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Pathfinder Module: We Be Goblins Too! (PFRPG)

****½ (based on 8 ratings)
GameMastery Module D0: Hollow's Last Hope (OGL)

Add Print Edition: $5.00


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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 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


Product Reviews (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

****½ (based on 8 ratings)

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An excellent second installment


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

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 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

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

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.

Lots of Fun

THis is a great follow up to the "We be Goblins" module. It is light hearted and crazy. Makes a fun one off to play with your group.

Lick Toads Strike again.


Had tons of fun playing this module. Goblins = Trouble.

Goblin Uprising


Loved the scenario and the flavor text written up for every pre-gen. Great job guys.
The scenario was fun, fluid and filled with great "little" moments to let your Goblin flag fly.

1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

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