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  If I could bomb a windmill,
  a windmill, a windmill.
  If I could bomb a windmill.
  That is what I would do.
  The goblins gather in Chief Bignose’s tent, where he’s
  been carefully skinning half a dozen catfolk prisoners,
  each in exactly the same way. He growls in frustration,
  then glances up as the bosses enter.
  “Ah, there you are! About time you lot showed up!
  “Last year, the humans discovered that we goblins hate
  the taste of vegetables, and one of their druids replaced their
  delicious warhorses with some disgusting war horseradishes!
  I sent a crew to kill the druid, but they missed his stash of
  seeds, and now the humans have planted a whole new crop.
  “Visit Hunchy Flatface up on Hightree Ridge. The insane
  gremlin’s latest flying machines are ready for action, and he
  has already loaded them with explosives and large barrels of
  “special sauce” pesticide. Your mission is to fly east over to
  the humans’ farm, spray their fields with pesticide, and then
  bomb their massive windmill.
  “Of course the humans will come after you for revenge,
  and I don’t want you leading the small-headed morons into
  Redfang territory, so when you return I want you to land on
  Hightree Ridge, and set an ambush in Blacksand Cave. I’ve
  sent Numpty Bigbelly over there to recruit some borderland
  goblins and rig up a load of traps, so head over there once
  you’ve dealt with the fields and the windmill.
  “Now, I know Numpty doesn’t have the best reputation
  among the tribes, and admittedly that’s partially his own
  fault. We all heard how he was banished from the Stonefist
  tribe for eating their gangs, and exiled from the Bonedigger
  tribe for eating that necromancer and his zombie minions.
  But Numpty has promised he’s a changed man, so let’s give
  him the chance to prove himself, and not get too caught up
  in all those pesky little accusations of rampant cannibalism.
  I’m sure you can count on him to rig up a few traps!
  “Well, what are you waiting for? Get moving! Those fields
  aren’t going to spray themselves!”
  Hunchy’s House on the Hill
  It takes the goblins a couple of days to reach Hunchy’s
  workshop. They make camp the first night, and while
  they are sat around the camp fire, the bosses attempt
  to establish their pecking order by telling tales of their
  great accomplishments. Resolve this as an Interlude.
  When they finally arrive, they see Hunchy cursing
  and waving at them. He storms off after a few choice
  insults, gesturing rudely for the characters to follow.
  He leads the goblins to a sheltered platform where
  several ornithopters are lined up, and starts explaining
  how to steer them. His instructions are pretty vague
  and confusing, like “pull this lever and turn this wheel
  to the left, but don’t forget to press this peddle first, or
  else the wings fall off.” He concludes with “as long as
  you remember everything I said, it’s a piece of cake!”
  Everyone has to make a Smarts roll. Those who fail
  suffer a –2 penalty to their first roll in the next scene.
  Those who succeed with a raise earn a Benny.
  Back to the Roots version 1 © 2018 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.
  Cartography by Eli Kurtz and The Mythic Gazetteer.
  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.
  
  Winging it
  The ornithopters roll down the ramp and drop off the
  end, then start gliding toward the human lands. Each
  player must make a trait roll to overcome a challenge
  they face on the journey. Here are some examples:
  1. As you roll down the ramp, a gang member slips
  off the front of your ornithopter. Make an Agility roll
  at –2 to grab him before you roll over his head.
  2. As you glide between the trees, a hydra lunges at
  you! Roll Strength at –2 to yank a lever with enough
  force to evade; failure means the hydra bites off the tip
  of your ornithopter’s tail, giving you a –2 penalty to
  all trait rolls for the rest of this scene.
  3. One of your mechanisms jams. Roll either Smarts
  at –2 or Strength at –2 to free it. On a failure, suffer a
  –2 penalty to all trait rolls for the rest of this scene.
  4. As you fly above the trees, several hidden archers
  fire arrows at you! Make a Notice roll at –2 to spot the
  ambush, on a failure you suffer 3d6 damage.
  5. You get a bit too close to the treetops. Make an
  Agility roll at –2, on a failure one of your wheels is
  ripped off, giving you a –2 penalty to land.
  6. Heavy winds buffet your ornithopter, knocking a
  gang member over the side. Make an Agility roll at –2
  to grab him before he falls to his death.
  When they reach the windmill, the goblins see it is
  surrounded by freshly planted fields (one per player),
  and several guard towers. Releasing the pesticide is a
  matter of intuition; each players rolls Spirit, spraying
  one field on a success, or two fields on a raise.
  After releasing the pesticide, the bosses should drop
  their bombs. Each boss rolls Smarts at –2 to plan their
  approach, on a success they cause some damage to the
  windmill, while on a raise they destroy it.
  Each player must then make one more trait roll for
  a challenge faced on the journey back, for example:
  1. A windmill blade sweeps up as you fly overhead!
  Roll Notice at –2 to spot and evade it, or else it knocks
  one of your gang members off as it clips your wing.
  2. A hail of arrows shoots from a watchtower as you
  stray too close. Make a Strength roll at –2 to yank the
  steering mechanism with enough force to evade the
  arrows, otherwise you suffer 3d6 damage.
  3. You glide up high to avoid the watchtowers, and
  the sun begins melting the wax on your ornithopter’s
  frame. Roll Notice at –2 to react in time. On a failure,
  you lose altitude, and will suffer a –2 penalty to land.
  4. A cord snaps, catapulting a hapless gang member
  out of his harness! Make an Agility at –2 to grab him
  before he plummets to the ground far below.
  5. You’re getting pretty tired from fighting with the
  ornithopter’s controls. Roll Vigor at –2, on a failure a
  lever slips from your fingers and you go into a barrel
  roll, hurling one of your gang members to his death.
  6. You glide down between two large trees as you
  approach Blacksand Cave. Make an Agility roll at –2,
  on a failure you lose a wing just before you reach the
  ground, and suffer a –2 penalty to land.
  When the ornithopters finally land, each boss must
  make an Agility roll. On a success they have a bumpy
  landing, while on a raise it’s a perfect landing (earning
  them a Benny). On a failure they crash-land, suffering
  3d6 damage (which can be redirected as usual).
  Numpty Dumpty
  Outside the cave, they notice a dozen goblins roasting
  on spits, and a pile of bones nearby. An enormously
  fat Numpty sits alone on a stone wall beside the cave
  entrance, and he waves at the characters with a pudgy
  paw as they land their ornithopters.
  When the bosses approach, Numpty admits that he
  hasn’t yet set any traps, but he has prepared a splendid
  feast to fortify the characters for the battle ahead! He
  is full of excuses, but the simple fact is he’s been sitting
  here eating borderland goblins and even his own gang
  members, instead of completing his mission.
  The bosses can kill or ignore Numpty, but he will be
  of no further help to them. They will need to explore
  the cave themselves, and they don’t have much time.
  Use the Ambush Cards from Saga of the Goblin Horde
  to determine what the characters find. Players should
  take turns drawing Ambush Cards and making Notice
  rolls, writing a modifier in the box on the card based
  on their roll: –2 for a failure, +0 for success, and +2
  for a raise. The players should describe what they find
  in-character, not just read out the mechanics.
  Once everyone has finished exploring (i.e., all twelve
  Ambush Cards are drawn), then the players can discuss
  their cards, and also exchange cards if they wish.
  Tunnel Defense
  When the humans reach the cavern they immediately
  rush inside, seeking vengeance. There are five soldiers
  and one Wild Card knight per player (see Saga of the
  Goblin Horde, page 107). The bosses should take turns
  playing their Ambush Cards and narrating the horrors
  they inflict: they kill one soldier on a success, while on
  a raise they earn a Benny and kill either two soldiers
  or one knight (player’s choice). On a failure the boss
  suffers 2d6 damage (3d6 damage on a critical failure),
  although this can be redirected as usual.
  Grand Finale
  The characters will need to deal with any remaining
  humans once they reach the main cavern. Resolve this
  final scene as a regular combat encounter.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Back to the Roots.pdf