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This is really sweet and a great introduction to Dungeons and Dragons. I’m kind of astonished — and delighted — that the news site Vox put it up.
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!
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