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SWFC Turning of The Leaves

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187 views27 pages

SWFC Turning of The Leaves

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FANTASY COMPANION

THE TURNING OF THE LEAVES


Page left blank for easier double-side printing
THE TURNING OF THE LEAVES

THE TURNING OF THE LEAVES


Written and developed by Brian Reeves

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

An adventure for three to five adventurers of Novice Rank.


Savage Worlds and the Savage Worlds Fantasy Companion are required to
play.
Make your own characters or use the Fantasy Companion Archetypes,
available in print or at Pinnacle’s website.

WWW.PEGINC.COM

Savage Worlds, artwork, logos, and the Pinnacle logo are © 2022 Pinnacle Entertainment Group. Savage Worlds,
all associated characters, logos, and artwork are Copyrights of Pinnacle Entertainment Group. All other
trademarks and registered trademarks herein are the property of their respective owners.

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
4
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
5
THE TURNING OF THE LEAVES

mosses that serve as home to innumerable AXEFELL


creatures. The Horn Forest is presented in this
No one knows whether fey are drawn to scenario as a “sandbox”—a region with
such places or whether such places exist multiple opportunities for adventure, rather
because of them, but the Horn Forest is one than existing solely for one adventure. It
of the most enchanted forests in the world. can also serve as a jumping-off point for a
It is home to many kinds of fey: brownies, larger campaign. Once the party stops the
satyrs, unicorns, nymphs, pixies, centaurs, machinations of Darien Windtower and
brownies, and numerous other forest Old Jenny, Axefell makes for a good home
spirits. It is also home to Thele Shearas, base for further exploration.
a wood elf treetop community led by the As the largest human village in the
matriarch Lady Telandrae. Horn Forest, Axefell is an alpine logging
However, the “heart” of Horn Forest is its community, not much more than a couple
protector, a dryad named Niridrith. She dozen buildings huddled behind a tall
has existed in the center of the forest longer wooden palisade. It is home to 200 people.
than she can remember. Her magic allows Around the muddy central commons one
the forest and all its inhabitants to thrive. can find a boarding house, a general store,
Long ago when humans first arrived in the a public longhouse, an open-air smithy, a
Horn Forest, they struck an agreement with tavern, and a chapel. A river rushes past
the elves of Thele Shearas. Humans would one end of the village, providing power to
only cut down certain trees, thus helping the town’s only sawmill.
maintain the health of the forest, and in Heroes in search of treasure—or
turn the fey allowed humans to dwell here mystery—can find many old ruins in
in safety. This accord has been honored by these woods, left behind by a civilization
both sides for decades—until the arrival of which vanished without a trace. They also
Darien and the Silver Drake Company! left behind strange menhirs and sealed
barrows. In addition, the area is riddled
with abandoned mines which quickly
BLOODBOIL become home to all manner of creatures.

Old Jenny’s poison is called “Bloodboil,” NIRIDRITH’S GLADE


a concoction that only affects those with Any fey who is native to the forest knows the
fey ancestry—elves, half-elves, pixies, location of Niridrith’s glade in the northern
nymphs, etc.—and related creatures part of the Horn Forest and may travel
such as tree folk and unicorns. The there at any time. That includes other local
poison is almost completely odorless, so powerful beings, such as Breashannifaur,
Notice rolls to detect it are made at —6. Arngor, and Lady Telendrae of Thele
Affected creatures who ingest the Shaeras. Powerful magic prevents all others
poison must make a –2 Vigor roll or from finding Niridrith’s glade. Those who
become filled with rage against all non- try simply find themselves going in circles,
fey or fey-related beings. They take any never getting any closer to their destination.
action necessary to slay their new foes, Flying creatures are similarly foiled, as
even to the point of ignoring risk to the tree and glade simply fade away like a
themselves, and stop only when there mirage upon approach.
are no more in sight. Only other strong magic can cut through
Those afflicted with Bloodboil can only this enchantment. In the Horn Forest, the
be saved with a day of medical treatment, only creature who possesses that type of
culminating with a –2 Healing roll. The power is Old Jenny herself. It was her trick
healing and dispel powers can also cure which allowed Darien Windtower to slip
the affliction. into the glade and poison Niridrith.

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

HORN FOREST ENCOUNTER TABLE


d20 Spades|Enemies Hearts|Strangers Diamonds|Treasure Clubs|Obstacle
1–3 Forest Creatures Lost Travelers Cart Fog
4–6 1d6+1 Centaurs Loggers Money Brambles
7–9 1d4 Leprechauns Town Watch Weapon River
10–12 2d4 Wolves Hunter Gear Forest Fire
13–15 1d4 Satyrs Merchant Map Rain Storm
16–17 Hill Giant Ranger Cabin High Winds
18–19 2d4 Wood Elf Adventuring Abandoned Mine Difficult
Archers Party Terrain
20 Nymph Noble Magic Item Faerie Ring

7
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.
8
THE TURNING OF THE LEAVES

are planning an attack at night. If the heroes


PART 1: DARK make camp, the brownies surround them
and wait until most of the party members
RISING are asleep. If the heroes press on through
the night, the brownies ambush them at a
narrow patch of road with dense trees and
The heroes begin this adventure traveling thickets on either side.
a rutted, muddy logging road not far from
In either case they do not bother elves,
Axefell. Any number of things might have
half-elves, centaurs, or any other party
brought them to this area:
members with fey (or related) ancestries
„ Maps, rumors, or passages in dusty unless they themselves are attacked.
tomes tell of old ruins in the forest During the assault, the brownies shout,
which might still hold the unplundered “Death to the humans! Death to the evil
riches of earlier eras. ones!” They are hostile and are not open
„ The party is journeying toward another to discussion or negotiation.
location which lies on the far side of „ BROWNIES (1 per hero): See page 25.
this area.
„ One of the party suffers a permanent
Injury, curse, or bothersome Hindrance WAYLAID!
which, according to legend, may be The next encounter occurs just after
cured by an enchanted spring deep in daybreak as the heroes continue along the
the forest. forest road. Up ahead they hear shouts and
„ In search of vengeance, honor, or just the unmistakable sound of battle.
the bounty money, the party is tracking When they get close enough, they see
a known criminal who fled to the forest. several human commoners in danger.
„ The party was hired to deliver an Through the trees you can see a wagon
item, track a missing shipment, escort on the trail. It seems to have suffered
someone, or investigate reports of some damage to a wheel, because the
trouble in the area. whole thing is tilted precariously. One
Dusk is approaching but there are currently man and two women are on the slanted
no Illumination penalties. bed of the wagon, cowering behind a
wooden shield which is riddled with
As they round a bend they are met with
arrows. Four men stand around the
a grisly sight. The corpses of three human
wagon, snarling and waving their
commoners hang from a thick branch over
swords or axes. Several more men and
the roadway. Strangely, they still have all
women lie in the road, arrows in their
their possessions: a handful of copper
chests. Several wild-haired centaurs
pieces (or similar small-denomination
gallop in circles around the wagon,
coins), traveling cloaks, boots of decent
firing off arrow shots at the hapless
quality, and scabbards for short swords
travelers.
or daggers. The phrase “DEATH AWAITS
HUMANS” painted in mud on the tree. As with the brownies, the centaurs don’t
These people were the victims of corrupted target elves or other fey-related creatures
centaurs. A Survival roll turns up only unless attacked by them. Any centaurs
several sets of horse hoofprints. There caught and interrogated adopt a haughty
are no other clues about the assailants’ air and refuse to speak, angry that the
identities, nor is it possible to track them heroes are “feigning ignorance” about the
very far due to recent rains. cause of this attack.
The humans on the wagon are commoners
A RUDE WELCOME from the nearby thorpe of Hayden’s
The fey of this forest have already noticed Hollow. Their leader, Ethron, gladly
the intrusion and some corrupted brownies shares the following:
9
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.
10
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
11
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.
12
THE TURNING OF THE LEAVES

There are two main routes to reach Black DOWNRIVER


Hawk—overland or downriver. The party Floating down the Horn River is a faster
may choose the route they prefer. Darien option. It provides an average travel time of
can only spare two horses if they wish to 30 miles per 8 hour day, meaning the party
travel overland. However, he can supply could reach Black Hawk in a single day of
them with several three-person rowboats travel. It is also safer, requiring only one
should they choose to go by river. Action Card when using the Travel rules
(see Savage Worlds).
OVERLAND The river presents its own challenges,
The main road passing through the Horn though. The first is a series of turbulent
Forest doesn’t go anywhere near Black cataracts. Passing them is a multi-person
Hawk (see map), so an overland route will Dramatic Task (see Savage Worlds) using
take the party through 30 miles of dense Boating, where anyone inside each boat has
forest with little more than game trails to three rounds to accumulate 8 Task Tokens.
follow. This reduces travel times by half, to Failure results in the boat being destroyed
12 miles per 8 hour day by foot, or 15 miles and pitching the passengers into deadly
by horse. water. Dragging the boats past the cataract
It also poses the greatest risk to encounters adds three hours to the travel time and
with hostile creatures of the forest. When risks another encounter.
using the Travel rules (see Savage Worlds), The second challenge comes at a canyon
draw an Action Card three times per day. a few miles downriver from the rapids. A
At some point during the journey the team of wood elf archers spot the boats and
heroes need to cross the Horn River. It is ambush the party just where debris piling
fast and wide, with dangerous undertow. on rocks creates a natural logjam. They fire
Swimming across is a Challenging single- down from the canyon lip, a height of 40
person Dramatic Task (see Savage Worlds) feet (13 yards). Their position gives them
using Athletics (Swimming). Certain Medium Cover (–4). Clearing the debris
equipment or clever plans may grant a requires either three successful Athletics
bonus on their Athletics roll. or Repair rolls (a raise counts as two), or
The party may also cross the river where it dealing a Wound to the logjam, which has
spreads out into a marsh. Aside from a few Hardness 12. The elves can’t keep up with
isolated islets, the entire place is Difficult the boats once the party passes the obstacle.
Ground and cuts travel time to one-quarter. The final problem comes when the heroes
Worse, this area is home to a marsh troll reach the marsh. Here, the river splits into
who doesn’t take kindly to the intrusion. slow channels that meander through reedy
There is a bridge across the Horn river, islets. A marsh troll takes advantage of the
but it is a crumbling old relic of the lost slow-moving water to launch an attack.
civilization which once dwelled here, and „ MARSH TROLL: See page 23.
crossing it is dangerous. It towers 36 feet (12
„ WOOD ELF ARCHERS (2 per Hero): See
yards) over the river, and is whole except
page 27
for a 15-foot (5 yard) broken section in the
middle. A Critical Failure when jumping
the gap causes another chunk to break off, BLACK HAWK
widening the gap by another yard each This large logging town has not yet
time. Meanwhile, the heroes are exposed to experienced any attacks by corrupted fey
any hostile creatures that might be nearby. or elves, nor have they heard anything
„ MARSH TROLL: See page 23. about the growing problem. Mayor Loman
Eneith sends a rider to deliver word to the
closest city. He also assigns a contingent of

13
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.

ASSAULT ON THELE TREETOP VILLAGE


When the heroes finally locate Thele
SHAERAS Shaeras, they are treated to quite a sight.
Depending on the actions of the party,
Built in the boughs of ten massive
this task has a high chance of exposing the
trees, Thele Shaeras is a village of
truth of Darien’s scheme.
naturally-crafted buildings connected
The wood elves of Thele Shaeras once by slender bridges. Hanging lanterns
had an alliance with the humans in this cast a soft silvery glow. Wood elves
forest, but the growing corruption has dressed in leafy garb walk around the
put an end to that. According to Darien, high platforms, undertaking errands or
the corruption has already infected the patrolling for threats.
elves, leading to their scattered assaults on
Axefell. There are scores more elves living The lowest platform is nearly fifty feet
in that treetop community. It’s time to deal above the forest floor. In ordinary times,
with the mpreemptively before they rally the wood elves leave ladders down for
their forces and return. easy access, but given the current troubles
It’s up to the party to determine how they’ve pulled up all ground access. For
they’d like to handle Thele Shaeras. larger items they have a platform they can
Darien would prefer a direct assault raise or lower with a pulley system.
but cannot afford to send more Throwing a rope and grapple without
than five of his town guard— being detected won’t be easy—the thrower
any more would unacceptably must roll both Athletics and Stealth.
weaken Axefell’s defenses. If the party decides to approach openly,
He suggests targeted the wood elves begin the encounter as
assassinations, Uncooperative (or Hostile if
poisoning their water the characters are openly
supply, or simply burning the aggressive). However,
forest down around them. As their leader, Lady
long as the Thele Shaeras threat Telendrae, wants
is neutralized, he’s okay with to see an end to the
any method the party chooses. hostilities and is
Thele Shaeras is not an easy willing to negotiate
place to find. First, the heroes with the team if she
must travel 8 miles through forest believes they are here
so dense it cuts travel times in half. in good faith.
This is also the most dangerous part of Should the heroes be
the forest. When using the Travel rules allowed into Thele Shaeras,
(see Savage Worlds), draw an Action they must surrender all
Card three times per day. their weapons to the
In addition, the fey magic of Horn village’s officer (a Wild
forest helps protect Thele Shaeras from Card wood elf archer)
interlopers. Once they have reached the and are given a leaf-
area, the heroes may make a Survival shaped insignia which
roll at –4 once per hour to locate the marks their status as a
village (elves, half-elves, and other visitor. Anyone failing
fey-like ancestries are not subject to display this insignia
to these penalties). Allies is considered a threat.
may Support this roll, as Lady Telendrae meets
14
THE TURNING OF THE LEAVES

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
15
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

KALENRATH treasures they accumulated in life. Bodies


Tall Trees is roughly five miles from of slain villagers are strewn everywhere.
Axefell. As long as the party sticks to the Several draugr prowl the tombs, unable to
road, they can reach Tall Trees in just a rest as long as the living are still inside the
couple of hours. Draw a single Action Card barrow.
to determine whether or not they have an If the trapped villagers hear combat,
encounter along the way. human voices, or some other sign of rescue
When they arrive, the heroes can they call out for help.
immediately tell something has happened „ DRAUGR (2 per Hero): See page 22.
here. Warm embers still glow beneath
cookfires, laundry flaps on lines, and THE MISSING RANGERS
animals wait hungrily in their pens.
This mission is Darien’s greatest concern,
The only clue is a tree on which someone though he downplays its importance for
recently carved the word KALENRATH. fear of tipping his hand. It also has a high
The cut still seeps with fresh pitch. chance of alerting the heroes that not
A Common Knowledge roll (or asking everything is on the up-and-up with the
a local) lets the heroes know Kalenrath new mayor of Axefell!
is a nearby barrow, one of the The missing “rangers” are fellow Silver
eerie ruins left behind from the Drakes led by a mercenary named
old civilization wh ic h Raliel—who is also Darien’s half-sister.
once stood in the area. She set forth two days ago with a small
The barrow is contingent of rangers to
only a mile beyond track down rumors of an
Tall Trees. The path enchanted spring which
rarely sees use but a might be able to reverse
+2 Survival (Tracking) the blight affecting the fey.
roll reveals a couple
Or, at least, that’s the story
dozen people used
Darien tells the heroes. In
the trail within the
truth, Raliel and her team were
last day.
sent to hunt Breashannifaur
Located in a clearing, which lives near the spring,
the barrow is a low, at least according to a local
grassy hill with a whom they interrogated.
single stone doorway.
Darien pens a note for Raliel
The trail leads inside,
and seals it in wax with his
but the door has
insignia. If the heroes locate
been sealed by the
Raliel, they are to give her
villagers and requires a –4
the message—or return it if
Strength roll to force open.
they fail. Darien stresses that
Destroying it (Toughness
the contents are a personal
18) or casting lock/unlock
matter between brother and
also removes t he
sister and reading them
barrier.
will violate the terms of
The interior of the their employment.
barrow consists of
Reading the note naturally
four rooms where
requires breaking the seal,
wa r r ior k i ngs
though clever players may
from long ago
find natural or magical
were interred,
along with the

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

18
THE TURNING OF THE LEAVES

Once they reach the lake, the Silver


BETRAYED! Drakes use their remaining alchemist’s fire
Darien prefers to make this move when to create a huge blaze before setting their
the heroes are in town—perhaps as they horses free and launching the rowboats. It
rest or enjoy some Downtime (see Savage takes 30 minutes to row from their launch
Worlds). If truly stuck, he’ll gladly use some point to Caer Cainin Island. There, they
of the Silver Drakes as a distraction while run afoul of some island denizens and
he escapes with as much alchemist’s fire as are forced to rest, causing them to take
his horse can carry. five hours before cornering and slaying
With all their necessary items packed, the Breashannifaur (see The Unicorn’s Glade,
Silver Drakes slip out of Axefell unseen. A below).
lone mercenary in the trees shoots at the Keep track of the amount of time it takes
alchemist’s fire, triggering the disaster. for the party to reach Caer Cainin Island,
Upon hearing the explosion, the heroes factoring in the Silver Drakes’ lead (if any).
may make a Notice roll (at +2 for those with The players shouldn’t know their time limit,
the Danger Sense Edge). On a success they but impress upon them the importance
may take a single action before the water of catching up with the mercenaries as
arrives, or two actions with a raise. For quickly as possible.
those who can’t fly or burrow, there isn’t Confounding the heroes is the forest fire,
enough time to simply get out of the way, which rapidly becomes a huge inferno.
but some actions may give a bonus to rolls Animals and fey of all kinds flee through
when the wave hits (GM’s call). the forest. Most are simply concerned with
Anyone in the water’s path abruptly finds escaping, but the GM may wish to have the
themselves in a tidal wave of burning party encounter some corrupted centaurs
debris. They must roll Athletics (–2) to or pixies if they don’t proceed stealthily.
escape the flood. Every round, those who For those without environmental protection
haven’t escaped are battered by wreckage or similar safeguards, cutting directly
(2d4 damage). The deluge peters out after through the forest fire simply isn’t possible.
three rounds. The intense heat deals 4d6 damage every
Afterward, all that remains of Axefell round to everything within. Going around
is a field of mud, splintered wood, and takes three hours, unless the heroes have a
drowned villagers. Any wood elves still way to shorten it.
besieging the village flee and don’t return. When the heroes finally reach the
The only surviving villager is the lakeshore, it isn’t hard to spot hoofmarks,
blacksmith, who is badly injured and bootprints, and the skids of the rowboats
unable to move, but is conscious enough in the mud. They can make out the tree-
to recount what happened. He saw Darien covered rocky hill of Caer Cainin Island
and the Silver Drakes ride out on horseback across the misty water. Now they just need
in the general direction of Mirror Lake a a way across!
few minutes before the explosion.
THE RUINS OF CAER CAININ
THE GREAT Once the site of a great castle, Caer Cainin
is now overgrown and wooded. All that
FOREST FIRE remains of the old keep are a maze of
Tracking the Silver Drakes is easy, as crumbling, mossy walls. Although the
they make no attempt to move stealthily. island is home to the ancient unicorn
However, being on horseback and having Breashannifaur, one of the most magnificent
the advantage of a lead, the Silver Drakes beasts of his kind, not to mention many
most likely reach the lake far ahead of the other brownies, pixies, and other fey, a
heroes. tribe of goblins resides in the ruins of

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

Powers: Blind, entangle, fear, growth/shrink, Pace: 6; Parry: 4; Toughness: 5


puppet. Power Points: 20. Hindrances: Varies
Special Abilities: Edges: —
• 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.
• Speak with Animals: Brownies can
D DARIEN WINDTOWER
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, Persuasion d4, d6+1, Riding d8, Shooting d8, Stealth d6,
Shooting d6, Stealth d6, Survival d8 Survival d8, Thievery d8
Pace: 10; Parry: 7; Toughness: 8 (2) Pace: 5 (d4 Running Die); Parry: 8;
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), One Eye
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
• Size 1: Centaurs are the size of small potion, everburning torch.
horses.
D DRAUGR
COMMONER Draugr are the restless spirits of dead kings
This profile covers everything from farmers who jealously guard their old tombs. They
to merchants to crafters. retain a tiny spark of their former intellect.
Some may have an Arcane Background.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6 Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d4, Common Knowledge
d4, Fighting d4, Notice d6, Persuasion Skills: Athletics d6, Common Knowledge
d4, Shooting d4, Stealth d6 d4, Fighting d8, Notice d6+2, Persuasion
d4, Stealth d6, Shooting d6
22
THE TURNING OF THE LEAVES

Pace: 4; Parry: 7; Toughness: 10 (3) humiliating—though never dangerous—


Edges: Alertness, Block, Sweep pranks on humans while remaining
Gear: Longsword (Str+d8), chain mail (+3), unseen. Leprechauns are enticed by
heavy helm (+4, head only). money, especially gold coins, and hoard
Special Abilities: them away in hidden places.
• Bite/Claws: Str+d4. Attributes: Agility d8, Smarts d6, Spirit d8,
• Fearless: Zombies are immune to Fear Strength d4-1, Vigor d6
and Intimidation. Skills: Athletics d6, Common Knowledge
• Undead: +2 Toughness; +2 to recover d6, Fighting d6, Notice d8, Persuasion
from being Shaken; no additional d8, Repair d8, Stealth d12+1, Taunt d10,
damage from Called Shots; ignores Thievery d10
1 point of Wound penalties; doesn’t Pace: 6; Parry: 5; Toughness: 2
breathe; immune to disease and poison. Hindrances: Greedy (Minor)
• Weakness (Head): Called Shots to a Edges: Humiliate, Mr. Fix It, Quick, Retort
zombie’s head do the usual +4 damage. Special Abilities:
• Fey: Ignore penalties for Dim and Dark
D LADY TELANDRAE Illumination; +4 damage from cold iron.
• Inconspicuous: Leprechauns can cloud
The queen of Thele Shaeras is poised, wise,
and commanding. When not going to battle the perception of others, allowing them
she wears a long, elegant gown inspired to move unseen in plain view. Foes are
by the shape of leaves, and a “resplendant at -2 to their Notice to spot a leprechaun
crown”—a thin tiara that glows with a soft that doesn’t want to be seen.
white light which Distracts goblins, orcs, • Size –3 (Very Small): Leprechauns
and trolls. stand about a foot tall and weigh 10
Attributes: Agility d6, Smarts d10, Spirit pounds.
d10, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge MARSH TROLL
d6, Fighting d6, Healing d6, Notice d10, Also known as swamp trolls, bog trolls,
Persuasion d6, Shooting d6, Stealth d8, and marsh fiends, these foul creatures
Survival d8 haunt dank marshes. Their skin is black
Pace: 6; Parry: 6; Toughness: 8 (3) and slimy, matching the murky waters
H i nd ra nces: Al l T humbs, Ar mor of their home, and they stink like rotting
Interference (Minor), Suspicious (Minor) vegetation.
Edges: Arcane Background (Magic), Attributes: Agility d8, Smarts d4, Spirit d6,
Concentration, Wizard, Woodsman Strength d12+1, Vigor d10
Powers: Arcane protection, barrier, beast Skills: Athletics d6, Common Knowledge
friend, bolt, boost/lower Trait, deflection, dispel, d4, Fighting d8, Notice d6, Stealth d8
divination, entangle, illusion, protection, relief, Edges: Brute, Sweep (Imp)
sloth/speed. Power Points: 20. Pace: 7; Parry: 6; Toughness: 9 (1)
Gear: enchanted natural armor (+3), power Gear: Spiked club (Str+d8).
stone, resplendant crown. Special Abilities:
Special Abilities: • Armor +1: Rubbery hide.
• Low Light Vision: Elves ignore • Bite/Claws: Str+d4.
penalties for Dim and Dark lighting. • Immunity: Immune to poison and
disease.
LEPRECHAUN • Disease (–2): Anyone Shaken or
These mischievous fey appear as portly Wounded by a marsh troll’s bite or
little humans in distinctive colorful claws must make a Vigor roll at –2
clothing. They delight in playing or contract a Debilitating disease.

23
THE TURNING OF THE LEAVES

• Infravision: Halve penalties for forest is destroyed or polluted, the spirit


Illumination when attacking warm suffers a similar fate.
targets. • Meld: Niridrith can meld into or out
• Fast Regeneration: Trolls may attempt of trees or other plants as a limited
a natural healing roll every round, even action, and remain melded as long as
if Incapacitated, unless their Wounds she wishes. While melded she cannot be
were caused by fire or flame or they’re seen or detected by non-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 (Minor) • 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 inspire a single creature and serve as
soul with the entire Horn Forest. She a muse. She gives the creature a token
must remain within 36” of of the Horn (typically a lock of her hair). As long as
Forest or her magic doesn’t work. If the she favors this person, they add +1 to all

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,
25
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
26
THE TURNING OF THE LEAVES

penalties; does not breathe or suffer WOOD ELF ARCHER


from disease or poison. These elves have been trained to be
• Fearless: Golems are immune to Fear excellent marksmen.
and Intimidation.
Attributes: Agility d8, Smarts d6, Spirit d8,
• Resilient: Golems can take one Strength d6, Vigor d6
additional Wound.
Skills: Athletics d8, Common Knowledge
• Size 1: Stone golems stand over 8’ high d6, Fighting d6, Healing d6, Notice d8,
and weigh 4,000 pounds. Persuasion d6, Shooting d8, Stealth d10,
• Stone Fists: Str+d6. Survival d10
Pace: 6; Parry: 6 (7 with saber); Toughness:
TOWN WATCH 7 (2)
These are average citizens of one of the Hindrances: All Thumbs, Cautious,
human settlements in the Horn Forest. Suspicious (Minor)
They are competent and brave but not Edges: Combat Reflexes, Double Shot,
suicidal. In their day-to-day lives they are Favored Terrain (Forest), Marksman,
miners, loggers, traders, or artisans, but Woodsman
have volunteered to lend extra support Gear: Short sword (Str+d6), Elven bow
during these troubled times. (Range 15/30/60, Damage 2d6), natural
Attributes: Agility d6, Smarts d6, Spirit d6, armor (+2).
Strength d6, Vigor d6 Special Abilities:
Skills: Athletics d6, Common Knowledge • Low Light Vision: Elves ignore
d4, Fighting d6, Intimidation d6, Notice penalties for Dim and Dark lighting.
d6, Persuasion d4, Shooting d6, Stealth d6
Pace: 6; Parry: 7; Toughness: 8 (3) WOOD ELF WARRIOR
Hindrances: — These elves are proficient with swords and
Edges: Soldier serve as ground troops or defenders. When
Gear: Chain mail (+3), long sword (Str+d8), going to war they often wear a cap in the
open helm (+4), medium shield (Parry +2), shape of a deer head.
crossbow (Range 15/30/60, Damage 2d6, Attributes: Agility d8, Smarts d6, Spirit d6,
AP 2). Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge
WOLF d6, Fighting d8, Healing d6, Notice d8,
The profile below is for a typical gray wolf, Persuasion d6, Shooting d6, Stealth d10,
the type most common in the Horn Forest. Survival d10
Attributes:Agilityd8,Smartsd6(A),Spiritd6, Pace: 6; Parry: 6; Toughness: 7 (2)
Strength d6, Vigor d6 Hindrances: All Thumbs, Cautious,
Skills: Athletics d8, Fighting d6, Notice Suspicious (Minor)
d10, Stealth d8 Edges: First Strike
Pace: 8; Parry: 5; Toughness: 4 Gear: Short sword (Str+d6), natural armor
Edges: Alertness and cap (+2)
Special Abilities: Special Abilities:
• Bite: Str+d4. • Low Light Vision: Elves ignore
• Size −1: The heads of these canines penalties for Dim and Dark lighting.
come to an average human’s waist, and
they weigh about 60 pounds.
• Speed: d10 running die.

27

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