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  1. Curse of the Usurper is launching tomorrow!!! This is a massive D&D 5E Adventure/Campaign of the Year with over 450+ Pages, 150+ 28mm Minis, 20+ Game Maps (Vinyl), Actor Voiceovers, Music, & More! Playtested, Reviewed and approved by: Critical Role : Coming thursday 15th The Gallant Goblin : https://youtu.be/HkLqJG0zbXU Treantmonk Temple : https://youtu.be/QxwrWAVJSlc GMS Magazine : http://www.gmsmagazine.com/rpg-interview-the-curse-of-the-usurper-with-cass-suwinsky/ Here's a link to follow and/or pledge the Kickstarter: https://www.kickstarter.com/projects/tombguardians/curse-of-the-usurper-rpg-5e
  2. An Assortment of Adorable Critters for Dungeons and Dragons 5e – Stat Blocks, Lore, Illustrations for Each Creature, and More https://www.kickstarter.com/projects/catilus/cute-creatures-compendium-by-catilus?
  3. Another Iain Lovecraft project. Nearly managed to grab a 10€ pledge this time. Still a few hours before the price increases pretty drastically. https://www.kickstarter.com/projects/iain-lovecraft/dark-alley-adventure This time, there will also be metal minis for folks without printers available:
  4. Siege & Chivalry: 3D Printable Miniatures Set ^link 28/32mm 3D Printable STL Terrain & Miniatures for Painting and Tabletop RPG. Features some mechanical miniatures this time and they are being unlocked more and more in the Stretch Goals.
  5. MCDM is making a monster book, and it looks awesome! I've backed MCDM's other two books, and think they make top quality stuff, so backing this one was a given for me. https://www.kickstarter.com/projects/mattcolville/mcdm-monster-book This book is sort of reinventing a lot of classic creatures, making them much more fun to play and fight! It also has brand new creatures. There is a preview PDF linked to on the KS page. This KS went live yesterday, and it's already funded($600k) and well beyond its first stretch goal of $800k, which adds Rival Adventurers to the book! The next stretch goal is at $1m, and will add Lairs & Hoards to the book - or it might potentially become its own separate book! (Similar to Kobold Press' "Lairs" supplement to their "Tome of Beasts" series of books, I guess.) There's going to be a single mini available for this KS, and it's the creature from the cover art: You can also check out Matt Colville's video explaining the book here(and I highly suggest watching it!): https://www.youtube.com/watch?v=LhJeOOGiWGM
  6. https://www.kickstarter.com/projects/1241236607/wickerpunk-rpg?ref=activity Hi, we're Crow Land Publishing, and here's our first book, Wickerpunk. A supplement book for Dungeons and Dragons 5th Edition, with application for all fantasy and horror games, such as Pathfinder, Call Of Cthulhu and even superhero games, like Champions. It will be 275 pages. Folk horror – horror and supernatural fiction that relies on elements of the past, folklore, superstition, the dreadful majesty of nature, the darkest urges of old religion. And old gods. Where the landscape itself is a symbol of fear and dark majesty. 

Heroic fantasy – a dream of blades and magic, a dream of defiance of the dark powers of the world, where we can be our truest ideals of our self. 

And when these genres collide – we have Wickerpunk. A genre in which the ancient and natural world of the Wyld meets the imperialist world of Industry. If you like film such as Gawain and the Green Knight, Dragonslayer and The VVitch, you'll like our book. If you like games such as Maiden of Sker, Greedfall, and Hellblade, you’ll like our book. 

If you like anime such as Princess Mononoke, The Ancient Magus’ Bride and Faery Gone, you’ll like our book. If you like TV shows such as The Witcher, Game of Thrones, (especially the White Walkers stuff!) and the classic 1980s Robin of Sherwood, you’ll like our book. If you like novels such as The Mists of Avalon, The Dark Is Rising and The Broken Sword, you’ll like our book. Wickerpunk is a sourcebook that instructs GMs and players alike on what wickerpunk looks like in a game of D&D or any fantasy roleplaying game.
  7. This looks fantastic!! Beautiful artwork on this Sword and Sorcery RPG. Get in on the last 16 hours and help make it happen. https://www.kickstarter.com/projects/oldmagesgames/atlas-rise-or-die?ref=user_menu
  8. If this has been posted I'm not finding it. This kickstarter is a rules conversion type. The game exists in Swedish and has been translated into English. The next step appears to be releasing a version for 5E. Of course, if you are like me and enjoy reading different rule sets, the original books are obviously still for sale. The price point for the kickstarter doesn't appear to be much different from what they have published, unless I'm missing something in the currency conversion. Ruins of Symbaroum for 5E They also have a gallery of some of their art. https://imgur.com/a/fqHJy The acclaimed setting of Symbaroum has enticed and fascinated fans of tabletop roleplaying games since the launch of the game in 2016. Now this dark and mysterious world welcomes an even wider audience, with the production of a Player’s Guide, Gamemaster’s Guide and Bestiary adapted for 5E, published under the Open Gaming License. Note that you will need the core 5E rulebooks to fully enjoy Ruins of Symbaroum. Welcome to the world of Symbaroum The rich and nuanced Symbaroum setting revolves around the Ambrians – a civilization that two decades ago were forced to flee their ancestral soil after a devastating war. Their new and promised land borders on the vast forest of Davokar, covering the remnants of the Empire of Symbaroum which fell into ruin hundreds of years ago. Brimming with natural resources and mythical treasures, the forest calls out to the Ambrians to be explored and plundered, but the road into its depths lays far from open. Not only are the shadows beneath the foliage fraught with danger, monsters and infectious Corruption; there are also the elves of the Iron Pact who have vowed to die to keep anyone from disturbing the ruins of old, warning that the ancient evil of Symbaroum stirs in its sleep. About ten years ago, Queen Korinthia of the Ambrians finally vanquished Chieftan Haloban and his Jezites. Now you can join in the adventure! Seek out the barbarian clans to trade or to plunder their treasuries; establish a base of power among princes, guilds, or rebellious refugees in the capital city of Yndaros; survive encounters with trolls, dark-minded beasts, and undead warlords. But always remember the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the horrors of Davokar are about to awaken!
  9. About The Origins of the Lost Lands For almost 20 years, glimpses into the world of the Lost Lands have been revealed in the publications of Frog God Games and Necromancer Games. The Lost Lands contain locations now legendary in the annals of roleplaying, from the depths of the massive dungeons of Rappan Athuk, to the city of Bard’s Gate, the Desolation of Tsar, the Blight, the demon-tainted Sundered Lands, the chaotic tumult of the Borderland Provinces, and the fabled Northlands. These publications offered hints of the sweeping scope, deep history, and epic grandeur of the Lost Lands. But only hints. For well over a decade, a Lost Lands campaign world has been our customers' most requested project... ...and the time of the Lost Lands has now arrived! The Primary Reward Over 42 years in the making, this is the definitive guide to the world of the Lost Lands! This massive volume includes the history of the Lost Lands, a wealth of detailed maps, cultural information about its nations and peoples, and a huge gazetteer containing descriptions of the world's countries, cities, waterways and geography. For the first time, readers can explore the length and breadth of the great continent of Akados, including regions never before described, and far Libynos, home of the Desert Kingdoms and many ancient cultures alien to the folk of Akados. The book weighs in at approximately 700 pages in full color, with maps by award-winning cartographers and beautiful, original artwork to place you directly into the world itself in all its glory and terror. Entirely system-neutral, the guide can be used with any game system you choose. The Lost Lands are the setting for a tremendous array of over 150 individual adventures and sourcebooks already published by Frog God Games and Necromancer Games, many providing statistics in multiple game systems. All of this material is available to provide an almost inexhaustible resource of ready-made adventures and epic quests! Future Frog God Games products set in the Lost Lands will be built into the ever-growing canon finally revealed in this volume. About 4000 example pages of Lost Lands Adventures Pictured Above A small sample of some of these already-existing adventures include Rappan Athuk, Sword of Air, Slumbering Tsar, Bard's Gate, Necropolis, Cyclopean Deeps, The Borderland Provinces, The Blight, and Cults of the Sundered Kingdoms. Authors of adventures which have, over two decades, explored the Lost Lands include Clark Peterson, Ed Greenwood, Bill Webb, Gary Gygax, Matt Finch, Jim Ward, Morten Braten, Jeff Harkness, John Stater, Bill Kenower, Nate Paul, Dennis Sustare, and Alex Kammer. The authors of the guide to the Lost Lands include Bill Webb, Greg Vaughan, Matt Finch, Vicki Potter, Pat Lawinger, Anthony Pryor, Rhiannon Louve, Mark Greenberg, Ken Spencer, Casey Christofferson, and Thom Wilson. Shipping International shipping on a book this size may be quite expensive. If you are a non-US customer, please read the shipping information below. We anticipate shipping to be $80 to $100 for most countries, and could even be more. Shipping for the tapestries (and only the tapestries) is calculated into their price for Canada, the UK, the EU, and Australia. The Lost Lands
  10. Hi everyone, Does anyone know of a module or resource that has a pre made undersea city or palace? One of my group paying saltmarsh took up the sea elf Prince when his character drowned and then promised the support of his city. Now the party wants to visit the city and negotiate for those resources. I want them to have a good time and have at least the trappings of a city around them but I don't want to build and populate an entire city in a week or 2 for a 1 week adventure that could, potentially become a rerunning resource but might not. Does anyone know of a module or supplement for an Atlantis or similar city below the waves?
  11. The Grand Duchy of Reme awaits! Starting in 2002 Necromancer Games began populating its Lost Lands campaign setting one adventure at a time. The Grand Duchy of Reme is the region home to classic adventures released by Necromancer Games for D20/3.x and Frog God Games for Pathfinder, Swords & Wizardry and Fifth Edition. More than 10 adventures have brought life to the Grand Duchy of Reme. The Lost Lands Campaign Sourcebook funded in January is expected to be over 700 pages and all of them are full of information. By necessity each region was described broadly, but there are still a wealth of history, politics and other details to be explored, experience and expanded in the Grand Duchy of Reme. The Grand Duchy of Reme is a system neutral hardcover volume designed to be useful for campaigns independent of system preference. Specific details that affect the characters in the Lost Lands there are System Encounter Books. These companion volumes are softcover (or PDF), that contain reference stats for use with the Region book along with detailed encounter tables for the region. Additionally, 3 classic adventures previously unavailable for Pathfinder, Swords & Wizardry, and Fifth Edition are back. These are offered as either softcover add-ons in backerkit or as free stretch goals in PDF (see reward sidebar). Mock-up of Grand Duchy of Reme. Final release will differ slightly The city of Reme itself is ancient, with world-spanning trade — the eternal citadel of the Loreclans, where the ashes of legendary barbarian kings reside. This land lies near the slow collapse of the nearby Empire of Foere, and the rise of Bard’s Gate to the East. The Rhemish watch these events with cold eyes rather than concern, for they live in vast regions that devour invaders. Their land is eternal; their people can be forced back to the plains, but in the plains they can abide for as long as need be. They are — as a people — the ultimate hunters. The fall of Foere is like the fall of an antelope upon the plains; the rise of Bard’s Gate is little more than the stepping-up of jackals before the body. The Grand Duchy of Reme simply waits and watches — for Reme is the dwelling-place of the world’s wolves. Reme is a unique fantasy civilization whose structure is determined by the one overriding fact of its geography — the country is a vast, grassland plain. The realm is dominated by the culture of the ancient Loreclans: the urbanized and settled ones, and the nomadic clans of the interior. The Loreclans owe a certain fealty to the Dukes of Reme, who are the final arbiters of the ancient law of the plains, but between the Loreclans and the Dukes there are also the mysterious Pashtars: arbiters, judges, and mediators who roam the plains where their service takes them. The city of Reme, of course, is one of the wonders of the world of the Lost Lands, home of powerful spell-casters and perhaps the greatest mercantile and war fleets of the Crescent Sea. It is also, however, steeped in the culture of the vast plains of the interior. It is a place where assumptions are dangerous, for it is no standard fantasy environment — it is a culture that will be entirely new and foreign to your players, a place to truly explore as well as adventure. https://www.kickstarter.com/projects/froggodgames/the-lost-lands-grand-duchy-of-reme/description
  12. So pre-launch (I think October). Just under 2000 copies are already printed and will ship after the pledge manager closes. More supporters will be part of a second print run for January 2020. About 30US$ to ship to Canada for a softcover & pdf. Also the option exists to back in advance for the 3 follow up adventures. That seems to be at a 5$ discount from the first module.
  13. Traveling Encounters volume 1 Compelling 5th Edition Challenges For CR1 to CR5 This small project is to fund a collection of little encounters that can be dropped into an existing adventure for low level adventurers. I backed his previous project for alternate character backgrounds, and he delivered the PDFs early.
  14. Sorry if I've missed seeing this one. It's the latest KS from Agate/Studio 2. This time it's not Esteren but the project that Iris has been working on. It sounds like it is pretty well done in French, so this project is to finance printing of the English edition. Fateforge
  15. Anyone here backing this one? I missed the first one, of Feyland, but there's a level where you can get both books. I don't have a ton of physical 3rd party 5e stuff so I'm down for it. https://www.kickstarter.com/projects/1875657065/monsters-of-the-underworld-for-5th-edition Brave the darkness and discover Monsters of the Underworld! You'll find unusual monsters and entire societies in this strange land. You don't just have to watch your back, you have to watch out above and below as well! Guiding you through this dangerous world is Desmond Hawkeye, an experienced monster hunter. He'll lead you to the new monsters and remind you that we can be heroes.
  16. After the response to my other post, I figured I could post my campaign here. I'm gonna be using spoiler tags for DM notes, just in case people want to follow along. Characters: Red Sash - Warforged Paladin. Currently trying to earn money for the Cyran refugees. Was a medic during the war and is still not sure exactly what to do now that it is over. Son of Bork - Warforged Barbarian. If you want to know his backstory, see here. Warning: untagged spoilers in link. Thicket - Shifter Rogue. Currently over his head in gambling debt to Draask. Lell - Gnome Warlock. Member of the Trust of Zilargo. Session 1: Sul, Zarantyr 1, 998YK - King of Fire Tavern, Middle Dura, Sharn, City of Towers, Breland Opening Scene (as written): Thicket manages to win his hand - thanks to a little cheating - and goes over to join those betting on the arm wrestling competition. Meanwhile, Red Sash convinces the girls to give a donation be helping them complete the clockwork dragon they were making by touching an out of place gear and popping it into place. Having received the donations, he asks for their names. The brunette gives the name Kara, while the red-head is named Ashley. Red Sash writes down their names and also moves to watch the competition, hoping for donations from the betting parties. Son of Bork manages to win his match. Having won, he picks up a stein of beer from a table (that was definitely not his) and drinks. Thicket attempts to - unsuccessfully - pick a pocket, while his cards competitor manages to pick Lell's pocket. Son of Bork finishes his glass and sees a shield with the Crest of House Ghallanda and takes it down from the wall to take a bite from that. The tavern goes silent, and the bartender threatens Son of Bork into putting the shield back. Lell receives a sheet of paper telling him to investigate the suspicious individual - the warforged. He moves forward and introduces himself to Son of Bork. Instantly upon noticing Lell, Son of Bork picks him up, affectionately calling him "Hornswaggle"... Suddenly, a fire breaks out and there are patrons running about. The elf at the bar sneaks out the back, and Lell gives chase with Son of Bork quickly giving chase after Lell. Thicket, not wanting to be involved in the fire, rushes out of the back of the bar as quickly as he can. Red Sash, meanwhile, attempts to save a patron surrounded by fire by walking directly through the fire. Thicket runs into a man he'd been caught cheating against - a muscular dwarven fellow by the name of Kiel Tarvernworth and promptly turns around, catching up to Lell in the process, as Son of Bork had managed to catch Lell and pick him up (again). The two make a deal, and Thicket shifts to catch the elven fellow while Lell negotiates with Kiel, convincing him to wait for them later by giving him a 1 Galifar (gold) down payment on Thicket's debt to the man. Thicket manages to catch the elf, and Lell interrogates him only to find out he was only a guest lecturer at the university and didn't want to get caught up in the fire. They let the elven man go. Meanwhile, Red Sash fails to convince the man to let him save him, and the patron blinks away quickly. Frustrated, Red Sash starts to gather volunteers to put out the fire and aid the tavern. Lell, Son of Bork, and Thicket also help with relocating the stock in return for the promise of coin. The fire out, the group goes their separate ways. (Zarantyr 2 coming tonight) Thoughts/comments appreciated! I have no IRL dm friends to talk to about this campaign...
  17. I'm currently working on writing my first homebrew campaign set in Eberron (as well as DMing the early phase of it). I'm trying to plot out story arcs, but I have a dilemma with placing an arc. I want the final villain to be Nyarlathotep, inspired by both the Mourning and Bones 4. But my other arc requires my players to be unwillingly sent to another plane (player backstory arc). I was going to have the extraplanar arc be caused by Nyarlathotep's summoning by House Cannith trying to make a great war machine for the Prince of Cyre, but if that is the order, I don't think I can make Nyarlathotep powerful enough while avoiding a mid campaign party wipe. Does anyone have any suggestions?
  18. Hoard of the Dragon Queen Part I of the Tyranny of Dragons Campaign A Dungeons and Dragons 5th Edition Campaign by Wolfgang Baur and Steve Winter Published by Wizards of the Coast, and Kobold Press Copyright 2014 For the past several days, you have been traveling a road that winds lazily across the rolling grasslands of the Greenfields. You decided to push on in your travels to try to reach town before dusk. Sundown is approaching when you top a rise and see the town of Greenest just a few short miles away. But instead of the pleasant, welcoming town you expected, you see columns of black smoke rising from burning buildings, running figures that are little more than dots at this distance, and a dark winged shape wheeling low over the keep that rises above the center of the town. Greenest is being attacked by a dragon! Suddenly, a terrified human family consisting of a mother, father, and three young children erupt from the undergrowth onto the Greenway, about 20 feet in front of you. The man limps badly, carrying his youngest child, and trying to usher his other children away from danger. All five seem at least minimally wounded in some way. Their mother turns, and lowers the point of a broken spear back toward her pursuers, and readies her round shield. She looks determined to slow down her pursuers as much as possible to give her family a chance to survive. Just then, a group of eight kobolds stream out of the underbrush, fanning out to surround the woman. Either they don't see your group, or they think you are on their side, because they don't seem to pay you any mind. What do you want to do?
  19. Working up the skeleton of the adventure I'm gonna run on Wednesday, using Frosty the Lich as the big bad at the end. It's gonna be goofy! He's killed some townsfolk "thumpity thump thump" and stolen the children and turned them into snow zombies (that look like snowmen). It's a concentration spell, so if they can break his concentration they can free the kids. If they kill a few along the way... Well... Before that though, there's the woods with Sam the Snowman (also evil, using the gladiator stat block) a treant (christmas tree), and some winter wolves. There's also the "evil wizard" Hinkle's tower, but he's a pushover and a false lead, though they can get some info from him. There's the greenhouse that's over run with mistletoe and poinsettia plants (thorn and twig blights with poison/charm powers) and a pair of shambling mounds (piles of garland)... Still trying to figure out how to work in Jack Frost and Heat Miser as a non-combat encounter...
  20. First time making an opening post for one of these, so if I do it wrong I'm sorry. Legendary Dragons: A 5e Supplement https://www.kickstarter.com/projects/782735675/legendary-dragons-a-5th-edition-supplement?ref=user_menu Red dragons, black dragons, green dragons, gold dragons. They are great, but we’ve seen them before. What makes a dragon unique among all others of its kin? What is its history, what are its motivations, and most importantly, what makes it legendary? Legendary Dragons answers all this and much, much more! Jetpack7 aims to bring back the mystery to Dragons and to make an "ordinary" Dragon encounter... extraordinary! 12 New Unique Legendary Dragons with Stretch Goals of up to 20 Dragons! We’re cooking up content for your 5th Edition game! You’ll not only have brand new Legendary Dragons and their lore to throw at your players, but some new monsters, too! New Dragons New Wyverns New Drakes New Hydras Not only will GMs and Players get 12+ Legendary Dragons (with the option for up to 20), we have some other dragon-related goodies that we are planning: New Kobolds New Dragon Races New Lairs Dragon Cults Dragon Riders Dragon Hunters Dragon Hunting Factions Dragon Hunting & Monster Hunting Economies New spell components you can only get by hunting Dragons Enhance existing spells with your new Dragon spell components Dragon hoard Items Dragon Tactics and how to use Dragons effectively in your game! Aerial Combat Options And much, much more… Legendary Dragons is estimated to be at least 100+ pages. We also teamed up with some of the best 5E writers in the biz! • James J. Haeck: Lead Writer, at D&D Beyond. Co-author Waterdeep: Dragon Heist and the Critical Role Tal'Dorei Campaign Setting. DM of @WorldsApartShow • Dan Dillon: Writer, Tome of Beasts and Creature Codex from Kobold Press, Dungeons & Dragons Adventurer’s League, Rogue Genius Games, Legendary Games, Rite Publishing. • Cody Lewis:YouTube creator. D&D Twitch Streamer. Dungeon Master. http://youtube.com/taking20. Mad mind behind Save or Dice. • Jim Pinto: Writer: Legend of the Five Rings, Warlord, Protocol, Praxis, The Carcass, George’s Children, World’s Largest Dungeon,Gods and Goddesses, and Masters and Minions. In our earlier supplements, we didn’t skimp on art. In fact, when Jetpack7 was created, we set out with a goal of having the best art in the industry! In Legendary Dragons, you can bet on seeing many full-color, full-page, high-quality art pieces produced with the same care and attention as our other supplements. Check out some of the Dragon related art we have done for other companies! Insight Check? Wyvern with and without saddle concept Legendary Dragons has some of the most experienced and talented industry vets working on it. Some familiar names and projects are listed here! James J. Haeck, Lead Writer, @DnDBeyond. Co-author Waterdeep: Dragon Heist & Critical Role Tal'Dorei Campaign Setting. DM of @WorldsApartShow Dan Dillon, Writer, Tome of Beasts and Creature Codex from Kobold Press, Dungeons & Dragons Adventurer’s League, Rogue Genius Games, Legendary Games, Rite Publishing. Cody Lewis, YouTube creator. D&D Twitch Streamer. Dungeon Master. http://youtube.com/taking20. Mad mind behind Save or Dice Jim Pinto, Writer: Legend of the Five Rings, Warlord, Protocol, Praxis, The Carcass, George’s Children and World’s Largest Dungeon. David Gene Adams, RPG author that has been making content for D&D since 4th edition. Catch his stuff on the DMsGuild and Jetpack7's blog. Daniel Colby, Dungeon Master by day, mad illusionist by night! Blogger and contributor to Jetpack7. Aaron Hübrich, Writer/Artist/Designer. Publisher at Jetpack7. Creative director at Conceptopolis, a company that contributed hundreds of art pieces for the Dungeons & Dragons 5th Edition core books. Aaron has been playing Dungeons & Dragons since there were yellow character sheets that didn't take to erasers very well... and has fond memories of THAC0. Conceptopolis, LLC, Artwork: Major art contributions to Hasbro, Mattel, Marvel, DC, Wizards of the Coast, Lego, Sony, Square Enix, among others. Published by Jetpack7: Gods and Goddesses and also Masters and Minions—both successfully funded on Kickstarter. Published and delivered to backers in 2017 and 2018.
  21. 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. Overview 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 Adventure 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 Why Indiegogo? 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. Project Reward 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 or 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. Softcover Shipping $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!
  22. 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!
  23. 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.
  24. 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 Link:
  25. About this project It seems like no matter how many dice you buy, you still never have enough d6s... meanwhile, your collection of unnecessary d20s keeps getting bigger. Dice of Rolling are not rocket science. They’re just regular dice that come in the amounts you actually need, and they use color for more than just decoration. One simple purchase, and you’re good to go for most of the situations you’ll encounter in the 5th edition of the world's greatest roleplaying game. And since each dice type is a different color, you'll always grab the right ones. It’s kind of a no-brainer, but nobody else is doing it so we're bringing it to Kickstarter. This is the dice set we’ve always wanted for our table, and with your help we can bring it to tables everywhere! We’re keeping the rewards real simple. You can pledge to receive 1, 2, 4, or 20 sets, and each set will include the same 29 color-coded dice + microfiber dice bag.
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