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(Mongoose) Slayer's Guide to Goblins
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<blockquote data-quote="Mongoose_Matt" data-source="post: 960468" data-attributes="member: 239"><p>Hi guys,</p><p></p><p>Number 20 in the Slayer's Guide series covers an old, old favourite - the Goblin! With the front cover and inside anatomy pictures done by old Mongoose veterans Anne Stokes and Chris Quilliams respectively, the scene for this malicious race is well set. This is something of a full circle for us, as we started off with Hobgoblins and now, with this Slayer's Guide, we have completed every Goblinoid race.</p><p></p><p>Goblin Physiology kicks off this book with a look at how Goblins function, covering physical variations and, I kid you not, their sense of style (invisible though it may be to your average elf). The psychology of Goblins is detailed, with their hatred of all life but their own tied in very deeply to their culture and religion.</p><p></p><p>The Habitat chapter, dealing with the favoured hanuts of Goblins leads in to the biggest chapter of the lot, Goblin Society, which gets down to the real nitty-gritty of how Goblins live, work and play. Slavery is a common goal for many tribes, who will gladly subjugate their own weaker members. Religion is dlooked at in great detail, and covers the Goblins relationship with their primary deity, the Mighty One. For those who like a little more crunch in their source material, a brand new Goblin-only prestige class is introduced, the Skulk, along with four new Goblin spells designed for use by their priests and adepts.</p><p></p><p>Methods of Warfare casts its eye on how Goblins fight, whether alone or as part of the entire tribe. Their relationship with Worgs is expanded and GMs are given a few tips on how to run a Goblin ambush. This is built upon in Roleplaying with Hobgoblins which gives all sorts of advice on how to portray Goblins in a scenario without making them the latest weak creature feature of the session.</p><p></p><p>Scenarios Hooks and Ideas supplies the harrassed Games Master with several jump off points to reintroduce Goblins into his campaign, as well as demonstrate how the use of Goblins can surprise the most jaded of players.</p><p></p><p>The book is rounded off by the Torn Heads Warren, a complete lair ready to be inserted into any campaign, and a complete Goblin Reference List, which covers many types of Goblin from lowly young to mighty chiefs.</p><p></p><p>The Slayer's Guide to Goblins is priced at $9.95 and will be available in your local stores from next week onwards.</p></blockquote><p></p>
[QUOTE="Mongoose_Matt, post: 960468, member: 239"] Hi guys, Number 20 in the Slayer's Guide series covers an old, old favourite - the Goblin! With the front cover and inside anatomy pictures done by old Mongoose veterans Anne Stokes and Chris Quilliams respectively, the scene for this malicious race is well set. This is something of a full circle for us, as we started off with Hobgoblins and now, with this Slayer's Guide, we have completed every Goblinoid race. Goblin Physiology kicks off this book with a look at how Goblins function, covering physical variations and, I kid you not, their sense of style (invisible though it may be to your average elf). The psychology of Goblins is detailed, with their hatred of all life but their own tied in very deeply to their culture and religion. The Habitat chapter, dealing with the favoured hanuts of Goblins leads in to the biggest chapter of the lot, Goblin Society, which gets down to the real nitty-gritty of how Goblins live, work and play. Slavery is a common goal for many tribes, who will gladly subjugate their own weaker members. Religion is dlooked at in great detail, and covers the Goblins relationship with their primary deity, the Mighty One. For those who like a little more crunch in their source material, a brand new Goblin-only prestige class is introduced, the Skulk, along with four new Goblin spells designed for use by their priests and adepts. Methods of Warfare casts its eye on how Goblins fight, whether alone or as part of the entire tribe. Their relationship with Worgs is expanded and GMs are given a few tips on how to run a Goblin ambush. This is built upon in Roleplaying with Hobgoblins which gives all sorts of advice on how to portray Goblins in a scenario without making them the latest weak creature feature of the session. Scenarios Hooks and Ideas supplies the harrassed Games Master with several jump off points to reintroduce Goblins into his campaign, as well as demonstrate how the use of Goblins can surprise the most jaded of players. The book is rounded off by the Torn Heads Warren, a complete lair ready to be inserted into any campaign, and a complete Goblin Reference List, which covers many types of Goblin from lowly young to mighty chiefs. The Slayer's Guide to Goblins is priced at $9.95 and will be available in your local stores from next week onwards. [/QUOTE]
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