Legendary Planet: To Worlds Unknown (PFRPG)

4.70/5 (based on 3 ratings)
PZOPDFLDGLG203LP03PFE

Softcover/PDF Bundle Unavailable

Add Print Edition $24.99

Add PDF $9.99

Facebook Twitter Email

A New Universe of Adventure Awaits

"To Worlds Unknown" is an adventure for 2nd to 5th-level characters which can be played as a standalone adventure or as the first main chapter in the Legendary Planet Adventure Path, bringing your heroes into the midst of a battle beyond the stars for supremacy over myriad alien worlds and alien cultures. Against the backdrop of great powers both ancient and new, small-time power players and petty criminals vie in the grungy back alleys of a crossroads world, and the heroes must discover who can help them find their way to safety through an impossible network of planetary portals before their erstwhile allies betray them to those whose secret schemes are far more sinister.

If played with the prelude adventure, "The Assimilation Strain", the heroes may hail from a typical fantasy world, dropping them like fish out of water into an amazing and exotic world beyond anything they ever knew existed, but it can be played just as easily with To Worlds Unknown as the starting point for adventurers who have long lived among the far-flung worlds of this interplanetary society. Either way, your heroes will be propelled into a fantastic universe of exotic pulp adventure as the sword and planet genre comes to life on Legendary Planet!

This 98-page PDF contains the following:

  • "To Worlds Unknown," a Pathfinder adventure for 2nd to 5th-level characters by Jim Groves
  • A "Planetary Bestiary" by Jim Groves and Thurston Hillman, featuring the ferocious bahgra, the mysterious elali, the cruel jagladine, the savage klaven slave-soldiers and klaven warbeasts, and the terrifying tauslek and tauslek matriarch.
  • A collection of "Alien Treasures" by Jim Groves and Jeff Lee, including mundane and magical items from deathbloom nectar to the rejuvenation vine and skystrider harness.
  • A gazetteer of the planet Argosa, "World at the Crossroads," by Jim Groves, Jonathan H. Keith, and Andrew Christian.
  • A detailed examine of the 20 deities of the "Planetary Pantheons" by Sean K. Reynolds
  • A downloadable PDF art and map folio, featuring unkeyed player-friendly maps and more.
  • And last but not least, "The Treasure Within," the first chapter in a 7-part short story by award-winning author Chris A. Jackson

The Legendary Planet Adventure Path includes the 1st-level prequel adventure The Assimilation Strain and the following adventures:

#1: To Worlds Unknown (2nd to 5th level)
#2: The Scavenged Codex (5th to 7th level)
#3: Dead Vault Descent (8th to 10th level)
#4: Confederates of the Shattered Zone (11th to 14th level)
#5: The Depths of Desperation (15th to 16th level)
#6: Mind Tyrants of the Merciless Moons (17th to 18th level)
#7: To Kill a Star (19th to 20th level)

Product Availability

Softcover/PDF Bundle:

Unavailable

Print Edition:

Available now

Ships from our warehouse in 10 to 19 business days.

PDF:

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

LGP203LP03PF


See Also:

Average product rating:

4.70/5 (based on 3 ratings)

Sign in to create or edit a product review.

An Endzeitgeist.com review

5/5

The first „proper“ installment (if you do not count the optional introduction adventure „The Assimilation Strain“ clocks in at 98 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC,2 pages of introduction, 4 pages of advertisement, 1 page inside of back cover, 1 page back cover, leaving us with 85 pages of content. HOWEVER, this is not all – the module also comes with a pretty darn massive art and map booklet that offers 27 (!!) pages of handout-ready artworks AND full-color maps. Oh, and suffice to say, the full-color maps *do* come with player-friendly, keyless iterations – kudos!

This adventure is intended for 2nd level characters, Medium advancement track, and they’ll be 5th level by the end of the adventure – if they haven’t been squashed, that is. Legendary Planet is a sword and planet AP intended for the discerning PFRPG-connoisseur, and as such, the difficulty is nothing to sneeze at. The module is not unfair, mind you, but it *is* an adventure that the PCs will not cakewalk through.

I actually was a backer of this massive AP back in the day, and while since then, SFRPG and 5e conversions have been made available, my reviews of the AP will be based on the PFRPG-iteration, since that was the original system this was intended for. Structurally, this will be very familiar to anyone who has ever seen an AP: The module takes up the main meat of the pdf, and after that, we have supplemental material, save that there is more. Yep, much like the amazing art & map folio (which should be industry standard), we get quite a bit more – Sean K. Reynolds, for example, has penned a whole planar pantheon write-up (with each deity getting their own symbol), Chris A. Jackson providing a bit of prose, and a pretty massive gazetteer that deals with Argosa, a hub-world of sorts, including Zel-Argose the gateway city. The module also includes 5 new exotic weapons and 5 magic items – 3 of which do get their own full-color artwork. These include projection periapts, essentially two-way mago-holographic communicators, a harness that reduces gravity for the wearer and a vine that enhances natural healing. Sword and planet vibes are hard to nail down, but this delivers.

Okay, this is as far as I can go without diving into SPOILERS. Potential players should jump ahead to the conclusion.


..
.

The bestiary section includes the playable bhagra dogfolk, who receive +2 Charisma and Strength, are Medium, get a 1d6 primary natural weapon bite, low-light vision, and a bonus teamwork feat. Beyond these, we have the peaceful CR 4 Elali, psychic shepherds of the Accord, and the jagladine – which are a serious threat. Think of these fellows as particularly nasty, smarter thri-kreen that can absorb diseases and poisons and excrete a liquefied version of the poison or disease. They also have created the Klaven-species, deadly shocktroops with an inherent, nanite-based status. They are essentially a conversion tool that bestows powers, but also quasi-undead characteristics on the target, and as such are represented by 2 statblocks (one for a foot-soldier, and one for a wolf-based war-beast) and a template.

Okay, so far so good, so what about the adventure? Well, we start off in medias res (as a linguistic aside – English “in the middle of things”, commonly expressed by “in media(s) res” as an idiom, unless my Latin deserts me, would actually be closer to “in medium rerum”), with the PCa awakening from a fugue state as abductees housed in an alien prison on the planet of Garsilt – not that they’d know that now. The vicious Jagladine have abducted the PCs to extracting special information encoded in the PCs’ genes. Good news here –a rogue meteorite contaminated with akata has smashed into the facility. The PCs thus awaken into chaos, as the prison riot-like release of them and others throw them right into an ongoing fray – the PCs will have to contend with the dog-like bhagra before recovering their gear. Of course, there will be an issue regarding communication – but this is circumvented in a smart manner without handwaving, with a friendly aasimar called Andretta offering her translation services.

Speaking of trouble-shooting – monster identification and means to handle it are also talked about, as the PCs try to best the deadly Klavek. The custom monsters and NPC guidelines certainly go above what we usually see in Paizo APs, with plenty of custom creatures – like a melancholic ooze swarm, mindslave mimics, and the like. The module also allows for more social problem-solving, in spite of its action focus – there is e.g. a comozant wyrd the PCs can ally with, and ultimately, the PC’s goal will become clear – reach the stargate, and escape the facility. A task that is btw. made easier if the PCs befriend the little robot BR-N3R. The whole action is intended to be pretty relentless, and the section offers several timed events – with a touch of horror, we have a tauslek matriarch as a first “boss”-like encounter; facility power will be compromised, with aforementioned wyrd as a unique ally that fills the PCs in on the chance of their imminent demise by being struck by meteorites – and in the end, the true boss? A frickin Klaven inquisitor! This boss fight is brutal at this point, and the PCs should be able to finally escape by the skin of their teeth.

The transition through the semi-malfunctioning artifact-level Stargate here will double as the justification for mythic ascension, granting the first tier – and it is assumed that the PCs gain the Morphic Nature feat that automatically adapts the players to the local environment of a planet – this does not allow them to exist in vacuum, but it gets rid of one crucial issue that the genre would otherwise face. The PCs will exit the gate in a fully-mapped lost temple, and also hear, for the first time in a while, the Common tongue. The PCs thus encounter friendly faces – individuals press-ganged into helping the Jagladine , who are seeking a way out of their deal with the Jagladine and their Klaven. The module thus changes gears from a pretty tech-themed dungeon to one that feels more relaxed, more classic fantasy – and after this one, the PCs are off to aforementioned city of Zel-Argose, faced with the vast amount of wonder the setting offers.

The city features guilds, water treatment plants, battle pits – and here, the so far linear story allows the PCs to bask in the wonder that is so central to the sword and planet genre: The PCs can fight in the arena, attempt to find the jagladine prison commander Lomrick, get involved in the city’s politics…and ultimately, Lomrick’s trail will lead them to a seedy (and dangerous) cantina…which can be rather challenging. Their target’s mansion, though, will be an even greater challenge – including a cerebric fungus sorcerer ally of their former jailer, and the means to save one of the elali Relstanna and defeat Lomrick – Relstanna also tells the PCs that Lomrick was a member of the Scions of the Celestial Helix, a sect of fanatics seeking to return an elder evil to the multiverse…it seems like the heroes have their work cut out for them!

Conclusion:
Editing and formatting are excellent on a formal and rules-language level. Layout adheres to the series’ elegant 2-column full-color standard, with a LOT of text per page. The module is also decadent in its massive amount of original, top-notch artwork and full-color cartography. The map-support is excellent – full-blown, detailed full-color maps, with player-friendly versions included? Heck yeah! The module is fully bookmarked for your convenience, with nested bookmarks making navigation simple and painless. The art and map folio is superb and should be industry standard.

Jim Groves penned this adventure, with Thurston Hillman, Jeff Lee, Jonathan H. Keith and Andrew Christian, Sean K. Reynolds and Chris A. Jackson providing additional design and content – and this is genuinely one of my favorite modules from the author’s pen. Jim has managed to deliver a consistently-challenging, exciting action romp that does not let up; the first section of the module is challenging, brutal and simply amazing in how its timed encounters can help you add up the tension and maintain high pressure. After that, the change of pace to a more free-form and relaxed adventuring is very much perfect, as it allows the weirdness of the PC’s situation, the “fish out of water”-angle, to fully develop. Now, it is pretty important that the GM reads the gazetteer to make this section work, but f properly executed, it will elicit a sense of wonder reminiscent of the Outcast videogame, John Carter, etc. – in short, pitch-perfect sword and planet. Add to that the neat set-ups for the remainder of the campaign, the rather detailed notes for the NPCs, the creative builds and the well-tuned difficulty-curve, and we have a pitch-perfect starting point for the main part of the Legendary Planet AP. This is a thoroughly superb adventure, and I’m glad I waited for the AP to conclude, because I seriously would hate to wait for a continuation of this unique yarn. If you even remotely like Stargate, Flash Gordon and the good ole’ classics, check this out! 5 stars + seal of approval, given sans hesitation!

Endzeitgeist out.


A Strong Beginning to a Great Adventure Path

4/5

To Worlds Unknown is the remarkably fun first full installment in the Legendary Planet AP from Legendary Games. Written by Jim Groves and developed by Neil Spicer, both the author and developer have long experience in writing Adventure Path installments for Paizo. With To Worlds Unknown, Groves and Spicer show off what they have learned over the years writing as freelancers for Paizo. The results are surprisingly good.

To Worlds Unknown begins with a classic in media res premise of the heroes finding themselves imprisoned and they have no idea where they are or why they are there. If the GM runs the players through the prequel adventure The Assimilation Strain, the PCs will have a somewhat better idea of perhaps how they got to wherever it is that they are – but they still won’t know what the hell is going on. As it turns out, this mystery is a significant part of the first part of the AP and its works quite well.

Of interest to those who may have played the first Starfinder Adventure Path Dead Suns, the premise and some of the encounters in the first part of To Worlds Unknown tie directly in to the events which form the backstory to Incident at Absalom Station, the first Volume of the Dead Suns AP. Put simply, the Drift Rock makes another appearance in an Adventure Path, this time as the off screen explanation for what triggers the PCs to wake up and break out of their cell in To Worlds Unknown.

In terms of the magic vs tech feel of the AP’s setting, this is left deliberately fuzzy by the author and developer. It certainly feels more magic, less tech in the Pathfinder version of the product; however, the scope of interpretation of just how much tech there is in the game world is left wide open to GM interpretation. Similarly, the appearance of firearms, which are quite limited in To Worlds Unknown, is also left open to GM interpretation and implementation. In this, Legendary Games is trying to be all things to all people. It doesn’t perfectly work – but it mostly does – and whatever way you choose to flavor your game with in terms of magic and tech, you will find a canvas in the LP AP volumes that will accommodate whatever shades of tech paint you want to slap upon it.

If there is any aspect of To Worlds Unknown that I found somewhat lacking, it is in the description and explanations of Zel-Argose, the city which appears in most of this installment of the LP AP and makes regular return appearances in subsequent volumes. This is the sort of city which craves more detail, more maps, more explanations of who lives there. Don’t get me wrong, the first volume does provide a 9 page gazeteer to the city of and its environs. It’s just not enough. I want 96 pages on the city, not 9. As the publisher admits, the feel to a “Sword and Planet” campaign has the planet upon which the players find themselves in a leading role within the AP. The planet in a Sword and Planet AP has character, oddities and differences which can overshadow many other aspects of the plot or any other NPC. I agree with this view. Which is why I craved more detail on Zel-Argose in this and subsequent volumes of the AP.

In terms of adventure flow, To Worlds Unknown begins on very tightly constrained rails. The PCs are all about escape. Ultimately, there is only one way out and so the first part of the AP will play on those tightly plotted rails. However, when the PCs reach Zel-Argose and get off the wagon that brought them to this grand alien city – the feeling of “Oh crap, What do we do now?” should be palpable at the table. For those who complain about a railroaded adventure path – that moment should dispel any anxiety you may have over the “railroad” nature of To Worlds Unknown.

Of course, there is a plot and the PCs will, at some point, choose to get back on the choo-choo and head off to their final destination with Volume 1’s BBEG. Still, by that time, it seems more like a desperately sought after railroad – a plot rails where the catch is “Can the PCs even find the tracks?”

A few comments about the design choices made by Legendary Games here which are worth pointing out and highlighting.

Firstly, the pacing is mostly very good.

Secondly, the use of NPCs and stat blocks is worthy of special mention and is repeated throughout the LP AP. Legendary Games makes repeated use of stat blocks from the Gamemastery Guide, the NPC Codex and even the Monster Codex to provide both bulk and a richer detail to the game world.

This is an excellent design choice, as To Worlds Unknown and later volumes of the LP AP are bulging with meaty game and NPC descriptions and crunchy information that you simply will not find in any Paizo AP product. Of course, to get the most out of them, you will need access to those books – but Legendary Games makes it easy for thise who don't have them. The stat blocks in the PDF version are hot linked to the D20PFSRD repository for that NPC stat block. Click the link in the PDF and the stat block is instantly on your screen. I use a VTT to run my games and so instead of using the D20PFSRD entry, I just called up the stat block in Herolab and used that version of the stat block to build my encounter files and ultimately place them on my map. Very handy.

From time to time, Legendary Games will change one or two aspects to the NPC stat block and its name is always changed. This approach made the underlying NPCs and monsters far more interesting and far more detailed than in any Paizo AP, bar none. BIG THUMBS UP for this design decision from Legendary Games. I hope Greg Vaughan et al uses the same approach again in the next Legendary Games AP, too.

Of course, not every stat block is a generic drawn from another product. There are lots of new custom monsters in To Worlds Unknown as well as races and templates. Point is, those new NPCs and monsters together with the brevity – and detail – which comes from using stat blocks in other Paizo products bring a massive feeling of magnificent depth to To Worlds Unknown.

The artwork and maps are much improved over those which appear in The Assimilation Strain. The maps are now much higher resolution as well. Once again, LG supplies a separate Map and Art Folio PDF and provides two copies of the maps, one with a room key/secret door displayed, the other version of the map without this detail. Annoyingly though, LG continues to keep the compass rose and large name of the map are on the player’s version of the map, which serves only to obscure detail when the map image is used in a VTT. My guess is that the developer and publisher just don’t have much first-hand experience in playing or GMing with a VTT, and so there is no intuitive appreciation within LG on how this was a lot opportunity for them to easily do more with less. Hopefully, they will get this figured out on a go forward basis.

The bottom line is that To Worlds Unknown is a fun and great AP installment which hits most of the right notes and will entertain you and your players. While I could not recommend The Assimilation Strain without reservation, I certainly can recommend To Worlds Unknown without reservation. The good news? It just gets better as the sequel to To Worlds Unknown, the Scavenged Codex is even better and a true gem of an adventure.

- Steel_Wind


1 to 50 of 56 << first < prev | 1 | 2 | next > last >>
Community Manager

Now available!


Product description mentions a 102 page print version, but there is no option to purchase print?

Community Manager

1 person marked this as a favorite.
Oceanshieldwolf wrote:
Product description mentions a 102 page print version, but there is no option to purchase print?

I was not provided with the details for the print version, but when I get them, I'll add it. :D

Contributor, RPG Superstar 2010 Top 4

2 people marked this as a favorite.

@ Rednal,

I saw your review and I just wanted to personally thank you. Not just for myself, but for Neil, Thurston, Jeff, Jonathan, Sean, Chris, Andrew, and Jason Nelson.. and our artists and layout folks.

This one was really a team effort and everyone involved made it a great product. I'm really glad you enjoyed it.


2 people marked this as a favorite.

Hey, you're the ones who did all the work. I just shared my thoughts. XD In all seriousness, though, I was impressed by how fresh this adventure managed to make the game. Experienced players can definitely get a sense of "been there, done that", but I feel like that's been largely absent in the adventure thus far, and it takes real talent to pull that off. Your team deserves congratulations for that.


After running this, the latter part of the adventure has significant structural issues and is not as well structured or useful as it could have been...Lots of information buried in various nooks that should be the first thing presented (just a bullet pointed list of the look, feel, smell and taste of the "new world" for example would have been extremely helpful). I would suggest ensuring presenting such critical information clearly and concisely upfront in future adventures (i.e., what do the players see when they look up at the night sky? who do they see when they look around them?).

Then again, wall of text seems endemic to most products these days; the "use" test should be applied when people design these adventures.

Contributor

3 people marked this as a favorite.

Proud to have a short piece of fiction in this one! I'm slated to have one in each chapter! Love Swords and Planets. Cut my teeth on John Carter of Mars...

Plus, my cyborg, rogue, smuggler is a badass... ;-)

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Coltaine wrote:

After running this, the latter part of the adventure has significant structural issues and is not as well structured or useful as it could have been...Lots of information buried in various nooks that should be the first thing presented (just a bullet pointed list of the look, feel, smell and taste of the "new world" for example would have been extremely helpful). I would suggest ensuring presenting such critical information clearly and concisely upfront in future adventures (i.e., what do the players see when they look up at the night sky? who do they see when they look around them?).

Then again, wall of text seems endemic to most products these days; the "use" test should be applied when people design these adventures.

Thanks for the feedback, Coltaine. We can certainly include a sidebar like that to the forthcoming chapters of the saga and to the compilation version.


I'm a backer / also running the AP (although nowhere near the part of the adventure that Coltaine is referring to) and, having read it through, I'd agree with the observation... Anything that can help the GM really put flavour into the strange new worlds they will be visiting would be cool...

...and superglad to hear that, even if it isn't in the first issue of the adventure, is something that could be incorporated into the compilation version...


Speaking for myself, I was aware of this and chose to add some detail myself, helping establish the differences between where they were and where they were now going. ^^

(Although nothing is quite as important to me as having a sidebar noting when people should be leveling. I prefer to level at points in the story, rather than by XP, and those sidebars are EXTREMELY useful.)


1 person marked this as a favorite.
Rednal wrote:
(Although nothing is quite as important to me as having a sidebar noting when people should be leveling. I prefer to level at points in the story, rather than by XP, and those sidebars are EXTREMELY useful.)

....yeah, this!!! Speaking as a fellow 'You folks can level up when it is appropriate to the story... and when it sits well with the CR assumptions through the module', there is nothing more useful than the 'Characters should be this level by this point in the adventure' format that I see in Paizo's output... Please consider doing something like this...

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Zesdead wrote:
Rednal wrote:
(Although nothing is quite as important to me as having a sidebar noting when people should be leveling. I prefer to level at points in the story, rather than by XP, and those sidebars are EXTREMELY useful.)
....yeah, this!!! Speaking as a fellow 'You folks can level up when it is appropriate to the story... and when it sits well with the CR assumptions through the module', there is nothing more useful than the 'Characters should be this level by this point in the adventure' format that I see in Paizo's output... Please consider doing something like this...

Also a good suggestion. I'm sure we could add something like this to future installments and the compilation.


That would be VERY appreciated. ^^

RPG Superstar 2009, RPG Superstar Judgernaut, Contributor

I'm taking notes. Shouldn't be too much of a problem to circle back and add that for Chapter 1, and I can certainly integrate such information into future chapters for everyone. Thanks for the feedback, guys!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Oceanshieldwolf wrote:
Product description mentions a 102 page print version, but there is no option to purchase print?

Unfortunately, the economics of doing a print-on-demand book of this size and shipping to Paizo along with their consignment percentage on print books makes it economically infeasible for us to sell print copies here. It works out fine on smaller books and on big print runs like our mythic hardbacks or Gothic Campaign Compendium, but a limited-run 100+ page softcover falls into a middle ground where the numbers just don't add up to sell here.

You can get print copies and print/PDF bundles directly from the Legendary Games webstore and from the shop.d20pfsrd online store, and they'll eventually be available on DrivethruRPG as well once they cycle through the approvals process (which takes a good bit longer than our usual CreateSpace/Amazon printer).

Dark Archive

As an Interplanetary Hero backer, I just noticed that I have access to the PDFs (I was thinking I had to wait for the hardcover compilation, for some reason).

How do I access them?


If I remember right, I got download links in my email. Check there.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Set wrote:

As an Interplanetary Hero backer, I just noticed that I have access to the PDFs (I was thinking I had to wait for the hardcover compilation, for some reason).

How do I access them?

Email me at makeyourgamelegendary@gmail.com and let me know whether you need Pathfinder, 5E, or both.


Another little trick that would help would be hyperlinking the monsters and other such references to the monster section or where the relevant detail is found within the PDF (this is a bit inconsistent as some monster entries are in the back while others are in the adventure text itself).

I would also consider adding a sentence or two about what each creature looks/sounds/feels like at first glance (i.e., the Klaven has it and others don't.)

Thank you for listening to the feedback. More than happy to share any in play questions as well. Part II can be pretty challenging for new GMs/ as written, so feel free to message me with any questions.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Coltaine wrote:

Another little trick that would help would be hyperlinking the monsters and other such references to the monster section or where the relevant detail is found within the PDF (this is a bit inconsistent as some monster entries are in the back while others are in the adventure text itself).

I would also consider adding a sentence or two about what each creature looks/sounds/feels like at first glance (i.e., the Klaven has it and others don't.)

Thank you for listening to the feedback. More than happy to share any in play questions as well. Part II can be pretty challenging for new GMs/ as written, so feel free to message me with any questions.

Sure thing. Creating a big adventure path is a very complex endeavor, and we are happy for feedback that helps us make it even better for all of you!

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Chris A Jackson wrote:

Proud to have a short piece of fiction in this one! I'm slated to have one in each chapter! Love Swords and Planets. Cut my teeth on John Carter of Mars...

Plus, my cyborg, rogue, smuggler is a badass... ;-)

The new art pieces we're getting in for the upcoming chapters of your story are also looking mighty nice, by Bruno Balixa of Dark Sun fame!


Downloaded and read most of the adventure last night, really enjoying it, a big breath of fresh air for APs and as I'm wrapping up my Jade Regent campaign seriously considering this one. Strangely, enough the sword and planet vibe I think is an easier sell than the robots and dungeons of Iron Gods.

Quick question ; is there a campaign outline for all the chapters?


1 person marked this as a favorite.

Not that I've seen, although they did provide some basic information about each. Reading the title and the short description does give a general sense of how the campaign as a whole will be going and what the major challenges are likely to be. Here's the list from the Kickstarter page.

Remember, not everything has actually been written yet, so some details simply aren't known. XD

Spoiler:
The Scavenged Codex is the second chapter in the adventure path written by Mike Shel for 5th to 8th level player characters. This adventure takes place on a post-apocalyptic desert planet.

Dead Vault Descent is the third chapter in the adventure path written by Matt Goodall for 8th to 11th level player characters. This adventure takes place on the blasted surface and the endless catacombs of a tidally-locked world.

Confederates of the Shattered Zone is the fourth chapter in the adventure path written by Richard Pett for 11th to 14th level player characters. This adventure takes place on a shattered world, amid the abandoned mining colonies of the asteroid belt.

The Depths of Desperation is the fifth chapter in the adventure path written by Steven T. Helt for 14th to 17th level player characters. This adventure takes place on a water world with little to no land mass.

Mind Tyrants of the Merciless Moons is the sixth chapter in the adventure path written by Tim Hitchcock for 17th to 19th level player characters. This adventure takes place among the moons of a gas giant.

To Kill A Star is the seventh chapter in the adventure path written by Jason Nelson for 19th to 20th level player characters. This adventure takes place on a constructed Dyson-sphere surrounding a waning star.


Thanks Rednal!

Dark Archive

Print/PDF bundle?

RPG Superstar 2009, RPG Superstar Judgernaut, Contributor

DragoDorn wrote:
Print/PDF bundle?

As Jason indicated earlier...

Jason Nelson wrote:

Unfortunately, the economics of doing a print-on-demand book of this size and shipping to Paizo along with their consignment percentage on print books makes it economically infeasible for us to sell print copies here. It works out fine on smaller books and on big print runs like our mythic hardbacks or Gothic Campaign Compendium, but a limited-run 100+ page softcover falls into a middle ground where the numbers just don't add up to sell here.

You can get print copies and print/PDF bundles directly from the Legendary Games webstore and from the shop.d20pfsrd online store, and they'll eventually be available on DrivethruRPG as well once they cycle through the approvals process (which takes a good bit longer than our usual CreateSpace/Amazon printer).


Pathfinder Roleplaying Game Charter Superscriber
Jason Nelson wrote:
Zesdead wrote:
Rednal wrote:
(Although nothing is quite as important to me as having a sidebar noting when people should be leveling. I prefer to level at points in the story, rather than by XP, and those sidebars are EXTREMELY useful.)
....yeah, this!!! Speaking as a fellow 'You folks can level up when it is appropriate to the story... and when it sits well with the CR assumptions through the module', there is nothing more useful than the 'Characters should be this level by this point in the adventure' format that I see in Paizo's output... Please consider doing something like this...
Also a good suggestion. I'm sure we could add something like this to future installments and the compilation.

I would definitely appreciate that. Thanks for an awesome product!


This sounds amazing! When is the rest of the AP due?

RPG Superstar 2009, RPG Superstar Judgernaut, Contributor

3 people marked this as a favorite.
Vampire Kitty wrote:
This sounds amazing! When is the rest of the AP due?

We're chugging away at getting Chapter 2 into publication and hope to have it out next month. I'm currently sitting on a pile of text turnovers for everything from the adventure to the gazetteer and bestiary for Mike Shel and Mike Welham's The Scavenged Codex. The art is already in, and, once I get the full manuscript into the layout phase, I'll be turning my attention to Matt Goodall's Dead Vault Descent (which is nearing the development cycle).

In the meantime, the other authors (i.e., Richard Pett, Steve Helt, Tim Hitchcock, and Jason Nelson himself) are already in various stages of the brainstorming, outlining, and writing phases for the latter half of the AP. We were hoping to get the whole thing out by GenCon, but that's looking overly ambitious at the moment. That's because we're not just writing an adventure path. We're also doing a hefty amount of worldbuilding as we go along. That, and real life stuff occasionally pulls at all of us, but we're definitely committed to seeing the whole thing in a gigantic hardbound tome.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

We also decided what the heck, we'd go ahead and offer this here at Paizo.com in print!


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Hey guys, I thought you might want to know that I've featured the Jagladine on my monster blog for Planescape. Who did the art for them so that I can add a proper credit?

James and Jim did an excellent job on the monsters, and I'm looking forward to being able to write about all of them!

RPG Superstar 2009, RPG Superstar Judgernaut, Contributor

1 person marked this as a favorite.
FallenDabus wrote:
Hey guys, I thought you might want to know that I've featured the Jagladine on my monster blog for Planescape. Who did the art for them so that I can add a proper credit?

Interesting read. Thanks for sharing. The artist for the jagladine was Matt Lewis. He also did our illustration for the krang, an ape-like alien you'll be seeing in The Scavenged Codex.


1 person marked this as a favorite.
FallenDabus wrote:

Hey guys, I thought you might want to know that I've featured the Jagladine on my monster blog for Planescape. Who did the art for them so that I can add a proper credit?

James and Jim did an excellent job on the monsters, and I'm looking forward to being able to write about all of them!

I look forward to reading other ideas you have for the creatures in this series... there are some pretty cool enemies (and some possible friends) there so any inspiration for additional hooks for using them in adventures is more than welcome.

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Thanks FallenDabus for the writeup on the jags. They are delightfully sinister and I was very happy with Matt's artwork for them. We have some more terrific villainous races in the forthcoming chapters as well that I think you'll really enjoy.


What are the player character's wearing at the start. Their equipment is separate but what they do have isn't clear. Is it supposed to imply they're naked?


deuxhero wrote:
What are the player character's wearing at the start. Their equipment is separate but what they do have isn't clear. Is it supposed to imply they're naked?

That's how I ran it.


Any indication of how long have the PCs been out of it at the start? Hours? Days? Weeks? Facial hair growth, and unwinding of pocket watches should give some measure.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

deuxhero wrote:
Any indication of how long have the PCs been out of it at the start? Hours? Days? Weeks? Facial hair growth, and unwinding of pocket watches should give some measure.

We purposefully left that undefined, so it's up to each GM according to the game they're going to run. If the prequel adventure The Assimilation Strain is run prior to this one, some GMs may want more elapsed time to have occurred...i.e., days, weeks, etc.. Or, if you're jumping straight into To Words Unknown without the prequel, it could be just a few hours.


Thanks. Just making sure it wasn't hidden somewhere waiting to be contradictory.


Is there a non-divine caster source of water in part 1?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

deuxhero wrote:
Is there a non-divine caster source of water in part 1?

I'm not sure I quite understand the question. Are you asking if there's a mundane source of water in the jagladine prison? If so, yes. Water is a key building block of life. The Jagladine are masters of manipulating and experimenting upon various lifeforms. They deal in diseases and poisons, all of which often rely upon water as an incubator or source of dilution. So, the various storerooms...the klaven vats...and the laboratories...would all almost certainly have containers of water available. Resourceful PCs would just need to locate them if they want to make use of them.


Pathfinder Roleplaying Game Charter Superscriber

Neil,

Will have a pf2e version of this ready soon?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Elorebaen wrote:
Will have a pf2e version of this ready soon?

That's a question for Jason. I know we have PF1, 5e, and Starfinder versions, but I'm not sure he's gone down the PF2 route yet.


Pathfinder Roleplaying Game Charter Superscriber

Thanks for the response Neil! I'm thinking that I am going to start Legendary Planet in January using PF2e. I am looking forward to it!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

1 person marked this as a favorite.

Cool! It's a compelling story told across multiple worlds thru the "voices" of some of the best AP authors we could amass. If you give it a go, please post some reviews of the individual adventures when you can. And thanks for supporting Legendary Games!


3 people marked this as a favorite.

Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS, etc. More to come!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

1 person marked this as a favorite.

Thanks for the review, Thilo. It's good to see you back in action! Be well!


3 people marked this as a favorite.

Endz still writes the best reviews in the RPG-sphere.


1 person marked this as a favorite.

@Neil: There'll be a LOT of Legendary Planet hitting sites!

@PFRPGrognard, you made a crappy day better. Thank you for your kindness - you really made my day. It's good to sometimes hear that I'm not just screaming into the void.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Charter Superscriber
Endzeitgeist wrote:

@Neil: There'll be a LOT of Legendary Planet hitting sites!

@PFRPGrognard, you made a crappy day better. Thank you for your kindness - you really made my day. It's good to sometimes hear that I'm not just screaming into the void.

Looking forward to more LP reviews! Thanks Endz! 100% agree with PFRPGrognard. In my book, one of the only RPG reviewers that gets IT.

Keep on screamin' man!!

1 to 50 of 56 << first < prev | 1 | 2 | next > last >>
Community / Forums / Paizo / Product Discussion / Legendary Planet: To Worlds Unknown (PFRPG) All Messageboards

Want to post a reply? Sign in.