TEXT: RRoooott ooff tthhee PPrroobblleemm
  One potato, two potato,
  three potato, four!
  Five potato, six potato,
  seven potato, WAR!
  A human nobleman has become frustrated with all the
  goblins hunting his knights and eating their succulent
  steeds, so he has ordered his druid adviser to create a
  horse that tastes so bad not even a goblin will eat it.
  This initially appeared to be an impossible task, but
  then the druid discovered the one thing goblins won’t
  eat...vegetables!
  Meet the Chief
  The player characters have gathered in the chief’s tent,
  where he is busily devouring a bowl of horse offal. He
  finishes eating, belches loudly, and then starts yelling,
  showering the characters with spittle and punctuating
  each sentence by slamming his fist on the table:
  “Yesterday, one of our border patrols was ambushed by a
  squad of human knights! Guess what? Those small-headed
  thugs have gone and replaced their delicious warhorses with
  foul war horseradishes! This abomination must be stopped!
  “The druid responsible for these vile creations resides in a
  tavern at the edge of a human town, where he’s grown fond
  of their fermented drinks! You must find and kill him before
  he can create any more of those horrible-tasting mounts!”
  The chief leans back and rests his feet on the table,
  rummaging around in one nostril with a pudgy finger.
  He continues in a more measured tone:
  “But first, we shall hold a contest of skill and daring, to
  make sure you are worthy of the honor of butchering the old
  drunkard. The challenges will take place this evening, and
  I’ll be watching, so you had better make it entertaining.”
  Thechiefthendismissesthecharacterswithawave.
  Trial of Tubers
  The news rapidly spreads, and a crowd gathers as the
  contestants prepare themselves. Each player draws a
  card for each event. A Joker means someone helps the
  boss cheat, while Clubs indicate a complication (–2 to
  the roll, suffer 2d6 damage on a failure). Whoever has
  the highest roll wins the event; a tie is a joint win.
  1. Walk the Beam: The bosses cross narrow beams
  between the trees, while the crowd below taunt them
  and hurl turnips. This requires an Agility roll to avoid
  slipping and falling into the brambles below. Clubs
  means someone hurls a rock. Joker means the wooden
  beam is slightly wider than it should be.
  2. Stacked Odds: The bosses must escape a maze of
  haystacks, while goblins shoot flaming arrows into the
  hay. Finding the exit requires a Smarts roll, failure
  indicates the boss smashes their way through burning
  haystacks to escape. Clubs means the path in front of
  the character is on fire. Joker means someone slips the
  boss a map of the maze before the event begins.
  AA SSaavvaaggee WWoorrllddss OOnnee SShheeeett ffoorr SSaaggaa ooff tthhee GGoobblliinn HHoorrddee
  Root of the Problem version 2 © 2016-2017 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.
  Vegetable rider illustration by Matt Morrow.
  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.
  
  3. Hot Potato: To prepare themselves mentally and
  psychologically for their foe, the bosses must try to eat
  a full plate of potatoes! This requires a Spirit roll: on a
  failure the goblin projectile vomits, to the enthusiastic
  cheers of the crowd. Clubs means the boss eats a very
  hot potato – some prankster roasted it! Joker means
  someone slipped in some juicy slugs, much tastier!
  4. Basket Bearer: To test their strength, each boss
  holds a wicker basket while goblins slowly fill them up
  with potatoes. This requires a Strength roll: a failure
  means the boss drops the basket embarrassingly early.
  Clubs means the basket is filled with rocks instead of
  potatoes. Joker means they use hollow potatoes.
  5. Spud Gauntlet: To test their endurance, each boss
  runs the gauntlet between two rows of goblins while
  being pelted with rotten spuds. This requires a Vigor
  roll: on a failure the boss is knocked to the ground.
  Clubs means one of the goblins uses a club instead of a
  vegetable. Joker means the goblins hold back, either
  out of fear, or because they’ve been bribed.
  Reward: Whoever wins the most challenges earns 2
  Bennies. On a tie, each joint-winner earns 1 Benny.
  On the Trail
  The goblins head through Twilight Wood on the first
  day, then spend the next two days crossing Hightree
  Ridge and entering the human lands. The crew makes
  good progress, and each player can run an Interlude,
  as the bosses brag about past exploits during the trip.
  Reward:AnyonerunninganInterludegetsaBenny.
  Carrot and Stick
  The goblins reach an old bridge crossing the Northern
  River, and spot a group of knights camped on the
  other side, accompanied by a number of foot soldiers.
  Four more soldiers are on guard duty, with two on the
  bridge, and two more on the goblins’ side of the river.
  The bosses can try to assassinate the guards without
  raising the alarm: Resolve as a Stealth-based Dramatic
  Task, a different player should take the lead each turn,
  and each success eliminates a guard, but five successes
  are required to avoid raising the alarm. Success gives
  each player a Benny, and lets them start the battle with
  Surprise and the Drop (only bosses get the Drop, but
  both the bosses and gang members receive Surprise).
  There’s two knights and two soldiers per player on
  the other side of the bridge, and the knights are riding
  war horseradishes. Remind the players that the chief
  expects them to kill the knights, and will shower them
  with praise for doing so, but will punish them severely
  if they avoid the fight. Such is the life of a gang boss!
  If the goblins don’t deal with the knights now, they
  may also be ambushed on their way back home.
  Meat and Potatoes
  The goblins finally reach the tavern. It is outside the
  town palisade, but has a protective wall of its own, as
  it was once a guardhouse. Scaling the wall requires a
  successful Climbing roll, with failure resulting in d6+1
  falling damage (doubled on a critical failure), but there
  are no guards, so once the first goblin is over they can
  open the gate and let the rest of the crew in.
  The druid isn’t the only person in the tavern, there
  are also several other hardened drinkers, who leap to
  their feet the moment the goblins burst through the
  door. These men and women are no match for tribal
  goblins, however, and they can be dealt with using the
  Quick Combat rules. The druid flees during the fight,
  using the distraction to escape into town; the pursuit
  can be treated as a Dogfight Chase.
  An ancient catapult is mounted on the tavern wall, a
  reminder of the building’s past. As the goblins clamber
  up the wall, they have the option of using the catapult
  to hurl themselves into the town. Those who use this
  unconventional option receive a +4 bonus to their
  maneuvering trait roll in the first round of the Chase,
  but suffer 2d6 damage from the impact (although they
  can spend a Benny to divert this damage to a gang
  member if they wish, using their lackey as a cushion).
  Don’t roll falling damage or make maneuvering trait
  rolls for gang members, just assume they’re tagging
  along, and focus on the player characters.
  Enemy Combatants
  Listed here are the foes the players will face.
  Soldiers
  See Saga of the Goblin Horde, page 107.
  Knights
  See Saga of the Goblin Horde, page 107.
  War Horseradishes
  Same stats as the warhorse in Saga of the Goblin Horde,
  page 97, except far less tasty.
  A Druid
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength
  d6, Vigor d8
  Skills: Faith d10, Fighting d8, Notice d6
  Pace: 8; Parry: 7; Toughness: 7 (1)
  Edges: Arcane Background (Miracles), Fleet-Footed,
  Great Luck, Nerves of Steel
  Gear: Staff (Str+d4; +1 Parry; Reach 1), hide vest (+1)
  Special Abilities
  • Spells: The druid has 20 Power Points, he knows bolt
  (lightning), entangle (roots), and havoc (whirlwind).
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Root of the Problem.pdf