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Pathfinder Module: We Be Goblins Too! (PFRPG)

****½ (based on 11 ratings)
GameMastery Module D0: Hollow's Last Hope (OGL)

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The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers.

The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe.

The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain.

The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating.

The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own.

Can the four heroes of the now-dead Licktoad tribe save the Birdcrunchers and, in so doing, become their new leaders?

"We Be Goblins Too!" is an adventure for four 3rd-level goblin characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world's oldest roleplaying game. The adventure takes place near the coastal town of Sandpoint in the Pathfinder campaign setting, and serves as a sequel to "We Be Goblins," Paizo's popular 2011 Free RPG Day adventure!

Written by Richard Pett.
Cover Art by Jorge Fares.

This special 16-page Pathfinder Module will initially made available for Free RPG Day on June 15, 2013. Print editions will be available for sale on paizo.com beginning July 1; the PDF edition will be available for free at that time.

We Be Goblins Too! is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (254 KB zip/PDF). Pregenerated characters are available here (938 KB zip/PDF).

Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.

Product Availability


Print Edition: Ships from our warehouse in 2 to 14 business days.

PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

PZO9500-7



Product Reviews (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****½ (based on 11 ratings)

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*****

A worthy follow-up to "We be Goblins". We all had a great laugh playing this module.

My suggestions to players:
- don't play the two modules back to back. The second one has a similar structure (but with the sessions I played being weeks apart, that was no problem)
- only play with people who love a bit of mayhem, funny voices and setting fire to almost everything. The roleplay this module provides is just too funny for words.

We be Goblins, you be food! *tries to set fire to her own review*


A tale of (three and one) exploding goblins

*****

We played We Be Goblins a while back, and because there were 7 of us, we figured out how to make level 1 goblins.

Now we continued with those characters and after examining the pregens they seemed to have about 3k gold, which we used to update our We Be Goblins goblins.

As with the previous one we had a load of fun.

tests:

The first test was won by a large margin by my gun scavenger who took a lead in the first round by using her pistol with the scatter property. Some hilarity ensued as I accidently shot one of the other player goblins, one of the player goblins shot the goblin dog of yet another player, who then attacked the player who shot him.
The second test was another bout of hilarity, with my gunscavenger getting 2 stirges on her, getting 5 con damage, one of the player goblins running off with a stirge with the words: "If one survives no-one wins test!"
Then the third test. This ended very very badly. My gunslinger had her black powder safely in powder horns. Her 20 cartridges however were not. After initiative was rolled, my gunslinger was first up. Fail fort save (rolled a 1), so take fire damage. Then all my cartridges took fire damage and started going off. Working with the GM we went with giving them a save, however I rolled really bad, starting a chain reaction. End result: 40 damage with a reflex save for half which caused three goblins to die (my gunslinger was one of them) and the pie to be blown up. One of the items the others got in the loot was a scroll of reincarnate, so one of the dead goblins got reincarnated into a half-orc and the other two picked new characters.

Then we finally went on the real adventure.
adventure:

Things went fairly smoothly, killing the charging boar before it did too much damage, then finding the farmstead and burning the words.
One of us snuck into the overturned barge, and used coup de grace to kill the boar sleeping there, however that woke up Squeely Nord who started to make a lot of noise waking up the house.
Now to the second exploding goblin (again, mine). As the pregen alchemist I claimed the necklace of fireballs and the bead of force. After Poog failed to damage the ogre (but set fire to the house) I tossed the bead of force at the ogre, injuring him, but he managed to save against the resilient sphere effect. Next up he tosses a flaming sphere at me. Once again failing my reflex save, I have now a fully charged necklace of fireballs also needing a save, which ofcourse also failed. 31 damage from the fireballs and 14 damage from the flaming sphere later, another exploded goblind. This time however only 1 other goblin was in range and that one barely survived (0 hp left) who then got healed back up to continu the fight, which we eventually won.

All in all a very enjoyable afternoon


Fun

****( )

This module is a whole ton of fun and short to boot. I think the only reason this one gets a four is the comparison to We Be Goblins which is just amazing.


An excellent second installment

*****

My perspective on this scenario is as a player and a GM. Be warned, spoilers may follow!

Story
The story is the continuation of the first We Be Goblins! The characters have become heroes of their village, but its dire fate put them out of a home and a tribe - time to get a new one! The trials are indeed reminiscent of the ones from the first installment, but with interesting new settings. I actually preferred the ones from WBG2 to those of the first one (except maybe riding Squealy Nord). The rest of the story would straightforward... if the characters weren't goblins! Honestly, I don't expect two run-throughs of this module to be alike, since the 'goblin factor' comes in and makes the story become unpredictable! It's what I love about these modules, along with roleplay of course.
Story score: 5/5

Roleplay
Roleplay opportunities are amazing here, and as for the first one, the best opportunities lie with the relationships among the characters themselves. This is a huge boon to the module. NPCs (especially a certain pig) are exceptionally fun too!
Roleplay score: 5/5

Encounters
The fights in this module will force the goblins to cooperate, but still allow them to do crazy actions and still succeed (which is the point of playing a goblin... except for the success part). I loved the last encounter because it's set in different phases that the GM can alter, making the environment really react to the little green terrors' actions. What will make them truly unforgettable are the tools the goblins will have at their disposal.
Encounters score: 4/5

Mechanics
The mechanics of the trials are alright and keep the game light on rules while preserving fun. That's what we want when we play goblins!
Mechanics score: 4/5

This module is simply one every Pathfinder player should experience, along with the first installment. Get them and let your inner goblin out!
Total: 5/5


Good adventure, but a bit similar to the last one

***( )( )

Read my full review on my blog.

We Be Goblins Too! follows pretty much the same format as We Be Goblins! It is divided into two main sections just like its precursor, with each section following the same pattern as the earlier adventure. In fact, it’s pretty much the exact same adventure, just with more difficult challenges and encounters. As such, while I think We Be Goblins Too! is a good adventure and will be fun to run, it’s not as good as We Be Goblins! I also wouldn’t recommend playing the two adventures back-to-back as the repetition will be all the more apparent. However, if it has been a while since people have played the first adventure, this one can be another great change from the usual adventures. Played as a one-off, it should work great.


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