We Be Goblins! is clearly a
very popular adventure module. Published by Paizo for 2011's Free RPG
Day, it has, not surprisingly, resulted in two sequels: We Be Goblins Too! in 2013
and now, We Be Goblins Free!,
each for its year's respective Free RPG Day. PDF versions of all
three adventures are available for free from Paizo's website.
We
Be Goblins! is certainly
deserving of its popularity. It's an inventive, fun, and funny
adventure. We Be Goblins Too!
is similarly fun and funny, although as I point out in my review
(linked above), it does suffer a bit from being too similar to We
Be Goblins! However, if they're
not played back-to-back, both adventures can remain extremely
entertaining. We Be
Goblins Free! is...well...just
like its two predecessors. Unfortunately, it's reaching a point where
the repetition starts to become stale, even with gaps between playing
the adventures. Perhaps it's time to do something new with the goblin
adventures. Or even bring
them to an end.
We
Be Goblins Free! follows the
exact same format as the previous two adventures. It starts with some
goblin-style games for the PCs to take part in, then a short quest
where they face and defeat various monsters. We Be Goblins
Free! does add an extra
encounter back in the goblin village at the end, but it's a very
minor variation in the general format.
Of
course, these goblin adventures aren't meant to be played as a
campaign. They're meant for groups that want a change of pace. Each
adventure can generally be played in a single session. They can be
used when groups are between campaigns or even just during gaps in an
ongoing campaign—when groups feel they need a little break from the
usual or they just want to do something different. As such, the
repetition in these adventures is not nearly as egregious as it might
be if they were part of a continuing campaign and run one after the
other. There's lots
of time to do other things in between them. And if you play any one
of them on its own without ever playing the others, it will likely
provide a very fun session.
However,
the three adventures are also meant to form a larger story (if a
simplistic one), with each one carrying on from where the last one
left off. By the third, it starts to become apparent that pretty much
the same things happen in every adventure and much of the appeal
starts to fall away. It's like hearing the same joke again and again.
Regardless of the amount of time between them, each telling of the
joke is a little less funny than the last time. Eventually, the joke
loses its comedic
value altogether. We Be Goblins Free!
is definitely starting to suffer from this problem.
At
the end of We Be Goblins Too!,
the PCs become chieftain and subchieftains of the Birdcruncher tribe.
We Be Goblins Free!
begins a few months later, with the PCs having grown bored of their
new positions (We Be Goblins Free!
refers to them all being chieftains, rather than one being chieftain
and the others subchieftains like in We Be Goblins Too!).
They want their subjects to provide them with adventure, so the
Birdcrunchers prepare a grand feast, during which they try to
entertain their chieftains and possibly find them an adventure.
So
we get the usual opening section of goblin games and entertainment.
The first of these is actually the funniest part of the adventure—but
alas, the shortest. In this, one of the Birdcruncher goblins decides
to regale his chieftains with the tale of “The Green Goblin King”,
which is basically Gawain and the Green Knight. He decides
the tale is best acted out, with him playing the part of the Green
Goblin King. He offers the chieftains the opportunity to cut off his
head with the agreement that he can chop off their heads afterwards.
Of course, this goblin hasn't thought things through and after the
PCs cut his head off, he dies (he gets very angry if they refuse to
cut his head off) and that's the end of the story (perhaps not so bad
as he apparently has a really hard time remembering what comes after
the decapitation part of the story anyway—he
finds the rest of the story
boring).
The
remaining amusements are more typical of the previous goblin
adventures, including a race with the PCs riding goblin dogs, a game
where the PCs try to set straw effigies afire using fireworks, and a
game of “killgull”, in which they have to stone a bird to death.
The bird (a vulture in this case) is kept from flying too far away by
a piece of twine.
During
the amusements, Squealy Nord—the pig from the previous two
adventures, who has now become the animal companion of Poog, one of
the PCs—returns on his own from a truffle hunt. However, he didn't
set out on the hunt alone, so the PCs suddenly have a new quest to
find out what happened to the goblins who went with Squealy Nord.
Finding
out what happened to the truffle hunters turns out to be relatively
simple. They were killed by a group of Sczarni bandits. The PCs track
down the bandits fairly easily and then have a couple of essentially
random encounters (with an assassin vine and a harpy) after that as
they collect truffles for themselves and eventually return to their
tribe. By “random”, I don't mean literally randomly rolled, as
they are scripted encounters. Rather, there isn't really any linking
story to them. Instead, they just happen to occupy the areas the
goblin PCs pass through.
This
is one area where We Goblins Free!
is considerably weaker than its predecessors. In
the previous two adventures there was more of a cohesion with the
encounters, and more specifically, there was a more tangible goal for
the PCs. Here, there really isn't anything motivating the PCs other
than boredom.
Upon
returning to the Birdcrunchers, the PCs have another of these
basically random encounters when they discover one of the straw
effigies from the earlier games has spontaneously animated and is
attacking all their subjects. It turns out that the materials used to
make the effigy were scavenged from the sites of the PCs' victories
from the previous adventures (as an attempt to celebrate those
accomplishments). However, one of those things is the skull of Vorka,
the villain from the first We Be Goblins!
adventure. Vorka's spirit has animated the effigy and now she seeks
revenge.
Honestly,
this final encounter just seems to come out of nowhere, as do all the
encounters after the Sczarni bandits. There is really nothing
thematically linking them other than “Let's kill stuff!” I
suppose there's a certain appeal to “Let's kill stuff!” but
combined with the repetitive nature of the adventure's format, there
doesn't seem to be much point.
It's
a bit of a shame, as I love the original We Be Goblins!
I've run it twice now, each time with a different group, and both
groups have enjoyed it immensely. However, We Be Goblins
Free! just doesn't add anything
new to the series. It's the same old thing for the third time in a
row. It's not a terrible
adventure and played by
itself, without ever playing the first two, it's probably quite
entertaining. Otherwise,
it's like a joke that's been told one too many times. It's just not
that funny any more.
I dont know what your talking about because everything you just said especially at the end there wutb an animated effigy sounds like it would be pretty damn fun
ReplyDelete