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Kalamar Campaign

Trellian

Explorer
I'm starting up a Kalamar campaign, and since the campaign setting book does not contain any rules related information, I thought I'd ask those of you who've played in Kalamar what you did.

I'm thinking in the lines of races (are there any differences between the various humans; statwise, hobgoblins or half-hobgoblins allowed?) and maybe classes (ban psionics?).

My plan is to play the Root of All Evil- Forging Darkness - Coin to an End Trilogy, but noticed in the reviews that some of the encounters were a little bit off the recommended levels. Have anyone played one or more of these adventures, and do you agree with the reviews?

Thanx
 

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Wait for the Kalamar Player's Book because it's an official sourcebook! NO, seriously, wait for it because you'll be able to more easily incorporate it into the campaign rather than retroactively explaning anything it cointains.

Make sure that you're players are aware of all optional material and how it fits into your setting. For example, Psionics. The toolkit and If Thoughts Could Kill should help out a bit there.


The triology is pretty good for a starting campaign. Make sure that if you're going to be running any 3rd party adventures, from Fiery Dragon or Necromancer, for example, to slot it into the Kalamar world. Fiery Dragon is very good about being vague with it's locations in the dual modules, while Necromancer tends to give some more details, but is still fairly easy to switch over.
 

The human races probably won't have stat mod., judging from previous comments.
You could ban Psionics, but if you don't want to, Kalamar has the "disciples of Arvynner" as a secret psionic organisation.
You coul make psionics very rare, and then most Psions keeping themsekves from using their powers, maybe even multiclassing.

B
 

Trellian,

Yes, both hobgoblins (Kargi and Krangi) and half-hobgoblins (sil-karg) are available for players to choose as a race.

For DMing info, you should also ask on the Kingdoms of Kalamar messageboards on our website (www.kenzerco.com). There are quite a few people there who have DM'd those particular modules, and can answer other questions for you as well.

Berandor and Joe,

No, the various human races will not have stat modifiers. Humans are the "primary" race, so only the humanoids (elf, dwarf, hobgoblin, etc) will have stat modifiers. Also, humans are just too diverse, particularly the Dejy. Each of the dozens of tribes would have to have different stat modifiers, and it would just be way too complex.

Psions and psychic warriors do exist throughout the lands of Tellene, but they're not as common. A golden halfling, a Dejy from the Elos or Khydoban desert, or a human from Drhokker are the most likely candidates for psychic powers.

Mark Plemmons
Kenzer and Company
www.kenzerco.com
 

If you plan to run the coin trilogy, I recommend using the RumourQuest encounter system in Geanavue. there's a rumor pack specifically for Root. It's a lot kewler to let your party piece together rumors and decide to head out for the quest.

Dave
 

I have been DMing the Coin Series and I believe my players have enjoyed it very much. While there are some problems with the module as writen rule wise, I found only one encounter that I scaled down slightly. If you have specific questions you can e-mail me or post them here, but if you want alot of different oppinions I would suggest asking them here:

http://pub49.ezboard.com/fkingdomsofkalamarfrm3

You can read my write up and one of my players write up of the series by following the links in my Sig. I also recomend Bill Clark's write up here:

http://pub49.ezboard.com/fkingdomsofkalamarfrm9.showMessage?topicID=2.topic
 

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