Break the Curse of Pele!

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Swashbucklin' adventures await with the Frog God!

Pele's grip has been loosened, and this legendary tome of nautical adventure from Frog God Games is ready for you to throw your dubloons at it!

Maws filled with jagged-edged teeth. Whispered tales of ghost fleets over tankards of grog. Superstitious sailors, forbidden secrets, and dark terrors in the inky darkness of the cold and silent ocean depths. This is just a hint of what awaits in the long-awaited Razor Coast sandbox adventure from Frog God Games! Pulled out of its slumber, Razor Coast awaits to terrorize any and all players that dare to sail it, as envisioned by designer Nicolas Logue and his hearty crew of scallywags that helped bring it to reality—Lou Agresta, Adam Daigle, Tim Hitchcock, and John Ling. Over 500 pages of adventure are in the main book alone—but like the shark god of slaughter himself, this Kickstarter-backed project hungered for more!

Four more adventures await the curious GM in "The Heart of the Razor", a 160 page long tome that gives GMs even more options for those living on the Razor. Crafted by veterans game writers like Owen KC Stephens of Super Genius Games and Richard Pett of "We Be Goblins!" and "The Wormwood Mutiny", these adventures are no place for a farmer that's never seen the sea—or faced the maw of one of Dagobas's children! Yet still more Razor Coast material awaits, with the Freebooter's Guide that no player will want to miss, as well as the new options for ship-to-ship combat in Fire as She Bears!

Check out everything that Frog God Games has to offer—and hold onto your dice bag, we're not done yet, because more exciting releases are coming soon from Tsathogga and his minions!

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It's sooooo nice to see this baby finally getting published :)

Quite the milestone, congratz Nic, Lou and the fabulous froggy crew!


HUZZAH!!!

Scarab Sages Contributor; Developer, Super Genius Games

I am so happy to have gotten to be a small part of this!


I am currently running Skull and Shackles with the party at 5th level. I am interested in using some of this material to expand the sandbox of The Shackles a bit. My group tends to like to wander from the main plot line, especially when the central conceit of the campaign is that they have a ship. What materials would be most useful for this? I'm definitely interested in the ship combat system. Would the supplemental adventures be useful?

I'm sure someone will say, "just run the whole mega adventure." But we have too many campaigns on our to do list to add one and we won't get back to pirates anytime soon.

Sovereign Court Contributor

At 5th level I think you'll find the main Razor Coast book and Heart of the Razor most useful. Here's why: Razor Coast was specifically designed to be blocks of non-linear set-pieces and encounters that the book then guides GMs into self-developing into an instantiation of a Razor Coast campaign. Gah. That was a mouthful. Basically, it's been presented as a list of adventure options organized by level. You can scan chapter 2 at every level, easily find additional adventures that might interest your players, and it's been designed for you to abstract them into any campaign you care to build.

Some of it adheres to the core plotlines of RC and might not work or require more adaptation. After 10th level or so, those later adventure options may not work so well for enhancing your S&S campaign because they are more tied to the plot arcs of RC.

Heart of the Razor contains 2 low/mid level adventures and 2 higher level adventures you can plug into any campaign.

Hope that helps!


Very helpful. Thank you. I hadn't realized that the main book wasn't just one big adventure.

Sovereign Court Contributor

tumbler wrote:
Very helpful. Thank you. I hadn't realized that the main book wasn't just one big adventure.

It is and it isn't. It's a guided process/sandbox/toolkit designed to help you instantiate your particular 5th-12th level campaign, set in the Razor Coast world.

You could instantiate a campaign that is by-and-large included in the book, or you could instantiate something radically different.

Every adventure in supplemental material is marked and fitted for how you can choose (or not choose) to include it in whatever RC campaign you instantiate.

Hence, it can also be included in any other, non-RC campaign with minimal effort.

That was the design goal at least. I wish I was doing a better job of explaining... :/

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