It's worthwhile mentioning that successful businesspeople, even ones as in this case who have produced an excellent product that satisfied many people, usually have significant advantages at the start.
What would that good stuff be? I'm genuinely curious, this is a rare take on the adventure, so I would like to know your thoughts.
It's only a rare take on the internet otherwise why reprint it in a compilation if it is so hated. I do know lots of people who enjoyed it. I personally loved playing the first part. I thought it was awesome right into the action with big set pieces that really worked for me. The DM ran it very well and it felt very active and alive. If we didnt act things were still going on which put pressure on us to get involved to save our town. I unfortunately had to drop out for personal reasons :\
The KS passed the stretch goal for the digital map pack yesterday which is great news. Hopefully tokens will be another stretch goal - I think they were added into Tome of Beasts 2 late on.
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)......
I ran it too, and my group also loved it. The infamous caravan trip was their favorite part.I see, thanks! I have only read the adventure, and it seemed pretty OK to me, so I was puzzled in the light of so many negative opinions online. I guess my players like that style too, that's why it would seem good enough for me.
Yeah, the structure is pretty genius; the first four chapters basically introduce new players to different modes of gameplay; hub-and-missions; stealth/infiltration; dungeon crawl; social interactions. It's pretty hand-holdy and on rails, which a lot of the grogs on the internet are going to chafe at, but players (especially newer players) can appreciate. By chapter 5 the adventure stops holding the players' hands and basically says "I've given you the tools you need, go have fun". Naerytar and Skyreach in particular are pretty wide open with a lot of potential solutions.
There are of plenty of issues in the details, from the understandable (shifting monster/npc stats) to the less forgivable (missing treasure descriptions, in general it's pretty sparse on treasure; there's some arbitrary stuff like the whole dragon mask teleport thing). There's a ton of NPCs that don't really factor in the adventure past their introduction, which I imagine is because KP were worried they'd get killed (see also: the whole Chapter 3 "if Cyanwrath is dead just have them fight another half-dragon with the exact same stats" nonsense).
I think this review does a good and fair job of laying out the strengths and weaknesses, at least of the original two-book adventure.What would that good stuff be? I'm genuinely curious, this is a rare take on the adventure, so I would like to know your thoughts.
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)......
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)......
I think I was getting your question backwards.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.
If you have Acrobat Pro or something similar, you can strip the image files out of the PDF.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.
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.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.
You SHOULD have backed Empire of the Ghouls because it answers the second part of your question!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)......
You SHOULD have backed Empire of the Ghouls because it answers the second part of your question!![]()
His big adventure in Dungeon Magazine, Kingdom of the Ghouls, is the best Greyhawk adventure published. IMO.I have been a fan of Wolfgang Baur for almost as long as I've been playing D&D (which is to say, since the mid-90s), and I really respect his work and his company.
Hope you find something soonIf I wasn't looking for work, I would have......but I have to draw the line on spending sometimes.![]()
I didn't really follow Dungeon back in the day, and never heard of that one before you mentioned it.His big adventure in Dungeon Magazine, Kingdom of the Ghouls, is the best Greyhawk adventure published. IMO.
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.