GameMastery Module D1: Crown of the Kobold King (OGL) (based on
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ratings)
Paizo Publishing, LLC
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A dungeon adventure for 2nd-level characters.
The crown of the kobold king
will be anointed in blood.
Five children from the town of Falcon’s Hollow
have gone missing, dragged off into ruins
underneath a cursed dwarven monastery. Soon
they will be sacrificed to the crown, all to the
glory of the twisted King of the Kobolds. If they
are to be saved from this gruesome fate, brave
heroes must follow their trail to the monastery and
plumb the depths of its trap-laden and monster-infested
halls.
This dungeon adventure, compatible
with the world’s most popular fantasy
roleplaying game, includes
details on the town of Falcon’s Hollow
and the deadly dungeons underneath
a nearby ruined monastery. There are
terrible dangers waiting for your players
in the halls of the king, but they must be
overcome if the player characters are to save
the children.
Written by fan-favorite author Nicolas Logue, Module D1 will be the backdrop for a huge, three-dimensional "delve" event premiering at Origins 2007.
GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
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A very good well aged starting adventure, everything in moderation, with room for player buffoonery and game master experimentation. We had lots of fun with it, even though I had to park the random encounter manticore on top of the exit to keep the players from running away. Looking forward to try out the other two correlated D modules.
There were only two minor issues. 1) There is no picture of Jeva as a girl, so good luck making that miniature. 2) The three bosses of the dungeon (Forge Spurned, Kobold King and Jekkajak) were all overpowering for my 2 member party, so we ended up watering down their weapons and spells.
Great adventure. The quest to rescue the chidren was interesting as was the info on Falcon's Hollow and some of it's residents. Fun touches like the drunken hill giant, the encounter with Jeva, and the intro story about the kobold make this one of my favorite adventures.
The reasons why this is such a good module have already been described in detail by other reviewers so I will cover only personal highlights:
First, and most importantly, my players had a blast playing this adventure and I had fun DMing it.
Second, the story of the Kobold King Merlokrep that serves as the introduction of this adventure is some of the best and most entertaining writing that I have read in all of the paizo modules.
Third, the adventure also features some of the most memorable characters and magical items in the adventure modules line -> Jeva the werewolf orphan girl, Kardoblag the drunken hill giant, the grasp of Droskar, the "ghost" of Glintaxe, etc...
Fourth, the town of Falcon's Hollow, an ideal base for low-level campaigns, is detailed within. This section also describes Falcon's Hollow most important organizations and NPCs, including Thuldrin Kreed, who is possibly the most universally hated villain in the paizo modules line.
All that to say that this is definitely one of the best modules that paizo has ever released.
this was really fun. even though it took a little longer to get through than i expected, it was well worth it. the traps were pretty scary, and i thought there would be a tpk a few times.
the story was really fun. lots of RP opportunities.
I started a Falcon's Hollow Campaign over a year ago. At the end of D0 we switched to the Pathfinder ruleset. It is a wonderful story, that is farily easy to integrate with D0. I did not ditch the disease from D0, but the party made an additional enquiry about who is responsibvle for putting Blackscour into the well and found the sign of Urgathoa nearby. Intro into D1 was also done without much ado. The sister of Hollin (the one working for the half-orc) was struck by the disease and got better in time, because the party brought the ingredients for the recipe. Hollin carved them small wooden statues in their likeness as a thank you for saving his sister...
Small things, that are not perfect:
1) The connection to the Dungeon Delve at Origins 2007 is clearly visible for the upper level. It is VERY deadly.
2) There is no "antidote" against one of the "traps" in the dungeon. I'd suggest placing the necessary scrolls with a victim of the previous group with some monsters, that would take an "interest" in him/her.
3) I would have wished a better explanation of the fate of the previous group... and what happened to the rest of them. There is at least one, that isn't mentioned (the other is/was the party cleric carrying the scrolls from above). This'll be important for events in later adventures and a hint would have been nice.
I asked my group, how they would rate this adventure. 2 of them said 5 stars, two of them 4 stars, and one of them 3 stars, because of the missing help against one of the possible repercussions from one of the encounters and the overall deadliness of the upper part.
What can I say... we had oodles of fun, it was a pleasure to DM, the tactics and morale entries with the new stat block format really helped to shape the encounters.