D2 Cover

Seven Swords of Sin Revealed

Tuesday, May 29, 2007

Say what you will about their morality, the rulers of ancient Thassilon knew how to govern. Knowing the horror that a full-scale duel between them would unleash, the Runelords settled on an elegant means of solving disputes. Each of the seven wizards created a unique blade imbued with the barest shadow of his might, and whenever two disagreed, each would bestow his blade upon a chosen champion, whose job it was to decide the matter in bloody arena combat. To be a champion for one of the Runelords was the greatest honor a warrior could aspire to... though generally a short-lived one.

While most of the great Thassilonian wonders were shattered or lost in the empire's fall, there are those who whisper that the swords themselves remain, hidden and awaiting hands to wield them. To the Thassilonians, they were known as the Alara'hai, the Seven Blades of Conviction. Given the Runelords' reputation, however, most scholars today know them by a different name.
—Pathfinder Chronicles

A while back, it was decided that Paizo would run a delve at this year's GenCon—an enormous three-dimensional dungeon that would allow participants to walk up to the booth and play 15 minutes of D&D for free, battling an array of cruel traps and monsters and collecting keys that could potentially win them real-world treasure (the exact nature of which I'm not allowed to reveal yet, but trust me—it's some quality loot). In keeping with the spirit of things, we decided to make the creation of the delve into something of a game itself—each interested member of the Paizo staff was assigned a few rooms and an EL range and told to fill it with unique traps and monsters, with the goal being to see whose room could kill the most players at the convention. People went to work with gusto, and soon the delve was a bizarre menagerie of deadly encounters, each stranger than the last. But as the idea germinated, we came to realize that this delve was too cool to be a one-shot deal—there had to be a published product. We could take the established rooms, add enough new dungeon encounters and plot elements to double its size, and weave a storyline that tied it all together. Everyone agreed that it was a good idea, and soon the adventure had a vague concept, a title, and a slot on the release schedule. Time went by, and the process rolled onward without issue. Then one day in a product meeting, someone asked who was going to be revising the rooms and writing all the extra content.

"Oh," said GameMastery Brand Manager Jason Bulmahn. "Sutter is."

I was drinking at the time, and promptly coughed tea into my sinuses. "What?" I squeaked.

"Surprise!" Bulmahn said. "I thought it would be more fun to tell you this way. You'll have a month to write it. Get to work."

Thus was born GameMastery Module D2: Seven Swords of Sin. In the weeks that followed, we faced several unique challenges in developing this adventure—things like finding a narrative that made sense of encounters like fiendish goblins riding dinosaurs and living cauldrons spewing boiling magma, or coordinating the numerous tie-ins with the Rise of the Runelords Adventure Path—but at the end of the day I'm really happy with how the adventure turned out. In Swords, PCs discover that a powerful sorceress named Tirana has stolen numerous powerful magical weapons dating back to the days of ancient Thassilon, and are contracted by the Church of Abadar to recover them before she figures out how to unlock their full power. To do so, the PCs track the thief back to Kaer Maga, an anarchic outlaw city built entirely inside the ruins of a great Thassilonian structure (and my favorite part of the module, but more on that in later posts). Once there, they have to locate Tirana's headquarters and descend into an abandoned research facility filled with traps and monstrous guardians, finally coming face-to-face with the wizard herself, who wields the legendary Sword of Lust.

With several new monsters and magic items, a squatter metropolis on a cliff, a deadly dungeon with an old-school, Tomb of Horrors feel, and pages of art as gorgeous as the cover shown above, I'm hoping this module will have something for everyone.

James Sutter
Assistant Editor, Pathfinder

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