Originally appeared on www.AtFantasy.com
The Slayer's Guide to Hobgoblins, the first in Mongoose Publishing's Slayer series, is a sourcebook detailing hobgoblin society. It is designed to be easily insertable into most campaign settings. It retails at US $7.99.
Presentation
The Slayer's Guide to Hobgoblins is a thirty-two page, stapled booklet. The front inside cover has an anatomical drawing of a hobgoblin male. The back inside cover has a map of a hobgoblin fortress described within the Guide. 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, is a dark piece depicting a hobgoblin warrior standing at the crest of a hill with an army of hobgoblins gathered behind him. The interior artwork, by Chris Quilliams, Anne Stokes, and Nathan Webb, is composed of a number of pieces detailing hobgoblins and instruments of war.
Overview and Analysis
The Slayer's Guide to Hobgoblins is divided into twelve sections. They are the Introduction, Hobgoblin Physiology, Habitat, Hobgoblin Society, Methods of Warfare, Role-Playing with Hobgoblins, Scenario Hooks and Ideas, Hobgoblins as Player Characters, Graven Hill Fort, Hobgoblin Reference List, the Open Gaming License, and the d20 License.
The Introduction details the premise behind the Slayer's Guides. This includes a description of the depiction hobgoblins 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 hobgoblins as dangerous foes. This section serves its purpose, as an introduction, well.
Hobgoblin Physiology, Habitat, Hobgoblin Society, and Methods of Warfare all discuss important facets of what a hobgoblin's life are like. The motivations and results of their combative tendencies serve as the focal point of this material. According to the Slayer's Guide it is the primary motivation of their entire culture, and everything else, their living habits, their relations with other races, their religion, and their government are centered on this. This focus makes sense considering the previous body of work that has been composed on hobgoblin, and will increase the ability to ease this into campaigns who do not deviated wildly from this standard depiction of hobgoblins. The section on religion is lacking considering the effect religion has on most cultures. Beyond this, the details provided are logical and internally consistent.
Roleplaying with Hobgoblins, Scenario Hooks and Ideas, and Hobgoblins as Player Characters have direct information on using hobgoblins in a campaign. It primarily stresses that hobgoblins are both intelligent and competent and should be dangerous when encountered in groups. The story hooks are mere examples of this, with the hobgoblin as player characters section highlighting these facets. The advice that is granted is good advice and the story hooks provide a series of adventure ideas that could be formed into a campaign with minimum difficulty. The hobgoblins as player characters section provides a slightly unbalanced depiction of the hobgoblin as PCs. The hobgoblin attribute modifiers are +1, allowing for ease of ability score min-maxing, and the amount of abilities is somewhat excessive when compared to the races in the Player's Handbook. Many of these abilities appear to have been the result of a misreading of the Monster Manual's hobgoblin entry.In addition it appears that the authors did not have a firm grasp on what charisma stands for in D&D 3e, with the penalty for charisma being explained as being a result of their relations with other people being based on fear and domination.
Graven Hill Border Fort and the Hobgoblin Reference List provide a working example of how to use hobgoblins. Statistics of some sample hobgoblins, and details of a sample fortress, and two new spells are included. The Graven Hill Border Fort is a good sample fortress, providing a history of the fortress, details of the inhabitants, and how to use the fortress. The Reference List's sample hobgoblin NPCs usefulness is limited by its inconsistencies with the material presented earlier in the chapter on hobgoblin PCs. The spells are fitting additions to the hobgoblin's arsenal and do not appear to be imbalanced.
Conclusion
The Slayer's Guide to Hobgoblins can serve as a useful gaming aid if you have not yet detailed the hobgoblin culture in your campaign, are using the standard hobgoblin culture found in the Monster Manual, or are merely looking for ideas to expand on an existing hobgoblin culture in your campaign. The cultural ideas contained within are internally consistent and are easily adapted to most campaigns, quasi-medivel or otherwise. Its rule problems constitute but a small portion of the overall material and are hardly fatal. Overall it is a good buy for $7.99.
Publisher's Note:
After I finished the review Mongoose Game's Matthew Sprange contacted me with these clarifications:
First off, the pros/cons of min/maxing with +1 ability scores - this really only applies at the lowest level of character as, if you go down this route, it naturally takes longer to get the next bonus on the stat line. You need, of course, two raises in the ability score if you min/maxed at level one. I have some of my own (personal) feelings on the place of min/maxing within RPGS (as opposed to wargaming, where it is rife), but they are best left to another forum. Yes, it can be a factor in the hack-and-slash style of playing, but for most regular groups, any effect will be minor - but this is something for our readers to decide. Any comments will be welcomed.
As for the Charisma issue, within Hobgoblin society you are, of course, 100% right. However, this is something that _only_ applies to PCs who are, for the most part, operating outside of that culture. Reactions towards them, coming from an inherently evil race, will be much lower than any of the standard races. This was what I was trying to illustrate. They can bully a Goblin around all they like. But a Dwarf Barkeep may take a very dim view of a Hobgoblin's demeanour and attitude.
With regards to the characters being a little too powerful, I must disagree
The first draft of these rules made Hobgoblin PC's very weak, to the point where anyone may question the sanity of playing them. If I were to go back and revise these rules though, I may be tempted to remove the bonus to saving throws.
Last of all is the point that these rules have not been applied in full to the Reference Chapter - this was intentional, as I believe PCs should be noticeably better than the average member of their race, perhaps even above and beyond base stats. Hobgoblin characters have enough going against them already! Carte blanche rules need not apply to individual monsters, in this fashion at least, though GMs who believe in sauce for the goose are free to apply the PC rules to their own monsters as they see fit.
Mongoose is always happy to listen to gamers, however, so if anyone violently disagrees with any of this, please let me know!
The Slayer's Guide to Hobgoblins, the first in Mongoose Publishing's Slayer series, is a sourcebook detailing hobgoblin society. It is designed to be easily insertable into most campaign settings. It retails at US $7.99.
Presentation
The Slayer's Guide to Hobgoblins is a thirty-two page, stapled booklet. The front inside cover has an anatomical drawing of a hobgoblin male. The back inside cover has a map of a hobgoblin fortress described within the Guide. 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, is a dark piece depicting a hobgoblin warrior standing at the crest of a hill with an army of hobgoblins gathered behind him. The interior artwork, by Chris Quilliams, Anne Stokes, and Nathan Webb, is composed of a number of pieces detailing hobgoblins and instruments of war.
Overview and Analysis
The Slayer's Guide to Hobgoblins is divided into twelve sections. They are the Introduction, Hobgoblin Physiology, Habitat, Hobgoblin Society, Methods of Warfare, Role-Playing with Hobgoblins, Scenario Hooks and Ideas, Hobgoblins as Player Characters, Graven Hill Fort, Hobgoblin Reference List, the Open Gaming License, and the d20 License.
The Introduction details the premise behind the Slayer's Guides. This includes a description of the depiction hobgoblins 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 hobgoblins as dangerous foes. This section serves its purpose, as an introduction, well.
Hobgoblin Physiology, Habitat, Hobgoblin Society, and Methods of Warfare all discuss important facets of what a hobgoblin's life are like. The motivations and results of their combative tendencies serve as the focal point of this material. According to the Slayer's Guide it is the primary motivation of their entire culture, and everything else, their living habits, their relations with other races, their religion, and their government are centered on this. This focus makes sense considering the previous body of work that has been composed on hobgoblin, and will increase the ability to ease this into campaigns who do not deviated wildly from this standard depiction of hobgoblins. The section on religion is lacking considering the effect religion has on most cultures. Beyond this, the details provided are logical and internally consistent.
Roleplaying with Hobgoblins, Scenario Hooks and Ideas, and Hobgoblins as Player Characters have direct information on using hobgoblins in a campaign. It primarily stresses that hobgoblins are both intelligent and competent and should be dangerous when encountered in groups. The story hooks are mere examples of this, with the hobgoblin as player characters section highlighting these facets. The advice that is granted is good advice and the story hooks provide a series of adventure ideas that could be formed into a campaign with minimum difficulty. The hobgoblins as player characters section provides a slightly unbalanced depiction of the hobgoblin as PCs. The hobgoblin attribute modifiers are +1, allowing for ease of ability score min-maxing, and the amount of abilities is somewhat excessive when compared to the races in the Player's Handbook. Many of these abilities appear to have been the result of a misreading of the Monster Manual's hobgoblin entry.In addition it appears that the authors did not have a firm grasp on what charisma stands for in D&D 3e, with the penalty for charisma being explained as being a result of their relations with other people being based on fear and domination.
Graven Hill Border Fort and the Hobgoblin Reference List provide a working example of how to use hobgoblins. Statistics of some sample hobgoblins, and details of a sample fortress, and two new spells are included. The Graven Hill Border Fort is a good sample fortress, providing a history of the fortress, details of the inhabitants, and how to use the fortress. The Reference List's sample hobgoblin NPCs usefulness is limited by its inconsistencies with the material presented earlier in the chapter on hobgoblin PCs. The spells are fitting additions to the hobgoblin's arsenal and do not appear to be imbalanced.
Conclusion
The Slayer's Guide to Hobgoblins can serve as a useful gaming aid if you have not yet detailed the hobgoblin culture in your campaign, are using the standard hobgoblin culture found in the Monster Manual, or are merely looking for ideas to expand on an existing hobgoblin culture in your campaign. The cultural ideas contained within are internally consistent and are easily adapted to most campaigns, quasi-medivel or otherwise. Its rule problems constitute but a small portion of the overall material and are hardly fatal. Overall it is a good buy for $7.99.
Publisher's Note:
After I finished the review Mongoose Game's Matthew Sprange contacted me with these clarifications:
First off, the pros/cons of min/maxing with +1 ability scores - this really only applies at the lowest level of character as, if you go down this route, it naturally takes longer to get the next bonus on the stat line. You need, of course, two raises in the ability score if you min/maxed at level one. I have some of my own (personal) feelings on the place of min/maxing within RPGS (as opposed to wargaming, where it is rife), but they are best left to another forum. Yes, it can be a factor in the hack-and-slash style of playing, but for most regular groups, any effect will be minor - but this is something for our readers to decide. Any comments will be welcomed.
As for the Charisma issue, within Hobgoblin society you are, of course, 100% right. However, this is something that _only_ applies to PCs who are, for the most part, operating outside of that culture. Reactions towards them, coming from an inherently evil race, will be much lower than any of the standard races. This was what I was trying to illustrate. They can bully a Goblin around all they like. But a Dwarf Barkeep may take a very dim view of a Hobgoblin's demeanour and attitude.
With regards to the characters being a little too powerful, I must disagree

Last of all is the point that these rules have not been applied in full to the Reference Chapter - this was intentional, as I believe PCs should be noticeably better than the average member of their race, perhaps even above and beyond base stats. Hobgoblin characters have enough going against them already! Carte blanche rules need not apply to individual monsters, in this fashion at least, though GMs who believe in sauce for the goose are free to apply the PC rules to their own monsters as they see fit.
Mongoose is always happy to listen to gamers, however, so if anyone violently disagrees with any of this, please let me know!