TEXT: A devious necromancer makes a bid to become the most vile creature imaginable–a liche!
  Dedicated to Gary and especially the beloved S-Series.
  Savage Worlds, Deadlands, One Sheets, Pinnacle Entertainment Group, Great White Games,  
  and all related marks and logos are Copyright Great White Games. ©2008. All rights reserved.
  WWW.PEGINC.COM
  www.peginc.com
  The Setup
  The town of Socanth has been fighting 
  undead for days. Now a group of great 
  heroes has gone off to destroy the 
  necromancer responsible. But a band of 
  younger adventurers learns of a trap and 
  must battle the necromancer themselves—
  before he transforms into an abominable 
  liche!
  Make 
  your 
  own 
  Seasoned 
  fantasy 
  characters, or use the free pregenerated 
  characters found on our website for this 
  One Sheet Adventure™. Our free Wizards 
  & Warriors download will also be helpful.
  Getting Started
  Read the following to your group when 
  they’re ready to begin.
  Several days ago, the village of Socanth 
  recruited you to help fight a plague of 
  vile undead sent against them by an 
  angry 
  sorcerer-turned-necromancer 
  named Thomas Ochan. Now it is late at 
  night in the Grey Hawk Inn and you’re 
  devouring a well-earned meal. A band 
  of more experienced heroes has gone 
  north into the Barrier Mountains to finish 
  off the necromancer while you rest and 
  ensure the town is protected, leaving 
  you to enjoy the fruits of your labors.
  As you commiserate with the villagers 
  who fought beside you, an aging bard 
  takes the stage. He sings of the defense 
  of Socanth and the heroes who saved 
  it—including your small band. Drinks 
  flow freely and by the witching hour you 
  and your companions have overcome 
  the exhaustion caused by the week’s 
  events. Hours later, the reverie winds 
  down and the crowd disperses. Only 
  your closest companions remain. You 
  yawn, and begin to think of the warm 
  bed granted you at the inn when the 
  door opens.
  A solemn guard—the only remaining 
  member of the militia—enters the inn and 
  stares grimly at the heroes. “Something’s 
  wrong,” he says flatly. The guard is a friend 
  of the adventurers who fought beside 
  them in the previous days. He walks them 
  outside and points to a storm drain along 
  the street. “The rats are fleeing,” he says. 
  “Something’s down there.”
  All of the warriors in town are wounded or 
  fatigued—the more healthy fighters joined 
  in the pursuit of Ochan to the north. Of 
  those left in town, four are on watch while 
  the rest sleep off the evening’s ale.
  The main access to the sewers is just 
  outside the town’s sole temple. Arneson 
  takes the group there and bluntly asks them 
  to see if a few undead may have crawled 
  down in there to hide. 
  Before they do so, have each character 
  who wanted to celebrate with the locals 
  make a Vigor roll. Those who fail are still 
  somewhat woozy from ale. They suffer -2 
  to all Smarts-based skills for the rest of this 
  adventure, but add +2 to Vigor rolls for the 
  same duration.
  The Inevitable Sewers
  The Socanth underground is old, but the 
  sewers are a relatively recent renovation. It 
  used to be a vast catacomb. In the distant 
  past, Socanth was a far larger settlement. It 
  suffered a massive plague some centuries 
  ago, and the dead were interred in cave-like 
  catacombs beneath the earth.
  Ochan felt the presence of the dead 
  during his unholy studies and realized the 
  town was the perfect place to finalize his 
  “ascension” to becoming a liche.
  The rats are fleeing in small packs, 
  sensing the dark magic further on. This 
  makes it easy to find Ochan, though several 
  obstacles must be overcome to reach him.
  1) Hole in the Wall: The sewer leads 
  almost directly to the nearby river, but 
  this isn’t where the rats are coming from. 
  They’re working through a small hole in 
  the crumbling wall. A few minutes bashing 
  on the stones quickly reveals a far older 
  passageway beyond—into the catacombs. 
  Corpses lie stuffed like cordwood in pockets 
  along the walls. Many have tumbled to the 
  floor where they were gnawed upon by rats 
  or other scavengers.
  A Common Knowledge roll at -2 allows 
  a 
  character 
  to 
  remember 
  something 
  about Socanth once being far larger than 
  it is today. A raise reminds the sage that 
  it also suffered a great plague in which 
  thousands died. A virtual army of undead 
  lies interred here. Ochan’s dead came from 
  the countryside cemetaries, so it is very 
  unusual that he has yet to tap this horde.
  2) Chasm: The floor has fallen in to an 
  invading stream, requiring the heroes to 
  jump the distance (see Movement in the core 
  rules). The distance is just over 2” (around 
  13’), so the heroes must make a Strength 
  roll to clear the chasm. Those who make 
  it land on the crumbling ledge beyond and 
  must make a second roll to pull themselves 
  up. A critical failure means the  hero falls 
  and the ledge collapses, increasing the 
  distance so that it can’t be jumped by those 
  left behind. The group will have to figure out 
  some other method for crossing.
  The pit is steeply angled and descends 
  to 30 feet deep, inflicting 3d6 damage to 
  anyone unlucky enough to fall into it.
  The Tomb of Terrors
  A Savage Worlds One Sheet™ by Shane Lacy Hensley.  Art by Jordan Peacock and 
  Cheyenne Wright. Editing by Clint & Jodi Black, Piotr Korys, & Matt Cutter. 
  
  3) Rat Swarm: The rats become more 
  panicked as Ochan’s ritual nears completion. 
  Two swarms of them run blindly into the 
  party and attack. See Swarms in the core 
  rules (they do not have the “Split” ability).
  The chamber here is very cramped so 
  make sure you know which adventurer is in 
  the lead. The rat swarms have no problem 
  maneuvering in the tight space, but the 
  heroes cannot move through each other 
  and will have to carefully coordinate their 
  actions. They must also be careful of the 
  weapons most effective against swarms—
  area effect spells or flame—as it will be very 
  hard to keep such damage from spreading 
  along the tight passage.
  4) Excavation Room: Eight zombies 
  stand idly in this room. They’ve burrowed 
  a shaft halfway up to the ground above but 
  are awaiting Ochan’s orders before bursting 
  forth. Because they have been told to “wait,” 
  they simply stare at the party in wide-eyed 
  confusion as they enter the room. They 
  retaliate once attacked, but play this one for 
  suspense and horror at first.
  Lodged in the guts of the zombies are 
  glass vials containing a deadly green gas. 
  Each time one is slain, roll a die. On an 
  odd result, the vial shatters and releases 
  its gas in a Large Burst radius. Everyone 
  within must make a Vigor roll at -2. Those 
  who succeed are Fatigued; a raise means 
  they shrug it off. Those who fail suffer an 
  automatic wound and are Shaken.
  5) Ochan’s Ascension Chamber: The 
  necomancer stands at the center of this 
  chamber amid a pile of bones, completing a 
  ritual from an ancient tome written in blood. 
  A Notice roll detects a black, uncut gem 
  lying amid the debris. A raise notes two of 
  the bones on the bottom are cut as if they 
  were blades. This is a bone golem, and it 
  animates to attack as soon as an intruder 
  enters the room (call for fear checks as the 
  bones rise up into this deadly horror).
  The golem is soul-bound to Ochan through 
  his black magic. While it yet “lives” he is 
  surrounded with an aura of black magic that 
  prevents him from being harmed.
  Ochan can’t cast other spells while 
  performing his ritual. He continues to chant 
  while the heroes battle his guards and 
  attacks only when he’s finished.
  Ochan needs five more rounds to complete 
  his ascension. If the group defeats the 
  golem before Ochan’s action on the fifth 
  round, his aura of protection drops and he 
  can be attacked normally. This interrupts 
  his ritual for now and he turns his ire upon 
  the interlopers. If Ochan finishes the ritual, 
  he becomes a demi-liche. He gains the 
  Undead ability and doubles his maximum 
  Power Points. In addition, every time a 
  living human dies within 10” of Ochan, he 
  gains 2d6 Power Points.
  A Grateful Town
  Assuming the warriors are successful, 
  Socanth is a grateful town. The mayor 
  awards them the “White Plume” for their 
  heroism, and the new priest (the elder died 
  in the previous fighting) vows to always 
  grant them healing, compliments of the 
  temple. 
  The group that traveled north returns tired 
  and hungry, having chased a small band 
  of undead decoys far away from Socanth. 
  Whether they welcome the help of the party 
  or become jealous rivals is a tale for another 
  day...
  Monsters
  Thomas Ochan, 
  Necromancer
  Thomas is a native of Socanth, 
  though he was always an outcast 
  for his interest in the strange and macabre. 
  In later life, he devoted himself to magic, 
  and eventually the magic of death. Now 
  he is ready to take the next step and “live” 
  forever as a horrible liche. Then he will gain 
  his revenge on the people of Socanth. 
  Attributes: Agility d4, Smarts d10, Spirit 
  d8, Strength d6 , Vigor d6
  Skills: Fighting d4, Knowledge (Occult) 
  d10, Notice d8, Spellcasting d8, Stealth 
  d6
  Charisma: -2; Pace: 6; Parry: 4; 
  Toughness: 5
  Hindrances: Mean, Vengeful
  Edges:  AB: Magic, Strong Willed, 
  Trademark Weapon (bolt), Zombie 
  Master (undead raised are permanent)
  Gear:  Armband of resistance (ignore 
  one level of wound penalties), bracer of 
  combat (increases Fighting one die type; 
  stats adjusted above), power crystal 
  (stores 5 Power Points, caster can refill 
  with their own with a Spellcasting roll, 
  currently full), ring of clear thought (+2 
  to recover from Shaken), vicious saber 
  (Str+d6+1; does +1d8 damage instead 
  of +1d6 on a raise); 8 black gems worth 
  1d6 x $50 each. Ochan also has a worn, 
  leather-bound journal belonging to some 
  ancient necromancer named Acererack. 
  Using the tome requires a lifetime of 
  demented research, but it might be 
  sold to certain parties for the price of 
  a small keep—if one can live with the 
  consequences...
  Spells (25 PPs): Armor, bolt, blast, 
  zombie.
  Zombies
  See Savage Worlds.
  Bone Golem
  These golem-like creatures are 
  made from hundreds of human 
  bones. Their spirit is wrapped up in 
  a black gem enchanted with foul magics. If 
  the gem is destroyed, the golem immediately 
  falls to pieces.
  Attributes: Agility d6, Smarts d4, Spirit 
  d4, Strength d10, Vigor d8
  Skills: Fighting d8, Intimidation  d6, 
  Notice d6
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  • Bone blades: Str+d6.
  • Fearless: Bone golems are immune 
  to Fear and Intimidation.
  • Improved Frenzy: Bone golems 
  can make two Fighting attacks at no 
  penalty.
  • Undead: +2 Toughness. +2 to recover 
  from being Shaken. Called shots do 
  no extra damage (except to gem). 
  Ignores wound penalties.
  • Weakness (Gem): The gem is the 
  source of the golem’s unlife. Hits to 
  the gem do +4 damage but require a 
  called shot at -4.
  
SOURCE: textdata/thevault/Savage Worlds/Fantasy/Wizards & Warriors/Savage Worlds - Wizards & Warriors - One Sheet - The Tomb of Terrors.pdf