates  37
  Inn of the Starving Wolf  78
  Inquisition Hearings  115
  Iron Ring, The Cult of  29
  Iroquois Hunter  7
  Ivanova, Yelena  78
  Ivar Petrik  78
  Ivory Offspring  60
  J
  Jablonski, Stanislaw  84
  Jack, Flaming  151
  Jade Palace  145
  Jana Torshin  78
  Jefferies, Reverend Howard  98
  Josef Kutkin  78
  k
  Knight Commander Andrew 
  Halford  142
  Kutkin, Josef  78
  l
  Lady Min  149
  Lair of the Vermillion Mask  146
  Lances, Flame  146
  Lesser Scylla  129
  Liber Vorago  99
  and the Path of Kane  101
  Disposing  101
  Ownership  99
  Lilianna  112
  Lord Xiang  149
  Lost Order  137
  L’tayan  7
  Lunatic  107
  M
  Maggot Bride  22
  Mamluk, Tasked  142
  Mandrake  108
  and Alchemy  111
  Marceau, Captain Phillipe  55
  Mask Doubles  149
  Mercenary  44
  Michael Drune  52
  Min, Lady  149
  Mist, Green  146
  Mortimer Green  27
  n
  Nevsky, Pavel  79, 84
  Nicodemus Grisson  16
  Noshi  126
  o
  Oq-sem  127
  Oq-sem’s Dagger  127
  Otetani  7
  p
  Path of Kane  1
  Pavel Nevsky  79, 84
  Pedro de Ramello  113, 153
  Petrik, Ivar  78
  Phillipe Marceau  55
  Pirate Captain  135
  Pirate First Mate  120
  Pirates  120, 135
  Priest, High  37
  Priest, Icthynite  91
  Progeny, Caprus  18
  Q
  Quill, Harmonius  102, 107
  r
  Raiders  135
  Rajani  59
  Ramelovic, Yuri  36
  Ravaka  121
  Grub Swarm  122
  Rebecca Dein  38
  Reined King  22
  Reverend Howard Jefferies  98
  Ringed Cultist  31
  Ritual of Release  43
  s
  Samuel Hardwick  55
  Savage Tales
  A Matter of Guilt  113
  Bedlam  102
  Dark Patron  40
  Deal with the Devils  47
  Family Affair  109
  From the Deep  87
  House of Sacrifices  32
  Lady of Jade  144
  Legion of the Damned  137
  Nameless City  63
  Not of the People  3
  Oncoming Frost  71
  Possessed  78
  Servants of a Forgotten God  
  55
  Sins of the Father  94
  The Burning  152
  The Horde  122
  The Last Stand  23
  The Mouths of Babes  19
  The Under Market  130
  Unexpected Guests  10
  Schenk, Gustav  44
  Scylla  128
  Greater  128
  Lesser  129
  Shard of the Eleven-Parted 
  Lord  30
  Sinking City  91
  Smuggler  120
  Snake Man  60
  Soldier  84, 120
  Splinter Ring  37
  Stanislaw Jablonski, Captain of 
  the Guard  84
  Starving Wolf, The Inn of the  
  79
  t
  Tasked, The  136
  Bowman  141
  Crusader  141
  Mamluk  142
  Taturov, Dmitri  78
  Temple of the God in Ivory  57
  Themes  1
  Thomas Alberti  78
  Thugs  37
  Torshin, Aleksei  78
  Torshin, Jana  78
  Townsfolk  98, 135
  Tribe Member  7
  Tyne, The Mad Doctor  106
  u
  Under Market  131
  v
  Valdez, Fabio  119
  Vermillion Mask  143
  Village of Whispers  63
  Villager  75, 156
  Vorago, Liber  99
  w
  Warrior, Cree  127
  Warrior, Hoarfrost  70
  Will o’ Wisp  151
  Woman Enchained  42, 45
  X
  Xiang, Lord  149
  y
  Yelena Ivanova  78
  Yuri Ramelovic  36
  Z
  Zacek the Bloody  79
  Zombie  156
  Zombies  112
  Index
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Solomon Kane/Savage Worlds - Solomon Kane - Savage Foes.pdf