Blood Feast
Blood Feast
The Wanderers find a massacred village and a trail of black blood leading to
an ancient and savage secret.
The party is traveling the coast of New England The Blood Feast
when they spy smoke coming from the nearby woods. In truth, a band of Huron Indians have become
On investigation, they find a scene of chaos. A mix of thralls of savage fish-men, “icthynites,” a few miles
crude and well-made tables and chairs lie askew at north along the coast. The thralls brought the village
the center of a small village—as if a meager feast were what seemed to be much-needed food for a feast of
interrupted. thanks. But the meat was the tainted flesh of a dead
Indeed, traces of the meal lie about the earth—most master. The black flesh drove the villagers to frenzy
notably sickly-looking corn, hard crumbles of bread, and will eventually prove lethal.
some sort of weedy greens, and a few platters of oily The thralls waited until the strangers turned on each
blackish, steaks carved from some large but unfamiliar other, then absconded with their youngest children
creature of the sea. to sacrifice to the fish-men. But the villagers proved
Scattered about the food are a mix of plates, both resilient and gave chase...just moments before our
fine China and wooden spoons, knives, and serving heroes arrived.
dishes. Many tracks and small splashes and pools of
blood and some kind of black gunk are also evident. The Dark Forest
(The black gunk is regurgitated icthynite flesh— A hundred yards along the track the group finds
it was poisonous to the villagers and they the body of a young man, clearly slashed across the
continue to wretch it up along the trail abdomen and soaked with blood. The man is
for the remainder of this adventure.) alive but incoherent. Black goo spills from
his lips and his eyes roll madly about in
A Notice roll reveals that both the
his head. In his hands is a carving knife
blood and the food are still somewhat
coated in warm blood (not his own). The
warm—this happened only minutes
poison has sunk in deep and he expires
before the heroes’ arrival.
moments after the party’s arrival
A raise on the Notice roll also regardless of treatment.
detects that, despite the verdant
As he does so, the Wanderers
wildlife of New England, not even
hear a scream further in the forest
a bird has descended to pick at the
and the discharge of muskets. The
scraps.
trail leads to four bodies—two
Should an investigator ask, it adult males and two females. All
looks as if the tables were set for are in the last moments of life,
more than twenty individuals. The five either choking on the black poison or
crude huts scattered about seem to indicate bleeding out from hacking wounds
that’s a larger presence than the community (from the hybrids’ tomahawks).
normally sustains. A quick glance into the
Another Tracking roll (at +2 due to
huts finds personal artifacts, bedding, and
the blood and number of tracks) leads
simple stoves—many of which still burn hot.
further on to the woods where it stops abruptly
Tracking reveals a heavy trail of footprints— at a rocky cliff overlooking a cold inlet some
both shod and unshod—heading into the dense thirty feet down.
woods to the northeast. Dollops of blood and
As the heroes arrive they see a dozen or so
pools of black vomit accompany the prints.
villagers swim out of the inlet and onto
the opposite bank, clearly in pursuit of
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something. They don’t respond if hailed but rather
race blindly and frantically toward the north along
the coast. More disturbing, floating in the inlet are the
bodies of several more colonists. One broke her neck
during the jump while the rest perished as the poison
finally took hold.
The adventurers don’t have time to climb carefully
down the gray cliff. They must brave the 30’ leap
then swim across 20 yards of crashing waves bobbing
with gruesome corpses. (See Savage Worlds for falling
damage into water.)
The Ruins
The opposite bank leads to a sandy shore. The long
run, the terrifying swim, and the unstable sand cause
everyone to make Vigor rolls or suffer Fatigue that can
be recovered only with 10 minutes rest.
To the party’s west is a 40’ high cliff. Twenty feet
of sand and stone slope down to the crashing ocean
to their east. Within moments, the group hears the
sounds of melee from around a bend in the cliffs.
Around a 40’ outcropping of gray stone the Wanderers
enter a horseshoe-shaped cove. The lagoon is dark and • Tomahawks: Str+d6
protected from the worst of the waves by a line of solid • Blood Frenzy: When another character or
granite rocks across the seaward side. animal suffers a Wound, all hybrids within 6”
All around the cove are ancient gray pillars. Some
are driven into a frenzy by the scent of blood.
still stand high while others have toppled into the This causes them to go Berserk (as the Edge).
dark water. Thick green moss covers most, but a quick Villagers (6)
glance at the closest column reveals lurid carvings Use standard commoner statistics from The Savage
of fish-men engaged in all manner of depravity and World of Solomon Kane. Make a Vigor roll for them
tentacles that seem to wrap round and round the stones each round. Those who fail are Incapacitated from the
without origin. In and around the pillars, a half-dozen poison and die the following round.
villagers attack a like number of strange, wild-eyed
Huron Indians. At the back of the cove are three young The three children—two girls and a boy ages 4, 5,
children protected by two more Hurons. Clearly, the and 7, respectively—did not eat the meat.
children were kidnapped and the villagers have been
in hot pursuit since the village. Further Adventure
The Hurons are no longer truly human. They’ve been The thralls’ masters
corrupted by a tribe of icthynites living in the nearby lurk in the ocean nearby.
shallows. The hybrids took the flesh of a dead master to If the Game Master
the villagers to poison them and then absconded with wishes to continue this
their children as sacrifice. But the resilient pilgrims tale, perhaps the heroes
gave chase and vowed to recover the young ones can find a way to lure
before the poison claims them. them from the depths
and end their evil.
Icthynite Indian Hybrids (8) For the icthynites
Attributes: Agility d6, Smarts d6, Spirit d6, statistics, as well as more
Strength d6, Vigor d6 adventures and over
Skills: Climbing d6, Fighting d6, Guts d4, Notice twenty other scoundrels
d6, Stealth d8, Survival d8, Swimming d8 and malevolent horrors,
Special Abilities: pick up the Savage Foes
• Aquatic: Pace 6 of Solomon Kane book in
print or PDF.