The year was 2007. The Dungeon and Dragon magazine license had just ended, and all of us in the Editorial Pit were sweating bullets over this new baby called Pathfinder Adventure Path—a baby that was going to need to grow up and get a job quick so that we could all keep paying rent. The first volume had already been put to bed, and we were trying to figure out what to do going forward with this section we'd put in the back called the Pathfinder's Journal. The first volume had featured an overview of the Pathfinder Society, written by Erik Mona, but now we were thinking about Ed Greenwood's old Volo's Guides and wondering if maybe this section could be a chance for us to introduce some fun first-person, journal-style adventure fiction to help show off our new campaign setting. We had a half-empty map of Varisia, a handful of proper nouns, and a couple of characters name-dropped in the first article—Pathfinder Eando Kline and Venture-Captain Shevala. What more did we need?
The Last Pathfinder's Journal
Thursday, August 25, 2016
The year was 2007. The Dungeon and Dragon magazine license had just ended, and all of us in the Editorial Pit were sweating bullets over this new baby called Pathfinder Adventure Path—a baby that was going to need to grow up and get a job quick so that we could all keep paying rent. The first volume had already been put to bed, and we were trying to figure out what to do going forward with this section we'd put in the back called the Pathfinder's Journal. The first volume had featured an overview of the Pathfinder Society, written by Erik Mona, but now we were thinking about Ed Greenwood's old Volo's Guides and wondering if maybe this section could be a chance for us to introduce some fun first-person, journal-style adventure fiction to help show off our new campaign setting. We had a half-empty map of Varisia, a handful of proper nouns, and a couple of characters name-dropped in the first article—Pathfinder Eando Kline and Venture-Captain Shevala. What more did we need?
Since we were short on time, Jason Bulmahn and I wrote the second and third entries simultaneously. I'd published a few short stories other places, but I was still nervous as I turned mine in—a story called "Hand of the Handless," set in a mostly unknown little city called Kaer Maga. A few days later, Wes Schneider and James Jacobs took me aside and told me that not only were they cool with my story, they were putting me in charge of the section. From that moment forward, I'd be the steward of the continuing adventures of Eando Kline, hiring the best authors I could find and helping them showcase the world of Golarion. I was twenty-three years old.
Illustration by Jason Engle
Over the next seven years, the Pathfinder's Journal and I grew together. Somewhere around the start of Curse of the Crimson Throne, we realized that Eando's adventures ought to have a point, and the grand arc we crafted took three whole adventure paths to complete. This odyssey was eventually compiled as The Compass Stone, and from there we gave Eando his well-deserved rest (or rebellion) and moved on to having authors write entire six-part novellas in each AP, including folks like Dave Gross, Elaine Cunningham, Wes Schneider, and more. A few years ago, as my job responsibilities started to include more and more management, I handed the journal off to Senior Editor Chris Carey and Developer Adam Daigle, who took the torch and ran with it.
I can't explain how important the journal has been to us, and especially to me. It was the constant process of developing—and often writing—chapters of those early journals that eventually convinced me I might have what it took to write a novel, and I know I wasn't the only one that learned from it. The Pathfinder Tales novel line grew directly out of the success of the journal, and it's no surprise that many authors—and even characters like Dave Gross's Varian and Radovan—leapt straight from journal to novels, with great aplomb.Yet probably the biggest impact the journal had was on the setting. In those early days, we were still building the Inner Sea region with every story, and tons of iconic characters and locations first saw the light of day there. It's where we learned about bloatmages and orc warbeasts, where we met Shoanti burn riders and Urglin gladiators and heard a serpentfolk's telepathic speech in our heads.
And now, almost a decade later, we're bringing it to a close. Starting with Pathfinder Adventure Path #115, the first of the Ironfang Invasion volumes, we'll be retiring the Pathfinder's Journal. (Fun fact: We were actually going to retire the section half a year earlier, then realized we'd be kicking ourselves forever if we didn't take the chance to let six different authors write six Lovecraftian stories!) The reasons for retirement are many, but in the end, it comes down to the fact that we just don't need it anymore. The journal was always about seeing Golarion through the eyes of its residents, rather than the omniscient overview of a GM. Today, we have the Pathfinder Tales novel line, with far more space in which to bring you the best stories, the most vibrant character, and the most detailed locations. It's the Pathfinder's Journal all grown up.
So what's going to be taking the Journal's place? In short: more! More and longer backmatter articles! Longer adventures! More monsters! More of all the material Pathfinder Adventure Path already provides to help you run your game. It's not my place to spoil what Crystal's got in store for you, but from what I've overheard the developers giggling about, it's going to be awesome. And for those readers who miss the fiction—come on over to the Pathfinder Tales section and let us hook you up.
Thanks to everyone who's read the journal all these years. We wouldn't be who we are without it—and without all of you.
First off, since James wrote the adventure for this volume, we needed someone to develop it and I was the man for the job. Normally we don't sub in another developer for an adventure in an Adventure Path in order to maintain continuity, but when the developer running the Adventure Path is the adventure's author it makes it easy for someone to step in. I'm pretty sure James knew the story he wanted to tell, and he was readily on hand for any questions I had.
The next cool thing about this volume of Pathfinder—at least for me—was that I had the chance to get the publisher to write an article for me. He's a busy man, but I managed to convince Erik Mona to pen the Aroden article. It's a good thing too. If he didn't agree we wouldn't have run the article, because as Aroden's creator, Erik was the only man for the job.
The biggest new addition to this volume is the Friends and Foes section where we present an NPC inspired by every Adventure Path we've done so far—from Rise of the Runelords to Giantslayer. These NPCs provide a GM with a new character to introduce to their campaigns, and the write up gives plenty of suggestions for the NPC's role in other Adventure Paths than the one they are primarily associated with. Best yet, I made sure to get some of your favorite Adventure Path writers to create these NPCs. It was a lot of fun wrangling all these authors to present this special retrospective. Be sure to check out the introduction to see who wrote which character.
Illustrations by Dave Allsop, Eric Belisle, and Dmitry Burmak
Finally, since James indulged himself and put one of his characters into the adventure, I decided to do something similar and nab half of the bestiary for myself (James did the other two monsters). At this past PaizoCon, I ran a game that featured a monster that I designed especially for the adventure. I also was on a panel with artist Jason Engle and the art team where we talked about monster design while Jason sketched up a new critter based on the conversation. When we were done with the panel I was shocked by how much what he drew looked like the monster I designed for my adventure, and I knew what I had to do. I talked with Sarah Robinson, and we ended up getting Jason to turn the sketch into final art so that we could use the art for my monster that I suddenly planned to inject into this volume. And that's how the telgrodradt ended up in Pathfinder Adventure Path #100.
Illustration by Jason Engle
I've only been on staff since the first part of Skull & Shackles, but I've been a fan (and charter subscriber) since "Burnt Offerings." Getting to Pathfinder #100 has been a long and fun road, and it's a great accomplishment for any monthly publication. I'm proud to be on the team that gets these books into your hands every month. Here's to the next 100 (and much, much more)!
Missed the annual PaizoCon Preview Banquet? Enjoyed too many cocktails while there to remember what we showed off? This post is your one-stop shop for all the important announcements you may have missed!
PaizoCon 2014 Announcement Round-Up
Sunday, July 6, 2014
Missed the annual PaizoCon Preview Banquet? Enjoyed too many cocktails while there to remember what we showed off? This post is your one-stop shop for all the important announcements you may have missed!
After a brief greeting from company founder Lisa Stevens and an introduction of the staff by Publisher and Master of Ceremonies Erik Mona, Lead Designer Jason Bulmahn took over the podium to share some juicy details on upcoming books in the Pathfinder Roleplaying Game line.
Advanced Class Guide
Jason kicked things off with an overview of August's Pathfinder RPG Advanced Class Guide, the RPG line's major release of 2014. The book contains 10 new base classes, each of which combines two existing classes to create a new hybrid that better serves a given character concept. The brawler, for example, mixes mechanical elements of the monk and fighter to create a scrappy martial fighter without all of the mystical elements or armor focus of its parent classes.
Jason's tour took us through eight spreads of the book, revealing details on the shaman class as well as arcanist archetypes like the elemental master, occultist, school savant, spell specialist, unlettered arcanist, and white mage. He also gave a preview of the book's numerous skald rage powers, a look at its feats, spells, and magic items, and finally a glimpse at the character class design guidelines included in the volume.
Monster Codex
He then continued with a tour of the Pathfinder RPG Monster Codex, a treasury of stat blocks, cultural details, and special rules for 20 of the Pathfinder RPG's most commonly encountered creatures. After a look at the fire giant chapter, Jason showed off several illustrations of the various creatures represented within, which are reproduced below.
Illustrations by Jason Rainville
Check out more monsters from the Monster Codex!
Illustrations by Roberto Pitturru
Illustrations by Alexandre Chaudret
Illustrations by Ben Wootten
Illustrations by Maichol Quinto
Illustrations by Jason Engle
Pathfinder Unchained
The big announcement for the RPG line came when Jason pulled back the curtain on Pathfinder Unchained, the spring 2015 hardcover that will take Pathfinder into exciting new directions. This tome of optional rules revisits the barbarian, monk, rogue, and summoner classes with entirely revised versions designed to improve their overall play at the table. The book also will include an optional (and much simpler) action economy for the game, as well as new ways of designing monsters and treasure on the fly that we think players are going to love. We'll have much more to say about this book going forward, but for now it's probably enough to say that we've been conducting some mad experiments here at Paizo Central, and we can't wait to share them with you!
Following the Adventure Card Game presentation, Erik announced the name of the next Pathfinder Adventure Path: GIANTSLAYER! More details about the campaign will be announced at the Adventure Path team's Sunday seminar, and will hit the Paizo Blog in short order.
Licensed Products
Following the AP talk, I focused on a raft of upcoming Pathfinder licensed products, most so new that they do not even have product pages on paizo.com yet! They are:
A metal Sihedron Medallion from our partners at King of the Castle/Campaign Coins.
The next section of the Preview Banquet focused on the Pathfinder Battles line of prepainted plastic figures we produce in cooperation with WizKids. In addition to showing off several of the already-revealed figures, Erik finally revealed the set's titanic case incentive figure—the mighty Shemhazian Demon.
Pathfinder Online
Following the annual presentation of our Volunteer of the Year Award (co-awarded to PaizoCon UK founders and masterminds Dave Harrison and Rob Silk), we invited Pathfinder Online executive Ryan Dancey to close out the ceremony with a look at the Alpha version of Pathfinder Online, which went live just last week. It's still very much a work in progress, but there has been a TON of progress in recent months, and it's been really cool to see people playing the game and having fun with it. Ryan and his team have been running demos all weekend, and it's become a great part of the PaizoCon experience to see the game grow from year to year.
Here's a look at the video.
And that's it for new announcements this year! We'll have a lot more to say about these products in the weeks and months to come. If you're at PaizoCon, it's been fantastic getting a chance to chat with and game with you. If you couldn't make it this year, here's hoping you get a chance to attend in the future!
There are a lot of great things about our Pathfinder Pawns sets, but one of my absolute favorite aspects of the line is that each new product allows us to go back and order pictures of monsters and NPCs that have never before appeared in illustrated form. In the case of our Bestiary products, this means we get new images of elementals, dragons, and other creatures that have various versions in the book, as well as reimaginings of outsiders and other creatures that either don't fit within the specific shape of a pawn or that we’d like to see depicted differently. Here are a few of the new pieces of art ordered specifically for the Bestiary 2 Box , which will be releasing soon!
Bestiary 2 Box Preview
Tuesday, August 13, 2013
There are a lot of great things about our Pathfinder Pawns sets, but one of my absolute favorite aspects of the line is that each new product allows us to go back and order pictures of monsters and NPCs that have never before appeared in illustrated form. In the case of our Bestiary products, this means we get new images of elementals, dragons, and other creatures that have various versions in the book, as well as reimaginings of outsiders and other creatures that either don't fit within the specific shape of a pawn or that we’d like to see depicted differently. Here are a few of the new pieces of art ordered specifically for the Bestiary 2 Box , which will be releasing soon!
Illustrations by Rayph Beisner, Jason Engle, and Taylor Fischer
For those of us living in the United States, today is the deadline by which we must file our taxes. Luckily, we in the real world aren't the only ones doing our civic duty today; inhabitants of the Inner Sea region are also participating in their own celebration of taxes, sponsored by the church of Abadar. Editor-in-Chief F. Wesley Schneider got his taxes done early, and used the extra time to put together a special holiday blog for the Pathfinder Society community. You will find a special Pathfinder Society Chronicle sheet below, which you can download and apply to a Pathfinder Society character during the date ranges noted on the sheet.
Taxfest!
Monday, April 15, 2013
For those of us living in the United States, today is the deadline by which we must file our taxes. Luckily, we in the real world aren't the only ones doing our civic duty today; inhabitants of the Inner Sea region are also participating in their own celebration of taxes, sponsored by the church of Abadar. Editor-in-Chief F. Wesley Schneider got his taxes done early, and used the extra time to put together a special holiday blog for the Pathfinder Society community. You will find a special Pathfinder Society Chronicle sheet below, which you can download and apply to a Pathfinder Society character during the date ranges noted on the sheet.
Illustration by Jason Engle
No one enjoys paying taxes. Every year, though, on the 15th of Gozran, priests of the church of Abadar spend the day walking city streets, doing what they can to make the bitter pill of annual taxes a bit easier to swallow. From dawn to dusk, clerics of Abadar attend the tax collectors of sizable communities as the tax wagons roll from door to door. More than just aiding in the yearly errand, the faithful personally thank every citizen for contributing to the improvement of their city, extol the public works funded by their contributions, and foretell the grandeur of civic projects to come. The disenfranchised and destitute they attempt to comfort as best they can, quoting from their god's dogma on work and worthiness, but this is not a day for discounts or deferrals.
At dusk, the Abadarans host several celebrations in parks, plazas, and other communal areas about the city, organizing donations and contributions from local vendors to feed and entertain all comers. Having already preached to most of the city over the course of the day, the clerics perform only a brief opening ceremony, dedicating the feast to Abadar, the city, and its great people. These celebrations are often quite distinct from neighborhood to neighborhood and are almost always divided along economic boundaries.
The festivities involving the wealthiest citizens usually happen on the steps of city hall or other grand civic buildings and feature the best music and food, but often little more than polite card and guessing games. These galas usually wrap up by midnight.
For the common folk, the parks and marketplaces take on a carnival atmosphere, with simple but good food, local ales, performances by talented citizens, and games of chance going on well into the night. A prevailing superstition through these festivals is that, during the celebration, it's lucky to kiss—or in some regions, pinch—a cleric of Abadar, leading to many a rosy cheeked cleric.
Even the city's poor are given reason to celebrate, as the local temple of Abadar hosts a cheery but unabashedly religious gathering on its steps, feeding all comers, doling out a hearty ration of wine, singing hymns of the faith, and providing tokens for a second wine ration for any who return to attend a service within the month.
For a holiday that revolves around paying taxes, this Abadaran festival isn't as reviled as one might expect.
Use the Chronicle sheet below to celebrate your pending tax refund or for a little escapism from the realities of whatever you may owe. And for those of you in other countries where taxes aren't due today, maybe you want to earn this boon while you can and save it for your nation's tax day.
Click here to download the Taxfest 4713 Boon! — (90KB zip/PDF)—This Boon is no longer available as of 5/4/13.
Synergistic Maps Tuesday, October 16, 2012 When I'm not working on the next upcoming hardback rulebook, or apps, or whatever needs to be done around this place, my mind is on maps. While the talented Jason Engle makes our Flip-Mat and Map Packs gorgeous, I'm the guy who dreams up what goes on those maps and how they work together. And that's a fun job! ... For the past year and a half I've been working hard to make these lines as fun and useful as possible. I've worked to make many of our Map...
Synergistic Maps
Tuesday, October 16, 2012
When I'm not working on the next upcoming hardback rulebook, or apps, or whatever needs to be done around this place, my mind is on maps. While the talented Jason Engle makes our Flip-Mat and Map Packs gorgeous, I'm the guy who dreams up what goes on those maps and how they work together. And that's a fun job!
For the past year and a half I've been working hard to make these lines as fun and useful as possible. I've worked to make many of our Map Packs more modular, so that you, the GM, can build the kind of complexes and adventure sites that dance around your imagination. I've also been working to create synergies (excuse my use of such an overused and often misused term) among these products whenever possible.
For example, if you have both Map Pack: Marketplace and Map Pack: Rooftops, you'll notice that you can use them to create large and evocative city spaces. I like running urban adventures, and I'm a sucker for mapping aids that will help me illustrate the twisting alleyways that serve as the stage for a chase, gang war, or a run-in with local bravos with more guts than brains. When we put these products on the schedule I wanted to create the product that I always wanted, and that I figured a lot of you would want too.
But there are other types of synergies within current mapping products. Lately we have worked to have some of our maps fit well with some of our Adventure Paths. The latest ship maps provide the layout for the chief vessels the PCs command in the Skull & Shackles Adventure Path, and Flip-Mat: Town Square provides two chief encounter locations within the town of Sandpoint for those of you running Rise of the Runelords. The goal of this type of synergy is to give a tool to GMs who are running Adventure Paths, without making the maps so specific that they're hard to use for those GMs who aren't.
The question I pose to you all on this fine autumn Tuesday is, "Are we on the right track?" Do you like the synergies in the mapping products? Have you noticed them? Are we going far enough? Let me know your mind on this matter and help me to create the best products for your Pathfinder game.
Choose Your Enemy Tuesday, October 9, 2012 Since the Pathfinder RPG NPC Codex is so packed with images of worthy allies and deadly foes, we’re starting the previews for it a bit early. This time, check out a crew of mid-level marauders, which you’ll find both in this expansive character catalog and in the Pathfinder RPG NPC Codex Box (the humanoid-heavy sibling of the Bestiary Box). Be sure to watch this space in the coming weeks for even more NPC Codex action! ... Illustrations by Jason...
Choose Your Enemy
Tuesday, October 9, 2012
Since the Pathfinder RPG NPC Codex is so packed with images of worthy allies and deadly foes, we’re starting the previews for it a bit early. This time, check out a crew of mid-level marauders, which you’ll find both in this expansive character catalog and in the Pathfinder RPG NPC Codex Box (the humanoid-heavy sibling of the Bestiary Box). Be sure to watch this space in the coming weeks for even more NPC Codex action!
Illustrations by Jason Engle, Damien Mammoliti, and Miroslav Petrov
Mapping the Path Tuesday, January 17, 2012I’ll be honest with you. I love maps. I always have, so when Erik, Wes, and Jason asked me if I wanted to start designing the Map Packs and Flip-Maps for the GameMastery line, I just yelled, “Gimme!” Then I ran away, laughing manically with my new toy. ... This is a section of the “artwork” I sent to Jason for Flip-Mat: Pirate Ship. It’s ugly, but gets the point across, which is the purpose of the sketch.By designing maps, I don’t mean that I actually...
Mapping the Path
Tuesday, January 17, 2012
I’ll be honest with you. I love maps. I always have, so when Erik, Wes, and Jason asked me if I wanted to start designing the Map Packs and Flip-Maps for the GameMastery line, I just yelled, “Gimme!” Then I ran away, laughing manically with my new toy.
This is a section of the “artwork” I sent to Jason for Flip-Mat: Pirate Ship. It’s ugly, but gets the point across, which is the purpose of the sketch.
By designing maps, I don’t mean that I actually do the cartography. That’s a job for far more artistically savvy folk, like the talented Jason Engle, who is currently doing the artistic heavy lifting for these products. But before we can have Jason do his magic, there is a lot of work and planning that goes into each of these products. This week, I’m going to hijack the blog to shed some light on the process of designing a GameMastery Map Pack or Flip-Mat product.
Each map product starts out as a vague concept on the product schedule. I say vague concept, but there is actually a lot of thought that goes into the concept phase. A few of us sit around the table, look at the current map products we have available, determine which ones sold well, which ones didn’t, and rifle though the Paizo messageboards about such products and see what kind of things the fans liked, what they didn’t, and what kind of things they would like to see in the future. Often, a Map Pack or a Flip-Mat is meant to complement Pathfinder products set for release around the same period of time.
For instance, both the upcoming Map Pack: Ship’s Cabins and the Flip-Mat: Pirate Ship were expressly designed to complement the Skull & Shackles Adventure Path. Sure, each of these products features cool ships that you could use in any campaign, but each one also details ships that the PCs actually use in that Adventure Path. Because of this dual purpose, I worked closely with Rob McCreary (Adventure Path developer extraordinaire) to make sure that each map product would have everything that he and the AP designers would need for that project. This give-and-take started with Rob giving me preliminary information about the AP adventures, particularly encounters taking place on the various ships. From there, I put together rough sketches of the maps and had Rob give me feedback on them. That feedback often forced me to go back to the drawing board, create a new round of rough sketches, and then we would start the process all over again, iterating until everything was right.
Jason Engle’s final product using my rough sketch and area descriptions as direction. The final product is beautiful and spot on. Jason rocks!
While the maps connected to the Skull & Shackles Adventure Path were a little more cooperation-intensive than most map projects, every early map product process starts with brainstorming, rough sketching, and making sure all the stakeholders are happy with the initial map design. Once that’s achieved, the next step is to make those rough sketches something more concrete—more than just a bunch of pencil scribbles on graph paper. They have to be something that an artist can understand clearly and easily. This involves cleaner maps sketched with my set of gaudy-but-striking colored pens and a map order that lists all the important details of the map. These refined rough sketches and the map order then goes to the art department. The art director, Sarah Robinson, then takes a look, makes sure it is as clear as possible, asking me questions about things that seem vague or somewhat questionable, revisions are made again if necessary, and then she sends it to Jason for beautification.
The process does not end there, though. Jason sends us his preliminary work on the maps, usually in the form of a black-and-white “sketch,” which is nearly complete, except for the color. We then take a look at his work, making sure that all of the details presented in my initial drawings and map order are all there, and take a critical eye at the often wondrous details he provides. Once that’s done, we either send a list of small changes or—more often than not—just let Jason know that his work is spot on and then move on to the next step: final or nearly final turnover by the artist.
With the color maps in, we look over them carefully, making sure everything looks gorgeous and the details are correct, and then move on to last-minute approvals from all the stakeholders and the business team. On rare occasions, the map goes back for some last-minute tweaking. When we are all happy with the final result, packaging is designed, and the files get sent to the printer.
Lastly, the product gets shipped out to subscribers and distributors. It’s final journey ends with the “ooohs” and “aaahs of players” as GMs everywhere plop the finished product on the game table before uttering that magical phrase, “Roll initiative.”
New Books and Epubs! Wednesday, May 18, 2011It's an exciting day over here in the Pathfinder Tales department! Not only does today introduce the final chapter in Erik Mona's Two Pieces of Tarnished Silver (which you can read right here for free), but it's also the release date of two things that folks have been anxiously awaiting for a while now. ... Illustration by Daren Bader ... The first is Robin Laws' The Worldwound Gambit, a rollicking heist novel set in the demonic madness of the...
New Books and Epubs!
Wednesday, May 18, 2011
It's an exciting day over here in the Pathfinder Tales department! Not only does today introduce the final chapter in Erik Mona's "Two Pieces of Tarnished Silver" (which you can read right here for free), but it's also the release date of two things that folks have been anxiously awaiting for a while now.
Illustration by Daren Bader
The first is Robin Laws' The Worldwound Gambit, a rollicking heist novel set in the demonic madness of the Worldwound. Hitch a ride with veteran con man Gad as he gathers the perfect team of scoundrels and thieves to infiltrate a cult's living tower deep in demon-held territory. Together they'll attempt to pull off the biggest job of their lives, saving their home from destruction and keeping business booming. Along the way, they'll have to deal with insufferable paladins, a dangerously seductive priestess, their own quirks and faults—and of course, plenty of demons. By turns hilarious and disturbing, Robin's new book is a dark, witty romp that will show you Mendev and the Worldwound like you've never seen them before.
Illustration by Jason Engle
The second thing we're proud to unveil is the latest batch of Pathfinder Tales ePubs, which includes not just several of the web fiction stories, but the first three Pathfinder's Journals from Pathfinder Adventure Path, available now in compiled electronic form, complete with all their original illustrations! For years, people have been asking for compiled versions of the journals for ease of reading and transportation—in fact, before he worked here, Mark Moreland compiled all the Eando Kline stories into a self-printed chapbook to read on his commute—and we're glad to finally be able to oblige. Appearing in this first batch are "Hell's Pawns" by Dave Gross, which marks the first appearance of Varian Jeggare and Radovan; "Dark Tapestry" by Elaine Cunningham, which follows the adventures of half-elven Pathfinder and desert druid Channa Ti; and "The Compass Stone: The Collected Journals of Eando Kline," which presents the entire epic journey of Pathfinder Eando Kline from his first appearance in Pathfinder Adventure Path #1 to the stunning conclusion in #18. Much longer than a typical web fiction story, both "Hell's Pawns" and "Dark Tapestry" are full-length novellas, while Eando's story is roughly as long as a Pathfinder Tales novel! "The Compass Stone" also comes complete with a new foreword by yours truly, discussing the evolution of the Pathfinder's Journal, and of Eando's story in particular. Joining these journals are the compiled web fiction tales "Lord of Penance" by Richard Lee Byers and "The Secret of the Rose and Glove" by Kevin Andrew Murphy.
And this is just the beginning! We hope to unveil the next novel in the Pathfinder Tales line fairly soon, and you can look forward to seeing further batches of web fiction stories and Pathfinder's Journals compiled for your electronic reading enjoyment at regular intervals. Because when it comes to Pathfinder fiction, more is better!
... Pathfinder Roleplaying Game Preview #14 Wednesday, August 12, 2009The Pathfinder Roleplaying Game Core Rulebook releases tomorrow at Gen Con and game stores around the country. Over the past 14 weeks, we have look at all of the core classes and one of the prestige classes that can be found in the book. We've taken a look at a host of feats, spells, and magic items, as well as a few other rules bits along the way. This week, we are investigating the most important rule in the game. Not...
Pathfinder Roleplaying Game Preview #14
Wednesday, August 12, 2009
The Pathfinder Roleplaying Game Core Rulebook releases tomorrow at Gen Con and game stores around the country. Over the past 14 weeks, we have look at all of the core classes and one of the prestige classes that can be found in the book. We've taken a look at a host of feats, spells, and magic items, as well as a few other rules bits along the way. This week, we are investigating the most important rule in the game. Not surprisingly, it is also one of the first rules in the book.
This is your game.
The rules in the Pathfinder Roleplaying Game Core Rulebook are presented to help you tell the stories that you want to tell. They are organized to help speed up play and enrich your world. You might find that, through play, some of these rules do not suit your style of play or do not serve the story you are trying to tell. Feel free to change them. Sit down with your group and discuss what "house rules" you are going to use as part of your campaign. Add, subtract, or even polymorph these rules to fit your needs. If you are the Game Master, you should work with your group to determine what changes are appropriate. If you are a player, remember that the GM is the final arbiter, but do not be afraid to make suggestions or bring new rules to the table for him to review. When you play the Pathfinder RPG, we want to make sure that you have fun. The rules are there to serve that goal, not to stand in the way.
Since this is the last preview, I want to take just a moment to thank all of the playtesters that spent countless hours playing, reviewing, and critiquing the Beta version of the game. I think you will find that they had a large influence on the final design and deserve a great deal of credit for all of its improvements. It was a lot of work to weed through over 100,000 messageboard posts, but the final game makes all of that effort worth it. If you were part of the Alpha or Beta playtests, I would like to say thank you.
As of this posting, a number of folks have already received their rulebooks, and discussions are already taking place on our messageboards about the changes and additions to the game. So, instead of talking about the rules, I wanted to close this preview with a look at some of the fabulous art that you will find in the Pathfinder RPG Core Rulebook. The Core Rulebook is available in stores and at our booth at Gen Con starting tomorrow. See you on the boards.
Snagged from the Vault: Sepid Div Friday, May 8, 2009As my foolhardy companion and I limp away from our latest excursion into the vault, we leave for you as a weekend preview the sepid div, a terrifying entry in the Bestiary of the upcoming Pathfinder Adventure Path #23: The Impossible Eye, as depicted here by Jason Engle. ... Four curling horns sprout from is giant's head and an inhuman tongue flickers among sharply filed teeth. Covered with pale, pockmarked and spiky flesh, this monstrous...
Snagged from the Vault: Sepid Div
Friday, May 8, 2009
As my foolhardy companion and I limp away from our latest excursion into the vault, we leave for you as a weekend preview the sepid div, a terrifying entry in the Bestiary of the upcomingPathfinder Adventure Path #23: The Impossible Eye, as depicted here by Jason Engle.
Four curling horns sprout from is giant's head and an inhuman tongue flickers among sharply filed teeth. Covered with pale, pockmarked and spiky flesh, this monstrous warrior stands fully twice the height of an average human and assumes a confident stance as it effortlessly hefts a sword large enough to cleft a horse in twain.
Snagged from the Vault: Dark Markets—A Guide to Katapesh
... Snagged from the Vault: Dark Markets—A Guide to Katapesh Friday, March 6, 2009Once again, fellow Paizonians, my colleague and I have managed to pilfer a spectacular sneak glimpse into the vault. Behold the Zephyr Guard, illustrated here by Jason Engle... ... Vadid and Nahk ... Preview Purloiners ... Though the Pactmasters are rarely seen outside their palace walls, they are keenly alert of all that transpires within Katapesh through their network of spies and active patrols of the...
Snagged from the Vault: Dark Markets—A Guide to Katapesh
Friday, March 6, 2009
Once again, fellow Paizonians, my colleague and I have managed to pilfer a spectacular sneak glimpse into the vault. Behold the Zephyr Guard, illustrated here by Jason Engle...
Vadid and Nahk Preview Purloiners
Though the Pactmasters are rarely seen outside their palace walls, they are keenly alert of all that transpires within Katapesh through their network of spies and active patrols of the Zephyr Guard. The Zephyr Guard is made up of diverse ethnic groups and races, but mostly humanoids such as humans, half-elves, and half-orcs. Their unifying feature is their expertise in combat and the precision with which they carry out their duties. A Zephyr Guard squad is usually composed of five elite soldiers (LN fighter 4) and their squad leader (LN fighter 6). Each squad leader carries a charm of aluum control, which is magically bound to them, making it useless to anyone else. Aluum are powerful golems created to maintain order in Katapesh when other forms of authority fail (see the Appendix for statistics). Dormant aluum are scattered through the city in key locations for the Zephyr Guard. They stand silent vigil at street corners, in the shadows of buildings, around busy squares, and throughout the numerous bazaars. No matter where one goes in Katapesh, an aluum is never far away.
... Illustrations by Jason Engle Katapesh Fashion Show Monday, January 12, 2009One of the fun things about moving out of Varisia and into a new land for the Adventure Path is that the NPCs end up looking quite different. While generating art orders, I suspect we've spent days surfing the net looking for more and more exotic outfits and apparel to clothe our characters in. The upcoming Dark Markets: A Guide to Katapesh bears the fruit of those hours of Internet research—pictured here are...
Illustrations by Jason Engle
Katapesh Fashion Show
Monday, January 12, 2009
One of the fun things about moving out of Varisia and into a new land for the Adventure Path is that the NPCs end up looking quite different. While generating art orders, I suspect we've spent days surfing the net looking for more and more exotic outfits and apparel to clothe our characters in. The upcoming Dark Markets: A Guide to Katapesh bears the fruit of those hours of Internet research—pictured here are three of the NPC portraits that appear in the book, each representing a different type of character you might encounter during an adventure in the region, be they surly half-orc merchants, graceful but deadly swordfighters, or even a desperate young child who MIGHT just grow up to be a world-famous iconic paladin!