TEXT: Call of the Ruby 
    
  Background: 
  Slyn was a sinister mage that died nearly 1000 years ago in his secret dungeon among the Aduin Hills, 
  located northeast of the Ravendell region.  Slyn was devoted follower of Chaos.  He was fascinated with 
  the dead and was always conducting experiments on them.  From these experiments came his greatest 
  accomplishment, the creation of the Ruby of Slyn.  This enchanted gemstone held the power to raise the 
  dead and to animate their mindless bodies through telepathy.  However, the Ruby had a weakness that Slyn 
  did not realize which eventually caused his demise.  Upon raiding the area now known as Ravendell with 
  an undead army, Slyn and his chaotic forces met their match.  Their forces were caught out in the daylight 
  as dawn arrived and his entire army of zombies fell limp on the battlefield.  A lone elven archer from the 
  defending forces shot Slyn in the chest with a poison-tipped arrow.  The injured Slyn teleported back to his 
  lair where he later died clutching his prized creation in his fist.  An evil band of adventurers have found the 
  ancient artifact while delving through Slyn’s hidden dungeon.  They have learned the powers that the 
  gemstone holds and have slowly begun raising their own undead army.  Locals that reside in the area have 
  reported graves being robbed and cemeteries disturbed.  Now the evil band has begun terrorizing the small 
  mining village of Scarfall, part of the large and scattered Ravendell.  The Players enter the small village 
  just by chance in their passing to another location. 
    
  Arrival at Scarfall: 
  Before you is the small village of crudely built stone houses named Scarfall.  Scarfall is a small part of the 
  vast township known as Ravendell, in which its primary existence is mining.  The entire village revolves 
  around the mining of the Aduin Hills.   The main find in the area is primarily iron ore; however more 
  precious finds occasionally are struck.  It seems to be very calm for this time of day, too calm as miners 
  should be returning from their days work.  Movement within the village itself is minimal at best with only a 
  few folk outside of a dwelling.  Glyphs and wards of Law are prevalent all over the village, painted on 
  doors, walls and posts. 
    
              Any villager that is approached will appear glad to see the Players but warn them that “evil is in 
  motion”.  If inquired about, the Players will learn that the village is in fear of a dark force that has visited 
  their community last evening.  The cemetery was desecrated with many of the graves dug up and 
  headstones overturned.  One drunkard from the Radiant Ringworm stumbled out and swears that he saw his 
  uncle Gerald walk past him, the only problem is Gerald died two weeks prior in a mining accident.  The 
  wards and glyphs were distributed by priests of law to ward off the evil presence.  It is two hours before 
  sundown so give the Players a short time to explore the village and/or restock their supplies before 
  continuing to the next section.  Scarfall is a basic village, a map is not attached to this adventure as it can be 
  easily created by the GM.  Below are brief descriptions of the buildings that merit any special attention and 
  additional information that will be useful to the Players later in the adventure: 
    
  Description of the Village of Scarfall: 
   Radiant Ringworm- This small tavern is just that and has no lodging for wary travelers.  The Ringworm 
  is run by a stout bald man named Ludwig.  Ludwig will fight if asked or if his establishment is invaded. 
  Blue Forge Armory & Smithy- This is a fine blacksmith station that specializes in the making of mining 
  tools.  It is run by Hirn Wildhammer, a rotund dwarf with a crazy temper.  He takes his business seriously 
  and will lash out at any whom insult it. Hirn will gladly join the fight for Scarfall, wanting to test a new suit 
  of armor that he made. 
  Scarfall Trading Post- This is a general store that takes more than just coin, allowing its patrons to barter 
  for goods if necessary.  As proof, a small pen is attached to the back with various livestock crammed into 
  it.  Mining, mountaineering, and traveling equipment are always hot trading items.  This is owned and 
  operated by a human named Barrett and his family.  Barrett is a coward as is his offspring as they will be 
  nothing of assistance besides a salesman.  
   
   
  
  Temple of Law- Here is a small temple built of fieldstone with a single bell tower extending towards the 
  heavens.  The temple of Law is lead by Beatrice Silvermore, high priestess of the Scarfall order.  She is a 
  tall slender human in her fifties, with long gray streaked blonde hair in a thick braid hanging over her 
  shoulder.  She is dressed in a grand robe made of orange and yellow fabrics that radiate the colors brightly.  
  Beatrice is assisted by 4 acolytes whom spent the last few hours putting up the glyphs and wards around the 
  village.  The Acolytes wear similar robes to that of Beatrice, however not as distinguished.  The temple 
  offers healing and other magical services for non-Law worshippers at a fee. For those whom do worship 
  Law, these services are complimentary. Beatrice will not leave the temple for her sole purpose here in 
  Scarfall is to preserve the temple.  Along with her, she will keep two Acolytes to assist her in her duties.  
  However, she will send out the other two Acolytes to work with the Players to defend the villagers. 
  Cemetery- The cemetery is nearly in ruins, with headstones knocked over and graves themselves dug out.  
  Most look as if they were dug out from within.  Very few graves remain unscathed but a total of 32 have 
  been “robbed” of the bodies.  If investigated further, it is noticed that all the undisturbed graves have 
  glyphs engraved into the headstones of various deities.  While none of the others have any ward on them 
  except for names and dates.  
   
  Village Militia, (3 with longswords, 2 with bows) 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6 
  Skills: Fighting d6, Shooting d6 
  Pace: 6 Parry: 5 Toughness: 6 
  Gear: Leather armor (+1), Longsword (Str+3), Bow (12/24/48 ,2d6 damage) 
   
  Drunken Dwarves, (4) 
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8 
  Skills: Fighting d6, Intimidate d4 
  Pace: 5 Parry: 5 Toughness: 7 
  Gear: Pick Axes (Str+2) 
  Special Abilities 
  • 
  Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore 
  attack penalties for Dim and Dark lighting 
  • 
  Slow: Dwarves have a Pace of 5” 
  • 
  Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4 
  • 
  Drunk: These guys have been doing a lot of drinking, they may not be fast, but they are able to 
  shake off damage better granting them a -1 to all trait tests and a +1 to their toughness 
   
  The Unholy Invasion: 
  An hour after sunset the evil band of adventurers will lay siege to the town with the Ruby of  Slyn.  Their 
  plan is to kill anyone whom resists and just pillage the village of their riches (however, small they may be).  
  It is up to the Players to save themselves and the village from their diabolical plan.  This will require some 
  quick thinking and defensive strategy on the Players part; they have the entire town as the battleground.  
  Some villagers could even be recruited (besides the village militia) to assist in saving their homes. 
     
  Horrifying screams alert you that something is wrong, terribly wrong.  Just beyond the village limits to the 
  north, a massive group of undead is closing in on Scarfall.  Some look to just recently have been deceased 
  while others look like they have been long dead.  Zombies, mixed in with a score of skeletons stagger 
  towards the village.  Their eye sockets (and eyes for those whom still have them) have a strange red glow 
  emitting from them.  Another ghastly scream then comes from behind you.  As you turn around to 
  investigate you see another large gathering of undead closing in as well. Then from within the Radiant 
  Ringworm stumble out four dwarves armed with pick axes in one hand and a mug of ale in the other.  “Ye 
  damned varmints!  Ye dare disturb ‘re ale!  To the hells with ye!” one shouts.  “Firble, I’s think they see’s 
  de hells already!” another chimes in.  “Let’s return de varmints then”, Firble returns.  “To the ale!!!” they 
  all shout and charge towards the mass of death. From the other side five half-elves dressed in the traditional 
  militia garb attack the other group screaming, “For all the goodly folk of Scarfall!”.  Each is armed with a 
  torch in one hand and their sword in the other.  People begin locking up their houses tightly or begin fleeing 
  to the Temple.  Small scores of undead are filtering in from the east and west as well. 
  
    
   
  The undead army is lead by a band of four evil adventures that wait just outside the village to the north.  
  They will wait there until all seems won or they see a great opportunity to attack.  The undead have been 
  given orders by Pensa, the mage whom is in control of the Ruby.  Pensa is a plump mage with long black 
  hair and horribly scarred face that is wearing a purple and black robe.  He instructed the undead army to 
  slay any living creature they come across until the village is barren of life. Along with Pensa, is Tagle 
  whom is a barbarian from the Northlands.  Tagle is a blonde Northman with an extremely good build and is 
  very strong.  He wields a great warhammer that has a small humanoid skull at the butt of the hammer.  
  Baba, is a slender dark skinned shaman that wears nothing at all except for a small tethering around his 
  waist.  The shaman has many of his extremities pierced with rings and wields a staff of bone.  The final part 
  of the group is Renaldo, a short human with short red hair and an equally short beard.  Ranaldo is an archer 
  by trade and is armed with a long bow of fine craftsmanship. 
    
  Pensa, Male Human (Wildcard) 
  Attributes: Agility d4, Smarts d8, Spirit d6, Strength d4, Vigor d6 
  Skills: Notice d6, Intimidate d4, Fighting d4, Shooting d4, Spellcasting d8, Knowledge (arcane) d8 
  Pace: 5 Parry: 5 Toughness: 6 
  Gear: Staff (Str+1, Reach 1, 2-handed), Ruby of Slyn- enchanted ruby of that gives it wielder the power to 
  command the undead through means of telepathy.  The power of the Ruby makes the undead creatures it 
  controls unable to be turned by any means. It can be destroyed only by smashing the ruby, spells are 
  ineffective. The Ruby is powerless when exposed to daylight. 
  Special Abilities 
  • 
  Obese: +1 Toughness, -1 Pace, d4 running die 
  • 
  Spells: Bolt, Fear, Obscure, 20PP 
  • 
  Wizard: Each Spellcasting raise reduces cost of spell by 1point 
   
  Tagle, Male Human (Wildcard) 
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d6 
  Skills: Intimidate d8, Fighting d8, Shooting d4 
  Pace: 6 Parry: 5 Toughness: 6 
  Gear: Leather armor (+1), Warhammer (Str+2, AP1 vs. rigid armor) 
  Special Abilities 
  • 
  Berserk: Smarts roll or go Berserk after being wounded; +2 Fighting and Strength rolls, -2 Parry, 
  +2 Toughness; Roll of 1 on Fighting die hits random adjacent target 
  • 
  Bloodthirsty: Never takes prisoners 
  • 
  Sweep: Attack all adjacent foes at -2 
   
  Baba, male Half-Orc (Wildcard) 
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6 
  Skills: Notice d6, Intimidate d4, Fighting d6, Faith d8, Notice d6 
  Pace: 6 Parry: 6 Toughness: 5 
  Gear: Staff of Bone (Str+1, Causes fear to all opponents within 6”, Reach 1, 2-handed) 
  Special Abilities 
  • 
  Strong: Half-orcs have some of the strength of their fathers. They start with a d6 Strength 
  attribute instead of a d4 
  • 
  Outsider: Half-orcs aren’t trusted by most other civilized races, and so subtract 2 from their 
  Charisma 
  • 
  Infravision: Half-orcs can see in the infrared spectrum, halving attack penalties (round down) for 
  bad lighting 
  • 
  Spells: Deflection, Stun, 15 PP 
   
   
   
   
  
   
  Ranaldo, Male Human (Wildcard) 
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6 
  Skills: Notice d8, Fighting d6, Shooting d8, Stealth d6, Climbing d6, Swimming d6 
  Pace: 8 Parry: 5 Toughness: 5 
  Gear: Leather Armor (+1), Bow (12/24/48 ,2d6 damage), Quiver of Razors (all arrows from this quiver act 
  as if they had AP 2 when immediately being drawn and shot)  
  Special Abilities 
  • 
  Quick: Discard draw of 5 or less for new card 
  • 
  Greedy: The character is obsessed with wealth 
  • 
  Fleet-Footed: +2 Pace, d10 running die instead of d6 
  • 
  Dead Shot: Double ranged damage when dealt Joker 
   
  Zombie, (20) 
  Attributes: Agility d6, Smarts d4, Spirit d4, Strength d6, Vigor d6 
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 
  Pace: 4; Parry: 5; Toughness: 7 
  Special Abilities 
  • 
  Claws: Str. 
  • 
  Fearless: Zombies are immune to Fear and Intimidation. 
  • 
  Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage. 
  Arrows, bullets, and other piercing attacks do half-damage. 
  • 
  Weakness (Head): Shots to a zombie’s head are +2 damage, and piercing attacks do normal 
  damage. 
   
  Skeleton, (20) 
  Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6 
  Skills: Fighting d6, Intimidation d6, Notice d4, Shooting d6 
  Pace: 7; Parry: 5; Toughness: 7 
  Gear: Varies 
  Special Abilities 
  • 
  Bony Claws: Str+1. 
  • 
  Fearless: Skeletons are immune to fear and Intimidation. 
  • 
  Undead: +2 Toughness. +2 to recover from being Shaken. Called shots do no extra damage to 
  such creatures. Arrows, bullets, and other piercing attacks do half-damage. 
    
  Decide and Improvise: 
  The remainder of the adventure is determined on the actions (or lack there of) that the Players will do.  The 
  GM must give the Players some leeway and reward them for good idea.  Defense of a village can go several 
  different ways depending on the separate strengths of the Players. Players that flee the village lose net 
  gained xp for their cowardly actions.  Players that defend the village successfully will gain xp for their 
  noble deed.  A great festival will be thrown in their honor with their heroics to be placed in the village 
  records for all of history to know the story.  This adventure can give the Players some natural enemies (if 
  the evil band escapes with their lives) that can spice up later adventures.  The most important part is to have 
  fun with this.  (Fighting along side the Drunken Dwarves should accomplish this. 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy - Call of the Ruby.pdf