TEXT: IntroductIon
  Where: Any port
  When: Anytime
  This tale involves a heroic rescue at-
  tempt, and requires a party to have access 
  to a skyship.
  An offer
  It is late one night when the characters 
  are approached by a man introducing 
  himself as Garius Toovale. Dressed in 
  simple trappings, he asks if the characters 
  would be willing to assist him in a mission 
  of mercy. He can’t pay much – 500 cogs 
  only – but explains he is desperate to find 
  out what has happened to his family.
  If they accept, Garius will proceed. 
  About seven months ago, a trade ship 
  chanced upon an undiscovered island. 
  A free floating isle, it seemed abundant 
  with the basics for life and held much 
  potential. Upon the ship’s arrival in port, 
  her captain – who had collected some 
  of the isle’s earth – met a young miner, 
  Karl Vous, whose family excavation had 
  recently run dry. Seeing this as an oppor-
  tunity to start anew, Karl gathered fami-
  lies affected by the downturn in mining, 
  and together they purchased the location 
  of the island. With little preparation, but 
  much hope and determination, Vous and 
  four other families – including Garius’ 
  – set out towards their new home.
  Garius has not heard from them since. 
  While is may seem odd that he’s so con-
  cerned after such a brief period of time, he 
  says the plan was for the colonist’s ship to 
  return as soon as possible for the others. 
  He realizes he might be overreacting, but 
  he needs to find out what has happened.
  Toovale is reluctant to share any more 
  personal information, but he does indi-
  cate he has a sample of the island’s earth, 
  which he will allow the party to have once 
  they are underway.
  the VoyAge
  The voyage to the island is quiet 
  enough, with few encounters. Garius is 
  happy to be allocated any berth on the 
  ship, and will help as much as he is able 
  on the trip. 
  However, as the ship closes to visual 
  range of the island, Garius sud-
  denly disappears. He cannot be 
  found anywhere onboard, and 
  even his personal effects and 
  sample of earth (regardless of 
  where it was stored) has van-
  ished.
  PeAce
  The island, dubbed Peace 
  by the colonists, is quite small. 
  Dominated by forest, everything 
  needed to survive is catered for, 
  including a large lake for water 
  collection. 
  The colony itself is eas-
  ily seen from the Void; a small 
  clearing with a dozen various 
  structures. As the party’s ship 
  comes into land (Boating roll 
  -2 due to the lack of any sub-
  stantial moorings), however, they see that 
  Garius’ fears may have come true; some-
  thing has happened at the colony. It is 
  not immediately obvious as to the cause, 
  but one could swear that a hurricane has 
  smashed through the community.
  WhAt hAs hAPPened
  Upon their arrival on Peace, Vous and 
  his followers thought they had found par-
  adise. Peace provided for its new guests 
  with food, water and wood for making 
  their homes, and quickly the community 
  took shape: homes built, crops planned, 
  and the island explored. 
  Then the storms hit. Being a floating 
  island, Peace is at the mercy of the winds, 
  and a month after making landfall the 
  colonists discovered the true terrors of 
  their new home.
  Suffice to say all of their hard work 
  was undone, and worse still, their only 
  ship – Peaceful Endeavour – was ruined 
  beyond repair. At first this set back did lit-
  tle to dampen their spirits, but then they 
  discovered the effects of the Glow on the 
  island. 
  While the trees on Peace did offer 
  some protection, their natural evolution 
  – to bend and flex in the high winds 
  - meant they offered little substantial 
  shade. Worse still, progress on the repairs 
  slowed; the loss of vital materials – nails, 
  tools and other supplies – being almost 
  insurmountable.
  Once the glow started to drive the 
  families mad, there was little the others 
  could do to stop the rot. In the end, a 
  brief but bloody battle broke out between 
  those Blinded and the survivors. Only the 
  Toovale family survived, escaping to a cave 
  near the lake. They remain there now, 
  their supplies dwindling, yet too scared 
  to venture back out into the Glow.
  exPlorIng PeAce
  Upon their arrival, the characters will 
  have no idea what really caused the colony 
  ghostly echoes
  Competition Winning Ace Tale™ for Savage Worlds by Marcus D. Bone.
  a mission for sundered skies
  www.tripleacegames.com
  AT007
  © 2011 Triple Ace Games. Ace Tales and all related marks and logos are trademarks of  Triple Ace Games. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights 
  reserved. Used with permission. © 2011. All Rights Reserved.
  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 representation 
  or warranty as to the quality, viability, or suitability for purpose of this product.
  
  to collapse, but can explore what remains 
  in the hope of finding survivors.
  The Peaceful Endeavor: The colo-
  nist’s sloop has been destroyed. With a 
  Repair or Notice -2 roll, they can make 
  out portions of the deck have been 
  wretched up (these were to be used to 
  repair the colonists’ homes).
  Crops: These lie between the moor-
  ings and the settlement proper. It is obvi-
  ous that these have not been tended in 
  months, and only the most glow resistant 
  crops continue to grow. Amongst a tall 
  stand of wheat, a young man’s long-dead 
  body can be found.
  Homes: The homes are almost totally 
  destroyed, yet offer no explanation as to 
  why this is so. Repair rolls indicate that 
  the homes were initially well built but 
  have since been knocked down by some 
  great force.
  Common Hall: Of all the buildings, 
  the hall is in the best condition. A Repair 
  roll indicates it has received some repair 
  recently, but still requires many more 
  hours of work to be livable. Inside the hall 
  there three bodies, two colonists – both 
  males – and a young female Blinded; all 
  three died in some larger melee. Here 
  also is a scrawled message can be found 
  – Make for the caves near the lake.
  Forest Path: An obvious trail leads 
  away from the settlement towards the 
  lake. It is well defined, and easy to fol-
  low.
  the AttAck
  Most of the surviving Blinded remain 
  in the tree-line, sleeping and eating 
  whatever they can find. These poor crea-
  tures are still caught-up in their initial 
  Glowmadness, and will gather together 
  (two Blinded for each character) and at-
  tack once the rescuers have explored the 
  Common Hall or enter the forest. 
  the cAVe
  Just before the lake, the trail passes 
  by a rocky outcropping. A Notice roll 
  indicates there has been a fight here, 
  with a long dried blood trail leading into 
  a narrow cave mouth. Inside the charac-
  ters will note the blood leads towards 
  a collapsed section of the cave. Beyond 
  this the Toovale family – Jua, and her two 
  young sons – are trapped.
  Almost immediately the party will be 
  attacked by Vous and six other Blinded. 
  After defeating these, the Toovales will 
  call out from the cave beyond the col-
  lapse. Clearing the cave-in takes a few 
  hours, during which a discovery is made 
  – the body of Garius Toovale crushed 
  beneath the rocks.
  WrAPPIng uP
  Once rescued, the family can relay the 
  fate of the colonists. As for Garius, Jua 
  will say that he died protecting his family 
  by collapsing the cave. She has no idea 
  what the characters are talking about if 
  they say he hired them, and will become 
  distraught if they don’t believe the facts 
  surrounding his death. 
  So what did happen? Perhaps it was 
  just the final blessing of a pious man, or 
  some devil taking his guise? Whatever the 
  truth, the character’s actions have saved 
  three lives, and will ensure that Peace is 
  not just another mysterious colony lost 
  in the Void.
        kArl Vous, BlInded
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  Strength d10+3, Vigor d10
  Skills: Climbing d6, Fighting d10+3, Guts 
  d8, Notice d12, Stealth d8
  Pace: 6; Parry: 6; Toughness: 9(2)
  Special Abilities:
  • Armor +2: Scaly skin.
  • Blindsight: 10”. Targets beyond are to-
  tally concealed.
  • Enhanced Glowmad: +3 Fighting and 
  Strength, –2 Parry. Ignores random hit pos-
  sibility.
  • Fear: Anyone seeing him must make a 
  Guts roll.
  • Leap Attack: Leap 8” (minimum 3”), +2 
  to Fighting and Damage rolls.
  • Weakness: Sound and scent attacks, +2 
  damage and –2 to resist.
  BlInded colonIsts
  Attributes: Agility d8, Smarts d6, Spirit d4, 
  Strength d8+2, Vigor d6
  Skills: Climbing d6, Fighting d8+2, Guts 
  d8, Notice d10, Stealth d6
  Pace: 6; Parry: 5; Toughness: 7(2)
  Special Abilities:
  • Armor +2: Scaly skin.
  • Blindsight: 10”. Targets beyond are to-
  tally concealed.
  • Fear: Anyone seeing him must make a 
  Guts roll.
  • Glowmad: +2 Fighting and Strength, –2 
  Parry. A 1 on their Fighting die and they hit 
  a random adjacent target.
  • Leap Attack: Leap 8” (minimum 3”), +2 
  to Fighting and Damage rolls.
  • Weakness: Sound and scent attacks, +2 
  damage and –2 to resist.
  A
  C
  E
  out now!
  �����
  dave blewer & kevin l. anderson
  sundered skies companion
  savage worlds  �����
  10009a
  
SOURCE: textdata/thevault/Triple Ace Games/Sundered Skies/Savage Worlds - Sundered Skies - Ghostly Echoes.pdf