The Birdcruncher goblin tribe has risen to remarkable heights under the leadership of its four goblin "hero-chiefs"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But these legendary goblins have outgrown their tiny fiefdom, and they want to explore beyond the same, boring corner of Varisia they've known all their lives. Luckily for them, their minions have brought them something new and interesting to help cure their relentless boredom. A mysterious magic bag offers more adventure than even the goblin chieftains originally realized!
After an evening of drunken revelry, the goblins awaken to discover the most precious member of the tribe, the pig Squealy Nord, has gone missing! Both Nord and a trio of precocious goblin warriors vanished during the night, and the only clue to their whereabouts is a trail of footprints leading into the magic bag. The Birdcruncher chieftains must venture inside the mysterious bag, from which few things have returned, if they're to have any hope of seeing their beloved pig again!
We Be 5uper Goblins! is an adventure for four 6th-level goblin characters, written for the award-winning Pathfinder Roleplaying Game. The adventure takes place in both the land of Varisia and a bizarre demiplane within the Pathfinder campaign setting, and it serves as a sequel to the modules We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, and We B4 Goblins!, Paizo's popular series of Free RPG Day adventures!
Pregenerated Characters: This module include four 6th-level goblin characters: Chuffy Lickwound, Mogumurch, Poog, and Reta Bigbad. Download the pregenerated characters (737kb zip/PDF)
Release: This special 16-page Pathfinder Module was created for Free RPG Day on June 16, 2018. The print edition will be available for sale and a free download will be available on paizo.com beginning July 1, 2018.
Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.
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We Be 5uper Goblins was Paizo's 2018 entry for Free RPG Day. It's a sixteen-page module that again casts the players in the role of goblins for a few hours' of silly adventure. This time around, Chuffy, Mogmurch, Poog, and Reta Bigbad have reached sixth level. Each gets a full-page entry in the back of the book along with a description and special abilities that are pretty funny in their own right. The production values are up to Paizo's usual high standard, with a gorgeous cover and interior artwork; the only map is rather confusing, however, as it blends (without clear borders) an area map and specific location maps. I think the module gets off to a really rough start, but then settles down and offers some fun and creative encounters. I wouldn't rate it as highly as some of its predecessors, though.
SPOILERS!:
The module starts with the goblin PCs as chiefs of the Birdcruncher tribe. Three younger members of the tribe have just done something they shouldn't (enter a haunted forbidden swamp) and returned with a prized magical artefact: the bag of eating everything real good. The PCs are to decide whether to praise or punish the disobedient youths. Regardless of what happens, that night, while everyone is asleep, the tribe's pig mascot (Squealy Nord) disappears into the bag, and the three youths go in after it and disappear as well. In the morning, the module assumes the PCs will go in as well on some sort of rescue mission. I found, both as a player and as a reader, that the beginning sequence is really poorly done. There's very little information for the players to figure out what's going on, the railroading is extremely heavy (the disobedient goblins have to be free to go into the bag at night--whereas my group had devised a punishment that would make that impossible), and the module assumes that a bunch of evil goblins will want to go on a "rescue mission" into what, as far as anyone knows, is a bag of devouring. The table I played at didn't roll along the rails so neatly, and the GM had a lot of trouble dealing with it. Really, any adventure involving goblins shouldn't be written with a lot of required plot-points in order to work.
The bulk of the adventure takes place in a suitably bizarre setting that requires some explanation: it's a very small demiplane that, for most of its existence, was occupied only by a kid with some magical paints (magical pigments). The kid, now grown into an adult because time passes differently with the demiplane, has used the magical paints to bring to life a sort of (Golarion) fairy tale representation of reality. The PCs need to navigate this setting (and its threats) in order to find the three goblin youths, who are have split-up, as well as Squealy Nord.
Encounters include some familiar Pathfinder monsters (yeth hounds, a giant bat swarm, a pit trap) as well as some unique monsters like the "King of Hammers" and, my favourite, Squealy Nord who has been mutated into a "razorback dragon." The latter serves as the big boss to the adventure and is actually pretty tough. The adventure has a plot element of the PCs recovering two blades of golden shears and having the original resident of the demiplane fix them into scissors so everyone can cut their way back to the material plane. Again, required plot elements are a poor idea with maniac goblins running around. GMs that run this should be prepared for a lot of improv and just go with the flow.
I think maybe We Be 5uper Goblins! tried a bit too hard to be whimsical, but I also understand it was trying to offer something different and memorable. It definitely succeeded in the latter. Despite some flaws, chances are you'll still have a lot of fun seeing what happens at the table.
If you've been a fan of the prior iterations of the WBG series, this is an extremely fun continuation (if you're not, this mod is not going to make you happy either).
The potential for over-the-top goblin shenanigans is at its peak in this free rpg day mod and continues the prior adventures of the goblin foursome of destruction.
That said, there are a few holes in this scenario with some interactions that will require GM adjudication or clarification (many of which have already been addressed in the GM forums for PFS) and at least one missing statblock needed for the PCs for Poog's animal companion, Mr. Licks.
Sadly, when I GM'd my dice hated me and my PCs failed to ID the most interestingly hilarious item that was found, so I didn't get a chance to do a few of the fun reveals. That said, the game ran in under the allotted amount of time and was seemingly fun for all, so there's not a lot more I can ask of a free module.
I played this yesterday and then picked up a copy at local Free RPG Day event. I’m generally not a fan of goblin stuff, but I played so we could run a table for a couple folks who are goblin-ophiles and because the boons are pretty neat.
I was reminded of the old
Spoiler:
Dungeonland and Beyond the Magic Mirror
modules, though I preferred them to this one.
There is a significant link to a previous goblin scenario.
Spoiler:
In We B4 Goblins, your goblin PCs murder a half-elf woman. It turns out that her son is present, and he hides in some sort of Bag of Holding while the goblin PCs are killing his mother. In this module, you get to travel to the world where he has been trapped, destroy much of what he has created, and probably traumatize him further.
As you can imagine, I’m super excited by the promise of goblins as a core playable race.
It seems that mogmurch is missing extracts known, and it states chuff drinks his extracts, is he meant to have the infusion discovery?
No, he seems fine. He has two shields prepared. Chuffy has the trait that lets him roll twice for the sickened condition. He'd just roll twice every time he drank something from Mogmurch.
It was said they would alternate non-goblin and goblin adventures but they never did.
Free RPG Day adventures since 2011:
2011: We Be Goblins!
2012: Dawn of the Scarlet Sun
2013: We Be Goblins Too!
2014: Risen from the Sands
2015: We Be Goblins Free!
2016: We B4 Goblins!
2017: (No Pathfinder Module; we released only Starfinder: First Contact)
2018: We Be 5uper Goblins! (also Starfinder: Skitter Shot)
So we did alternate, for a while. The problem is, Free RPG Day modules without goblins are like T-shirts in colors other than black: a lot of people say they really want them, but whenever we do them, they just plain don't sell as well.
They don't sell well? Isn't it called FREE RPG DAY? IE the items are FREE? That doesn't make any sense.
It was said they would alternate non-goblin and goblin adventures but they never did.
Free RPG Day adventures since 2011:
2011: We Be Goblins!
2012: Dawn of the Scarlet Sun
2013: We Be Goblins Too!
2014: Risen from the Sands
2015: We Be Goblins Free!
2016: We B4 Goblins!
2017: (No Pathfinder Module; we released only Starfinder: First Contact)
2018: We Be 5uper Goblins! (also Starfinder: Skitter Shot)
So we did alternate, for a while. The problem is, Free RPG Day modules without goblins are like T-shirts in colors other than black: a lot of people say they really want them, but whenever we do them, they just plain don't sell as well.
They don't sell well? Isn't it called FREE RPG DAY? IE the items are FREE? That doesn't make any sense.
The pdf is free and stores are allowed to give them out for free or as incentive to buy something. That said, the entire package isn't free for the company or the store giving them away. Both pay a premium so that we have them.
Also, after Free RPG Day, the hard copies are available for $5 at the Paizo store. I'm assuming that Vic has noted that the goblins modules sold faster than Dawn of the Scarlet Sun or Risen from the Sands.
Also, after Free RPG Day, the hard copies are available for $5 at the Paizo store. I'm assuming that Vic has noted that the goblins modules sold faster than Dawn of the Scarlet Sun or Risen from the Sands.
That.
Also, don't take my answer as saying that we won't ever do a non-goblin module again. ("Difficult to see—always in motion is the future.")
Chronicle sheets still need fixing. Told Tonya and she said they were getting changed, but I guess it's not happening quickly. Got a game next week and I really don't want to have to manually fix all of the chronicles if I don't need to.
creative writing as always. it still annoys me that players are stifled and not allowed to use in game items to the extent npc's are. i'v seen similar stuff in a couple oher adventures.
here we have marvelous oil pastels, a more powerful alternative to marvelous pigments that has the side effect of creating obviously fake gaudy looking creatures and items when used. they can create anything of that could be summoned by summon monster IV or natures ally Iv and has and it requires one pastel out of 7 for every hit die of creature created. the story then goes on to detail how chaotic and inexperienced goblins go about duplicating a 9 hit die fey out of legend and huge swaths of landscape without using them up. this sort of stuff just takes me out of it.
if your worried about allowing your pc's to use creativity to achieve powerful ends then go play a video game or put them against something equally creative and dangerous..or just roll with it and make things interesting as they go.
Regarding the chronicle sheet and adventure, you're supposed to get a tome +5. However, the chronicle sheet says it's 110k, but it should be 137,500 gp. What do we do with that?