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CKG for HH 
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Cleric of Zagyg
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Post CKG for HH
So who's got this and what do you think?

I saw the thread about the editing and it's certainly a very legitimate concern, but I've always said ~ content is king.

Tree mentioned that DB7, 8 & 9 are included. What else? I think I read Darlene's map is in there.

Many thanks! :)

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Sat Apr 04, 2015 11:04 pm
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Greater Lore Drake

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Post Re: CKG for HH
Darlene's map isn't in the main book. This book is totally worth it. DB 1-6, plus 7,8, 9, and more. 6 has been expanded with a Fields of Battle scenario. There is more that I'm forgetting. Also, get the players guide to HH when it's in print again.


Sat Apr 04, 2015 11:58 pm
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Post Re: CKG for HH
tylermo wrote:
Darlene's map isn't in the main book. This book is totally worth it. DB 1-6, plus 7,8, 9, and more. 6 has been expanded with a Fields of Battle scenario. There is more that I'm forgetting.


Right. With all those module in there, what exactly is in the CKG? Is it not like the C&C CKG or the DMG?

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Sun Apr 05, 2015 12:16 am
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Post Re: CKG for HH
tylermo wrote:
Also, get the players guide to HH when it's in print again.


Wait, what?

PH for HH?? And it's sold out??? Whoa, when and how?? :lol:

I feel like I crawled out from under a rock of Umeshti!

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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

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Sun Apr 05, 2015 12:17 am
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Mogrl

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Post Re: CKG for HH
Rhuvein wrote:
tylermo wrote:
Also, get the players guide to HH when it's in print again.


Wait, what?

PH for HH?? And it's sold out??? Whoa, when and how?? :lol:

I feel like I crawled out from under a rock of Umeshti!


The PHB and the CKG are kind of like the standard PHB and CKG, just rewritten specifically for Haunted Highlands. So the HH PHB has all the classes, etc... from the modules, such as the Conjurer you and I discussed elsewhere, as well as a players kind of primer on the setting. The CKG has all 9 HH adventures in it, as well as the monsters, magic items, Demons and Devils, etc... as well as even more setting details. There is a reason the HH CKG is 400 pages. But, it doesn't have stuff the standard CKG has, this HH CKG is completely about the Haunted Highlands. So neither of these books replace the standard versions.

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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Sun Apr 05, 2015 1:48 am
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Greater Lore Drake
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Post Re: CKG for HH
Treebore wrote:
Rhuvein wrote:
tylermo wrote:
Also, get the players guide to HH when it's in print again.


Wait, what?

PH for HH?? And it's sold out??? Whoa, when and how?? :lol:

I feel like I crawled out from under a rock of Umeshti!


The PHB and the CKG are kind of like the standard PHB and CKG, just rewritten specifically for Haunted Highlands. So the HH PHB has all the classes, etc... from the modules, such as the Conjurer you and I discussed elsewhere, as well as a players kind of primer on the setting. The CKG has all 9 HH adventures in it, as well as the monsters, magic items, Demons and Devils, etc... as well as even more setting details. There is a reason the HH CKG is 400 pages. But, it doesn't have stuff the standard CKG has, this HH CKG is completely about the Haunted Highlands. So neither of these books replace the standard versions.


Thanks, I wasn't sure what they were and what was in them .... Oh great, now I want to spend even more money ... :?

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Sun Apr 05, 2015 2:57 am
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Greater Lore Drake

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Post Re: CKG for HH
You can play Orcs, Goblins, a dark Dwarf race, and the Meshkuri in the players guide. A couple of the new classes include necromancer and conjurer. It's a nice little book.


Mon Apr 06, 2015 5:20 pm
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Post Re: CKG for HH
I'd like to see DB 7-9 as stand alone modules. That way I can get them without getting the whole CKG of HH.

R-

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Mon Apr 06, 2015 8:28 pm
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Mogrl

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Post Re: CKG for HH
Rigon wrote:
I'd like to see DB 7-9 as stand alone modules. That way I can get them without getting the whole CKG of HH.

R-


I can't recall if they were Kickstarter only add ons or not. If not, am sure you will get your wish one day.

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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Mon Apr 06, 2015 8:40 pm
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Greater Lore Drake

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Post Re: CKG for HH
Did they offer them as standalone modules in the ks? Cool.


Mon Apr 06, 2015 8:41 pm
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Mogrl

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Post Re: CKG for HH
tylermo wrote:
Did they offer them as standalone modules in the ks? Cool.


I'd have to go back and reread the KS. As far as I currently know, they are only in the HH CKG, but I don't even recall if those adventures were Kickstarter exclusives or what.

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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Mon Apr 06, 2015 8:54 pm
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Post Re: CKG for HH
Treebore wrote:
Rigon wrote:
I'd like to see DB 7-9 as stand alone modules. That way I can get them without getting the whole CKG of HH.

R-


I can't recall if they were Kickstarter only add ons or not. If not, am sure you will get your wish one day.

Man I hope so. I love HH.

R-

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Mon Apr 06, 2015 10:30 pm
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Post Re: CKG for HH
Rigon wrote:
Treebore wrote:
Rigon wrote:
I'd like to see DB 7-9 as stand alone modules. That way I can get them without getting the whole CKG of HH.

R-


I can't recall if they were Kickstarter only add ons or not. If not, am sure you will get your wish one day.

Man I hope so. I love HH.

R-

Same here, though I am going about it in a different way. I started my son in a solo campaign in Eskadia. Soon after, he asked his uncle to join us. The two of them are half of my larger gaming group, but the other two have been unavailable for the last year or so. It's also easier to plan last-minute, which happens more often than not in our household nowadays, with just two players (one of whom lives with me!).

Anyway, the two play as Thieves in Eskadia. To bolster themselves in their quest for riches, they have allied themselves with members of the former preeminent Thieves Guild, "The Order," who would love to usurp The Middlemen -- that dastardly halfling-run thief organization. So, the guild assigned an apprentice mage and an acolyte of the the thieves' god to work with them. (Meta: The players felt that they could use some help in healing, in magic, and to take on tougher opponents and challenges.)

So, I might have them visit Mantua down the coast (DB8's adventure takes place here, though I will only use the locale and save the adventure for when they are higher level) if they so desire. I am running the campaign as an open sandbox where I give them rumors, billboard posts in town, town crier announcements, and the like and let them pursue what they want -- even if it's just to ply the thieves' "trade," picking pockets in one of Eskadia's many markets.

From what I have gathered in my reading of Casey Christofferson's posts here, on Facebook, and elsewhere, there should be more HH goodness hitting the market sometime later this year. He mentioned to me last year over Facebook that he does plan on fleshing out Yulgum Kak and its lands east of Eskadia (north of Dro Mandras/DB1-7). One could always reach out to Casey over Facebook like I did, to ask questions. He is quite cordial and affable.

Happy gaming,
Zudrak

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Fri Apr 10, 2015 8:16 pm
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Greater Lore Drake

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Post Re: CKG for HH
Zudrak, Casey's a great guy. I've met him two or three times, maybe more, at conventions here and there. The last time was a North Texas RPG Con. Always love talking to him...gaming, politics, or whatever. He's done some bang up work for Troll over the years. The HH material is quite good, and Fields of Battle is not to be overlooked.


Sat Apr 11, 2015 5:04 am
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