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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
I finally finished by Giant Rats Dozen from Bones I.
I tried to give them fur texture. The texture from the cast was too light for drybrushing, so it's essentially free hand.
The gray rats have some red and green glazed into the shadows to give them a little diseased feel.
I spent WAY too much time painting these...
Mold lines on the actual rat (as opposed to the base) were too tricky to try to get rid of, especially in light of the subject matter. They’re rats. A lot of them.
I have a question for you, if you're interested, and if you're willing to answer it. You can read my rambling explanation, or just skip to the picture of the d20 below if I'm boring you.
So I've been reading some blogs, blogs of Big Time Game Writers and Designers, right? I like to keep up on the history of the hobby, even while it's happening.
And I have discovered a thing: The Older Cousin Model.
Y'see, ever since D&D really started to hit the big time, the marketing people have been trying to figure out new ways to grow the game, grow the market, sell more units. It's what they do. Particularly under WotC, and ESPECIALLY with Hasbro. And they discovered an unusual thing.
Roleplaying games aren't like other games. A child sees a Star Wars Rebels boardgame, he's attracted to it because of the cartoon show, but if he's going to play the GAME, he has to sit down, read the rules, figure out how it works. If I find a Game Of Thrones card game, I do the same thing, although it's a safe bet the rules are lengthier and more complex. But the same is true of both myself and the Star Wars child: we see the game, get interested in the subject or license, buy or are given this game, we sit down and figure it out, and try to interest our friends in playing it with us. Sometimes Star Wars kid will play the game at his friend's house first, but like as not, he'll see it on a shelf and want it, without ever having played it before.
....................but not RPGs.
Apparently, based on market research? Nearly all RPG players are taught to play by an actual human, THEN start jonesing for their own copy of the game. They have to catch the fever from existing RPG players before developing an interest in the hobby form. Apparently, AFTER you've mastered an RPG, THEN you might develop an interest in other RPGs or RPG genres, and you might, upon mastering D&D, get interested in one of Fantasy Flight's Star Wars RPGs, or a White Wolf LARP, or even just Pathfinder or Starfinder, and you might buy a copy, read the rules, and start your own game...
...but statistically, MOST of us apparently started out as acolytes at someone else's table.
They call it "The Older Cousin Model," in that most of us learned it from an older cousin, a sibling, kid we went to school with, whatever. The point is that most of us were TAUGHT, as opposed to doping it out ourselves. It's a social phenomenon as opposed to seeing it on a shelf or in an ad, and that apparently complicates the marketing of the product.
And that got my attention.
Y'see, I doped it out myself.
I was all of like, eleven, and reading this magazine, Rolling Stone's College Life, because, hey, college was far cooler than anything MY peer group was doing, right? And there was this article on this game that was sweeping the country's college campuses at the time, Dungeons and Dragons, where you could take the role of a barbarian or wizard, go slay dragons, become more powerful, have a magic sword, accumulate gold, build a castle... anything you wanted. The nerd equivalent of a permanent floating craps game in the dorm's TV room. It caught my interest, and the next time my immediate ancestors chose to visit civilization, I picked up a Holmes Basic Set at Spencer's Gifts... and there, all my weirdities began. Upon learning how to play the game, and finding others who were interested, everything else followed. Cool college guys used miniatures? Plainly, miniatures must be obtained... and painted. Some of these people play other games by SPI and Avalon Hill? Hm, this should be looked into. Hey, other RPGs like Traveller and Runequest? Investigate!
But I had to work it out myself. I taught some friends to play afterwards, and the game took on a life of its own after that... but I was the one who lit the fire.
Upon thinking about it? Everyone else I ever played RPGs with? Either I taught them, or they already knew... having been introduced to the hobby by a friend or relative. Apparently, being a gamer is more a contagious paradigm than one imposed by one's environment or advertising.
...and this is what brings me to come bother YOU people. How did you get involved in RPGs? How did you learn to play? How did you develop the interest?
Was there an older cousin, sibling, friend, role model? Were you influenced by marketing or advertising? Trip over it at a comic shop? Encounter a screaming mob of beardos, flinging dice and invective at each other?
I'd like to know.
By Lidless Eye
Just a few figures from the latest wave of Wizkid's Dungeons & Dragons: Nolzur's Marvelous Miniatures line. I think the line has improved a lot.
For whatever reason, my phone didn't want to focus on the thin Dragonborn faces.
The only non-Dragonborn in the crew, a "Female Dwarf Barbarian". She seems a bit heavily armored for that role to me, but I was impressed with her design from the first render preview.
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