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Cromaghs Guide to Goblinoids
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<blockquote data-quote="Eosin the Red" data-source="post: 2535558" data-attributes="member: 168"><p><strong>Cromagh's Guide</strong></p><p></p><p><u><strong>Cromagh’s Guide to Goblinoids</strong></u></p><p>Written by J.D. Wiker – it is a 37 pg PDF published by The Game Mechanics. This is a complimentary copy for review and was not playtested.</p><p></p><p>Written from the perspective of Cromagh the half-orc barbarian, the Guide to Goblinoids beefs up the entire goblin family, including goblins, hobgoblins, and bugbears. The book is divided into two basic chapters – the first aimed at players who are running goblinoid characters and the second is a DM reference for getting the most mileage out of your goblins.</p><p></p><p><strong>Overview: </strong> Cromagh’s is an eclectic mashing of all things goblinoid including major portions on psychology & religion, a few new feats, equipment, magic items, and six prestige classes. The second section provides several traps and/or tactical scenarios utilizing goblins as well as 6 goblinoid characters that are progressed through several levels, each of the characters posses one of the prestige classes presented in the first chapter. The writing is clean and engaging, especially in the section on the psychology of goblinoids. There are frequent sidebars used to provide Cromagh with a proper vent. I liked the use of Cromagh as the narrator’s voice but the sections include some modern slang that is hard to mix with a fantasy type supplement. </p><p></p><p><strong>Layout & Design: </strong> The cover is a well done illustration of the three types of goblinoids. It has the same general appearance as the Monster Manual. The interior illustrations are also professional in black and white (really, they are blue and white but you get the point... monochrome).</p><p></p><p>The interior layout is clean and easy to read. Cromagh’s comments are lightly shaded blue callouts – these are nice but the shading is the books main toner consuming flourish. Finally, there is a wavy-looking footer prevalent throughout the book that is oddly disconnected with the rest of the PDF.</p><p></p><p>In the second chapter, there are several well done maps with grid overlays detailing traps and ambushes that are well done.</p><p></p><p><strong>Psychology</strong>: The first four pages get into the head of the different types of goblins, offering insight to their behavior and lifestyle. As Goldielock’s would say, “this one is just right.” Actually, that could be a theme for the book, “not too little, not too much, just right.” Instead of flooding the reader with elaborately long sections on each aspect, the author cuts to the heart and delivers a succinct piece of work that still manages to cover all the bases. </p><p></p><p>The major areas covered for each of the goblin types includes – psychology, daily living, warfare, and the final section on myths and beliefs.</p><p></p><p><strong>Feats</strong>: There are eight new feats to capture the spirit of goblinoids and do a good job of it. My favorite is a goblin feat called bolt that facilitates the “run away” syndrome of the little guys. </p><p></p><p><strong>Equipment and Magic</strong>: This section covers unique goblinoid equipment. A few of the magic items stand out as inventive or well themed, including the cloak of stalking and the scrimshaw bones. </p><p></p><p><strong>Prestige Classes</strong>: There are six Prestige Classes, two for each of the sub-species. Overall, they are well done playing to the strengths and weaknesses of each group. Bugbears get the Scout & Huntsmaster PrCs which emphasize their penchant for being sneaky brawlers. The goblins get the Scrimshander and the Trapsmith both of which take them out of direct combat and provide new options for keeping the lowly critters useful without turning them into a combat gods. Finally, the hobgoblins get the Kickfighter and the Warlord. I should mention that the book takes a tangent with hobgoblins having a knack for monkish like combat. </p><p></p><p><strong>The DM section</strong>: This section starts with a section on tactics and encounters for each of the three goblinoids including several nice maps. The encounters don’t provide any “eureka” moments but they are solidly constructed and once again, they buy into to the various psychologies of the goblinoids.</p><p></p><p>The chapter finishes with character progressions of 6 NPCs, two of each goblin type. Each of the characters is presented at two levels (4 levels apart) and they each use one of the books prestige classes. There is a background provided for each of the characters.</p><p></p><p><strong>Summation </strong> </p><p>This book is a great resource for goblinoids. It doesn’t fall into the trap of trying to make a 128 page gigantic tome of all knowledge related to goblins but it does manage to covey a good chunk of flavor in a vary small amount of space. A difficult rope to walk. </p><p></p><p>If you want the great-big-book-of-everything-goblinoid then this is likely to only wet your appetite but if you want something that is concise and easy to integrate then this book may be “just right.”</p></blockquote><p></p>
[QUOTE="Eosin the Red, post: 2535558, member: 168"] [b]Cromagh's Guide[/b] [U][B]Cromagh’s Guide to Goblinoids[/B][/U] Written by J.D. Wiker – it is a 37 pg PDF published by The Game Mechanics. This is a complimentary copy for review and was not playtested. Written from the perspective of Cromagh the half-orc barbarian, the Guide to Goblinoids beefs up the entire goblin family, including goblins, hobgoblins, and bugbears. The book is divided into two basic chapters – the first aimed at players who are running goblinoid characters and the second is a DM reference for getting the most mileage out of your goblins. [B]Overview: [/B] Cromagh’s is an eclectic mashing of all things goblinoid including major portions on psychology & religion, a few new feats, equipment, magic items, and six prestige classes. The second section provides several traps and/or tactical scenarios utilizing goblins as well as 6 goblinoid characters that are progressed through several levels, each of the characters posses one of the prestige classes presented in the first chapter. The writing is clean and engaging, especially in the section on the psychology of goblinoids. There are frequent sidebars used to provide Cromagh with a proper vent. I liked the use of Cromagh as the narrator’s voice but the sections include some modern slang that is hard to mix with a fantasy type supplement. [B]Layout & Design: [/B] The cover is a well done illustration of the three types of goblinoids. It has the same general appearance as the Monster Manual. The interior illustrations are also professional in black and white (really, they are blue and white but you get the point... monochrome). The interior layout is clean and easy to read. Cromagh’s comments are lightly shaded blue callouts – these are nice but the shading is the books main toner consuming flourish. Finally, there is a wavy-looking footer prevalent throughout the book that is oddly disconnected with the rest of the PDF. In the second chapter, there are several well done maps with grid overlays detailing traps and ambushes that are well done. [B]Psychology[/B]: The first four pages get into the head of the different types of goblins, offering insight to their behavior and lifestyle. As Goldielock’s would say, “this one is just right.” Actually, that could be a theme for the book, “not too little, not too much, just right.” Instead of flooding the reader with elaborately long sections on each aspect, the author cuts to the heart and delivers a succinct piece of work that still manages to cover all the bases. The major areas covered for each of the goblin types includes – psychology, daily living, warfare, and the final section on myths and beliefs. [B]Feats[/B]: There are eight new feats to capture the spirit of goblinoids and do a good job of it. My favorite is a goblin feat called bolt that facilitates the “run away” syndrome of the little guys. [B]Equipment and Magic[/B]: This section covers unique goblinoid equipment. A few of the magic items stand out as inventive or well themed, including the cloak of stalking and the scrimshaw bones. [B]Prestige Classes[/B]: There are six Prestige Classes, two for each of the sub-species. Overall, they are well done playing to the strengths and weaknesses of each group. Bugbears get the Scout & Huntsmaster PrCs which emphasize their penchant for being sneaky brawlers. The goblins get the Scrimshander and the Trapsmith both of which take them out of direct combat and provide new options for keeping the lowly critters useful without turning them into a combat gods. Finally, the hobgoblins get the Kickfighter and the Warlord. I should mention that the book takes a tangent with hobgoblins having a knack for monkish like combat. [B]The DM section[/B]: This section starts with a section on tactics and encounters for each of the three goblinoids including several nice maps. The encounters don’t provide any “eureka” moments but they are solidly constructed and once again, they buy into to the various psychologies of the goblinoids. The chapter finishes with character progressions of 6 NPCs, two of each goblin type. Each of the characters is presented at two levels (4 levels apart) and they each use one of the books prestige classes. There is a background provided for each of the characters. [B]Summation [/B] This book is a great resource for goblinoids. It doesn’t fall into the trap of trying to make a 128 page gigantic tome of all knowledge related to goblins but it does manage to covey a good chunk of flavor in a vary small amount of space. A difficult rope to walk. If you want the great-big-book-of-everything-goblinoid then this is likely to only wet your appetite but if you want something that is concise and easy to integrate then this book may be “just right.” [/QUOTE]
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