Jason Bulmahn, Game Designer: One of my secrets is out. We are working on a Pathfinder Intro set. Just thought I would spread the word.
I was wondering when this would finally make the jump over here. That said.. someone should probably start a new thread with the title "Pathfinder Intro Game" instead of hoping folks wade through three pages to get to this news.. of course, we should have a blog about it soon I think.
In future news, I'll have one small and one very, very large announcement coming soon. The hints are riddles. The small one involved gold twice, and a troll and a wolf, and the large one totaled 10, when looked at as three and 10.5 when looked at when looked at as 4 minus one. See if anyone can solve those riddles. I am not sure what the prize will be yet, but I am sure I can think of something.
Any ideas?!?
The Lost City of Barakus won a gold ENnie and was associated with Troll Lords and White Wolf...but I'm not sure about the gold twice part?
On the other hand...Tome of Horror won two gold ENnies and was published by White Wolf but I'm not sure how the troll fits so maybe not.
I have less of a clue with regrades to the bigger announcement other than purhapse it is some kind of Adventure Path they originally considered for the pre-4e era?
This is totally awesome!!! I'm old-school in my thinking - to me Orcs have snouts and live only to die at the hands of adventurers. I've never bought into the green-skinned savage human looking orcs. I've never used half-orcs (I use the stats but called them savage-humans or neanderthals or something). This little product hits my sweet spot.
...I suppose if you don't get into pork-orcs then ignore the art, or call them something else. Either way you're getting some fun new stuff - a whole little nasty culture tucked away and ready to pour into to the country-side!
I'll try to put up a more critical analysis once I've had time (away from work) to read it more thoroughly.
Mor Aldenn is a pretty sweet little setting that can be dropped in anywhere - the first few supplements were generic but there were hints that this was slated to be a Pathfinder product. So now Gods of Mor Aldenn is available and is officially Pathfinder. Check it out HERE and HERE - it really is a pretty cool city.
For the record, I have nothing to do with this, I just really think it is a pretty interesting setting.
I suck at spelling...so when in doubt I check an online dictionary. You gotta check out how to spell deowmer!
Dictionary.com wrote:
Dweomer
In role-playing games, like Dungeons & Dragons, and in fantasy novels, a dweomer is the magical aura on an enchanted item. More broadly, it may refer to the aura of a spell having been cast whose duration remains active.
Gary Gygax encountered the word "dweomercræft" in Susan Kelz Sperling's book Poplollies & Bellibones: A Celebration of Lost Words (1977), where it is defined as "the art of magic or juggling". From this hint, Gygax inferred the meaning of the element "dweomer", and went on to use dweomer, dweomercræft, and derivative forms that he invented, such as dweomered, dweomercræfter, and dweomercræfting. The element "dweomer" was previously unattested in this form outside of compounds.
Monte has extended the charter membership period to April 10th.
Who gets up every morning and reads the daily newspaper or browses out to their favorite web site (Paizo, Universe Today, ...)? I now go to Dungeon A Day!
Every (weekday) morning I get a room with something in it that makes it more than a 10x10 blah. I also get insights on game design and running a campaign from Monte Cook. There are new monsters, spells, magic items (pretty cool little bugger too), and feats. There's a periodic podcast even. There are forums. The maps are stunning and the art work is top notch.
Yeah, yeah, yeah, dungeon crawls aren't for everyone. Subscriptions aren't the same as owning something. There are lots of reasons to not jump in - so what do you want to know to help you decide?
so what is up with the d20 license death? Will I be able to buy d20 products here on 01/01/09? How about d20 PDFs? I need to know in case there are any last minute purchases I need to make...
I wrote a review for Tricky Owlbear's Behind the Spells: Compendium back on (or around) Dec 1. Then I edited it yesterday (Dec 10). Now it's gone. Is there any way to get it back or do I need to do it over?
I noticed little ~ marks by some of the products listed in my Order History. Is there a nefarious conspiracy involved or is there some esoteric web-hocus pocus going on? ...just curious.
James, Jason, and I'm sure others have made mention several times over the past few days that after the edits and revisions, the manuscript had to go to Layout...
I do not know who "layout" is but you deserve a huge thank you! You are the effort most of us take for granted. Paizo's products looks so darn good because of you...so thanks.
First let me say thank you to Jason Bulmahn and Paizo for doing this...
Pathfinder RPG Alpha r1 wrote:
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot.
Since sneak attacks now affects "nearly every creature" and we have the guiding principle based on knowing a creature's weak spots here might be an awesome use for those Knowledge skills!
Example, how does a rogue know the weak spot some skeletal monster he's never seen before? Ranks in Knowledge(Religion)!
Disclaimer: I am not trying to stir up dissension or argue the finer points about which version sucks. I have a question. How would you "rule" this in 3.5:
Masswyrm wrote:
But those simple rule changes do make life a hell of a lot easier. During our first game, my intrepid game designer buddy decided to throw a monkey wrench into the works by having his character dive under a table and kick it out from under two guys fighting on top of it. He smiled devilishly, looked at me and asked “How are you gonna rule that…DM?” I glanced at the book for a moment and realized “Strength check against their reflexes.” Huh. He shook his head. Made sense. He made the attack, hit the numbers and all of a sudden he had two opponents prone on the floor. The rules are so straight forward now, on the fly decisions are total cake.
Because each side can use it to fit their own arguments:
Anti-4e: See, you can fix the bad things in 3.5 without releasing new core rule books!
Pro-4e: See, there are things in 3.5 that need fixing, so we need new core rule books!
WotC has their new video interview up about the 4e Tiefling and Gnome.
It really is pretty lame that they joke about something a lot of people take pretty serious.
It's not that I don't have a sense of humor...
WotC Marketing Guru wrote:
So a large portion of our constituents do like gnomes? Who knew? I mean they have to use small weapons. And come on, tieflings have horns and tails. Eh, f#%^ 'em. Maybe some humor will lighten the mood. Somebody get that guy who did the Beholder on the phone.
This campaign begins in the exotic port city of Sasserine, and it is here that the foundations of your character will be laid. The City of Sasserine is perched on the edge of the known world, the last stop before the endless expanse of the Amedio Jungle. It is a hub of trade, and home to more than fifteen thousand souls, a bastion of civilization in a realm haunted by piracy, disease, violent weather, and monsters.
Lam-ang
Spoiler:
On the day of the new moon you head to Sasserine to attend services as you have done over the past few months. Although you have heard Lady Silvermane orate at length, tonight will be the first time you will meet her directly. Tonight you officially become a church member! Getting to town early, you aimless wander through the markets of the Cudgel District, but soon find yourself restless. It's not even the lunch hour yet! To keep from going mad, you decide to explorer the far side of the city.
You meander down roads and paths and across tall arching bridges. At the crest of one such span you notice the magnificent Castle Teraknian perched on its own weathered island. Supposedly, there are portions of the keep open to the public so you decide to make that your destination. Winding around the harbor, you hug the cliffs and make your way up through a richer part of town. The splendor of the Temple to Wee Jas takes your breath away. The red tile roofs that crown all the building in town seem to be a deeper red here. The aged marble columns shine with polish. Everything is imaculate. It's hard to believe so much beauty masks a sinster deat cult. Oh well, on you go. The road curves and becomes more crowded and people begin to scurry about.
All of a sudden a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection being followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away).
Lance:
Spoiler:
After spending a few months working in a second-rate alchemist shop in the merchant's district you finally got the chance to meet Blisker Tittertop, master of the Alchemist Guild. Although he laughed at your notion of actually building a gun, he suggested you speak to a local sage specializing in Sasserine and its history in exchange for getting to "watch you shoot your foot off.". Sage Venton's hubble sat on the the cliff overlooking Cudgel District. The elderly man was warm and somewhat prone to endless prattle. After several visits, the old man finally mentioned that the ancient Sea Princes sometime had such weapons. Moreover, there was a particularly splendid journal detailing the coastline out by Kraken's Cove that included a detailed description of a "dragon pistol" at the Cartographer's Guildhall.
The next morning you head through the Noble District toward the guildhall. The green between the instrument maker's guild and cartography building is as busy as any day. People leaving from the surrounding inns and taverns make their way back to work while other linger to see and be seen. All of a sudden a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection being followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away).
Luenevyn:
Spoiler:
One day, while minding your own business in the noonday shade of the corner house on Brine Street, a very peculiar man wanders by. He is obviously not from Sasserine, meaning he must be fresh off a boat or from the merchant's district. Either way, he probably has a fair amount of money on him. Although you have not stolen anything from anyone, you wouldn't mind being around if this stranger were to loose his purse or need a guide. You rouse yourself as the dark, tall man turns up Eel Street and follow from a considerable distance.
The man wanders aimlessly up the coast (he can't be from around here) and only pauses in front of the excessive temple of Wee Jas. After admiring the grandeur of indulgence the Ruby Lady likes to exhibit, the man continues around Warlock's Way. There is a larger gathering of people in the roadway as people begin to head back to work or home after having a nice lunch.
All of a sudden a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection being followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away).
Prat:
Spoiler:
Part of your middle of the month chores is to take the props out back and give them a good cleaning. Rugs and tapestries must be shaken out and beat. Chairs and tables need to be oiled. Best of all the arms and armor need to be polished. You spend a bit more time toying with them than is probably needed, but as long as you're done before dusk Nylaria tends to leave you be. After putting away the equipment, you decide to play the part of a daring adventurer. You take your rapier and wander across the street along the Lidu's wall.
All of a sudden a huge commotion breaks out in the common area in front of the cartographer's guildhall. People begin to scream and shout and run about in total chaos. A lady runs past you followed by three rather hardy looking adventurers. As quickly as it started the excitement up ahead begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away).
Summer:
Spoiler:
Elaine's little herbal shop is the building right next to the sage Venton's (found at #40 - on the bottom left corner of the merchant's district). Since hiring you on, she has taken residence in an apartment across from the garrison directly over the bay in the cudgel district. She lets you sleep on a rather worn but comfortable cot in the back in exchange for running various errands for her. On this day, Elaine needs you to deliever a strong smelling packet to the Lidu Family estate over in the Noble District. Foregoing a gondola, you decide to walk. You cross town rather quickly and make your way to the estate. As you approach a somewhat crowded intersection you recognize a rather dashing looking young man who has been frequenting the sage who runs a little shop next to Elaine's. As you contemplate whether you should approach the man a huge commotion breaks out. People begin to scream and shout and run about in total chaos. A lady can be seen running across the far end of the intersection, followed by three rather hardy looking adventurers. As quickly as it started the excitement begins to die down. As the road clears a group of shady looking men grab a bedraggled looking woman and drag her between two buildings (about a full round's movement away).
Good thing they're making the game easier, this is way easier than current poison mechanics:
WotC wrote:
Doomspore (Any)
Usually found in large, natural caverns, this fungus takes the form of a clump of toadstools, some of which reach a height of about 3 feet tall. A square of doomspore is difficult terrain and provides cover to anyone standing within.
If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature in the area of a cloud when created, who moves into the cloud, or begins its turn in the cloud, is subject to a Fortitude attack (+10) that deals 1d10 points of poison damage on a hit. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions; creatures with immunity to or resist poison 5 are immune to the weakened condition also).
This cloud (and its effects on a bloodied character) persists for the remainder of the encounter (or for 5 minutes). Once the cloud settles, the doomspore can't produce another for 24 hours.
I'm having a nightmare problem...The SRD says that casting dispel evil one the target while the nightmare spell is being cast will disrupt it. Is there anyway (i) legal or (ii) flavourful way of dealing with this spell if you know your character is going to be attacked with it?