SWFC Turning of The Leaves
SWFC Turning of The Leaves
Cover Art by Ani Ghosh. Interior Art by Alida Saxon, Vincenzo Sirianni, Don Tantiado,
Sergio Villa.
Graphic Design by Karl Keesler, Simon Lucas, & Thomas Shook
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3
THE TURNING
OF THE LEAVES
The relationship between humans and the Windtower, was particularly interested in a
fey kingdoms has always been tenuous, unicorn named Breashannifaur. Incredibly
and it doesn’t take much to turn cold. But rare and powerful, unicorn horns command
some transgressions are unforgiveable, as a great price. Posing as rangers, the Silver
the folk of the mountain community of Drakes made the logging town of Axefell
Axefell are about to discover! their base of operations.
This tale is set in an average “traditional But the ancient forest refused to give up its
fantasy” world of high magic and secrets easily. It is the home of an ancient
dangerous monsters, and is designed for dryad named Niridrith, whose magic
3-5 Novice characters. It occurs in a logging turned the forest into a maze. Any overt
town in a heavily-forested temperate region hostility was met in kind by elves, centaurs,
far from civilization, close to a sizeable and fey.
elven community, and where numerous The Silver Drakes were about to call off the
fey—dryads, pixies, and the like—live in search when a chance encounter renewed
relative isolation. However, with some their hope. The mercenaries stumbled
modification it may take place in other upon the lair of “Old Jenny,” a hag dwelling
locations or environments. in the marsh on the west side of the Horn
During this adventure the heroes are Forest. Old Jenny had been imprisoned
called upon to defend themselves against by Niridrith’s magic, unable to work her
otherwise “good” creatures. This could schemes or even leave the forest at all.
pose a significant moral quandary for Instead of gorging on the mercenaries,
some characters—and players! Encourage Old Jenny saw an opportunity. She gave
them to use nonlethal damage (see Savage them a tincture to poison the dryad and
Worlds), stealth, grappling, nets, entangle, remove her protection from Horn Forest, in
or other means to avoid harming good fey turn allowing the mercenaries to bag their
until the party can solve the mystery. elusive unicorn—and free Old Jenny to take
over the forest.
BACKGROUND What the hag didn’t tell Darien was
Four months ago, a group of mercenaries that the tincture was more than a simple
called the Silver Drake Company arrived poison. It was “Bloodboil,” an enchanted
in the Horn Forest, drawn by stories of poison created from tainted faerie wine. It
the wealth of magic to be found in would infect the dryad, rather than slay her,
these woods. Their leader, Darien
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THE TURNING OF THE LEAVES
corrupting her magic and spread its evil In Thele Shaeras, a wood elf community,
like a disease across the forest. Lady Telendrae sent an envoy to Axefell
With Old Jenny’s instructions, the Silver for an emergency summit. They were met
Drakes were able to navigate the magical with open hostility and sent home under
forest and find Niridrith’s tree. They threat of death. Posing as loggers, the Silver
poisoned the dryad and returned to Drakes ambushed the envoy on his way
Axefell, biding their time and dreaming of back to Thele Shaeras and killed most of
the riches that would soon be theirs. the envoy party—”accidentally” letting one
But instead, the forest became an even go to spread the word among the elves.
more dangerous place. Normally-peaceful Now, things in the Horn Forest are
brownies and pixies attacked loggers who in a state of open warfare between the
were just abiding by old agreements. Satyrs humans and fey. Darien Windtower has
infected with the corruption preyed on assumed temporary leadership of Axefell
lone hunters. Even otherwise docile forest while trying to figure out why things are
animals became aggressive. The terrified spiraling out of control. He is sure the old
humans struck back, slaying several fey hag has something to do with it. But before
and protected forest creatures. he can make her pay for her trickery, there’s
Rancor grew between the fey and humans. a little matter of raw survival...
Those fey who had not yet been corrupted
knew only that humans had broken the old THE HORN FOREST
accords. Some centaurs captured a band This adventure takes place in an ancient
of humans to demand answers, and in old-growth evergreen forest called the
reaction the rest of the community sent out Horn Forest. The trees grow tall and
warriors to kill the centaurs. Before long, dense, and the forest floor covered in
peace gave way to open hostility. a deep layer of ferns, brambles, and
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THE TURNING OF THE LEAVES
6
THE TURNING OF THE LEAVES
Normally, Niridrith’s glade is one of jaw- end of the adventure can be found in the
dropping enchantment, with old standing Fantasy Companion.
stones, numerous faerie rings, a serene Abandoned Mine: These tunnels still
pond, and a profusion of wildflowers. contain a substantial amount of gems or
Every type of fey in the forest can be found raw gold ready for the taking. Whether or
here. However, after Old Jenny’s curse, it is not something currently lives in here or not
overrun with thorny brambles, wolves, and is up the the Game Master!
raucous crows. Her tree constantly seeps Adventuring Party: This team of
black ooze instead of pitch. All fey in the adventurers contains a fighter, mage,
glade are considered corrupted as well. cleric, and thief. They are searching for
something in the Horn Forest and might
ADVENTURES IN THE be willing to exchange information.
HORN FOREST Brambles: The heroes’ path leads right
Being a temperate forest, this area is cool through a massive patch of thorny
most of the year. The Horn Forest sees brambles. Anyone passing through takes
frequent precipitation throughout the year. 2d4 damage from the thorns. Detouring
Fog is common, especially on cool cloudy around costs 1 hour of Travel time.
days or in the early mornings. Winter
Cabin: This was home to a hunter, miner,
brings heavy snowfall, and rivers swell
logger, or hermit. The owner may or may
their banks in spring.
not be coming back, but the cabin is well-
While traveling in the Horn Forest, use stocked and makes for a good place to rest.
the special regional encounter table below
Cart: A damaged, abandoned cart which
plus the Travel rules in Savage Worlds.
be fixed with a Repair roll. Roll 1d6. On a
When the cards indicate an encounter, roll
1–2 the cart also contains food and/or gear.
on the Horn Forest Encounter Table, using
Difficult Terrain: Rocks, hills, swampy
the column that matches the card suit, then
lowlands, or other similar terrain slows
locating the corresponding entry below.
down the party. They lose 1 hour of Travel
You are encouraged to replace enemy
Time either going through the area or going
encounters with other suitable monsters,
around it.
such as goblins, orcs, or giant spiders, for
variety or as you see fit. Faerie Ring: In these enchanted rings
pixies dance by moonlight. Arcane magic
Monster results not included in the
is especially strong here, reducing by 1 the
Characters and Creatures section at the
Power Point cost to activate powers. But the
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THE TURNING OF THE LEAVES
magic also plays tricks on mortal minds— Money: A lost coin purse, box, or chest
the party spends 1d4 hours in the faerie that contains 2d10 x $20 in gold pieces.
ring without any sense of time passing. Noble: On a main road this is a single
Fog: Dense fog drastically reduces noble and four fighter guards in a coach.
visibility to 2d8” and imposes a –2 penalty If this encounter happens in the forest,
to Survival rolls for wilderness navigation treat as a minor noble from Thele Shaeras
for the next 1d6 hours. attended by a pair of wood elf archers.
Forest Creatures: The party is attacked Nymph: The heroes encounter a corrupted
by a swarm of corrupted animals—birds, nymph in her home—a pond, stream,
frogs, squirrels, etc. Treat as a Swarm. grove, etc. She attempts to is aided by 1d6
Forest Fire: Humans retaliating against pixies.
the fey set fire to the area. Treat as a Chase Rain Storm: A powerful downpour
(see Savage Worlds) in which the fire is an reduces v isibi l it y (t reat as Di m
invulnerable Large Burst Template Swarm Illumination), creates slick mud (Difficult
inflicting 2d6 damage. If the adventure Ground), and makes rivers and streams
takes place during winter, redraw this card. dangerously turbulent.
High Winds: A strong windstorm howls Ranger: A ranger intercepts the party to
through the Horn Forest, causing a huge question their intentions in the forest.
tree to fall toward the party! This deals 3d6 River: Many smaller rivers meander
damage to everyone in a Stream Template. through the Horn Forest. If encountered
May be Evaded. on a road, the bridge is washed out or in a
Hunter: A local commoner offers advice dangerous state of disrepair.
on where to locate game or avoid predators. Satyrs: A group of 1d4 satyrs are playing
They may ask for payment or a favor in music and dancing in a glade. They attempt
return. to steal something valuable from the party
Loggers: A team of 1d6 commoner loggers with trickery.
offers to share their meal and campfire. Town Watch: A band of 1d4 locals
They are a good source of rumors. They deputized into the town watch are
may ask for payment or a favor in return. wandering the forest to keep an eye out for
Lost Travelers: A group of 1d8 commoners anything suspicious—including the heroes.
have become lost while attempting to pass They flee quickly if they run into trouble.
through the forest and need help finding Weapon: A single weapon dropped by
their way to a road or village. They may its previous owner. Roll on the Treasure
also be in need of healing or provisions. Table (Table C: Magic Melee Weapons) in
Magic Item: Lucky day! A magic item the Fantasy Companion to determine type.
was dropped here, is still clutched by its Wolves: A pack of 1d6+1 wolves. They are
deceased owner, or maybe even placed aggressive, but flee if half are Incapacitated.
here by devious pixies as a trap. Roll on the Wood Elf Archers: A team of 1d4+1
Magic Item table in the Fantasy Companion. corrupted wood elf archers from Thele
It is likely guarded by a creature or a trap. Shaeras. They attack on sight and do not
Map: A hand-drawn map of the area, flee.
perhaps dropped by its previous owner.
The map grants +2 to Survival rolls for
wilderness navigation while within the
Horn Forest.
Merchant: A traveling commoner
merchant offers to buy or sell standard
equipment, food, or common weapons
from their wagon.
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THE TURNING OF THE LEAVES
Hayden’s Hollow is close by, but it was firing at anyone outside the perimeter wall.
totally wiped out last night in a terrible The elves wear peculiar deerskin helmets
attack by deer-headed humanoids (Armor value +1) which from a distance
wielding torches and setting fire to gives them the appearance of deer-headed
everything. Ethron and the others humanoids (the origin of Ethron’s rumor).
escaped in this wagon. Like the rest of the elves of Thele Shaeras,
Ethron and his family are headed to the these elves are not corrupted—but they
nearby town of Axefell, which should believe the source of the growing evil is
be safer because it was built behind a human treachery.
sturdy wooden palisade. He plans to Unless the heroes approach stealthily,
bring word of the attack to the Axefell the elves attempt to stop them from
mayor, Darian Windtower. reaching Axefell. Guards posted above
Ethron knows about centaurs, but— each gate are excited to see the characters
until today—has never seen one. He (reinforcements!) and raise it just long
has no idea why they attacked, only enough for them to pass through. If any
that over the last couple of weeks the elves also slip through the gate, they attack
“forest beings” have become violent indiscriminately then escape back over the
toward humans. wall.
Ethron and the others need help getting WOOD ELF ARCHERS (2): See page 27.
to Axefell safely. They can offer very little WOOD ELF WARRIORS (3 per hero): See
by way of payment: three gold pieces each page 27.
(or some other small amount). Fixing the
damaged wagon requires 30 minutes, tools TOWN WATCH (15): See page 27.
(which he has), and a Repair roll.
Whether or not the party escorts Ethron’s AXEFELL
company to safety, the road reads straight Axefell is a small alpine logging village.
to Axefell from here. Along the way draw a Residences hug the palisade wall, while
card for an encounter (see page 7). larger buildings—a boarding house, a
CENTAURS (2 per hero): See page 22.
general store, a public longhouse, an open-
air smithy, a tavern, and a chapel—cluster
around a muddy central common area. The
Horn River flows past the town, but first
PART 2: THE it gathers in a reservoir created by a small
wood-and-earth dam just upslope from the
SIEGE town. Axefell’s only sawmill perchest over
the dam’s sluice gate, its creaking wheel
turning in the rushing spillway.
The heroes’ problems aren’t over when
they reach Axefell. As they approach, they Like anyone under seige, the townsfolk
spot bits of armor, broken arrows, and even are visibly harried and nervous, their
bloodstains on the road, evidence of recent hollow eyes shooting glances at the heroes.
skirmishes. Those who are able-bodied cart supplies to
the storehouse or deliver newly-whittled
Axefell is situated behind a wooden
arrows to the militia guards on the wall.
palisade of stout logs. Militia guards along
the top have Heavy Cover and +4 Armor Non-human characters—even those
from the palisade wall. The wall is riddled who aren’t related to elves or fey—are
with numerous arrows and scorch marks. met with instant suspicion by the militia
members. Nevertheless, they are taken to
A small force of wood elves have the town
meet with the town’s acting mayor, Darien
under seige. Mobile teams of three warriors
Windtower, who is currently engaged in a
apiece patrol the forest near the wall,
heated discussion with several town elders
while snipers hide in the treetops,
in the longhouse.
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THE TURNING OF THE LEAVES
Darien’s initial attitude toward the party is woods, that we may cut certain trees
Friendly. Increase this reaction by one level and not others, helping keep the forest
if they rescued Ethron’s group and safely strong and free of invading species, and
delivered them to Axefell, and decrease it hunt only certain animals in certain
by one level if any party members are elves seasons. Long has the accord held. But
or half-elves. A successful Persuasion roll recently elves have stopped coming to
bumps this by one level (two with a raise), Axefell to trade, and nobody sent to
but a Critical Failure lowers it two levels. Thele Shaeras has returned. We fear
In any case, Darien is cool toward any elves the elves have suffered from the same
and is visibly nervous in their presence. If corrupting evil.
questioned, he says he “fears that the evil “Several of my best rangers have
will soon consume them, as well.” reported a fell aura, a spreading of
When he has the party’s full attention, corruption, coming from a section
he takes a few minutes explaining the of the woods previously under the
situation in detail: protection of one of the greatest spirits
of the forest, Niridrith. There is an old
“It is good to see someone made it
through from outside, though we were
hoping for a more... robust rescue force.
But your arrival here might mark a turn
in the fight against the spreading evil. DARIEN’S QUESTS
Our little village, as you can see, is in
A CALL FOR HELP: Darien needs to
peril. Something has turned the fey
get word of the situation out to other
of these woods evil, some insidious
communities. He asks the heroes to
malice that is spreading from elf to
deliver a message to the town of Black
dryad to pixie. These woods are lousy
Hawk, at the far edge of the forest.
with the fey folk, but we’ve never had
any problem with them until now. We ASSAULT ON THELE SHAERAS: As the
even regularly hosted an envoy from attack on Axefell has proven, the once-
Thele Shaeras. peaceful wood elves are dangerous
“Then one morning the fey turned and aggressive. Darien needs someone
on us. Those dreaded beastmen out to take action against Thele Shaeras.
there laid seige to our town. They have
DEATH COMES FOR OLD JENNY: Darien
effectively sealed us in these walls. Each
night they attack in huge numbers at suspects the corruption affecting the
the calling of a terrible horn, and they fey might be coming from “Old Jenny,”
don’t stop until they’ve fired a hundred a hag who lives near the forest’s edge.
or more arrows. All our fighting men Slaying her might end the curse.
have been conscripted, as have any THE FATE OF TALL TREES: No one has
women or children who can fight. word from Tall Trees, a small logging
“As for what could be doing this, I camp not far from Axefell. If it suffered
wish I knew. Not more than two weeks the same fate as Hayden’s Hollow,
ago, the fey of this area began to act there might be survivors who need
strangely. At first it was limited to rescuing.
unusual sightings, odd interactions,
occasional hostile words. The hunters THE MISSING RANGERS: A trio of
and loggers of our town began to feel rangers went missing in the Horn
afraid in these forests which have been Forest. Darien claims they were
their home for many years. Axefell looking for a rumored cure, and he
has an agreement with the elves and, fears for their safety.
by extension, with all the fey of these
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THE TURNING OF THE LEAVES
ruin there that is older than the forest, gear he offers from the town stock free of
or so they say. I fear Niridrith has been charge.
befouled by some evil seeping from the WOOD ELF ARCHERS (2): See page 27.
ruin. She has taken to growing strange,
WOOD ELF WARRIORS (8 per hero): See
twisted plants in her glade, and even the
page 27.
animals there have become violent. I
fear it will only get worse until someone TOWN WATCH (15): See page 27.
can purge the evil and stop Niridrith.
We could use the help of heroes of your THE BLOODBOIL GAMBIT
caliber. Please, I beseech you. We will The first time the party stays the night in
reward you with everything we can.” Axefell, Darien arranges an honorary feast
in the public longhouse. It is a modest affair
SURPRISE ATTACK because Darien doesn’t wish to use too
Moments later, the elves outside launch much of the town’s supplies, but he wants
another attack. Several use a crude battering to celebrate the town’s “saviors.” During
ram against the gate. The ram requires a the party he spikes the food or drink of any
crew of at least two, and deals 3d6 damage. elves in the party with bloodboil poison,
The wooden gate has Hardness 12. the same hallucinogen causing the forest
At the same time, archers unleash arrows fey to become deranged (see the sidebar on
doused in burning pitch at three different page 6).
portions of the wooden palisade. The This is a risky ploy; If the heroes detect the
arrows deal no extra damage but have a poison they might figure him out. Should
chance to ignite flammable objects (see this happen, they might still want to track
Fire in Savage Worlds). Each section of the down Raliel and the rangers, visit Thele
palisade wall has Hardness 18. Shaeras, and find Niridrith for different
A trio of wood elves use the brazen attack reasons. But if Darien is successful, he uses
as a distraction to scale the palisade on the this as “evidence” that the evil is spreading
opposite side of town. Using crude ladders, to all fey. He encourages the party to leave
they attempt to get over the wall unseen any fey party members behind “safely”
and use Stealth to approach Darien for a locked in a holding cell in the town square.
surprise attack.
Darien uses this attack to once more appeal
for help. He points to the unhinged actions
of the elves as “proof” that something is
PART 3: INTO
corrupting fey in this forest, and that
sickness is spreading.
THE WOODS
To fight back he has several urgent tasks
he needs completed and is willing to offer This section begins when the heroes are
compensation (see sidebar on page 11). ready to undertake one of Darien’s missions
Each of these quests is described in greater in the Horn Forest—or do some exploring
detail in Part 3, below. The heroes can do of their own.
these in any order, or just do some of them,
as they see fit. A CALL FOR HELP
For each one they complete Darien pays 20 Darien asks the heroes to carry word
gold per party member (or a suitable price of Axefell’s plight to the town of Black
for the setting) from the town coffers. In Hawk, which is located far downriver near
addition, he grants the heroes an unused the edge of the Horn Forest. It is a long
home to use as a personal lodge during journey fraught with peril, but unless the
their time in and around the Horn Forest. outside world hears about the growing
They are welcome to rest, heal, and corruption of the fey, Axefell and the other
resupply as needed. Any common communities in the forest are doomed.
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THE TURNING OF THE LEAVES
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THE TURNING OF THE LEAVES
20 fighters to accompany the heroes back to usual. Draw an Action Card for a potential
Axefell. The trip back is uneventful. encounter after every failed attempt.
with the heroes in the village’s common Rhund is hungry, tired, and desperate.
house, attended by an intimidating brace Humans gain +4 on Persuasion or
of warriors. Intimidation rolls against him. On a success
How this encounter plays out depends he admits that they’re after Breashannifaur,
largely on the actions and goals of the and on a raise admits to everything. He
heroes, but Lady Telandrae’s ultimate was looking for Thele Shaeras’ main water
objective is to convince them not to trust supply in hopes of contaminating it with
Darien, and maybe switch allegiances to Bloodboil poison.
put a stop to his machinations. She knows The elves are unwilling to release Rhund
the following facts: under any circumstances. Attempting to
• Darien has only been the mayor of break him from his captivity is considered
Axefell for under two weeks. The a hostile action.
previous mayor “disappeared” one day LADY TELANDRAE: See page 23.
and Darien was quick to pick up the WOOD ELF WARRIORS (20 per Hero): See
mantle. page 27.
• The Silver Drakes ambushed a wood elf
envoy group and left only one alive as
a way of intimidating the elves of Thele
DEATH COMES
Shaeras. FOR OLD JENNY
• For weeks before the “Madness” (her This is a fairly straightforward undertaking,
term for the corruption spreading but it poses considerable risk for the party.
among the fey), members of the Silver Old Jenny is a powerful hag who dwells
Drakes lingered around the Horn in the marsh. Darien is resentful for being
Forest, asking about Breashannifaur, a deceived. That old hag promised he’d be
unicorn who dwells here. able to bag Breashannifaur by getting
• One of Lady Telandrae’s elf rangers Niridrith out of the way, but the poison
claims he saw Darien and the Silver he gave the dryad has only made things
Drakes visit Old Jenny just a couple of worse. He wants her removed from the
days before the Madness started. picture, but is much happier for someone
• They captured a member of the Silver else to take on all the risk, if possible.
Drakes nearby. He won’t talk, but He marks the approximate location of
she believes he was looking for Thele her hut on a map. It lies some 20 miles
Shaeras. away through highly dangerous territory
If the negotiations go well, the heroes without any roads or trails. The thick forest
may make an additional Persuasion roll to cuts travel time by half, to 12 miles per 8
improve the wood elves’ reaction level (see hour day by foot, or 15 miles by horse.
Savage Worlds). Grant them an appropriate When using the Travel rules (see Savage
bonus for solid roleplay or clever arguments. Worlds), draw an Action Card three times
If the party agrees to turn on the Silver per day.
Drakes, the elves’ reaction automatically The heroes may also travel there by
becomes Cooperative. boat (see A Call for Help above for more
The captured Silver Drake member, a information on that mode of travel). They
human ranger named Rhund, is still in must still contend with the cataracts, but
Thele Shaeras. Darien believes him to be replace the other two encounters with ones
dead. The elves have him imprisoned high from the Spades column of the Horn Forest
over the forest floor in a cage that can be Encounter Table (see page 7).
raised and lowered with a pulley. As long Old Jenny’s hut is situated on one of
as Lady Telandrae’s reaction toward the the hundred muddly islets in the marsh.
heroes is at least Neutral, she allows them An eerie fog constantly hangs over
to interrogate him. the area. Numerous skulls speared
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THE TURNING OF THE LEAVES
onto posts gaze out toward the fog, lit of Niridrith and Breashannifaur, her evil
from inside by dancing green flames. spreads unchecked through the forest,
Nothing lives on the island—even transforming it into a twisted, dark place
the trees are dead and withered. At within a week.
the center is a wooden hut on posts. However, if Old Jenny is slain the curse
Hundreds of bones, twine fetishes, afflicting Niridrith ends. The evil magic
empty bottles, and strands of hair hang gradually dissipates, freeing the Horn
from the dead trees and the eaves of the Forest and all her fey. Skip any encounters
hut, clattering in the wind. Through the with corrupted fey or other magical
shuttered window you see the glow of creatures. Draw Action Cards only once
firelight. per day when using the Travel rules.
Old Jenny’s magic has likely warned her OLD JENNY: See page 25.
of the heroes’ approach. She makes Notice STONE GOLEM: See page 26.
rolls against their Stealth at +4. If so, she
is already waiting for them with a plan of
her own.
THE FATE OF
The hag is fiendishly clever. She instantly TALL TREES
knows the Hindrances of everyone who This is a relatively short mission, which
sets foot on her island, and uses that makes it a good first start for heroes who
knowledge any way she can. She avoids just arrived in the area.
combat unless it looks inevitable; even if Ethron reported that Hayden’s Hollow
the party poses no threat to her, she would was completely destroyed in a nighttime
rather manipulate them than lower herself raid by elves. Just like that community,
to direct combat if it can be helped. the nearby Tall Trees (a logging camp of
Now that Niridrith is weaked by Old approximately 25 people) lacks a palisade
Jenny’s poison, the hag’s main goal is wall. With no word reaching Axefell in
breaking the magic bonds trapping her several days, the citizens of Axefell fear the
here. Through deceit and cunning she tries worst and are clamoring for answers.
to recruit the heroes into accomplishing this A disaster did strike Tall Trees, but
for her. If she finds out the party is working one unlike what happened to Hayden’s
with the Silver Drakes, she happily reveals Hollow. Terrified of an impending attack,
Darien’s real goal—without mentioning her the villagers gathered what personal items
own deceit, of course! they could and fled to a nearby barrow,
Old Jenny’s prison is maintained by five one of the eerie ruins left behind by the
rune-covered menhirs that surround old civilization that once called this area
her island. Each menhir is really a stone home. The barrow had long since been
golem which animates as soon as someone explored and looted, but once they closed
with hostile intent approaches. The stone themselves in to wait out the danger, one of
golems cannot intentionally move more their members discovered a secret entrance
than 30 feet (10 yards) away from their leading to more tombs deeper under the
site. Destroying the golem breaks the mound.
magical bonds holding Old Jenny, but so Unfortunately, they triggered an ancient
does simply destroying the rune itself (—4 curse that awakened the barrow’s draugr,
Called Shot) or targeting it with dispel. restless dead who jealously guard their
Should Old Jenny escape her prison, she tomb. Most of the villagers were slain in
immediately breaks any promises she kept the ensuing melee but a small handful
to others. She is finally able to pursue her managed to seal themselves inside an
original goal of becoming the sole power antechamber. They are too injured, scared,
of the Horn Forest, and wastes no time or weak to fight their way out.
seizing power. Once she disposes
16
THE TURNING OF THE LEAVES
17
THE TURNING OF THE LEAVES
ways around it. Should they open it, the now dangle, thoroughly bound by vines,
note reads: from Arngor’s high branches. Though
R, injured, the mercenaries are alive and cry
out for help as soon as they see the heroes.
Further “investigation” has shown
If the party successfully rescues Raliel,
me the local woodcutter lied about
she is grateful but naturally witholds full
Windfire Spring. The beast we seek
trust. She receives Darien’s letter with a
makes its home on Caer Cainin Island
harsh laugh.
on Mirror Lake. Return immediately to
ARNGOR: See page 21.
Axefell so we can make preparations.
—D
Darien places a mark on their map to
indicate the rough location of Windfire
PART 4: THE
Spring, a site approximately ten miles from
Axefell in the forest east of Thele Shaeras.
HUNT
As this is off any established road, the
density of Horn Forest cuts travel times in This final section starts when the
half, to 12 miles per 8 hour day by foot, or party begins to suspect—or has certain
15 miles by horse. This calls for drawing knowledge—that Darien and the Silver
one Action Card for an encounter when Drakes are at the heart of the evil spreading
using the Travel rules (see Savage Worlds). across the Horn Forest.
Darien has finally discovered where to
WINDFIRE SPRING find Breashannifaur—Caer Cainin Island
This natural spring gushes out of a rocky in the middle of Mirror Lake. Already his
cliff. Someone long ago carved nymph mercenaries have hidden rowboats along
statues into the stone. One of the mossy the lakeshore.
effigies holds an urn from which the spring All he needs now is to cover his tracks—
continuously gushes. Sunlight catching and neutralize the heroes, whom he
the spray makes it look like liquid flames recognizes as the greatest threat to his
falling into a cool blue pool below. plans. To accomplish this, he has placed a
Being a place of such fey magic, Niridrith’s barrel of alchemist’s fire in the sawmill at
corruption has seeped into the water. the dam just outside of the village. A single
Anyone with elf or fey ancestry who drinks flaming arrow from one of his mercenaries
from the pool are affected by the bloodboil will cause the alchemist’s fire to explode,
(see the sidebar on page page 6). All obliterating the sawmill and the dam and
others who drink from the pool gain a causing a million gallons of water to surge
point of Conviction from the enchantment. downhill and flatten Axefell. If anyone
Several corrupted pixies cavort around survives, they’ll be in too much shock to
the pool. They hide if they hear the heroes even notice Darien and his Silver Drakes
approach, and orchestrate an ambush at an weren’t also slain by the flood—until it is
opportune time. too late!
From the spring, the party can easily pick To prevent other fey from interfering, he
up on Raliel’s trail (no roll necessary). Not plans to create a massive forest fire with
far away they finally discover the fate of barrels of alchemist’s fire. While the forest
the missing rangers—they stumbled upon burns, he and the other Silver Drakes will
an ancient tree folk who has also been row out to the island, slay Breashannifaur,
corrupted by Old Jenny’s dark magic. then slip away with its horn before anyone
The tree folk, an ancient yew named is the wiser.
Arngor, killed one of the rangers but
captured Raliel and the others. They
18
THE TURNING OF THE LEAVES
19
THE TURNING OF THE LEAVES
the old castle and refuse to give intruders the ground, its horn cut from its head. The
quarter. heroes may still have a chance to catch up
They have already been weakened by with the Silver Drakes, who plan to row
a battle with the Silver Drakes, but the downriver to Black Hawk and ride off to
remaining goblin force rally to ambush sell the horn to the highest bidder.
the heroes as soon as they enter the ruins. Otherwise, the heroes arrive just in time
They use cover, booby traps, and their to see the Silver Drakes trying to surround
knowledge of the ruins’ layout to maximum Breashannifaur in the glade as they contend
advantage. with a small army of brownies, pixies, and
There’s almost certain more to Caer other fey which have come to the unicorn’s
Cainin than just the surface ruins, as defense.
well. Game Masters may wish to include Don’t forget that, on the off chance that
a subterranean component to the ruins Breashannifaur is slain, whomever strikes
(stocked, of course, with all manner of the killing blow is immediately affected by
dark denizens). This might be the subject the unicorn’s curse!
of a future adventure, or the heroes might In exchange for coming to its rescue,
be forced to enter it to follow Darien—or Breashannifaur heals anyone who was
escape from something worse! injured during the battle, and leads them
to some treasures left behind by the long-
THE UNICORN’S GLADE gone civilization. Randomly determine the
Assum i ng t hey aren’t hopelessly contents using the “Substantial” or “Rich”
sidetracked along the way, the party finally treasure type in the Random Treasure
catches up with Darien and his remaining Table located in the Savage Worlds Fantasy
Silver Drakes at Breashannifaur’s glade. Companion.
D DARIEN WINDTOWER: See page 22.
Deep in the heart of the old ruins of
Caer Cainin the forest thins out into an SILVER DRAKE MERCENARY (3 per Hero):
open glade. A rolling grassy meadow, See page 26.
broken only by the occasional fragment BREASHANNIFAUR: See page 21.
of mossy wall, spreads between the BROWNIE (1 per Hero): See page 21.
ancient trees, covered with a riotous
profusion of blooming flowers. Glowing PIXIE (1 per Hero): See page 25.
specks floating like stars are dozens of SATYR (1 per Hero): See page 26.
tiny pixies flitting about the glade. You LEPRECHAUN (1 per Hero): See page 23.
can feel magic permeating the plants,
the stones, the very air around you.
AFTERMATH
At this point, the scene unfolds in ways
Whether or not the heroes prevented the
which change based on the actions of the
death of Breashannifaur, the Horn Forest
characters so far.
holds plenty more opportunities for
The Corruption is Still Spreading: If the
adventure.
heroes didn’t deal with Old Jenny, or she
If they have not yet put an end to Old
managed to break free from Niridrith’s
Jenny, they may wish to seek her out. She’s
containment, the corruption has turned
still bound by Niridrith’s magic unless she
Breashannifaur into a dark unicorn (see
was able to con her way out of it (see “Death
the Fantasy Companion). The pixies in the
Comes for Old Jenny” on page 15), in
glade are all similarly corrupted.
which case the heroes need to prevent her
The Heroes Arrived Too Late: If it took
from slaying Niridrith and turning the
the party longer than five hours to reach
Horn Forest into a twisted, evil place—
the island, Darien and the Silver Drakes
assuming that hasn’t already happened!
have already slain Breashannifaur.
The noble unicorn’s carcass lies on
20
THE TURNING OF THE LEAVES
Either way, Old Jenny’s curse continues to He is one of the most powerful beings in
spread as long as she lives. the forest. His horn holds immense magical
Bad blood between fey and any surviving power, but if he ever loses it he will die.
humans continues to fester even after the Attributes: Agility d8, Smarts d8 (A), Spirit
corruption is expunged. Repairing that rift d10, Strength d12+2, Vigor d10
will require the efforts of skilled negotiators Skills: Athletics d8, Common Knowledge
with knowledge about the situation, and d6, Fighting d6, Notice d8, Stealth d8
might involve quests to recover stolen Edges: Champion, Fleet-Footed
items, locate runaway Silver Drakes still Pace: 10; Parry: 5; Toughness: 9
holed up in the forest, or travel elsewhere Special Abilities:
to petition heads of state—human and • Curse: Any sentient being who slays
otherwise—to make things right. a unicorn is cursed. His skin becomes
Plus, there are still plenty of unexplored permanently covered in boils and
sites in the area, each one an opportunity blisters that no magic can heal. He gains
for further adventure. Old barrows, keeps, the Ugly (Major) Hindrance.
and other remnants of the vanished • Horn: Str+d8, AP 1.
civilization hold riches—and danger—for • Healing: A unicorn can cast healing
those who can track them down. and greater healing by touching its horn
to a target. It may do so once per week.
CHARACTERS
A horn cut from a unicorn remains
magical (see the Savage Worlds Fantasy
Companion).
& CREATURES • Kick: Str+d6.
• Resilient: Unicorns can take one
Wound before they’re Incapacitated.
D ARNGOR • Size 2: Unicorns weigh between 600
Arngor is one of the “tree folk,” intelligent and 800 pounds.
trees capable of walking and talking.
Taking the form of an ancient yew tree, BROWNIE
Arngor helps Niridrith watch over the Brownies are tiny brown, green, blue,
Horn Forest—though Arngor is so old can or even purple humanoids with crude
no longer remember how long he has been clothing and caps. They are wingless but
a caretaker of these woods. can teleport short distances.
Attributes: Agility d4, Smarts d8, Spirit Brownies dwell in human households,
d10, Strength d12+4, Vigor d10 emerging at night to do chores in exchange
Skills: Athletics d8, Fighting d8, Notice d8 for an offering upon the hearth. If the host
Edges: Sweep (Imp) doesn’t leave an offering, they retaliate with
Hindrances: Cautious, Driven (Major— pranks that can eventually turn dangerous.
protect the forest), Hesitant Attributes: Agility d10, Smarts d4, Spirit
Pace: 4 ; Parry: 6; Toughness: 16 (3) d10, Strength 1, Vigor d6
Special Abilities: Skills: Athletics d8, Common Knowledge
• Armor +3: Iron-like bark. d6, Fighting d6, Notice d8, Spellcasting d8,
• Branches: Str+d6, Reach 3. Stealth d10, Taunt d8
• Size 9 (Huge): Arngor stands over 50’ Pace: 6; Parry: 5; Toughness: 5
tall and weighs 70 tons. Edges: Arcane Background (Magic), Fleet-
Footed, Quick, Rabble-Rouser
D BREASHANNIFAUR Powers: Blind, entangle, fear, growth/shrink,
puppet. Power Points: 20.
Breashannifaur is a majestic unicorn which
has lived in the Horn Forest for centuries. Special Abilities:
21
THE TURNING OF THE LEAVES
• Fey: Ignore penalties for Dim and Dark Gear: Knife (Str+d4), club (Str+d4), or
Illumination; +4 damage from cold iron. improvised weapons (Str+d4).
• Size –4 (Tiny): Brownies are only a few
inches tall and weigh 3 pounds. D DARIEN WINDTOWER
• Speak with Animals: Brownies can Darien is a veteran mercenary in his mid-
communicate freely with all animals. 40s with cropped salt-and-pepper hair
• Teleport: Brownies can teleport up to and matching goatee. The survivor of
10” (20 yards) as a limited action. This numerous raids and battles, he grew tired
movement costs no Power Points. of asking others for money and started
his own mercenary company named after
CENTAUR their first acquisition, the scales of a silver
Centaurs have the upper body of a human dragon. He is very handsome despite his
and the lower body of a horse. In some many scars, eye patch, and scarred right leg
settings they are reclusive philosophers. (a souvenir of his clash with the dragon).
In others, they are nomads, wandering the Attributes: Agility d6, Smarts d8, Spirit d8,
plains and forests in herds. Strength d8, Vigor d8
Attributes: Agility d6, Smarts d6, Spirit d6, Skills: Athletics d8, Battle d8, boating d6,
Strength d8, Vigor d8 Common Knowledge d6, Fighting d10+2,
Skills: Athletics d8, Common Knowledge Intimidation d6, Notice d8, Persuasion
d6, Fighting d6, Notice d8, Shooting d6, d6+1, Riding d8, Shooting d8, Stealth d6,
Stealth d6, Survival d8 Survival d8, Thievery d8
Pace: 10; Parry: 7; Toughness: 8 (2) Pace: 5 (d4 Running Die); Parry: 9;
Gear: Leather armor (+2), spear (Str+d6, Toughness: 10 (4)
Parry +1, Reach 1), bow (Range 12/24/48, Hindrances: Arrogant, Greedy (Major),
Damage 2d6). Slow (Minor)
Special Abilities: Edges: Attractive, Block, Charismatic,
• Dependency: Centaurs must gallop Combat Reflexes, Command, Fervor,
beneath the open sky at least one hour Inspire, Level Headed, Luck, Nerves of
out of every 24. They take a level of Steel, Soldier
Fatigue each day if they can’t, and Gear: Enchanted great sword (Str+d10,
recover a level per hour spent out of AP 2, Two Hands, +2 Fighting), silver
doors once free to do so. This cannot dagger (Str+d4), heavy crossbow (Range
lead to Incapacitation. 15/30/60, Damage 2d8, AP 2, RoF 1, Reload
• Fleet Footed: Running die d10. 2), masterwork plate mail (+4, torso, arms,
• Kick: Str+d6. legs only), 5x flammable bolts, healing
potion, everburning torch.
• Size 1: Centaurs are the size of small
horses.
D DRAUGR
COMMONER Draugr are the restless spirits of dead kings
who jealously guard their old tombs. They
This profile covers everything from farmers
retain a tiny spark of their former intellect.
to merchants to crafters.
Some may have an Arcane Background.
Attributes: Agility d6, Smarts d6, Spirit d6,
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Strength d8, Vigor d8
Skills: Athletics d4, Common Knowledge
Skills: Athletics d6, Common Knowledge
d4, Fighting d4, Notice d6, Persuasion d4,
d4, Fighting d8, Notice d6+2, Persuasion
Shooting d4, Stealth d6
d4, Stealth d6, Shooting d6
Pace: 6; Parry: 4; Toughness: 5
Pace: 4; Parry: 7; Toughness: 10 (3)
Hindrances: Varies
Edges: Alertness, Block, Sweep
Edges: —
22
THE TURNING OF THE LEAVES
Gear: Longsword (Str+d8), chain mail (+3), especially gold coins, and hoard them away
heavy helm (+4, head only). in hidden places.
Special Abilities: Attributes: Agility d6, Smarts d6, Spirit d8,
• Bite/Claws: Str+d4. Strength d4-1, Vigor d6
• Fearless: Zombies are immune to Fear Skills: Athletics d6, Common Knowledge
and Intimidation. d6, Fighting d6, Notice d8, Persuasion d8,
• Undead: +2 Toughness; +2 to recover Stealth d12+1, Taunt d10, Thievery d10
from being Shaken; no additional Pace: 6; Parry: 5; Toughness: 5
damage from Called Shots; ignores Hindrances: Greedy (Minor)
1 point of Wound penalties; doesn’t Edges: Humiliate, Mr. Fix It, Quick, Retort
breathe; immune to disease and poison. Special Abilities:
• Weakness (Head): Called Shots to a • Fey: Ignore penalties for Dim and Dark
zombie’s head do the usual +4 damage. Illumination; +4 damage from cold iron.
• Inconspicuous: Leprechauns can cloud
D LADY TELANDRAE the perception of others, allowing them
The queen of Thele Shaeras is poised, wise, to move unseen in plain view. Foes are
and commanding. When not going to battle at -2 to their Notice to spot a leprechaun
she wears a long, elegant gown inspired that doesn’t want to be seen.
by the shape of leaves, and a “resplendant • Size –3 (Very Small): Leprechauns
crown”—a thin tiara that glows with a soft stand about a foot tall and weigh 10
white light which Distracts goblins, orcs, pounds.
and trolls.
Attributes: Agility d6, Smarts d10, Spirit MARSH TROLL
d10, Strength d4, Vigor d6 Also known as swamp trolls, bog trolls,
Skills: Athletics d6, Common Knowledge and marsh fiends, these foul creatures
d6, Fighting d6, Healing d6, Notice d10, haunt dank marshes. Their skin is black
Persuasion d6, Shooting d6, Stealth d8, and slimy, matching the murky waters
Survival d8 of their home, and they stink like rotting
Pace: 6; Parry: 6; Toughness: 8 (3) vegetation.
H i nd ra nces: Al l T humbs, Ar mor Attributes: Agility d8, Smarts d4, Spirit d6,
Interference (Minor), Cautious, Suspicious Strength d12+1, Vigor d10
Edges: Arcane Background (Magic), Skills: Athletics d6, Common Knowledge
Concentration, Wizard, Woodsman d4, Fighting d8, Notice d6, Stealth d8
Powers: Arcane protection, barrier, beast Edges: Brute, Sweep (Imp)
friend, bolt, boost/lower Trait, deflection, dispel, Pace: 7; Parry: 6; Toughness: 9 (1)
divination, entangle, illusion, protection, relief, Gear: Spiked club (Str+d8).
sloth/speed. Power Points: 20. Special Abilities:
Gear: enchanted natural armor (+3), power • Armor +1: Rubbery hide.
stone, resplendant crown.
• Bite/Claws: Str+d4.
Special Abilities:
• Immunity: Immune to poison and
• Low Light Vision: Elves ignore disease.
penalties for Dim and Dark lighting.
• Disease (–2): Anyone Shaken or
Wounded by a marsh troll’s bite or
LEPRECHAUN claws must make a Vigor roll at –2 or
These mischievous fey appear as portly contract a Debilitating disease.
little humans in distinctive colorful • Infravision: Halve penalties for
clothing. They delight in playing Illumination when attacking warm
humiliating—though never dangerous— targets.
pranks on humans while remaining
unseen. Leprechauns are enticed by money,
23
THE TURNING OF THE LEAVES
• Fast Regeneration: Trolls may attempt limited action, and remain melded as
a natural healing roll every round, even long as she wishes. While melded she
if Incapacitated, unless their Wounds cannot be seen or detected by non-
were caused by fire or flame or they’re magical means.
put to the torch afterward. • Speak with Nature: Niridrith can
• Resilient: Trolls can take one Wound speak with both living creatures and
before they’re Incapacitated. inanimate objects.
• Size 1: Marsh trolls are smaller than • Summon Defender: In cases of extreme
regular trolls, being only 7’ tall. danger, Niridrith can animate a nearby
• Stench: Any creature who moves tree as a war tree.
adjacent to a marsh troll, or starts their
turn next to one, must make a Vigor roll NYMPH
as a free action at the start of their turn Nymphs appear as gorgeous young women
or become Shaken with nausea. with large almond-shaped eyes, long hair,
and diaphanous clothing. Their beauty is
D NIRIDRITH so dazzling that a mere glance can cause a
Dryads normally appear as lovely, magical person to go blind.
humanoids with light green skin and vine- Attributes: Agility d12, Smarts d8, Spirit
like hair, but as a result of Old Jenny’s curse d8, Strength d4, Vigor d10
Niridrith’s skin has turned ash gray, her Skills: Athletics d8, Fighting d8, Notice d8,
eyes are solid black, and her hair is pale Persuasion d10, Spellcasting d8, Stealth d8,
white. She wanders sobbing and muttering Survival d8
in her glade, where she is still attended by Pace: 6; Parry: 6; Toughness: 10 (3)
fey of all types, but flies into a murderous Edges: Arcane Background (Magic), Very
rage at the sight of any human, dwarf, or Attractive
other non-fey humanoid. Powers: Beast friend, blast, boost/lower
Attributes: Agility d8, Smarts d10, Spirit trait, detect/conceal arcana, environmental
d10, Strength d6, Vigor d6 protection, entangle, healing, relief, protection,
Skills: Athletics d8, Common Knowledge stun, summon ally, teleport. Power Points:
d6, Fighting d4, Healing d6, Notice d10, 20.
Persuasion d8, Spellcasting d10, Stealth Gear: Dagger (Str+d4).
d10, Survival d12 Special Abilities:
Pace: 6; Parry: 4; Toughness: 5 • Armor +3: Enchanted skin.
Hindrances: Stubborn, Suspicious • Blinding Beauty: As a limited action,
Edges: Arcane Background (Magic), Very a nymph can force a humanoid looking
Attractive, Woodsman directly at her to make a Vigor roll or
Spells: Barrier, beast friend, deflection, gain the Blind Hindrance. This can be
entangle, farsight, healing, protection, shape cured using healing with the Greater
change, slumber, stun. Power Points: 30. Healing Modifier.
Special Abilities: • Fey: Ignore penalties for Dim and Dark
• Fey: Ignore penalties for Dim and Dark Illumination; +4 damage from cold iron.
Illumination; +4 damage from cold iron. • Inspiration: A nymph can choose to
• Nature Bond: Niridrith shares her soul inspire a single creature and serve as
with the entire Horn Forest. She must a muse. She gives the creature a token
remain within 36” of of the Horn Forest (typically a lock of her hair). As long as
or her magic doesn’t work. If the forest is she favors this person, they add +1 to all
destroyed or polluted, the spirit suffers Spirit and Performance rolls. This effect
a similar fate. lasts as long as the nymph desires.
• Meld: Niridrith can meld into
or out of trees or other plants as a
24
THE TURNING OF THE LEAVES
• Resilient: Golems can take one Skills: Athletics d8, Common Knowledge
additional Wound. d6, Fighting d6, Healing d6, Notice d8,
• Size 1: Stone golems stand over 8’ high Persuasion d6, Shooting d8, Stealth d10,
and weigh 4,000 pounds. Survival d10
• Stone Fists: Str+d6. Pace: 6; Parry: 6 (7 with saber); Toughness:
7 (2)
TOWN WATCH Hindrances: All Thumbs, Cautious,
These are average citizens of one of the Suspicious
human settlements in the Horn Forest. Edges: Combat Reflexes, Double Shot,
They are competent and brave but not Favored Terrain (Forest), Marksman,
suicidal. In their day-to-day lives they are Woodsman
miners, loggers, traders, or artisans, but Gear: Short sword (Str+d6), Elven bow
have volunteered to lend extra support (Range 15/30/60, Damage 2d6), natural
during these troubled times. armor (+2).
Attributes: Agility d6, Smarts d6, Spirit d6, Special Abilities:
Strength d6, Vigor d6 • Low Light Vision: Elves ignore
Skills: Athletics d6, Fighting d6, penalties for Dim and Dark lighting.
Intimidation d6, Notice d6, Persuasion d4,
Shooting d6, Stealth d6 WOOD ELF WARRIOR
Pace: 6; Parry: 7; Toughness: 8 (3) These elves are proficient with swords and
Hindrances: — serve as ground troops or defenders. When
Edges: Soldier going to war they often wear a cap in the
Gear: Chain mail (+3), long sword (Str+d8), shape of a deer head.
open helm (+4), medium shield (Parry +2), Attributes: Agility d6, Smarts d6, Spirit d6,
crossbow (Range 15/30/60, Damage 2d6, Strength d6, Vigor d6
AP 2). Skills: Athletics d8, Common Knowledge
d6, Fighting d8, Healing d6, Notice d8,
WOLF Persuasion d6, Shooting d6, Stealth d10,
The profile below is for a typical gray wolf, Survival d10
the type most common in the Horn Forest. Pace: 6; Parry: 6; Toughness: 7 (2)
Attributes:Agilityd8,Smartsd6(A),Spiritd6, Hindrances: All Thumbs, Cautious,
Strength d6, Vigor d6 Suspicious
Skills: Athletics d8, Fighting d6, Notice Edges: First Strike
d10, Stealth d8 Gear: Long sword (Str+d8), natural armor
Pace: 8; Parry: 5; Toughness: 4 Edges: and cap (+2)
Alertness Special Abilities:
Special Abilities: • Low Light Vision: Elves ignore
• Bite: Str+d4. penalties for Dim and Dark lighting.
• Size −1: The heads of these canines
come to an average human’s waist, and
they weigh about 60 pounds.
• Speed: d10 running die.
27