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We Be Goblins 2E Guide

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0% found this document useful (1 vote)
4K views9 pages

We Be Goblins 2E Guide

Uploaded by

Sean Vermeersch
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction + The Big Bonfire: Provides an overview and introductory details for the module, outlining critical challenges and tasks.
  • Appendix A: Robe of Useful Items: Describes a magical item with details on its appearance and practical uses in the gameplay.
  • Appendix B: Wasp Nest Trap: Explains the mechanics and effects of the wasp nest trap, including environmental impact and avoidance strategies.
  • Appendix C: Vorka: Details the Vorka creature, including stats, abilities, and behavioral traits for encounters.
  • Playable Goblins: Introduces players to goblins they can play, with details on their characteristics and abilities.
  • Character Profiles: Provides detailed character profiles, outlining their skills, stats, and tactical abilities.

We Be GOBLINS!

2nd Edition Conversion Guide


V 1.2 07/16/2021 [Link] Edits, Vorka, and PREGEN DESIGN : Vanessa Hoskins

The material in this conversion guide is supplemental only. Any GMs wanting to run We Be Goblins! with
Pathfinder Second Edition rules must still purchase a copy of the module from Paizo, available at [Link]
Using this guide: This guide uses milestone leveling, as outlined in the We Be Goblins! module. However, GMs can
determine XP using the 2E XP system based on encounter severity.
➔ P = Page. The first column shows page numbers according to the published version of the module.
➔ S = Sections, which may overlap some pages. Some sections come prior to mapped portions of the encounter, and so
are included as section zero. Both columns are color coded to indicate how much of the material is in that page or
section.
➔ 1E = Indicates the original text of the first edition module, including DCs, items, and creatures. GMs should match
the 1E material to the 2E conversion, based on page and section location.
➔ 2E = The Second Edition material uses conversions as outlined in the Core Rulebook, Game Mastery Guide,
Advanced Player’s Guide, and available Bestiaries. Where no direct corollary exists, a homebrewed version is
hyperlinked in the 2E column to the appendix.
➔ BK = Sourcebook, hyperlinked to Archives of Nethys (EasyTool hyperlinked if adjustment needed)
➔ TL = Threat level. TR = Trivial, LO = Low, MD = Moderate, SV = Severe, EX = Extreme

Introduction + The Big Bonfire


P S 1E 2E BK TL
4 I DC 10 Knowledge (local) DC 14 Society
5 DC 8 Fortitude DC 13 Fortitude
DC 15 Ride DC 16 Nature
DC 10 Reflex DC 14 Reflex

Elixir of Fire Breath Alchemist’s Fire (Lesser)


DC 15 Fortitude DC 16 Fortitude
DC 10 Fortitude DC 14 Fortitude
6 Gorge of Gluttons +1 Dogslicer
DC 10 Fortitude DC 14 Fortitude

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P S 1E 2E TL
DC 15 Fortitude DC 16 Fortitude

Ring That Lets You Climb Real Monkey Pin (Pin That Lets You Climb
Good Real Good)
DC 15 Escape Artist DC 16 Thievery
+2 bonus on Escape Artist +1 Thievery

Chief’s Personal Very Useful Robe of Usefulness (Used)


Robe That Is Useful Appendix A

Into Brinestump
7 A Lotslegs Eat Goblin Babies Many ELITE HUNTING SPIDER B 306 LO
DC 10 Survival DC 14 Survival
DC 12 Perception DC 15 Perception

24 gp 20 gp
MWK Light Crossbow Repeating Hand Crossbow
11 Bolts Magazine (1)
Pearl (100 gp) Pearl (20 gp)
Potion of Cure Moderate Elixir of Life
Wounds (2) Bronze Bull Pendant
Potion of Bulls Strength Owlbear Claw
Potion of Bears Endurance
1 Stomp ELITE RIDING HORSE B 209 LO
8 2 DC 12 Nature DC 15 Nature
Wasp Nest Trap Appendix B - WEAK WASP SWARM B 324 MO
3 DC 18 Strength DC 17 Athletics
Scabtongue and Tickletooth GUARD DOG (2) B 102 LO
4 DC 5 Climb DC 11 Athletics
DC 15 Climb DC 15 Athletics

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P S 1E 2E TL
DC 10 Climb DC 14 Athletics

Alchemist Fire (2) Alchemist's Fire (Lesser) (2)


9 5 Cuddles ELITE RIDING DOG B 102 LO
10 6 Vorka Appendix C SV
Lord Longtung GIANT FROG B2 121
11 (600 gp) (175 gp)
140 gp 40 gp
Bejeweled Dragon (150 gp) Bejeweled Dragon (44 gp)
MWK Shuriken Polytool
Gold Fan (80 gp) Gold Fan (23 gp)
Hairpin (150 gp) Hairpin (44 gp)
Wand of Create Food and Tanglefoot Bag (Lesser)
Water Serene Mutagen
Elixer of Love Vial (15 gp)
Vial (50 gp)

Appendix A

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P S 1E 2E TL

Appendix B

Appendix C

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P S 1E 2E TL

PLAYABLE GOBLINS
Designed by Vanessa Hoskins

The following are playable goblin characters to go with the original adventure. Players are welcome to use
pre-generated characters or make their own goblin hero. The pre-generated characters use the following new
rules:

Zarongel
A barghest demigod, said to have helped create the goblins and one of the four goblin hero-gods. He appears as a
wolf-like barghest with hair made of fire. He gave the goblins use of goblin dogs to use as pets or mounts.
Edicts set fires, kill dogs, ride into murderous battle
Anathema befriending dogs, putting out fires other than when you’re on fire, allowing yourself to be killed
Follower Alignments LE, NE, CE

Devotee Benefits
Divine Font harm
Divine Skill Intimidation
Favored Weapon dogslicer
Domains Evil, Fire, Travel, Zeal
Cleric Spells 1st: burning hands, 2nd: summon animal (goblin dog only), 3rd: fireball

Dog Sniffer Goblin (Heritage)


Goblins have always had a deep-seeded hatred for dogs. You are able to smell dogs as an imprecise sense. You
gain a +1 damage bonus against dogs and dog-like creatures.

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P S 1E 2E TL
Chuffy Lickwound Rogue 1
NE █ Small █ Goblin █ Humanoid █
Perception +7; Darkvision
Languages None selected
Skills Acrobatics +6, Athletics +1, Crafting +4, Deception +3, Lore: Tanning +4, Medicine +5, Nature +5,
Performance +3, Society +4, Stealth +6, Survival +5, Thievery +6
Str -1, Dex +4, Con +2, Int +1, Wis +2, Cha +0
Items Leather, Rations, Grappling Hook, Thieves' Tools, Thieves' Tools (Replacement Picks), Musical
Instrument (Handheld), Leaper's Elixir (Lesser), Healing Potion (Minor)

AC 18, Fort +5, Ref +9, Will +7


HP 16

Speed 25 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 (P)
Ranged Dart +7 (Agile, Thrown), Damage 1d4-1 (P)
Sneak Attack Deals 1d6 extra precision damage to flat-footed creatures.
Additional Feats Irongut Goblin, Survey Wildlife, Terrain Stalker, Tumble Behind (Rogue), Very Sneaky
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack, Terrain Stalker
(Underbrush)

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P S 1E 2E TL
Mogmurch Alchemist 1
NE █ Small █ Goblin █ Humanoid █
Perception +2; Darkvision
Languages Common, Goblin
Skills Acrobatics +5, Athletics -2, Crafting +7, Deception +4, Lore: Engineering +7, Medicine +2, Nature
+2, Performance +4, Society +7, Stealth +5, Survival +2, Thievery +5
Str -1, Dex +3, Con +2, Int +4, Wis -1, Cha +1
Items Studded Leather, Smokestick (Lesser) (2), Acid Flask (Lesser) (2), Alchemist's Fire (Lesser) (2),
Tanglefoot Bag (Lesser) (2), Rations, Formula Book (Blank), Elixir of Life (Minor) (3), Tindertwig (4)

AC 18, Fort +7, Ref +8, Will +2


HP 20

Speed 25 feet
Melee Club +2 (Thrown 10 ft.), Damage 1d6-1 (B)
Quick Bomber You keep your bombs in easy-to-reach pouches from which you draw without thinking.
You Interact to draw a bomb, then Strike with it.
Quick Alchemy Cost 1 batch of infused reagents Requirements You have alchemist’s tools (page
287), the formula for the alchemical item you’re creating, and a free hand. You swiftly mix up a
short-lived alchemical item to use at a moment’s notice. You create a single alchemical item of your
advanced alchemy level or lower that’s in your formula book without having to spend the normal
monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused
trait, but it remains potent only until the start of your next turn.
Additional Feats Alchemical Crafting, Bouncy Goblin, Specialty Crafting, Unbreakable Goblin
Additional Specials Advanced Alchemy, Alchemy, Formula Book, Infused Reagents, Research Field
(Bomber)

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P S 1E 2E TL
Poog of Zarongel Cleric 1
NE █ Small █ Goblin █ Humanoid █
Perception +7; Darkvision
Languages None selected
Skills Acrobatics +2, Athletics +3, Intimidation +4, Lore: Goblin Lore +2, Lore: Patron Deity +2, Nature +7,
Religion +7, Stealth +4
Str +0, Dex +2, Con +2, Int -1, Wis +4, Cha +1
Items Chain Shirt, Healing Potion (Minor) (2), Rations, Torch (6), Flint and Steel, Musical Instrument
(Handheld)

AC 14, Fort +5, Ref +5, Will +9


HP 16; Resistances fire 1

Speed 25 feet
Melee Dogslicer +5 (Agile, Backstabber, Finesse, Goblin, Uncommon), Damage 1d6 (S)
Ranged Javelin +5 (Thrown), Damage 1d6 (P)
Divine Innate Spell Guidance (at-will)
Divine Prepared Spells DC 17, attack +7 1st Burning Hands, Harm (2), Heal; Cantrips Know Direction,
Guidance, Divine Lance, Detect Magic, Shield
Focus Spells (1 points) Fire Ray Range 60 feet; Targets 1 creature A blazing band of fire arcs
through the air. Make a spell attack roll. The ray deals 2d6 fire damage. Critical Success The ray deals
double damage and 1d4 persistent fire damage. Success The ray deals full damage.
Additional Feats Charhide Goblin, Domain Initiate, Goblin Lore
Additional Specials Anathema, Deity, Divine Font (Harmful Font), Divine Spellcasting, Doctrine (Cloistered
Cleric), Domain Initiate (Fire)

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P S 1E 2E TL
Rita Bigbad Fighter 1
NE █ Small █ Goblin █ Humanoid █
Perception +6; Darkvision; scent (imprecise, dogs only) 30 feet
Languages Common, Goblin
Skills Acrobatics +7, Athletics +4, Intimidation +4, Lore: Fashion +3, Lore: Warfare +3, Stealth +7
Str +1, Dex +4, Con +2, Int +0, Wis +1, Cha +1
Items Leather, Rations, Rope, Mirror, Backpack, Grappling Hook, Flint and Steel, Leaper's Elixir (Lesser),
Healing Potion (Minor)

AC 18, Fort +7, Ref +9, Will +4


HP 18
Shield Block
Attack of Opportunity

Speed 25 feet
Melee Dogslicer +9 (Agile, Backstabber, Finesse, Goblin, Uncommon), Damage 1d6+1 (S)
Ranged Shortbow +9 (Deadly d10), Damage 1d6 (P)
Snagging Strike Requirements You have one hand free, and your target is within reach of that hand.
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in
your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the
start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Additional Feats Intimidating Glare, Ride, Rough Rider
Dog Sniffer Goblin (Heritage) Goblins have always had a deep-seeded hatred for dogs. You are able to
smell dogs as an imprecise sense. You gain a +1 damage bonus against dogs and dog-like creatures.

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