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  Nobody likes me, everybody hates me,
  Going to the crater to eat wyrms!
  Big fat juicy ones,
  Eensie weensy squeensy ones,
  See how they wiggle and squirm!
  Last year, a crew of Redfang goblins stole a clutch of
  dragon eggs from a large band of hareborn hunters,
  and Chief Bignose dined on the finest omelettes he’d
  ever tasted. Now he’s learned of a new opportunity to
  sate his craving for dragon eggs, and so he’s decided to
  send some gangs on another egg hunt!
  Another Kick at the Can
  The bosses gather in the chief’s tent, where he’s trying
  to drink wine from a human skull. Unfortunately the
  wine keeps pouring out of the eye sockets, and the
  chief eventually throws the skull away in frustration
  before turning his attention to the characters.
  “Ah, good, there you are! I have a vital mission for you!
  “There have been several sightings of a large red dragon
  on the Longtooth Mountains. It seems the old wyrm visits a
  dormant volcano there every few decades to lay her eggs.
  “The Stonefist tribe found the lair years ago, but it proved
  inaccessible. Dragons can fly in through the crater on the
  mountain peak, but goblins can’t fly. At least, not until now!
  “The insane gremlin inventor, Hunchy Flatface, recently
  designed a winged contraption capable of gliding on winds
  and thermals, and large enough to carry an entire gang. He
  plans to launch aerial attacks against the humans, and has
  already built several prototypes, so I have decided this would
  be a good opportunity to give his devices a test run.
  “Your mission is to fly into the crater while the dragon is
  away, steal her eggs, then get out of there before she returns.
  The Stonefist tribe claim a thermal column rises up from
  the crater, presumably from a steam vent, and it should be
  possible to make your escape by riding the hot air on your
  winged contraptions. What could possibly go wrong?
  “Hunchy’s flying devices are stationed on Hightree Ridge,
  on the peak above the Redstone cavern. I’ve already sent a
  messenger to tell him to get everything ready, so just head
  up there, and Hunchy will teach you how to fly.”
  The chief dismisses the bosses with a rude gesture.
  Bragging Rights
  The first day involves hiking through Twilight Wood
  and making camp at the base of Hightree Ridge. The
  goblins sit around the campfire boasting about their
  past achievements. Resolve this as an Interlude.
  That night, while they sleep, the goblins are attacked
  by a pack of dracohounds. These predators look like
  feral dogs, except for their draconic heads and orange
  skin. They fight like wolves, but can also breathe fire.
  It’s unusual for them to attack a crew of goblins, but it
  was a harsh winter, and they’re ravenous. Resolve the
  fight using the Quick Combat rules.
  Can of Wyrms 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.
  Dragon hatchling illustration by Gary Dupuis.
  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.
  
  Ornithopter Run
  When the characters finally reach the peak, they meet
  Hunchy, who grudgingly shows them how to steer his
  flying contraptions. The trip to the crater takes about
  12 hours, and there are 12 challenges – each must be
  resolved by one boss (the players should take turns):
  1. When you launch from Hightree Ridge, the wing
  mechanism freezes! Roll Agility at –2, on a failure you
  crash through the treetops before pulling up; all future
  challenges and flying rolls suffer a –1 penalty.
  2. You glide above Hightree Ridge, and try to show
  off by weaving between treetops. Roll Agility at –2, on
  a failure you get a bit too close to the trees, and one of
  your gang members is impaled on a branch.
  3. You fly low over Twilight Wood, and get a bit too
  close to a family of porcupine people living in the top
  of a tall tree. Roll Agility at –2 to evade their volley of
  quills, on a failure you suffer 3d6 damage.
  4. One of the ornithopter’s mechanisms jams. Roll
  either Smarts at –2 or Strength at –2 to free it. On a
  failure you suffer a –2 penalty to all further challenge
  rolls for the remainder of this scene.
  5. The harness holding one of your gang members
  wasn’t secured, and the little guy falls out! Roll Agility
  at –2 to grab him before he plummets to his death.
  6. While flying over the High Falls, you get too close
  to the waterfall, and the spray obscures your vision.
  Roll Notice at –2 to avoid clipping the cliff, otherwise
  future challenges and flying rolls suffer a –1 penalty.
  7. The biting wind numbs your fingers, making it
  difficult to steer. Roll Vigor at –2, on a failure your
  ornithopter nearly flips over, and one of your gang
  members is catapulted from the vehicle.
  8. While flying over the Longtooth Mountains, your
  ornithopter is attacked by a griffin! Roll a combat skill
  of your choice at –2. On a failure, the griffin grabs one
  of your gang members and flies away with them.
  9. You spot the dragon flying away in the distance!
  Distracted, you fly too high, and the sun starts melting
  the wax holding the feathers onto your ornithopter’s
  frame. Roll Notice at –2 to react in time. On a failure,
  future challenges and flying rolls suffer a –1 penalty.
  10. The journey has been long and tiring, and your
  muscles aren’t used to this sort of workout. Roll Vigor
  at –2, on a failure you suffer a level of Fatigue.
  11. While searching for the crater, your ornithopter
  is spotted by a gang of goblins on the ground, and they
  try to pick you off with their bows. Roll Notice at –2
  to find the crater before the goblins can get off a shot,
  on a failure you suffer 3d6 damage from an arrow.
  12. As you swoop down into the dormant volcano,
  you find yourself flying through the crater at a rather
  awkward angle! Roll Agility at –2, failure indicates a
  hard landing; you suffer 3d6 damage.
  Nest Egg
  The characters already saw the dragon flying away, so
  they fly straight into the crater, and land on the rocky
  ground. Inside the dormant volcano they discover lots
  of steam vents, with eggs clustered around them, and
  many broken egg shells! A pack of hungry hatchlings
  charges straight at the goblins.
  Resolve the scene as a combat encounter, with four
  hatchlings per player, and one Wild Card hatchling.
  After slaying the hatchlings, the goblins can collect
  the remaining eggs and escape on their ornithopters.
  Burning Bridges
  The dragon returns, gliding into the crater just as the
  goblins depart, a look of shock crossing her face as the
  intruders fly past. Her shock turns to rage as she sees
  her dead children, and the goblins hear a tremendous
  roar reverberate within the mountain behind them.
  Black smoke jets up from the crater as the volcano
  rumbles, and moments later the dragon bursts from
  the smoke, flying straight for the goblins. Resolve this
  final scene as a 5-round Chase, the goblins use Agility
  for the maneuvering trait rolls, and their ornithopters
  have Pace 16 with Climb 1, and Toughness 12 (2).
  Enemy Combatants
  Listed here are the foes the players will face.
  Dragon Hatchlings
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength
  d8, Vigor d6
  Skills: Fighting d6, Notice d6
  Pace: 6; Parry: 5; Toughness: 6 (2)
  Special Abilities
  • Armor +2: Scaly hide.
  • Bite/Claws: Str+d4.
  • Size –1: Reduces Toughness by 1.
  A Old Dragon
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength
  d12+5, Vigor d12
  Skills: Fighting d12, Intimidation d12, Notice d10
  Pace: 8; Parry: 8; Toughness: 23 (6)
  Edges: Improved Frenzy, Strong Willed
  Special Abilities
  • Armor +6: Scaly hide.
  • Bite/Claws: Str+d8.
  • Breath Weapon: Exhale a long, narrow jet of flame
  with range 12/24/48, inflicting 2d10 damage.
  • Flight: Flying Pace of 24" and Climb 0.
  • Size +9: Increases Toughness by +9.
  • Huge: Medium-sized foes receive +4 to attack.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Can of Wyrms.pdf