Post by Hogscape on May 28, 2006 5:22:51 GMT -5
I’d better confess up front that this is not going to be an unbiased, objective review. I designed and created the new Hobbit Hole cover banner and proof-read the entire publication as well as being responsible for some of the content.
But here goes anyway…
Firstly, I think it’s worth pointing out that issue 6 is a huge departure from issue 5 (the drought-breaker, coming as it did several years after issue 4). The 5th issue of the Hobbit Hole was A5 or digest-sized stretching to a scant 24 pages including covers. It had a striking red cover, a nice map of the re-imagined Trollworld and a cunning solo by the improbably named Max Power.
However, issue 6 is a different breed of beast altogether! Closer in size to A5 (or letter-size) and stretching to a feisty 44 pages (including covers). The card cover and internal pages have a parchment like look and feel to them – it’s a really nice touch that lends a little class not often seen in amateur publications. The zine kicks off with a few words of welcome from the publisher and some ads other available products (including back issues of the Hobbit Hole) followed by a couple of critters (statted for 7e) from the twisted mind of one James L. "that guy" II.
Next is the first part of a short story, Figg’s Tail, which follows the trials of a small group of dungeon delvers as they take on the Dungeon of the Rat beneath the small village of Millet’s Crossing. I can’t say too much since I wrote the piece but I was aiming for something with humour and bloodshed. The tale features Figg of Ostwood (a human rogue distinguished only by his rat’s tail), Ilona (wizard and full-time gargoyle), Burlap Sahk (a bloodthirsty dwarf with a taste for grog by the bucket-load) and Urnst Klefthead (a local villager, possibly out of his depth).
Following on the heels of the short story is a GM adventure for 7e T&T called… well, the Dungeon of the Rat. Here the PCs can face some of the challenges experienced by the characters from Figg’s Tail. And yes, I wrote this too. It’s designed for new players and to some extent for new GMs too. Again, I hope you’ll find some humour and no small measure of peril.
The next piece is entitled Conflict Without Combat and examines an alternative to the Saving Roll for resolving common situations which lends some drama to key scenes in your game.
Mr. Holmes provides an insight as to the source of his inspiration in the next article ‘Tavern Talk’. It’s always good to hear from the prolific Mr. Holmes!
Hot on the heels of his own article, Andy serves up a 50-paragraph solo: “The Ice Cavern of Isahil”. The adventure is suitable for 5e delvers with 20 personal adds or less but could very easily be converted to 7e. This is possibly one of the finest mini-solos I’ve ever played. The atmosphere drips form the page, forming rather disturbing icicles. The adventure uses a unique system for determining the Monster Ratings of randomly encountered creatures (well, unique to me at any rate)!
The penultimate article is an intriguing look at the Steam-Punk future of Trollworld. Although brief this piece sets the scene rather nicely for an outstanding GM adventure slated for issue 7 of the Hole which adds time travel to the mix. Excellent!
The zine closes with a short article on the application of Justice in the semi-medieval setting common to many T&T games. Well written and very useful.
More? Yes indeed. Tucked into each issue you’ll find a zip-lock bag containing a superb 8-page comic book “On the Road to Khazan”. I hope this isn’t the last time we encounter this great bunch of characters and their adventures. You’ll also find a number of worthy cartoons and strips scattered throughout this latest issue of the Hole.
Well, that’s it; issue 6 of the venerable Hobbit Hole is out. What more can I say? It’s brilliant and I’m proud to have been a part of bringing it to you. Your part in the grand scheme of things is simple: send an e-mail to the publisher at jimship2@midwest.net and get yourself a copy (or two)!
Cheers!
But here goes anyway…
Firstly, I think it’s worth pointing out that issue 6 is a huge departure from issue 5 (the drought-breaker, coming as it did several years after issue 4). The 5th issue of the Hobbit Hole was A5 or digest-sized stretching to a scant 24 pages including covers. It had a striking red cover, a nice map of the re-imagined Trollworld and a cunning solo by the improbably named Max Power.
However, issue 6 is a different breed of beast altogether! Closer in size to A5 (or letter-size) and stretching to a feisty 44 pages (including covers). The card cover and internal pages have a parchment like look and feel to them – it’s a really nice touch that lends a little class not often seen in amateur publications. The zine kicks off with a few words of welcome from the publisher and some ads other available products (including back issues of the Hobbit Hole) followed by a couple of critters (statted for 7e) from the twisted mind of one James L. "that guy" II.
Next is the first part of a short story, Figg’s Tail, which follows the trials of a small group of dungeon delvers as they take on the Dungeon of the Rat beneath the small village of Millet’s Crossing. I can’t say too much since I wrote the piece but I was aiming for something with humour and bloodshed. The tale features Figg of Ostwood (a human rogue distinguished only by his rat’s tail), Ilona (wizard and full-time gargoyle), Burlap Sahk (a bloodthirsty dwarf with a taste for grog by the bucket-load) and Urnst Klefthead (a local villager, possibly out of his depth).
Following on the heels of the short story is a GM adventure for 7e T&T called… well, the Dungeon of the Rat. Here the PCs can face some of the challenges experienced by the characters from Figg’s Tail. And yes, I wrote this too. It’s designed for new players and to some extent for new GMs too. Again, I hope you’ll find some humour and no small measure of peril.
The next piece is entitled Conflict Without Combat and examines an alternative to the Saving Roll for resolving common situations which lends some drama to key scenes in your game.
Mr. Holmes provides an insight as to the source of his inspiration in the next article ‘Tavern Talk’. It’s always good to hear from the prolific Mr. Holmes!
Hot on the heels of his own article, Andy serves up a 50-paragraph solo: “The Ice Cavern of Isahil”. The adventure is suitable for 5e delvers with 20 personal adds or less but could very easily be converted to 7e. This is possibly one of the finest mini-solos I’ve ever played. The atmosphere drips form the page, forming rather disturbing icicles. The adventure uses a unique system for determining the Monster Ratings of randomly encountered creatures (well, unique to me at any rate)!
The penultimate article is an intriguing look at the Steam-Punk future of Trollworld. Although brief this piece sets the scene rather nicely for an outstanding GM adventure slated for issue 7 of the Hole which adds time travel to the mix. Excellent!
The zine closes with a short article on the application of Justice in the semi-medieval setting common to many T&T games. Well written and very useful.
More? Yes indeed. Tucked into each issue you’ll find a zip-lock bag containing a superb 8-page comic book “On the Road to Khazan”. I hope this isn’t the last time we encounter this great bunch of characters and their adventures. You’ll also find a number of worthy cartoons and strips scattered throughout this latest issue of the Hole.
Well, that’s it; issue 6 of the venerable Hobbit Hole is out. What more can I say? It’s brilliant and I’m proud to have been a part of bringing it to you. Your part in the grand scheme of things is simple: send an e-mail to the publisher at jimship2@midwest.net and get yourself a copy (or two)!
Cheers!