TEXT: THE TEST
  The heroes are all associate members 
  of The Shadow Syndicate, the guild con-
  trolling most of the criminal activity in the 
  city of Blackwater.  The syndicate is always 
  on the lookout for talented individuals, 
  be they warriors, thieves, mages or even 
  priests with a malleable sense of right 
  or wrong. Membership of the Syndicate 
  can be both ﬁ scally and socially proﬁ t-
  able. However, before the heroes can call 
  themselves members, they must prove 
  themselves by completing a dangerous 
  mission.
  The heroes have been asked to recover 
  a necklace stolen from the household of 
  Baron Bentall. Eyewitness’s report the 
  thief, Jeck Lightﬁ nger, pursued by the 
  baron’s men, was forced to hide in The 
  Widow’s Hold. Local legend has it a grief-
  stricken mother murdered her ﬁ ve chil-
  dren there upon hearing of her husbands 
  death in some distant war.
  It’s been nearly six hours now, the 
  Baron’s men refused to chase Lightﬁ n-
  ger into the hold fearful of the widow’s 
  wraith. They surrounded the hold for 
  four hours, but then returned to their 
  barracks declaring the thief dead and the 
  necklace lost.
  The heroes have to brave the hold, 
  retrieve the necklace, and if possible 
  Lightﬁ nger as well.
  BENEATH THE HOLD
  Despite the stories, The Hold is not 
  haunted, but that doesn’t make it safe. 
  A pack of ghouls lair beneath the aban-
  doned building, they have slain Jeck, and 
  traded the necklace with a nearby warren 
  of rat men for corpses to feed upon.
  Below are descriptions of the main lo-
  cations the heroes will probably visit and 
  the details of what can happen there.
  Widow’s Hold: This ramshackle and 
  abandoned building remains as it did on 
  the day of the murders—children’s toys 
  are almost buried in the dust, and furni-
  ture slowly decays. Lightﬁ nger’s tracks 
  lead from the front door to a weakened 
  section of ﬂ oor, it seems he dropped 
  through the ﬂ oor into tunnels below.
  A successful tracking roll shows Light-
  ﬁ nger was set upon and subdued by 
  several attackers, who then dragged him 
  away. The lack of blood in the tunnel sug-
  gests the thief wasn’t killed here.
  If the heroes follow the drag marks they 
  are led into the middle of a ghoul warren. 
  If they go the other way, they soon ﬁ nd 
  themselves in Blackwater’s main sewer.
  The Ghoul Warrens: These twisting 
  tight tunnels are extremely unsuited 
  to any weapons with 
  Reach, they suffer a 
  penalty of –2. There 
  are a number of ghouls 
  equal to the number of 
  heroes, plus Shatter-
  marrow, their leader. 
  The Ghouls know 
  their tunnels extremely 
  well and use them to 
  launch 
  lightning 
  at-
  tacks on the heroes. 
  Only when half the 
  heroes 
  have 
  been 
  paralysed or killed do 
  the ghouls move in to 
  ﬁ nish them off. Shat-
  termarrow only gets involved once half of 
  his pack is killed.
  The Corpse Pile: At the center of the 
  ghoul warren is a large room ﬁ lled with 
  half eaten corpses. One of these corpses 
  is very fresh—Jeck Lightﬁ nger. Searching 
  his corpse ﬁ nds no trace of the necklace 
  the heroes seek, nor does searching the 
  room. 
  However, if someone is successful at 
  an Investigation or Notice roll, they do 
  ﬁ nd that many of the corpses seem to 
  have died from bloodlung, a plague that 
  wracked the city eight years previously.  
  The victims of bloodlung were entombed 
  within a granite lined plague pit.
  A successful Streetwise or Common 
  Knowledge (-2) roll, reminds a hero of 
  rumours of a nest of rat men who lair 
  within the plague pit. With a raise on the 
  roll, the hero has heard further rumors 
  that they trade the entombed bodies to 
  necromancers.
  THE SHADOW SYNDICATE 
  If the heroes return to the Syndicate 
  with their suspicions of who has the neck-
  lace, they are reminded that their mission 
  is to retrieve it. The syndicate is willing 
  to lend them talismans which will ward 
  them against bloodlung, but will not offer 
  any other aid.
  THE PLAGUE PIT
  The tomb’s magical seal has been bro-
  ken—somebody, or something has visited 
  the tomb in the recent past.
  The plague pit is a labyrinthine maze 
  with bowers cut into the walls stacked 
  with corpses. Successful Notice or Inves-
  tigation rolls discover that these corpses 
  have been tampered with, somebody has 
  sorted through them, and removed the 
  choicest specimens. As the heroes make 
  their way through this macabre mausole-
  um, they hear chanting from somewhere 
  ahead. 
  The center of the tomb has been con-
  LOST PROPERTY
  A Savage Worlds Ace Tale™ by Dave Blewer.
  A FANTASY DUNGEON CRAWL
  WWW.TRIPLEACEGAMES.COM
  AT001
  © 2009 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. © 2009. 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.
  THE TEST
  The heroes are all associate members 
  of The Shadow Syndicate, the guild con-
  trolling most of the criminal activity in the 
  city of Blackwater.  The syndicate is always 
  on the lookout for talented individuals, 
  be they warriors, thieves, mages or even 
  priests with a malleable sense of right 
  or wrong. Membership of the Syndicate 
  can be both ﬁ scally and socially proﬁ t-
  able. However, before the heroes can call 
  themselves members, they must prove 
  themselves by completing a dangerous 
  mission.
  The heroes have been asked to recover 
  a necklace stolen from the household of 
  Baron Bentall. Eyewitness’s report the 
  thief, Jeck Lightﬁ nger, pursued by the 
  baron’s men, was forced to hide in The 
  Widow’s Hold. Local legend has it a grief-
  stricken mother murdered her ﬁ ve chil-
  dren there upon hearing of her husbands 
  death in some distant war.
  It’s been nearly six hours now, the 
  Baron’s men refused to chase Lightﬁ n-
  ger into the hold fearful of the widow’s 
  wraith. They surrounded the hold for 
  four hours, but then returned to their 
  barracks declaring the thief dead and the 
  necklace lost.
  The heroes have to brave the hold, 
  retrieve the necklace, and if possible 
  Lightﬁ nger as well.
  BENEATH THE HOLD
  Despite the stories, The Hold is not 
  haunted, but that doesn’t make it safe. 
  A pack of ghouls lair beneath the aban-
  doned building, they have slain Jeck, and 
  traded the necklace with a nearby warren 
  of rat men for corpses to feed upon.
  Below are descriptions of the main lo-
  cations the heroes will probably visit and 
  the details of what can happen there.
  Widow’s Hold: This ramshackle and 
  abandoned building remains as it did on 
  the day of the murders—children’s toys 
  are almost buried in the dust, and furni-
  ture slowly decays. Lightﬁ nger’s tracks 
  lead from the front door to a weakened 
  section of ﬂ oor, it seems he dropped 
  through the ﬂ oor into tunnels below.
  A successful tracking roll shows Light-
  ﬁ nger was set upon and subdued by 
  several attackers, who then dragged him 
  away. The lack of blood in the tunnel sug-
  gests the thief wasn’t killed here.
  If the heroes follow the drag marks they 
  are led into the middle of a ghoul warren. 
  If they go the other way, they soon ﬁ nd 
  themselves in Blackwater’s main sewer.
  The Ghoul Warrens: These twisting 
  tight tunnels are extremely unsuited 
  to any weapons with 
  Reach, they suffer a 
  penalty of –2. There 
  are a number of ghouls 
  equal to the number of 
  heroes, plus Shatter-
  marrow, their leader. 
  The Ghouls know 
  their tunnels extremely 
  well and use them to 
  launch 
  lightning 
  at-
  tacks on the heroes. 
  Only when half the 
  heroes 
  have 
  been 
  paralysed or killed do 
  the ghouls move in to 
  ﬁ nish them off. Shat-
  termarrow only gets involved once half of 
  his pack is killed.
  The Corpse Pile: At the center of the 
  ghoul warren is a large room ﬁ lled with 
  half eaten corpses. One of these corpses 
  is very fresh—Jeck Lightﬁ nger. Searching 
  his corpse ﬁ nds no trace of the necklace 
  the heroes seek, nor does searching the 
  room. 
  However, if someone is successful at 
  an Investigation or Notice roll, they do 
  ﬁ nd that many of the corpses seem to 
  have died from bloodlung, a plague that 
  wracked the city eight years previously.  
  The victims of bloodlung were entombed 
  within a granite lined plague pit.
  A successful Streetwise or Common 
  Knowledge (-2) roll, reminds a hero of 
  rumours of a nest of rat men who lair 
  within the plague pit. With a raise on the 
  roll, the hero has heard further rumors 
  that they trade the entombed bodies to 
  necromancers.
  THE SHADOW SYNDICATE 
  If the heroes return to the Syndicate 
  with their suspicions of who has the neck-
  lace, they are reminded that their mission 
  is to retrieve it. The syndicate is willing 
  to lend them talismans which will ward 
  them against bloodlung, but will not offer 
  any other aid.
  THE PLAGUE PIT
  The tomb’s magical seal has been bro-
  ken—somebody, or something has visited 
  the tomb in the recent past.
  The plague pit is a labyrinthine maze 
  with bowers cut into the walls stacked 
  with corpses. Successful Notice or Inves-
  tigation rolls discover that these corpses 
  have been tampered with, somebody has 
  sorted through them, and removed the 
  choicest specimens. As the heroes make 
  their way through this macabre mausole-
  um, they hear chanting from somewhere 
  ahead. 
  The center of the tomb has been con-
  LOST PROPERTY
  A Savage Worlds Ace Tale™ by Dave Blewer.
  A FANTASY DUNGEON CRAWL
  WWW.TRIPLEACEGAMES.COM
  AT001
  © 2009 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. © 2009. 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.
  
  verted into a pestilential temple. Scores 
  of bodies have been bound together into 
  an altar upon which Pox Caller presides 
  over a ceremony to his corrupted gods. A 
  number of rat men worshippers equal to 
  twice the number of heroes are prostrate 
  before the altar. A Silver and pearl neck-
  lace hangs around the priest’s scrawny 
  neck.
  Fortunately, the worshippers are noisy 
  giving the heroes the Drop in the ﬁ rst 
  round of combat. The rat men will ﬁ ght 
  with a religious zeal, refusing to give any 
  quarter. Even if Pox Caller falls in combat 
  they will ﬁ ght on, but they will lose the 
  beneﬁ ts of his command.
  The talismans protect their wearers 
  from the rat men’s diseased weapons, 
  but melt into slag as they do so, render-
  ing them useless after the ﬁ rst Wound.
  AFTERMATH
  Once Pox Caller and his minions are 
  defeated, the heroes can retrieve the 
  necklace they have searched so long for, 
  and return to the Shadow Syndicate. 
  Now as fully-ﬂ edged Syndicate members, 
  their missions will get much tougher!
  . . . . . . . . . . . . 
      POX CALLER, RAT MAN 
  PLAGUE PRIEST
  Attributes: Agility d10, Smarts d6, Spirit 
  d10, Strength d6, Vigor: d10
  Skills: Climbing d8, Faith d10, Fighting d6, 
  Guts d4, Notice d8, Stealth d10, Survival 
  d8, Tracking d6
  Pace: 6; Parry: 5; Toughness: 7
  Gear: Diseased short swords (2d6)
  Special Abilities:
  Arcane Resistance: Pox Caller has two 
  points of armor against damage causing 
  powers, and adds +2 to his Trait rolls when 
  resisting opposed powers.
  Bite: d6+d4.
  Immunity: Rat men are immune to poison 
  and disease.
  Infravision: Rat men halve penalties 
  (round down) for bad lighting when at-
  tacking living targets.
  Infection: Anyone Wounded by a rat man 
  must make a Vigor roll or the wound be-
  comes swollen and infected. The victim 
  suffers a level of Fatigue, which is recov-
  ered with a successful Healing roll or after 
  24 hours. Cumulative infections can cause 
  a victim to be Incapacitated, but cannot 
  lead to Death.
  Spells: Armor (bubonic hide), blast (plague 
  wave), lower trait (pestilential gift)
  Zealot: Those rat men within 5” of him 
  gain +1 to their Spirit rolls to Unshake, 
  and their Fighting damage rolls.
  RAT MEN
  Attributes: Agility d10, Smarts d6, Spirit 
  d8, Strength d6, Vigor: d6
  Skills: Climbing d8, Fighting d6, Guts d4, 
  Notice d8, Stealth d10, Survival d8, Track-
  ing d6
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Diseased short sword (2d6)
  Special Abilities:
  Bite: d6+d4.
  Immunity: Rat men are immune to poison 
  and disease.
  Infravision: Rat men halve penalties 
  (round down) for bad lighting when at-
  tacking living targets.
  Infection: Anyone Wounded by a rat man 
  must make a Vigor roll or the wound be-
  comes swollen and infected. The victim 
  suffers a level of Fatigue, which is recov-
  ered with a successful Healing roll or after 
  24 hours. Cumulative infections can cause 
  a victim to be Incapacitated, but cannot 
  lead to Death.
  GHOULS
  Attributes: Agility d10, Smarts d6, Spirit 
  d6, Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation 
  d8, Notice d8, Stealth d10, Tracking d8
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  Claws: d8+d4
  Infravision: Ghouls halve penalties (round 
  down) for bad lighting when attacking liv-
  ing targets.
  Paralysis: Victims of a ghoul’s claw attacks 
  must make a Vigor roll at –2 or be para-
  lyzed for 2d6 minutes.
  Undead: +2 Toughness; +2 to recover from 
  being Shaken; No additional damage from 
  called shots; Immune to disease and poison.
   SHATTERMARROW, GHOUL 
  PACK LEADER 
  Attributes: Agility d10, Smarts d6, Spirit 
  d6, Strength d10, Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation 
  d10, Notice d8, Stealth d8, Tracking d8
  Pace: 6; Parry: 6; Toughness: 9
  Special Abilities:
  Brawny: +1 Toughness.
  Claws: d10+d4
  Infravision: Ghouls halve penalties (round 
  down) for bad lighting when attacking liv-
  ing targets.
  Paralysis: Victims of a ghoul’s claw attacks 
  must make a Vigor roll at –2 or be para-
  lyzed for 2d6 minutes.
  Undead: +2 Toughness; +2 to recover 
  from being Shaken; No additional damage 
  from called shots; Ignore Wound penalties, 
  Immune to disease and poison.
  . . . . . . . . . . . . 
  A
  C
  E
  OUT NOW!
  verted into a pestilential temple. Scores 
  of bodies have been bound together into 
  an altar upon which Pox Caller presides 
  over a ceremony to his corrupted gods. A 
  number of rat men worshippers equal to 
  twice the number of heroes are prostrate 
  before the altar. A Silver and pearl neck-
  lace hangs around the priest’s scrawny 
  neck.
  Fortunately, the worshippers are noisy 
  giving the heroes the Drop in the ﬁ rst 
  round of combat. The rat men will ﬁ ght 
  with a religious zeal, refusing to give any 
  quarter. Even if Pox Caller falls in combat 
  they will ﬁ ght on, but they will lose the 
  beneﬁ ts of his command.
  The talismans protect their wearers 
  from the rat men’s diseased weapons, 
  but melt into slag as they do so, render-
  ing them useless after the ﬁ rst Wound.
  AFTERMATH
  Once Pox Caller and his minions are 
  defeated, the heroes can retrieve the 
  necklace they have searched so long for, 
  and return to the Shadow Syndicate. 
  Now as fully-ﬂ edged Syndicate members, 
  their missions will get much tougher!
  . . . . . . . . . . . . 
      POX CALLER, RAT MAN 
  PLAGUE PRIEST
  Attributes: Agility d10, Smarts d6, Spirit 
  d10, Strength d6, Vigor: d10
  Skills: Climbing d8, Faith d10, Fighting d6, 
  Guts d4, Notice d8, Stealth d10, Survival 
  d8, Tracking d6
  Pace: 6; Parry: 5; Toughness: 7
  Gear: Diseased short swords (2d6)
  Special Abilities:
  Arcane Resistance: Pox Caller has two 
  points of armor against damage causing 
  powers, and adds +2 to his Trait rolls when 
  resisting opposed powers.
  Bite: d6+d4.
  Immunity: Rat men are immune to poison 
  and disease.
  Infravision: Rat men halve penalties 
  (round down) for bad lighting when at-
  tacking living targets.
  Infection: Anyone Wounded by a rat man 
  must make a Vigor roll or the wound be-
  comes swollen and infected. The victim 
  suffers a level of Fatigue, which is recov-
  ered with a successful Healing roll or after 
  24 hours. Cumulative infections can cause 
  a victim to be Incapacitated, but cannot 
  lead to Death.
  Spells: Armor (bubonic hide), blast (plague 
  wave), lower trait (pestilential gift)
  Zealot: Those rat men within 5” of him 
  gain +1 to their Spirit rolls to Unshake, 
  and their Fighting damage rolls.
  RAT MEN
  Attributes: Agility d10, Smarts d6, Spirit 
  d8, Strength d6, Vigor: d6
  Skills: Climbing d8, Fighting d6, Guts d4, 
  Notice d8, Stealth d10, Survival d8, Track-
  ing d6
  Pace: 6; Parry: 5; Toughness: 5
  Gear: Diseased short sword (2d6)
  Special Abilities:
  Bite: d6+d4.
  Immunity: Rat men are immune to poison 
  and disease.
  Infravision: Rat men halve penalties 
  (round down) for bad lighting when at-
  tacking living targets.
  Infection: Anyone Wounded by a rat man 
  must make a Vigor roll or the wound be-
  comes swollen and infected. The victim 
  suffers a level of Fatigue, which is recov-
  ered with a successful Healing roll or after 
  24 hours. Cumulative infections can cause 
  a victim to be Incapacitated, but cannot 
  lead to Death.
  GHOULS
  Attributes: Agility d10, Smarts d6, Spirit 
  d6, Strength d8, Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation 
  d8, Notice d8, Stealth d10, Tracking d8
  Pace: 6; Parry: 5; Toughness: 8
  Special Abilities:
  Claws: d8+d4
  Infravision: Ghouls halve penalties (round 
  down) for bad lighting when attacking liv-
  ing targets.
  Paralysis: Victims of a ghoul’s claw attacks 
  must make a Vigor roll at –2 or be para-
  lyzed for 2d6 minutes.
  Undead: +2 Toughness; +2 to recover from 
  being Shaken; No additional damage from 
  called shots; Immune to disease and poison.
   SHATTERMARROW, GHOUL 
  PACK LEADER 
  Attributes: Agility d10, Smarts d6, Spirit 
  d6, Strength d10, Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation 
  d10, Notice d8, Stealth d8, Tracking d8
  Pace: 6; Parry: 6; Toughness: 9
  Special Abilities:
  Brawny: +1 Toughness.
  Claws: d10+d4
  Infravision: Ghouls halve penalties (round 
  down) for bad lighting when attacking liv-
  ing targets.
  Paralysis: Victims of a ghoul’s claw attacks 
  must make a Vigor roll at –2 or be para-
  lyzed for 2d6 minutes.
  Undead: +2 Toughness; +2 to recover 
  from being Shaken; No additional damage 
  from called shots; Ignore Wound penalties, 
  Immune to disease and poison.
  . . . . . . . . . . . . 
  A
  C
  E
  OUT NOW!
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy - Ace Tales 01 - Lost Property.pdf