U is for UK Series (or Underwater).
The U series is a fascinating one for me. First the editor was Don Turnbull, whom I knew from White Dwarf and the Fiend Folio. I also knew these all came from England, or the United Kingdom rather and to my mind in 80s England was the home of everything awesome. (Point of fact: I am eating English pub style fish and chips as I write this!)
Though originally I thought the U stood for "Underwater". Then I was told it was for UK. Turns out I was right the first time!
Regardless of why they were called this these adventures felt different to me. Much like the L series did. For starters there was more thinking involved. You could not get by with just hitting things and taking their stuff. You had to investigate, figure things out. There is an enemy to be discovered, but it will be mostly through negotiations that the characters will survive.
U1 The Sinister Secret of Saltmarsh
U2 Danger at Dunwater
U3 The Final Enemy
For me these are perfect modules/adventures to get people into after they have played a campaign of D&D and now want to try something a little different. For me, I consider these the first adventures of my so-called "Second Campaign".
Like the other adventures I have mentioned in the Second Campaign I want to run this using the Astonishing Swordsmen & Sorcerers of Hyperborea rules rather than D&D. Just something to give the monsters a more alien threat to them.
I might also swap out Day of Al'Akbar for the Nameless City.
I have these three modules on my shelf. Unplayed. That's a freaking crime.
Monday, April 25, 2016
Sunday, April 24, 2016
Saturday, April 23, 2016
A to Z of Adventure! T is for Temple of Elemental Evil
T is for Temple of Elemental Evil.
Confession time. I have never run or played through The Temple of Elemental Evil.
I think I was in the Village of Hommlet (T1) once, but that was back in the early, early days of the game.
Since then there have been three more updates and expansions to the T series.
So I have to admit I really want to run it now. Though I want to tie it into my current D&D5 game.
Trouble is that the characters are now already 8th level and near the very end of the Slave Lords. I didn't want to start with T1 because for me it was more important to start with B1 and B2.
So I have the T1-4 supermodule on PDF, but there is a lot going on that I am not a fan of. Not that it isn't good, it is, but not what I need or want. Plus I am no fan linking Zuggtmoy to the temple. Her powers are not elemental in nature. Plus I always liked the idea that some remnant of Tharizdun especially in the guise of the Elder Elemental Eye. Maybe this is an elemental themed patron for a warlock. The idea is of course to play into the larger "Come Endless Darkness" plot line. So yes this evil is related to the larger evil. Which might be Tharizdun. At least that is what I have always considered over the years. Turns out that +Joseph Bloch agrees with me. I already did S4 and WG4, so I guess I am going in reverse.
As usual I have an embarrassment of riches. Too much material actually.
I found some 5e Conversion notes that look really nice. And I have a lot of choices when it comes to plots, ideas and adventures. Of course I will use T1 The Village of Hommlet and likely a good portion of T1-4 Temple of Elemental Evil. Given my particular desire to make an easy job far more difficult I am also going to look at versions for other editions.
While doing some research, I discovered this blog post that talked about T2 The Temple of Elemental Evil as promised back before T1-4 came out. It is a very interesting read to be honest. That is where the image to the right came from.
Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
So it is settled. Zuggtmoy is out. Tharizdûn is in. What is his plan?
Simple. He wants out. He has convinced all these different evil factions to blot out the sun and deliver the essences of gods to him they think they are going to obtain godhood, but in truth they will be freeing him. Maybe each has a Shard of the Elder Elemental Eye. Lolth has Air, Orcus has Earth, Dagon/Hydra has Water and someone else has fire. I kinda want it to be Asmodeus, but that is a whole other issue really.
But I am leaving out the mindflayers. Why Air for Lolth when she is underground? Air represents what she has lost. Plus I like tying her to the Queen of Air and Darkness.
I know there are places I can put the Elemental Shard of Air in Q1. I am sure I can find places in the D series for the Elemental Shard of Water. That leaves Earth and Fire.
That's what I love about all these old adventures. So much you can do with them.
Confession time. I have never run or played through The Temple of Elemental Evil.
I think I was in the Village of Hommlet (T1) once, but that was back in the early, early days of the game.
Since then there have been three more updates and expansions to the T series.
- T1 The Village of Hommlet (1e)
- T1-4 Temple of Elemental Evil (1e)
- Return to the Temple of Elemental Evil (3e)
- The Village of Hommlet (4e)
So I have to admit I really want to run it now. Though I want to tie it into my current D&D5 game.
Trouble is that the characters are now already 8th level and near the very end of the Slave Lords. I didn't want to start with T1 because for me it was more important to start with B1 and B2.
So I have the T1-4 supermodule on PDF, but there is a lot going on that I am not a fan of. Not that it isn't good, it is, but not what I need or want. Plus I am no fan linking Zuggtmoy to the temple. Her powers are not elemental in nature. Plus I always liked the idea that some remnant of Tharizdun especially in the guise of the Elder Elemental Eye. Maybe this is an elemental themed patron for a warlock. The idea is of course to play into the larger "Come Endless Darkness" plot line. So yes this evil is related to the larger evil. Which might be Tharizdun. At least that is what I have always considered over the years. Turns out that +Joseph Bloch agrees with me. I already did S4 and WG4, so I guess I am going in reverse.
As usual I have an embarrassment of riches. Too much material actually.
I found some 5e Conversion notes that look really nice. And I have a lot of choices when it comes to plots, ideas and adventures. Of course I will use T1 The Village of Hommlet and likely a good portion of T1-4 Temple of Elemental Evil. Given my particular desire to make an easy job far more difficult I am also going to look at versions for other editions.
- WGR5 Iuz the Evil (2e)
- Return to the Temple of Elemental Evil (3e)
- The Village of Hommlet (4e)
- The Elder Elemental Eye (4e)
- Elemental Evil - Princes of the Apocalypse (5e)
While doing some research, I discovered this blog post that talked about T2 The Temple of Elemental Evil as promised back before T1-4 came out. It is a very interesting read to be honest. That is where the image to the right came from.
Here are some other posts I consider "must read" on my goal to build this gigantic conspiracy of evil.
- Grognardia: Retrospective: The Temple of Elemental Evil
- Greyhawk Grognard: More on the Temple of Elemental Evil
- Greyhawk Grognard: DMing into the Depths of the Oerth, Part III 1/2
- Greyhawk Grognard: From Hommlet to Tharizdun, by way of Tsojcanth
- Greyhawk Grognard: Thoughts on the Elder Elemental God
So it is settled. Zuggtmoy is out. Tharizdûn is in. What is his plan?
Simple. He wants out. He has convinced all these different evil factions to blot out the sun and deliver the essences of gods to him they think they are going to obtain godhood, but in truth they will be freeing him. Maybe each has a Shard of the Elder Elemental Eye. Lolth has Air, Orcus has Earth, Dagon/Hydra has Water and someone else has fire. I kinda want it to be Asmodeus, but that is a whole other issue really.
But I am leaving out the mindflayers. Why Air for Lolth when she is underground? Air represents what she has lost. Plus I like tying her to the Queen of Air and Darkness.
I know there are places I can put the Elemental Shard of Air in Q1. I am sure I can find places in the D series for the Elemental Shard of Water. That leaves Earth and Fire.
That's what I love about all these old adventures. So much you can do with them.
Friday, April 22, 2016
A to Z of Adventure! S is for Special Series.
S is for Special Series.
Ah! The "S" modules. No series of modules have been as divisive, controversial or as fun (to me) as these. Originally just four adventures, it has one "honorary" member in my mind and two more unnumbered members. I have played in these and run them; some (like S4) many times over. These are some of my favorite adventures of all time.
Where to begin?
Well here are the modules/adventures I want to discuss.
Also, the first four have been collected into a single volume not once, but twice. Many of the adventures have also been updated for other versions of D&D.
S1: Tomb of Horrors
Depending on who you ask, this is either one of the best adventures for D&D or the worst. I enjoy this module, but it is not one I plan on running again. I ran it for my kids and they survived, but I think there are better adventures out there. It is one of those adventures that everyone talks about; often about how horribly they or someone else died in it. In the picture above, the book on the right with devil with his mouth open? Yeah. More than oneidiotcharacter put their hand in there only to loose said hand. The big bad is that jeweled skull on the cover of the middle book.
Tomb of Horrors is often described as a meat grinder. This is true, but it is also a fun challenge and if I can be so bold, a rite of passage of the D&D gamer. You can't really call yourself a D&D gamer until you go through this.
Love it or hate it, it's place in history is solid and unmoving.
S2: White Plume Mountain
In many ways White Plume Mountain is one of my favorite adventures. It's a crazy dungeon filled with traps, monsters a few legendary weapons of vast power, all dropped into a semi-active volcano. I ran it for my kids a while back. Back then I ran it under 3rd Edition, using a 1st Edition rule base, Basic Edition characters, and some 4th edition add-ons. It was such a classic though that it all worked. My kids loved it.
S3: Expedition to the Barrier Peaks
This was one of the first adventures I ever bought for myself. The characters (in a quasi-medieval Europe) find an ancient crashed star-ship and all the crazy alien life forms still trapped inside. Based a bit on the game Metamorphosis Alpha. I ran this for my kids a while back. My youngest LOVED it, but my oldest didn't. Which is a bit odd I thought, because he began playing with the Star Wars d20 RPG.
Still though, I personally think this is a great module.
S4: The Lost Caverns of Tsojcanth
The Lost Caverns of Tsojcanth and it's near sequel WG4 The Forgotten Temple of Tharizdun are two of my favorite modules ever. I bought S4 my freshman year in high school and read it cover to cover. One of my favorite bits was the "sneak peak" at some of the monsters that would later appear in the Monster Manual II hardcover. It was also a rather deadly adventure. The nearby Forgotten Temple of Tharizidun then opens up a new threat of the ancient imprisoned god Tharizdun. This ties it in to the T1-4 Supermodule The Temple of Elemental Evil. But I think what I liked about it was the information on Greyhawk. We are introduced to the witch Iggwilv here. She would later become an important figure in the history of Greyhawk and D&D.
The boys loved this adventure. Combining it with WG4 and some additional material from the web it took us about 6 months to complete. Still, it was a great time.
Two other modules were later added to the "Special" Series but never had, to my knowledge, an "S" designation.
S5: The Dancing Hut of Baba Yaga
Baba Yaga is one of those characters that we keep coming back to in D&D. There are at least 3 or 4 versions of The Dancing Hut adventure out there now and even for the Pathfinder game (a game very much like D&D) has her as the main bad guy for a whole series of adventures.
I am going to feature her and this adventure in my own "War of the Witch Queens" campaign that I run next.
S6: Labyrinth of Madness
Of all the "S" modules, this is the only one I know nothing about.
From what I can tell it is sort of a tribute to the kinds of dungeons we saw in the S-series. It looks like a lot of fun though.
Ah! The "S" modules. No series of modules have been as divisive, controversial or as fun (to me) as these. Originally just four adventures, it has one "honorary" member in my mind and two more unnumbered members. I have played in these and run them; some (like S4) many times over. These are some of my favorite adventures of all time.
Where to begin?
Well here are the modules/adventures I want to discuss.
- S1 Tomb of Horrors (Ranked #3 greatest adventure of all time)
- S2 White Plume Mountain (Ranked #9 greatest adventure of all time)
- S3 Expedition to the Barrier Peaks
(Ranked #5 greatest adventure of all time) - S4 The Lost Caverns of Tsojcanth (Ranked #22 greatest adventure of all time)
- These first four are published now as part of S1-4: Dungeons of Dread.
- (S5) The Dancing Hut of Baba Yaga
- (S6) Labyrinth of Madness
- and special addition WG4 The Forgotten Temple of Tharizdun.
Also, the first four have been collected into a single volume not once, but twice. Many of the adventures have also been updated for other versions of D&D.
S1: Tomb of Horrors
Depending on who you ask, this is either one of the best adventures for D&D or the worst. I enjoy this module, but it is not one I plan on running again. I ran it for my kids and they survived, but I think there are better adventures out there. It is one of those adventures that everyone talks about; often about how horribly they or someone else died in it. In the picture above, the book on the right with devil with his mouth open? Yeah. More than one
Tomb of Horrors is often described as a meat grinder. This is true, but it is also a fun challenge and if I can be so bold, a rite of passage of the D&D gamer. You can't really call yourself a D&D gamer until you go through this.
Love it or hate it, it's place in history is solid and unmoving.
S2: White Plume Mountain
In many ways White Plume Mountain is one of my favorite adventures. It's a crazy dungeon filled with traps, monsters a few legendary weapons of vast power, all dropped into a semi-active volcano. I ran it for my kids a while back. Back then I ran it under 3rd Edition, using a 1st Edition rule base, Basic Edition characters, and some 4th edition add-ons. It was such a classic though that it all worked. My kids loved it.
S3: Expedition to the Barrier Peaks
This was one of the first adventures I ever bought for myself. The characters (in a quasi-medieval Europe) find an ancient crashed star-ship and all the crazy alien life forms still trapped inside. Based a bit on the game Metamorphosis Alpha. I ran this for my kids a while back. My youngest LOVED it, but my oldest didn't. Which is a bit odd I thought, because he began playing with the Star Wars d20 RPG.
Still though, I personally think this is a great module.
S4: The Lost Caverns of Tsojcanth
The Lost Caverns of Tsojcanth and it's near sequel WG4 The Forgotten Temple of Tharizdun are two of my favorite modules ever. I bought S4 my freshman year in high school and read it cover to cover. One of my favorite bits was the "sneak peak" at some of the monsters that would later appear in the Monster Manual II hardcover. It was also a rather deadly adventure. The nearby Forgotten Temple of Tharizidun then opens up a new threat of the ancient imprisoned god Tharizdun. This ties it in to the T1-4 Supermodule The Temple of Elemental Evil. But I think what I liked about it was the information on Greyhawk. We are introduced to the witch Iggwilv here. She would later become an important figure in the history of Greyhawk and D&D.
The boys loved this adventure. Combining it with WG4 and some additional material from the web it took us about 6 months to complete. Still, it was a great time.
Two other modules were later added to the "Special" Series but never had, to my knowledge, an "S" designation.
S5: The Dancing Hut of Baba Yaga
Baba Yaga is one of those characters that we keep coming back to in D&D. There are at least 3 or 4 versions of The Dancing Hut adventure out there now and even for the Pathfinder game (a game very much like D&D) has her as the main bad guy for a whole series of adventures.
I am going to feature her and this adventure in my own "War of the Witch Queens" campaign that I run next.
S6: Labyrinth of Madness
Of all the "S" modules, this is the only one I know nothing about.
From what I can tell it is sort of a tribute to the kinds of dungeons we saw in the S-series. It looks like a lot of fun though.
Thursday, April 21, 2016
A to Z of Adventure! R is for RPGA Adventures.
R is for RPGA Adventures.
Growing up in the 80s I read about the RPGA, Role-Players Game Association, with great interest. As a kid it was important to me then to be "Best at D&D" (whatever that meant) and the RPGA seemed like external validation of that. I had heard there were some people in my small-ish town (22k at the time iifc) that were members, but I don't think I even knew for sure. For me though being in the RPGA was like a badge of honor, like running a Call of Cthulhu game was. Something only Real RoleplayersTM did.
Well today I am not going to get into the details of the RPGA, past or present, instead, I want to talk about the adventures. Now normally with this challenge I want to present some material that my normal readers will like and that new readers will also find approachable. The adventures from the RPGA are, as you might expect from reading the above, not very common or easily accessed.
Back in the early days of eBay I hit the internet hard looking for copies of these adventures. One of the first ones I grabbed were the first four I knew of.
R1 To the Aid of Falx
R2 The Investigation of Hydell
R3 The Egg of the Phoenix
R4 Doc's Island
These were written in 1982-83 by Frank Mentzer. I focused on these since they were the ones I knew about and I had a chance to go through them in the late 80s myself, but never finished them.
Unknown to me at the time they were all collected into a larger adventure and sold as I12 Egg of the Phoenix which I talked about on I Day.
Re-reading these now I am very curious about Frank Mentzer's own campaign setting of Aquaria. I found these links that gave me a bit of a better idea what it is all about:
I am going to need to find out more about it to be honest.
The next set of RPGA adventures that got me interested were the RPGA series.
RPGA1 Rahasia
RPGA2 Black Opal Eye
These were written by Tracy and Laura Hickman and then later combined into the module B7 Rahasia. Reading these earlier treatments is actually very interesting. I pulled them out when I was thinking about this challenge and after I got the new Tracy and Laura Hickman inspired Ravenloft. I talked quite a bit about Rahasia and The Black Opal Eye.
http://theotherside.timsbrannan.com/2016/03/rahasia-ravenloft-and-witches.html
RPGA3 The Forgotten King
RPGA4 The Elixir of Life
Both of these were written by Bob Blake in 1983. I have them, but I have not really gotten into them.
There are others, mostly featured in Polyhedron Magazine.
As publications, they are an interesting piece of D&D history especially from the so-called "Silver age" of D&D; that early/mid-80s time when D&D was at its cultural peak, but the best adventures were for the most part already published and behind it.
As adventures, many are forgettable save for the ones I mention here. This, in particular, came as something of a blow to me. I had expected the RPGA modules to be the cream of the crop, but that was not the case. Rahasia and the Egg of the Phoenix caught my attentions, but that is about it.
Many of the best would be later reprinted under other module codes (like Rahasia and Egg of Phoenix).
Still. There is something uniquely nostalgic about picking up these duotone books and flipping through thinking of an age when Walkmen, pastels, Trapper Keepers, and Rubic's Cubes ruled the land.
Growing up in the 80s I read about the RPGA, Role-Players Game Association, with great interest. As a kid it was important to me then to be "Best at D&D" (whatever that meant) and the RPGA seemed like external validation of that. I had heard there were some people in my small-ish town (22k at the time iifc) that were members, but I don't think I even knew for sure. For me though being in the RPGA was like a badge of honor, like running a Call of Cthulhu game was. Something only Real RoleplayersTM did.
Well today I am not going to get into the details of the RPGA, past or present, instead, I want to talk about the adventures. Now normally with this challenge I want to present some material that my normal readers will like and that new readers will also find approachable. The adventures from the RPGA are, as you might expect from reading the above, not very common or easily accessed.
Back in the early days of eBay I hit the internet hard looking for copies of these adventures. One of the first ones I grabbed were the first four I knew of.
R1 To the Aid of Falx
R2 The Investigation of Hydell
R3 The Egg of the Phoenix
R4 Doc's Island
These were written in 1982-83 by Frank Mentzer. I focused on these since they were the ones I knew about and I had a chance to go through them in the late 80s myself, but never finished them.
Unknown to me at the time they were all collected into a larger adventure and sold as I12 Egg of the Phoenix which I talked about on I Day.
Re-reading these now I am very curious about Frank Mentzer's own campaign setting of Aquaria. I found these links that gave me a bit of a better idea what it is all about:
- http://blackmoormystara.blogspot.com/2010/08/frank-mentzers-aquaria.html
- http://www.thepiazza.org.uk/bb/viewtopic.php?f=44&t=4140
I am going to need to find out more about it to be honest.
The next set of RPGA adventures that got me interested were the RPGA series.
RPGA1 Rahasia
RPGA2 Black Opal Eye
These were written by Tracy and Laura Hickman and then later combined into the module B7 Rahasia. Reading these earlier treatments is actually very interesting. I pulled them out when I was thinking about this challenge and after I got the new Tracy and Laura Hickman inspired Ravenloft. I talked quite a bit about Rahasia and The Black Opal Eye.
http://theotherside.timsbrannan.com/2016/03/rahasia-ravenloft-and-witches.html
RPGA3 The Forgotten King
RPGA4 The Elixir of Life
Both of these were written by Bob Blake in 1983. I have them, but I have not really gotten into them.
There are others, mostly featured in Polyhedron Magazine.
As publications, they are an interesting piece of D&D history especially from the so-called "Silver age" of D&D; that early/mid-80s time when D&D was at its cultural peak, but the best adventures were for the most part already published and behind it.
As adventures, many are forgettable save for the ones I mention here. This, in particular, came as something of a blow to me. I had expected the RPGA modules to be the cream of the crop, but that was not the case. Rahasia and the Egg of the Phoenix caught my attentions, but that is about it.
Many of the best would be later reprinted under other module codes (like Rahasia and Egg of Phoenix).
Still. There is something uniquely nostalgic about picking up these duotone books and flipping through thinking of an age when Walkmen, pastels, Trapper Keepers, and Rubic's Cubes ruled the land.
Wednesday, April 20, 2016
A to Z of Adventure! Q is for Queen of the Demonweb Pits
Q is for Queen of the Demonweb Pits.
What else could it be? Well...funny you should say that. There is also a few Vampire Queen adventures out there and there is the adventure path I am playing around with, War of the Witch Queens. But I guess really there is only one queen and only one Q module.
Queen of the Demonweb Pits is the ultimate finale that began with the characters looking into some giant raids. Behind it all was the Drow and Lolth!...er wait. Wasn't supposed to be the Elder Elemental Eye? Tharizdun? I mean that is what is going on in T1 Village of Hommlet.
Well as it turns out Q1 was supposed to be different. It wasn't the vision that Gary wanted. Now the official story is that Gary was too busy to work on Q1 because he was working on T2 The Temple of Elemental Evil. We can see bits of his thinking in T1, S4 and WG5. So David Sutherland came in to finish it off. At least that is story we have been told. According to Shannon Appelcline this was the start of Gary's eventual ouster at TSR.
Regardless of how, what and why, Q1 is fondly remembered to this day 36 years later. As part of the GDQ series it is considered to be one of the greatest adventures of all time.
I remember playing this back in the day and that confusing as hell map. I remember talking to friends in the days WAY before the Internet and how we would speculate on Q2 and Q3.
Like T1 and the mythical stand-alone T2, a DIY Q2 would be great.
SO TO MY REGULAR READERS: What would be in YOUR Q2?
Would you have the characters look into the Elder Elemental Eye connection? Maybe there would be a civil war among the drow; those that support the EEE and those that support Lolth.
I suppose I could take a few pages from Expedition to the Demonweb Pits for 3.5 edition of D&D to. I do know I need to work out this Lolth-Tharizdûn issue before my players get there!
What else could it be? Well...funny you should say that. There is also a few Vampire Queen adventures out there and there is the adventure path I am playing around with, War of the Witch Queens. But I guess really there is only one queen and only one Q module.
Queen of the Demonweb Pits is the ultimate finale that began with the characters looking into some giant raids. Behind it all was the Drow and Lolth!...er wait. Wasn't supposed to be the Elder Elemental Eye? Tharizdun? I mean that is what is going on in T1 Village of Hommlet.
Well as it turns out Q1 was supposed to be different. It wasn't the vision that Gary wanted. Now the official story is that Gary was too busy to work on Q1 because he was working on T2 The Temple of Elemental Evil. We can see bits of his thinking in T1, S4 and WG5. So David Sutherland came in to finish it off. At least that is story we have been told. According to Shannon Appelcline this was the start of Gary's eventual ouster at TSR.
Regardless of how, what and why, Q1 is fondly remembered to this day 36 years later. As part of the GDQ series it is considered to be one of the greatest adventures of all time.
I remember playing this back in the day and that confusing as hell map. I remember talking to friends in the days WAY before the Internet and how we would speculate on Q2 and Q3.
Like T1 and the mythical stand-alone T2, a DIY Q2 would be great.
SO TO MY REGULAR READERS: What would be in YOUR Q2?
Would you have the characters look into the Elder Elemental Eye connection? Maybe there would be a civil war among the drow; those that support the EEE and those that support Lolth.
I suppose I could take a few pages from Expedition to the Demonweb Pits for 3.5 edition of D&D to. I do know I need to work out this Lolth-Tharizdûn issue before my players get there!
3 Different Editions, 1 Basic idea |
Tuesday, April 19, 2016
Strange Brew: Warlocks
I am interrupting this A to Z Challenge to talk about my newest book. The first part of "Strange Brew" is now out. This book features Warlocks for the Pathfinder game.
Strange Brew: Warlock
Power.
Sorcerers are born into it. Wizards spend their lives in rigorous study for it. Witches gain it through devotion to their patron. But some who seek power are unlucky enough to have been born mortal, with no access to or desire for arcane education; ordinary people who know little of witchcraft’s ancient traditions. Unlike witches, who are called by their patrons, warlocks seek out powerful beings to grant them the power they crave or desperately need.
That power can now be in your hands.
Included in these 30 pages is the new Warlock class for the Pathfinder RPG.
All for your Pathfinder Role-Playing Game!
Strange Brew: Warlock
Power.
Sorcerers are born into it. Wizards spend their lives in rigorous study for it. Witches gain it through devotion to their patron. But some who seek power are unlucky enough to have been born mortal, with no access to or desire for arcane education; ordinary people who know little of witchcraft’s ancient traditions. Unlike witches, who are called by their patrons, warlocks seek out powerful beings to grant them the power they crave or desperately need.
That power can now be in your hands.
Included in these 30 pages is the new Warlock class for the Pathfinder RPG.
- Also inside are new rules on Grimoires, the ancient and living texts of warlocks.
- Details on new warlock pacts, including unique powers and spells.
- Examples of several new warlock Patrons.
- New feats
- New hexes
- New spells
- And a new warlock NPC
All for your Pathfinder Role-Playing Game!
Labels:
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uw&w,
warlock,
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