A legacy of death bears bitter fruit in the northern coastlands, as brothers long separated each rise to the call of their darkling heritage. A new destiny has arisen in the west that threatens to shake the foundations of an empire half a world away, but not if Ranulfr the White Wolf and his one-eyed sibling can waylay these would-be heroes on their Road to Destiny!
Danger, treachery, and downright skullduggery lie around every turn, and characters will need their wits as well as their weapons if they hope to succeed. This adventure designed for 2nd-level characters offers the chance to earn additional experience during a Far East Adventure Path campaign as the heroes set out on their epic caravan journey to the far side of the world, or it can serve as a self-contained adventure sandbox adventure suitable for any campaign.
Road to Destiny marks the Legacy Games debut of not one but TWO superstar finalists: not only author Jim Groves but also cartographer extraodinaire Pedro Coelho! With fantastic artwork by the talented Jason Juta, Road to Destiny is a 35-page, 24,000-word epic adventure you will not want to miss regardless of whether you are running the published Adventure Path. The Legendary Games tradition is to bring you the best-designed, most creative, most functional, and the flat-out best-looking third-party support for the Pathfinder Roleplaying Game that you will find anywhere, featuring an all-star team of creators that will make you stand up and shout!
While sails on the horizon can be reason to fear in pirate-infested waters, sometimes they bring good cheer and companionship on the lonely journeys across the endless blue. A chance encounter with Captain Craw and the good ship Tamarind seems like the latter, a friendly crew of spice traders offering warm hospitality. Yet all is not as it seems, as the Tamarind trades in a far different and more terrible cargo on a dangerous course into the hands of the legendary Shayonna the Gaunt and her desolate reef! Can your heroes uncover the Tamarind’s deadly secret before they become the latest prizes sent to the clutches of the sea witch?
A richly laden imperial merchant ship caught on a sandbar presents a tempting target to a crew of daring pirates. Her holds may be bursting with swag, but they are also laden with soldiers, with a cruel captain at the helm. At any moment the sails of her imperial escorts may appear on the horizon, but your scurvy scalawags have found her first. A daring assault might bring you more plunder than you’ve seen in a year, but many pirates greedy for gold have lingered too long over a prize they thought safe, until an enemy fleet sent them to a watery grave. Can the PCs stage a lightning raid on the immobilized ship and get away with their ill-gotten gains? Dare they risk a Raid on the Emperor’s Hand?
Raid on the Emperor’s Hand is a 5E adventure for 8th level characters and is the latest in our series of pirate-themed Islands of Plunder adventures for the 5th Edition of the world’s most famous roleplaying game. This adventure is easily dropped into any ocean voyage or as part of a full-fledged seafaring pirate campaign, and it can be used on its own or with the companion adventures in this series like Spices and Flesh, Tarin’s Crown, and Scourge of the Steaming Isle!
The people of Corbin Village are hardy folk, familiar with the dangers of the region. But when a band of orcs raids the village, Sheriff McBride realizes she has more troubles than she can handle and calls on a group of heroes to bring the orcs to justice. To complicate matters, the orcs have stolen an item of great historical value from the local sage, and he wants it back. Can the PCs survive the dangers of a nearby marsh and locate the bandits’ hidden lair? If they do, can they take down the orc raiders and recover the sage’s precious statue?
The Bandit’s Cave is an adventure for 1st-level characters. It is part one of Trail of the Apprentice, a full campaign made up of 5 interconnected adventure modules for the 5th Edition of the world’s most famous roleplaying game. The Trail of the Apprentice saga and all adventures in the the Legendary Beginnings line from Legendary Games are designed as exciting adventures suitable for all ages, but specially designed for those new to roleplaying and those on the younger side.
Evil stirs in the depths of the Gnarled Forest. The heroes of the land, taming the wilderness and forging their kingdom, hear disturbing tales from woodsmen and trappers of a strange and ferocious hunting party ranging far and wide beneath the forest eaves. It is not only from human tongues that they hear warnings of these dread hunters, for the allies they have found amongst the fey and other woodland creatures are likewise deathly afraid of what these savage raiders may portend.
The heroes are called upon by Myvenwy, a unicorn warden of the wood, who begs their aid in facing this peril, one that threatens her and her kind above all, but should the unicorns fall there will be none to stand against the raging Horns of the Hunted.
A mother’s love is stronger than death, but love and death walk hand in hand when mortals cross paths with the immortal fey. Something has stirred up a fell and bloodthirsty power in the depths of the forlorn forest, and a bitter wind and mournful howls echoing from a lonely mountain bring a chilling dread to the wilds beyond the borderlands.
A goddess is angry, and her wrath heralds doom in the unforgiving lands of a savage frontier. Can the heroes find a way to make peace with the warlike clans of the lonely hills and quell the frightening powers of nature that threaten to rise up and devour scattered clan and nascent frontier kingdoms alike? With triumph and tragedy in the balance, do they dare ascend Cold Mountain?
Cold Mountain is a 5th Edition adventure for 4th-level characters that takes the heroes past the reach of civilization, coming face to face with strange and primitive folkways and faerie powers. This adventure brings an evocative atmosphere of Dark Ages-style barbarism and mysticism into a traditional fantasy campaign, delivering challenges to overcome with words and deeds as well as on the field of battle. Your players will need cunning, guile, and a silver tongue to succeed where their magic and their sword arms may not prevail.
A crime has been committed, a very personal theft from the Crown Prince of Taralos. Our heroes must track down the perpetrators and unravel the mystery and conspiracy that lies behind the theft. They will interview witnesses, dive beneath the streets and track fugitives through forests and hills. They will face natural hazards, traps, and villainous gem gnolls before finally the truth is revealed and the future of the kingdom lies in their hooves.
To Found an Empire explores the world of Everglow just before the formation of the Pony Empire. Our heroes will see the Kingdoms and tribes that came together to form it and maybe even experience that transformation themselves.
The Unicorn’s Crown is designed for first level characters, and will take them to level three by the end. The encounters are all designed to be run for a party ranging in size from 3 to 7 players.
Within the subterranean caverns beneath Wychington — on the shores of Lake Grimwater — a small part of a region from afar, either long ago, or maybe a time yet to pass, has come into existence. Malign and abhorrent half-men, half-crows inhabit this harrowing place. Standing menacingly, clad in the darkest armour, or on their pitch-black wings protected by lighter, piecemeal leather armour, they murder men and feast on their flesh. Strangely resentful of their barely-feathered gods, they despise other living creatures for drawing breath.
This is Corvendark, and under the sign of an inverted, five-skulled star, the Murder Knights dwell.
Since the coming of this otherworldly realm, the Grimwater Lake region has been plagued by the atrocities of the ‘harpies’ — as they have been incorrectly identified — regularly raiding the surface lands. None have been ravaged more so than Wychington, a small town on the northern lake edge at the mouth of the Lesselling River.
It is now that heroes are needed. Who will destroy this menace, or send them back whence they came?
The sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual.
Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. He’d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate.
The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine.
Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stone’s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around.
Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze.
He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out.
Two more thunderous explosions crashed in the distance.
The quiet village of Greenfork is in a state of uproar, scarred twisted looking goblins raided the village during the night and kidnapped the miller’s daughter. The Mayor has put out a call for adventurers to bring the girl back safely and end the goblins threat once and for all. This adventure starts just outside the village of Greenfork and thrusts players straight into the action.
Burning Goblins is a fantastic first adventure for new players, but more importantly this adventure was designed with first time Games Masters in mind, giving you as many tools as possible to help run the game.