I ran this module last weekend as part of a convention. Once more we got a glimpse of our beloved goblins, this time taking a trip down memory lane.

Just like the other instalments, you don’t have to worry about players not having fun. You’re playing a goblin after all. That alone makes it worth playing as players will think outside the box and come up many surprising ideas. The challenges at the start aren’t the most inventive, but they serve as a nice canvas for getting into character. I consider that to be the biggest strength of the whole series and in my opinion is also the highlight of the module. Up until showdown with Kettlehead players really get immersed in playing a goblin.

And then it stops. Magical Maggie is great, but all of a sudden our goblin friends are forced to read words. I know goblins are opposed to writing, but they likely would burn words on sight. Instead we now have to bring hated words to our village, which can be seen as a danger, and have our chief read them. From a ‘the show must go on’ - perspective I can see why this is necessary, but it doesn’t feel right at all. Surely a more clever solution can be found as it honestly breaks immersion. I noticed a clear difference in the way half of my table suddenly started playing their character (and it wasn’t just because of some alcohol).

Let me explain. So with some immersion lost, our brave goblins go to the final location to cause mayhem. It’s a real shame that a lot of the background of that place is completely lost to players. They’re just fighting a random soldier, a woman with a pan and a dog. Ok, they hate dogs, but a woman with a pan is just weird without proper context. Out of all the guests present there, why her? A huge portion of the story that ties it a bit together is lost. It's not on the same level of immersion as fighting a goblin cannibal like they did in part one of the series.

What’s worse is that because some of the immersion is lost, it’s hard to maintain Goblin composure and treat fights as such. It turns a bit too easily into a normal PFS series of encounters. There could, and possibly should, have been more silly things happening similar to the cake-incident. It helps to keep the immersion intact and even strengthen it. I tried to do so by describing what other goblins of the tribe were doing, but if run as written, it doesn’t feel like a full tribe raiding at all.

The callbacks to the other parts were nice, but can be missed and thus won't be appreciated, if you haven't played the other instalments. The challenges were fun, but the immersion just vanishes closer towards the end a little. Sure, it’s possible to stay in character, but the plot could have been better and easily avoided that situation in the first place. Had it been a normal PFS scenario, I’d have given it two stars as a result. However, as you’re playing goblins, you can easily go nuts and be creative. This means you’re guaranteed to have a great evening simply because you will laugh so much and that does bump up the final rating to three.