Courtesy of Eric Hinkle on Paizo.com, who says this adventure “leads into a mixture of combat, investigation, exploration, and diplomacy in an adventure that deals with grief, loss, supernatural revenge, the immortal jealousy of the fey and the wrath of the windigo” and overall calls it “a great start for what promises to be a exceptional line of Campaign Plug-Ins. Five stars.” See his full review on Paizo’s website!
We’ll return to show you a bit more of Beyond the Bright Veil in a future preview, but for now we are going to revisit a few products that we mentioned in the last round of previews in our February blitz but that are now finally ready to launch. Today, that product is Conquering Heroes, Neil Spicer’s latest foray into the realm of pregenerated characters. If you’ve seen Gothic Heroes or Imperial Heroes (and really, you should – they’re AWESOME), then you are already familiar with the ridiculous level of detail and inventive characterization that Neil brings to the party with this line of products. Rich relationships, both to the milieu of the Adventure Path and to other characters in the product, offer a wealth of role-playing opportunities, while the mechanics of construction and advancement perfectly reflect the characterization and personality of each. Today, we introduce you to the first four members of our intrepid would-be rulers of the wild frontier, introducing themselves in their own words:
ARKADYUS SAKHAROV (male human ranger) – “Being born a bastard doesn’t preclude me from a noble life. I know my birthright, even if my father’s family won’t recognize it. Instead, my true inheritance lies over the horizon in a land and a kingdom of my own making.”
DAVOR HESTRUK (male half-orc cleric of the God of Battle) – “Come test your blade then! Mine hasn’t spilled blood in three days, and I’m sure the Lord in Iron thirsts for a new offering in battle. Besides, this needless chatter gets us nowhere. Now we speak with steel!”
FAUNLARA “FAUN” DAEDYS (female elf druid (treesinger)) – “Listen to the trees. Hear how they sway and dance, making music on the wind? Already they know I’ll hearken to their song. For they’re calling me back to the Lost Lands—to the groves of my people—and beyond the Bright Veil, to the very heart of creation itself. I’ll heed that call as surely as I draw breath. It’s how I’ll find my shining moment—and a defining purpose in this season of my life.”
Faun is accompanied by ORNMEIL’LON, SAPLING TREANT PLANT COMPANION
HULGRIM UNDERSPOOL (male gnome sorcerer (fey)) – “Milady! I’d be remiss if I failed to make your acquaintance. Hulgrim Underspool, most grandiloquent esquire—at your service. You know, I do believe that color looks much too drab on you. How about a dash of daffodil yellow? No? Periwinkle? Petunia? Oh, come now. With my magic, we have a veritable rainbow of colors we can select. Even if you say no now, you should know I’ll just change it later when you’re not looking.”
Tomorrow, we’ll reveal the rest of the team, but for now feast your eyes on Hugo Solis’ delightful rendering of Arkadyus Sakharov, ready for action!
Sorry for the long delay in previews – launching the epic Cold Mountain adventure and our Kingbreaker AP Plug-Ins line along with it took a bit more time than expected this week, but I did want to provide you a sample of what to expect in this product. As we discussed in the last preview, you know you will be expecting some fantastic fluff from Todd Stewart, starting with a brief overview of the history of the fey and their influence across a broad range of real-world cultures and then delving deeply into how to make good use of fey not just as iconic creatures but how to really create a fey atmosphere in a campaign that makes it feel unique and different.
Mechanically speaking, Beyond the Bright Veil discusses the concepts of fey impulses and fey ruptures, different types of bleed-through of the fey realms into the “real” world of the campaign. Strange sights, sounds, happenings, and events that literally burst into being with an incredible vibrancy and detail that adds a touch of real magic and hooks for investigation and adventure. Take just one example of a fey rupture:
A gilded wooden doorframe dotted with living roses emerging from the surface appears overnight in the center of a town market with no explanation, leaving the locals curious and cautious at the same time. The door frame defies any and all attempt to remove it, and on moonlit nights a door appears, welcoming any to ‘Enter and Purchase That Which Delights and Entices’, with a subtitle in Aklo stating ‘Buyer Beware’. Several locals report entering a fabulous bazaar of meandering rows of stalls, lit by floating jars filled with enormously overgrown lightning bugs, staffed by beautiful and hideous fey offering fantasies made reality as well as piles of random, assorted junk. Two villagers emerge, having purchased things within. One holds a dozen rings of gold but no longer remembers his name, and neither do any of his friends or family. The other refuses to state what she purchased and what she paid, but her daughter is missing as well as her left eye, replaced with a single, stupendous pearl. Other villagers wonder just what horrific bargain she struck, and beg the PCs to investigate and potentially remove the entrance to the fey marketplace if they can.
Of course there’s more, but you’ll have to wait for the next preview to find out!
Welcome to the next in our preview series ushering in our new line of Kingbreaker Adventure Path Plug-Ins (though fans of our other lines fear not – yet more products are on the way for those as well!). Yesterday we teased you a bit with the creatures to come, including an amazing illustration by Jason Juta of the mysterious totemoq, but it’s time for a roll call, with a bit of descriptive text to whet your appetite for the horrors to come!
Amadan (CR 13 fey, aquatic and water subtypes)
A smallish, stunted humanoid stands before you, its hairless flesh sloshing liquidly in uncountable jowls and folds, while a sagging pannus nearly hides its tiny webbed feet from view. Its rheumy eyes glare malevolently above a drooping mouth filled with hundreds of needle-sharp teeth, while rivulets of clotted tears run down every crease. Its mottled, pasty skin is everywhere beaded and slicked with blood-tinged sweat that drips constantly from every pore.
Bokereyder (CR 2 monstrous humanoid)
Disturbingly, this short and slender creature resembles a human bred with a goat. Curved horns spout from his brow and an unnerving stare emanates from his eerie rectangular pupils.
Barrow Wight (CR 11 undead)
This deathless warrior stands arrayed in the faded finery of a darkling prince of old, eyes burning with lambent hate from the shadows of its great helm. It brandishes a wickedly curved blade in a practiced battle stance, while an occasional rattling breath escapes its timorous lungs in shuddering memory of life now corrupted, a misty exhalation bearing only the chill and stink of the grave.
Boreal Wight (CR 4 undead)
This withered corpse is little more than a ragged skeleton grown through with thorn-vines and creepers, encrusted in mossy soil, shards of bone and horn, and wet clumps of evergreen needles. The fell light in its eyes, however, speaks of a burning hatred for the living as it creeps stealthily into view.
Chernobog (CR 18 fey)
Hunched as if ready to pounce, the red eyes of this huge beast-like giant glares forth from a raw, fleshy face resembling a skinned grizzly bear fitted with jagged, cruel-looking stag’s horns. Thick cables of muscle wind around shoulders sprouting huge and leathery bat-like wings.
Another ringing 5-star endorsement for Neil Spicer’s amazing Imperial Heroes, courtesy of Endzeitgeist. He calls the full-color character illustrations by Tanyaporn Sangsnit, Frank Hessefort, and Colby Stevenson “GLORIOUS and on par with Paizo-levels of awesomeness” and reviews all eight of the characters contained herein. His conclusion:
Wow. Author Neil Spicer has created quite an array of compelling, unique characters that would not only work well as PCs, but also as NPCs – even if you don’t plan on using these as PCs, their characters and awesome artworks mean that most DMs will find some ways of making these compelling additions to their campaigns. Now, I would have really loved form-fillable versions of the characters that allow them to be printed out as a sheet and upgraded/modified at higher levels, but one can’t have everything, I guess. That being said, this collection of pregens leaves almost nothing to be desired, is iconic and cool and the inclusion of a goblin ninja is glorious. Even Ulfen barbarians and Varisian wizards get their own, very distinct spin that immerses them in a given setting and the ties to the Jade Regent storyline mean that I can happily and wholeheartedly give this a final verdict of 5 stars – not only for those interested in running Jade Regent.
Get yours today!
That’s right, in case you missed out on early purchase here at makeyourgamelegendary.com, the latest from Legendary Games is now available at d20pfsrd, Paizo.com, and DrivethruRPG/RPGNow. Of course, we’d still love for you to buy directly from us (just hit the Shop Now! link above), but wherever you get it, you gotta get your recommended daily allowance of MIND-SHATTERING COSMIC HORROR today!
The latest in our Gothic Grimoires series, To Serve a Prince Undying, has been winning the hearts of fans and critics alike. The latest to chime in with a ringing endorsement is the illustrious Endzeitgeist.
This grimore is an interesting tractate that ideologically serves as a justification for adhering strictly to an amoral chain of command under an immortal god-king. As such, it has the potential of inciting a psychosis that makes you Lawful evil, and as a grand innovation, offers us also an expertly-written excerpt from the pages of the tome.
Mechanically, he praises the integration of a wide variety of options for antipaladins, cavaliers, inquisitors, ninjas, and rogues, ranging from judgments to vows, from mind-control drugs to mystical powers of ki and spells, all forming “a grand web of complex and cool mechanics.”
The Gothic Grimoire-series kicks onward with yet another all killer, no filler offering, doing extremely smart things with the rules – the way judgments and ki-points are linked and modified, how the new abilities modify what’s there is smart, cool and awesome in every way conceivable.
You can read his full review on his website.
Mutation and the bending of the genomic strands traces the past and shapes the future. So it is with life, and so it is sometimes with products. It turns out that mutation started to take on a life of its own, and to that end I must report that the Deviant (wizard archetype) and a few of his little friends have migrated from the pages of Beyond the Void and will be sliding into a new Gothic Grimoire of their own, so that they can be suitably expanded and enhanced with fiendish flavoricity.
And yet, we wouldn’t want to leave you preview-less, here on the cusp of Beyond the Void’s release into reality. To that end, in the final revisions we would be remiss not to mention the ultravision ability of the Iridic Mage (wizard archetype). In talking about the Deviant’s archetypal brethren, the Bathynaut (alchemist archetype). A daring explorer of the dark and dangerous deeps, the Bathynaut adapts himself to the life aquatic through discovery and tinkering with technomagical mechanisms. Some tools of the trade you have surely seen before, but you may be intrigued to know that the following discoveries complement the Bathynaut: aquatic mutagen*, cognatogen, concussion bomb, deep diver*, delayed bomb, demolition charge, depth charge*, homing torpedo*, mine*, tentacle, torpedo*, underwater demolition. (* New discovery described in this product.)
And last, but surely not least, our friend the Alienist (summoner archetype) feels like he really needs some new playmates. Longtime fans of Legendary Games may remember one of our earliest adventures featured the birth of an alien THING right in the midst of a seemingly innocuous ghost story. It turned out that just because the crazy madman was paranoid didn’t mean they really WEREN’T out to get him. Thus was birthed the first embryonic neh-thalggu, which was a delightfully horrible creature but at heart a jury-rigged nonesuch. Until now. As we’ve mentioned before, Beyond the Void contains two new templates. One is relatively simple, for adapting ordinary creatures into unnatural and alien perversions of their normal selves. The embryonic template takes that several steps further, by turning alien monstrosities into miniature parasitic horrors with all the demented hungers of their adult selves in a half-formed ball of tiny terror. The template has some complexity to it, so to help ease the process of introducing these crimes against sanity to your campaign, we provide you with FOUR prebuilt sample embryonic horrors: an updated version of the embryonic neh-thalggu (CR 4), embryonic aboleth (CR 3), the diminutive embryonic intellect devourer (CR 4), and the awful embryonic shoggoth (CR 7), all ready to use right out of the shell!
Yesterday we previewed the four new archetypes included in Beyond the Void. You probably noticed that all four archetypes are for arcane spellcasting classes, so it will come as no surprise to learn that there are some fantastic and horrible (or is that horribly fantastic) spells in this product. Within these pages, you will find, laid out in a handy table for quick reference the following nine bits of dreadful delight.
|Alien Contact||Sor/Wiz 6, Sum 5||As lesser alien contact, but up to 12 HD|
|Alien Contact, Greater||Sor/Wiz 8, Sum 6||As lesser alien contact, but up to 18 HD|
|Alien Contact, Lesser||Sor/Wiz 5, Sum 4||Call alien creature up to 6 HD and compel it to perform a task|
|Cosmic Communion||Sor/Wiz 4, Sum 3||Contact alien entities for advice, but risk madness and retribution|
|Deform Angularity||Sor/Wiz 5, Sum 4||Warp reality to redirect attacks from you to nearby creatures|
|Discharge Eyespore||Alc 4, Sor/Wiz 4, Sum 4||Release floating eye that senses the unseen and explodes with blinding sickness if destroyed|
|Embryonic Implantation||Alc 5, Sor/Wiz 6, Sum 5||Impregnate target with the seed of an alien.|
|Fade from Existence||Alc 4, Sor/WIz 4, Sum 4||Slip out of reality for 1 round, moving throuwh warped subspace.|
|Shroud of Stars||Sor/Wiz 8||A mantle of starry blackness hides you and shields you from light and darkness
A pair of feats also features here, each helpful in its own way to those interacting with alien menaces. Summon Star-Spawn helps you call upon them to serve you… and Crawler in Darkness helps hide in a quivering, shuddering, cowering puddle on the floor when your erstwhile servants inevitably turn on you… 🙂
As we approach completion on our latest contribution to spreading cosmic horror far and wide in your game, it seemed like a good time to whet your appetite for the publication of Beyond the Void! So what exactly can you expect to find within these pages, aside from the usual Secrets Man Was Not Meant to Know? Let me tell you about… the archetypes!
Alienist (summoner archetype) – Where other summoners tap into the boundless power of the planes to draw forth their minions and to form their eidolon, an alienist stretches forth his power through impossible angles into the endless reaches of space and the far, twisted corners of reality. Archetype abilities: summon star-spawn, eldritch lore, alien explorer, terrible witness, stargate. Your eidolon also gets in on the alien goodies with alien anatomy, emotionless, extra tentacles, and unnatural fear.
Bathynaut (alchemist archetype) – While elder things and alien entities often predated the rise of civilization, many were known and even venerated in long-fallen antediluvian civilizations whose cities and nations have long since vanished beneath the waves in legendary cataclysms long past. Bathynauts are scholars and explorers of the abyssal deeps of the world’s oceans, probing the oozy rifts of the ocean floor to find the lost relics of ancient cultures touched by visitors from beyond, often becoming tainted themselves by their discoveries of secrets better left buried beneath the waves. Archetype abilities: aquatic apparatus, slippery swimmer, eldritch explorer, aquatic enchantment, submersible suit.
Deviant (wizard archetype) – You have studied deeply the splicing and joining of tissues, whether naturally evolving or never born together, looking for the fingerprints of the elder things and their genetic tampering that caused the races and creatures of this world to be. You have made those secrets your own, creating your own unnatural abominations. Archetype abilities: mutagen, mutated minion, mutation mastery, persistent mutagen.
Iridic Mage (wizard archetype) – The iconography of eyes is ubiquitous among those studying the farthest alien realms, whether a single great all-seeing orb, or multitudinous eyes rippling over deliquescent and shapeless elder things. Iridic mages seek out hidden residues of alien presences, some seeking to serve and others to slay, but always to know. The eyes of iridic mages are always on the heavens, keeping watch should the space-gods ever return, for good or more likely to the ruin of all. Archetype abilities: bonded sign, light of revelation, piercing gaze.
Of course, there’s more. SO MUCH MORE! But that’s for another preview!