I will run the first module in around 2 hours. So far, I have made the town slightly less infuriatingly incompetent, removed the encounter where a women attempts to seduce one of the PCs by asking for help with the rats in her cellars, and turned the goblin invaders into Tome Warriors and Adepts.
PCs are two Fire Mage / Monks with 14 in every stat (giving them the option of retraining to a 16 and a 12 at level 3) who will stay a level ahead of what the module expects of the 4 person iconic party. Plus whatever NPC allies they recruit. I will make it possible for them to whip up a militia of 20 or so human Warrior 1s with longspears if they play their cards right.
I converted the 3 basic goblin types in the sblock below
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Grunt (Goblin Warrior 1)
Ability Scores:
STR: 12
DEX: 12
CON: 12
INT: 8
WIS: 8
CHA: 8
Attacks:
Small Chopper (Longsword, no criticals)
Attack: +3 (1 BAB + 1 Str + 1 Replaceable) [+5 if Elite near]
Damage: 1d6+1
Torch/Tongs with heated glass
Attack: +3 Touch (1 BAB + 1 Dex + 1 Replaceable) [+5 if Elite near]
Damage: 1d4 Fire + 1 per round for a minute (stackable) or until extinguished
HP: 5 (1d8+1)
AC: 12 (10 Base + 1 Dex + 1 Armor)
Saves:
Fortitude: +1 (0 base + 1 Con)
Reflex: +1 (0 base + 1 Dex)
Will: +1 (2 base - 1 Wis)
Skills:
Stealth: +9
Perception: +0
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Goblin Elite (Warrior 4) riding Worg
Ability Scores:
STR: 12
DEX: 14
CON: 12
INT: 10
WIS: 12
CHA: 12
Attacks:
Small Masterwork Barbed Lance
Attack: +8 (4 BAB + 1 Str + 2 Replaceable + 1 Masterwork)
Damage: 1d6 + poison
Javelin
Attack: +8 (4 BAB + 2 Dex + 2 Replaceable)
Damage: 1d4 + poison
HP: 30 (4d8 + 4 + Loyal to Death)
AC: 19 (10 Base + 2 Dex + 5 Armor + 2 Shield)
Saves:
Fortitude: +2 (1 base + 1 Con)
Reflex: +3 (1 base + 2 Dex)
Will: +5 (4 base + 1 Wis)
Special Abilities:
Rank: All grunts nearby get +2 Morale to hit
Skills:
Stealth: +12
Perception: +8
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Goblin Shaman (Adept 4)
Ability Scores:
STR: 10
DEX: 12
CON: 12
INT: 10
WIS: 12
CHA: 12
Attacks:
Fire Blast
1d8+2 and set on fire, make a save of your choice (DC 13) for half damage and no rider effect
Life Blast
Heals 1d8+2 to a target. Gives them 2 temporary hit points that last until next use of Life Blast
HP: 20 (4d8+4)
AC: 14 (10 Base + 1 Dex + 1 Armor)
Saves:
Fortitude: +4 (1 base + 1 Con + 2 Defensive Magic)
Reflex: +4 (1 base + 1 Dex + 2 Defensive Magic)
Will: +7 (4 base + 1 Wis + 2 Defensive Magic)
Special Abilities:
Defensive Magic: All allies within 10 feet get +2 to saves and AC
Skills:
Stealth: +10
Perception: +8