TEXT: BBlloooodd RRaappiiddss RRuunn
  AA SSaavvaaggee WWoorrllddss OOnnee SShheeeett AAddvveennttuurree ffoorr SSaaggaa ooff tthhee GGoobblliinn HHoorrddee
  Go, go, go, you blokes!
  Swiftly down the Stream.
  Verily, verily, verily, verily,
  This will end in screams!
  The Darkmire Rapids have become a favorite haunt
  for sporting and adventurous goblins, who have been
  known to brave its churning waters by surfing down
  them atop wooden planks. One event, held annually
  on the summer solstice, is known as the “Blood Rapids
  Run,” and it has drawn considerable attention due to
  its brutal nature.
  The race has no rules regarding sportsmanship, and
  anyone—from surfer to swimmer—may participate.
  Besides bragging rights, the winner earns a hefty pile
  of loot, which spectators offer up to help incentivize
  more violence from the contestants.
  Winning Strategy
  Chief Bignose has learned through his spies that one
  of the prizes at this year’s race is going to be an ogre
  sword, and he wants it for his collection of trophies.
  He yells for the gang bosses to enter his tent, and gives
  them their orders. Read or paraphrase the following:
  “Okay, listen up you louts! You’re going to enter the
  Blood Rapids Run and you’re going to win me that sword.
  And to ensure that you do, I have devised the perfect plan.
  While all the other contestants are riding on those clumsy
  wooden planks, you’ll be riding on the backs of agile sea
  turtles. But here’s the thing: in order to capture the dang
  critters you’re gonna need to earn the trust of some orc
  pirates, so they can take you out onto the ocean. Now go!
  The race is a week away, and you better be in it.”
  He throws the bone he’s been gnawing on, shooing
  the bosses out of the tent.
  Sailing on a Relationship
  Assuming the characters decide to take a direct path,
  and barring any detours, they should reach the north
  banks in 3-4 days. They will need to enter one of the
  orc settlements, find a ship captain, and convince him
  to take them out to sea. The taverns near the docks are
  probably the best place to start. Treat the negotiation
  with the captain as a Social Conflict, with one of the
  following possible outcomes:
  0 successes: The captain feigns interest, and he will
  even rent out a longboat for three knick-knacks, but
  after the bosses leave he tips off the sea goblins. The
  sea goblins will harass the bosses in the next scene.
  1-2 successes: The captain is rather amused by the
  proposal, offering the longboat for two knick-knacks.
  3-4 successes: The captain is persuaded to charter a
  voyage on his schooner for just a single measly knick-
  knack. His crew will also help the characters catch the
  turtles, providing a bonus in the next scene.
  5+ successes: The captain is genuinely intrigued.
  Not only does he agree to help the characters free of
  charge, he also promises to come and watch the race,
  adding something to the pile of winnings. Each of the
  players earn a Benny for their efforts, in addition to
  receiving a bonus in the next scene.
  Blood Rapids Run version 2 © 2017-2018 Jason Baryla.
  Editing and layout by 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.
  Some images used with permission from Abandoned Arts.
  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.
  
  Testudine the Waters
  Now that the gangs have a boat, they must find and
  catch some sea turtles. However the open waters are
  vast, and each boss must catch their own turtle before
  nightfall. Players must make the following trait rolls in
  succession: a Notice roll to spot the turtle, a Throwing
  roll to cast the net, a Strength roll to haul it in, and a
  Smarts roll to secure the turtle.
  If the negotiation in the previous scene received 3
  or more successes, the orcs will lend a hand, adding a
  +1 bonus to each trait roll. However no successes
  means a pod of sea goblins swarm the boat, imparting
  a –2 penalty to all rolls. Characters with no interest in
  riding a turtle during the race (such as amphiblins, or
  a gremlin with a boost Swimming device) may aid one
  other boss each round with a Cooperative Roll.
  Failing to meet all of the objectives means a turtle
  could not be found or caught, and it is now too dark
  and too late to continue the effort.
  Reward: Any character who failed to catch a turtle
  receives a Benny as compensation.
  Caged Animals
  After spending the night relaxing from their tiring sea
  trip, the gangs set off to the Darkmire Rapids, towing
  the cart with their captive creatures behind them. The
  path eventually leads down into a rocky dell where the
  xenophobic Nightsworn tribe has set an ambush for
  foolish wayfarers. This is resolved as a normal combat
  encounter, with the ambushers beginning the scene on
  Hold. Any player who fails a Notice check is not dealt
  a card in the first round of combat, while a critical
  failure on the Notice roll means the attackers also get
  the Drop on that particular character.
  There are 3-4 Nightsworn grunts per player, along
  with two shadow priests (see Saga of the Goblin Horde
  page 94). The rival goblin tribe attacks from the sides
  in a pincer move, attempting to surround the Redfang
  intruders. The rocks in this area provide the attackers
  with cover, however the player characters will be able
  to take advantage of the terrain as well.
  Reward: Everyone who survives earns a Benny.
  Turtles All the Way Down
  The race itself is handled in two parts. The first part is
  resolved as a Quick Skirmish, representing the chaotic
  frenzy of the initial half of the race. The second part is
  a standard five-round Chase, signifying the measured
  push to the finish line.
  Quick Skirmish: There are scores of participants in
  the race besides the bosses, and they are fairly evenly
  matched, so there are no bonuses or penalties to the
  rolls—except for any turtle-riders or amphiblins, who
  receive a +2 bonus.
  The goal is for each boss to earn 4 Victory Tokens as
  they fight off the competition and pull ahead of the
  melee. If a boss suffers 3 wounds (even if some were
  from a previous scene), they are knocked out of the
  race and wash up on the shore. Gang members do not
  participate in the race, but the Meat Shield setting rule
  can still be used by grabbing a random competitor.
  Chase: Many of competitors have been eliminated
  by this point, but there are still 2-3 of them per player.
  Characters roll Agility for the maneuvering trait rolls,
  and turtle-riders and amphiblins add +2.
  Although the gang members don’t take part in the
  race directly, they aren’t completely useless. Each boss
  may spend a Benny once during the Chase to apply a
  –2 penalty to an opponent’s trait roll, or add +2 to one
  of their own trait rolls. This is done after making the
  trait roll, and represents the gang members chucking
  stuff at the competition from the sidelines.
  The characters win if either all other competitors
  are knocked out, or if a boss ends the last round of the
  Chase with the highest action card. The winners are
  awarded the ogre sword plus ten knick-knacks worth
  of stuff (twelve if the orc captain saw them compete).
  While there is technically only one victor, the Redfang
  bosses are expected to share the spoils.
  Rides and Rivals
  Listed here are stats for the sea turtles, and for typical
  “Blood Rapids Run” contestants.
  Sea turtle
  Attributes: Agility d6, Smarts d6 (A), Spirit d6,
  Strength d6, Vigor d8
  Skills: Notice d6, Fighting d6, Swimming d8
  Pace: 1 (or 8 in water); Parry: 5; Toughness: 8 (2)
  Special Abilities
  • Armor +2: Thick shell.
  • Bite: Str.
  • Aquatic: Swimming Pace 8, and cannot drown.
  Typical “Blood Rapids Run” Contestant
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength
  d6, Vigor d6
  Skills: Fighting d6, Notice d6, Swimming d6, Taunt
  d6, Throwing d6
  Pace: 6; Parry: 5; Toughness: 4
  Gear: Shank (Str+d6), throwing spikes (Range 3/6/12;
  Str+d4)
  Special Abilities
  • Darkvision: Ignore darkness penalties (range 12").
  • Size –1: Three to four feet tall; –1 Toughness.
  • Goblinoid: –4 Charisma when dealing with humans.
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Blood Rapids Run.pdf