... Illustration by Jean-Baptiste Reynaud ... Who Ya Gonna Call? Wednesday, March 9, 2011With the Carrion Crown Adventure Path finally unleashed, this seems like a perfect time to give folks bold enough to venture into Pathfinder's most frightening campaign just a hint of what's in store. ... To start off, let's take a look at the volume that kick-starts the terror: Pathfinder Adventure Path #43: The Haunting of Harrowstone. Of course, you have Mike Kortes's foray into dread with the...
Illustration by Jean-Baptiste Reynaud
Who Ya Gonna Call?
Wednesday, March 9, 2011
With the Carrion Crown Adventure Path finally unleashed, this seems like a perfect time to give folks bold enough to venture into Pathfinder's most frightening campaign just a hint of what's in store.
To start off, let's take a look at the volume that kick-starts the terror: Pathfinder Adventure Path #43: The Haunting of Harrowstone. Of course, you have Mike Kortes's foray into dread with the adventure itself, wherein the PCs are all that prevent a spectral prison riot from spilling out from the fire-scarred ruins of Harrowstone Prison and overwhelming the sleepy Ustalavic village of Ravengro.
Beyond the adventure, Kortes takes us onto the shadowed streets and into the clustered homes of Ravengro, as peaceful and quiet a community as you're likely to find in the Ustalavic county of Canterwall's rural countryside (which you learn all the secrets of in Pathfinder Campaign Setting: Rule of Fear). This gazetteer gives GMs everything they'll need to bring the adventure's setting to life, with all the details and insights necessary to bring dread into the homes and hearts of the PCs and their newest allies.
Next up is Brandon Hodge's treatise on the horrifying traps-meet-the-supernatural threats known as haunts. Originally introduced all the way back in Pathfinder Adventure Path #2: The Skinsaw Murders and refined in the GameMastery Guide, this has been our first opportunity to give sadistic GMs a whole library of some of fiction's and film's most horrifying unnatural effects. Fact is, Brandon gave us WAY more menace than a single article could contain... but I'll get back to that in a few.
In a new series in the Pathfinder's Journal I get to explore my favorite corner of Golarion from a different vantage. This time around, Laurel Cylphra, a wastrel on the streets of Ustalav's decomposing former capital, gets dragged into a tale of revenge, wronged spirits, and terrors that could drive even a Pathfinder into retirement.
Finally, Adam Daigle and intern-turned-author Patrick Renie unleash denizens of dread with the first in a horrific series of Pathfinder Bestiaries, with creatures of classic terror like Spring-Heeled Jack, old monsters given terrifying twists, new rules for haunted animated objects, an option for accursed characters with the changeling, and others like the beheaded and ectoplasmic templates that still leave me with a sinister smirk—I can't wait to use some of these guys!
So, that's what's in store if you haven't already checked out Pathfinder Adventure Path #43: The Haunting of Harrowstone. Now, for those of you who were patient enough to stick with me this far, check out what's below. Like I said, Brandon's article on haunts ran over the space we had allotted for it, but rather than trash that awesome content, I've kept it safe and plan to dole out new haunts as each volume of the Carrion Crown releases. So, for those of you looking for more menace to throw into Harrowstone, here are a couple of new low-level haunts.
Fool's Flare (CR 2)
Many spirits resent the intrusion of lights brought by the living into their dark domains, and exert a supernatural influence on torches and lanterns to show their objections to the trespass of torchbearers.
Fool's Flare CR 2
XP 600
CE haunt (10-ft. radius) Caster Level 2nd Notice Perception DC 15 (to feel a cold, unearthly draft) hp 4; Trigger proximity; Reset 1 day Effect This haunt triggers a pyrotechnics spell on torches or lanterns brought into its area. In some instances, torches flare brightly with a blinding light before plunging the area into darkness, as per the fireworks effect, but in others the light sputters and dies, the extinguished source giving off a smoke cloud effect (save DC 13 versus secondary effects). Destruction A daylight spell cast in the area permanently drives out the haunt.
Rolling Fire (CR 4)
Also known as a faeu boulanger, rolling fire is a trapped soul that was lost in a tragic fire fatality. The haunt manifests as a spectral sphere of ectoplasmic fire that seeks to scorch and burn the living in a grisly reenactment of the conflagration that created it.
Rolling Fire CR 4 XP 1,200
CE persistent haunt (30-ft.-radius open area or marshland) Caster Level 4th Notice Perception DC 15 (to smell burning flesh) hp 18; Trigger proximity; Reset 1 day Effect The haunt appears as a large ball of spiritual flame emitting agonizing screams. The haunt attacks the first creature that enters its area as a flaming sphere spell (save DC 13). Destruction Turning one's coat inside out confuses the faeu boulanger and prevents attack. A knife must then be stuck blade-up in the ground of the haunt's area; when the roaming spectre rolls over the blade, it impales itself and is destroyed.
Watch this spot in the coming weeks for more haunts and other Carrion Crown previews. But if you're still craving more info on the new campaign, be sure to check out the free Carrion Crown Player's Guide and the discussions constantly going on in the Carrion Crown Messageboards. There's already a ton of great stuff in those threads for folks who want to make this campaign as horrifying as possible, and for those less interested in turning up the terror in their adventures. But you won't know until you take the first step, so knot up your courage and click any of the links above to learn all about our newest terror... if you dare.
... First look at Release 3 Wednesday, April 30, 2008Alpha release #2 of the Pathfinder RPG has already been released as a free download, and playtesters are posting up a ton of feedback on our forums. In the next few weeks we will be posting up release 3, the final release before the Beta version of the game this August. ... This past weekend saw the debut of some of the rules at Paizocon, a convention just north of our offices. Attendees got to meet with the staff and play some games. Those...
First look at Release 3
Wednesday, April 30, 2008
Alpha release #2 of the Pathfinder RPG has already been released as a free download, and playtesters are posting up a ton of feedback on our forums. In the next few weeks we will be posting up release 3, the final release before the Beta version of the game this August.
This past weekend saw the debut of some of the rules at Paizocon, a convention just north of our offices. Attendees got to meet with the staff and play some games. Those who sat down at my table got a chance to play with some of the new rules, including a preview version of the bard. It should be noted that all of these characters were horribly cursed, and Oglam here is no exception. His drums cause those who hear his music to bleed from the ears unless he makes a DC 20 Will save every time he begins playing. Of course, being a NE bard, dedicated to Rovagug, meant that he did not care much about the pain of others.
Here are a couple of quick notes when taking a look at Oglam. Song of Doom allows him to cause enemies who hear his playing to become shaken. Distraction works similar to countersong, but it works on visual patterns and figments instead of sonic effects. Well-versed gives Oglam a bonus on saves against the bardic music of others and on sonic and language dependent effects. Finally, bardic knowledge gives Oglam a bonus of +4 to all Knowledge checks, and allows him to make such checks untrained.
There are many more secrets here, waiting to be discovered. For the full details, make sure to download release 3 of the Pathfinder RPG available in just a few weeks.
Oglam Death-Drum
Male half-orc bard 8
NE Medium humanoid Init +4; Senses darkvision 60 ft.; Perception +2 Defense AC 17, touch 12, flat-footed 17
(+5 armor, +2 deflection) hp 55 (8d8+16) Fort +5, Ref +7, Will +9 Defensive Abilities well-versed Offense Spd 30 ft. Melee+2 falchion +11/+6 (2d4+6/18–20) Special Attacks bardic music (8/day), countersong, distraction, fascinate, inspire competence, inspire courage +2, song of doom, suggestion Spells Known (CL 8th):
3rd (3/day)—charm monster (DC 16), haste, slow (DC 16)
2nd (5/day)—blur, heroism, invisibility, mirror image
1st (5/day)—charm person (DC 14), cure light wounds, hideous laughter (DC 14), lesser confusion (DC 14), silent image (DC 14)
0 (5/day)—detect magic, ghost sound, mage hand, mending, message, open/close Statistics Str 16, Dex 10, Con 14, Int 6, Wis 14, Cha 16 Base Atk +6; Cmb +9 Feats Cleave, Improved Initiative, Power Attack, Toughness Skills Knowledge (arcane) +13, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Perform (oratory) +12, Perform (percussion) +14, Spellcraft +7, Stealth +9 Languages Common, Orc Combat Gearnecklace of fireballs (type IV), wand of cure moderate wounds (8 charges); Other Gear backpack, +1 chain shirt, cloak of resistance +1, dead rats (6), dirt (3 lb.), drums of doom, +2 falchion, filthy rags, ring of protection +2
... Pathfinder RPG Alpha Release 2 Preview Wednesday, April 9, 2008The second release of the Alpha playtest version of Pathfinder Roleplaying Game is rapidly approaching completion. Up this point, thousands of gamers have downloaded release 1 and the feedback has been pouring in. If you enjoyed the changes you saw in that release, wait until you see what we have in store for you in release 2. In anticipation, here is a look at the new barbarian. Bask in her new abilities, including the...
Pathfinder RPG Alpha Release 2 Preview
Wednesday, April 9, 2008
The second release of the Alpha playtest version of Pathfinder Roleplaying Game is rapidly approaching completion. Up this point, thousands of gamers have downloaded release 1 and the feedback has been pouring in. If you enjoyed the changes you saw in that release, wait until you see what we have in store for you in release 2. In anticipation, here is a look at the new barbarian. Bask in her new abilities, including the versatile rage powers.
Amiri
Female human barbarian 6
CN Medium humanoid Init +1; Senses Perception +7 Defense AC 16, touch 12, flat-footed 14
(+4 armor, +2 Dex) hp 62 (6d12+18) Fort +8, Ref +3, Will +2 Defensive Abilities improved uncanny dodge, trap sense +2 Offense Spd 30 ft. Melee+1 greatsword +12/+7 (2d6+7/19–20) Ranged spear +7/+2 (1d8+4/x3) Special Attacks rage (32 rage points) Rage Powers eagle foot (3–9 points), hunter's cry (6 points), strength surge (3 points) Statistics Str 18, Dex 13, Con 16, Int 8, Wis 10, Cha 12 Base Atk +6; Cmb +10 Feats Cleave, Intimidating Prowess, Power Attack, Weapon Focus (greatsword) Skills Acrobatics +4, Climb +7, Intimidate +12, Perception +9, Stealth +1, Survival +7 Languages Common Combat Gearpotion of cure serious wounds (2), talisman of transformation (beast shape II); Other Gearbelt of constitution +2, boots of the winterlands, +1 greatsword, +1 hide armor, mwk handaxe, mwk spear (2), 175 gp
While I am not going to spill all the beans here, here are few tidbits on the rage powers. Eagle foot allows Amiri to move at faster than her normal speed. Hunter's cry intimidates a nearby foe as a free action. Finally, strength surge allows Amiri to smash down doors as if her Strength was an impressive 24. There are a few other interesting tidbits hidden in there, but I'll let you discover them on your own. Enjoy.
Bigger is better! Wednesday, October 17, 2007Like the majestic hermit crab, as the iconic characters level up, they continue to require larger and larger accommodations. As such, Pathfinder #3 features a brand-new half-page format for the pregenerated characters—take a gander at the bigger format, and get a sneak peak into Valeros's personality as well! ... James Sutter ... Assistant Editor, Pathfinder ...
Bigger is better!
Wednesday, October 17, 2007
Like the majestic hermit crab, as the iconic characters level up, they continue to require larger and larger accommodations. As such, Pathfinder #3 features a brand-new half-page format for the pregenerated characters—take a gander at the bigger format, and get a sneak peak into Valeros's personality as well!
The New Stat Block Tuesday, May 22, 2007Since we have sent a number of modules out to the printer, we recently came to the realization that it was high time to show off the new stat block. Mind you, there are a lot of things you are going to find familiar, but some things are brand new. When it came time to start working on Pathfinder and the GameMastery Modules, we took that opportunity to improve and tinker, while still trying to retain the easy-to-use format everyone has come to know and...
The New Stat Block
Tuesday, May 22, 2007
Since we have sent a number of modules out to the printer, we recently came to the realization that it was high time to show off the new stat block. Mind you, there are a lot of things you are going to find familiar, but some things are brand new. When it came time to start working on Pathfinder and the GameMastery Modules, we took that opportunity to improve and tinker, while still trying to retain the easy-to-use format everyone has come to know and love.
Specifically, we tried to streamline the information a bit, so that you can more easily get at what you need. For example, AC, hit points, and saves now come first in the defensive section. All other abilities (such as immunities, resistances, and so on) get grouped together beneath these (as evasion is in the example). The offense section gets a similar treatment, with the information you need most grouped toward the top.
Next is the tactics box. Instead of having a tactics section in the encounter, it made more sense to include that with the stat block, so that each monster could have its own information. You get a section for what it does before and during combat, as well as a small bit on its morale telling you if it ever decides to run away from the fight. Some kobolds make great use of this particular section.
The last section in our examples covers the creature's statistics. This information is not generally vital to every combat situation and thus gets referenced far less often. This is not always the case, though, so you might see some of these statistics noted in earlier section so you don't miss them. For example, if a creature has improved grab, you can be sure that we will note its grapple bonus up in the offense section.
The two particular monsters in our sample page from D1: Crown of the Kobold King do not have any special abilities that require in-depth explanation. If they did, this information would go at the very end in its own section. The slurk, for instance, has a pair of abilities describing how its slimy belly grease and sticky back goo work (and no, those aren't the real ability titles).
As always, we want to hear from you. What do you think about the new stat block? Let us know in the forums, and remember that tonight is also the weekly GameMastery and Pathfinder chat. Check out the blog post from 5/02 to learn how to join in.