TEXT: K A I S E R ’ S  G A T E :  A D V E N T U R E S  &  A R C H E T Y P E S   
  A Savage Worlds adventure by Bryan Hitchcock 
   
   1 
  The Savage World of Kaiser’s Gate 
  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 rep-
  resentation or warranty as to the quality, via-
  bility, or suitability for purpose of this product. 
   To make the most of this adventure, you 
  will need a copy of the Savage Worlds 
  Deluxe Edition as well as the Kaiser’s Gate 
  setting book. 
  Kaiser’s Gate combines the adventure 
  and magic of high fantasy with the vast 
  conflict of World War One. Created by 
  Mike Lafferty, Kaiser’s Gate is now avail-
  able for Savage Worlds in print or PDF. 
  #2: Fire & Vengeance 
  Welcome to the second of the Adven-
  tures & Archetypes series for Kaiser’s 
  Gate. Each adventure in this series ex-
  plores a different aspect of the setting 
  with pre-made characters. In addition, 
  each adventure provides a new piece of 
  gear or a new foe to use in your Kaiser’s 
  Gate adventures. 
  Fire and Vengeance is a Seasoned rank 
  adventure for Savage Worlds characters. 
  Players take the roles of an experienced 
  golem crew fighting to repel a German 
  armored assault on France. The squad is 
  in one of the first villages to be attacked 
  by a mercenary band of dark elf dragon 
  riders the Kaiser had brought through the 
  gate. 
  Overview of the Action 
  In this adventure, the squad is a golem 
  crew. That means they assist, maintain, 
  and operate a 10’ tall golem made of clay 
  and stone, and covered in steel plates.   
  The squad must ambush a Mark I tank 
  passing through the village of Gommecourt 
  in France. This signals the beginning of a 
  wider battle. The first fight will let the 
  squad get used to controlling the golem and 
  hopefully witness a Kaiser’s Gate classic 
  matchup of golem vs. tank. 
  Next, the squad will have to avoid the 
  attacks of a crimson wyrm strafing 
  the village. If the heroes haven’t 
  brought the creature down after a few 
  passes, a lucky  British gunnery crew 
  wings the beast and it crashed near 
  the squad’s location. 
  The village is still in danger from the 
  dragon and only the squad is in posi-
  tion to attack. The creature is 
  wounded but very tough. The squad 
  will have to use teamwork to get their 
  golem in position to take the crimson 
  wyrm. 
  Under the Hood 
  Magic in Kaiser’s Gate: Spellbinding 
  Kaiser’s Gate does not use Power 
  Points. Instead, casters roll Spellbind-
  ing skill with a target equal to the Power 
  Point cost of the spell or 4, whichever is 
  higher. If he rolls over four, but under 
  the target, he is still casting the spell and 
  can be interrupted by being Shaken or 
  wounded. A roll of 1 on the Spellbinding 
  die makes the caster Shaken, unless he 
  spends a benny to re-roll. A 1 on both the 
  Spellbinding die and the Wild Die earns 
  the caster a point of fatigue, as well as 
  Shaken status. He may spend a benny to 
  re-roll, removing the Shaken status, but 
  he still suffers a level of fatigue. 
  Cantrips in Kaiser’s Gate allow a spell-
  binder to perform Tricks by rolling Spell-
  binding skill instead of Agility or Smarts. 
  The target may oppose with Agility or 
  Smarts at the GM’s discretion. 
  Golem Crews 
  It takes a master spellbinder to create a 
  Golem. British command guards them 
  with the highest security and most are 
  dedicated to crafting golems for deploy-
  ment on the battlegrounds of France. 
  However, the golem can act independent-
  ly of their creators, and even have their 
  abilities enhanced by a team bonded to 
  the construct. 
  Anyone can control a golem that is 
  bound to them in a simple ritual known 
  to Adepts of the tradition.  
  All the characters on the Golem Squad 
  can perform the following standard ac-
  tion. Golem Possession: Whenever a go-
  lem needs to make an attribute check, 
  substitute your score in that attribute or 
  your Sellbinding skill in place of the go-
  lem’s regular die. Roll your wild die, too. 
  Range is equal to Smarts. 
  In other words, the golem is only an extra 
  that can take 3 wounds until someone 
  chooses to take control. Characters in 
  possession of the golem may still move 
  and act normally, they are just in com-
  mand of the golem.  
  Scene 1 
  In the first scene, the golem squad is set-
  ting up and executing an ambush of a 
  Mark I German tank passing through the 
  village of Gommecourt. Let the squad 
  know the tank is coming and give each 
  person a round to prepare, using a Skill 
  or creative description to prepare a hiding 
  place or some other asset. With a success 
  on the Skill roll, it’s a +2 on one action; 
  with a raise it’s +4. For each person who 
  
  A D V E N T U R E  # 2 :  F I R E  A N D  V E N G E A N C E  
   
   2 
  fails the check, the golem begins 6” away 
  from the tank. If the entire party suc-
  ceeds, the trap is flawless and the team 
  starts with The Drop on the tank. Since 
  the golem is the only thing that can dam-
  age the heavy armor of the tank, this bat-
  tle is all about supporting the golem. 
  The tank will be accompanied by two in-
  fantry per player. This is going to be close 
  quarters with the possibility of high ex-
  plosives. Even the golem crew needs to 
  stay fairly close to be of aid, though the 
  sniper is definitely best on his own. 
  While it is not necessary to use a battle 
  map for this encounter, certainly have the 
  player with the most enthusiasm draw a 
  diagram of the trap. The tank has some 
  heavy guns. Make your team be very clear 
  about where they are in relation to those 
  guns. Remind them to use cover in their 
  narration for situational bonuses. 
  GERMAN SOLDIERS 
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Climbing d6, Fighting d6, Notice 
  d4, Shooting d6, Stealth d6  
  Pace: 6; Parry: 5; Toughness: 5 
  Hindrance: Loyal 
  Edge: Combat Reflexes 
  Gear: Beyonet d6+Str, Rifle (use stats for 
  Winchester ’76) 
  BRITISH WAR GOLEM 
  Attributes: Agility d6, Smarts d4, Spirit 
  d8, Strength d12+2, Vigor d12 
  Skills: Fighting d10, Intimidation d8, 
  Notice d8, Throwing d8 
  Pace: 6; Parry: 7; Toughness: 13 (4) 
  Special Abilities 
  •  Arcane Construct: Golems gain +2 to 
  recover from being Shaken; take no addi-
  tional damage from called shots; and are 
  immune to poison, disease, Fear and In-
  timidation. 
  • Armor +4: Most clay golems are 
  equipped with metal armor plating. 
  •  Darkvision: Ignores all vision penalties 
  based on light. 
  •  Improved Arcane Resistance 
  •  Iron Fists: Str+d6, AP 2, HW 
  • Size +1: Armored clay golems stand 
  over 10’ high and weigh 800 pounds. 
  • Steel Heart: Clay golems can take 3 
  wounds but do not get a wild die unless 
  controlled by a member of a Golem Crew. 
  Scene 2 
  Allow the party a moment to heal or per-
  form repairs on the golem. But the mo-
  ment they are ready, the dragon attacks. 
  The village is sprayed with flames and the 
  shouts of British defenders can be heard 
  fleeing their posts. But the squad has a 
  job to do. Deal initiative as normal. On 
  the dragon’s turn it will blast any group 
  of characters first, or the easiest target 
  (GM’s call). The dragon has to come 
  within 12” to use it’s Breath of Flame, so 
  use that as the range for player actions. 
  If one of the squad manages to wound 
  the dragon, it will land near the squad. 
  Describe the hit as injuring the dragon’s 
  wing, preventing flight. This is a chance 
  for the squad to capture or slay one of the 
  Kaiser’s newest weapons; a huge oppor-
  tunity for intelligence. The squad must 
  neutralize the dragon and secure it before 
  the German assault takes the city. 
  Scene 3 
  In this scene, it is crucial to note the go-
  lem’s Improved Arcane Resistance, which 
  works against the mystical fire of the 
  Crimson Flying Wyrm. 
  The dragon should have at least a wound 
  by this point. This will help prevent too 
  many of our heroes from being eaten… 
  Let each squad member describe how 
  they approach the dragon’s crash site and 
  make an appropriate skill roll. A success 
  grants a +2 on the next roll against the 
  dragon; a raise grants The Drop. Make 
  anyone who gets The Drop elaborate on 
  his description and describe the attack. 
  Let the most animated player draw a map 
  of the battle site. 
   
  CRIMSON FLYING WYRM 
  Attributes: Agility d8, Smarts d8, 
  Spirit d10, Strength d12+4, Vigor d10 
  Skills: Fighting d10, Intimidation d10, 
  Notice d10 
  Pace: 8; Parry: 7; Toughness: 13 (2) 
  Special Abilities 
  • Armor +2: fine, scaly hide 
  • Breath of Flame: Instead of a melee 
  attack, Crimson Wyrms may breathe a 
  cone of fire. Use the cone template or roll 
  2d4 for narrative combat. Anyone caught 
  inside must make an Agility test at -1 or 
  take 2d8 damage and risk catching fire. 
  • Claws/Bite: Str + d6 (HW) 
  • Fear: Crimson wyrms are swift and 
  ferocious. The sight of one causes a fear 
  check at -1. 
  • Flight: Crimson wyrms fly at 18” and 
  Climb 1. 
  • Hardy: The creature does not suffer a 
  wound from being Shaken twice. 
  • Massive: Attackers add +2 to Fighting 
  or Shooting rolls when attacking Crim-
  son Flying Wyrms due to their size. 
  • Improved Frenzy: Instead of using 
  Breath of Flame, crimson wyrms may make 
  two Fighting attacks without penalty. 
  • Level Headed: Act on best of two cards. 
  • Size +4: Dragons are massive creatures. 
  This version is over 30’ long from nose to 
  tail, and weighs over 15,000 pounds. 
  • Tail Lash: As a standard Fighting at-
  tack, a crimson wyrm can use its tail 
  against foes behind it in a 2” long by 4” 
  wide area. Damage is equal to the crim-
  son wyrm’s Strength -2. 
  Wrap Up 
  If the squad is successful, they will find 
  evidence of Dark Elf involvement, the 
  body of the crimson wyrm’s rider. This 
  signals an arms race among the sides to 
  seal allegiances beyond the gates. 
  
  A D V E N T U R E S  &  A R C H E T Y P E S :  P L A Y E R  C H A R A C T E R S   
   
   
   3 
  AVERY SONNENFELD (WC) 
  Dangerous Driver: Avery loved cars since the first time he set eyes on one. Sometimes his squad-mates may think that 
  he volunteered for the army in order to get a chance to drive cars in combat. It may be true. He’s certainly good at it. 
  Attributes: Agility d12, Smarts d6, Spirit d6, Strength d6, Vigor d6 
  Skills: Climbing d4, Driving d12, Fighting d6, Notice d6, Repair d6, Shooting d12, Stealth d6 
  Pace: 6; Parry: 5; Toughness: 5 
  Hindrances: Overconfident (M), Loyal (m), Mean (m) 
  Edges: Ace, Luck, Two-Fisted 
  Gear: Webley Revolver (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, + 1 Shooting, Jeep, Steel Helmet 
  Magic Items: Tattoo of Protection from Bullets 
  JAMES BARNETT (WC) 
  Angry Shadow-Mage: Barnett’s parents were killed by a German bombing raid last year. Shortly afterward 
  he made a pact with a Lord of the Elemental Plane of Shadow. He is consumed with vengeance. 
  Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6 
  Skills: Fighting d6, Notice d8, Shooting d8, Spellbinding d10, Stealth d8, Survival d6, Throwing d6 
  Pace: 6; Parry: 5; Toughness: 5 
  Hindrances: Anemic (m), Bloodthirsty (M), Quirk (m) 
  Edges: ABS - Shadow Mastery, Novice, Level-Headed, Shadow Matery, Initiate 
  Spells: Novice: Cantrips (Shadows), Obscure, Summon Shadows (Summon Ally) 
  Initiate: Black Tentacles (Entangle), Shadow Walk (Burrow) 
  Gear: Rifle (24/48/96, 2d8, RoF 1, 15 shots, Semi-auto) & Beyonet (Str+d6, Parry +1, Reach 1, 2 hands), 
  Grenades (3), Steel Helmet 
  Magic Items: Goggles of Nightvision 
  DANIEL ROTHCHILD (WC) 
  Mystic Medic: Daniel was in the middle of medical school when duty called. During training, his gift for 
  the Kabbalah manifested. The rest of the team keeps the golem going. Daniel keeps them going. 
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 
  Skills: Driving d4, Fighting d4, Healing d8, Notice d8, Shooting d6, Spellbinding d10, Stealth d6, Survival d8  
  Pace: 6; Parry: 4; Toughness: 5 
  Hindrances: Heroic (M), Loyal (m), Stubborn (m) 
  Edges: ABS Kabbalah, Healer, Kabbalah, Initiate, Fleet-Footed 
  Spells: Novice: Cantrips (Light), Boost, Deflection; Initiate: Barrier, Healing 
  Gear: (24/48/96, 2d8, RoF 1, 15 shots, Semi-auto) & Beyonet (Str+d6, Parry +1, Reach 1, 2 hands), Medical Kit 
  (5), Steel Helmet 
  Magic Items: Potions of Healing (3) 
   
  
  A D V E N T U R E  # 2 :  F I R E  A N D  V E N G E A N C E  
   
   4 
  MARK TURPIN (WC) 
  Green Golem Tech: A gifted scholar of religion, Mark was destined for life in the clergy or in academics. 
  But these same gifts, and his small size, are perfect for keeping a fighting war golem in working order. 
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6 
  Skills: Climbing d4, Fighting d6, Notice d8, Repair d10, Shooting d6, Spellbinding d10, Stealth d6, Survival d4 
  Pace: 6; Parry: 5; Toughness: 5 
  Hindrances: Bad Eyes (m), Curious (M), Small (m) 
  Edges: ABS Kabbalah, McGyver, Kabbalah, Initiate 
  Spells: Novice: Cantrips (Light), Boost, Deflection 
  Gear: Rifle (24/48/96, 2d8, RoF 1, 15 shots, Semi-auto) & Beyonet (Str+d6, Parry +1, Reach 1, 2 hands), 
  Golem Repair Kit, Steel Helmet 
  Magic Items: Rune Charm (Fire) 
   
  SEVERUS O'HARE (WC) 
  Cold-blooded Sniper: Severus is damn proud of his country and his team. His job is to scout and take the 
  strongest position from which to defend his teammates. He doesn’t hesitate, except to take aim. 
  Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6 
  Skills: Climbing d6, Fighting d6, Notice d8, Shooting d10, Stealth d10, Survival d8, Tracking d8 
  Pace: 6; Parry: 5; Toughness: 5 
  Hindrances: Bloodthirsty (M), Cautious (m), Greedy (m) 
  Edges: Assassin, Woodsman 
  Gear: Rifle (24/48/96, 2d8, RoF 1, 15 shots, Semi-auto) & Beyonet (Str+d6, Parry +1, Reach 1, 2 hands), 
  Steel Helmet 
  Magic Items: Divine Bullets (1 clip) 
   
  NOEL WILEY (WC) 
  Skeptical Golem Captain: Yes, skeptical! Cap. Wiley has convinced himself that the golem is a mechani-
  cal construct, and magic is a form of technology. Of course, he’s never seen a dragon… 
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6 
  Skills: Driving d4, Fighting d6, Intimidation d4, K: Battle d10, Notice d8, Repair d6, Shooting d6, Stealth 
  d6, Survival d6 
  Pace: 6; Parry: 5; Toughness: 5 
  Hindrances: Doubting Thomas (m), Heroic (M), Loyal (m) 
  Edges: Command, Fervor, Hold the Line!  
  Gear: Rifle (24/48/96, 2d8, RoF 1, 15 shots, Semi-auto) & Beyonet (Str+d6, Parry +1, Reach 1, 2 hands), 
  Binoculars, Steel Helmet 
  Magic Items: Amulet of Protection from Bullets 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Kaisers Gate/Savage Worlds - Kaiser's Gate - AP2 - Fire and Vengeance.pdf