Designer: Michael Welham
From the amusingly quirky (such as the spiderbear and vorpal rabbit) to the deadly serious (like the dark tendril and dread kraken), every creature in the Frightful Folio will bring something new and interesting to your game. Over 50 monsters are featured, ranging from CR 1/2 to 22, and all for free. First created for the popular blog, Mythopoeic Rambling, now you can download the best and most popular in one 60+ page PDF.
If you like what you see, be sure to check out Michael's weekly feature, Frightful Fridays, for even more monstrous fun.
Clockwork Gnome Publishing's latest offering is now available at the Paizo store. Michael Welham (2012 Paizo RPGSuperstar) presents the first in our new line of books, the Player's Toolbox.
Player's Toolbox
Arborlings From the heart of the primordial forest.
Cousins of the treants and guardians of the woodlands, the arborlings are a plant-like race of humanoids that stand outside the boundaries of civilization. They are deliberate and straightforward creatures who remain the constant enemy of those who seek to despoil the world or unduly tax the resources provided by nature's bounty. While arborlings are an isolated race, remaining safe in their ancient homelands, a few have heard the call of the adventuring life. And now they stand poised to bring the power of nature to the bear against the evil forces in your campaign!
While designed for the Pathfinder Roleplaying Game, this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game.
Player's Toolbox: Arborlings includes:
A complete standard race (10 racial points) that utilizes the Pathfinder Roleplaying Game Advanced Race Guide format.
Six alternate racial traits and six alternate favored class options.
New equipment and two new magic items designed specifically for use by the arborlings.
Four new feats and three new spells.
A new racial archetype, the root-bonded witch.
Includes two versions of the book; a color copy and a bare bones, art-free copy.
Fully hyperlinked to provide easy access to the most popular independent Pathfinder Roleplaying Game SRD on the web.
Clockwork Work Gnome Publishing has just released a free support article for our book, The Rogues Gallery: Cloven Hoof Syndicate. Called Arcane Assistance in the Conduct of Criminal Investigations, this short piece is written from the point of view of Xanderias Lartheri, as he examines the unique challenges an investigator in a fantasy world must face. The article is written by Cloven Hoof Syndicate author, Paris Crenshaw, and provides some solid advice about investigative campaigns and how magic plays an important role in any criminal inquiry.
While this article uses names and concepts from The Rogues Gallery: Cloven Hoof Syndicate, the advice presented can be useful even if you do not own the book.
You can download Arcane Assistance in the Conduct of Criminal Investigations at the CGP website product page for The Rogues Gallery: Cloven Hoof Syndicate. The download is located under Supplemental Articles.
The Rogues Gallery: Cloven Hoof Syndicate is available at Paizo Publishing.
CGP is happy to announce thatCampaign Cogs- The Rogues Gallery: The Cloven Hoof Syndicate by Paris Crenshaw is now available.
They will consume you completely, body and soul.
Crime is an accepted part of life in most large cities. Generally, such illicit activities are under the jurisdiction of the local Thieves Guild and they tend to punish freelancers harshly. There are those who feel the stranglehold of the guild is too much to bear, that their monopoly on the underworld must be broken. The Cloven Hoof Syndicate is an organization devoted to weakening the power of the Thieves Guild and upsetting the established order.
However, there are darker forces at work in the shadows of the Cloven Hood Syndicate. Some claim that the Syndicate's true purpose goes well beyond a simple turf war. Rumors even speak of horrid experiments and profane rites performed in the subterranean halls of the organization's headquarters. But perhaps worst of all are the whispers which connect the Cloven Hoof Syndicate with the blasphemous daemons and their apocalyptic masters!
While designed for the Pathfinder Roleplaying Game, this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game.
The Rogues Gallery: The Cloven Hoof Syndicate includes:
A complete criminal organization that can be dropped into any fantasy urban setting.
Complete statblocks for typical members of the Syndicate at every level in the hierarchy.
Background and statblocks for the important members of the organization, including their leader, the satyr known as Varon the Twisted.
New alchemist discoveries and other rules options that support the organization's terrible agenda.
Maps and details on the Cloven Hoof Syndicate's headquarters, The Halls of Abandon.
Includes two versions of the book; a color copy suitable for screen viewing and a bare bones, art-free copy and contains files for use with Lone Wolf Development's fantastic Hero Lab software.
I am happy to report that you can now download a free preview for The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger right here at the Paizo store.
So, take this opportunity to peruse the introduction to the book and get a taste of what Morithal has in store for your campaign.
Since the beginning of time, the Maggot God has burrowed his way through the earth, indulging a hunger that can never be satiated. Morithal is an artifact from another time, a being who survived the fall of one multiverse and the birth of another. Cursed with a unending desire to consume, He Who Gnaws has hollowed out vast caverns beneath the earth and these have become the subterranean realm of the dark elves, derro, and other depraved creatures. Despite his repulsive nature, Morithal's followers are powerful and many. His cults are everywhere and each of them is tasked with a single goal: to bring about the reign of their god so that he might consume the stars and cast all the worlds of the Material Plane into eternal night.
Inspired by the works of classic writers such as H. P. Lovecraft and Clark Ashton Smith, Morithal, Lord of Unceasing Hunger presents an evil cult that can be easily dropped into any campaign. While designed for the Pathfinder Roleplaying Game this book can be effortlessly used with the 3.5 edition of the World's Oldest Roleplaying Game.
The Virtuous and the Vile: Morithal, the Lord of Unceasing Hunger includes:
An in-depth overview of Morithal, his origins, myths, and other important traits.
Information on the cults of the Maggot God, their goals, and the benefits of their faith.
The Famine domain and new spells that embody the horrid
Two new monsters, the walking hunger and the fragment of Paranvoi, who embody Morithal's unceasing need to feed.
Includes two versions of the book; a color copy suitable for screen viewing and a bare bones, art free copy. Each download also contains files for use with Lone Wolf Development's fantastic Hero Lab software.
The second installment of The Star Oracle is now available at the Clockwork Gnome Publishing blog.
This time we feature a new monster, the zyth. The zyth was designed by the talented Mike Welham, whose work has previously appeared in Open Design's Midgard: Book of Drakes, Rite Publishing's #30 Badges of Faith, and Clockwork Gnome Publishing's Along the Faerie Path.
There are also some basic details concerning a race known as the Yih. Conceptualized by Patrick Curtin and designed by Craig Johnston (RPG Superstar 2009 Top 32), the Yih are one of four new races that will appear in Sailing the Starlit Sea
It is important to mention that this preview provides a glimpse of a creature before the playtest process. Changes might occur before publication.
And don't forget to check out the Sailing the Starlit Sea Kickstarter page. We have some great rewards for backers that give you a chance to shape the book's design.
There is a brand new art preview for Sailing the Starlit Sea at the Clockwork Gnome Blog.
This piece was created by the amazing Hugo Solis and it depicts just one of the many dangers explorers will find in the asteroid belt known as The Shattered Wanderer. The final piece will be in full color, but I liked it so much I could not wait to provide a preview.
The first installment of The Star Oracle is now available at the Clockwork Gnome Publishing blog.
This time we feature a new monster, the bone sargasso. The bone sargasso was designed by the talented Mike Welham, whose work has previously appeared in Open Design's Midgard: Book of Drakes, Rite Publishing's #30 Badges of Faith, and Clockwork Gnome Publishing's Along the Faerie Path.
This preview provides a glimpse of a creature before the playtest process. Changes might occur before publication.
And don't forget to check out the Sailing the Starlit Sea Kickstarter page. We have some great rewards for backers that give you a chance to shape the book's design.
Featuring the work of Mike Welham, who just made the RPG Superstar 2012 Top 32, Along the Faerie Path provides an in-depth look at the Realms of Faerie and provides some new fey creatures for your Pathfinder Roleplaying Game.
Along the Faerie Path is available in the Paizo store.
In celebration, Clockwork Gnome Publishing has placed our first book, Campaign Cogs- Finwicket's Chronicles: Along the Faerie Path on sale for half off. This sale price should appear in the Paizo store soon. When it does, I will drop a link in this thread.
And in the coming weeks you can expect a few more previews for Sailing the Starlit Sea, including art by the talented Hugo Solis and a couple of monster statblocks from the creative mind of Mike Welham. Finally, this Friday will mark the first installment of the Star Oracle, a regular feature that will tackle aspects of Sailing the Starlit Sea from the designers themselves. The first subject will be runic organelles and how they interact with the runic drive.
So spread the word and let others know we need their support!
Captain Helios stepped onto the deck and surveyed the forces arrayed before his ship, the Emerald Gryphon. Suspended in the void of glittering stars were three juggernauts flying the colors of Nimbus. The crew were running to man the ballista while his trusted first mate, Achenar, strapped on his spring-loaded bracers packed with various wands.
The wizard nodded, though his face was grim. “It looks like the mercane took exception to the plunder of their supply ships. I hope you have a plan!”
“I’m just making this up as I go along.” Helios winked and smiled at Achenar. The captain turned and pointed at the tightly packed mass of asteroids in the distance. “Make for the Shattered Wanderer! We will play a little game of cat and mouse.”
Achenar winced. “The mouse rarely comes out of that game in one piece.”
“It’s a good thing I intend to be the cat.”
As the Emerald Gryphon turned to enter the grinding field of rock, the juggernauts moved to follow. The chase was on.
Sailing the Starlit Sea will be the definitive sourcebook on fantasy space travel. Designed for the Pathfinder Roleplaying Game, Sailing the Starlit Sea will provide guidelines for magical star travel set within an easily adapted setting. Explore alien worlds laden with ruins from forgotten civilizations. Bargain in exotic marketplaces at the edge of the solar system. Take on the role of pirate and plunder your way to infamy. Risk your sanity to uncover cosmic knowledge from aeons past. Now is the time to test your mettle. A universe of adventure awaits!
It’s time to take your adventures to the stars. Sailing the Starlit Sea is going to Kickstarter and you now have the opportunity to help shape the design of this landmark sourcebook. Make your mark on this new project and bring the stars to Pathfinder Roleplaying Game fans everywhere.
When will this Kickstarter campaign begin and how long will it last?
The Kickstarter campaign will begin January 23rd and end on February 29th.
Who will be working on the design of Sailing the Starlit Sea?
Developers on the project will include Mike Welham (Open Design, Paizo Publishing, Rite Publishing, Clockwork Gnome Publishing), Allen Taliesin (Owner of Clockwork Gnome Publishing, Along the Faerie Path), and Craig Johnston (RPG Superstar Top 32 2009). Other designers will be joining the project as well. These will be announced soon.
What will the format for Sailing the Starlit Sea be?
The print version of Sailing the Starlit Sea will be a full-color hardcover book with a minimum of 96 pages. The PDF edition will include two versions of the book; a color copy suitable for screen viewing and a bare-bones, art-free copy. Each download will also contain files for use with Lone Wolf Development's fantastic Hero Lab software. A print and PDF package will be also be available.
Are there any previews for the project?
There are currently four previews available to give you a glimpse at what Sailing the Starlit Sea will contain.
Throughout the Kickstarter campaign new previews will be posted to grant an even more in-depth look at the rules and setting of Sailing the Starlit Sea.
What kind of benefits do backers receive?
While there is not space to list all of the benefits, some of the highlights include:
A copy of Sailing the Starlit Sea and the first adventure, Voyage of the Emerald Gryphon.
Access to the Sailing the Starlit Sea playtest forums. Every backer will be able to playtest the basic rules and provide feedback on their design.
High level backers will have the opportunity to pitch an idea to the development team and see their concept become a part of the Sailing the Starlit Sea universe.
Exclusive access to the development blog so you can stay up to date with the latest StSS news and receive previews seen nowhere else.
When will Sailing the Starlit Sea be released?
The original release date for Sailing the Starlit Sea was February 2012. Naturally, this date has changed and the expected release date is now August 2012. While we understand this is disappointing for those looking forward to a February release, we also hope those who are excited about the release help support the project by becoming a backer. No matter what your backing level, you will be able to playtest certain rules and view previews not open to the general public.
Are future supplements planned?
Depending on demand, Clockwork Gnome Publishing is interested in producing all sorts of support material. In addition, much of Sailing the Starlit Sea will be open content, meaning other publishers can use the material to produce their own supplements. We are even looking into providing a compatibility license and logo.
So, is Clockwork Gnome Publishing looking to produce other products reminiscent of old favorites?
Most certainly. If Sailing the Starlit Sea reaches its goal and proves popular, we have a particular project in mind. Let's just say we have a fondness for the planes around here.
Servants of the Maggot God
For the second preview of Campaign Cogs- Morithal, Lord of Unceasing Hunger we take a look at two of Maggot God's most trusted servants.
Hollow Longing
Hollow Longing is an ideal, a spirit that embodies the devastating effects of hunger and famine. Where it came from or how it was born is unknown, though some legends directly connect its rise to Morithal’s emergence. Not even the oldest gods claim to know the origins of this primeval being or even understand its purpose in the multiverse. Whatever the case, Hollow Longing's fate has been intertwined with the Maggot God for as long as anyone can remember.
In its natural form, Hollow Longing is a mass of vapors from which an unending wail of misery can heard. When necessary, Hollow Longing may take the form of a ravenous ghoul of any race and gender. In this body it appears as a bloated abomination with waxy, milk-colored skin. Its eyes burn like embers and its yellowed teeth appear too large for its mouth. When mortals gaze upon Hollow Longing in ghoul form they can always sense that something is not quite right, that the creature before them is not a normal ghoul or even a ghoul from the putrid nobility that rule the race.
No matter what form it takes, logic and reason mean nothing to Hollow Longing. It has no pity for those it harms, no empathy towards other creatures, and exhibits an unflagging loyalty to Morithal alone. While intelligent and capable of critical thought, Hollow Longing is often overcome by its need to devour. This makes it a poor choice for diplomatic or tactical missions, but perfect when the Lord of Unceasing Hunger wishes to sow discord and chaos amongst his enemies.
Paranvoi the All-Consuming
Born from a cataclysm enacted by worshipers of Morithal on the world of Malheur, Paranvoi is a black pudding of epic proportions. It began life like one of many such oozes found in the temples of Morithal, created spontaneously in the presence of morthacite. However, Paranvoi was inadvertently empowered by an ancient and forbidden rite designed to shift the planet closer to the Plane of Shadow and shroud it in a black cloud known as the Ebon Caul.
While it is unclear what exactly went wrong, Paranvoi became stronger and more intelligent. It quickly consumed the priests who performed the ceremony, integrating their thoughts, emotions, and personalities into its own burgeoning identity. Understanding what had just happened and feeling an undeniable calling to the service of Morithal, Paranvoi began to devour.
In two years, it had wiped out nearly all life beneath the surface of Malheur. Its body swelled beyond normal proportions so that by the time it burst into the surface world, Paranvoi was the size of a small nation. What it found when it emerged was a world on the verge of collapse. For two years the nations on the surface had been without sunlight. Famine was rampant, war was everywhere, and extreme methods of survival had become a normal way of life. Paranvoi saw this as the perfect expression of Morithal's power, a precursor to the delicious horror that was to come when Final Consumption became a reality. Filled with religious fervor, it moved across the land, devouring all it could while singing unholy praises to the Maggot God.
Morithal took notice of this slaughter and turned his attentions to Paranvoi. What he saw pleased him. Paranvoi had grown to encompass the entirety of Malheur. The surface was completely covered by its undulating body. Paranvoi stretched into the tunnels of the Underworld, filling the dark places of the world with its massive bulk. Malheur became a dead world, nothing more than a lair for a devoted and powerful servant of Morithal.
The Feasting Worm visited Paranvoi in dreams and visions. Paranvoi was granted a place as one of Morithal's divine servants, second only in greatness to Gothgor the Putrid. Upon the ooze Morithal bestowed the gift of foresight, which blended with Paranvoi's composite mind to endow it with a perception of time not even the Lord of Unceasing Hunger can completely understand. With the ability to simultaneously view every possible future, the All-Consuming became an oracle of devastating accuracy.
Paranvoi continues to dwell on Malheur, which still lies in conjunction with the Plane of Shadow. It can split portions from its body and embed part of its mind into the newly formed vessels. Due to its conglomerate psyche, Paranvoi's mind can easily exist in multiple locations at once without any serious detriment. As a result, powerful temples maintain oracle chambers to house a portion of Paranvoi within specially prepared pools. The oozes in these pools hold a portion of the High Oracle's mind, allowing priests to access the impressive foresight of Paranvoi whenever the need arises.
However, the temples of Morithal have continued to see some of their plans fail since gaining this advantage, which has led a few to believe the insight of Paranvoi is not as potent as many allege. Some of Morithals' faithful have come to the conclusion Paranvoi has its own goals and is only using the temples as a tool to usurp the Maggot God's position. Others have suggested the All-Consuming has foreseen that the Final Consumption will never come to pass and this has shaken its faith in the Lord of Unceasing Hunger. Whatever the case, while Parnavoi's amazing talent has not made the Cult of Morithal invincible, it has provided those who work the will of the Feasting Worm a powerful tool to aid them in many of their schemes.
The Virtuous and the Vile Morithal, Lord of Unceasing Hunger The Final Consumption approaches!
Since the beginning of time, the Maggot God has burrowed his way through the earth, indulging a hunger that can never be satiated. Morithal is an artifact from another time, a being who survived the fall of one multiverse and the birth of another. Cursed with a unending desire to consume, He Who Gnaws has hollowed out vast caverns beneath the earth and these have become the subterranean realm of the dark elves, derro, and other depraved creatures. Despite his repulsive nature, Morithal's followers are powerful and many. His cults are everywhere and each of them is tasked with a single goal: to bring about the reign of their god so that he might consume the stars and cast all the worlds of the Material Plane into eternal night.
The Virtuous and the Vile- Morithal, the Lord of Unceasing Hunger will be available for Labyrinth Lord and the Pathfinder Roleplaying Game with an expected release date of late November.
Theodric the Obscure's fantastic blog, Mythopoeic Rambling, is currently featuring an exclusive preview for The Virtuous and the Vile: Morithal, Lord of Unceasing Hunger. Go check it out and get a glimpse at what the Maggot God has in store! While you are there, be sure to take some time to explore Mythopoeic Rambling. You will be happy you did.
Sailing the Starlit Sea Preview- Starships of the Starlit Sea
While many types of starships exist, most require the same variety of components to operate properly. In this preview we will go over the basics of star travel. This will be a cursory examination of the devices that make sailing the starlit sea possible. Exact game mechanics will be featured at a future date.
Starships
The basic technology that allows for space travel was first developed by the Quendari many thousands of years ago. Nearly every piece of magical technology produced today has it origins with this early spacefaring race. It was this technology that allowed the Quendari to forge an empire that stretched across the stars. That empire fell long ago, though much of its legacy remains. Some of these inventions are replicated today, in the mercane shipyards found throughout known space. Others are impossible to understand but still form the backbone of modern space travel. The greatest of these is the Quendari Gates, magical portals that allow for instantaneous movement between solar systems.
Runic Drive
At the heart of every starship is the runic drive, a wondrous item that borders on artifact status and the key device that makes space travel possible. While appearances might differ, most runic drives are simple four-sided plinths made from stone or wood. They generally stand two or three feet high and are covered with with intricate glowing runes. Embedded within the hull of vehicle, thin lines of mithral marked with tiny symbols radiate away from the runic drive. These mystic pathways channel the energy of the drive to other parts of the ship and help power important systems.
Pilots manipulate the runic drive to fly the starship, though all of that control is mental. While anyone can learn to use a drive, potential pilots must bind with the item first. Most runic drives can bind with more than one pilot simultaneously; however, the exact number of bonded pilots is entirely dependent on the size and style of the device. When this binding is complete the pilot is implanted with minute lifeforms known as supernal organelles. These creatures disperse through a pilot's blood and allow him to enter a meditative state called the Union. In this condition the pilot is one with the ship. It becomes an extension of his body and he can move the vessel through the power of thought. This does not make flying effortless. The pilot must still make skill checks to properly move a starship. As might be expected, complex maneuvers make the task more difficult.
During the age of the Quendari all pilots were spellcasters of some kind. This tradition continues in some small part today as the skill normally employed to interact with a runic drive is Spellcraft. However, a significant number of modern pilots have broken this limitation and have learned to fly without an express understanding of how magic works. These individuals use the Profession: Starship Pilot skill to achieve an expertise with flight that rivals any spellcaster.
Runic drives gain their power through the absorption of ambient magical energy. The devices store this energy in a central liquid core of mercury and a metal known as celestanite contained within a variant resilient sphere spell. The energy contained here is directed to four key systems that make the dream of space flight possible.
Atmospheric Shell
Before entering the void of space a runic drive can create an invisible sphere that envelopes an entire starship. While physical objects and certain types of energy can move through it, the atmospheric shell prevents gases from escaping its boundary. It also forms a protection against specific forms of radiation commonly found in space. However, the shell does not rejuvenate the trapped air, meaning an occupied ship without a reliable means of producing air quickly becomes uninhabitable.
Atmospheric shells originate from four points on a ship, usually marked by specific runes or other objects designed to project the effect. Most shells extend outward 40 feet from the surface of a ship.
Gravity Decks
A ship's runic drive can generate gravity by directing magical energy through specially prepared deck plating. These five foot square plates can be placed anywhere on a ship, but only one side of the device is capable of producing gravity. The gravitational field produced by a gravity deck extends outward to the limits of the ship's atmospheric shell. While most gravity decks generate gravity equal to the baseline found on most worlds, they may be created to provide either a greater or lesser pull.
Propulsion Plates
A series of complex symbols etched into specially prepared metal plates and positioned at key locations around the starship provide it with the ability to move. When active, the propulsion plates warp the fabric of space at two points. For example, when flying forward the space at the front of the ship is constricted while the space at the back of the ship is expanded. This allows the ship to ride a “wave” in the direction the pilot wishes to travel. The exact speed is dependent on the pilot's will, making it possible to travel the large distance between planets in a span of hours. While historical documents claim the Quendari were able to equip incredibly massive ships with propulsion plates that allowed for fast travel between star systems, no modern starships are up to the task.
Warming Nodes
By heating the air trapped within the atmospheric shell, warming nodes help protect against the deadly cold of space. Constructed from clay and a core of crushed ruby, warming nodes are placed at four points around the ship, usually near the points that generate the atmospheric shell. While in the meditative state known as the Union pilots may manipulate this temperature with a thought. Once set, this temperature will remain the same until altered again by a pilot.
Air Circulation
Space is a near vacuum. While the atmospheric shell generated by the runic drive traps breathable air it does not freshen this air. A starship without some way to produce breathable air is a death trap for its crew. While some captains are willing to take their chances and refresh their shells by sailing into the upper atmospheres of certain planets, most prefer to recycle the air with a ship based solution. Over the centuries two methods have remained the most popular and are still used on modern starships.
Alchemical Lung
Known as an alieocoptrix, the alchemical lung is a living creature born and grown by the alchemists of the Alavian Brotherhood and sold by the mercane in hundreds of star systems. This amazing work of biological engineering comes in different sizes depending on the scale of the starship it must serve, though all appear to be little more than a large glass jar filled with undulating flesh. Alchemical lungs survive on the exhalations of other creatures, transmuting it with fresh and breathable air. The aliecoptrix must also be fed on a regular basis; it subsists on a slurry of meat, saltpeter, and mercury. While the Alavian Brotherhood state the alieocoptrix are unintelligent, there are those who believe otherwise and claim that the alchemists utilize morally reprehensible techniques in the production of the alchemical lung. The organization is highly secretive about the process, however, which makes it difficult to prove these accusations.
Ship Gardens
Seen as an elegant solution for two problems, the ship garden is the method of choice for many crews. While a garden can provide sufficient air for a starship and serves a dual role as a source of food, there are problems with this approach. Gardens require suitable soil, food and water, and constant tending by an expert with the magical skills needed to keep the garden alive. They also occupy far more room than an alchemical lung. These constraints often mean a garden is impractical for most starships. In nearly every way, alchemical lungs are cheaper and easier to maintain.
Alternate Starships
The information above details the standard starship most characters will encounter in Sailing the Starlit Sea. However, there are other forms of starships exploring the known universe. These vessels include the impressive generation ships of the Quendari that seed star systems with new interstellar gates, living starships with a mind and will all their own, and single pilot ships useful for combat in the void. While these alternate starships will receiving varying amounts of detail in Sailing the Starlit Sea, all of them will provide creative elements that stand outside the norm for space travel.
Sailing the Starlit Sea The ultimate frontier is now open!
By Mike Welham and Allen Taliesin
Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars.
Sailing the Starlit Sea includes:
Details on outer space and the hazards one must face in those cold, airless depths.
Rules and guidelines for magic-driven starships and other modes of interstellar travel.
A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
New creatures that originate from alien stars and planets.
Clockwork Gnome Publishing is proud to announce the latest addition to our Campaign Cogs line.
Finwicket's Chronicles The Swarmnomicon Forty Swarms for your Pathfinder Roleplaying Game Campaigns!
Esteemed gnomish explorer and natural philosopher Professor Thaddeus Finwicket has traveled far and wide, documenting creatures from every corner of the globe. Now his canny eye turns to the most unexpected of subjects, the swarm! As always, the good professor tackles the topic with his signature insight, revealing a host of creatures certain to inspire new respect for the swarm in the minds of adventurers everywhere.
Finwicket's Chronicles: The Swarmnomicon contains:
Forty individual swarms that range from CR 1 to 20, including such terrors as the razorleaf swarm, filament swarm, swarmic infiltrator, gibbering swarm, glyph swarm, and the dreaded puppy swarm.
A good mix of both deadly threats and unique obstacles present intriguing challenges for adventuring parties of all kinds.
Each swarm is accompanied by a small encounter designed to showcase their special traits.
Late 2011/Early 2012 Designer: Michael Welham
Estimated Pages: 32
Here is a brief overview of just five of the swarms featured in Finwicket's Chronicles: The Swarmnomicon. Additional features will appear in the coming months, so keep your eyes open for sneak peeks of the other 35 swarms that crawl between the covers of this unique project.
Entropy Swarm— Wild magic given life, the entropy swarm invokes random (and usually unwanted) changes to all it touches.
Ferromite Swarm— Disastrous creatures which typically infest rust monsters, ferromites gain the rusting properties of their hosts.
Filament Swarm— This deadly swarm pierces most material as if it were mere paper and causes horrific, bleeding wounds.
Gibbering Swarm— Rumored to be a spore-like spray from a gibbering mouther, this swarm inflicts madness wherever it roams.
Resin Swarm— Composed of tiny insects which secrete a strong tar-like substance, this swarm creates plenty of sticky situations for its victims.
In addition to the rules for space travel and material on the Seren System, Sailing the Starlit Sea also contains a host of new creatures both malign and benevolent. While many are original creations, a few of these are based on classic alien monsters from literature, movies, and fantasy gaming.
So, let me turn it over to Mike as he takes you on a short tour of the creatures he has planned for the book.
Ad’anite- This intelligent and warlike free-floating purple ooze is the predominant lifeform on Ad’an. Until extraplanar visitors showed up on their planet, ad’enites contented themselves with campaigns against each other. Once they noticed the existence of other intelligent life, they ceased their internecine warfare and refocused their plans of conquest to other worlds. The realities of living on Ad’an gives them extraordinary strength on other Seren System planets as well as an amazing resistance to magic. However, rumors indicate lower level spells are actually more effective against the Ad'an, suggesting a dangerous weakness the Ad'an would like to keep secret.
Asterid- A living asteroid or meteor, an asterid lazily floats along in the Seren System’s asteroid belt. Periodically, one or more asterids decides to take a tour through the system, smashing into whatever gets in the way. For a ship plying the starlit seas, this can cause a great deal of trouble if the crew is caught off guard. Fortunately an asterid has limited maneuverability, so watchful commanders easily avoid the creature. This is not the case for an inhabited planet, and entire cities have been leveled by the “playful” creatures.
Cacognost- This ancient fey creature appears withered and distracted, yet kindly. It imparts a lifetime of knowledge to a creature with but a touch, causing the recipient to understand the true workings of the universe. The cacognost truly believes it is providing its victim a great boon, for the creature doesn’t understand how lesser beings cannot withstand the flood of information, which often includes concepts they are not equipped to handle. Invariably, a victim of the cacognost’s gift becomes violently insane.
Comettail- This water elemental rides on a comet’s tail until the comet passes through an inhabited system. A comettail causes terror to any habitation it falls upon, bringing extreme cold, endless mist, and floods. Comets rarely pass through the system, so a visitation occurs once a generation. However, smaller comettails frequently roost on asterids, making the threat of the earth elemental's landfall an ever-present danger.
Coronal- Normally happy to reside within Seren, fiery coronals still leap from the star every now and then to explore the solar system. Gifted with extraordinary speed in flight and superheated bodies, a coronal wreaks destruction on civilizations it visits. As with the appearance of a comet, these roiling balls of fire portend doom for the regions over which they appear.
Exchanger- This race of fleshy plantlike beings travels the universe to experience other civilizations, which they do by taking the place of various members of society. This also supports their survival needs as they consume the people with whom they have traded places. A dormant exchanger travels from system to system in a hard shell, which protects it from the extremes of space. The craft focuses on a large settlement and lands in the outskirts, so the creature can more easily take an individual victim. The victim winds up in the exchanger’s craft, to be consumed while the creature lives the life of its victim. As the victim’s life drains away, the exchanger eventually loses its stolen memories and mannerisms, requiring the creature to retreat to its craft.
Guiding Star- This tiny aberration shines brighter than most stars. Apparently related to the will-o-wisp, a guiding star instead feeds on hope, which it generates by leading other creatures out of danger or to fertile new lands. The creature moves at incredible speeds and is difficult to trap, but rumor holds that a captured guiding star will eventually transform into a will-o-wisp.
Lifebreath- A self-contained pocket of air, a lifebreath travels the Seren System searching for creatures it can help, exhibiting a passion extremely rare among its elemental brethren. Many tales speak of a ship’s crewman adrift in the void of space, running out of breathable air, only to be rescued at the last moment by a lifebreath. The creature also makes appearances on planets, saving creatures who are drowning, trapped underground, or in high elevations with dangerously thin atmospheres.
Living Ship Repair Swarm- All living ships come equipped with repair swarms, which look like collections of diminutive monkeys. These swarms can morph into a variety of tools necessary to fix any problems which occur on a ship. They can also turn into a patch to seal off any ruptures in a living ship’s skin in order to prevent decompression in the ship’s interior.
Living Ship Security Swarm- The nature of a living ship dictates the presence or absence of security swarms. Comprised of individuals larger than a repair swarm’s component creatures, a security swarm has the capability to camouflage itself as well as shapechange into whatever weaponry it determines will be most effective against intruders. A security swarm can patrol the interior and exterior of a living ship. In very rare instances, the swarm will mount expeditions to secure an area around its ship on a planet’s surface or attack other ships in space.
Sigmoid- Seemingly a red flare thrown by Seren, a sigmoid actually hails from another dimension, to which there exist gateways in various stars. This dimension is inimical to magical energy of all types, and a sigmoid occasionally extrudes itself from its home dimension in order to maliciously attack wielders of magic. Spellcasters of all stripes coming into contact with a sigmoid lose the ability to cast spells. This loss comes with an intense physical pain. Victims who don’t cast spells but merely wield magical items do not have any sort of immunity to the creature’s touch.
Zyth- An attempt to create an autonomous pilot for living ships using the morphogenic properties of the repair and security swarms, this experimental creature escaped and now threatens all biological lifeforms. With its ability to assume the aspect of any creature it digests, it can rapidly change shape to meet any challenges it encounters. Its shapechanging also allows it to move among people by hiding in plain sight, mimicking its victims using knowledge of their habits acquired by consuming them. No one has discerned the ultimate motives of a zyth, other than its apparent desire to be the system’s sole apex predator.
Sailing the Starlit Sea
The ultimate frontier is now open!
Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars.
Sailing the Starlit Sea includes:
Details on outer space and the hazards one must face in those cold, airless depths.
Rules and guidelines for magic-driven starships and other modes of interstellar travel.
A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
New creatures that originate from alien stars and planets.
For the second preview of Sailing the Starlit Sea, we turn our attention to the secondary celestial sites of the Seren System.
All of these bits of information are overviews of what will appear in the final book. Each will be explored in significantly more detail in Sailing the Starlit Sea.
Sailing the Starlit Sea The ultimate frontier is now open!
Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars.
Sailing the Starlit Sea includes:
Details on outer space and the hazards one must face in those cold, airless depths.
Rules and guidelines for magic-driven starships and other modes of interstellar travel.
A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
New creatures that originate from alien stars and planets.
The latest preview for Campaign Cogs- Sailing the Starlit Sea is now available at the Clockwork Gnome Publishing site.
The Major Planets of the Seren System
In Sailing the Starlit Sea, the Seren System is presented as the default setting. Its main purpose is to give GMs a jumping off point for their space fantasy campaigns while also providing inspiration for their own designs. The star system also acts as a baseline, an example of what an “average” solar neighborhood might look like. This brief overview is but a glimpse of the full details that will appear in the book.
Campaign Cogs- Sailing the Starlit Sea will be the essential book on fantasy space travel for the Pathfinder Roleplaying Game.
The ultimate frontier is now open! Through the power of magic, a mighty age of space travel has emerged. Explore far-flung planets, encounter alien cultures, and uncover terrible secrets that have been forgotten under the crush of centuries. A universe of adventure awaits those who dare to sail amongst the stars.
Campaign Cogs- Sailing the Starlit Sea includes:
Details on outer space and the hazards one must face in those cold, airless depths.
Rules and guidelines for magic-driven starships and other modes of interstellar travel.
A sample solar system with five planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
New creatures that originate from alien stars and planets.
Adventure modules are a rich trove of inspiration and resources. A skilled GM knows a well-written adventure is an important part of any campaign toolbox. Fantasy roleplaying has a long tradition of quality modules. Adventure Works seeks to follow in that heritage while forging epic stories and engaging settings.
Adventure Works modules are self-contained and designed to take three or more sessions of play to complete. While perfect for a few nights of casual fun, Adventures Works modules can also be easily woven together into a pre-existing campaign. Each module is optimized for use with the Pathfinder Roleplaying Game, but can be easily adapted to other editions of the world's oldest RPG.
I also want to mention that upcoming releases will now include an improved PDF version loaded with features and a printer friendly version for those who wish to print the book.
Finwicket's Chronicles Sailing the Starlit Sea
While leading an expedition into the desert kingdom of Khaset, gnomish explorer and natural philosopher Professor Thaddeus Finwicket stumbled upon the find of a lifetime. Buried in the sands lay a relic of a lost age, a magical ship designed to take travelers into the cold void of space. Allowing excitement overcome reason, Finwicket boarded the ship and began a journey that would take him far beyond the familiar lands of his home. These startling tales have now been released to the public! Join this world famous adventure seeker as he plumbs the ultimate frontier and discovers what creatures and wonders lie in the outer reaches of space.
Finwicket's Bestiary: Sailing the Starlit Sea includes:
Details on outer space and the hazards one must face in those cold, airless depths.
Rules and guidelines for magic-driven starships and other modes of interstellar travel.
Four exotic planets and a host of smaller celestial bodies that can be easily dropped into any space fantasy campaign.
New creatures that originate from alien stars and planets.
Designers: Mike Welham and Allen Taliesin
Estimated Pages: 25
The Virtuous and the Vile Gods of the Outer Void
After a titanic battle with the Lords of Balance, the qlippoth lords known as the Gods of the Outer Void were imprisoned within the Hungering Star, a hole in the fabric of space and time that devours all that comes near. Tragically, the Whispering Masters eventually discovered a way to project their foul thoughts across the Material Plane and into the fragile minds of mortals. Through the intervening centuries, the Gods of the Outer Void have subtly manipulated events to achieve the utter dissolution of reality. While none may say how close the Outer Gods are to reaching their goal, it cannot be denied their power and influence continues to grow.
The Virtuous and the Vile: Gods of the Outer Void includes:
Myths, origins, and other important traits of the hideous Gods of the Outer Void.
An overview of the cults that serve the Whispering Masters, their goals, and the foul rites they employ.
A fully mapped and detailed temple of the Outer Gods, including statblocks for the NPCs who worship there.
Unique spells, rituals, incantations, and magic items tailored to the followers of Chaos.
Designer: Allen Taliesin
Estimated Pages: 15
Finwicket's Chronicles Beyond the Faerie Path
Sequel to the popular Finwicket's Bestiary: Along the Faerie Path, this book expands upon the Faerie Realm and provides new insight into its mysterious masters. After some reluctance, Professor Thaddeus Finwicket has finally agreed to publish further details of his six-month expedition to that magical and dangerous place. The truths he reveals just might change the way you look at the fey, their home, and the beings who command them.
Finwicket's Bestiary: Beyond the Faerie Path includes
An overview of four dominions in the Faerie Realm and the Ancient Ones who rule them. Each dominion will be fully mapped and major sites of interest will be highlighted.
Guidelines on creating your own Faerie Overlords and dominions.
Expanded rules and examples for geasa, mystical prohibitions that give mortals an advantage when dealing with the immortal Faerie Overlords.
New fey creatures, both whimsical and malign, that call the Faerie Realm home.
And to follow that up, we have the covers for the first two books in the Aerendal, City of the Viridian Prince campaign setting, the Wealdland Gazetteer and the Aerendal, City of the Viridian Prince Setting Guide.
As for the future, we plan to announce some upcoming releases for the Campaign Cogs line very soon. I think you are going to like what we have in store!
If you are interested in reviewing the latest book from Clockwork Gnome Publishing, then I have a free review copy for you. I do have a limit on how many I can offer, roughly 5-7 is what I am thinking.
Clockwork Gnome Publishing is proud to announce the release of the Pathfinder Roleplaying Game Edition of Finwicket's Bestiary: Along the Faerie Path. Join gnomish explorer and esteemed expert in biology, Thaddeus Finwicket, as he reveals hitherto unknown creatures from the Realms of Faerie. After a six month-long expedition into the storied woodlands and haunted knolls, the good professor has returned with tales that would impress the most cynical and hardened adventurers.
Get complete details on four fey beings never before seen by mortal eyes:
Faerie Seer- Mysterious and enigmatic, Faerie Seers are consummate diviners. They never give up their secrets without a price.
Harvest Haunt- Scourge of farmers everywhere, these wily fey utilize the abundance of the harvest to perpetuate their numbers.
Thin Man- As assassins of the fey courts, Thin Men are rarely spotted before it is too late. Rumors suggest they are heralds of something horrifying, a menace that lies far beyond the ken of sanity.
Spindler-A fey tailor with a taste for style and an unremitting urge to force his products on others.
Finwicket's Bestiary: Along the Faerie Path also includes an extensive overview of the Faerie Realm and information on how characters may travel to those storied lands.
In our 4th preview for the Wealdland Gazetteer we take a glimpse at Aerendal, City of the Viridian Prince, and the various wards that make up this legendary city.
Aerendal spreads across six rocky isles on the northern coast of Lake Morlyn. These islands rise out of the water as flat plateaus of stone, leaving sheer cliffs between the docks at lake level and the city 80 feet above. A thin causeway and a steep ramp unite the metropolis with the mainland while a series of bridges connect the islands to each other. Only three of the islands that support the city are natural. The other three were summoned from the depths of Lake Morlyn by the Archmage Keledon shortly after a vision of the future revealed the splendor his legacy would leave behind. However, recent population growth has far outpaced those ancient preparations and city leaders are considering the creation of a new island to help alleviate rampant overcrowding.
As the central location in the Wealdlands, many adventuring epics have their origins in the City of the Viridian Prince. This storied metropolis is but one part in the larger tapestry that comprises the Sagas of the Wealdland, though it is a place few adventurers will ever forget.
Designed as an introduction for players and GMs alike, the Wealdland Gazetteer includes:
An overview of the cultures that call the Wealdland home, including the various human ethnicities of the region.
A concise examination of major geographical features and locations of interest.
Details on the famed metropolis of Aerendal, City of the Viridian Prince.
Information on some of the communities in the area, including those governed by the elves, gnomes, halflings, and dwarves.
New traits that help ground characters in the Wealdland setting.
Produced by Clockwork Gnome Publishing, the Wealdland Gazetteer is a free product download set for release in April. This 30-page book provides a suitable foundation for the entire Sagas of the Wealdland Sandbox Campaign line but is flexible enough to provide useful tools for any fantasy campaign setting.
For our third preview of the Wealdland Gazetteer we take a look at the world outside of the Viridian Prince's domain. The Wealdland has long been a major element in the political and cultural climate of surrounding nations. Likewise, much of what lies beyond the borders of this storied land has deeply impacted the course of history. Now here is your chance to get a glimpse at the world of Eorthe, its celestial neighbors, and the various continents that stretch across its face.
Designed as an introduction for players and GMs alike, the Wealdland Gazetteer includes:
An overview of the cultures that call the Wealdland home, including the various human ethnicities of the region.
A concise examination of major geographical features and locations of interest.
Details on the famed metropolis of Aerendal, City of the Viridian Prince.
Information on some of the communities in the area, including those governed by the elves, gnomes, halflings, and dwarves.
New traits that help ground characters in the Wealdland setting.
Produced by Clockwork Gnome Publishing, the Wealdland Gazetteer will be a free download and provides a suitable foundation for the setting and a fantastic preview of future Sagas of the Wealdland releases.
This preview for the Wealdland Gazetteer grants a look at the second map in the product, an overview of Aerendal, City of the Viridian Prince. Check it out here.
Get a fuller glimpse of Aerendal, the City of the Viridian Prince, and the entirety of the Wealdland, in the Wealdland Gazetteer, a free download available in March from Clockwork Gnome Publishing. The Wealdland Gazetteer is the foundation for the entire Sagas of the Wealdland line, a sandbox campaign setting developed for the Pathfinder Roleplaying Game.
Clockwork Gnome Publishing is a small publisher just entering the third party arena for the Pathfinder Roleplaying Game. Fantasy adventure gaming has a proud tradition and we strive to integrate a serious respect for the past with the exciting possibilities of the future in every product we develop.
With that goal in mind, our first line, the Sagas of the Wealdland, details the city-state of Aerendal, the domain it claims, and the adventures that can be found therein. Each product provides new insight into the region, coming together to form a comprehensive sandbox setting for your Pathfinder Roleplaying Game campaign. Yet each book is modular enough for easy adaptation to your favorite fantasy setting. So if all you need is a well designed adventure module or a fully developed location, the Sagas of the Wealdland line is perfect for you.
Our first product, the Wealdland Gazetteer, will be a free download. Designed as an introduction for players and GMs alike, the Wealdland Gazetteer includes:
~An overview of the cultures that call the Wealdland home, including the various human ethnicities of the region.
~A concise examination of major geographical features and locations of interest.
~Details on the famed metropolis of Aerendal, City-State of the Viridian Prince.
~Information on some of the communities in the area, including those governed by the elves, gnomes, halflings, and dwarves.
~New traits that help ground characters in the Wealdland setting.
This is the perfect foundation for the entire Sagas of the Wealdland line. Future releases will include an in-depth examination of Aerendal, the City-State of the Viridian Prince, expeditions into the local megadungeon, The Ruins of Ferron-Shelaz, and a foray into the fey ruled Glades of Light and Shadow.
Just released at the Workshop of the Clockwork Gnome, Utilizing the Dungeon of Ptolus as a Mythic Underworld. For a majority of delvers in Ptolus there is one place to find the kind of wealth and glory they seek. Known collectively as the Dungeon, this complex network of tunnels, chambers, and caves that stretches beneath the city is vast beyond imagining. However, by looking at the Dungeon through a new lens, that of the Mythic Underworld, a distinct layer of interest is added to an already legendary location.
The Workshop of the Clockwork Gnome is the source for new and updated material for Ptolus: Monte Cook's City by the Spire utilizing the popular Pathfinder Roleplaying Game produced by Paizo Publishing. While the articles at the Workshop are designed with an eye towards Ptolus, they are flexible enough for use in any fantasy campaign setting.
The Workshop of the Clockwork Gnome is pleased to present the latest article detailing the faith of Torskal, the Centaur God of Just Vengeance. In the second part of Torskal's Devoted Orders we explore two organizations that have their origins amongst the humans of Ptlous rather than the centaur of the southern plains. First up are the Avenged, an order of paladins devoted to bringing Just Vengeance to those who even contemplate taking advantage of the weak and infirm. Next we look into the Brotherhood of Rampant Vengeance, a mysterious order with questionable motives. Do they truly serve Torskal or do they claim a darker being as their patron?
This article also has the honor of being the first major project edited by our newest team member, Sarah. Her work has been invaluable to the Workshop of the Clockwork Gnome. With her prodigious grammatical knowledge, our future articles will be significantly more polished and professional.
The Workshop of the Clockwork Gnome is devoted to providing new and expanded material for Ptolus: Monte Cook's City by the Spire using the Pathfinder Roleplaying Game. While articles that appear at the Workshop are written with Ptolus in mind, they can be easily adapted for use in any fantasy campaign setting.
Today I posted a thread in the compatible products board asking if the Workshop of the Clockwork Gnome should return to the PFRPG. For some odd reason, the thread never materialized outside of the title.
This thread can be deleted as I just came to the only logical conclusion, of course my blog should support Pathfinder. What was I thinking? ;)
Currently our material is system neutral, though the blog began as a Pathfinder site. I made the change for a number of reasons, but I have come to realize that I likely harmed my chance at readership rather than helped it. Most of those interested in Ptolus, or the work of Monte Cook, are likely interested in Pathfinder. It only makes sense. But I thought I would open the question up to others.
I realize that not everyone here benefits from setting material designed with Ptolus in mind. Of course, the articles are easily adapted and if there appears to be a desire for me to utilize the Pathfinder Roleplaying Game, I could see much of the material finding a home in Alkenstar, for instance. So even if you do not utilize Ptolus as a setting, you might find something that will be very useful for your games.
There is currently a poll listed on Facebook, located at the Workshop of the Clockwork Gnome fan page. The poll is open to the public, though I believe you must have a Facebook account to vote.
If you do not have a Facebook account, or would prefer to not "click through" to the poll, feel free to leave your thoughts here. I would love to hear them. I am pretty confident I know what I will hear, but bear with me in this. :)
I encourage you to vote. If for no other reason, at least drop by, or post, and vote to insure yet another fanpage devoted to Pathfinder will be floating out there in the ether.
Torskal, the centaur god of Just Vengeance, is a popular deity, inspiring no less than four orders devoted to his name. In the first part of Torskal's Devoted Orders, we take a look at the core priesthood of the god. Then we uncover the secrets of an order that performs Torskal's will in secret, stalking those who wrong others while becoming something of a nightmarish myth amongst the centaur tribes.
The Workshop of the Clockwork Gnome is a system-neutral blog dedicated to providing new and expanded material for Ptolus: Monte Cook's City by the Spire. While all of the material is developed with an eye towards Ptolus, many of the articles are designed to be adaptable to any fantasy campaign setting.
The Workshop of the Clockwork Gnome, a system neutral site devoted to providing new and expanded material for Ptolus: Monte Cook's City by the Spire, takes a new turn to explore the nature of divinity in Praemal. This time we explore the worship of Torskal, the Centaur God of Just Vengeance. As one of 15 centaur progenitor deities, Torskal is a member of the Crimson Circle, a pantheon of brothers and sisters devoted to protecting their centaur children. Though he has no temple in Ptolus, the power of his priests are still deeply respected by those of any race who favor swift justice. His power is not subtle nor do his priests blend in with the hundreds of other gods present in the City by the Spire. If his ire is raised, Torskal always makes his presence known. Even to those who do not worship him.
The Workshop of the Clockwork Gnome, a system neutral fansite devoted to new and expanded material for Ptolus: Monte Cook's City by the Spire, has just unveiled the first article in a brand new series, The Ecology of Praemal. This first installment, The Draconic Scions: Kobolds, details the diminutive race's biology and culture, providing a unique spin on this legacy creature.
While everything at the Workshop is geared towards the setting of Ptolus, the material is flexible enough to be converted to any campaign setting. So, even if Ptolus is not your setting of choice, you will still find great material for your campaigns.
I just discovered this fantastic resource and I thought some of you would be interested in this.
At Go Deck Yourself you can create your own decks of cards, download them, and print them.
You have a series of themes to choose from and your decks can be used for just about anything. For instance, I created quest cards for my most recent campaign and I am using one their "Magic" themes for a deck player-friendly NPC cards.
They do have a number pre-made cards available for download. In fact, you can pretty much create a deck and share it with others if you would like.
In any case, this was one of the more exciting things I came across this weekend and I hope you can find some use for it.
It looks like we are going to give 4e another chance. We might be converting our Ptolus campaign over to 4e, which I think will work fairly well.
At the risk of sounding stupid, I am going to admit that I don't think I really understood the 4e rules the first time through. I couldn't really switch gears in my head and I abandoned it without really knowing why I did. Well, while reading over one of books the other night, everything sort of clicked into place and I truly understood where the designers were going with the system.
So now, I think I have all of the bases covered. I am going to discuss the nature of powers with my players (powers are abilities and narrative tools) and what context the rule set plays within the setting. I am sure I have a pretty good handle on it this time.
So, wish me luck. And if there is any advice you would like to pass on, I would be happy to hear it.
Oops, I placed this in the wrong forum. If it needs to be moved, please do so. I think I would prefer Suggestions/Homebrew since I am not an official publisher. Though if you think it would fit better in the publisher's forum, please feel free to move it there. :) If neither of those are appropriate, I think gamer life would be good.
For those that who may not be aware, the Workshop of the Clockwork Gnome is the site for new material and Pathfinder Roleplaying Game conversions related to Ptolus: Monte Cook’s City by the Spire. But there is something for everyone at the Workshop of the Clockwork Gnome. All of my articles are designed with modularity in mind. The material is specifically produced for easy integration into your favorite fantasy setting. Updated once a week, the Workshop of the Clockwork Gnome provides a constant flow of new material for any game, no matter the setting, with a special eye on Ptolus.
Upcoming Releases at the Workshop of the Clockwork Gnome
January 15th- Organizations of Ptolus- The Conciliators (Part Three): The Seers of Truth and the Ruling Council
January 22rd- Organizations of Ptolus- Delver’s Guild: Using the Paizo Publishing book, Seekers of Secrets, in a Ptolus campaign.
January 29th- Races of Praemal- The Draconic Scions (Part One): Kobolds
February 5th- A Peek at the Schematics- The Conciliators: Why the Deception?
February 12th- Races of Praemal- The Draconic Scions (Part Two): Troglodytes
February 19th- Conversions- Brother Fabitor
February 26th- Locations in Ptolus- Qualin’s Books (Midtown)
This schedule is subject to change. If it does change, I will provide updates on this site so you can know what to expect and when.
Thank you to all of those who are now following the Workshop of the Clockwork Gnome. I hope everyone continues to enjoy the site in the future.
If you have any suggestions on what you would like to see on this blog please feel free to leave a comment in this thread, at the blog, or drop me a line at allen (dot) bard (at) gmail (dot) com. Your suggestions just might alter this schedule and move to the head of the pack.
I am considering soliciting articles from other Ptolus fans. Is this is something you would like to see and would you be interested in submitting material? I am still working out the particulars but it would be nice to see if anyone is interested. Feel free to let me know through the channels listed above.
Kia took a quick turn down the darkened alleyway while fumbling for her spell components. If she couldn’t lose her stalkers then perhaps she could teach them a lesson. Barely cognizant of where she was going, Kia rounded a corner and was forced to come to a dead stop.
Standing in front of her was the largest individual she had ever seen. At first glance, it appeared to be a man wearing well-crafted plate armor. However, a closer look revealed that there wasn’t armored body within the openings in the plate. Instead, a series of gears and pistons clicked as they moved. In addition, a sound not unlike the ticking of a clock emanated from the creature’s chest.
Kia gasped instinctively. She had never seen a creature such as this one. While he appeared to be a construct, his manner told her something was different. His face was disturbingly human-like and he stared at her with eyes of cut glass. A soft blue light glowed from behind the eyes, originating from some place within the head. With a swift motion the clockwork man put an index finger to his lips and made a "shush" sound.
Shocked into silence, Kia let the creature push her behind him as he drew a longsword from his side. Her trackers had just made their way down the alley when the construct stepped out of the shadows and stated, in an oddly mechanical sounding voice, “Your pursuit of this woman is at an end. Now you face Vigilance and I have been itching for just such a fight.”
The ironborn are a race of living constructs designed and built to serve in specific roles. A combination of living flesh and inanimate material, the ironborn are free thinking, independent creatures imbued with a mortal soul. This intriguing race is now being featured in The Races of Praemal: The Ironborn at the Workshop of the Clockwork Gnome , the site for new material and Pathfinder Roleplaying Game conversions related to Ptolus: Monte Cook’s City by the Spire.
Introduced in the Book of Iron Might by Malhavoc Press, the ironborn have been updated and expanded in the new Ironborn of Questhaven, released by Rite Publishing and designed for the Pathfinder Roleplaying Game. The Workshop of the Clockwork Gnome has taken this opportunity to provide some ideas on how to integrate this popular race into the Ptolus setting. What’s more, this featured article is only the first in a series of entries focusing on aspects of ironborn society, new options for ironborn characters, and a number of NPCs who derive from the ironborn race.
“But, I am not a Ptolus GM.” I hear you say. There is something for you as well, for everything at the Workshop of the Clockwork Gnome is designed with modularity in mind. The material is specifically produced for easy integration into your favorite fantasy setting.
As you take this opportunity to check out The Races of Praemal: The Ironborn , feel free to wander about the site for a bit and make yourself at home. I am interested in providing you with inspirational material of all kinds and your feedback is an important part of that equation. So, feel free to leave a comment on the site or in this thread and let me know what you think or if you have any suggestions on how to make the site better.
The Workshop of the Clockwork Gnome is updated once a week, thus providing you with an endless supply of GM and player material. As it stands, updates post on Fridays, though you can expect more updates within a week if I have the material to release.
Discovery
While similar to the Lost Knowledge option, this concept has the ironborn discovered intact, with the technique of their creation remaining a secret amongst their race. In this situation, the ironborn are either dwelling somewhere where contact is rare or they exist in a state of stasis, waiting to for reactivation by curious explorers.
Much like the Slave City of Ptolus, a community of ironborn might dwell beneath the city for years before anyone spots them. Eventually, though, the sheer number of delvers in Ptolus will insure someone will stumble on the community. At that point, the ironborn will need to make a choice. Do they come out of hiding and integrate with the citizenry of Ptolus or do they find a new hiding place deeper in the Dungeon. The decision will likely depend on who finds the community and how they approach the ironborn.
If the decision leans more towards a group of ironborn left in stasis or devoid of mobility, then the first step would be a decision to activate the hidden constructs or leave them alone. This choice is not an easy one, as most people in Ptolus will have no clue who or what the ironborn are. The choice to activate the ironborn is a blind one unless extensive research reveals secrets of the race beforehand.
While the ironborn are immortal, they do require a small amount of food and drink to nourish their biological components. Thus the stasis is either magical or there is another factor at work. Ironborn of Questhaven does not delve too deeply into the required procedure that brings the ironborn to life. It might be a good idea to rule the sleeping ironborn are unfinished, requiring a quick bolt of electricity or a special material to get them moving. In this case, it is possible to activate the ironborn slowly, granting time to better understand what purpose they serve.
Ultimately, the decision to introduce the ironborn through discovery gives the GM a chance to provide a whole new culture for the PCs to examine, assuming the ironborn have been awake all of these years. In that time, they could develop entire traditions and personal rituals, worship gods unknown to the surface world, and have sacred rules on how to interact with other races. It would also behoove the GM to decide if the community is aware of their creator and what role that creator plays amongst the ironborn. Does this individual receive worship as a god or is the creator just another member of the community? Are they even present? This decision is a major step in understanding how ironborn would react to outsiders.
Just wanted to get this out of the way in case it came up. I do have permission from Monte Cook to use Ptolus and to produce fan material for the setting. But nothing I produce is supported or official in any way.
Okay, I started to do a little building of this set and I must admit, it is very unique. I think this will work really well at the table.
I can see why this took so long to develop. I am not sure I would have ever thought of this myself. But after tinkering with it I said "well, of course!" Very cool stuff. But then, Denny is a brilliant guy.
I would have started a discussion on the product page, but it looks like this has not reached Paizo yet.
I just wanted to say thank you to Paizo for an amazing Community Use Policy and a fantastic set of images for fan use. Really, the amount of material you provide is amazing.
I thought you should know how I appreciative I am. Thank you for trusting your fans and allowing us to expand the Pathfinder experience through these phenomenal resources.