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 Mike Lafferty and 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. 
  #4: Shadow of the Zeppelin 
  Welcome to the fourth of the Adventures 
  & Archetypes series for Kaiser’s Gate. Each 
  adventure in this series explores a different 
  aspect of the setting with pre-made charac-
  ters. In addition, each adventure provides a 
  new piece of gear or a new foe to use in 
  your Kaiser’s Gate adventures. 
  Shadow of the Zeppelin is a Heroic rank 
  adventure for Savage Worlds characters. 
  Players take the roles of French aces, pi-
  lots and gryphon riders, who must stop 
  an enchanted battle-zeppelin before it 
  crosses the English Channel and attacks 
  Great Britain. This epic battle will be 
  joined by the ace of aces himself, none 
  other than the Red Baron, with a Kaiser’s 
  Gate twist. 
  Overview of the Action 
  1. Rescue the spy: extracting a British 
  agent from the aerodrome 
  2. Air Patrol: a German fighter squadron 
  3. Attacking the Iron Valkyrie: bringing 
  down the super-zeppelin 
  In the first sequence, the squad’s mission 
  takes it on board a sea-plane tender, what 
  they called aircraft carriers back then. 
  They’re off the coast of Germany and 
  must rescue a French spy. This will re-
  quire skill and finesse to avoid the tight 
  German defenses. 
  The spy has important information for 
  the Allies. The German’s are building a 
  massive battle station with some sort of 
  magical power source. Worse, the machine 
  is all but complete. 
  With the German invasion of Britain 
  imminent, the squad must scramble to 
  intercept the armored zeppelin. Once 
  again they must dodge or engage the 
  German defenses, risking valuable resources 
  before the true battle is engaged. 
  They face the daunting task of taking 
  down an enormous armored Zeppelin, 
  with an unknown source of power and 
  lift. The ship is guarded by a swarm of 
  German fighters and wyverns, and bristling 
  with gun turrets. 
  As if that isn’t enough, the squad must face 
  the most infamous German ace of the 
  Great War. But Manfred von Richtofen is 
  not alone. In Kaiser’s Gate, the Red Baron 
  rides a giant red wyvern, Kleinerote. 
  Under the Hood 
  Magic in Kaiser’s Gate: Spellbinding 
  Kaiser’s Gate does not use Power Points. 
  Instead, casters roll Spellbinding 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 in-
  terrupted 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 Spell-
  binding 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. 
  Background 
  It’s late December of 1916. Even with the 
  newly-formed gryphon squadrons rejuve-
  nating the French air force, the French 
  military is still rebuilding after a months-
  long pummeling by the Central Powers. 
  The army is demoralized and sapped by 
  the grueling attrition of trench warfare, 
  and its industrial base has been decimat-
  ed by months of unopposed zeppelin 
  bombing. The French are currently rely-
  ing heavily on war supplies from England. 
  While south and central England suffered 
  under the German bombing campaign, 
  factories in northern England and Scotland 
  were spared the worst as they were beyond 
  the range of the German air force. 
  The British Intelligence Service has in-
  formation from sources in the German 
  military that the Kaiser’s forces have con-
  structed a new super-zeppelin with a 
  greatly expanded range and the ability to 
  serve as an aerial launching pad for wy-
  vern squadrons.  
  This massive vessel has been christened 
  the Iron Valkyrie. It is much larger than 
  previous airships, giving it longer range 
  and duration of flight. Its massive gondo-
  la will accommodate a small squadron of 
  wyverns (estimates range from 4 to 6), 
  effectively serving as an airborne landing 
  strip and stables. Self-sufficient and capa-
  ble of remaining aloft over enemy territo-
  ry for prolonged periods (days or perhaps 
  weeks), it will be able to launch air raids 
  from deep inside enemy territory. 
  This vessel has been transported from the 
  Zeppelin factory at Friedrichshafen to the 
  zeppelin base at the northern German 
  town of Cuxhaven, where the Elbe River 
  feeds into the North Sea. Given its pro-
  jected range, British High Command be-
  lieves the Iron Valkyrie will be able to 
  strike at the factories of northern Eng-
  land and Scotland with impunity. 
  The German military hopes that by 
  launching an intensive bombing cam-
  paign of northern England, they can 
  
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  break the country’s will to fight and 
  destroy its’ remaining industrial base, 
  thus fracturing the Entente Alliance 
  and ending the war quickly. 
  Scene 1 
  Rescue the Spy: The leader of the 
  PC squadron, Bertrand Gaspard, 
  receives a message via carrier raven 
  bullet. The British Intelligence agent, 
  Nigel Havendish, is hiding on a ridge 
  behind the barracks, and is request-
  ing that the PCs evacuate him. Hav-
  ing stolen various documents from 
  the command posts, he believes his 
  cover is blown and needs to get out 
  of Germany as soon as possible.  
  When the PCs arrive, Havendish has 
  had to abandon his hiding spot behind 
  the ridge and is being chased by 2 
  German mechanics and one spellbind-
  er (use Soldier and German military 
  spellbinder stats from the NPC section 
  in Kaiser’s Gate), who caught him 
  stealing classified documents from the 
  command post during the combat. 
  If the PCs want to try to pick up 
  Havendish without stopping, it will 
  take a Ride or Pilot check at -4 to 
  swing him onto the back of a gryph-
  on. Failure simply means the PC 
  couldn’t pull off this stunt. Multiple 
  attempts are allowed, but the PCs will 
  likely draw fire from the pursuers.  
  Havendish is an extra. Use the Spy entry 
  from Kaiser’s Gate. If the PCs give 
  Havendish a ride, it will slow the accelera-
  tion of a gryphon or plane -2”.  
  Scene 2 
  WHAT THE PCS KNOW 
  Read or summarize the following info for 
  your players. You might want to frame it as 
  a last minute mission briefing from the cap-
  tain of the HMS Empress (Captain David 
  Jellicoe – a dedicated but stodgy career na-
  val officer with comically old-fashioned 
  muttonchops and an imperious bearing.) 
  STRATEGIC BRIEFING 
  Early in the Great War, the Central Powers 
  achieved air superiority by deploying spell-
  binders in the observer seats of their fighter 
  planes. This advantage allowed them to 
  eliminate the lion’s share of the British and 
  French air forces and subsequently they 
  were able to destroy much of the industrial 
  capacity of France and of southern and 
  central England with zeppelin bombing 
  raids. Northern England and Scotland 
  were beyond the range of the German air 
  forces and so they were spared. 
  When France reconstituted her Air Force 
  (the Armée de l'Air) with airborne cavalry 
  using gryphons, it turned the tide of the 
  war, stopping the advance of the Central 
  Powers and giving the Allies some 
  much-needed breathing room. 
  This new super-zeppelin has a much 
  longer range than previous airships, 
  enabling it to launch raids from with-
  in German lines. Capable of pene-
  trating the entirety of Allied territory, 
  the Iron Valkyrie is a serious threat 
  that could destroy the Allies’ remain-
  ing industrial base in northern Brit-
  ain. The outcome of the war literally 
  might depend on this mission. In the 
  words of Captain Jellicoe: “Unless we 
  are successfull today, the sinister 
  shadow of the zeppelin may once 
  more hang over our homeland.” 
  ACTION 
  The team must stop the Iron Valkyr-
  ie. The first is to meet or destroy it 
  before it leaves German air space. 
  Any delays, like skirmishes with 
  German air defenses, will provide 
  warning to the enemy. 
  Treat this as a dramatic task, a diffi-
  cult one. Each pilot/rider must ac-
  complish five successes in 3 turns 
  using Piloting, Riding, or Knowledge: 
  Battle. Characters who may take an-
  other action in addition to control-
  ling their steed, may do so, possibly 
  as a way to aid their allies in staying 
  stealthy and fast. 
  Failure leads to a confrontation with a 
  squadron of one fighter per PC. Use the 
  Airborn Cavalier stats and the Wyvern 
  from Kaiser’s Gate. The PCs can flee, in 
  which case the chase is on! But they can 
  also choose to fight and you can use the 
  dogfight option from the Savage Worlds 
  chase rules. Either way, Kaiser’s Gate 
  challenges use Riding or Piloting inter-
  changeably, depending on the type of 
  steed. Also, ignore the Savage Worlds 
  exception for the Edges Quick and Level 
  Headed. They should totally help your 
  ace PCs outmaneuver the mooks. 
  This battle is just a warm up, though. 
  Once the defending squadron is dis-
  A MATTER OF SCALE 
  The Iron Valkyrie is slightly larger than a conven-
  tional zeppelin. That means it’s ENORMOUS. Us-
  ing the standard 1”=5’ scale, the zeppelin would still 
  be 160” long, if only 30” wide. Nobody has a battle 
  mat over 10’ long. Well, at least no one I know. 
  However, if you divide all scales by 3, you can fit the 
  entire air ship onto a large tabletop battle map. This 
  scale change applies to weapon and spell ranges, too. 
  Here are some examples to give you the idea. 
  Iron Valkyrie 50”x10”, Acc/TS 3/8 
  Sopwith Camel Acc/TS 4/12 
  Gryphon Acc/TS 4/9 
  Wyvern  Acc/TS 3/10 
  Your play space may be better for dividing by 4 
  instead of 3. You’ll want to do some planning 
  before you run this encounter. Your effort will be 
  rewarded. 
  Some other issues: 
  Instead of moving everything, use the Iron Val-
  kyrie as the centerpiece of your combat map. Let 
  everyone else move around it, and assume that it 
  is moving forward at top speed toward England. 
  Don’t worry about whether the PCs are flying 
  over or under the zeppelin. Allow the players to 
  narrate how their ace is maneuvering around the 
  giant war ship. 
  Be lenient with maneuvers and tricks. The PCs 
  are veteran aces capable of accomplishing nigh 
  impossible feats of aerial daring. 
   
  
  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   
   
   
   
   
   
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  patched, the PCs see a gigantic shape in 
  the pre-dawn sky… 
  Scene 3 
  Battling the Iron Valkyrie 
  Description: They hear the deep growl of 
  the zeppelin’s massive engines long before 
  they see it. The Iron Valkyrie is a dis-
  heartening sight as she emerges from a 
  grey fogbank; a silver monolith as large as 
  a battleship and escorted by wyvern riders 
  and a squad of Fokkers.  
  Of course, the Iron Valkyrie (detailed be-
  low) is far from defenseless. This battle 
  should be epic and challenging, but offer 
  the PCs a chance for glory. To this end, pit 
  them against a squad of wyvern riders and 
  a squad of Fokker Dr.I pilots, each with as 
  many members as PCs. These squads are 
  led by the Red Baron on his large red wy-
  vern Kleinerote. Stats for all these enemies 
  can be found in Kaiser’s Gate.  
  NOTE: A Notice check at -2 is needed to 
  notice a small (1 foot diameter) steel disk, 
  inscribed with Nordic runes bolted onto 
  the exterior of the zeppelin’s superstruc-
  ture just in front of the 
  gondola. This Binding 
  Disk holds the air ele-
  mentals in the zeppelin. A 
  successful ranged attack 
  on the rune circle at -4 for 
  size will break the en-
  chantment 
  for 
  1d4 
  rounds. 
  The 
  Sauberei-
  korps spellbinders on the 
  outside of the zeppelin 
  will be equipped with the 
  Rod of Air Elemental 
  (detailed below). They will 
  attempt to use these to 
  drive the elementals back 
  into the zeppelin super-
  structure so that when the 
  Binding Disk becomes 
  active again, the elemen-
  tals will be within range 
  of its enchantment and 
  again be bound into the 
  airship. 
  The air elementals are 
  capricious and mercurial 
  and may attack a squadron 
  on a whim or may greet 
  the PCs in a friendly 
  manner as they fly by. 
  They will defend them-
  selves if attacked, although 
  they will not interpret the 
  destruction of the zeppelin 
  as an attack. They will see 
  this more as a rescue, and 
  will be much less likely to attack the per-
  son they feel is responsible for their free-
  dom (unless he engages them in combat.) 
  If they recognize a mage they feel was re-
  sponsible for enslaving them, they will 
  attack that individual immediately. (They 
  are not terribly used to dealing with hu-
  manoids, so they might be apt to attack 
  anyone in a German Saubereikorps uni-
  form.) Beyond the immediate encounter, 
  elementals seek only to find a dimensional 
  gateway to return to their native plane.  
  The elemental(s) are manifestations of 
  consciousness from the Elemental Plane of 
  Air. They all answer to the same name - 
  Ellium - and do not differentiate their in-
  dividuality from each other. They are es-
  sentially members of a larger collective 
  elemental consciousness. 
  GERMAN SOLDIERS 
  Attributes: Agility d6, Smarts d4, Spirit 
  d6, Strength d6, Vigor d6 
  Skills: Climbing d6, Fighting d6, Notice 
  d4, Repair d6, Shooting d6  
  Pace: 6; Parry: 5; Toughness: 5 
  Hindrance: Loyal 
  Edge: Steady Hands 
  Gear: Rifle (24/48/96, 2d8, RoF 1, 10 
  shots) or onboard the Iron Valkyrie: MGs 
  (2d8, 24/48/96, RoF 3, AP 2, linked & 
  mounted guns add +1 Shooting and 
  damage 
  SAUBEREIKORPS SPELLBINDER 
  Attributes: Agility d6, Smarts d8, Spirit 
  d8, Strength d6, Vigor d8 
  Skills: Fighting d6, Notice d8, Shooting 
  d6, Spellbinding d8  
  Pace: 6; Parry: 5; Toughness: 6 
  Hindrance: Curious 
  Edge: AB: Spellbinding , Spellbinding 
  Rank: Initiate, Steady Hands 
  Spells:  Svaldon Warrior-Mage (Cantrips: 
  Shadow, Boost, Smite, Obscure, Bolt) all 
  with  shadow trappings 
  Gear: Luger (9mm) 12/24/48, 2d6 dam-
  age, RoF 1, 6 shots, AP 1; Knife; Rod of 
  Elemental Control 
  DIE EISEN WALKÜRE THE IRON VALKYRIE 
  A massive zeppelin that carries an entire squadron 
  of wyvern riders, the Iron Valkyrie is designed to 
  counter the threat of Allied gryphon riders and 
  allow zeppelins to resume their nightly bombings 
  of French and English cities. 
  Acceleration: 8 Top Speed: 24  
  Armor: 16 (4) Crew: 12+12 
   
  Ceiling: 1,000' Range: 2,000 mi 
   
  Weaons: 8 × flexible machine guns (2d8, 
  12/24/48, AP 2) 
  Gargantuan: The Iron Valkyrie is powered by 4 
  barrel-like arcane turbines. Each turbine can take 3 
  wounds before being destroyed. 2 turbines must be 
  destroyed before the pilot must make any rolls to 
  maintain control. 
  Notes: 4 Saubereikorps spellbinders are on duty on 
  the outer super-structure or on the bridge at all 
  times. 
  The German Air Force is experimenting with bind-
  ing air elementals into airships as a replacement for 
  the highly combustible gas hydrogen. Destruction of 
  the zeppelin(s) will release these elementals from 
  their bondage, injecting an unknown element into 
  the combat.  
  3000 lbs of bombs  - usually in increments of 20 
  and 30 lb bombs. These could make for a dramatic 
  conclusion either way. If the Iron Valkyrie gets to 
  drop its bombs, the PC have lost. 
  The Iron Valkyrie is also carrying extra fuel, increas-
  ing it’s maximum range to 2,000 miles. 
   
  
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  AIR ELEMENTAL  
  A sentient whirlwind 
  Attributes: Agility d12, Smarts d6, Spirit 
  d6, Strength d8, Vigor d6 
  Skills: Fighting d8, Notice d8, Shooting d6 
  Pace: —; Parry: 6; Toughness: 5 
  Special Abilities 
  • Elemental: No additional damage from 
  called shots; Fearless; Immune to disease 
  and poison. 
  • Ethereal: Air Elementals can maneuver 
  through any non-solid surface. They can 
  seep through the cracks in doors, bubble 
  through water, and rush through sails. 
  • Flight: Air Elementals fly at a rate of 
  6” with a Climb of 3. They may not run. 
  • Invulnerability: Immune to all non-
  magical attacks except fire. 
  • Push: The air elemental can use an 
  action to push a single adjacent target 
  1d6” directly away with a concentrated 
  blast of air. The victim makes a Strength 
  (or Piloting) roll, with each success and 
  raise reducing the amount moved by 1” 
  (to a minimum of 0). 
  • Wind Blast: Air Elementals can send 
  directed blasts of air at foes using the 
  Cone Template and a Shooting roll. Foes 
  may make an opposed Agility roll to 
  avoid the blast. The damage is 2d6 points 
  of nonlethal damage.  
  • Whirlwind: As long as the air ele-
  mental does not move that turn it may 
  attempt to pick up a foe. Make an op-
  posed Strength check and if the air ele-
  mental wins then its foe is pulled into the 
  swirling maelstrom of its body. 
  While trapped, the target is at –2 on all 
  rolls including damage, to hit and 
  Strength rolls to free himself. The air el-
  emental cannot move as long as it wants 
  to keep foes trapped inside its form. 
   
  ROD OF AIR ELEMENTAL 
  CONTROL (COST 1,000) 
  This solid crystal rod is 3 feet long, with a 
  leather grip. Silver filigree overlays of mys-
  tical symbols also offer some small protec-
  tion to the delicate crystalline structure. 
  The rod has d10 Spellbinding and counts 
  as a Wild Card. The wielder rolls v. the 
  targets Spirit. Each success and raise gives 
  the caster one round of control, as the 
  Puppet power. Note: this item is quite 
  fragile, and will not survive more than a 
  light blow. If the rod breaks while in use, 
  the elemental will immediately attack the 
  user. 
  Victory Condition 
  The Iron Valkyrie is powered by 4 barrel-
  like arcane turbines. Each turbine can 
  take 3 wounds before being destroyed. If 
  the PCs can destroy 2 turbines on the 
  same side or 3 for sure, they bring down 
  the Iron Valkyrie and win the day! 
  Real History: Cuxhaven Raid 
  The events in this adventure were very 
  loosely based on the actual events of the 
  Cuxhaven Raid. This raid was the first 
  time that ship-borne aircraft were used in 
  a military attack. It was launched on 
  Christmas Day in 1914 in order to 
  preemptively knock out a zeppelin base 
  along the Heligoland Bight along the 
  German coast of the North Sea. 
  In 1914, the British government and pub-
  lic were petrified of the prospect of more 
  zeppelin attacks on England. Although 
  airships had proven to be fairly inaccurate 
  and random when used for bombing mis-
  sions, they nonetheless inspired terror in 
  the British population and did consider-
  able damage to morale. In response to the 
  threat, the Royal Naval Air Service con-
  ducted successful raids on zeppelin bases 
  in Düsseldorf and Friedrichshafen. But 
  the base near Cuxhaven presented a prob-
  lem because it was outside the range of 
  airplanes launched from either England 
  or France. 
  The Admiralty was constructing early 
  aircraft carriers, but none were ready for 
  duty in late 1914. As a stopgap measure, 
  three cross-channel steamers were pur-
  chased, rapidly converted into seaplane 
  tenders, and commissioned into the Roy-
  Royal Navy. 
  On a foggy Christmas morning in (two 
  years before the events in the adventure), 
  the seaplane tenders HMS Empress, En-
  gadine, and Riviera  launched a squad-
  ron of seven Royal Naval Air Service sea-
  plane bombers while the ships of the 
  Harwich Force (consisting of three cruis-
  ers and eight destroyers, in cooperation 
  with several submarines positioned close 
  to German harbors) provided security. 
  The raid was a huge propaganda success 
  for Allied forces, but was only an inad-
  vertent military success. The fog was so 
  thick that none of the British planes was 
  able to find the zeppelin base and they all 
  dropped their bombs to lighten their 
  load, and then returned to the seaplane 
  tenders. 
  Astonishingly, according to German re-
  ports one of the British planes happened 
  to drop its bombs onto the zeppelin 
  hangar –-completely by accident. 
   
  
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  BERTRAND GASPARD (WC) 
  Inspiring Captain: Captain Gaspard leads by example in all things. He trains hard and fights harder. He drinks to celebrate and 
  mourn, but he remains faithful to his wife Simone and loyal above all to his beloved France. His fondness for speechifying is notorious. 
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8 
  Skills: Fighting d8, K: Battle d10, Notice d10, Persuasion d6, Riding d8, Shooting d8, Stealth d4, Throwing d8,  
  Pace: 6; Parry: 6; Toughness: 6 
  Hindrances: Heroic (M) Character always helps those in need, Loyal  (m) The hero tries to never betray or disap-
  point his friends, Quirk (m) Frequent Speechifying 
  Edges: Mounted Ace, Airborne Cavalier, Beast Bond, Steady Hands, Command, Tactician, Assessment 
  Gear: Colt Revolver (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, +1 Shooting, Grenades (3) 
  Magic Items: Amulet of Wind Walking, Potions of Healing (3) 
  Gryphon: Hector 
  HENRI DUPOND (WC) 
  Loyal Wingman: Dupond has been flying with Toussaint for over a year, through countless battles. It is sometimes strange and 
  challenging to fly beside the gryphons, but Henri Dupond is a team player. He primarily assists Toussaint, but he will  charge out 
  of formation to help a friend in need. 
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8 
  Skills: Fighting d6, Notice d8, Piloting d10, Shooting d6, Spellbinding d12, Stealth d6, Throwing d4,  
  Pace: 6; Parry: 5; Toughness: 6 
  Hindrances: Anemic  (m)  –2 to Fatigue tests, Heroic  (M)  Character always helps those in need, Loyal  (m)  The 
  hero tries to never betray or disappoint his friends 
  Edges: ABS: Albion Illusions, Novice, Ace, Airborne Legionnaire, Steady Hands, Albion Illusions, Initiate, Albion 
  Illusions, Adept, Arcane Concentration, Imp. Arcane Concentration, Danger Sense 
  Spells: Novice: Cantrips: Light, Confusion, Disguise; Initiate: Barrier, Invisibility; Adept: Deflection, Entangle 
  Gear: Colt Revolver (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, +1 Shooting; Grenades (3) 
  Magic Items: Elemental Ring (Cold), Potions of Healing (3) 
  Plane: the Sopwith Camel - Isabeaux 
  CHRISTIAN MULLINS (WC) 
  Crazy Daredevil: Mullins lived on a farm in Tuscany until he found a gryphon egg. He tended to the egg in secret and bonded 
  with the tiny gryphon when it hatched. By the time they reached the aerial academy, Mullins and Goldy could already outfly all 
  but the most experienced gryphon teams. 
  Attributes: Agility d12, Smarts d6, Spirit d8, Strength d6, Vigor d8 
  Skills: Climbing d4, Fighting d10, Notice d6, Riding d12, Shooting d12, Stealth d6, Throwing d6,  
  Pace: 6; Parry: 7; Toughness: 6 
  Hindrances: Overconfident  (M)  The hero believes he can do anything, Loyal  (m)  The hero tries to never betray or 
  disappoint his friends, Vow  (m)/(M)  A pledge to a group, deity, or religion 
  Edges: Mounted Ace, Airborne Cavalier, Aerial Acrobat, Steady Hands, Beast Bond, Defensive Roll, Quick, Lucky 
  Gear: Winchester 1876 (.44) 24/48/96, 2d8, RoF 1, 15 Shots, Grenades (3) 
  Magic Items: Rune Charm (+1 v. Magical Attacks), Potions of Healing (3) 
  Gryphon: Goldy 
   
  
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  LOUIS TOUSSAINT (WC) 
  Respected Veteran: When Toussaint started flying, it was with biplanes. He feels more at home with a machine than a beast. 
  He understands how the plane works and more importantly, he understands how to make it dance in the air. Louis is the second 
  in command of Squadron 13, he and his wingman usually hang back until the enemy position is clear. 
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8 
  Skills: Fighting d6, Notice d6, Persuasion d6, Piloting d10, Shooting d10, Stealth d6, Survival d4, Throwing d6,  
  Pace: 6; Parry: 5; Toughness: 7 
  Hindrances: Shell Shock (m) Shaken at first explosion within 12", Enemy  (M) the Red Baron, Loyal  (m) The hero 
  tries to never betray or disappoint his friends 
  Edges: Ace, Airborne Legionnaire, Defensive Roll, Steady Hands, Assessment, Elan, Brawny, Level-Headed, Imp. 
  Level-Headed 
  Gear: Winchester 1876 (.44) 24/48/96, 2d8, RoF 1, 15 Shots, Grenades (3) 
  Magic Items: Elemental Ring (Fire), Potions of Healing (3) 
  Plane: the Sopwith Camel – Carmen 
  SEBASTION ROUX (WC) 
  Dealer of Death: Convinced that only his own death in battle can balance the scales of all those he has killed, Sebastion Roux 
  throws himself into battle with merciless abandon, attacking the biggest threats first. In this “Pure State,” Roux believes the hu-
  man soul is at its most honest and therefore most ready to be received by the eternal.    
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8 
  Skills: Fighting d8, Notice d8, Riding d10, Shooting d10, Stealth d6, Throwing d8,  
  Pace: 6; Parry: 6; Toughness: 6 
  Hindrances: Death Wish  (m) wants to die in battle, Quirk (m)  exceptionally pious, Arrogant  (M)  Must humiliate 
  opponent, challenge the ‘leader’ 
  Edges: Mounted Ace, Airborne Cavalier, Assessment, Steady Hands, Rock & Roll, No Mercy, Level-Headed, Imp. 
  Level-Headed, Dead Shot 
  Gear: Thompson M-1921 (.45) 12/24/48, 2d6+1, RoF 3, 50 Shots, AP 1, Auto, Grenades (3) 
  Magic Items: Tattoo of Protection from Bullets, Potions of Healing (3) 
  Gryphon: Morgana 
  ARTHUR GUILLORY (WC) 
  Lone Wolf: Surly and imperious, Guilory will not let himself forget the loss of his parents and siblings during a German bomb-
  ing run. He trains mercilessly and is prone to solo flights which often lead to medals and terms of house arrest! In battle, Guillory 
  will engage whomever he believes to be the leader or the most competent opponent, regardless of the battle plan. 
  Attributes: Agility d12, Smarts d8, Spirit d6, Strength d6, Vigor d8 
  Skills: Climbing d6, Fighting d6, Notice d8, Riding d12, Shooting d4, Spellbinding d12, Stealth d8 
  Pace: 6; Parry: 5; Toughness: 6 
  Hindrances: Bloodthirsty  (M)  Never takes prisoners, Mean  (m)  –2 to his Charisma for ill-temper and surliness, 
  Vengeful  (m)/(M)  Character holds a grudge; will kill as a (M) Hindrance 
  Edges: ABS: Elemental Air, Mounted Ace, Airborne Cavalier, Steady Hands, Elemental Air, Initiate, Level-Headed, 
  Imp. Level-Headed, Assassin 
  Spells: Novice: Cantrips: Air, Fog (Obscure), Lightning (Bolt); Initiate: Environmental Protection, Defection 
  Gear: Colt Revolver (.45) 12/24/48, 2d6+1, RoF 1, 6 Shots, +1 Shooting, Grenades (3) 
  Magic Items: Amulet of Protection from Bullets, Potions of Healing (3)  
  Gryphon: Charlemane 
  
  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   
   
   
   7 
  GRYPHON O’ WAR 
  ________________________ 
  Gryphons are powerful, majestic creatures with the char-
  acteristics of both lions and eagles. From nose to tail, an 
  adult gryphon can measure as much as 8' feet. Neither 
  males nor females are endowed with a mane. A pair of 
  broad, golden wings emerge from the creature’s back and 
  span 25" feet or more.  
  A gryphon cannot speak, but can learn to understand 
  spoken language. Gryphons prefer to pounce on their 
  prey, either diving to the attack or leaping from above. 
  Gryphons were the standard mount of the mounted air-
  borne cavalries of the Allied Forces. 
  Attributes: Agility d10, Smarts d6(A), Spirit d8, Strength 
  d12, Vigor d10 
  Skills: Fighting d8, Intimidation d8, Notice d12, Stealth 
  d6 
  Pace: 6; Parry: 6; Toughness: 10 (1) 
  Special Abilities: 
  • Armor +1: Tough hide. 
  • Bite/Claws: Str+6 
  • Flight: Gryphons have a flying pace of 11/33 with a +2 
  climb 
  • Grapple: When a gryphon scores a raise on a grapple 
  attack, the gryphon scores its claw damage. Gryphons get 
  +2 on bite attacks against a grappled foe. 
  • Heroic Companion: 3 wounds, just like a Wild Card. 
  • Improved Frenzy: Gryphons may make two attacks each 
  turn at no penalty. 
  • Raking Swoop: Gryphons may swoop past a foe, raking 
  with it’s claws. The gryphon makes a single claw attack 
  with +4 to its attack and damage, but its Parry is –2 until 
  its next action. Only foes with a held action may make an 
  attack on the gryphon as it disengages.  
  • Size +2: Gryphons are as big as horses and weigh in 
  between 500-600 pounds. 
   
   
   
   
   
  GRYPHON O’ WAR  
  ________________________ 
  Gryphons are powerful, majestic creatures with the char-
  acteristics of both lions and eagles. From nose to tail, an 
  adult gryphon can measure as much as 8' feet. Neither 
  males nor females are endowed with a mane. A pair of 
  broad, golden wings emerge from the creature’s back and 
  span 25" feet or more. 
  A gryphon cannot speak, but can learn to understand 
  spoken language. Gryphons prefer to pounce on their 
  prey, either diving to the attack or leaping from above. 
  Gryphons were the standard mount of the mounted air-
  borne cavalries of the Allied Forces. 
  Attributes: Agility d10, Smarts d6(A), Spirit d8, Strength 
  d12, Vigor d10 
  Skills: Fighting d8, Intimidation d8, Notice d12, Stealth 
  d6 
  Pace: 6; Parry: 6; Toughness: 10 (1) 
  Special Abilities: 
  • Armor +1: Tough hide. 
  • Bite/Claws: Str+6 
  • Flight: Gryphons have a flying pace of 11/33 with a +2 
  climb 
  • Grapple: When a gryphon scores a raise on a grapple 
  attack, the gryphon scores its claw damage. Gryphons get 
  +2 on bite attacks against a grappled foe. 
  • Heroic Companion: 3 wounds, just like a Wild Card. 
  • Improved Frenzy: Gryphons may make two attacks each 
  turn at no penalty. 
  • Raking Swoop: Gryphons may swoop past a foe, raking 
  with it’s claws. The gryphon makes a single claw attack 
  with +4 to its attack and damage, but its Parry is –2 until 
  its next action. Only foes with a held action may make an 
  attack on the gryphon as it disengages.  
  • Size +2: Gryphons are as big as horses and weigh in 
  between 500-600 pounds. 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Kaisers Gate/Savage Worlds - Kaiser's Gate - AP4 - Shadow of the Zeppelin.pdf