TEXT: IntroductIon
  The Voice Stone is a Hellfrost adven-
  ture for Novice heroes. It is intended to be 
  finished in one or two sessions of play.
  Stats for adversaries described in the 
  keyed encounters are listed at the back of 
  the adventure.
  Background
  Before the advent of the Blizzard War 
  when the empires of men, elves, and dwarves 
  ruled what is now the Hellfrost, people of 
  importance would sometimes swallow a 
  magical stone known as a Voice Stone.
  These stones, created and enchanted 
  by the great wizards of the day, would 
  record everything the imbiber said for the 
  rest of their life. Swallowing the stone was 
  no light undertaking since it would lodge 
  itself in the trachea and could not be 
  removed without killing the recipient. As 
  such, only those with inflated egos (poli-
  ticians, great heroes of the day, scholars, 
  etc...) would voluntarily take the stones 
  so that their life could be accurately 
  recorded and their life’s knowledge pre-
  served for others. After death, the stone 
  would be removed and sent to one of the 
  great libraries where its contents could be 
  scribed.
  The stones could only be played back 
  by placing them in the mouths of enchant-
  ed skulls. Very few of these prized skulls 
  existed and they were heavily guarded.
  the BlIzzard War
  Many of the stones were scattered, lost, 
  or sold for blackmail during the Blizzard 
  War. The art of their construction was lost 
  and the skulls disappeared.
  the hellfrost
  Although some searched desperately to 
  reclaim the stones the unrelenting march 
  of the Hellfrost has covered or obliterated 
  their last known locations.
  setup
  The heroes are contracted by the Lore-
  keepers to retrieve a voice stone that has 
  been secreted by the cult of Hela to Ing-
  kar; a ruined temple. It is rumored that 
  this stone may offer information regard-
  ing Hela’s betrayal. The Lorekeepers offer 
  a substantial bounty (to be determined by 
  the GM). Of course, any loot is the sole 
  property of the heroes.
  locatIon
  Any part of Rassilon that is suitable 
  dank and creepy such as The Mistlands or 
  The Great Swamp would serve 
  as nice location for Ingkar.
  Ingkar
  Ingkar is a ruined temple 
  originally dedicated to a long 
  forgotten 
  deity 
  of 
  pre-war 
  Rassilon. The cult of Hela has 
  recently occupied the ruins and 
  are performing zombie rituals 
  to create permanent undead. 
  Recently, it has become dif-
  ficult to find corpses. The cult 
  leader, Ventar, has summoned 
  the leader of a band of Hellfrost 
  Orcs. He wishes to employ 
  them to further his pursuit of 
  fresh bodies.
  All doors are made of wood, 
  are shut, and are unlocked un-
  less specified otherwise.
  1. temple entrance
  A couple of large demonic 
  braziers are kept lit by the cult 
  acolytes. The alter is sometimes 
  used for outdoor rituals.
  Milling about are several 
  Orcs (one per hero) who wait 
  impatiently for their leader who 
  has gone inside to make a deal 
  with Ventar (all adversary stats 
  are at the end of this adventure). Should 
  the heroes sneak up to the entrance they 
  may get the drop on the unsuspecting 
  Orcs.
  Stairs lead down into the temple. A 
  large sinkhole and crevasse lead to dark-
  ness. Should an Orc or hero fall into one 
  it may lead to injury, death, or further 
  adventure (GM’s discretion).
  2. WaItIng room
  Two large stone statues dominate the 
  northeast and northwest corners of this 
  room. Each represents a different phase 
  of Hela. The northwest statues represent 
  Hela before her betrayal (dour and stoic). 
  the Voice Stone
  Competition Winning Ace Tale™ for Savage Worlds by Rustin F. Holmes.
  A hellfroSt AdVenture
  www.tripleAcegAmeS.com
  AT012
  © 2009-2012 Triple Ace Games. Ace Tales and all related marks and logos are trademarks of Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All 
  rights reserved. Used with permission. © 2012. All Rights Reserved.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and 
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  The northeast statue represents her after 
  her betrayal (grinning evil).
  Both statue have red rubies placed in 
  their eye sockets. Heroes should notice 
  the rubies immediately if they examine 
  the statues. Prying out the ruby eyes re-
  quires a successful Climb and Lockpick-
  ing check for each statue. They are worth 
  50 gs each.
  An Orc chieftain, two Orc body-
  guards, and one temple acolyte wait at 
  the bottom of the stairs. Activity on the 
  stairs (such as fighting) will alert them 
  and they will be ready for combat in one 
  round.
  
  A
  C
  E
  3. pool of preservatIon
  Although currently empty, corpses 
  are left to soak in this pool before being 
  transferred to the holding room (area 4). 
  The pool is filled to a depth of 3’ with a 
  viscous green liquid that prevents rot. 
  Small wisps of vapor rise from the surface 
  and a sickly sweet smell permeates the 
  air.
  Characters entering the pool gain a 
  toughness bonus of +2 against slashing 
  and piercing weapons for one hour.
  4. zomBIe storage (hold-
  Ing room)
  Six dilapidated coffins line the eastern 
  wall of this room. Five of the coffins con-
  tain animated zombies which are await-
  ing transport to secret holding areas for 
  Hela’s growing army of undead.
  The final coffin’s lid is ajar and it is 
  empty. Ventar is currently performing the 
  ritual to create the zombie for this coffin.
  If anyone opens a coffin all zombies 
  bust forth and attack. The zombies do not 
  attack anyone wearing a temple priest 
  robe. The zombies should be considered 
  on hold but do not have the drop.
  5. hall of dedIcatIon
  Scenes of Hela’s victory over the living 
  are painted on the walls of this corridor. 
  However, the paintings only extend about 
  two-thirds the length of the hall. Some of 
  the scenes are unfinished. Paint supplies 
  are stacked near the southern doors.
  The sounds of a hellish ritual can be 
  heard beyond the northern doors. 
  The only way through the northern 
  doors is to finish one of the gruesome 
  scenes depicted on the walls. No amount 
  of force can break through the doors oth-
  erwise. Have the heroes make Knowledge 
  (religion) checks if the players are having 
  trouble with this puzzle.
  Hero(s) attempting to paint must make 
  one successful Spirit check and one suc-
  cessful Agility check to succeed.
  6. rItual chamBer
  This large chamber is where Ventar 
  creates permanent zombies for Hela’s 
  army of undead. Ventar is currently draw-
  ing forth a soul from the Abyssal portal 
  to the corpse currently draped across the 
  altar. The portal emits a strange undulat-
  ing purple light and the soul can be seen 
  floating towards the altar.
  Ventar will complete the ritual in two 
  rounds. Two acolyte assistants will con-
  verge on the heroes if they did not attempt 
  to sneak in on the proceedings. Ventar 
  will join the battle with his new zombie 
  when the ritual completes. If Ventar is hit 
  during the ritual it fails and he will turn to 
  battle the heroes in a rage.
  Once Ventar is defeated the heroes can 
  explore the room. The two eastern side 
  chamber’s doors are locked (Ventar has 
  the key). The northern chamber is Ventar’s 
  personal quarters. It contains furniture, 
  personal effects, and Ventar’s loot (500 gs 
  in jewelry, sundries, and scields).
  The southern chamber contains a huge 
  sarcophagus which contains a dead frost 
  giant. The Voice Stone is hidden in the gi-
  ant’s mouth. Ventar has been unable (so 
  far) to turn the dead giant into a mighty 
  undead servant of Hela.
  adversarIes
  orc
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation 
  d8, Notice d6, Shooting d6, Stealth d6, 
  Throwing d6
  Pace: 6; Parry: 5; Toughness: 8 (1)
  Gear: Leather Armor (+1), short sword 
  (Str + d6)
  Special Abilities:
  * Size + 1: Orcs are slightly larger than 
  humans.
  * Infravision: Half penalty for poor light 
  vs heat-producing targets.
       orc chIeftaIn
  Attributes: Agility d8, Smarts d6, Spirit 
  d6, Strength d10, Vigor d10
  Skills: Fighting d12, Guts d8, Intimida-
  tion d10, Notice d6, Shooting d8, Stealth 
  d6, Throwing d8
  Pace: 6; Parry: 8; Toughness: 11 (3)
  Gear: Plate chestplate (+3), chain arms 
  and legs (+2), battle axe (Str + d10)
  Special Abilities:
  * Size + 1: Orcs are slightly larger than 
  humans.
  * Infravision: Half penalty for poor light 
  vs heat-producing targets.
  * Sweep: May attack all adjacent foes at 
  -2 penalty.
  acolytes of hela
  Attributes: Agility d6, Smarts d6, Spirit 
  d8, Strength d4, Vigor d6
  Skills: Fighting d4, Guts d6, Stealth d6, 
  Faith d10
  Pace: 6; Parry: 4; Toughness: 5
  Gear: Robes, dagger (Str + d4)
  Spells: Zombie, Bolt, Boost/Lower Trait
       ventar, prIest of hela
  Attributes: Agility d6, Smarts d8, Spirit 
  d10, Strength d6, Vigor d6
  Skills: Fighting d6, Guts d6, Stealth d8, 
  Faith d12
  Pace: 6; Parry: 6; Toughness: 6
  Gear: Robes of Shielding (+1), Staff (Str 
  + d4), Dagger (Str + d4)
  Spells: Zombie, Bolt, Blast, Boost/Lower 
  Trait, Deflection 
  out now!
  30001
  PAUL “WIGGY” WADE-WILLIAMS
  •PLAYER’S GUIDE•
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Adv - The Voice Stone.pdf