World of Whitethorn 1A: The Hamlet of Thumble

This is a 72-page "adventure setting" that can best be described as a D&D starter kit. It includes a detailed hamlet (58 halflings with full stats), a short adventure (taking PCs from 1st- to 2nd-level), and new rules (3 core classes, 56 spells, 12 magic items, 2 monsters, morale checks, dreams, reputation points, etc). There is also a GM Tips section that is very helpful for beginners and veterans alike.

About the adventure...

For Good PCs:
The PCs are sent to the Hamlet of Thumble to find out why the halflings have been unable to pay their taxes to the local lord. They soon discover that evil humanoids are terrorizing the halflings who blame their lord for the lack of protection from the nightly raids. Little do the adventurers know that by helping the halflings they may serve as pawns in a game of politics and war…

For Evil PCs:
The PCs comprise a band of evil humanoid raiders. They have been ordered to steal as much as possible from the hamlet and cause general havoc in the hope that this forces the halflings to leave. The challenge for evil PCs is tougher as the halfling settlement is larger than the evil humanoid one and more sophisticated with a few powerful NPCs. They must know how to avoid these NPCs while doing as much damage as possible. Extra experience points should be given for clever ways to terrorize the halflings into fleeing. It is recommended that for any halfling that flees the hamlet, the PCs receive one-half of the experience points if they had killed it.

Two groups of PCs can also work against each other—- one party of good PCs protecting the hamlet and one band of evil PCs raiding it. There is an additional scenario in which two groups of evil PCs, a group of evil humanoid raiders and a group of evil mercenaries, act together to terrorize the halflings.
 

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Okay, I actually have two reviews of this. The first was the original review, done from a preview copy. The second is done from a final, finished, physical copy and about 8 months after the fact, and is something of a playtest review.

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When I first heard this product announced, I was intrigued. It's the exact sort of product I like - an adventure set in or around a very detailed village or town. The more I heard about it, the more I was interested. So I was happy to get a chance to review a preview copy (which is identical to the released version, which recently came out at GenCon).

The Hamlet of Thumble is the first product from Open World Games. It's a combination adventure and sourcebook. It's 72 pages, softcover, and priced at $14.95 (it was originally going to be only 64 pages, but they had to increase the page count to fit everything in it). The cover art is by one of my favorite artists, Storn Cook (he used to illustrate a lot of the Star Wars RPG books from West End Games), though it's framed to look like the old classic TSR modules.

Thumble is a hamlet comprised totally of halflings. While the 3rd edition of D&D made halflings into kender (in personality if not name), these halflings are like the ones you'd find in original D&D. Only perhaps a bit more rustic. The feeling I get is similar to that of Mayberry from the Andy Griffith show. (In fact, one of the halflings is named "Opee"). Actually, after first hearing about this product, getting excited, then hearing it was a village full of Halfings, I thought "Oh no!", as I don't like the hyperactive sort of halfling that was introduced in 3e (ie, Kender) - they're like small Jerry Lewises, and I'm not French. But these sort of halflings I like...

The halflings of Thumble are extensively detailed. You get d20 stat blocks for more halflings than you probably ever imagined possible, and those that don't have stat blocks, have names. But beyond that, you also get info about their personality, their interests, their physical stats, including of all things, their eye color. (What, no blood type?). Many even have quotes, or things they might say. The attention to detail is impressive. The end result makes Thumble a living, breathing place. It feels real.

Thumble is set in it's own campaign setting, "World of Whitethorn", but is fairly setting independant (more so than many supposedly generic villages or cities), and so can be dropped into most settings very easily. You might lose a extra layer of plot in the adventure, but nothing major.

As to the actual adventure itself, it's very non-linear. There are two basic options, one for good PCs, one for evil PCs. The one for good PCs is much more fleshed out, as they are presumably visiting Thumble to solve their problems. But first they need to visit various inhabitants and find out just what the trouble is. If they're evil, well, they will mostly be the ones causing the troubles (The scenario where the PCs are evil is also a lot less straight-forward to run), so the GM will have to figure out how the inhabitants of Thumble will respond (though some guidelines are given).

As a result of the detailed info about Thumble, and the non-linearity, and the amount of extra info, the adventure itself is pretty short. Though the length really depends on how much role-playing you want to do with inhabitants of the village. I personally hate rail-roaded adventures, so I prefer short, wide open adventures, to a long, rail-roaded one.

Actually solving Thumble's problem is something of a moral dilemna for good PCs. The threat bothering Thumble doesn't seem all that bad (I'm not sure if they've even killed any of the villagers, yet), and is perhaps the classic D&D dilemna caused by alignment (often argued about on usenet and role playing message boards everywhere).

There are also a couple side encounters that could be very perilous to the PCs, at least low level ones (which this module is aimed at). And one of these also poses a moral dilemna. So the whole thing is very thinking (but not puzzle) heavy and roleplaying heavy, with a moderate amount of combat (though for Evil PCs, it's like more combat heavy, though even then they'll have to use their wits to scare away the inhabitants of Thumble, as opposed to killing them all).

The maps are hand drawn, and are very nice looking (I was afraid they would be computer generated, which I hate). The art is also pretty good, though most the pictures are either of somewhat folksy looking halflings or the critters menacing them. So if you're looking for pinups of Lidda look-alikes, look elsewhere.

Thumble, and the adventure involving it, is really only about half the product. There's a lot of additional rules material, including new core classes, lots of new spells, new feats, info in integrating dreams, a reputation system, and a advantage/disadvantage system. And some general GMing advice.

Three new d20 core classes are introduced, the Cavalier, the Shaman, and the Witch. I'm a big fan of new core classes, in particular, the Witch. There are several other takes on the Witch class, and I own many of them. I've always thought Witches should be mysterious - by having so many different ones available, your players never know what to expect, exactly, when they encounter one.

One of the problems I sometimes have with new core classes, is they are often poorly designed, or break various d20 conventions, like having non-standard base attack bonus or save progressions, or are completely out of balance with other core classes. I was a bit worried when I learned Mystic Eye Games was affiliated with this product (I like their stuff, but their core classes always have problems), but thankfully, the classes are all well designed, well balanced, and all use standard d20 progressions.

The Witch is very close to the sorcerer, only with a more limited spell list, and several special powers (most shape shifting). Seems pretty good, except their knowledge of spells is a bit limited, about one less than a sorcerer of a similar level. This makes them even more specialized or narrow than a sorcerer.

The Shaman is something of a nature-worshipping class, but it deals with spirits. It's fairly similar to the Druid, but the special abilities are related to animal spirits.

The Cavalier is really a knight, that is, someone who is an expert at fighting heavyily armored on horseback with a lance, but the name is presumably an homage to the old Cavalier class from 1st Edition AD&D (and originally in Dragon). Unlike that old class, this one is actually balanced. While it's better than the normal core classes at fighting on horseback, it's inferior to the fighter as a general all around combatant, most notably because they are forbidden to use ranged weapons (against their code of honor).

The advantage/disadvantage system is pretty simple. Basically, each PC gets one advantage or special ability, and one weakness to balance it. I've never been crazy about advantage/disadvantage systems, because I've always thought weaknesses, should be role-playing based, not game-mechanic based. The advantages, or special abilities, are more powerful than feats. So, really, depends on how powerful you want PCs to be. I wouldn't use it myself, though.

The other new rules are also generally fairly simple, but fairly well thought out.

Lastly, there are some GMing tips, most of which I readily agree with. Also both some "Good" and "Evil" pregenerated characters, complete with basic personality. This could be very useful for those new to role-playing, though the non-linear nature of the adventure could be a bit daunting to a first time GM.

All in all, this is a great product - the amount of stuff packed into it is amazing (I'm sure there's a lot I've missed mentioning). While some might find Thumble a bit too quaint (if you're angst ridden, wear a lot of black, and listen to the Cure, this likely isn't for you), I enjoyed it a lot. But as mentioned, products like these are just about my favorites. And this really isn't so much just an adventure, as a sourcebook, so it has long term value, as both a village you can drop into your game (which should also work in non-d20 games that have short people), and as a rules supplement. It's also occasionally very funny. A.
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End First Review
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This is actually the second review of Thumble I've written. The first was actually sort of a preview review, and was a capsule review (not playtest) from a manuscript. As it's a completely new review, not just a revision, I'll cover the same basic ground, just differently (and hopefully better, this time).

I've actually been meaning to write a follow-up playtest review from the finished product for quite some time (6 months, I think), but I've always found it somewhat tricky writing adventure reviews. To a certain extent, reviewing sourcebooks (or capsule reviewing adventures) just describes the contents, and the gist of how they work, and how the rules in the book worked (or didn't work). Adventure reviewing often require narrative writing, which I'm not great at (Otherwise I would be writing short stories and novels, not writing reviews), so I usually try to describe my experiences in a paragraph or two.

Anyway, it came out in the summer of last year, and was one of the first 3.5 D&D modules available. It's written by Ed Cha, and is the first product from Open World Press. I call it a module, but it's really more of an "Adventure Setting", which is basically the author's phrase for a setting built up by several adventures that also double as location sourcebooks. Basically how the old D&D Known World setting came about (only not as haphazardly in this case).

This adventure is set around Thumble, a small hamlet of halflings. Really, they're not halflings in the 3e sense, they're really hobbits. Besides being short, they're somewhat round and chubby, somewhat rustic, quaint.

But all is not well in Thumble. They've been troubled by some mysterious creatures, which they call "Yappies" (who are actually kobolds). The PCs can either solve the problem with the Yappies or aggravate the problem, depending on whether or not they are evil or good.

But that really isn't the main attraction of Thumble. What's neat is the attention to detail of the individual halflings.

One of the perils of running a store-bought adventure, is it's often only a sketch of an area. If the players wander off the main stage, or go someplace they're not supposed to, you're forced to adlib. This can be tricky, at least for GMs like me, who largely base my own NPCs on people I know or women I've dated (or who have maced me).

But in this, the players can harass or talk to every halfling in the place, and you'll have just about everything about them, from names, names of their children, hair color, eye color, what they do, and of course, their stats. Sometimes there are some sample quotes.

For instance, there's Borendill, a pig and chicken farmer. He's got brown hair and brown eyes and is a somewhat chunky (for a halfling) 113 lbs. His wife is is named Tessee. She has blonde hair and blue eyes. Their children are Wilby, Romelia, Delgrin, Megran, and Luco. One of them has a funny birthmark.

Something like 50+ halflings are detailed like this, including stats. It's a mix of odd characters and the traditional small town archetypes, like the town drunk and spinster. I imagine the recipe for "Halfling Stew" in the Yappie section, was included because the author was so sick of coming up with halflings and details about them.

This detail extends to just about all of the NPCs. Even some of the minor encounters. For instance, one of the encounters on the way to town involves a brush with a pair of con artists. Like the halflings, we get a brief sketch of their past history, as well as their descriptions.

Thumble is also fairly well developed, with quirks of it's own. For instance, the inhabitants speak with a slight accent. Their "O" sounds are sort of drawn out, "ooo-ooo". So instead of D'oh, they say "D'oo-ooh" (It doesn't mention if their cows say "Moooo-oooo"). The sample quotes for the halflings all take this into effect, and are sometimes kinda funny.

While the attention to detail is the best part, it still is a pretty good adventure, largely because of it's non-linearity, and various side quests/encounters.

As mentioned, basically, the PCs have to solve the Yappie problem. If they're good PCs. If they're evil, they can help the Yappies. But there are various ways to solve it, from either end. On the downside, beside it's non-linear, it's shorter than the sort of adventure where the PCs follows a preordained course, room to room. If you skip the role-playing, and the side stuff, it can be really quick. (Of course, the obvious solution is not skip that stuff, though there is something of a time clock on the PCs part, at least as written, because of a missing child.).

Also, one could argue there is a logical problem, that many of the inhabitants of Thumble are actually tougher than the PCs probably are (if the PCs are 1st level). But that's really a problem/quirk/feature of the d20 System and D&D (or level systems in general), and actually requires metathinking on the part of those complaining about it. The PCs should probably think they are tougher than halfling farmers.


The first time I ran the module, was as part of my normal d20 game, which is something of a SF/Fantasy cross-over, with some Call of Cthulhu thrown in. My campaign is set about 500 years in the future, on Carcosa, which is a planet revolving around Aldeberan (and so in the setting, was named for the HPL stories, it's not simply a coincidence). Anyway, as part of a Star Ocean 2-ish accident, an entire research colony was transported into a fantasy analog or parallel universe (also greatly inspired by Timothy Zahn's novel "Triplet", which ironically shared a cover with some Gurps book). I mostly use a combination of Blood & Space (tweaked a bit) and Traveller 20 (tweaked a lot) classes, gear & feats from Dragonstar, and some other misc stuff (like the Quintessential Witch).

So anyway, what I'm getting at, is the initial party I used was a somewhat higher level than the module was meant for, 5th level or so. And they had guns. And grenades. About half of them. The other half was a Quintessential Witch/Ranger, and two Fighter/Sorcerer types. (Sadly, no ninjas.)

Also in my game world, I don't really use alignment per se. I do use it, but races and such tend to not have any inherent ones. Thus, Halflings are not necessarily good, and Kobolds are not necessarily bad. Both tend towards neutral.

So, this changed things considerably. Although I did up the power level of the yappies in this, it's really really hard to compete with grenades. So the Yappies surrendered, and a fairly equitable peace was made between the two, with the help of Quiggles the magic frog. That might not be so easy in the more traditional sort of D&D world or the one that module envisions. But is still possible (especially with the reward for saving Quiggles).

There actually was some combat at first, and I used part of this as an example for my review of Torn Asunder, which is a critical hit system for d20. This actually sparked off a controversy over whether or not kobolds have tails, because I always thought they didn't, largely based on an illustration in Dragon magazine, and some of the pictures in this. (See the comments on my Torn Asunder review for more on this, if you care :-p)

The second time I ran it, was when I first play-tested Stargate SG-1. In it, I changed the Halflings to humans, I forget which type, something weird, and the yappies to rogue Jaffa. As I wanted to test the combat system, it was pretty bloody for a while, but eventually the leader of SG-13 was able to defeat the leader of the rogue Jaffa in single combat, and peace was made. The Halflings convert to humans easily enough, if you just double the height and weight.

The third time I ran it, which was recently, actually, I used in a more normal setting, the levels it was intended for (1st-2nd) and it was played from the point of view from the kobolds. I still didn't want any halfling bloodshed, so I ran it from an angle that the kobolds wanted to frighten the halflings into paying tribute. In part, I used some of the spells from the Gnome: Masters of Illusion book I reviewed last month. This actually ended up with most of the kobold PCs getting clobbered.

So, while the adventure itself is perhaps a bit short, it can be reused over and over, as can the hamlet itself.



The second half of the book is really more a sourcebook. 3 new core classes (The Witch, the Shaman, and the Cavalier), a bunch of spells, an advantage/disadvantage system, new magic items, new weapons (just mundane items like household wares). And beyond that, all sorts of advice and tips aimed at beginning DMs.

On paper, the classes all looked to be well done rules wise and balanced. And while I still haven't tested them extensively, I have used them as NPCs of varying levels, and they do seem to be pretty solid. Considering Mongoose sells a single class for $3.50 in an 8 page minibook, these 3 classes by themselves just about make Thumble worth buying (or a bargain if you buy it for the adventure.).

There are a lot of witches for the d20 system (at least 6 others, by my count), and this is a decent one. Besides the spells the witch can cast (which are a mixture of enchantment and charm and summoning with some minor healing), she can also shapechange. Not quite the traditional witch, but not bad.

The Cavalier is great at fighting on horseback (or some sort of mount). Elsewhere he's a bit weak (though pretty much like a fighter without any bonus feats or abilities).

The Shaman is perhaps the most original of the three. It's similar to a cleric, but worships animal spirits, and gets powers based on the totems it worships.

There's also a reputation system, a disadvantage/advantage system, lots of spells and probably some other things I'm missing. If just the rules were released as a book, it would be pretty hefty. In a way, it's almost a shame that they were included, because they will probably be overlooked (and perhaps the space could ahve been better used for more adventure seeds/plots).

The GM advice is sometimes often somewhat obvious to long time GMs, but is nonetheless worth mentioning, and should be great for starting GMs.

Since I was working from a manuscript the first time, I just gave "Style" a 3. However, the actual book is a lot better than I had expected. Not to put down Mystic Eye Games (who this is published under, it's one of those affiliated publishing deals), but while their adventures were enthusiastically done, they were somewhat ugly in terms of layout and art and such. I was expecting the worst.

But it's actually a really snazzy looking book. The layout is a bit crowded, because it's packed to the brim, but it's very easy to read and to find things. There are a couple of slight glitches in the text, the most notable is when the wife of a halfling changes names from Lyneth to Eleree. In a really neat touch, instead of the standard grey background you normally find used for tables, it uses greyed out illustrations from the book. It's hard to describe, but it's really classy looking.

As I did mention in the first review (since the art was up on a web page for me to see), the art by Lee Smith and Diego Paredes is quite good, and the cartography by Clayton Bunce is simply stunning. Best cartography style ever, sort of isometric, and hand drawn. Definitely an antidote to the ugly, dark, hard to read computer-ish blobs that is the norm for maps these days. Though ironically, the maps are a bit pixelated (I guess it must have been a jpg or something at one time, or suffered a bit from the scanning in process). But you really have to look close to notice. And last but not least, the cover art is by Storn Cook, and so is quite good.
 

trancejeremy did a wondeful job of a content review, I echo his sentiments and offer this playtest review:

This isn't so much a content review as it is a playtest review. I ran my group through this town Sunday night and here are some of the highlights (some spoilers abound).
The party consists of a human fighter 2nd/level, a gnome fighter 2nd/level, an elven thief 2nd/level, and 1/2 orc cleric of Kord 1st/level. The thief is neutral evil, and plays it as a self-centered, greedy, vindictive elf. The party was traveling on foot after being expelled from a nearby town when they came upon the bridge guarded by Denbel and Randill. The gnome chatted them up and after finding out the town was being besieged by "yappies" decide to go see "Opee" and try to convince him they could handle the problem, for a modest fee. After accepting the elders terms, the party made it's way to the sheriff. After getting nowhere fast with Rillkep, the elf and gnome do a diplomacy, bluff, sense motive team up on him and conclude that the sheriff is an idiot and ill equipped to handle even a thunderstorm, which then causes the cleric to refer to the sheriff as "booger" for the rest of the session. The thief spots Wilby watching the event from afar and sneaks up on him. He fo
rces Wilby to divulge all that he knows. The thief decides to keep this info to himself and resolves to solve this mystery all by himself once the rest of the group is sleeping that night. He lets him leave after learning that Lotte is deemed the richest town member by everyone (according to Wilby). The rest of the party visits the carpenter before retiring for the evening. The thief slips out around midnight and makes his way across the river just north of Roldo's house. I decide to go ahead and use the Brogy and Drogy encounter, after getting slapped around by the "ogre" the thief ran screaming back to the village only to be attacked by the "yappies" while swimming back. The thief decides to swim north and come ashore beyond Old Roplin's, beaten and bleeding she finds a hiding spot and takes out her potion of cure minor wounds. The rest of the party is awakened by the yell of FIRE! and rush out to see what's what. They see something ablaze in the field between Roldo's and
Roplin's houses. Think it a diversion they all head out south through the town and run across 3 small figures running back and forth across the street, they call out and give chase but are unable to catch up. they then make their way slowly back to the fire which is almost out and find it to be just a big bonfire. They feel confident in their deduction that it was a diversion, then realize the thief's been missing the whole time.

The session ended there and will continue next week. Big helps thus far have been the probable conversation tips, the Brogy and Drogy encounter (I loved this encounter even more so since the thief tried to take it alone, I'm going to love watching the "always exaggerating" thief convince the party that there's a shapechanging ogre in the woods), and the very detailed accounts of each townperson's knowledge and how they all fit into a community. I don't know how Ed pulled that off but it makes the whole village seem "alive"

If you're a new DM or if you need a village quick, this is definately the product for you. Every villager is stated out and also has conversation tips for each. Even if you bought this solely for the village and used none of the rest of the product, It would still be worth the $14.99 for the time and effort Ed Cha has saved you.

Thanks
Robert
 

In many ways, The Hamlet of Thumble reminds me a lot of the first part of the Temple of Elemental Evil, The Village of Hommlet. We have a quest to help those of a small town, given by the king's advisor himself, to overcome evil. Pretty simple in its concept and in its execution.

The strength of the book is in the details of the Hamlet itself. Here, we get halflings who are more traditional in their role, more like those of 1st and 2nd edition as opposed to the race of explorers they've been portrayed as in 3rd edition. Each part of the village is detailed, allowing the GM to reuse this Hamlet over and over again. The inhabitants all have little quirks and activities that they can engage the players in.

The bad news though, is that it's a very short module. There is pressure on the players to go seek out the trouble in the hamlet, the yappies as they're called because of their loud barking, because a halfling child has been kidnapped. This puts a time clock on the player's activities so a group of good aligned character's isn't going to be spending a lot of time getting to know the ins and outs of the locals.

Instead, they'll sneak across the river and hunt down the yappies. In the course of their hunt, they may encounter the guards of the foreign country they've just entered. A nice switch in terms of pacing as these individuals may not be particularly hostile to the party and just wants them to stay on their side of the bridge. More interesting however, are the fixed encounters that can plague the party, not because they're 'kewl' but because they're encounters with creatures of a high power level than a base party and force the party to think beyond the world of hack and slash.

After the party overcomes the single level of yappies, or kodolds, they get to return home where they may discover that things aren't what they originally seemed to be. A good way to end the module and allow the GM to add on some hooks of his own.

That's it.

An equal portion of the book is taken up with new rules and goodies to add to any campiagn. Three new core classes, the cavalier, shaman and witch, are introduced. They follow standard progression and look like they'd fill some important roles in a base d20 fantasy campaign but I question their inclusion in this particular book. Sure, the witch the party encounters is an example of using the class right off the bat, but Necromancer Games and others have been using druids, clerics and sorcerers for a while now so a new class isn't essential, but is useful outside the adventure.

Some of the new feats tie into the classes like Craft Tetish and Charm, where you can create magic items to store Enchantment Spells in Charms or fetishes for other spells. Others like Spell of Opportunity may be overpowered but have strict requirements, once again making me wonder why something with a prerequisite of 15 ranks in spellcraft is in an adventure for 1st-2nd level characters.

New spells allow the 'blessing' of barbarian rage onto a single target or multiple targets with the higher level version, as well as the ability to destroy crops via Blight spells. Unlike some products, the spells aren't broken down by class, level and alphabetized, but start off in alphabetical order with very short, but effective descriptions of the spell's effects.

The new monsters introduced in the book, the Dolloby, a small construct that eats a lot and the Wicked Treant, are fully statted out for use in your own campaigns, in addition to what I'd call improvised weapons like fryaing pans, rakes, hoes, and miner's picks.

More useful to those starting a campaign are the different optional rules, like those covering the use of dreams or reputation points. I've always wondered why 3.5 didn't crib the reputation points from Star Wars and other games and now I've got a method simple enough to add to my own game without a lot of fuss or muss.

Something I'm not too fond of on the other hand, are special abilities for Pcs which range in power level from the binding and immediate healing of damage through the Bind Wounds ability to the Deadly Aim ability that doubles your damage with a ranged weapon once per day. I can understand where the author is coming from in his desire to see the heroes do well and survive, and some board members have mentioned the 'Let me be Cool' attribute before so they'll enjoy such abilities. Fortunately, the author balances these somewhat with Special Weaknesses like Fear of Magic, giving penalties to Will Saves or Xenophobia which makes the character afraid of a specific race, making them save or flee when confronted with such an individual.

Also of use to new GMs are the GM Tips including how to start a new game by controlling point levels for character attributes, a different method than that of the DMG, or providing bonus hit points for first level characters. One of the better reads in this section is 12 Signs of a Good Gm which I recommend even experienced GMs read just so they can see where they fall in the rankings.

The book closes off with pregenerated characters, good and evil Pcs that have special abilities, per the discussion earlier in the rules section.

My problem is the excess, non-adventuring material. While the book includes evil Pcs in the form of kobolds with class levels, it doesn't go into any detail about how they'd overcome the halflings. This is a very important note since one of the hamlet residents is a mid level retired adventurer capable of wiping out the whole party in a single encounter. In addition, why not another level for the kobold lair? Why not a more powerful guiding force behind the kobolds? Why not more fixed encounters?

Interior covers aren't used. The interior art doesn't match the cover in quality. It's not bad and certainly better than I could do, but Storn set a fine standard with that cover, hailing back to 1st edition days. The editing and game mechanics look fairly sound as do the balances on the new core classes but more playtesting at various levels would be needed before I'd blindly let anyone choose those classes. The layout is very tight and dense, fitting a great amount of words per page, but making me realize that I'm getting older as I often had to put the book down to rest my eyes.

To get the five star rating, there would need to be more adventurer, better art, better dungeon maps, interior cover use, and a master of layout who could fix the one problem that seems to creep along every now and again in the MEG products, where something that has a level, like 4th, kicks an extra line into the flow of the text.

The price on this puppy is right though. At $14.99, it's one of the most inexpensive 72 page modules out there. The wide amount of source material allows a GM to get more 'bang' for the buck if they want to continue adventuring in Thumble. If you're looking for a short adventure with a lot of supplemental material that's perfect for GMs just getting their feet wet with 3.5, then the Hamlet of Thumble is for you.
 

Review of Hamlet of Thumble

The Hamlet of Thumble is an adventure for first to second level characters that are either good or evil. Do not allow that description to fool you, as this is much more then one’s average module. The book is seventy pages in length. The layout is solid and it is easy to read. The black and white art is good if a little sparse. The price of $14.99 is good for what is offered on the pages.

The adventure is designed so that the party is either the protectors or attacks of a small halfling village. One could also run it with two parties, one attacking and one defending. All these options are very well spelled out for the Dungeon Master. The adventure is more site based allowing the Player Characters to determine some of what happens. There are a few specific encounters spelled out in the book, but they can happen as needed. Getting to the village is easy enough. The book includes a good map and some random encounter tables. It also has some weather tables and some simple rules for different kinds of weather.

The village is fully detailed and easy to use. As a full village it would also be easy to remove the village from the adventure. The NPCs are very detailed and come alive with a ripe descriptions and stat blocks. The village for me was the highlight of the book as I really enjoy things that can be used over and over and easily grow within my own campaign. The building blocks are all there in this village and it can easily see use long after the adventure runs its course.

The book offers some new rules in it as well. It begins with some new base classes: The Cavalier, The Shaman, and The Witch. While none of the classes are bad in any way, I feel that they might have been better served as prestige classes. They make find base classes, but I prefer to keep base classes at a minimum. There are also some new spells, feat, magical items, and creatures in the book. All seem well done and nicely balanced.

It’s the other rules that really impressed me though. There is a weapons table for mundane items like a kitchen knife, frying pan, shears, and broomstick. It is a simple thing to do but it really is an area that I had not seen covered. There is also some simple morale checks based on a fear saving throw. There is a new option for spell casters, a new type of ranged attack. Basically it is a way to make the caster a little more useful in ranged combat without also relying on the crossbow. There are also rules for dreams in the book. These include a new skill that helps one recall dreams more accurately as well as lucid dreaming. There are some well done reputation rules that work really well and add a nice addition to the game. It can serve as an alternate way to reward characters.

There are some simple rules special abilities and weaknesses for characters. They are small bonuses that add a little to characters and help personalize them. It does make a character a little more powerful, but at low levels that can be a really good thing. Some are a little on the powerful side and may cause imbalances between characters though. So, a DM is warned to use them with care.

Lastly, it has some great tips. As with all tips the more experienced the DM the more of these one will know of, but no DM is perfect and everyone has room for improvement. The tips can just as easily help out the best of DMs get even better and to help conceal a weakness or two.

Overall I find this a very good product. It has a non typical adventure and a good set of additional rules that are easy to use. Even after the adventure has been used the town and many of the rules can be used well into a long campaign.
 

There are some products that just suprise you, in a good way. The Hamlet of Thumble by Open World Press/Mystic Eye Games is one of them. Although the cover design looks much like a module from the early 80's, inside you'll find something very different and yet in some ways the same.

The cover art is quite good and has an atmosphere to it. It doesn't feel flat and the coloring is fantastic. The interior is also pretty good, some better than others. There could be a little bit more, but I liked it overall. The way the kobolds are portrayed harkens to the 1st edition version and the halflings are presented in a more quaint way than we're normally used to.

The first couple of pages describes how to start the adventure for both good or evil PCs. There is also ways to start it with a party of good PCs working against a party of evil PCs and for two parties of evil PCs working together. Though I doubt I'd be able to get together two groups of players to run it like one of these latter scenarios, it's interesting to read about how it could be done. This is the kind of stuff that gives me ideas for other adventures.

Before going into the adventure itself, there is a huge section detailing nearly each and every resident of the hamlet. All of them are halflings. I think it would have been good to have a token human resident or two, but the personalities of each halfling is so beautifully done that I don't mind too much the lack of diversity in the population.

The stat blocks are different than what you find in many other d20 as they include age, height, weight, and reputation for each NPC. They are also in the new 3.5 edition rules, though I don't see much of difference from the 3.0 version.

I really enjoyed reading about each resident. This is absolutely my favorite part of the book as I appreciated that each had their own distinct personality. The hamlet really comes alive with the text. I've never seen anything like it before.

The adventure portion is actually quite short. It is a pretty standard one, but I think it would be great for getting a group of PCs started. I liked the moral conflicts introduced into the adventure and I'd be curious how they would be played out by different PCs, whether good or evil. There are also some good plot hooks for future adventures related to this one.

The other parts of the book include new rules:

There are three new core classes: cavalier, shaman, and witch. Each seem balanced and fun to play. I particularly liked the shaman which had a class ability called ritual sacrifice in which you can sacrifice an animal or monster for extra hit points.

Accompanying these new core classes are nearly 60 new spells all of which are generic enough to fit into any campaign setting. Most have very short descriptions and some are only modified versions of other spells (example: fire bolt and ice bolt), but I really liked the spells confession, inferno, and shrinking head. They are primarily designed for the shaman and witch classes, but some can be used by other classes, too.

A couple of new monsters, the dolloby (a small construct) and the wicked treant (a large plant) could be interesting to use. I think the dolloby would be especially so since it has this sticky skin ability that can get weapons used against it stuck on its body.

Near the end of the book, you will find supplementary rules such as stats for a bunch of mundane weapons (kitchen knife, broomstick, frying pan, etc), morale checks, using dreams, reputation points, and special abilities/weaknesses.

Finally, there is an entire section on DM Tips that I think anyone either new or old to the game would find very helpful. I would definitely recommend anyone who is a DM or interested in being one that they read this section.

This is a great product that I would dare even say could be a "must have". It packs in so much more information than any other product of a similar size that it has to be one of the best values out there in d20. Final grade: A
 

World of Whitethorn: The Hamlet of Thumble

Hamlet of Thumble is an adventure and sourcebook written by Ed Cha (under the Open World Press banner) and published by Mystic Eye Games. The adventure is designed for 1st and 2nd level characters, and is also designed to accommodate either a good or evil party. The book claims to be updated for the revised rules.

A First Look

Format: 72 page perfect-bound softcover book priced at $14.99.

Art comments: Cover art by Storn Cook is well done, depicting a halfling out at night with a lanern in front of a home in the village. Interior art is black and white and features artists Lee Smith and Diego Paredes. The interior art is mostly basic line art. I liked many of Smith's peices, but some of the drawing seemed simplistic.

Cartography: Cartography is by Clayton runce. The maps appear hand drawn, but clear and readable. They don't appear as slick or polished as some of the newer computer generated maps, but they are stylish, and remind me a bit of the sorts of maps you find in the front of some fantasy paperbacks.

Layout: Small body text font; single spaced lines and paragraphs; overall good use of space. Some editorial and layout errors, such as labeling two different chapters as "chapter X", and some less than intuitive placement of tables (such as waiting until after one paragraph of the next section to place a table that refers to the previous section.)

Style: The writing style is overall easy to read, but there were some places that lacked clarity and in which other sections were alluded to without being explicitly referenced. For example, the section of using dreams invoke DCs without naming the modifiers. You eventually figure out that this refers to a new dream skill embedded at the corner of a page in an earlier chapter. It would have been most appropriate if either the dream rules explicitly referenced the skill or if the rules were included in the skill.

A Deeper Look

The adventure is intended for either good or evil characters. You can play the typical party of good troubleshooters, or you can play kobolds or mercenaries out to plunder the halfling hamlet. If you choose a typical good party, the hamlet serves as a detailed home base for the PCs, while the PCs are out to deal with the kobold nuisance in the nearby burrow. If you play the evil characters, the situation is reversed. The kobold burrow become your "local village setting" and the halfling hamlet becomes your "dungeon".

And that's just about it. You add in the plot hooks and a few special encounters on the route in-between (one of which involves an ogre mage which is way too powerful for the proscribed levels, and one of which is a cameo appearance by a witch), and a little less than one half of the book is actually dedicated to the adventure.

The remainder of the book is something of a sourcebook with new game material. I am used to a little game material such as the occasional new spell, monster, magic item, or prestige class, but this book includes three new core classes (with new spells), new magic items (that seem to be there more to support the classes than to provide anything you will find in the adventure), GM advice, supplementary rules, and pre-generated PCs.

The new classes are the cavalier, shaman, and witch.

The thought of a cavalier core class made me wince at first; I remember the cavalier class from first edition and the kit from second, and I recall them being quite abusive. Well, this cavalier is a bit more reasonable, being a basically balanced image of a "knight" type class. That said, I am generally satisfied with the fighter filling this role and don't feel such a class is justified.

Then there are two spellcasting classes: the shaman and the witch. These are concepts that have seen treatment under d20 rules in several books already; how do these classes compare?

Much like the existing shaman classes (by WotC, Green Ronin, and Mongoose), the shaman here has totem spirits, though this one is more strictly limited animal spirits. Unlike the other shamans, the animal spirits aren't represented by whole domains, but simple abilities, in the form of spell-like abilities or ability enhancements. Oddly, thought the book claims to be updated to the revised rules, the animal spirit ability enhancements follow the convention of the pre-revised buff spells.

With respect to spellcasting, the shaman is very much like a cleric or the Oriental Adventures shaman in that it can prepare and cast any spell on its list.

The witch has also seen several implementations, more than the Shaman. In fact, one such witch appears in the Hunt: Rise Of Evil world book, also published by Mystic Eye Games; this is notable NOT the same witch. The witch here has an emphasis on nature magic and enchantments and has some shapeshifing abilities, somewhat similar to the Green Ronin witch. It has some of the emphasis on potions and healing that the ROE world book witch does, but not quite as strongly.

The supplemental rules include rules for mundane weapons, which sort of amused me and seemed appropriate to the adventure. I could just picture villagers defending themselves against unruly kobolds with frying pans.

Other supplementary rules include some simple moral rules, dream encounters, reputation points, and special abilities for PCs.

The dream rules are not of the sort you see in various "dream magic" rules sets (like in Atlas' Occult Lore or Second World Simulation's Second World Sourcebook.) Rather, it discusses running encounters in dreams, using them as foreshadowing or other means of prophecy or veiled commentary. The mechanics are limited to dream skill checks to determine recalling, interpreting, or taking control of the dream.

The reputations point system involves accumulating reputation points for specific actions. You can also accumulate negative points for infamous actions. Accumulating a large number of points can provide bonuses to some charisma based skills or your charisma itself. The latter seemed like a bad idea, as it could easily be parleyed into mechanical bonuses for classes like sorcerers. Other than that problem, the biggest problem would seem to be the sort of accounting required for this type of system.

The special abilities are very much like feats. The author claims that they are not feats, but I am not seeing the justification for that distinction, other than the stated purpose of helping PCs survive 1st level. They are basically high powered feats, and quite frankly, I would never allow them. If you want characters to survive first level, it seems to me easy enough to achieve by adjusting the opposition, providing additional support, or simply starting characters above first level. I find the reluctance that some GMs have starting above first level despite the oft-time benefits of not doing so astounding.

Conclusion

As a quick page count should reveal, this book was more sourcebook than adventure. The adventure itself is fairly basic and allows a lot of GM latitude. The setting material is thorough and well written, but seems like a lot of work for only a little adventure potential.

As stated above, the classes seem to be well enough put together, but I am not sure if they were justified. If you look at this book as an adventure, it did not seem that any figures in the adventure were important enough to justify the inclusion of a new class (contrast this with the central role of the witch in MEG's Witch of Loc Durnan.) If you view this as a sort of hybrid sourcebook, then the classes and other supporting material seem sketchy compared to dedicated sourcebooks.

Overall Grade: C+

-Alan D. Kohler
 

This review is taken from the final draft of the The Hamlet of Thumble the day before it goes to the printers. Baring demon possessed printing machines, alien ink or yellow on white formatting choices we can be confident that this review represents a fair set of comments on the final product. This is good for the Halfling’s Hamlet because it looks rather good.

This is the first pre-written adventure I’ve seen for 3.5 rules and it’s more than just an adventure. The Hamlet of Thumble is the first stage of some World Building, the prefix "World of Whitethorn 1A" is the clue. Better still, through out the scenario there are points where the plot can be expanded into bigger, wider and more complex picture. Open World Press are the first new "d20 revised" company who’ve come into my radar they’re not a blip in the wilderness. Open World Press are one of Mystic Eye’s imprint partners and that’s a good start. Mystic Eye have a good track record with their imprint partners and it means that its likely Open World Press will manage more than just "1A" in their product line.

The Hamlet of Thumble is a new style of pre-written adventure for a new generation of D&D. Well. Kinda. The Hamlet of Thumble isn’t the inflexible, paced for the slowest wheel, linear pre-written adventure that I hate so much. The scenario here has a much better structure, one that allows for a more satisfying and more mature game. It requires a little more skill from the GM and activity from the players. I’d say that it needs proactive players but I’m going to try and avoid clichéd phrases like that. Since the Hamlet of Thumble is a scenario you should poke your eyes out now if you’re concerned about spoilers. The three new core classes, new spells and creatures that the book introduces will be mentioned towards the end of the review.

We’re given a summary of the set up; evil raiders are harassing the halflings of Thumble. We’re given more than just a summary of Thumble; we’ve the important halfings, what they know, what they want, what they’ve told other villagers (hamletters?) and their stats. We’re given a set of possible conclusions. And if I left it at that then I’d have done no justice to Open World Press whatsoever.

The Hamlet of Thumble is designed for four to six 1st or 2nd level characters. This can be a group of goodly aligned characters sent by the king to investigate why the halflings aren’t paying their taxes. These players could be the evil raiders sent by the local lord to harass the halflings, or you could have two groups of players, one good and the other evil and at odds to one another. You might even want two groups of evil characters; the raiders sent there to harass the halflings and the other to strong-arm the taxes out of them. This is great. I want to see more of this. If The Hamlet of Thumble was written in the linear way then none of this would be possible.

The introduction makes sense too. The halflings aren’t paying their taxes because they’re not getting protection from the local lord. This is exactly how the feudal system works. The king has sent the players to investigate (in the good party scenario) without telling the local lord because the fellow has the reputation for not passing on the king’s full share of the halflings’ taxes and this is exactly the sort of situation you’ll get in a feudal system. The local lord has hired kobold raiders to harass the halflings because he can blame the raids on the neighbouring and nearby kingdom and press his case for war. The possibility of war is just one of the "more to come" plug-ins in the Whitethorn world building from this scenario. It’s refreshing to find material that manages the medieval feudal system and fantasy races so well.

Whereas the possible war between the two kingdoms hints at what we might expect in Whitethorn as a whole, this book concentrates on the Hamlet of Thumble. The descriptions of buildings in it are good. There is more to each description than just a sliver of a paragraph, a token gesture, which you sometimes find. More importantly each of the NPCs has depth and flavour. The NPCs interact with one another, or rather, it will look to the players as if they do and have been for years. Since Thumble is a living-breathing place it allows the players to wander around inside it, talk to interesting halflings in any order, hear one side of the debate first or even become part of the halfling gossip. I think the players could become quite attached to the Hamlet. Unless, that is, they’re playing the evil characters in which case they’ll learn which of the halflings are mid-level (retired old fighters, etc) and need to be avoided. There’s a problem here, I suppose it’s not so much a problem as a shame. I think it’s possible that players investigating the lack of taxes will quickly find out about the raiders (whom the halflings call ‘yappies’), leave the down and scout around for a lair. I think some groups of players might just scout around the Hamlet before going in and then the GM will have to decide (or trust to the dice) as to whether any tracks or the lair is found. It would be a shame to miss out on the Hamlet.

There is a lair. There’s a kobold burrow in fact. The book is more traditional here. The burrow is a set of tunnels that are waiting to be explored and they’re filled with kobolds. Whether your gaming group moves in and slaughters everything in the name of goodness or whether there’s more of a dilemma than that is up to the nature of your gaming group. The burrow makes a good hide-away if the players are using the evil characters and I can see plot potential in the inevitable attempts by the players to design better defences.

The Hamlet of Thumble introduces a Reputation mechanic to D&D. This can’t be the first book to do so but that doesn’t invalidate this attempt. Very high or very low reputations result in permanent increases to the Charisma attribute. The logic in that is clear but it always worries me. Can you score those increases twice if you let your reputation fall from excellent to abysmal? The characters can gain reputation for reporting back to the King, gain more reputation for helping the halflings and they’ll lose reputation if they play evil characters and chase the halflings off.

The adventure makes good use of encounter tables. There are encounters for general areas - the road, the woods, etc and for day and night. There are special encounters too. Special encounters are best used when the GM feels the time is right (if, for example, the players are scouting around the Hamlet rather than going in and talking to the halflings) and deal with the more unusual inhabitants of the area. In one special encounter, a character could dream of the wicked treant in the heart of the forest, in another they may encounter it. It’s through the special encounters that the players may first get involved in the Greenstone of Ogre Strength. This plot looks likely to be expanded in a subsequent Open World Press book and it’ll be great if it is. It’s also worth noting that these special encounters aren’t tailor made for the group’s current strength. If they do meet the wicked treant and get involved in a fight then it’ll go badly. The point, one that Open World Press makes clear, is that the world doesn’t revolve around the characters. Running away is an option!

I’m not too keen on some of the to-read GM text for these encounters though. If you take the prepared text as something to be read allowed to the players in its entirety then you’d be dealing only with extremely terse NPCs. Sometimes this set aside text moves into third person summaries too. "On the road ahead, you see a very tall man with a long grey beard in a dark robe and pointy hat approaching. He appears to be about 10 ft. tall and is carrying a long, wooden staff. Taking great strides he walks toward you and bellows, ‘I am the great wizard Balrin! Bow down before me or suffer from my fury!’ He threatens to use ‘terrible magic’ against those who do not obey his command."

I can’t help it. I get Baldur’s Gate vibes from this scenario. The reputation points, the busy hamlet, chance encounters, possible special encounters, the mini quests and even the sound bytes associated with key NPCs are strongly reminiscent of the computer game. This isn’t a bad thing. The format produced one of the least linear CRPGs to date; it can only produce an even more flexible tabletop game.

The Hamlet of Thumble has three new core classes in it: the shaman, the witch and cavalier. The cavalier is, in many ways, a less magical paladin and yet far from being nothing more than a lesser paladin. The witch and shaman classes have complete spell lists. There are many new spells too, some exclusive to either the shaman or witch, some available to both and others available to other magic using classes. Witches cast arcane spells in the sorcerer style and shape shift. Higher level witches can access monstrous strength. The shaman class is also different enough to be worthwhile. A shaman prepares and casts divine spells, but not those of opposing alignment to his own. They can rebuke or turn spirits in the way clerics turn undead and access powers of animal spirits. The new classes are backed up with new feats too.

I like all the classes. It just so happens that witches and shaman suit the lower, darker I fantasy prefer but this also means I tend to judge attempts to D&D-ise them more harshly. These conversions work for me.

In addition to the new classes, there are new magic items, creatures and rules. The new rules suggest that Whitethorn might just be on the gritty fantasy side. The section gets going with stats on mundane weapons; kitchen knives, broomsticks and farmers’ scythes. Morale rules help determine when a monster decides to flee (again, hmm, Baldur’s Gate comes back to mind). There are thorough but slick rules for adding dreams to your game; not just surreal scenes, but rules for combat in dreams, when the character realises that they might be dreaming and interpreting dreams.

I’ve a concern for Whitethorn as a whole though. I’m never fond of having to track down some obscure adventure just to get the rules for an important or interesting character class. Still, the OGL makes pre-printing key classes easy enough. This concern doesn’t affect The Hamlet of Thumble either.

I rather enjoyed The Hamlet of Thumble. There’s something it in for everyone; an adventure to play and then new classes, magic and rules to take into your game and use again and again. It’s clear from the book that the scenario was written for the roleplayer and not the roll-player. Towards the end of the book, in the GM Tips chapter, there’s even a section on how to avoid roll-playing. Open World Press will have to watch that gamers overly sensitive to that term don’t whine at them but I appreciate the effort. Hopefully we’ll see more of this quality from Open World Press.

* This Hamlet of Thumble review was first published at GameWyrd.
 

I was expecting an adventure and a small town from the Hamlet of Thumble, but I got much more. This book is more then just an adventure, it includes 3 new classes, a smattering of feats, new items, new rules, everything.
The first section of the book is the adventure. The adventure itself is well written, with nice maps, and a setting that can really draw the PCs in. The hamlet itself is detailed in this section, giving stats to EVERY NPC in the hamlet of Thumble, giving information on every house, and weaving a community that should really draw the PCs in. I have never seen an adventure that gives this amount of detail. The Hamlet is so well presented that it can be used without the adventure (as I intend to do). The adventure is for the most part straight forward, but the setting helps add depth. The adventure also makes good use of the new rules presented later in the book.
After the adventure comes the "crunchy bits:" rules on using common household items as weapons, rules for using dreams in d20, a Reputation system, a advantage/disadvantage system, two new monsters, several new spells, 3 new classes, a number of new feats, and new magic items. This section adds utility to the book: even if you don't intend to run the adventure, and have no use for a halfling hamlet, the rules are great. Everything is clearly written, and fits the d20 framework well. What really makes the new rules so great is that they cover many areas that gamers have always wanted rules for: reputation, improvised household weapons, advantages/disadvantages, and a system for handling dreams. There is also good advice on how to use these new rules, something that I wish more books had.
The three new classes are the Cavlier, the Shaman, and the Witch, vary somewhat. I really liked all of them, but none of them stood out as particularly original. I can easily see using these classes in any campaign, but none of them jumped out as something I wanted to use right away. The classes are not the strong point of the book, but in a book this good that dosen't mean they are bad.
The advantage/disadvantage system will be perfect for anybody who dosen't like the huge number of choices in a system such as GURPS but still wants to incorporate a similar system into d20. The number of advantages and disadvantages is relatively small, but they are all well done, and manage to add something to the d20 system without making any huge changes.
One particularly interesting new rule is an option to have wizards and sorcerers make ranged attacks with magical energy, with the same effect as a crossbow. this is the perfect option for any "purist" who dosen't want an armed wizard. A nice bit of flavor, and an interesting concept.
The feats, spells, items and monsters are all above average quality, but none of them really stand out. Much like the new classes, they are usefull and well done, but none have that element that makes them jump off of the page.
Finally, the book is rounded out with a nice section of DM advice and some pregenerated characters that can be run though the adventure. The DM advice is very well written, and should be very helpfull to new DMs. More experienced DMS should also give this section a read, since some of the advice will make you rethink how your game is run. This DM advice is another element that needs to be in more books: instead of just throwing out a metric ton of new feats, try giving the DM advice on how to work with what he/she's got.
Ultimately, my review boils down to: buy this book. Even if the adventure doesn't appeal to you, the book is chock full of usefull stuff.

Thanks to Ed Cha for the free copy of this book from the Halfling Haiku contest.
 

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