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The forest is a place of mystery and danger, where the wild things are lurking in the shadowed underbrush with hungry eyes, but also where the fair folk flit and fly through sun-dappled glades. From Grimm's fairy tales to Tolkien's lovely Lothlorien, menacing Mirkwood, and forlorn Fangorn, there are few places for adventure more iconic than among the tall trees and verdant vales of the forest!
In that spirit, Legendary Games is pleased to present a new hardback adventure accessory for the Pathfinder Roleplaying Game and 5E, the Forest Kingdom Campaign Compendium! Step under the shadowed boughs of the forest realm to find a wild world of magic, mystery, monsters, and more! From the misty boreal taiga of the cold northern reaches to wondrous glades of enchanting fey beauty, you'll find this book an encyclopedic resource for running your campaign, including:
- Two complete wilderness adventures: the savage barbarian epic Cold Mountain and a deadly fey pursuit in Horns of the Hunted!
- Over 50 new spells and magic items, from bloodspear and call woodland beings to the scout's spyglass, plow of the abundant harvest, and staff of the fey queen!
- Three dozen new character options, including new sorcerer bloodlines, cavalier orders, feats, archetypes, and more, from Feral Companion and Silent Shade of the Umbral Wood to the fey hunter ranger and darkwolf druid!
- Over 30 new fey and forest monsters, from the boreal wight and stromkarl nixie to the mighty chernobog!
- Eight ready-to-play pregenerated characters with detailed histories and personalities, perfect as allies, rivals, or playable PCs!
- Rich and immersive rules for fey-themed haunts and integrating fey into the campaign from personal relationships to world-altering faerie rumors, ripples, and ruptures that turn the natural world of mortals upside down!
The Forest Kingdom Campaign Compendium starts by combining the entire River Kings product line from Legendary Games into a single volume, edited and polished and many available in print for the first time, including all of the following products:
Beasts of Legend: Boreal Bestiary
Beasts of Legend: Coldwood Codex
Conquering Heroes: Pregenerated Characters
Horns of the Hunted
Legendary Villains: Dark Druids
Treasury of the Kingdom
These fantastic supplements by all-star authors like Jason Nelson, Matt Goodall, Tim Hitchcock, Neil Spicer, Todd Stewart, Russ Taylor, Alistair J. Rigg, Clinton J. Boomer, Julian Neale, N. Jolly, Tom Phillips, and Linda Zayas-Palmer are classics from Legendary Games and with them alone we could create a hardcover compilation of around 240 pages! All of the above material is complete and ready to go for both Pathfinder and 5th Edition!
That would make a pretty cool book on its own, but we also have some amazing brand-new bonus content we have ready for our stretch goals below, which might well push this book over 300 pages! Almost all writing and art for these bonus goals is already complete, and even if we don't quite hit our stretch goals, these products still will be completed and will be available for purchase separately, but if we hit those goals all of his great bonus content will be included in the compilation and backers will be able to download the individual PDFs after the Kickstarter ends!
This will be my first time DMing a D&D 5e game. I haven't ever even played 5e. I did run an Earthdawn based game that lasted 3 years so I do have experience DMing. I have also been reading quite a bit to familiarize myself with monsters and terms, etc.
My idea for a campaign is as follows:
The characters wake up in individual cells wearing burlap bags with arm and neck holes. There are skeletons of past captives in the cells. If they look through the bars of their cell doors, they can see 1-2 other cells and some items. The whole point will be to have to talk and work together to get out of the cells. I may have an NPC trapped with them. Now, I am trying to decide if they will find their gear or go about obtaining new. I will decide this Friday night during character creation. If any of them have special personal items that they wo9uld be mad about losing, they will find their gear behind a locked door.
While searching the dungeon they will find a list. They will most likely recognize some of the items on the list as an artifact from their race. They may or may not know where it is supposedly located. There will be clues that someone is wanting to gather all of these artifacts from the different races to perform a binding spell to be able to rule the world and have dominion over all of the races.
They will escape the dungeon. The weather will be horrible and especially if they did not find their gear, they will be miserable. On the road, a coach approaches and stops. The driver calls to whoever is inside the coach and the shade covering the window moves slightly. A voice from inside instructs the driver to help the poor, wretched creatures and help them into the coach. Hopefully, the characters will be miserable enough to accept a ride from a stranger.
At the stranger's manor, it is obvious that he is wealthy but not overly showy. The windows are covered with heavy draperies, supposedly to keep the warmth in since it is cold and rainy outside. The characters will be bathed and fed and given warm clothes. Hopefully they will tell the stranger what happened to them and about the list. Someone (hopefully a character but could be the stranger or the captive NPC) will suggest that they need to hunt down these artifacts and get them before the bad guy does so he is unable to collect them all and perform his ritual. This gives them a reason to travel and gives me the opportunity to plan lots of different types of adventures as the artifacts may be in a tomb, or in ruins, or in a place of honor, etc.
Now, for the bad guy.... Should he be a lich? A Drow? I am hoping that they gather all of the artifacts before they must face the big bad so it should be down the road after they have had time to level up. Of course there will be side quests and adventures as they go along.
My plan is for the big bad to be the stranger who captured them. He had captured others before (the skeletons in the cells) and was just waiting for some smart/tough/persistent enough to escape the dungeon so he would know they would use those attributes to gather the artifacts for him. Too predictable?
Anyway, I am needing ideas on who or what the big bad guy should be. And, since the characters see him and interact with him, if he is a lich or Drow or whatever, how does he disguise himself so the characters don't immediately recognize he is a lich or a Drow or whatever?
Open to ideas! I want to flesh out the baddie. Character creation is Friday night and game begins at noon on Saturday!
So I'm going to be starting a dwarven reclamation campaign in the fall, and I had 2 copies of the Dwarf butcher. I though it would be perfect to do one as a living butcher (who I can also use as an NPC townie) and his barbarian ancestor spirit that I can put on the table when he's a ragin'.
So far the living butcher is mostly done (need to do his base and some touchups - I don't know how all of you are doing the eyes, because I can't see them even with a visor), and the ghostly ancestor is mostly done minus the ghostly glow I'll be drybrushing later. I do have a few process pics to post.
About this project
Check out our Early Bird Special pledge level which ends in a few hours! Save money by backing now. :-)
Check out our Codex, Cards, Counters, and Chronicles tools which can transform the way you run 5th Edition fantasy roleplaying games!
The 5e Gamemaster Toolkit is a series of tabletop game aids to help you run well-organized, dynamic roleplaying games. The 5e Gamemaster Toolkit has four parts:
Gamemaster Codex — A 36 page 8.5x11” booklet that is meant for use during the session to build adventures on the fly. It is loaded with tools to create quick non-player characters with stat blocks, generate locations, determine loot such as treasure and magic items, and construct interesting combat encounters with no advanced preparation.
Gamemaster Cards — This deck has cards to track Initiative and basic stat blocks, Conditions such as ‘Blinded’, Rules Summaries for Death & Dying, Healing, and Grappling, and Role cards to equip players to assist the gamemaster in various ways.
Damage Counters — These special plastic tokens are sized to fit under standard 1 inch miniature bases. This allows you to use our Stoplight Damage™ rules to track hit point damage. Run large scale encounters without the hassle of tracking hit points for each creature by hand.
Chronicles Booklets — These four digest-sized booklets are meant to be written in. Malloy’s Almanac is a fantasy calendar with 20 sets of encounter tools. Imaginarium is an idea log with blank dungeons and encounter worksheets. Session Planner includes gamemaster tools to plan game sessions. Game Diary has player tools to log adventure notes.
For those who’ve bought our Dungeonesque RPG products, you’ve already seen our approach to quick adventure design. This new product takes some of the most useful Dungeonesque Gamemaster’s Guide content and adds new features for on-the-fly games. Not prepared for an adventure you’re running? The Low-Prep Adventures section has 10 instant adventure types to jump start your game. Need an encounter or event to toss players after they’ve ignored your pre-planned adventure ideas? No worries, the Codex has tools for everything from hexcrawls to tavern brawls.
We’ve intentionally kept the product small (around 36 pages) so you can quickly find the tables you need without halting the game to wade through 250 pages of dense text. Here is a tentative list of the Codex contents (these might change a bit based on consumer feedback and layout constraints):
People — Names, Quick NPCs, Quick Character Stats, Occupations, Reactions, Traits Places — Hexcrawls, Tavern Names, Weather Things — Quick Treasure, Quick Magic Items, Selling Gear & Magic Items, Costs for Food, Drink, & Lodging, Costs for Services Adventures — Low-Prep Adventures, Adventure Generator Encounters — Wilderness Encounters, Urban Encounters, Something Happens, Plot Twists, Quick Encounter Design Rules — Converting Early Editions, Healing Potion Effects, Mass Combat, Quick Chases, Complete 5e Rules Summary, GM Rules Reference Example of Interior Layout GAMEMASTER CARDS
This deck has several types of cards to help gamemasters run the game.
Put the Initiative cards in plastic protective sleeves, and use wet-erase pens to write on them. One side tracks Initiative and the most critical parts of stat blocks. Arrange them behind the GM screen or in a stack to keep track of turn order.
Key Character Stats On One Side; Player-Facing Name & AC On Reverse Round Tracker cards let you track the end of a round and effects which might expire in a future round.
If you’re not using a gamemaster screen, you can use our add-on Card Holders to stand them up in view of the players. Write the creature’s name on the player’s side of the card. If you want, you can write down the Armor Class of opponents and let players track if they’ve hit the creature or not.
Conditions scards track the 5e conditions such as ‘Poisoned’ or ‘Stunned.’ Rules Summaries present rules for Death & Dying, Healing, and Grappling. Hand these cards to players so they can quickly know the rules without turning to a rulebook.
Role cards help the gamemaster recruit volunteers to help during the game. The gamemaster selects things they want help with and puts the cards out on the table. Volunteers take a card which lets the GM know which roles still lack volunteers. Here are the eight role card descriptions:
1) Turnmaster — Run initiative on behalf of the GM. Consider alerting players in advance when they are up next in the turn order. 2) Battlemaster — Manage miniatures, game tokens, and terrain on the battlemat. Could include marching order and coordinating who is on watch at night. If asked, track damage taken for GM-controlled creatures. 3) Rulesmaster — Have a copy of the core rules and be ready to look up rules as questions come up in the game. 4) Soundmaster — Use devices to play background music that is thematically appropriate for scenes and battles. 5) Grubmaster — Coordinate meals for the group which could include ordering take-out, Keeping track of menu orders, and picking up food. 6) Logkeeper — Track game-world time and the locations to which characters journey. This could include calendar dates and drawing maps. This could also include names of players who attended. Give a copy of your notes to the Chronicler (if you have one) at the end of the session. 7) Quartermaster — Track rewards characters receive: money, treasure, and group treasure. Includes knowing where you keep group treasure. This could also include experience points. Give a copy of your notes to the Chronicler (if you have one) at the end of the session. 8) Chronicler — Take notes about the story during the game, and collect additional notes from the Logkeeper and Quartermaster at the end of the game session. After the game, write up an overview of the game session and publish in a blog post or other medium. We’re still working on the art for the deck back cover and deciding how we will package the cards (tuck box versus plastic case), but we will share pictures and details on that before the Kickstarter ends.
These special plastic tokens are sized to fit under standard 1 inch miniature bases and allow you to use Stoplight Damage™ rules to use tokens to track hit points. Run large scale encounters without the hassle of tracking hit points for each creature by hand.
Ever have a dozen Orcs on the battlemat, and have trouble keeping track of each creature’s hit points? Logistics of tracking a large number of minis can be challenging. Damage Counters make this easy.
It is time to set a course for adventure in your 5th Edition and Pathfinder RPG games with a spectacular set of pirate plunder and aquatic adventure on the seven seas and exotic ports of call with the Pirate Campaign Compendium from Legendary Games!
Whether you want to run interludes across the ocean or along the coastal plain or to undertake a full-on nautical campaign, from pure aquatic fantasy to historical high seas adventure, from sea serpents to booming broadsides, you'll find a wealth of amazing accessories in the Pirate Campaign Compendium! The base version of the book comprises a compilation of Legendary Games' full line of Pirate-Plug-Ins for Pathfinder and 5E.
You'll find FIVE complete adventures ranging from 4th level to 14th level, including the smuggling run gone wrong in Spices and Flesh, the mad captain's hidden harbor in Tarin's Crown, the fast-paced high-seas heist of Raid on the Emperor's Hand, the seething rage of an ancient mystic secret of the seas in Scourge of the Steaming Isle, and an all-out assault on the stronghold of the pirate king in Fort Scurvy! Dozens of maritime magical items in Treasury of the Fleet, including personal items like the hurricane harpoon and sea lord's tricorne as well as magic items for your ship. A selection of sinister sea monsters in an ever-growing bestiary of the briny blue! A Pirate Codex of 30 nautical stock NPCs from 1st to 16th level, ready to drop into any encounter at a moment's notice. A pair of fully developed ship crews to use as allies or adversaries in Cutthroats and Crew. Eight richly detailed and ready-to-play pregenerated PCs in Nautical Heroes, each with detailed histories and backgrounds and advancement notes, perfect as followers, rivals, or even replacement PCs! That's already over 200 pages of piratical delights for you, but that's just the beginning! With stretch goals, we'll be adding new nautical class options like aquatic archetypes, feats, and spells, more monsters, and even more surprises as we collect stretch goals along the way, where you get to help decide what goes in the final book! With your support, this book easily could pass 300 pages and beyond!
Plus, we'll have a Pirates and Plunder chapter where YOU have the chance to bring a whole pirate world to life with characters and pirate captains and crews of your own, even designing a personal pirate flag, figurehead, or even a treasure map!
Click here to download Chapter Ten Sample Pages: PCC 10p3 and PCC 10p9
Click here to download Chapter Seven Sample Pages: PCC 7p14
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