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We Be Goblins! for 5 players suggestions


Pathfinder Modules


Pathfinder Adventure Path Subscriber

Any ideas for how to effectively run a 5 person version of We Be Goblins? I was thinking I might add the advanced template to the monsters but I was wondering if that might unbalance the game. Anyone already do this and have some practical advice?

Grand Lodge

2 people marked this as a favorite.
Robert Cameron wrote:
Any ideas for how to effectively run a 5 person version of We Be Goblins? I was thinking I might add the advanced template to the monsters but I was wondering if that might unbalance the game. Anyone already do this and have some practical advice?

I just GM'ed a party of 5 on We Be Goblins. And tell you what, it runs pretty fine without any major modifications.

First, get another pre-genned goblin PC, or better still: a few of them and let them randomly pick one. I ended up with Reta, Lickwound, a cavalier (with goblin dog), bard (warchanter with whip) and witch (who licks a toad for one full hour in order to... err... gain spells).

Dares are OK. Chances are PCs will fight among themselves to do the dare firstest and bestest.

Lotslegs: add 3-5 HPs, that'll do.

For the boat, I added a goblin bodyguard to the BBEG. Standard bestiary goblin, mind you. Use him as a meat shield while BBEG buffs up, climbs to ceiling, cackles, ambushes. If they healed and buffed up prior to entering BBEG's room, consider putting two dogs instead of a bodyguard.

And remember: BBEG has easy access to a lot of sticks-that-go-boom-boom. Use them. Are the PCs all together at the door battling the meatshield? Skyrocket to the rescue. And use up all of those spells and healing potions. Wanna cast an extra Summon Swarm? By all means!

By the way: We Be Goblins! is not about game balance or fighting tactics. Is about having pointless, dog-slicing, fiery fun with sticks-that-go-boom-boom. Manage your players to get into a goblin's mindset with the character backgrounds and the bonfire party, and they'll be laughing so hard for the rest of the session that they won't care about the rules. And they will end up sticks-that-go-boom-boom on each other in no time. That's always good.

It's also a one-shot adventure, so there's no problem if a PC dies during the not-so-epic showdown. No need to track XP as they won't reach 2nd level. There won't be a problem if you go a bit too far overpowering the baddies. So rest easy.

I think that sums it up :-)

Scarab Sages

Pathfinder Companion Subscriber

I am thinking about running this with my PFS group. Can I legally run this as a PFS module with 5, if I come up with another pre-gen? Thanks for the responses.

Grand Lodge

There are only 4 pre-gens that are avail with the module - was a 5th put out?


Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game Subscriber
Helaman wrote:
There are only 4 pre-gens that are avail with the module - was a 5th put out?

They are not an official product, but another thread has quite a few pregenerated goblins. Some of them are a bit more optimized than the pregens in the module, but they can be used as a source of ideas if nothing else.

Generally, a 5th PC doesn't need to be compensated for; you may want to add an additional low CR minion occasionally, but that's about it. The party will have a little better staying power, but the difference between 4 PCs and 5 is usually less significant than generation method, level of optimization, and intelligent play.

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