First take - Crown of the Kobold King

DM_Jeff

Explorer
So I almost posted this under humor. Yesterday I went and visited my friend a gaming distributor, and came home with MM5, Shadowdale Scouring the Land, and D1 Crown of the Kobold King. I wanted to read all three, and was really itching to look through MM5. But my daughter wanted to go swimming...

So we played in the pool for over an hour. And after we spalshed around and had fun, we both floated for a while, and I may have dozed off for a moment. When I awoke, I was staring up at the sky, into a GIANT CLOUD SHAPED LIKE THE PAIZO GOLEM. :confused: No, I'm not kidding. I blinked and did a double-take, and ran like an idiot into the house to get the camera. By the time I came out, it had dispersed. My daughter got out and I went in and went straight for D1 to see what they were cooking up Post-Dungeon Magazine, seeing this an an omen. :D

This isn't a review, just musings. Crown of the Kobold King is Paizo's 2nd Gamemastery Module. The first, D0, is the neat little thing I picked up at Free RPG Day (and you can get on their website apparently). Crown of the Kobold King is 32 pages, full color. It looks like they pulled the pages out of Dungeon Magazine and slapped a cover on it. Layout it familiar and clear. It's written by Nicolas "Responsible for Viktor Saint Demain" Logue who also worked on WotC's Eye of the Lich Queen and is quickly becoming a new favorite of mine. Cartography by Chris West is always a joy. The art was good. Color only makes it better.

D1 helps alleviate my fears that the new Paizo stuff wouldn't be as interesting with access only to the SRD. That's because the best stuff they do is mood and flavor, and egads the module drips the stuff off the pages into your lap. If this campaign world is the one they intend to market with their Pathfinder series, great.

It takes a que from something I did years ago in a corner of my campaign world. The players asked for gritty and grim, and I delivered in spades. Hardly Any NPC was really good. There was greed, corruption, sad history of the land, grim situations and moral pitfalls that totally sucked the players in, and this does the same thing. The NPCs, many of who are rat-bastages, help motivate the PCs into action. The fact that it involves kids in danger will strike a chord with may players. For me, it was a joy to read because of the writing style. The kobolds are what I'll call "tragically comedic". They are a threat, but they're still kobolds, and the relation and personality between the kobold king, his advisor/seer, and his wife are hilarious. Making for great roleplaying when the party gets to them, I'm sure.

It's a crawl for 2nd level characters, and a dangerous one, too. There's plenty of designer notes ala "Red Hand of Doom" offering DM tips and insight into why stuff was included. The one thing I noted as interesting was that though 32 pages I saw a listing for "treasure" only twice, in nearly 30 locations. And none of them contained any healing magic, and the module is quite fight-heavy. It begs for a smart party, who I see working around a few of the threats. I'll assume that the DM is left to populate the stock MM monsters referenced with appropriate treasure.

The rooms are great. None are empty for the party wander through aimlessly, and there is GREAT ancient history tied to the location (left for the party to piece together as they explore). Super atmosphere. The variety of creatures too is commendable. They use plenty of things besides kobolds, give it reason to be there, and toss in two new monsters of their own creation.

Then, just when the party is hit with lots of bad guys and terrible situations, they meet an NPC or two who are really good and need real help, giving the hero in the PCs a needed boost to try their best.

Overall, it's like "the best of a Dungeon Magazine module", but even better because there was room to detail history and NPC relations, key to making this stand out among modules of today. So I had a very good read. I liked it. And moreso, I am now interested in their new campaign world!

Anyone else looked through this and had impressions to share?

-DM Jeff
 

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I really liked the adventure too, but with a few reservations. First, I just didn't care for most of the art. It certainly wasn't terrible or anything, it just didn't float my boat. There was one piece I really disliked though. The image of the undead dwarf with the kidnapped kid. I like the monster, the setting looks cool as well, but a ball-gag! Come on! The text doesn't even mention the kid being tied up, it seems like some artistic interpretation gone a bit too far. Really, kids in bondage gear (not just bound, but in the trappings of a modern device connected pretty much exclusively with sex) just gives me the willys.

Second, while I like grim and gritty as much as the next guy, I found the "Kids after the Kobold King" sidebar a bit too grim for me.

** Spoilers Ahead **
















I like the idea that things don't always work out in puffy-shiny-sacchirine perfection, but the fact that basically all 5 of the kids end up messed up just got to me. Even the kid who decides to follow the heroes example then finds himself kicked out of his home for it (granted his father is a Necromancer, but he is only 10 or something). Anyway, I know I, as DM, can change any of these things I want. I just am a little worried that this will become the tone for the whole world. And I just don't need unrelenting gloominess in my games.
 

Just for the record, I want to make clear that I like the bulk of the adventure, and am a big fan of Nick Logue's. Those two little caveats above just kinda stood out for me.

I'd also like to plug D0 - Hollow's Last Hope. This Free RPG Day gem is fantastic. I downloaded it from the Paizo site and intend to use it to kick off my next campaign.
 

Interesting about the art, yeah. As I said above it was 'good'. But nothing inside was worth writing about, it was simply servicable.

Noting the art didn't match the text was something that did strike another memory of my reading. Little interesting 'facts' about certain NPCs are scattered about the book. For example, there's an NPC the group hears about in the beginning they have to rescue, and it's not intil you meet her in the dungeon pages later that you find out she is a half-elf! Other NPC relations were not made "immediately available", you had to read the whole module and piece together where this NPC works, why, who their employer is, what the real story is there, and so on.

Again, just minor points. But if you're not reading carefully somthing you could miss!

-DM Jeff
 

So, what's the tone? Are the kobolds a serious threat or are they silly? I'm playing the local kobold tribe as a pretty serious menace in my campaign, and am thinking of getting this or the Hero Snare as their lair. It sounds like Hero Snare may be the way to go for me, and I should just get this as a kobold idea book.
 

DM_Jeff said:
Little interesting 'facts' about certain NPCs are scattered about the book. For example, there's an NPC the group hears about in the beginning they have to rescue, and it's not intil you meet her in the dungeon pages later that you find out she is a half-elf! Other NPC relations were not made "immediately available", you had to read the whole module and piece together where this NPC works, why, who their employer is, what the real story is there, and so on.

This has always bothered me with Dungeon adventures. I'm hoping that Pathfinder improves this, but I doubt it. It seems like their concern for word count scatters relavant information when I'm trying to run their adventures. By comparison, I think the adventures from the War of the Burning Sky series are easier to run and have more information and adventure material presented (thanks to a much larger word count at a fraction of the cost). Also, many RPGA adventures seem to be better designed too, at least in the adventure background and synopsis areas. Also, the appendices and handouts for the RPGA and WotBS adventures seem much better.

Also, I ordered Crown of the Kobold King on July 3rd with priority mail and did not receive the adventure until July 17th. By comparison, when I order items from Kenzerco with priority mail they come in a few days later.

Minor quibbles though. Overall the adventure is good, and inspires me to start yet another campaign, but I wish Paizo would look into improving their adventure format now that they aren't confined to magazine space. Also, it would be nice if they published a campaign setting to complement these adventures, as I would be more likely to start a campaign using this setting than importing it into my own (or a third party setting). It doesn't have to be extensive; WotBS did a good job of briefly outlining the basics of the default backdrop.
 

Whizbang Dustyboots said:
So, what's the tone? Are the kobolds a serious threat or are they silly? I'm playing the local kobold tribe as a pretty serious menace in my campaign, and am thinking of getting this or the Hero Snare as their lair.

I think their zaniness offsets the truly grim surroundings, history and other serious creatures. I mean, when you are fighting the kobolds and they stab you in the eye, they're not funny. But they are given funny nicknames like "only one allowed to nag-nag king" for the kobold king's wife. Kobold slaves you rescue give whacky nicknames to the characters as they interact with them and are suggested to behave "suitably annoying".

It's not a silly module at all. As described above they are "tragically comedic". The fact that they kidnapped children (not a spoiler, you learn this from minute one) and they are no doubt in mortal danger makes the entire situation not funny. Their culture has been given a little boost by the writer's take on them and a few of the funny elements are for the DM when reading, they may not ever get to the player's ears. From my players point of view, they will hate kobolds even more, and I think that's the whole idea.

-DM Jeff
 

takasi said:
Also, it would be nice if they published a campaign setting to complement these adventures, as I would be more likely to start a campaign using this setting than importing it into my own (or a third party setting).

From what I gather, unfortunately, I think their plan is to "slowly unfold" the campaign world to you in the series of articles accompanying the Pathfinder books as they come out. I mean, the module does give you enough to use in the area it's set in, but it does raise many questions we'll all have to wait for, like the ancient goblin war, the true nature of the new gods hinted at, and so on.

Maybe they'll release a gazeteer eventually or something. That would be neat.

-DM Jeff
 

takasi said:
Also, I ordered Crown of the Kobold King on July 3rd with priority mail and did not receive the adventure until July 17th. By comparison, when I order items from Kenzerco with priority mail they come in a few days later.

Takasi, you'll want to call our customer service folks and notify them of this. A quick look at your account shows that your GameMastery Modules subscription is not set up on USPS Priority, but on USPS Standard 3-10 business days. You can call them at 425-289-0060 or email customer.service@paizo.com and get that changed.

Hope you don't mind me looking into this for you. :-)

Keep these threads coming! Everyone on the design staff reads them and we alway take our reader's feedback into consideration when creating new Modules.
 


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