D&D 5E Kobold Press (and are they the new Paizo?)

Tyler Do'Urden

Soap Maker
So, Midgaard question........really a question about most worlds........how do the other nations not just over run by the dragon empire or the ghouls? (ya, ya, I should have backed empire of ghouls)......

The Ghoul Empire has only recently consolidated itself (within the last century) and has already overrun most of the Underdark, driving off most races and all but destroying the Drow. Now they are beginning to threaten the surface, which is a major part of the plot.

The Dragon Empire is a massive threat to the northern lands of Midgard; to date it's been held back by the difficulty inherent in administering such a massive empire, greed and infighting... but a new sultan, the first Dragonkin sultan at that, has aggressive expansion plans and is knocking on the door of Nuria Natal, the Septime Peninsula and the Magdar Kingdom - again, this threat is a major part of the plot!

So really, your answer is, "they just haven't... yet."
 

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Voadam

Legend
So, Midgaard question........really a question about most worlds........how do the other nations not just over run by the dragon empire or the ghouls? (ya, ya, I should have backed empire of ghouls)......
The ghouls are underground for one, so it is tough to get your army there. And they have an alliance with the vampire kingdom near the biggest access point I believe.
I think I was getting your question backwards. :)
 

jayoungr

Legend
Supporter
That's my issue....the pure digital gives you a license for Roll20 or FG, but if you don't play on those.....I have to pay for the maps? That level should give you the digital maps w/o needing to use one of those two platforms, IMO.
If you have Acrobat Pro or something similar, you can strip the image files out of the PDF.
 
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RichGreen

Adventurer
How has Midgard changed from the earlier campaign setting to the more recent one? I got the more recent ones but I have only gone in depth on the older one.
The main change between the 2012 Midgard Campaign Setting and the Worldbook is the timeline advanced 10 years. The combined ghoul and vampire conquest of the Electoral Kingdom of Krakova is just one of the notable events that happened in that period.
 





Ath-kethin

Elder Thing
His big adventure in Dungeon Magazine, Kingdom of the Ghouls, is the best Greyhawk adventure published. IMO.
I didn't really follow Dungeon back in the day, and never heard of that one before you mentioned it.

It sounds pretty good though. I wonder what bearing it had on the new-ish Kobold Empire of the Ghouls.

NM. According to someone on RPG.net who was apparently a playtester for Empire, EotG is as explicitly a follow up and expansion to KotG as was possible.

Interesting.
 

I think it suffers from bandwagon hate. 3 people hate it so I need to hate it to. Yes it had issues with balance and magic item distribution but it was made before the monster manual and dmg were done. The other is DMs running it poorly. The first town invasion is a sandbox with a timeline but I see people running it linear and forcing all the interactions, then complaining. But, I can see meta players not liking some of the scenes where you are fighting something more powerful but in a boss round puzzle way instead of a straight fight or your setup to loose. Steve Winters had a great post somewhere about some of the changes he would have made in hindsight or bad edits on wotc part.

I agree some of the issues can be ascribed to the fact that it was the first adventure module. The first adventure is often either kind of rough, or else so heavily polished by repeated playtesting that it shines. HotDQ isn't the one that was polished. LMoP was.

Further, I agree that it being released months before the DMG was significant, too. It was released well before the 5e encounter guidelines even existed. I think that threw a lot of people off. I almost wonder if Crawford took feedback from HotDQ and used it to help figure out how to peg the encounter difficulty to get the gameplay pacing they were shooting for.

Third, IMO, it was an adventure path that didn't have clear module-like breaks. At least it didn't when I was playing it. It felt constant until the end of RoT. Maybe that was our DM, but I'm not sure. I have been a big fan of adventure paths that are packaged as a series of modules covering 1-4 levels because then it feels like a series of contained adventures with meaningful breaks. Age of Worms does this pretty well. So does GDQ and most of the AD&D module "chains". HotDQ and RoT didn't feel that way to me. When you don't do that, like with Return to the Temple of Elemental Evil, you can end up with a massive dungeon slog, or a section requiring a significant amount of prep work for the DM, or just feeling like there are no breaks in the story at all. HotDQ's pacing felt off, but I haven't run the adventure myself, only played it, and it's been a long time since that. I just remember wanting to have breaks for downtime and not feeling like we could have them.
 

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