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Is Kingdoms of Kalamar worth it?
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<blockquote data-quote="Sayburr" data-source="post: 10523" data-attributes="member: 92"><p>Wow, there has been a lot of discussion since I last looked in on this thread.</p><p></p><p>Doc,</p><p> I usually end up playing pre-made modules also due to my work and family schedule. Even though I have many plots running around in my head I just don't have time to write them down into cohesive adventures. So I buy modules.</p><p></p><p>My group started out with "NeMoran's Vault" by Fiery Dragon and then moved on to the "Coin Series" by Kenzer Co. I highly recommend "Root of all Evil", "Forging Darkness", and "Coin's End". The best part of these modules is to get from point A to point B is not a straight line. For example, you are to tell someone named Haalan about the coin of power but no one knows where he is. The PCs finally meet Geolain who will only help the characters if they do something for him. He then tells the characters where he is and when they get to where Geolain tells them he has moved on and the characters have to search for him. Plus a lot happens in just finding Geolain. Not only is the setting well thought out, but the adventures are too. </p><p></p><p>As Bill suggested, read his or my story hour to get a feel for the modules.</p><p></p><p>Another module by Kenzer Co that I think is best they have put out so far is called "Deathright". The rest of the modules "Aldriv's Revenge", "Harvest of Darkness", "Midnight's Terror", and "Siren's Prize" are also very well written. Depending on the location of the adventure, the modules have a different feel to them. The "Coin Series" and "Midnight’s Terror" take place in the 'Bay area and it is very easy to link the two. Running these four adventures would put your characters at around 7th or 8th level, just high enough for the wonderful "Deathright".</p><p></p><p>"Harvest of Darkness" is actually four short adventures that are designed to be placed in-between other adventures. It is not actually designed to take characters from first to tenth level, but to use one of the four when the characters are high enough from other adventures to survive.</p><p></p><p>As far as the setting book is concerned, no, there are no "crunchy bits" it is the setting only. I think Bill covered very well what will be in the player's guide, also known as the "crunchy bit book". I agree with the remarks about "Ass Kicking" on the cover, but that was changed when they realized it was a bad idea.</p><p></p><p>Nightfall,</p><p> One day Kalamar will get one of those pretty DM screens, I understand they are already working on it. Then the Kalamar setting will be complete. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p> Actually, I just wanted to say that there is an entire group in the Kalamar setting dedicated to Necromancy and they are in several of the modules. It is not Scared Lands Necromancy but they are very prevalent in Tellene.</p><p></p><p>Well, I think I have rambled on long enough.</p></blockquote><p></p>
[QUOTE="Sayburr, post: 10523, member: 92"] Wow, there has been a lot of discussion since I last looked in on this thread. Doc, I usually end up playing pre-made modules also due to my work and family schedule. Even though I have many plots running around in my head I just don't have time to write them down into cohesive adventures. So I buy modules. My group started out with "NeMoran's Vault" by Fiery Dragon and then moved on to the "Coin Series" by Kenzer Co. I highly recommend "Root of all Evil", "Forging Darkness", and "Coin's End". The best part of these modules is to get from point A to point B is not a straight line. For example, you are to tell someone named Haalan about the coin of power but no one knows where he is. The PCs finally meet Geolain who will only help the characters if they do something for him. He then tells the characters where he is and when they get to where Geolain tells them he has moved on and the characters have to search for him. Plus a lot happens in just finding Geolain. Not only is the setting well thought out, but the adventures are too. As Bill suggested, read his or my story hour to get a feel for the modules. Another module by Kenzer Co that I think is best they have put out so far is called "Deathright". The rest of the modules "Aldriv's Revenge", "Harvest of Darkness", "Midnight's Terror", and "Siren's Prize" are also very well written. Depending on the location of the adventure, the modules have a different feel to them. The "Coin Series" and "Midnight’s Terror" take place in the 'Bay area and it is very easy to link the two. Running these four adventures would put your characters at around 7th or 8th level, just high enough for the wonderful "Deathright". "Harvest of Darkness" is actually four short adventures that are designed to be placed in-between other adventures. It is not actually designed to take characters from first to tenth level, but to use one of the four when the characters are high enough from other adventures to survive. As far as the setting book is concerned, no, there are no "crunchy bits" it is the setting only. I think Bill covered very well what will be in the player's guide, also known as the "crunchy bit book". I agree with the remarks about "Ass Kicking" on the cover, but that was changed when they realized it was a bad idea. Nightfall, One day Kalamar will get one of those pretty DM screens, I understand they are already working on it. Then the Kalamar setting will be complete. :D Actually, I just wanted to say that there is an entire group in the Kalamar setting dedicated to Necromancy and they are in several of the modules. It is not Scared Lands Necromancy but they are very prevalent in Tellene. Well, I think I have rambled on long enough. [/QUOTE]
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