Tuesday, September 4, 2012

Shattered Star Player's Guide (author)



Shattered Star Player's Guide

The Shattered Star Player’s Guide gives players all the spoiler-free information, inspiration, and new rules they’ll need to create characters prepared for delving into the adventure and intrigue of the Shattered Star Adventure Path.
Within, players of this campaign will find everything they need to create character backgrounds tied to personalities and events vital to Pathfinder Adventure Path’s exploration of some of the many ancient dungeons spread throughout Varisia, along with new campaign-specific traits to give bold adventurers the edge they’ll need to take on the strange and deadly threats faced in these dark places. This player’s guide also features a view of Magnimar at a glance, and an introduction to the Pathfinder Society, including rewards and resources of the organization.
Adventurers don't need to descend into the darkened depths unprepared! Gather your allies and let the Shattered Star Player's Guide start your trip into the thrill and danger of the Shattered Star Adventure Path.


Available here!



Pathfinder Adventure Path #60: From Hell's Heart (author)



Pathfinder Adventure Path #60: From Hell's Heart

With an enemy fleet intent on conquering the Shackles looming on the horizon, the adventurers must launch their own fleet of pirates and buccaneers to defend against the invaders, culminating in an epic naval battle at the edge of the Eye of Abendego. Will the adventurers defeat the invading navy and save the Shackles? Or will the independence of the Free Captains be eradicated forever?
This volume of Pathfinder Adventure Path includes:
  • “From Hell’s Heart,” a Pathfinder RPG adventure for 13th-level characters, by Jason Nelson.
  • Pirate plots and sinister situations to expand the horizon of your Skull & Shackles campaign, by Adam Daigle.
  • More menacing sea monsters and terrors from the deep plaguing the Shackles, by Adam Daigle.
  • A pirate showdown in the Pathfinder’s Journal, by Robin D. Laws.
  • Seven new monsters, by Adam Daigle, Amanda Hamon, Mark Moreland, Eric Morton, and William Thrasher.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.


Available here!



Pathfinder Adventure Path #59: The Price of Infamy (author)



Pathfinder Adventure Path #59: The Price of Infamy

The adventurers now have their own island and port, but they’ll need more than one ship to defend it. When a past rival sends a fleet to attack them, they’re forced to pull out all the stops to defend their island home, scouring the harbors and docks of the Shackles in order to recruit more ships and crews to their flag. Yet when they sail to the attacker’s own island to get their revenge, the adventurers discover a traitor—one whose betrayal threatens not only their own fleet, but the very islands of the Shackles themselves.
This volume of Pathfinder Adventure Path includes:
  • “The Price of Infamy,” a Pathfinder RPG adventure for 11th-level characters, by Tim Hitchcock.
  • Fleet battle rules that allow players to stand as admirals and commodores directing their own armadas against enemy fleets in large-scale naval warfare, by James Jacobs.
  • A glimpse behind the gray veil of Norgorber, Golarion’s most secretive deity, by Sean K Reynolds.
  • Lock-breakers and sea-devils in the Pathfinder’s Journal, by Robin D. Laws. Four new monsters, by Savannah Broadway, Ryan Costello, Mark Moreland, and Sean K Reynolds.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.


Available here!



Pathfinder Adventure Path #58: Island of Empty Eyes (author)



Pathfinder Adventure Path #58: Island of Empty Eyes

Having won the Free Captains’ Regatta, the adventurers must now claim their prize—the uninhabited Island of Empty Eyes. Yet exploring strange ruins and fighting the isle’s monstrous denizens won’t be enough. Once they’ve got things well in hand, the adventurers must host a feast for the Shackles' infamous Pirate Council, only to have a dangerous situation turn even worse when a mysterious saboteur threatens to disrupt the party. Can the adventurers tame their island and protect their influential guests? Or will they lose the respect of the pirate lords and fade into obscurity?
This volume of Pathfinder Adventure Path includes:
  • “Island of Empty Eyes,” a Pathfinder RPG adventure for 9th-level characters, by Neil Spicer.
  • Pirate legends and mysteries of the Shackles, by Jack Graham.
  • Details on the cyclopes who once ruled the Shackles, by Gareth Hanrahan.
  • Island harpies in the Pathfinder’s Journal, by Robin D. Laws.
  • Five new monsters, by Alex Greenshields, Michael Kenway, Mark Moreland, and Tork Shaw.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.


Available here!



Pathfinder Adventure Path #56: Raiders of the Fever Sea (author)



Pathfinder Adventure Path #56: Raiders of the Fever Sea

Bound for adventure upon the pirate vessel they’ve taken as their own, the heroes face a sea of dangers as they chart a course to become true Free Captains of the Shackles. But life as a pirate doesn’t prove any easier now that they’re in command, as deadly sea monsters, the corpses of drowned scallywags, and raiders from the deep rise to oppose them. When a most unusual map falls into the adventurers’ hands, they have the chance to change their fate in a single daring raid. Is it the heroes’ destiny to be the next victims of the merciless waves, or will fortune smile upon them and spur their rise as the newest and most infamous pirates of the Shackles?
This volume of Pathfinder Adventure Path includes:
  • “Raiders of the Fever Sea,” a Pathfinder RPG adventure for 4th-level characters, by Greg A. Vaughan.
  • A gazetteer of Golarion’s many oceans and seas, and an exploration of the various aquatic races that inhabit them, by Adam Daigle, with Patrick Renie, F. Wesley Schneider, and James L. Sutter.
  • A journey to Butcher’s Rock and deadly cyclopean prophecies in the Pathfinder’s Journal, by Robin D. Laws.
  • Six new monsters, by Jesse Benner, Mark Moreland, Steven D. Russell, and Greg A. Vaughan.
Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.


Available here!



Pathfinder Society Field Guide (author)



Pathfinder Society Field Guide

The Pathfinder Society is an eccentric organization of adventurers, explorers, and scholars with agents spread across Golarion and beyond. While members are expected to be fairly self-sufficient, the organization’s leadership knows that those equipped with the knowledge and gear to face the challenges of the job are most likely to survive to bring back priceless treasures and to fill the Pathfinder Chronicles with tales of their daring exploits. The Pathfinder Society Field Guide breaks down what it means to be a Pathfinder and gives players and GMs tools to build characters and campaigns around the illustrious organization. In addition, all content within this book is 100% legal for use in the world-spanning Pathfinder Society Organized Play campaign.
Within this 64-page book, Pathfinders will find:

  • An overview of Absalom, City at the Center of the World, where the Pathfinder Society keeps its headquarters
  • Details on 10 factions within the Pathfinder Society, and the benefits available to those agents loyal to each
  • New archetypes for Pathfinders of all three branches of the organization: the Scrolls, the Spells, and the Swords
  • A complete field guide covering threats to Pathfinder agents, as well as suggestions on building PCs prepared to face them
  • Rules for day jobs and professions, property, followers, and other ways to customize your character
  • A system for turning characters’ fame and prestige into valuable in-game rewards Dozens of new spells, magic items, specialized adventuring tools, and more!
The Pathfinder Society Field Guide is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

Available here!



Kobold Quarterly #17 (author)



Kobold Quarterly #17

Is this issue… ticking? Yes, Kobold Quarterly issue #17 is all about the rogues and villainy!
For your inspection, a list of highlights from the table of contents:

  • Ambush in Absalom: Our first official adventure for Paizo’s Pathfinder Society, a little piece by Mark Moreland.
  • "So We Meet Again!" Special adversary abilities for recurring villains and the PCs who hate them. These adversary mechanics give recurring villains and PCs the ability to uniquely track, thwart and escape each another over many adventures. For Pathfinder RPG.
  • The Right Way to Do Wrong: Brandon Hodge presents classic swindles for your rogue to play. Say, would you watch this violin for a second?
  • Know Why You Play: Jeff Tidball gives us both an insightful interview and the complete scoop on the Dragon Age RPG stunt mechanic, and how to adapt it to D&D or Pathfinder Roleplaying Game.
  • Elf Needs Food, Badly: Yes, magical foods make an appearance, and are giving us a case of the nom nom noms!
  • Magical Squibs and Firecrackers: Rockets, firecrackers, and squibs were good enough for Prof. JRR Tolkein in The Hobbit. Now they're here for the Pathfinder Roleplaying Game.
  • The Black Goat: A tavern mini adventure for Pathfinder Roleplaying Game that will leave your PCs changed...forever.
  • Group Concepts: Nine ways to kick off a perfect campaign, with the right concept for the PCs from the start. Excellent advice, with examples from the Midgard campaign setting.
  • Getting Ahead: Taking trophy heads and turning them into magical items might cross a line somewhere, but we're guessing both PCs and villains will do anything to get a head when they see what these beauties do. For Pathfinder Roleplaying Game. Ask the Kobold: Gaming legend Skip Williams takes on the use of magic items on companion animals, with rather amusing results.
  • Not to mention monster advice from Monte Cook, two articles for the AGE System on stunts, plus book reviews, details of the Midgard campaign setting, and much, much more!

Kobold Quarterly #17 is replete with moustache-twirling villainy, classic crunch, and the finest RPG flavor available anywhere! Pick up your copy today!


Available here!