TEXT: SSaanngguuiinnee SSoollssttiiccee
  Twas the night before Yuletide, and outside the village,
  The goblins crept closer, eager to pillage.
  The gate guards stood idle with nary a care,
  Blind to the danger that soon would be there...
  It is the evening before the Yuletide festival, and the
  people of Glyphstone village have prepared a feast for
  the morrow, sacrificing livestock and decorating their
  temple with blood and twigs. Unfortunately for them,
  several gangs of goblins plan to crash the party and
  participate in some feasting of their own.
  Taking on the role of brutal goblin gang bosses, the
  players have to sneak into the village and slaughter the
  inhabitants. The intended mood for this adventure is a
  blend of fantasy, horror and black humor, juxtaposed
  against the backdrop of a Christmastime setting.
  Fireside Tales
  The adventure begins with the goblins sitting around
  their campfire in a sheltered cave, drinking mulled
  wine and boasting about their many cruel exploits,
  while waiting for the appointed hour to launch their
  assault. The players should take this opportunity to
  introduce their characters, using the Interlude rules to
  spin short and humorous tales.
  Reward: Every player who runs an Interlude earns
  a Benny.
  Home Invasion
  The goblins approach the village as midnight draws
  near. The gang leaders attempt to scale the palisade,
  neutralize the guards in the watchtowers, and open
  the gate for the rest of their brethren.
  Resolve this scene with a Stealth-based Dramatic
  Task (at the standard –2 difficulty); a different player
  should take the lead for each action when possible,
  with the others making Cooperative Rolls to assist.
  Each success eliminates one of the four guards, and
  the players should be encouraged to narrate their kills.
  Five successes are required to kill the guards without
  raising the alarm.
  As this scene involves a crossover of wilderness and
  urban locations, characters with either Woodsman or
  Thief may apply their +2 Stealth bonus.
  Reward: Award a Benny to players who creatively
  describe their kills. If the guards are killed without
  raising the alarm, every player earns another Benny.
  Wrecking Crew
  Once the goblins are inside the village, they have the
  opportunity to cause some mayhem before anyone
  can respond. Describe the following eight objectives
  to the players, and let them choose one each:
  1. Gate: Opening the gate allows the rest of the
  goblins to enter the village. It requires a Strength roll
  to lift the heavy bar; on a raise the character also
  swings the gate wide open.
  2. Lanterns: Extinguishing the lanterns inside the
  watchtowers reduces the light level in the village to
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  Sanguine Solstice version 6 © 2015-2017 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.
  
  Dim; humans have poor night vision, and will suffer a
  –1 penalty to their attack rolls during the battle.
  3. Slaughter: Sneaking into one of the buildings
  allows the goblin to butcher several villagers before
  they realize what is happening. Make a Fighting roll:
  two villagers are killed with a success, five on a raise.
  4. Tavern: A minor nobleman is visiting for the
  festival, escorted by his two guards. If the stable isn’t
  burning, the nobleman tries to retrieve his warhorse
  before engaging in combat. Setting fire to the tavern
  requires a Smarts or Throwing roll: on a success, the
  nobleman and his guards flee the building without
  their armor, and begin the fight Shaken; on a raise,
  they die screaming inside the burning building.
  5. Stable: Starting a fire in the stable causes the
  horses to panic and flee, preventing the villagers from
  using them to escape. This requires a Smarts or
  Intimidation roll; on a raise, a panicked horse also
  lands a solid kick on a foe of the player’s choice once
  the battle begins, inflicting d12+d6+2 damage.
  6. Pier: Starting a fire on the pier or cutting the
  moorings requires a Smarts or Repair roll: success
  destroys or cuts free the lone rowboat, leaving only
  the rafts, while a raise engulfs or destroys the entire
  pier, preventing anyone escaping by river.
  7. Guardhouse: Setting the guardhouse on fire
  requires a Smarts or Throwing roll: on a success the
  guards flee the building without grabbing their shields
  or donning their armor; on a raise they also begin the
  battle Shaken from smoke inhalation.
  8. Ambush: Finding a good hiding spot allows the
  goblin to begin the next scene on Hold, and receive
  the Drop in the first round of combat.
  Trait rolls required to complete objectives are at –2
  if the alarm has been raised. If two traits are listed for
  aparticularobjective,theplayerchooseswhichtouse.
  Yuletide Massacre
  Numerous villagers run from their homes armed with
  cudgels, while the remaining guards enter the fray
  with weapons drawn, taking the fight to the goblins.
  Meanwhile, most of the goblins wait outside the gate.
  Resolve this scene as a regular combat encounter.
  There are four villagers per player, minus any that
  were killed in the Wrecking Crew scene, however they
  all begin combat Shaken. In addition to any guards
  who survived the Home Invasion scene, there is also
  one guard per player as well as Captain Holly (treat
  her as a Wild Card guard), who exit the guardhouse at
  the beginning of the battle.
  The rest of the gang members wait outside the gate.
  If the gate is unbarred, the goblins can pull it open, but
  cannot take any other actions the same round. If the
  gate is still closed and barred, one goblin manages to
  climb over the palisade every time a player is dealt a
  Joker or face card, and can act normally on the same
  round. Unbarring the gate during combat will require
  a successful Strength roll at –2; on a raise, the goblin
  also pushes the gate wide open.
  Reward: Each goblin boss who manages to survive
  the battle earns a Benny.
  Mopping Up
  Up to three groups of villagers escape during the
  battle. If not caught, they carry news of the attack with
  them, making future raids more risky. 2d4 flee on
  foot, 1d4+1 on horseback (unless the stable was set on
  fire), and 1d4+1 in a rowboat or raft (if available).
  Resolve this scene as three standard Chases, with
  each group of villagers making their own Group Rolls;
  the players will likely need to split up if they wish to
  catch everyone. Any surviving goblins gang members
  may also give chase, with each player controlling their
  own gang; these also use Group Rolls.
  The villagers on foot have Pace 6. The horses are
  bred for work and the villagers ride double, so their
  Pace is 7. The rowboat moves downstream with Pace
  9, while the rafts have Pace 7. Anyone attempting to
  chase a boat or raft on foot can follow the riverbank,
  but they suffer a –2 penalty for difficult terrain.
  Enemy Combatants
  Listed here are the foes the players will face.
  Guards
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength
  d6, Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6
  Pace: 6; Parry: 6; Toughness: 6 (1)
  Gear: Short sword (Str+d6), shield (+1 Parry), leather
  armor (+1), bow (Range 12/24/46; 2d6 damage)
  A Nobleman
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength
  d8, Vigor d8
  Skills: Fighting d8, Notice d6, Riding d8
  Charisma: +2; Pace: 6; Parry: 7; Toughness: 9 (3)
  Edges: First Strike, Improved Frenzy, Noble, Quick
  Gear: Long sword (Str+d8), shield (+1 Parry), steel
  breastplate (+3)
  Villagers
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength
  d6, Vigor d6
  Skills: Boating d4, Fighting d4, Notice d6, Riding d4
  Pace: 6; Parry: 4; Toughness: 5
  Gear: Cudgel (Str+d4)
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Sanguine Solstice.pdf