TEXT: 1
  Before the westward migration and 
  the trail of ten-thousand tears, before 
  the plague of fire, before even the 
  Giants’ war against the Southern 
  Gods, there lived a warrior unlike 
  any seen before or since. 
  Felgar—King of the Goblins!
  He did not cower before the pink-
  skinned humans. He did not flee from 
  the hammers of the dwarves. He never 
  bent his knee to the elf lords in their 
  treetop kingdoms. 
  No! Felgar raised the goblin race from 
  the mud using just the strength of 
  his good sword arm. He carved out 
  a kingdom from the wilderness and 
  brought us together as a single, 
  unified people.
  The day he died is still the blackest 
  day in our history. And the day we 
  forgot his burial spot was the day we 
  were doomed to subservience. 
  
  2
  The ForgoTTen Tomb 
  oF Felgar The goblin 
  King
  Like all One Night Stand adventures, The 
  Forgotten Tomb of Felgar the Goblin King contains 
  everything you’ll need for an evening of fun 
  using the Pathfinder RPG.
  Inside you will find:
  Adventure
  •	
  : The following pages detail the 
  background and action that will constitute 
  the adventure itself. We’ve provided all of 
  the NPC details needed in a new stat block 
  format that makes it easy to print and use 
  at the table. Let us know what you think 
  by emailing hyrum@supergeniusgames.
  com with your comments. 
  Map Tiles
  •	
  : Following the adventure write-
  up are 16 map tiles that, when cut out and 
  assembled, create a battlemat with a one-
  inch square grid. There are also alternative 
  tiles to use in order to keep the secret parts 
  of the map hidden until the heroes make 
  the appropriate discoveries.
  Tactical Maps
  •	
  : After the map tiles are a 
  series of tactical maps and notes to make 
  running the adventure easier for the Game 
  Master. Also, starting on page 4 we include 
  stat block cards that can be printed out 
  and used at the table, speeding up play 
  by having all game related information at 
  your fingertips. 
  Standees
  •	
  : With the tactical maps are 
  a collection of cut-and-tape standees 
  representing all the creatures and monsters 
  encountered in this adventure.
  advenTure SynopSiS
  The Forgotten Tomb of Felgar the Goblin King 
  begins as the heroes reach the Cave of Souls. 
  They will first be confronted by goblin 
  guards, who are standing watch while their 
  leader and other worshippers perform some 
  sort of rite deeper inside. If the heroes do not 
  dispatch the guards quickly, they may find 
  themselves overwhelmed as more goblins 
  come to join the fight.
  In the main room of the Cave of Souls, the 
  heroes will face the goblin leader and his 
  minions. And, just a few minutes later, an 
  ochre jelly that eats through the cave’s back 
  wall. The ochre jelly’s entrance will reveal 
  another chamber behind the Cave of Souls 
  which the heroes may want to explore if 
  they survive the combat.
  The newly revealed cavern is an Ancient 
  Catacomb where goblins buried their 
  greatest heroes. Eerie and unsettling, here 
  the heroes will face a handful of ancient 
  goblin heroes who are now reanimated as 
  undead creatures. At the back of the cave 
  the heroes will find a section of the wall that 
  is not natural stone. Some hand-made and 
  carefully-crafted structure lies behind it. 
  Breaking through the wall reveals the long 
  lost Tomb of Felgar, King of the Goblins. The 
  wall opens into a treasure room, but deeper 
  in the structure the heroes will find the 
  tomb itself. This is the final resting place of 
  the legendary Felgar. However, the Goblin 
  King does not approve of this disturbance 
  nor of his treasury being plundered. In 
  order to escape, the heroes will have to 
  defeat the phantom warrior and his ghostly 
  attendants.
  geTTing STarTed
  As the Game Master, you know the best 
  way to get your players involved in this 
  adventure. It could be inserted as part of an 
  ongoing plot or merely a chance encounter 
  The Goblin King in his prime
  
  3
  the heroes happen upon as they travel to 
  their next goal. However, if you want a 
  background more closely tied to the events 
  of the adventure, we suggest the following.
  While passing through a remote village, 
  the heroes are approached by the town 
  elders who ask for their assistance. In times 
  past, these lands were plagued by goblins 
  until the creatures were killed and driven off 
  by other heroes. Lately, though, the goblins 
  have been returning, seeking the Cave of 
  Souls.
  The Cave of Souls is a legendary goblin 
  holy site whose actual location has been 
  lost to the mists of time. Goblins across the 
  world speak of it with great reverence and, 
  if it were to be found, it would become the 
  focus of new pilgrimages and a gathering 
  place for all goblin kind. The townsfolk do 
  not want to live next to a spot that is even 
  rumored to be a goblin holy place, so they 
  ask the heroes to drive away the goblins and 
  convince them that this is not the site they 
  are looking for.
  The Cave oF SoulS
  The adventure begins as the heroes find the 
  site that the goblins believe is the Cave of 
  Souls. The first part of the adventure takes 
  place in these caves.
  1. Cave enTranCe
  This cave entrance is similar to many others 
  in the area. If the heroes have sharp eyes 
  (Perception check, DC 10), they may notice 
  the cave floor has been quite heavily traveled 
  recently. The footprints of the goblins and 
  their pets are there to be found if the heroes 
  look hard enough.
  Unless the heroes are especially quiet 
  (Have the PCs make Stealth checks, opposed 
  by Perception checks from the guards.) 
  the goblin guards will hear them and be 
  prepared to attack if the heroes move further 
  into the cave.
  2. guard poST
  The goblins have left two bombardier beetles 
  (A) at the entrance to the Cave of Souls, and 
  sent two goblin warriors (B) and a goblin 
  blackblade (C) to wait in a side passage. 
  Once the heroes engage the beetles in 
  combat, the goblins will come out from 
  their hiding spot to surround the heroes 
  and strike them down for trespassing on 
  this holy site.
  The goblins in the Cave of Souls will 
  immediately hear the sound of battle, but 
  will not do anything about it unless the fight 
  lasts more than 10 rounds.
  3. Cave oF SoulS
  This is a long lost goblin holy site. By 
  studying the shrine, anyone who can read 
  goblin or has an insight into their culture 
  (Knowledge (History) check, DC 20) may be 
  able to discover that it is a shrine honoring 
  their ancient heroes. 
  In here are a goblin hexer (D), four goblin 
  worshippers (goblin cutters) (E) and a pair of 
  goblin sharpshooters (F). They automatically 
  are aware of any fight that takes place by the 
  Guard Post, unless the heroes manage some 
  extraordinary measures to hide their actions. If 
  the fight there lasts longer than 10 rounds, the 
  goblin sharpshooters will move up and begin 
  assisting the guards but the goblin hexer and 
  the worshippers will stay where they are until 
  the heroes enter the Cave of Souls or the Guard 
  Post battle enters round 12.
  When they join the fray, the worshippers 
  will swarm around the heroes to distract and 
  slow them down while the goblin hexer uses 
  his magical abilities to lay low the invading 
  infidels. All the while he’ll hurl vile insults their 
  way along with wishes that their souls writhe 
  for all eternity in the Hell of Fetid Sludge. He 
  will likewise make flowery admonitions for 
  Graxnorn the Formless (a minor goblin deity 
  and ruler of the Hell of Fetid Sludge) to come 
  and strike down the infidels where they stand.
  In a bit of serendipity, it just so happens that 
  an ochre jelly (G) has sensed the commotion in 
  the cave. Once the hexer takes at least 12 points 
  of damage, on the following round the ochre 
  jelly will eat its way through the rear wall of the 
  Cave of Souls and enter the combat. 
  The ochre jelly is not on the side of the goblins, 
  it is merely looking for a meal. It will move 
  toward the nearest creature and begin attacking 
  it.
  When the combat is through, it should be 
  clear to the heroes that there is another chamber 
  beyond. 
  4. CrypT oF goblin heroeS
  This is a chamber where ancient goblins 
  entombed the greatest of their fallen heroes. 
  Originally, they did so because of the proximity 
  to King Felgar’s Tomb. But after the tomb was 
  
  4
  Stat Blocks for All Encounters
  
  5
  the PCs begin exploring the room and move 
  to attack. They do not flee unless magically 
  compelled to do so, and will never surrender. 
  If the Game Master wishes, the coffins may 
  contain minor treasure (some copper and 
  silver pieces as well as some broken pieces 
  of jewelery), but the real prize here lies at 
  the back of the cave.
  In the deepest part of the Crypt, a section 
  of cave wall has crumbled revealing a corner 
  of King Felgar’s Tomb. This wall was clearly 
  crafted by artisans and skilled builders, but 
  it is not particularly well reinforced and can 
  be broken through with enough time and 
  effort. (Hardness: 6, Hit Points: 75, DC: 30)
  For the adventure to continue the PCs 
  will have to get into the actual tomb. GMs 
  should make it difficult, but not impossible 
  to get through this wall and into the tomb.
  5. ForgoTTen paSSage
  This is a passage that leads to the entrance 
  to King Felgar’s Tomb. It was closed off ages 
  ago, years even before the Crypt was sealed. 
  It is impossible for the heroes to notice the 
  false wall leading to this passage until after 
  they have discovered the Crypt of Goblin 
  Heroes, and even then recognizing that the 
  wall is false requires extraordinary skill and 
  luck (Perception check, DC 35).
  Breaking through the solid stone wall can 
  be done, but it requires significant effort 
  and some amount of time. (Hardness: 8, 
  Hit Points: 500, DC: 40) Once through, the 
  passage leads to the Tomb entrance, whose 
  doors are still in good enough repair that 
  they can be opened easily, if not quietly.
  Felgar’S Tomb
  The second half of the adventure takes place 
  inside the forgotten tomb itself.
  6. TreaSure room
  The most likely way the heroes will get 
  into the tomb is from the Crypt of Goblin 
  Heroes by smashing through through the 
  wall of the Treasure Room. Inside they will 
  find all of the gold, jewels, art objects, and 
  other treasure with which King Felgar was 
  buried, and which was left in tribute in the 
  years until the tomb was sealed. 
  The air inside the room is stale and foul, 
  and everything is covered with thick layers 
  of dust, as one might expect in a tomb that 
  has been sealed for centuries.
  The walls of the room are covered with 
  images of King Felgar and the many 
  conquests and exploits he had during his 
  reign. They make him out to be a fierce 
  warrior, a wise king, and a keen intellect.
  With a successful Perception check (DC 
  15) the PCs will find 10 platinum pieces, 325 
  gold pieces, 580 silver pieces, 2,573 copper 
  pieces, various pieces of jewlery worth 400 
  gp, and some rare and potentially valuable 
  pieces of goblin artwork. However, the 
  goblin art pieces are trapped, which if set 
  off, destroys the artwork and melts much of 
  the money.
  sealed and forgotten, they continued to bring 
  bodies here and inter them out of tradition. 
  In the final years before the ancient heroes 
  drove goblins from this land, the crypt was 
  sealed so that only the shrine in the Cave of 
  Souls remained accessible.
  The Crypt is eerie and filled with coffins 
  and sarcophagi, and due to the proximity 
  to the Cave of Souls, over the years foul 
  energies from the cave has caused 5 of the 
  bodies to reanimate as zombies (K), and 
  another body to transform into a ghoul (J). 
  They each rise from the coffins only once 
  
  6
  Fireball Trap                                       CR 5
  Type: magic; Perception: DC 28; Disable 
  Device: DC 28
  Effects
  Trigger: proximity (alarm); Reset: none
  Effect: spell effect (fireball, 6d6 fire damage, 
  DC 14 Reflex save for half damage); multiple 
  targets (all targets in a 20-ft.-radius burst)
  The Treasure Room of Felgar’s Tomb is a 
  good place to plant actual legendary items to 
  which you want the heroes to have access. It is 
  also a good way to provide items that point to 
  the background and history of your campaign 
  setting.
  7. hallway
  This passage is likewise covered in dust and 
  decay. Its walls are covered with images of the 
  King Felgar’s death and funeral. If the artwork 
  is to be believed, he died fighting off an army 
  of humans single handedly, and that the entire 
  goblin world mourned when he fell.
  8. enTranCe
  The tomb’s entrance was originally a place for 
  pilgrims to make offerings to the fallen king. It 
  is covered in the dust of ages, but was obviously 
  a grand room at one point. The walls are 
  covered with images of King Felgar ascending 
  to the heavens and looking down on his former 
  subjects. Those who are shown leaving tributes 
  at tomb are rewarded with gold and earthly 
  pleasures, while those who do not are quickly 
  devoured by monsters or slain by humans.
  There is nothing of any value in the room 
  currently, nor is there anything dangerous.
  The door to the tomb still works, though it 
  opens noisily. The Forgotten Passage beyond 
  leads to a false wall that was constructed 
  ages ago to protect the tomb from human 
  looters and desecrators.
  9. Tomb
  The walls of the chamber do not have any 
  paintings, but rather have weapons, shields, 
  and pieces of armor hanging on them. Four 
  full suits of goblin-sized heavy armor stand 
  guard over the room. Anyone inspecting 
  the armor will easily discover that each suit 
  contains the skeletal remains of a goblin 
  warrior.
  This is the actual burial chamber of 
  King Felgar. The focal point is his intricately 
  designed and jewel-encrusted sarcophagus, 
  which bears a life-like sculpture of him on 
  the lid. His visage is wise but stern, and he is 
  shown holding a great sword as though even 
  in death he was eternally ready for battle. 
  Inside, PCs will find Flegar’s mummified 
  remains in a suit of plate mail, gripping a 
  sword identical to the one shown on the lid.
  The room remains quiet as a tomb should 
  be as long as the heroes do not attempt to 
  remove any of the treasure from where it 
  lays. Inspecting it is fine, but once they take 
  a weapon off the wall or, worse, a jewel from 
  the sarcophagus, the spirits of the deceased 
  will demand revenge. 
  King Felgar will return as a shadow (H) 
  and three of his attendants will rise as 
  skeletal champions (I) and attempt to slay 
  or drive off the living intruders. If they are 
  successful in causing the heroes to flee, the 
  undead will not chase them outside the cave 
  complex, stopping in room 2, the Guard 
  Post. However, they will remain alert and 
  vigilant, patrolling the cave complex for the 
  next 1d6+3 days, and will immediately attack 
  anyone who violates their resting place.
  ConCluSion
  The heroes should get standard experience 
  points for defeating the creatures, plus an 
  additional 1200 XP if the party came here 
  to save a nearby town (as suggested in the 
  “Getting Started” section). If the spoils of 
  the Treasure Room seem too valuable, then 
  replace a good portion of them with costume 
  jewelry, fool’s gold, and forged art. These 
  are, after all, the tribute left by goblins, 
  and therefore may not actually be all that 
  valuable after all.
  Further adventures could involve dealing 
  with other bands of goblins that are searching 
  for the Cave of Souls. Alternatively, the 
  heroes might try to convince the townsfolk 
  that it’s wrong to keep the goblins from their 
  cultural heritage. They could help forge a 
  lasting peace between the goblins and the 
  humans, and be forever hailed as great 
  diplomats. The choice is up to you.
  
  7
  bring a geniuS To The  Table!
  CrediTS
  Designer:
  Stan!, R. Hyrum Savage
  Editor:
  NikolaiZ
  Cover Art:
  Joseph J. Calkins and Cerebus Illustrations
  Interior Art:
  Joseph J. Calkins 
  and Cerebus Illustrations 
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2009 Super Genius Games
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY
  The OtherWorld Creations (OWC) and Super Genius Games (SGG) company names 
  and logos; the “One Night Stand” name and logo; the Forgotten Tomb of Felgar the 
  Goblin King name, background, and logo; all artwork, trade dress, and graphic design 
  elements; 
  All game mechanics of The Forgotten Tomb of Felgar the Goblin King are Open 
  Game Content as described in Section 1(d) of the License. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into other 
  computer languages), potation, modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity and is 
  an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No terms 
  may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed 
  using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material 
  as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the 
  copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of 
  the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from 
  TSR. 
  The Forgotten Tomb of Felgar the Goblin King (Pathfinder). Copyright 2009, Super 
  Genius Games. Authors: Stan!, R. Hyrum Savage
  The final battle of Felgar the Goblin King
  
  8
  GM Map
  1. Cave entrance
  2. guard post
  3. Cave of Souls
  4. Crypt of goblin heroes
  5. Forgotten passage
  6. Treasure room
  7. hallway
  8. Tomb entrance
  9. Felgar’s Tomb
  
  9
  Tile #1
  
  10
  Tile #2
  
  11
  Tile #3
  
  12
  Tile #4
  
  13
  Tile #5
  
  14
  Tile #6
  
  15
  Tile #7
  
  16
  Tile #8
  
  17
  Tile #9
  
  18
  Tile #10
  
  19
  Tile #11
  
  20
  Tile #12
  
  21
  Tile #13
  
  22
  Tile #14
  
  23
  Tile #15
  
  24
  Tile #16
  
  25
  alternate tiles for hiding the secret goblin burial chamber and Felgar's tomb.  Tile #’s 3, 4, 7, 8, 13, 14, 15, 16
  Alternate Tiles for #'s 3, 4, 7, 8, 13, 14, 15, 16
  
  26
  alternate Tile #6
  
  27
  alternate Tile #9
  
  28
  alternate Tile #10
  
  29
  alternate Tile #11
  
  30
  alternate Tile #12
  
  31
  enCounTer #1 - enTranCe/guard 
  poST
  The goblins have left two bombardier beetles (A) at the entrance to the Cave of 
  Souls, and sent two goblin warriors (B) and a goblin blackblade (C) to wait in a 
  side passage. 
  Once the heroes engage the bombardier beetles in combat, the goblins will come 
  out from their hiding spot to surround the heroes and strike them down for 
  trespassing on this holy site.
  The goblins in the Cave of Souls will immediately hear the sound of battle, but 
  will not do anything about it unless the fight lasts for more than 10 rounds.
  A
  B
  C
  D
  E
  
  32
  enCounTer #2 - CaveoF SoulS
  In this room are a goblin hexer (D), four goblin worshippers (goblin cutters) 
  (E) and a pair of goblin sharpshooters (F). They automatically are aware of 
  any fight that takes place by the Guard Post, unless the heroes manage some 
  extraordinary measures to hide their actions. If the fight there lasts longer 
  than 10 rounds, the archers will move up and begin assisting the guards 
  but the priest and the worshippers will stay  where they are until the heroes 
  enter the Cave of Souls or the Guard Post battle enters round 12.
  When they 
  join the fray, the 
  worshippers will 
  swarm around the 
  heroes to distract 
  and slow them down 
  while the priest 
  uses his magical 
  abilities to lay low 
  the invading infidels. All the while he’ll hurl vile insults their way along with 
  wishes that their souls writhe for all eternity in the Hell of Fetid Sludge. He will 
  likewise make flowery admonitions for Graxnorn the Formless (a minor goblin 
  deity and ruler of the Hell of Fetid Sludge) to come and strike down the infidels 
  where they stand.
  In a bit of serendipity, it just so happens that a ochre jelly (G) has sensed 
  the commotion in the cave. Once the priest has been reduced to half his health, 
  on the following 
  round the ooze will 
  eat its way through 
  the rear wall of the 
  Cave of Souls and 
  enter the combat. 
  The ochre jelly 
  is not on the side 
  of the goblins, it is 
  merely looking for 
  a meal. It will move 
  toward the nearest 
  creature and begin attacking it.
  F
  G
  
  33
  enCounTer #3 - 
  CrypT oF goblin 
  heroeS
  The Crypt is eerie and filled with coffins and 
  sarcophagi, and due to the proximity to the 
  Cave of Souls, over the years foul energies 
  from the cave has caused 5 of the bodies to 
  reanimate as zombies (K), and another body 
  to transform into a ghoul (J). They each rise 
  from the coffins only once the PCs begin 
  exploring the room and move to attack. They 
  do not flee unless magically compelled to do 
  so, and will never surrender. 
  J
  K
  
  34
  enCounTer #4 - 
  The Tomb oF Felgar
  The room remains quiet as a tomb 
  should be as long as the heroes do not 
  attempt to remove any of the treasure from 
  where it lays. Inspecting it is fine, but once 
  they take a weapon off the wall or, worse, 
  a jewel from the sarcophagus, the spirits of 
  the deceased will demand revenge. 
  King Felgar will return as a shadow 
  (H) and three of his attendants will rise as 
  skeletal champions (I) and attempt to slay 
  or drive off the living intruders. If they are 
  successful in causing the heroes to flee, 
  the spirits will not chase them further than 
  the walls of the tomb. However, they will 
  remain alert and vigilant for the next week, 
  and will immediately attack anyone who 
  violates their resting place.
  H
  I
  A goblin worshipper
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/One Night Stands/Forgotten Tomb of Felgar the Goblin King.pdf