Posted on December 18, 2012 by Megan
Packed into but four pages (the other four being filled with a fancy cover, the credits and an introduction explaining what it’s all about, and a page of adverts for other Legendary Games product) here is a wealth of material designed to support and enhance one of Paizo’s Adventure Paths. As explained in the introduction, they have chosen not to mention just which Adventure Path (so as to avoid even suspicion of using Paizo’s intellectual property) but as I am GMing the one in question at the moment, it’s not too hard to guess. (‘Carrion Crown’ if you really want to know!)
Posted on October 31, 2012 by Flames
In the deep forests of Kyonin, elves live among their own kind, far from the prying eyes of other races. Few of impure blood are allowed beyond the nation’s borders, and thus it’s a great honor for the half-elven Count Varian Jeggare and his hellspawn bodyguard Radovan to be allowed inside. Yet all is not well in the elven kingdom: demons stir in its depths, and an intricate web of politics seems destined to catch the two travelers in its snares. In the course of tracking down a missing druid, Varian and a team of eccentric elven adventurers will be forced to delve into dark secrets lost for generations—including the mystery of Varian’s own past.
From fan favorite Dave Gross, author of Prince of Wolves and Master of Devils, comes a fantastical new adventure set in the award-winning world of the Pathfinder Roleplaying Game. Flames Rising is pleased to offer an excerpt from this Pathfinder Tales novel.
Posted on October 26, 2012 by Megan
This adventure is located in Raging Swan’s Lonely Coast campaign setting but, as it deals with remnants of a far-distant past just about everybody has forgotten about, it can be placed in a suitable location in your own campaign world with minimal effort. Before getting into the adventure, however, there is a very clear explanation of how encounters are set out showing you exactly where to find each item of information you might need whilst running it. A lot of people lay encounters out clearly, but actually explaining your methods in advance is a nice touch. Traps and monster stat blocks are similarly laid out in detail, and this is followed by an overview of the Lonely Coast, to enable you to establish the adventure’s location easily, complete with a good map.
Posted on October 10, 2012 by Megan
Do not be deluded by terms like ‘basic’ and ‘introductory’… this adventure promises full-bore excitement, well-resourced and smooth to run, no matter whether players or GM are novices or experienced. It takes place in a wilderness area near to a rural village called Gafolweed, which can be placed anywhere suitable in your campaign world; those who have played the adventure Fangs from the Past may recognise some NPCs and locations, but it is not necessary to have done so to get full enjoyment from this scenario.
Posted on August 15, 2012 by Flames
Nightglass is an anthropological study of two cultures and a great story. Both of the elements are nicely intertwined.
The first half of the book follows the training of a boy named Isiem as a follower of Zon-Kuthon in Nidal. The second half is about his escape from this oppressive culture as a man and his living with the Strix around Devil’s Perch in western Cheliax. Sort of a lawful evil Harry Potter and then a flying Dances With Wolves.
Posted on July 30, 2012 by Flames
This is the first Pathfinder novel that I have read, since getting into the world of Golarion as a DM and player I have wanted stories about it. Turns out there are quite a few available. This is my review of one of them.
First of all I am going to tell you the things I liked the most, then a brief plot description and some final thoughts.
One of the best things this book did was show that it is a Pathfinder story, not just a generic fantasy novel. Yes, the Pathfinder organization was briefly featured, but there was so much more than that to ground this book in the Inner Sea. The way the setting, peoples, places, culture, and even game mechanics was worked into the story really made it come alive. This was more than just mentioning nations and gods, going to Absalom, and using unique monsters. The culture of different areas was discussed, both while the characters were there and by the characters themselves, it felt like a living world that was straight out of the Inner Sea Campaign Setting.
Posted on July 4, 2012 by Megan
Whether or not you believe, you’ll have heard of the concept of sin… going your own way, indulging in your own desires, rather than paying attention to the wishes of your deity. This is the first in a series of resources focusing on the so-called ‘seven deadly sins’ and providing ample material for GMs to lead characters astray…
Avarice – the desire to accumulate wealth and resources far beyond what you actually need – is a sin that probably besets most fantasy adventurers every so often.
Posted on June 26, 2012 by Flames
In Nightglass, a young boy in the shadowy nation of Nidal is taken from his home and trained by the sadistic magical academy known as the Dusk Hall, transformed into a living weapon in the service of the dark god Zon-Kuthon. Many years later, now grown to manhood, Isiem is sent to Cheliax to help put down a rebellion by the winged, inhuman strix. Yet as he conducts his grisly work, Isiem begins to question his life under the shadow of the Midnight Lord, and wonder who the real monsters are…
Flames Rising is pleased to present an excerpt from this new Pathfinder novel.
Posted on June 7, 2012 by Flames
There has always been a bit of controversy surrounding the ranger class in Dungeons & Dragons. The archetype of the “ranger” has a solid foundation in literature as an expert woodsman (or woods-woman) that is skilled with sword or bow, who knows the land better than anyone else and fights for an important cause. The Dungeons & Dragons’ ranger is all of these things but there is one feature which has nagged at gamers since AD&D; the ability to cast spells.
“Aragorn Didn’t Cast Spells”
Posted on June 1, 2012 by Megan
The brief introduction lays out this product’s purpose: it is not just an introductory adventure for four new characters beginning their adventuring careers, it is also designed with the novice GM in mind, replete with hints and tips to aid good gamemastering from the start – the sort of things a more experienced friend might whisper in your ear the first time you try to run a game. It’s an admirable intention…
OK, so roll up some characters and let’s get going. The introduction to the adventure contains a story commonly told in the village of Galfolweed, the characters being either locals or youngsters who have set out from a nearby town in search of adventure and ended up here in the village tavern. It is a nicely-written tale, suitable to be recounted in the bardic storytelling style – indeed the GM notes suggest that whilst you can mine the story for hints for the characters to pick up in conversation, one of the village elders is renowned for his dramatic recitation of this tale and can easily be persuaded to perform!
Posted on May 29, 2012 by Megan
If you go down to the woods today… the surprise will not be teddy bears eating al fresco! Whilst the introduction tells an intriguing and innovative backstory as to who really is there for the GM’s eyes, the characters will first be approached by a worried village mayor who is concerned by the absence of a local hunter who was hired by a shepherd who feared that a bold wolf has been snacking on his sheep…
The village has had other problems, the sage’s house was broken into and books and alchemical equipment stolen. It seems that something is afoot, and the characters, as passing adventurers, are asked to help. Assuming that they do, a trail will be found that leads into the Dark Wood and whatever it is that lies in wait for them there.
Posted on May 23, 2012 by Flames
From Hugo Award–winner Tim Pratt comes a new fantastical adventure set in the award-winning world of the Pathfinder Roleplaying Game.
In City of the Fallen Sky, a young alchemist named Alaeron flees an apprenticeship with the dark scholars of Numeria’s Technic League, only to find himself in trouble once more as a chance encounter sends him and several reluctant companions into the jungles of the Mwangi Expanse. Tracked by a high-tech assassin, and armed only with his inquisitive nature—and a few mysterious artifacts stolen from the Technic League—Alaeron must find the ruins of a legendary flying city, or face the wrath of a cruel crime lord…
Flames Rising is pleased to present an excerpt from this new novel.
Posted on May 18, 2012 by Flames
Alright, my first real RPG book review. Bear with me folks.
Today I’ll be talking about Northlands, the Norse themed sourcebook for the northern realms of the Midgard world. From what I gather Midgard is a homebrew setting writ large. Created with help from a proto-Kickstarter system called Patronage through Kobold Quarterly, fans can chip in to the design process and get special supplements. This is one of the first books to explore outside the Free City of Zobeck that is the heart of the Midgard Campaign Setting.
Overall this was a very well put together book. The maps are good, the art is very nice black and white and the content is engaging and well designed.
Posted on May 15, 2012 by Flames
Po’Kesteros, the Lostling.
This is one of the Faces of the Tarnished Souk series NPC’s for use with the Rite Publishing campaign setting/ adventure arc Coliseum Morpheuon. This is a setting of adventures and intrigues in the Plane of Dreams, where people can burn their dreams (Dreamburning) to influence fate and events. Not only can someone choose to burn a dream to control their circumstances but dreams can be stolen. On the Plane of Dreams, a dream is power. From what I can gather this high level setting, 16-20th levels, has roots in Planescape, with intrigue between factions, gladiator games, crazy occurrences, otherworldly landscapes and things unusual and odd to throw at your players.
Posted on May 11, 2012 by Flames
In the sands of Thuvia, the atheist Salim Ghadafar must find the stolen soul of a murdered merchant. His search for souls extends throughout the planes and tests his strength to the breaking point. Death’s Heretic by James L. Sutter is a grand tour of the Outer Planes… a tour that balances large-scale awe and wonder with intimate character development.
Indeed, Death’s Heretic is more than “a book about tracking down kidnapped souls and killing monsters.” It’s a novel shot through with mystery, mayhem, and romping good adventure, sure, but it also asks some weighty questions… while killing monsters.
“If we really understood immortality,” asks Sutter, “would we still want it?”
There’s more, of course. What are the power dynamics of faith? The true nature of honor? Of heroism? What lurks within the complexities of human ambivalence? The resulting novel blends intimate knowledge of the Pathfinder setting with compelling characters and a plot that packs the energy of a Byzantine naphtha bomb.
Posted on May 1, 2012 by Megan
Opening with a truly beautiful plan of the ship itself, and detailed background that explains how The Green Lady came to be drifting empty, Marie Celeste-style across the face of the ocean, we continue with little ado into various ways in which your characters can be enticed to explore, to risk the unknown dangers that await… Perhaps the ship they are on is sinking? Or someone aboard the ship owed one of them money? Or they heard a rumour about treasure concealed aboard? Or… maybe you have a better hook, you know what intrigues and attracts them, after all. There are even ideas to deal with the minor hindrance of the group not being at sea when you want to run the adventure!
Posted on March 21, 2012 by Flames
Welcome back to Golarion–the world of Krunzle the Quick, Isiem the wizard, and Alaeron the seeker of forbidden knowledge. Here you’ll find lands such as Cheliax, Numeria, Druma, and Nidel where greed, secrecy, and savagery await heroes and readers alike.
Below, the authors of three forthcoming Pathfinder Tales novels discuss how they came to the world of Golarion and what stories they found there.
Behold, Matthew Hughes (www.archonate.com) who writes science fiction, crime, and media-tie novels as Matthew Hughes, Matt Hughes, and Hugh Matthews. He is best known for his Archonate tales, including Template in the Planet Stories line, and his recent Hell and Black trilogy. His Pathfinder Tales novel Song of the Serpent is due out in 2012.
Posted on March 13, 2012 by Flames
The Worldwound weeps. The living tower looms overhead. The demon Yath and his minions spread throughout the southern kingdoms. Trying times call for unlikely heroes. In The Worldwound Gambit by Robin D. Laws, the charismatic con-man Gad pulls together a band of roguish adventurers— caustic Jerisa, gentle Tiberio, haunted Calliard, pragmatic Vitta, and the mad fire magician Hendregan–to head north to face Yath and make the world safe for thieves and miscreants once again.
Heroic fantasy, mystery, horror, comedy, and dashes of swashbuckling romance… Laws wraps it all around a heist. Yes, dear reader, The Worldwound Gambit is a heist novel and it is glorious!
Posted on March 6, 2012 by Flames
In Plague of Shadows by Howard Andrew Jones, the half-elf Elyana and her companions must race across the ravaged land of Galt, scale the Five Kings Mountains, and scour the Vale of Shadows for the cure that will save the cursed Lord Stelan.
Prepare yourself, for Plague of Shadows, dear reader, is fast-paced, sword-and-sorcery at its best.
“Friendship and loyalty lie at the heart of Plague of Shadows,” said Jones. “In whom can you really place your trust, and what does friendship really mean? Not that I’m ever on a soapbox about it. But loyalties, choices, and friendship drive the plot.”
In the short form or long, Jones has been praised frequently for his lightning quick pacing and irresistible plotting—pacing that does not sacrifice character development but depends upon it. Indeed, as Jones says below, “plot is character.”
Posted on March 2, 2012 by Flames
The Pathfinder Tales novel Winter Witch by Elaine Cunningham and Dave Gross tells the story of Declan, a magical mapmaker, and Ellasif, a diminutive barbarian from the Lands of the Linnorm Kinds.
“Some people are born knowing what they’re meant to be,” said Cunningham. “Ellasif is one of them, and from a very early age she was determined to become a fighter despite her apparent physical limitations.”
Together, Declan and Ellasif search for a missing child and in the process discover a lot about what it means to be a hero.
A veteran of shared world settings, Cunningham has written extensively in the Forgotten Realms. Her Realms work includes the Songs and Swords pentalogy, Starlight and Shadows trilogy, and the Counselors and Kings trilogy, as well as Evermeet: Island of Elves and City of Splendors: a Novel of Waterdeep (with Ed Greenwood). Her Realms stories were collected in The Best of the Realms, Book III: The Stories of Elaine Cunningham. She contributed Dark Journey to the New Jedi Order series set in the Star Wars Expanded Universe.