
![]() ![]() ![]() |
1 person marked this as a favorite. |

Figured I'd get the ball rolling on the GM thread for this as I did not see one already out there.
This looks like it's going to be great fun, but there are a few hiccups I'm finding:
There are two encounters described in this module (A1 and D) which both mention having creatures which normally do not have the ability to verbally communicate engaging in verbal communication. For a non-PFS game, for A1, I'd probably just increase the Int to 5 or 6 and give it a rank or two of Linguistics and the ability to understand Common and Varisian and do something similar for D, but I'm not sure what to do for this for a PFS game day.
For Encounter F, the speed penalty from the breath weapon is specified as cumulative and can result in a 0 speed. I am not seeing any way to free a trapped creature. Again, for home games this wouldn't be an issue, I'd probably just treat it as a slightly more resilient tanglefoot bag, but this is for PFS.
Finally, can we advise the players about the conditions for the 2nd point of prestige so that they can make an intelligent choice about which character to apply this to, or is that too reminiscent of "chronicle fishing"?

![]() |

Figured I'd get the ball rolling on the GM thread for this as I did not see one already out there.
This looks like it's going to be great fun, but there are a few hiccups I'm finding:
There are two encounters described in this module (A1 and D) which both mention having creatures which normally do not have the ability to verbally communicate engaging in verbal communication. For a non-PFS game, for A1, I'd probably just increase the Int to 5 or 6 and give it a rank or two of Linguistics and the ability to understand Common and Varisian and do something similar for D, but I'm not sure what to do for this for a PFS game day.
For the purposes of organized play, assume that all creatures in the Baglands described as speaking are affected by an effect identical to a tongues spell that allows them to freely communicate with each other.
For Encounter F, the speed penalty from the breath weapon is specified as cumulative and can result in a 0 speed. I am not seeing any way to free a trapped creature. Again, for home games this wouldn't be an issue, I'd probably just treat it as a slightly more resilient tanglefoot bag, but this is for PFS.
For the purposes of organized play, apply the following rules from the tanglefoot bag to the goo from the razorback dragon's breath weapon:
"A creature that is glued in place can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the goo immediately."
Finally, can we advise the players about the conditions for the 2nd point of prestige so that they can make an intelligent choice about which character to apply this to, or is that too reminiscent of "chronicle fishing"?
It is fair to let people know that the Chronicle sheet has continuity with previous We Be Goblins adventures and that there are benefits to applying this to a character who has one of the other WBG Chronicle sheets.

![]() ![]() ![]() ![]() ![]() |

Whilst seconding Tim's questions, I'd like to add another; Poog has a giant frog listed as his animal companion, but no stats are given, what should we do?
Not an official response but this is what I made.
Animal Companion CR –
Giant frog (Pathfinder RPG Bestiary)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 19 (3d8+6)
Fort +4, Ref +6, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee bite +4 (1d6+1), tongue -2 (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 ft.), tongue
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3 (+7 grapple); CMD 16 (20 vs. trip)
Feats Toughness, Weapon Focus (bite)
Tricks Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Hunt, Throw Rider
Skills Acrobatics +7 (+11 to jump), Perception +5, Stealth +7, Swim +9
SQ attack any target, combat riding, hunt, throw rider
--------------------
Special Abilities
--------------------
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Grab: Tongue (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pull (5 feet) (Ex) You can pull targets closer to you.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Swim (30 feet) You have a Swim speed.
Throw Rider [Trick] Attempts to throw creature riding it to ground.
Tongue (Ex) Grab with toungue does not inflict the grappled condition on a giant frog.

![]() ![]() ![]() |

Jonathan Carroll wrote:Boss Sparrow: Giant giant eagle, which is a a advanced giant eagle or not?It's a giant eagle (Bestiary page 118) with the "giant" template (not the "advanced" template) added.
I now feel silly being that the Giant template is in the middle of the page.
Thanks

![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1 person marked this as a favorite. |
Just a fun little story here
When I GMed it, the players chose to punish the three goblins by using them to test the magic bag. First one, Reta bombed the Str check to hold the rope, so the rope got dropped. Second one, they tied the rope to a tree, and I used the "CMB to tie a rope" rules to get a die roll. Bombed that roll, so second goblin gets lost into the bag. Third one, they decide to tie dozens of ropes to dozens of trees all to the last goblin. Here, I GM fiat'ed that Big Sparrow found him and ripped him from the ropes, describing it as all the ropes moving and jerking around like a fishing line with one on the hook, and they got back a bunch of torn rope ends coming back out of the bag.
So, in the game I ran, the lost goblins were stuck in the Baglands by the actions of the PCs.