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  I’m dreaming of a red winter,
  Just like the ones I used to know.
  Where the Treetop Twits,
  Hack the humans into bits,
  A lovely slaughter in the snow.
  Winter has arrived with a vengeance, shrouding the
  land in deep snow, and powerful winds blow down
  from the mountains, bringing with them a bitter cold.
  Goblins huddle around campfires as the temperature
  plummets, and even some members of the Icerunner
  tribe have started sporting scarves!
  The Treetop Twits, Hammy Groingazer and Niklam
  Hammerface, bring news from Hightree Ridge, where
  they’d been searching for their long-lost third brother.
  Several borderland goblins claim to have seen a winter
  witch working her magic on a mountain peak! Could
  this recent cold spell be a literal cold spell—another
  underhanded attack on the tribes by the vile humans?
  The chief orders all available bosses to investigate
  the source of the rumors. However the other gangs are
  all out and about, scavenging for food and gathering
  fuel for the campfires, so it will be up to the characters
  to save their kin from being turned into popsicles.
  Arctic Ascent
  It takes a couple of days to reach the base of Hightree
  Ridge, due to the deep snow and howling winds. Each
  boss must make a Vigor roll, on a failure they suffer a
  level of Fatigue for the rest of the adventure, or one of
  their gang members freezes to death (player’s choice).
  Climbing the mountains is particularly difficult due
  to the harsh conditions. Each boss makes a Climbing
  roll at –1: on a failure they suffer 3d6 damage (this can
  be redirected to a gang member using the Meat Shield
  rule, typically by using the poor fellow as a cushion).
  Reward: Each boss gets a Benny for their hardship.
  Snowed Under
  A blizzard hits shortly after the characters complete
  their climb, and they are forced to take shelter in a
  cave while they wait it out. The goblins build a fire to
  keep warm, while the bosses tell tales about their great
  achievements. Each player can run an Interlude.
  Unfortunately, the goblins weren’t the only ones to
  seek shelter from the blizzard. While they are resting,
  a ravenous chimera stalks into the cave, and mistakes
  the characters for borderland goblins. Thinking the
  goblins will be easy pickings, and not wanting to pass
  up such a delicious snack, the chimera attacks without
  hesitation. Resolve this encounter as a Quick Combat
  with a +0 modifier; if anyone rolls a raise they manage
  to kill the chimera, otherwise they just drive it off.
  Reward: Running an Interlude is worth a Benny, as
  is a raise in Quick Combat.
  Cold Spell version 1 © 2017 Richard Woolcock.
  Permission is granted to print this document for personal use.
  Electronic distribution of this document is strictly forbidden.
  Page background and goblin head by Lord Zsezse Works.
  Winter witch illustration by Storn Cook.
  This game references the Savage Worlds game system, available
  from Pinnacle Entertainment Group at www.peginc.com.
  Savage Worlds and all associated logos and trademarks are
  copyrights of Pinnacle Entertainment Group. Used with
  permission. Pinnacle makes no representation or warranty as to
  the quality, viability, or suitability for purpose of this product.
  
  Glacial Trek
  Once the blizzard dies down, the characters can head
  to the mountain peak where the winter witch was last
  seen. The trip takes a few days, and each player needs
  to make two Vigor rolls at –2. Each failure results in
  either a level of Fatigue, or a gang member freezing to
  death (player’s choice). The Game Master should ask
  each player to describe one of the challenges they face
  on the journey, such as climbing an icy outcropping,
  slipping into a crevice, fighting off a wild predator,
  etc. These challenges are narrated as part of the scene,
  there is no need to make any further rolls for them.
  Reward: Each player who describes a challenge on
  the journey earns a Benny.
  Chilly Reception
  When they finally reach the location they were told
  about, the characters discover the winter witch in the
  midst of a ritual. She stands half way up one of the
  tallest peaks on Hightree Ridge, wind and ice swirling
  around her like a small tornado.
  The witch is completely focused on her magic, and
  oblivious to the goblins, although the blizzard deflects
  any ranged attacks the goblins might make. However
  several knights stand around her, a blue tinge to their
  skin, and they attack the goblins on sight. Resolve the
  scene as a regular combat; there are 1-2 frost knights
  per player, and they are led by the frost champion.
  Once the knights have been defeated, the goblins
  can easily approach and kill the winter witch (no roll
  required). However the moment her concentration is
  broken, the witch’s spell discharges with a deafening
  thunderclap: each boss makes a Strength roll at –2, on
  a failure they are hurled from their feet, suffering 2d6
  damage as they slam back down onto the icy ground
  (this damage can be redirected as normal).
  Reward: Those who survive the fight earn a Benny.
  Riding the Avalanche
  The goblins clamber to their feet just in time to see an
  avalanche rushing down the mountain toward them.
  There is nowhere to hide, and no time to flee on foot;
  their only chance of survival is to leap onto the dead
  knights’ shields, riding them down the mountain like
  medieval snowboards!
  Resolve this scene as a separate Dramatic Task for
  each boss, using the card suits to indicate which trait
  the player must roll each round:
  • Clubs: Roll Agility to swerve past a tree or rock.
  As Clubs represents a complication, this trait roll must
  be made at –4 instead of the normal –2, with failure
  resulting in automatic failure of the Dramatic Task.
  • Diamonds: Roll Smarts at –2 to try and work out
  the best route down this part of the mountain; the
  character can hardly see where they’re going!
  • Hearts: Roll Spirit at –2 to keep the character’s
  fear in check, as the avalanche is right on their heels,
  and gaining!
  • Spades: Roll Strength or Vigor (player’s choice) at
  –2, as the character’s physical fitness is put to the test.
  • Joker: Roll any attribute (player’s choice) at +0, as
  the character gets a lucky break.
  Those who fail the Dramatic Task take 3d6 damage
  as the avalanche buries them, and this damage cannot
  be redirected, as all the character’s gang members are
  automatically crushed and killed. Those who achieve
  5+ successes manage to outrun the avalanche.
  With the winter witch dead, the effects of her spell
  soon fade away—the weather is still quite cold, but not
  dangerously so. When the bosses finally make it home,
  Chief Bignose thanks them for saving the tribe with a
  half-hearted grunt, as he busily devours an entire side
  of venison. He doesn’t invite them to join the meal.
  Enemy Combatants
  Listed here are the foes the players will face.
  Frost Knight
  Fearsome guardians of the winter witch, these veteran
  human soldiers have been infused with icy elemental
  magic, granting them immunity to the cold.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength
  d8, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6
  Pace: 6; Parry: 8; Toughness: 10 (3)
  Edges: Brawny
  Gear: Longsword (Str+d8), large shield (+2 Parry),
  breastplate (+3)
  Special Abilities
  • Immunity (Cold): Ignore all cold/ice damage.
  A Frost Champion
  The leader of the frost knights is a legendary warrior,
  admired and feared throughout the human lands.
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength
  d10, Vigor d10
  Skills: Fighting d10, Intimidation d10, Notice d6
  Charisma: –2; Pace: 6; Parry: 9; Toughness: 11 (3)
  Hindrances: Loyal, Mean, Overconfident
  Edges: Brawny, Elan, Improved First Strike, Improved
  Frenzy, Great Luck, Intimidating Prowess, Nerves of
  Steel, No Mercy, Strong Willed
  Gear: Longsword (Str+d8), large shield (+2 Parry),
  breastplate (+3)
  Special Abilities
  • Immunity (Cold): Ignore all cold/ice damage.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Cold Spell.pdf