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Pathfinder Module: We Be Goblins Free! (PFRPG)

***½( ) (based on 5 ratings)
GameMastery Module D0: Hollow's Last Hope (OGL)

Add Print Edition $5.00


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After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else!

Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans!

Now the Birdcruncher chieftains find themselves getting more adventure than they bargained for as they venture to the Bestest Truffle Field to pick up the slack for their bumbling minions. Will the goblin heroes be able to make it to the field, find the treasured fungus, defeat the mean humans, and make it back to the tribe in time to enjoy their well-deserved feast?

We Be Goblins Free! is an adventure for four 4th-level goblin characters, written for the award-winning Pathfinder Roleplaying Game. The adventure takes place near the Devil's Platter in Varisia in the Pathfinder campaign setting, and serves as a sequel to both We Be Goblins! and We Be Goblins Too!, Paizo's popular 2011 and 2013 Free RPG Day adventures!

Pathfinder Society: This module is sanctioned for play in the Pathfinder Society Roleplaying Guild.
Download the rules and Chronicle sheet (401kb zip/PDF)

Pregenerated Characters: This module includes four 4th-level goblin characters: Chuffy Lickwound, Mogmurch, Poog of Zarongel, and Reta Bigbad.
Download the pregenerated characters (943kb zip/PDF)

Release: This special 16-page Pathfinder Module was created for Free RPG Day on June 20, 2015. The print edition will be available for sale and a free download will be available on beginning July 1, 2015.

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 1 to 7 business days.

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

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Product Reviews (5)

Average product rating:

***½( ) (based on 5 ratings)

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***( )( )

Read my full review on Of Dice and Pen.

I love the original We Be Goblins! I've run it twice now, each time with a different group, and both groups have enjoyed it immensely. However, We Be Goblins Free! just doesn't add anything new to the series. It's the same old thing for the third time in a row. It's not a terrible adventure and played by itself, without ever playing the first two, it's probably quite entertaining. Otherwise, it's like a joke that's been told one too many times. It's just not that funny any more.

Nothing to see here move along

**( )( )( )

This module is just meh. Which is a shame, a group of us stopped playing pathfinder but came back together to play this one since we really like the first two, but this one was just very disappointing.

Fantastic Sequel - Want more!


I loved this sequel. It's short and doesn't go bigger than the last few sequels but it's appropriate for the story. The author made good choices to show progression of the characters and an appropriate adventure for 4 chiefs. I suspect it's setting up for a much bigger 4th adventure.

The adventure leave a lot to the GM and the players and has much more free time to let the players act like goblin chiefs. The Pregens are built and progressed well.

One thing I would like to see if a full module focusing on these characters.

Phoned it in

**( )( )( )

I ran this module for Free RPG Day, and it seemed there wasn't much interesting going on here except what the players come up with themselves.

I'll try to be vague here to avoid spoilers:

In the first act, the games and amusements seriously lack diversity and inventiveness. Three of them are little more than repeated attack rolls, and the fourth is repeated Ride checks. There wasn't even much room for creative solutions from the PCs.

Once the combat starts, the first three fights are straight out-of-the-box encounters. No terrain effects, no deeper plot, no unusual tactics. Just "Here's a monster/group of bad guys. Kill it."

The final fight was a lot better, and had a flavorful opponent with tricks up his sleeves, and a relevant backstory that provided a crucial weakness... which none of the PCs can discover because the pregens don't have the Knowledge skill to identify it. The GM is forced to invent new ways for the PCs to learn about what they are fighting and how to defeat it.

Overall, it was just poorly designed, especially with regards to how the included pregens were built.

Fun and Fast ! ! !


¡¡¡Spoiler Alert!!!

The game is divided into several parts:

It begins with games and storytelling in the village (the green goblin king, my favorite), which is pretty funny, but the systems are not particularly good (too simple, but all with fun).

After an assault a few humans, where the goblins can try, and abuse, their own special abilities.

In search of truffles there is a place for comic relief (horse poop) and two more or less heavy fighting, one of them, it seems the final battle ...

Which makes the last meeting, it is even more surprising. A Vorka rebuilt, with improved capacity to cannibalize, firing rockets like crazy, running over the goblins heads and trying to cook within herself ...

GREAT ending to this sequel of our favorite goblins.

Chronic sheet is as fun as interesting and very cohesive with previous. Gift Certificates
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