Savage Worlds - Beasts & Barbarians - The Dread Shard
Savage Worlds - Beasts & Barbarians - The Dread Shard
Savage Worlds - Beasts & Barbarians - The Dread Shard
Barbarians &
A Sword and Sorcery Savage Worlds setting
By Umberto Pignatelli
Beasts
Barbarians &
A Sword and Sorcery Savage Worlds setting
By Umberto Pignatelli
Credits
Author: Marek “Planetourist” Golonka
Editing: Andy Slack, Piotr Koryś
Cover: Tomek Tworek
Layout: Michał Smaga
Playtesters: Daniele Bonetto, Luca Coero Borga,
Maner Samuel, Paolo Boiero, Pierpaolo Ferrari
Special Thanks to: Marta Castellano (my wife) queen of all the Amazons,
Massimo Campolucci (my uncle), for being the first, real Dhaar, Simone Ronco
and Polliotti Yoshi (my friends) for fighting alone against the Valk demons
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.
peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
©2014 Gramel Justyna Koryś, Beasts and Barbarians, Dread Star Dominions and all related marks and logos are
trademarks of Gramel Justyna Koryś. All Rights Reserved.
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc.
All rights reserved.
Printed in USA
The Dread Shard
Our heroes visit a great festival only to discover that it’s a trap devised to trigger a
powerful demonic ritual. The feast soon becomes a slaughter as a Valk horde charges
into the city.
3
Introduction
4
Games
drance), but right now he is liked by ev- also looks down on men who seek the
eryone who knows him. company of paid prostitutes.
5
Introduction
games gains +1 Charisma toward other Asperios negotiates the stakes of his trial
festival guests. separately with each opponent, but they
are typically about 50 Moons. He usually
wins.
Boozing Competition
Both contestants drink booze, one mug
after another. Each round requires a Vigor
Brawls
roll with a penalty starting at -1, and then Duels of all sorts are organized during the
increasing by -1 each round. Whoever festival. Fighting to the death is strictly
fails this test first loses, both contestants forbidden among free people, so the most
failing in the same round means a draw. common are duels to first blood – that is,
The loser is drunk and unconscious for an the first attack that causes a Shaken re-
hour, but the winner is not safe either – he sult. Such a duel follows one special rule
has to test Vigor one more time, with the – a Shaken character can spend a Benny
penalty of the last roll. If he fails he too is immediately to cancel the attack that
far from sober and suffers -2 to all Agili- wounded him. This applies only to attacks
ty- and Smarts-based rolls for an hour. Of that didn’t cause actual Wounds – these
course passing this test doesn’t prevent the have to be soaked as usual.
player from declaring his character drunk,
roleplaying it and maybe earning a Benny. Other modes of dueling include trying
to push an opponent out of the ring or to
The reward for winning this competition is rip off a special, tight band worn on the
a bottle of invigorating, wonderfully warm opponent’s left hand (doing so requires a
brandy from Lucius’ own cellar. Drinking Called Shot at -4).
it removes a level of Fatigue, but bestows
-1 to all Agility- and Smarts-related rolls The most unusual competition is fight-
for an hour. ing until somebody makes a sound. Not
making a sound while being hit requires a
The most probable opponent in this noble Spirit roll with a penalty equal to damage
competition is, of course, Sangius. taken -2. Of course there are other ways to
make somebody break the silence – Taunt
rolls are especially effective. Those duels
Asperios the Great’s are always between bare-fisted opponents.
Trial of Will
A typical participant in a brawl is a Right
Asperios the Great is an illusionist wan- Hand version of a fighting NPC, like an
dering between cities of Faberterra and Amazon Warrior, a Barbarian Warrior or
entertaining the masses. His “trial” doesn’t a Veteran Soldier. Nera is a very interest-
sound like much – one simply has to hit ing opponent, but you’d better let the PC
him with a sack filled with feathers (Im- meet her at the festival before pitting her
provised weapon, no damage, -1 to Fight- against him. Stakes are usually 50 to 100
ing, +1 to Agility-based Tricks). The only moons.
problem is telling where he really is – As-
perios always uses the Deflection Power You could consider giving both brawlers a
with the I am not there! trapping before a Benny or two that can be used only during
trial. their combat. That will make it last a little bit
6
The Carnage
7
Introduction
Only a few Valk attack the PCs, but they different things. Making any of them talk
can’t just stand and fight back – other about Lucius’ orders requires a raise on a
people are running away and if our heroes Persuasion or Intimidation roll. Intimida-
stand still they’ll be easy prey for the entire tion can be used only if the PCs have a cred-
horde. Play this scene out as a five-round ible means of threatening the mercenaries
chase. Each hero is chased by two Valk and (such as an official paper from Iathus) while
one demonic mastiff. Complications in this Persuasion requires bribing them with at
chase are connected to the panicked crowd. least 200 Moons worth of coins or goods.
(M) Valk riders (2 per hero) Palace Guards: they have relatively inno-
(M) Demonic Mastiffs (1 per hero) cent orders – do not let anybody into the
palace, open its gates when a horn blows
Once the chase is finished the PCs have and don’t do anything else. The last order
managed to hide in a narrow street or inside is to ensure that the mercenaries won’t
a building. Now they must decide what to stop the Valk. If the PCs want to open the
do next – jump to the What to Do? section. gates, they have to defeat the mercenaries.
No bribe can make them betray the pow-
erful Lucius in such a direct way.
Optional Scene:
(M) Mercenaries (8)
Investigation
Events take a more favorable turn for our And if the PCs open the gate, the horn
heroes if they begin investigating during blows and Valk charge straight into them!
the festival. The information below re- The riders want to get to the festival as soon
places that from The Carnage section for as possible, so they don’t pay much atten-
investigating parties. Keep in mind, how- tion to the party – play it out as a chase just
ever, that the Valk won’t be surprised by a as in The Carnage section, but without any
little trouble, and as soon as they notice complications. When the chase ends the
any banqueters poking their noses into PCs are near the city square.
their plot, they blow the horn and begin
the massacre. City Gate Guards: they are ordered to
lock the gates when they hear the horn
Asking about horses or horseshoes re- blow and not let anybody outside. They
quires a Streetwise roll. Success indicates think that they can escape easily so they
that the party members meet a crop mer- can be bribed (for a further 300 Moons) to
chant who has recently sold a lot of wheat ignore this order. There are no Valk nearby,
to the Palace (as in the rumors section). so this deal goes unnoticed by them. You
A raise allows hearing about a little girl may make one of mercenaries sneak away
named Augatha who swears she heard a to sell out his friends to Lucius, but with
horse neighing in a wagon transported to his poor Stealth skill (d4) he’ll be easily
Lucius’ palace a few days ago. caught by the PCs.
The PCs have two clues to follow – the pal- However, if the PCs try to intimidate the
ace and the mercenaries at the gates. The mercenaries and fail, the guards order
palace is also protected by mercenaries, but them to go back to the festival – and if the
each of the three groups of them knows PCs won’t listen, they attack!
8
Optional Scene: Investigation
(M) Mercenaries (8) if they escape from the Lumber Gate and
into the narrow streets.
Lumber Gate Guards: these mercenar-
ies are to open the gate wide and not let The best the PCs can do is to send some-
anybody close it. However, they’ve noticed one to warn the festival guests. It takes
the Valks hiding in the wood and feel re- 3 rounds to get there (2 with the Fleet-
ally bad about helping these barbarians Footed Edge or if on horseback). When
– they might be greedy soldiers of for- the messenger arrives there he sees panic
tune, but they have their standards. They as the guests notice the Valk charging
are too afraid to oppose the Valk on their from the palace. Warning the guests about
own, but when somebody comes in asking more Valk makes them hide in the build-
about “something unusual”, “Lucius’ or- ings or, if the main gate remains open, flee
ders” and so on they quietly explain what’s the city. Saving so many people clearly
really going on. earns every character a Benny.
9
Introduction
10
Optional Scene: Investigation
11
Introduction
The PCs may also want to sneak past the Terrain and Props
guards. It takes a Stealth (-1) roll not to be • Orb Magic. First and foremost the orb
noticed by them and a Notice (-2) roll to thirsts for blood, making every attack
notice a small door hidden behind a patch of made within 6” of it deal +1 damage.
vines. The door opens into a hidden corridor • Trees and Bushes. The garden has
that leads to the garden inside the palace. lots of plants where one can take
cover – randomly spread three Small
The ritual takes place in this garden. It is Burst Templates and one Medium
centered on a red orb forged from pure Burst Template on the battlefield –
Dread Shard metal. they grant Cover (-2).
• In defense of Faberterra! This battle
Timing. Which point of the ritual the PCs takes place in the heart of a Faberterran
arrive at depends on how much time they palace so any character with the Loyal
spent in the city, that is, how many cards (Faberterra) or similar Hindrance gains
have already been dealt. The events in the a Benny. A PC who doesn’t have such
a Hindrance can decide that he begins
palace are described below by the number of
to believe in Faberterra right now and
cards dealt in the Getting Anywhere scene. permanently gain the Loyal Hindrance
Once in the palace add 1 to this number for in exchange for two Bennies.
every three rounds they spent in combat.
The ritual begins when the third card is The Wild Horde
dealt – Lucius puts his hand on the orb When the ritual is complete the Valks’
and Maab begins chanting, circling him weapons glow with hellish red and the
on her demonic steed. The ritual will go on riders go berserk. They gain a constantly
until Maab is Incapacitated or Shaken for active Berserk Edge and Hardy ability (no
a full round. Lucius thinks that he is just Wound when Shaken twice). They become
as crucial as she, but in fact he’ll simply be a furious horde of slayers obedient only to
the final sacrifice, the blood spilt directly Maab. She plans to use them to attack and
on the orb. All her minions who remain pillage other cities. If the PCs killed Maab
in the palace – both Valk and mastiffs – after she finished the ritual the horde be-
protect her and the governor. comes completely uncontrollable, slaugh-
tering all the citizens of Dalaxium and
When the sixth card is dealt, Maab be- then spreading among the wilderness of
trays Lucius – she stabs him in the heart Faberterra, becoming the most dangerous
with her spear. Now she needs only one bandits in the history of the empire.
more card to finish the ritual.
If the PCs are in the palace when this
Shattering the orb interrupts the ritual, happens, they are relatively safe because
but it has Toughness 12. the Valk prefer to roam the wide streets of
the city. Escaping Dalaxium requires only
(M) Demonic Mastiffs (4) four Advancement Tokens now, but if the
(M) Valk Riders (10 or 5*,) PCs get caught the fight will be much
(WC) Maab more difficult.
*If Maab sent half of them to help the After the escape they’ll probably call rein-
mercenaries. forcements as in The Great Escape above.
12
Creatures and NPCs
13
Aftermath
• Beak: Str+d8. Their saliva is acidic, so gets a Benny. This ability works only once
this attack has AP 1. per session for a single PC.
• Demon: +2 to recover from being Shak-
en; immune to poison and disease.
• Mane of Thorns: The Demonic Mastiff Iathus
can shoot a volley of black spines. This is the Emissary
a ranged attack with range 3/6/12, dealing
2d6 damage in a Small Burst Template, Attributes: Agility d6, Smarts d8, Spirit
and uses Agility as the Shooting die. The d6, Strength d6, Vigor d6
Mastiff can shoot up to three volleys each Skills: Fighting d8, Notice d6, Knowl-
day. edge (Battle) d10 (see below), Persuasion
• Size +1: Demonic Mastiffs are the size d8, Riding d6, Shooting d6, Throwing d6.
of a pony. Charisma: +2; Pace: 6; Parry: 6; Tough-
• Supernatural Tracker: The Demonic ness: 5
Mastiff ignores all Tracking penalties for Edges: Command, Leader of Men, Noble,
bad light and old tracks. Tactican.
Gear: Dagger (Str+d4).
Dolcius
Attributes: Agility d4, Smarts d8, Spirit Maab the
d6, Strength d6, Vigor d4 Jalka Maiden
Skills: Knowledge (Astronomy) d8, No-
tice d6, Persuasion d4. Attributes: Agility d8, Smarts d8, Spirit
Charisma: 0; Pace: 6; Parry: 2; Tough- d8, Strength d4, Vigor d6
ness: 4 Skills: Fighting d6, Notice d8, Intimida-
Edges: None. tion d10, Knowledge (Arcana) d8, Knowl-
Hindrances: Damsel in Distress (al- edge (Battle) d6, Sorcery d10, Riding d10.
though not a girl), Young. Charisma: +2; Pace: 6; Parry: 6; Tough-
ness: 6(1)
Edges: Arcane Background (Sorcery), At-
Ethella tractive, Born in the Saddle, Charismatic,
Attributes: Agility d6, Smarts d6, Spirit Command, Fervor, New Power, Power
d6, Strength d6, Vigor d6 Points.
Skills: Fighting d4, Healing d4, Notice Hindrances: Bloodthirsty, Vow (Valk re-
d6, Persuasion d8. ligious tenets).
Charisma: +4; Pace: 6; Parry: 4; Tough- Powers [25 PP]: bolt (invisible strangling
ness: 5 force), deflection (demonic wind), fear
Edges: Very Attractive. (hideous laughter), summon ally (fighting
Hindrances: None. bird, demonic mastiff, jatakal).
Gear: Fancy clothes. Gear: Spear (Str+d6, 1 hand: allows Tricks
Special Abilities at Reach 1, 2 hands: +1 Parry), small shield
• Pleased to Please You!: After doing (+1 Parry), bone dagger (Str+d4), boiled
Ethella a favor that requires some time or leather armor (+1), Jalka (see below).
effort (like duelling in her name, saving Special Abilities
her from hungry monsters or gifting her • Jalka: A Jalka is an abomination born
with a piece of jewellery), a male character of a demonic steed and a mare. It has the
14
Mercenaries
same stats as a Henchman warhorse, plus weapons), bow (Damage: 2d6, Range:
the Demon Monstrous Ability. It feeds on 12/24/48).
meat, has razor-sharp teeth (Str+d6) and
causes Fear the first time it is seen. It can
be ridden only by a Jalka Maiden. Sangius
• Living Banners: Very few Valk warlords Attributes: Agility d8, Smarts d6, Spirit
use insignia on the battlefield. A band of d6, Strength d8, Vigor d8
warriors usually gathers around a Valkyrie, Skills: Fighting d8, Intimidation d6,
her long blonde mane acting as a banner. Notice d6, Shooting d6, Streetwise d10,
The Command Radius of a Valkyrie is 15” Throwing d6.
when she is on horseback. For this reason, Charisma: 0; Pace: 6; Parry: 7; Tough-
a Valkyrie is sometimes referred as a “Liv- ness: 8(2)
ing Banner”. Edges: Combat Reflexes.
Hindrances: None.
Gear: Bronze long sword (Str+d8), me-
Mercenaries dium shield (+1 Parry, +2 Toughness vs.
Attributes: Agility d6, Smarts d4, Spirit ranged attacks), medium bronze armor
d6, Strength d6, Vigor d6 (+2).
Skills: Fighting d6, Intimidation d8, No-
tice d4, Shooting d6, Throwing d6.
Charisma: 0; Pace: 6; Parry: 6; Tough- Valk Steppe Pony
ness: 6(1) Attributes: Agility d8, Smarts d4(A),
Edges: None. Spirit d6, Strength d12, Vigor d10
Hindrances: Greedy. Skills: Fighting d4, Notice d6
Gear: Bronze short sword (Str+d6), small Pace: 8; Parry: 4; Toughness: 8
shield (+1 Parry), light leather armor (+1). Special Abilities
• Fleet-Footed: Steppe Ponies roll a d8
instead of a d6 when running.
Nera the Amazon • Kick: Str.
Attributes: Agility d8, Smarts d6, Spirit • Run All The Day: Steppe Ponies gain +2
d6, Strength d8, Vigor d6 to Vigor rolls to resist fatigue.
Skills: Boating d6, Climbing d6, Fighting • Size +1: Steppe Ponies are smaller than
d6, Intimidation d4, Notice d4, Persuasion normal horses.
d6, Riding d6, Shooting d6, Throwing d6.
Charisma: +2; Pace: 6; Parry: 6 (7 vs
males); Toughness: 6(1) Valk Rider
Edges: Amazon, Attractive, Combat Re- Attributes: Agility d8, Smarts d4, Spirit
flexes. d6, Strength d8, Vigor d6
Hindrances: Code of Honor (Amazon), Skills: Fighting d8, Notice d4, Intimida-
Loyal. tion d6, Shooting d10, Riding d10, Sur-
Gear: Bronze long sword (Str+d8), light vival d6.
leather armor (+1), medium feathered Charisma: –4; Pace: 6; Parry: 6; Tough-
helm (+2, only head), spear (Str+d6, +1 ness: 6(1)
Parry, Reach 1, 2 hands), medium shield Edges: Born in the Saddle, Steady Hands.
(+1 Parry, +2 Toughness vs. ranged Hindrances: Bloodthirsty, Greedy.
15
Aftermath
Yanksha
the Valkyrie
Attributes: Agility d8, Smarts d8, Spirit
d8, Strength d4, Vigor d6
Skills: Fighting d6, Notice d8, Intimida-
tion d10, Knowledge (Arcana) d8, Sorcery
d10, Riding d10.
Charisma: +2; Pace: 6; Parry: 6; Tough-
ness: 6(1)
Edges: Arcane Background (Sorcery), At-
tractive, Born in the Saddle, Charismatic,
Command, Fervor, New Power, Power
Points.
Hindrances: Bloodthirsty, Vow (Valk re-
ligious tenets).
Powers [20 PP]: bolt (invisible strangling
force), deflection (demonic wind), fear
(hideous laughter).
Gear: Sorcerer’s Staff (Str+d4, +1 Parry, 2
hands, reach 1, deliver touch), bone dagger
(Str+d4), boiled leather armor (+1), steppe
pony.
Special Abilities
• Living Banner: The Command Radius
of a Valkyrie is 15” when she is on horse-
back.
16