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  Ooey Gooey was a worm,
  A mighty worm was he!
  But he didn’t spot the goblins,
  Who waited in the tree…
  A band of hareborn hunters on Hightree Ridge have
  learned how to call and ride the giant worms that live
  below the mountains; if the goblins can discover this
  secret technique, they could call a worm of their own,
  and bring home its head as a trophy for the chief!
  The worm’s impenetrable skin is another problem,
  but the bosses have a solution for that too: they could
  simply clamber into the worm’s soft throat and kill it
  from the inside. Easy! What could possibly go wrong?
  Rabbit Season
  The goblins set off to find the hareborn hunters. It
  takes about three days to reach their territory on foot,
  but the goblins can travel much faster by river – it’ll
  only take one day if they raft down Serpent Brook.
  Locating the hareborn hunters requires a Tracking
  roll, while overpowering them should be resolved as a
  Quick Combat (with a –2 penalty if the Tracking roll
  failed, or a +2 bonus if the Tracking roll was a raise).
  The hareborn leader is a particularly big fellow named
  Thumper, and can be interrogated as a Social Conflict
  using either Persuasion, Intimidation or Taunt.
  Thumper reveals how he pounds the ground with a
  particular rhythm using his hind foot, and the worm is
  attracted by the vibrations. When it erupts from the
  ground, a carefully positioned hook gets caught in its
  mouth, and the hareborn grab the attached rope and
  clamber onto the giant creature’s back.
  The margin of success on the interrogation roll
  indicates any additional hints or clues the goblins are
  able to pry from Thumper: 0 gives a –2 penalty in the
  next scene, 1-2 gives a +0 modifier, 3-4 grants a +1
  bonus, and 5+ grants a +2 bonus.
  Reward: A raise in Quick Combat grants a Benny.
  Good Vibrations
  The goblins find the perfect spot on Hightree Ridge to
  attract the worm, a rocky location where they can
  climb up into the safety of a large tree. They can then
  use rocks tied to ropes to thump on the ground below,
  so that none of them get eaten when the worm arrives;
  the goblins want to be swallowed whole, after all, not
  get chewed up and digested!
  Resolve this scene as an Agility-based Dramatic
  Task at the standard –2 difficulty, applying a modifier
  based on the interrogation in the previous scene. If the
  characters fail to achieve five successes, each success
  they fall short results in a goblin gang member being
  eaten, crushed or mangled when the worm arrives.
  Failure on clubs is treated as no successes, and goblin
  losses should be distributed evenly among the gangs.
  Reward: If the goblins attract the worm without
  suffering any losses, each player earns a Benny.
  Worm Food version 2 © 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.
  Giant worm illustration by Jacob E. Blackmon.
  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.
  
  Baiting the Hook
  A giant worm erupts from the rocky ground below the
  tree where the goblins are sitting, and swallows the
  dangling hook, which gets lodged in the back of its
  throat. The goblins barely have enough time to drop
  onto the creature’s back and grab the rope before it
  panics and tears off across the landscape!
  This particular worm is rather a large one, at over a
  hundred feet in length. The goblins must make their
  way up the rope to the worm’s head, while it smashes
  through trees and scrapes alongside rocks, attempting
  to dislodge its unwelcome hitchhikers.
  Resolve this scene as a series of five trait rolls. Each
  round, each player must make a trait roll as follows:
  Round 1: Roll Strength to hold onto the rope as the
  worm lurches forward. Failure means you smash into
  a gang member, knocking them to their death.
  Round 2: Roll Climbing to clamber up the rope.
  Failure means you slam into a rock for 2d6 damage.
  Round 3: Roll Notice to spot (and duck under) a
  low-hanging branch. Failure results in 2d6 damage.
  Round 4: Roll Climbing to clamber the rest of the
  way up the rope. Failure means you get dragged along
  the rocky ground for 2d6 damage.
  Round 5: Roll Vigor for the sheer amount of effort
  involved. Failure results in a level of Fatigue.
  After the fifth round the goblins are able to swing
  into the worm’s gaping maw and slide down its throat.
  Each boss must make an Agility roll at –2, or take 2d6
  damage as they pass between the gnashing teeth.
  Reward: Each player earns a Benny for surviving
  being swallowed by the worm.
  Eat your Greens
  The goblins wriggle down the worm’s throat, stabbing
  its soft flesh. Each round, each boss makes a Fighting
  roll to see how well they and their gang are doing: on
  a failure the boss suffers 3d6 damage (4d6 on a critical
  failure); on a success the boss suffers 2d6 damage but
  also earns a Worm Token; on a raise they suffer 1d6
  damage and earn two Worm Tokens. The boss may
  sacrifice a gang members instead of applying damage
  if they wish (this doesn’t cost a Benny).
  If the goblins greased themselves up beforehand, or
  made other preparations to aid their passage through
  the worm, the Game Master should award them a +1
  situational bonus to their Fighting rolls. If a boss is
  Shaken on their turn, they must still make a Fighting
  roll as normal, but they suffer a –2 penalty to the roll.
  The characters must earn a total number of Worm
  Tokens equal to 5 per player to cut their way free.
  Reward: Each player earns a Benny for escaping the
  worm, rather than being digested and excreted.
  Hook, Line and Sinker
  While the goblins were busily carving their way out of
  the worm, the terrified creature attempted to escape
  the torture by charging into the Endless Ocean, where
  its agonized death throes attracted the attention of the
  King of the Deep! The gigantic sea monster grabs the
  juicy worm with one tentacle and devours most of it
  in a single bite, just as the goblins break free from the
  mutilated corpse.
  Fortunately the worm’s head is still intact, and the
  King of the Deep is already swimming away, so all the
  goblins need to do is paddle the head back to shore
  before it sinks. Once they reach the shallows, they can
  use the rope to reel the head onto land, after which
  they’ll be able to roll it back home.
  Unfortunately the head is washed up at the estuary
  of Serpent Brook, near the border of the Bonedigger
  territory, and the nasty little necromancers have some
  plans of their own for the worm’s head. The bosses
  will have to fight off a vicious gang from the rival tribe
  if they hope to keep their prize!
  Resolve this scene as a regular combat encounter.
  There are 2-3 Bonedigger goblins per player, led by
  the infamous Perkie Browntongue. If the characters
  are in particularly bad shape, just reduce the number
  of Bonediggers and/or leave out Perkie.
  Enemy Combatants
  Listed here are the foes the players will face.
  Bonedigger Gang Member
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength
  d6, Vigor d6
  Skills:Fighting d6, Notice d6, Shooting d6, Stealth d6
  Pace: 6; Parry: 5; Toughness: 5 (1)
  Gear: Bone shovel (Str+d4), blowpipe (range 3/6/12;
  2d6 poison damage), crude bone armor (+1)
  Special Abilities
  • Darkvision: Ignore darkness penalties (range 12").
  • Size –1: Three to four feet tall; –1 Toughness.
  A Perkie Browntongue
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength
  d8, Vigor d8
  Skills:Fighting d8, Notice d6, Shooting d6, Stealth d8
  Pace: 6; Parry: 6; Toughness: 6 (1)
  Gear: Barbed axe (Str+d8), blowpipe (range 3/6/12;
  2d6 poison damage), crude bone armor (+1)
  Hindrances: Snobgoblin, Swamp Skin, Tasty
  Edges: Alertness, Brave, Me and Myself, Opportunist
  Special Abilities
  • Darkvision: Ignore darkness penalties (range 12").
  • Size –1: Nearly four feet tall; –1 Toughness.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Worm Food.pdf