4
INTRODUCTION Welcome to this free mini-supplement, released to mark Halloween. In these pages you will find a number of major undead with which to terrorize your characters. One has full statistics, while the others are given only descriptions and legends, their true powers left for the GM to shape to suit his particular campaign. Descriptions of other major undead around which adventures and even entire campaigns can be shaped can be found in Re- gion Guide #2: The Liche Lands of Old and Region Guide #6: The Withered Lands. THE ACCURSED THIRTEEN For the most part, the cult of fledgling Scaetha carried out its duties with zeal and honor in combating the unholy scourge of the Liche-Priest, but there were dark episodes the cult would rather ignore. One such event in known within the ranks of the dour cultists as the Accursed Thirteen. Those outside the cult of who speak of there heretics and traitors are met with icy stares at best, though some clerics have threatened to refuse to perform burial rites lest the speaker cease his chattering. How the thirteen paladins came to fall from grace is not remembered (or rather it has been deliberately forgotten), but fall they did. Once loyal servants of Scaetha, they defected to the cause of the Liche-Priest. Kneeling in front of their undead lord, each was touched by the hand of death incarnate. Flesh withered and decayed, blood was replaced with unholy energy, and where once knelt thirteen humans now stood black knights. Formidable in battle, they were responsible for the deaths of many mortals. Individually they were dangerous, gathered together they were nigh unstoppable. Although each even- tually fell in battle, cut down by their former comrades, none of their corpses were ever recovered. Instead, they were spirited away by fell spirits. Their souls cast back to Hela’s realm, their empty corpses were interred in a crypt to await the caress of the Liche-Priest. That touch never came, for the Liche-Priest was defeated soon after. Where the Accursed Thirteen lie has never been discovered. Many cultists of Scaetha are worried, for if the Liche-Priest is let loose, surely he will call the thirteen damned souls back from Hela’s vile realm to stand by his side once more. THE BLACK CAPTAIN Though the Liche-Priest has many lieutenants, he had but one with knowledge of the sea. Known only as the Black Captain among his enemies and allies, none can say free PAUL “WIGGY” WADE-WILLIAMS •FREE MATERIAL• Author & Layout: Paul Wade-Williams THE DAMNED www.tripleacegames.com Permission is granted to print this ebook. No site licence is given. THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM. SAVAGE WORLDS & ALL ASSOCIATED LOGOS & TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT. © 2011 Triple Ace Games. Hellfrost Rassilon Guides and all related marks and logos are trademarks of Triple Ace Games. Savage Worlds and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission. © 2011. All Rights Reserved.

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IntroductIon

Welcome to this free mini-supplement, released to mark Halloween. In these pages you will find a number of major undead with which to terrorize your characters. One has full statistics, while the others are given only descriptions and legends, their true powers left for the GM to shape to suit his particular campaign. Descriptions of other major undead around which adventures and even entire campaigns can be shaped can be found in Re-gion Guide #2: The Liche Lands of Old and Region Guide #6: The Withered Lands.

the Accursed thIrteenFor the most part, the cult of fledgling Scaetha carried out its duties with zeal and honor

in combating the unholy scourge of the Liche-Priest, but there were dark episodes the cult would rather ignore. One such event in known within the ranks of the dour cultists as the Accursed Thirteen. Those outside the cult of who speak of there heretics and traitors are met with icy stares at best, though some clerics have threatened to refuse to perform burial rites lest the speaker cease his chattering.

How the thirteen paladins came to fall from grace is not remembered (or rather it has been deliberately forgotten), but fall they did. Once loyal servants of Scaetha, they defected to the cause of the Liche-Priest. Kneeling in front of their undead lord, each was touched by the hand of death incarnate. Flesh withered and decayed, blood was replaced with unholy energy, and where once knelt thirteen humans now stood black knights.

Formidable in battle, they were responsible for the deaths of many mortals. Individually they were dangerous, gathered together they were nigh unstoppable. Although each even-tually fell in battle, cut down by their former comrades, none of their corpses were ever recovered. Instead, they were spirited away by fell spirits. Their souls cast back to Hela’s realm, their empty corpses were interred in a crypt to await the caress of the Liche-Priest. That touch never came, for the Liche-Priest was defeated soon after. Where the Accursed Thirteen lie has never been discovered. Many cultists of Scaetha are worried, for if the Liche-Priest is let loose, surely he will call the thirteen damned souls back from Hela’s vile realm to stand by his side once more.

the BlAck cAptAInThough the Liche-Priest has many lieutenants, he had but one with knowledge of

the sea. Known only as the Black Captain among his enemies and allies, none can say

free

PAUL “WIGGY” WADE-WILLIAMS

• F R E E MAT E R I A L •

Author & Layout: Paul Wade-Williams

the dAmned

www.tripleacegames.com

Permission is granted to print this ebook. No site licence is given.

THIS GAMe reFereNCeS THe SAvAGe WOrLDS GAMe SySTeM, AvAILABLe FrOM PINNACLe eNTerTAINMeNT GrOuP AT WWW.PeGINC.COM.

SAvAGe WOrLDS & ALL ASSOCIATeD LOGOS & TrADeMArKS Are COPyrIGHTS OF PINNACLe eNTerTAINMeNT GrOuP. uSeD WITH PerMISSION.

PINNACLe MAKeS NO rePreSeNTATION Or WArrANTy AS TO THe quALITy, vIABILITy, Or SuITABILITy FOr PurPOSe OF THIS PrODuCT.

© 2011 Triple Ace Games. Hellfrost Rassilon Guides and all related marks and logos are trademarks of Triple Ace Games. Savage Worlds and all related marks and

logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission. © 2011. All Rights Reserved.

from whence he came or why he chose to serve Hela’s champion. While the undead of the Liche-Priest legions marched steadily westward, the Black Admiral terrorized the eastern coast as far south as what is now Sutmark.

That he commanded no great fleet is evident, for while he raided he led no army on an invasion. Perhaps, as some skalds sing, the fleet his master intended him to command perished at Doom Fleet Bay. With no name, none can say whether or not he perished, for it is impos-sible to locate his name in the cult of Scaetha’s register. Many clerics believe he survived the war, perhaps flee-ing eastward across the great ocean, or seeking refuge beneath the waves to await his master’s return. Those who argued he fell in battle have now fallen silent, for a ghostly longship matching the description of the Black Captain’s vessel has recently been spied sailing the wa-ters off the coast of the Liche Lands.

Few records exist concerning the Black Captain’s description. Most agree he is clad in taut, withered skin, more akin to a liche than a zombie in appearance. Some stories said he wore a chain hauberk of midnight-blue links, others that he wore only the common garb of a mariner. even his gender is open to question, for in one tale he is actually a female havmand. However, critics ar-gue this is a mistake, the stories of the Black Captain and the legendary Sea Witch of Angmark become confused.

He is credited with many strange powers, but these “facts” exist only in skalds’ tales, not verifiable evidence. Some clerics of Scaetha claim he might once have been an elementalist, for he could allegedly command the wind and waves, for it is said he could raise a gale on a cloudless day or calm the most terrible of Thunor’s rages with a single word. Other tales claim he could summon a dank sea fog to conceal his progress; awaken the bones of long-dead mariners to replenish lost crewmembers, or cause them to swarm up from the fathomless ocean and clamber over the gunwales of an enemy ship; cause his ship to disappear into a fog bank and emerge from another one; and even sail beneath the waves.

the BlAck shIp

The name of the Black Captain’s skeid refers not to its physical appearance, but to its reputation as a warship of the damned.

A mighty vessel, it is made not of wood but of gigantic bones. Its keel is the spine of an immense dragon, the neck rising up to end in a monstrous skull at the prow. The stems are the ribs of dragons, while the planks are sheets of bone wrought from the remains of dead mari-ners. Its tall mast is a colossal arm, a bony hand clutching the sail, a tattered tapestry of human skin, in its bony grasp. Holding the ship together are bone nails and ropes made of human sinew.

Despite being nigh on 800 years old (at best guess), the ships has weathered well—no barnacles or mold grow on its yellow-white frame.

Acc/Top Speed: 2/10 (2/12 under sail); Toughness: 20 (4); Handling: –1, Crew: 200+10

Notes: Heavy Armor* Death Ship: Any mortal creature that dies on the

deck returns to life as a zombie under the Black Captain’s command at the start of its next turn.

the BlAck cAptAIn’s crew

Of the 200 damned souls aboard the Black Ship, three-quarters are skeletal typical huscarls, while the remaining quarter are skeletal veteran huscarls. Treat these as their mortal equivalents, but add the Fearless and undead special abilities.

coenmund seA-wolfDuring the Anari conquest of the Hearthlands, those

living in the south of what is now vestmark turned from fishing and farming to piracy, their dragon-prow long-ships raiding Anari settlements far and wide, even ven-turing up the Crystalflow in search of plunder. Aided by kinfolk in Midmark, which never fell under Anari rule, the sea-raiders terrorized the Anari for centuries.

The end of the rebellion and subsequent formation of the Marklands brought the golden age of the sea-raid-ers to a swift conclusion, though not all willingly gave up their longships. Those who refused to give up the pirate life turned their attention to the Magocracy, plun-dering its coastal communities with impunity. Fearing such activities would lead to a new war against the Anari, the high king eventually called upon his kin to end the practice. Most obeyed, for within the king’s message was a veiled threat—if vestmark was invaded due to provoca-tion of its own making, the other Marklands would not come to its aid, despite its rich silver mines.

While many pirates obeyed the decree, seeing wisdom in the high king’s word, not all surrendered their long-ships and turned to fishing, farming, and trading. One who refused to heed the warning was Hauld Coenmund, known to many as Sea-Wolf. For the best part of two decades his rapacious crew terrorized the coast of the Magocracy, razing villages to the ground, slaughtering the inhabitants, and taking whatever they could sell.

eventually the emissaries of the Mage-King issued a stark warning to vestmark’s king—stop Coenmund or suffer the consequences. unwilling to start a war because of the actions of one man, the king declared Coenmund an outlaw. One winter’s day in 187 Ir, Coenmund’s ship was attacked just off the western vestmark coast. Follow-ing a ferocious battle, the pirate and his remaining crew were captured.

The sea-raiders were sentenced to death. The common crew was drowned, thrown out of the boats with heavy rocks tied to their limbs. Coenmund, a minor nobleman, was accorded a death befitting his rank, but one with a cruel twist. The pirate chief and his crew were lashed to the mast, the ship coated in pitch, and then pushed out to sea. As it drifted from the shore, archers fired flaming arrows into the timbers, igniting the vessel.

As the ship burned fiercely, Coenmund broke his

hellfrost hAlloween specIAl

bonds and stood upon the deck, his flesh black and bub-bling, his clothes and hair aflame. With his last breath he uttered a terrible curse, vowing that he would return from the grave if another ship was ever set aflame on the waters that now formed his tomb. Coenmund’s curse was duly honored by gods, but it was taken literally. While the nobility of vestmark were sometimes set adrift in burning funeral ships, such activities never occurred near the spot of Coenmund’s death. And so Coenmund’s fell spirit remains in limbo, awaiting the day it can return to seek revenge.

After many centuries that day has finally dawned, for a nobleman was recently cremated aboard his longship off the coast of western vestmark.

coenmund seA-wolf

Once a proud warrior noble, Coenmund is now a vengeful specter. His black, blistered flesh bubbles and hisses as if still on fire, his hair and beard are made of acrid smoke, his eyes burn with a fire hotter than that which consumed his life, and tongues of flame dance wildly across his arms.Attributes: Agility d8, Smarts d8, Spirit d10, Strength d10, vigor d10Skills: Boating d10, Fighting d10, Intimidation d10, Knowledge (Battle) d8, Notice d6, Taunt d8, Throwing d10Pace: 6; Parry: 9; Toughness: 11 (2)Hindrances: Loyal, vengeful (Major)Edges: Arcane resistance, Block, Combat reflexes, Com-mand, Command Presence, Fervor, Improved Frenzy, Master Mariner (Region Guide #8)Gear: Chain hauberk (+2), medium shield (+1 Parry), battle axe (Str+d8)Treasure: rich.Special Abilities:* Fear(–1): Anyone seeing Coenmund must make a

Spirit roll at –1 to avoid Terror.* Fearless: Immune to Fear and Intimidation.* Fiery Aura: At the end of his movement, all adjacent

creatures suffer 2d6 damage with a fire trapping.* Immunity (Fire): Immune to fire and heat attacks.* Undead: +2 Toughness. +2 to recover from being

Shaken. No additional damage from Called Shots. Im-mune to disease and poison. No wound penalties.

coenmund’s shIp

Coenmund’s ship is a snekke. Its timber are black-ened by fire and still smolder, filling the surrounding air with the ghastly smell of burning pitch and human flesh. Its sail hangs is burnt tatters. The dragon prow, once a mighty sea dragon, is now a menacing sun dragon, flames constantly licking from its gaping maw.

Acc/Top Speed: 2/8 (2/10 under sail); Toughness: 17 (2); Handling: +1; Crew: 100+10

Notes: Immunity (Fire and heat attacks).Coenmund begins the game with number of tokens

equal to the number of player characters. These can be used to invoke infernal powers aboard his ghostly ves-sel, a detailed below. each ability costs one token and is activated as an action. Only one ability may be used each round. One token is regained for each living creature slain on the deck of the ship, or at sunset, when the hell-ish vessel rises from the waters to terrorize the living.

* Dragon’s Breath: The dragon prow breathes a gout of searing flame. This fills a Cone Template, can fire up to 45 degrees either side of straight ahead, and inflicts 2d10 damage with a fire trapping. Ships are not maneuverable enough to escape the flames, but crew caught under the template can. Those who make an Agility roll at –2 escape being burned.

* Flames of Vengeance: The deck of the ship be-comes swathed in flame. All creatures on the deck when the effect is invoked suffer 2d10 damage with a fire trap-ping.

* Last Moments: Living creatures on the deck expe-rience the last moments of the ship’s crew. Their hear their tortured screams, feel the heat from the flames (but suffer no damage), and can small the sickening stench of roasting meat. This functions as the fear spell as cast with a raise, and effects the entire deck. Coenmund’s crew are immune to this effect.

* Living Fire: A fiery creature, the collective anguish of the fire-slain crew, coalesces on the deck. Treat it as a fire elemental, but with the addition of the undead special ability. It acts independently of Coenmund’s commands, but is his loyal servant.

coenmund’s crew

Crewing the unholy vessel are Coenmund’s loyal crew. Most are skeletons, their bones charred and cracked, rag-ing fires burning in their dark eye sockets. A small few are zombies. They reek of burnt flesh and singed hair. Much of their skin and muscle has melted away, reveal-ing fire-black bones beneath. They are treated as regular skeletal warriors and zombies, except as noted below.Skills: add Boating d6Gear: Medium shield (+1 Parry), axe, mace, or short swords (Str+d6)Special Abilities:* Immunity (Fire): Immune to fire and heat attacks.

the deAth sIngerFor all his inhuman nature, even the Liche-Priest en-

joyed entertainment. While human skalds sang of mighty heroes and epic deeds, the fell warlord amused himself with tales of misery and damnation.

Serving as his chief skald was a creature known only as the Death Singer. By all accounts she was a pale, hu-man female of deathly beauty, though such accounts are speculative, since she never left her master’s side. Simi-lar stories based on naught but hearsay tell of her playing a harp of human bone, with strands of dried sinew for strings. One story speaks of the harp having a human

the dAmned

skull in one corner. When the strings were plucked, the grinning skull would scream to match the note, an in-sane music loved only by those damned by the gods for their wicked deeds.

According to one skald, now long dead, the skull was actually that of the once-mortal Death Singer, for she was headless and could speak only through her harp. her sto-ry began, so the story goes, with her a mortal skald who offended the Liche-Priest in song. Seeking vengeance, the undead lord had her kidnapped and brought before him, whereupon he struck off her head, corrupted her spirit before it could be claimed by Scaetha’s heralds, and raised her as an undead.

Continuing the wild speculation, the cult of Scaetha believes she was the first dirge. According to one legend she taught the Liche-Priest how to summon the souls of evil skalds and imbue them with unholy powers.

Among her supposed personal powers was the abil-ity to kill using only her voice, and to raise those who fell to her voice as undead. That the corpses of these unfortunate victims danced for the Liche-Priest’s amuse-ment in time to her music was widely reported at the time, but again not a shred of evidence exists. A variant says to hear her voice was to court madness. Her victims would then perform wicked deeds that would ensure the damnation of their soul.

Like many major undead in the service of the Liche-Priest her name is not in the register. It is believed she was imprisoned alongside her master, entombed, she re-lieves the boredom of his centuries-long imprisonment by recounting in song his many victories, and inventing tales of the fate that will befall mortals once her undead master is released.

lesser undeAd

Below are full statistics for two lesser undead beings.

helhest

An Auld Anari name meaning “Hela’s horse,” it stems from the belief that Hela rides a three-legged horse of the same name. According to one myth, Hela’s first nec-romantic feat was reanimating her stallion, which had been slain by Sigel during the battle to seal the gates of the Abyss. The dark magic was successful, but the horse’s right foreleg had been severed, leaving it physically im-paired.

Helhests on the mortal realm are undead war horses, their mortal lives having ended on the battlefield. Like the steed from which they take their name, they are always lame, irrespective of injuries. They are much prized as mounts by necromancers and black knights. Their creation requires the greater zombie power and the carcass used must be animated on the battlefield on which it was slain.Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength

d12+2, vigor d10Skills: Fighting d8, Notice d6Pace: 6; Parry: 6; Toughness: 10Treasure: None.Special Abilities:* Animate Dead: Any living creature that dies within 5”

of a helhest rises as a zombie 1d4 rounds later.* Kick: Str+d4.* Lame: rolls a d4 running die instead of a d6.* Size +3: Helhests are the size of warhorses.* Undead: +2 Toughness. +2 to recover from being

Shaken. No additional damage from Called Shots. Im-mune to disease and poison.

ZomBIe, chIll thorn

Long, bone-white in color, and wickedly sharp, chill thorns are the most dangerous of Witchwood’s flora. Should they pierce living tissue, they begin to freeze the body from the inside out. Only quick surgery to remove the thorn or an iron constitution can thwart this vile ef-fect.

Hearth Knights stationed in Deepdale Fort have re-ported seeing frigid corpses bristling with chill thorns moving clumsily through the bitterly cold realm. Wheth-er these are the result of necromancy by Hela’s cultists or one of the Ice queen’s many supernatural powers is currently unknown.Attributes: Agility d4, Smarts d4, Spirit d4, Strength d6, vigor d6Skills: Fighting d6, Intimidation d6, Notice d4Pace: 4; Parry: 5; Toughness: 9 (2)Treasure: None.Special Abilities:* Armor +2: Frozen body.* Chill Thorn: With a raise on the zombie’s Fighting

roll, a thorn breaks off and penetrates the victim’s flesh. The victim must make a vigor roll every 10 minutes until the thorn is removed (requires a single Healing roll at –4), he passes three consecutive rolls (at which time the thorn dissolves), or he fails a roll. A warming herbal remedy rubbed over the entry point gives +1 to the vigor rolls, but provides no other ben-efit. On a failure, the victim takes 2d6 damage each round for five rounds, ignoring all armor, as his body begins to freeze from the inside. Only a healing spell with a fire or heat trapping can cure this damage. Oth-erwise, natural Healing is required.

* Fearless: Zombies are immune to Fear and Intimida-tion.

* Immunity: Immune to background cold. Takes half damage from cold, coldfire, or ice attacks.

* Slam: Str.* Slow: Cannot run.* Undead: +2 Toughness. +2 to recover from being

Shaken. No additional damage from Called Shots. Im-mune to disease and poison.

* Weakness (Fire): Takes double damage from fire and heat attacks.

hellfrost hAlloween specIAl