Recently, we released Pathfinder Module: Fangwood Keep by veteran Pathfinder Society author Alex Greenshields. This adventure holds a special place in my heart for a few reasons. First, on a personal level, it was Alex who first ran me through a Pathfinder Society scenario (Pathfinder Society Scenario #1: Silent Tide way back in 2008) and he's been a constant contributor to my other passion, the PathfinderWiki, for nearly just as long. It makes me happy to see him get his first printed cover credit in a Pathfinder product, and on such an amazing adventure, too!
Put on Your Sneaking Shoes
Tuesday, May 14, 2013
Recently, we released Pathfinder Module: Fangwood Keep by veteran Pathfinder Society author Alex Greenshields. This adventure holds a special place in my heart for a few reasons. First, on a personal level, it was Alex who first ran me through a Pathfinder Society scenario (Pathfinder Society Scenario #1: Silent Tide way back in 2008) and he's been a constant contributor to my other passion, the PathfinderWiki, for nearly just as long. It makes me happy to see him get his first printed cover credit in a Pathfinder product, and on such an amazing adventure, too!
Second, I've always been a fan of adventures that provide the PCs lots of different options. When I was working on this scenario with Alex, we wanted to make sure that it offered as many choices as possible. For example, the adventure takes place in the Southern Fangwood, on the ever-shifting border between warring nations Molthune and Nirmathas. It was important to us to ensure that the PCs could be agents of either nation when they set off on the adventure, making it easier for GMs to place the adventure into their ongoing campaigns or for PCs for better integrate characters of varying backgrounds into the plot.
Illustration by Eric Braddock
Additionally, one of the main objectives we set for ourselves was to provide written-in options for players to take two different approaches to taking the adventure's eponymous fortress. Some players love the thrill of combat and taking on imposing odds, and for these players, a full frontal assault on the fortress is likely the most fun approach. Other players like to use stealth, guile, and trickery to win the day, and we made sure there were just as many opportunities for PCs to infiltrate Fangwood Keep in secret and take the fortress one room at a time without raising any alarms. Hollow walls, secret escape (or entry, in the PCs' case) tunnels, and hidden doorways are just a few of the ways PCs can explore the tower without tipping off the soldiers who guard it.
Fangwood Keep is available now, so try it today! What's your preferred method of ridding a forest stronghold of its current occupants?
The sunny skies that Paizo has experienced over the past week have provided a great opportunity to get outside and enjoy the weather. Apparently we weren't the only ones thinking that, and true to form, the pirates of the Shackles paid a visit, boarded the vessel carrying our latest shipment of Chronicle sheets, and spent the weekend roistering just beyond our reach. As I have learned in my move from a relatively landlocked area to the Pacific northwest, such is the price we must pay for good seafood.
Ransom on the High Seas
Monday, May 13, 2013
Illustration by Craig J Spearing
The sunny skies that Paizo has experienced over the past week have provided a great opportunity to get outside and enjoy the weather. Apparently we weren't the only ones thinking that, and true to form, the pirates of the Shackles paid a visit, boarded the vessel carrying our latest shipment of Chronicle sheets, and spent the weekend roistering just beyond our reach. As I have learned in my move from a relatively landlocked area to the Pacific northwest, such is the price we must pay for good seafood.
Once the pirates realized just what a prize they now hold—I hear the boons are the stuff of legend—they offered to ransom the Chronicle sheets back for the paper's weight in gold! Villains! What I propose is more devious and hopefully far more to the liking of the swashbuckling sorts that frequent the Pathfinder Society. We shall build up our strength and launch a daring raid to take back what is rightfully ours.
So hone your blades and sharpen your wits as you do battle with the foes in Season 4 of Pathfinder Society Organized Play. If we see in our reports that you have soundly beaten all that Varisia can throw at you, then we shall launch that raid, share the spoils, and tell stories about it for years to come. If not... I know that the Skull & Shackles Adventure Path promises adventure on the high seas, but I cannot imagine our Chronicle sheets would survive walking the plank.
Rules for sanctioning the Skull and Shackles Adventure Path for Pathfinder Society Organized Play are ready to launch, but we await your reporting of Season 4 scenarios. Play and report as much as you can. The more activity we see, the sooner you shall see rules for new Adventure Paths. Comment in character here, and so long as I see that you have participated in at least one Season 4 scenario since, you may be one of the characters called out in a later blog's narrative should we perform the raid.
Pathfinder Battles Heroes & Monsters Preview: Getting Into Character
... Pathfinder Battles Heroes & Monsters Preview: Getting Into Character Friday, October 14, 2011Things are moving rapidly on the Pathfinder Battles front! This week, our partners at WizKids sent us 13 pre-production samples from December’s Heroes & Monsters 40-miniature set. These figures are very similar to the final production-run, so we’re within 95% of the final look of the miniatures. These figures are not yet attached to bases, but beyond that, they’re pretty close to done. We’ve spent...
Pathfinder Battles Heroes & Monsters Preview: Getting Into Character
Friday, October 14, 2011
Things are moving rapidly on the Pathfinder Battles front! This week, our partners at WizKids sent us 13 pre-production samples from December’s Heroes & Monsters 40-miniature set. These figures are very similar to the final production-run, so we’re within 95% of the final look of the miniatures. These figures are not yet attached to bases, but beyond that, they’re pretty close to done. We’ve spent the last couple days looking over every millimeter of these miniatures, getting our final feedback to WizKids so they can make minor adjustments before the figures start coming off the production line.
For today’s blog, I thought it would be fun to show off brand new photographs of three of these miniatures. Unlike the monsters we revealed last week, these three figures are designed to represent NPCs and player characters, and each belongs to a race and class found in the Pathfinder Roleplaying Game.
Our first miniature is the sneaky Human Rogue. This little guy wears a long, dark cloak with a cute pointed hood, but his hidden short sword shows he means business. This figure doubles as a good urban thug or even an assassin.
Next we’ve got an Elf Wizard, caught in the act of casting a deadly spell. Though it doesn’t come through particularly well in the photograph, the elf’s robes have a neat color gradient that blends from bluish-gray at the shoulders down to purple at the hem of the robe.
Lastly we have a Human Druid from the deep jungles of the Mwangi Expanse. Who knows what powerful ritual is inscribed on her huge scroll? As much as I like this picture, it’s difficult to appreciate the detail on this figure without holding it in your hand. With metallic blue shards hanging from the strap on her side to the cool texture of her hair, this is a fantastic-looking miniature.
There you have it. Three adventurers ready for your game table, and we haven’t even gotten to the set’s iconic character yet!
All three of these figures are at the Uncommon rarity. Next week I’ll reveal more of the preproduction samples, and I’ll also list several more Uncommons we have planned for the Heroes & Monsters set.
The Ironroot Deceptionby Robin D. Laws ... Chapter Two: The Hole On massive, clawed legs, the forest-beast bounds toward the elves and their captives. Its beady eyes, shielded by rootlike extrusions, seem to lock onto Gad. It stops to snort and paw the ground. ... Gad can't help but wonder: why him? ... It can't be that he's the only human present. There are two in the press-gang now. ... Then he understands: he's bruised and limping from the thrashing Ethundel gave him. He reads as the...
The Ironroot Deception
by Robin D. Laws
Chapter Two: The Hole
On massive, clawed legs, the forest-beast bounds toward the elves and their captives. Its beady eyes, shielded by rootlike extrusions, seem to lock onto Gad. It stops to snort and paw the ground.
Gad can't help but wonder: why him?
It can't be that he's the only human present. There are two in the press-gang now.
Then he understands: he's bruised and limping from the thrashing Ethundel gave him. He reads as the weakest prey.
Dualal's lesser subordinates pose for flight. Ethundel preempts them, sweeping his sword from the imposing scabbard mounted on his back. "For you, milady!" he bellows. Meadow-grass churning beneath his boots, he runs for the forest-beast. It shifts its attention to the shouting warrior. It charges. Ethundel stands ready to pivot when it reaches him, but misjudges its speed. It butts him full-on. His wiry body flies into the air. He lands with a thud. The creature, spraying leafy sputum, rears to crush him beneath elephantine feet.
Ethundel rolls, seizes the hilt of his dropped sword, and stabs up into the beast's scaly belly. Gouts of pulpy blood gush from the wound. The elf reaches to withdraw his stuck blade. The creature bucks away before he can grasp it. Ethundel pulls out a dagger.
Finally shocked from their daze, his comrades rush with drawn longswords to join him.
Dualal remains in place. She reaches for the spiraled wand strapped to her back. Green energy swirls up the spirals to collect around its globular tip. With a snap of her wrist, Dualal lobs the gathered energy into the air. It arcs onto the creature's back.
The beast freezes in mid-leap. Its position insupportable, it thumps over on its side. Dualal calmly ambles over to it.
The elves have left Gad and the second prisoner on their own.
"Let's go," the young man says.
Gad shakes his head. "They'll catch up," he says, words muffled by the gag.
The creature isn't breathing. The wand's magic has stilled even its involuntary reactions. Dualal, impassive, watches it suffocate. Even in death it remains rigid.
"She wouldn't use that on us, would she?" the prisoner asks.
Gad points to his mouth, as if to say, I can't answer, I'm wearing a gag.
∗ ∗ ∗
For several hours Ethundel leads the party deeper into the wildwood. Signs of corruption grow ever more frequent. The ground cover becomes a slick fungal mass. Blackened spores swell the surfaces of rocks and boulders. Bloated insects the color of corpse-flesh hang like bats from withered branches.
Clustering firs give way to an expanse strewn with vine-choked logs. These thin out as the group trudges into a vast circle of dead vegetation. Diffuse smoke rises from a fire ahead. Temporary shelters, fastidiously constructed from scrap wood, huddle on the edge of a pit. On its lip, elven archers—Gad counts three of them and assumes there will be more—stand with exaggerated ease. Their weapons point down into the hole.
Ethundel seizes Gad by the back of the neck and shoves him onward. He hisses into Gad's ear, his breath hot and vaguely sweet. "Here's where you learn humility, churl."
The pit has been quarried from an earthy soil thick with chunks of shattered limestone. Ethundel manhandles Gad toward its edge. A treacherous ramp composed of loose gravel leads down into the pit. Ethundel means to steer Gad short of it, to heave him directly into the hole. It's a fifteen, maybe twenty-foot drop.
"Good Ethundel!" Dualal warns. Ethundel snarls, changes course, and jostles Gad onto the ramp. The prisoner stumbles, recovers, and slides down to its floor level without twisting an ankle. He contemplates the connection between the elf leader and her chief bullyboy. Not lovers, he decides: It's the wrong kind of heat. It smacks more of an unbidden, unexamined mother-son pull. Perhaps between a mother who has never had a son and a son who has never known his mother. Gad stores the theory for later use.
He surveys his new surroundings. Dried meal coats the side of an empty gruel-pot. Heaps of dirt and gravel periodically shed their pebbles. Planks of fresh-cut deadwood cover a deeper hole in the pit's center.
A dozen prisoners sit in exhausted stupor on hard-packed dirt. Shackles bind their ankles. They are pale, undernourished, water-starved. Eleven humans, three of them women, and a female halfling. Gad gives himself a plausible interval, and checks to see that none of his captors are looking, before seating himself next to the latter.
It hurts to see her in this state. Under chosen circumstances, Vitta would be impeccably turned out. No matter how deep the dungeon, she'd be powdered and rouged, her clothing spotless, her hair piled and secured by an intricate copper lattice. Grime coats her forehead. Her usually plump cheeks have sunk.
"You all right?" he asks.
She stares ahead, speaking without moving her lips. "Remind me again why I got volunteered to get caught first."
"Your expertise in matters subterranean. Your mastery of traps, engineering, hazards..."
"An annoyingly correct answer."
"They've been putting you to work?"
"Also remind me, once this rip is over, to never lift another rock." She steals a sideways glance. "You got kicked around some, too."
"Got to sell the gaffle."
"It's a shame to see Vitta in such a state, but she's the only halfling for the job."
"Speaking of which," she says. She lifts a flat, chalky stone. Beneath it lies a torn rag tied into a bundle. Vitta pats it, eliciting the telltale sound of cut gems rubbing up against each other. "Rubies. Found them down in the works. Behind a locked panel no one else saw."
"Dualal naturally insists that all swag is turned over to her, to disperse as she deems fit."
"Naturally. You've got that look."
"What look?"
"That look that says we're not going to get to keep these." Vitta replaces the stone.
"We're here for the big steal."
"This little steal could feed a village for a year."
"Not that you'd use it for that."
"Who would?"
His expression kept safely flat, Gad laughs.
"Bad tidings," Vitta says, shifting her eye-line to guide Gad's gaze.
Ethundel has taken aside one of the humans. Unlike the others, this man wears no shackles. He towers above the elf warrior, outweighing him by fifty pounds of muscle. He's all jaw and naked cranium, framing a pinched and narrow face. The elf speaks into his cauliflowered ear. He nods obediently.
"That's Stokh," says Vitta.
"Let me guess. Jailhouse stooge."
"There's always one," says Vitta.
"Ethundel has taken a dislike to me."
"Inexplicable."
"Looks like I'll have to watch my back."
"So nothing new, then."
Stokh breaks from Ethundel. He attempts to be subtle as he assesses Gad.
"Better break for a while."
Vitta hobbles away from him. Half an hour later, when the elven guards are inattentive, they drift back together.
"Want the breakdown on the complex?"
"Sure," says Gad.
"Two thousand years old, give or take. Definitely elven. Not purpose-built, but a reuse of an existing structure. The room forms are organic. Shaped as if the roots of a gigantic tree withdrew to somewhere else, leaving behind a hollow. It's all wood and earth, eternally suspended in a state between dead plank and living plant."
"What did they use it for? The elves who built it, or grew it, or whatever?"
"Originally? Vaults. Probably a treasury and armory. Quite a full one, judging by the size of the place. There's royal crests everywhere."
"Whose crests?"
"Am I an expert on the heraldry of second-millennium backwoods elven royalty? You should have brought Calliard."
"He's not to be found. And yes, I also hate small-team rips. But there's a limit to the number of captures we could believably fake."
"I'm complaining, not re-airing the plan," says Vitta. "At any rate, the complex. Maybe sometime after it was first excavated, it became a shelter for noncombatants in a time of war."
"Something has to be going badly, for elves to live belowground."
"That's understatement for you. And then its last use: Like we thought, a prison. To keep something in, and to prevent any bunch of later fools from letting it out. Once they had it sealed in, they laid in a gaggle of impressive traps and filled the whole thing up with rocks and dirt."
"You figure they got the plants to do that for them, too?"
"No, they did it by hand. Whatever's in there, they truly wanted it to stay."
"And you reckon it did?"
"If it got out, it was through tons of tightly packed debris, not to mention some very impressive traps."
"So preferably, we steer well clear of it."
"Preferably," says Vitta.
∗ ∗ ∗
In the morning they are roused with sword-butts. Elven guards kick them until they stand. They remove the prisoners' shackles, clanking them into a heap. The longer-held captives know what to do: they pull the boards from the hole within the hole.
"Down you go," the amber-headed elf commands.
The prisoners form a queue. One by one they descend into a shaft, climbing with the aid of precarious spikes thrust into stone and root.
"We want to be near the front," Vitta tells Gad.
He edges in, with Vitta right behind him. The others are happy to give him his berth. The forward part of the job is evidently the hardest and most hazardous.
Stokh sees him and pushes his way into the line, too. The wretched captives seem surprised. Gad guesses that he doesn't generally take point.
The shaft takes them twenty feet down, where it meets a narrow tunnel. Metal buckets line the passage.
Stokh shoulders Gad into the rocky wall. He presses, pinning him there. "You're not going to cause trouble here."
"Why do you care?" Gad demands.
Stokh stinks of brandy, a provision not granted the other prisoners. "We're nearly there. Then the elves let us go. Safe. Don't you ruin it."
Before Gad can reply, Stokh storms down to the head of the procession.
Ethundel is up ahead.
Gad strides up behind Stokh. He waits. Then speaks: "Hey, bald-head. What liberties do you allow the elves, in trade for that brandywine?"
At first Stokh is too shocked to move. He recovers, turns, and swings a knobby fist. Gad ducks. He pushes into the bigger man. Stokh grabs him and shoves, pushing Gad into Ethundel. The elf withdraws, stiffening in revulsion.
"Cease this now, louse-ridden scum!"
Gad slips past to catch up with Vitta.
Stokh's outraged breathing fills the passageway.
The tunnel jogs to bypass a formation of hard quartz. Vitta grabs Gad by the back of the tunic. He stops short before brushing a section of quartz slathered in a wet, gluey substance. Above it juts a copper spout, now stuffed with rags. A man's corpse, mummified by the glue, adheres to the rock.
"Glue trap," says Vitta.
"I can see that," says Gad.
The passageway abruptly ends. Its rough terminal wall grants room for four laborers to have at it with pick-axes. Vitta takes an axe for herself, and hands another to Gad.
"Welcome to the hole," she says.
They dig, freeing stones, releasing cascades of dry soil. Other prisoners scurry up to gather the debris into buckets. They send it brigading down the passageway, each bucket passed from hand to hand.
They toil until they're dizzy and ready to drop. Their captors dole out miserly portions of water and gruel. When workers waver, the swordpoints come out.
By the time they're allowed to stumble from the excavation, night has fallen. Gad staggers to the wall of the outer pit and collapses. Sleep takes him immediately.
When he awakens, it is with Stokh's steely fingers around his windpipe.
Coming Next Week: Death and politics in Chapter Three of "The Ironroot Deception"!
Robin D. Laws is the author of the Pathfinder Tales novel The Worldwound Gambit—also starring Gad—and six other novels, as well as various short stories, web serials, and comic books, plus a long list of roleplaying game products. His novels include Pierced Heart, The Rough and the Smooth, and the Angelika Fleischer series for the Black Library. Robin created the classic RPG Feng Shui and such recent titles as Mutant City Blues, Skulduggery, and the newly redesigned HeroQuest 2. His previous fiction for the Pathfinder campaign setting includes "Plague of Light" in the Serpent's Skull Adventure Path. Those interested in learning more about Robin are advised to check out his blog.
... Illustration by Wayne Reynolds ... Adventure Begins Here! Wednesday, May 11, 2011The first RPG product I ever purchased came in a red box, with a fighter laying the smack down on a red dragon. I was 12 and I've never stopped gaming since. I suspect that this fall some young whippersnappers will see this Beginner Box, pick it up, and begin their own journey into this great hobby of ours. With this amazing art from Wayne Reynolds, how can they not? And what can you do to make their journey...
Illustration by Wayne Reynolds
Adventure Begins Here!
Wednesday, May 11, 2011
The first RPG product I ever purchased came in a red box, with a fighter laying the smack down on a red dragon. I was 12 and I've never stopped gaming since. I suspect that this fall some young whippersnappers will see this Beginner Box, pick it up, and begin their own journey into this great hobby of ours. With this amazing art from Wayne Reynolds, how can they not? And what can you do to make their journey easier?
What Happens in the Worldwound Stays in the Worldwound
... Illustration by Daren Bader. Wallpaper design by Crystal Frasier. Widescreen version here. ... What Happens in the Worldwound Stays in the Worldwound Friday, March 25, 2011Oceans 666—that's the best short description for Robin Laws's The Worldwound Gambit I've heard yet. Gambit is the fourth book in our Pathfinder Tales line and will be coming out in May, just in time to tuck it away in a bag and head to the beach. In this novel, preternaturally handsome and coolly charismatic...
Illustration by Daren Bader. Wallpaper design by Crystal Frasier. Widescreen version here.
What Happens in the Worldwound Stays in the Worldwound
Friday, March 25, 2011
Oceans 666—that's the best short description for Robin Laws's The Worldwound Gambit I've heard yet. Gambit is the fourth book in our Pathfinder Tales line and will be coming out in May, just in time to tuck it away in a bag and head to the beach. In this novel, preternaturally handsome and coolly charismatic swindler Gad decides to assemble a team of thieves, cutthroats, and con men to take the fight into the magic-twisted hellscape known as the Worldwound, intent on striking directly at the fiendish leader responsible for a series of raids into the surrounding territory—the demon Yath, the Shimmering Putrescence. Can Gad hold his team together long enough to pull off the ultimate con, or will trouble from within his own organization lead to an untimely end for them all? You won't be able to find out for a few weeks, but until then you'll have plenty of time to gaze on this great piece by Daren Bader.
... Illustration by Dan Scott. Wallpaper design by Crystal Frasier. Widescreen version here. ... Bark at the Moon! Friday, March 4, 2011Last week we showcased the cover art from Howard Andrew Jones' Pathfinder Tales novel Plague of Shadows. This week we go back to the beginning and give you a wallpaper based on Prince of Wolves by Dave Gross, the novel that launched the entire line. If you haven't read it yet you really should. It's got fighting, murder, mystery, true love, werewolves,...
Illustration by Dan Scott. Wallpaper design by Crystal Frasier. Widescreen version here.
Bark at the Moon!
Friday, March 4, 2011
Last week we showcased the cover art from Howard Andrew Jones' Pathfinder Tales novel Plague of Shadows. This week we go back to the beginning and give you a wallpaper based on Prince of Wolves by Dave Gross, the novel that launched the entire line. If you haven't read it yet you really should. It's got fighting, murder, mystery, true love, werewolves, ancient magics, curses from beyond the grave, and even dead Pathfinders! Best of all, if you know any Pathfinder Tales subscribers, they may have received a free copy to give away...
And tune into this spot on Monday as Pathfinder Designer Stephen Radney-MacFarland guest-blogs and things get... explosive.
Iconic Love Monday, February 14, 2011For some of us, Valentine's Day is just another day. We go to work, come home, maybe hang out with our significant others a bit or send the kids off to the sitter for a rare night out. For other people, however, Valentine's Day carries more significance, and flat-out demands acknowledgement. They see it as an excuse to truly cut loose, to go all-out with the romance and treat it like a real holiday. ... And then, apparently, there's a third type of person:...
Iconic Love
Monday, February 14, 2011
For some of us, Valentine's Day is just another day. We go to work, come home, maybe hang out with our significant others a bit or send the kids off to the sitter for a rare night out. For other people, however, Valentine's Day carries more significance, and flat-out demands acknowledgement. They see it as an excuse to truly cut loose, to go all-out with the romance and treat it like a real holiday.
And then, apparently, there's a third type of person: the type for whom Valentine's Day means a chance to go totally insane. Such appears to be the case with Pathfinder Tales author Kevin Andrew Murphy. How else can you explain the fact that he chose the occasion to, without any prompting or warning, write us an entire heroic crown of sonnets immortalizing the iconic characters' backgrounds in prose. (For those of you who've forgotten your 400-level literature classes, a "heroic crown of sonnets" is a specialized form of poetry in which you have 14 sonnets, each linked by their first and last lines, plus a fifteenth which is made up exclusively of the previous sonnets' linking lines, in order. Needless to say, it's incredibly difficult to do well.)
I'd say more, but I'm still processing the whole thing, so I think it's better to just post the sonnets in their entirety. Happy Valentine's Day!
The Fifteen Loves of Golarion
A Heroic Crown of Sonnets for Valentine's Day 2011
by Kevin Andrew Murphy
1. Alain, the Cavalier, "For Love of Glory" I am the one who lives to tell the tale.
The victor is the braggart of his fame,
The first to know the glory of his name
But not the last. The bards now all regale
The common folk with ballads of my deeds,
The battles won by force of my prowess,
The ransomed kings who've bowed to my duress,
And Donahan, the noblest of steeds.
Sometimes I think he is my only friend.
The men I ride with? Those I can replace.
The maids I bed? Each just a pretty face.
Yet Donahan is mine till journey's end.
If he falls first, then part of me is dead.
I've said the words that needed to be said.
2. Alahazra, the Oracle, "For Love of Truth" I've said the words that needed to be said,
For Truth is blind, and I am blind in truth.
My clouded eyes see little but forsooth
My inner eye sees clearly. I have read
The fates of men with but the barest glance.
I know the future as I know the past,
Which seeds will sprout and which of them will last,
For Destiny leaves nothing up to Chance.
It was not Chance that burned me with its fire.
The simoom's breath is but the Wind of Fate
That claimed me with its Flame. I now relate
The Fate of Love, if that is your desire:
All present loves become in days ahead
Mementos kept in memory of the dead.
3. Seelah, the Paladin, "For Love of Those Now Gone" Mementos kept in memory of the dead,
Reminders of what nothing can restore.
The wingéd helm that dead Acemi wore
Now hides my face and my unworthy head.
I feel its weight: part guilt, part gift, part theft.
Part love. She saw and yet forgave her thief,
The child who stole her helm. Ergo, my grief.
Acemi is still dead and I am left.
I have no words to say in my defense.
I know my deeds. I must have faith in grace
So now I wear her helm and take her place.
What Iomedae learned: Inheritance,
A gift of trust from those you must not fail
Now silent in the realm beyond the pale.
4. Harsk, the Ranger, "For Love of Solitude" Now silent in the realm beyond the pale,
My brother lies–and those who took his life.
I ended theirs with crossbow quarrel and knife.
The giants dead, now I alone prevail.
My kin who dwell below with bended backs
To toil at the forge or in the mines,
Or worshiping our gods at dwarven shrines,
Have my regard, and yet my brother's axe
Is all I bear away from whence I hail.
A hunter's life is love of solitude.
A Spartan camp, a pot of tea fresh-brewed
Will keep him more alert than mugs of ale.
My quarry's tracks are runes left for the sage.
I know the letters written on this page.
5. Ezren, the Wizard, "For Love of Scholarship" I know the letters written on this page,
My father charged with some impiety
Against our god, some awful blasphemy
Too dire for words, and nothing can assuage
The gossips' tongues, for rumor needs no proof.
And Abadar? The merchant god cares not
Who prospers or who fails nor what is bought.
The Golden One stays in his Vault, aloof.
I spent my youth to clear my father's name,
In quest to save the business that he built,
But in the end I only proved his guilt.
Now scholarship's the only love I claim.
Yet law for arcane law can be exchanged.
Old orders sometimes must be rearranged.
6. Sajan, the Monk, "For Love of a Sister" "Old orders sometimes must be rearranged."
So said the monks when taking twin from twin.
My sister Sajni's gone. I should begin
Describing how we came to be estranged.
We were conceived. Our lives were intertwined
Like threads of web and woof strung on a loom,
So were our limbs locked in our mother's womb.
Though born as two, we're more when we're combined.
We trained with temple swords and so time passed
Till at twelve years we each were sent away
And battle woes lost her to Jalmeray.
I left, deserting all I knew, my caste,
To seek my sister. Far too far I've ranged.
I've changed some facts which never should be changed.
7. Damiel, the Alchemist, "For Love of Change" I've changed some facts which never should be changed
And yet that is the goal of alchemy:
Quicksilver shifting, mutability.
The philosophic art just seems deranged
To those too dull to grasp aetheric heights
Or dream of fixing one's perfected form,
Not living with the dull and banal norm.
You reach out when the stars are in your sights,
Yet what you grasp may be the fulgent dark
For nightmares ride as well between the stars.
Like Shelyn's smile can hide Zon-Kuthon's scars,
The bright quicksilver sea conceals a shark,
And from the left the villain steps onstage
To let men feel the battle fury's rage.
8. Amiri, the Barbarian, "For Love of Oneself" To let men feel the battle fury's rage,
The Six Bears tribesmen donned the skins of bears
They'd taken from our totems in their lairs.
Each boy was sent to do it at an age.
We girls were told to sit inside and spin,
Awaiting a barbarian's return.
This never was a name that women earn.
I brought a she-bear's hide back to my kin.
The time came that a warband of my clan
All dared me to bring back a giant's blade.
When I returned, they mocked me as a maid.
The blood rage came. I slew them to a man.
That bastard blade I bear with me. Beware
To taste the kiss of malice and despair.
9. Seltyiel, the Magus, "For Lack of Love" To taste the kiss of malice and despair,
One needn't know the touch of love or hope–
At very least, not of an equal scope–
And pain is seldom more than one can bear,
And when it is? Well, there is always death.
My mother died the moment I was born.
My sister's cries, those spared my life that morn.
I often think she should have saved her breath.
Sioria, oh how could you divine
The babe you saved would still be here alive
Or on a feast of wormwood one could thrive.
I'll kill your father once I first kill mine.
Foul Lairsaph was a fool to teach his spawn
To walk the road with weapons sheathed or drawn....
10. Valeros, the Fighter, "For Love of Adventure" To walk the road with weapons sheathed or drawn
Is how a sellsword passes most his days.
That much at least is truthful in bards' lays.
The rest? Well yes, there is a need for brawn–
The same goes for an ox that pulls a plow–
But when your sword-arm makes some villain yield,
That's better than some plowshare in a field.
At least it's more exciting anyhow.
One day I may retire to a farm,
Grow beans and beets or brew a bit of beer,
But now I love my freedom and I hear
A distant village sounding the alarm.
If there's adventure calling, I'll be gone
To greet the hope that rises with the dawn.
11. Kyra, the Cleric, "For Love of Hope" To greet the hope that rises with the dawn,
The Crown of Our Beloved Sarenrae
Who cast the Beast below to Asmodae,
Is how a priestess prays for I'm Her pawn.
Whate'er the Dawnflower wishes I will do.
When bandits burned my village and Her shrine,
That's when I saw the face of the divine.
Through streaming tears the sun shone and I knew
The Everlight had filled me with Her power
To heal the sick and ailing with Her light
And cleanse those past redemption of their blight
By scimitar, like Dawn's Eternal Flower.
One day I'll join my goddess in the air
To live a life of joy and forswear care.
12. Merisiel, the Rogue, "For Love of Freedom" To live a life of joy and forswear care
Is what I always felt the world should be.
See something that you like? Then take it. Free!
If you don't like your lot, then folk should share.
They call it thievery, who gives a fig?
My knives can teach their tongues to be polite,
And while some think I could be more contrite
It's not like they're not working the same gig.
This knife I got from some Azlanti queen.
This one? From Galt. Belonged to some coquette
And these? From Geb. But most I just forget.
I only care if I can keep them keen.
You make life up like some bard's folderol.
I sing the songs that rise up from my soul.
13. Seoni, the Sorcerer, "For Love of Magic" I sing the songs that rise up from my soul
And write the runes appearing in my dreams.
The ones I walk with talk about my "schemes,"
If schemes they are, or just an unknown goal.
I'd like to say I like just who I am,
Yet who can say just who they are? Not I.
Or what I am, or how I am, or why.
That statement just might be my epigram.
I only know when spells wish to be wrought,
The way they say that love pulls at the heart.
Just so I feel the call of arcane art.
It springs to mind like any other thought.
I'd work alone, but I lack that control
For love and friendship are what make one whole.
14. Lini, the Druid, "For Love of a True Companion" "For love and friendship are what make one whole."
So spake the norn who whispered in the wood.
She vanished but her fey advice is good
And with it I can talk to mouse or mole.
The purest love is love you get from beasts.
My friend Droogami taught me this is true.
It's something though that I already knew.
I never bought the nonsense from the priests
About the love of gods as the most pure.
Who can believe a love you never see?
My love is for the leopard next to me
And she for me and that's what shall endure.
She's great and strong where I am small and frail.
I am the one who lives to tell the tale.
15. Lem, the Bard, "For Love of Happy Endings" I am the one who lives to tell the tale.
I've said the words that needed to be said,
Mementos kept in memory of the dead
Now silent in the realm beyond the pale.
I know the letters written on this page.
Old orders sometimes must be rearranged.
I've changed some facts which never should be changed
To let men feel the battle fury's rage,
To taste the kiss of malice and despair,
To walk the road with weapons sheathed or drawn,
To greet the hope that rises with the dawn,
To live a life of joy and forswear care.
I sing the songs that rise up from my soul
For love and friendship are what make one whole.
... Illustrations by Kerem Beyit. Wallpaper design by Crystal Frasier. Widescreen version here. ... Snakes, I Hate Snakes! Friday, January 28, 2011I've been in the gaming industry for a decade now and I still get a smile on my face when new product arrives from the printer and I get to thumb through it for the first time. This week was a banner week as I got preview copies of Flip-Mat Village Square, the new Pathfinder Tales novel Plague of Shadows from sword and sorcery master Howard Andrew...
Illustrations by Kerem Beyit. Wallpaper design by Crystal Frasier. Widescreen version here.
Snakes, I Hate Snakes!
Friday, January 28, 2011
I've been in the gaming industry for a decade now and I still get a smile on my face when new product arrives from the printer and I get to thumb through it for the first time. This week was a banner week as I got preview copies of Flip-Mat Village Square, the new Pathfinder Tales novel Plague of Shadows from sword and sorcery master Howard Andrew Jones, and the theme for this week's wallpaper: "Sanctum of the Serpent God," part 6 of the Serpent Skull Adventure Path. This awesome piece showcases
Spoiler:
Vyr-Azul, the High Priest of Ydersius, the insidious villain of Serpent Skull who plans to restore his god and usher in a new Age of Serpents. You'll finally meet him at the heart of the serpent-god's sanctum, and the fate of Golarion hangs in the balance!
... Illustration by Dave Rapoza. ... Wallpapers Are Back! December 20, 2010Last Friday, Managing Editor extraordinaire Wes Schneider spoke a little about the upcoming Carrion Crown Adventure Path. This amazing AP starts with Pathfinder Adventure Path #43: The Haunting of Harrowstone and a stellar cover by Dave Rapoza. In honor of the upcoming AP, and as a new feature on the Paizo blog, we're proud to offer the first of many new wallpapers. Just download the image below and in no time you'll...
Illustration by Dave Rapoza.
Wallpapers Are Back!
December 20, 2010
Last Friday, Managing Editor extraordinaire Wes Schneider spoke a little about the upcoming Carrion Crown Adventure Path. This amazing AP starts with Pathfinder Adventure Path #43: "The Haunting of Harrowstone" and a stellar cover by Dave Rapoza. In honor of the upcoming AP, and as a new feature on the Paizo blog, we're proud to offer the first of many new wallpapers. Just download the image below and in no time you'll be able to gaze at Feiya and Merisiel kicking the snot out of skeletons to your heart's content, all from the comfort of your office chair. This might be the first new wallpaper in a while, but it definitely isn't the last, so keep an eye on the blog for more in the coming weeks.
... Illustration by Dave Rapoza ... Carrion Crown Is Coming Friday, December 17, 2010In a flurry of crunched stat blocks and flung pages, the last two weeks have seen us send two volumes of Pathfinder Adventure Path off to the printer, Pathfinder Adventure Path #42: Sanctum of the Serpent God and, right on its heels, Pathfinder Adventure Path #43: The Haunting of Harrowstone. While the former brings the Serpent Skull Adventure Path to its climactic close, the latter marks a total shift,...
Illustration by Dave Rapoza
Carrion Crown Is Coming
Friday, December 17, 2010
In a flurry of crunched stat blocks and flung pages, the last two weeks have seen us send two volumes of Pathfinder Adventure Path off to the printer, Pathfinder Adventure Path #42: "Sanctum of the Serpent God" and, right on its heels, Pathfinder Adventure Path #43: "The Haunting of Harrowstone". While the former brings the Serpent Skull Adventure Path to its climactic close, the latter marks a total shift, taking us from the wild jungles and hidden ruins of the Mwangi Expanse to the foggy moors and haunted ruins of Ustalav, the seat of gothic horror in Golarion. Longtime readers know that every new campaign gives us the opportunity to not just explore new themes, lands, and menaces, but to also reinvent Pathfinder's look for a new series.
And Carrion Crown looks incredible. Beyond Dave Rapoza's fantastic cover and the work of numerous talented interior illustrators, art director Sarah Robinson and graphic designer Andrew Vallas have put together something really amazing that perfectly captures the brooding menace of this grim campaign.
I'm probably more than a little biased, though, as besides the fact that gothic horror is my preferred cup of tea, the campaign is taking place in Ustalav, one of my favorite corners of Golarion. While Carrion Crown continues our long tradition of sword-swinging, spell-slinging high adventure, its inspirations come more from the pens of Bram Stoker, Mary Shelly, M. R. James, Shirley Jackson, and H. P. Lovecraft than J. R. R. Tolkien, Robert E. Howard, and Jack Vance. Think of it as a campaign set in Transylvania rather than Camelot or the Hyborian Age.
In the weeks before the Carrion Crown Adventure Path begins, check back here for more previews on what to expect from the campaign. Things kick off in the coming months with "The Haunting of Harrowstone," a ghost story that sets the tone for the series perfectly. That same volume also includes details on the sleepy town of Ravengro, new rules and examples that vastly expand the haunts presented in the GameMastery Guide, a creepy new series in the Pathfinder's Journal (by yours truly), an outline of the entire campaign, monthly details on the legends and superstitions of Ustalav, and something a little bit different added to the campaign's Bestiary to increase your toolbox of classic horrors. We've also built a ton of support for the campaign into our Pathfinder Campaign Setting and GameMastery lines, but I'll show off some of that awesome insanity a bit later.
So get ready to start wrapping up those Serpent Skull campaigns, as the Carrion Crown Adventure Path kicks off 2011 with terror.
New Art! Thursday, September 16, 2010Paizo sure has been hiring quite a few new people of late. I came on board as a Developer at the beginning of the month, and we just announced yesterday that Hyrum Savage will be joining the team as Marketing Manager. The third new hire of the fall is none other than Andrew Vallas, who started after Labor Day. As Graphic Designer he's been a lifesaver, taking some of the workload off Art Director Sarah Robinson as she puts the finishing touches on Save...
New Art!
Thursday, September 16, 2010
Paizo sure has been hiring quite a few new people of late. I came on board as a Developer at the beginning of the month, and we just announced yesterday that Hyrum Savage will be joining the team as Marketing Manager. The third new hire of the fall is none other than Andrew Vallas, who started after Labor Day. As Graphic Designer he's been a lifesaver, taking some of the workload off Art Director Sarah Robinson as she puts the finishing touches on Save Doctor Lucky. So far, Andrew's time has been taken up with last minute changes to the Bestiary 2 as we approach the finish line for shipping that to the printer, and laying out Pathfinder Player Companion: Inner Sea Primer and Pathfinder Module: The Godsmouth Heresy.
Andrew first found Paizo while using art from Pathfinder as mini-painting inspiration and through the Planet Stories line of fiction. He attended PaizoCon in June, where he not only played his first Pathfinder game after last rolling dice during the days of 2nd Edition, but he attended the art seminars and met with Sarah, and the rest is history.
And since Andrew works so hard in Paizo's Art Department, we thought it fitting to use his introduction as an opportunity to display some of the incredible art coming to your gaming table next month in Pathfinder Adventure Path #39: "City of Seven Spears"!
The Foxes Have Landed (part II)Thursday, August 5, 2010 ... Sara Marie: Those were some delicious biscuits! Over. ... Crystal: This time we should say something less confusing and less likely to end with us eating biscuits. Like Hedgehog. ... .... ... Crystal: Hedgehog. ... Sara Marie: I like porcupines better. Porcupine. ... Crystal: Where are you, anyway? I got lost when the cave raptors were chasing us. Hedgehog. ... Sara Marie: Let me turn on a light... Looks like I'm in Sarah's office....
The Foxes Have Landed (part II)
Thursday, August 5, 2010
Sara Marie: Those were some delicious biscuits! Over.
Crystal: This time we should say something less confusing and less likely to end with us eating biscuits. Like "Hedgehog."
....
Crystal: Hedgehog.
Sara Marie: I like porcupines better. Porcupine.
Crystal: Where are you, anyway? I got lost when the cave raptors were chasing us. Hedgehog.
Sara Marie: Let me turn on a light... Looks like I'm in Sarah's office. There's art all over the place. Porcupine.
Crystal: She must have left in a hurry. Does it look trapped? Hedgehog.
Sara Marie: I don't SEE anything that looks like a trap. Where are you? You're better at spotting traps than I am. Porcupine.
Crystal: I don't know. I dropped my darkvision when that lurking ray grabbed at us. Where ever I am, smells nice! Hedgehog.
Sara Marie: There's a folder marked "TOP SECRET" sitting right on top of her desk! I'm going to see if I can get a closer look. Porcupine.
Crystal: No wait! The "top secret" folder is Midwestern family recipes! It's almost certain to be booby-trapped!
Sara Marie: Where else should I check?
Crystal: Check the refrigerator. I think that's where she keeps the special art. Hedgehog.
Sara Marie: You're right! This thing is chock full of art-like pictures. Most of it seems like stuff that's already released. Porcupine.
Crystal: Stuff from the future, huh? Sounds neat! Open it and see if a paradox destroys us all! Hedgehog.
Sara Marie: Wow! These are amazi-- ...Umm... I just heard a "click" sound. Is that bad? Porcupine.
Crystal: You've either stepped on a mine, or else let her lucky cricket out of its cage. Possibly both. I'm not certain if the cricket explodes. Hedgehog.
Sara Marie: PORCUPINE IS LEAVING THE NEST! REPEAT PORCUPINE IS LEAVING THE NEST!
...
Crystal: Sara? Sara, are you okay?
...
Crystal: SARA?!
...
Sara Marie: I'M OK! COPY THAT? I AM OK!
Crystal: Stop yelling or the cave raptors will find us again. Hedgehog.
Sara Marie: Where ever you are... Watch out! These people know how to lay traps! On the up-side, I made it out with two incredible pieces of artwork!
... Meet the Castaways! Monday, July 12, 2010With the first adventure in the Serpent's Skull Adventure Path, the PCs are shipwrecked on the notorious island of Smuggler's Shiv. But fortunately for the fragile 1st-level characters, they won't be alone against cannibals in the jungle, ghosts in the surf, dimorphodons in the sky, eurypterids in the tide pools, and mysterious bat-winged night monsters. Because they aren't the only ones lucky enough to be stranded on Smuggler's Shiv. ... Presented...
Meet the Castaways!
Monday, July 12, 2010
With the first adventure in the Serpent's Skull Adventure Path, the PCs are shipwrecked on the notorious island of Smuggler's Shiv. But fortunately for the fragile 1st-level characters, they won't be alone against cannibals in the jungle, ghosts in the surf, dimorphodons in the sky, eurypterids in the tide pools, and mysterious bat-winged night monsters. Because they aren't the only ones lucky enough to be stranded on Smuggler's Shiv.
Presented here are five other castaways whom the players will be getting to know quite well during the course of their stay on Smuggler's Shiv. A couple of you out there will probably recognize these characters, since they're the ones I had you play at PaizoCon during the Serpent's Skull preview game I ran. In the actual adventure, though, these five are NPCs, complete with their own secrets and emotional baggage and talents. Keeping these NPCs from killing each other and working together to survive is a key part of the adventure—and each has a fun little boon to grant the PCs if they become good friends. These five will continue to play roles in the campaign as the Adventure Path unfolds, and how the PCs interact with Aerys, Gelik, Ishirou, Jask, and Sasha can ultimately mean the difference between success or failure!
... Illustration by Alex Aparin ... Pathfinder Advanced Player's Guide Preview #1 Thursday, July 1, 2010The start of Gen Con 2010 is five weeks away, which means that the Advanced Player's Guide will be hitting game stores and subscriber mailboxes in just over one month. To celebrate the release of this impressive tome, we are going to be previewing parts of it every week until its release. Last week we recapped the information from the PaizoCon APG Preview Banquet. This week we are going to...
Illustration by Alex Aparin
Pathfinder Advanced Player's Guide Preview #1
Thursday, July 1, 2010
The start of Gen Con 2010 is five weeks away, which means that the Advanced Player's Guide will be hitting game stores and subscriber mailboxes in just over one month. To celebrate the release of this impressive tome, we are going to be previewing parts of it every week until its release. Last week we recapped the information from the PaizoCon APG Preview Banquet. This week we are going to dig into some details with an extensive look at the races chapter.
As I mentioned last week, each of the seven core races receives a two-page spread of information. Each spread starts out with information about adventurers of that race, taking on each of the 17 classes available (that includes the six new classes found in the APG). This is followed up by alternate racial traits that allow characters to portray members of the race that are a little different than the rest, but still well within the theme of the race. To take one of these alternate racial traits, a character has to give up one or more existing racial traits. For example, take a look at this dwarven racial trait.
Stonesinger: Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This racial trait replaces the stonecunning racial trait.
Or how about this Half-Orc racial trait.
Toothy: Some half-orcs' vestigial tusks are massive and sharp, granting them a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait.
Each replacement racial trait is made to explore one facet of the race's inherent theme. Elves get abilities that tie them to nature, gnomes get abilities that explore their fascinations, half-elves can take abilities that help them live in both worlds, halflings can focus on their sneaky talents, and even humans are not left out. Humans can take racial traits that reflect their upbringing.
In addition to a host of racial traits, each race also receives a number of favored class options. These options are tied to a race's theme in most cases, meaning that races only receive options for classes that are racially common. Possessing one of these options just gives your character an additional choice whenever he gains a level in his favored class (instead of a skill point or a hit point). For example, take a look at this elven wizard favored class option.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Once an elven wizard takes this power twice, he gains an additional use of that ability. Want more, take a look at this gnome bard favored class option.
Bard: Add 1 to the gnome's total number of bardic performance rounds per day.
Of all the races, only humans have an option for all 17 classes. Here is the human sorcerer favored class option.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Although this chapter is only 18 pages long, in a 336-page book, it is absolutely crammed full of new rules for characters of any race and class, a philosophy we took with the entire rest of the book. Next week, we will delve into the classes chapter, starting off by taking a look at the six new base classes in the book, and I might even go into some detail on the changes made to them after the playtest was over.
City of Strangers Thursday, April 22, 2010It is still coming. ... Illustration by Alberto Dal Lago ... ...Man, it's so tempting to leave the blog post at that, but I've got to stop with these one-line blog posts. They're too addictive! ... Suffice to say, then, that City of Strangers, the new Pathfinder Chronicles guide to Varisia's outlaw city of Kaer Maga, has shipped to the printer. What you may not know is that this book has been in the works, in one form or another, for more than two...
...Man, it's so tempting to leave the blog post at that, but I've got to stop with theseone-line blog posts. They're too addictive!
Suffice to say, then, that City of Strangers, the new Pathfinder Chronicles guide to Varisia's outlaw city of Kaer Maga, has shipped to the printer. What you may not know is that this book has been in the works, in one form or another, for more than two years at this point. What started out as a few-page setting for Seven Swords of Sin grew into one of the first Pathfinder's Journals in Pathfinder Adventure Path #3: "The Hook Mountain Massacre." From there, with it clear to everyone around that I was in love with this city beyond any affection I'd felt for a game setting before (though a few have since come to rival it—*cough*solarsystem*cough*), it was decided that there should be a book... and not just any book. A setting that was at once a bizarre city filled with subterfuge and strange sights, but also containing a monumental dungeon that people could venture into again and again, with different tropes and themes to the various layers. Not a small order (especially considering Erik, James, and Jason had just finished writing the new Castle Greyhawk book, whose map turnovers were a million times cooler than anything I'd ever drawn). If it was going to be done, Erik decided, it had to be done right, and that meant it needed to take as long as it took. Rather than announce the project and a projected release date, we wouldn't so much as acknowledge the book publicly until it had been completely written.
And so, with nothing on the schedule, I officially unofficially began work on City of Strangers. Six months and a learning curve or two later, I turned over the completed manuscript, and the book was officially put on the schedule. If I may say so myself, I'm pretty happy with how it turned out. All the gangs are there—the Sweettalkers, who sew their own lips shut, and the troll augurs, who read the future in their own entrails. The wormfolk and the Tallow Boys, the golem-crafting Ardocs and the mysterious Temple of the Child Goddess. All the districts are there, from the egalitarian Bottoms where freed slaves fight a shadow war of abolition, to the necromantic markets of Ankar-Te where zombies trail after their masters like faithful dogs. The Undercity is there, with levels like the Godsmouth Ossuary, the Dark Forest, the Forever Bore, the Still Place, and of course Xavorax, City of Silence, the city-beneath-the-city that houses the mysterious Caulborn. And despite all the words in this book, I'm perhaps most pleased with the maps—it's downright intimidating trying to design a city map of a Jacobsian or Schneiderian level of detail (especially when they're sitting 20 feet from you), yet Jared Blando did an unbelievable job of bringing both the city and the dungeons beneath it to life in a way that both mirrored and exceeded my imagination.
And now it's away to the printer, set to hit stores and subscribers this summer. I hope you enjoy visiting it as much as I have. It's been a long, strange journey...
... The Best Laid Plans... Wednesday, March 17, 2010I hate airing our dirty laundry in public... ... Who am I kidding, I relish airing our dirty laundry in public, but professionalism and good taste often makes doing so... inadvisable. But this is a special situation and in this instance it's easy to talk around the specifics so to protect the innoce—well, in this case, to protect the guilty. As we've been trying to show off our editorial processes with this project, even more reason to...
The Best Laid Plans...
Wednesday, March 17, 2010
I hate airing our dirty laundry in public...
Who am I kidding, I relish airing our dirty laundry in public, but professionalism and good taste often makes doing so... "inadvisable." But this is a special situation and in this instance it's easy to talk around the specifics so to protect the innoce—well, in this case, to protect the guilty. As we've been trying to show off our editorial processes with this project, even more reason to let you all in on how things sometimes play out around here.
The product in question: From Shore to Sea, our Pathfinder Module partnered with Wolfgang Baur's patron-fueled Open Design venture.
The topic: Sometimes we get screwed.
So, let's backtrack a little bit. Here's something most folks didn't notice—unless you've been getting emails from me or really enjoy reading the credits pages of our projects. Around October of last year my title here at Paizo totally didn't change. What comes after that title did, though. Thus, "Managing Editor of Pathfinder" became "Managing Editor of Paizo Publishing." The distinction: now I'm not just in charge of making sure everything runs smoothly for Pathfinder Adventure Path, but everything else we publish too. And, as a special bonus challenge, that it all happens in a timely manner. That's been the real trick. It's like telling someone to build a number of towers (one for each product line) but, hey, for fun, let's start at the bottom of the Grand Canyon. The Grand Canyon, in this case, is our "schedule debt," a sizable hole with depth markers called Dragon and Dungeon magazines, the Pathfinder Campaign Setting, the Pathfinder Core Rulebook, and other beautiful fiascos that have gradually meant nearly everything we publish has fallen off its intended tracks. A real nasty peril when you've got thousands of gamers rightly demanding the products they've subscribed to and expect from month to month. But with my shiny Paizo-brand carrot and Paizo-brand stick, and the incredible efforts of our insanely talented and even more dedicated designers, editors (with a special nod to Judy Bauer, Chris Carey, Rob McCreary, and James Sutter), and folks at all levels of the company who have sacrificed nights, weekends, sleep, and meals to write and edit, those towers have reached up and up toward the light. The first tower to break the surface was the Pathfinder Module line with From to Shore to Sea, scheduled to go to print, on time, March 5th.
Or rather it would have, if the art we ordered actually came in. Oh, I don't just mean came in on time, I mean, was going to come in at all. What we got on the due date instead of a half dozen illustrations was an apology from Joe "You'll-Never-Work-in-this-Town-Again" and a very empty "good luck!" Lame. Now, art directorix Sarah Robinson is a goddess for a variety of reasons, but the power she employed in this particular crisis was to bat her eyelashes via email and coax a whole host of fantastically talented artists to take up the slack, and in record speed. What that did mean, though, is that instead of going out on time, From to Shore to Sea is now going out next week, three weeks behind my precious schedule. Ugh.
Illustration by Dan Scott
Wolf set us up with this great plan, author Brandon Hodge pulled together a fantastic adventure, the Open Design patrons made a host of inspired suggestions, and Rob developed this thing into a fine addition to our Pathfinder Modules line in record time. And Dan Scott, our ever reliably awesome cover artist, did the incredible cover I’ve attached here. (Again, Dan: great and timely work. We love Dan’s stuff.) Yet despite top-notch materials and everyone who touched the adventure doing heroic work, sometimes things still don't work out the way they should. Sometimes it makes things frustrating and stressful, but never, ever boring.
From Shore to Sea will be awesome, there's no doubt about that, and I'm more excited about this one than I am about most. But, sadly, this one has had a bumpy journey, and my first tower breaking the surface will likely have to wait for City of Strangers in the Pathfinder Chronicles line later this month. Missing a deadline sadly isn't something new, so don't go adjusting orders or rechecking release dates; this happens sometimes and no one outside this building ever hears about it. Our website and warehouse teams are also quite adept—to our chagrin—at picking up our slack. And, should all our plans continue to work and there are relatively few additional catastrophes, you shouldn't ever hear me griping about our "editorial debt" again.
So just a heads-up for all the folks who have been invested in and keenly anticipating Open Design's From to Shore to Sea: it's awesome and it's coming, but sometimes the path from author to your hands has some unanticipated adventures. And expect a very boring blog post from me in a few months announcing that all our product lines are, at last, shipping to the printer on time. It might not matter much to folks outside these offices, but here, it's going to be cresting the top of a very tall hill.
... Arvormeigh, Nixie Rogue Monday, March 1, 2010 ... Illustration by Concept Art House ... Here's a bit of bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally featured this character in one encounter, but she ended up on the cutting room floor to make the adventure fit the page count. Now she's back and ready to annoy some PCs! Spoiler: Arvormeigh originally appeared in the Upper Pool area of the Dead Man's Drop...
Arvormeigh, Nixie Rogue
Monday, March 1, 2010
Illustration by Concept Art House
Here's a bit of bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally featured this character in one encounter, but she ended up on the cutting room floor to make the adventure fit the page count. Now she's back and ready to annoy some PCs!
Spoiler:
Arvormeigh originally appeared in the Upper Pool area of the Dead Man's Drop encounter, along with an allied Large water elemental (CR 5), for a CR 7 encounter. If your PCs are especially tough, you could add her to the encounter as presented in the adventure, resulting in a CR 8 encounter.
ARVORMEIGH CR 5 XP 3,200
Female nixie rogue 5; (Pathfinder RPG Bonus Bestiary 15)
NE Small fey (aquatic) Init +6; Senses low-light vision; Perception +8 DEFENSE AC 18, touch 18, flat-footed 11 (+6 Dex, +1 dodge, +1 size) hp 43 (7 HD; 2d6+5d8+14) Fort +3, Ref +13, Will +4 Defensive Abilities evasion, uncanny dodge; DR 5/cold iron; SR 12 OFFENSE Speed 20 ft., swim 30 ft. Melee short sword +11 (1d4/19–20) Ranged+1 shortbow +12 (1d4+1/x3) Special Attacks lure (as harpy's captivating song, DC 16), sneak attack +3d6 plus 3 bleed Spell-Like Abilities (CL 12th; concentration +16)
3/day—charm person (DC 16)
1/day—water breathing TACTICS Before Combat Arvormeigh observes intruders from the pool while in fish form to discern their intent. Then she reverts to her natural form to drink her potion of resist energy before swimming to the water's surface to speak with them. A Sense Motive check (DC 22) detects the nixie stalling for time during the conversation—she waits only long enough for the next obscuring mist from the wardstones before attacking (see Hazard). During Combat Arvormeigh knows the pool well enough to time the waves of mist to her advantage. On any round while her vision remains unimpeded, she keeps her distance, rising from the water to shoot opponents with her bow and making sure to use her Deadly Aim feat and bleeding attack ability if possible, selectively targeting spellcasters with sleep arrows. During rounds with the obscuring mist in place, Arvormeigh uses her lure ability instead, drawing victims into the pool and the waiting vortex of her elemental ally. She uses sneak attack underwater on anyone left in the pool. Morale As the final guardian of the wardstones, Arvormeigh fights to the death, only temporarily retreating to drink her potion of cure moderate wounds before resuming the attack. STATISTICS Str 10, Dex 22, Con 14, Int 12, Wis 10, Cha 21 Base Atk +4; CMB +3; CMD 19 Feats Deadly Aim, Dodge, Point-Blank Shot, Precise Shot, Weapon Finesse Skills Acrobatics +14, Bluff +12, Craft (jewelry) +5, Diplomacy +12, Escape Artist +15, Handle Animal +12, Knowledge (nature) +10, Linguistics +5, Perception +8, Perform (dance) +12, Perform (sing) +12, Sense Motive +8, Stealth +17, Swim +17 Languages Aquan, Elven, Sylvan SQ amphibious, change shape (Small or Medium aquatic creature, beast shape I), rogue talents (bleeding attack, combat trick), trapfinding, trap sense +1, wild empathy +13 Combat Gearpotion of cure moderate wounds, potion of resist energy (electricity) ; Other Gear+1 shortbow, sleep arrows (6), cold iron arrows (20), short sword, aquamarine necklace worth 250 gp with matching bracelets worth 50 gp each
... Illustration by Jon Hodgson ... From the Diary of Queen Merisiel Friday, February 26, 2010Although I can't quite yet show off the actual rules you'll be using in the Kingmaker Adventure Path quite yet, I can show you how they look in play. Presented below is an excerpt from Merisiel's diary as she oversees the foundation of a brand-new kingdom in the mysterious Stolen Lands. NOTE: Merisiel's probably not the best choice in this group for a nation's ruler, but sometimes that's just how...
Illustration by Jon Hodgson
From the Diary of Queen Merisiel
Friday, February 26, 2010
Although I can't quite yet show off the actual rules you'll be using in the Kingmaker Adventure Path quite yet, I can show you how they look in play. Presented below is an excerpt from Merisiel's diary as she oversees the foundation of a brand-new kingdom in the mysterious Stolen Lands. NOTE: Merisiel's probably not the best choice in this group for a nation's ruler, but sometimes that's just how politics work. As time permits, I'll post a few more diary entries to this blog's messageboard thread so we can all learn from Merisiel's triumphs and failures. Certainly there'll be more triumphs in her future, yes?
1 Pharast: So it looks like I'm in charge. Queen Merisiel. I like the sound of that. Although, as Seelah is so fond of pointing out, I'm technically a baroness until this new nation of mine grows large enough. I'm still gonna be calling myself queen in these pages. Seelah's gonna be the general of my armies (she volunteered!), and I put Lem in charge of keeping an eye on the citizens to make sure they're loyal as the spymaster. And of course Kyra's our high priest. All the other leadership roles, for now, go to some of the other locals we've allied with during the past several months of exploring the Greenbelt. We'll see how they work out, I suppose—none of them seem particularly talented, but hopefully they'll grow into their jobs? And if they don't, I can fire them. I'm the queen, after all. Anyway, we've managed to claim a pretty sizable area around this old ruined castle that bandit lord was using as a hideout. The ruins should work pretty well as a new castle, once it gets patched up. We've started clearing the area around the ruins to serve as a good place to build up a town. I'm thinking of calling it Owlbearton, after that bandit's pet owlbear that nearly bit off Lem's ear, but Seelah says that's a stupid name. I told her that if she comes up with something better we'll call it that, but so far all her ideas suck. Surprise, surprise. So for now, Owlbearton it is! We've even built some roads around the place! It's gonna be a city in no time! Especially now that I've got some deliciously heavy taxes coming into the treasury! Who woulda guessed that taxes could be something to be happy about? So far, those taxes more than paid for the roads and land clearing and stuff. Not the rebuilding of the castle, though. That's expensive, as it works out. And while Lem says that the locals are complaining that all I'm doing is lying around and taking it easy while they pay for my little project, and while Kyra says she only barely managed to talk a group of farmers out of marching up to the castle to tear it down and (their words) "git back what we done paid for from that spendthrift pointy-eared harlot!" I'm not worried. Once they see how excellent this castle looks when it's all done, they'll all forgive me. I'm sure of it!
... Oh yeah! Adventure Paths! Friday, February 12, 2010Huh. It's been a while since I've talked about an Adventure Path in the blog, I just realized. Looking back, seems the last time we talked about an Adventure Path at all was on January 6th, in fact. AIEEE! ... Now... sometime soon I wanna share with you some excerpts from Merisiel's journal that have come into my possession... excerpts that catalog her joys and frustrations over the foundation of her new nation in the northeastern River...
Oh yeah! Adventure Paths!
Friday, February 12, 2010
Huh. It's been a while since I've talked about an Adventure Path in the blog, I just realized. Looking back, seems the last time we talked about an Adventure Path at all was on January 6th, in fact. AIEEE!
Now... sometime soon I wanna share with you some excerpts from Merisiel's journal that have come into my possession... excerpts that catalog her joys and frustrations over the foundation of her new nation in the northeastern River Kingdoms... but I'm still deep in the process of translating it to English from Elven and excising all the racy parts that the MAN won't let me put on the blog.
So, since I don't have the time yet to post that preview of the kingdom-building rules that'll be appearing in Pathfinder Adventure Path #32, why don't I show off some of the art from the first Kingmaker adventure instead? Let's see... how about pictures of two of the more ferocious war chieftains your PCs will be dealing with during the course of "Stolen Land?" Names withheld to prevent the not-so-innocent...
And I promise to make public Merisiel's journal soon! Stay tuned!
Illustration by Kyushik Shin
Illustration by Eric Belisle
Illustration by Scott Purdy
PS: Yes... the third picture is of a carbuncle. For real.
... Gold Fever! Monday, February 8, 2010As I write this the finishing touches are going in on our newest Pathfinder Module, City of Golden Death, the climactic conclusion to the Price of Immortality campaign arc. Written by our own Events Manager, Joshua J. Frost, the adventure takes the PCs to the notorious Isle of Terror, where they'll face agents of the Living God Razmir, ageless menaces from ancient Thassilon, the undying machinations of the Whispering Tyrant himself, and even greater...
Gold Fever!
Monday, February 8, 2010
As I write this the finishing touches are going in on our newest Pathfinder Module, City of Golden Death, the climactic conclusion to the Price of Immortality campaign arc. Written by our own Events Manager, Joshua J. Frost, the adventure takes the PCs to the notorious Isle of Terror, where they'll face agents of the Living God Razmir, ageless menaces from ancient Thassilon, the undying machinations of the Whispering Tyrant himself, and even greater perils! Here's a sneak peak of some of the scenes your PCs can expect to face when the module releases in just a few short weeks. Enjoy!
... Pathfinder Roleplaying Game Preview #11 Wednesday, July 22, 2009The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are sneaking around with Merisiel, the iconic rogue. ... Merisiel ... Female elf rogue 6 ... CN Medium humanoid (elf) ... Init +4; Senses low-light vision; Perception +12 ... DEFENSE ... AC 20, touch 15, flat-footed 15 (+5...
Pathfinder Roleplaying Game Preview #11
Wednesday, July 22, 2009
The Pathfinder Roleplaying Game Core Rulebook is set to release on August 13th, 2009, and in anticipation, we are releasing a preview of the game each week until the game hits store shelves. This week, we are sneaking around with Merisiel, the iconic rogue.
Merisiel
Female elf rogue 6
CN Medium humanoid (elf) Init +4; Senses low-light vision; Perception +12 DEFENSE AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge) hp 42 (6d8+12) Fort +4, Ref +10, Will +4; +2 vs. enchantments Defensive Abilities evasion, trap sense +2, uncanny dodge OFFENSE Speed 30 ft. Melee+1 rapier +9 (1d6+2/18–20) Ranged dagger +8 (1d4/19–20) Special Attacks sneak attack +3d6, surprise attack STATISTICS Str 12, Dex 18, Con 12, Int 10, Wis 13, Cha 10 Base Atk +4; CMB +5; CMD 20 Feats Dodge, Mobility, Nimble Moves, Weapon Finesse Skills Acrobatics +13, Climb +10, Disable Device +18, Knowledge (local) +9, Perception +12, Sleight of Hand +13, Stealth +13, Swim +10 Languages Common, Elven SQ finesse rogue, trapfinding +3, trap spotter Combat Geardust of tracelessness, potion of cure moderate wounds, potion of invisibility (2); Other Gear+2 studded leather, cloak of resistance +1, +1 rapier, daggers (8), handy haversack, masterwork thieves tools, ring of feather falling, rope of climbing
Hey, have you seen Merisiel around here anywhere? I am waiting for her to get here so that I can properly preview her and her awesome rogue talents, but she must be running late. Just like an elf, always running late. I know they live for hundreds of years, but my poor human life is short and I would like to spend it on things other than waiting for her to show up. Ow... my kidney!
So, now that Merisiel is finally here and I am shy one kidney, it is time to look at the rogue. Not much changed between the Beta version of the rules and the final game, but for those who are not familiar, let me walk you through the major differences.
The big change for rogues in the Pathfinder Roleplaying Game is the addition of rogue talents. These work like the special abilities that rogues gained at higher levels in 3.5, but now they are scaled and a rogue gets her first one at 2nd. Every 2 levels beyond 2nd, she can select an additional talent, and upon reaching 10th level, she can begin selecting advanced talents (which includes all of the special abilities from 3.5). Rogue talents are a mixed bag of abilities that allow a rogue to become a little better at one facet of rogue life. Merisiel here has three talents: finesse rogue, surprise attack, and trap spotter. The first gives her Weapon Finesse as a bonus feat, making it a common choice for 2nd level rogues. Surprise attack causes all of Merisiel's opponents to be treated as flat-footed to her attacks during a surprise round, even if they have already acted. Finally, trap spotter gives Merisiel a Perception check to notice a trap the moment she moves to within 10 feet of it.
Other rogue talents add to a rogue's sneak attack, such as slow reactions that causes an opponent hit by a rogue's sneak attack to lose the ability to make attacks of opportunity for 1 round. There are a number of rogue talents that affect movement, allowing a rogue to move faster while balancing or sneaking. There are even a pair of talents that allow rogues to cast a limited number of simple spells to aid them in their shadowy deeds.
Aside from rogue talents, there have been a few other modifications and additions to the rogue. The biggest of these are the changes to sneak attack. This iconic ability now functions on a wider variety of creatures, such as undead and constructs. Now that all characters can locate and disarm mechanical traps regardless of the DC, the trapfinding ability now grants a bonus on Perception checks to notice traps and Disable Device checks equal to half the rogue's level. It also grants rogues the ability to disarm magic traps. Finally, up at 20th level, the rogue gains the master strike class feature, which allows her to kill, paralyze, or put targets to sleep with a successful sneak attack.
Aside from her class features, there are a few other interesting rules bits presented here. Dodge now grants a +1 dodge bonus to AC (and CMD) against all targets. Never again will you need to remember to designate a single foe. Mobility works much as before, but Nimble Moves is a new feat. This allows Merisiel to ignore 5 feet of difficult terrain each round while moving. It might not seem like much but it does allow her to take a 5-foot-step into such terrain or move through it during a charge, both of which might be vital depending on the circumstances.
Well, that is all for this week. Wait a minute, that was a bit short. Since I seem to have a bit of extra space this week, I guess I will take a look at some of the other rules that a rogue must contend with on a daily basis. Of course, I am talking about traps and poisons.
While traps work much in the same way that they always have, the trap rules have been adjusted to scale all the way up to CR 20. This was accomplished by adding in some modifiers for traps that target multiple creatures or last for more than 1 round. For example, the chamber of blades trap, presented below, that deals damage to everyone within a large chamber and lasts for 1d4 rounds. On average, this trap is going to last for 2 rounds and everyone in the room is going to be attacked twice at a +20 bonus for 3d8+3 on each hit. While this is not a huge amount of damage for 10th level characters, it can add up really quick. On average, PCs are going to take 32 points of damage before this trap has run it course (or double that if a 4 is rolled for the duration).
Chamber of Blades Trap (CR 10) Type mechanical; Perception DC 25; Disable Device DC 20 EFFECTS Trigger location; Duration 1d4 rounds; Reset repair Effect Atk +20 melee (3d8+3); multiple targets (all targets in a 20-foot-square chamber)
Poisons, on the other hand, have seen some revisions. After PCs hit about 7th level in 3.5, poison becomes almost an irrelevant threat. Once heroes feast becomes an option, it is completely pointless, which is a shame. In the Pathfinder RPG, poisons are a threat again at every level. The immunity gained from heroes feast has been changed to a bonus against poison saves (the same has happened to its immunity to fear) and neutralize poison now requires a caster level check versus the DC of the poison to remove it. Add that in with some advanced poisons and you have a threat that the PCs must now consider when taking on some of the more iconic monsters in the game.
In addition, the mechanics behind poison have changed. Most now deal damage every round until they have run their course (this is called the frequency), but the amount of damage per round has been decreased a bit to compensate. Each poison has a cure line as well, which tells you how many saves you need to make to be free of the poison before the frequency has run out. If you have been poisoned multiple times by the same source, you no longer need to make multiple saves. Instead, the duration of the poison increases by 50% of the original duration and the DC of the save increases by +2. So, if you were poisoned three times by a wyvern, the frequency would become 1/round for 12 rounds and the DC would increase to 21. This system really opens up the poison rules (and curses and diseases which work under similar rules), allowing you to concoct all manner of vile ways to die. Here are a few sample poisons from the Core Rulebook to get your ideas flowing.
Belladonna Type poison, ingested; Save Fortitude DC 14 Onset 10 minutes; Frequency 1/minute for 6 minutes Effect 1d2 Str damage, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; Cure 1 save
Insanity Mist Type poison, inhaled; Save Fortitude DC 15 Frequency 1/round for 6 rounds Effect 1d3 Wis damage; Cure 1 save
King's Sleep Type poison, ingested; Save Fortitude DC 19 Onset 1 day; Frequency 1/day (unlike others, this poison continues until cured) Effect 1 Con drain; Cure 2 consecutive saves
Tears of Death Type poison, contact; Save Fortitude DC 22 Onset 1 minute; Frequency 1/minute for 6 minutes Effect 1d6 Con damage and paralyzed for 1 minute; Cure none (This poison continues until the end of its frequency, regardless of the number of saving throws made)
Wyvern Poison Type poison, injury; Save Fortitude DC 17 Frequency 1/round for 6 rounds Effect 1d4 Con damage; Cure 2 consecutive saves
There are only three more previews left to go before the release of the Pathfinder RPG Core Rulebook. Of course, if you want a bit more, check out Kobold Quarterly #10, which contains another preview written by yours truly and a look at the revised shadowdancer prestige class. Next week, we will round out our look at the base classes by taking a look at Ezren, the iconic wizard.
How Do I Play a Barbarian in Service to Andoran? Thursday, July 17, 2008Continuing the idea of the July 10 blog post, we thought we'd give you another sneak peak at the Pathfinder Society Player's Guide and touch on some of the 3.5 OGL base classes that might not mesh well with the Freedom over tyranny! theme prevalent in both the nation of Andoran and the Andoren faction of the Pathfinder Society. We also threw in a few other base classes just to give you an idea of possible themes for your...
How Do I Play a Barbarian in Service to Andoran?
Thursday, July 17, 2008
Continuing the idea of the July 10 blog post, we thought we'd give you another sneak peak at the Pathfinder Society Player's Guide and touch on some of the 3.5 OGL base classes that might not mesh well with the "Freedom over tyranny!" theme prevalent in both the nation of Andoran and the Andoren faction of the Pathfinder Society. We also threw in a few other base classes just to give you an idea of possible themes for your Andoran-based character.
Andoren Pathfinders
Andorens are particularly suited to the life of a pathfinder. Natural explorers with the bravery to face ominous frontiers of mystery and danger, these sons and daughters of freedom are perfect candidates for membership in the world's most elite adventuring society.
Barbarians: The freedom fighter tradition is a long and gloried one in Andoran. Past freedom fighters prowled hard stony hills and dense forests, striking out against Chelish oppressors in brutal, guerilla assaults. Freedom fighter tactics are a point of honor among the old revolutionary families, and training in these warrior traditions have passed from father to son over many generations. Also found among the Andoren ranks are former gladiatorial slaves, refugees from less enlightened regions of Golarion. These peerless warriors embrace the dogma of freedom and Common Rule and lend their ferocious fighting skills to the defense of their new home.
Fighters: Andoran's military traditions are myriad. Before their independence, Andorens often served as the vanguard in the armies of Cheliax and Old Taldor. The finest naval captains and dragoons of Old Taldor's armada were also largely Andoren, and the tradition of excellence in combat on land and sea persists now that the nation's independence is won. Brave, intelligent, and tactically-minded warriors serve in Andoran's modern military, and the best among them eventually earn the mantle of the Eagle Knights. The threats against Andoran's fledgling democracy are very real, and only the best, most highly-trained military men and women can keep the armies of darkness at Andoran's borders at bay.
Rogues: There is a saying among Andoran's thieves: "You can't eat freedom." While liberty is the right of every citizen, Andoran was forged by the mercantile class and is fueled by gold and silver. In the teeming cities of Augustana, Carpenden, and Oregent, the unwashed masses are slaves to poverty instead of a dictator's lash. The burning desire for freedom instilled in all Andorens often manifests as a complete disregard for law and order resulting in outbreaks of larcenous behavior. A great number of the privateers in service of His Excellency are little more than pirates granted letters of marque to prey on the nation's many enemies and the host of slaver ships sailing the Inner Sea. Merchant consortiums and patriotic nobles maintain circles of spies to pry into the affairs of the nation's enemies as well as rival groups inside Andoran's borders.
Wizards: The musty tomes and old ways of wizardry are unpopular in Andoran, as the fledgling democracy is more concerned with the bright prospects of the future than they are the clouded secrets of the past. Wizards in Andoran are confined mostly to large cities, though some remote training academies exist in the wild frontiers where research into fel magics can be conducted without interference. Many Andoren wizards focus their studies on breaking enchantments and liberating the minds and souls of those oppressed by evil magic. Necromancy and any magic that enslaves others are widely frowned upon, and the open practice of either can earn one a prison sentence. Beyond these taboos, magical research is fairly unrestricted. While it may be unpopular, the right of citizenship gives every wizard the freedom to delve into any studies they wish so long as they do not harm others.
... Pathfinder 3 Cover Wednesday, August 15, 2007We're currently in the middle of working on The Hook Mountain Massacre, the third volume of Pathfinder, but we just couldn't wait to show off the new cover, courtesy of fantasy art superstar Wayne Reynolds. We've already introduced Merisiel, our iconic elven rogue, in a previous blog post, but just take a look at those ogres! With those flat teeth and crazy jaws, something about them just screams Muppet gone wrong. As for how wrong... well,...
Pathfinder 3 Cover
Wednesday, August 15, 2007
We're currently in the middle of working on The Hook Mountain Massacre, the third volume of Pathfinder, but we just couldn't wait to show off the new cover, courtesy of fantasy art superstar Wayne Reynolds. We've already introduced Merisiel, our iconic elven rogue, in a previous blog post, but just take a look at those ogres! With those flat teeth and crazy jaws, something about them just screams "Muppet gone wrong." As for how wrong... well, some of that is still up in the air, but let's just say that readers will no doubt conclude that author Nick Logue should probably be in a straightjacket somewhere. Fortunately for us, however, he was still at large and writing as of this posting....
... Meet the Iconics: Merisiel Monday, July 23, 2007The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. In a few rare cases, these foundlings or orphaned elves find loving homes with humans, although the fact that, over the course of their childhood, one-time playmates become their effective guardians and foster parents results in a strangely skewed sense of the self. Most Forlorn aren't as fortunate—they live on the...
Meet the Iconics: Merisiel
Monday, July 23, 2007
The elves have a name for elven children unfortunate enough to be born and raised in human society—the Forlorn. In a few rare cases, these foundlings or orphaned elves find loving homes with humans, although the fact that, over the course of their childhood, one-time playmates become their effective guardians and foster parents results in a strangely skewed sense of the self. Most Forlorn aren't as fortunate—they live on the streets as almost eternal urchins, watching alone as their companions age and move on to greater things.
Merisiel is one of the Forlorn, only now emerging from decades spent as a child of the streets into a young adult ready to make her own way in life. A master at stowing away on ships, she's called dozens of cities home, leaving one for another when her companions outgrew her or she outlived them. Life has been hard for Merisiel, made more so by the fact that she's always found it difficult to master skills that come easily to her companions. Never the sharpest knife in the drawer, as the saying goes, Merisiel has learned to make up for this by carrying at least a dozen of them on her person. When things go wrong with her carefully laid plans (as they almost always seem to do), the knives come out and what needs to be done gets done. To date, Merisiel hasn't met a problem that can't, in one way or another, be solved with daggers.
Merisiel's life experiences have taught her to enjoy things to their fullest as they occur—it's impossible to tell when the good times might end. She's open and expressive with her thoughts and emotions, and while she's always on the move and working on her latest batch of plots for easy money, in the end it comes down to being faster than everyone else—either on her feet, or with her beloved blades.
She wouldn't have it any other way.
Merisiel, along with the rest of the first four iconics, makes her debut as a pregenerated character in volume 1 of Pathfinder and D1: Crown of the Kobold King.
Click the image for a larger version of Wayne Reynolds' stunning portrait.
The New Kids Friday, July 13, 2007 Readers who've had a chance to check out D1: Crown of the Kobold King have doubtless noticed the pre-generated characters at the back. But whereas Valeros and Seoni both had pictures... we didn't have illustrations for our human cleric of Sarenrae, Kyra, or our stabby short-tempered elven rogue, Merisiel. Look for each of these two to get their own Meet the Iconics entries in our blog in a few weeks, but for now, these awesome sketches from Wayne Reynolds...
The New Kids
Friday, July 13, 2007
Readers who've had a chance to check out D1: Crown of the Kobold King have doubtless noticed the pre-generated characters at the back. But whereas Valeros and Seoni both had pictures... we didn't have illustrations for our human cleric of Sarenrae, Kyra, or our stabby short-tempered elven rogue, Merisiel. Look for each of these two to get their own "Meet the Iconics" entries in our blog in a few weeks, but for now, these awesome sketches from Wayne Reynolds give us a great preview of our next two heroes.