Scaling We Be Goblins


Advice

Liberty's Edge

I'm running We Be Goblins shortly and looks like I'll have more on hand than I anticipated: 6 PCs. Any suggestions on scaling this? I was thinking of increasing HP of single creature fights by 50% and making the 2 dog fight 3 dogs. Thoughts?


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Get six cards with the character's names on them - then shuffle them. Each round draw 1 card and that player has to do something 'gobliny' that round instead of being helpful (eating worms, singing a song, picking at earwax).

Once all six are drawn, shuffle and repeat.


Mark Sweetman wrote:

Get six cards with the character's names on them - then shuffle them. Each round draw 1 card and that player has to do something 'gobliny' that round instead of being helpful (eating worms, singing a song, picking at earwax).

Once all six are drawn, shuffle and repeat.

Hahahahaha, this is probably the funniest suggestion I've ever seen. Not bad at all. It would probably work.

But yes, alternatively, you can increase HPs and increase creatures - those two things will help. I would likely also increase attack rolls of enemies by a single point if I had 6. Of course, it depends on the encounter and I've never played we be goblins, so I'm just giving more general advice. Either way, best of luck.

Dark Archive

Mark Sweetman wrote:

Get six cards with the character's names on them - then shuffle them. Each round draw 1 card and that player has to do something 'gobliny' that round instead of being helpful (eating worms, singing a song, picking at earwax).

Once all six are drawn, shuffle and repeat.

this is pure genius !

I'll use it this evening


Anyone got any more We Be Goblins pre-made characters? I'm hoping to run it, and don't know how many people will show up.


mtg3992 wrote:
I'm running We Be Goblins shortly and looks like I'll have more on hand than I anticipated: 6 PCs. Any suggestions on scaling this? I was thinking of increasing HP of single creature fights by 50% and making the 2 dog fight 3 dogs. Thoughts?

I would recommend Mark Sweetman's option.

Other than that, going by encounter design guidelines, you theoretically just need to increase each encounter's CR one step. The easiest way is to slap a simple template on each monster and for npcs level them up one level.


Matthew Downie wrote:
Anyone got any more We Be Goblins pre-made characters? I'm hoping to run it, and don't know how many people will show up.

is it play by post? then i would love to join, i'd yet have to make a character though.


(Thinks: "If I pretend it's play-by-post, I might be able to trick Threeshades into making a character for me to use in my after-work-at-the-office game!")


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Get your pregens here...


I had 5 players and what I did was include a Bard but I can totally see a barbarian, monk and maybe druid too.

Most of the game is pretty straight forward but in certain battles I just increased the stats of the monster they were fighting with the "advanced" template. When applicable increase the number of mobs by +1 or +2.


Careful with advanced template on lotslegs....

our GM did this for 6 PCs... it ... ahem.. didn't go well for the goblins


Yeah don't raise anything above 20 AC, I tweak the template when I apply them.


Giant template might be a fairer match.


MC Templar wrote:

Careful with advanced template on lotslegs....

our GM did this for 6 PCs... it ... ahem.. didn't go well for the goblins

It didn't go well for YOUR goblin....

Dark Archive

r-Kelleg wrote:
Mark Sweetman wrote:

Get six cards with the character's names on them - then shuffle them. Each round draw 1 card and that player has to do something 'gobliny' that round instead of being helpful (eating worms, singing a song, picking at earwax).

Once all six are drawn, shuffle and repeat.

this is pure genius !

I'll use it this evening

It was an hillarious game session.

Reta started by licking a wonderful rock she just noticed. soon after, Poog decided to get the complete collection of the rock liked by reta. In the third round, the thief had his arse hitching and needed to rub it against a tree. And, on the last round, the sorcerer needed to pee (because of the sound of the water).
During the fight they rolled 3 fumble. Reta released her bow instead of the arrow. the gunslinger misfired and the alchemist threw a bomb (up in the tree) that came down directly on him. He managed to catched it and threw it again on the next round (2 ! on the dice) the bomb exploded just above his head, burning him to -1 hp. We all had tears in the eyes laugning. Memorable evening.

btw I decreted that gobs can only count up to 16. So the players got it quickly ang gave their dice result this way '16,8 to hide !" or "I still have 16 and 2 arrows left". Quite fun !

Dark Archive

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here are four goblins I made for this adventure:

Zob Boogle
Goblin Gunslinger 1
NE Small humanoid
Init +4; Senses darkvision 60 ft.; Perception +5

DEFENSE
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
HP 11 (1d10+1)
Fort +2, Ref +6, Will +3

OFFENSE
Speed 30 ft.
Melee dogslicer +2 (1d4/19-20/x2)
Ranged blunderbuss +6 (1d6/x2)

STATISTICS
Str 10, Dex 19*, Con 10, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +0; CMD 14

Feats Goblin Gunslinger, Gunsmithing, Roll With It
trait Fast talker, Rude song
Skills Acrobatics +8, Bluff +4, Craft (firearms) +4, Fly +6, Knowledge (engineering) +4, Perception +5, Stealth +8, Survival +5, Racial Modifiers +2
Languages Goblin
SQ city scavenger, deed (deadeye), deed: gunslinger's dodge (+2 ac), deed (quick clear), grit, hedonistic
Gear Potion of hide from animals, Smokestick; Other Gear Leather armor, Blunderbuss, Dogslicer, Ioun stone (deep red sphere, mindborer), Dice, Gunsmith's kit, Hat, Poncho, Puzzle box, Tobacco, Umbrella, 42 GP

SPECIAL ABILITIES

Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.

* this goblin had a cursed item that gave him a +2 dex but this was quite dangerous for him (he needed the help of the others to catch the ioun stone and put it back in its box)

*****************

Bloric Rootfoot
XP:
Goblin Sorcerer 1
NE Small humanoid
Init +2; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
HP 7 (1d6+1)
Fort +0, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Melee dogslicer +0 (1d4-1/19-20/x2)
Special Attacks tanglevine (cmb +3) (5/day)
Spells Known (CL 1st) 1st (4/day)-Mud Ball (DC 13), Polypurpose Panacea 0th-Haunted Fey Aspect, Open/Close (DC 12), Prestidigitation (DC 12), Root

STATISTICS
Str 8, Dex 14, Con 10, Int 10, Wis 13, Cha 14
Base Atk +0; CMB -2; CMD 10

Feats Eschew Materials, Fast Crawl
trait Advantageous distraction, Harvester (profession (taner))
Skills Fly +4, Profession (tanner) +6, Ride +6, Spellcraft +4, Stealth +10, Racial Modifiers +4
Languages Goblin
SQ bloodlines (verdant)
Gear Potion of mage armor (2), Wound paste (5 uses); Other Gear Dogslicer, Air bladder, Clay, Fishhook (2), 42 GP

this one is the weakest one, still the player enjoyed it with his ball of mud !

********************

Murge
XP:
Goblin Barbarian 1
NE Small humanoid
Init +1; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size)
HP 15 (1d12+3)
Fort +4, Ref +1, Will +1

OFFENSE
Speed 40 ft.
Melee greatclub +4 (1d8+3/x2)
Special Attacks rage (6 rounds/day)

STATISTICS
Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 13

Feats Ankle Biter
trait dog-sniff-hate
unnatural revenge

Skills Acrobatics +1, Climb +6, Escape Artist +2, Fly +3, Intimidate -1, Stealth +5, Survival +5, Swim +6
Languages Goblin
SQ eat anything, fast movement +10
Gear Oil of shillelagh, Potion of cure light wounds; Other Gear Leather armor, Greatclub, Bear trap, Drill, Flint and steel, Sack (3 @ 11 lbs), 2 GP

SPECIAL ABILITIES
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

*******************************

Drubbus
XP:
Goblin Oracle 1
NE Small humanoid
Init +2; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
HP 10 (1d8+2)
Fort +1, Ref +2, Will +3
Weaknesses oracle's curses (haunted)

OFFENSE
Speed 30 ft.
Ranged sling +3 (1d3-1/x2)
Special Attacks revelations (touch of flame [1d6+1] [5/day])
Spells Known (CL 1st) 1st (4/day)-Cure Light Wounds, Abundant Ammunition, Forbid Action (DC 13) 0th-Resistance, Mage Hand, Bleed (DC 12), Ghost Sound (DC 12), Detect Poison, Sotto Voce (DC 12), Enhanced Diplomacy, Spark (DC 12)

STATISTICS
Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 14
Base Atk +0; CMB -2; CMD 10

Feats Extra Cantrips or Orisons (Oracle)
trait: foul Belch, omen
Skills Diplomacy +6, Fly +4, Heal +5, Intimidate +7, Ride +6, Spellcraft +4, Stealth +10, Racial Modifiers +4
Languages Goblin
SQ mysteries (flame)
Gear Oil of magic stone (2), Wound paste (5 uses); Other Gear Leather armor, Sling, Blanket, Bucket (empty), Candle (3), Fake footprint shoes (????), 31 GP

Dark Archive

I went at it a different way. I will have between 5-7 players, so, I let them make their own characters, 20 point build, but they start with 8's in all their stats. Means they won't be as powerful as the pregens, but will probably be very goblinny. I also restricted Wizards, Gunslingers, Cavaliers, Paladins, and Samurai/Ninja. This is most of the player's second characters ever, so it should be interesting to see what they come up with.

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