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Beasts of the Black Blood

Monday, December 1, 2008

In Pathfinder #18's "Descent into Midnight," the heroes travel deep into the Darklands, into the nightmare realm of Orv. There, in an immense cavern known as the Land of Black Blood, the final enemy awaits. This volume of Pathfinder includes a short gazetteer about the Land of Black Blood that details the numerous strange locations therein and several of the region's dangerous denizens, like the aboleth pictured here.

But there are also less intimidating (but no less creepy) denizens of the Land of Black Blood than monsters ready to challenge a high-level party. Numerous rare and unique creatures make their home here as well, most warped from more common forms by ages of exposure to the vault's strange magics and the deadly black blood.

Ghost Bats: The pale bats native to the Land of Black Blood typically sate themselves upon large insects and other vermin, though in their swarms they have been known to attack larger prey. Possessing transparent wings and no hair—just white flesh—these small hunters sometimes grow to shocking sizes. Ghosts bats have the same stats as normal bats and bat swarms, though the species frequent mutants might grow to the size of dire bats.

Ether Frog: These creatures look like nothing more so than an oversized, four-legged blister with nostrils and a mouth. With an undifferentiated body and head, these ghost-white amphibians hide a single overdeveloped parietal eye beneath their bulbous backs, which grants them darkvision out to 60 feet despite their lack of normal eyes. Most creatures avoid the frogs, knowing of their natural poison—Ingested, Fortitude DC 14, initial and secondary damage 1d4 Dexterity. In all other ways they are simply largish frogs with the same statistics as common toads.

Stirge Hounds: These rare, unnaturally large stirges are often used as tracking animals, capable of following flying creatures through the Darklands. Stirge Hounds have the statistics of a stirge advanced to Small size and 4 Hit Dice. They are very aggressive and prone to hunting in packs or even swarms. Their proboscis is uniformly ivory-colored, while their bodies are usually dark rust-red along the wings fading to black upon the body.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Darklands, Monsters, Second Darkness


Twenty Years in the Making!

Friday, November 28, 2008

Self-plagiarizing is just one of many skills I've had to hone and develop after joining Paizo several years ago. Now and then, when I was under a deadline crunch for freelance, I'd dip into something I'd created for my homebrew campaign over the past 20+ years and steal a name or a monster or a spell from those documents, update it to 3rd edition, and continue on. When we decided to build an entire new game world to support Pathfinder, I did this a lot. Most of Varisia, about half of the world's deities, the Red Mantis assassins, Sekamina and Orv, and countless other tidbits first saw the light of day in Baria, my homebrew world, one that I've been using to run adventures and campaigns for friends and family since fifth grade.

As you see here, sometimes the things I produced for Baria got a wee-bit elaborate for a kid building his own adventures with a brand new electric typewriter and a stack of colored pencils, but what can I say? Growing up in the Northern California wilderness left me with a lot of free time on my hands. Little could I know at the time that I was planting the seeds that would eventually grow into the Second Darkness Adventure Path and the elven nation of Kyonin.

The Secret of Deathstalk Tower was a pretty straightforward adventure. An evil demon named Treerazer, who'd corrupted the elven homeland into a monster-infested forest named Tanglebriar, lived in a tower that could transform into an immense golem. This was, of course, Deathstalk Tower (although we renamed it the Witchbole in Golarion to match its evolution into an enormous evil tree). In the adventure, the PCs had to fight their way through Tanglebriar and then climb up the twelve levels of Deathstalk Tower to confront Treerazer before he could use his giant golem to crush civilization.

When I decided to transport Tanglebriar and Treerazer directly into Golarion, I knew that eventually I wanted to abuse my position of power here to get Treerazer professionally illustrated. The results of that you can see here. Ben Wootten's a much better artist than me, but I'm still amused and quite pleased with how close the official Treerazer matches up to my early version of him—I didn't send this picture to Ben, only described the demon to him in the art order. Seeing a childhood creation transform into something like this is a pretty strange experience, though.

Although Treerazer himself doesn't make an appearance in Pathfinder #17's adventure, he does appear in the volume's bestiary in all his CR 26 glory. Oh, and one more thing. That drow woman getting ready to cast a lightning bolt on the cover of The Secret of Deathstalk Tower? That just happens to be the first version of Allevrah, the cover girl for Pathfinder #18—in the adventure, she's the high-priestess of Treerazer's cult. The orange demon's a unique minion of Treerazer's named Lukarazyl (he's now a shemhazian demon but still works for Treerazer—see Pathfinder #5, page 87). Only the goofy-looking armored guy hasn't made the transition from this old cover to Golarion yet—he was Grotulth, the general of Treerazer's armies. Maybe he'll show up someday in a future Pathfinder?

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: James Jacobs, Monsters, Second Darkness



Blast from the Past

Monday, November 10, 2008

Two old favorites finally arrive on Golarion in Pathfinder #17. I'm pretty excited to get these two monsters into the game in particular, since they've been two "missing monsters" that I've always had a soft spot for. The first is the banshee, based on Irish legends of a female messenger of death. (It always seemed weird to me that the spell wail of the banshee was in the game, but there was no banshee in the SRD.) The second is a creature whose genesis in myth likely came about after travelers in a strange land had their first encounters with hyenas. When you think about it, a creepy doglike creature that eats bones and sounds like a laughing human madman would indeed be pretty unnerving to run across. In any event, hence the legendary leucrotta—a monster that mimics the voice of a friend in peril to lure you into the dark so it can pounce and kill.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Monsters, Second Darkness



Could It Be Worse?

Friday, October 24, 2008

Through dark magic and foul rites drow corrupt the unworthy of their society into horrifying creatures—skittering, spider-legged abominations known as driders. But what about other races? If the drow work such perversion upon their own brethren, what terrors might they inflict upon their enemies? With demonic magic and deadly alchemy the fleshcrafters of Zirnakaynin rework their captives into terrible new forms, better suiting their cruel desires and sadistic pleasures. Take the muscle-burdened ghonhatine and pain-wracked irnakurse for example, just two of the new fleshwarps detailed in Pathfinder #16's "Abominations of the Drow." Can you guess what they use to be? And are you sure you really want to know?

F. Wesley Schneider
Pathfinder Managing Editor

Link. Tags: Drow, Monsters, Second Darkness, Tyler Walpole


The Two Faces of Kyonin

Friday, October 10, 2008

In Pathfinder #17, the PCs visit the elven homeland of Kyonin. We'll be providing a gazetteer of this nation for GMs to use to expand adventures set in this verdant kingdom. As you can see by the two pictures here by Andrew Hou, though, Kyonin isn't just an idyllic sylvan setting with beautiful elven villages—there's a dark side to Kyonin as well. The fiend-haunted forest of Tanglebriar, empire of the demon Treerazer (that's his palace Witchbole shown in the not-so-friendly illustration), lies deep within the kingdom's borders, providing a constant source of high-level adventure opportunity for the brave and foolhardy.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Andrew Hou, Elves, Kyonin, Second Darkness


Please Don't Feed the Bebiliths

Wednesday, October 8, 2008

In Pathfinder #17's adventure, "A Memory of Darkness," the heroes get to travel to the idyllic realm of Kyonin, the homeland of the elves. But as you can see here in Steve Prescott's cover illustration, Kyonin's not wholly a nice and happy place. Particularly down south, in the demon infested reaches of Tanglebriar, where bebiliths and other menaces replace bears in the "Reasons to fortify your campsite" list.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Kyonin, Monsters, Second Darkness, Steve Prescott


Looking to the Stars

Monday, October 6, 2008

So, after a lengthy and unscheduled delay, it looks like we're getting quite close to finally getting Pathfinder #14 into our warehouse and ready to ship. It's been a bit since we talked about this one, but here's a quick preview of something a lot of our readers are looking forward to—what lies beyond the planet of Golarion!

In Pathfinder #14, we'll be discussing that very topic—what other worlds revolve around Golarion's sun, what sorts of creatures dwell on those worlds, and how they and Golarion's denizens travel back and forth between the planets through the inhospitable gulf of space. Naturally, the map of the solar system attached doesn't show the planets and the distances between them to scale (we'd have to have a giant foldout section to do that, I suspect), but it does show off how many different worlds there are out there. It's a little overwhelming to me, to tell the truth; we've barely scratched the surface of one small part of Golarion, and we're already talking about the other planets! Hopefully Pathfinder #14 satisfies the urge for info about these other planets for a while, though—at least long enough for us to catch our breath and figure out what to do with all these worlds!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Golarion, Second Darkness



Where do Driders Come From?

Wednesday, September 24, 2008

In the Second Darkness Adventure Path, we knew we wanted to use the drow as the primary antagonists. And of course, where there's drow, there's driders. Yet with the changes to drow society in Golarion (and in particular who and what they worship) versus their classic representation in the game, the genesis story for driders had to change. This gave us a pretty interesting bit of new flavor for both driders and drow.

In (under?) Golarion, driders are not punishments meted out by the gods. They are punishments meted out by the drow themselves. One noble family of drow, House Parastric, has maintained their power due to their possession of a powerful secret—the art of fleshcrafting. On one level, this art lets a drow use various poisons to reshape parts of the body, granting a soldier large claws or a poisonous bite, for example, or a scout antennae so he can navigate even more easily in the dark. Yet this is just the beginning, for the drow of House Parastric also developed a method to reshape an entire creature—this is known as fleshwarping, and those that survive the painful and humiliating process are known as fleshwarps. Every race put through the process emerges as something different—all troglodytes come out as hulking behemoths; all surface elves emerge as twisted deformed monsters; all halfings come out as skittering quadrapedal beasts, and so on. But it was the drow themselves who proved the most impressive subjects for fleshwarping, for all drow that undergo the process emerge as driders.

In drow society, driders are seen as freaks and mutants. Becoming a drider is not prestigious—it's physical proof of punishment and a brand of shame. Yet driders are not frail or helpless fleshwarps; they're powerful creatures in their own regard. As a result, in drow society driders are often kept as guardians, soldiers, or bodyguards. Retaining little of their previous life's memories, most driders serve their drow lords and ladies without question. But not all of them.

Female driders in particular are more headstrong and aggressive, just as with the drow themselves. Most drider rebellions are instigated by a female, and today there are numerous small tribes of driders dwelling in the remote corners of the Darklands, free from drow rule. The majority of driders one sees in drow cities are male, as a result. And fortunately for those drow, it's real easy to tell them apart. Female driders retain their sleek, beautiful, and elven shapes above the waist; below, their spider bodies are similarly sleek and smooth. Males, though, are much more bestial. Their faces are a horrific blend of drow and spider, and their bodies are spiny and rough. Pictured here are examples of the sexual dimorphism driders present, a female illustrated by Ben Wootten and a male illustrated by Concept Art House.

In Pathfinder #16, we present "Abominations of the Drow," an article that discusses both fleshcrafting and fleshwarping so that if your PCs stumble into the hands of the drow of House Parastric, you'll know what kinds of things they'll have to look forward to.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Darklands, Drow, Monsters, Second Darkness


The Endless Night Begins

Monday, September 22, 2008

Pathfinder #15 is off to press, and you know what that means! Time to start working on Pathfinder #16! Pictured here is the cover by Steve Prescott for "Endless Night," the fourth installment of the Second Darkness Adventure Path. In the coming month, we'll be revealing more about this volume's contents (driders and demons and mothmen, oh my!), but for now, feast your eyes on a typical day for surface folk in a drow city.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Second Darkness, Steve Prescott


Amiri Just Loves Fightin' Dragons!

Tuesday, September 16, 2008

As the title and art may suggest, our iconic barbarian just loves tusslin' with great winged wyrms! This lovely bit of art is just one component of the cover to Pathfinder #15, "The Armageddon Echo," unfettered by logo or iconic image. Unfettered, I say! I hope you enjoy!

Jacob Burgess
Online Retail Coordinator

Link. Tags: Dragons, Second Darkness


The Last Home of the Elves

Monday, September 15, 2008

For the last several months of Pathfinder's Second Darkness Adventure Path we've been neck-deep in drow, with one terrible question looming over our heads all the while: With such a history of fantastic dark elven cities, where do the drow of Golarion actually live? The answer started as a sketch on a single piece of graph paper and grew into a tape and grid work monstrosity that would dominate my dining room table for several weeks. From this ever-expanding madness eventually developed a vast underground metropolis I eventually dubbed Zirnakaynin, the Last Home of the Elves.

While the city of the drow won't completely take shape until Pathfinder #16, players at last Gen Con's Ascension of the Drow Pathfinder Society event got a first look at the massive, tri-cavern subterranean domain. For everyone who missed out on Ascension, though, here's a sneak peek of the heart of the drow race, their stockade and sanctuary: Zirnakaynin.

None, not even the drow, can say how long their ancestors wandered the darkness, but for more than 8,000 years settlements have stood among the severe cliffs of Cocyrdavarin, the great cavern that now holds Zirnakaynin. The first walls of the city rose upon the cavern's highest scarp, and like a glacier slowly crashed down upon the lower slopes. Over time, each level took on a distinct name and characteristics.

Atop the crowning plateau stand the ancient bladed walls of the Last City, the densely packed heart of Zirnakaynin, where the drow first clustered in fear of the dark. Today, it is home to the city's wealthiest and most powerful non-nobles, cruel artisans and performers, and purveyors of all manner of decadences. At the plateau's westernmost edge, amid gardens of dark stone, stands the topless tower of Ileccinoc, the seat of the city's ruling council, the many-spired column that looms over all Zirnakaynin.

Beneath the heights of the Last City sprawls Arsyrvhar, the Pale March, home to most of they city's drow population, many of its everyday shops and residences, and the markets of Ovessia. Mingling among the common drow, merchants from Zirnakaynin's slave cities and strange locales throughout the Darklands travel here to bargain and curry the favor of drow nobles. Those traders whose wares are considered unworthy for elven consumption are banished from the bustling district to the slum-bazaar of Drashes in Ghenavoc.

The lowest span of Cocyrdavarin, the Pit of Ghenavoc hosts the most worthless of drow society: the low-born, the deformed, the city's few freed slaves, and foreign residents. Among workhouses, slave pens, drug dens, and warehouses, the least of Zirnakaynin's society scrape out pitiful lives.

F. Wesley Schneider


Pathfinder Managing Editor

Link. Tags: Darklands, Elves, Second Darkness


Into the Darklands We Trod

Friday, September 12, 2008

It falls to me once again to reveal a tantalizing taste of some of the terrific tableaux contained within the pages of Pathfinder. Today I bring to you two pieces from Into the Darklands. The first is a bunch of drow and slaves leading freshly captured heroes into a drow city. Lucky them. The second is, well... it's an underground lost-world-type cavern where giant monsters fight dinosaurs. I think that speaks for itself. Have I mentioned before how much I love my job?

Enjoy!

Jacob Burgess
Online Retail Coordinator

Link. Tags: Darklands, Second Darkness



Drow-chemy

Monday, September 8, 2008

As the Second Darkness Adventure Path progresses, the PCs will become more and more familiar with the countless ways the drow have to inflict pain, suffering, and ruin. In Pathfinder #15, alchemy is added to the dark elves' arsenal, including alchemical ammunition for their ubiquitous hand crossbows.

Acid Bolts: These metal bolts have a glass section in the middle, filled with acid. On a successful hit, they deal normal damage and 1d4 points of additional acid damage. Acid bolts do not cause any splash damage. Cost: 40 gp per bolt.

Drow Poison Bolts: These iron bolts have small resin tips that break when the bolts strike their targets. Inside is a dose of drow poison. Anyone struck by a drow poison bolt must make a DC 13 Fortitude save or fall unconscious for 1 minute. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. Those using drow poison bolts do not risk poisoning themselves, but the strange tip affects the bolts' accuracy. Double the range penalties when using a drow poison bolt. Cost: 100 gp per bolt.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Drow, Portraits, Second Darkness



But Spiders Make Great Monsters!

Monday, September 1, 2008

We've had an awful lot of spider-themed monsters in the pages of Pathfinder over the past year or so. Enough that we've actually heard some complaints about how many of the new monsters are spider-themed. Furthermore, when we revealed that the third Adventure Path was going to revolve around the drow, we heard an even more vocal outcry against spiders. I'm not sure how much of the spider backlash is due to all the spider stuff we've been doing in Pathfinder and how much is fueled by arachnophobia, but in the end we are trying to do less spider stuff.

But it's hard to say no to something like the cutlass spider, one of four new monsters appearing in Pathfinder #15's Bestiary. And even though we have a lot of drow in this month's adventure, the cutlass spider's not actually a drow creation. It's actually a construct that often sees use on pirate ships and other nautical locations, where they serve as guardians, bodyguards, or even assassins. One of the most interesting things about them, though, is that they can add magic weapons to their bodies, and in so doing gain the properties of that magic weapon to their natural attacks. A cutlass spider that snatches a vorpal sword would be a menace indeed. And guess what happens if a cutlass spider absorbs an intelligent weapon in this manner?

In any event, for those of you who are growing tired of spider monsters, I apologize. As it turns out, spiders are just too awesome a source of monster inspiration to resist for long!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Monsters, Second Darkness


Drow of Golarion

Monday, August 25, 2008

One of the great things about working on Pathfinder is that I get to work with my heroes. In Pathfinder #15, we have an article about the drow written by none other than Jeff Grubb, author of such products as Manual of the Planes, Spelljammer, The Finder's Stone Trilogy, and countless other classics. And as it works out, he worked on my favorite D&D adventure of all time, the super-module Queen of the Spiders. So his resume was pretty solid for the guy who we wanted to write about our drow.

In Pathfinder #15, we'll have just such an article—everything you wanted to know about how the drow of Golarion are different from those of other campaign settings, or how they're the same. Jeff did an excellent job capturing the depravity that is drow, but they're different enough that they're unique to Golarion.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Darklands, Drow, Second Darkness



Plants from Space!

Wednesday, August 20, 2008

As you've probably noticed from all the recent talk about falling stars and strange new worlds, Pathfinder #14 looks to the stars. With spacemen and moon monsters featuring so heavily in "Children of the Void" and the volume's other articles, it seemed appropriate to take this rare chance and dedicate a portion of the month's bestiary to the truly alien. Full-fledged, undisguised, world-traveling extraterrestrials, that is. Taking cues from our favorite otherworldly menaces, Pathfinder #14 unleashes three new alien enemies. But don't expect flying saucers and chest bursting from all of these terrifying travelers. Some, like the star-spawned moonflower, take more subtle approaches drawn directly from similar inspirational invaders from fiction and film.

"All plants move. They don't usually pull themselves out of the ground and chase you! If we could find out how this thing functions we might figure out an easier way of killing it."
—John Wyndham, Day of the Triffids

Alien plants have long found their way into entertainment: from the triffids of John Wyndham's Day of the Triffids; to the alien pod people of Jack Finney's novel The Body Snatchers and its superlative big-screen spawn, 1956's and 1978's Invasion of the Body Snatchers and 1993's Body Snatchers; to the infamous "Feed Me!" of Seymore's Audrey II in Charles B. Griffith's Little Shop of Horrors. Roleplaying games are also no stranger to hungry plants from space, like those that appeared in 1980's Expedition to the Barrier Peaks. The moonflower owes its inspiration to these predecessors and dozens of other muses not of this world.

F. Wesley Schneider
Pathfinder Managing Editor

Link. Tags: Monsters, Second Darkness


Into the Black

Monday, August 11, 2008

Ever since we started the Pathfinder Chronicles Campaign Setting, I've been thinking about the stars. Sure, developing the planet of Golarion is a blast, but what's beyond it? Look at how many stories we've managed to tell (and are currently gearing up to tell!) in just one region of one world—how many more could be out there on the eleven planets and dozens of moons in just Golarion's solar system? More importantly, how strange would they be? What dark mysteries and untold wonders reside on worlds not bound by Golarion's rules of evolution and magic?

Unfortunately for me, the stories weren't mine to explore. Publisher Erik Mona, though certainly open to suggestions, had staked his claim early on the solar system. Though both of us, as part of the Planet Stories team, love science fiction, his is a much pulpier view of the cosmos than mine. Where I saw hard science, astronomy, and almost unfathomable cultures at all stages of technological advancement, he saw Burroughs' war-torn Barsoom and Otis Adelbert Kline's lush Venus, filled with hard-jawed warriors and beautiful princesses wearing scanty moon-garments. Quietly, I shuffled my hopes of gas giants with floating sentient jellyfish and tidally heated moons into my desk drawer and moved on.

That is, until Erik got himself too busy with the Pathfinder Chronicles Campaign Setting and needed somebody to cover for him.

The result is Pathfinder #14's extensive overview of Golarion's solar system. Through Erik's love of pulp-era sword-and-planet, and my own affinity for hard SF, we came away with a compromise that I hope has something for everyone. Whether you're into steam punk or cosmic horror, bug-eyed aliens or familiar faces, our system has you covered.

Except for robots. Managing Editor Wes Schneider has long since made it public knowledge that his primary goal in life is to keep me from putting robots into our world all willy-nilly. (NOTE: There may still be robots.)

In any case, from Bretheda to Eox, Aballon to the Diaspora, I hope you enjoy the worlds we've created for you. To help give you a taste of what's to come, here's the entry for Akiton, the Red Planet:

Akiton, the Red: Colder and harder than Golarion, Akiton is a planet of brave four-armed warriors, their lances and flechette rifles gleaming against a backdrop of rust-red rock and sand. Monsters roam these cold mountains and desolate plains, and tyrannical empires raise stark and beautiful cities in the dried beds of ancient oceans. The tribes of the Shobhad-neh, 12-foot-tall behemoths capable of wielding a sword in each of their four hands, are fiercely territorial, and few sane creatures would challenge a single warrior girded in his battle harness, let alone one of the warbands and raiding parties that constantly redraw the giants' borders. Yet there are other races here as well: the timid and crafty Ysoki rat-men, or the red-skinned lizardfolk who hunt the great sand serpents with only crude spears and teeth. Perhaps strangest of all are the Contemplatives of Ashok, into whose soft and throbbing brain-sacs the ether occasionally whispers secrets of things past and those left to come.

James Sutter
Planet Stories Editor

Link. Tags: Akiton, Cosmology, Mars, Second Darkness



Demon Lords of Golarion

Wednesday, August 6, 2008

So, if you'll allow me a moment here to go off on a tangent that's near and dear to my black, twitching, tainted heart—let me talk for a bit about the demon lords of Golarion.

I've always been a fan of demons. I've written at length on my personal blog, on messageboards, in editorials, and in various books about this admiration of all things Abyssal. The one person I've met who can match (or exceed) this perfectly normal and perfectly healthy obsession is Erik Mona. So with both of us pulling some key strings behind the scenes of Golarion, it shouldn't be too much of a surprise that demon lords are going to play a pretty key role in the world.

With the new Second Darkness Adventure Path starting up, we'll be doing quite a bit with those demon lords. In the months to come, you can expect to see a few new demons popping into the Pathfinder Bestiary at times (including at least one well over CR 20 menace), at LEAST one prestige class for demon worshipers, and in Pathfinder #18, an 8-page article about the demon lords themselves. For those who can't wait that long, we've put a preview into the hardcover Pathfinder Chronicles Campaign Setting that lists nearly 30 of the world's known demon lords.

To long-time players of the game, many of the names on that list will look familiar. Many of the names are from real-world mythology (perhaps with a few spelling changes here and there), while more than a few are classic demon lords that, thanks to Necromancer Games' Tome of Horrors, are open content. For now, this list in the hardcover is pretty much all we've got on our demon lords, but since so many of the demons are established names, I thought it'd be helpful to list where they're all from.

Real-World Mythology: Abraxas, Aldinach, Baphomet, Dagon, Flauros, Haagenti, Kostchtchie, Lamashtu, Nocticula, Orcus, Pazuzu, Shax, and Socothbenoth are all from various real-world myths (although in some cases, like Orcus, the real-world inspiration is a mythological place rather than a being).

Open Sources: A few old favorites, like Baphomet, Jubilex, Kostchtchie, and Pazuzu, appear in the Tome of Horrors Revised. Of these, Jubilex is the only one who doesn't really have a real-world mythological source. (Those interested in keeping track of which version is the open content Jubilex and which one isn't the open one need look no further than the spelling of his name, by the way.)

Brand New Demon Lords: And that leaves us with 16 brand new demon lords: the razor-edged Andirifkhu, the brutish simian Angazhan, the mysterious sphinx Areshkagal, the poisonous and fungoid Cyth-V'sug, the insectoid infestation Deskari (whose freaky swarming minions are illustrated here), the froglike and ravenous Gogunta, the murderous werewolf Jezelda, the ghoulish Kabriri, the creeping spider-thing Mazmezz, the deformed and hateful hag Mestama, the dangerously seductive Sifkesh, the troll god Urxehl, the stony gargoyle Xoveron, the dinosaurian troglodyte Xevgavizeb, and beautiful but vampiric Zura. I think that's all of them. These guys and gals were created specifically for Golarion (or in a few cases, imported from my own home-brew campaign world), and beyond a few mentions elsewhere in print, we haven't said much about them yet. That's a situation I hope to change over the next few months, though!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Gods and Magic, Pathfinder Chronicles Campaign Setting, Second Darkness



Don't Go Near the Water!

Monday, August 4, 2008

So the waters of Riddleport harbor are alive with things that find people delicious. A pirate or smuggler who falls overboard generally has only a few minutes to get to shore or clamber back on board a ship before a shark, bunyip, reefclaw, or other predator catches his scent. In some cases, though, those hungry predators don't wait until someone falls into the water—they can flop ashore to hunt for food if necessary. One notorious local predator with this unnerving habit is the swamp barracuda.

Of course, the swamp barracudas have long been a menace along the shores of the Varisian Gulf, and the local Sczarni families in particular have a unique working history with these beasts. Take the following as an example as to why it's generally a bad idea to annoy these criminals.

The Fish Tank: Owned by Jaster Frallino, the head of the Magnimarian Sczarni gang known as the Gallowed, images of glassy-eyed sea serpents and scandalously clad mermaids stare stupidly from the timbers of this peeling sea-blue caravan wagon. Within, the roomy wagon holds a single battered stool and a four-foot-tall glass aquarium filled with murky water. Inside the glass tank laze Frallino's three fat pet swamp barracudas: Verna, Argarno, and Big Mal. In Frallino's displeasure, several lazy thugs and untrustworthy business partners have lost a toe, a nose, or a whole hand to "The Boss's Fish," and more than one of the crime lord's enemies have gone into the tank headfirst. It's also rumored that the Sczarni boss keeps a collection of mysterious, rusted keys at the bottom of his chummy aquarium, guarded by his beloved pets.

The swamp barracuda is one of four new monsters presented in Pathfinder #13's Bestiary.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Monsters, Riddleport, Second Darkness


Putting the Adventure in Your Hands

Wednesday, July 23, 2008

Next month's Pathfinder marks more than just the launch of the Second Darkness Adventure Path, it also premieres a new addition to Pathfinder's pages with the first of our new Set Piece adventures! Eight-page adventures tied to that month's Adventure Path entry, Set Pieces present GMs with a host of options whether they're playing the ongoing Adventure Path, running their own games, or simply need an iconic location. Each Set Piece is built as an optional Adventure Path episode and includes details on how to include it in the month's adventure. For GMs craving lighter fare, though, these scenarios are flexible enough to adapt to any ongoing campaign or even serve as short, one-night adventures. There's also no telling when your game might need a familiar fantasy location—whether it be a thieves' guild, pirate ship, monster-haunted ruin, or one of countless other archetypical adventure sites—making Set Pieces useful to GMs who need a locale on the fly when their players zig when they're supposed to zag.

The first Set Piece, Tim Hitchcock's "Saint Caspieran's Salvation," presents a Riddleport thieves' den insidiously hidden beneath the guise of a rundown chapel. Forced to distinguish scheming swindlers from the truly needy, the PCs need to wade through a crowd of questionable castoffs to uncover the misdeeds rooted amid the hostel's good work.

Unfortunates of St. Caspieran's
d6 Mission Encounters

1 Ukkar the Fierce: Once a raging warrior, Ukkar's legs were crushed in a cart accident and had to be amputated when they turned gangrenous. Now he sits in a small cart and pushes himself about with his calloused hands.

2 Sylee: This orphan girl stares silently with fearful eyes, desperately clutching a dirty rag doll with a missing arm.

3 Lil' Lirt: A young boy tries to slit one of the PCs' pouches or pockets with a razor and make off with whatever's inside. If caught, he bawls for mercy.

4 Jhonas: When away from Father Padrick's side, Jhonas walks the mission, talking to different parishioners and vagrants, trying to learn from their perspectives as much as offer them his blessings.

5 Pauper's Hand: These troublesome thieves are always milling about. If one spots a PC, he hurries to alert the other guild members.

6 Mika the Fallen: This poor mad fellow walks around barefoot wearing nothing but old sackcloth. He believes he's a fallen angel sent to redeem himself by offering comfort to lost souls. To those he feels suffer most, he offers true salvation—walking with them up to a high rooftop and pushing them off.

You'll meet this lot and more of Riddleport's most desperate and despicable residents in "St. Caspieran's Salvation," the first Pathfinder Set Piece adventure, coming up next month in Pathfinder #13.

F. Wesley Schneider
Managing Editor, Pathfinder

Link. Tags: Portraits, Riddleport, Second Darkness



Character Traits, Part II

Monday, July 21, 2008

Back on June 23, I gave you a preview of the Character Traits system we're introducing in the Pathfinder Companion line. There, I'd mentioned that there were several different kinds of traits for you to mix and match—with a single trait roughly equaling half a feat in power, by picking to Character Traits your character effectively starts with a bonus feat that's tailored specifically to his or her background and personality.

Today, I'd like to preview what traits look like. Presented below are five of the ten Combat traits. These traits comprise a small portion of the 40 basic traits presented in the Second Darkness Player's Guide, and represent generic traits that you can pick from for any character for any campaign in any setting. Later installments of Pathfinder Companion will present more Golarion-specific traits for race, region, and religion, but these basic 40 traits comprise the baseline for them all. Again, when you pick your two character traits, you can only pick one from a particular category—a character can't have two Combat traits, for example. Picking traits from different categories, after all, is a great way to make a character seem a bit more well-rounded.

But enough of the chatter. On with the preview traits! (Oh, and you'll see lots of "trait" bonuses mentioned; this is a new type of bonus that never stacks with itself, but stacks with other bonuses.)

Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes. Note that this trait does not grant the ability to make attacks of opportunity with your unarmed strikes—you'll need to take a level of monk, the Improved Unarmed Strike feat, or some other similar power to gain the use of this Character Trait. However, that doesn't prevent you from selecting this trait. You'll simply not be able to make use of it until a later point if you do.

Courageous: Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Character Traits, Pathfinder Companion, Portraits, Second Darkness



Gaming at the Gold Goblin

Monday, July 14, 2008

"Shadow in the Sky" begins with a grand gambling tournament at a Riddleport gaming hall called the Gold Goblin. The PCs can take time during this opening scene to meet each other, get to know some of the adventure's key NPCs, and maybe make a little money. Of course, no gambling tournament in Riddleport would be complete without some quirky local games—and in Pathfinder #13, we give you four new games with which to separate your players from their cash! One of these games is a dice game called Bounder, excerpted below.

Bounder

"Bounder, bounder, bounder! No doubles, no doubles!"

What You'll Need: 3d6 for the dealer and 2d20 for each player, plus coins to track bets.

How to Play: Bounder is unique among gambling games in that both the players and dealer use dice. The dealer gets three 6-sided dice, and each player gets two 20-siders.

To start, each player bets a stake (minimum 1 sp). Each player rolls his first d20, making his "point." After all players have rolled their points, each player may double his stake if desired.

Then the dealer rolls 3d6. Anyone whose point the dealer matches loses his stake.

Then each player rolls his second d20. If the player's two dice results are on either side of the dealer's result—one greater than and one less than the dealer's number—he "bounds" the dealer and wins an amount equal to the amount he bet. Otherwise, he loses his stake.

If a player rolls a 1 and a 20 (or a 20 and a 1), he wins double his bet.

Odds: The house edge in this game is 18% without any doubling. A player over time will get about 7/17 of his money back. Extreme points (1, 2, 19 and 20) are as good as 47.5%, so doubling is wiser there (but still not wise).

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Games, Pathfinder, Second Darkness


A Legacy of Lavender

Wednesday, July 9, 2008

Next month, readers of Pathfinder #13 will meet Saul Vancaskerkin and Clegg Zincher, two scheming crime bosses from Varisia's famed pirate paradise, Riddleport. But the premiere entry in the Second Darkness Adventure Path isn't the first time the Vancaskerkin family and Boss Zincher (Pathfinder #14's cover boy), have shown up in Pathfinder. Would you believe that both received a nod all the way back in Pathfinder #1?! Turns out that the Vancaskerkin line has been causing trouble in Varisia for some time now, even leading to Orik Vancaskerkin's participation in Sandpoint's problems in "Burnt Offerings":

"After a scam involving a tiefling prostitute, a shifty alchemist, and an elixir of love, Orik was forced to flee Riddleport. He's pretty sure that Clegg Zincher, the now-dead alchemist's powerful brother, still carries a grudge for what Orik did to the alchemist when he discovered, to his horror, that the elixir of love was actually just cheap ale laced with lavender." (Pathfinder #1, pg. 45)

While Orik was schlepping around Thistletop, though, his brother Verik was getting into no end of trouble in Korvosa, serving as member of the city guard (Pathfinder #8). And all the way back in Riddleport, their dear old dad, Saul Vancaskerkin, started cooking up a scheme to reclaim some of his local clout (Pathfinder #13). But behind many of the Vancaskerkin family's troubles hides a singular tiefling harlot, a pretty face with a purple dress and pointed tail named Lavender Lil. In Pathfinder Companion: Second Darkness, a story that started over a year ago can finally be told:

"Like many of the city's tieflings, Lil grew up an orphan in Riddleport. She earned her coin by telling stories on street corners, where her fantastical tales garnered just enough copper for a bite to eat. Although a gifted storyteller, Lil's exotic good looks drew more attention than her tales, and soon a local pimp forced her into his flock.

"As she matured, Lil's sultry purple eyes and her love for flowers earned her the nickname 'Lavender.' Her talent for storytelling matured alongside her looks, and rumors circulated that her grandfather was Varisian and her grandmother was a devil-woman. While Lil had no strenuous objections to working as a prostitute, she missed the freedom of life on the streets. Her dreams never grew grand enough to imagine life as a noble lady, a brave adventurer, or even a wife or mother. All Lil wanted was the freedom to claim her own life and to manage it, for ill or good."

Lavender Lil appears in the first entry into the Persona section of the new Pathfinder Companion line, a section which details a new, fully statted personality from Golarion. Check out Lil's side of the Vancaskerkin tragedy, the entire "Second Darkness Player's Guide," and tons of new info for characters and GMs of all stripes in Pathfinder Companion: Second Darkness next month!

F. Wesley Schneider
Pathfinder Managing Editor

Link. Tags: Portraits, Riddleport, Second Darkness, Tieflings


Raising Hellknights!

Monday, July 7, 2008

A little over a year ago we started doing this thing called Pathfinder—you might have heard of it. Early on, we decided that its first volume would debut with a guide speaking directly to players, telling them a bit about the world we'd been cooking up. But honestly, at the time, we knew very little about said world. As James set to writing the premiere Pathfinder adventure, "Burnt Offerings," I was tasked with drumming up that something for players, a project that would become the first Pathfinder Player's Guide. Tricky thing, though, was that the book needed nouns—names, people, places, things—and we really didn't have many of those at the time. So, I made a bunch up.

It's more than a year later and now we have Golarion. But, what's both really funny—and pretty cool—is that now, a bunch of stuff that I just wrote down hoping that it wouldn't sound too silly are tags on our world's map and have pages of detail in the upcoming Pathfinder Campaign Setting. The elves of the Mordant Spire, the gnomes of the shey citadels of Irrere, the god Nethys and Gozreh, cyphermages, a year ago if asked what these things were all I could do is shrug. Now, that's not so much the case. But above all of these, one name that really seems to have intrigued folks was born out of a love of moral ambiguity, fanatical law dogs from film and literature, and hardcore armor: Hellknights. And the hardcover Pathfinder Campaign Setting's got them. While there's still not a new class for these devil-allied, ironclad enforcers (hum, could we be waiting for a new rules system so we don't have to invent the wheel twice?), there's now more information then ever before on the various orders, ranks, goals, and disciplines of these feared enforcers of absolute law. Just take a peek:

The Order of the Scourge: With anonymity and no consequences, every man becomes a criminal. The Order of the Scourge combats the lawless tendencies within mortal hearts through ever-present watchfulness and brutal reminders that no crime goes unpunished. The Order employs a vast network of informants, pays bounties for substantiated accusations, and publicly metes out grim punishments. Under the perfectionist Lictor Toulon Vidoc, the Hellknights frequently travel from Citadel Demain, near Egorian, to patrol crime-ridden slums and annihilate criminal organizations.

Lesser Orders: Numerous lesser orders of Hellknights exist, although few are known outside the borders of Cheliax. For example, Egorian's Order of the Scar stalks murderers and assassins, while the Whisperwood's Order of the Pike hunts down monsters that flourish in civilized lands. Although less pervasive, these smaller orders are only slightly less feared than their better-known brethren.

Expect to see plenty more Hellknight tyranny in the Pathfinder Campaign Setting hardcover debuting next month! Also check out the new face of the Pathfinder player's guides with volume 1 of the Pathfinder Companion: Second Darkness, giving players everything they need to ready themselves for the coming peril! And just a warning: keep your nose clean, 'cause even beyond what's coming up in the hardcover there's plenty more of the Hellknights' merciless brand of justice on the horizon.

F. Wesley Schneider
Pathfinder Managing Editor

Link. Tags: Hellknights, Pathfinder Chronicles Campaign Setting, Portraits, Second Darkness


Just Another Day in Riddleport

Monday, June 30, 2008

So, as you can see in the picture here, life in Riddleport can be tough. It might be a nice, balmy summer day, a perfect day for smuggling some loot. You've got word that the overlord's gendarmes have all been bribed and your boss' rivals have other problems that have them looking the other way—moving the latest catch from a fat Magnimarian merchant ship to the local fence should be a simple job. But if there's one mistake a Riddleport native can make—it's letting your guard down. The local wildlife (like reefclaws or swamp barracudas or sharks or even the cranky bunyip pictured here) can pose an even greater danger to the locals than the city's more conventional thugs and thieves.

Pathfinder's 3rd Adventure Path, Second Darkness, is a much more global campaign than the previous two—but it still starts in Varisia, in the dangerous and exciting city of Riddleport. this volume comes with a gazetteer of the City of Cyphers loaded with adventure hooks and hidden secrets for your PCs to discover, businesses to visit, rob, or even own, and exotic games of chance to take part in. And plenty of monsters and opportunity for peril, of course. Just keep one thing in mind—Riddleport is at its most dangerous when things seem calm. Oh, and don't feed the wildlife.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Riddleport, Second Darkness



Character Traits

Monday, June 23, 2008

In the first Pathfinder Companion, the Player's Guide to the Second Darkness Adventure Path, we introduce a new mechanic for tying your character's background and history into the gaming world as a whole. These are Character Traits, a concept we first introduced in the Curse of the Crimson Throne Player's Guide, where the trait you pick gives you not only a small bonus to your character, but ties him or her into the Adventure Path's storyline from the start. Starting with the Pathfinder Companions, we're solidifying this system into something you can use not only for Adventure Paths, but for any campaign.

At its core, a Character Trait is approximately equal in power to half a feat—in fact, at one point, we considered calling them "Half Feats" but abandoned that idea when we realized it implied a point-based system that didn't really exist (there's no such thing, for example, as a "Double Feat"). At the start of a new campaign, you can pick two traits for your character—in effect, gaining a bonus feat that you tailor from two different categories of options. Yet a Character Trait isn't just another kind of power you can add on to your character—it's a way to quantify (and encourage) building a character background that fits into the world of Golarion. Think of Character Traits as "story seeds" for your background; after you pick your two traits, you'll have a point of inspiration from which to build your character's personality and history. Alternatively, if you've already got a background in your head or written down for your character, you can view picking his traits as a way to quantify that background, just as picking race and class and ability scores quantifies his strengths and weaknesses.

At the start, there'll be 40 different basic traits to choose from (ten each, split over the categories of Combat Traits, Faith Traits, Magic Traits, and Social Traits), along with six Second Darkness specific traits (these'll be more like the traits we introduced at the start of Curse of the Crimson Throne), but that certainly won't be the end of the matter. The goal is to continue presenting additional traits in the Pathfinder Companions to come—traits based on your character's race, homeland, and religion. Eventually, the pool of traits you'll be able to choose from should cover just about any type of character background you'd ever want!

One more thing: Character Traits are for PCs. If a GM wants an NPC to have traits, that NPC will need to "buy" them with the Additional Traits feat. Player characters are special; they're the stars of the game, after all, and if they have an advantage over the NPCs of the world in this way, that kind of makes sense. The pregenerated characters presented in Pathfinder and the modules will not have bonus traits selected for them—we're leaving those choices to you if you wish to use one of them as a PC.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Character Traits, Pathfinder Companion, Second Darkness



Meet the NPCS: Allevrah of Kyonin

Monday, June 16, 2008

For the first twelve installments of Pathfinder, we introduced our twelve iconic adventurers. With Second Darkness, our third Adventure Path, we're switching tactics. Since there's only 11 core classes (we kind of cheated with Seltyiel a little, making him our "iconic multiclass" character), starting with Pathfinder #13 our cover characters are instead iconic NPCs from the current adventure path or campaign. Of course, that means that we'll be needing to walk a thin line between showing off our new characters and spoiling key plot points for the adventures themselves. Second Darkness is a good example, since the nature of the main bad guy race isn't obvious immediately in play, but by the end of the first adventure, it should be. It's a small spoiler to players who see the cover, but that's less important than having an eye-catching cover in the first place, really.

But there's a world of difference between showing off an illustration of a character and posting an extensive back story for that character. For the iconic heroes, this was never a problem since they don't actually appear in the adventures. Going forward, though, it's probably not a good idea to spell out exactly what an NPC's role in the adventure is. One thing to keep in mind, though, is that just because an NPC shows up on a cover doesn't mean that NPC is a bad guy. We'll be putting potential allies of the PCs up on the cover now and then as well.

Pictured here, for example, is an elven general named Allevrah. She's a pretty important member of Kyonin's military forces, and has certainly seen her share of battle (note her clipped ear—the result of a close call in a battle against a babau assassin—wound whose scar she wears with pride as a trophy). Her role in Second Darkness is pretty important—important enough that we chose to illustrate her on the Gen Con alternate cover to Pathfinder #13, but if you want to know what that role is, I'm afraid you'll have to play the adventure!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Elves, Kyonin, Portraits, Second Darkness



A Favorable Companion

Wednesday, June 11, 2008

We're finishing up a whole bunch of great products this week, all of which will be available at Gen Con in a couple months. As most of you are probably keenly aware, we launch a whole new Adventure Path in August with the first 96-page chapter of Second Darkness. In addition, we provide the most comprehensive look at Golarion and the Pathfinder Chronicles Campaign Setting with our expansive 256-page campaign setting hardcover. Not to be outdone, of course, is the Pathfinder RPG Beta release, a 400-page behemoth chock full of awesome.

Don't overlook, though, Paizo's release of the first of its new line of products that provide useful flavor and new rules for GMs and players alike: the 32-page Pathfinder Companion. Each Pathfinder Companion will cover some topic related to the campaign setting in great detail, presenting both flavorful information and new character options.

This first Pathfinder Companion fills the role of the Second Darkness player's guide, but goes so much further. In August's Companion, we introduce a structured and expansive traits section. We first introduced traits in the Curse of the Crimson Throne player's guide, but with this player's guide we set out more defined rules and a much greater variety of available traits. In each subsequent Pathfinder Companion, we'll introduce some more traits to give you an even greater selection to choose from.

In fact, to give you a little glimpse at what we've got coming your way, here's a short excerpt and a bit of art for you.

Character Trait Design Philosophy

At its core, a Character Trait is approximately equal in power to half a feat—in fact, at one point, we considered calling them "Half Feats" but abandoned that idea when we realized it implied a point-based system that didn't really exist (there's no such thing, for example, as a "Double Feat"). Yet a Character Trait isn't just another kind of power you can add on to your character—it's a way to quantify (and encourage) building a character background that fits into the world of Golarion. Think of Character Traits as "story seeds" for your background—after you pick your two traits, you'll have a point of inspiration to build your character's personality and history from. Alternately, if you've already got a background in your head or written down for your character, you can view picking his Traits as a way to quantify that background, just as picking race and class and ability scores quantifies his strengths and weaknesses.

One more thing—Character Traits are for PCs. If you want an NPC to have traits, that NPC will need to "buy" them with the Additional Traits feat. Player characters are special—they're the stars of the game, after all, and if they have an advantage over the NPCs of the world in this way, that kind of makes sense. The pregenerated characters presented in Pathfinder and the modules will not have bonus Traits selected for them—we're leaving those choices to you if you wish to use one of them as a PC.

Mike McArtor
Editor

Link. Tags: Character Traits, Pathfinder Companion, Portraits, Second Darkness



Pathfinder Companion Art Preview!

Friday, May 30, 2008

Being one of the newest employees here at Paizo certainly has its advantages, one of which is that I get to see some of the new stuff coming in. In an effort to not be a selfish, selfish man, I thought I'd share some of the love with you.

Here are a couple of sweet art pieces from August's Pathfinder Companion: Second Darkness. For those that don't know, Pathfinder Companion will be a new series of player-friendly, 32-page, bimonthly books designed to enlighten different aspects of the Pathfinder Chronicles campaign setting, such as Elves of Golarion or Osirion: Land of Pharaohs. This first Pathfinder Companion will be a key resource for players and GMs playing through Pathfinder's Second Darkness Adventure Path, which begins in Pathfinder #13.

Jacob Burgess
Online Retail Coordinator

Link. Tags: Pathfinder Companion, Riddleport, Second Darkness



Second Darkness

Friday, May 2, 2008

With Pathfinder #12, we'll have introduced our twelve core "iconic" characters, the heroes you'll see going up against the bad guys in all Pathinfder products. These iconics are basically meant to be stand-ins for your PCs, but once we hit our 11th one (Lini the gnome druid), we'd covered all of the core classes. Our 12th iconic will be our "iconic multiclass" character—a fighter/sorcerer (keep an eye for his debut on our blog in a few weeks), but after that, we didn't really want to dilute our iconics by coming up with new ones. Nor did we want to put the same characters on the cover over and over.

Instead, with Pathfinder #13, our cover characters are transitioning from PCs to NPCs. Just as Karzoug appeared on the alternate Gen Con cover to Pathfinder #1, going forward, we'll be putting important NPCs from the adventure on the cover. In some cases, this NPC will be that adventure's primary villain, but in others the NPC may end up being an important ally. Pictured here is the cover to Pathfinder #13, which unveils our first drow character as well—whether or not she's destined to be an ally or an enemy isn't something I'm going to spoil here. But, come on. She's a drow! And look at that crossbow! You can't get into the good-guy meetings with that kind of accessorizing going on!

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Drow, Portraits, Second Darkness



Pathfinder in 2008!

Monday, December 31, 2007

Wow. Here we are at the end of 2007—I don't know about you, but it kind of snuck up on me. Things have been crazy busy here at Paizo over this last year, between the end of one era of monthly product and the beginning of another. Launching Pathfinder was great fun, but it was also a lot of work. Fortunately, Team Pathfinder has just about recovered from the triple duty of working on magazines, launching Pathfinder, and going to Gen Con—all just in time for our second Adventure Path to begin!

There are a lot of "Best of 2007" lists out there on the internet, and I suppose I could do something along the lines of "James's Favorite Moments of 2007" here, but to tell the truth I'm more excited about what we've got planned for 2008 in Pathfinder. We've got the contents planned out to volume #18, and even though a lot of those adventures and articles haven't yet been written (or even commissioned!), I do have a pretty good idea of what's coming next year for Pathfinder. And after reading the following list, you will too!

Listed here are 12 exciting things you can expect to show up in the pages of Pathfinder over the course of 2008. I'm only going to list one thing for each month, and as we get further out, details are more and more likely to change, but at this point they're pretty set in stone. Some of these details I might have mentioned on the Tuesday night chats, while I'm pretty sure I mentioned a few others last week at the book signing, and at least one of the following is something I haven't talked about outside of Paizo yet at all.

January: The Rise of the Runelords Adventure Path ends with a trip into the Kodar Mountains, and inevitable confrontations with abominable snowmen, giant-sized giants, dragons, and worse, in the ancient ruined city of Xin-Shalast, pictured here.

February: Pathfinder's second Adventure Path begins! Curse of the Crimson Throne is a much more urban campaign, filled with politics, plagues, and peril above and below the streets of Korvosa, the largest city in all Varisia.

March: Our exploration of Golarion's deities continues with Abadar, Master of the First Vault, written by Sean K Reynolds.

April: Want to know more about the rakshasas of Golarion and find out what role they play in Curse of the Crimson Throne? Then be sure not to miss the April Pathfinder!

May: There've been quite a lot of requests for more information about the Shoanti—Varisia's tribes of barbaric nomads. Those questions will be answered this month, in "The Shoanti Way of Life."

June: Check out your map of Varisia. Particularly, that little note in the east that says "To the Hold of Belkzen" and has an arrow pointing off the map. In June, we reveal where that little arrow is pointing. HINT: Belkzen involves orcs. LOTS of orcs.

July: The final adventure in Curse of the Crimson Throne, "Crown of Fangs," appears in July, marking Adventure Path master Tito Leati's first appearance in Pathfinder. I've looked at his maps of Castle Korvosa, and all I can say is wow. Actually, I can say more, but I'd better move on to August before I do.

August: Pathfinder's third Adventure Path begins! The Second Darkness Adventure Path answers the question of what Golarion's drow have been up to, and starts out in the lawless city of Riddleport. Assuming I ever finish writing this volume's adventure, that is…

September: Not everyone in Riddleport's out to rob you. A lot of the folk there just want to have fun. Worshipers of Cayden Cailean would fit right in, which is why in September we'll be exploring his faith in detail. Bring your tankards!

October: There's something sinister afoot in the Mierani Forest in western Varisia, particularly in the abandoned elven city of Celwynvian. Alas, you'll have to wait until October to find out exactly what waits for your PCs here!

November: By now, you know that Second Darkness features the drow as primary antagonists. And as logic dictates… that means the campaign should eventually head down below. We still haven't quite settled on a name for the vast reaches of caverns that riddle Golarion's underworld, but by November we will. I hope. Because that's when we're running a Gazetteer of the regions below that pertain to this month's adventure!

December: This MIGHT slip into January, depending on if we come up with a few different ideas, but before Second Darkness comes to an end in early 2009, you can expect to see a big, juicy article that talks about the demon lords of Golarion. They're who the drow worship, after all! And one or two of them might just be trapped here on the Material Plane with your characters…

So there you go! Something (hopefully) to look forward to each month for the entirety of 2008. Of course, the list above just scratches the surface of the adventures and supplementary articles and monsters you'll discover in Pathfinder in 2008—the bestiary will keep going strong, as will Eando Kline's adventures in the Pathfinder Journal. Cayden Cailean and Abadar are only half of the deities we'll be examining in 2008, and the drow are certainly not the only (or even the most dangerous) foes your PCs will face in the deep below.

James Jacobs
Pathfinder Editor-in-Chief

Link. Tags: Curse of the Crimson Throne, Rise of the Runelords, Second Darkness


Second Darkness Adventure Path

Friday, October 19, 2007

Since we're getting dangerously close to starting actual work on Pathfinder's second Adventure Path, Curse of the Crimson Throne, I figured it'd be a great time to reveal some information about Pathfinder's third Adventure Path. This one's still quite early in the development stages, but nonetheless we've got a fair amount about it nailed down. And it's those things I want to talk about in today's blog post.

The Name: The third Adventure Path is called "Second Darkness." Yes, that does imply that there was a First Darkness. Keen-eyed blog and messageboard readers might be able to figure out what that First Darkness is talking about, and rather than say here, I'm inclined to let people guess and talk for a bit.

The First Adventure: I'll be writing the first adventure in Second Darkness—and it's going to be called "Shadow in the Sky." It'll be set in and around Riddleport in northwest Varisia. None of the other adventures in the campaign have names yet, but by the time we're in adventure #4, the campaign will have moved from northwest Varisia into the vast network of caverns deep below the surface world. When the campaign comes back up for air on the surface, it'll be somewhere rather far away from Varisia.

The Edition: I can't say yet if Second Darkness will use the 3.5 rules or the 4th edition rules, simply because we haven't seen the 4th edition rules yet and have no way of knowing if they'll do the job for what we've got planned for this campaign. The only thing I can guarantee is that whatever edition of the rules we use for "Shadow in the Sky," we won't be switching editions halfway through the Adventure Path.

Level Range: Like Rise of the Runelords and Curse of the Crimson Throne, Second Darkness starts your PCs out at first level. I'm not sure what level they'll end up being, but chances are pretty good that, since Second Darkness is a 6-part campaign, it'll be pretty similar in that regard to Pathfinder's first two Adventure Paths.

The Plot: I don't want to give away too much about the plot of Second Darkness, but I can say this: readers of Pathfinder and GameMastery Modules have no doubt noticed the absence of one of the more iconic RPG bad guys. That's because we were saving them for this Adventure Path. That's right: Second Darkness reveals the role of the drow on (and under!) Golarion.

Drow of Golarion: Drow are certainly a hot topic among fans of the game. A lot of people actively hate them for various reasons, it seems, but nonetheless, every time a drow ended up on the cover of a magazine, that magazine sold incredibly well. More to the point, drow have been (and remain) one of my favorite villains for the game. There's just something so delightfully warped about elves who live in non-elven areas deep underground, who worship demons, who have a sadistic matriarchal society, and who have all sorts of creepy magic items and tricks up their sleeves. The old D&D adventure "Queen of the Spiders" remains my favorite D&D adventure of all time in large part due to the drow, who were of course first introduced in that series as an evil mastermind race of bad guys. Eclavdra, Erelhei-Cinlu, tentacle rods, death lances, the Elder Elemental Eye, temples that were actually called fanes, and the demons the drow trafficked with are where I'll be going for inspiration for Second Darkness. Don't expect any angst-ridden heroic loner drow in Second Darkness—these drow will be villains through and through. We've also got some new angles for drow in Golarion as well, something that I'm not allowed to reveal quite yet, but it does have something to do with where drow come from.

Other Elements: Of course, the drow aren't going to be the only villains in Second Darkness. You can expect one or more of the following creatures to have important roles in the campaign as well: dragons, derro, giant arachnids and insects, demons, tieflings, and maybe even some aboleths. And as you might be able to tell from the first adventure's title… not all of the monsters will be coming up from below. The skies above Golarion spawn dangers of their own that are more than a match for anything the caves below can disgorge up into the world!

James Jacobs
Editor-in-Chief, Pathfinder

Link. Tags: Second Darkness


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