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Better and Wetter

July 27th, 2016

Underwater Week continues with three magic items inspired by ocean creatures. Nimbly slip past your foes and deliver nasty shocks with electric eel skin, grab foes' weapons and spray blinding ink with the tentacular octopus shield, and rip your foes to shreds with the bloody shark net.

 

 

Mako

July 26th, 2016

We continue Underwater Week with a look at a valiant swashbuckler who takes to the water like the shark for which she was named. The mako is a powerful combatant, able to stand toe-to-toe with most swashbucklers, but she truly excels when fighting under the waves.

 

 

Ocean Hunger

July 25th, 2016

We go under the sea in this week’s Exotic Encounters to track down a powerful and destructive monster. These terrible beasts live under the waves and are the bane of ships and even small islands. Fear the ocean hunger!

 

 

Weekly Wonders: Eldritch Archetypes Volume I - Archetypes of Shub-Niggurath

July 22nd, 2016

Necromancers of the Northwest is proud to announce the release of our latest book, Weekly Wonders: Eldritch Archetypes Volume I - Archetypes of Shub-Niggurath. Currently available at www.paizo.com, www.drivethrurpg.com, and www.d20pfsrd.com, here's what the back of the book has to say:

A Face Only the Mother of a Thousand Young Could Love!

                The eldritch, the strange, and the weird are often relegated to the domains of villains and NPCs in fantasy, with the good guys being the ones who stand in the way of the dark things that remain just beyond our perception, which we can never truly understand. But sometimes, it can be fun to take on the mantle of the otherworldly, and to embrace the alien terrors of the cosmos. Each installment of Weekly Wonders: Eldritch Archetypes contains five archetypes for eldritch characters—those that are weird, alien, and otherworldly, who don’t fit in with normal society—as well as a cleric domain devoted to a specific mythos entity or race.

                For this book, we focus on the Great Old One Shub-Niggurath, also known as The Black Goat of the Woods, and the Black Goat with a Thousand Young. Whether or not they reference this mythos deity directly, each archetype builds on themes closely associated with it, including physical mutations, fertility, and spawning horrible monstrosities. The Shub-Niggurath bloodrager bloodline grants tentacles and sucking maws while bloodraging, and ultimately allows you to infest foes with Shub-Niggurath’s hateful seed. The order of the black goat is a cavalier order devoted to Shub-Niggurath, whose mounts become twisted and warped by the eldritch entity’s power, and who share a mind with these corrupted steeds. The gof’nn hupadgh are druids dedicated to the service of Shub-Niggurath, who can conjure her unnatural young to their sides, and even create dark young. The channeler of Shub-Niggurath is a kineticist archetype that draws on the strange, life-giving essence of Shub-Niggurath to empower their channeling, and the warstitcher of Shub-Niggurath is a warpriest archetype for those blessed by the black goat, which can cause protective pustules to grow with her fervor, and can conjure twisted aberrations to aid her. Finally, the Shub-Niggurath cleric domain focuses on using one’s own flesh to conjure hideous and tentacled monstrosities.

                Whether you're about to embark on a campaign of eldritch horror (such as the official Paizo adventure path dealing with strange and alien entities), or you just want an excuse to play a servant of the unknowable and uncaring cosmic entities of the Cthulhu mythos, this book has lots of tantalizing options to offer. Even GMs can get in on the fun, as several of the archetypes here are perfect for insane cultist NPCs as well, and can make for exciting and memorable encounters.



And be sure to keep an eye out for next Friday's release, the second installment in the Eldritch Archetypes series, focused on shoggoth-themed archetypes.




Side Paths - Silver Rebels 1 - Kennels of the Red Fang

July 15th, 2016

Necromancers of the Northwest is proud to announce the release of our latest book, Side Paths - Silver Rebels 1 - Kennels of the Red Fang. Currently available at www.paizo.com, www.drivethrurpg.com, and www.d20pfsrd.com, and the first in a new product line of micro-adventures designed to connect to official Paizo adventure paths, here's what the back of the book has to say:

It’s a Dog Eat Dog World!

            Adventure paths offer fantastic stories and sweeping campaign arcs that take characters on a ride from very low levels all the way up to the highest reaches of the game, and they can be incredibly fun and rewarding to play. But even though there’s a lot packed into an adventure path, sometimes you find yourself wishing for more, whether there’s a part of the adventure path that feels like it got a bit rushed or cut due to space issues, or just a fun little side trek to take a breather before jumping back into the action of the main story. Side Paths provides just this sort of content, with short adventures designed to fit into portions of existing official Paizo adventure paths, but which can easily stand on their own, or be inserted into other, similar campaigns.

            In this adventure for a party of 2nd- or 3rd-level characters, designed to occur during or after the first volume (#97) of the rebellious adventure path from Paizo, Inc, the party is approached by a man with a seemingly simple request: his dog has been kidnapped by the owner of the Red Fang, a dog-fighting ring with a nasty reputation. With dog-fighting quite legal in the area, and the authorities unable (or unwilling) to find any evidence of the missing dog, hiring rebellious heroes willing to work outside the law to do good deeds is this man’s last hope. But as the PCs delve into the kennels of the Red Fang, it quickly becomes apparent that there’s a lot more going on here than a missing dog. Can they defeat the strange and twisted monsters caged in those kennels?

 

You can expect to see the next adventure in the product line, Side Paths - Silver Rebels 2 - Trials of the Drowned, in two weeks, on Friday July 29, and future installments depending on the success of these two.

 

 

Mythic Mastery: Missing Mythic Magic Volume XXII

July 15th, 2016

Necromancers of the Northwest is very proud to announce the release of our latest book, Mythic Mastery: Missing Mythic Magic Volume XXII. After well over a year, we've finally produced mythic versions of every spell in the Pathfinder Roleplaying Game Core Rulebook not found in Pathfinder Roleplaying Game: Mythic Adventures! Currently available at www.paizo.com, www.drivethrurpg.com, and www.d20pfsrd.com, here's what the back of the book has to say:

Uncover Forgotten Arcane Lore!

            Everyone knows that knowledge is power, and that having options is better than not having them. It should come as no surprise, then, that wizards, witches, and other powerful spellcasters are always on the lookout for new and exciting spells to add to their repertoires. While many spells from the Pathfinder Roleplaying Game Core Rulebook received a facelift and an upgrade in Pathfinder Roleplaying Game: Mythic Adventures, the sourcebook that introduced mythic power to the Pathfinder Roleplaying Game, dozens of spells were left behind. Missing Mythic Magic Volume XXII, and its predecessors, aim to give each and every spell from the core rules a full-fledged mythic upgrade, all the way from A to Z, with a special focus on making mythic spells that feel as over-the-top and larger-than-life as possible.

            This installment includes 22 mythic spells, from undetectable alignment to zone of truth. A mythic virtue spell lasts for a full hour, and grants one of seven additional benefits, each based on a different virtue. A mythic wail of the banshee gives greater control over which creatures are affected, and can cause those it slays to rise as banshees on the following round, while a mythic weird forces creatures to save a second time on the following round in order to survive, and can permanently haunt the nightmares of creatures that die and are resurrected, and a mythic wind wall blocks creatures from being able to pass through it without making Strength or Fly checks. This tome contains all that, and much, much more!

            The Mythic Mastery series of products builds and expands on the rules for mythic characters introduced in Pathfinder Roleplaying Game: Mythic Adventures. Each Mythic Mastery provides new content and rules for mythic games, with a focus on a single theme or area of play. While some of the content provided in Mythic Mastery products requires the use of mythic characters and a mythic adventure, others, such as those focused on exploring mythic monsters, can be used in games of every sort.



And be sure to keep an eye out for next Friday's release, Weekly Wonders: Eldritch Archetypes Volume I: Shub-Niggurath. The beginning in a new series of archetype products designed to match the flavor of the upcoming Paizo adventure path featuring mythos elements, this book features archetypes inspired by the mythos entity Shub-Niggurath for the druid, cavalier, bloodrager, warpriest, and kineticist, as well as a special cleric domain for worshippers of Shub-Niggurath.

 

 

Vacation!

July 11th, 2016

Necromancers of the Northwest is taking a summer vacation from articles. Be sure to check in this Friday (7/15) for Missing Mythic Magic Volume XXII, and the following Friday (7/22), when we begin a new series of Weekly Wonders displaying a variety of archetypes associated with monsters from the Cthulhu mythos. Normal articles will resume Monday 7/25 with Underwater Week.

 

 

Weekly Wonders: Drunken Feats

July 8th, 2016

Necromancers of the Northwest is proud to announce the release of our latest book, Weekly Wonders: Drunken Feats. Currently available at www.paizo.com, www.drivethrurpg.com, and www.d20pfsrd.com, here's what the back of the book has to say:

Ninety-Nine Bottles of Beer on My Sheet…

            When they aren’t delving dungeons, adventurers can often be found in taverns, where they while away the hours planning their next big score, and spending whatever’s left of the last one on booze of all sorts, or so we are told. While there are a handful of feats and archetypes scattered here and there that allow characters to benefit from drinking alcohol, they are few and far between, without much cohesion, and generally restricted to just one or two classes. For the most part, if you want your brawler, swashbuckler, or fighter to gain the same sorts of benefits from drinking that drunken masters or drunken ragers do, you’re largely out of luck.

            This book presents twenty-three new feats relating to the consumption of alcohol. Alchemists with Alcoholic Admixture can mix booze into their extracts, and Angry Drunk allows you to enter a rage whenever you consume an alcoholic beverage. Drunken Rush allows you to negate the penalties of becoming intoxicated, while also giving you the option to make wild attacks, leaving yourself open to deal great amounts of damage. Drunken Stumbling, on the other hand, allows you to use your lack of control to your advantage, effortlessly dodging foes’ attacks, and Mind Fog allows you to use the pleasant haze of drunkenness to block out harmful mental assaults. This book contains all this, and much, much more!



And be sure to keep an eye out for next Friday's release, Mythic Mastery: Missing Mythic Magic Volume XXII, which will see the Missing Mythic Magic series finally complete every remaining spell from the Pathfinder Roleplaying Game Core Rulebook!

 

 

Top Ten: Genies

July 7th, 2016

Genie Week concludes with a collection of genie NPCs for use in your game, from an efreeti ambassador to a djinni stormchaser, a janni merchant, and much more.