|Disc bound books|
|Disc bound books|
|I love A5 or digest sized books|
|Frost Giant of the Hatemountain|
|1st edition DMG|
|Random sample dungeon hex|
|Too many stairs|
KuSo I posted a picture of the new Creature Codex from Kobold Press to my D&D groups Facebook and said, "Boy are you f*cked."
Man I love this book. I just finished demons and already have encounters germinating in my head. I even have some that could spring into multi session adventures! My thoughts so far:
There is a good spread of creatures with amazing nuggets of flavor. I've caught myself thinking this is to high or to low for a sprouting idea in my head, only to see the CR is opposite what I would have thought. So far the CR does not effect the depth of background at all.
Did I mention variety? As the second Kobold Press (5th if you count the WoTC three) monster tome there could have been a lot of variation on the same sets of monsters, sure there's enough new clockwork, derro and other staples to add to your collection, but the vastness of the content in between is varied and mostly unique.
So what dont I like? KP has to steer clear of WoTC IP, no beholders, going and other property of Wizards, so they see the need to fill that gap with stuff of their own. This is a problem with the Kobolds supporting their own setting, Midgard. They can't say going live here and use kuo-toa there, they need to make up creatures for that gap (cueytal and deep ones respectively).
That the short and sweet first look. I only got the pdf, so I didn't really do a flip through, just started reading from the beginning. Let me know what you think!
I grabbed Palthar's Sundry, a free adventure, from Troll Lord Games last week and found the perfect spot to drop into my current campaign. The map is a small 12 room Dyson, filled with some staple encounters.
I had given the players a treasure map already and planned on adding a coin, the second piece of the intro to the adventure, but my players jumped on the map this week! Palthar's Sundry is an out of the way retreat for a former adventuring party that died in the field. Some driders had taken over and looted the place and made it a cozy home for some spiders.
There's a painful trap on the stairs that repeats if the players don't watch out, but clever players will take it as a reward. The fights are straight forward and players are rewarded for being stealthy. The last fight is against 2 driders, which my 4 player, 3rd level party was not ready for. Running was the plan, but a few wanted the cash they assumed was hiding after the driders. After a good 40 minutes of intense discussion, they devised a plan. Cleverly, they used the environment to their advantage and cut the rope bridge spanning the 2 sides of the complex.
Palathar's Sundry is a good little dungeon to drop into your campaign when you need a small adventure for your party to stumble into or as part of your plot.