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 spreading 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.
can be fixed with a Repair roll. Roll 1d6.
When the cards indicate an encounter, roll
On a 1–2 the cart also contains food and/
on the Horn Forest Encounter Table, using
or gear.
the column that matches the card suit, then
Difficult Terrain: Rocks, hills, swampy
locating the corresponding entry below.
lowlands, or other similar terrain slows
You are encouraged to replace enemy
down the party. They lose 1 hour of Travel
encounters with other suitable monsters,
Time either going through the area or going
such as goblins, orcs, or giant spiders, for
around it.
variety or as you see fit.
Faerie Ring: In these enchanted rings
Monster results not included in the
pixies dance by moonlight. Arcane magic
Characters and Creatures section at the
is especially strong here, reducing by 1 the
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THE TURNING OF THE LEAVES
Power Point cost to activate powers. But the Money: A lost coin purse, box, or chest
magic also plays tricks on mortal minds— that contains 2d10 x $20 in gold pieces.
the party spends 1d4 hours in the faerie Noble: On a main road this is a single
ring without any sense of time passing. noble and four fighter guards in a coach.
Fog: Dense fog drastically reduces If this encounter happens in the forest,
visibility to 2d8” and imposes a –2 penalty treat as a minor noble from Thele Shaeras
to Survival rolls for wilderness navigation attended by a pair of wood elf archers.
for the next 1d6 hours. Nymph: The heroes encounter a corrupted
Forest Creatures: The party is attacked nymph in her home—a pond, stream,
by a swarm of corrupted animals—birds, grove, etc. She attempts to lure the party to
frogs, squirrels, etc. Treat as a Swarm. their demise. She is aided by 1d6 brownies.
Forest Fire: Humans retaliating against Rain Storm: A powerful downpour
the fey set fire to the area. Treat as a Chase reduces v isibi l it y (t reat as Di m
(see Savage Worlds) in which the fire is an Illumination), creates slick mud (Difficult
invulnerable Large Blast Template Swarm Ground), and makes rivers and streams
inflicting 2d6 damage. If the adventure dangerously turbulent.
takes place during winter, redraw this card. Ranger: A ranger intercepts the party to
High Winds: A strong windstorm howls question their intentions in the forest.
through the Horn Forest, causing a huge River: Many smaller rivers meander
tree to fall toward the party! This deals 3d6 through the Horn Forest. If encountered
damage to everyone in a Stream Template. on a road, the bridge is washed out or in a
May be Evaded. dangerous state of disrepair.
Hunter: A local commoner offers advice Satyrs: A group of 1d4 satyrs are playing
on where to locate game or avoid predators. music and dancing in a glade. They attempt
They may ask for payment or a favor in to steal something valuable from the party
return. with trickery.
Loggers: A team of 1d6 commoner loggers Town Watch: A band of 1d4 locals
offers to share their meal and campfire. deputized into the town watch are
They are a good source of rumors. They wandering the forest to keep an eye out for
may ask for payment or a favor in return. anything suspicious—including the heroes.
Lost Travelers: A group of 1d8 commoners They flee quickly if they run into trouble.
have become lost while attempting to pass Weapon: A single weapon dropped by
through the forest and need help finding its previous owner. Roll on the Treasure
their way to a road or village. They may Table (Table C: Magic Melee Weapons) in
also be in need of healing or provisions. the Fantasy Companion to determine type.
Magic Item: Lucky day! A magic item Wolves: A pack of 1d6+1 wolves. They are
was dropped here, is still clutched by its aggressive, but flee if half are Incapacitated.
deceased owner, or maybe even placed Wood Elf Archers: A team of 1d4+1
here by devious pixies as a trap. Roll on the corrupted wood elf archers from Thele
Magic Item table in the Fantasy Companion. Shaeras. They attack on sight and do not
It is likely guarded by a creature or a trap. flee.
Map: A hand-drawn map of the area,
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
SIEGE the town. Axefell’s only sawmill straddles
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 is 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
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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, Soul Drain
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 Horn: Breashannifaur can heal
those who can track them down. injuries by touching his horn to a target.
This works as the healing power using
CHARACTERS
Breashannifaur’s Spirit as the arcane
skill die. He has 20 Power Points for this
magical ability, to which he can apply
& CREATURES his Soul Drain Edge. A horn cut from a
unicorn remains magical (see the Savage
Worlds Fantasy Companion).
D ARNGOR • Kick: Str+d6.
• Resilient: Unicorns can take one
Arngor is one of the “tree folk,” intelligent
trees capable of walking and talking. Wound before they’re Incapacitated.
Taking the form of an ancient yew tree, • Size 2: Unicorns weigh between 600
Arngor helps Niridrith watch over the and 800 pounds.
Horn Forest—though Arngor is so old can
no longer remember how long he has been BROWNIE
a caretaker of these woods. Brownies are tiny brown, green, blue,
Attributes: Agility d4, Smarts d8, Spirit or even purple humanoids with crude
d10, Strength d12+4, Vigor d10 clothing and caps. They are wingless but
Skills: Athletics d8, Fighting d8, Notice d8 can teleport short distances.
Edges: Sweep (Imp) Brownies dwell in human households,
Hindrances: Cautious, Driven (Major— emerging at night to do chores in exchange
protect the forest), Hesitant for an offering upon the hearth. If the host
Pace: 4 ; Parry: 6; Toughness: 19 (3) doesn’t leave an offering, they retaliate with
Special Abilities: pranks that can eventually turn dangerous.
• Armor +3: Iron-like bark. Attributes: Agility d10, Smarts d4, Spirit
• Branches: Str+d6, Reach 3. d10, Strength 1, Vigor d6
• Size 9 (Huge): Arngor stands over 50’ Skills: Athletics d8, Common Knowledge
tall and weighs 70 tons. d6, Fighting d6, Notice d8, Spellcasting d8,
Stealth d10, Taunt d8
D BREASHANNIFAUR Pace: 6; Parry: 5; Toughness: 1
Edges: Arcane Background (Magic),
Breashannifaur is a majestic unicorn which
has lived in the Horn Forest for centuries. Fleet-Footed, Quick, Rabble-Rouser
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THE TURNING OF THE LEAVES
23
THE TURNING OF THE LEAVES
24
THE TURNING OF THE LEAVES
Spirit and Performance rolls. This effect power stone, healing potion, potion of
lasts as long as the nymph desires. invisibility, potion of speed.
Powers: Arcane protection, banish, blast,
D OLD JENNY blind, boost/lower trait, confusion, conjure
Hags are cannibalistic humanoid beings item, curse, detect/conceal arcana, disguise,
distantly related to ogres. Every hag is drain Power Points, entangle, fear, healing,
powerful, but Old Jenny is centuries old illusion, lock/unlock, locate, light/darkness,
and has amassed a great deal of power. mind reading, object reading, protection,
Only Niridrith’s magic has been able to puppet, relief, scrying, slumber, sound/silence,
beat her—so far. stun, speed, summon animal, zombie. Power
Old Jenny has green, warty skin, pointed Points: 30.
ears and teeth, and a tangle of ropy black Special Abilities:
hair that dangles down to her knees. She is • Claws: Str+d6.
preternaturally clever, capable of deceiving • Cursed: Characters within 12” can’t
even the most astute foes. Soak Wounds. This does not affect Old
Her familiar, “Tazzik,” is a cat-sized Jenny herself.
swamp toad with eerily human eyes. It is • Fear: Anyone seeing Old Jenny must
a Wild Card and has the Alertness Edge. make a Fear check.
Attributes: Agility d6, Smarts d12, Spirit • Unstoppable: Old Jenny takes a
d10, Strength d10, Vigor d8 maximum of one Wound per attack no
Skills: Athletics d8, Common Knowledge matter how many Wounds
d8, Fighting d6, Intimidation d8, Notice would normally be
d8, Occult d12, Persuasion d10, caused (after Soak
Spellcasting d12, Survival rolls).
d8, Taunt d10, Thievery
d6 PIXIE
Pace: 5; Parr y: 6; Pixies are tiny
Toughness: 6 winged fey
Edges: Arcane who f rol ic i n
Background (Wizard), secluded glades.
Channeling, Familiar, They appear as
Poi s o n er, R abble - pale, childlike
Ro u s e r, Rapid humanoids with
Recharge, Strong iridescent wings.
Willed Among the fey
Hindrances: Mean, they are the most
Ugly (Major) closely linked to magic
Gear: Staff of the itself, gathering in places
Swa mp (St r + d6, where arcane energy is
Parry +1, Reach 1, strongest. Though they are
wielder gains the Blood notoriously shy, pixies are
Magic Edge), poison sought out by spellcasters
(crypt spores, moon for their magical properties.
draught, and faerie Attributes: Agility d8,
w i ne), a lc hem i st ’s Smarts d6, Spirit d10,
f i r e, everbu r n i ng Strength 1, Vigor d4
torch, smokest ick, Skills: Athletics d8, Common
crystal ball, bag of Knowledge d6, Fighting d4,
holding, chalk of spirit
warding, grave dust,
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THE TURNING OF THE LEAVES
Notice d10+2, Persuasion d6, Spellcasting Powers: Barrier, beast friend, disguise,
d8, Stealth d10, Taunt d6 empathy, entangle, healing, invisibility, shape
Pace: 6; Parry: 4; Toughness: 1 change, slumber. Power Points: 10.
Edges: Alertness, Arcane Background Special Abilities:
(Magic), Channeling, Quick, Rapid • Horns: Str+d4.
Recharge (Imp) • Pipes: A satyr uses Performance as his
Powers: Beast friend, illusion, invisibility, arcane skill. When a satyr plays the
slumber, teleport. Power Points: 30. panpipes, he gains +2 to Performance
Special Abilities: rolls.
• Fey: Ignore penalties for Dim and Dark
Illumination; +4 damage from cold iron. SILVER DRAKE
• Flight: Pace 12.
• Magical Nature: Pixies possess a
MERCENARY
The members of this wandering mercenary
powerful connection to magic. Any
company are hardened, callous fighters
spellcaster gains the benefits of a pixie’s
whose only concern is money.
Power Edges as long as they are within
5”. Attributes: Agility d8, Smarts d6, Spirit d8,
• Pixie Dust: Pixies continuously emit Strength d8, Vigor d8
a sparkly dust which, if sprinkled on Skills: Athletics d6, Common Knowledge
another being, temporarily affects d6, Fighting d8, Notice d6, Persuasion d4,
them as per the fly Power. A pixie emits Shooting d8, Stealth d6
enough dust per day for 5 power points. Pace: 6; Parry: 8; Toughness: 9 (3)
• Size –4 (Tiny): Pixies are only a few Hindrances: Various
inches tall and are almost weightless. Edges: Combat Reflexes, Soldier
• Wi ld Spi r it : Capt u red pi x ies Gear: Silver long sword (Str+d8), long bow
automatically become Fatigued each (Range 15/30/60, Damage 2d6), chain mail
day until they’re Incapacitated and (+3), helm (+3), medium shield (Parry +2),
eventually die. They regain a level of 3x flammable arrows, alchemist’s fire.
Fatigue each hour when freed.
STONE GOLEM
SATYR Golems are magical constructs, given
These human-sized fey have the furry legs life through complex and powerful
of a goat and a set of horns on their temples. magic. Golems cannot usually talk, but
They live for pleasure, known for their love may scream, bellow, or otherwise create
of music, food, and wine. Satyrs focus their sounds—especially when intimidating
magic by playing harps or panpipes. their foes.
Attributes: Agility d8, Smarts d6, Spirit d8, Stone golems are the most common of
Strength d6, Vigor d8 their kind. As with most golems, they are
Skills: Athletics d8, Common Knowledge shaped in the form of warriors and serve
d8, Fighting d6, Notice d8, Performance as guardians.
d10, Persuasion d8, Shooting d6, Stealth Attributes: Agility d6, Smarts d4, Spirit d8,
d6, Survival d6, Taunt d8 Strength d12+2, Vigor d12
Pace: 6; Parry: 5; Toughness: 6 Skills: Athletics d10, Fighting d10,
Hindrances: — Intimidation d8, Notice d6, Stealth d4
Edges: Arcane Background (Magic), Edges: Arcane Resistance (Imp)
Charismatic, Liquid Courage Pace: 5; Parry: 7; Toughness: 13 (4)
Gear: Short bow (Range 12/24/48, Damage Special Abilities:
2d6), dagger (Str+d4), panpipes. • Armor +4: Magically hardened stone.
• Construct: +2 to recover from being
Shaken; ignores 1 point of Wound
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THE TURNING OF THE LEAVES
27