The Legendary Planet Adventure Path is a spectacular sword-and-planet saga blending sci-fi and fantasy, magic and machines with an exciting pulp sensibility and style. This campaign takes your characters from 1st to 20th level and beyond, from the quiet backwoods of a fantasy world to sights and wonders beyond imagination in the farthest reaches of the cosmos! This incredible series comprises seven massive adventures, each taking the heroes to an entirely new world with exotic environments and cosmic civilizations, from grungy desert planets to water-worlds and from fascistic dieselpunk asteroid mines to a Dyson sphere over a hundred million miles across.

DMs: Paul S. Gazo

Campaign Journals

Previously, on Lego Planet...

(A less-than-complete recap of our sessions playing Legendary Planet)

Pressing forward in hopes of rendezvousing with the krang Kedri, things took a deliberate turn towards the shitter once we arrived at the edge of Hargo Lake. One of the furry captains recognized Flint… One of the ferry captains recognized us and quickly came over with a quiet warning that Kedri had been arrested by the constabulary of the True Veleate, which in recent years has outlawed anything related to arcane magic as heresy to their local faith, the Boon Morrow. Captain Jini offered to bring us to the city, where we hoped to try rescuing him, or barring that, at the very least retrieve any glass shards he may have recovered. The arcane sort stayed aboard ship while the rest set out to reconnoiter, and it is certainly testament to how woefully under-equipped we were that we were able to so easily divest ourselves of what meager magics we possessed before testing the patience of the dock's customs agents. But the scouting party did return successfully, not to mention sober, with information that Kedri had been exiled to the Isle of Orange, and that any of his sanctioned belongings might still be waiting to be catalogued in the Port-master's warehouse.

It would be an exaggeration to say the subsequent heist of the warehouse was difficult. There were a few tense moments, but patience and confidence ultimately paid off, allowing Flint to make off with the contents of the contraband locker without anyone being any the wiser. In truth, it reminded me a little of some of our bad old days pulling off shenanigans around Zirnakaynin, and I'd be lying if I said it didn't make me a touch nostalgic. But while we did recover a few items that were distinctly Kedri's, that did not include any more glass shards. Captain Jini agreed to liaise for us with a local smugglers network, which is how we acquired the resources to swim under the Veleate's patrols to reach the Isle of Orange, so named for the conspicuously giant pillar of light emanating from somewhere near the island's center, bathing the local landscape in a distinctly familiar hue of reddish-orange.

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