... Illustration by ... Dmitry Burmak Week of Free!* Thursday, September 20, 2012 Earlier this week we gave you the Pathfinder RPG: Beginner Box Transitions download and now we present you with something else with a free price tag. ... For those of you who have Curse of the Lady's Light (either in your paws or downloaded onto the digital perusal device of your choice) you might have read James's foreword where he mentions something about a free web enhancement. In that foreword, he explains...
For those of you who have Curse of the Lady's Light (either in your paws or downloaded onto the digital perusal device of your choice) you might have read James's foreword where he mentions something about a free web enhancement. In that foreword, he explains how a chunk of Mike Shel's adventure needed to get scrapped to fit the deity article on Torag (which we missed putting in the Skull & Shackles Adventure Path). This isn't something we normally do, but we had the art and James really liked the extra social interaction encounters. This is GM-focused bonus material that provides a few more encounters and helps move the story from Magnimar to the Lady's Light—so stay out players!
But for everyone else, enjoy your time with the new characters you'll meet in this free supplement and use it to bring more fun to your Shattered Star campaign!
... Not Our Fault! Thursday, June 10, 2010For one reason or another, occasionally a mistake slips through into one of our printed products. I know that's a shock. I'll give you a moment to recompose yourself. ... Fortunately—if you can ever call such things fortunate—they're not always our fault. From the time production files leave our tender care to the moment a fully realized book reaches your door, countless mysterious hands work and tinker in ways neither editor nor reader...
Not Our Fault!
Thursday, June 10, 2010
For one reason or another, occasionally a mistake slips through into one of our printed products. I know that's a shock. I'll give you a moment to recompose yourself.
Fortunately—if you can ever call such things fortunate—they're not always our fault. From the time production files leave our tender care to the moment a fully realized book reaches your door, countless mysterious hands work and tinker in ways neither editor nor reader should dare interfere. Most of the time such mysterious forces rise and pass leaving behind no evidence at all. Sometimes not.
Pathfinder Adventure Path #35 includes one such instance of "not." Although it's too late to correct the thousands of books already sailing their way to our warehouses, we can preempt them.
Here's the deal, and I've probably already overplayed it: there's a map on page 33 of #35 that got "garbled" (you'll see when you get it). It's not unusable, but it's not pretty, and it's one of the most baffling snags we've ever seen, likely having to do with vicious data-gnawing file gremlins or other computer-age equivalents of "acts of God." Regardless: not pretty. So, hidden behind the spoiler below is the map as it should appear. It's of one of the final encounter areas of War of the River Kings, so I'd suggest all GM-fearing Kingmaker players NOT look.
Cartography by Rob Lazzaretti
The volume is still awesome, with some really nasty new threats and particularly cool new rules for martially minded rulers. But we just wanted to fill everyone in as soon as we found out so there's no surprises and so you have everything you need to run the adventure as easily as possible right out of the book. We're totally sorry for the half-page mystery map you'll be seeing, but hope the version here prevents the snafus from slowing down your game.
... Cartography by Rob Lazzaretti ... Kingmaker: Iobarian Timeline Thursday, May 27, 2010An ancient land of half-forgotten empires and untold savagery, Iobaria sprawls beyond the frontiers of northern Avistan. History scars and shapes the people of this rugged land, the ruins of sprawling civilizations standing testament to ages of glories long lost, but which might rise again. Supplementing the Iobaria Gazetteer by Steven Schend in Pathfinder Adventure Path #33, the following timeline (also...
Cartography by Rob Lazzaretti
Kingmaker: Iobarian Timeline
Thursday, May 27, 2010
An ancient land of half-forgotten empires and untold savagery, Iobaria sprawls beyond the frontiers of northern Avistan. History scars and shapes the people of this rugged land, the ruins of sprawling civilizations standing testament to ages of glories long lost, but which might rise again. Supplementing the "Iobaria Gazetteer" by Steven Schend in Pathfinder Adventure Path #33, the following timeline (also by Steven) presents an overview of the land's long history, laying bare the wonders and terrors that rule that rugged realm even today.
Earthfall. End of the cyclops Koloran Empire
Pit of Gormuz opens in central Casmaron
Taldor founded by Lost Azlanti and primitive native humans
The Tarrasque, Spawn of Rovagug, destroys Ninshabur. Some hidden force turns the creature west across the Tovrus and into Avistan.
Ulfen explorers traverse the polar ice and settle into the taiga of northern Casmaron, founding Okormirr.
Okormirran explorers discover the Koloran Roads and begin building Orlov among an old ruined cyclops city. Orlov becomes larger than Okormirr by 764.
Founding of Orost.
Founding of Antoll.
Founding of Lenusya.
Founding of Mishkar.
Founding of Kirrosuli.
Founding of Kirya.
Iobar, son of Kjell of Orlov, conquers all challengers. He unites all territories under his own banner, claiming all lands from the Icewall to the Castrovin Sea as Iobaria.
Death of Iobar I at the Battle of Kridorn. Iobar's son Hrugil repels the pirate fleets from the east, spending the rest of his rule improving Iobaria's fleets, intent on eradicating the powerful mercenary pirate and corsair fleets of the northwestern Castrovin Sea.
Kridorn rises to become a port city, not a minor fishing town.
Hroran and Kridorthrost founded in this year of plenty.
The Tearplague scours all settlements between the Norinor and Finadar.
Human settlers claim cyclops ruins in Caemorin, dubbing the settlement Mavradia.
Founding of Zradnirras.
Founding of Vurnirn after a 24-year-long struggle against Hoofwood natives.
Founding of Mirnbay.
The Chardeath sees many spontaneously combust in high fevers. The flames lead to the eradication of a third of all Iobarian settlements. This plague's source is revealed in 1869 as the necromancer Otyb the Undying.
The red and blue great wyrms, Shrodniar and Voldmannasein, clash over Fangard. Some force from the forest depths strike Voldmannasein dead, while Shrodnair crashes near Antoll. Strange glyphs are discovered, burnt into the blue dragon, scarring even his bones.
The centaur tribes of the Caemorin unite under the banner of Errindayn the Seer, sacking Mirnbay and destroying numerous humanoid settlements.
Errindayn the Seer dies mysteriously after an unnaturally long life. The centaurs of the region abandon their warlike ways.
Mirnbay refounded and defenses significantly reinforced. Centaurs barred from the city for more than 400 years.
Ohjar's Plague kills a third of all male centaurs, orcs, and humans across the land in a mere 8 months.
Humans and some native centaur tribes ally together to form the realm of Zastel in eastern Iobaria, its capital in Mavradia.
Iobaria begins the Reclamation Wars against Zastel.
Zastel reconquered and returned to Iobarian rule.
The Choking Death. A respiratory plague suffocates more than 40% of Iobaria's adult population over the course of 8 months. The plague spreads west out of Iobaria (carried to Avistan by refugees) and devastates human populations in northeastern Avistan over the next 6 years.
The Native Plaguestrife: Various druid sects, guilds, and politicians fan flames against those they deem "non-native Iobarians" by claiming no plagues ever happened until folk started coming east from Avistan. Skirmishes and vendettas weaken the power bases of many for decades.
Earthquake rocks Taldor, Qadira, and central Casmaron. Coastal settlements along the northwestern Castrovin all damaged or destroyed by tidal waves.
Exodus. At least three separate waves of refugees abandon Iobaria over this century to settle other colonial lands to the west and south or new domains east of the Castrovin Sea.
The Pestilentropy infected many nomads and settlers in central Iobaria, causing fevers and madness ultimately leading to death by overexertion or by the blades of those its victims imagine to be their foes. The disease or its manic side effects destroy more than half of Iobaria's farms, villages, crops, and cattle, leading to a decade of lean harvests and starvation for the region. This devastation and the lack of support for the people leads to the final dissolution of Old Iobarian rule.
Three warlords (one of Issian descent) and their allies band together to restore the nation of Iobaria. Rallying to banners and flags of Old Iobaria, support for New Iobaria rose quickly with their reclamation of Orlov from foreign factions and their local pawns. The Restoration War lasts for nearly a century before New Iobaria officially exists and rules its lands.
House Arjal and House Korya betray allied House Narkys, sacrificing its leaders and troops to dragons of the mountains and wilds, their newer allies.
The Restoration War over, King Irral I turns control and demesne of all the old cyclops ruins to their white and red dragon allies.
The Great Horde. A collection of ogre, giant, and cyclops tribes rampage across Iobaria under the command of Burlor, a cyclops wearing the Crown of Mirim and wielding the Perobov Maul. These monsters remain a threat long after the death of Burlor beneath the hooves of more than 25 tribes of centaurs.
Amid the blizzards of a long and particularly harsh winter, frost giants from the Ice Steppes invade New Iobaria, pillaging and murdering. They reach Orlov before being repelled.
Iobarian Choral the Conqueror unites Rostland and Issia into Brevoy.
The Drakeplague kills more than 60% of the dragon population within 3 months. The silver dragon Cithaythren and Finadar druids perform a ritual to end the plague before it spreads beyond Iobaria at the cost of that dragon's life.
Sarkorian barbarians flee the expanding Worldwound, a number of tribes crossing the polar ice to Iobaria.
Skirmishes and battles among Sarkorian refugees, native insurgents, and Iobarian troops begin the second fall of Iobaria with the loss of Mavradia to rebel forces. Battles and rebellions continue over the next 5 decades.
New Iobaria reduced to the now-isolated cities of Kridorn, Mirnbay, and Orlov, each of whose rulers now claims to be the true ruler and heir of Iobaria due to blood ties to the dead kings.
Red Revolution of Galt; many Galtan nobles flee north and eventually arrive in Kridorn.
Royal House Rogarvia, descended from Iobarian warlords, disappears. House Surtova assumes power in Brevoy.
... Maro's Alchemy Tracking Sheet Thursday, April 15, 2010 ... Alchemy Tracking Sheet ... I'm playing an alchemist in Josh Frost's Tuesday night game. Though I've played many caster characters in my day, including some with item creation feats, the alchemist class is very reliant on consumable items—the mutagens, bombs, extracts, potions, and alchemical items it creates. Inspired by Crystal Frasier's use of our GameMastery Item Cards for her character's scrolls, I started to assemble a...
Maro's Alchemy Tracking Sheet
Thursday, April 15, 2010
Alchemy Tracking Sheet
I'm playing an alchemist in Josh Frost's Tuesday night game. Though I've played many caster characters in my day, including some with item creation feats, the alchemist class is very reliant on consumable items—the mutagens, bombs, extracts, potions, and alchemical items it creates. Inspired by Crystal Frasier's use of our GameMastery Item Cards for her character's scrolls, I started to assemble a collection of potion and alchemical cards for my character, Maro. However, given the number of formulas he knows, plus three mutagens, bombs, and the many alchemical items already in the game (plus more to come with Adventurer's Armory later this month), I ended up with more than 20 cards, and given that on any round I might be using any of them, sorting through them wasn't as efficient as I'd like. So I built a one-page alchemist tracking sheet.
Using a combination of item card art, public domain art, things I drew myself, and some manipulation with a graphics program, I now have a sheet that shows Maro's three mutagens, his bombs, bottles for his known extracts, and bottles for 12 of the most common alchemical items he may make, buy, or carry. Now when he prepares a Dexterity mutagen (which he calls his "snake potion"), I draw one box by the green mutagen bottle, and mark it off when he drinks it. Each day, I draw a box by his bomb bottle for each of his daily uses and mark them off as he throws them. Boxes go by the alchemical items he has and are likewise marked off. The last section is extracts and potions, which serves a dual purpose as he can create an extract or potion from any formula he knows. If he makes a potion, I draw a box by it and write "P" in it so I remember it's a potion (usable by anyone in the party); if he makes an extract that day, I draw a box with an "E" in it so I know only he can use it.
This tracking sheet also makes it easy if the other PCs need to grab a potion while Maro is unconscious; presumably he's explained which potions are which or labeled them, and any ally trying to find a cure wounds potion on his unconscious body can immediately tell what to look for and if he has any available. It also prevents the ally from trying to drink his extracts (which don't work for anyone but him).
The tracking sheet I use actually has the names of Maro's mutagens ("bear potion," "gorilla potion," and "snake potion") and formulas (cure light wounds, disguise self, enlarge person, expeditious retreat, jump, shield, and true strike) on it. I thought as a generic tool for any alchemist the sheet is more useful without those names so you can customize the list for your alchemist (or potion-brewer) PC, so the version here has blank spaces in those areas. If you want to type your potion names onto the tracking sheet instead of writing them by hand, the font I used is "The Alchemist" by S. John Ross's Cumberland Fontworks (see page 2 of that link). He has some really cool fonts on his site (and some other gaming stuff). The fonts are free for noncommercial use, and he gave permission for Paizo to use the font in this blog post. Thanks, S.J.R.!
... The NPC Guide: The Babies Are Back! Friday, April 2, 2010Cave raptors are sated and have finally released me from their grim, stony world—it's time to blog! ... Back when I served as a lowly intern, a weary and overworked Sean K Reynolds offered me my very first Paizo gig. The encroaching Pathfinder Chronicles: NPC Guide would need dozens of generic stat blocks if GMs were to treasure it above even their own families. A not-insignificant portion of my sanity died off as I stared...
The NPC Guide: The Babies Are Back!
Friday, April 2, 2010
Cave raptors are sated and have finally released me from their grim, stony world—it's time to blog!
Back when I served as a lowly intern, a weary and overworked Sean K Reynolds offered me my very first Paizo gig. The encroaching Pathfinder Chronicles: NPC Guide
would need dozens of generic stat blocks if GMs were to treasure it above even their own families. A not-insignificant portion of my sanity died off as I stared into the abyss of an estimated twelve billion 1st- to 5th-level nonplayer characters, but ultimately the turnover made its way back to Sean and his shiny, shiny knife.
In any creative industry, there's a phrase that goes something like, "Your babies will get cut first." Meaning that in any creative project, your favorite elements or that extra something special you really loved creating will probably end up on the cutting room floor. The NPC Guide was no exception, and several of my favorite characters ended up cold and lifeless at Sean's feet. But now, through the miracle of the Internet, I have the power to bring them back!
So behold these glorious characters, free of charge! Behold the glory that is the Internet!
Er... I mean, check out these sweet NPCs, coming straight to you as a super-sized web enhancement for the NPC Guide. This first installment of five is only the beginning; we'll toss up more batches from time to time, so stay tuned.
ALKENSTAR: GUNMARSHAL CR 3 Hero or villain, the Gunmarshal stands as a proud icon of Alkenstar's victory over the chaotic Mana Wastes. Even gunslinging rogues and bandits are influenced by honor and tradition afforded by that pride.
XP 800 Dwarf fighter 4
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft; Perception +6
DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) (+4 dodge vs. giants)
hp 22 (4d10)
Fort +4, Ref +4, Will +3; +2 vs. poison, spells, and spell-like abilities; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE Speed 20 ft.
Melee short sword +5 (1d6+1/19–20)
Ranged revolver +8 (1d6) or Rapid Shot +6/+6 (1d6)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
STATISTICS Str 12, Dex 16, Con 10, Int 14, Wis 15, Cha 8
Base Atk +4; CMB +5; CMD 18 (22 vs. bull rush or trip)
Feats Exotic Weapon Proficiency (firearms), Gunslinger (see below), Point-Blank Shot, Rapid Shot, Weapon Focus (revolver)
Skills Acrobatics +5, Craft (guns) +9, Intimidate +6, Knowledge (engineering) +7, Perception +6 (+8 unusual stonework), Survival +8
Languages Common, Dwarven, Kelish, Osiriani
SQ armor training +1, stonecunning
Gear studded leather, revolver, short sword, gun cleaning kit, cigars (3), smokestick, tindertwigs (3)
SPECIAL ABILITIES Gunslinger (Ex) This character does not provoke attacks of opportunity when attacking with firearms. See page 59 of the Pathfinder Chronicles Campaign Setting.
BELKZEN: THUNDERING CHOIR MUSICIAN CR 1 Though feared for their swords and the mad gleam in their eyes, the one memory that forever haunts those who've warred against the orcs are the drums. Carried for miles across hills and rocky plains, the ominous drumbeats of orc thundering choir musicians weigh on the minds of men like the heartbeats of tireless predators, never stopping, never slowing. The thundering choir musicians are fierce warriors, but the rhythm of their drumbeats and chants is their foulest weapon, whipping other orcs into murderous frenzies and inspiring terror in the hearts of even the bravest men.
XP 400 Orc bard 2
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft., low-light vision; Perception –2
DEFENSE AC 13, touch 10, flat-footed 13 (+3 armor)
hp 13 (2d8+4)
Fort +2, Ref +3, Will +1
Weaknesses light sensitivity
OFFENSE Speed 30 ft.
Melee longsword +4 (1d8+3/19–20)
Ranged masterwork sling +2 (1d4+3)
Special Attacks bardic performance (13 rounds/day, standard action), countersong, distraction, fascinate, inspire courage +1
Spells Known (CL 2nd; concentration +3)
1st (3/day)—cause fear (DC 12), cure light wounds, remove fear 0 (at will)—dancing lights, daze (DC 11), message, resistance, summon instrument STATISTICS Str 17, Dex 10, Con 14, Int 10, Wis 6, Cha 13
Base Atk +1; CMB +4; CMD 14
Feats Extra Performance
Skills Appraise +5, Craft (leather) +5, Intimidate +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nobility) +0, Perform (Percussion) +6
Languages Common, Orc
SQ bardic knowledge +1, versatile performance (percussion), well-versed
Combat Gear thunderstones (4); Other Gear studded leather, longsword, masterwork sling, bullets (20), lucky human foot, masterwork drums
DRUMA: KALISTRADE PROPHET CR 1 By achieving wealth, the Prophets of Kalistrade prove themselves more righteous than those around them. They travel to discover converts and new business opportunities, furthering their enlightenment. Part entrepreneur, part cultist, they open doors and pull strings for those they consider friends, or financially hinder their detractors.
XP 400 Human expert 3
LN Medium humanoid (human)
Init +0; Senses Perception +2
DEFENSE AC 11, touch 10, flat-footed 11 (+1 armor)
hp 10 (3d8–3)
Fort +0, Ref +1, Will +5
OFFENSE Speed 30 ft.
Melee quarterstaff +2 (1d6)
Ranged light crossbow +2 (1d8/19–20)
STATISTICS Str 10, Dex 11, Con 9, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 12
Feats Persuasive, Skill Focus (Knowledge [religion]), Profits of Kalistrade (see below)
Skills Appraise +7, Bluff +1, Craft (jewelry) +6, Diplomacy +6, Intimidate +7, Knowledge (geography) +5, Knowledge (history) +6, Knowledge (local) +2, Knowledge (nobility) +3, Knowledge (religion) +5, Linguistics +5, Perform (Oratory) +0, Profession (merchant) +7, Ride +1, Sense Motive +8
Languages Common, Dwarven, Elven, Kelish
Other Gear padded armor, light crossbow, quarterstaff, copy of The Prophecies of Kalistrade, mercenary contracts
SPECIAL ABILITIES Feats The Kalistrade prophet has the Profits of Kalistrade feat, which grants him a "resource pool" of 300 gp, allowing him to obtain goods of this value even in settlements too small to have something that expensive. See page 73 of the Pathfinder Chronicles Campaign Setting.
FIVE KINGS MOUNTAINS: DWARVEN TRADITIONALIST CR 2 In the eyes of some dwarves, the civilizations of the surface world slowly erode dwarven culture and values, tearing away at their heritage like the rain wears away great stone monuments. Elves bear inefficient frippery, while humans buck the social order, and the less said about halflings and gnomes the better. These traditionalist, xenophobic members of dwarf society would love nothing more than complete isolation from other cultures, and perhaps even to return to the depths of the Darklands. While this usually amounts to little more than talk, the numbers of these radical conservatives swell on occasion into dangerous political groups and gangs.
XP 600 Dwarf expert 2/warrior 2
LN Medium humanoid (dwarf)
Init –1; Senses darkvision 60 ft.; Perception +3
DEFENSE AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield) (+4 dodge vs. giants)
hp 30 (4 HD; 2d8+2d10+10)
Fort +5, Ref –1, Will +4; +2 vs. poison, spells, and spell-like abilities
OFFENSE Speed 20 ft.
Melee masterwork dwarven waraxe +5 (1d10+1/×3)
Ranged light hammer +2 (1d4+1)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
STATISTICS Str 13, Dex 8, Con 14, Int 11, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 13 (17 vs. bull rush and trip)
Feats Alertness, Power Attack
Skills Craft (armor) +7, Knowledge (engineering) +3, Knowledge (history) +3, Perception +0 (+2 unusual stonework), Profession (blacksmith) +8, Sense Motive +5
Languages Common, Dwarven
Combat Gear caltrops (3), potion of bull's strength; Other Gear masterwork banded mail, masterwork heavy steel shield, masterwork dwarven waraxe, light hammer (2), genealogy books, masterwork artisan's tools
GEB: BLOOD LORD INITIATE CR 2 The practical seat of power within Geb rests with the Blood Lords. Administrators and necromancers both, any family of repute attempts to position their members within its ranks. The most fortunate embrace undeath, gaining immortality as vampires, ghouls, or other intelligent undead.
XP 600 Ghoul necromancer 2
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 24 (4 HD; 2d8+2d6+8)
Fort +4, Ref +2, Will +7
Defensive Abilities channel resistance +2, undead traits
OFFENSE Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Rangedray of frost +4 (1d3)
Special Attacks channel negative energy (DC 15, 6/day), grave touch (1 round, 6/day), paralysis
Spells Prepared (CL 2nd; concentration +4)
1st—cause fear (DC 14), shield, reduce person (DC 14), ray of enfeeblement (DC 14)
0 (at will)—arcane mark, bleed (DC 13), detect magic, ray of frost, read magic Prohibited Schools illusion, conjuration
STATISTICS Str 12, Dex 15, Con —, Int 17, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Command Undead, Improved Channel, Scribe Scroll, Weapon Finesse
Skills Acrobatics +4, Climb +6, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (planes) +8, Linguistics +9, Perception +5, Profession (politician) +6, Spellcraft +10, Stealth +7
Languages Aklo, Common, Draconic, Infernal, Kelish, Osiriani, Vudrani
SQ arcane bond (amulet)
Combat Gearscroll of mage armor, wand of true strike (15 charges); Other Gear acolyte robes, government seal, spellbook
Random Encounters in the Fellnight Mist—Mist Random Encounters
... Random Encounters in the Fellnight Mist Monday, March 8, 2010Here's some more bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally included some additional random encounters at the beginning of Part 2: Lost in the Mist, but they were cut for space reasons. Adding these encounters helps to reinforce the eerie atmosphere of the mist. Mist Random Encounters Roll on the following chart to generate a random encounter...
Random Encounters in the Fellnight Mist
Monday, March 8, 2010
Here's some more bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally included some additional random encounters at the beginning of Part 2: Lost in the Mist, but they were cut for space reasons. Adding these encounters helps to reinforce the eerie atmosphere of the mist.
Mist Random Encounters
Roll on the following chart to generate a random encounter for each day spent in the mist.
Type of Monster
Amnesiac Elf: A half-elf named Carith (N male half-elf warrior 2) wanders this part of the forest. He had the misfortune of falling victim to a pixie memory loss arrow (Pathfinder RPG Bestiary 228) and now finds himself lost in the mist. If the PCs escort him to a safe place (for example, leaving him in the care of other good-willed forest creatures), award them experience for a CR 3 encounter.
Desperate Townsfolk: A Perception check (DC 20) detects cries for help in the fog. If the PCs respond, they discover a family of four with a stuck wagon fleeing Bellis. A DC 30 Strength check can get them moving again (multiple PCs can assist in moving the 10-foot-by-10-foot wagon, one per square adjacent to the wagon). A Diplomacy check (DC 20) convinces them to return to town for their own safety. If the PCs free the wagon or convince the family to return to Bellis, award them experience for a CR 2 encounter.
Dire Bear: The PCs blunder into the path of a dire bear that a short time ago hungrily raided a giant beehive. Unfortunately, he's still hungry and can smell the PCs through the fog.
Fellnight Spriggans: Four Fellnight spriggans deserted Rhoswen's army to explore and pillage on their own. They attack the PCs on sight (see page 7 of Realm of the Fellnight Queen).
Giant Bees: A nest of giant bees has recently had its hive disturbed by a dire bear. Three of the bees now angrily search the mist for creatures to attack.
Missing Lumberjacks: The PCs happen upon a ruined Lumber Consortium camp littered with debris. Thorn darts riddle the tents and supplies. A DC 15 Survival check determines at least nine lumberjacks have gone missing from the site. A search of their belongings discovers 38 gp, 42 sp, 118 cp, a brass cup engraved with the likeness of Cayden Cailean worth 25 gp, and a masterwork throwing axe.
Devarre the druid has laid traps to capture animals. Along a narrow deer trail lies a camouflaged pit trap (see Pathfinder RPG Core Rulebook 420) designed to catch a bear, covered by leaves and baited with a honey-covered shoe.
Spirit Moss: A patch of spongy gray-green moss covers the sides of a massive log. A Knowledge (nature) check (DC 20) identifies the substance as spirit moss (Pathfinder Chronicles Campaign Setting 217). Those consuming it suffer 2d6 points of Strength and Dexterity damage (no save), but temporarily gain the ability to speak with dead (CL 10th). A character who makes a Survival check (DC 16) may harvest enough for two preparations.
Unicorn Sighting: Any character making a Perception check (DC 20) notices a horse-like figure in the mist. As some of the fog drifts past, a unicorn meets their gaze and then gallops away, teleporting if the PCs try to pursue it.
Will-o'-Wisp: A will-o’-wisp uses the fog to mimic the voices of desperate townsfolk trying to leave Bellis, pretending to be lost in the mist or stuck among the thickets. It draws unsuspecting victims into a patch of brambles, a ravine, or a swampy area (see Pathfinder RPG Core Rulebook 427).
... 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!
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
... More Magic of Thassilon Monday, Jaunary 28, 2008For Pathfinder #5, we asked a small army of authors to send us some spells and magic items that had a Thassilonian feel to them. As it turned out, we got about twice as many as we really had room to print. Rather than just cut the second half out and throw it away, we decided to cut the second half out and throw it into a free web enhancement for Pathfinder #5. Pictured here is just one of those items—a fragment of the Gluttonous Tome,...
More Magic of Thassilon
Monday, Jaunary 28, 2008
For Pathfinder #5, we asked a small army of authors to send us some spells and magic items that had a "Thassilonian" feel to them. As it turned out, we got about twice as many as we really had room to print. Rather than just cut the second half out and throw it away, we decided to cut the second half out and throw it into a free web enhancement for Pathfinder #5. Pictured here is just one of those items—a fragment of the Gluttonous Tome, a powerful artifact that has some pretty major ties to Zutha, the undead Runelord of Gluttony. WARNING: Some of the magic items may not be wise for your PCs to use. They were, after all, invented by the runelords and their minions!
To download a free PDF of the Pathfinder #5 web supplement, click here (180 KB zip PDF).
Free Pathfinder 2 Download Supplement! Friday, October 5, 2007It's a fact: sometimes there's just too much good stuff to fit in a given volume of Pathfinder. While we here on the Paizo staff squeeze and condense as much as we can to make sure that each book is 100% concentrated awesome, print still has certain limitations... after all, sliced tree can only hold so much ink. That's why, from here on out, you can expect to see free supplement downloads to go along with specific volumes of...
Free Pathfinder 2 Download Supplement!
Friday, October 5, 2007
It's a fact: sometimes there's just too much good stuff to fit in a given volume of Pathfinder. While we here on the Paizo staff squeeze and condense as much as we can to make sure that each book is 100% concentrated awesome, print still has certain limitations... after all, sliced tree can only hold so much ink. That's why, from here on out, you can expect to see free supplement downloads to go along with specific volumes of Pathfinder popping up irregularly on paizo.com. Whether it's an alternate version of a map, an extra stat block, or a new item, whatever we put online will add to the adventure without being essential—just us doing what we can to offer a little bit extra to the gaming community.
Today, that's an alternate map of Magnimar, tagged with 30 new streets and places of interest, courtesy of mapping fiend Wes Schneider. We hope to shortly have a spot on the Pathfinder homepage where you can easily check to download the latest free content, but until then, click here (1.1 MB zip PDF) to download a high-res version of the map.