Originally appeared on www.AtFantasy.com
The Slayer's Guide to Gnolls, the second in Mongoose Publishing's Slayer series, is a sourcebook detailing gnoll society. It is designed to be easily insertable into most campaign settings. It retails at US $7.99.
Presentation
The Slayer's Guide to Gnolls is a thirty-two page, stapled booklet. The front inside cover has an anatomical drawing of a gnoll. The back inside cover has a map and graphical view of the surface of the gnoll laird described in the book. The margins are one inch wide and are illustrated with alternating pictures of weapons hanging or leaning against a wall.
The cover illustration, by Anne Stokes, depicts a single gnoll at the forefront with a variety of gnolls in the background burning a village to the ground. The interior artwork, by Chris Quilliams, Anne Stokes, Nathan Webb, Save Cousens, and Dan Boultwood is composed of a number of pieces detailing posing gnolls and scenes including gnolls. Also included is the hand-drawn map of a gnoll cave complex. It possesses a scale but not a grid and is very well-detailed as to the contents and terrain of the caves.
Overview and Analysis
The Slayer's Guide to Gnolls is divided into twelve sections that are mostly identical to those in the Slayer's Guide to Hobgbolins. They are the Introduction, Gnoll Physiology, Habitat, Gnoll Society, Methods of Warfare, Role-Playing with Gnolls, Scenario Hooks and Ideas, Gnolls as Player Characters, Edendale, Gnoll Reference List, the Open Gaming License, and the d20 License.
The Introduction, once again in a manner similar to the Slayer's Guide to Hobgoblins, details the premise behind the Slayer's Guides. This includes a description of the depiction gnolls have received in previous works, an explanation of the premise behind the Slayer's Guides, and a summary of the contents of the book. On the facing page is a short piece of fiction that serves as an introduction to the potential of gnoll as dangerous foes in the form of a tale by Cephir Al-alladin ibn Kasham bn Neylar formerly of the Band of Iron. This section is good as far as introductions go.
Gnoll Physiology, Habitat, Gnoll Society, and Methods of Warfare all discuss facets of gnoll existence. They are introduced as brutal, savage creatures built with hunting and killing in mind. In most cases they react in a purely instinctive manner, acting immediately rather than considering any potential consequences. They detest any form of physical labor, relying on captured slaves to handle menial work for them. Their society itself is based in a manner similar to wild predators, with families that roam between packs with some freedom and dominant males dominating both families and packs. They do not get along with other races very well, having their views of them colored by the fact they view them to be food just as much as potential allies. Gnolls are not religious on the whole, worshiping a demon lord with acts of brutality and blood rage on the nights of a full and new moon. Some gnolls worship local gods of slaughter, and typically rise to power within their packs. In warfare they hunt in groups, using ill-repaired weapons and armor to lead opponents into startlingly effective ambushes. They enter into open battle rarely, when their packs become so large that they need to sack towns to survive effectively. When defending their lair gnolls are far less effective, usually only defending their own areas and relying on hit and run tactics against invaders. This section is noticeably better, at least flavor-wise, than it was in the previous work. The details of gnoll society and culture were sometimes chilling in their brutality. It provides an effective expansion and explanation of exactly why gnoll culture is how it is, and exactly how gnolls think.
Roleplaying with Gnolls, Scenario Hooks and Ideas, and Gnolls as Player Characters have direct information on using gnolls in a campaign. They primarily stress that gnolls are ruled both by their instincts and their chaotic nature, with each gnoll looking out primarily for themselves, lacking any ability, save when preparing for an ambush, to coordinate anything. The story hooks provide eight different ways to utilize gnolls in a campaign, each of which fits well with the material provided within the book. The advice for using gnolls as player characters matches largely with the advice provided in the Slayer's Guide to Hobgoblins: don't. This advice makes much more sense than that provided in the Slayer's Guide to Hobgoblins. Gnolls are much farther from the typical human mindset than a hobgoblin is, and have the rather large disadvantage of seeing other humanoids as food. The stats provided for gnoll player character's are better balanced than those of the Slayer's Guide to Hobgoblins, though it provides a +2 bonus to Constitution that is not balanced out by a negative ability modifier (They also have a +2 to strength that is balanced with a -2 Intelligence and a -2 Charisma).
Edendale and the Gnoll Reference List provide working examples of how to use gnolls. Statistics of some sample gnolls, and details of a sample cave complex are included. Edendale is a complete and well-developed, providing a history and overview of the complex, its inhabitants, as well as ways to use it in a campaign. The Reference List's sample gnoll NPCs are the worst part of the book. Mongoose completely ignored the rules provided for characters with multiple hit dice changing classes, and forgot that Rangers and Fighters have d10 hit dice.
Conclusion
The Slayer's Guide to Gnolls serves as a useful gaming aid if you are using gnolls as presented in the Monster Manual or are seeking a framework to make your own gnoll culture. It is an improvement over the already good Slayer's Guide to Hobgoblins in all areas save the Gnoll Reference List, which is a definite weakness in the productThe inclusion of a Reference List is a helpful tool, but only if it matches up with the core rules. Overall it is a worthwhile buy for $7.99.
The Slayer's Guide to Gnolls, the second in Mongoose Publishing's Slayer series, is a sourcebook detailing gnoll society. It is designed to be easily insertable into most campaign settings. It retails at US $7.99.
Presentation
The Slayer's Guide to Gnolls is a thirty-two page, stapled booklet. The front inside cover has an anatomical drawing of a gnoll. The back inside cover has a map and graphical view of the surface of the gnoll laird described in the book. The margins are one inch wide and are illustrated with alternating pictures of weapons hanging or leaning against a wall.
The cover illustration, by Anne Stokes, depicts a single gnoll at the forefront with a variety of gnolls in the background burning a village to the ground. The interior artwork, by Chris Quilliams, Anne Stokes, Nathan Webb, Save Cousens, and Dan Boultwood is composed of a number of pieces detailing posing gnolls and scenes including gnolls. Also included is the hand-drawn map of a gnoll cave complex. It possesses a scale but not a grid and is very well-detailed as to the contents and terrain of the caves.
Overview and Analysis
The Slayer's Guide to Gnolls is divided into twelve sections that are mostly identical to those in the Slayer's Guide to Hobgbolins. They are the Introduction, Gnoll Physiology, Habitat, Gnoll Society, Methods of Warfare, Role-Playing with Gnolls, Scenario Hooks and Ideas, Gnolls as Player Characters, Edendale, Gnoll Reference List, the Open Gaming License, and the d20 License.
The Introduction, once again in a manner similar to the Slayer's Guide to Hobgoblins, details the premise behind the Slayer's Guides. This includes a description of the depiction gnolls have received in previous works, an explanation of the premise behind the Slayer's Guides, and a summary of the contents of the book. On the facing page is a short piece of fiction that serves as an introduction to the potential of gnoll as dangerous foes in the form of a tale by Cephir Al-alladin ibn Kasham bn Neylar formerly of the Band of Iron. This section is good as far as introductions go.
Gnoll Physiology, Habitat, Gnoll Society, and Methods of Warfare all discuss facets of gnoll existence. They are introduced as brutal, savage creatures built with hunting and killing in mind. In most cases they react in a purely instinctive manner, acting immediately rather than considering any potential consequences. They detest any form of physical labor, relying on captured slaves to handle menial work for them. Their society itself is based in a manner similar to wild predators, with families that roam between packs with some freedom and dominant males dominating both families and packs. They do not get along with other races very well, having their views of them colored by the fact they view them to be food just as much as potential allies. Gnolls are not religious on the whole, worshiping a demon lord with acts of brutality and blood rage on the nights of a full and new moon. Some gnolls worship local gods of slaughter, and typically rise to power within their packs. In warfare they hunt in groups, using ill-repaired weapons and armor to lead opponents into startlingly effective ambushes. They enter into open battle rarely, when their packs become so large that they need to sack towns to survive effectively. When defending their lair gnolls are far less effective, usually only defending their own areas and relying on hit and run tactics against invaders. This section is noticeably better, at least flavor-wise, than it was in the previous work. The details of gnoll society and culture were sometimes chilling in their brutality. It provides an effective expansion and explanation of exactly why gnoll culture is how it is, and exactly how gnolls think.
Roleplaying with Gnolls, Scenario Hooks and Ideas, and Gnolls as Player Characters have direct information on using gnolls in a campaign. They primarily stress that gnolls are ruled both by their instincts and their chaotic nature, with each gnoll looking out primarily for themselves, lacking any ability, save when preparing for an ambush, to coordinate anything. The story hooks provide eight different ways to utilize gnolls in a campaign, each of which fits well with the material provided within the book. The advice for using gnolls as player characters matches largely with the advice provided in the Slayer's Guide to Hobgoblins: don't. This advice makes much more sense than that provided in the Slayer's Guide to Hobgoblins. Gnolls are much farther from the typical human mindset than a hobgoblin is, and have the rather large disadvantage of seeing other humanoids as food. The stats provided for gnoll player character's are better balanced than those of the Slayer's Guide to Hobgoblins, though it provides a +2 bonus to Constitution that is not balanced out by a negative ability modifier (They also have a +2 to strength that is balanced with a -2 Intelligence and a -2 Charisma).
Edendale and the Gnoll Reference List provide working examples of how to use gnolls. Statistics of some sample gnolls, and details of a sample cave complex are included. Edendale is a complete and well-developed, providing a history and overview of the complex, its inhabitants, as well as ways to use it in a campaign. The Reference List's sample gnoll NPCs are the worst part of the book. Mongoose completely ignored the rules provided for characters with multiple hit dice changing classes, and forgot that Rangers and Fighters have d10 hit dice.
Conclusion
The Slayer's Guide to Gnolls serves as a useful gaming aid if you are using gnolls as presented in the Monster Manual or are seeking a framework to make your own gnoll culture. It is an improvement over the already good Slayer's Guide to Hobgoblins in all areas save the Gnoll Reference List, which is a definite weakness in the productThe inclusion of a Reference List is a helpful tool, but only if it matches up with the core rules. Overall it is a worthwhile buy for $7.99.