Every hero’s path to glory to starts somewhere. In The Crypt of the Everflame, a 32-page, 1st-level adventure for the Pathfinder RPG, that path begins with a centuries-old crypt and an initiation ceremony gone horribly wrong.
I'm back from GenCon 2014. As always it was an exhausting-but-fun four days of gaming, preceded by a few days visiting with my wife's relatives relatives in southern and central Indiana.
After seven years away, I'm going back to GenCon. It's been far too long since I was last there, and even longer since the late 1990s when GenCon was an annual pilgrimage for my gaming group. I'm looking forward to going back.
Dungeons are the cornerstone of the fantasy RPGs. Even as games become more story-driven, even when we give up slaying the dragon in exchange for founding a kingdom, the lure of the dungeons is still there. This page is dedicated to dungeons in all their impossible glory.
The kickstarter for Green Ronin's Advanced Bestiary is in its final hours. The book, a creature compendium for the Pathfinder RPG, is funded with 901 backers and $41,000 (easily beating its goal of $20,000).
Second Darkness is ending. Our first-ever Pathfinder adventure path campaign, began in September 2011 and is concluding about two years later.
We played Pathfinder every two weeks, the exception of the occasional schedule cratering by holidays and summer vacations. We worked our way through the entirety of the first three books in the series, but skipped a good chunk of the fourth book (which takes place in a drow city) and the entire of the fifth (which involves unearthing an elven conspiracy).
It began with a sword called Winter. Jorm, one of the party's dwarven heroes, found the long sword still clutched in the skeletal hand of a Northman barbarian. It will end at the The Lost Sky Citadel of Akrafell, a dwarven fortress at the top of the world of Golarion.
My Second Darkness Pathfinder campaign is rapidly approaching its climax. The heroes recently started Book 4: Eternal Night but, as is often the case with my group, they quickly went off the proscribed path. Far off the proscribed path.
It illustrates one of the big lessons I learned while running an adventure path.
My group's been playing Second Darkness for over a year now, and if there's one weakness we've found in the Golarion campaign setting, it's religion.
The setting is geopolitically diverse, with the same sort of kitchen-sink-of-cultures approach that made Greyhawk our go-to setting for so long. But what it lacks are gods.
My gaming group entered Book 4: Eternal Night of Paizo's Second Darkness adventure path this weekend, officially taking us past the midpoint of the campaign. All along the heroes have been battling the drow, including a massive fight to take back Celwynvian.