TEXT: JJuummppiinngg tthhee BBeeaarrsshhaarrkkttooppuuss
  AA SSaavvaaggee WWoorrllddss OOnnee SShheeeett ffoorr SSaaggaa ooff tthhee GGoobblliinn HHoorrddee
  Bearsharktopus, Bearsharktopus,
  Swim, swim, Bearsharktopus.
  Bearsharktopus, Bearsharktopus,
  Drink, sleep, Bearsharktopus!
  A Redfang scout recently discovered a huge mound of
  bear excrement deep within Shadowglade Forest. For
  reasons that are probably best not discussed, the scout
  decided to thoroughly examine the dung, and found it
  contained the bones of several sea goblins, as well as a
  fishing net and even a small anchor! Has the legendary
  Bearsharktopus finally woken up again, after decades
  of hibernation? And more importantly, what does the
  great beast taste like? Chief Bignose wants to know!
  The bosses have been sent to investigate the scene,
  find and capture the Bearsharktopus, and drag it back
  home, for Chief Bignose wants the honor of killing it!
  According to legend, the beast is huge, and incredibly
  strong and tough, so the goblins will need to find a
  way to get the jump on it. They’re each given several
  alchemical potions which induce a magical slumber,
  and if they feed the Bearsharktopus enough potions,
  they should be able to render it unconscious.
  Note: This adventure is designed to show some of
  the different ways you can use the Countdown Deck,
  which you can get here (VTT) or here (printed).
  Tall Tales of Terror
  The goblins spend the first day rafting down Serpent
  Brook, then make camp at the edge of Shadowglade
  Forest. As they huddle around the campfire, the bosses
  regale each other with terrifying tales of the dreaded
  Bearsharktopus, attempting to scare their flunkies as
  well as each other.
  Resolve this scene using the Countdown Deck: each
  player should draw three cards, then make up a short
  scary story that incorporates all of the saga symbols
  from their cards.
  Reward: Spinning a tall tale is worth a Benny!
  It did it in the Woods
  The next day, the goblin gangs make their way to the
  location described by the scout, and find the huge pile
  of dung in the middle of a clearing. It’s clear the scout
  had a good rummage around, but the bosses can take a
  look to see if he missed anything.
  Each player wishing to dig through the dung should
  make a Notice roll. On a success they find a random
  knick-knack (use the knick-knack table on page 30 of
  Saga of the Goblin Horde), and on a raise they also earn a
  Benny. On a failure the character’s gang gets bored of
  waiting around, and end up getting into some trouble;
  invoke the Shenanigans setting rule!
  When the goblins are ready to continue with their
  search, a cursory examination of the surrounding area
  reveals a set of massive bear tracks leading west (no
  Tracking or Notice roll is required).
  JumpingtheBearsharktopusversion1©2018RichardWoolcock.
  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.
  Bearsharktopus illustration by Jacob 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.
  
  Dun Dun... Dun Dun...
  The tracks lead to the coast, where dozens of young
  Redfang goblins frolick on the beach and bathe in the
  shallows, enjoying the afternoon sun. As the bosses
  approach the shore, a huge shark fin cuts through the
  water, and suddenly the Bearsharktopus attacks!
  Each player can draw a card from the Countdown
  Deck, and use the saga symbol to help them describe
  how they plan to feed a potion to the Bearsharktopus.
  The Game Master chooses an appropriate trait based
  on the description, and the player makes a trait roll at
  –2: failure results in 2d6 damage or the loss of a gang
  member, and the player must try again. Here are five
  example plans based on the cards depicted above:
  We’re Gonna Need a Bigger Goat (2♦): The young
  goblins had a plant-eater pegged to the ground, which
  they planned to grill later. If an enterprising boss were
  to pour a potion down the animal’s throat and toss the
  hapless creature into the ocean, the Bearsharktopus
  would probably devour it! Roll Throwing at –2.
  Big Wave Surfing (J♠): Some of the beach goblins
  had wooden boards, which they were using to ride the
  waves. An agile boss could try to surf along the coast
  and jump over the Bearsharktopus, dropping a potion
  right into its open mouth! Roll Agility at –2.
  Minion Madness (Q♣): Those gang members are
  always getting into trouble! The player should invoke
  Shenanigans, and narrate what happens when one of
  her foolish gang members tries to feed a potion to the
  Bearsharktopus. Roll Spirit at –2.
  Bait and Switch (=♥): This plan is both simple and
  foolproof: the boss will tie a gang member to the end
  of a rope, toss the “volunteer” into the ocean, and then
  wait for the Bearsharktopus to approach. Just as the
  foul beast is about to eat the goblin, the boss will reel
  the poor flunky back in, and throw a potion into the
  Bearsharktopus’s wide maw! Roll Taunt at –2.
  Honey Plot (3♣): The boss can steal honey from a
  nearby beehive, mix it into a potion, and then toss the
  concoction into the water. The smell of honey should
  lure in the hungry beast! Roll Smarts at –2.
  Once all of the bosses have fed the Bearsharktopus a
  potion, it staggers from the water and lumbers off into
  Shadowglade Forest, looking for a good place to take a
  nap. The goblins can give chase, but the beast moves
  very quickly, and they’ll struggle to keep up.
  Food Fight
  After about an hour, the Bearsharktopus stumbles into
  a forest clearing and passes out. Unfortunately a band
  of frogfolk hunters are attracted by the loud snores,
  and come to investigate. Once they spot the sleeping
  beast, they decide to claim its meat for themselves.
  The bosses roll for Surprise, as the hungry frogfolk
  leap from the treeline. Resolve this scene as a regular
  combat against 3-4 frogfolk per player, along with a
  frogfolk shaman (see Saga of the Goblin Horde page 85).
  The Long Road Home
  After recovering their sleeping prize, the bosses need
  to find a way to get the Bearsharktopus back home to
  the chieftain. The beast is about the same size as an
  elephant, so the goblins will probably need some sort
  of contraption—perhaps they could build a large raft,
  or construct a rolling platform on logs? Regardless of
  the solution, it’s going to be a long trip back!
  This scene can be resolved as a Dramatic Task at the
  standard –2 penalty, with a different player taking the
  lead each turn. Use the saga symbols on the cards to
  narrate the journey and the challenges encountered;
  the Game Master can use the players’ descriptions to
  determine which trait they need to roll each turn.
  When the goblins finally drag the Bearsharktopus
  back into camp, Chief Bignose casually walks up to it
  and drives a shiv through its eye, nods briefly at the
  bosses, shouts for his cook, then strolls back into his
  tent without a word, closing the flap behind him.
  Fighting the Freak
  If the bosses attempt to overcome the Bearsharktopus
  using brute force, it will be a very tough fight!
  A Bearsharktopus
  Attributes: Agility d6, Smarts d6 (A), Spirit d10,
  Strength d12+8, Vigor d12
  Skills: Fighting d10, Swimming d12, Notice d10
  Pace: 8; Parry: 7; Toughness: 17 (2)
  Edges: Berserk, Improved Frenzy, Quick
  Special Abilities
  • Armor +2: Thick fur.
  • Tentacles: Str+d6; Reach 1"; Grab.
  • Bite: Str+d8.
  • Low Light Vision: Ignore dim and dark lighting.
  • Grab: Pin opponent on a raise; they require a raise
  on an opposed Strength roll to escape.
  • Aquatic: Swimming Pace of 12", and cannot drown.
  • Size +7: Increases Toughness by +7.
  • Large: –2 to attack medium-sized foes, they receive
  +2 to their attacks.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Saga of the Goblin Horde/Savage Worlds - Saga of the Goblin Horde - One Sheet - Jumping the Bearsharktopus.pdf