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The City that Dripped Blood
An Adventure for Fifth Edition and Swords & Wizardry!
Frog God Games is proud to announce The City that Dripped Blood, the first in a four part series centered in and around the city Temelpa. This mid-level adventure is written by D & D Legend Steve Winter, whose credits include over 30 years of best selling games, adventures, and supplements for some of the most popular RPG companies in the industry. He has played a part in many of the most beloved titles from Star Frontiers to the Fifth Edition rule books. He was a contributor most recently to the Frog God Games' Quests of Doom 4 series. Steve's incredible legacy and experience in the RPG world makes The City that Dripped Blood a perfect Indiegogo project debut title.
Temelpa, an ancient walled city on a forgotten trade route, thought to be abandoned ages ago, and now, the adventurers find themselves besieged within.
Unable to leave their refuge, the adventurers will quickly discover the city is inhabited, not deserted as initially believed, by an ancient society. They will soon be embroiled in the affairs of a twisted caste system built on servitude and cannibalism and headed by an inter-dimensional vampiric overlord.
This open-ended adventure allows the GM to unleash an array of unique monsters, factional power struggles, and intriguing plots upon the characters as they fight and scheme to stay alive, entrapped in a hostile city where they are viewed as useful pawns or a tasty exotic meal.
Can the characters hold out until the siege is broken and escape with their lives? Will they champion the cause of the downtrodden and upend the social order? Or will they be the main course for the next cannibalistic feast?
Welcome to the City!
The City That Dripped Blood - available in either Fifth Edition or Swords & Wizardry versions, is an adventure for mid-level characters inside you will find-
New creatures and new variants NPC Cultists and unusual citizens are spread across various districts and factions. All under the shadow of the two ziggurats which stand menacing guard over the decrepit. desert city where the player characters begin. Options for and potential hooks are provided, but the design lends itself to modifications, GM tailored for their ongoing campaigns.
The Tiny Print Run
Frog God Games is testing a new approach with the launch of this project- almost the inverse of how we design our crowdfunding projects on Kickstarter. We call it the 'Tiny Print Run'.
Thus, Indiegogo projects by Frog God Games will-
Be short in duration Be limited to a single title Have options priced between $5-$30 Have simple fulfillment process that does not use Backerkit Since 2012 our crowdfunding approach has been extravagant in every way. Ambitious with massive page counts, plus numerous add-on options and stretch goals. All supporting a primary title itself as many as 990 pages.
This has resulted in Kickstarter's with memorable pledge rewards that include top-quality hardcover books with sometimes dozens of stretch goal bonuses and add-on extras. These are awesome AND they are expensive.
Is Frog God Games giving up on Kickstarter?
No. Far from it, in fact these smaller projects are happening in response to the feedback we have heard from both fans and 'almost' fans alike. We hear the request for less expensive options for our projects and products all the time. A second frequent desire expressed to us, whether at conventions, on social media or in email, is for a larger selection of smaller, faster-paced adventures that can be completed in 2-3 sessions and not necessitate a full two year campaign.
Additionally, Frog God Games has grown in both sales and audience awareness. This opportunity will give us the additional resources to invest in the very best books in all of our formats. Thus we have launched the first of, what we hope are frequent, 'Tiny Print Run' campaigns on Indiegogo.
With the wishes of the fans in mind, this and future Indiegogo projects will fund standalone projects that are both affordable and fun. This project, as well future Tiny Print Run projects, is narrowly focused. This meansThe City that Dripped Blood will only have two reward options-
1. A softcover, full-color copy of The City that Dripped Blood which is at least 24 pages long and includes the PDF version
2. The City that Dripped Blood in PDF
There will be no paid add-on options and all additional funds raised focus on making the highest quality module the funding can buy. Supporters will select a rules system when they make the reward selection. For City that Dripped Blood that is a choice between Fifth Edition or Swords & Wizardry (other systems or system agnostic content is possible with future projects).
As of the project launch The City that Dripped Blood manuscript is complete for Fifth Edition. It is currently being edited and converted to Swords & Wizardry. The module will be published, what is unknown is how much we raise to improve this release for everyone.
What more supporters will mean for the project
The level of quality we want to bring to The City of Dripped Blood is, at a minimum, similar softcover releases from larger companies. An example of this is a Wizards of the Coast Adventurer's League softcover. We have the potential to do even better and that is what 18 days will be focused on.
The best way surpass our quality goal for every supporter (PDF only and/or Print and PDF) is-
Commission more art from top artists Create more cartography pieces/offer more mapping resources Create PDF player handouts like creature cards or treasure maps Other options that are cutting edge and unique which only funding makes possible The first and most important is to invest in top-quality, custom color art beginning with the cover. At Frog God we have a dedicated gentleman named Casey Christofferson whose job it is to procure great art. His only constraint is his budget, which is were supporters like you come in.
The biggest milestone will be upgrading from a planned half-page illustration to a full-page color cover by a top artist similar to the examples above. After we have enough funding for the cover we will add additional internal art pieces (possibly full page).
Softcover Specific Goals
The best paper we can afford. Glossy durable pages that showcase the art as it deserves. A thick, glossy cover stock Maps/charts/tables reprinted on the interior covers for reference (duplex cover printing) Signed copies and a few really special options if the funding really takes off NOTE ON AVAILABILITY: The softcover is likely to be a single print run. The number of units we print will be determined by how many supporters choose the The City of Dripped Blood softcover. We have no plans to offer the softcover for general sale after this project ends, so this is the best way to guarantee a copy for yourself in print.
Shipping and Distribution
Shipping is simple for those who select the a softcover copy of The City of Dripped Blood.
$5 shipping fee will be added upon checkout for supporters in the United States. $15 shipping fee will be added upon checkout for supporters in the European Union, Australia, New Zealand and Canada. The PDF that comes with the softcover option will be fulfilled as outlined below. PDF Distribution
The digital copies will be fulfilled using the Frog God Games Website. There will be no pledge manager so once the book or PDF is ready we will fulfill using contact information from Indiegogo.
Link to project!
About this project
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.
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