Posted on August 9, 2011 by alanajoli
Dave Gross is the former editor of gaming magazines including Polyhedron, Dungeon, Dragon, Star Wars Gamer, Star Wars Insider, and Amazing Stories. If that wasn’t enough, he’s also written fiction in a number of game worlds, including the Forgotten Realms and, most recently, Golarion, the home of the Pathfinder gaming system. His new novel, Master of Devils, releases later this month. Dave took time out of his busy schedule of writing and watching kung fu movies to chat with us about his upcoming release.
Flames Rising: You have an impressive history in editing for gaming magazines and anthologies, and a whole run of Forgotten Realms novels for Wizards of the Coast. What was the path that brought you to writing fiction for Pathfinder?
Dave Gross: In 2008 I visited the World Fantasy Convention in Calgary. It was mainly a social trip to catch up with some old friends. Two of them were also former colleagues from Paizo, Director of Sales Pierce Watters and Publisher Erik Mona. Erik mentioned his plans to start a Pathfinder Tales line and asked whether I’d be interested in contributing. Already I loved what I’d seen of Golarion.
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Posted on July 5, 2011 by Megan
Nothing quite as sweet as a miniature dragon, perhaps of a suitable size to hold in your arms like a pet… but drakes are not pets, but sentient beings in their own right, fascinating creatures to have around in your game. (I had to add ‘in your game’ lest I start to conjure fantasies of one coming in my back door…).
The Introduction talks about, despite – because of? – their iconic nature, how difficult it can be to actually have a DRAGON wandering around in your game. They’re big, they’re tough, and they tend to amass game-unbalancing amounts of treasure. Moreover, they’re supposed to be the creatures of myth and legend, not someone you meet down the pub for an ale and a few hints about the next adventure.
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Posted on June 27, 2011 by Flames
FlamesRising.com is pleased to present a behind-the-scenes look at the birth of the Pathfinder novel Plague of Shadows. This novel, which was written by Howard Andrew Jones, is about a race against time set against a backdrop of treachery, magic and nightmares. Jones dives into the process of writing a tie-in novel with both feet. In his own words, you can read how this talented author came to be a part of the popular Pathfinder setting.
Round about the time James Sutter was given the greenlight to start up the new Pathfinder line word got around that I’d signed a two book contract with St. Martin’s Thomas Dunne Books for some Arabian fantasy swashbucklers. The first one, The Desert of Souls, was on its way through editorial when James contacted me to see if he could look at some writing samples. He must have liked what he saw, for he then asked me to shoot some proposals his way.
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Posted on June 14, 2011 by Megan
Plunging straight in, this adventure begins with a brief outline of this richly-detailed Japanese-inspired setting. In a neat twist, the characters too are seeing it for the first time, arriving as ‘gai-jin’ (the Japanese word for ‘foreigner’ although it’s a word with somewhat negative connotations) and seeing it with all the wonder of outsiders visiting a new and very different place, even as their players are finding out about a new setting.
Much of the discussion, though, is best kept for the GMs’ eyes. Unlikely to be common knowledge elsewhere, although it may be a topic of discussion in some academic and theological circles, life and death here, the state of the souls of both the living and the dead, is somewhat unusual. Reincarnation gone mad, shall we say, and leave characters to discover it for themselves as they begin to piece together what is going on. Japanese-inspired this setting may be, but it draws on the darker side, on the tales that are told, that create a setting filled with oriental horror.
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Posted on May 17, 2011 by Megan
Taking a new tack for Rite Publishing’s “30” series, this work looks not at items that you might find but a specific type of threat that you might encounter – the haunt. Indeed, not just any old haunts but those which have, for whatever reason, chosen to manifest in a house.
The product opens with an overview of haunts, which were introduced in Paizo’s GameMastery Guide – if you intend to make extensive use of haunts you may find a copy useful. Basically, haunts can develop in a location in which living creatures suffered in some way, and can be accompanied by undead. Despite having hit points and assorted capabilities, they can be thought of more as an atmosphere, an area in which effects are caused, than as actual beings in their own right. (I’m sure learned clerics and mages could argue for hours over that one!). They can only be removed from their location by performance of specific acts, based on the reasons why the haunt is there in the first place, although they can be damaged or negated such that they go away… but only for a while, they’ll manifest again later.
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Posted on May 9, 2011 by Megan
Jumping right in, the first chapter – Riddles of Steel: Roleplaying in the Frozen North – explains what’s so special, what’s so different about games set in harsh northern areas inspired by Norseland sagas and Viking lore. The familiar cod-mediaeval or renaissance fantasy civilisations of the majority of games is replaced with a bloodier and darker mindset, never mind that the place tends to be darn cold as well! Vicious monsters abound, and those which walk on two legs live life to the full in conditions that others may see as primitive, certainly more self-sufficient than their neighbours to the south.
But it’s not just a lack of urban luxury, guards to protect you from thieves and villains, and lower temperatures: the whole mind-set is different, and to get the most out of such a setting both GM and players – particularly those whose characters are native to it – will need to start thinking in a different way.
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Posted on April 26, 2011 by Megan
This work starts with an overview of the inquisitor, quite a talented chap with plenty of options. Pity the first paragraph repeats itself, perhaps we should send an inquisitor after the proof-reader!
So who is this inquisitor anyway? A potent mix of religious devotee, spy, investigator and hunter (of people rather than dinner): a bit self-serving in the way his powers generally serve to enhance himself rather than the group he is in, but at least he can claim it’s all to the glory of whatever deity he reveres! The special ability of ‘Judgement’ is both powerful and versatile, depending on what judgement is pronounced, and this is coupled with a reasonable number of skills and the ability to cast divine spells.
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Posted on April 19, 2011 by Flames
Northlands is a Pathfinder-compatible sourcebook for adventuring in the frozen north. Learn Rune magic, explore the Reaver’s Coast and Hyperborea, and wield the sword of Loki himself.
Designer Dan Voyce has opened up new and dazzling vistas for role-playing in the frozen north. The book begins with a concise but detailed overview of northern life, society, morality, religion, traditions and law. The major gods and their demands on mortals are described, as well as dueling, hospitality, outlawry, slavery, and relations between the various humanoid races.
More than description, Northlands is about ACTION! Characters can raid the coasts; explore the magic-rich realm of the giants; enter savage kingdoms ruled by bears and wolves; or journey to the top of the world itself to retrieve the shoggoth-guarded flotsam and jetsam of alien shores.
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Posted on April 14, 2011 by Megan
Archtypical bad guys, the evil counterpart to that goody-two-shoes the Paladin… but don’t feel sorry for the seven to be found in these pages, as plenty of love has been lavished on developing them into well-rounded villains all ready to give any good-aligned party a run for their money.
Just as a paladin is a shining example of devotion to his deity, so is the antipaladin. The difference is the nature of the deity that the antipaladin venerates and serves… and often, the precise way in which he serves and what he does in the course of such service. Even they probably see the ‘evil’ in what they do, in what they are working towards – it’s certainly clear to the rest of us – and yet they press on, often motivated by selfish ends like personal power and other rewards, rather than pure love for their deity.
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Posted on March 19, 2011 by Flames
Sunday, March 20 marks the fifth anniversary of Open Design, a game company run under the patronage business model where gamers themselves can be a part of the design process. Here’s the blog post that started at all.
To celebrate 5 years, Open Design is running a sale at the KQ Store from Friday, March 18 through Thursday Mar 24. Our Kobold-in-Chief Wolfgang Baur says, “This sale is my way of thanking all of you for your support over the past five years. By definition, Open Design could only succeed with your participation. So to all the patrons who helped create our sourcebooks and adventures, and the folks who bought the finished products…thank you very, very much for this wonderful five-year ride. I look forward to continuing on with you to our glorious 10-year mark.”
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Posted on March 4, 2011 by Megan
What is more mysterious than an Oracle? It is the turn of the Oracle character class to come under the microscope: no mere list of feats but a detailed look at the potentials and options available to players who fancy being an Oracle.
We begin with an overview of the class as a whole, discussing the salient points of an Oracle. It’s an interesting class, a spontaneous caster but divine rather than arcane (the answer to those of us who mutter that surely our deities would never let us choose the wrong spells for the day…), with many opportunities for the role-player as they tend to be good socially as well as with that air of mystery! Speaking of mysteries, your choice here sets the flavor of the whole character, affecting him in terms of game mechanics as well as laying the seeds for role-playing and characterization. As they are so important, there’s a thumb-nail sketch of each one, to aid your choice based on just what kind of oracle you would like to play. Oracles are well set up for defense, if offensive capability is desired crafty choices of mystery (Battle is good, or an elemental one) can prove an advantage. Oracles will tend to specialize in something, but that thing they can generally do very well indeed.
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Posted on February 11, 2011 by Megan
The Editorial opens with the promise of a great treat: Wolfgang Baur’s own home campaign is to be written up for publication! Apparently Kobeck is part of it, but the rest of the setting is now to be subject to the Open Design process and brought into the light of day. Wolfgang’s words show his excitement… now I’m looking forward to it as well.
And so to the first article, Ecology of the Gearforged. They started off as an act of desperation, Kobeck’s craftsmen and wizards collaborating to create something, anything to stave off the House Stross forces during the rebellion that saw Kobeck free – but they have matured to more than mere war machines.
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Posted on January 5, 2011 by Megan
Beware of beautiful ladies approaching you in inns… or at least, expect spectacular adventure to follow! This lady seeks help in retrieving her inheritance, secured by her late husband in a dungeon under their house, the secrets of which he took to his grave. Needless to say, all is not precisely what it seems, and characters who take up this challenge will have to contend with two rival gangs of thieves as well as the perils of the dungeon itself.
The adventure provides characters with challenges both mental and physical, as before dealing with the contents of the dungeon they need to figure out how to get in! Interaction with various people, most of whom are not quite what they claim to be, provides scope for role-playing as well.
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Posted on November 23, 2010 by Megan
The alchemist has been knocking around the fringes of fantasy games for ages, generally – if codified at all – as an NPC that your characters can go to for a range of useful items to take on their adventures, with alchemy itself as a sideline skill practiced in your ‘Craft’ spot. Now Paizo’s Advanced Player’s Guide has brought him out of the workshop to become a playable character in his own right, with skills useful down the dungeon or out on the road, and this product seeks to expand on this and make him an even more attractive option.
The alchemist PC has several notable skills, which are mentioned in the Introduction – he can throw bombs, make and use extracts, brew potions and use poison. However, to hone such a character, he needs appropriate feats and here a grand total of 30 are presented for the budding alchemist to choose from.
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Posted on August 31, 2010 by Megan
The work opens with a foreword by David ‘Zeb’ Cook in which he muses on the durability of his invention, the aboleth – a monster with an almost-thirty year history and which features large in this book. A fascinating muse on how the aboleth came to be later, Chapter 1: Lost Cities of Myth and Legend explores the inspirations for this setting. Legends of fantastic civilizations lost to the deeps provide plenty of ideas, after all, as well as a compelling lure for characters looking for somewhere to explore. For that’s the intent of this setting: exploration, rather than somewhere to actually live as a denizen of the deeps.
The legendary civilizations of Atlantis, Lemuria and Mu are detailed, along with thought-provoking ideas on how to use them as inspiration for your own sunken empire, before the text launches into the design of a new lost city called Ankeshel for your characters to research and explore. Ankeshel draws on both real-world myths and the Pathfinder setting, with some Theosophist theories mixed in for good measure, including the concept of vril. The original human inhabitants were taught magic and mathematics by a strange tentacled, 3-eyed amphibious race. Needless to say, it all ended in tears and the city was lost… until recent discoveries began to bring tantalizing glimpses of what once was back into general knowledge.
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Posted on July 26, 2010 by teampreston
The Pathfinder Tales are a series of novels set in the fantastic new Pathfinder RPG setting. Having read several tie-in novels for a wide variety of settings/ games I was excited to give this a shot. I think my excitement was well placed; the novel is a lot of fun and a fantastic “first look” in to rich Pathfinder setting.
The author does something we see little of these days (it seems) in utilizing the first-person perspective. Admittedly it took a chapter or so to warm up to it, but it seemed to really work. The first person perspective makes the events of the story seem a bit more personal and the author did a fine job in making some really interesting characters.
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Posted on April 29, 2010 by Robert A. Howard
In the Company of Giants is one of the latest supplements by Rite Publishing that expands on their ever burgeoning campaign setting, Questhaven. This time, Steven Russell turns his attention to creating a playable race of giants, known as Jotun. (For the curious, a quick Wikipedia search will reveal “jötunn” to be the name given to giants of Norse mythology.) Though the jotun may be themed for giants of the Questhaven setting, everything within is completely portable to any 3.5e or Pathfinder game, which includes a full racial class progression from 1st to 20th level, a titan’s fistful of elemental themed powers, and several pages of feats to add to your jotun’s retinue.
The Jotunnar, as they are called in Questhaven, are an interesting variant of the traditional giants of Dungeons and Dragons, and are designed to overcome the biggest problems of introducing giants as a playable race.
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Posted on March 15, 2010 by Michael Brewer
Rite Publishing’s Ironborn of Questhaven introduces a Pathfinder RPG compatible race and related mechanics in the vein of the Warforged from 3.5 Eberron and 4th Edition Dungeons & Dragons. I was pleasantly surprised at the cohesiveness of the product and only one thing made me frown while reading the 21 page e-book.
I really like the race description as it is told in the first person perspective by the first Ironbound, Firstbuilt. Firstbuilt tells about how his race was born when a great artificer found her assistants lacking, so she built a construct to serve her. Then he, Firstbuilt, created another who also created another and so on.
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Posted on February 25, 2010 by Robert A. Howard
Restless Souls comes to the gaming table with the interesting idea of playing a character who is not quite dead and not quite living either. This thirteen page add-on to your d20 or Pathfinder game is an expansion of the Questhaven campaign world by Rite Publishing, but the content within can easily be adapted to just about any fantasy setting. Within its pages, you will find a new template which will transform any (now dead) creature into a restless soul, along with twenty-two new feats and ten new spells.
The idea behind Restless Souls is a good one, and even as I read the opening introduction, as told by one of the restless dead themselves, ideas were already running through my head about how I could use this in one of my games. Restless souls, it is explained, are those who died having left some critical task yet unfinished — what adventurer doesn’t, right?
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Posted on January 27, 2010 by Michael Brewer
Necromancy and the undead are two of my favorite themes for roleplaying games. The undead have a strong presence in gaming and there are many interesting creatures that can be used in adventures. Unfortunately, there have not been many useful options for those that sit on the other side of the screen. As a player, I am always on the hunt for new and effective methods to harness the powers of death, the dead, and the undead.
The Genius Guide to: the Death Mage is a fourteen page supplement from Otherworld Productions & Super Genius Games for the Pathfinder RPG. The Death Mage is a new arcane spellcasting base class that provides players five paths to choose from: Corpse, Ghoul, Tomb, Reaper, and Shadow mages. The Death Mage also introduces some new spells and a new creature subtype, Unbreathing (a not quite undead creature).
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