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You probably read that on either the Kickstarter page for The Lost Lands: The Blight - Richard Pett's Crooked City or in one of the threads here dedicated to the Kickstarter.
The book's basically a two-parter, containing a ton of lore about The Blight and an adventure path (slow XP advanccement track going to 9th level or thereabout) set in the monstrous city.
First of all, congrats! Five years of excellent product that greatly enhances this wonderful hobby of ours!
Second, you cannot begin to imagine how pleased I am to see Crusader Codex. I've long advocated for a version of this kind of product, and I'm very excited by the idea of an expansion of the dramatis personae for the Righteous Crusade adventure path!
If you're into actual play pod- and vidcasts, allow me then to introduce CharismaToAC!
My fellow gamers and I have have been recording a couple of our ongoing campaigns for the world to follow. At this point in time, you can find two playlists in the channel - Jade Regent (Pathfinder RPG/Danish) and A Song at Tara (Werewolf: The Apocalypse 20th Anniversary Edition/English), and we'll most likely add more campaigns.
Also, in case you newcomers feel like getting to know the cool characters featured in the artwork throughout the Pathfinder books (the iconics, as we call them), you can find their stories HERE.
Keep in mind that the entries are listed with the most recent at the top, so to get to the classics, just scroll down to the bottom of the page.
We had this conversation back when I first started running Way of the Wicked. It's an obvious question to ask in this type of campaign, but I actually think it's a healthy question to ask in any game.
Way of the Wicked used working for an evil BBEG boss who forced you into signing a contract of loyalty as a build-up for eventually blasting him in the face and taking his stuff.
And that worked very well for Way of the Wicked. That doesn't mean it's the only kind of villanous story you can tell, though.
John Warren wrote:
I got The Hellfire Compact in the mail today, and reading through the summary of the adventure path, I've decided this one is not for me, and I'm going to suspend my subscription. Maybe I'm too old or square; I just don't understand the appeal of some of the content.
I think that's a valid point, and Paizo have mentioned this as well, that Hell's Vengeance isn't going to appeal to everyone (something that can be said for all adventure paths but especially Hell's Vengeance, given its subject matter).
For me personally, an evil-focused adventure path is a nice change of pace from the type of games I normally run and play. For the players it's fun to get a glimpse of the dark side and to roleplay the bad guys, and for me it's actually a chance for me to roleplay the good guys.
Response to the spoiler-tagged text:
I understand how that can be off-putting. However, I'm sure there's a deeper context than just because the characters are evil. It's still a brutal act, of course, and it's a good example of why Hell's Vengeance isn't for everyone.
Personally I'm rather intrigued by the event. Not the act itself, but rather the cirstumances surrounding the act, and the story behind it.
Juda de Kerioth wrote:
Missing content (and the errata was a poor text in a forum)
Good luck finding a book without any errors in it. I disagree that the text Wes Schneider did provide was poor text, but it's obvious by now that you and I don't share the same preferences when it comes to game books.
While a few Ustalav-specific critters would have been cool, the lack of such is hardly poor design choice. It just means that more pages were dedicated to regional lore.
...no traits, no archetypes...
The Pathfinder Campaign Setting product line, of which Rule of Fear is a part, has never been a crunch-heavy product line. Many, if not most, books in this product line are light on crunch, some very light.
... nothing interesting about ustalav...
I'm not going to argue this point because that's very much about preference. I liked the lore presented in Rule of Fear. It was well written and provided me with countless ideas for stories to share with my players.
Obviously the lore didn't appeal to you, and that's just as valid as my adoration of the book's contents.
check korvosa guide and see how a single city gazeteer is waaaay better design and lore.
The Guide to Korvosa is indeed a splendid city sourcebook. I would argue that the two shouldn't be compared, as one devoted 64 pages to a single city, while the other devoted 64 pages to an entire nation.
Juda de Kerioth wrote:
Im glad to hear this new, hope the dev of RoF has nothing to do with this one.
I would be surprised if the principal (only?) author of Rule of Fear, Wes Schneider, doesn't have at least some input as far as Horror Adventures is concerned. He is, after all, one of Paizo's champions of all things horror.
Juda de Kerioth wrote:
i hope 2 things: 1 that this one has nothing to do with that horrible poor designed rule of fear, and 2 that the rules are usable (not like the poor piecemeal armor in uc, or almost every rule in unchained)
My complete and utter disagreement that Rule of Fear was a poorly designed book notwithstanding, I can safely say that Horror Adventures has nothing to do with the Ustalav sourcebook.
Horror Adventures is written for the Pathfinder Roleplaying Game line and as such contains no setting-specific material. Rule of fear is all about setting-specific material, specifically Ustalav.
Thank you you fine folks at Paizo Publishing for not taking this serial killing Tiefling too far. I realize your treading a very fine line with these evil characters and trying not to offend people who play Pathfinder but have relatives who have been assaulted themselves. So far the "evil" iconics you've portrayed are definately "evil" but not to an extent that it would offend a great deal of people and I for one thank you for your restraint.
Naturally I can't speak for Paizo, but I imagine that their intent has been to keep these iconics within the same spectrum of evil as they normally portray evil NPCs in their adventure paths.
The fact that Hell's Vengeance is an Evil-focused adventure path doesn't mean that Evil automatically becomes more graphic. It seems to me that Paizo has a clear idea of how they wish to portray Evil, and I would expect an Evil-focused adventure path to adhere to that same clear idea.
Reading about the GR made me like them a lot. Finding out they were made pretty much to be destroyed in this AP as the designated antagonists made me sad.
The cool thing, though, is that with Hell's Vengeance we likely get a ton of cool stat blocks and fluff about an organization and its crusade that we can expand upon and use in our own games. Or use piecemeal in other campaigns.
I'm very excited by what the Glorious Reclamation adds to my GM toolbox, even if the villains of Hell's Vengeance destroy the faction.
I know it sounds stupid, but I'm actually looking forward to seeing the overview of the Glorious Reclamation. This is the first evil campaign Paizo has done, not counting the We Be Goblins series, so I'd love to see how they handle a group of good-aligned "bad guys".
It doesn't sound stupid at all, I think. I'm very excited to get more information about the Glorious Reclamation, and the premise that Paizo has set up in Hell's Vengeance feels compelling to me.
Orly? The past setting books always had finished NPCs.
There are no NPC stat blocks with accompanying fluff in the Bestiary for this book.
Which was a wee bit disappointing for me. I quite enjoy those NPC writeups, and if there's a place that features interesting NPCs, I reckon Cheliax would be such a place.
Oh well, it's still another sweet offering of regional lore. The parts I've read have me longing to run a Cheliax-based campaign.
For me, one of the absolute strengths of the Pathfinder RPG is customizability. The ability to customize a game mechanic to fit virtually any idea I may have.
As written, antipaladins are Chaotic Evil. That works for *many* different concepts, but once a while a concept comes along where a slightly modified version of a class (in this case the antipaladin) works even better.
It might be as simple as removing the alignment prerequisite or tweaking the existing class features here and there. Sometimes, though, replacing some of a class's class features is ideal, and in these situations archetypes are brilliant, I think.
An Asmodean antipaladin sounds like an intriguing archetype.
OMG people, we need to make reviews with 5 stars! Common!
No, we need to make reviews with as many stars as we see fit to give a product, based on our perception of the product.
On person can destroy the chance on a Bestiary 6.
I sincerely doubt that a 2-review has any real chance of destroying anything.
I get the distinct feeling that the term "D&D fanatic" is used in derogatory fashion, and that's not cool.
2) Monster book hater, one that is happy with Bestiary 1 (D&D one) and doesn't care for the rest.
Or a gamer with preferences when it comes to monster books that aren't similar to yours. Which doesn't necessarily equate to hate.
3) Lover of human-based books that is angry that we got Bestiary 5.
Ok, some things could be her opinion, but 2 star ranking is cruel and untrue.
Untrue? How so? It's the reviewer's perception of the book. It's not a 5-star review, but that in itself doesn't invalidate it. You may disagree (as do I), but that also doesn't in itself invalidate the reviewer's perception of the book.
We need to make more positive reviews or this could be the end, and I already know you people are very positive about the book!
Keep calm and enjoy the monsters!
Previous Bestiaries have seen some less-than-stellar reviews (Bestiary and Bestiary 2 both received a 1-star review), and yet here we are with a fifth installment.
Myth Lord wrote:
So I hope that however is answering you that question does so in a private message
Considering how many people want to know what's in the book, I reckon private messaging is impractical to say the least. Besides, even if you know the names of the monsters included in the book, there's still much to learn when you do get the PDF, such as the stat blocks themselves and the artwork for each individual creature.
gustavo iglesias wrote:
My experience with Way of the Wicked hell's me it doesn't work that way
Yup. My now-on-hiatus Way of the Wicked campaign featured some of the most interesting and fun roleplaying between the characters, and no pillaging and burning of orphanages happened.
My experience of Evil-focused campaigns is that they work and work damn well as long as the group is willing to look beyond the tired clichés and hobby-created stereotypes and really explore evil and what it means in a fantasy setting.
Myth Lord wrote:
Wesley Sneijder was searching for information about the Kaster (the pretty male with gems on its body) some time ago, I wonder if that creature made it into the Bestiary 5.
I doubt Wesley Sneijder has any sort of influence regarding which monsters make it into a Paizo book.
Wes Schneider on the other hand...:-P
DM Wellard wrote:
That may be your experience, but that doesn't make it a universal fact.
For instance, two of my best eperiences as a gamer (one on each side of the screen) have included evil characters. That does not make it fact. It's just my experience.
An evil campaign has been requested by a segment of the fanbase for a while now, and the 3PP adventure path Way of the Wicked (one of the aforementioned awesome experiences) is, in my opinion, an excellent example of an evil-focused campaign done well.
Does that mean it's for everyone? Absolutely not. There are many gamers out there who will do exactly what you fear will happen. But there's also a lot of gamers out there who *can* play an evil campaign in a mature and fun way.
Myth Lord wrote:
People who favorited Chris Lambertz comment because they thought it was about me come back from a cold shower, as it was about the talking bag. Just saying. :-D
It is entirely possible, of course, that the favorites are an expression of people not wanting this to dissolve into a boob discussion, and that the favorites have absolutely zero to do with you or any other specific person. :)
As for monsters, I don't really care where they come from. As long as a monster is cool and a fun challenge for my players, I have little interest in its origin. It's fun on an academic level to know about a creature's Real Life myth, of course, but it's not a deciding factor in what I want to see. So I guess that places me in Team Myth/Pop Culture/Original Monster.
Marco Massoudi wrote:
This module must be incredible bad to be pushed back AGAIN - for the 5th time!
Or it might be any one or more of a multitude of possible issues that have delayed the book. None of us are privy to the production process.
I will give it a look IF it ever comes out but i probably won't buy a 64 page adventure that brings characters from level 11 to 14 when i can have a 96 page AP part #4 that does the same for the same or less.
Since we now have a final cover image and the product description has been updated, I'll put my money on the book having been sent to the printer a while back.
And nothing justifies waiting for 9 months for 64 pages.
Lots of things can justify waiting for 9 months for 64 pages. Does it suck? Sure does. Can the book still be a top-quality product that provides hours of entertainment for you and your group? Sure can.
I have to agree that this module is taking way too long to release. Been waiting on this one since its announcement. My campaign was relying on this book to bridge the gap between level 11 and 13, but it looks like we will have to wait even longer to continue our campaign...
If there's one thing I've learned when it comes to running campaigns, it is to never include something in my plans until it's been released, and Feast of Dust is a great example of why I now only consider material that I already own and have access to.
I mean I heard the excuse that this is supposed to be a DM book, to use for groups of DM bad guys, but I don't buy it.
I have to say, that's part of why the book is so appealing to me. It features an absolute ton of setting-specific information that I can use to flesh out the world for my players (and that players can use to really add to the fluffy aspects of their characters), AND it features a lot of interesting feats that I can use to set up some interesting set pieces for my players' characters.
You may think it's a bad idea but that doesn't mean that it isn't Paizo's intent for the book, and that there isn't quite a few GMs out there who really appreciate the focus this book has.
captain yesterday wrote:
Teamwork feats suck, it's okay you can say it, we're all thinking it. Personally feats are the last thing I look at, still it's pretty disappointing. I'll just stick to using my player companions and spend my money on other products, I myself would like an original campaign setting hardcover, I can't afford to get rehashes and greatest hits compilations, not for $45 at least.
Actually, we're not all thinking it. ;)
In addition, I highly recommend checking out Pathfinder Adventure Path #63: The Asylum Stone. The villain of that module might be a little closer to what you're talking about; he's certainly armed for the role.
Indeed. Another example is the mythic dullahan featured in Legendary Games' Mythic Monsters: Undead.
Monsters are tools for us GMs to tinker with. It's absolutely okay to use a vanilla version of, say, a dullahan in a game, but one of Pathfinder RPG's strengths is customizability. The monster as presented is a framework, and GMs can tweak and warp that creature using custom abilities, templates, and the advancement rules.
ErisAcolyte-Chaos jester wrote:
I checked. Paizo needs to do some more research into the true dullahan, because that is more like a headless horseman than a dullahan.
Paizo have mentioned before that sometimes a direct translation from myth to game doesn't quite work for them for various reasons. That occassionally a monster is taken from mythology and given a Pathfinder RPG spin.
So it is entirely possible that they did indeed do all the research they possibly could and still decided to not adhere 100% to the myths surrounding the creature in question but rather take inspiration from the myth to create a dullahan that works for them, nichewise/powerwise.
Also, supernatural power doesn't necessarily mean a double-digit CR. A creature with a Challenge Rating of 7 is quite the terror for 99.99% of any population, including our own world, in which these myths take place.
The dullahan might not be much of a challenge as soon as characters reach their 7th level, but by then those characters are effectively super humans.
Also, much of what you can describe doesn't have to be represented by a monster's stat block.
I could easily see myself describing how a dullahan approaches a door, only for the door to be ripped off its hinges by some unseen force. It's not featured in the creature's stat block, but it makes for awesome imagery, while the creature's actual stat block can into play during combat.
Myth Lord wrote:
If you have a little bit of imagination, you can do all kind of wonders with Jack-in-Irons.
You sure can! Bump up the ogre a size category or two and give it a feat or two to allow it to use its chains effectively. Or maybe use the hill giant as the base creature.
Better yet, tinker with modifying a regular kyton using templates and the advancement rules, and you have a pretty nifty Jack-in-Irons.
I'm not saying that a new monster isn't warranted, but with a bit of imagination and a bit of tinkering, you can create it using existing rules. :)
In a humanocentric campaign setting (which, according to Paizo, is very much the case with Golarion), a book like Inner Sea Races and its relative focus on humans is hardly overdoing it. It fits with the themes and ideas Paizo have in mind for the setting.
So, as I see it, it really goes like this:
Interesting - varies by person.
Boring - varies by person.
Overdone - varies by person/it's a humanocentric setting.
Now, you may very well think humans is overdone, but, as someone who prefers to play humans, I don't, nor does Paizo, it seems. So it very much varies by person.
At the moment, it looks like I'll be backing PDF-only. Much better than nothing, of course, but I was hoping I'd be able to get the hardcover.
Oh well, still extremely excited by this project. Between this, Into the Wintery Gale by AAW, and the Linnorm Kingdoms stuff published by Paizo, I should be well covered as far as viking adventures go.
Ultimately, I am still confused as to why 2nd ed psionics wasn't revisited and re-made for Pathfinder. I'd gladly play a revised, and balanced "psionicist". I had control over the direction my character grew; if I wanted damage - I went damage, if I wanted defense - I went defense, if I wanted mobility - went mobility, if I wanted utility - I would take a look at how some of the powers could be used, if I wanted a purpose... well, I as a player had already started with one.
Paizo staffers have indicated on a few occasions that they aren't interested in psionics as we've seen them in previous versions, and one of Paizo's key criteria when deciding what to produce is that it's something they have an interest in.
I'm fairly certain that the reason you're seeing this approach to psychic magic is that it's an angle that really works for Paizo and their vision for the game.
For classic psionics, you might want to check out 3rd-party publisher Dreamscarred Press' Ultimate Psionics. It's supposedly rather well done.