We Be Goblins


GM Discussion

Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

Anyone know about how long this module runs? I'm setting up time slots and want to make sure I don't gimp the players time.

Liberty's Edge

I would budget 5 - 6 hours. I recently ran this one and we took our time and enjoyed it. 6 players and it took us 6.5 hours. It was very comical and a real hoot. Glad we didn't rush.


This one really depends on the players. It was designed to run quicker than a typical scenario because it was for free RPG day. If you just run it straight it can be fairly quick. We have run it in ~3hours, sometimes less. However, players tend to let there hair down and roleplay a lot more in We Be Goblins (combination of being a goblin, fire, and no consequences of death). This can lead to a more normal run time. I, personally, have never had it run more than ~4.5 hours.

Silver Crusade

In the 3 times I've run it, it ran 3.5, 3, and 3.5 hours.

Liberty's Edge

I was reminded by one of my players that we took a 45 minute grill break to roast a few hamburgers, so I guess we were closer to 5.5 hours of game time. The few times it was run at the shop, they finished it in 4 hours.

Scarab Sages

It really depends. I've seen under 3 hours and over 5. Depends on how much fun you want to have with it.

Grand Lodge

It usually runs about 3 hours at the tables I've seen.

Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

Yea, I could drag it out more if I wanted to, I suppose, but my main concern is getting people through it so I can get more would-be-players into Pathfinder. With a 3.5 hour slot or less I can fit 3 time slots in at the FLGS, but with 4 it drops to 2 (based off when they open/close).

Also, I'm planning on cutting the tables at a hard 4 players per, and any extra people that show up can move on to a second, or third (if needed) table run by my volunteer GMs. So with the number of players set at 4, and as I run it over and over, the goal is to streamline it down to under 3.5 hours.

Dark Archive

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WalterGM wrote:
Also, I'm planning on cutting the tables at a hard 4 players per, and any extra people that show up can move on to a second, or third (if needed) table run by my volunteer GMs. So with the number of players set at 4, and as I run it over and over, the goal is to streamline it down to under 3.5 hours.

I have comfortably run it with 7 in just over four hours, so 3.5hours with a table of 4 should not be an issue.

How much role-playing content do you want to allow for?

I assume you are aware there are 4 extra goblins posted around here somewhere.

Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

ZomB wrote:


I assume you are aware there are 4 extra goblins posted around here somewhere.

Actually I was unaware of this! Can you point me in the right direction? Are these goblins legal (can the players still get PFS credit for using them)?

Thanks!

Silver Crusade

Last I checked the only "Legal" ones are the ones provided, though if there is a go ahead from Mike or Mark, that would be cool.

Dark Archive

WalterGM wrote:
ZomB wrote:


I assume you are aware there are 4 extra goblins posted around here somewhere.

Actually I was unaware of this! Can you point me in the right direction? Are these goblins legal (can the players still get PFS credit for using them)?

Thanks!

Hmm can't remember where I got all of them from but I just now googled their names plus "goblin" and found them.

-Buggy Bugeye
-Stumpbiter
-Miss Gojangles the Flamey
-Jakkit the Knife

At least one of them is supposedly by Jason Bulmahn

They are done in the same style so no-one would gain advantage from the new ones. I assume anyone playing more than a 4 player table is using them.

Silver Crusade

I've just been handing out "extras" of the ones provided. I would like to mention that Jason Bulmahn is not a PFS authority. Though, that's not to say he's not a generic game authority. It says in the We Be Goblins rules that only the 4 pregens are legal.

Scarab Sages 5/5

I have run this scenario tons of times. It can take anywhere from 2.5 hours to about 4 hours on average. All depends on the party.

Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

Just posting to let any onlookers know that Goblin Day was a huge success. Got some new blood and had 4 solid tables over the course of 9 hours. Our average table time was just under three hours (with ~4 players each time), so the time slots were perfect. Thanks to everyone for the input and hope those of you that haven't experienced this awesome mod get the chance to do so. It's well worth your time.

Dark Archive

ZomB wrote:
WalterGM wrote:
ZomB wrote:


I assume you are aware there are 4 extra goblins posted around here somewhere.

Actually I was unaware of this! Can you point me in the right direction? Are these goblins legal (can the players still get PFS credit for using them)?

Thanks!

Hmm can't remember where I got all of them from but I just now googled their names plus "goblin" and found them.

-Buggy Bugeye
-Stumpbiter
-Miss Gojangles the Flamey
-Jakkit the Knife

At least one of them is supposedly by Jason Bulmahn

They are done in the same style so no-one would gain advantage from the new ones. I assume anyone playing more than a 4 player table is using them.

Jakkit the Knife is ridiculously overpowered compared with all of the other goblins. He has a masterwork weapon, has favoured enemy: animal (which is most of the combats for this fight), and both him and Miss Gojangles are made with a 20 point-buy, while all the other goblins are made with the elite array.

Say no to Jakkit.

EDIT: Also, whoever wrote Jakkit's backstory forgot that goblins are illiterate. There is no way he would have been able to know that 'Harold' is scratched on the sword in Halfling and Common.

Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

The two that I brought with to use if needed were Buggy and Stumpy. Ended up only needing Buggy, and he was far from being ahead of the gobs power curve. Didn't find the sheets for the other two, so they never came into play ;)

Liberty's Edge

I ran this module twice this last weekend at our local game convention. I used the 4 pre-gens plus Buggy and Stumpbiter (standard table of 6). You may want to make sure that you note their Ride skill on their character sheets before the game starts. Also, be aware that the character sheets are written as monsters are for modules and scenarios. That means that the class information is not listed for new players, like they are for the standard class pre-gens. You'll want to have a pretty good handle on those or you'll be looking things up at the table (as I did).

The module is a great deal of fun for everyone, and the opening village encounter is the one that really makes the difference in your time budget. If your GMs *have a handout* for each of the rewards (make sure you have 3 Dragon Breath Gourds), that will save time.

Likewise, a handout for the treasures in the second encounter could be handy.

Finally, I created battle mats of the boat using the Free PDF. I created a couple of cropped down then scaled up JPEGs of the boat map and deck plans, then printed them out and taped them together. You could also draw it out by hand on a flip mat. Either way, having the map done ahead another BIG time-saver.

With a preparation and an awareness of time, you should be able to complete it in 3-4 hours, same as a standard scenario. Remember that you will have paperwork, too; budget time for explaining PFS numbers and how to apply the Chronicles in addition to filling them out.

Good luck!

Shadow Lodge 5/5 Regional Venture-Coordinator, Northwest aka WalterGM

KingsTears wrote:


Likewise, a handout for the treasures in the second encounter could be handy.

I ended up having a notecard sized handout for the fireworks the PCs are given just before leaving the town. That way they can know what they do, rather than asking me whenever they'd like to use one.

Silver Crusade

WalterGM wrote:
KingsTears wrote:


Likewise, a handout for the treasures in the second encounter could be handy.
I ended up having a notecard sized handout for the fireworks the PCs are given just before leaving the town. That way they can know what they do, rather than asking me whenever they'd like to use one.

That's a great idea. I would never have thought of that.

Grand Lodge

Does this scenario have specific chronicle sheets that I can give to the players? I am not sure what to give the players for their paperwork.

Liberty's Edge

You can download the chronicle sheets in the additional resources page on the right hand side.


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Hello guys!

I've ran We Be Goblins last week and, to help introduce the adventure to my players, I did a small video.

It may be useful for someone, so I'm posting it here (there are english subtitles).

https://www.youtube.com/watch?v=43D-gGGDYMk

Grand Lodge 5/5 ⦵⦵⦵ Venture-Captain, Online—PbP aka Hmm

Oh your We be Goblins intro video is adorable!

How long did it take you to create that?

Still applauding,

Hmm


Thank you very much!

It took me about a week to plan, but only 8 years do create.


Fallyrion Dunegrién wrote:

Thank you very much!

It took me about a week to plan, but only 8 years do create.

Oh my gosh, I've just notice I said it took 8 years to create.I meant that it took 8 HOURS to create, not 8 years.

Silver Crusade 4/5 Venture-Captain, United Kingdom—Scotland

Fallyrion Dunegrién wrote:
Fallyrion Dunegrién wrote:

Thank you very much!

It took me about a week to plan, but only 8 years do create.

Oh my gosh, I've just notice I said it took 8 years to create.I meant that it took 8 HOURS to create, not 8 years.

In hut we found blue box.. take us back to sort hoomans - we burnt town before town was town... when we left was nothing but sand.. left talky person to make talky plan till now!

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