The 'Sin' collection doesn't suck. Got a theme for a new adventure or AP? Pick through the corresponding sin theme and find interesting monsters and ideas. The art is also first rate which means you've got killer visuals you can copy and print as handouts for your gamers! James says, "Check it out!"
Maurice de Mare wrote:
De Mare has de Right Stuff!
As a contributor to this product (Saint Vadim) I was excited to get a look at the art and the layout. But I have to say that I am very impressed with everyone's legends. This is a wonderful compilation. Why? Because of the imaginative quality of the each legend. This is a great example of what collaborative projects can accomplish. I'm so pleased!
Kobold Design means QUALITY Pathfinder material designed by gamers, for gamers. That's not just a cliche. It's the real deal. Sure you could purchase Midgard because of the excellent design work by great names like Jeff Grubb, Brandon Hodge, Christina Stiles, Dan Voyce, Ed Greenwood Wolfgang Baur and the 2012 Gold ENie Award winner Ben McFarland. Or you could buy it because it has some of the best creative gameworld material you'll get anywhere! Oh... and the print copies are high quality, made in the USA press. The bindings of Kobold Design products will NOT fall apart on you.
Hey, just for the inspiration it's a worthy purchase. It reminds me of the old 3.0 Forgotten Realms book. I ended up not using much of the material, but it was very inspiring for my own gameworld design. With Midgard, I'm also going to select out some of the cool races and kingdoms (Neimheim and Zobeck are just a couple I MUST include) and use them in my own homebrew. It's totally worth it! You will like what you get with the Midgard Campaign Setting.
No cats were killed during the construction of this trap, or how trapsmiths use the resources at their disposal to the fullest
BTW, thanks for meeting the challenge Maurice. Good Job!
Judges, please give me feedback:
Phantom Flanking Doll
I too was impressed by the artwork! As good as any RPG publication. But that's just icing on the cake. I was a patron of the design project and if I do say so myself it is very good! I'm not just saying that. The writing is first rate and -- yes, Richard Pett wrote the spooky and dangerous "Rust" adventure. With SIX complete adventures, FIVE locations and a dozen NPCs this is a great buy for the GM who needs gritty material for his game. Oh, and the guy who came up with the Stolen Identity spell and the Shoes of the Shingled Canopy wondrous item should really be commended for his creativity and design aplumb! :^ )
Please accept my request:
Steven Tindall wrote:
My personal prefrence would be to see a "enchanted forest" type of AP.
Got your enchanted forest right here Dude: Tales of The Old MargreveIt's a complete setting. The best of Open Design! There are adventures by Richard Pett, Tim Connors, and Ben McFarland. I highly recommend it!
As a patron of the project and a reader of the final product I am glad it was printed in the USA. I think the quality is better. I have a copy of the PFRPG Core Rulebook that's about 18 months old and the cover is coming off the binding. Lame.
Richard Pett wrote:
Stitch well your scary Wood Ward effigy people and hope The Hollow Man won't come looking for your head! ... "Hey Rich, is that one looking at us?"
These young pup GMs all need to be spoon fed these days. Back when I was killing my first PCs the modules came in black and white with blueprint maps on the back of the cover! Gary Gygax would give you a room description with the monster name, how many, and he thoughtfully rolled their hit points for you. The rest you looked up in the Monster Manual... AND YOU LIKED IT! If you wanted an alternative you bought Judges Guild(3PP)! JG was about the same only more cheaply published with wonderfully imaginative material and randomly detailed features. The "Judge" (GM) was given a bare-bones adventure supplement and was expected to flesh out the details. Everything was more personalized. If you lacked imagination, rules knowledge or game balance -- your players knew it. Weak GMs squirmed and were jeered at by players and GMs alike. Some were hazed. Some were snagged on. Some, like me, survived. But we can never, never forget!
You got it man! That is what we want to see!! You practically read my imagination.Be looking for it here soon.
Ok here a quick version of Sewer Sweep that I did. Let me know what you think.
Pretty good. I like the over all look of it. The colors are looking good too. I like how you made it look kinda rusted and the smoking nozzle is a nice touch.I have a couple of edits in mind: I had envisioned it being shorter and fatter. Secondly, I'd like the nozzle and the red "eye" both on a swiveling head on top. What do you think?
You must have me confused with someone else Azmyth. I was referring to my "letter" in which I complimented your show and also made comments on Steel Wind's audibility issues.
I love the podcast, and thanks btw, for featuring me on last week's show!
Thanks again Chris! Be looking for your art on the Pathfinder Database soon!
Brian Bachman wrote:
Dude, I totally agree with you. The power creep is real and it's not a good thing. Wish there was a way to keep it in check.
I've gone this route for wizard. Here's my personal take:
Fellow Posters: Please do me the courtesy of not tearing my opinions above apart. The man asked for advice and I bravely offered mine. Share your own if you have any ideas.
Ah yes, this is an idea we've played with a few times. My players like the unique challenges the handicap brings since it requires some ingenuity to overcome certain obstacles. And I enjoy the novelty of designing interesting challenges. We've done:
I wrote the adventure path myself starting at 1st level and continuing through 12th level. It was a lot of fun!
All Dwarves and Gnomes:
This one didn't last too long since they picked up a Kzinti fighter along the way.
On a portion of Maure Castle from Dungeon magazine. A "Return to Maure Castle" is a much anticipated sequel I'm plannng.
Well, as you may recall, K'daz (Envoker 12) and Keltar (Wizard 12) were the only survivors of the MST. They used the Uzrivoy (Mudship) to "sail" out through the solid rock of the tomb and slowly made their way across land and water to a port called Sullan (think Venice run by syndicate families). There, they were able to get a couple of cohorts raised and a friend cremated. After fitting the Uzrivoy with a "crew" of four servants they set course for Herz-El, an Emirate within the Sultanate of Khan (think moorish Spain in a fantasy world with bound genie servants and elementalist wizards). Fortunately, they had an introduction from a friend who's father is a noble in the Emir's court. The Emir of Herz-El was tremendously pleased to have such illustrious visitors from afar with rare treasures to sell and a fantastic boat that skims through the earth like a dhow on the sea. He fetted them for a week and even arranged good prices in trade for their tomb plunder.
There's more to the story if you're interested