Tuesday, September 4, 2012

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!



Wednesday, March 2, 2011

Carrion Crown Player's Guide (author)

Carrion Crown Player's Guide

The Carrion Crown Player’s Guide gives players all the spoiler-free information, inspiration, and new rules they’ll need to create characters prepared for the horrors of the Carrion Crown Adventure Path. Within, players of this campaign will find everything they need to create character backgrounds tied to the grim events that kick off Pathfinder Adventure Path’s most horrifying series, along with new campaign-specific traits to give bold adventurers the edge they’ll need to take on the frightful country of Ustalav’s myriad menaces. New rules for employing the Harrow Deck also put the mystery and magic of that fateful fortunetelling device at the players’ disposal when they’ll need it most. Adventurers need not venture into the darkness unprepared—gather your courage and let the Carrion Crown Player’s Guide be your first step into the nightmare of the Carrion Crown.

Available here!

Friday, January 28, 2011

Murder on the Throaty Mermaid (author)

Pathfinder Society Scenario #2-13
Murder on the Throaty Mermaid

While on a routine mission to escort a dignitary to the mysterious Mordant Spire aboard a disreputable smuggler's ship, the PCs find themselves embroiled in a murder mystery that could jeopardize the Pathfinder Society's relationship with the isolationist elves who call the citadel home. Can the cunning Pathfinders discover who among the ship's crew of scum and villains is responsible for the crime in time to clear their own names? This murder mystery upon the open sea features a mechanic allowing for a different killer each time it's run to ensure that no amount of word of mouth will spoil the investigation for any team of canny players.

Available here!

Saturday, November 6, 2010

The Sarkorian Prophecy (author)

Pathfinder Society Scenario #2-08
The Sarkorian Prophecy

When a novice Pathfinder in the Grand Lodge of Absalom discovers an account of a long lost prophecy which may hold the key to defeating the Shadow Lodge, a team of brave agents heads into the heart of the Worldwound to recover the document. Not only do the forces of the Abyss and the demon-tainted environment stand in their way, but so does a rival team of Pathfinders set on recovering the Sarkorian Prophecy first.

Available here!

Off the Beaten Path: The Stones (editor)

Off the Beaten Path: The Stones

A newly built dam unearths an ancient evil that threatens the countryside. Will you journey into the depths to defeat this nameless evil before it's too late?

The Stones is a Pathfinder Roleplaying Game scenario designed for 7th-level characters. Set in a generic border kingdom and wilderness area near a medium or large city, it is suitable for use with any campaign setting. The adventure combines “sandbox” wilderness exploration with a short dungeon crawl.

The Stones is a 12-page, fully bookmarked, layered PDF for easy printing.

Available here!