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  Jingle bells, jingle bells, jingle all the way!
  Oh what fun, it is to hunt,
  and then to catch and slay!
  Every year, during the winter solstice, a cruel band of
  beastfolk kidnap young humans from nearby towns.
  These hapless prisoners are then carried deep into the
  beastfolks’ territory, where they are hunted for sport.
  This year, however, the beastfolk decided to capture
  some goblins instead of their usual prey. Perhaps their
  leader’s eyesight has deteriorated with old age, and he
  mistook the goblins for small humans? Or maybe the
  tribe drew the leader’s ire by killing his good friend,
  the mysterious red-robed sorcerer. Or it could simply
  be that the goblins have destroyed too many human
  settlements recently, and the beastfolk needed to hunt
  further afield.
  Captive Audience
  The adventure begins with the goblins waking up in a
  stupor, and finding themselves at the bottom of a deep
  gorge. They’ve clearly been drugged and captured, and
  their weapons and gear have all been stolen! As they
  recover their wits, the characters vaguely recall their
  humiliating defeat at the hands of the beastfolk.
  The players each draw a card, and describe how one
  of the other bosses was captured. It’s important they
  don’t narrate their own character’s fate, but that of a
  different character, and they should try to make their
  story as embarrassing and humiliating as possible!
  The card suit can provide inspiration for describing
  how the character was captured, as follows:
  Clubs: The boss and their entire gang were beaten
  like red-headed stepchildren.
  Diamonds: The greedy goblins were lured into an
  obvious trap or ambush.
  Hearts: The boss was tricked or conned, and fell for
  it completely, the gullible fool.
  Spades: The goblins were exploring or hunting for
  something, and they got very careless.
  The card rank determines some sort of setback the
  boss suffered during their capture (Hindrances last for
  the remainder of the adventure):
  2: The boss gains the Lame Hindrance.
  3-4: The boss gains the One Arm Hindrance.
  5-6: The boss gains the One Eye Hindrance.
  7-8: The boss suffers one wound.
  9-10: The boss suffers one level of Fatigue (treated
  as Bumps and Bruises).
  Jack-Ace: One of the boss’s gang members is dead.
  On a Joker, draw two cards and apply both results;
  the boss receives a Benny as compensation.
  Season’s Beatings 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.
  Publisher’s Choice Quality Stock Art © Rick Hershey / Fat
  Goblin Games (www.fatgoblingames.com).
  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.
  
  A Most Dangerous Game
  The beastfolk finally reveal themselves at the top of
  the gorge, brandishing hunting bows as they start to
  spread out along the rim. Their leader, an infamous
  brute named Krampus, shouts down at the goblins,
  telling them it’s time to start running; he plans to hunt
  them down and beat them to death, but will use them
  for target practice instead if they’re not fast enough.
  The beastfolk immediately start raining arrows into
  the gorge, and the goblins have to run for the nearby
  forest if they want to avoid being peppered to death.
  Resolve with an Agility roll at –2: on a failure the boss
  suffers 3d6 damage or loses a gang member (player’s
  choice); on a critical failure they suffer the damage and
  lose a gang member. On a raise, they earn a Benny.
  Krampus Run
  The goblins rush off into the forest, and the beastfolk
  start hunting them down. But now the goblins have an
  opportunity to turn the tables on their pursuers, by
  setting traps and laying ambushes! Resolve this scene
  as a Quick Skirmish, except the traits the players can
  roll depend on the card they draw each round: Clubs
  uses a combat or arcane skill, Diamonds uses Agility
  or Strength, Hearts uses Smarts or Spirit, and Spades
  uses Stealth or Survival.
  The players should be encouraged to narrate their
  encounters each turn, and the scene will end once the
  characters have earned a total of 3 Victory Tokens per
  player (although any individual who earns 5+ Victory
  Tokens can escape immediately if they wish).
  Possible traps include snares, tripwires, venomous
  snakes pinned to trees, excrement-coated stakes, and
  anything else the goblins could reasonably whip up on
  short notice.
  Reward: Each surviving boss earns a Benny.
  Backtrack
  Having escaped their pursuers, the goblins now have a
  choice. They could head back home, although such a
  cowardly act would forever haunt their reputation,
  and they’d probably get demoted if Chief Bignose ever
  found out. Alternatively they could sneak back to the
  beastfolk camp, recover their stolen gear, and ambush
  the remaining beastfolk as they return from the hunt.
  Sneaking back is resolved with a series of Dramatic
  Tasks at the standard –2 difficulty (each player must
  roll for their own Dramatic Task). Use Stealth for the
  second and fourth rounds, but the trait used for the
  other rounds depends on the route the goblins take:
  Forest: Use Survival or Tracking to circle around
  and head back through the forest.
  Coast: Use Swimming to cautiously make their way
  up the coastline.
  Gorge: Use Climbing to clamber along the inside of
  the gorge wall.
  Those who fail the Dramatic Task take 1d6 damage
  for each success below five (or 5d6 if they failed on a
  complication). The Game Master should describe the
  source of damage; perhaps the goblins were ambushed
  or even triggered one of their own traps while moving
  through the forest, or were attacked by sea goblins in
  the ocean, or fell while attempting to scale the gorge.
  Reward: Each surviving boss earns a Benny.
  Payback
  The goblins sneak into the beastfolk camp, where they
  are able to quickly overwhelm the sentries (resolve as
  a Quick Combat with a +0 modifier) and retrieve their
  gear. When the surviving beastfolk finally return from
  the hunt, the goblins will be able to ambush them!
  Resolve this scene as a standard combat encounter
  against 2-3 beastfolk per player, along with Krampus
  himself. Each player makes a Stealth roll: on a success
  they start the fight with Surprise, while on a raise they
  also gain The Drop.
  Enemy Combatants
  Listed here are the foes the players will face.
  A Krampus
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength
  d12, Vigor d10
  Skills: Fighting d10, Notice d10, Shooting d10
  Charisma: –; Pace: 7; Parry: 7; Toughness: 8
  Hindrances: Obsession (Thrill of the hunt)
  Edges: Combat Reflexes, Improved Frenzy
  Gear: Hunting bow (range 12/24/48; 2d6 damage)
  Special Abilities
  • Horns: Str+d6.
  • Low Light Vision: Ignore penalties for dim and dark
  lighting.
  • Size +1: Around 7 feet tall; +1 Toughness.
  Beastfolk
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength
  d10, Vigor d8
  Skills: Fighting d6, Notice d6, Shooting d6
  Pace: 7; Parry: 5; Toughness: 7
  Gear: Hunting bow (range 12/24/48; 2d6 damage)
  Special Abilities
  • Horns: Str+d6.
  • Low Light Vision: Ignore penalties for dim and dark
  lighting.
  • Size +1: Around 7 feet tall; +1 Toughness.
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Seasons Beatings.pdf