TEXT: Makers of Mischief
  The people of Lincoln, in the ﬂ at, fertile 
  county of Lincolnshire, England, tell a story 
  about two imps that were sent by the Devil 
  to Lincoln’s magniﬁ cent gothic cathedral 
  to cause trouble. The trouble varies with 
  the telling, but eventually one of the imps 
  entered the cathedral and threw rocks at 
  an Angel. The Angel punished the imp, 
  turning it to stone as part of the cathedral 
  decoration. To this day the imp remains 
  trapped in the cathedral’s Angel Choir.
  They also tell another story —when the 
  moon is black the devil sends the other 
  imp back to free its brother until dawn, and 
  on those nights, the good people of Lincoln 
  pray.
  A Missing Priest
  Almost a month ago a young priest, late 
  with his chores, was cleaning the altar 
  when the imp returned to free its brother. 
  The imp tormented and slew him on the 
  altar. When he was found the next morning 
  the bishop quickly had his body buried 
  and swore the ﬁ nders to an oath of silence, 
  afraid that proof of the imp’s malevolence 
  would reduce the congregation. He told 
  people the priest had renounced his vows 
  and left. 
  The priest, Joseph, was devoted to God 
  and his mother could not believe he would 
  leave the church. Convinced that he has 
  been the victim of foul play she is seeking 
  for help to ﬁ nd the truth.
  Enter the Wanderers.
  A Conspiracy of Silence
  The bishop is unavailable for meetings 
  of any sort regarding the matter of Joseph, 
  and other church representatives simply 
  state Joseph left the clergy. Although only a 
  few people were involved in the cover-up, 
  many of the church staff have heard rumors 
  that Joseph was killed in the cathedral. 
  Wanderers who ask about 
  Joseph in the cathedral must 
  make a successful Persuasion 
  roll (–2) to learn that there is 
  talk that the young priest did not 
  leave, but was murdered. Apart 
  from this rumor, the characters 
  can learn nothing of use. Just 
  as they are about to give up, 
  the Wanderers approached by 
  another priest, Callum, Joseph’s 
  closest friend. He relates how 
  he found Joseph dead on the 
  altar that fateful morn, covered 
  in vicious knife cuts, and that 
  the bishop covered it up.
  Investigating similar deaths 
  in Lincoln reveals that in living 
  memory almost ﬁ fty people 
  have died from ‘vicious knife 
  slashes’ near the cathedral, 
  though the authorities blame it 
  on foreign criminals.  All these 
  deaths occurred at the time of 
  the new moon. 
  The heroes should naturally suspect the 
  bishop, as he covered things up, but in fact, 
  he is a red herring, intended to draw the 
  players off the scent. A night spent in any 
  Lincoln tavern, talking to the locals about 
  strange goings on at the cathedral turns up 
  the story of the imp. Whether the Wanderers 
  give any credence to the far-fetched story 
  when they have such an obvious suspect in 
  the bishop, depends on the players .
  It’ll be Dark Tonight
  The next new moon is but a day away, so 
  the Wanderers have little time to prepare. 
  Gaining entrance to the cathedral at night 
  will be difﬁ cult, as the bishop has ordered 
  it locked. A priest and a 10 parishioners 
  armed with stout clubs are standing guard 
  on the gates to prevent entry. Wanderers 
  who kill these innocents to gain entry are 
  hunted as murderers for the rest of their 
  days. The priest, although sworn to silence, 
  listens to reason and, with a successful 
  Persuasion roll, allows the Wanderers to 
  stand guard too. A raise allows them entry to 
  the cathedral. Sneaking inside the building 
  requires a Stealth roll.
  Just before midnight the imp’s brother 
  arrives, entering the cathedral by breaking 
  open a small back door. Wanderers inside 
  hear this on a Notice roll at –2 and can 
  react to it. If unhindered the imp runs to 
  its brother and spends two rounds using 
  its magic to free him. The imps then go 
  looking for victims near the cathedral. If 
  the Wanderers are still outside, the ﬁ rst clue 
  they have is an unearthly glow from within 
  the cathedral as the imp casts its spell. The 
  guards ﬂ ee in terror at this point.
  If the Wanderers attack the imp before it 
  reaches its brother, the imp summons one 
  lesser imp per Wanderer to hold them off 
  while it frees its petriﬁ ed partner. Once it is 
  free the two of them attack the Wanderers, 
  though if they start to lose the stone imp 
  ﬁ ghts to the death as its brother ﬂ ees. In 
  any case, the imps summon one lesser imp 
  per Wanderer when violence breaks out.
  T H E L I N C O L N I M P
  A Savage Worlds One Sheet™ By Shane Mclean
  for use with The Savage World of Solomon Kane™ or as a horriﬁ c diversion
  The wanderers battle a tiny, but fearsome ﬁ end of Hell.
  Use the Solomon Kane characters found on our Savage Website www.peginc.com or make your own.
  Savage Worlds, One Sheets, Pinnacle Entertainment Group, Great White Games,  and all related marks and logos are Copyright 
  Great White Games. ©2007. © 2007 Solomon Kane™ is a Trademark of Solomon Kane, Inc. All Rights Reserved. 
  W W W . P E G I N C . C O M
  
  The Lincoln Imp is particularly tough to hurt, and heroes 
  should be encouraged to work together using tricks and 
  maneuvers to defeat it.
  Slaying the stone imp causes its body to turn to smoke and 
  ﬂ ow back to its place on the wall. Only by killing the brother 
  imp can the Wanderers permanently stop it. Only that creature 
  can free its brother from the stone prison—something both 
  imps know and they will do anything to make sure that the 
  brother survives, especially as the stone imp knows it cannot 
  die while under the Angel’s curse.
  The Lincoln Imp
  This imp is made of solid stone.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor 
  d10
  Skills: Climbing d8, Fighting d8, Guts d10, Notice d6, Stealth 
  d10
  Pace: 5, Parry: 6, Toughness: 10 (4)
  Special Abilities:
  • Claws: Str+d4
  • Demon: +2 to rolls to recover from being Shaken; Immune 
  to poison and disease.
  • Size –1: The imp is only 4’ tall.
  • Stone Skin: Armor +4.
  • Unkillable: The imp reforms into stone when killed and 
  can be freed again the next month.
  The Brother Imp
  A scaly, evil creature.
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor 
  d8
  Skills: Climbing d8, Fighting d8, Guts d10, Notice d6, Stealth 
  d10
  Pace: 5, Parry: 6, Toughness: 5
  Special Abilities:
  • Claws: Str+d4
  • Demon: +2 to rolls to recover from being Shaken; Immune 
  to poison and disease.
  • Nimble: Ranged attack rolls suffer a –1 when targeting this 
  creature.
  • Spells: The imp can cast Deﬂ ection and Summon Spirit 
  with no casting modiﬁ ers. It uses its Spirit as its casting skill, 
  and can only summon Lesser Imps (see below) with the 
  Summon Spirit spell.
  • Size –1: The imp is only 4’ tall.
  Lesser Imps
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor 
  d6
  Skills: Climbing d6, Fighting d8, Guts d6, Notice d6, Stealth 
  d6
  Pace: 5, Parry: 6, Toughness: 4
  Special Abilities:
  • Claws: Str+d4
  • Demon: +2 to rolls to recover from being Shaken; Immune 
  to poison and disease.
  • Nimble: Ranged attack rolls suffer a -1 when targeting this 
  creature.
  • Size –1: The imp is only 4’ tall.
  Want to get started on the path of 
  Kane right away? Well you can, 
  Wanderer. All you have to do is get 
  online and download some of the 
  sample characters we’ve provided for 
  you at:
  WWW.PEGINC.COM
  Want to check out the game before 
  you buy the book? No problem, 
  friend. Check out the Test Drive 
  rules. With a One Sheet, the Test 
  Drive rules, and some steadfast 
  characters, you can get a ﬂ avor of the 
  world of Solomon Kane. We think 
  you’ll get a taste for it! 
  And look for more One Sheets for 
  our Savage Worlds settings.
  OUT NOW!
  
SOURCE: textdata/thevault/Solomon Kane/Solomon Kane The Lincoln Imp.pdf